NodeVersion (Optional) String The NodeVersion Property is used to indicate the version of a Node. The NodeVersion Property is updated each time a Reference is added or deleted to the Node the Property belongs to. Attribute value changes do not cause the NodeVersion to change. Clients may read the NodeVersion Property or subscribe to it to determine when the structure of a Node has changed.
browse the node to extract information requested in browseDescription
find the the references that are strictly of type reference
.
The isForward boolean flag specifies the direction of the references to be looked for.
Forward direction is implied if omitted.
find all the references that are strictly of type reference
.
The isForward boolean flag specifies the direction of the references to be looked for.
Forward direction is implied if omitted.
find all the nodes that are referenced by references strictly of type reference
.
The isForward boolean flag specifies the direction of the references to be looked for.
Forward direction is implied if omitted.
find all the references that are of type reference
or a sub type of reference
, in the
direction specified by browseDirection
find all the nodes that are referenced by references of type reference
or a sub type of reference
, in the
direction specified by browseDirection
return a complete name of this object by pre-pending name of its parent(s) to its own name
get effective accessRestrictions if (inherited is true) and node has no accessRestrictions, then default accessRestriction from namespace is returned if (inherited is false) and node has no accessRestrictions, then AccessRestrictionsFlag.None is returned
the locale of the text to return (e.g. en-EN)
return a array of the objects for which this node is an EventSource nodes = HasEventSource => self
return a array with the event source of this object. self = HasEventSource => nodes
private
setAccessRestriction
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Initial State Type
The InitialStateType is a subtype of the StateType and is formally defined in Table B.8. An Object of the InitialStateType represents the State that a FiniteStateMachine enters when it is activated.
Each FiniteStateMachine can have at most one State of type InitialStateType, but a FiniteStateMachine does not have to have a State of this type.
A SubStateMachine goes into its initial state whenever the parent state is entered. However, a state machine may define a transition that goes directly to a state of the SubStateMachine. In this case the SubStateMachine goes into that State instead of the initial State. The two scenarios are illustrated in Figure B.4. The transition from State5 to State6 causes the SubStateMachine to go into the initial State (State7), however, the transition from State4 to State8 causes the parent machine to go to State6 and the SubStateMachine will go to State8.
If no initial state for a SubStateMachine exists and the State having the SubStateMachine is entered directly, then the State of the SubStateMachine is server-specific.