Node class

The Node class gives you access to node cards in PRIMER. More...

The PRIMER JavaScript API provides many class constants, properties and methods. For Arup to be able to extend and enhance the API in the future any constant, property or method names beginning with a lowercase or uppercase letter are reserved.
If you need to add your own properties or methods to one of the existing classes then to avoid any potential future conflict you should ensure that the name begins with either an underscore (_) or a dollar sign ($) or the name is prefixed with your own unique identifier.
For example if company 'ABC' need to add a property called 'example' then to avoid any potential future conflict use one of:

Class functions

Member functions

Node constants

Name Description
Node.SCALAR Node is *NODE_SCALAR.
Node.SCALAR_VALUE Node is *NODE_SCALAR_VALUE.

Node properties

Name Type Description
colour Colour The colour of the node
exists (read only) logical true if node exists, false if referred to but not defined.
include integer The Include file number that the node is in.
label integer Node number. Also see the nid property which is an alternative name for this.
model (read only) integer The Model number that the node is in.
ndof integer Number of degrees of freedom (SCALAR and SCALAR_VALUE only).
nid integer Node number. Also see the label property which is an alternative name for this.
rc integer Rotational constraint (0-7)
scalar integer The type of the node. Can be false (*NODE), Node.SCALAR (*NODE_SCALAR) or Node.SCALAR_VALUE (*NODE_SCALAR_VALUE)
tc integer Translational constraint (0-7)
x real X coordinate
x1 integer Initial value of 1st degree of freedom (SCALAR_VALUE only).
x2 integer Initial value of 2nd degree of freedom (SCALAR_VALUE only).
x3 integer Initial value of 3rd degree of freedom (SCALAR_VALUE only).
y real Y coordinate
z real Z coordinate

Detailed Description

The Node class allows you to create, modify, edit and manipulate node cards. See the documentation below for more details.

Constructor

new Node(Model[Model], nid[integer], x[real], y[real], z[real], tc (optional)[integer], rc (optional)[integer])

Description

Create a new Node object.

Arguments

  • Model (Model)

    Model that node will be created in

  • nid (integer)

    Node number

  • x (real)

    X coordinate

  • y (real)

    Y coordinate

  • z (real)

    Z coordinate

  • tc (optional) (integer)

    Translational constraint (0-7). If omitted tc will be set to 0.

  • rc (optional) (integer)

    Rotational constraint (0-7). If omitted rc will be set to 0.

    Returns

    Node object

    Return type

    Node

    Example

    To create a new node in model m with label 100, at coordinates (20, 40, 10)

    var n = new Node(m, 100, 20, 40, 10);

    Details of functions

    AssociateComment(Comment[Comment])

    Description

    Associates a comment with a node.

    Arguments

  • Comment (Comment)

    Comment that will be attached to the node

    Returns

    No return value

    Example

    To associate comment c to the node n:

    n.AssociateComment(c);


    Blank()

    Description

    Blanks the node

    Arguments

    No arguments

    Returns

    No return value

    Example

    To blank node n:

    n.Blank();


    BlankAll(Model[Model], redraw (optional)[boolean]) [static]

    Description

    Blanks all of the nodes in the model.

    Arguments

  • Model (Model)

    Model that all nodes will be blanked in

  • redraw (optional) (boolean)

    If model should be redrawn or not. If omitted redraw is false. If you want to do several (un)blanks and only redraw after the last one then use false for all redraws apart from the last one. Alternatively you can redraw using View.Redraw().

    Returns

    No return value

    Example

    To blank all of the nodes in model m:

    Node.BlankAll(m);


    BlankFlagged(Model[Model], flag[Flag], redraw (optional)[boolean]) [static]

    Description

    Blanks all of the flagged nodes in the model.

    Arguments

  • Model (Model)

    Model that all the flagged nodes will be blanked in

  • flag (Flag)

    Flag set on the nodes that you want to blank

  • redraw (optional) (boolean)

    If model should be redrawn or not. If omitted redraw is false. If you want to do several (un)blanks and only redraw after the last one then use false for all redraws apart from the last one. Alternatively you can redraw using View.Redraw().

    Returns

    No return value

    Example

    To blank all of the nodes in model m flagged with f:

    Node.BlankFlagged(m, f);


    Blanked()

    Description

    Checks if the node is blanked or not.

