An activity, milestone, or benchmark can only be one WBS node at a time. Making a new assignment will therefore erase any prior assignment, which can be verified in the Assignment column.
For codes, assignments actually take place at the value level. Property windows allow you to see which code values have been assigned to a specific object. The Codes Manager allows you to see which objects have been assigned to a different code values. And finally, the Set Global Properties window allows you to edit assignments in-bulk for multiple objects. Instructions for each are provided below.
NOTE: Single-assignment codes are highlighted in green. Multiple-assignment codes are highlighted in orange. Codes may be clicked to hide or show their values.
NOTE: If an attempt is made to assign an object to another value of the same single-assignment code, the system will prompt you first.
NOTE: When a value of a single-assignment code is checked, all other values of the same code will be automatically unchecked.
By default, the list on bottom will be automatically ordered with any objects that have been assigned on top. This can be changed by clicking any of the columns. As you click through the list, the canvas will be scrolled and the item spotlighted. For more info on how to turn off scrolling, see Enabling/Disabling Canvas Scroll in The Codes Manager section
Tip: to view a larger version, click the Expand icon above the list. Any customization of the columns will be lost upon closing and reset to that of the Codes Manager.
Column | Definition |
Assign | Controls whether or not the object is assigned to the value from above. NOTE: This column will be disabled if the item selected in the list at the top is not a value. |
Type | An image representing the type of object. |
Description | The text field for describing the object. |
Assignment | The currently-assigned node, if any. |
Abbr. Description | The text field limited to 48 characters to be displayed on the canvas if the description is too long |
ID | The user-entered unique identifier. |
Start Date | The date and/or time the object begins. |
Finish Date | The date and/or time the object will be finished. |
Duration | The amount of time the activity takes to complete. |
Drift | The amount of time the object can gain before advancing the start of the project. |
Float | The amount of time the object can be delayed before delaying the completion of the project. |
Total Float | Drift + Float. |
Grid # | The gridline or row number that the object is drawn on. |
By default, the list on bottom will be automatically ordered with any objects that have been assigned on top. This can be changed by clicking any of the columns. As you click through the list, the canvas will be scrolled and the item spotlighted. For more info on how to turn off scrolling, see Enabling/Disabling Canvas Scroll in The Codes Manager section.
Tip: to view a larger version, click the Expand icon above the list. Any customization of the columns will be lost upon closing and reset to that of the Codes Manager.
Column | Definition |
Assign | Controls whether or not the object is assigned to the value from above. |
Type | An image representing the type of object. |
Description | The text field for describing the activity. |
Abbr. Description | A text field limited to 48 characters to be displayed on the canvas if the description is too long. |
ID | The user-entered unique identifier. |
Start Date | The date and/or time the activity begins. |
Finish Date | The date and/or time the activity will be finished. |
Duration | The amount of time the activity takes to complete. |
Drift | The amount of time an activity can gain before advancing the start of the project. |
Float | The amount of time an activity can be delayed before delaying the completion of the project. |
Total Float | Drift + Float. |
Grid # | The row number of grid location of the object on the canvas. |
By default, all codes have an assignment behavior of Single, meaning that only one value of the same code can be assigned to the same activity. This is required for exporting to P6 or using for swimlanes in the Layout Manager. If desired, a code can have an assignment behavior of Multiple, meaning that more than one value of the same code can be assigned to the same activity.
NOTE: Behavior cannot be changed unless all assignments are removed.