Uml Diagram For Slot Machine

The definitive list of slot machine terms you encounter when playing online slots games for real money. It is also useful to learn these phrases and their meanings if you ever go to a brick-and-mortar casino. It helps have a great casino experience.

Save this list and come back to it when you see a new term on a slot review.

Sample of UML Diagrams for ATM System For Data: Class diagram Class Diagram:-Class diagrams describe the static structure of a system, or how it is structured rather than how it behaves. These diagrams contain the following elements: 1. Classes, which represent entities with common characteristics or features. These features include. Learn how the old mechanical slot machines work. How to repair, maintain and restore these collectors items. All Mechanical amusements repaired, wanted or se.

Slot Game Terms A – Z

Jump to the Slot Definitions in Alphabetical Order
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List of Slot Machine Terminology with Definitions

This glossary includes popular words that every game uses and some you might have never seen before. Learn what a progressive slot is, the difference between a free spin and free play, and all about those tricky pay tables.

A 1,024-way machine is similar to a 234-way game but with an extra row of symbols. The five reels with four columns create an exponential amount of new paying combos.

A 234-way machine pays out when symbols appear on any of the reels in any position. Symbols count toward winning combinations as long as they are adjacent.

3D Video slots are graphically intense slot games with depth in their imagery to give a three-dimensional effect.

A 3 reel slot machine has three spinning columns of symbols.

A 5 reel slot machine has five spinning columns of symbols. This type of game seems to be the new standard for online slots.

A 6 reel slot has columns of spinning symbols. These games usually have additional features.

Action is the total amount that a slots player bets in a certain period of time. This number is used for some bonus offers and when clearing wagering and rollover requirements.

An active payline is “turned on” and pays a prize if a winning combination lands on it. Many machines let you activate and deactivated paylines to adjust the wager.

All ways machines have paylines that create winning combinations from left to right and right to left.

An annuity winner takes their prize in payments instead of a lump sum. This option isn’t available online.

Autoplay and autospin features let you set a wager and number of spins for the machine to complete automatically. You can usually cancel autoplay after any round.

Bars are classic black slot symbols with “BAR” printed on them in white. They are often the lowest paying and come in single, double, or triple stacked versions.

Basic slots are three-reel machines with a single payline. The prize is always the same, and there are no special features.

The bet is the amount that a player wagers on a spin.

A “bet one” setting adjusts the wager to one single coin of the selected denomination per spin.

A bonus feature, or bonus game, offers free spins, additional wilds, or another big win potential. Find instructions on how to activate the feature in the game’s paytable.

A bonus round is an in-game event where players make specific decisions to earn extra prizes.

Buy a pay refers to payouts that a player gets only if there is a certain wager amount per spin. It’s important to take notice of this as the jackpot sometimes won’t be available unless you’re betting a certain amount.

Buy a feature grants access to certain bonuses or special modes if a player is wagering a minimum amount per spin.

Uml Diagram Online

The candle is the light on top of a physical slot machine at a casino. You can use it to call over an employee if there is an issue, or if you hit the jackpot.

A carousel is a bank or group of slots that are together on a casino floor.

Cascading wilds convert other symbols in a slot game into more wilds, allowing for massive or concurrent wins.

A classic slot machine has three reels and only a few paylines. These machines often use vintage symbols like bars, bells, fruit, and 7s.

Coins are the total amount of cash you have in a slot machine at any given time.

The coin size is the value assigned to each coin or credit when you’re betting at a slot machine. These can be as small as 1¢ or large as $100. This amount gets multiplied by the number of paylines to calculate the total bet.

A coin slot is a physical hole where you put your coins to fund the machine. Finding a coin slot is becoming rare with digital machines, although some casinos still offer physical quarter or penny games.

The collect button allows players to cash out their remaining credits from the slot machine.

Comps are complimentary prizes, drinks, food, or spins offered by the casino for loyal players.

Columns are the vertical lines of symbols that spin. This term is used interchangeably with reels.

Credits are the unit used after you insert money into a slot machine. A credit indicator is usually near the bottom of the slot machine or screen.

The denomination is the value of a single coin on a slot machine. Some machines allow the player to change the coin amount. A carousel of slots in a brick and mortar casino will usually be the same denomination.