    Arguments

    No arguments

    Returns

    true if blanked, false if not.

    Return type

    Boolean

    Example

    To check if node n is blanked:

    if (n.Blanked() ) do_something...


    Browse(modal (optional)[boolean])

    Description

    Starts an edit panel in Browse mode.

    Arguments

  • modal (optional) (boolean)

    If this window is modal (blocks the user from doing anything else in PRIMER until this window is dismissed). If omitted the window will be modal.

    Returns

    no return value

    Example

    To Browse node n:

    n.Browse();


    ClearFlag(flag[Flag])

    Description

    Clears a flag on the node.

    Arguments

  • flag (Flag)

    Flag to clear on the node

    Returns

    No return value

    Example

    To clear flag f for node n:

    n.ClearFlag(f);


    Copy(range (optional)[boolean])

    Description

    Copies the node. The target include of the copied node can be set using Options.copy_target_include.

    Arguments

  • range (optional) (boolean)

    If you want to keep the copied item in the range specified for the current include. Default value is false. To set current include, use Include.MakeCurrentLayer().

    Returns

    Node object

    Return type

    Node

    Example

    To copy node n into node z:

    var z = n.Copy();


    Create(Model[Model], modal (optional)[boolean]) [static]

    Description

    Starts an interactive editing panel to create a node

    Arguments

  • Model (Model)

    Model that the node will be created in.

  • modal (optional) (boolean)

    If this window is modal (blocks the user from doing anything else in PRIMER until this window is dismissed). If omitted the window will be modal.

    Returns

    Node object (or null if not made).

    Return type

    Node

    Example

    To start creating a node in model m:

    var n = Node.Create(m);


    DetachComment(Comment[Comment])

    Description

    Detaches a comment from a node.

    Arguments

  • Comment (Comment)

    Comment that will be detached from the node

    Returns

    No return value

    Example

    To detach comment c from the node n:

    n.DetachComment(c);


    Edit(modal (optional)[boolean])

    Description

    Starts an interactive editing panel.

    Arguments

  • modal (optional) (boolean)

    If this window is modal (blocks the user from doing anything else in PRIMER until this window is dismissed). If omitted the window will be modal.

    Returns

    no return value

    Example

    To Edit node n:

    n.Edit();


    Error(message[string], details (optional)[string])

    Description

    Adds an error for node. For more details on checking see the Check class.

    Arguments

  • message (string)

    The error message to give

  • details (optional) (string)

    An optional detailed error message

    Returns

    No return value

    Example

    To add an error message "My custom error" for node n:

    n.Error("My custom error");


    ExtractColour()

    Description

    Extracts the actual colour used for node.
    By default in PRIMER many entities such as elements get their colour automatically from the part that they are in. PRIMER cycles through 13 default colours based on the label of the entity. In this case the node colour property will return the value Colour.PART instead of the actual colour. This method will return the actual colour which is used for drawing the node.

    Arguments

    No arguments

    Returns

    colour value (integer)

    Return type

    Number

    Example

    To return the colour used for drawing node n:

    var colour = n.ExtractColour();


    First(Model[Model]) [static]

    Description

    Returns the first node in the model.

    Arguments

  • Model (Model)

    Model to get first node in

    Returns

    Node object (or null if there are no nodes in the model).

    Return type

    Node

    Example

    To get the first node in model m:

    var n = Node.First(m);


    FirstFreeLabel(Model[Model], layer (optional)[Include number]) [static]

    Description

    Returns the first free node label in the model. Also see Node.LastFreeLabel(), Node.NextFreeLabel() and Model.FirstFreeItemLabel().

    Arguments

  • Model (Model)

    Model to get first free node label in

  • layer (optional) (Include number)

    Include file (0 for the main file) to search for labels in (Equivalent to First free in layer in editing panels). If omitted the whole model will be used (Equivalent to First free in editing panels).

    Returns

    Node label.

    Return type

    Number

    Example

    To get the first free node label in model m:

    var label = Node.FirstFreeLabel(m);


    FlagAll(Model[Model], flag[Flag]) [static]

    Description

    Flags all of the nodes in the model with a defined flag.

    Arguments

  • Model (Model)

    Model that all nodes will be flagged in

  • flag (Flag)

    Flag to set on the nodes

    Returns

    No return value

    Example

    To flag all of the nodes with flag f in model m:

    Node.FlagAll(m, f);


    Flagged(flag[Flag])

    Description

    Checks if the node is flagged or not.

    Arguments

  • flag (Flag)

    Flag to test on the node

    Returns

    true if flagged, false if not.

    Return type

    Boolean

    Example

    To check if node n has flag f set on it:

    if (n.Flagged(f) ) do_something...


    ForEach(Model[Model], func[function], extra (optional)[any]) [static]

    Description

    Calls a function for each node in the model.
    Note that ForEach has been designed to make looping over nodes as fast as possible and so has some limitations.
    Firstly, a single temporary Node object is created and on each function call it is updated with the current node data. This means that you should not try to store the Node object for later use (e.g. in an array) as it is temporary.
    Secondly, you cannot create new nodes inside a ForEach loop.

    Arguments

  • Model (Model)

    Model that all nodes are in

  • func (function)

    Function to call for each node

  • extra (optional) (any)

    An optional extra object/array/string etc that will appended to arguments when calling the function

    Returns

    No return value

    Example

    To call function test for all of the nodes in model m:

    Node.ForEach(m, test);
    function test(n)
    {
    // n is Node object
    }

    To call function test for all of the nodes in model m with optional object:

    var data = { x:0, y:0 };
    Node.ForEach(m, test, data);
    function test(n, extra)
    {
    // n is Node object
    // extra is data
    }


    GetAll(Model[Model], property (optional)[string]) [static]

    Description

    Returns an array of Node objects or properties for all of the nodes in a model in PRIMER. If the optional property argument is not given then an array of Node objects is returned. If the property argument is given, that property value for each node is returned in the array instead of a Node object

    Arguments

  • Model (Model)

    Model to get nodes from

  • property (optional) (string)

    Name for property to get for all nodes in the model

    Returns

    Array of Node objects or properties

    Return type

    Array

    Example

    To make an array of Node objects for all of the nodes in model m:

    var a = Node.GetAll(m);

    To return an array containing the value of property 'foo' (for example 'x' for a node) for each node in model m:

    var a = Node.GetAll(m, 'foo');


    GetAttachedShells(recursive (optional)[boolean])

    Description

    Returns the shells that are attached to the node.

    Arguments

  • recursive (optional) (boolean)

    If recursive is false then only the shells actually attached to the node will be returned (this could also be done by using the Xrefs class but this method is provided for convenience. If recursive is true then PRIMER will keep finding attached shells until no more can be found. If omitted recursive will be false.

    Returns

    Array of Shell objects (or null if there are no attached shells).

    Return type

    Array

    Example

    To find the shells attached to node n, growing the selection until no more shells can be found:

    var shell_array = n.GetAttachedShells(true);


    GetComments()

    Description

    Extracts the comments associated to a node.

    Arguments

    No arguments

    Returns

    Array of Comment objects (or null if there are no comments associated to the node).

    Return type

    Array

    Example

    To get the array of comments associated to the node n:

    var comm_array = n.GetComments();


    GetFlagged(Model[Model], flag[Flag], property (optional)[string]) [static]

    Description

    Returns an array of Node objects for all of the flagged nodes in a model in PRIMER If the optional property argument is not given then an array of Node objects is returned. If the property argument is given, then that property value for each node is returned in the array instead of a Node object

    Arguments

  • Model (Model)

    Model to get nodes from

  • flag (Flag)

    Flag set on the nodes that you want to retrieve

  • property (optional) (string)

    Name for property to get for all flagged nodes in the model

    Returns

    Array of Node objects or properties

    Return type

    Array

    Example

    To make an array of Node objects for all of the nodes in model m flagged with f:

    var n = Node.GetFlagged(m, f);

    To return an array containing the value of property 'foo' (for example 'x' for a node) for all of the nodes in model m flagged with f:

    var a = Node.GetFlagged(m, f, 'foo');


    GetFreeEdgeNodes()

    Description

    If the node is on a shell free edge and that edge forms a loop like the boundary of a hole, then GetFreeEdgeNodes returns all of the nodes on the hole/boundary in order.

