Unity Pro Operating Modes
Unity Pro Operating Modes
Unity Pro Operating Modes
33003101 07/2012
Unity Pro
Operating Modes
33003101.12
07/2012
www.schneider-electric.com
33003101 07/2012
Table of Contents
Safety Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About the Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Part I General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter 1 General Presentation of Unity Pro . . . . . . . . . . . . . . . . .
Capabilities of Unity Pro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
25
27
29
31
32
36
39
40
42
44
47
48
49
49
51
52
53
56
57
59
62
66
68
69
74
75
77
86
88
94
96
102
105
3
Project comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Conversion of Legacy Applications/Projects . . . . . . . . . . . . . . . . . . . . . .
Importing an LL984 Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Transferring the project between the terminal and the PLC . . . . . . . . . .
Update of Upload Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sending a command to the PLC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Project Backup Management for Modicon M340 . . . . . . . . . . . . . . . . . . .
Project backup for Premium. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Save/Restore Data Between a File and the PLC. . . . . . . . . . . . . . . . . . .
Compatibility Rules for Restore Using a *.DTX File. . . . . . . . . . . . . . . . .
Transferring current values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Memory usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Function Pack for Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Memory Card Access for Modicon M340. . . . . . . . . . . . . . . . . . . . . . . . .
FTP and Memory Card for Modicon M340. . . . . . . . . . . . . . . . . . . . . . . .
Project Management with DTMs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
108
109
111
119
122
124
125
127
129
133
138
139
143
145
146
147
149
150
151
153
155
158
161
164
165
167
170
171
173
175
176
178
180
182
184
187
189
191
192
193
193
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200
201
203
204
206
207
208
209
212
213
214
215
217
218
219
223
224
225
228
231
232
233
234
235
235
240
241
246
249
256
260
262
264
265
265
269
270
273
274
277
282
284
5
286
288
289
291
294
297
299
301
302
304
307
308
309
319
321
326
327
327
329
330
333
336
339
340
342
349
352
355
360
362
365
369
370
373
377
382
383
384
386
387
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391
391
393
394
395
397
398
401
Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Configuration of Multi-Network Services . . . . . . . . . . . . . . . . . . . . . . . . . .
Configuring an X-Way Router Module. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Examples of X-Way Routing Stations . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Examples of Partial Routing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
402
403
405
409
412
Part IV Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
415
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418
419
420
421
422
425
431
434
440
441
444
446
449
452
456
458
462
463
464
465
469
471
473
474
476
477
479
492
495
503
511
515
516
518
520
522
524
526
532
532
535
536
541
542
545
546
547
548
552
556
558
562
563
565
567
571
19.2
19.3
21.1
475
Project Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
General Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
General Project Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Maintain Output Links on Disabled EF. . . . . . . . . . . . . . . . . . . . . . . . . . .
Configuration Settings For Operator Screens . . . . . . . . . . . . . . . . . . . . .
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
General Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
General Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Data and Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Connection Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Operator Screens Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Converters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Customize Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Customize Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
572
573
575
576
577
578
581
585
586
587
588
33003101 07/2012
Chapter 22 LD Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
22.1 Creating a program with LD programming language . . . . . . . . . . . . . . . .
Structure of an LD program (ladder diagram) . . . . . . . . . . . . . . . . . . . . . .
Creating an LD program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Syntax and Semantics Check during programming . . . . . . . . . . . . . . . . .
View for variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Navigating with the Keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Selecting objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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591
593
596
601
613
615
616
617
618
622
624
626
628
629
631
632
632
636
637
640
642
643
645
647
648
650
653
659
659
661
661
662
662
663
664
665
668
672
674
679
681
684
688
689
691
692
693
695
699
702
703
706
711
714
715
720
722
723
727
729
730
732
735
740
741
753
755
757
758
759
761
763
764
766
767
768
770
772
773
775
777
778
780
782
793
33003101 07/2012
22.11
Entering Comments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Entering comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
22.12 Online functions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Online Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
22.13 Export/Import. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Export/Import LD Sections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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799
801
801
802
802
803
804
805
808
809
811
812
814
815
821
823
825
826
827
828
830
832
836
837
838
839
841
842
843
850
855
856
863
866
867
869
873
874
876
879
880
888
11
23.8
Editing Transitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Placing transitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Defining transition properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Properties dialog box for transitions. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing Jumps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Placing jumps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Defining jump properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Jump properties dialog box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing Branches and Joints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Selecting Branches and Joints. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Placing branches and joints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Modifying the Properties of Branches and Joints. . . . . . . . . . . . . . . . . . .
Branches properties dialog box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Joints properties dialog box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Inserting Alternative Strings and Simultaneous Strings . . . . . . . . . . . . . .
Selecting Alternative Sequences and Parallel Sequences . . . . . . . . . . .
Placing alternative sequences and parallel sequences . . . . . . . . . . . . . .
Inserting Step-Transitions and Transition-Step-Sequences . . . . . . . . . .
Selecting Step-Transition and Transition-Step Sequences . . . . . . . . . . .
Placing step-transition and transition-step sequences. . . . . . . . . . . . . . .
Editing Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Placing a Link . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Entering Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Entering comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Online functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Online functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Export/Import . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Export/Import SFC Sections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
890
891
893
899
902
903
905
907
909
910
912
913
916
917
918
919
920
923
924
925
928
929
930
933
938
938
940
940
941
941
943
Selecting Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Deleting, cutting, copying, pasting and moving text. . . . . . . . . . . . . . . . .
Undoing and redoing changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Match case . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Font sizes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using Bookmarks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Go to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Go to dialog box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Searching text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Searching and replacing text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Call a subroutine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Refine DFBs and subroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Inspect windows. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Enter comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
944
946
948
949
950
951
953
955
958
960
962
964
966
970
23.9
23.10
23.11
23.12
23.13
23.14
23.15
23.16
12
33003101 07/2012
Chapter 25 IL Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Structure of an IL program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating an IL Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Syntax and Semantics Check during Programming . . . . . . . . . . . . . . . . .
Navigating with the keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Data input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Calling an FFB. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using Public Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Online functions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Export/Import IL Sections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter 26 ST Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Structure of an ST program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating an ST Program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Syntax and Semantics Check during Programming . . . . . . . . . . . . . . . . .
Navigating with the keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Data input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Calling an FFB. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using public variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Calling a statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Online functions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Export/Import IL Sections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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973
974
975
976
977
978
980
981
985
986
992
1003
1005
1006
1007
1008
1010
1011
1015
1016
1022
1033
1035
1041
1042
1043
1044
1045
1046
1049
1052
1055
1056
1058
1060
1064
1065
1067
1068
1070
1073
13
27.3
14
Editing Coils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Selecting Coils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Placing Coils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Property Dialog for Coils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
27.4 Editing Function Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing Function Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using Mnemonics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
27.5 Editing Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Selecting Links. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Combining Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Placing Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
27.6 Editing Equation Network Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing Equation Network Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing the ST Assignment Expression . . . . . . . . . . . . . . . . . . . . . . . . . .
27.7 Assigning Variables to LL984 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . .
Assigning Variables to LL984 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . .
27.8 Calling Subroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Calling Subroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
27.9 Entering Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Entering Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1076
1077
1080
1083
1085
1086
1089
1090
1091
1092
1093
1095
1096
1097
1099
1104
1104
1108
1108
1110
1110
1113
1114
1116
1119
1121
1125
1128
1131
1133
1134
1136
1138
1140
1145
1146
1151
Memory Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1151
1157
1158
1160
1163
1165
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1168
1170
1171
1172
1173
1174
1176
1179
1181
1183
1184
1185
1187
1188
1191
1194
1195
1196
1198
1199
1201
1204
1205
1206
1208
1209
1210
1212
1215
1216
1216
1219
1220
1224
1225
1227
1231
1232
1233
1237
1239
1239
15
35.3
1242
1242
1245
1245
1249
1250
1254
1258
1264
1270
1271
1274
1277
1277
1281
35.4
35.5
35.6
35.7
36.1
1315
1317
1319
1320
1321
1322
1323
1325
38.1
16
Safety precautions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Modification in RUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Switch to STOP of a PLC in Debug mode . . . . . . . . . . . . . . . . . . . . . . . .
Setting a task to STOP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Task deactivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Deactivation of Inputs/Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1282
1282
1293
1294
1300
1302
1303
1304
1311
1314
1326
1327
1328
1329
1330
1331
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38.2
38.3
38.4
38.5
38.6
38.7
38.8
33003101 07/2012
1332
1333
1334
1335
1336
1337
1339
1340
1343
1345
1347
1348
1350
1351
1352
1354
1358
1361
1362
1364
1368
1371
1372
1375
1378
1381
1382
1384
1385
1386
1387
1390
1395
1396
1397
1399
1400
1401
17
38.9
1402
1403
1405
1407
1409
1410
1415
39.1
1416
1416
1417
1417
1420
1420
1423
1424
1426
1428
1432
1433
1437
1438
1442
1448
1450
1451
1451
1454
1454
1457
39.2
39.3
39.4
39.5
39.6
40.1
40.2
40.3
18
Simulating a PLC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Loading a Project in the Simulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Simulator Icon in the Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Differences Between the Simulator and a Real CPU. . . . . . . . . . . . . . . .
Limitations of the PLC Simulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
System Bits and System Words. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Menu Commands and Dialog Boxes in the PLC Simulator . . . . . . . . . . .
Simulator Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Simulator Control for Unknown PLC . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Simulator Control for Quantum PLC . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Simulator Control for Quantum Safety PLC . . . . . . . . . . . . . . . . . . . . . . .
Simulator Control for Premium PLC. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Simulator Control for M340 PLC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Memory Card for M340 PLC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Event Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1458
1459
1460
1463
1465
1466
1469
1481
1482
1483
1486
1489
1492
1495
1498
1502
33003101 07/2012
Clear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Reset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Power Cycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Timing (simulator) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Processor Load . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Priority of the Simulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Data in the User Task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Minimal Sample Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending the Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1503
1504
1505
1506
1507
1508
1510
1511
1512
1513
1514
1515
1517
1517
1521
1521
1523
1523
1524
1526
1529
1530
1532
1533
1536
1538
1540
1543
1545
1547
1549
1549
1553
1554
1557
1561
1562
1564
1565
1566
1566
19
48.2
1567
1568
1571
1574
1574
1575
48.3
49.1
20
1576
1577
1579
1582
1584
1587
1588
1589
1590
1592
1593
1595
1598
1598
1600
1601
1602
1604
1605
1607
1609
1612
1614
1616
1618
1620
1622
1624
1626
1629
1630
1632
1634
1636
1638
33003101 07/2012
1639
1640
1642
1644
1646
1647
1648
1651
1652
1653
1654
1655
1656
1657
1658
1660
1661
1663
1663
1664
1665
1668
1671
33003101 07/2012
1675
1676
1677
1680
1688
1691
1693
1695
1698
1701
1702
1703
1704
1705
1708
1710
21
53.2
1712
1713
1714
1715
1717
1719
1721
1722
1723
1724
1727
1728
1729
1730
1732
1733
1734
1735
1737
1738
1740
1742
1744
1745
1748
1750
1752
1753
1754
1756
1757
1759
54.1
54.2
54.3
22
1760
1761
1763
1765
1767
1768
1769
1771
1773
1774
1777
1780
33003101 07/2012
1782
1784
1786
1789
1793
1793
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1795
Appendix A Hyperlinks in Unity Pro . . . . . . . . . . . . . . . . . . . . . . . . . .
A.1
A.2
A.3
A.4
A.5
A.6
A.7
33003101 07/2012
General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Introduction to Hyperlinks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Representation and opening of a hyperlink. . . . . . . . . . . . . . . . . . . . . . . .
Principles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Overview of operate-modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1-step mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2-step mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Description of the Hyperlink Comment Window . . . . . . . . . . . . . . . . . . . .
Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
List of barred characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Hyperlinks in the project browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating a hyperlink in the project browser . . . . . . . . . . . . . . . . . . . . . . . .
Editing the properties of a hyperlink in the project browser. . . . . . . . . . . .
Opening a hyperlink from the project browser. . . . . . . . . . . . . . . . . . . . . .
Deleting a hyperlink in the project browser . . . . . . . . . . . . . . . . . . . . . . . .
Hyperlink in the data editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating a hyperlink in the data editor. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Editing a hyperlink in the data editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Selecting a hyperlink in the data editor . . . . . . . . . . . . . . . . . . . . . . . . . . .
Deleting a hyperlink in the data editor . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Hyperlinks in the DFB type attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating a Hyperlink from DFB Type Attributes . . . . . . . . . . . . . . . . . . . .
Modifying a Hyperlink from DFB Type Attributes . . . . . . . . . . . . . . . . . . .
Selecting a Hyperlink from DFB Type Attributes . . . . . . . . . . . . . . . . . . . .
Deleting a Hyperlink from DFB Type Attributes. . . . . . . . . . . . . . . . . . . . .
Hyperlinks in animation tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating a hyperlink in an animation table . . . . . . . . . . . . . . . . . . . . . . . .
Editing a hyperlink from an animation table . . . . . . . . . . . . . . . . . . . . . . .
Selecting a hyperlink from an animation table. . . . . . . . . . . . . . . . . . . . . .
Deleting a hyperlink from an animation table . . . . . . . . . . . . . . . . . . . . . .
Hyperlinks in runtime screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creating a hyperlink from operator screens . . . . . . . . . . . . . . . . . . . . . . .
Editing a hyperlink in the operator screens . . . . . . . . . . . . . . . . . . . . . . . .
Selecting a hyperlink in an operator screen . . . . . . . . . . . . . . . . . . . . . . .
Deleting a hyperlink in an operator screen . . . . . . . . . . . . . . . . . . . . . . . .
1797
1798
1799
1801
1802
1803
1804
1805
1806
1808
1811
1812
1813
1814
1816
1818
1819
1820
1821
1823
1825
1826
1828
1829
1831
1833
1835
1838
1839
1841
1843
1844
1845
1846
1848
1850
1851
23
A.8
1852
1853
1855
1857
1859
1859
1863
Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Anchored window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Menu commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Toolbar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Output windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Status bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Directory Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using the Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using the Keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Data selection boxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Dialog boxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1864
1867
1870
1872
1875
1880
1882
1884
1886
1887
1889
1891
1895
1896
1897
1898
1900
1900
1901
1902
1904
1906
1907
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1918
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1919
1947
A.9
24
33003101 07/2012
Safety Information
Important Information
NOTICE
Read these instructions carefully, and look at the equipment to become familiar with
the device before trying to install, operate, or maintain it. The following special
messages may appear throughout this documentation or on the equipment to warn
of potential hazards or to call attention to information that clarifies or simplifies a
procedure.
33003101 07/2012
25
PLEASE NOTE
Electrical equipment should be installed, operated, serviced, and maintained only by
qualified personnel. No responsibility is assumed by Schneider Electric for any
consequences arising out of the use of this material.
A qualified person is one who has skills and knowledge related to the construction
and operation of electrical equipment and its installation, and has received safety
training to recognize and avoid the hazards involved.
26
33003101 07/2012
At a Glance
Document Scope
This document describes programming a Modicon M340, Premium, Atrium or
Quantum PLC using the IEC 61131-3 conforming programming languages Function
Block Diagram (FBD), Ladder Diagram (LD), Sequential Function Chart (SFC),
Instruction List (IL) and Structured Text (ST).
Validity Note
This document is valid from Unity Pro 7.0.
User Comments
We welcome your comments about this document. You can reach us by e-mail at
[email protected].
33003101 07/2012
27
28
33003101 07/2012
Unity Pro
General
33003101 07/2012
General
I
Subject of this Part
This part presents Unity Pro services and describes the different tools used to
manage a project: access rights, save/restore, online/offline mode services, etc.
What Is in This Part?
This part contains the following chapters:
Chapter
1
33003101 07/2012
Chapter Name
Page
31
39
49
Project browser
149
Functional modules
199
FDT Container
231
269
51
29
General
30
33003101 07/2012
Unity Pro
General Presentation
33003101 07/2012
1
Overview
This chapter describes the general features of a project created using Unity Pro.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
32
User Interface
36
31
General Presentation
Programming Languages
Unity Pro provides the following programming languages for creating the user
program:
z Function Block Diagram FBD
z Ladder Diagram (LD) language
z Instruction List IL
z Structured Text ST
z Sequential Control SFC
z Ladder Logic 984 (LL984)
All of these programming languages can be used together in the same project.
All these languages conform to IEC 61131-3.
Block Libraries
The blocks that are included in the delivery of Unity Pro extensive block libraries
extend from blocks for simple Boolean operations, through blocks for strings and
array operations to blocks for controlling complex control loops.
For a better overview the different blocks are arranged in libraries, which are then
broken down into families.
The blocks can be used in the programming languages FBD, LD, IL and ST.
Elements of a Program
A program can be constructed from:
z a Master task (MAST)
z a Fast task (FAST)
z one to four AUX Tasks (not available for Modicon M340)
z sections, which are assigned one of the defined tasks
z sections for processing time controlled events (Timerx)
z sections for processing hardware controlled events (EVTx)
z subroutine sections (SR)
32
33003101 07/2012
General Presentation
Software Packages
The following software packages are available:
z Unity Pro S
z Unity Pro M
z Unity Pro L
z Unity Pro XL
z Unity Pro XLS
Performance Scope
The following table shows the main characteristics of the individual software
packages:
Unity Pro S
Unity Pro M
Unity Pro L
Unity Pro XL
Instruction List IL
+(2)
Structured Text ST
+(2)
Sequential Language
SFC
+(2)
Standard library
+(2)
Control library
+(2)
Communication library
+(2)
Programming languages
Libraries (1)
Diagnostics library
+(2)
+(2)
System library
+(2)
+(2)
optional
optional
optional
optional (2)
Obsolete library
+(2)
MFB library
+(2)
Safety library
+(2)
33003101 07/2012
33
General Presentation
Unity Pro S
Unity Pro M
Unity Pro L
Unity Pro XL
+(2)
General information
Operator screen
Diagnostic viewer
System diagnostics
Project diagnostics
+(2)
Application converter
PL7 converter
PL7 converter
Concept
Converter
PL7 converter
Concept
Converter
PL7 converter
Concept
Converter
Premium
P57 0244M
P57 CA 0244M
P57 CD 0244M
P57 104M
P57 154M
P57 1634M
P57 204M
P57 254M
P57 2634M
H57 24M
All CPUs
except:
P57 554M
P57 5634M
All CPUs
All CPUs
Quantum
CPU 311 10
CPU 434 12 U/A
CPU 534 14 U/A
CPU 651 50
CPU 651 60
CPU 652 60
CPU 670 60
CPU 671 60
CPU 672 60
CPU 672 61
CPU 311 10
CPU 434 12 U/A
CPU 534 14 U/A
CPU 651 50
CPU 651 60
CPU 652 60
CPU 670 60
CPU 671 60
CPU 672 60
CPU 672 61
CPU 651 60 S
CPU 671 60 S
34
33003101 07/2012
General Presentation
Unity Pro S
Unity Pro M
Atrium
PCI 57 204
Simulator
Hyperlinks
Unity Pro L
Unity Pro XL
All CPUs
All CPUs
All CPUs
Openess
OS Loader tool + HW
Firmware
Unity loader
Legend:
+ = available
+ (1) = Availability of the blocks depends on the hardware platforms (see Unity Pro,
Standard, Block Library).
