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3.1 General rules

3.1.1 Call up of objects

Rules
The root of the tree is designated by &.
The branches (levels) of a tree are marked with
a dot (.) when calling up an object.
When calling up an object, it is sufficient to give
only as many letters as necessary to uniquely
assign the object. If the call is not unequivocal,
the first object in the series will be recognized.
Upper- or lowercase letters may be used.
To an object a value can be assigned. Values
are signified at the beginning and end by quotes
("). They may contain up to 24 ASCII charac-
ters.
Numerical values can contain up to 6 digits, a
negative sign, and a decimal point. Numbers
with more than 6 characters are not accepted;
more than 4 decimal places are rounded off. For
numbers <1, it is necessary to enter leading
zeros.
The current object remains until a new object is
called.
New objects can be addressed relative to the
old object:
A preceding dot leads forwards to the next level
in the tree.
More than one preceding dot leads one level
backwards in the tree. n node backwards re-
quire n+1 preceding dots.
If you must jump back to the root, enter a pre-
ceding &.
46
An excerpt from the object tree is represented below:
3rd node
Language
2nd node
Aux
1st node
Config
0st node
Prog
RSSet
Mode
&
Root
Example
Calling up the dialog language
&Config.Aux.Language or &C.A.L
&C.A.L or &c.a.l
Entering the dialog language:
&C.A.L"english"
correct entry of numbers:
"0.1"
incorrect entry of numbers
"1,5" or "+3" or ".1"
entry of another dialog language:
"deutsch"
From the root to node 'Aux': &C.A
Forward from node 'Aux' to 'Prog': .P
Jump from node 'Prog' to node 'Aux' and select
a new object 'Language' at this level: ..L
Change from node 'Language' via the root to
node 'Mode': &M
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