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<article data-uid="">
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<h1 id="building-a-mission">Building a Mission</h1>
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<p>A mission is the list of commands a run executes, in order. Nothing plays until there is one, and
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what plays is exactly what the list says — including which entries are ticked and which are not.</p>
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<h2 id="where-it-is">Where it is</h2>
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<p>The Execution page at <code>/execution</code>, <strong>Mission</strong> branch of the Control Tree; <code>/mission</code> lands on the
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same place. This is the page the application opens on.</p>
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<p>The list is assembled and rearranged on the tree rows themselves: the <strong>Mission</strong> row and every
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<strong>List</strong> row carry a <strong>+</strong> that adds a command, and every command row carries a drag handle in
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front of its label and its own move, duplicate and delete buttons. The <strong>Mission</strong> node's panel
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below the tree is informational — the command count and a hint naming those affordances. A
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command's own settings are edited one level in, on that command's node.</p>
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<h2 id="add-a-command">Add a command</h2>
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<p>The <strong>+</strong> pinned to the right edge of the <strong>Mission</strong> row, or of any <strong>List</strong> row, is <strong>Add
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Command</strong>; it opens a search-first picker. Type to narrow it: the search matches a command's
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display name, its internal kind key and the aliases it declares, and an alias matches both by its
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English key and by its word in the interface language. Arrow keys walk the results and
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<kbd>Enter</kbd> takes the highlighted one.</p>
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<p>Results are grouped by category. Thirteen kinds ship:</p>
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<table>
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<thead>
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<tr>
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<th>Category</th>
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<th>Commands</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Setup</strong></td>
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<td>Machining Resolution, Machining Motion Resolution, Collision Detection, Pause on Failure, Physics</td>
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</tr>
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<tr>
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<td><strong>Program</strong></td>
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<td>Program File, NC Code, Script</td>
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</tr>
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<tr>
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<td><strong>Optimization</strong></td>
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<td>NC Optimization Config</td>
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</tr>
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<tr>
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<td><strong>Output</strong></td>
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<td>Post-Execution, Record Meshed Geometry, Export Meshed Geometry (STL)</td>
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</tr>
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<tr>
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<td><strong>Flow</strong></td>
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<td>List</td>
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</tr>
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</tbody>
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</table>
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<p>What you pick lands in the list whose <strong>+</strong> you pressed, <strong>directly after the focused command</strong> when
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that command is an entry of the same list, and at the list's end otherwise. The focus is the
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selected command — or, while the selection sits on one of a command's child nodes, the command that
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owns it — or the command the last add created; and when a move, duplicate, delete or drag carries
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the selection to another row, the focus follows it there. So a run of adds lands in order below the
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focus, and the <strong>Mission</strong> row's <strong>+</strong> always adds at root level even while a command inside a
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group is selected. The new row is revealed in the tree, but the selection stays where it was rather
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than jumping into the new command. Nothing is pinned to a position: the order is entirely yours, and
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every command is placeable anywhere.</p>
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<p><strong>Add Command is disabled until a project is open.</strong> With nothing open the <strong>Mission</strong> panel reads
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<em>No project loaded. Open or create a project first.</em> With a project and an empty mission it reads
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<em>No commands yet</em> and names the button.</p>
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<p>The set on offer is served by the application rather than built into the interface, so a command
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kind can appear in this dialog before this manual has a page for it.</p>
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<p>The picker over the demo mission, at <code>/execution?tree=execution/mission</code> with the <strong>Mission</strong>
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row's <strong>+</strong> pressed. The five category headings are the grouping in the table above, the search
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box at the top is what narrows them, and the first result is highlighted ready for
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<kbd>Enter</kbd>.</p>
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<p><img src="building-a-mission-img/add-command.en.png" alt="The Add Command dialog open over the Execution page, in front of the Control Tree whose Mission row carries a + at its right edge and whose transport buttons and green ready badge show above it: a Search commands box above thirteen entries, each with its kind icon, under five headings — Setup with Machining Resolution highlighted, Machining Motion Resolution, Collision Detection, Pause on Failure and Physics; Program with Program File, NC Code and Script; Optimization with NC Optimization Config; Output with Post-Execution, Record Meshed Geometry and Export Meshed Geometry STL; and Flow with List"></p>
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<h2 id="the-shape-to-start-from">The shape to start from</h2>
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<p>An empty list is legal, but it is not where a project should end up. A finished mission has the
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same shape whatever it machines: <strong>setup at the top, the program in the middle, the program held
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between two Record Meshed Geometry entries, output at the bottom.</strong></p>
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<table>
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<thead>
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<tr>
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<th></th>
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<th></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Setup</td>
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<td>Machining Resolution, Machining Motion Resolution, Collision Detection, Pause on Failure, Physics</td>
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</tr>
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<tr>
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<td>Output</td>
