Back to Tutorials Index... ## Sceneflow, Nodes and SuperNodes ### Sceneflow The logic of an interactive application in Visual SceneMaker is controlled by a **Sceneflow**. <br/> <br/> A Sceneflow is a hierarchical statechart variant specifying the logic and temporal order in which individual scenes are played, commands are executed and user interactions are processed. It consists of different types of **nodes** and **edges**. Nodes can be seen as little code pieces that structure the content of an interactive presentation while edges specify how this content is linked together. <br/> <br/> In this section we will go through the different types of nodes defined in the Sceneflow language. ### Nodes Nodes are also called **Scenenodes** because they represent a state which allows the specification of a command statement to playback Scenes. <br/> <br/> A node is graphically represented by a circle which is always labeled with the name of the node and with a unique identifier. Several nodes may have the same name but different identifiers, so that different nodes with the same name refer to different states of the corresponding state machine. ![Alt text](../../images/tutorials/node.png) Nodes hold scenegroup playback commands or statements specified in a simple scripting language format. These are type definitions and variable definitions, variable assignments, and function calls to predefined functions of the underlying implementation language (e.g. Java functions). A **Start Node** may be a node or a supernode and is always marked with a red filled arrowhead. ![Alt text](../../images/tutorials/nodeCommand.png) ### SuperNodes A Supernode is graphically represented by a quadrat labeled with a name and with a unique identifier. It extends the functionality of scenenodes by creating a hierarchical structure of Sceneflows. ![Alt text](../../images/tutorials/supernode.png) A Supernode may enfold a subautomat consisting of an arbitrary number of nodes and other Supernodes which are called Subnodes. <br/> <br/> The supernode hierarchy can be used for a scoping of types and variables. Type definitions and variable definitions are inherited to all subnodes of a supernode.
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