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الكلية كلية العلوم للبنات
القسم قسم الحاسبات
المرحلة 2
أستاذ المادة محمد عبيد مهدي الجبوري
07/03/2017 19:15:08
State machine" redirects here. For infinite state machines, see State transition system. For fault-tolerance methodology, see State machine replication. "SFSM" redirects here. For the Italian railway company, see Circumvesuviana. "Finite Automata" redirects here. For the electro-industrial group, see Finite Automata (band). A finite-state machine (FSM) or finite-state automaton (FSA, plural: automata), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. A FSM is defined by a list of its states, its initial state, and the conditions for each transition. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Examples are vending machines, which dispense products when the proper combination of coins is deposited, elevators, whose sequence of stops is determined by the floors requested by riders, traffic lights, which change sequence when cars are waiting, and combination locks, which require the input of combination numbers in the proper order. The finite state machine has less computational power than some other models of computation such as the Turing machine.[1] The computational power distinction means there are computational tasks that a Turing machine can do but a FSM cannot. This is because a FSM s memory is limited by the number of states it has. FSMs are studied in the more general field of automata theory. An example of a mechanism that can be modeled by a state machine is a turnstile.[2][3] A turnstile, used to control access to subways and amusement park rides, is a gate with three rotating arms at waist height, one across the entryway. Initially the arms are locked, blocking the entry, preventing patrons from passing through. Depositing a coin or token in a slot on the turnstile unlocks the arms, allowing a single customer to push through. After the customer passes through, the arms are locked again until another coin is inserted. Considered as a state machine, the turnstile has two possible states: Locked and Unlocked.[2] There are two possible inputs that affect its state: putting a coin in the slot (coin) and pushing the arm (push). In the locked state, pushing on the arm has no effect; no matter how many times the input push is given, it stays in the locked state. Putting a coin in – that is, giving the machine a coin input – shifts the state from Locked to Unlocked. In the unlocked state, putting additional coins in has no effect; that is, giving additional coin inputs does not change the state. However, a customer pushing through the arms, giving a push input, shifts the state back to Locked. The turnstile state machine can be represented by a state transition table, showing for each possible state, the transitions between them (based upon the inputs given to the machine) and the outputs resulting from each inpu State machine" redirects here. For infinite state machines, see State transition system. For fault-tolerance methodology, see State machine replication. "SFSM" redirects here. For the Italian railway company, see Circumvesuviana. "Finite Automata" redirects here. For the electro-industrial group, see Finite Automata (band). A finite-state machine (FSM) or finite-state automaton (FSA, plural: automata), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. A FSM is defined by a list of its states, its initial state, and the conditions for each transition. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Examples are vending machines, which dispense products when the proper combination of coins is deposited, elevators, whose sequence of stops is determined by the floors requested by riders, traffic lights, which change sequence when cars are waiting, and combination locks, which require the input of combination numbers in the proper order. The finite state machine has less computational power than some other models of computation such as the Turing machine.[1] The computational power distinction means there are computational tasks that a Turing machine can do but a FSM cannot. This is because a FSM s memory is limited by the number of states it has. FSMs are studied in the more general field of automata theory. An example of a mechanism that can be modeled by a state machine is a turnstile.[2][3] A turnstile, used to control access to subways and amusement park rides, is a gate with three rotating arms at waist height, one across the entryway. Initially the arms are locked, blocking the entry, preventing patrons from passing through. Depositing a coin or token in a slot on the turnstile unlocks the arms, allowing a single customer to push through. After the customer passes through, the arms are locked again until another coin is inserted. Considered as a state machine, the turnstile has two possible states: Locked and Unlocked.[2] There are two possible inputs that affect its state: putting a coin in the slot (coin) and pushing the arm (push). In the locked state, pushing on the arm has no effect; no matter how many times the input push is given, it stays in the locked state. Putting a coin in – that is, giving the machine a coin input – shifts the state from Locked to Unlocked. In the unlocked state, putting additional coins in has no effect; that is, giving additional coin inputs does not change the state. However, a customer pushing through the arms, giving a push input, shifts the state back to Locked. The turnstile state machine can be represented by a state transition table, showing for each possible state, the transitions between them (based upon the inputs given to the machine) and the outputs resulting from each inpu State machine" redirects here. For infinite state machines, see State transition system. For fault-tolerance methodology, see State machine replication. "SFSM" redirects here. For the Italian railway company, see Circumvesuviana. "Finite Automata" redirects here. For the electro-industrial group, see Finite Automata (band). A finite-state machine (FSM) or finite-state automaton (FSA, plural: automata), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. A FSM is defined by a list of its states, its initial state, and the conditions for each transition. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Examples are vending machines, which dispense products when the proper combination of coins is deposited, elevators, whose sequence of stops is determined by the floors requested by riders, traffic lights, which change sequence when cars are waiting, and combination locks, which require the input of combination numbers in the proper order. The finite state machine has less computational power than some other models of computation such as the Turing machine.[1] The computational power distinction means there are computational tasks that a Turing machine can do but a FSM cannot. This is because a FSM s memory is limited by the number of states it has. FSMs are studied in the more general field of automata theory. An example of a mechanism that can be modeled by a state machine is a turnstile.[2][3] A turnstile, used to control access to subways and amusement park rides, is a gate with three rotating arms at waist height, one across the entryway. Initially the arms are locked, blocking the entry, preventing patrons from passing through. Depositing a coin or token in a slot on the turnstile unlocks the arms, allowing a single customer to push through. After the customer passes through, the arms are locked again until another coin is inserted. Considered as a state machine, the turnstile has two possible states: Locked and Unlocked.[2] There are two possible inputs that affect its state: putting a coin in the slot (coin) and pushing the arm (push). In the locked state, pushing on the arm has no effect; no matter how many times the input push is given, it stays in the locked state. Putting a coin in – that is, giving the machine a coin input – shifts the state from Locked to Unlocked. In the unlocked state, putting additional coins in has no effect; that is, giving additional coin inputs does not change the state. However, a customer pushing through the arms, giving a push input, shifts the state back to Locked. The turnstile state machine can be represented by a state transition table, showing for each possible state, the transitions between them (based upon the inputs given to the machine) and the outputs resulting from each inpu State machine" redirects here. For infinite state machines, see State transition system. For fault-tolerance methodology, see State machine replication. "SFSM" redirects here. For the Italian railway company, see Circumvesuviana. "Finite Automata" redirects here. For the electro-industrial group, see Finite Automata (band). A finite-state machine (FSM) or finite-state automaton (FSA, plural: automata), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some external inputs; the change from one state to another is called a transition. A FSM is defined by a list of its states, its initial state, and the conditions for each transition. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Examples are vending machines, which dispense products when the proper combination of coins is deposited, elevators, whose sequence of stops is determined by the floors requested by riders, traffic lights, which change sequence when cars are waiting, and combination locks, which require the input of combination numbers in the proper order. The finite state machine has less computational power than some other models of computation such as the Turing machine.[1] The computational power distinction means there are computational tasks that a Turing machine can do but a FSM cannot. This is because a FSM s memory is limited by the number of states it has. FSMs are studied in the more general field of automata theory. An example of a mechanism that can be modeled by a state machine is a turnstile.[2][3] A turnstile, used to control access to subways and amusement park rides, is a gate with three rotating arms at waist height, one across the entryway. Initially the arms are locked, blocking the entry, preventing patrons from passing through. Depositing a coin or token in a slot on the turnstile unlocks the arms, allowing a single customer to push through. After the customer passes through, the arms are locked again until another coin is inserted. Considered as a state machine, the turnstile has two possible states: Locked and Unlocked.[2] There are two possible inputs that affect its state: putting a coin in the slot (coin) and pushing the arm (push). In the locked state, pushing on the arm has no effect; no matter how many times the input push is given, it stays in the locked state. Putting a coin in – that is, giving the machine a coin input – shifts the state from Locked to Unlocked. In the unlocked state, putting additional coins in has no effect; that is, giving additional coin inputs does not change the state. However, a customer pushing through the arms, giving a push input, shifts the state back to Locked. The turnstile state machine can be represented by a state transition table, showing for each possible state, the transitions between them (based upon the inputs given to the machine) and the outputs resulting from each inpu
المادة المعروضة اعلاه هي مدخل الى المحاضرة المرفوعة بواسطة استاذ(ة) المادة . وقد تبدو لك غير متكاملة . حيث يضع استاذ المادة في بعض الاحيان فقط الجزء الاول من المحاضرة من اجل الاطلاع على ما ستقوم بتحميله لاحقا . في نظام التعليم الالكتروني نوفر هذه الخدمة لكي نبقيك على اطلاع حول محتوى الملف الذي ستقوم بتحميله .
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