public void TestSetup()
        {
            // Create our states...
            this.openState   = new FiniteState(0, "Open");
            this.closedState = new FiniteState(1, "Closed");

            // Create our transitions...
            this.startTransition = new FiniteStateTransition(0, "New", new FiniteStateMachineTransitionReason("0", "New"), this.openState);

            this.openTransition  = new FiniteStateTransition(1, "Open", new FiniteStateMachineTransitionReason("1", "Opened"), this.closedState, this.openState);
            this.closeTransition = new FiniteStateTransition(2, "Close", new FiniteStateMachineTransitionReason("2", "Closed"), this.openState, this.closedState);

            // Add our transitions to our states...
            this.openState.RegisterTransition(this.closeTransition);
            this.closedState.RegisterTransition(this.openTransition);

            // Create our machine...
            this.machine = new FiniteStateMachine.FiniteStateMachine(this.startTransition);

            // Add our states...
            this.machine.RegisterState(this.openState);
            this.machine.RegisterState(this.closedState);
        }
		public void TestSetup()
		{
			// Create our states...
			this.openState = new FiniteState(0, "Open");
			this.closedState = new FiniteState(1, "Closed");

			// Create our transitions...
			this.startTransition = new FiniteStateTransition(0, "New", new FiniteStateMachineTransitionReason("0", "New"), this.openState);

			this.openTransition = new FiniteStateTransition(1, "Open", new FiniteStateMachineTransitionReason("1", "Opened"), this.closedState, this.openState);
			this.closeTransition = new FiniteStateTransition(2, "Close", new FiniteStateMachineTransitionReason("2", "Closed"), this.openState, this.closedState);

			// Add our transitions to our states...
			this.openState.RegisterTransition(this.closeTransition);
			this.closedState.RegisterTransition(this.openTransition);

			// Create our machine...
			this.machine = new FiniteStateMachine.FiniteStateMachine(this.startTransition);

			// Add our states...
			this.machine.RegisterState(this.openState);
			this.machine.RegisterState(this.closedState);
		}