Commonly known composites effect the next task if the prior task has succeeded (sequence) or failed (selector); although I initially did not see a use for this the alternative effects the next task while the prior task is running.
For example:
1 - play an animation (walk) @while moving forward.
2 - keep a light on while there is power
So, in some cases the result of A ⨀ B is independent of B, in others, such as when B represents a needed resource, failing B will also fail A.
Ideally this would implementing using shorting operators. With C# shorting operators are exhausted (there are 2); decorators may be used.
Commonly known composites effect the next task if the prior task has succeeded (sequence) or failed (selector); although I initially did not see a use for this the alternative effects the next task while the prior task is running. For example:
1 - play an animation (walk)
@while
moving forward. 2 - keep a light on while there is powerSo, in some cases the result of A ⨀ B is independent of B, in others, such as when B represents a needed resource, failing B will also fail A.
Ideally this would implementing using shorting operators. With C# shorting operators are exhausted (there are 2); decorators may be used.