.NET Based OPC UA Client/Server SDK  3.3.0.530
UnifiedAutomation.UaServer.TransitionModel Class Reference

Transitions of a FiniteStateMachine are represented as objects of the ObjectType TransitionType. More...

Inherits UnifiedAutomation.UaServer.BaseObjectModel.

Public Member Functions

 TransitionModel ()
 Initializes a new instance of the TransitionModel class. More...
 
 TransitionModel (TransitionModel template, DummyArgument dummy=null)
 Initializes a new instance of the TransitionModel class. More...
 
- Public Member Functions inherited from UnifiedAutomation.UaServer.BaseObjectModel
 BaseObjectModel ()
 Initializes a new instance of the BaseObjectModel class. More...
 
 BaseObjectModel (BaseObjectModel template, DummyArgument dummy=null)
 Initializes a new instance of the BaseObjectModel class. More...
 
- Public Member Functions inherited from UnifiedAutomation.UaServer.ModelControllerBase
virtual ModelHandle GetModelHandle (StringTable namespaceUris, object instance)
 Gets the metadata handle. More...
 
virtual DataValue GetValue (IMapperContext context, ModelMapping mapping)
 Gets the value associated with the mapping. More...
 
virtual bool SetValue (IMapperContext context, ModelMapping mapping, DataValue value)
 Sets the value associated with the mapping. More...
 
StatusCode GetStatusCode (string propertyName)
 Retrieve the status code for the given property. If no status code was explicitly set, StatusCodes.Good will be returned.
Parameters
propertyNameThe property name.
Returns
The status code of the property.

 
void SetStatusCode (string propertyName, StatusCode statusCode)
 Sets the status code of the given property. More...
 

Properties

uint TransitionNumber [get, set]
 A number for the transition that is unique across all transitions defined in the state machine. More...
 
- Properties inherited from UnifiedAutomation.UaServer.ModelControllerBase
ModelHandle ModelHandle [get, set]
 Gets or sets the metadata handle. More...
 
object UserData [get, set]
 Gets or sets the user data. More...
 
- Properties inherited from UnifiedAutomation.UaServer.INotifyStatusCodeInfo
bool HasStatusCodes [get]
 true if no property has an explicit set status code. Hence when all status codes are implicit StatusCodes.Good. More...
 

Additional Inherited Members

- Public Attributes inherited from UnifiedAutomation.UaServer.ModelControllerBase
bool HasStatusCodes => m_statusCodes != null && m_statusCodes.Count > 0
 
- Protected Member Functions inherited from UnifiedAutomation.UaServer.ModelControllerBase
void RaisePropertyChangedEvent ([CallerMemberName] string propertyName=null)
 Raises an property change event. More...
 
void RaisePropertyChangeRequestedEvent< T > (T value, [CallerMemberName] string propertyName=null)
 Called when the value of a property is supposed to be changed. More...
 
bool SetField< T > (ref T field, T value, [CallerMemberName] string propertyName=null)
 Sets the backing field to the new value, and triggers a property change event, if the value has changed. More...
 
- Events inherited from UnifiedAutomation.UaServer.ModelControllerBase
PropertyChangedEventHandler PropertyChanged
 Occurs when a property value changes. More...
 
EventHandler
< PropertyChangeRequestedEventArgs
PropertyChangeRequested
 The event is emitted just before the value will be changed, and gives the observer the opportunity to reject or adjust (e.g. clamp) the property change by setting the PropertyChangeRequestedEventArgs.StatusCode and PropertyChangeRequestedEventArgs.Value properties. More...
 
EventHandler
< StatusCodeChangedEventArgs
StatusCodeChanged
 
- Events inherited from UnifiedAutomation.UaServer.INotifyPropertyChangeRequested
EventHandler
< PropertyChangeRequestedEventArgs
PropertyChangeRequested
 The property change request event. More...
 
- Events inherited from UnifiedAutomation.UaServer.INotifyStatusCodeInfo
EventHandler
< StatusCodeChangedEventArgs
StatusCodeChanged
 Occurs if the status code of a property was changed. More...
 

Detailed Description

Transitions of a FiniteStateMachine are represented as objects of the ObjectType TransitionType.

Each valid transition shall have exactly one FromState reference and exactly one ToState reference, each pointing to an object of the ObjectType StateType.

Each transition can have one or more HasCause references pointing to the cause that triggers the transition.

Each transition can have one or more HasEffect references pointing to the effects that occur when the transition was triggered.

Constructor & Destructor Documentation

UnifiedAutomation.UaServer.TransitionModel.TransitionModel ( )

Initializes a new instance of the TransitionModel class.

UnifiedAutomation.UaServer.TransitionModel.TransitionModel ( TransitionModel  template,
DummyArgument  dummy = null 
)

Initializes a new instance of the TransitionModel class.

Parameters
templateThe template.
dummyDummy argument to enable writing own constructors that are called by the generated code.

Property Documentation

uint UnifiedAutomation.UaServer.TransitionModel.TransitionNumber
getset

A number for the transition that is unique across all transitions defined in the state machine.


The documentation for this class was generated from the following file: