Concepts
Glossary — every settled term
One plain line each for every settled Cynario term — the work and its parts, the three Scene source layers, Logic, the three effect families, the truth model, operators, and reuse. The exact words to use, consistently, everywhere.
On this page
These five concept pages paint one shared mental model. If you are new, read them in order — each one slots into the last:
| # | Page | One line |
|---|---|---|
| 1 | The mental model (start here) | The whole picture on one page — Scenario → Scenes → Scene source → Logic → effect families → truth model → reuse. |
| 2 | The Scene (the Scene source) | A Scene is a node baked into one low-level Scene source of three stacked layers: Markup, Bindings, Logic Blocks. |
| 3 | Logic — when, if, do | One rule shape — WHEN a trigger, IF/WHILE a condition, DO effects — with five triggers, three effect families, and plain-word operators. |
| 4 | State & the truth model | The Playthrough log is the single source of truth; Memory, Content, and Context are views rebuilt from it (the bank line). |
| 5 | Reuse — Logic Blocks & the Workspace Library | Build once and reuse: Logic Blocks, Components, and Blueprints live as definitions in the Workspace Library, placed as linked instances. |
The work and its parts
| Term | Plain definition |
|---|---|
| Scenario | The whole work: a graph of nodes. The tool is named for it. |
| Scene | A node. What an author builds at each point in the scenario. |
| Interactive Document | The generic noun for the Scene surface. |
| Scene source | The low-level Custom surface every Scene is baked into — one markup-centric material: Markup, with Bindings and Logic embossed from it (abstractions of the one Scene source, not co-equal sibling layers). |
| Mode | An authoring projection of the same Scene source — how you author, never the underlying data. Decision · Slides · Quiz · Video · Custom, mutually exclusive per Scene. Each Mode targets a Scene rendering (the rendering rides with the Mode). Mode → Custom is lossless; Custom → Mode is fit-gated. |
| Scene rendering | How the Scene source is drawn and played — a pluggable rendering process (a pipeline: parse → resolve Bindings → run Logic/effects → transform markup → render via an engine), invoked while previewing and while playing (one pipeline, two moments). Curated / system-level — not user-authorable. A Mode targets one. “Slides” is this Scene source run through the slides rendering process (SlidesNG), not a different document type. |
| Source view (“Edit as code”) | The Custom/code-like view of a Scene. A view of the same Scene — never “the code”, “a script”, or “an eject”. |
The three Scene source layers (inside one Scene)
| Term | Plain definition |
|---|---|
| Markup | Layer 1: content, structure, media — Markdoc plus a safe, sandboxed HTML subset. |
| Bindings | Layer 2, the templating layer: dynamic bits woven into the markup — insert a value ({score}), show/hide a block by a condition. Bindings only read state. |
| Logic Block (in a Scene) | Layer 3: a reusable WHEN/IF/DO rule pack you place or reference; each takes inputs you fill in. |
Logic (the rule layer)
| Term | Plain definition |
|---|---|
| Logic | The layer of rules. One shape: WHEN <trigger> [IF/WHILE <condition>] DO <effects>. |
| Trigger | The “when ___” that fires a rule. Five kinds (below). |
| when you click this | Trigger: the player activates this element/choice. Self-selecting; no priority. |
| when you arrive | Trigger: on entering the Scene. |
| when you leave | Trigger: on exiting the Scene, regardless of which path is taken. |
as soon as <condition> becomes true | Trigger: automatic. A discrete boundary check at the moment an interaction triggers — never a live watcher. Badged automatic. |
if / while <condition> | A gate, not a trigger — a standing state condition that allows or blocks, never fires a one-shot. |
| Effect | The DO. Changes exactly one of the three primitives: Memory, Content, or Context. |
The three effect families (the only primitives)
| Term | Plain definition |
|---|---|
| Memory | Facts the run remembers. The effect family “remember…” (set a fact, add to a number, add/remove a list item, flip a flag). |
| Content | What’s shown right now. The effect family “show / style…” (show/hide a block, mark an element with a token, substitute a value). |
| Context | Where you are in the scenario — space/time-neutral. Replaces the old word “Location”. The “go to” effect family. |
The truth model
| Term | Plain definition |
|---|---|
| Playthrough log | The recorded sequence of what happened. The single source of truth. |
| View | A live state the engine keeps but always rebuilds from Memory + the log: Memory (facts), Content (what’s shown), Context (where you are). |
| The bank line | The one plain-language aside: Cynario saves your transactions (the log), not your balance, and totals them on demand — which is why undo / replay / share work and recorded randomness replays identically. |
Operators
| Term | Plain definition |
|---|---|
| Operators | Plain-word building blocks for conditions/values, no iteration: compare (is / is more than / at least…), combine (and / or / not), list (contains / is in / count / is empty), math (add / subtract / multiply / divide / min / max), range (between, inclusive). |
Reuse and the Library
| Term | Plain definition |
|---|---|
| Logic Block | A reusable rule pack (pure WHEN/IF/DO). |
| Component | A reusable content + logic bundle. |
| Blueprint | A curated, fill-in-the-form preset (scored-gate, hotspot-triage, decision-table). |
| Workspace Library | Where reusable objects live — a panel in the Explorer. Stores definitions. |
| Definition / Instance | A unit is authored once as a definition; every placement is a linked reference instance, never a copy. |
| Inputs / blanks to fill in | The fill-in slots of a Logic Block / Component / Blueprint. Never “parameters / props / arguments”. |
| Library object actions | Make · Place/Insert · Override · Detach · Push-to-definition · Swap · Find-usages · Rename. Never “Extract”. |
| Grouping | Cosmetic precedence boxes (the indented and/or sub-boxes). Not reuse — a group box is never a Library object. |
Two hard rules
- CONTEXT, not Location (and not Step/Playhead). Context is the settled word for “where you are in the scenario” — space/time-neutral. The “go to” effect family is the Context family. Never use Location, Step, Playhead, navigate, position, or move-the-player on the author surface.
- No “read-only axis” / no “Remembered vs Shown” lifespan ontology. The only effect taxonomy is the three families — Memory · Content · Context. Do not add a second axis (no “saved vs this-moment-only”, no lifespan/sticky/momentary badges, no read-only/write labels). Teach “only Memory is stored; Content and Context are rebuilt” via the bank line, not a lifespan axis. Engine-only words (read-only, write, derived, fold, projection, CQRS, macrostep, cascade, CRDT, awareness) stay out of author-facing copy.