You can initiate operation calls during animation and tracing
to validate parts of the design model.
About this task
To call an operation, it must be instrumented;
by default, instrumentation is set to None (you cannot
call operations). To enable operation calls, either set the <lang>_CG::Operation::AnimAllowInvocation property
or use the Advanced Instrumentation Settings window
(opened by clicking the Advanced button on
the Settings tab for the configuration). To
call an operation, click the Call operations tool on the Animation toolbar.
This window
contains the following fields:
- Object specifies the object
(or class) that contains the method you want to start. Click Select to
open the Instances Selection window, as shown
in the following figure:
This window displays
the classes and instances that have operations that you can call.
Select the appropriate instance, then click OK.
You return to the Operations window.
- Method specifies the operation
to call.
If you selected a class in the Instances
Selection window, only static methods instrumented for
operation calls are listed in the Operations window.
The Operations window displays all the available
operations for invocation, including the ones specified in the base
classes.
- Arguments displays the arguments
used by the specified operation. If necessary, click Edit to
modify the arguments for the operation.
To start an operation, all the arguments must be animated. If the
data type is complex, you must specify the unserialization routine
for the type and force its instrumentation.
- History shows the history
of all the operations called in the animation session. As with events,
the history of operation calls is stored in a log file.
Click Clear to delete the history.
Once you have set the appropriate values, click OK to
launch the method call. The results are displayed in the output window
(animation) or console (tracing).
The Operations window
stays open after sending the operation.