Demo mode, or practice mode, gives you a “fun balance” to play a slot game. You can not win real money, and your balance doesn’t carry over.

Expanding wilds are a unique type of wild symbol that grows beyond a single space. These often fill the entire reel they land on, creating more winning potential.

EGM is an acronym for “Electronic Gaming Machine.”

A feature is any additional bonuses, free spins, and side games that you can unlock with certain winning combinations.

A fixed jackpot is a set amount a player wins if they hit the jackpot combination. This is the traditional payout in slot machines, also called a flat-top slot.

A free play slot lets you try the game without risking any real money. The best online casinos offer this with their demo mode.

Free spins are opportunities to spin the reels and win prizes without having to wager. You earn them during game features or with some casino bonuses.

The gamble feature gives you a chance to double your previous winning spin’s prize.

To “hit” is to complete a winning combination on an active payline.

The hopper is the area below the reels of a physical slot machine used to catch winning coin payouts. These days, most slots use ticket vouchers.

The jackpot on a slot machine is the highest possible award. Quite often, players can only hit the jackpot at max bet.

A line bet refers to how much a player is wagering on a single slot machine line. This amount determines the payout if the player hits a winning combo.

A loose slot machine has a higher than average return to player (RTP).

The max bet is the highest amount of credits that a player can wager on each spin. On most slots, there is a bet max button to adjust the wager to the maximum automatically. Sometimes the jackpot is only available when playing at the max bet.

Mechanical slots are traditional, older machines, and have physical reels that stop behind a glass revealing symbols. These generally have fewer paylines than a video slot and predominantly feature 3-reels.

The min bet is the smallest amount a player can wager on one spin. Usually, it’s one credit for one payline. It could be as little as one 1¢.

Mobile slots have intuitive touchscreen controls for phones and tablets. Play them right in the web browser of your mobile devices.

Multi-line slots have many paylines. Each line increases your wager and drastically boosts your chances of winning.

A multiplier is a feature or symbol that significantly increases your winning payouts. For example, a 3x multiplier triples your win.

A nudge slot has symbols that move up or down once the reel has stopped. They provide additional wins and an added excitement to slot titles.

Numbers are symbols commonly found on the reels. The 7 was a traditional symbol, but now you can find 9, 10, J, Q, K, and A regularly.

Slot machines are known around the world as one-armed bandits. This slot machine slang originated because they have a lever, or one arm, and are programmed to take money from players.

The payback percentage is the total amount a machine pays out over time. This term is used interchangeably with RTP.

The payline is a line, or pattern, that a winning combination needs to land on to win a prize. It can be straight, diagonal, or zig-zag in many directions.

The payout is the amount you win when you hit a winning combo. This number is affected by your wager, the symbols, and any active multipliers.

The paytable is a page or section that outlines how much you can win on a slot machine. In addition to payouts, it shows the symbols, rules, and how to activate and use bonus features.

Penny slots have wager options as little as 1¢ per pay line. These machines are popular since they provide extended entertainment with little risk.

Pokies is the Australian slang term for slot machines. They may also refer to them as pokie machines.

A progressive jackpot slot has a grand prize that grows with each spin until it is won. Their payouts often reach hundreds of thousands of dollars.

The random number generator determines where a slot machine’s symbols land. It is based on a mathematical algorithm that allows for genuinely random placement on each spin.

The reels on a slot machine are the columns that contain various symbols.

A reel stop refers to each position on the reels.

A percentage of the total wagered money that the machine pays back to the players. This number is calculated over thousands of spins.

Rollover and wagering requirements are the total amount a player must wager to clear a bonus offer.

Rows are the horizontal lines that symbols fall on.

A scatter symbol awards the player with a payout and often unlocks a bonus round or special feature.

The second screen bonus is a special feature that takes you away from the basic reels and to a mini-game with a different format.

The “select lines” button allows you to activate or deactivate paylines. It affects your wager and likelihood of hitting a payout.

Shifting wilds, or sliding wilds, are like expanding wilds, but they grow horizontally across multiple reels.

Skill-based slots bonuses test your skill in a mini-game and award you a higher prize for better performance.

