Paul Toone avatar image
Paul Toone posted

Destroy Object   

The Destroy Object activity removes one or more objects in the 3D simulation model.


The Destroy Object activity only allows one connector out. See Adding and Connecting Activities for more information.


The following image shows properties for the Destroy Object activity:

Each of these properties will be explained in the following sections.

  • Name You can change the name of the activity using the Name box. See Name for more information about this property.
  • Font The Font button opens a window to edit the activity's background color and font properties. See Font for more information about this property.
  • Statistics The Statistics button opens the activity's statistics window. See Statistics for more information about this property.
  • Object(s) Use the Object(s) box to specify the object you want to destroy. To destroy multiple objects at once, pass a treenodearray of object references into this property.
  • Recycling Strategy You can use the Recycling Strategy box to determine the recycling strategy for flowitems that are going to be destroyed. Be aware that flowitems are the only kind of object that can be recycled. If a non-flowitem is destroyed, this property will be ignored. When an flowitem is recycled, FlexSim will place the flowitem in a bucket from which creating flowitems can pull from. This can improve speeds when working with large models that have a large number of flowitems being created and destroyed. NOTE: Recycled flowitems maintain their previous visuals and data from when they were destroyed.
  • Asynchronous If checked, the activity will create an event to destroy the object in 0 time. This is important if the activity was triggered within the context of a model event associated with the object you are going to destroy. For example, if you listen for an OnEntry or OnExit of a flowitem in the model and attempt to destroy the flowitem when the event fires, you will need to do the destroy asynchronously as the event may continue to use the item after your activity's logic has fired. The Asynchronous option will allow the triggering model event to finish what it was doing before the activity destroys the object. This is the same as putting a Delay of 0 seconds before the destroy object activity.
flexsim users manualuser manuals
5 |100000

Up to 12 attachments (including images) can be used with a maximum of 23.8 MiB each and 47.7 MiB total.



paul.t contributed to this article


FlexSim 2016.1