Next, a self directed signal is generated to make the State Machine "move" to the "Waiting" state:
generate POG1:wait() to this
Finally, for the "Sending" state, a message is displayed via a Domain Operation:
 = PP1::outputString["PONG_PINGED"]
When the "Sending" state completes, the "wait" transition will take place. This puts the State Machine into the "Waiting" state, where it sits in a dormant state until either a "go" signal or a "die" signal is sent from the related Pong instance.