Actuator

class Actuator

A signal that represents a vehicle device such as the engine, heater, and door locks. Data from an actuator reports the state of a certain vehicle device.

Updating actuator data can change the state of a device. For example, you can turn on or off the heater by updating its actuator data.

Types

Link copied to clipboard
class Builder
Link copied to clipboard
object Companion

Properties

Link copied to clipboard

A list of possible values an actuator can take.

Link copied to clipboard

A specified value for the actuator.

Link copied to clipboard

A comment in addition to the description.

Link copied to clipboard

The specified data type of the actuator.

Link copied to clipboard

The deprecation message for the node or the branch that was moved or deleted.

Link copied to clipboard

A brief description of the actuator.

Link copied to clipboard

The fully qualified name of the actuator. For example, the fully qualified name of an actuator might be Vehicle.Front.Left.Door.Lock.

Link copied to clipboard
val max: Double?

The specified possible maximum value of an actuator.

Link copied to clipboard
val min: Double?

The specified possible minimum value of an actuator.

Link copied to clipboard

The fully qualified name of the struct node for the actuator if the data type of the actuator is Struct or StructArray. For example, the struct fully qualified name of an actuator might be Vehicle.Door.LockStruct.

Link copied to clipboard
val unit: String?

The scientific unit for the actuator.

Functions

Link copied to clipboard
inline fun copy(block: Actuator.Builder.() -> Unit = {}): Actuator
Link copied to clipboard
open operator override fun equals(other: Any?): Boolean
Link copied to clipboard
open override fun hashCode(): Int
Link copied to clipboard
open override fun toString(): String