Hi Bruce,
in what respect do you think that there has changed something? Still I see no difference to 3.6 - it's just the hierarchical position of an element that changes. Or did I miss something?
Cheers, Thomas
One immediate example - if you place an enumerator class as a child of a C# class, EA now generates the enumerator as an
internal in the parent class source file automatically. I didn't think this happened in 3.6? but I'm not complaining about it!
I am trying to compile a list of "things" the heirarchy does (amongst other 10^6 things Iam trying to do). I was looking to see if anyone else has any information that could save me some time.
For example - what effect does placing a state machine model's diagram and elements under the involved class do? anything? nothing? .... :-/
Consider the class powersupply, it has two states ON and OFF - in the ON state the only sensible exposure is to method TurnOff, similarly for the OFF state the method is TurnOn. Very simple to model as a state machine. Suppose we do it this way:
1. in our designclass model create class "powersupply"
2. set it as a composite element
3. doubleclick the element - this opens the child "Composite structure diagram".
4. ignore the diagram type
5. add the two states "On" and "Off"
6. add the methods "TurnOff" and "TurnOn" to the respective states as DoActions
7. add a state transition from On to Off and another from Off to On (since we are not allowed to have bi-directional state transitions

) set the Trigger for both of these transitions to "ToggleSwitch"
Now we have a simple power supply with a switch that toggles it between the on and off states.
This shgould be easily implementable in C# using subclassing. Now EA "used to" generate the subclasses for this example - but I'll be d....ed if I can get it to do it now?
Bruce