Slant top slot machines are wide and short games that save space. They allow the player to have a more immersive experience, particularly on video slots.

The slots club, or player’s club, is a VIP program for loyal players to earn comps and other rewards. They are often tiered systems that provide additional services as you progress up the ladder.

The arm on the side of a slot machine is called the slots lever.

A slots tournament pits players against each other with a set time limit or number of credits. The player with the best score at the end of the tournament wins additional prizes or free play credits. You join these games with a buy-in or invite.

Diagram

Slots types include progressive slots, 3D games, Video machines, and titles with bonus features.

A spin refers to a single round on a slot machine.

A slot machine with staggered payouts offers a larger payout when you bet more coins.

The symbols are the images, numbers, and bars on the slot machines reels. Each symbol has an associate payout, and some unlock special features.

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Tight slots are machines with low RTP and are not in the player’s favor.

The total bet is the amount wagered based on your current settings. The coin size and number of active paylines get multiplied to calculate the credits per spin.

A game with unique reels may not use a traditional column layout. The reels may be in a hexagon, tower, or side-scrolling display.

Slot machine variance refers to a game’s consistency. A low variance has frequent smaller prizes, and a high variance has larger, but less frequent, wins.

Video slots, unlike mechanical slots, have no moving parts. The spinning reels are simulated on a screen with amazing graphics and sound effects. All online slot games are video slots.

Instead of listing several paylines, a game might list a specific number of ways to win. This number could be 234 – 1,024 different winning lines.

A wild slot symbol substitutes for any other symbol in the game (except for scatter or bonus symbols) to help you create a better winning combination.

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A wild multiplier is a feature that positively affects the payouts of combinations that include wild symbols.

A win happens when you hit the correct combination of symbols that appears on an activated pay line.

Winning both ways means a paying combination can occur from left-to-right or right-to-left.

A zig-zag payline moves in a crooked line across the rows and columns of the reels. There are often some very interesting payline layouts.

Use This List of Slot Machine Terminology to the Fullest

Who knew slot machine terminology was so involved? Now you have a one-stop-shop for all the slot machine slang you could ever need.

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Slot Machine Glossary FAQ

Below are some common questions we get regarding various slot machine terms.

A progressive jackpot slot machine has a growing grand prize that continues to climb until a player hits it. These tend to reach life-changing amounts in the hundreds of thousands of dollars.

What is the arm on the side of a slot machine called?

The arm on the slot machine is the slot’s lever. You pull it to spin the reels. Many games now use a button format, and the lever is just for show.

What do you call slot machines that pay out more often?

Slots machines that payout often are known as loose slots. They have a higher return-to-player (RTP), so you stand to win more often.

Paylines, sometimes just called lines, indicate the direction and location a winning combination must land to award a prize.

At one point, the Aria in LasVegas had a machine where you could wager $5,000 on a single spin.

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The contents of the State diagram (UML) page were merged into UML state machine. For the contribution history and old versions of the redirected page, please see its history; for the discussion at that location, see its talk page. (22 February 2017)

This article[edit]

This article attempts to describe UML state machines as they are used in software, as people looking for the term 'UML state machine' most likely will have software applications in mind. The related article about Finite State Machines is necessarily much more general, as it describe FSMs for any applications, from hardware through mathematics.

UML has a very rich semantics and notation for describing state machines; too rich, in fact, to cover completely in a Wikipedia article. In fact, it is one of the most complete state machine formalism every gathered into a single notation. This article is just a start to define the arguably most important concepts, notation, and semantics, to convey at least the general ideas incorporated into UML state machine formalism.

This article is divided into two main sections: 'Basic State Machine Concepts' and 'UML Extensions to the Traditional FSM Formalism'. Time permitting I would still like to add a section about implementing UML state machines. This section would discuss automatic code generation as well as manual coding techniques and patterns.

