State Class |
Use CreateState(IAction) to create a new state and add it to the state matchine instance.
Namespace: DHI.Mike1D.ControlModule
The State type exposes the following members.
Name | Description | |
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Action |
Action that state implements
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ActivationTime |
Activation time is the time when this action was activated. Reset when this action becomes active
AFTER another action (ie not reset if this action is re-activated after BlockTime expires.
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BlockTime |
If > 0, then this state is active for at least BlockTime.
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BlockTimeBegin | ||
StrategyId |
Id of control strategy
This is handled to the controlled item when the state is active, and can be reported in result files | |
TransitionTable |
State transition table, list of state transitions defining
any state change.
Use SetStateTransitionTable(State, StateTransitionTable) to update. | |
UseBlockTimeStep |
When true: After block-time has expired, if this state continues to be active,
a new period of blocking is initiated, so this state will be active for yet
another BlockTime period. State changes will only be evaluated
every BlockTime period.
When false: After block time has expired, at any time can the state change. |
Name | Description | |
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Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as the default hash function. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) |