Title: Getting Started with Fischertechnik LLWin 3.03
1Getting Started with FischertechnikLLWin 3.03
2LLWin 3.02 Index Page
- Function Blocks
- Subprograms
- Editing Commands
- Interface not connected
- Downloading
- Copying Subprograms
- Variables for Counting Impulses
- Analog Inputs (EX, EY)
- Using Formulas
- Menu Commands
- Setting the system up
- Starting a new program
3What you will need to get started
- LLWin 3.02 Software
- Computer
- Interface
- Power supply
- Serial Cable
- Fishertechnik Basic Building Blocks
4Lets take a look
5Setting up the System
- Connecting the interface and the computer
Using the provided serial cable connect the
interface and computer together
6Setting up the Software
- Under options Select Setup Interface
Change the port setting
7Check Interface
Use this to test connections between computer and
model.
Check Output Devices M1 M4 Check Digital Input
Devices E1 E8 Check Analog Input Devices EX
EY
BACK
8Starting a New project
- Go to Projects and select new
9Starting a New project
The Start and Stop Function Blocks begin and end
a program.
10Starting a New project
When Function Blocks are connected, a Flow
Chart is created.
This Flow Chart is the program that runs the
instruction sets and fischertechnik model.
BACK
11Starting a New project
12Function Blocks
- Output
- Input
- Edge
- Position
- Start
- End
- Reset
- Emergency Stop
- Terminal
- Display
- Message
- Show Values
- Variable /-1
- Assignment
- Compare
- Beep
- Wait
- Text
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13Function Blocks
14Function Blocks
Electromagnet
Lamp
Motor
15Function Blocks
- Outputs
- You switch one of the inputs M1-M4 of the
interface using the output block (a motor, Lamp
or Electromagnet can be connected - You must select which output you want to use in
the Type dialog field
BACK
16Function Blocks
17Function Blocks
Photo-Transistor
Switch
Reed Contact
18Function Blocks
- Inputs
- The Input function block queries the state
of a digital input E1-E8 on the interface. They
may be a Pushbutton switch, Photo-transistor, or
a Reed contact. - A digital input can only have one of two
states, 0 or 1. - Examples Pushbutton switch Pushed or not
pushed - Photo-transistor Light or Dark
- Reed Contact Switched or not switched
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19Function Blocks
20Function Blocks
- Edge
- The Edge function waits until a digital input
switches either from 0 to 1 or from 1 to 0. This
transition is called an Edge.
BACK
21Function Blocks
22Function Blocks
- Position
- The position function block counts impulses at a
digital input until the desired result is
reached. Each edge at the input is counted, i.e.,
if a button is pushed and then released, two
inputs are counted. -
- The current number value is stored in the
counter variable. If you activate the Use
standard counter button in the dialog box, a
counter Z1-Z16 is assigned automatically to a
digital input E1-E16
23Function Blocks
Result
The input
Counter
Counting Direction
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24Function Blocks
25Function Blocks
- Start
- A flowchart always begins with a start function
block. - If this block is missing at the beginning, the
flow chart is not processed - If a project has several flowcharts, each of them
must contain a start block. The different
flowcharts are then started simultaneously.
BACK
26Function Blocks
27Function Blocks
- End
- If a flowchart should be ended, you connect the
output of the last block with the End block. A
flowchart sequence can be ended at different
spots using the End function block. But it is
also possible to connect several outputs with one
single End blocks. But it is possible that a
flowchart sequence is a continuous loop and does
not contain any End Icon.
BACK
28Function Blocks
29Function Blocks
- Reset.
- The Reset function block resets all sequences
of a project to the start as soon as the
condition entered in the dialog box has been
fulfilled. - The Reset block is placed on the programming
surface with out connection lines to the other
blocks - Only one Reset block may be used in a
project
30Function Blocks
- Reset.
- You enter the condition, which triggers the
reset, in the dialog box when you insert the
block. A simple Reset condition can be E1, for
example. Then the Reset is triggered as soon as
this condition is fulfilled, i.e., E1 becomes 1. - The program will start at the beginning as soon
as the condition no longer applies, i.e., E1
becomes 0 again. - Consequently, a project that is running on the
intelligent interface in download mode without
connection to a PC can be stopped and restarted
via a digital input, for example, without the
necessity of you having to delete it.
31Function Blocks
- Reset.
- A mathematic formula can be entered as a
condition in the dialog box, e.g., Var. 5 6.
The comparison operations, the logical links and
the parentheses can be clicked directly in the
help for edit of the dialog box. Maximum length
of a formula is 40 characters.
BACK
32Function Blocks
33Function Blocks
- Emergency Stop
- The (Emergency) Stop function block switches
off all outputs at the interface when it is
activated. - Only one Stop Block may be used in a
project - It is setup the same way as the Reset Block
BACK
34Function Blocks
35Function Blocks
- Terminal
- The terminal function block serves to display
and enter specific values during the program
operation. - It is also placed on the programming surface
without connection lines to the other blocks.