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<td><strong>Record Meshed Geometry</strong> — <code>Cache/<stage>-init.wct</code>, the stock</td>
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</tr>
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<tr>
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<td>Program</td>
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<td>Program File</td>
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</tr>
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<tr>
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<td>Output</td>
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<td><strong>Record Meshed Geometry</strong> — <code>Cache/<stage>-done.wct</code>, the result</td>
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</tr>
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<tr>
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<td>Output</td>
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<td>Post-Execution</td>
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</tr>
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</tbody>
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</table>
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<p>The two records are what make a run restartable, and they are part of the shape rather than an
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advanced extra — a mission without them replays the whole job from the stock every time. Two rules
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travel with them:</p>
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<ul>
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<li><strong>Machining Resolution belongs above the first record.</strong> The cache is meshed at whatever
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resolution is in force when the record runs, so a resolution set below it is silently baked out
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of the file.</li>
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<li><strong>Keep the first record where the stock is an STL, drop it where the stock is procedural</strong> (a box
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or a cylindroid) or is already a recorded mesh. Meshing an STL is a fixed cost paid on every
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play; a box the kernel builds instantly, and caching it costs more than it saves.</li>
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</ul>
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<p><a href="a-mission-that-resumes.html">A Mission That Resumes</a> is this layout in full, with the reasoning and
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the measurements behind each row.</p>
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<h2 id="read-a-row">Read a row</h2>
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<p>Each row shows the command's kind and, where one detail identifies the command, that detail after
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it in brackets. Where you can name a command that detail is the title you typed, so a row still says
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what it is after it has been named: <code>List [Roughing]</code>, <code>NC Code [Inline finishing pass]</code> — and
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while the title is empty the row is the bare kind, <code>NC Code</code> or <code>Script</code>. Where you cannot, the
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command brackets what it holds instead — <code>Program File [NC/circle.ptp]</code>,
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<code>Machining Resolution [1 mm]</code>, <code>Collision Detection [On]</code> — so a mission is readable without
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opening anything. Two kinds have no single detail to show and read as their kind alone:
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<code>NC Optimization Config</code> and <code>Post-Execution</code>, whose settings are the child nodes beneath the row
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rather than one value.</p>
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<p>Every command row carries four buttons — <strong>Move up</strong>, <strong>Move down</strong>, <strong>Duplicate</strong> and <strong>Delete</strong> —
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revealed while the pointer is over the row or while the row is selected, and always shown on a
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touch screen. Up and down are disabled at the ends of the list. Delete asks for confirmation, in a
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dialog naming the command. Duplicate is a deep copy: a group copies with everything inside it, and
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the copy lands directly after the original. The selection follows the operation when it sits on
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the acted-on row <strong>or anywhere beneath it</strong>: on an entry inside a group when you act on the group's
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row, or on a child node when you act on its command's row. It then lands on the acted-on row itself
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— the row at its new position, the copy, or the nearest survivor of a delete (the list itself, once
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it is empty) — so an editor you were in beneath that row is replaced by the row's own panel. Acting
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on a row the selection is neither on nor under leaves the selection, and the editor you are in,
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where they are.</p>
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<p>Before a row operation writes anything — for a delete, only after you have confirmed it — it
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settles whatever the open editor has not yet saved. If you cancel that prompt, the operation is
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dropped and a notice says so.</p>
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<p>Clicking a row anywhere but on its checkbox or a button selects that command and opens its editor
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below the tree.</p>
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<h2 id="tick-what-runs">Tick what runs</h2>
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<p><strong>The checkbox at the front of a command row is the only thing that decides whether a command
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runs.</strong> Clearing it greys the row; the editor stays open and fully editable, with a note that the
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command is disabled. Clearing the box on a group greys the whole group, and the run skips the group
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together with everything nested inside it.</p>
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<p>Leaving a command in place with its box cleared is how you skip a step without losing its settings,
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which is what you want while you narrow down a problem.</p>
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<h2 id="group-with-a-list">Group with a list</h2>
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<p><strong>List</strong> is an ordinary command in the Flow category, and adding one grows a sub-tree: its children
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are its own entries, rows with the same handle and buttons one level down, and its row carries its
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own <strong>+</strong>. That nests to any depth, so a mission can be grouped by operation rather than left flat.</p>
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<p>A list carries an optional title, and its node's panel holds that <em>Title (optional)</em> field alone —
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its entries are its rows in the tree — with, as on any command, the note that it is disabled above
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the field while its checkbox is cleared. The row reads <code>List</code> while the title is empty and
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<code>List [title]</code> once it says something; a title of nothing but spaces counts as unset. The Mission
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root is the one list with no title field — it reads <strong>Mission</strong>.</p>
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<p>The demo mission at <code>/execution?tree=execution/mission</code>: two groups and seven loose entries. The
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transport buttons and the <strong>ready</strong> badge sit at the top of the Control Tree; <strong>Mission</strong> is its
