State Class

State in ControlStateMachine.

Use CreateState(IAction) to create a new state and add it to the state matchine instance.

Definition

Namespace: DHI.Mike1D.ControlModule
Assembly: DHI.Mike1D.ControlModule (in DHI.Mike1D.ControlModule.dll) Version: 24.0.0.0 (11.1.1.1111)
C#
public class State
Inheritance
Object    State

Properties

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.

TransitionTableIndex Index into _transitionTables
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.

Methods

EqualsDetermines whether the specified object is equal to the current object.
(Inherited from Object)
FinalizeAllows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object)
GetHashCodeServes as the default hash function.
(Inherited from Object)
GetTypeGets the Type of the current instance.
(Inherited from Object)
MemberwiseCloneCreates a shallow copy of the current Object.
(Inherited from Object)
ToStringReturns a string that represents the current object.
(Inherited from Object)

See Also