vsTASKER 7 User Manual
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Properties

 
Properties
1

Name

1. Name
Name of the Task inside the Logic.
This name can be used to retrieve the object (instance) in case user wants to stop it or modify some parameters from source code.
 
2

Group

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

Color

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

Entry Point

4. 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).
 
5

Exit Point

5. 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.
6

Cycle at

6. Cycle at
Check this to enable the runtime cycling of the Task (meaning, the runtime part).
The frequency list provided is according to the RTC base definition (an object cannot cycle faster than the RTC).
If you need a user defined frequency not listed, take the highest frequency and add your own frequency divider code.
 
7

Fixed Hz

7. Fixed Hz
If you check this option, the frequency selected will be kept whatever the simulation speed (acceleration or deceleration).
The frequency will be against the wall clock and not the RTC clock.
 
8

When Done

8. When Done
Inform about the kind of connection set for the Task after completion (meaning, when return DONE; is encountered) in the runtime part:
 
  • Connect: the Task is connected to another object of the Logic
  • Done: once the Task is finished, the logical flux is done for this one. The Task will not trigger any other object
  • Quit: the Logic is left (and returns to the Behavior level) or the Group is left (if the Task is embedded into a Group)
  • Nothing: Similar as Done but no event will be triggered
 
9

Restart EPoint

9. Restart EPoint
When this is checked, the Entry Point will be reactivated (if not persistent, which should not be with tasks while these one running to prevent it to be reinitialized).
This only happens if Perform mode is not Nothing (see 8).
 
10

Throw Event

10. Throw Event
When the Task is over (and if Perform mode is not Nothing), an event can be raised.
Click here to set (or unset) the event.
 
11

Transition List

11.
List here all the objects connected to the current Task (in and out).
 
12

Properties

12.
Display the property window of the selected object in the list (11).
 
13

Delete

13.
Delete the selected object of the list (11)
Cannot undo.
14

Declarations

14. Declarations
Add here all the variables needed into the Task.
They will not generate interface so, needless to use //&& here.
 
15

Initialization

15. 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.
16

Runtime

16. Runtime
This part is the most important of the task as this part of the code is called at the task selected frequency.
Put here whatever code you like.
The code must return something:
 
AGAIN: will be called again according to the cycle preference
DONE: finish the cycling, connect to the next object if any and send event if any defined
ABORT: like DONE but do not connect nor send event
QUIT: like DONE but leave the logic or the group if embedded.
 
17

Help

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