Cisco Unity Express 3.0 Guide to Writing and Editing Scripts
Using the Script Editor
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Using the Script Editor

Table Of Contents

Using the Script Editor

Overview of the Cisco Unity Express Script Editor

Palette Pane

Design Pane

Step Properties

Variable Pane

Variables

Defining Variables

Basic Built-in Variable Types

Exporting Variables by Using Parameters

Contact Variable

Prompt Variable

User Variable

Debug Pane

Validate

Script Debugging

Debugging Features

Debugging Modes

Reactive Debugging

Nonreactive Debugging

Limitations

Using Prompts

Using Expressions

Using Operators

Handling Exceptions

Continue on Prompt Errors Step

Error Output Branches

On Exception Goto Step

Using Default Scripts

Script Interruption

Installing the Cisco Unity Express Script Editor


Using the Script Editor


This chapter describes how to use the Cisco Unity Express Script Editor in the following sections:

Overview of the Cisco Unity Express Script Editor

Palette Pane

Design Pane

Variable Pane

Debug Pane

Using Prompts

Using Expressions

Using Operators

Handling Exceptions

Installing the Cisco Unity Express Script Editor

Overview of the Cisco Unity Express Script Editor

The Cisco Unity Express Script Editor is a visual programming environment for creating auto attendant application scripts.

Figure 2 shows the Cisco Unity Express Script Editor window, which is divided into four panes:

1. Palette

2. Design

3. Debug

4. Variable

Figure 2 Cisco Unity Express Script Editor Window

Palette Pane

Use the Palette pane to choose the steps you need for creating your script. To expand the contents of a Palette tree, click the plus sign (+) to the left of the Palette folder icon in the Palette pane.


Note If you try to drag a step to the Design pane when a customizer window is open, the Design pane will not accept the step. Before you drag a step to the Design pane, close any open customizer window(s), one or more of which may be hidden behind the Cisco Unity Express Script Editor window.


Design Pane

To create your script, click a step in the Palette pane and drag it on top of the step that it should follow in the Design pane. Each step performs a specific function and creates a portion of the underlying programming. You can customize most of the steps after you have placed them in the Design pane.

To add a step to your script, drag the step icon from the Palette pane and drop it onto the step that it will follow in the Design pane. Place the steps in logical order for the script that you are building.

To change the order of a step in the script, drag the individual step icon from its existing location to its new location. To delete a step, select the step icon and press the Delete key.

To end the script, click the General palette and drag End to your script. The End step appears.

Many steps have output branches under which you can add steps to provide the desired script logic based on the End condition of the step.

Figure 3 Script Example: Design Pane

As shown in the expanded Menu step in Figure 3, the Menu step has five output branches:

DialByExtn

DialByName

Operator

Timeout

Unsuccessful

Output branches often contain steps and other output branches. The DialByExtn output branch in Figure 3 contains five steps below it, one of which (the Get Digit String step) contains three output branches.

To expand the script under a step, click the plus sign (+) to the left of the step icon. To hide the script under a step, click the minus sign (-) to the left of the step icon.

At run time, each script follows a hierarchical sequence, as indicated by the vertical lines connecting steps. In Figure 3, for example, if the script reaches the Timeout output branch of the Get Digit String step, the script moves to the next step at the level of the Menu step that, in this example, is the Play Prompt step.

Use the Design pane to create your script. Drag script steps from the Palette pane to the Design pane.

Step Properties

Most steps have properties that can be modified according to the needs of the script. Depending on the step, the properties can be grouped under multiple tabs. To display the properties window for a step, right-click the step in the Design pane and click Properties in the popup menu, as shown in the Label step Properties dialog box example in Figure 4.

Figure 4 Properties Popup Menu: Label Step

Variable Pane

In the Variable pane add and modify the script variables. In the Variable pane Variables store data that a script uses when it executes the steps. Any step in your script can use variables after you define them in the Variable pane of the Cisco Unity Express Script Editor window.

