Refactoring behavior for state machines in capsule-based diagrams

When you model a real-time system and create a capsule, a state machine and a region are created by default. You can modify the behavior of the capsule by modifying its default state machine diagram.

About this task

In capsule-based behavior modeling, inherited capsules inherit the behaviors of state machines. In a state machine diagram, you can navigate inside states to perform substate modeling and refactoring.
Note: An opaque behavior is the UML2 element that is used to store code segments for transition effort, guard, entry exit code, and so on. To associate a state machine, activity, or opaque behavior with the do, entry or exit activity, see the Adding entry, do and exit activities topic.
To navigate inside a state, complete any of the following steps:

Procedure


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