+ (2) = Available on all PLC except platforms CPU 651 60 S, CPU 671 60 S.
- = not available
Naming Convention
In the following documentation, "Unity Pro" is used as general term for "Unity Pro S",
"Unity Pro M", "Unity Pro L", "Unity Pro XL" and "Unity Pro XLS".
33003101 07/2012
35
General Presentation
User Interface
Overview
The user interface consists of several, configurable windows and toolbars.
User interface:
36
33003101 07/2012
General Presentation
Legend:
33003101 07/2012
Number
Description
Information window (see page 1880) (provides information about errors which
have occurred, signal tracking, import functions, etc.)
37
General Presentation
38
33003101 07/2012
Unity Pro
Programming Language Editors
33003101 07/2012
2
Overview
This chapter describes the different programming languages provided by Unity Pro.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
40
42
44
Instruction List IL
47
Structured Text ST
48
39
Objects
The objects of the FBD (Function Block Diagram) programming language help to
divide a section into a number of:
z Elementary Functions (EFs),
z Elementary Function Blocks (EFBs)
z Derived Function Blocks (DFBs)
z Procedures
z Subroutine calls
z Jumps
z Links
z Actual Parameters
z Text objects to comment on the logic
40
33003101 07/2012
Properties
FBD sections have a grid behind them. A grid unit consists of 10 coordinates. A grid
unit is the smallest possible space between 2 objects in an FBD section.
The FBD programming language is not cell oriented but the objects are still aligned
with the grid coordinates.
An FBD section can be configured in number of cells (horizontal grid coordinates
and vertical grid coordinates).
The program can be entered using the mouse or the keyboard.
Input Aids
The FBD editor offers the following input aids:
z Toolbars for quick and easy access to the desired objects
z Syntax and semantics are checked as the program is being written.
z Incorrect functions and function blocks are displayed in blue
z Unknown words (e.g. undeclared variables) or unsuitable data types are
marked with a red wavy line
z Brief description of errors in the Quickinfo (Tooltip)
z
z
z
z
z
z
33003101 07/2012
41
Objects
The objects of the LD programming language help to divide a section into a number
of:
z Contacts,
z Coils,
z Elementary Functions (EFs)
z Elementary Function Blocks (EFBs),
z Derived Function Blocks (DFBs)
z Procedures
z Control elements
z Operation and compare blocks which represent an extension to IEC 61131-3
z Subroutine calls
z Jumps
z Links
z Actual Parameters
z Text objects to comment on the logic
42
33003101 07/2012
Properties
LD sections have a background grid that divides the section into lines and columns.
The LD programming language is cell oriented, i.e. only one object can be placed in
each cell.
LD sections can be 11-64 columns and 17-2000 lines in size.
The program can be entered using the mouse or the keyboard.
Input Aids
The LD editor offers the following input aids:
z Objects can be selected from the toolbar, the menu or directly using shortcut keys
z Syntax and semantics are checked as the program is being written.
z Incorrect objects are displayed in blue
z Unknown words (e.g. undeclared variables) or unsuitable data types are
marked with a red wavy line
z Brief description of errors in the Quickinfo (Tooltip)
z
z
z
z
z
z
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44
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Objects
An SFC section provides the following objects for creating a program:
z Steps
z Macro steps (embedded sub-step sequences)
z Transitions (transition conditions)
z Transition sections
z Action sections
z Jumps
z Links
z Alternative sequences
z Parallel sequences
z Text objects to comment on the logic
Properties
The SFC editor has a background grid that divides the section into 200 rows and 32
columns.
The program can be entered using the mouse or the keyboard.
Input Aids
The SFC editor offers the following input aids:
Toolbars for quick and easy access to the desired objects
z Automatic step numbering
z Direct access to actions and transition conditions
z Syntax and semantics are checked as the program is being written.
z Incorrect objects are displayed in blue
z Unknown words (e.g. undeclared variables) or unsuitable data types are
marked with a red wavy line
z Brief description of errors in the Quickinfo (Tooltip)
z
z
z
z
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Step Properties
Step properties:
The step properties are defined using a dialog box that offers the following features:
Definition of initial steps
z Definition of diagnostics times
z Step comments
z Allocation of actions and their qualifiers
z
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Instruction List IL
Introduction
The IL editor is used for instruction list programming according to IEC 61131-3.
Representation
Representation of an IL section:
Objects
An instruction list is composed of a series of instructions.
Each instruction begins on a new line and consists of:
z An operator
z A modifier if required
z One or more operands if required
z A label as a jump target if required
z A comment about the logic if required.
Input Aids
The IL editor offers the following input aids:
Syntax and semantics are checked as the program is being written.
z Keywords and comments are displayed in color
z Unknown words (e.g. undeclared variables) or unsuitable data types are
marked with a red wavy line
z Brief description of errors in the Quickinfo (Tooltip)
z
z
z
z
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Structured Text ST
Introduction
The ST editor is used for programming in structured text according to IEC 61131-3.
Representation
Representation of an ST section:
Objects
The ST programming language works with "Expressions".
Expressions are constructions consisting of operators and operands that return a
value when executed.
Operators are symbols representing the operations to be executed.
Operators are used for operands. Operands are variables, literals, function and
function block inputs/outputs etc.
Instructions are used to structure and control the expressions.
Input Aids
The ST editor offers the following input aids:
Syntax and semantics are checked as the program is being written.
z Keywords and comments are displayed in color
z Unknown words (e.g. undeclared variables) or unsuitable data types are
marked with a red wavy line
z Brief description of errors in the Quickinfo (Tooltip)
z
z
z
z
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Unity Pro
PC<->PLC connection
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3
Methodology for connecting from a PC to a PLC
At a Glance
To program a Modicon M340, Premium or Quantum PLC using Unity Pro software,
it is necessary to observe certain rules described in the following paragraphs.
Procedure
The table below describes how to connect from a PC to a PLC.
Step
1
Action
Physically connect your PLC to your computer using the appropriate cables:
For Quantum the possibilities are as follows:
z Modbus cable, product reference 990 NAA 263 20,
z Modbus Plus cable, product reference UNY XCA 42 020,
z Crossed Ethernet cable, product reference 490 NTC 000 05 (1),
z USB cable, product reference UNY XCA USB 033 (2).
For Premium the possibilities are as follows:
Terminal port cable, product reference TSX PCX 1031 (RS 232/RS 485),
Terminal port cable, product reference TSX PCX 3030 (USB/RS 485),
Crossed Ethernet cable, product reference 490 NTC 000 05 (1),
USB cable, product reference UNY XCA USB 033 (2).
z
z
z
z
z
z
z
z
(1) for a PC-PLC link the cable must be a crossed cable, whereas for PC-Hub
or PLC-Hub link you must use a straight-through cable.
(2) When connecting a PC to a PLC, the use of a USB 2.0 shielded cable
following the USB international standard is strongly recommended. The
cables mentioned earlier avoid unexpected behavior of the PLC as they
are shielded and tested against electrical noises.
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PC<->PLC connection
Step
2
50
Action
Check that for the chosen communication protocol, the Driver corresponding to
your operating system is correctly installed.
Note: The documentation on drivers (see Communication Drivers, Installation
manual, ) describes the various drivers available according to the operating
system. For example, for the PC to be able to use an X-Way address on an
Ethernet network, you must install the XIP driver.
Choose the address of the PLC (see page 96) to which you want to connect
and the type of link (see page 102) using the PLC Set Address...
command.
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Project management
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4
Subject of this Chapter
This chapter introduces the various tools used for project management: security and
user access rights management, project creation, project backup, transfer of the
project to the PLC, management of the user memory, etc.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
4.1
52
4.2
Project management
74
51
Project management
4.1
52
Page
53
Security editor
56
User Information
57
User Functions
59
User Profiles
62
Policies
66
68
Access rights
69
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Users
Software users are defined in the list of users by the super user, if Unity Pro access
security is active. If your name is in the user list, you can access a software instance
by entering your name (exactly as it appears on the list) and your password.
A user has the following rights. He can:
z
z
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Project management
User Profile
The profile for a user comprises all of his access rights. It is defined by a name (2
to16 characters), an optional comment (maximum of 256 characters) and a list of
access rights. Unity Pro provides 5 preconfigured user profiles that cannot be
modified. To complete this list, the super user can create all the personalized profiles
that he requires.
Preconfigured User Profiles
Unity Pro provides the following 5 user profiles:
Profile
Description
ReadOnly
The user can only access the project in read mode, with the exception of
the PLC address, which can be modified. He can also copy or download
the project.
Operate
The user has the same rights as with a ReadOnly profile, with the added
possibility of modifying execution parameters (constants, initial values,
task cycle times, etc.).
Adjust
The user has the same rights as with an Operate profile, with the added
possibility of uploading a project (transfer to the PLC) and modifying the
PLC operating mode (Run, Stop, ...).
Debug
The user has the same rights as with an Adjust profile, with the added
possibility of using the debugging tools.
Program
The user has the same rights as with a Debug profile, with the added
possibility of modifying the program.
Disabled
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Multiple Instancing
When Unity Pro executes multiple instances concurrently on the same terminal,
each of these instances will grant access to the functions that were defined by the
rights of the user who created this instance. However, the Unity Pro access method
used (inactive security or type of active security) is identical for all the instances.
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Project management
Security editor
At a Glance
The security editor is used to define software users and their access rights. It also
allows you to define actions which will be protected (user name and password) and
which will be stored in the log file.
Launching the security editor.
Execute the following commands to start security editor:
Step
1
Action
Open with Start Programs Schneider Electric the Security Editor. The
following dialog appears.
Confirm with OK .
If you are a user (see page 53), you can access the User information screen
(see page 57) which allows you to consult your user profile or to modify your
password.
If you are the Super User (Supervisor) (see page 53) the Security Editor
(see page 57) will launch enabling administration of Unity Pro access security.
NOTE: The user name reserved for the super user is Supervisor.
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User Information
At a Glance
This tab in the security editor can be accessed by all users. It enables the execution
of the following functions:
z
z
modify ones password. Users, including the super user, can modify only their
own passwords,
consult ones profile and the associated user rights.
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Project management
Description
New password:
Data entry field for the new password: 2 to 16 characters. This field can
be empty (no characters entered).
Confirmation field for the new password. The contents of this field must
be identical to that of the New password field.
Apply
Profile(s) field
58
Parameter
Description
Product
Enables the selection of the product for which you want to display your
user profile: In our case, Unity Pro.
Profile
View profile
Use this command to display all of the access rights included in your user
profile.
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User Functions
At a Glance
Only the Super User (see page 53) can access this tab. It enables the execution of
the following functions:
z
z
z
z
z
NOTE: The user name reserved for the super user is Supervisor.
Users tab
The User tab looks like this. It contains the two areas User and Profile:
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Project management
Description
Users
List of users with access to Unity Pro. The name of the super user
is Supervisor.
The Preconfigured User (see page 54) field is also available for
selection:
z user_Adjust,
z user_Debug,
z user_Operate,
z user_Program,
z user_ReadOnly.
Add
Delete
Export
Import
Disable/Enable
Clear Password
Profiles field
60
Parameter
Description
Product
Used to choose the product whose user profile you would like to
define.
Profile
Apply
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Project management
Adding a user
Clicking on Add will display the following dialog window:
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Parameter
Description
User name
Password
Confirm password
Field used to select the user whose attributes you would like to
retrieve.
61
Project management
User Profiles
At a Glance
Only the Super User (see page 53) can access this tab. It is used to perform the
following functions:
z
z
z
"Profiles" Tab
The Profiles tab looks as follows. It features the two Product and Profiles areas:
62
Parameter
Description
Product
Used to specify the product whose user profile you would like to access.
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Profile area
Parameter
Description
Profiles field
Add
Delete
Command used to delete one or more selected user profiles from the
list. If you delete a profile from the list, users with this profile will now
have the default profile.
Preconfigured user profiles cannot be deleted from the list.
Edit
Export
Import
Command used for importing from a file the information (name and
profiles) of the selected user profile(s). If a user profile is already on
the list, a warning message is displayed.
Description
Add profile:
This field is used to enter the name of the new user profile
(2 to16 characters). If the name entered is not correct, or if
it exists already, a warning message is displayed.
With the following attributes: Field used to choose the user profile whose attributes you
would like to retrieve.
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64
Parameter
Description
Tool
Profile
Shows the user profile name that you selected in the previous
screen.
Description
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Project management
Parameter
Description
This list displays the access rights associated with the selected
user profile.
z Access rights: list of access rights associated with the user
profile.
z On/Off Status This option is used to enable/disable a
designated right for the current profile:
z To enable the right, select Access right in the list. Then
click on On/Off Status: a selection mark appears,
z To disable the right, select Access right in the list. Then
click on On/Off Status: the selection mark disappears.
z Check Yes/No: When this option is enabled, it enables an
NOTE: You can view the access rights associated with a preconfigured profile, but
you cannot modify them.
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Project management
Policies
At a Glance
This tab in the security editor can be accessed only by the super user. It enables the
execution of the following functions:
z
z
z
z
Policies
The Policies tab of the security editor looks as follows:
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Project management
Description
Product
Used to choose the product for which you would like to define
guidelines. In our case, Unity Pro.
Login
Audit
Confirm
NOTE: The Audit and Confirm options are not assigned to one user but apply
globally to all Unity Pro products.
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Project management
If the database of the security editor is damaged or it was deleted, access to Unity
Pro is not possible, even if security is not active (Security Off).
Loss of password
If you have forgotten your password, the procedure to follow differs depending upon
whether you are a user or a super user:
z
z
if you are a user, you must contact the super user. He can reset your password.
You can then enter a new password.
If you are the super user, you must reinstall Unity Pro, choosing a customized
installation: Install only the security editor.
Database protection
To protect the database against possible damage, a backup file is created during
installation. This hidden file can only be accessed in read mode. It enables the
database to be restored when a fault occurs.
NOTE: The backup file is maintained and used if the database is damaged. If the
automatic procedure fails, then you must recommence the installation procedure.
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Access rights
At a Glance
Unity Pro access rights are classified in the following categories:
z
z
z
z
z
z
z
z
z
z
z
project services,
adjustment/debugging,
libraries,
global modification,
elementary modification of a variable,
elementary modification of DDT compound data,
elementary modification of a DFB type,
elementary modification of a DFB instance,
bus configuration editor,
input/output configuration editor,
runtime screens.
Project services
The access rights for this category are as follows:
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Access right
Description
Save a project
SaveAs a project
Import a project
Build off-line
69
Project management
Access right
Description
Set address
Modify options
Adjustment/Debugging
The access rights for this category are as follows:
70
Access right
Description
Force outputs
Force inputs
Task management
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Project management
Libraries
The access rights for this category are as follows:
Access right
Description
Global modification
The access rights for this category are as follows:
Access right
Description
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Access right
Description
Variable add/remove
You can modify the comment and the initial value for a
variable.
71
Project management
Description
DDT add/remove
DDT modifications
Description
Description
You can modify the comment and the initial value for a
DFB instance.
72
Access right
Description
I/O sniffing
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Project management
Description
Save_param
Restore_param
Runtime screens.
The access rights for this category are as follows:
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Access right
Description
Modify screens
Modify messages
73
Project management
4.2
Project management
74
Page
75
77
86
88
Connection / disconnection
94
96
102
105
Project comparison
108
109
111
119
122
124
125
127
129
133
138
Memory usage
139
143
145
146
147
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Project management
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Action
75
Project management
Other cases
When security is active (see page 52), execute the following commands to launch
an instance of Unity Pro:
Step
76
Action
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Project management
Action
Activate the New command in the File menu.
Result: The New Project screen appears.
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Project management
Step
78
Action
To see all PLC versions, click on the box Show all versions.
To create a project with specific values of project settings, check the box Settings File and use the
browser button to localize the .XSO file (Project Settings file). It is also possible to create a new one.
If the Settings File box is not checked, default values of project settings are used.
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Project management
Open Dialog
Open project dialog
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Project management
Element
Description
Look in
File name
Files of type
Open Options
Open the project in read-only mode Opens the project in read-only mode.
Open import File with Wizard
Libset version
Libset (set of libraries) contains all libraries, families, functions and variables (I/O data
structures) that can be used to develop an automation project.
In general, to open an existing project (.STU file) or an archived project (.STA file) the Libset
version can be selected.
To import a .ZEF or .XEF file, the latest Libset version must be selected.
More information on the default Libset version used to open a project according to the file
type is provided in the libset (see page 270) section.
Keep project version
Update with latest version available Select this option to update the project with the
latest Libset version.
Select a specific target version
Project information
80
Type
Target PLC.
Name / Version
Last modification
Comment
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Project management
Opening a Project
To open an existing project, carry out the following actions:
Step
Action
Opening a project also restores the Unity Pro context, which was saved when the
project was closed. This involves:
z The list of open tools,
z For each tool: its window size, position, contents and animation status,
z taskbar and tool configuration.
The context file is a companion file to the <Project_name>.STU file. It is saved in the
same directory with the name <Project_name>.ZTX. The .ZTX file is not required to
open an application. If no .ZTX is provided the application is open with default
context.
NOTE: When a project file is selected, the software provides a certain amount of
information: the project name, associated comment, version and date the project
was generated, target PLC, and date of last modification to the source code.
NOTE: The .STU file is a work file and it can not be used to switch from one version
to another of Unity Pro software. In this case, you should use the archive format
(.STA file) or use the export function in the project and create a .ZEF or .XEF file.
NOTE: The .STU file contains the configuration of the TSX CPP 110 in the Project
Browser.
