diff --git a/docs/src/reference/asciidoc/images/papyrus-gs-10.png b/docs/src/reference/asciidoc/images/papyrus-gs-10.png new file mode 100644 index 00000000..6609afd0 Binary files /dev/null and b/docs/src/reference/asciidoc/images/papyrus-gs-10.png differ diff --git a/docs/src/reference/asciidoc/images/papyrus-gs-11.png b/docs/src/reference/asciidoc/images/papyrus-gs-11.png new file mode 100644 index 00000000..ad0986a6 Binary files /dev/null and b/docs/src/reference/asciidoc/images/papyrus-gs-11.png differ diff --git a/docs/src/reference/asciidoc/sm.adoc b/docs/src/reference/asciidoc/sm.adoc index af32d923..28a2a61e 100644 --- a/docs/src/reference/asciidoc/sm.adoc +++ b/docs/src/reference/asciidoc/sm.adoc @@ -1893,10 +1893,16 @@ trigger and define `SignalEventE1` for that. image::images/papyrus-gs-8.png[width=400] -This well give you something like shown below. +This will give you something like shown below. image::images/papyrus-gs-9.png[width=400] +[TIP] +==== +If `SignalEvent` is omitted for a transition it becomes an +anonymous transition. +==== + [IMPORTANT] ==== In rest of a sections we skip most of a screenshots as it's a waste of @@ -1904,6 +1910,27 @@ space. Reference to menu items and actions we do with UI can be found from _Model Explorer_ or other dialogs given by Papyrus plugin. ==== +=== Define Timers +Transition can also happen based on timed events. Spring Statemachine +support two types of timers, ones which fires continously on a +background and ones which fires once with a delay when state is +entered. + +Add new `TimeEvent` child to _Model Explorer_, modify _When_ as +expression defined as _LiteralInteger_. Value of it is then timer as +milliseconds. _Is Relative_ is left to _false_ making timer to fire +continously. + +image::images/papyrus-gs-10.png[width=400] + +To define one timed based event when state is entered it's exactly +same as above but _Is Relative_ is now defined as _true_. + +image::images/papyrus-gs-11.png[width=400] + +Then what is left for user is to pick these time events instead of +signal event for a particular transition. + === Define Actions State entry and exit actions can be associated by using a behaviour, more about this in <>.