Blueprints

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Introduction

Blueprints are a new feature introduced in Flowcode v11.0.1 which allow a simple high-level flowchart to be created within a Flowcode project.

Blueprints work in a similar way to normal Flowcode macros but have no code associated with them and cannot be simulated or compiled into a working program. They can be viewed as a flowchart and as pseudocode and use a subset of the normal flowchart icons.

Typically these can be used to describe a process or workflow associated with the Flowcode project or to be the starting point for creating a new code macro.

BlueprintExample.png BlueprintPseudocode.png


Creating a new Blueprint

New Blueprints can be created via Project explorer or via the "New Macro" button in the User Macros menu.

NewBlueprint(via project explorer).png

NewBlueprint(via menu).png


When creating a new Blueprint, a Name and optional Description can be added. These can be edited later via the Project Explorer context menu.

BlueprintDetails.png


Adding icons to a Blueprint

Just like a normal code macro, icons can be added to a Blueprint by dragging them from either the Command Icon toolbar or from the list of Command Icons in Project Explorer.

When adding an icon to the Blueprint, a window will be shown when details can be entered for the icon. This is limited to a displayed name and a detailed description (which will be shown as a tooltip when the mouse is hovered over the icon). Note that not all command icons will be available for inclusion in a Blueprint.

BlueprintEditIcon.png


Viewing Blueprints

As with normal code macros, the same Blueprint can be viewed in different ways. For Blueprints, these view types are as a flowchart or as pseudocode. Right-click the Blueprint heading tab or the entry in Project Explorer to change the view type.

BlueprintContextMenu.png


Using Blueprints to design code

Blueprints are often not intended to be converted into actual executable code. For example, they may be showing a process that a user must perform.

However, a Blueprint can also be used as an initial attempt to describe a new code macro before it has been created. In fact, experienced programmers will often design a new software routine as a collection of comments rather than writing code. Blueprints can be used to mimic this initial design process.

A Blueprint can be converted to actual executable icons via the context menu in Project Explorer.

Once converted, the Blueprint will be replaced with an equivalent macro that can be edited to create an actual executable function. Each icon will be converted to its code-based equivalent and will retain the displayed name, and detailed description entered when creating the Blueprint.

The macro will need to be edited to create the appropriate code required, but starting with a Blueprint allows you to concentrate on the outline and overall function of a new macro without being bogged-down with specific details.