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Getting Started with Fischertechnik LLWin 3.03

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Title: Getting Started with FischerTechnik LLWin 3.0 Author: WICSD Last modified by: jefkmi Created Date: 1/2/2001 5:46:16 PM Document presentation format – PowerPoint PPT presentation

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Title: Getting Started with Fischertechnik LLWin 3.03


1
Getting Started with FischertechnikLLWin 3.03
2
LLWin 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

3
What you will need to get started
  • LLWin 3.02 Software
  • Computer
  • Interface
  • Power supply
  • Serial Cable
  • Fishertechnik Basic Building Blocks

4
Lets take a look
5
Setting up the System
  • Connecting the interface and the computer

Using the provided serial cable connect the
interface and computer together
6
Setting up the Software
  • Under options Select Setup Interface

Change the port setting
7
Check 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
8
Starting a New project
  • Go to Projects and select new

9
Starting a New project
The Start and Stop Function Blocks begin and end
a program.
10
Starting 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
11
Starting a New project
  • Function Blocks

12
Function Blocks
  • Output
  • Input
  • Edge
  • Position
  • Start
  • End
  • Reset
  • Emergency Stop
  • Terminal
  • Display
  • Message
  • Show Values
  • Variable /-1
  • Assignment
  • Compare
  • Beep
  • Wait
  • Text

BACK
13
Function Blocks
  • Outputs

14
Function Blocks
  • Outputs

Electromagnet
Lamp
Motor
15
Function 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
16
Function Blocks
  • Inputs

17
Function Blocks
  • Inputs

Photo-Transistor
Switch
Reed Contact
18
Function 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

BACK
19
Function Blocks
  • Edge

20
Function 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
21
Function Blocks
  • Position

22
Function 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

23
Function Blocks
  • Position

Result
The input
Counter
Counting Direction
BACK
24
Function Blocks
  • Start

25
Function 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
26
Function Blocks
  • End

27
Function 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
28
Function Blocks
  • Reset

29
Function 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

30
Function 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.

31
Function 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
32
Function Blocks
  • Emergency Stop

33
Function 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
34
Function Blocks
  • Terminal

35
Function 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.

36
Function Blocks
  • Terminal Uses
  • Output Display
  • Input Variable Display
  • Text Display
  • Emergency Off Switch
  • Terminal Parameters EA ED

37
Function Blocks
Outputs
  • Terminal

Analog Inputs
Message block
Presentable inputs
10 Digital Switches
BACK
38
Function Blocks
  • Display

39
Function 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
40
Function Blocks
  • Message

41
Function Blocks
  • Message
  • Displays messages up to 17 characters as text
    with the ability to change colors.

BACK
42
Function Blocks
  • Show Values

43
Function 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
44
Function Blocks
  • Variable

45
Function 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

BACK
46
Function Blocks
  • Assignment

47
Function Blocks
  • Assignment
  • A specific value can be assigned to a variable
    VAR1-99 or a counter Z1-Z16 using the Assignment
    function block.

BACK
48
Function Blocks
  • Compare

49
Function 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
50
Function Blocks
  • Beep

51
Function 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
52
Function Blocks
  • Wait

53
Function 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
54
Function Blocks
  • Text

55
Function Blocks
  • Text
  • The text entered here can be placed as
    commentary at any place on the worksheet, e.g.,
    for program documentation.

BACK
56
Editing Commands
  • Function Keys
  • Switching to the different editing modes
  • Keyboard combinations for editing blocks and
    connections
  • Zoom
  • Check Interface

BACK
57
Editing 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
58
Editing 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
59
Editing 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
60
Editing 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
61
Editing 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
62
Downloading
  • 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
63
Subprograms
  • 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.

64
Subprograms
  • 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.

65
Subprograms
  • 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

66
Subprograms
  • 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.

67
Subprograms
  • Paste the input and output by selecting the SUBIN
    and SUBOUT blocks for the Function Blocks toolbox.

68
Subprograms
  • 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
69
Subprograms
  • 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
70
Subprograms
  • 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.
71
Subprograms
  • 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
72
Subprograms
  • 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
73
Copying 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
74
Copying 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
75
Interface 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

BACK
76
Variables 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
77
Analog 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

78
Analog Inputs
  • Check Interface

Analog Displays
BACK
79
Using 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

80
Using 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

81
Using 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

BACK
82
Menu 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
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