36Function Blocks
- Terminal Uses
- Output Display
- Input Variable Display
- Text Display
- Emergency Off Switch
- Terminal Parameters EA ED
37Function Blocks
Outputs
Analog Inputs
Message block
Presentable inputs
10 Digital Switches
BACK
38Function Blocks
39Function Blocks
- Display
- The Display function block serves to display a
value, a variable or the inputs EX EY or EA
ED on one of the two displays of the terminal.
When you insert the block, you select in the
function dialog box which of the two displays
DIS1 or DIS2 you want to use and which value
should be shown.
BACK
40Function Blocks
41Function Blocks
- Message
- Displays messages up to 17 characters as text
with the ability to change colors.
BACK
42Function Blocks
43Function Blocks
- Show Values
- This block shows the current value of a
variable when the program is in online mode. The
block is placed on the programming surface
without connection lines to other blocks. - You enter in the dialog box which variables
(VAR1-99, Z1-Z16) should be shown. In addition
to variable values, the values of digital and
analog inputs as well as the current values of
parameter EA-ED can be output. - It is also possible to show another variable
in the block while the program is running. To do
this, you call the dialog using the mouse button
on the left and change the Variable
BACK
44Function Blocks
45Function Blocks
- Variable
- You can increase and decrease the value of a
variable by one using this function block. You
enter which variable should be processed in the
dialog fields. The variables VAR1-99 as well as
the standard counters Z1-Z16 are available. You
can also select whether the value should be
increased or decreased by one. This counter
direction is also displayed in the icon of the
block
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46Function Blocks
47Function Blocks
- Assignment
- A specific value can be assigned to a variable
VAR1-99 or a counter Z1-Z16 using the Assignment
function block.
BACK
48Function Blocks
49Function Blocks
- Compare
- You enter the condition in the Compare function
block. Depending on weather the condition is
fulfilled, the flowchart branches to the right or
is continued at the lower output of the block.
The numbers 0 and 1 at the output stand for the
Condition fulfilled and the Condition not
fulfilled - The condition is entered in the dialog box as
a formula e.g., Var1300
BACK
50Function Blocks
51Function Blocks
- Beep
- The beep function block emits a signal tone via
the PC speaker. The sound level and length can
be set in the dialog box. - Sounds will not work if the program is
downloaded - The sound may last up to 5 seconds and range
from 50 to 10000Hz or as a note from c-b in 5
octaves.
BACK
52Function Blocks
53Function Blocks
- Wait
- You can program a delay in a flowchart with the
Wait function block. The delay begins when the
function block is reached in the flowchart
sequence. - Maximum wait time is 999.99seconds
BACK
54Function Blocks
55Function Blocks
- Text
- The text entered here can be placed as
commentary at any place on the worksheet, e.g.,
for program documentation.
BACK
56Editing Commands
- Function Keys
- Switching to the different editing modes
- Keyboard combinations for editing blocks and
connections - Zoom
- Check Interface
BACK
57Editing Commands
- Function Keys
- F1 Direct call to online help for the operator.
- CTRLF1 When the cursor is about a block, this
calls the online help for it directly. - F6 Switches to the main program for editing.
- F7 Switches to a subprogram for editing.
- F8 Switches to the init mode.
- F9 Stop the control program
- F10 Save the project
- ShiftF5 Cascade windows
- ShiftF4 Tile windows
BACK
58Editing Commands
- Switching to different editing modes
- You can switch between the different editing
modes with the digits 1-5 - Insert blocks
- Delete blocks
- Replace blocks
- Draw lines
- Delete lines
BACK
59Editing Commands
- Keyboard combination for editing blocks and
connections - CTRLI. Mouse button Insert blocks in edit mode.
This makes it possible to select individual
blocks. Draw lines in editing mode. This
makes it possible to move lines. - ShiftI. Mouse button Select a group of blocks
- CTRLA Select all
- CTRLU Undo selection
- CTRLX Cut selected blocks
- CTRLC Copy selected blocks
- CTRLV Insert copied blocks
- DEL Delete selected blocks
BACK
60Editing Commands
- Zoom
- You can change the zoom factor very quickly
with the and keys on the keyboard and
consequently enlarge or reduce the size of the
display.
BACK
61Editing Commands
- Check Interface
- You can activate the output for the length of
the mouse click with the right or left button.
If you first press the CTRL key and then the
output, it stays on. Clicking it again switches
it off.
BACK
62Downloading
- Downloading your program to your interface
- Select Run in the pull down menu
- Select Download, this will take only a few
seconds - After the download has finished it is on the
interface - Start the program from the computer and then
disconnect the serial cable - If the interface loses power the program will be
lost from the interface
BACK
63Subprograms
- A Subprogram is a self-contained algorithm that
is inserted in a main program. The advantage of
a subroutine is that it allows a programmer to
write just once an algorithm that will be used
two or more times in the complete program. - The subprograms represented by one block in the
main program, but is comprised of many function
blocks hidden at a different level.
