Plugins are custom extension points to a webgme-deployment that are intended to be used for e.g. querying, interpreting
and building models. The framework and API are designed to enable both server- and browser-side execution of the same
code. At the point where a plugin is executed it will have access to the context it was invoked and various webgme APIs,
Plugins are the typical starting point when adding interpretation to models and in this tutorial we will focus on how to create and write plugins.
Add-ons are extensions that run on the server and are triggered by changes made in the model. Registered add-ons are started when there is user-activity in a certain branch of a project and are kept running as long as (configurable) changes are being made. Add-ons have access to the same APIs as plugins (except the project API).
Webhooks are similar to add-ons but more loosely coupled. They can be triggered by different events on the webgme storage and the implementation requires a server accepting the post-requests sent out at the events. For more detailed documentation see the webgme-wiki pages.
iCore is a visualizer for webgme that enables editing and execution of code using the same APIs as a plugin directly in the webgme GUI. This is a good way to get familiar with the different APIs without the need to host your own deployment. For larger projects/deployments and more advanced interpreters it’s not recommended to rely on the iCore and it should be treated as an educational feature.
To get a quick start to this tutorial it is possible to complete the majority of the steps by creating the meta-model and using the iCore for implementing the code generator on webgme.org. Since the iCore does not have access to the server, it is however not possible to execute any simulation tool with this approach.