The Scripting Editor provides an interface in which you can: (i) graphically design Forms while assigning scripts for components in the Form; (ii) create Event Handlers, and (iii) create Macros.
These Forms, Event Handlers, and Macros are organized into scripting projects, which are then assigned to UModel application projects and can be used in the application.
Variables and functions can be defined in a Global Declarations script, which is always executed before Macro or Event Handler scripts.
This section gives an overview of the Scripting Editor and Scripting Projects. It is organized into the following sections:
|•||Scripting Projects in UModel, which describes how the scripting projects you create with the Scripting Editor will be used in UModel.|
|•||The Scripting Editor GUI, which provides a detailed look at the different parts of the Scripting Editor GUI and how they are to be used.|
|•||Components of a Scripting Project, which explains the different components that go to make up a scripting project.|
Every scripting project can have references to .NET assemblies—in addition to the default references. .NET assemblies can be added for the whole scripting project or for individual macros (by using the new CLR.LoadAssembly command in the source code; see Built-in Commands). Assemblies can be added, for example, from the Global Assembly Cache.
To add an assembly, right-click the project or macro, and, from the context menu that pops up, select Add .NET Assembly | Assembly from Global Cache (GAC).
This works in the same way as with Visual Studio and allows access not only to the complete Microsoft .NET Framework but also to any user-defined assembly.
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