    Note that a free edge is a shell edge which is only used by one shell, whereas edges in the middle of a shell part will have got more than one adjacent shell and are therefore not free edges. If every node on a boundary belongs to exactly two free edges, then this function returns the array as described. In more involved combinatorics of shells, for example multiple parts sharing nodes along their boundaries, there can be one, three or more free edges at a node, and this function should not be used.

    If you only need to know whether or not a node is on a free edge, you should find the shells attached to it by cross references with Xrefs.GetItemID and see whether these shells have got other nodes in common as well. If nodes along an edge of a shell only appear in that one shell, this is a free edge.

    Arguments

    No arguments

    Returns

    Array of Node objects (or null if not on a shell free edge).

    Return type

    Array

    Example

    To find all the nodes on the hole/boundary that node n is on:

    var node_array = n.GetFreeEdgeNodes();


    GetFromID(Model[Model], number[integer]) [static]

    Description

    Returns the Node object for a node ID.

    Arguments

  • Model (Model)

    Model to find the node in

  • number (integer)

    number of the node you want the Node object for

    Returns

    Node object (or null if node does not exist).

    Return type

    Node

    Example

    To get the Node object for node 100 in model m

    var n = Node.GetFromID(m, 100);


    GetInitialVelocities()

    Description

    Returns the initial velocity of the node. You need to be sure the field nvels of the node is populate before to use GetInitialVelocities. To do so you can use Model.PopNodeVels .

    Arguments

    No arguments

    Returns

    Array containing the 3 translational and 3 rotational velocity values.

    Return type

    Array

    Example

    To get the initial velocity of the node n:

    var vel = n.GetInitialVelocities();


    GetParameter(prop[string])

    Description

    Checks if a Node property is a parameter or not. Note that object properties that are parameters are normally returned as the integer or float parameter values as that is virtually always what the user would want. For this function to work the JavaScript interpreter must use the parameter name instead of the value. This can be done by setting the Options.property_parameter_names option to true before calling the function and then resetting it to false afterwards.. This behaviour can also temporarily be switched by using the Node.ViewParameters() method and 'method chaining' (see the examples below).

    Arguments

  • prop (string)

    node property to get parameter for

    Returns

    Parameter object if property is a parameter, null if not.

    Return type

    Parameter

    Example

    To check if Node property n.example is a parameter:

    Options.property_parameter_names = true;
    if (n.GetParameter(n.example) ) do_something...
    Options.property_parameter_names = false;

    To check if Node property n.example is a parameter by using the GetParameter method:

    if (n.ViewParameters().GetParameter(n.example) ) do_something...


    GetReferenceGeometry()

    Description

    Returns the airbag reference geometry of the node

    Arguments

    No arguments

    Returns

    The reference geometry ID of the node (or 0 if it hasn't got any)

    Return type

    Number

    Example

    To get the reference geometry of the node n:

    var a = n.GetReferenceGeometry();


    Keyword()

    Description

    Returns the keyword for this node (*NODE, *NODE_SCALAR or *NODE_SCALAR_VALUE). Note that a carriage return is not added. See also Node.KeywordCards()

    Arguments

    No arguments

    Returns

    string containing the keyword.

    Return type

    String

    Example

    To get the keyword for node n:

    var key = n.Keyword();


    KeywordCards()

    Description

    Returns the keyword cards for the node. Note that a carriage return is not added. See also Node.Keyword()

    Arguments

    No arguments

    Returns

    string containing the cards.

    Return type

    String

    Example

    To get the cards for node n:

    var cards = n.KeywordCards();


    Last(Model[Model]) [static]

    Description

    Returns the last node in the model.

    Arguments

  • Model (Model)

    Model to get last node in

    Returns

    Node object (or null if there are no nodes in the model).

    Return type

    Node

    Example

    To get the last node in model m:

    var n = Node.Last(m);


    LastFreeLabel(Model[Model], layer (optional)[Include number]) [static]

    Description

    Returns the last free node label in the model. Also see Node.FirstFreeLabel(), Node.NextFreeLabel() and see Model.LastFreeItemLabel()

    Arguments

  • Model (Model)

    Model to get last free node label in

  • layer (optional) (Include number)

    Include file (0 for the main file) to search for labels in (Equivalent to Highest free in layer in editing panels). If omitted the whole model will be used.

