public void RegisterOutput(IActor actor) => LinkedActor.SendMessage(actor, false, true);
 public void RegisterInput(IActor actor) => LinkedActor.SendMessage(actor, true, true);
 public void UnregisterInput(IActor actor) => LinkedActor.SendMessage(actor, true, false);
Beispiel #4
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 public void UnregisterOutput(IActor actor)
 {
     LinkedActor.SendMessage(actor, false, false);
 }
Beispiel #5
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 private void GetValue() => LinkedActor.SendMessage(((StateBehaviors <T>)LinkedTo).Value);
Beispiel #6
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 public void SetData(T aMessage)
 {
     LinkedActor.SendMessage((ITrait <T>) this, aMessage);
 }
 public SupervisedBehavior()
 {
     Pattern = t => t == SupervisorAction.Kill;
     Apply   = _ => LinkedActor.SendMessage(SystemMessage.NullBehavior);
 }
Beispiel #8
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 public void RemoveKey(TKey key)
 {
     LinkedActor.SendMessage(key);
 }
Beispiel #9
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 public void AddKeyValue(TKey key, TValue value)
 {
     LinkedActor.SendMessage(key, value);
 }
 public void GetValue()
 {
     LinkedActor.SendMessage(((StateBehaviors <T>)LinkedTo).Value);
 }
 public void Clear()
 {
     LinkedActor.SendMessage(DictionaryBehaviorOrder.clear);
 }
Beispiel #12
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 public void SetData(T aMessage)
 {
     LinkedActor.SendMessage(typeof(ITrait <T>), aMessage);
 }