You can also map variables you define for your script to variables you define in a subflow. A subflow is a set of steps that function as part of another script, called the primary script. A subflow can use and manipulate a variable, and then return the data that is stored in the variable to the primary script. Scripts cannot share variables with other scripts, except in the case of default scripts, where the primary script automatically transfers the values of its variables to a default script.

The value of a variable can change during execution.

Variables

Variables store user-defined data or data resulting from the completion of a step or expression. Any step in your script can use a variable after it has been defined. Because data comes in different forms, you must also define the variable type before you can use it. Variables are grouped into the following basic built-in variable types (see the "Basic Built-in Variable Types" section):

Boolean

Character

Float

Integer

String

Date

Time

BigDecimal

BigInteger

Double

Long

Defining Variables

Because data comes in different forms, you must also define the variable before you can use it. Click the:

1. New Variable icon at the top left corner of the Variable pane to define a new variable.

The Edit Variable window appears. After you use the Edit Variable window to define your variables, the variables appear in the Variable pane.

2. Delete Variable to delete the selected variable.

3. Modify Variable to change the variable to the selected variable.

Figure 5 Variable Pane and Edit Variable Window

Table 3 describes the fields in the Edit Variable window.

Table 3 Edit Variable Properties 

Property
Description

Name

Name of the variable you want to define.

Type

Type of variable that you want to declare. See the "Basic Built-in Variable Types" section for the available variable types.

Java Type

Fully qualified class name located by using the CLASSPATH environment variable on your computer.

Note The field displays the actual Java type for the built-in data type chosen in the Type drop-down menu.

Value

Data you initially assign to a variable. The type of data you enter must match the data type you declared in the Type field.

Parameter

If the parameter variable is checked, it sets the value for this parameter in the auto attendant web interface when you use the Cisco Unity Express Script Editor.


Basic Built-in Variable Types

You must set the type for each variable you define. A variable type indicates the kind of information that a variable contains and allows the Cisco Unity Express Script Editor to process that information accordingly. For instance, the script uses a variable containing the string "Tuesday" differently than it uses a variable containing the number 25.

Table 4 describes the basic built-in variable types.

Table 4 Variable Types 

Variable Type
Description

Boolean

Variable that is either true or false, and is used primarily by the If step in the General palette of the Cisco Unity Express Script Editor:

t, f

true, false

Character

Consists of alphanumeric characters:

Lowercase letters a to z

Uppercase letters A to Z

Digits 0 to 9

Any escape sequence: "\t", "\r", "\0", "\n", "\f", "\\", "\"

"\uXXXX" can be used to represent any character using the character hexadecimal Unicode number XXXX

Float

floating point variable that includes decimal numbers.

All floating point values are stored as Double values. This feature prevents any loss in precision by how Java stores Float values.

If a value cannot be stored as a Float, the value is automatically stored as a BigDecimal value, with some loss in precision.

Integer

Consists of whole numbers from -2147483648 to and including 2147483647.

The script first parses the value as an integer. If this attempt is unsuccessful, the script parses the value as a long variable. If this attempt fails, the script parses the value as a BigInteger variable. If the script cannot represent the value as an Integer, the result may be unknown.

String

Consists of a set of Unicode characters from "\u0000" to and including "\uffff":

"Hello", "C:\WINNT\win.ini". This format does not support any escape characters or Unicode characters.

u"\"This is a quoted string\"", u"\tHello", u"\u2222\u0065", u"C:\\WINNT\\win.ini", and so on. This format supports the same escape sequences or Unicode characters described for the Character type.

Date

Contains date information as follows:

D[12/13/03]

D[Dec 13, 2003]

D[January 20, 2003]

D[Tuesday, April 12, 2003]

D[12/13/03]

D[12/13/03 5:50 PM]

D[April 1, 2003 12:00:00 AM PST]

The parameter that you specify within the D brackets is parsed based on any combination of the following two formats:

"<date>"

"<date> <time>"

The Cisco Unity Express Script Editor supports four <date> specification formats:

SHORT (12/13/03)

MEDIUM (Jan 12, 2003)

LONG (January 12, 2003)

FULL (Tuesday, April 12, 2003)

Time

Contains time information:

T[3:39 AM]

T[11:59:58 PM EST]

The parameter specified inside the T brackets is parsed based on the format "<time>".