Mirosamek (talk) 21:50, 12 August 2009 (UTC)

Some of the text in this article was previously published in http://www.embedded.com/215801043. Are you sure you're able to license this material for Wikipedia? Melchoir (talk) 02:15, 13 August 2009 (UTC)
Yes, I am the original author of the article published in http://www.embedded.com/215801043 and I hold all the copyrights to this work. I am also the author of the referenced book Practical UML Statecharts in C/C++ and I hold the copyrights to that work as well. Some of the contributed material was adapted from Chapter 2 of this book. Mirosamek (talk) 15:15, 13 August 2009 (UTC)
Hi, Miro Samek. I very much appreciate this (new) comprehensive article. I personally would be very much interested in (maybe not how to implement UML state machines) but how UML state machines diagrams are implemented and used. At the moment I also think the introduction is to technical for the general audience here. This is why a added a {{technical}} tag (for now). An extra overview section, and maybe a short history section could help. I think you could even mention some of the things you already mention here.. And one other: images are mostly uploaded in Wikicommons. I can move them there, but you can do it yourself (just use the same names, and the files here will be automatically removed in a while). If you have any questions please let me know. And thanks again for your work. -- Marcel Douwe Dekker (talk) 20:29, 2 September 2009 (UTC)

guard condition evaluation order in HSM[edit]

am i to understand correctly that in going from a nested state to another nested state, you only evaluate the guard condition of the final state, and ignore all guard conditions of the transitive states (i.e. of super-states in the destination but not the source)?i would think that it would be more logical/practical to test all guard conditions not common to the source state, esp. given that you are executing all entry actions not common to the source state. Kevin Baastalk 00:38, 12 January 2010 (UTC)

wrong arrows in sample images / diagrams[edit]

The sample images for UML state diagrams do not use the correct UML 2 arrows. Dunno if those were correct prior to 2.0, but 2.0 specifies them differently (not filled arrow-tip, should be like →). --Kissaki (talk) 17:52, 29 September 2010 (UTC)

Missing OCL[edit]

OCL is an abstract language for notating constraints.From it, also, via transformation, concrete language implementations can be extracted.Personally, I believe that most UML modelers support OCL when it comes to specifying state on entry/exit a/o transition entry/exit behaviour.What do you think? And, can we please point out to the user the ability to use OCL instead of informal natural language? —Preceding unsigned comment added by 91.54.30.197 (talk) 21:35, 26 October 2010 (UTC)


'However, the notation of UML statecharts is not purely visual. Any nontrivial state machine requires a large amount of textual information (e.g., the specification of actions and guards). The exact syntax of action and guard expressions isn’t defined in the UML specification, so many people use either structured English or, more formally, expressions in an implementation language such as C, C++, or Java.[10] In practice, this means that UML statechart notation depends heavily on the specific programming language.' - definitely missing OCL, which is a core part of UML 2. --Amogorkon (talk) 11:19, 29 March 2015 (UTC)

Local Transitions in UML V2.3[edit]

In UML V2.3, the following statement is made with respect to Local Transitions:

Transitions of kind local will be on the inside of the frame of the composite state, leaving the border of the compositestate, or one of its entry points, and end at a vertex inside the composite state. In the case of a local self transition, thetarget may be the source state itself, or an exit point on the source state.

This statement implies that the second example in Figure 8 is invalid, as the transition neither ends at a vertex inside the composite state nor at the composite state itself.

JPM Figure 15.47 shows a transition from an entry point back to the border of the composite state. Therefore, we should interpret 'end at a vertex inside' to include the composite state itself. But, the second example is wrong because it does not originate from the border of the composite state or one of its entry points. —Preceding undated comment added 19:48, 15 February 2011 (UTC).

The UML V2.3 specification is also vague as to the exact behavior of a local self transition. According the Section 15.3.15:

kind=local implies that the transition, if triggered, will not exit the composite (source) state, but it will apply to any statewithin the composite state, and these will be exited and entered.

Unfortunately this statement is ambiguous, depending on the structure of the statemachine, and further guidance is not supplied. For example, consider an internal transition to a substate. The execution intent in this case is fairly obvious; exit all substates and enter the target state (including any parent states that must be entered). However, when considering a local self transition, after exiting the substates, which substates should subsequently be entered? Should the behavior mimic a deep history state, re-entering the previously active states? Or, should the local self transition source state enter its substates, as if it was initially entering the state (just not performing its own entry actions)? In order to avoid these types of ambiguities in behavior, one might consider refactoring a state machine to avoid the local self transition. It is possible to explicitely define the desired behavior by using local transitions to existing or new substates, thus avoiding local self transition usage altogether.

