Due Thursday, March 20:
A state machine is a formalism that is used to describe interactive behavior. This exercise asks you to think about a design (yours, anyone’s) in terms of a state machine.
Design a state machine. Draw a state machine diagram. It will have states (circles with labels), transitions (arrows), conditions (one for each arrow), and actions (one for each state). In part “b” of this exercise, you will implement the state machine that you describe, in hardware and software. Your state machine should have at least three states.
One example of a state machine is the “count something” exercise that you did earlier in the semester. If you can’t think of anything else, draw the state machine for that example. Once you get started, though, you’ll begin to see the world in terms of state machines!