Every object in PsyNeuLink has a
name attribute, that is a string used to refer to it in printouts and display.
The name of a object can be specified in the name argument of its constructor. An object’s name can be reassignd,
but this should be done with caution, as other objects may depend on its name.
If the name of an object is not specified in its constructor, a default name is assigned. Some classes of objects use
class-specific conventions for default names (see individual classes for specifics). Otherwise, the default name is
handled by the
Registry, which assigns a default name based on the name of the class, with a hyphenated integer
suffix (<object class name>-n), beginning with ‘0’, that is incremented for each additional object of that type
requiring a default name. For example, the first TransferMechanism to be constructed without specifying its name
will be assigned the name ‘TransferMechanism-0’, the next ‘TransferMechanism-1’, etc..
If the name of an object specified in its constructor is the same as the name of an existing object of that type, its name is appended with a hyphenated integer suffix (<object name>-n) that is incremented for each additional duplicated name, beginning with ‘1’. The object with the original name (implicitly instance ‘0’) is left intact.
There is one exception to this rule, for the naming of State. States of the same type, but that belong to different Mechanisms, can have the same name (for example, TransferMechanism-0 and TransferMechanism-1 can both have an InputState named INPUT_STATE-0 (the default name for the first InputState); however, if a State is assigned a name that is the same as another State of that type belonging to the same Mechanism, it is treated as a duplicate, and its name is suffixed as described above.