--Muebel (talk) 22:02, 18 December 2010 (UTC)

'Leaf state' terminology introduced without definition.[edit]

While reading the article, I came across the phrase 'leaf state'. It was not immediately apparent to me what this meant and I had to use a search engine to find this out. I believe that it is the same thing as 'simple state', which is a phrase introduced in the article to describe a state with no substates. —Preceding unsigned comment added by 58.28.72.130 (talk) 22:39, 24 February 2011 (UTC)

Machine

Technical?[edit]

Unless someone steps forward to state in specific terms which aspects of this article are 'too technical' I'm in favour of removing the imprecation to nowhere. As I read it, the text is making strenuous efforts to communicate a complex subject. — MaxEnt 22:08, 1 April 2011 (UTC)

Agreed. I'm removing them. --Aflafla1 (talk) 12:07, 8 September 2011 (UTC)

Scary Spaghetti[edit]

There are lots of uses of 'spaghetti code' with the scare quotes, and I think the reason those quotes are there is that it is entirely subjective. The quotes act to protect the sloppy language from being called incorrect; it isn't incorrect only because it is phrased as opinion. It is a standard writing device, but I don't think it is appropriate here. In the sort of use as it is used here, it is mainly a pejorative used to describe code that is of subjectively low quality in specific ways. However, the actual cases here are generalized; there is no bad code to point to, and indeed, it is used to discuss the pros and cons of the UML State Machine as compared to other structures and methods. Therefore, it would be much more appropriate to use only the formal, non-pejorative names of other structures and methods instead of 'spaghetti code.' 'Spaghetti code' is not an actual method or structure, except in the very primitive context of code that doesn't have any sort of structure at all. In the context of the article, the most primitive applicable situation would be firmware for a microcontroller, but 'nobody' writes that in real, objective 'spaghetti code.' To be 'spaghetti' in an objective way, it would have to be non-structured. (see Structured programming) Yet here, anything using if/else instead of state machines is called spaghetti; but using if/else heavily means it is likely Structured Programming of some sort, even if the author believes it is often done poorly. It should be clear after reading Structured Programming that every single use of 'spaghetti code' in this article is mistaken.

Additionally, as discussed at [Structured programming] state machines can be implemented using unstructured code (jumping to the new state) in which case it would be both a state machine, and 'spaghetti code,' so even if you don't mind the subjective scare quotes, it is still objectively incorrect in context.76.105.216.34 (talk) 21:58, 24 January 2015 (UTC)

Wrong UML state machine diagram of a calculator[edit]

Uml Class Diagram Basics

MarquisBs (talk) 20:26, 10 June 2015 (UTC)
The example of the calculators statediagram is acctually wrong:
Your normally beginning by entering a number where as here this is not the case.
Your doing this szenario:
1. Start calculator
2. Enter an operand
3. Enter the first number
4. Solving the calculation (which is not complete at this state and will fail)
5. Enter any number to get to the beginning state again
And this happens every time you start your calculator or pressing the 'C'-button.
Therefore the changes to be made are:An additional state numberEntered between operand1 and opEntered. You get to number1Entered by entering any number (no dot here). Also you would draw a loop at number1Entered by entering another number or dot to create larger values than 9.
Additional:Also this calculator has no option to create bigger numbers than 9 because the transition to 'operand2' from 'opEntered' begins when hitting any number key or a dot.You need a loop at operand2 when entering any number or '.'
Renaming of states:I would suggest that you rename 'operand1' to 'newCalculation' because this is the point where you´re doing so. Also I would rename 'operand2' to be 'number2Entered'Normally you name a state after the transition actions or something that results out of an action. — Preceding unsigned comment added by MarquisBs (talk • contribs) 20:14, 10 June 2015 (UTC)

Uml System Diagram

Software Used for the state charts[edit]

Uml Diagram Classes

Hi,

Could someone tell me which software was used to generate the charts in this article?

Regards

Uml Diagram For Slot Machines

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