LQ1 Flashcards

1
Q

State

A
  • Condition of a system at a point of time
  • Encodes everything about the past
  • Indicates system’s reaction
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2
Q

State Machines

A

Model of systems with discrete dynamics, maps inputs to output at each step

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3
Q

What are guards?

A

Determines if transition is taken

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4
Q

What are actions?

A

Specifies the output produced

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5
Q

What are parts of the mathematical FSM model?

A

state, inputs, outputs, update, initial state

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6
Q

What is receptiveness?

A

For any input, some transition is enabled; always ready to react to any input

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7
Q

What is determinism

A

In every state, for all input, exactly 1 transition is enabled.

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8
Q

What are the three types of transitions?

A
  • self-loop/self-transition
  • default transition
  • stuttering transition
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9
Q

What are self-loops?

A

Start and ends at the same state

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10
Q

What are default transitions?

A

Enabled if no non-default is enabled

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11
Q

Stuttering transition

A
  • inputs and outputs are absent
  • FSM does not change state
  • nothing changes
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12
Q

Non-deterministic FSM

A

Dependent on environment; two possible updates

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13
Q

FSM Behavior

A

sequence of non-stuttering steps

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14
Q

FSM Trace

A

record of input, output, state in a behavior

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15
Q

Computation Tree

A

graphical representation of all possible traces

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16
Q

Extended State Machines

A

Allow variables and read/write during transitions

17
Q

Model Machines

A

hybrid systems that have modes, instead of states

18
Q

What are three examples of hybrid systems?

A
  1. Timed Automata
  2. Higher-Order Dynamics
  3. Supervisory Control
19
Q

Time Automata

A
  • simplest non-trivial hybrid system
  • modal model of simple time-based refinements