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[2] End User License Agreement
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state authorities, the bank, a Law firm, an auditor. This term of confidentiality obligations shall
…contained. Unless stated otherwise, all the remedies provided for in this EULA shall be cumulative
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by, competent state authorities, the bank, a Law firm, an auditor. This term of confidentiality obligations
…contained. * Unless stated otherwise, all the remedies provided for in this EULA shall be cumulative
[2] How to use akaBot Studio
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, Add activity # Item Description More Details 1 New Create new sequence, flowchart, State Machine
…to another without cluttering your project. State Machines – suitable for very large projects which have number of states triggered by a transition condition. In this item, you can create new these three types
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|Create new sequence, flowchart, State Machine|2.2.1 New |2|Save|Save project|2.2.2 Save |3|Start|Run BOT
…without cluttering your project. * State Machines – suitable for very large projects which have number of states triggered by a transition condition. In this item, you can create new these three types
Activities
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Final State State State Machine
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State Machine
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* [[Final State>>url:https://docs.akabot.com/bin/view/Activities/State%20Machine/Activities/Final%20State/]] * [[State>>url:https://docs.akabot.com/bin/view/Activities/State%20Machine/Activities/State/]] * [[State Machine>>url:https://docs.akabot.com/bin/view/Activities/State%20Machine/Activities/State
Final State
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System.Activities.Statements.State Description This activity is used when you finish and you want to end the execution. (* for Mandatory) In the body of activity Entry* – Area where you add entry activity for the selected state. Properties Misc Display Name (String) - The name of this activity. You
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Final State
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State Machine
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where you add entry activity for the selected state. == **Properties** == **Misc** * **Display Name
State
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System.Activities.Statements.State Description This activity is used in State Machine, contains 3
…of activity Entry* – Area where you add entry activity for the selected state. Exit* - Area where you add exit activity for the selected state. Transition* - Area where you display all the transitions linked
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State
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State Machine
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" %) ((( System.Activities.Statements.State == **Description** == This activity is used in State Machine, contains 3 sections, entry
…for the selected state. * **Exit*** - Area where you add exit activity for the selected state. * **Transition* **- Area where you display all the transitions linked to the selected state. == **Properties
State Machine
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A state machine is a type of automation that uses a finite number of states in its execution. It can go into a state when it is triggered by an activity, and it exits that state when another activity is triggered. Another important aspect of state machines are transitions, as they also enable you to add
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State Machine
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State Machine
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(% class="box" %) ((( * A state machine is a type of automation that uses a finite number of states in its execution. It can go into a state when it is triggered by an activity, and it exits that state when another activity is triggered. * Another important aspect of state machines are transitions
State Machine
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System.Activities.Statements.StateMachine Description A state machine is a type of automation that uses a finite number of states in its execution. It can go into a state when it is triggered by an activity, and it exits that state when another activity is triggered. Properties Misc Display Name
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State Machine
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State Machine
…State Machine
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" %) ((( System.Activities.Statements.StateMachine == **Description** == A state machine is a type of automation that uses a finite number of states in its execution. It can go into a state when it is triggered by an activity, and it exits that state when another activity is triggered. [[image:image-20220506144320-1.png]] == **Properties
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