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10 result(s) for FiniteStateMachine
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OPC-10000-10 – OPC Unified Architecture - Part 10: Programs3.1.2 Finite State MachineFinite State Machine sequence of states and valid state transitions along with the causes and effects of those state transitions that define the actions of a Program in terms
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OPC-10000-9 – OPC Unified Architecture - Part 9: Alarms & Conditions5.8.17.1 OverviewProperty if it is present otherwise it is initialized to the maximum Duration . This FiniteStateMachine supports three Active states; Unshelved , TimedShelved and OneShotShelved . It also supports six transitions. The states ... transitions are described in Table 74 . This FiniteStateMachine also supports three Method s; TimedShelve , OneShotShelve and Unshelve . Table 74 - ShelvedStateMachineType Additional References SourceBrowsePath References IsForward TargetBrowsePath UnshelvedToTimedShelved FromState True Unshelved
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OPC-10000-10 – OPC Unified Architecture - Part 10: Programs5.1 GeneralType Definition that is the subtype of the FiniteStateMachineType. The ProgramStateMachineType describes the Finite State Machine model supported by any Program Invocation of that type . The ProgramStateMachineType also defines ... Program . Figure 4 - Program Type The base ProgramStateMachineType defines the standard Finite State Machine specified for all Programs . This includes the states, transitions, and transition causes ( Methods ) and effects ( Events
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OPC-10000-10 – OPC Unified Architecture - Part 10: Programs5.2.3.2 ProgramStateMachineType statesreferences from any state to a subordinate or nested StateMachine Object to extend the FiniteStateMachine . The Halted state is the idle state for a Program . It can be an initial
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OPC-10000-16 – OPC Unified Architecture - Part 16: State Machinesanother State . Each Transition can have one or more Causes . A Cause leads a FiniteStateMachine to change its current State from the source of the Transition to its target
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OPC-10000-16 – OPC Unified Architecture - Part 16: State Machines4.4.7 FiniteStateVariableTypeNodeId of one of the State Objects of the FiniteStateMachineType. If the FiniteStateMachine is subtyped, it shall be the NodeId of the State defined on the supertype, i.e., where
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OPC-10000-16 – OPC Unified Architecture - Part 16: State Machinessubtype of TransitionVariableType and is used to store a Transition that occurred within a FiniteStateMachine as a human readable name. The FiniteTransitionVariableType is formally defined in Table 8 . Table ... NodeId of one of the Transition Objects of the FiniteStateMachineType . If the FiniteStateMachine is subtyped, it shall be the NodeId of the Transition defined on the supertype, i.e., where
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OPC-10000-16 – OPC Unified Architecture - Part 16: State Machines4.4.9 StateTypeStateType States of a FiniteStateMachine are represented as Objects of the StateType. Each Object of the StateType or one of its subtypes shall be referenced from the ObjectType FiniteStateMachineType
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OPC-10000-16 – OPC Unified Architecture - Part 16: State Machines4.4.10 InitialStateTypedefined in Table 10 . An Object of the InitialStateType represents the State that a FiniteStateMachine enters when it is activated. Each FiniteStateMachine can have at most one State of type ... InitialStateType , but a FiniteStateMachine does not have to have a State of this type. A SubStateMachine goes into its initial state whenever the parent state is entered. However, a state
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OPC-10000-16 – OPC Unified Architecture - Part 16: State Machines4.4.11 TransitionTypeTransitionType Transitions of a FiniteStateMachine are represented as Objects of the ObjectType TransitionType formally defined in Table 11 . Each Object of the TransitionType or one of its subtypes shall