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 | |
|---|---|---|
| Action |
Action that state implements
| |
| 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.
| |
| BlockTime |
If > 0, then this state is active for at least BlockTime.
| |
| 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 | |
|---|---|---|
| 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.) |