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Node Class Structure

Nodes are maintained in a hierarchical structure with four predefined classes (Primitive, Model, Unit, and User) and any number of additional temporary classes all connected in a tree-like network. The following diagram illustrates how this structure is organized.

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The Primitive class contains all primitives. The Model class contains the root nodes for all library models that have been automatically loaded. The Unit class contains all user-defined units of measure. And, the User class contains all nodes created by the user. This structure is used to isolate nodes so that no unwanted interaction occurs.

When a command is being executed at any class level, DScript first looks in the current class for all nodes it needs to evaluate the command. If a required node is not found, the parent's class level is searched, and then the parent's parent's class level, and so on until all required nodes are found.

For example, if you use PI in a command at the User level, the software will first search the User class, then the Unit class, then the Model class, and finally the Primitive class before it will find a node named PI. If, however, you had created a node named PI in the User level, this version of PI would be the first found and the one applied in the current command.

In this case, library models still use the primitive definition for PI. Commands executed at the Model level know nothing about any nodes residing in the User level. Similarly, commands executing in the User level know nothing about any nodes in the LibraryModel1, LibraryModel2, and other dynamically-created model levels. But, User class commands can access the root nodes of any library model because the root is located in the Model class.

Temporary class levels are created by evaluating an expression within braces { }. Nodes created in a temporary class are visible only to expressions also evaluated within the braces. Also, these nodes are deleted when the end brace is encountered.

To execute a command in a particular class, use the primitive, model, unit, or user primitives.

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