SequenceMessage Class

A message of a sequence diagram: an arrow from the lifeline of a participant to another one, with a text.

public sealed class SequenceMessage : SequenceStep
Inheritance
SequenceStep SequenceMessage

Constructors

NameDescription
SequenceMessage(SequenceParticipant, SequenceParticipant)Initializes a new instance of the SequenceMessage class.

SequenceMessage(SequenceParticipant, SequenceParticipant)

SequenceMessage.cs

Initializes a new instance of the SequenceMessage class.

public SequenceMessage(SequenceParticipant from, SequenceParticipant to)

Parameters

from SequenceParticipant
The sender.
to SequenceParticipant
The receiver, which can be the sender.

Properties

NameDescription
ActivatesReceiverGets or sets a value that indicates whether the message activates the receiver (Mermaid +).
CreatesReceiverGets or sets a value that indicates whether the message creates the receiver, which appears at the message instead of the top (Mermaid create).
DeactivatesSenderGets or sets a value that indicates whether the message deactivates the sender (Mermaid -).
DestroyedParticipantGets or sets the participant the message destroys, the sender or the receiver, whose lifeline ends at the message (Mermaid destroy), or null for none.
EndArrowHeadGets or sets the decoration at the receiver.
FromGets the sender.
LineStyleGets or sets the style of the line.
ReceiverConnectionGets or sets a value that indicates whether the message ends at a circle on the lifeline of the receiver (Mermaid ()).
SenderConnectionGets or sets a value that indicates whether the message starts at a circle on the lifeline of the sender (Mermaid ()).
StartArrowHeadGets or sets the decoration at the sender.
TextGets or sets the text, or null for none.
ToGets the receiver.

ActivatesReceiver

SequenceMessage.cs

Gets or sets a value that indicates whether the message activates the receiver (Mermaid +).

public bool ActivatesReceiver { get; set; }

Property value

bool

CreatesReceiver

SequenceMessage.cs

Gets or sets a value that indicates whether the message creates the receiver, which appears at the message instead of the top (Mermaid create).

public bool CreatesReceiver { get; set; }

Property value

bool

DeactivatesSender

SequenceMessage.cs

Gets or sets a value that indicates whether the message deactivates the sender (Mermaid -).

public bool DeactivatesSender { get; set; }

Property value

bool

DestroyedParticipant

SequenceMessage.cs

Gets or sets the participant the message destroys, the sender or the receiver, whose lifeline ends at the message (Mermaid destroy), or null for none.

public SequenceParticipant? DestroyedParticipant { get; set; }

Property value

SequenceParticipant?

EndArrowHead

SequenceMessage.cs

Gets or sets the decoration at the receiver.

public SequenceArrowHead EndArrowHead { get; set; }

Property value

SequenceArrowHead

Gets the sender.

public SequenceParticipant From { get; }

Property value

SequenceParticipant

Gets or sets the style of the line.

public SequenceLineStyle LineStyle { get; set; }

Property value

SequenceLineStyle

ReceiverConnection

SequenceMessage.cs

Gets or sets a value that indicates whether the message ends at a circle on the lifeline of the receiver (Mermaid ()).

public bool ReceiverConnection { get; set; }

Property value

bool

SenderConnection

SequenceMessage.cs

Gets or sets a value that indicates whether the message starts at a circle on the lifeline of the sender (Mermaid ()).

public bool SenderConnection { get; set; }

Property value

bool

StartArrowHead

SequenceMessage.cs

Gets or sets the decoration at the sender.

public SequenceArrowHead StartArrowHead { get; set; }

Property value

SequenceArrowHead

Gets or sets the text, or null for none.

public DiagramText? Text { get; set; }

Property value

DiagramText?

Gets the receiver.

public SequenceParticipant To { get; }

Property value

SequenceParticipant