A The file not found message appears each time the configuration screen of the
TSX CPP 110 PCMCIA card is opened. Select the required .CO file to update the
CANopen configuration.
Opening an Archived Project
To open a project archived in STA format, carry out the following actions:
Step
Action
An STA file is a project archive file that can be accessed using the Archive
command in the File menu.
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Project management
Action
Choose the Open command from the File menu.
Select the file related to the project:
z *.FEF or *.DFB, to launch the conversion procedure for a PL7 application
Conversion Wizard
To convert a legacy project partially or as a whole the Conversion Wizard can be
used.
The Conversion Wizard provides options to remap I/O objects (channels, variables
etc.) during conversion and to adapt the hardware configuration of the new project
concurrently in Unity Pro.
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Action
If necessary, select the directory where the project will be stored (disk and path).
NOTE: Archiving is only possible after a Rebuild all project with the Upload
information (see page 479) section of the Project Settings window set as follows:
z
z
z
the Upload information and Comments check boxes are checked, with the
Animation tables check box unchecked
the Upload information, Comments and Animation tables check boxes are
checked
the Upload information, Comments and Animation tables check boxes are
unchecked
NOTE: The .STA file partially contains the TSX CPP 110 configuration. Do not
forget to backup the .CO file (Sycon) for CANopen after archiving of the project.
Analyzing a Project
To analyze the syntax of your project, carry out the following actions:
Step
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Action
Any errors detected are displayed in the information window at the bottom of
your screen.
83
Project management
Action
Any errors detected are displayed in the information window at the bottom of
your screen.
Action
Any errors detected are displayed in the information window at the bottom of
your screen.
NOTE: The Build Changes analyses and displays only modified sections or
sections impacted by modifications. To display all warnings, a Rebuild all Project
command is needed.
NOTE: The Build Changes command can be executed only if the Rebuild all
Project command has been executed at least once previously.
Backing up a New Project
To back up a new project, carry out the following actions:
Step
Action
If necessary, select the directory where the project will be stored (disk and path).
84
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Closing a Project
To close your project, carry out the following actions:
Step
Action
If you have modified your project, a dialog box is displayed with the message
that you must save your project.
NOTE: Closing a project triggers saving the current context in the file
<Project_name>.ZTX (see page 81).
Exiting Unity Pro
To exit Unity Pro, carry out the following actions:
Step
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Action
If you have modified your project, a dialog box is displayed with the message
that you must save your project.
85
Project management
Note: The command Tools Options...Connection tab lets you choose the
default operating mode (see page 522).
Equal or Different Modes
On connection, the data in the PLC and the terminal is compared (see page 479):
z if the data is identical, this determines an equal online mode (see page 94),
z if the data is different, this determines a different online mode (see page 94).
Information in the PLC
Two types of information are compared between the PLC and the terminal:
z Executable information is used to identify and execute the project in the PLC:
z identification of the project,
z configuration,
z code sections,
z DDT types,
z DFB types,
z EF and EFB codes,
z project options.
z
86
Upload information:
z project upload information: graphic code for languages with LD contacts and
chart of FBD function blocks, symbols of static and dynamic variables,
z comments: variables, code sections, project, DFBs, etc.,
z animation tables.
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Project management
User functions
The user functions provided in online mode that can be accessed from the PLC
menu are the following:
Function
Description
Connection/Disconnection
Set Address
Standard mode
Simulator mode
Compare
Run/Stop
and Init
The PLC forces the update of the initial values using current
values (this applies to the variables with the save attribute).
Project Backup
Memory Consumption
Diagnostics
Cancel/Repeat
The Cancel/Repeat commands in the Edit menu are not available in the following
cases:
z Deletion of a step or macro-step in online mode.
z Switch from normal view to extended view in SFC debug mode and vice-versa.
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Project management
The distinction between executable code and upload information means that there
are 2 kinds of modifications:
z
z
those which truly modify the executable information (e.g., which add a new EFB
call or a new ST instruction)
modifications that have an impact only on the Upload information (e.g.
concerning comments, graphical information of languages).
To know what parts have been modified, the application browser displays a specific
mark for the modified parts and in the title bar of the editors by character *.
88
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Project management
This modification requires a rebuild all of the project and a PLC stop to download
the entire application.
Modify Data
In the data editor, there is no specific operating mode.
Generally, it is allowed to modify the type of a variable or a Function Block (FB) in
online mode.
Modifying a data, which is used in the program, may have consequences wherever
it is used, on the contrary to an unused variable. Therefore online actions are more
restricted on used data.
NOTE: Adding a variable without rebuilding increases the memory usage until next
rebuild.
For used EDT variable or used DDT/FB instance, only comments and the initial
values can be modified. Unused variable/instance may be deleted. It is allowed to
create new variable/instance online.
Concerning DDT type, it is only allowed to change comments if the type is used. It
is possible to create new DDT or to delete an unused one.
For DFB type, it is possible to:
z create, modify and delete sections
z change comments
z change initial values
z add a new public or private variable
If there is no instance of the DFB, there is no limitation. The DFB type may even be
deleted. Finally creating new DFB type(s) and instantiating it in online mode is
straightforward.
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Project management
Impacts Only
Upload Information
Allowed in Online
Mode (RUN/STOP)
Requires to Build
the Application in
Offline Mode
Name of Station,
Programs, Sections
Yes
Yes
No
Comment of Station,
Configuration,
Programs, Sections
Yes
Yes
No
Documentation
Summary
Yes
Yes
No
General
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Type of
Modification
Impacts Only
Upload Information
Allowed in Online
Mode (RUN/STOP)
Requires to Build
the Application in
Offline Mode
Animation Table
Yes
Yes
No
Integrated Operator
Screens
Yes
Yes
No
Functional View
Yes
Yes
No
Security Information:
Passwords,
Protection
Attributes,...
No
Yes
No
No
No
Yes
Yes
No
Import/Export Project No
Program
Sections of
Programs: Add,
Delete, Change
Execution Order
No
Yes
No
Yes(1)
Yes
No
No
No
Yes
No
Yes
No(1)
Premium
No
Configuration:
Add/Delete a Module
No
Yes
Premium
Configuration:
Change Module
Parameters
No
Yes
No
Quantum
No
Configuration:
Add/Delete a Module
Yes
No
Configuration/Com
munication
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Project management
Type of
Modification
Impacts Only
Upload Information
Allowed in Online
Mode (RUN/STOP)
Requires to Build
the Application in
Offline Mode
Quantum
Configuration:
Change Module
Parameters
No
Yes
No
No
Yes
Changing Memory
No
Sizes in
Configuration Screen
Global Variables
(Used Even in
Animation Table or
Operator Screen)
Remove an Used
Variable
No
No
Yes
Symbol an Used
Variable
No
Yes
No
Type an Used
Variable
No
No
Yes
Topological Address
of an Used Variable
No
Yes
No
Initial Value of an
Used Variable
No
Yes
No
Comment of an Used
Variable
Yes
Yes
No
Create, Remove or
Modify Unused
Variables (EDT,
DDT)
No
Yes
No
Create, Remove or
Modify Unused
Variables (FB)
No
Yes
No
No
No
Yes
Used DFB
Type Name of Used
DFB
92
All Comments
Yes
Yes
No
Add a Parameter
No
No
Yes
Add a Public or
Private Variable
No
Yes
No
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Type of
Modification
Impacts Only
Upload Information
Allowed in Online
Mode (RUN/STOP)
Requires to Build
the Application in
Offline Mode
Delete or Change
Unused Private
Variable
No
Yes
No
Initial Value of
Parameters and
Variables
No
Yes
No
Other Attributes of
No
Parameters and
Variables (Public and
Private)
No
Yes
No
Yes
No
No
Yes
No
Delete an Unused
DFB Type
No
Yes
No
No
Yes
No
Delete an Unused
DDT Type
No
Yes
No
Used DDT
(1) Modifying only the graphical layout or the free form comments does not impact
code generation, but only generation of the upload information.
(2) If a step is deleted that is referenced in the application (e.g. in another section,
animation table, operator screen...), a full download is needed.
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Connection / disconnection
At a Glance
Connection enables you to change from offline to online mode. On connection, data
in the PLC and the terminal is compared:
z
z
Action
On first connection: Click (see page 96) PLC Set Address.
Choose the connection mode:
z PLC Standard mode: to connect to a PLC
z PLC Simulator mode: to connect to a simulator
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Disconnection procedure
You must execute the following actions to disconnect:
Step
1
Action
Click PLC Disconnection.
Automatic disconnection
In order to avoid online mode switching automatically to offline mode, without your
explicit request (which is possible if the process executed by the processor is too
large), you are recommended to increase the Timeout communication parameter
(see page 105).
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Action
Activate the menu PLC Set address command, which displays the
Set address dialogue.
In the PLC Address field, enter the address of the new PLC.
In the PLC Media field, select the type of communication you wish to use
(see page 102). For Ethway drivers, refer to the following note.
NOTE: In the Set Address dialogue, Ethway drivers are not available. To use this
type of communication, you must enter manually ETHWAY01 or ETHWAY02 in the
Media drop-down menu.
NOTE: By default the simulator is started on port number 502. To change the port
number (portnum), add in the Simulator Address box an unused port number (e.g.,
127.0.0.1:511 to use port number 511).
Description of Set Address Parameters
The following table describes the Set Address dialogue:
Group box
Parameter
Description
PLC
Address
PLC address (by default, the address of the PCL physically wired to the
terminal).
The drop-down menu lists any previous addresses entered. Clicking on the
trashcan clears the drop-down list
Media
This drop-down selects the type of communication with the network for the
PCL.
Communication
Parameters
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Group box
Parameter
Description
Simulator
Address
Simulator address
The drop-down menu lists any previous addresses entered. Clicking on the
trashcan clears the drop-down list
Media
This drop-down selects the type of communication with the network for the
simulator.
Communication
Parameters
Bandwidth
Test Connection
Click this button to execute a connection test without closing the Set
Address dialogue.
Choose this mode for applications which do not require a specific speed
rate (e.g., Modems).
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The following table describes the various authorized addresses according to the
platforms and media supports.
Platform
Support
Address syntax
Premium
Uni-Telway
SCP01
X-Way
Uni-Telway
UNTLW01
Fipway
FIP01, FIP02,
FPP2001
(driver for the
TSX FPP20
card)
X-Way
Fipio
FIP01, FIP02,
FPP2001
PCIway
PCIWAY01,
PCIWAY02
X-Way
Ethway
ETHWAY01,
ETHWAY02
X-Way
XIP
Ethernet IP
TCP/IP
IP address
Ethernet IP
TCP/IP**
IP address;Index or
"DNS machine name;Index"
USB
USB
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Platform
Support
Quantum
Serial
Modbus
Modicon M340
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Address syntax
MODBUS01 to
MODBUS04
Ethernet
TCP/IP
Ethernet IP
TCP/IP***
IP address;Index or
"DNS machine name;Index"
USB
USB
Serial
Modbus
MODBUS01 to
MODBUS04
Ethernet
TCP/IP
Ethernet IP
TCP/IP**
IP address;Index or
"DNS machine name;Index"
USB
USB
SYS or empty
Bridging example: SYS\\0.0.0.66 for USB
to Modbus slave 66.
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Platform
Support
Address syntax
Simulator
Ethernet
Legend
**: "Index" is the Modbus Plus or Modbus index stipulated in the bridge you
want to cross. This access only works in display mode: it cannot be used to
modify the program or force values.
***: "Index" is the Modbus Plus or Modbus index stipulated in the bridge you
want to cross.
Note: You must use quotation marks when the address includes characters
other than figures, full stops or semi colons. These are used to avoid this
address being analyzed syntactically.
TCP/IP
IP address;Index **
"localhost"
"DNS machine name;Index" **
PLC Address
192.168.0.1:502
192.168.0.2:502
192.168.0.3:502
This example shows PLCs with different addresses, but the same port.
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Destination
TCP/IP 3501
192.168.0.1:502
TCP/IP 3502
192.168.0.2:502
TCP/IP 3503
192.168.0.3:502
This example shows the same router address with different ports, each port corresponding to
a PLC address.
Notes:
z Unity Pro can communicate with PLC 2 using the router address followed by port
3502.
z In the Set Address dialog, type 139.160.39.12:3502.
z The router sends the message to the address 192.168.0.2:502 (configured in the
router in the network address translation table).
z To communicate with other PLCs, use the same router address, but change the
port number.
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Modicon M340
USB (4)
On processors:
z BMX P34 1000
z BMX P34 2000
z BMX P34 2010
z BMX P34 20102
z BMX P34 2020
z BMX P34 2030
z BMX P34 20302
On processors:
z TSX P57 4634
z TSX P57 554
z TSX P57 5634
z TSX P57 6634
On processors:
BMX P34 1000
BMX P34 2000
BMX P34 2010
BMX P34 20102
BMX P34 2020
Uni-Telway
Modbus (6)
z
z
z
z
z
XIP (2)
102
Quantum
On processors:
140 CPU 651 50
140 CPU 651 60
140 CPU 651 60S
140 CPU 652 60
140 CPU 670 60
140 CPU 671 60
140 CPU 672 60
140 CPU 672 61
140 CPU 671 60S
z
z
z
z
z
z
z
z
z
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Type of connection
Modicon M340
Quantum
Modbus Plus
On processors:
z 140 CPU 311 10
z 140 CPU 434-12A
z 140 CPU 534-14A
z 140 CPU 651 50
z 140 CPU 651 60
z 140 CPU 651 60S
z 140 CPU 652 60
z 140 CPU 670 60
z 140 CPU 671 60
z 140 CPU 672 60
z 140 CPU 672 61
z 140 CPU 671 60S
Processors Ethernet
channels:
z BMX P34 2020
z BMX P34 2030
z BMX P34 20302
PCI
Fipio (2)
Fipway (2)
z
z
z
z
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For Modicon M340 PLCs, the TCP/IP connection does not require a valid
application inside the PLC to work.
The IP configuration when the Modicon M340 PLCs Ethernet port is not
configured is as follows:
z Rotary switch position: IP address
z BOOTP: from BOOTP server using MAC address
z DHCP: from DHCP server using role name + switch position: default role
name.
Default name for:
- BMX P34 2020: BMX_2020_
- BMX P34 2030: BMX_2030_
- BMX P34 20302: BMX_20302_
- BMX NOE 0100: BMX_0100_:
- BMX PRA 0100: BMX_0100_:
Example: for a BMX P34 2020 with ones switch on 7 and tens switch on 5
the device name will be BMX_2020_075.
z CLEARED/STORED: default IP address derived from MAC address.
The default IP address is based on the last 3 bytes of the MAC address and
always starts with 84.
Example: for a MAC address 00:80:F4:01:FE:73 default IP address is
84.1.254.115.
(3) These processors are available for Unity Pro versions of V1.0 or higher.
(4)
CAUTION
UNEXPECTED APPLICATION BEHAVIOR
Do not connect more than one PLC over USB on the same computer.
Failure to follow these instructions can result in injury or equipment damage.
(5) Programming mode (see page 86) cannot be accessed via a Modbus Plus
network.
(6) Bluetooth connection is limited to Diagnostics and Animation.
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Action
Click on the Communication Parameters button in the PLC field to display the
following screen:
field:
z For Uni-Telway, the recommended value is: 4000 ms.
z For Modbus ASCII, the recommended value is: 6000 ms.
z Check the Speed at 115 KBds box to increase the project loading speed:
from the configured speed to 115 KBds. This option is only available in UniTelway mode for TSX 57 3 and TSX 57 4 processors. For all other types
of processor the Speed at 115 KBds option has no effect.
Note: Click on Driver Settings to display the driver management screen
(see Communication Drivers, Installation manual, ).
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Action
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z
z
PLC Screen (PLC debug screen): the higher the percentage allocated, the higher
the frequency with which the PLC and application information will be scanned.
Diagnostics (Diagnostic Viewer). The higher the percentage allocated, the
higher the frequency with which the alarms in the PLC will be acquired.
the characteristics of the project loaded onto the PLC: numerous and frequent
diagnostics alarms, many animation screens open at once
and the use made of online mode: the most frequently used functions.
Procedure:
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Step
Action
Using the sliders, adjust the parameter values to suit the characteristics of your
project and the functions you use most frequently in online mode.
Click on the Default button if you want to revert to the default values.
The Freeze option is used for fine adjustment (in increments) of the parameters
to suit the characteristics of the project loaded in the PLC.
It is used to retain the value of a parameter once the response time of the
corresponding function has been determined, and then adjust only the
parameters corresponding to the other functions.
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Project comparison
At a Glance
Project comparison provides you with a concise overview of the possible differences
between a project embedded in the PLC and a project in the terminal. For each
project, the following information is displayed:
z
z
z
Name,
Version,
Last build: date and time the executable was last generated.
Procedure
You must perform the following actions to launch project comparison:
Step
Action
Activate the PLC Compare command, which displays the screen below.
Different projects
If the projects are different, 2 commands let you carry out a transfer between the
terminal and the PLC or vice versa, thus changing to Equal online mode:
z
z
Transfer Project to PLC, transfer the project from the terminal to the PLC,
Transfer Project from PLC, transfer the project from the PLC to the terminal.
NOTE: When the transfer is not possible, the corresponding button is grayed out (for
example, the Transfer Project from PLC command is grayed out when the project
embedded in the PLC is invalid or when information required for uploading is
missing or invalid).
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For global conversion of Compact applications you can select either Quantum or
Modicon M340 as target PLC. Please refer to Importing an LL984 Application
(see page 111).
Global conversion of Momentum applications contains only a default Quantum
hardware configuration with a CPU (140 CPU 534 14A/U) and a power supply
(140 CPS 424 00). If needed the default CPU can be replaced.
Global conversion of TSX Micro applications contains only a default Modicon
M340 hardware configuration with a CPU (BMX P34 2020) and a power supply
(BMX CPS 2000). If needed the default CPU can be replaced.
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Partial Conversion
To convert a legacy application partially to Unity Pro, use the conversion wizard.
You can launch the conversion wizard in Unity Pro via Tools Convert Partially.
With the conversion wizard you can:
z select the parts of the application to be converted
z remap I/O objects before conversion
z adapt concurrently the hardware configuration of the new application in Unity Pro
z modify the amount of used memory in the CPU
The partial conversion is possible for TSX Micro, Premium, Quantum, Momentum
and Compact applications.
With partial conversion for Compact and Momentum applications it is recommended
to prepare a Modicon M340 hardware configuration.