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first root, with <strong>List [Roughing]</strong> and <strong>List [Finishing]</strong> opened and the two Program File
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entries inside each bracketing their files, and the <strong>Mission</strong> row and both List rows carry a
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<strong>+</strong> at the right edge. The <strong>Program</strong> root sits collapsed beneath. The <strong>Mission</strong> panel below
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the tree reads <em>Commands 9</em> and the hint naming the row affordances. The greyed <strong>Program File</strong>
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and <strong>Post-Execution</strong> rows are entries left in place with their checkboxes cleared — part of the
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mission, and not run.</p>
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<p><img src="building-a-mission-img/grouped-mission.en.png" alt="The Control Tree on the Execution page: six transport buttons and a green ready badge above the tree; the Mission root row with a + at its right edge, then Machining Resolution 1 mm and Collision Detection On, List Roughing expanded over Program File NC/circle.ptp and Program File NC/drill_slot.ptp, List Finishing expanded over Program File NC/side.ptp and Program File NC/slide.ptp, both List rows with their own +, then Program File NC/circle.ptp, NC Code Inline finishing pass, a greyed Program File NC/slide-test-resolution-script.ptp with its checkbox cleared, NC Optimization Config with a collapsed expand arrow and a greyed Post-Execution with a collapsed expand arrow and its checkbox cleared, every command row with a checkbox and a drag handle before its label; a collapsed Program root below; under the tree the Mission panel reads Commands 9 and the hint that commands run top-down in the Control Tree, naming the + on the Mission or a List row, drag to reorder, the row's own move, duplicate and delete buttons, and the checkbox that enables or disables the command"></p>
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<h2 id="reorder-and-move-in-and-out">Reorder, and move in and out</h2>
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<p>Up and down move an entry within its own list and never change which list owns it. Dragging a row
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does more — the handle in front of its label marks the row as draggable, but the whole row is the
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grip: a drag started on the handle, on the label or on the blank space beside them picks the row
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up — and where you drop decides which:</p>
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<table>
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<thead>
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<tr>
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<th>Drop it on</th>
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<th>What happens</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>A command row</td>
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<td>Land <strong>before</strong> or <strong>after</strong> it — the row splits at its midline. In the same list that is a reorder; in another list, the entry moves there.</td>
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</tr>
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<tr>
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<td>The middle band of a <strong>List</strong> row</td>
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<td>Move the entry <strong>into</strong> that list, at its end. The row's outer quarters still land before or after it.</td>
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</tr>
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<tr>
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<td>The <strong>Mission</strong> row</td>
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<td>Move the entry <strong>into</strong> the root list, at its end — the whole row is a landing.</td>
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</tr>
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</tbody>
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</table>
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<p>While the drag is over a row, a line along the row's top or bottom edge marks <em>before</em> or <em>after</em>
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and a tinted row marks <em>into</em>. To take an entry out of a group, drop it on a row outside the group,
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or on the <strong>Mission</strong> row. Moving a list into itself, or into one of its own groups, is refused. A
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dragged command that was selected — or that held the selection somewhere beneath it, on one of its
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entries or child nodes — is selected where it lands; the selection on any other row stays on that
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row.</p>
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<p>Dragging serves rearrangement only. The tree accepts nothing but its own rows: text or a file
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dragged in from outside gets the browser's no-drop cursor over every row, and releasing it there
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hands the drop to the browser's own default rather than to the application — nothing is imported,
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and a browser typically opens a dropped file in the tab, leaving the page. To bring several
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programs in at once, use one Program File command's picker and select them together: the extra
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files become Program File commands directly after that one; see
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<a href="playing-a-program.html">Playing a Program</a>.</p>
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<h2 id="edit-one-command">Edit one command</h2>
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<p>Select a command's row. Its editor opens in the panel below the tree — the editor alone, with a
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note while the command is switched off. Moving, duplicating and deleting stay on the row.</p>
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<p>A command with one job — Program File, NC Code, Script — puts its whole editor on that one node.
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A command with several cards spreads them: the general settings stay on the command node and each
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remaining card becomes a <strong>child node</strong> beneath it, so a long command is read by walking down the
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tree rather than by scrolling one panel. Where a card had its own <em>Enable</em> switch, that switch is
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the child node's own checkbox. Which commands do that, and what each card holds, is
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<a href="the-other-commands.html">The Other Commands</a>.</p>
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<h2 id="see-also">See Also</h2>
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<ul>
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<li><a href="index.html">Running a Simulation</a> — the rest of running a job</li>
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<li><a href="playing-a-program.html">Playing a Program</a> — the two commands that put NC code into a run</li>
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<li><a href="the-other-commands.html">The Other Commands</a> — what the rest of the command kinds are for</li>
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<li><a href="a-mission-that-resumes.html">A Mission That Resumes</a> — the shape a mission should start from, in full</li>
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<li><a href="running-a-simulation.html">Starting and Stepping</a> — the transport that plays the list built here</li>
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<li><a class="xref" href="../../anatomy/execution/mission/mission-root-panel.html">Mission Root Panel</a> — the node behind this branch: the row operations, the picker and the three drag landings</li>
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<li><a class="xref" href="../../anatomy/execution/mission/ListCommand-panel.html">List Command Panel</a> — the component behind a group: what nesting costs, and what a disabled list skips</li>
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</ul>
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</article>
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