    Returns

    Node label.

    Return type

    Number

    Example

    To get the last free node label in model m:

    var label = Node.LastFreeLabel(m);


    Merge(Model[Model], flag[Flag], dist[real], label (optional)[integer], position (optional)[integer]) [static]

    Description

    Attempts to merge nodes flagged with flag for a model in PRIMER. Merging nodes on *AIRBAG_SHELL_REFERENCE_GEOMETRY can be controlled by using Options.node_replace_asrg. Also see Model.MergeNodes().

    Arguments

  • Model (Model)

    Model that the nodes will be merged in

  • flag (Flag)

    Flag set on nodes to nodes

  • dist (real)

    Nodes closer than dist will be potentially merged.

  • label (optional) (integer)

    Label to keep after merge. If > 0 then highest label kept. If <= 0 then lowest kept. If omitted the lowest label will be kept.

  • position (optional) (integer)

    Position to merge at. If > 0 then merged at highest label position. If < 0 then merged at lowest label position. If 0 then merged at midpoint. If omitted the merge will be done at the lowest label.

    Returns

    The number of nodes merged

    Return type

    Number

    Example

    To (try to) merge nodes in model m flagged with flag f, with a distance of 0.1:

    Node.Merge(m, f, 0.1);


    Next()

    Description

    Returns the next node in the model.

    Arguments

    No arguments

    Returns

    Node object (or null if there are no more nodes in the model).

    Return type

    Node

    Example

    To get the node in model m after node n:

    var n = n.Next();


    NextFreeLabel(Model[Model], layer (optional)[Include number]) [static]

    Description

    Returns the next free (highest+1) node label in the model. Also see Node.FirstFreeLabel(), Node.LastFreeLabel() and Model.NextFreeItemLabel()

    Arguments

  • Model (Model)

    Model to get next free node label in

  • layer (optional) (Include number)

    Include file (0 for the main file) to search for labels in (Equivalent to Highest+1 in layer in editing panels). If omitted the whole model will be used (Equivalent to Highest+1 in editing panels).

    Returns

    Node label.

    Return type

    Number

    Example

    To get the next free node label in model m:

    var label = Node.NextFreeLabel(m);


    NodalMass()

    Description

    Get the mass of a node. This will be the sum of the structural element mass attached to the node plus any lumped mass. If called on the node of a PART_INERTIA or NRBC_INERTIA, this function will return the mass of the part/nrbc, as 'nodal mass' has no meaning in this context.

    Arguments

    No arguments

    Returns

    real

    Return type

    Number

    Example

    To get the mass for node n:

    var mass = n.NodalMass();


    Pick(prompt[string], limit (optional)[Model or Flag], modal (optional)[boolean], button text (optional)[string]) [static]

    Description

    Allows the user to pick a node.

    Arguments

  • prompt (string)

    Text to display as a prompt to the user

  • limit (optional) (Model or Flag)

    If the argument is a Model then only nodes from that model can be picked. If the argument is a Flag then only nodes that are flagged with limit can be selected. If omitted, or null, any nodes from any model can be selected. from any model.

  • modal (optional) (boolean)

    If picking is modal (blocks the user from doing anything else in PRIMER until this window is dismissed). If omitted the pick will be modal.

  • button text (optional) (string)

    By default the window with the prompt will have a button labelled 'Cancel' which if pressed will cancel the pick and return null. If you want to change the text on the button use this argument. If omitted 'Cancel' will be used.

    Returns

    Node object (or null if not picked)

    Return type

    Node

    Example

    To pick a node from model m giving the prompt 'Pick node from screen':

    var n = Node.Pick('Pick node from screen', m);


    Previous()

    Description

    Returns the previous node in the model.

    Arguments

    No arguments

    Returns

    Node object (or null if there are no more nodes in the model).

    Return type

    Node

    Example

    To get the node in model m before node n:

    var n = n.Previous();


    RenumberAll(Model[Model], start[integer]) [static]

    Description

    Renumbers all of the nodes in the model.