For detailed information, please refer to Unity Pro Software -> Operating Modes ->
Conversion Wizard, page 1759.
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WARNING
UNINTENDED EQUIPMENT OPERATION
z
z
z
After you imported an application program, edit the result carefully to check that
all the logic elements have been ported completely and are located correctly in
the program.
Test the application before running it to check that it performs as expected.
If necessary, edit the program to add logic elements that are missing, remove
code that is not necessary, and replace logic elements that behave differently
from their intended purpose.
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Import
To import an LL984 application use the File Open menu command.
Please refer to Open dialog (see page 79).
You can import the following legacy LL984 applications:
Concept Projects (*.ASC)
z Modsoft Projects (*.CFG)
z ProWORX32 Databases (*.PWX)
z ProWORX Nxt (*.DCF)
z
NOTE: Imported MSTR functions are not designed to work with the Modicon M340
CPUs. After an application is converted to Unity Pro, it must be manually updated.
The MSTR function must be replaced by the READ_VAR and WRITE_VAR
functions.
For further information please refer to Import / Export of LL984 Applications
(see LL984 Editor, Reference Manual, LL984 Specifics).
LL984 Options Dialog (-> Target PLC Quantum)
After selecting a legacy LL984 application file, the following LL984 Options dialog
is displayed. The following graphic shows an example with a legacy Quantum LL984
source application and a Quantum selected as target PLC family.
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Element
Description
Application
OK
Cancel
Symbols
Original
_XYYYYY
M340
Long Comments
1:1 In Project
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Element
Description
Label causes SR
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NOTE: If you want to import a legacy LL984 Compact application which uses
Modbus request to communicate with an HMI, you have to use State RAM
addressing to preserve the Modbus exchange between PLC and HMI.
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For converting a legacy LL984 application to a Modicon M340 application with full
topological addressing, the following additional parameters are used:
Element
Description
Full Topological
Enter the offset for the input word addresses (3x) in the mirrored
area of the %MW area of the target Modicon M340 application.
Enter the offset for the input bit addresses (1x) in the mirrored
area of the %M area of the target Modicon M340 application.
NOTE: With this Full Topological option activated you must manually change the
access to the %I and %IW addresses in the SCADA components.
Converting a Legacy Compact Application to Modicon M340 with Full Topological Addressing
During conversion of a legacy Compact application to a Modicon M340 application
with full topological addressing, the import automatically creates separate ST code
sections for input and output operations with copying commands to transfer I/O data
to the mirrored memory areas.
Please refer to Module Emulation (see LL984 Editor, Reference Manual, LL984
Specifics).
Import Behavior
During import of a legacy LL984 application, problems may be detected:
z controller family not supported
z I/O family not supported
z I/O module not supported
z rack count exceeded
z instruction/function block not supported
z non-coil in column 11
Generally such an issue does not stop the import.
Instead a message is displayed for each of these detected problems in the
Import/Export tab of the Output Window at the bottom of the Unity Pro user
interface.
Double-click such a message in the Output Window to access the respective dialog
in your application.
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copy the current project from the terminal to the memory of the current PLC (PLC
whose address is selected),
copy the embedded project from the current PLC to the terminal. It then becomes
the current Unity Pro project.
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Action
Use the PLC Set address command to define the current PLC to which you
would like to transfer your project (see page 96).
Activate the PLC Transfer Project to PLC command, which displays the
corresponding screen (see page 120).
Check the PLC Run after Transfer box if you want the PLC to switch
automatically to Run after the transfer.
If the project has not been generated in advance, the screen below will be
displayed allowing you to generate it before the transfer (Rebuild All then
Transfer) or interrupt the transfer (Cancel Transfer).
Transfer progress is displayed onscreen. At any moment, you can interrupt the
transfer by using the Esc key. In this case, the PLC project will be invalid.
Note: In the event that the project is transferred to a Flash Eprom memory card,
the transfer can take several minutes.
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Action
Use the PLC Set address command to define the current PLC to which you
would like to transfer your project (see page 96).
Activate the PLC Transfer Project from PLC command to display the
corresponding screen (see page 121).
Transfer progress is displayed onscreen. At any moment, you can interrupt the
transfer by using the Esc key.
120
Parameter
Description
PC Project
Overwritten PLC
Project
Compatibility
Project management
Parameter
Description
If this box is checked, the PLC changes to Run after the transfer.
Transfer
Transfer command.
Cancel
Description
Overwritten PC Project
PLC Project
Cancel
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Project upload information: graphic code for languages with LD contacts and
chart of FBD function blocks, symbols of located and unlocated variables,
Comments: variables, code sections, project, DFBs, etc.,
Animation tables.
These are always saved when a project backup is performed on the terminal (STU
or STA file), but may or may not be included with the executable code
(see page 479) when building the project which is then transferred to the PLC.
Use of Upload Information
Upload information should only be loaded in the PLC where this is strictly necessary,
in order to optimize the available memory size and save this for the executable code,
and also to improve the performance of modifications in online mode.
In the coding and debug phase, this information is generally present on the
workstation and therefore does not need to be transferred to the PLC, thus achieving
a real gain in performance.
In the maintenance and operation phase, this information should be included in
the PLC where the application needs to be restored on empty terminals (i.e. that do
not have the project STU or STA file). However, in addition to the gain in memory
space, the absence of the Upload information also forms a protection against
reading and writing.
Choice of Upload Information
By default, the upload information necessary to rebuild the project program is not
embedded in the PLC.
You can choose the information to have embedded:
z
z
z
The Tools Project Settings... command in the Build tab is used to choose the
Upload information (see page 479) to be taken into account.
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Update
When making modifications in online mode, it is possible to choose between 2
modes of updating the Upload information:
z
z
The way in which upload information is updated is chosen in the options screen
(see page 518), accessible by clicking the Tools Options command in the
General tab.
NOTE: The upload information is updated implicitly whenever a terminal project is
transferred to the PLC (where this is included with the executable code).
On connection, a message asks you to confirm the update of the Upload
information, if this has not already been performed.
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Run/Stop launches or stops execution of the project, (see Unity Pro, Program
Languages and Structure, Reference Manual )
Init initializes the project.
Procedure
You must perform the following actions to control the PLC:
Step
124
Action
Use the PLC Set address command to define the target PLC that you wish
to control (see page 96).
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NOTICE
INOPERABLE MEMORY CARD
Do not format the memory card with a non-Schneider tool. The memory card needs
a structure to contain program and data. Formatting with another tool destroys this
structure.
Failure to follow these instructions can result in equipment damage.
Restore Function
The restore function is carried out as follows:
Automatically:
z after a power cycle,
z on a warm start,
z on a cold start.
NOTE: When you insert the memory card in run or stop mode, you have to do a
power cycle to restore the project on the PLC.
WARNING
UNEXPECTED BEHAVIOUR OF APPLICATION
Ensure that the right user application is contained in the memory card before
inserting it into the PLC.
If the application contained in the memory card includes the RUN AUTO option,
then the PLC will automatically restart in RUN mode with this application as soon
as the inserted memory card content is restored to the PLC.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
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Save Function
The save function is carried out as follows:
Automatically, after:
z a download, if the memory card is present and not write-protected,
z online modification, if the memory card is present and not write-protected,
z detection of a system bit %S66 rising edge.
NOTE: If you remove the memory card when the backup is in progress, the program
on the memory card is lost. With system bit %S65 you can disable processor access
to the memory card.
If the memory card is not present or write-protected, the download in Processor
memory is allowed but the online modification is not allowed.
Compare Function
You can compare your project with the one contained on the memory card. To do
so, use the command PLC Project backup Compare....
Memory Card State and Diagnostic
On Unity Pro and the PLC front panel, you can visualise the states associated with
memory card access.
Visualisation on Icon/LED Description
State
Status bar at
bottom of Unity
Pro
no icon
LED on bottom of On
memory card slot Flashing
CARDERR LED
on PLC front
panel
126
Off
On
Off
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Comparison
Automatic restore (shaded field) when the PLC powers up, if the project program
is different
Save PLC program on the memory card
Clearing of card data
NOTE: The backup function is not available when the project is already being
executed on a RAM or EPROM memory card.
Comparison
You can compare your project with the one contained in the backup memory. To do
this, perform the following actions:
Step
1
Action
Activate the command PLC Project backup Compare....
Result: A dialog box appears informing you of the result of the comparison.
Action
Result: The memory card automatically transfers the contents of the backup
memory to the executable zone of the PLC.
NOTE: Inserting the memory card in its slot triggers a cold start of the PLC.
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Action
Clearing procedure
You must perform the following actions to clear the backup memory:
Step
128
Action
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Restoring all data blocks from a *.DAT file to the PLC is allowed if the project
has not been built since the Save was done.If a build was done, only BOOL
and WORD located data (%Mi and %MWi) are restored.
Restoring data from a *.DTX file is allowed even if the application has been
built and/or data has been modified since the Save was done. Compatibility
Rules for Restore Using a *.DTX File (see page 133) explains the restoration
process and the types of data that cannot be restored.
CAUTION
LOSS OF DATA
Before transferring unlocated variables and function block instances data to the
PLC, ensure that your application is in a compatible state with the saved data.
Failure to follow these instructions can result in injury or equipment damage.
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CAUTION
UNEXPECTED BEHAVIOUR OF APPLICATION
Before saving the data, verify the impact of the save on the application execution.
Failure to follow these instructions can result in injury or equipment damage.
You must perform the following actions to save the data from the PLC to a file:
Step
Action
To enable the menu item Save Data from PLC to File, the following must be
true:
z The PLC is loaded with an application.
z The PLC is in RUN or STOP mode.
z Unity Pro is running and is connected to the PLC.
z The Application built in Unity Pro is equal to those in the PLC.
z The Application in Unity Pro is in the built state.
For more information, refer to the corresponding screen (see page 131).
130
Using the checkboxes, select the data type(s) to be transferred. For located data
you must also define the range of data to be transferred by entering the start and
end address of the range.
Define the path and the name of the file to which the data is to be saved.
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The following table shows the parameters of the Save Data from PLC to File
dialog.
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Parameter
Description
Content
This field is used to define the type and range of the data to be
transferred.
The checkboxes are used to define the type of located data. From:
and To: fields are used to define the range for located data.
Default values:
z %M and %MW checkboxes are checked
z %M and %MW range is set to the PLC values
z Unlocated variables instances and Function block
instances (DFB and EFB) are not checked
To file
This field is used to define the path and name of the file.
Browse
This button can be used to browse the disk to define the file name
and path.
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CAUTION
UNEXPECTED BEHAVIOUR OF APPLICATION
Before restoring the data, verify the impact of the store on the application
execution.
Failure to follow these instructions can result in injury or equipment damage.
You must perform the following actions to restore the data from a file to the PLC:
132
Step
Action
To enable the menu item Restore Data from File to PLC, the following must be
true:
z The PLC is loaded with an application.
z The PLC is in RUN or STOP status.
z Unity Pro is running and is connected to the PLC.
z The Application built in Unity Pro may be different than those in the PLC.
z The Application in Unity Pro is built state.
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CAUTION
UNEXPECTED BEHAVIOUR OF APPLICATION
Before restoring the data, verify the impact of the store on the application
execution.
Failure to follow these instructions can result in injury or equipment damage.
Simple Variable Compatibilities
The following table presents the rules followed for restoring simple variables:
Case Data File Contents
PLC Application
Contents
Restore Behavior
Var1
Deleted
New Var2
Var3
Var4 is a simple
compatible type.
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PLC Application
Contents
Restore Behavior
Var5 is a simple
compatible type.
Var6 is a simple
incompatible type.
PLC Application
Contents
Restore Behavior
DDT Types
7
Var9 is changed to
another DDT type.
10
Var10.SubField1: (see
cases 1 to 9 and 11 to 16).
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PLC Application
Contents
Restore Behavior
ARRAY Types
11
Var11 is an array.
Var11 is an array of
the same type, same
starting index but
longer.
Transfer the data file values. The rest of the longer application
array is kept.
12
Var12 is an array.
Var12 is an array of
the same type, same
starting index but
shorter.
13
Var13 is an array.
Var13 is an array of
The restore CANNOT BE
the same type, but
PERFORMED because starting
starting index is lower indexes must be identical.
or a different type.
Ending index is the
same
14
Var14 is an array.
Var14 is an array of
the same type, but
starting index is
higher or a different
type. Ending index is
the same
15
Var15 is an array.
Var15 is an array of
the same type, but
the lower and upper
indexes are shifted.
The length is the
same.
Var15: bounds of
ARRAY array (range #2)
have changed. Cannot
restore.
16
Var16 is an array.
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The table below presents the compatibility between the elementary types:
BOOL EBOOL BYTE INT UINT WORD DINT UDINT DWORD REAL STRING TOD TIME DATE DT
BOOL
YES
EBOOL PDL
BYTE
PDL
YES YES
YES
YES YES
YES
NO
NO
NO
NO
NO
NO
YES YES
YES
NO
NO
NO
NO
NO
NO
PDL
INT
PDL
PDL
PDL
UINT
PDL
PDL
PDL PDL
WORD
PDL
PDL
DINT
PDL
PDL
UDINT
NO
NO
NO
NO
NO
NO
PDL YES
YES YES
YES
NO
NO
NO
NO
NO
NO
YES
YES YES
YES
NO
NO
NO
NO
NO
NO
YES YES
YES
NO
NO
NO
NO
NO
NO
PDL
YES
NO
NO
NO
NO
NO
NO
PDL
PDL
PDL
DWORD PDL
PDL
YES YES
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
REAL
NO
NO
NO
NO NO
NO
NO
NO
NO
STRING NO
NO
NO
NO NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
TOD
NO
NO
NO
NO NO
NO
NO
NO
NO
NO
NO
TIME
NO
NO
NO
NO NO
NO
NO
NO
NO
NO
NO
DATE
NO
NO
NO
NO NO
NO
NO
NO
NO
NO
NO
NO
NO
DT
NO
NO
NO
NO NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
PLC Application
Contents
Restore Behavior
Map1 is unlocated.
%MW100 is used.
Map1 is located on
%MW100.
Map1: restored at
%MW100
Map2 is located on
%MW100.
Map2 is no longer
Value of data file for Map2 is set
located on %MW100, at the new address of Map2
%MW100 is used.
(unlocated data area).
%MW100 of the application
keeps its current value.
Map3 is located on
%MW100.
%MW200 is used
Map3 is located on
%MW200.
%MW100 is used.
Map4 is located on
%MW100, but %MW
area not exported.
Map4 is no longer
Restore CANNOT BE
located on %MW100, PERFORMED because the
%MW100 is used.
source value is not in data file.
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Case
PLC Application
Contents
Restore Behavior
Map5 is located on
%MW100.
Restore CANNOT BE
PERFORMED because the
source value is not in data file.
Map6 is located at
Map6 is now located
%MW100 and
on %MW200 and
%MW200 is used, but %MW100 is used.
%MW area is not
exported.
Restore CANNOT BE
PERFORMED because the
source value is not in data file.
Map7 is located at
%MW100.
Restore CANNOT BE
Map7: mapped variable
PERFORMED to avoid the lost of that didnt exist at the file
the current variable.
generation or was an
alias. %MW100 value not
restored.
Topological
addresses, %CH,
%SW, etc.
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Memory usage
At a Glance
The memory usage function is used to view:
z the physical distribution of the PLC memory (see Unity Pro, Program Languages
and Structure, Reference Manual )(internal memory and memory card),
z the space taken up in the memory by a project (data, program, configuration,
system).
It can also be used to reorganize the memory where possible.
NOTE: The memory usage screen is not available in simulation mode. This screen
is only available in standard mode when you have built the application.
Procedure
You must perform the following actions to access the memory usage details of the
PLC:
Step
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Action
If you want to reorganize the memory to optimize it, activate the Pack command.
139
Project management
NOTE: If the application has been built and if it is in NOT BUILT state due to a
program modification, the screen is accessible, but it corresponds to the application
built previously. Modifications will be taken into account at the next build.
140
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NOTE: If the application has been built and if it is in NOT BUILT state due to a
program modification, the screen is accessible, but it corresponds to the application
built previously. Modifications will be taken into account at the next build.
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Description
User Data
This field indicates the memory space (in words) taken up by user
data (objects relating to configuration):
z Data: located data associated with the processor (%M, %MW,
%S, %SW, etc.) or the input/output modules,
z Declared Data: unlocated data (declared in the data editor).
User program
This field indicates the memory space (in words) taken up by the
project program:
z Constants: static constants associated with the processor
(%KW) and the input/output modules; initial data values,
z Executable code: executable code of the project program, EFs,
EFBs and DFB types,
z Build information: Upload information for uploading a project
(graphic code of languages, symbols, etc.).
Other
This field indicates the memory space (in words) taken up by other
data relating to the configuration and the project structure:
z Configuration: other data relating to configuration (Page0 for a
Quantum PLC, hardware configuration, software configuration),
z System: data used by the operating system (task stack,
catalogs, etc.),
z Diagnostic: information relating to process or system
diagnostics, diagnostics buffer,
z Data storage: file and data storage (only for Premium and
Quantum).
z Data Dictionary: Dictionary of symbolized variables with their
characteristic (address, type....)
Internal memory
Memory Card A
Only for Premium and Quantum, this field shows the organization of
the memory card. It also indicates the memory space available
(Total), the largest possible contiguous memory space (Greatest)
and the level of fragmentation.
Pack
Memory re-organization
Memory re-organization is activated using the Pack command (see page 143).
Memory re-organization can be performed in online or offline mode (PLC in Run or
Stop).
NOTE: Certain blocks cannot be moved in online mode. You will attain a lower level
of fragmentation by re-organizing the memory in offline mode.
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>25%
>15%
<50%
20%
>10%
<80%
10%
>5%
<90%
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If the Percentage of
Memory available
is,
>25%
>10%
<70%
20%
>5%
<90%
10%
>3%
<95%
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Project management
Procedure
You must perform the following actions to use the Pack command:
Step
144
Action
In the Internal Memory or Cartridge area check the percentage values of:
z Memory available,
z Fragmentation,
z Greatest / total of Memory available.
Above the Pack button, if the warning Memory optimization is not terminated,
please continue to pack appears, the Pack button must be clicked again.
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NOTE: Downloading write-protected files to the memory card can prevent the Unity
loader from properly upgrading the module. Some FTP clients (for example, the
Windows Explorer client) can not remove write-protected files from the card. You
can delete write-protected files from the card with some FTP clients (for instance,
FileZilla) that are available for free download over the Internet.
