Change class of an object

Revision as of 08:18, 28 November 2015 by Bbecane (talk | contribs)


You can press on the class of a variable or module in an Object window or Attribute panel to open a popup menu. The options depend on whether the node is a variable or a module.

Chapter4 27.png

To change class, just select another option from the menu. The shape of the node and other class-dependent properties change automatically.

Tip
You cannot change the class of a function, and you cannot change a variable into a module, or vice versa.

For more, see Classes of variables and other objects.

Module Subclasses

All modules contain other objects, including sometimes other modules. There are several different subclasses of module:

Chapter4 28.png Model: Usually the top module in a module hierarchy, saved as a separate file (document with extension .ana). Any nondefault preferences (see Preferences dialog, uncertainty options (see Uncertainty Setup dialog), and graph style templates are saved with the model, but not other module types.

Chapter4 29.png Module: A collection of nodes displayed in a single diagram. A standard module contains a set of other nodes, and is usually part of the module hierarchy within a model or other module type.

Chapter4 30.png Filed module: A module whose contents are saved in a file separate from the model that con- tains it. A filed module can be shared among several models, without having to make a copy for each model.

Chapter4 31.png Library: A module that contains functions and sometimes variables. Read-in libraries are listed in the Definition menu below the built-in libraries, with a hierarchical submenu listing the functions they contain, giving easy access.

Chapter4 32.png Filed library: A library saved in a file separate from the model that contains it. A filed library can be shared among several models, without having to make a copy for each model.

Chapter4 33.png Form: A module containing input and output nodes. You can easily create input and output nodes in a form node by drawing arrows from their original node to the form (for outputs) or from the form to the variable for inputs. See Creating Interfaces for End Users.

See Also

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