## CustomOperator.Code

### Introduced

v4.0

### Description

Sets or returns the script code used by the runtime custom operator implementation as a String.
Note: This can be used for either runtime (when the definition of the custom operator is contained within the scene and not saved on file) or for SPDL-based scripted operators. However, if you use this on a custom operator which is compiled, an empty string is returned. This property is not meaningful for Self-installed Custom Operators.
You can read this property from within the update function of a custom operator but setting this property is blocked.

### C# Syntax

    // get accessor
    String rtn = CustomOperator.Code;
    // set accessor
    CustomOperator.Code = String;

### Examples

#### JScript Example

    NewScene( null, false );
    var null1 = GetPrim("null");
    var sop = null1.posx.AddScriptedOp( MyExpr_Update.toString(), null1.posy, "MyExpr", "JScript" );
    // Log the evaluated of posx
    val = GetValue(null1.posx,1);
    Application.LogMessage( "first evaluated value " +  val );
    var code = sop.code;
    // Change the code
    var re = /ctx.CurrentFrame/g;
    sop.Code = code.replace( re, "2" );
    // Change the input value
    SetValue( null1.posy, 100 );
    // Log the new evaluated of posx
    val = GetValue( "null.kine.local.posx" );
    Application.LogMessage( "new evaluated value " +  val );
    function MyExpr_Update(ctx,out,in1)
    {
            Application.LogMessage( "MyExpr_Update: " + out.name );
            out.Value = ctx.CurrentFrame;
    }

### See Also

CustomOperator.FileName