The Cisco Unity Express Script Editor supports three <time> specification formats:

SHORT, such as "3:30 PM".

MEDIUM, such as "3:30:32 PM".

LONG and FULL (which are identical), such as "3:30:42 PM PST".

BigDecimal

Consists of an arbitrary-precision integer with a scale, where the scale is the number of digits to the right of the decimal point:

3.14159

2E-12

-100

BigInteger

Represents arbitrary-precision integers:

234556789

0

-23

Double

Represents an expanded Float variable.

If the script cannot hold the value as a Double, the script automatically stores it as a BigDecimal:

3.14159

2E-12

-100

Long

An expanded Integer variable.

The script first parses the value as a long variable. If it fails, the script parses the value as a BigInteger. If the script cannot represent the value as a long variable, the result may be unknown:

234556789

0

-23


Exporting Variables by Using Parameters

To declare variables as parameters, click Parameter in the Edit Variables dialog box. The set parameter feature allows you to set the value for a parameter in the auto attendant (AA) web interface. Because the value is initialized at configuration time for the script that uses it, you can change the value without editing the script in the Cisco Unity Express Script Editor. Such a variable is called an exported variable or parameter.

For example, when you add a new automated attendant by using the AA Wizard, the second window of the AA wizard (the Script Parameters window) provides a list of the parameters with their default or current values. You can modify the values in this list.

The variable types that Cisco Unity Express supports for parameters include Number, Character, String, Boolean, and Prompt.

Contact Variable

A Contact variable consists of a contact that represents a telephone call. You can pass a Contact variable as a parameter to a subflow.

Prompt Variable

A Prompt variable contains the information that the script uses to create prompts for callers. A Prompt variable can be as simple as a single prompt or as complex as a concatenation of multiple prompts.

User Variable

A User variable contains useful information for user authentication. You cannot manually enter a User variable as a value. User variables can be returned only from the Name To User step of the Media palette. You can pass a User variable as a parameter to a subflow.

Debug Pane

The Debug pane displays the error messages output by the Validate and Debug tools, or if these tools run error free, the Cisco Unity Express Script Editor displays success messages.

Validate

Script validation, accessed through the Tools menu, provides an initial and rudimentary check of your script. Figure 6 includes the error messages resulting from a misnamed Label step. Label step MainMenu1 should be named MainMenu. The error message "Dangling GoTo" indicates that there is no MainMenu label to go to. The error message "MainMenu not exist" also indicates this. The four "Dangling GoTo" error messages indicate that the Goto step refers to a misnamed or nonexistent label four different times in the script. Double-clicking the error message highlights the line in the script that the error message refers to, in this case, each dangling Goto step.

Figure 6 Debug Pane: Validation Error Messages

Script Debugging

Debugging features, available through the Debug menu, enable you to debug your script using the Cisco Unity Express Script Editor. You can select the script to:

Debug

Use breakpoints

Proceed step by step through the script

See the values of variables change as the script runs

Debugging Features

You can access debugging features through the Debug menu or the toolbar. The toolbar is shown in Figure 7. The callouts are described in Table 5.

Figure 7 Debug Toolbar

The debugging features are described in Table 5.

Table 5 Debug Menu Options 

Callout
Option
Description

1

Start/Continue

Runs the current script in debug mode.

2

Break

Stops the script and allows you to view or change the current values of variables and step properties before resuming execution.

3

End

Ends the current script.

4

Step Over

Skips the currently executing step.

5

Insert/Remove Breakpoint

Inserts a breakpoint at the currently executing step. This insertion causes the script to halt whenever it runs in debug mode but does not affect the runtime version of the script.

6

Enable/Disable Breakpoint

Toggles the selected breakpoint on or off.