Using FTP
The following table describes how to use FTP with Internet Explorer.
Step
Action
Result: An Explorer window appears with the contents of the memory card.
3
146
Copy and/or paste the files between the memory card and your desired location.
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Project management
A partial project build that does not take into account the DTM configurations does
not call the Check devices service, therefore, this build does not need to have all
the DTMs installed on the PC.
Upload Project
The Unity Pro Transfer Project from PLC (see page 87) (Upload project) function
uploads the current DTM topology tree and the device configurations stored in the
PLC (but not the information in the Profibus Remote Bus Master and the devices).
This function is not the same as the Load data from device DTM (see page 252)
service.
Some DTMs have a Compare function that allows comparing the configuration in the
device to the configuration in the PLC.
Download Project
To use the Unity Pro Transfer Project to PLC (Download project) function with
DTMs:
Step
148
Action
Use the Store to device (see page 252) service on each DTM that has a physical
device on the network.
Call the Transfer Project to PLC function to download the Unity Pro project that
includes a DTM topology tree and device configurations.
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Unity Pro
Project browser
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Project browser
5
Subject of this chapter
This chapter introduces the Unity Pro browser that allows you to move around your
project, via the structure view or function view of its directory tree.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
5.1
5.2
170
5.3
193
150
149
Project browser
5.1
150
Page
151
153
155
158
161
Project properties
164
User Directory
165
167
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Structural View,
Functional View.
Structural view
The structural view displays the directory tree of the Unity Pro project and allows you
to navigate within this with direct access:
z
z
z
z
z
z
z
z
z
to the configuration,
to the DDT and DFB types,
to the variables (EDT, DDT, DFB and EFB instances),
to motion functions,
to communication functions,
to the program,
to the animation tables,
to the operator screens,
to the project documentation (title page, general information).
By default, the browser displays the second level of the directory tree. To access the
other levels, you need to expand the directories.
NOTE: The default project directory name is Station. You can change this name by
accessing the project properties dialog box using the Properties command from the
contextual menu.
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Project browser
Functional view
The functional view displays the directory tree of the project, broken down into
functional modules (see page 199). This breakdown does not take into account the
order of execution of the program by the PLC.
The following illustration shows the functional view of a project:
By default, the browser displays the first level of the directory tree. To access the
other levels, you need to expand the directories.
Navigating between the functional view and structural view.
In the toolbar of the project browser you will find the following icons that allow you to
display the various project views:
Allows you to display the structural view of the project.
Allows you to display the structural view and the functional view in series
(see page 153).
Allows you to display the structural view and the functional view in parallel
(see page 154).
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153
Project browser
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NOTE: The following steps show how to use the Zoom In and Zoom Out
commands with a structural view. These steps can also be used with a functional
view.
Displaying a specific level of the directory tree
The following table shows you how to use the Zoom in command in the structural
view:
Step
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Action
In the project browser select the directory you wish to display (for example
Program).
Result: The element selected appears in reverse video.
Activate the Zoom In command from the Display menu or from the contextual
menu.
Result: Only the directory selected appears in the structural view (for example
Program):
155
Project browser
Step
Action
From the directory (for example Program) select the directory (for example
Sections) that you wish to display.
Result: The element selected appears in reverse video.
Activate the Zoom In command from the Display menu or from the contextual
menu.
Result: Only the directory selected appears in the structural view (for example
Sections):
Action
In the project browser select the directory from the structural view.
Result: The element selected appears in reverse video.
Activate the Zoom Out command from the Display menu or from the
contextual menu or by clicking on the
icon.
Result: The structural view appears along with the directory tree of the project.
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Action
In the project browser select the directory from the structural view (for example
Sections).
Result: The element selected appears in reverse video.
Expand the menu using the arrow to the right of the icon.
In the menu (for example Program) select the structural view to be displayed.
Result: The directory (for example Program) appears in the structural view:
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Project browser
NOTE: The following steps show how to use the Contract all and Expand all
commands with a structural view. These steps can also be used with a functional
view.
How to expand a directory
The following table shows you how to use the Expand all command in the structural
view:
Step
1
158
Action
In the project browser select the directory you wish to expand (for example
Program).
Result: the element selected appears in reverse video:
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Project browser
Step
2
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Action
Activate the Expand all command from the Display menu or from the
contextual menu.
Result: the selected directory is expanded completely:
159
Project browser
160
Action
In the project browser select the directory you wish to contract (for example
Program).
Result: the element selected appears in reverse video:
Activate the Contract all command from the Display menu or from the
contextual menu.
Result: the selected directory is contracted:
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Action
Click the right mouse button on the background of the structural view.
Result: The contextual menu appears.
161
Project browser
Step
Action
162
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Action
Click the right mouse button on the background of the structural view.
In the Location field type the first letter of the element you want to go to.
Result: The element appears in reverse color in the Go to window.
163
Project browser
Project properties
At a Glance
Whichever view is displayed, you can access the project properties by using the
Properties command from the contextual menu (which can be reached by rightclicking the mouse on the station folder). This gives you access to a dialog box which
allows you to:
z access information on the current project,
z define certain parameters of the project.
The following dialog box can be accessed from the structural view of the project:
Description
General
Name: allows you to define the name of the project (Station by default).
Type: indicates the type of Unity Pro software used.
FFB Library version: indicates the Libset version used for your current
project.
Protection
(see page 167)
Protection active: by checking this box, you activate the protection of the
sections.
Change Password: allows you to change the password.
Clear Password: allows you to clear the password.
Identification
Comment
NOTE: By default, the dialog box is called Station Properties. If you give the project
another name, this dialog box is called "new name" Properties.
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User Directory
At a Glance
In the Station directory and in all the directories of the project browser, you can
create hyperlinks (see page 1797) and user directories for grouping of hyperlinks.
NOTE: You cannot nest a user directory in a user directory and a hyperlink in a
hyperlink.
The following illustration shows a hyperlink and a user directory in the directory
Program :
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165
Project browser
166
Action
In the project browser select the directory in which you wish to create a user
directory.
Result: The element selected appears in reverse video.
Select the Add User Directory.. command from the popup menu..
Result: the User Directory Properties window appears:
In the Comment tab enter the comment associated with the user directory.
You can now create hyperlinks (see page 1797) in the directory provided for
this purpose.
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Action
167
Project browser
Step
Action
Notes
If a section (see page 431) is configured with a protection (read or read/write), when
protection has been activated this will be indicated by a locked padlock at the section
level.
If the section is configured with a protection but the protection is disabled, an open
padlock is displayed at the section level.
Changing the password
The following table shows the procedure for changing the project protection
password:
Step
168
Action
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Step
Action
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Action
169
Project browser
5.2
170
Page
Station Directory
171
Configuration Directory
173
175
176
Variables Directory
178
Motion Directory
180
Communication Directory
182
Program Directory
184
187
189
Documentation Directory
191
192
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Project browser
Station Directory
At a Glance
The Station directory of the structural view allows you to access the structure of the
project and the associated services.
The following illustration shows the Station directory:
Associated services
The Station directory allows you to access the following services, which can be
reached via the contextual menu:
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Directory
Services
Station
Configuration
allows you to access the hardware configuration (see page 173) and
the parameter settings of the modules.
Derived FB types
Variables & FB
instances
allows you to access the variables (see page 178) and function block
instances.
Motion
171
Project browser
172
Directory
Services
Communication
Program
Animation tables
Operator Screens
Documentation
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Configuration Directory
At a Glance
The Configuration directory of the structural view of the project allows you to
access the hardware configuration and the parameter settings of the following
modules: bus, rack, module.
The following illustration shows an example of a directory tree of the Configuration
directory:
Accessible Services
The Configuration directory allows you to access the following services, which can
be reached via the contextual menu:
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Directory
Services
Configuration
Import: used to import the configuration (see page 1714) of the project
inputs/outputs (offline mode only).
Import SIS: used to import the configuration (see page 1321) of a project
created using the SIS Automation tool.
Export: used to export the configuration (see page 1713) of the project
inputs/outputs (offline mode only),
Bus
Open: used to access the bus editor, X Bus in the above example.
Go to Bus Master: displays the processor in reverse video in the project
navigator, TSX 57304M in the above example.
Rack
Open: used to access the bus editor, TSX RKY 6EX in the above
example.
Module
173
Project browser
Access
From the Configuration directory, you can:
z
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Associated services
The Derived Data Types directory allows you to access the following services,
which can be reached via the contextual menu:
Directory
Services
Open: allows you to access the DDT types tab of the data editor
(see page 301), from which you can:
z create (see page 309) a DDT,
z manage (see page 319) a DDT,
Get from Library: allows you read access to one or more DDT types
from a library (see page 269).
Put in Library: used to archive (see page 326) all the DDTs in a
library (see page 269).
Export: allows you to access export of all DDT types
(see page 1722).
Import: allows you to access import of one or more DDT types
(see page 1723).
DDT
(Input, Output, .etc.)
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Open: allows you to access the DDT in the DDT types tab of the data
editor.
Delete: allows you to delete the DDT.
Put in Library: allows you write access to the DDT in a library.
Analyze: allows you to analyze (see page 383) the DDT.
Properties: allows you to access the DDT properties.
Export: allows you to access export of all DDT types
(see page 1722).
175
Project browser
Associated services
The Derived FB types directory allows you to access the following services, which
can be reached via the contextual menu:
Directory
Services
FB Type
Open: allows you to access the DFB tab of the data editor (see page 1187).
Get from Library: allows you read access to one or more DFB types from
a library (see page 269).
Put in Library: allows you write access to all DFB types in a library.
Export: allows you to access export of all DFB types (see page 1719) of the
project.
Import: allows you to access import of one or more DFB types
(see page 1721).
DFB Type
Open: allows you to access the DFB type in the DFB tab of the Data Editor
(Counter, etc.) (see page 1187).
Delete: allows you to delete the DFB type.
Put in Library: allows you write access to the DFB type in a Library
(see page 269).
Analyze: allows you to analyze (see page 383) the DFB type.
Properties: allows you to access the properties (see page 1199) of the
DFB type.
Export: allows you to access export of the DFB type (see page 1719).
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Directory
Services
Sections
New Section: allows you to create a new section (see page 421) in the DFB
type.
Section XX
Open: allows you to access the section (see page 421) program language
editor.
Delete: allows you to delete the section.
Properties: allows you to access the properties (see page 425) of the
section.
177
Project browser
Variables Directory
At a Glance
The Variables & FB instances directory of the structural view of the project is used
to access the variables (EDT, (see Unity Pro, Program Languages and Structure,
Reference Manual )DDT, IODDT) (see Unity Pro, Program Languages and
Structure, Reference Manual )and the function block instances(EFB, DFB).
(see Unity Pro, Program Languages and Structure, Reference Manual )
The following illustration shows an example of the Variables & FB instances
directory:
Accessible Services
The Variables & FB instances directory allows you access to the following
services, which can be reached via the contextual menu:
178
Directory
Services
Elementary variables
Derived variables
Decice DDT variables
I/O derived variables
Elementary FB instances
Derived FB instances
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Project browser
Access
From the Variables & FB instances directory, you can access the different tabs of
the data editor:
z Variables tab,
z Create (see page 340) a data instance,
z Create (see page 349) an IODDT type data instance,
z Create (see page 352) a Device DDT type data instance,
z Modify (see page 365) attributes of data instances.
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Project browser
Motion Directory
At a Glance
The Motion directory of the structural view of the project allows you to access the
declaration and configuration of the servodrives.
When declaring a servodrive, various information is required, such as:
z
z
z
z
z
z
The following diagram shows an example of a tree structure for the Motion
directory:
180
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Accessible Services
The Motion directory gives you access to the following services, which can be
reached via the contextual menu:
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Directory
Service
Motion
Axis
Recipe
181
Project browser
Communication Directory
At a Glance
The Communication directory of the structural view of the project allows you to
access the configuration of the networks.
The following illustration shows an example of a directory tree of the
Communication directory:
Associated services
The Communication directory allows you to access the following services, which
can be reached via the contextual menu:
182
Directory
Services
Communication
Network
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Directory
Services
Network
(Network_1, Modbus
Plus_A, etc.)
Routing Table
183
Project browser
Program Directory
At a Glance
The Program directory of the structural view of the project allows you to define the
structure of the program (see Unity Pro, Program Languages and Structure,
Reference Manual )and to access the language editors of the program (see Unity
Pro, Program Languages and Structure, Reference Manual )elements: sections,
program modules and event processing.
The following illustration shows an example of a directory tree of the Program
directory:
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Services
Tasks
New Task: allows you to create a new sequential task (see page 418) (FAST,
AUX.). The MAST task is created by default.
Import: allows you to access import of sections (see page 1717) and/or
program modules of a sequential task.
MAST,
FAST, etc.
Delete: allows you to delete the task. The MAST task cannot be deleted.
Clear: allows you to clear the contents of the task. This clears all the sections
of the task.
Export: allows you to access export of the sequential tasks (see page 1715).
Properties: allows you to access the properties of the sequential task.
Services
Sections
Open: allows you to access the section (see page 421) language
editor.
Delete: allows you to delete the section.
Detach: allows you to detach the section of the functional module.
Export: allows you to access export of sections (see page 1715).
Forcing to 0, allows you to choose Force to 0 as the activation
condition of the section (in online mode).
Forcing to 1, allows you to choose Force to 1 as the activation
condition of the section (in online mode).
Unforce: allows you to choose cancel forcing as the activation
condition of the section.
Properties: allows you to access the properties of the section (in
online mode).
NOTE: Only the MAST task can contain one or more sections in SFC language.
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185
Project browser
Services
SR Sections
186
Directory
Services
Timer Events,
I/O Events
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Project browser
Associated services
The Animation Tables directory allows you to access the following services, which
can be reached via the contextual menu:
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Directory
Services
Animation tables
187
Project browser
Directory
Services
Access
The Animation Tables Directory is used to create an animation table. From this
table, you can:
z
z
z
z
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Associated services
The Operator Screens directory allows you to access the following services, which
can be reached via the contextual menu:
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Directory
Services
Operator Screens
Project browser
Directory
Services
Access
The Operator Screens directory is used to create screens. From these screens,
you can:
z
z
z
z
z
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Documentation Directory
At a Glance
The Documentation directory of the structural view of the project allows you to
access the documentation.
The following illustration shows an example of a Documentation directory:
Associated services
The Documentation directory allows you to access the following services, which
can be reached via the contextual menu:
Directory
Services
Documentation
Open: allows you to access the documentation (see page 1675) tool.
Title Page
General information Open: this heading allows you to specify various information about
the project. A dialog box allows you to enter the information and to
create hyperlinks (see page 1852).
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Project browser
Services
The Conversion Report directory provides you with:
z
z
z
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5.3
Station
Services
Export Project
Properties
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
No
Yes
No
Yes
Configuration Directory
The Configuration directory (see page 173) allows you to access the following
services.
Directory
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Services
Mode
Off-line
On-line
Stop
On-line
Run
Configuration
Export
Import
Import SIS
Yes
Yes
Yes
No
No
No
No
No
No
Bus
Open
Go to Bus Master
Yes
Yes
Yes
Yes
Yes
Yes
Rack
Open
Yes
Yes
Yes
Module
Open
Yes
Yes
Yes
193
Project browser
Services
Mode
Off-line
On-line
Stop
On-line
Run
FB Type
Open
Export
Import
Put in Library
Get from Library
Yes
Yes
Yes
Yes
Yes
Yes
No
No
No
No
Yes
No
No
No
No
Open
Export
Put in Library
Delete
Analyze
Properties
Yes
Yes
Yes
Yes (1)
Yes
Yes
Yes
No
No
Yes (1)
Yes
Yes
Yes
No
No
Yes (1)
Yes
Yes
Section
Open
Delete
Properties
Yes
Yes
Yes
Yes
No
Yes
Yes
No
Yes
Services
Mode
Off-line
On-line
Stop
On-line
Run
Derived Data
Types
Open
Export
Import
Put in Library
Get from Library
Yes
Yes
Yes
Yes
Yes
Yes
No
No
No
No
Yes
No
No
No
No
Open
Export
Put in Library
Delete
Analyze
Properties
Yes
Yes
Yes
Yes (1)
Yes
Yes
Yes
Yes
No
Yes (1)
Yes
Yes
Yes
No
No
Yes (1)
Yes
Yes
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Services
Mode
Off-line
On-line
Stop
On-line
Run
Variables
Open
Export
Import
Yes
Yes
Yes
Yes
No
No
Yes
No
No
Open
Export
Yes
Yes
Yes
No
Yes
No
Motion Directory
The Motion directory (see page 178) allows you to access the following services.
Directory
Services
Mode
Off-line
On-line
Stop
On-line
Run
Motion
New axis
Yes
No
No
Axis
New recipe
Delete
Properties
Yes
Yes
Yes
No
No
Yes
No
No
Yes
Recipe
Delete
Properties
Yes
Yes
No
Yes
No
Yes
Communication Directory
The Communication directory (see page 182) allows you to access the following
services.
Directory
33003101 07/2012
Services
Mode
Off-line
On-line
Stop
On-line
Run
Communication
Export
Import
Yes
Yes
No
No
No
No
Network
New Network
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Routing Table
Yes
Yes
Yes
Open
195
Project browser
Program Directory
The Program directory (see page 184) allows you to access the following services.
Directory
Services
Mode
Off-line
On-line
Stop
On-line
Run
Tasks
New Task
Import
Yes
Yes
No
No
No
No
MAST
FAST
Clear
Delete
Export
Properties
Yes
Yes (1)
Yes
Yes
Yes
No
No
Yes
No
No
No
Yes
Sections
New Section
Yes
Create section activation conditions Yes
table
Yes
Import
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
SR Sections
Yes
Yes
Yes
No
Yes
No
For each
Open
program module Delete
Export
Properties
Yes
Yes (2)
Yes
Yes
Yes
Yes (2)
No
Yes
Yes
Yes (2)
No
Yes
Timer Events,
I/O Events
Yes
Yes
Yes
No
Yes
No
Open
Delete
Detach
Export
Properties
Yes
Yes (2)
Yes
Yes
Yes
Yes
No
Yes
No
Yes
Yes
No
Yes
No
Yes
New SR Section
Import
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Project browser
Services
Mode
Off-line
On-line
Stop
On-line
Run
Animation tables
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
For each
animation table
Open
Copy
Paste
Export
Delete
Detach
Properties
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Operator
Screens
Services
New screen
New family
Detach All
Delete All
Export
Import
Messages list
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
197
Project browser
Directory
Services
Open
Copy
Paste
Delete
Detach
Export
Screen properties
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Documentation Directory
The Documentation directory (see page 191) allows you to access the following
services.
