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<p>把一个对象显示到一颗树上。</p>

<p>变量上下文保存的是ActionContainer对象，通过它的setObject方法可以设置对象。</p>

<p><strong>可以重写的方法：</strong></p>

<ul>
	<li><strong>getObject</strong><br />
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</ul>

<p><strong>&nbsp;可以调用的方法：</strong></p>

<ul>
	<li><strong>setObject(Object object, Tree tree)</strong><br />
	&lt;tree&gt;.getData(&quot;thing&quot;)是调用setObject的事物，object是要设置的对象，tree是&lt;tree&gt;。</li>
</ul>

<p>&nbsp;</p>

<p>&nbsp;</p>
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#$@text#$@
<p>Node用于从对象上分析出要显示在树上的信息。</p>

<p><strong>TreeItem的data</strong></p>

<p>&nbsp;&nbsp;&nbsp; TreeItem的data存放的是对应树节点的对象。</p>

<p><strong>ognl表达式</strong></p>

<p>&nbsp;&nbsp;&nbsp; 使用ognl表达式获取各种信息，其中根对象是actionContext，根对象是_rootObject变量，当前父节点和从读取属性时的变量是_object。</p>

<p>&nbsp;&nbsp;&nbsp; 可以通过重写getObject、getLabel和getIcon等方法覆盖通过ognl表达式默认取值的方法。</p>

<p><strong>字段</strong></p>

<ul>
	<li><strong>objectPath</strong><br />
	获取要显示对象的ognl表达式。<br />
	&nbsp;</li>
	<li><strong>labelPath</strong><br />
	树节点的文字。<br />
	&nbsp;</li>
	<li><strong>iconPath</strong><br />
	树节点的图标路径。</li>
</ul>

<p><strong>可以重写的方法：</strong></p>

<ul>
	<li>getObject</li>
	<li>getLabel</li>
	<li>getIcon</li>
</ul>
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      sthrowException
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    sdescriptors
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    text
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    sinheritDescription
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    <p>获取节点对象的ognl表达式，作为子节点一般是从父节点上的对象上获取，如果为空那么使用当前对象。</p>
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#$@text#$@
<p><strong>动作集合</strong></p>

<p>&nbsp;&nbsp;&nbsp; 通过动作可以定义事物的行为，事物的行为即动作，可以用多种语言和方式编写。</p>

<p><strong>self变量</strong></p>

<p>&nbsp;&nbsp;&nbsp; 当一个动作作为一个事物的行为执行时，会把该事物以self变量传给动作。</p>

<p><strong>第一个动作集合生效</strong></p>

<p>&nbsp;&nbsp;&nbsp; 只有事物的第一个actions子节点才被认为是行为的定义集合，第二个及以后不算。</p>
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<p><strong>Actions</strong></p>

<p>&nbsp;&nbsp;&nbsp; Use actions can define behaviors of the&nbsp;thing. Behavior is action, can be defined by many program languages or other things.</p>

<p><strong>Variable self</strong></p>

<p>&nbsp;&nbsp;&nbsp; When a action is executed as a behavior, in the actionContext will have a virable named &#39;self&#39;, self like this in java, self is it&#39;s onwer thing.</p>

<p><strong>First actions is validate</strong></p>

<p>&nbsp;&nbsp;&nbsp; Only first actions node is behaviros collections.</p>
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#$@text#$@
<p><strong>动作集合</strong></p>

<p>&nbsp;&nbsp;&nbsp; 通过动作可以定义事物的行为，事物的行为即动作，可以用多种语言和方式编写。</p>

<p><strong>self变量</strong></p>

<p>&nbsp;&nbsp;&nbsp; 当一个动作作为一个事物的行为执行时，会把该事物以self变量传给动作。</p>

<p><strong>第一个动作集合生效</strong></p>

<p>&nbsp;&nbsp;&nbsp; 只有事物的第一个actions子节点才被认为是行为的定义集合，第二个及以后不算。</p>
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#$@text#$@
<p><strong>Actions</strong></p>

<p>&nbsp;&nbsp;&nbsp; Use actions can define behaviors of the&nbsp;thing. Behavior is action, can be defined by many program languages or other things.</p>

<p><strong>Variable self</strong></p>

<p>&nbsp;&nbsp;&nbsp; When a action is executed as a behavior, in the actionContext will have a virable named &#39;self&#39;, self like this in java, self is it&#39;s onwer thing.</p>

<p><strong>First actions is validate</strong></p>

<p>&nbsp;&nbsp;&nbsp; Only first actions node is behaviros collections.</p>
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    @/@VariablesDescs/@shell
    sname
    var
    svarName
    ognl:thing.getMetadata().getName()
    stype
    actionContainer
    sthing
    xworker.swt.object.ObjectTree/@tree/@actions1
    sdescriptors
    xworker.lang.MetaThing/@VariablesDesc/@Object
    sinheritDescription
    false
    sth_createIndex
    false
    sth_registMyChilds
    false
    sth_registDisabled
    false
    sth_fileMonitor
    false
    sth_mark
    false
    sid
    shell