64Subprograms
- LLWin 3.0 has a template for a subprogram or
subroutine named UP1. UP stands for
subprogram. - This block contains two icons for the computer
program to enter(the line at the top of the
block) and exit ( the line at the bottom of the
block) the subprogram. You can use this template
or create your own.
65Subprograms
- Creating your own Subprogram
- From the EDIT menu Click the Subprogram Command
- Type the name of the subprogram. In this case
BLACK - Click OK and we have created a subprogram and
are now one level below the main program. - This is your worksheet on which you can now
create the flowchart for the subprogram
66Subprograms
- In the Windows menu click theTilecommand
- Two windows appear in the work area. A window
with the name MAIN, which contains the control
program(main program) and a window for our
subprogram named BLACK.
67Subprograms
- Paste the input and output by selecting the SUBIN
and SUBOUT blocks for the Function Blocks toolbox.
68Subprograms
- Add the Function blocks necessary to complete the
subprogram and save.
The black subprogram runs the motor over to the
side(black bin) for one second, then stops, and
brings the sensor back to check the next marble
69Subprograms
- If you look at the Function Blocks toolbox under
Subprograms you will see that the block is
there but it has no connection lines.
Without these you cannot connect the block to
the program.
You must edit the Subprogram Function Block
70Subprograms
- SUBPROGRAM EDITING
- Under the Subprogram menu click on Design
After you click a new window opens in which you
can change the features of the selected
subprogram block.
71Subprograms
- In the Design window the SubIn and SubOut
function blocks which you pasted in the flowchart
are displayed as circles on the left in the
table. - Place the cursor on them(keeping the left mouse
button pressed down) and drag them into the
desired position on the function block frame.
These represent the connections, which connect
with the Main program
Close the editing window by clicking on the X
72Subprograms
- You can place multiple SubIn and SubOut Function
blocks on one subroutine so multiple connections
can be made in the Main Program. Once you master
subprograms your Main program could look like
this.
BACK
73Copying Subprograms
- You can copy a subprogram from one
program(project) to another program(project). - Run two concurrent sessions of LLWin 3.0. This
allows you to switch between the two sessions to
Copy from one and Paste to the other.
From the EDIT menu Click the Subprogram command
and choose the subprogram to be copied.
From the EDIT Menu Click the Select All
command Click Copy
74Copying Subprograms
- Open the second sessions of LLWin 3.0. Create a
new subprogram with the same name as in the first
program.
From the EDIT menu Click Paste
From the EDIT menu Click the Subprogram command
and choose the subprogram just created. It
should be a blank screen
BACK
75Interface Troubleshooting
- No Connection to interface?
- In the case of this message make sure
- -You have selected the right port (COM1 or
COM2) for serial interfaces and (LPT1 or LPT2)
for parallel interfaces - -Do you have Power
- -Is the port working at all (Refer to page 82
of the handbook) - Double check the setup
-
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76Variables for counting impulses
- Variables are often used for counting. We use
counting to measure a path of movement
electronically. e.g. The movement of the gripper
on a robotic arm. It needs to open and close the
exact same way each and every time. This can be
done in LLWin 3.0 using a Position block, Switch,
and an impulse wheel (a geared wheel with 4
teeth, on revolution will count to 4). This
impulse wheel is place so it will trigger the
switch and create a counting device. (this is
further explained on page 103 in the LLWin 3.0
handbook)
BACK
77Analog Inputs
- EX and EY are the two analog input spots on the
interface, they will read a range from 0 to 1024 -
- You may use a Potentiometers, Thermisitor,
Photo-transistors or Inferred device. - Use the check interface to pre-read these values
78Analog Inputs
Analog Displays
BACK
79Using Formulas
- They may be used in Compare, Stop, and Reset
Blocks - Digital Inputs (E1-E8)
- The simplest condition is when looking whether
the state is 0 or 1 - Variables (Var1- Var99) and Position blocks (Z1-
Z16) -
- Analog Inputs (EX, EY)
- Terminal Parameters (EA, EB, EC, ED)
- Integer operands from 32567 to 32567
-
80Using Formulas
- Comparison Operators
- Equals
- lt Smaller than
- gt Greater than
- lt Smaller or equal to
- gt Greater or equal to
- e.g. Var. 1 gt 567
-
81Using Formulas
- Various expression can be linked logically with
AND, OR, and NOT. - e.g. E1 AND E2 AND NOT E3
- Var.15 OR Var.23
- Finally you may use parentheses
-
-
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82Menu Commands
New project Open project Save project Print
page Check interface / terminal Main
program Subprogram Program design Init Start Downl
oad
Insert block Delete block Replace blocks Draw
lines Delete lines Undo Copy Cut Paste Delete
BACK