7

Clear All Breakpoints

Removes all breakpoints from the script.

N/A

Reactive Scripts

Prompts for the name and timeout setting of the event-triggered script to be debugged.



Note System scripts contain steps that are not shown by the Cisco Unity Express Editor and cannot be debugged.


Debugging Modes

There are two types of debugging modes available: Reactive Debugging and Nonreactive Debugging. In both these modes, you can insert a breakpoint at a step to let the script execute up to that point, and then debug it starting with that step. During a debugging session, the Editor communicates with the Cisco Unity Express module continuously, as the actual script execution occurs on the module, not on the local PC where the Editor is running. This communication occurs through Java remote method invocation (RMI) connection on port 1099. For successful debugging, there must be network connectivity between the Editor PC and the Cisco Unity Express module. Also, port 1099 cannot be blocked by an ACL or some other means.


Note Ports in the TCP 32xxx range can be used in addition to port 1099. These port numbers are determined dynamically at run time.


To enable the Editor to communicate with the Cisco Unity Express module, configure the Cisco Unity Express hostname or IP address through the Editor by selecting Tools > Options menu as shown in Figure 8 and Figure 9. Network connectivity is not be verified at this time, it is verified when a debugging session is initiated.

Figure 8 Tools Menu

Figure 9 Cisco Unity Express Host

The Debug menu is shown in Figure 10.

Figure 10 Debug Menu

Reactive Debugging

Reactive debugging mode allows you to debug a script while it is running on the Cisco Unity Express system. This debugging mode allows you to debug scripts that are triggered by an external event. The only external event that can trigger a script on Cisco Unity Express is an incoming call. The script must be loaded into the Cisco Unity Express script repository, and be triggered by an incoming call. The script can be changed and saved on the local PC while debugging, but it must be uploaded to the Cisco Unity Express system again to debug those changes.

To start a reactive debugging session, select the script to debug through the Debug > Reactive Script menu in the Editor. The Editor contacts Cisco Unity Express for a list of all the custom scripts on Cisco Unity Express. If the Editor is not able to establish connectivity with Cisco Unity Express (either because of network problems or the blocking of port 1099), the editor displays an error message.

If the Editor is able to successfully fetch this list, then it will be presented to you in a dialog box. You can select the script name to be debugged from the drop-down list in this dialog box, as shown in the Reactive Script Information for Debugging window of Figure 11.

Figure 11 Select Script and Wait Time

The Wait Time is the duration for which the Script Editor waits for an incoming call to trigger the execution of the selected script on Cisco Unity Express. An incoming call must trigger this script within this interval after you click OK. If the script is not triggered within this interval, an error message appears.

After you click OK, the Editor registers with Cisco Unity Express to receive events for the selected script. When a call comes in, the script automatically displays in the Design pane of the Editor window as shown in Figure 12 and Figure 13.

Figure 12 Selecting a Script for Reactive Debugging

Figure 13 Reactive Debugging in Progress

The Editor controls the script execution. The script does not start execution until you click Play (F5) or Step (F10) on the toolbar. The caller hears the ringback tone until the script execution is started and the call is answered.

Clicking Play causes the script to run until it reaches a breakpoint, needs some input from the caller, or reaches the end of the script. Each time you click Step, the next step in the script is executed and execution halts.

You can click any step in the script and insert a breakpoint at that step by clicking the Breakpoint button on the toolbar. A breakpoint can also be inserted through the Debug > Insert Breakpoint menu item. An example of a breakpoint is shown in Figure 14 and Figure 15.

Figure 14 Inserting a Breakpoint

When the script execution proceeds, the step being currently executed is highlighted. The Variable pane always displays the current runtime values of the variables as the script executes.

If a call is aborted while the debugging session is in progress, you see error messages.

The script being debugged using the Script Editor can also be saved to disk on the local Editor PC (File > Save menu). This is a way of downloading a script from Cisco Unity Express.