    Arguments

  • Model (Model)

    Model that all nodes will be renumbered in

  • start (integer)

    Start point for renumbering

    Returns

    No return value

    Example

    To renumber all of the nodes in model m, from 1000000:

    Node.RenumberAll(m, 1000000);


    RenumberFlagged(Model[Model], flag[Flag], start[integer]) [static]

    Description

    Renumbers all of the flagged nodes in the model.

    Arguments

  • Model (Model)

    Model that all the flagged nodes will be renumbered in

  • flag (Flag)

    Flag set on the nodes that you want to renumber

  • start (integer)

    Start point for renumbering

    Returns

    No return value

    Example

    To renumber all of the nodes in model m flagged with f, from 1000000:

    Node.RenumberFlagged(m, f, 1000000);


    Select(flag[Flag], prompt[string], limit (optional)[Model or Flag], modal (optional)[boolean]) [static]

    Description

    Allows the user to select nodes using standard PRIMER object menus.

    Arguments

  • flag (Flag)

    Flag to use when selecting nodes

  • prompt (string)

    Text to display as a prompt to the user

  • limit (optional) (Model or Flag)

    If the argument is a Model then only nodes from that model can be selected. If the argument is a Flag then only nodes that are flagged with limit can be selected (limit should be different to flag). If omitted, or null, any nodes can be selected. from any model.

  • modal (optional) (boolean)

    If selection is modal (blocks the user from doing anything else in PRIMER until this window is dismissed). If omitted the selection will be modal.

    Returns

    Number of nodes selected or null if menu cancelled

    Return type

    Number

    Example

    To select nodes from model m, flagging those selected with flag f, giving the prompt 'Select nodes':

    Node.Select(f, 'Select nodes', m);

    To select nodes, flagging those selected with flag f but limiting selection to nodes flagged with flag l, giving the prompt 'Select nodes':

    Node.Select(f, 'Select nodes', l);


    SetFlag(flag[Flag])

    Description

    Sets a flag on the node.

    Arguments

  • flag (Flag)

    Flag to set on the node

    Returns

    No return value

    Example

    To set flag f for node n:

    n.SetFlag(f);


    Sketch(redraw (optional)[boolean])

    Description

    Sketches the node. The node will be sketched until you either call Node.Unsketch(), Node.UnsketchAll(), Model.UnsketchAll(), or delete the model

    Arguments

  • redraw (optional) (boolean)

    If model should be redrawn or not after the node is sketched. If omitted redraw is true. If you want to sketch several nodes and only redraw after the last one then use false for redraw and call View.Redraw().

    Returns

    No return value

    Example

    To sketch node n:

    n.Sketch();


    SketchFlagged(Model[Model], flag[Flag], redraw (optional)[boolean]) [static]

    Description

    Sketches all of the flagged nodes in the model. The nodes will be sketched until you either call Node.Unsketch(), Node.UnsketchFlagged(), Model.UnsketchAll(), or delete the model

    Arguments

  • Model (Model)

    Model that all the flagged nodes will be sketched in

  • flag (Flag)

    Flag set on the nodes that you want to sketch

  • redraw (optional) (boolean)

    If model should be redrawn or not after the nodes are sketched. If omitted redraw is true. If you want to sketch flagged nodes several times and only redraw after the last one then use false for redraw and call View.Redraw().

    Returns

    No return value

    Example

    To sketch all nodes flagged with flag in model m:

    Node.SketchFlagged(m, flag);


    Total(Model[Model], exists (optional)[boolean]) [static]

    Description

    Returns the total number of nodes in the model.

    Arguments

  • Model (Model)

    Model to get total for

  • exists (optional) (boolean)

    true if only existing nodes should be counted. If false or omitted referenced but undefined nodes will also be included in the total.

    Returns

    number of nodes

    Return type

    Number

    Example

    To get the total number of nodes in model m:

    var total = Node.Total(m);


    Unblank()

    Description

    Unblanks the node

    Arguments

    No arguments

    Returns

    No return value

    Example

    To unblank node n:

    n.Unblank();


    UnblankAll(Model[Model], redraw (optional)[boolean]) [static]

    Description

    Unblanks all of the nodes in the model.

    Arguments

  • Model (Model)

    Model that all nodes will be unblanked in

  • redraw (optional) (boolean)

    If model should be redrawn or not. If omitted redraw is false. If you want to do several (un)blanks and only redraw after the last one then use false for all redraws apart from the last one. Alternatively you can redraw using View.Redraw().

