See: Description
| Interface | Description | 
|---|---|
| StateAction | This interface is able to use to define a action method for entry, exit or a transition in a Statemachine, which is implemented inside any user class. | 
| Class | Description | 
|---|---|
| PrepareTransition | An instance of this class is created only temporary to build the transition path, set the #exitStates
 and #entryStates. | 
| StateComposite | A composite state with its own state variable  StateComposite.stateAct. | 
| StateCompositeFlat | Super class for a composite state which does not contain a history and which is not parallel to other  StateComposite. | 
| StateDeepHistory | This is the Pseudo-state for deep history transitions. | 
| StateMachine | To build a state machine you should build a maybe inner class derived from  StateMachine. | 
| StateMachine.StateCompositeTop | |
| StateParallel | Base class for a state which contains more as one  StateCompositewhich are executed parallel if this state is active. | 
| StateShallowHistory | This is the Pseudo-state for deep history transitions. | 
| StateSimple | Base class of a State in a State machine. | 
StateMachine: base class for the users state machine.
 StateSimple: A simple state, base for:
 StateComposite: contains an inner statemachine
 StateParallel: Parallel behavior.