Table of contents
For a visualization of most concepts described in this chapter, see:
To manually create a project you need to:
Going through these steps will give you a minimal project in which you can start modelling your application. Pretty much what the quickstart will do for you, except you determine where your project is created and you get to name each object.
You can add more compontents to your project whenever you need it. Possible project expansions are:
To create a new module:
To create a new linked module:
To change a module’s name:
Module names can not be changed when the project is in edit mode. |
To change an interaction module’s role:
An entry point can only be set for interaction modules. In the module structure only one interaction module can be set as entrypoint. Exposed flows which reside in that module will be shown on the runtime dashboard, which are the flows you can start. Only top modules can be marked as entrypoint, and these modules can be normal modules or internal library modules. In most cases the module in which your dashboard is modeled is typically an entrypoint module. It is not possible to model an application without an entrypoint, the validation message in studio will say "RootModule: Value may not be empty".
By default each module is an implementation module. Implementation in this sense means that you need this module at runtime. Only implementation modules will be visible in the module overview list in studio (at the bottom right side). Similarly, only implementation modules will be included in the runtime export.
When setting up your module structure, you should consider unmarking as implementation all modules that are not on the top most level of the project structure. These modules are in most cases not an implementation and this reduces the size of your export, reducing the memory foot-print.
To delete a module:
If a module is only removed from the canvas it will be displayed in the tree view with an empty circle. Only modules that are in the canvas are placed in the export to the runtime. As long as the module is visible in the tree view, it is still part of the project in studio.
The Delete option will be enabled. Both removing a project from your canvas and deleting it from your project can also be done from the canvas directly. |
Modules can be part of the modular structure of your project, but they can also exist inside your project or a referred library project without taking part in the project’s configuration. This way, you can inactivate a module without having to delete it. Only the modules that are shown on the Module structure canvas are part of your project’s modular structure.
The modular structure of your project is set by dragging or creating modules on the canvas and linking them to eachother in the desired formation.
To activate an inactive module:
To link two modules:
The linked module will move below the module you linked from and will now be in its scope.
To unlink two modules:
When you want to remove a module from the modular structure:
When you remove a module from the canvas, all modules in its scope will be removed as well. The module’s structure will remain unaffected, i.e. when you place the module back on the canvas, all scoped modules will also return. To remove a single module without its scope, you have to unlink the modules first. |