Directory
Documentation
198
Services
Open
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Title Page
Print Setup
Yes
Yes
Yes
General
Information
Open
Yes
Yes
Yes
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Unity Pro
Functional modules
33003101 07/2012
Functional modules
6
Aim of this Chapter
This chapter introduces the functional modules incorporated in a Unity Pro project.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
6.1
200
6.2
212
199
Functional modules
6.1
200
Page
Functional modules
201
203
204
206
207
208
209
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Functional modules
Functional modules
Definition
A functional module is a group of program elements intended to perform a PLC
function.
A functional module is comprised:
z
z
z
z
z
33003101 07/2012
the configuration,
the global variables of a project,
the DFB and DDT types, which are global to a project,
the SRi program modules, which are global to a task,
the documentation.
201
Functional modules
At a glance
All the functional modules of the project can be found in the Station Functional
directory of the function view.
The following illustration shows the Station Functional directory:
As the default the browser displays the first level of the directory tree. To access the
other levels, you need to expand the directories.
NOTE: This breakdown does not take into account the order of execution of the
program by the PLC.
202
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Functional modules
Associated services
The Functional Station directory allows you to access the following services, which
can be reached via the contextual menu:
33003101 07/2012
Directory
Services
Functional station
203
Functional modules
204
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Functional modules
Associated services
The functional module directory allows you to access the following services, which
can be reached via the contextual menu:
33003101 07/2012
Directory
Services
Functional module:
Factory1
Program
allows you to access the functional module programs (see page 206).
Table
Screen
205
Functional modules
Services
Program
Section, SR section, See Program Directory, page 184 for a description of the associated
event processing
services.
206
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Functional modules
33003101 07/2012
Directory
Services
Table
207
Functional modules
208
Directory
Services
Screen
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Functional modules
Functional
Station
Services
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
No
No
Yes
For each
functional
module
33003101 07/2012
Services
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
209
Functional modules
Program
Services
Create
Import
Detach All
Protection of Included Sections
Create section activation conditions
table
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
No
No
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
210
Services
Mode
Off-line
On-line
Stop
On-line
Run
Table
Yes
Yes
Yes
Yes
No
Yes
Yes
No
Yes
For each
animation table
Open
Export
Delete
Copy
Paste
Properties
Detach
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
33003101 07/2012
Functional modules
Mode
Off-line
On-line
Stop
On-line
Run
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
No
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
For each
operator screen
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Screen
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Services
New family
New screen
Import
Detach All
Open
Copy
Paste
Export
Detach
Delete
Screen properties
211
Functional modules
6.2
212
Page
213
214
215
217
218
219
223
224
225
228
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Functional modules
the name comprising 32 characters. This name must be unique for modules
positioned on the same level.
the definition of the activation conditions of the program elements (sections,
program modules and event processings) of the functional module (Force to 0,
Force to 1, cancel forcing),
the protection of the program elements (sections, program modules and event
processings) of the functional module (no protection, write-protection, read/writeprotection),
the comment comprising 256 characters.
Action
Click Properties.
NOTE: The Apply button confirms the editing without closing the window.
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213
Functional modules
Action
Action
In the functional view, right-click the module "above", in the Functional Station
directory.
214
Step
Action
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Functional modules
Action
Case 2: creating the section or event processing using the functional view
The following table shows how to create a section:
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Step
Action
Enter the various headings in exactly the same way as for creating a section
from the structural view. The name of the functional module is shown again at
the structural view level.
215
Functional modules
Action
When using the functional view to import a section that does not have its task in the
importing application, the section is attached to the MAST task.
WARNING
UNEXPECTED APPLICATION BEHAVIOR
Verify that an imported section operates correctly while attached to the MAST task
if it was originally running in a non-MAST task.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
Rules
Take into account the following notes:
216
An SFC section can only be created off-line and then only in the Mast task.
The other actions are authorized in off-line mode, with the PLC at Stop or in Run.
The protection of a module applies to all the sections attached to the functional
module and to the lower level modules.
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Functional modules
Then...
Result: All the program elements of the module and of the lower
module(s) are protected.
from the Program
directory
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217
Functional modules
Then...
NOTE: All the activation conditions that are displayed in the animation table are
theconditions used during the last build (partial or total).
218
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Functional modules
Action
Action
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Action
Select the Program or Table or Screen directory from the functional module.
219
Functional modules
Action
220
Action
From the functional module, detach the module with the Detach all command in
the contextual menu.
Result: All the elements of the module and the lower level modules are
detached.
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Functional modules
Deleting one functional module with deletion of the modules, animation tables and screens
CAUTION
UNEXPECTED APPLICATION BEHAVIOR - MODULE DELETION
Before deleting a module, ensure that the deletion of the subsequent elements:
z the sub-modules contained in the module,
z the sections contained in the module,
z the associated animation tables,
z the associated screens,
has no adverse consequence on the application behavior.
Failure to follow these instructions can result in injury or equipment damage.
Carry out the following actions:
Step
Action
Select Delete.
NOTE: This action is authorized for the SFC sections and the events in off-line
mode, with the PLC at Stop. The other elements may be deleted in Run.
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221
Functional modules
CAUTION
UNEXPECTED APPLICATION BEHAVIOR - SECTION DELETION
A section or an event may be deleted in a functional module. They are then deleted
in the module and in the associated task.
Failure to follow these instructions can result in injury or equipment damage.
Carry out the following actions:
Step
Action
Select Delete.
Rules
Take into account the following rules:
222
In order not to delete the contents of a module, you must detach its elements
before deleting.
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Functional modules
33003101 07/2012
223
Functional modules
224
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Functional modules
Then...
already exists
directory level.
must be created from
the functional view
Action
You can edit the name or the comment of a table and its assignment to a module.
Then...
must be copied from the z with the mouse right-click the source table in the Functional
Station directory of the functional view,
functional view.
z select Copy,
z select the source table in the Functional Station directory of
33003101 07/2012
225
Functional modules
Action
Action
Then...
the drag-and-drop
function
button),
z drop the table at the desired position.
Then...
Detach all
226
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Functional modules
Then...
Detach
Properties
33003101 07/2012
227
Functional modules
Then...
already exists
module,
z select New screen.
Then...
a family of screens
structural view,
z Select Family Properties from the contextual menu.
a specific screen
228
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Functional modules
Then...
already exists
module,
z select New family.
Action
Select the operator screen in the Functional Station directory of the functional
view or the Operator Screens directory of the structural view.
Then...
z with the mouse right click the operator screen in the Operator
Screen directory,
z select Delete.
belongs to a family of
screens
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229
Functional modules
Then...
the drag-and-drop
function
mouse button),
z move the operator screen to the desired location.
of screens,
z select Detach from the contextual menu,
a specific screen
functional module,
z select Detach from the contextual menu,
230
Action
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Unity Pro
FDT Container
33003101 07/2012
FDT Container
7
Object of the Chapter
This chapter introduces the FDT Container and explains how it is used.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
7.1
FDT Container
232
7.2
235
7.3
DTM Browser
240
7.4
265
231
FDT Container
7.1
FDT Container
232
Page
233
234
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FDT Container
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233
FDT Container
Limitation
If the user opens a project in Read Only mode, the DTM user right remains in ReadOnly as long as the project is still opened (even if the user removes the Read-Only
opened mode by performing the service Save As).
234
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FDT Container
7.2
33003101 07/2012
235
FDT Container
Vendors
Selecting a vendor name displays only the installed DTMs from that vendor.
Groups
Selecting a group type displays only the installed DTMs corresponding to that
type of DTM.
Protocols
Selecting a protocol displays only the installed DTMs corresponding to that type
of protocol.
When a protocol is selected as the filter, a DTM is only shown if this protocol is
required and/or supported by the DTM.
When a filter is selected, only the DTMs corresponding to that filter are displayed in
the Device List Area.
The Device List Area
The Device List Area columns give information about each DTM. They are:
z Device (name)
z Type
z Vendor (name)
z Version
z Date
Clicking on a column heading sorts the DTMs alphabetically according the contents
of the column.
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FDT Container
DTM Properties
To display the properties of a DTM from the Device List Area:
Step
Action
Use the tabs (see page 265) to see additional information about the DTM:
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237
FDT Container
Action
When DTMs are installed or uninstalled and the Unity Pro software is launched.
Results: The dialog box update opens:
NOTE: Only a V1.2.1 FDT/DTM version or higher provides the detection service.
The DTM catalog can be updated manually update can be done using the following
procedure:
Step
Action
From the hardware Catalog (see page 238), click on the Update button.
Results: The dialog box update opens:
Updating the Hardware Catalog does not modify the build status of the DTM. It
creates an internal catalog file based on the installed DTMs existing in the
Windows registry.
The time necessary for an update depends on the number for DTMs installed and
their sizes.
238
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FDT Container
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239
FDT Container
7.3
DTM Browser
240
Page
DTM Browser
241
246
249
256
260
Renaming DTMs
262
Profibus DTMs
264
33003101 07/2012
FDT Container
DTM Browser
At a Glance
The DTM Browser is the main component of the Unity Pro FDT Container. The DTM
devices are managed from the browser.
DTM Browser
To open the DTM Browser use the Tools menu -> DTM Browser:
The root of the DTM Browser is HostPC, which is the PC platform for the Unity Pro
project.
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FDT Container
Gateway DTMs
A Gateway DTM can support other Gateway DTMs or Device DTMs as children
if their protocols are compatible.
Device DTMs
A Device DTM does not support any child DTMs
The following table describes the different hierarchical nodes of the connected
DTMs in the above example connectivity tree:
242
Number
Description of Level
The First Level is the root node, HostPC, which is where the PC is connected to
the physical network.
33003101 07/2012
FDT Container
Number
Description of Level
The Second Level devices are communication DTMs (drivers) that connect to
their physical communication devices on the network.
Communication DTM
No
Gateway DTM
No
Device DTM
Yes1
1:
Communication DTM
Yes1
Gateway DTM
Yes2
Device DTM
No
1:
If protocols are matching only device DTM can be paste under Communication
Dtm Only if protocols are matching. Communication DTM has to be in off-line mode
2: If protocols are matching only device DTM can be paste under Gateway Dtm Only
33003101 07/2012
243
FDT Container
Examples:
z For a communication DTM
<1> My =S= PRM COMM, where 1 is the references number.
z For a Device or a Gateway
<Profibus:1> Tank1Sond1 means that the DTM is connected to the Profibus
channel of its parent at connection point 1.
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FDT Container
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Number
This Second Level PRM Comm Master communication DTM connects to the
HostPC for communication with a PRM device via the Ethernet for DPV0 and
DPV1 exchanges.
This Second Level PRM Comm communication DTM connects to the HostPC
for communication with a PRM device via the Ethernet for DPV1 exchanges.
This Third Level Profibus Gateway DTM connects simple or Gateway devices
to the higher communication DTM.
245
FDT Container
246
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FDT Container
Installed DTMs
Installation status:
A red X on the icon of a DTM indicates that the DTM software is not installed on the
PC.
z This status is updated (red X added) when devices are detected but no DTM
software is installed on the Host PC when the user:
z Updates the Hardware Catalog
z Tries to build the application
z Tries to use a service in one of the 2 right-click contextual menus in the DTM
Browser
z Tries to use the Open service by left-clicking twice on a DTM in the DTM
Browser
z
This status is updated (red X removed) when the user updates the Hardware
Catalog with the missing DTM.
33003101 07/2012
Function
Description
Delete
This removes the selected DTM (and its sub-nodes) from the DTM
project.
Properties
To help identify the non-installed DTMs, this function displays one tab
(Device information) in the Properties of dialog box:
247
FDT Container
DTM Browser
The following illustration gives examples of built/non-built, connected/nonconnected and non-installed statuses:
The following table explains how a DTM Browser indicates if the DTMs are built,
connected and non-installed:
248
Number
Status
Number
Status
Not-Built
Not-Built
Non-installed
Connected
Built
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FDT Container
HostPC
The HostPC contextual menu:
Description
1
This function checks the current project for invalid or non-PCinstalled DTMs. Refer to Check DTM devices (see page 250)
below.
DTM Services1
DTM Hardware Catalog1 This function open the DTM catalog tab in the Hardware Catalog
(see page 235).
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249
FDT Container
Name
Description
Expand all2
Collapse all2
Legend:
1 This function is available via the Edit menu.
2 This function is similar to Project Browser Expand/Collapse all (see page 158).
Check DTM Devices
If the results of the check include invalid or non-installed DTMs, they are displayed
in the User errors tab in the bottom information window and a Red X is placed over
their icons in the DTM Browser:
NOTE: Check DTM devices only detects installed DTMs, for GSDs verify the GSD
library.
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FDT Container
DTM Services
The users can select/unselect DTMs added in the project and performed actions on
the selected DTMs:
The DTMs services dialog box menu contains the following group boxes:
33003101 07/2012
Name
Description
Communication Dtms
selection
Topology
The Topology area lists all DTMs added in the project. The set of
selected DTMs can be modified by selecting or unselecting the
DTMs in the Structure tree control.
Actions
The user can perform actions for each DTMs contained in the set
of DTMs previously selected in the Structure tree control.
On errors
Selection
The user to select either all DTMs added in the project or none.
251
FDT Container
The dialog box below is an example when the user selects either Continue or Stop
in the On errors group box:
NOTE: The entire process can be cancelled any time by using control button
Cancel.
Communication and Other DTMs
The available DTM Browser contextual menu items differ according to the DTM
selected:
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FDT Container
Description
Add...1
Delete1
If the selected DTM allows this function, this deletes the selected
DTM and its sub-node DTMs from the DTM connectivity tree.
Deletion from the DTM connectivity tree does not effect the DTMs
link to the I/O Scanning table.
Sort by address
This displays the DTMs sorted under their parent DTMs according
to the bus address of its physical device in ascending order.
Connect1
This connects the DTM to its physical device on the network. This
connection does not depend on the PLC online/offline status of the
Unity Pro project application.
Connecting a Gateway- or Device-DTM implicitly connects its
parent DTM.
While the device is connected, Connect is not available.
Disconnect1
Open
Load data from device1 This uploads the configuration parameters from the physical device
to the local DTM, but not from the application (binary) in the PLC.
While the device is disconnected, Load data from device is not
available.
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253
FDT Container
Name
Description
Device Menu
Print device
Zoom in1,2
This displays only the selected DTM node and its child DTMs.
While zoomed-in, Zoom in is not available.
Zoom out1,2
Expand all3
Collapse all3
Legend:
1 This function is available via the Edit menu.
2 This function is similar to Project Browser Zoom in/out (see page 155).
3 This function is similar to Project Browser Expand/Collapse all (see page 158).
4 Advanced option are available DTM configuration screen
254
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FDT Container
Action
In the DTM Browser select the node where the DTM is to be added.
In the Add window select the DTM to be added to the DTM connectivity tree.
Either:
z Click on the Add DTM button
z Double-click on the selected DTM
Results: The 4-tab DTM Properties of dialog opens.
33003101 07/2012
Using the 4 tabs, verify that the correct DTM has been added to the DTM
connectivity tree and verify its configuration.
If the DTM Alias name does not meet the Unity Pro (or the user application)
naming rules, it must be changed before closing the dialog.
Click on the OK button to finish adding the DTM to the network tree or click on
the Cancel button to close the dialog without adding anything.
255
FDT Container
256
Step
Action
33003101 07/2012
FDT Container
Step
Action
Click on OK in the message box to have this service detect all devices on the
selected channel.
If at least one matched device has been found, the Field Bus Discovery dialog
(see page 258) is displayed listing the scanned and matched devices. Select the
matched devices to be created in the Unity Pro project.
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257
FDT Container
258
33003101 07/2012
FDT Container
Description
Scanned
Devices
This list displays all the devices (matched and unmatched) found during the scan.
Matched
Devices
This list displays the matched DTM found in the workstation DTM catalogue for
the selected device in the Scanned Devices list.
Each time a scanned device is selected in the Scanned Devices list, the
contents of the Matched Devices list is updated to display the matched device
DTM found for the selected scanned device.
The matching process can yield one or more matched devices for a given
scanned device. In this case, select one among the matched DTMs found.
Selected
Devices
This list displays the device DTMs selected to be added to the Unity Pro project.
Description
Green
Yellow
Red
Black
33003101 07/2012
Button
automatically add the best matched (according to the matching types listed
above) device DTM for each found device in the Matched Devices list to the
Selected Devices list.
add the matched device DTM selected in the Matched Devices list.
OK
insert the device DTMs in the Selected Devices list into the Unity Pro project.
If there are one or more devices in the Selected Devices list that have he
same address in the Unity Pro project, a message box opens asking if you want
to continue.
If you click OK, all devices in the Unity Pro project that have identical
addresses as the selected devices is deleted and replaced by the DTMs
selected in the Selected Devices list.
Cancel
cancel the Field Bus Discovery scan and do nothing. All information in the three
lists is lost
259
FDT Container
The total number of operations equals the number of DTMs stored + 1 download of
rebuilt application.
Recovering Connectivity from the PLC Application
If the complete application has been stored in the PLC (ETS option checked), it
includes the connectivity of the DTMs.
Uploading the application from the PLC provides the connectivity stored in the PLC.
For this, the PC used for uploading must have the corresponding DTMs
(see page 244) installed.
Verify that the corresponding configuration is stored in the devices to avoid desynchronization (see page 261).
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FDT Container
De-synchronization of Project
If a DTM configuration is changed and stored to its device, the application running
in the PLC is not updated.
To synchronize the PLC application with the device configuration, rebuild the Unity
Pro application to take into account the changes and download it to the PLC.
Uploading a binary from a PLC overwrites the configurations of all DTMs in Unity Pro
applications retrieved from the PLC. Any modifications of the DTM configurations
that are not stored in the PLC binary are overwritten by the configuration in the PLC
binary and lost.
CAUTION
UNEXPECTED EQUIPMENT OPERATION
Do not upload a project from the PLC if any changes have been made in any
devices connected to the PLC since the last build and download of the project.
Failure to follow these instructions can result in injury or equipment damage.
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FDT Container
Renaming DTMs
At a Glance
According to the FDT standard, the official name of a DTM is its Tag name assigned
by the DTM vendor.