    Returns

    No return value

    Example

    To unblank all of the nodes in model m:

    Node.UnblankAll(m);


    UnblankFlagged(Model[Model], flag[Flag], redraw (optional)[boolean]) [static]

    Description

    Unblanks all of the flagged nodes in the model.

    Arguments

  • Model (Model)

    Model that the flagged nodes will be unblanked in

  • flag (Flag)

    Flag set on the nodes that you want to unblank

  • redraw (optional) (boolean)

    If model should be redrawn or not. If omitted redraw is false. If you want to do several (un)blanks and only redraw after the last one then use false for all redraws apart from the last one. Alternatively you can redraw using View.Redraw().

    Returns

    No return value

    Example

    To unblank all of the nodes in model m flagged with f:

    Node.UnblankFlagged(m, f);


    UnflagAll(Model[Model], flag[Flag]) [static]

    Description

    Unsets a defined flag on all of the nodes in the model.

    Arguments

  • Model (Model)

    Model that the defined flag for all nodes will be unset in

  • flag (Flag)

    Flag to unset on the nodes

    Returns

    No return value

    Example

    To unset the flag f on all the nodes in model m:

    Node.UnflagAll(m, f);


    Unsketch(redraw (optional)[boolean])

    Description

    Unsketches the node.

    Arguments

  • redraw (optional) (boolean)

    If model should be redrawn or not after the node is unsketched. If omitted redraw is true. If you want to unsketch several nodes and only redraw after the last one then use false for redraw and call View.Redraw().

    Returns

    No return value

    Example

    To unsketch node n:

    n.Unsketch();


    UnsketchAll(Model[Model], redraw (optional)[boolean]) [static]

    Description

    Unsketches all nodes.

    Arguments

  • Model (Model)

    Model that all nodes will be unblanked in

  • redraw (optional) (boolean)

    If model should be redrawn or not after the nodes are unsketched. If omitted redraw is true. If you want to unsketch several things and only redraw after the last one then use false for redraw and call View.Redraw().

    Returns

    No return value

    Example

    To unsketch all nodes in model m:

    Node.UnsketchAll(m);


    UnsketchFlagged(Model[Model], flag[Flag], redraw (optional)[boolean]) [static]

    Description

    Unsketches all flagged nodes in the model.

    Arguments

  • Model (Model)

    Model that all nodes will be unsketched in

  • flag (Flag)

    Flag set on the nodes that you want to unsketch

  • redraw (optional) (boolean)

    If model should be redrawn or not after the nodes are unsketched. If omitted redraw is true. If you want to unsketch several things and only redraw after the last one then use false for redraw and call View.Redraw().

    Returns

    No return value

    Example

    To unsketch all nodes flagged with flag in model m:

    Node.UnsketchAll(m, flag);


    ViewParameters()

    Description

    Object properties that are parameters are normally returned as the integer or float parameter values as that is virtually always what the user would want. This function temporarily changes the behaviour so that if a property is a parameter the parameter name is returned instead. This can be used with 'method chaining' (see the example below) to make sure a property argument is correct.

    Arguments

    No arguments

    Returns

    Node object.

    Return type

    Node

    Example

    To check if Node property n.example is a parameter by using the Node.GetParameter() method:

    if (n.ViewParameters().GetParameter(n.example) ) do_something...


    Warning(message[string], details (optional)[string])

    Description

    Adds a warning for node. For more details on checking see the Check class.

    Arguments

  • message (string)

    The warning message to give

  • details (optional) (string)

    An optional detailed warning message

    Returns

    No return value

    Example

    To add a warning message "My custom warning" for node n:

    n.Warning("My custom warning");


    Xrefs()

    Description

    Returns the cross references for this node.

    Arguments

    No arguments

    Returns

    Xrefs object.

    Return type

    Xrefs

    Example

    To get the cross references for node n:

    var xrefs = n.Xrefs();


    toString()

    Description

    Creates a string containing the node data in keyword format. Note that this contains the keyword header and the keyword cards. See also Node.Keyword() and Node.KeywordCards().

    Arguments

    No arguments

    Returns

    string

    Return type

    String

    Example

    To get data for node n in keyword format

    var s = n.toString();