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Bugs and Issues / Changes in the State Machine
« on: July 07, 2016, 05:56:49 pm »
I have been annoyed recently with the fact that upon deletion of the wrong node in the project tree of a state machine, it is not possible to reverse the changes and you do not see what you are actually deleting! Even if you close the project without saving it (!) the changes still remain when the project is reopened. This is not how it should work! If it is so difficult to implement the "back" function, could you please at least highlight the node within the diagram that is about to be deleted? Or just do not save those changes to the project before they are committed... Thanks a lot!

Uml Process / Re: Triggers, type: change, tutorials ?
« on: July 01, 2016, 02:43:15 am »
I have a similar problem. Unfortunately, I still do not understand how "Call" and "Change" triggers work. It seems that neither the called function or the variables in the "Specification value" are being evaluated during the simulation. Why is that? What is the trick?

Thank you Simon for your help! I will check them up.

Yes, everything I found so far was: "Playlist Maintence", "DSP Effects", "On" and the SM with "Init, Running and Stopped". If there as an another useful exemple, please let me know. All these SM's can only be executed in Manual mode, their execution in the Interpreted mode fails because the guard conditions are not defined anywhere. We need to define what we mean with variables though. So if I set those "variables" (?) to true within the "Effect" window of some transition before, it works.

But my question was a bit different. If I simply define these variables somewhere early and want to test my State Machine using a range of parameters, I have to define a separate Transitions+Triggers+Effects to change the guard handling further down the simulation. So if I have a simple guard condition x>5, only for that I need two transitions, two triggers, and two Effects (x=3 and x=7) to test the guard. It looks less transparent with all that many transitions I have to put in place.  I thought one could use those variables that are defined in "Attributes" somehow...
They are of no use here, right? Or maybe I can change the guard variables using those values defined in Attributes and Operations?

Ok, it seems it is only possible to assign a variable to a transition itself (aka "effect"), but not to a trigger variable in order to change the guard transition, if I understood it correctly.

Thank you Simon for the fast reply. As I read your reply it seems to me that the former sentence may contradict the latter one.
Could you please be more specific?
"You [would thereby] change a member variable so that the guard expression now evaluates to true [which is not permitted by bla-bla convention]."
"[But] You [can] change a member variable so that the guard expression now evaluates to true."

As I mentioned, I tried to change the variables using e.g. the Signal Trigger. I manually enter run=true during the simulation, but the Guard of the transition further down the flow still complains with the "ReferenceError: run is not defined". I would very much appreciate if you could help me here and sorry once again for the babysitting. How do  I change this variable so that it works?

Sorry for the very basic question, but since I already spent the whole day trying to figure this out, I will now try my luck on this forum.

-Is there a way to change a value of a guard condition further down the State Machine (SysML 1.4) via a trigger?

(State1)--trigger1:{run=true}--> (State2)--[run]-->(State3)

I tried the "Change" and "Signal" triggers, but all of the variables do not seem to have any effect on the Guard statement...

Thanks a lot for your help!

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