vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Group inside the logic.
This name can be used to retrieve the object (instance) in case user wants to activate it from source code.
 
2

Group

2. Group
If the Group is part of another Group, the parent will be named here.
A Group name is the concatenation of all nested Group names: group1::group2::..::group3 (here, group3 being the deepest one).
 
3

Color

3. Color
Set here the background color of the Group symbol.
You might also personalize the default color to highlight some specific Group or associate color with functionality or priority.
 
4

Re-entrant

4. Re-entrant
 
5

Content

5. Content
List all objects included into this Group.
 
6

Properties

6.
Display the property window of the selected object in the list (5).
 
7

Delete

7.
Delete the selected object of the list (5)
Cannot undo.
8

Entry Point

8. Entry Point
Use this button to access the Entry Point window (can also be opened from the diagram using double click on the Entry Point symbol).
 
9

Exit Point

9. Exit Point
Use this button to access the Exit Point window (can also be opened from the diagram using double click on the Exit Point symbol).
If grayed out, that means the Point is not defined.
10

Transitions

10. Transitions
List here all the objects connected to the current Group (in and out).
 
11

Properties

11.
Display the property window of the selected object in the list (10).
 
12

Delete

12.
Delete the selected object of the list (10)
Cannot undo.
13

When Done

13. When Done
Inform about the kind of connection set for the Group after completion (meaning, when return QUIT; is encountered in one of its objects, or when one connector quits).
 
  • Connect: the Group is connected to another object of the Logic
  • Done: once the Group is finished, the logical flux is done for this one. The Group will not trigger any other object
  • Quit: the Logic is left (and returns to the Behavior level) or the upper Group is left (if the Group is embedded into another Group)
  • Nothing: Similar as Done but no event will be triggered
     
14

Throw Event

14. Throw Event
When the Group is over (and if Perform mode is not Nothing), an event can be raised.
Click here to set (or unset) the event.
 
15

Declaration

15. Declaration
Add here all the variables and methods needed into the Group.
They will not generate interface so, needless to use //&& here.
 
16

Initialization

16. Initialization
This part will be used at different phases of the simulation.
Use the RESET part to initialize your variables.
Refer to the Developer Guide for more details on system phases/events.
17

Methods

17. Methods
Put here the methods defined in the Declaration part (if any). Leave it empty otherwise.
Methods are accessible using G: macro from the code of any Group object.
 
18

Help

18. Help
Put here whatever description of information useful to the designer to understand what the Group is about.
The help part is also used in the hint and the automatic document generation (see Make Documents).