Table of Contents

Class Computer

Namespace
NominalSystems.Classes
Assembly
NominalSystems.Classes.dll

[Nominal] The default computer class is able to connect up software automatically and create functionality for an object.


public class Computer : PhysicalObject
Inheritance
Computer
Derived

Constructors

Computer()

Default constructor

protected Computer()

Fields

Out_ComputerStatusMsg

The computer status message that outputs the status of the current computer.

public ComputerStatusMessage? Out_ComputerStatusMsg

Field Value

ComputerStatusMessage

Properties

CurrentState

The current state of the computer based on how much power is being provided to the system

[Unit(UnitType.NONE)]
[ReadOnly]
[Metadata(ContainedIn = "Out_ComputerStatusMsg")]
public ComputerStatusType CurrentState { get; set; }

Property Value

ComputerStatusType

Nanoseconds

The number of nanoseconds since the UNIX Epoch

[Unit(UnitPrefix.NANO, UnitType.SECOND)]
[ReadOnly]
[Metadata(IsAdvanced = true, ContainedIn = "Out_ComputerStatusMsg")]
public long Nanoseconds { get; set; }

Property Value

long

Seconds

The number of seconds since the UNIX Epoch

[Unit(UnitType.SECOND)]
[ReadOnly]
[Metadata(ContainedIn = "Out_ComputerStatusMsg")]
public double Seconds { get; set; }

Property Value

double

Methods

OnBehaviourAttached(UniverseBehaviour)

This event is called when a new behaviour is added to this component. The behaviour is passed into the event and a component can override this method to implement some form of checking when this event is executed.

protected override void OnBehaviourAttached(UniverseBehaviour behaviour)

Parameters

behaviour UniverseBehaviour

A reference to the behaviour that was just added

OnBehaviourDetached(UniverseBehaviour)

This event is called when a behaviour is removed from this component. The behaviour will be passed to the event but it is now no longer attached to this component.

protected override void OnBehaviourDetached(UniverseBehaviour behaviour)

Parameters

behaviour UniverseBehaviour

A reference to the behaviour that was detached

OnCreate()

Called when the 'Component' is created from the controller.

protected override void OnCreate()

OnLoad(double)

Called after all of the data has been loaded from a save state on this object. This enables any post-load operations to be performed and extra data to be loaded from the metadata.

protected override void OnLoad(double time)

Parameters

time double

[s] The current clock time of the simulation

OnUpdate(double, double)

Called when the object should update from the simulation tick. This will take in a time and a step, where the time is the time of the clock before updating the object.

protected override void OnUpdate(double time, double step)

Parameters

time double

[s] Current time of the simulation before the update

step double

[s] The time-step to update during this tick

SafeMode()

Set the computer into a safe mode - ensuring that only the most important systems are running and the rest are in safety.

public virtual void SafeMode()

Shutdown()

Shut the computer down safely. Disable all software and set the status to SHUTDOWN.

public virtual void Shutdown()

Startup()

Start the computer safely. Enable all software and set the status to RUNNING.

public virtual void Startup()

SyncClock(DateTime)

Syncs the current clock to the datetime as provided as a parameter.

public void SyncClock(DateTime dateTime)

Parameters

dateTime DateTime

The datetime to sync to