For Babelfish Release 1.11.1.3

SegmentGroupCommand Class

A SegmentGroupCommand object (sometimes simply called a Command) specifies the state of the EST Targets and Monitors for the current command. It also lists the text of the range officer's commands and notes for the ROs A SegmentGroupCommand is a sub-object of RangeScripts, and SegmentGroup.In SegmentGroup a SegmentGroupCommand object is in the field DefaultCommand, and the list Commands. In general, if a field is not listed in the Commands list, then it is pulled from SegmentGroup.DefaultCommand.If it is not listed there, then it is pulled from RangeScripts.DefaultCommand.See each field for specifics.

Definition

Namespace: Scopos.BabelFish.DataModel.Definitions
Assembly: BabelFish (in BabelFish.dll) Version: 1.11.1.4+b1da393815f6638555a663d9a94167ecabea5695
C#
public class SegmentGroupCommand : IReconfigurableRulebookObject
Inheritance
Object    SegmentGroupCommand
Implements
IReconfigurableRulebookObject

Constructors

SegmentGroupCommand Public interface

Properties

AtRangeTimerValue This command is automatically issued when the range timer reaches this value. Value is represented in seconds.

Does not follow the value inheritance rules.

Automation A list of Command Automations, these are currently Remark additions or None. Commands: Not required, missing or null uses DefaultCommand.ShotAttributes DefaultCommand: Required, may be empty list []
Command Commands: Not required, defaults to empty string. DefaultCommand: Ignored

Does not follow the value inheritance rules.

Comment Internal documentation comments. All text is ignored by the system.
Continue Number of seconds to wait before advancing to the next Command (or the Command indicated by NextCommandIndex). This field works independent of the Range Timer.

Only works if the Target and Monitor pair is in Practice Mode. Generally used to automate advancing Commands in practice that would otherwise be controlled by the Range Officer.

  • Value of 0 means to advance to the next command immediately.
  • Value of -1 means to not advance. This is also the default value.

Does follow the value inheritance rules.

DisplayEvent A Display Event is a transitional moment in a competition. When used, it keys an automated change to the Spectator Display.

Does follow the value inheritance rules.

Fade How long to display the text of the Command in the athlete monitor or spectator display units. Measured in seconds. A value of 0 means don't display the Command . Value of -1 means do not ever remove the Command. Commands: Not required, missing or value of -9999 uses DefaultCommand.Fade DefaultCommand: Required, defaults to 60

Does follow the value inheritance rules.

GreenLight Commands: Not required, missing or value of NONE uses DefaultCommand.GreenLight DefaultCommand: Required with default value 0

Does follow the value inheritance rules.

NextCommandIndex The index of the command, within the current SegmentGroup to advance to next using the Continue attribute. Useful if you want to go back a few commands to repeat a loop.

Value of -1 means to advance to the next command regardless of current index value.

Does follow the value inheritance rules.

Notes Commands: Not required, defaults to "" DefaultCommand: Ignored

Does not follow the value inheritance rules.

OccursAt Commands: Not required, missing or value of "" does not implement automation DefaultCommand: Ignored
Obsolete
Parent 
RangeTimer Represents the same value as .Timer, but as a float.

Does not follow the value inheritance rules.

RedLight Commands: Not required, missing or value of NONE uses DefaultCommand.RedLight DefaultCommand: Required with default value 0

Does follow the value inheritance rules.

ResultEngineDirectives Directive given to the Result Engine, to tell it to record the current Result List as the one to compare against. Only valid when the ResultEngineCompareType is NOW.

Does (kinda) follow the value inheritance rules.

ShotAttributes A list of ShotAttributes that should decorate a Shot if fired during this SegmentGroupCommand.
  • FIRED BEFORE COMMAND START
  • FIRED AFTER COMMAND STOP
  • CONSTANT (see below for meaning)

If an item is prepended with "!" (example "!FIRED BEFORE COMMAND START") then it is removed from the inherited list.

If CONSTANT is included, then all inherited values are ignored.

Does follow the list inheritance rules.

TargetLight Commands: Not required, missing or value of NONE uses DefaultCommand.TargetLight DefaultCommand: Required with default value 0

Does follow the value inheritance rules.

Timer Commands: Not required, missing or value of "" does not change the RangeClock DefaultCommand: Ignored
Obsolete
TimerCommand Commands: Not required, missing or value of NONE does not effect the RangeClock DefaultCommand: Ignored

Does not follow the value inheritance rules.

Methods

EqualsDetermines whether the specified object is equal to the current object.
(Inherited from Object)
FinalizeAllows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object)
GetCommand 
GetContinue 
GetDisplayEvent 
GetDisplayEventOptionsAsList 
GetFade 
GetGreenLight 
GetHashCodeServes as the default hash function.
(Inherited from Object)
GetNextCommandIndex 
GetNotes 
GetOccursAtObsolete
GetRedLight 
GetResultEngineDirectives 
GetShotAttributes Returns the calculated list of ShotAttributes, based on this Segment, the DefaultSegment, and the RangeSCript's DefaultSegment, and of course the list inheritance rules.
GetTargetLight 
GetTimerObsolete
GetTimerCommand 
GetTypeGets the Type of the current instance.
(Inherited from Object)
MemberwiseCloneCreates a shallow copy of the current Object.
(Inherited from Object)
ShouldSerializeAutomation Newtonsoft helper method to determine if the property Automation should be serialized.
ShouldSerializeResultEngineDirectives Newtonsoft helper method to determine if the property ResultEngineDirectives should be serialized.
ShouldSerializeShotAttributes Newtonsoft helper method to determine if the property ShotAttributes should be serialized.
ToStringReturns a string that represents the current object.
(Overrides ObjectToString)

See Also