Description
The FrequencyRampSchedule object allows the user to configure the frequency ramping information for a GroundAntenna, which is used for processing DSN data. This object is not creatable in script, but is always created as a child object of the GroundAntenna object as seen in the example below:
GroundStation1.Antenna.FrequencyRampingSchedule.GetFrequencyAtEpoch(epoch);
Users cannot create instances of this type of object. However, users can access instances of this object type that have been created indirectly, for example as children of other objects. Users can also access any static properties and methods on this object type.
Inheritance Hierarchy: ObjectàFrequencyRampSchedule
Available In Editions:
Engineer
Mission
Timing Precision Mode
This page describes functionality in millisecond timing precision mode.
Name
|
Description
|
DeclaredName
|
The name of the object as declared.
|
Entries
|
The entries that make up the ramping schedule.
|
Name
|
The name displayed for this object in output windows such as views, plots, and reports.
|
ObjectId
|
The unique identifier for the object.
|
ObjectType
|
The type of the object.
|
|
Name
|
Description
|
AddRampScheduleEntry
|
Add ramp table entry to the ramping schedule for the specified GroundAntenna.
|
ClearRampSchedule
|
Clears all ramping schedule entries for the specified GroundAntenna.
|
ClearSavedStates
|
Clears previous saved states for this object.
|
GetFrequencyAtEpoch
|
Get the frequency at the specified epoch based on the ramping scehdule.
|
GetFromFile
|
Load the object state from the specified FreeFlyer object file.
|
GetFromString
|
Load the object state from the specified string.
|
IntegrateFrequencyOverTime
|
Get the integrated frequency over the specified interval based on the ramping scehdule.
|
PutToFile
|
Convert the object state to FreeFlyer object xml and write to a file.
|
PutToString
|
Convert the object state to FreeFlyer object xml and return as a string.
|
ReferenceEquals
|
Returns 1 if the argument refers to the calling object and 0 otherwise.
|
Restore
|
Restore an object's state from a previously saved state.
|
Save
|
Save the object's state so that it can be restored later.
|
|
|