The ENTITY Class
List of: Discussion Topic
Subjects: Entity, Model Object
Contents: Fundamental Concepts

The C++ class ENTITY provides basic model management functionality for all permanent objects in an ACIS model. The principle components of the model derived from ENTITY are topology, geometry, and attributes. Entities are always created on the heap and never on the stack. The C++new and delete operators are redefined and overloaded.

All entities have a common set of functionality, such as the ability to be saved and restored to and from an ACIS save file, copy support, and debug support. This functionality is defined in two ways:

ENTITY This class defines data and methods that all children of ENTITY inherit.

ENTITY_FUNCTIONS This macro is included by all children of ENTITY, and provides a local instantiation (as opposed to inheritance) of much of the remaining functionality that is common to all model objects.

Although the ENTITY class itself does not represent objects within the modeler, any class that represents a permanent model object in ACIS must be derived from ENTITY in order to inherit the common data and functionality that is mandatory in all permanent objects.

ACIS provides run-time mechanisms for identifying the type of any object derived from ENTITY, as well as its level of derivation. Refer to the 3D ACIS Application Development Manual for information about identifying model objects.

Figure 4-1 shows the derivation of some principal classes from ENTITY to illustrate the relationships. This diagram does not list all classes, nor even all classes in the principal components that are derived from ENTITY. All of the individual classes are described in detail in reference templates in online help.


Figure 4-1. Model Object Class Derivations
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