State machine (dictionary item)
For automation interface information about a State Machine, see State Machine.
A State Machine defines a set of concepts that can be used for modeling discrete behavior through finite state-transition systems.
Create a State Machine through a Modeler explorer pane:
Right-click a Model or Package, and select New > UML > Behavior > State Machine.
Right-click a Class, Interface, Operation or Subsystem, and select New > State Machine.
Note that when you create a State Machine from a Class or Interface, Modeler also creates a State Diagram as a child of the new State Machine.
In addition, you can create a State Machine when creating a new Submachine State.
On State Diagrams, the owning State Machine is linked to the frame as follows.
The View Options on a State Diagram allow you to show or hide full name. By default, the full name is not shown. Tell me more...
In the Dictionary pane, State Machines are listed in the UML\States folder.
In the Modeler panes, a short-cut symbol on the State Machine's icon indicates that the item is a stub.
The following sections provide information about how a State Machine is used in the model.
Properties
In addition to the standard properties a State Machine has these properties:
Owned by
Owns
Dependency- The Dependency is owned jointly by the State Machine and the other associated item. The access permissions you have to a Dependency are determined by the access permissions of the dependent item.
Defined in these parts of the model
Shown on these diagrams
(linked to frame)
Can be linked to these dictionary items
In addition to the owning item, a State Machine can be linked to the following items.
* 
Like most other items in a Model, a Reception can be linked to an Activity Partition, Comment, Frame Box, General Node, General Flow, Constraint (applied), General Flow Diagram Flow or Swimlane.