Unfortunately, some DTMs have Tag names that do not:
Allow the Tag name to be changed
z Meet the Unity Pro naming rules
z
The solution is to choose the DTM Alias name that meets these rules (and any
special user defined application naming rules).
Alias Name
The Alias name is the DTM reference name in Unity Pro and must be unique in an
application.
If possible, the default, the Alias name is the same as the DTM Tag name. But if
necessary, the Alias name can be changed in 3 places:
z Directly in the General tab (see page 265)
z In the DTM Browser by clicking on the selected DTM or using the F2 shortcut with
the selected DTM.
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FDT Container
Changing the Alias name automatically changes the names of the Input/Output
Types and Variables:
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263
FDT Container
Profibus DTMs
Configuration of Profibus Field Devices
Using vendor-supplied Profibus DTMs, users are able to remotely:
Configure Profibus devices associated with the DTM
z Adjust the parameters of these devices while they are off-line
z Adjust the parameters of these devices while they are on-line
z
The PRM Comm DTM that only allows the PRM Gateway module to carry out
communication of implicit DPV1 exchanges and access to management tools.
The Modbus TCP I/O scanning link between the PLC and the (PRM) Gateway
module connected to the Profibus network is provided by a Quantum, Premium or
Modicon M340 module with an Ethernet port.
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FDT Container
7.4
NOTE: The Alias name (and the DTM Tag name if the vendor allows it) can be
changed (see page 262) here or in the DTM Browser.
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265
FDT Container
Device Information
The Device Information tab:
DTM Information
The DTM Information tab:
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FDT Container
Protocol information
The Protocol Information tab:
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Item
Description
Supported protocols
These are the protocols available for the child nodes of this DTM.
Required protocols
267
FDT Container
268
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Unity Pro
Type Library Manager
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8
Object of this section
This chapter describes the main functions of the Type Library Manager.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
270
273
274
277
282
284
286
288
289
291
294
297
269
270
File Type
Project from
Unity Pro 6.0
STU file
Not applicable
STA file
XEF file
ZEF file
Not applicable
Not applicable
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Description
Update with latest version available Select this option to update the project with the
latest Libset version.
Select a specific target version
z
z
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Upgrading the Libset does not update the project with the newly chosen libset
automatically.
EF/EFB differences will be displayed during opening the project in the LIBRARY
Version Management dialog, where you can update the project.
You can update the project later as well, using the contextual menu command in
the Type Library Manager dialog (see page 294).
If you have updated the project, you have to start a Rebuild All. A Rebuild All
needs to stop the PLC and to perform a global download.
You can also downgrade the Libset version.
There is no consistency check when downgrading the Libset while opening a
project.
So you may not be able to rebuild the project (using a block created in an earlier
Libset version, not available in the latest Libset version).
If the rebuild is unsuccessful, you have to save your project and to open it again
with an appropriate Libset.
If you want to add an FFB which is not yet contained in the current version of the
Libset, you have to upgrade the whole Libset.
A change of Libset version in the Open dialog is memorized in the project.
271
Libset Information
If no project is opened, information is displayed on the latest Libset.
If a project is opened, information is displayed on the Libset used for the project.
Information on the Libset version used for your current project you can get from the
General tab of the Properties of Station dialog.
In the Project Browser of Unity Pro right-click on Station and select Properties
from the context menu. In the General tab you will find the FFB Library version.
Further on the following dialogs provide information on the Libset version (e.g.
LibsetV3.0):
z Types Library Manager
z Types Library Browser
z Data Selection
z Data Editor: Variable Type Selection
z Function Input Assistant: FFB Type Selection
z Data Properties
z PLCScreen Information tab APPLICATION IDENTIFICATION
Types Library Manager
In the Types Library Manager click the Information button to get the following
information:
z Current library
z Library status
z Diagnostic
z
Library contents
z Families
z Libraries
z FFBs
For the Libset Information window please refer to information (see page 275).
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EF (Functions),
EFB (Function blocks),
DFB (user function blocks),
DDT (Variables)
...
The Type Library Manager provides functions to edit the contents of the library and
execute transfers between the library and the project you are working on.
Simple operations are automatically executed or you will be asked to confirm. An
Assistant (see page 291) will support complex operations. This Assistant becomes
available during loading, transfers, or deletions.
List of available functions
The Unity Pro context menus provide access to the library management functions
below:
z
z
z
z
z
z
z
z
z
z
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273
Loading an object into the project from the library (see page 282).
Transferring an object of the project into the library (see page 284).
Deleting a library object
Updating and managing library versions
...
274
Action
In the Tools menu, select the Type Library Manager option.
Result: The following window appears.
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Description
Tabs
The right sub-window This sub-window displays the list of objects included in the selection
made in the left sub-window.
The check boxes above it are used to define this list.
Buttons
z Information
Information
Click the Information button to open the Libset Information window.
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275
Description
Current library
Library contents
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All Types
Under this tab, you can select variables and FFBs.
Variable types
Under this tab, you can select the variables.
FFB Types
Under this tab, you can select FFBs.
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Description
Button
Click this button to update the display corresponding to the filter term
defined in the Name field.
Button
Click this button to open a dialog box (see page 377) for defining the
filters.
Button
Click this button to invert the filter. The button changes from = to <>
and vice versa.
The name of the object to search for can be entered in this text box.
You can also use the joker * and ?.
EF
When you enable this check box, Elementary Function types (EFs)
are displayed.
EFB
DFB
When you enable this checkbox, Derived Function Blocks (DFBs) are
displayed.
DDT
Device DDT
Name (Column)
This column displays the names of the function types and function
block types and their formal parameters (inputs, outputs).
Type
This column displays the types of the function types and function block
types and the data types of their formal parameters (inputs, outputs).
Comment
This column displays comments about the function types and function
block types and their formal parameters (inputs, outputs).
For information on the buttons at the bottom of the dialog please refer to Areas of the Type
Library Manager, page 275.
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Description
Button
Click this button to update the display corresponding to the filter term
defined in the Name field.
Button
Click this button to open a dialog box (see page 377) for defining the
filters.
Button
Click this button to invert the filter. The button changes from = to <>
and vice versa.
The name of the object to search for can be entered in this text box.
You can also use the joker * and ?.
DDT
Device DDT
Name (Column)
This column displays the names of the function types and function
block types and their formal parameters (inputs, outputs).
Type
This column displays the types of the function types and function block
types and the data types of their formal parameters (inputs, outputs).
Comment
This column displays comments about the function types and function
block types and their formal parameters (inputs, outputs).
For information on the buttons at the bottom of the dialog please refer to Areas of the Type
Library Manager, page 275.
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279
280
Element
Description
Button
Click this button to update the display corresponding to the filter term
defined in the Name field.
Button
Click this button to open a dialog box (see page 377) for defining the
filters.
Button
Click this button to invert the filter. The button changes from = to <>
and vice versa.
The name of the object to search for can be entered in this text box.
You can also use the joker * and ?.
EF
When you enable this check box, Elementary Function types (EFs)
are displayed.
EFB
DFB
When you enable this checkbox, Derived Function Blocks (DFBs) are
displayed.
Name (Column)
This column displays the names of the function types and function
block types and their formal parameters (inputs, outputs).
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Element
Description
Type
This column displays the types of the function types and function block
types and the data types of their formal parameters (inputs, outputs).
Comment
This column displays comments about the function types and function
block types and their formal parameters (inputs, outputs).
For information on the buttons at the bottom of the dialog please refer to Areas of the Type
Library Manager, page 275.
Description
Delete
Expand All
Collapse
Rename
Local Print
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Use the menu command to delete all unused FFBs from the
project.
281
282
Action
In the Tools menu, select the Type Library Manager option.
Result: The following window appears.
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Step
Action
Use this area to create a list of objects to be loaded by selecting them in sequence beginning in the two
sub-windows of Step 1 and then transfer the objects by clicking on the button (double arrows).
Loading requirements
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then...
284
Action
In the Tools menu, select the Type Library Manager option.
Result: The following window appears.
Click the right mouse button to open the context menu and select the Copy to Library option.
Select the library and target family and click on OK to confirm your selection.
Result: The transfer will be performed automatically.
Note: If the transfer is not performed automatically, a help window will be displayed to help you correct
the problem.
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exists and only the codes of the objects the transfer will only be executed if the version of
are different.
the object to be transferred matches or is higher
than the version of the object that currently exists in
the library.
Note: The Consistency Check Assistant
(see page 291) will ask for a confirmation before
executing the transfer.
exists and only the prototypes of the
objects are different.
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285
The library is linked to a programming device. This library can access all projects
created with this programming device. You can save the Family of the Library
(see page 288) to reuse (see page 289) it on another programming device.
The following steps are required:
z
z
z
Creating a library,
Creating one or more families in the new library,
Linking objects (EF, EFB, DFB, DDT) to each family.
Unity Pro provides a User-defined Library. This library contains the family
custom FAMILY; however, it does not contain objects at this time.
Create a new library
Step
1
286
Action
In the Tools menu, select the Type Library Manager option.
Result: The following window will be displayed.
Action
Action
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Action
Note: Enable the Include Sub-Types checkbox when the family contains subtypes that are not defined in the new project.
5
Click OK.
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Action
Select the directory where the family is stored using the ... button.
NOTE: If you want to use a family in several Libset versions of Unity Pro, you must
proceed as described above for each Libset version.
Family with EF/EFBs
You have created a user defined family (e.g. toolkit family) with the EFB tool kit and
installed it in Unity Pro.
You have also copied DFBs and/or DDTs into the family in Unity Pro.
If you now want to create an installable family, the EF/EFBs from this family will not
be exported.
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289
Action
Use your user-defined family (e.g. ToolKit family) to create an installable family
(Creating an installable family, page 288).
Result: The DFB/DDTs of the family will be exported, the EF/EFBs will not be
exported. A warning will advise you.
Install the user-defined family with the EF/EFBs you originally created with the
EFB toolkit in the new Unity Pro installation.
Install the family you exported in Step 1via Start Programs Schneider
Electric Unity Pro Type Library Update.
Result: Since the original family from the EFB toolkit and the installable family
from Unity Pro have the same name, a message will appear that this family
already exists and you will be asked if you want to replace it.
NOTE: If you want to use a family in several Libset versions of Unity Pro, you must
proceed as described above for each Libset version.
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291
292
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293
The first two tabs have buttons to update the FFB types of the project with the FFB
types of the libraries.
Register: Check new versions
This tab displays FFB types of the project that are older than the types of the
libraries.
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Description
Name
V. Library
V. Project
Difference
Comment
Button
Update
Updates the selected FFB type with the FFB type from the
library.
Button
Update All
Updates all FFB types shown in this tab with the FFB
types from the library.
Button
OK
Button
Help
NOTE: Updating FFB types leads to Rebuild All Project. The PLC must be stopped
and a global download of the project must be performed.
Register: Other types that can be updated
This tab shows FFB types of the project that are different from those in the libraries,
but can be updated.
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Element
Description
Name
V. Library
V. Project
Difference
Element
Description
Comment
Button
Update
Updates the selected FFB type with the FFB type from the
library.
Button
Update All
Updates all FFB types shown in this tab with the FFB
types from the library.
Button
OK
Button
Help
NOTE: Updating FFB types leads to Rebuild All Project. The PLC must be stopped
and a global download of the project must be performed.
Register: Types cannot be updated
This tab shows FFB types of the project with differences from those in the libraries
that are so great that they cannot be updated. In this case you could updated FFB
types only after you did an export/import of your project.
296
Element
Description
Name
V. Library
V. Project
Difference
Comment
Button
OK
Button
Help
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Action
Create a ready-to-install family for each family containing your own DFBs or
DDTs (via the context menu for the applicable family). Save these families on
your hard drive (but not in the Schneider Electric directories).
Go to Programs Schneider Electric Unity Pro and start the Tool Type
Library Update and install all of your families.
Note: If you want to use your families in several Libset versions, you must
repeat this step for every Libset version.
Create an application.
Copy each DFB that belongs to your own type library from the library into your
application.
10
Then copy each DFB from the application into the library family that it came from.
11
All of your libraries and families are now ready for the new Unity Pro Version.
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Unity Pro
Data Editor
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Data Editor
II
Object of this part
It guides the user through the general features available in the data editor in order to:
z
z
z
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Chapter Name
Page
301
10
307
11
327
12
329
13
339
14
General Functions
369
299
Data Editor
300
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Unity Pro
Description of the Data Editor
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9
Object of this chapter
This chapter gives an overview of the data editor.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
302
304
301
302
Action
With the right mouse-button click on the Variables and FB instances directory.
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Data Editor:
NOTE: You can open the editor directly via data instances which belong to a family
defined by you. If you want to do this open the editor from one of the subdirectories
in the Variables and FB instances directory. The variables to be displayed will be
listed in the selected subdirectory.
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Description:
Element
Description
Filter
Button
Clicking on this button updates the display corresponding to the filter term
defined in the name field.
Button
Clicking on this button opens a dialog box (see page 377) for defining the
filters.
Button
Clicking on this button inverts the filter. The button changes from = to <> and
vice versa.
Name
Column where you enter the name (symbol) of the instance or the data type
you want to display. You can use the place holders (* or ? for this.).
EDT
DDT
IODDT
Column where you enter the name (symbol) of the instance or data type
Type
Address
Column where you reference the variable instance with an address in the
controller (located instance).
Value
Comment
NOTE: The different fields can be assigned parameters (see page 370).
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Tab: Variables
The Variables tab enables the administration of variable instances that belong to
the families EDT/ DDT/ IODDT/ Device DDT
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305
306
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Unity Pro
Creating derived data types (DDT)
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10
Object of this chapter
This chapter guides the user through the creation and management of derived data
types (DDT).
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
308
309
319
321
326
307
from the project structure view via the Variables and FB Instances directory,
from the project structure view via the Derived Data Types directory,
Action
Select the Open command in the shortcut menu and the Data Editor will open.
Example:
308
Step
Action
Switch to the Derived Data Types directory in the project structure view.
Select the Open command in the shortcut menu, which will open the Data Editor
that is automatically shown in the DDT Types tab.
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an array
or a structure:
z Structure for input/output data, the type is not created by the user in this case,
but by the manufacturer (IODDT),
z Structure for other data; in this case the type is created by user.
Memory Structure
The different PLC families vary in memory structure. For detailed information about
storage principles and memory structure see the Unity Pro Reference Manual.
Creating a structure type
Step
Action
Double click in the Data Editor in the DDT Types tab on the empty field (marked by an arrow Name,
and enter the name of the structure type (e.g. IDENTITY); the default type is <Struct>. Enter a
comment (optional).
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309
Step
Action
Double-click on the corresponding Name field and enter the name of the first element of the structure
(e.g. Name, Age) and its type and comment (optional).
Example:
Double-click on the next cell (marked with an arrow) to enter the name of the next element etc.
Go to the name of the structure type (IDENTITY) and select Analyze Type in the shortcut menu.
Result: The structure was successfully analyzed (the symbol in front of the structure
type has changed):
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Result: The IDENTITY structure is created in the structure view of the project:
NOTE: Using the shortcut menu and the Open command you can access the
IDENTITY structure.
Creating a Structure type with extracted bit
The user can create structure type using extracted bit.
The Bit Rank dialog box is accessible by right clicking on the instance or data type
which type must be:
z WORD
z UINT
z INT
z BYTE
z an extracted bit with a compatible parent
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311
Step
Action
Double click in the Data Editor in the DDT Types tab on the empty field (marked by an arrow Name,
and enter the name of the structure type (e.g. MyDDT); the default type is <Struct>. Enter a comment
(optional).
Double-click on the corresponding Name field and enter the name of the first element of the structure
(e.g. Extract, Extract1) and its type and comment (optional).
Example:
Double-click on the next cell (marked with an arrow) to enter the name of the next element etc.
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Step
Action
Select the variable to create the extracted bit and right-click on the variable. The Edit Bit Rank is
available in the contextual menu list.
Example:
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313
Step
Action
Within the Bit Rank menu, the user can select to named each variable manually or automatically
using the Generate button.
NOTE: The Bit name can be edited manually directly in the Data Editor.
Go to the name of the structure type (MyDDT) and select Analyze Type in the shortcut menu.
Result: The structure was successfully analyzed (the symbol in front of the array
type has changed):
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Result: The MyDDT structure is created in the structure view of the project:
NOTE: Using the shortcut menu and the Open command you can access the
IDENTITY structure.
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315
Action
Double click in the Data Editor in the DDT Types tab on the empty field (marked by an arrow Name,
and enter the name of the array type (e.g. SERIAL_NUMBER); the default type is <Struct>. Enter a
comment (optional).
Double click on the Type field, select <Array>, and confirm by pressing Enter.
Result: The following window appears.
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Step
Action
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Change to the name of the array type and go to the shortcut menu and select Analyze Type.
317
Result: The array was successfully analyzed (the symbol in front of the array type
has changed):
NOTE: Comments cannot be entered for the sub elements of the array type.
The array type SERIAL_NUMBERS is created in the project structure view:
NOTE: You can access the array of the SERIAL_NUMBER type in the context menu
using the Open command.
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Action
Display the desired data type in the data editor in the DDT Types tab.
Place the cursor on the element in front of which you want to insert another element and select the
Insert new command in the shortcut menu.
Inserting an element into an address element
Enter the attributes of the element into the newly created row.
Action
Display the desired data type in the data editor in the DDT Types tab from which you wish to delete
the element.
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319
Action
Select the desired data type in the data editor in the DDT Types tab.
NOTE: Data types that exist as an instance in the application cannot be deleted.
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Action
Double click in the Data Editor in the DDT Types tab on the empty field (marked by an arrow Name,
and enter the name of the array type (e.g. PERSONNEL); the default type is <Struct>. Enter a
comment (optional).
Double click on the Typefield, select <Array>, and confirm by pressing Enter.
The following window appears.
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321
Step
Action
Enable the DDTcheckbox, which will display the derived data types.
Select the desired structure in the Name column and confirm with OK.
Change to the name of the array type and go to the context menu and select Analyze Type.
NOTE: Comments cannot be entered for the sub elements of the array type.
NOTE: Changing the boundaries of an anonymous array lead to the lost of the initial
values of that array. Those values must be re-entered after the modification.
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Array of the type PERSONNEL that contains structures of the type IDENTITY:
Action
Click on + to display the type of the structure in the DDT Types tab in the data editor, to which you
want to add an element.
Double click on the empty Namefield and enter the name of the new structure type element. Enter a
comment (optional).
3
Double-click on the corresponding Type field and click on
The following window appears.
