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To better illustrate meaning of various assignment-related variables let us present an example.

Here, user jack is being assigned a role Pirate. This role induces Sailor. Both Pirate and Sailor have assigned MetaroleCrewMember. This metarole induces MetarolePerson, which induces role Human. Each of these roles provides a construction (C1, C2, ..., C5) via an inducement of corresponding order (1 or 2).

Let us have a look at various variables used when evaluating individual constructions. They can be summarized in the table below.

(Note that C3, C4, and C5 are evaluated twice. So C3P is the evaluation of C3 on the path jack -> Pirate -> MetaroleCrewMember -> C3, while C3S is the evaluation of C3 on the path jack -> Pirate -> Sailor -> MetaroleCrewMember -> C3. In an analogous way, there are C4P/C4S and C5P/C5S.)

Variable C1 (on Pirate)C2 (on Sailor)C3P (on M-CrewMember via Pirate)C3S (on M-CrewMember via Sailor)C4P (on M-Person via Pirate)C4S (on M-Person via Sailor)C5P (on Human via Pirate)C5S (on Human via Sailor)
assignmenttargetRef = role:Pirate, extension = ship:BlackPearl, weapon:pistol,mouth. The extension values originate in user jack, targetRef originates in the first assignment in the chain. There are no other items, because extensions of all the assignments and roles on the path are empty.
thisAssignmentPirate->C1Sailor->C2MetaroleCrewMember->C3MetaroleCrewMember->C3MetarolePerson->C4MetarolePerson->C4Human->C5Human->C5
immediateAssignmentjack->PiratePirate->SailorPirate->MetaroleCrewMemberSailor->MetaroleCrewMemberMetaroleCrewMember->MetarolePersonMetaroleCrewMember->MetarolePersonMetarolePerson->HumanMetarolePerson->Human
focusAssignmentjack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Pirate
source (or containingObject)
PirateSailorMetaroleCrewMemberMetaroleCrewMemberMetarolePersonMetarolePersonHumanHuman
immediateRolenullPiratePirateSailorMetaroleCrewMemberMetaroleCrewMemberMetarolePersonMetarolePerson
focus (or user)jackjackjackjackjackjackjackjack
assignmentPathjack->P->C1jack->P->S->C2jack->P->MCM->C3jack->P->S->MCM->C3jack->P->MCM->MP->C4jack->P->S->MCM->MP->C4jack->P->MCM->MP->H->C5jack->P->S->MCM->MP->H->C5

We can also illustrate various variables graphically using e.g. C5S as an example:

Another example could be C4S:

Evaluating conditions

For completeness, let us show here also path variables present when evaluating conditions for individual roles (first table) and for individual assignments/inducements (second table).

Path variables for evaluation of conditions on roles

Variable PirateSailorMetaroleCrewMember via PirateMetaroleCrewMember via SailorMetarolePerson via PirateMetarolePerson via SailorHuman via PirateHuman via Sailor
assignmenttargetRef = role:Pirate, extension = ship:BlackPearl, weapon:pistol,mouth. The extension values originate in user jack, targetRef originates in the first assignment in the chain. There are no other items, because extensions of all the assignments and roles on the path are empty.
thisAssignmentjack->PiratePirate->SailorPirate->MetaroleCrewMemberSailor->MetaroleCrewMemberMetaroleCrewMember->MetarolePersonMetaroleCrewMember->MetarolePersonMetarolePerson->HumanMetarolePerson->Human
immediateAssignmentnulljack->Piratejack->PiratePirate->SailorPirate->MetaroleCrewMemberSailor->MetaroleCrewMemberMetaroleCrewMember->MetarolePersonMetaroleCrewMember->MetarolePerson
focusAssignmentjack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Pirate
source
jackPiratePirateSailorMetaroleCrewMemberMetaroleCrewMemberMetarolePersonMetarolePerson
immediateRolenullnullnullPiratePirateSailorMetaroleCrewMemberMetaroleCrewMember
focus (or user)jackjackjackjackjackjackjackjack
assignmentPathjack->Pjack->P->Sjack->P->MCMjack->P->S->MCMjack->P->MCM->MPjack->P->S->MCM->MPjack->P->MCM->MP->Hjack->P->S->MCM->MP->H

An example for evaluation of condition on Human when going through Sailor role:

Path variables for evaluation of conditions on assignments

Variable Pirate->SailorPirate->MetaroleCrewMemberSailor->MetaroleCrewMemberMCM->MP via PirateMCM->MP via SailorMP->Human via PirateMP->Human via Sailor
assignmenttargetRef = role:Pirate, extension = ship:BlackPearl, weapon:pistol,mouth. The extension values originate in user jack, targetRef originates in the first assignment in the chain. There are no other items, because extensions of all the assignments and roles on the path are empty.
thisAssignmentPirate->SailorPirate->MetaroleCrewMemberSailor->MetaroleCrewMemberMetaroleCrewMember->MetarolePersonMetaroleCrewMember->MetarolePersonMetarolePerson->HumanMetarolePerson->Human
immediateAssignmentjack->Piratejack->PiratePirate->SailorPirate->MetaroleCrewMemberSailor->MetaroleCrewMemberMetaroleCrewMember->MetarolePersonMetaroleCrewMember->MetarolePerson
focusAssignmentjack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Piratejack->Pirate
source
PiratePirateSailorMetaroleCrewMemberMetaroleCrewMemberMetarolePersonMetarolePerson
immediateRolenullnullPiratePirateSailorMetaroleCrewMemberMetaroleCrewMember
focus (or user)jackjackjackjackjackjackjack
assignmentPathjack->P->Sjack->P->MCMjack->P->S->MCMjack->P->MCM->MPjack->P->S->MCM->MPjack->P->MCM->MP->Hjack->P->S->MCM->MP->H

An example for evaluation of condition on inducement MetarolePerson->Human when going through Sailor role - it is actually the same situation as above:

Abbreviations

AbbreviationMeaning
PPirate
SSailor
MCMMetaroleCrewMember
MPMetarolePerson
HHuman

 

 

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