MiceOnABeam Product Documentation

Modified: 3/17/2013 1:01 PM
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Glossary

 

 

Term Description Link See Also In Glossary
       
Active State A Simple State that has been transitioned to, as well as a Composite State which transitively contains that Simple State. Composite State Simple State
Choice Point Provides the ability to merge one or more incoming transitions and then target one out of a set of outgoing transitions whose Guard Condition evaluates to TRUE. Choice Point ELSE Transition, Guard Condition
Choice Transition A transition outgoing from a Choice Point. Choice Point Outgoing Transition
Compiler Directive A special command (prefixed by #) that is inserted within an LSL code segment of a MiceOnABeam model. These directives affect how the code is generated when the LSL script is generated for the model. Compiler Directives  
Completion Event The internal event %%completion_event, which is automatically generated for a Composite State whenever a transition is made to a Final State contained within it's decomposition. Final State Final State
Completion Transition A transition whose event is set to %%completion_event. Final State Final State
Composite State A Composite State is a State which has an internal structure consisting of one or more modeling components (e.g., states, transitions, etc.). Composite State State
Configurable Component

A reusable State component that can be configured using the Component Configuration Wizard.

Configurable Components

 
Continuing Transition A transition which is the continuation of a transition across a Composite State's boundary. It cannot have an Event assigned to it. It's Guard Condition is set to TRUE. Transition  
Custom Globals Custom Globals consist of a sequence of global LSL variable and function declaration statements and Compiler Directives that can be manually entered into a MiceOnABeam model. Custom Globals Compiler Directives
Deep History A transition to Deep History from within a Composite State will transition to the Last State of the Composite State and recursively so until a Simple State is reached. Deep History Last State
Default Entry Directs a Composite State to transition to it's Initial Point and automatically take the Initial Transition outgoing from the Initial Point. Initial Point Initial Point, Composite State, Transition
Default Deep History The transition outgoing from a Deep History Point, that is taken when the enclosing state's Last State is not defined or is the Final State. Deep History Last State
Default Shallow History The transition outgoing from a Shallow History Point, that is taken when the enclosing state's Last State is not defined or is the Final State. Shallow History Last State
ELSE Transition The transition outgoing from a Choice Point that is taken when no other outgoing transition's Guard Condition is evaluated to be TRUE. Choice Point Guard Condition
Entry Action A sequence of LSL statements that is executed whenever the state is newly entered, (i.e., becomes an active state). State  
Entry Point An Entry Point is used on the border of a Composite State, to connect an incoming transition to an object within the state's decomposition. Entry Point  
Event Represents the occurrence of some real-time activity within your virtual world. To respond to a particular event, the model must assign it to one or more transitions. LSL Event 
Transition
Trigger
Event Data Refers to the argument data associated with a received event. Event Data LSL Event
Exit Action A sequence of LSL statements that is executed whenever the state is exited, (i.e., becomes an inactive state, and the Last State at it's level in the state hierarchy). State  
Exit Point An Exit Point is used on the border of a Composite State, to connect an incoming transition within it's decomposition to an object outside the state. Exit Point  
Final State Used to indicate completion of a sequence of events.  It automatically generates a Completion Event on the enclosing Composite State. Final State Completion Event
Guard Condition An LSL boolean expression representing the condition under which a transition should be taken if it's Trigger (i.e., Event) has occurred. Transition Event, Trigger
Group Transition Originating from the border of a Composite State, the Group Transition acts as if it had originated from every substate contained within the state's decomposition, and recursively so inside every substate that is also a Composite State. Group Transition  
Incoming Transition Used to describe a transition in reference to the state or other modeling component it is pointed to.    
Initial Point Used along with an Initial Transition to define the default starting state within the decomposition of a Composite State. Initial Point Composite State
Initial Transition The single outgoing transition from an Initial Point. Initial Point  
Junction Point A Junction Point provides the ability to merge one or more incoming transitions into a single outgoing transition. Junction Point Transition
Last State The most recently active substate of a Composite State. Shallow History Deep History Active State
Leaf State A state that does not have an internal structure. Also known as a Simple State. State  
LSL The Lindon Scripting Language is used to impart behavior to objects within the Second Life or OpenSim-based virtual worlds. LSL_Portal  
LSL Action An configurable action that can be performed in your virtual world. It is automatically mapped to a set of LSL coding statements when the LSL script is generated for the model. LSL Actions  
Originating Transition A transition which has an Event assigned to it. Transition  
Outgoing Transition Used to describe a transition in reference to the state or other modeling component it originates from. Transition  
Run-Time Refers to when the generated code of the MiceOnABeam model is executing as a script within your virtual world environment.    
Selection Handle One or more points on a selected State or Transition represented by a small box which can be clicked and dragged to re-size the modeling component. Using the State Editor  
Scoped Name Consists of a modeling component's name in the model, appended with the name of each higher Composite State that the component is contained in, right up to and including the implicit top-level state (which takes on the name of the script itself).    
Script Description A description for the script that is shown when the file is viewed in the Component Library. It is also included within the header of the generated code for the script.    
Script Model Refers to a script that is modeled in MiceOnABeam, and saved as a .dat file.    
Self Transition A transition which originates from and terminates on the same state. Transition  
Shallow History A transition to Shallow History from within a Composite State will transition to and invoke the Default Entry on the Last State of the Composite State. Shallow History Last State
Simple State A state that does not have an internal structure. Also known as a Leaf State. State  
State A State is the key structural element used to partition a script. It represents a static point in the script's logic (which is determined by it's previous history), at which point a new Event may be processed and transition the script to a new state. State Composite State, Simple State
State Function A function declared within the scope of a state which is only accessible from within that state and within all it's contained substates, and so on down to the leaf states of the nested state hierarchy. State Variables & Functions  
State Variable A variable declared within the scope of a state which is only accessible from within that state and within all it's contained substates, and so on down to the leaf states of the nested state hierarchy. State Variables & Functions  
Substate A state contained within a Composite State. Composite State State
Terminate A Terminate Point is used to immediately stop execution of the entire script. Terminate  
Top-Level State Refers to the root state of the state hierarchy tree, which takes on the name of the script model itself.    
Transition Used to specify a handler for a particular LSL Event that may occur while in a particular State. Transition
LSL Event
 
Transition Action A sequence of LSL statements that is executed whenever the transition is fired. Transition  
Trigger Refers to the Event that is associated with a particular transition. Transition  
UML Unified Modeling Language. System and software modeling techniques refined and documented by the Object Management Group, a non-profit, industry consortium. UML 
UML Comparison
 
       

 

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