Figure 15 Script with Breakpoint Inserted

Nonreactive Debugging

This mode of debugging is only for those scripts that do not require external events to trigger their execution—they do not have any steps that use a step with a triggering contact. Nonreactive debugging is useful for debugging script segments or subflows. Because there is no incoming call associated with the script in this debugging mode, media streams cannot be established. Any steps that make use of media stream, for example PlayPrompt, GetDigitString, and so on, cannot be effectively debugged.

Although scripts and subflows using the Media and Call Control steps can be debugged using nonreactive debugging, it is useful for debugging scripts that perform some computation. After a script segment has been debugged, it can be incorporated into a larger script.

To begin a nonreactive debugging session, open a script using the File > Open menu.

After the script has been opened, start the debug process by clicking Play (F5) or Step (F10) on the toolbar. The rest of the debugging options and functions are the same as those described for reactive debugging in the "Reactive Debugging" section.

Even in this mode, the script execution takes place on the Cisco Unity Express system, not on the Script Editor PC. However, in this case, the script is sent from the Script Editor to Cisco Unity Express over an RMI connection when the debugging session is initiated. So, this mode also requires the Script Editor to connect to Cisco Unity Express on port 1099. If the Editor is unable to establish connectivity with Cisco Unity Express, an error message appears when Play or Step is clicked.

Limitations

There are limitations to consider when debugging a script:

In reactive and nonreactive debugging mode, stepping into a subflow from a main script is not possible. Cisco Unity Express executes the subflow without providing debug controls. This is like stepping over the CallSubflow step.

Scripts with syntax errors are uploaded successfully (with a warning) in some situations, although they cannot be debugged because calls to such scripts fail and the script never gets triggered.

Only one script can be debugged at a time. An error message appears to another user trying to start a debugging session.

Using Prompts

The Cisco Unity Express Script Editor uses the following two types of prompts:

System prompts: Used internally by Cisco modules and Cisco sample scripts. System prompts are used internally by the system.


Note There is no guarantee of the continued availability of any system prompt in future releases.


User prompts: Defined by the user and managed by the administrator using the Voice Mail > Prompts web page of the Cisco Unity Express GUI administrator interface or by calling in to the Greeting Management System. The script retrieves both user and system prompts from the Prompt Repository.

All Media and Prompt steps support prompts specified in the following ways:

String expression: User-defined prompts that are located in the User Prompts directory.

Prompt expression: Dynamically created at run time.


Note You must define all prompts played back and recorded with a RIFF header of type WAVE and G711 u-law format.


For more information on managing the prompts, see the Cisco Unity Express GUI and CLI administration documents for your system at http://www.cisco.com/univercd/cc/td/doc/product/voice/unityexp/index.htm.

Using Expressions

Expressions are useful if you do not know the exact prompt value at design time and instead would rather enter a formula that can be evaluated later at run time. The resulting type of the expression must match the expected input type or types (which you check at design time).

Many steps include an Expression Editor (...) button (1 in Figure 16) in the customizer window, which you can use to enter an expression.

You can enter an expression directly in the input text field, or click Expression Editor (...) to open the Expression Editor.

You can enter the expression in the text field, or choose from the Variable drop-down menu to get quick access to variables you have previously defined in the script. After you choose a variable from the Variable drop-down menu, the variable name appears in the input text field.

After you enter the expression, click OK. The Expression Editor closes.

Figure 16 Expression Editor Button and Expression Editor

Using Operators

To create expressions, use operators to combine variables and other values (also known as operands) to produce a result that is not known until the script is run. Operator priority refers to the order in which the operators are evaluated if there is more than one operator in an expression. The following operators are listed in order of priority:

1. Parentheses (...): Works with any expression and allows you to give priority to the expression contained in the parentheses.

2. Multiplication (*), Division (/): Works with any number expression (integer, long, float, decimal, BigInteger, BigDecimal).

Number operands are properly promoted to a valid type before testing.

3. Addition (+), Subtraction (-): Works with any number expression (integer, long, float, decimal, BigInteger, BigDecimal).

