vsTASKER 7 User Manual
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Behaviors

 
An entity holds one or a set of Logics, Knowledge and Models defined in the database.
 
Behavior objects are references to logics, knowledge and components. These references will be instanciated at runtime so that each entity will hold their own copy of the logic, knowledge or model with their own runtime data. The behavior of one entity is thus defined by the combination of these elements.
 
To define or modify the behavior of one entity, first, selected in in the Environment tree-list (or the map). The Display diagram shows then the behavior objects and the panes for selecting the proper category (Logic, Knowledge, Models). 
 
 
A behavior is defined by a set of logics or a knowledge or models associated with an entity. Without behavior, an entity can do much.
 
When a logic (knowledge or model) is defined globally in the database, it might need specific data when associated with a given entity. For i.e., if a logic activates a sensor upon reception of an event, then, each entity using this logic must specify some specific data for the logic, like the name of the sensor to be switched ON, as each entity might hold different sensors.
 
A behavior can only reference existing elements in the database. If a logic is needed for one or many entity behavior(s), it must be defined first in the Logic Environment, then used in the behavior logic panel for all entities that need it.
 
 
When an entity is selected, all running logic, knowledge or model are displayed in magenta.
The one in grey are disabled or not started.
The green one are pending (ready to start)
 
During runtime, any behavior object (logic, knowledge or model) can be manually started, frozen, resumed and stopped.
This can also be done from the behavior property window or from the object popup menu (or double clicking the object).
 
Properties: call the property window of the object
 
Freeze/Resume: pause/release the selected behavior (object).
 
Start: If the object was pending, start it.
 
Restart: Stop the object (if it was running or paused) and start it again.
 
Stop: Stop the object but do not connect (Logic and Knowledge only).
 
Leave: Stop and connect to the next object (Logic and Knowledge only)