Number operands are properly promoted to a valid type before testing.

4. Less Than (<), Greater Than (>), Less Than or Equal (<=), Greater Than or Equal (>=)

Comparison operands work only on String, Character, and Number operands.

5. Equal to (==), Not Equal to (!=)

Testing for the <null> constant is supported by the two equality operators.

6. And (&&): Works only with Boolean expressions.

7. Or (||): Works only with Boolean expressions.

8. Concatenation (+).

If at least one of the operands is a String, then the other one if it is not a prompt, one is converted to a String by using the String.value() method. The result is a new String corresponding to the concatenation of the String representation of both operands. Typically, the String.valueOf() method simply calls the toString() method of the object being concatenated, or returns the string "null" if the object is null.

If the operands are Characters, then they are concatenated together, resulting in a new String.

Handling Exceptions

The Cisco Unity Express Script Editor provides a variety of ways to handle exceptions. Exceptions are errors in scripts from an unexpected user input or an unexpected result in scripts.

Continue on Prompt Errors Step

The Continue on Prompt Errors option allows the script to continue to run when the script receives invalid input (for example, Invalid Audio Format or File Not Found).

The Cisco Unity Express Script Editor provides the Continue on Prompt Errors option in the customizer windows of steps in the Media palette. (See the "Media Steps" section on page 137.) For example, Figure 17 shows the Prompt tab of the Get Digit String customizer window.

Figure 17 Continue on Prompt Errors Option: Prompt Tab of the Get Digit String Customizer Window

When enabled, the step continues with the next prompt in the list of prompts to be played back. If the prompt is last in the list, the script waits for caller input.

When you enable Continue on Prompt Errors, you instruct the script to ignore prompt errors and continue as if the playback of a particular prompt was successful. For example, in a sequence of prompts "1 + 2 + 3", if prompt #1 fails, the step will continue with prompt #2. If prompt #3 fails, the step continues to wait for caller input as if prompt #3 had been properly played back.

When you disable Continue on Prompt Errors, the media steps generate an exception, which can then be handled in the script.

Available prompt exceptions are the following:

InvalidPromptArgumentException

PromptException

UndefinedPromptException

UndefinedPromptGenerator

UnsupportedPromptExpression

Error Output Branches

Error output branches are parts of a script that provide instructions on what to do when typical errors occur.

Figure 18 shows error output branches under a Call Redirect step in a script.


Note The script provides error branches only for expected error conditions, not for system errors.


Figure 18 Error Output Branches: Call Redirect Step

In this figure, the Call Redirect step includes logic for both an invalid extension and an out-of-service extension.

On Exception Goto Step

The On Exception Goto step of the General palette (see the "On Exception Goto" section on page 122) causes the script to continue running at a specified place in the script when an exception is generated.

By using the On Exception Goto step for a specific exception in a script, you can register a new handler for a specific exception or override a previously existing one.

The registration process affects the complete script. The assigned handler activates the script regardless of whether the exception occurs (before, during, or after the given step). After the step runs, the handler is registered until either a new handler is reregistered or the exception is cleared with the On Exception Clear step.

If an exception results in a subflow, the script first consults the exception handlers of the subflows. If none are defined for the given exception, the exception aborts the subflow, and the Cisco Unity Express application looks for exception handlers in the parent script. This process continues until the script finds an exception handler or the top level of the script is reached.

If no exception handlers are registered, the script aborts and error handling falls back to the last level of error handling, which is the default script.

Using Default Scripts

The default script is the last level of user-defined error handling before the Cisco Unity Express Script Editor applies a default system treatment to all active contacts.

The Cisco Unity Express Script Editor invokes this default script under the following conditions:

The main script aborts, which happens for either of the following reasons:

An uncaught exception occurs.

The Cisco Unity Express application software is unable to invoke the primary script because it has not been properly validated.

An incoming call must be aborted because the Cisco Unity Express application software has reached its limit for the number of simultaneous sessions for the application.

In each of these scenarios, the Cisco Unity Express Script Editor marks all active contacts as aborting before the default script is run. The final state of these contacts is Aborted, even if the contacts are transferred or redirected as a result of the default script running.


Caution The purpose of the default script is to gracefully terminate the call when the main script fails, not to have a fallback to provide the original services intended by the primary script. This distinction is important because using system resources to run this default script may impair system performance. If the primary script fails too often, fix the primary script instead of providing another script to attempt the same task.

The default script does not run if the primary script ends normally. If contacts are still active when the primary script ends, all active contacts not marked as handled will abort, and all active contacts marked as handled are simply terminated. In this case, check the primary script for any design problems.


Note The default script provides only a final feedback to the contact regarding the system problem and does not continue the service or restart the service.


The system applies the CallContact script if the contact is still active after the system executes the default script (if any). The CallContact script plays back the prompt, "We are currently experiencing system problems, please call back later" as an announcement, followed by a fast busy signal.

Script Interruption

Script interruption is a feature that allows external events to interrupt the current processing of a script in order to return to another part of the script or stop the execution of the script.

Use script interruption typically when the script needs to be notified that one of its contacts has been remotely terminated, such as when the caller hangs up.


Note In every case, any event that triggers the need to interrupt the script can occur at any time while the script executes other steps.


By default, scripts are automatically interruptible before any step is executed. If any external event (such as that described in the preceding text) interrupts the script, the script continues running based on the proper handling for the specific event before the script continues with the next step.

If you want two consecutive steps to run without the possibility of interruption, you must move these two steps to a subflow where you can disable interruptions completely while the script processes that subflow.

Cisco Unity Express Script Editor has an "interruptible" option for some steps that allows you to indicate whether or not the script can interrupt the step from within if an external event occurs.

When a contact terminates remotely, the script performs one of the following actions:

When a caller hangs up, the script is interrupted (if possible) and a ContactInactiveException is generated. This exception can then be handled with the OnExceptionGoto step of the General palette.

When a caller hangs up and no exception handling logic is available, the script immediately aborts.

When managing multiple contacts, the OnExceptionGoto step cannot differentiate which contact was remotely terminated. Instead, it must specify a Label to which it can loop through all known contact variables and use the Get Contact Info step of the General palette to search for an Active flag.

If an interrupting event occurs when the script is not currently interruptible, the script is automatically interrupted whenever it becomes interruptible again. For example, although a script is not interruptible when it is running a subflow that is marked to disable interruptions, the script processes the interruption as soon as the subflow terminates, and control is returned to the parent (if that primary script is interruptible).

Installing the Cisco Unity Express Script Editor

This section describes how to install the Cisco Unity Express Script Editor application.


Note Do not install the Cisco Unity Express Script Editor application on hardware on which the Cisco Customer Response Solutions (Cisco CRS) Editor application is currently installed. These applications share registry files and will not work if installed on the same hardware.


The Cisco Unity Express Script Editor is a Microsoft Windows application. The computer you install it on must be running one of the following operating systems:

Windows NT (Workstation or Server) with Service Pack 4 or later

Windows 2000 (Professional or Server)

Windows XP Professional

Download the Cisco Unity Express Script Editor installation program from Cisco.com or install it from the Cisco Unity Express Application Software CD. The filename is Cisco Unity Express Editorx.x.x.exe, where x.x.x is the version that you are installing.

Follow these steps to install the Cisco Unity Express Script  Editor:


Step 1 Double-click the installation program file.

The InstallShield Wizard appears and begins extracting files for the installation. (This process may take a few minutes.)

Step 2 Follow the prompts to install the application. A default installation is acceptable for most users: click Yes and Next buttons when prompted.

The prompts also allow you to move back to an earlier step in the installation process or cancel the installation completely.

Step 3 To verify that the application is installed correctly, start the application: on the task bar click Start, All Programs, Cisco Unity Express Developer, Cisco Unity Express Script Editor.

The default installation path on your hard drive is C:\Program Files\wfavvid\WFCCNEditor.exe.