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323
Step
Action
z In
z
z
z
Enable the DDT checkbox, which will display the derived data types.
Select the desired structure in the Name column and confirm with OK.
Switch to the name of the structure type and select the Analyze Type entry in the context menu.
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Example:
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325
Action
Select the data type that you want to save in the library.
Using the shortcut menu select the Copy into Library command.
The following dialog box opens:
Show the desired family to select the directory where you want to archive the
data type.
NOTE: This procedure can also be started from the project browser in the Derived
Data Types directory.
Restoring a data type in the library
See loading an object from the library. (see page 282)
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Unity Pro
Creating user function blocks (DFB)
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11
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327
328
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Unity Pro
Managing instances of data belonging to the family of function blocks (EF)
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12
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Page
330
333
336
329
Actions
Double-click the empty cell for Name (marked with an arrow), enter the name of the instance and
confirm by pressing the Enterbutton.
3
Double-click on the corresponding Type field and click on
The following window appears:
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Steps
Actions
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In the Name column select the EFB or DFB type and confirm with OK.
331
Example:
332
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333
Action
Click on the + beside the instance of the desired function block type and the
elements will then be shown on screen.
Carry out the procedure again if you want to display the interface data or the
internal data for the function block on the screen.
334
Step
Action
From the context menu select the command Data Properties and the attributes
will be displayed in a window.
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Example:
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335
Action
Double-click on the instance name, enter the new name, and confirm with Enter.
then...
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IL and ST sections:
If necessary, formal parameters in IL and ST sections will be renamed according to
the new block during formal access. The number of actual parameters will be
adjusted during informal access.
NOTE: Instance access in IL or ST sections will only be adjusted if required by the
type change. However, if an adjustment is made, the old access will be removed and
replaced with a generated access. This means that all comments and formatting
contained in the old access will be lost.
FBD and LD sections
The new type will be displayed in the FBD and LD sections following the adjustment.
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337
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Unity Pro
Managing variable instances belonging to the EDT/DDT/IODDT/Device DDT families
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13
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Page
340
342
349
352
355
360
362
365
339
Action
Double-click on the empty cell Name (marked with an arrow) and enter the name
of the instance.
Double-click on the Type cell and enter the type of the instance.
Example:
Action
Double-click on the empty cell Name (marked with an arrow) and enter the
name of the instance.
Double-click on the Type cell and enter the type of the instance.
Double-click on the Address cell and enter the storage address for the
controller.
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Example:
Action
Double-click on the empty Address cell and enter the storage address for the
controller.
Example:
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341
Action
Double-click on the empty cell Name (marked with an arrow) and enter the name of the instance. Enter
a comment (optional).
Enable the DDT checkbox, which will display the derived data types.
Select the desired structure type in the Name column and confirm with OK.
Fill out the Value column to initialize the elements of the structure. To carry out this task, click on + to
show the structure.
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Example:
NOTE: The comments will be transferred to the selected structure type, but they
may be changed for the applicable instance.
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343
NOTE: My_Tab1 and My_Tab2 are two identical instances. The difference is that
the type of the My_Tab1 instance was previously defined (the name of the Type is
Tab) while the type of the My_Tab2 instance was defined during instancing.
Creating an instance for a non-typical array:
Step
Action
Double-click on the empty cell Name (marked with an arrow) and enter the name of the instance.
Enter a comment (optional).
3
Double-click on the corresponding Type field and click on
The following window appears.
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Step
4
Action
Enable the Array check box and
z fill in the field with the size of the array (example 1..6),
z In the libraries/families area select the types that should be displayed:
z the <EDT> directory for an elementary type,
z the <Application> directory for an existing derived type in the application,
z the <Libset> directory for a derived type archived in a library.
z Select the type for the elements of the array in the Name column (Example: STRING for an EDT).
Example:
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Fill out the Value column to initialize the elements of the array as needed. To carry out this task, click
on + to show the elements.
345
Example:
NOTE: Enter comments for the sub-elements of this instance of a non-typical array.
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Action
Double-click on the empty cell Name (marked with an arrow) and enter the name of the instance.
Enter a comment (optional).
Enable the DDT checkbox, which will display the derived data types.
Select the desired array type in the Name column and confirm with OK.
Fill out the Value column to initialize the elements of the array as needed. To carry out this task, click
on + to show the elements.
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Example:
NOTE: Comments cannot be entered for the sub elements of this instance of an
array.
NOTE: If you resize an array variable type, you will lose the comments and the initial
values of the elements of the array.
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Action
Double-click on the empty cell Name (marked with an arrow) and enter the name of the instance.
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Step
Action
Select the Type of Controller, Function and the corresponding IODDT Type.
Confirm with OK.
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Action
Enable the IODDT checkbox, which will display instances of Type IODDT.
Select the IODDT instance based on which the link will be created.
Enter the address of the module or its future storage location in the Address column (it is not
necessary to configure the module during this phase).
Example:
Rules
Follow the rules below:
z
z
z
z
z
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NOTE: Optional Explicit DDT types are proposed in the data editor to support Status
or Command data used by explicit exchanges on a Channel of an IO Modules in a
M340 remote I/O drop. Explicit DDT instances are created manually by the user in
the data editor and used as Input or Output Parameter with the Function block
managing the explicit exchange (READ_STS_QX, WRITE_CMD_QX).
Perform the following steps to create a type Device DDT instance:
Step
Action
Double-click on the empty cell Name (marked with an arrow) and enter the name of the instance.
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Step
Action
Select the I/O Management, Function and the corresponding Device DDT Type.
Confirm with OK.
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Action
Enable the Device DDT checkbox, which will display instances of Type Device DDT.
Select the Device DDT instance based on which the link will be created.
Enter the address of the module or its future storage location in the Address column (it is not
necessary to configure the module during this phase).
Example:
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Action
Create one or more variable instances you want to customize that are identical with the elements of
the IODDT / DDT / Array.
For example AliasValue and AliasValid:
DED
Data Editor
Variables
Filter
DDT Types
Function blocks
Name
Name
AliasValue
AliasValid
DDT_Inst1
Value
Valid
History
History[0]
History[1]
History[2]
History[3]
History[4]
Complement
TestNr
Errors
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DFB Types
EDT
Type
INT
BOOL
My_DDT
INT
BOOL
ARRAY[0..4] OF INT
INT
INT
Address
INT
INT
INT
Infos
INT
INT
%MW14
%MW15
%MW16
%MW17
%MW17
%MW18
Value
DDT
IODDT
Comment
%MW10
%MW10
%MW11
%MW12
%MW12
%MW13
Select an element of the DDT_Inst1 instance (for example Value) that you want to assign to the
previously created AliasValue instance.
Alternatively, the user can also assign a new symbol as alias. In this case the alias variable is
automatically be created with the type of the current element.
355
Step
Action
Value
DDT_Inst1.Value
Value
INT
<EDT>
2
Address
Alias
In the Alias area enter the element AliasValue and then do the same for all elements that you want
to assign.
Along with the alias names and the elements of the DDT a symbol is shown.
DED
Data Editor
Variables
DDT Types
Filter
Function blocks
Name
Name
AliasValid
DDT_Inst1
Value
Valid
DFB Types
EDT
Type
BOOL
My_DDT
Address
%MW10
%MW10
INT
BOOL
%MW10
%MW11
Value
DDT
IODDT
Alias
AliasValue
NOTE: The user can directly enter the AliasValue in the Alias column.
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Value
DDT_Inst1.Value
Value
INT
<EDT>
2
AliasValue
The Data properties window can also be opened from the Alias instance. In such
a case Alias of is an instance attribute; it contains the names of the elements of the
IODDT structure, DDT structure or an Array element.
Example:
Data Properties : AliasValue
General attributes
Name
Name
Comment
Address
RW program
Alias of
Constant
Save
Global data
Owner
Type
Category
Size
Used
Custom
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Value
AliasValue
DDT_Inst1.Value
NO
INT
<EDT>
2
0
357
Disconnecting an alias
Step
Action
Select the element from the appropriate IODDT structure, DDT structure or Array element.
From the shortcut menu select the command Properties, and the following dialog box will appear.
Dialog box:
Data Properties : DDT_Inst1.Value
General attributes
Name
Path name
Name
Comment
RW program
Type
Category
Size
Value
Value
DDT_Inst1.Value
Value
INT
<EDT>
2
Address
Alias
AliasValue
Double-click on the target alias, delete the element in edit mode (AliasValue) and confirm.
The symbols shown on the element disappear:
DED
Data Editor
Variables
DDT Types
Filter
Function blocks
Name
Name
AliasValid
DDT_Inst1
Value
Valid
DFB Types
EDT
Type
BOOL
My_DDT
Address
%MW10
%MW10
INT
BOOL
%MW10
%MW11
Value
DDT
IODDT
Alias
NOTE: Alternatively, the user can directly delete the name in the column Alias or
AliasOf.
NOTE: The alias instance returns to being a normal EDT instance and the attributes
for the element to which the instance is assigned are retained. The element for the
IODDT structure, DDT structure or an Array element contains the original
manufacturer-defined name again.
Alias on sub fields of existing Alias
The user can set the alias on a sub field of an IODDT structure, DDT structure or an
Array element that is already an alias.
Example: AliasComplement is alias of DDT_Inst1.Complement and AliasTestNr
is alias of AliasComplement.TestNr.
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Data Editor
Variables
DDT Types
Filter
Function blocks
Name
Name
AliasComplement
AliasTestNr
AliasValid
AliasValue
DDT_Inst1
AliasValue
Valid
History
History[0]
History[1]
History[2]
History[3]
History[4]
Complement
TestNr
Errors
DFB Types
EDT
Type
Infos
INT
BOOL
INT
My_DDT
Address
Value
Comment
12
INT
BOOL
ARRAY[0..4] OF INT
12
DDT
IODDT
Alias OF
Global data
NO
AliasComplement NO
NO
DDT_Inst1.V
NO
NO
DDT_Inst1.V
INT
INT
INT
INT
INT
Infos
INT
INT
Data Editor
Variables
DDT Types
Filter
Name
Name
AliasComplement
TestNr
Errors
AliasTestNr
AliasValid
AliasValue
DDT_Inst1
AliasValue
Valid
History
Complement
TestNr
Errors
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Function blocks
=
DFB Types
Type
Infos
INT
INT
INT
BOOL
INT
My_DDT
INT
BOOL
ARRAY[0..4] OF INT
Infos
INT
INT
EDT
Address
Value
Comment
DDT
Alias OF
IODDT
Global data
NO
AliasComplement
37
12
12
AliasComplement NO
NO
DDT_Inst1.V
NO
NO
DDT_Inst1.V
37
359
Action
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Step
Action
Select an open position (row) from which the instances will be copied.
From the context menu select the command Insert and the new instances will be created and renamed.
Example:
Importing instances
See "Importing Variables" (see page 1727).
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362
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Action
Click on the + beside the instance of the desired structure or array type and this
will then be shown on screen.
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363
Action
Select the Properties command from the shortcut menu and the attributes will
be displayed in a window.
Example:
364
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Action
then...
Action
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365
Action
Action
366
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Example: As can be seen in the following graphic, the three instances have the
same type and can be changed from Bool to Ebool.
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368
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General Functions
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General Functions
14
Object of this chapter
This chapter guides the user through the use of the general features available in the
data editor.
What Is in This Chapter?
This chapter contains the following topics:
Topic
Configuring the Data Editor columns
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Page
370
373
Filtering of Data
377
382
383
384
386
387
369
General Functions
370
Column Name
Description
Name
Type
data type
Address
984 Address
Value
Comment
Custom
free text for use of an external tool or for special user requirements
Global data
Global data
- Group
Global data
- ID
Alias
Alias of
Save
Used
number of times the variables are used in the program and in other
parts of the project (animation tables, user windows)
RW program
Constant
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General Functions
Column Name
Description
Descriptor
descriptors (1 to 9) of variables
Descriptor 1 is displayed after selecting this column in the
Column Configuration dialog. Descriptors 2 to 9 can be
displayed using the + sign in the Descriptor column header.
No.
Version
type version
HMI
Defining Columns
Step
Action
Via the context menu open the Column Configuration dialog using Customize Columns.
The following dialog appears.
Check the check boxes that correspond to the columns you wish to display.
371
General Functions
Description
OK
Cancel
Default
Help
Action
Via the context menu open the Column Configuration dialog using Customize
Columns.
Place the cursor on the chosen attribute and move it to the desired location by
clicking on the two buttons to the right of the window.
NOTE: The first column must always correspond with the attribute Name.
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General Functions
At a Glance
Data Editor: You can access the variables type selection by double-clicking on
the Type column and clicking on
Depending on the tab used to start the editor for the selection of the data type, one
of the following windows is displayed:
Variables:
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373
General Functions
DDT Types:
Function blocks:
NOTE: Access to the editor for the selection of the data types is not possible via the
DFB types tab.
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General Functions
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the <EDT> directory shows the types for the elementary data,
the <Libset> directory that is organized into special libraries contains the
families made available by the manufacturer or the functions archived by
the user:
z the Derived Data Types (DDT); the DDT checkbox must be enabled.
z the data types for the sequence controls (SFC); the DDT checkbox must be
enabled,
z the data types for the derived function blocks (DFB); the DFB checkbox must
be enabled,
z the elementary function blocks (EFB); the EFB checkbox must be enabled,
z the Device Derived Data Types (DDDT); the Device DDT checkbox must be
enabled.
the <Catalog> directory that shows the derived data types that reference
inputs/outputs (IODDT) from the manufacturer; the IODDT checkbox must be
enabled.
375
General Functions
ARRAY checkbox
If this checkbox is enabled, you can use the editor to select the array types to have
a single size or several sizes (maximum six dimensions).
Example: Array with two dimensions 10x4 Dint
Filtering
You can create filters in the data editor to display the data types according to your
requirements.
The Name field is used to enter the name of the data type that you want to display
in the Name/Type/Comment area. You can use place holder symbols (* or ?) to
carry out multiple search operations.
Clicking on the button
defined in the field Name.
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General Functions
Filtering of Data
Introduction
You can create filters in the data editor to display the data according to your
requirements.
A filter is the sum of the conditions applied to various attributes.
In every tab, it is standard for all variable instances or data types to be shown.
The various filters you have defined are saved when the data editor is closed and
restored when it is opened again.
At a Glance
The filter parameterization in the data editor is determined depending on the tab
chosen.
Variables
Function Blocks
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Area
Purpose
Button
Clicking on this button updates the display corresponding to the filter term
defined in the name field.
Button
Clicking on this button opens the Filtering data dialog box where you can
define the conditions for the individual attributes.
Button
Clicking on this button inverts the filter. The button changes from = to <>
and vice versa.
377
General Functions
Area
Purpose
Name
Field where the name (symbol) of the instance or the data type you want
to display can be entered. You can use the place holder (* or ?) for this.
EDT
The enabled check box authorizes the display of the Elementary Data
Types (EDT).
EFB
The enabled check box authorizes the display of the Elementary Function
Blocks (EFB).
DDT
The enabled check box authorizes the display of the Derived Data Types
(DDT).
DFB
The enabled check box authorizes the display of the Derived Function
Blocks (DFB).
IODDT
The enabled check box authorizes the display of the Derived Data Types
(DDT) that reference inputs/outputs (IODDT).
Device DDT
The enabled check box authorizes the display of the Derived Data Types
(DDT).
The contents of the Filtering data dialog box depends on the tab from which it was
called.
Dialog box opened via the Variables tab:
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General Functions
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379
General Functions
Description
Name
This column contains the attributes for the (Variables, DDT types,
Function blocks or DFB types) tab used to open the dialog box.
Check the box for the attributes that you want to filter.
Condition
The column allows you to define the filter condition for every attribute.
Inverted
Using this checkbox you can invert the filter condition for the attribute in
question.
Condition
inverted disabled
inverted enabled
Comment
Free text
e.g. *motor*
Type
Free text
e.g. Int
All variables of data type Int are All variables not of data type
filtered.
Int are filtered.
Address
Free text
e.g. %MW1
Global data
Yes
Alias Of
Yes
Value
Custom
Save
Apply
Constants
Yes
Custom
Free text
e.g. *HMI*
Used
>0
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General Functions
Condition
inverted disabled
inverted enabled
Comment
Free text
e.g. *Motor*
Condition
inverted disabled
inverted enabled
Comment
Free text
e.g. *Motor*
Diag.
Apply
Type
Free text
e.g. TON
Custom
Free text
e.g. *HMI*
Used
>0
Condition
inverted disabled
inverted enabled
Comment
Free text
e.g. *Motor*
Diag.
Apply
Protection
Protected
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General Functions
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General Functions
This means that the data are instantiated with a type that is in process. The created
instance has characteristics of the prior type that was analyzed prior to processing.
After the analysis, to the extent that the type has no errors, the applicable instances
within the application will be updated..
Local analysis of data
Running the local analysis checks the selected data type for compatibility with the
corresponding instances throughout the entire project.
For DFB types, each section of the type is analyzed separately..
Perform the following steps to start a local analysis:
Step
Action
Select the desired data type in the DDT Types or DFB Types tab.
Check the result of the analysis in the Display Window on the lower part of the
window.
NOTE: Double-click on an error row in the display window to go to the source of the
error.
Global analysis of data
Running the global analysis checks all selected data types for compatibility with the
corresponding instances throughout the entire project.
Perform the following steps to start a global analysis:
Step
Action
Check the result of the analysis in the display window on the lower part of the
window.
NOTE: Double-click on an error row in the display window to go to the source of the
error.
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383
General Functions
Action
Select the Variables tab of the Data Editor.
Select the menu command Purge Unused Variables from the context menu.
384
Action
Select the Function Blocks tab of the Data Editor.
Select the menu command Purge Unused FB Instances from the context
menu.
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General Functions
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Action
Select one of the two menu commands Purge Unused Private Data Instances
or Purge unused Types from the context menu.
385
General Functions
How to print
Carry out the following steps:
Step
Action
Select the user-defined adjustment of the printing process in the Data Editor:
z Select the tab,
z Select the filter (see page 377):
z Select the sorting order (alphabetically ascending or descending),
z Using structured variables
NOTE: Local printing takes the access security into consideration. Only information
appearing in the window is printed.
NOTE: If an IODDT, a DDT or an Array element of an instance has an alias, the
instance is displayed with the alias of the element as in the Data Editor.
386
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General Functions
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387
General Functions
388
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Unity Pro
Communication
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Communication
III
Subject of this Part
This part describes the communication editors.
What Is in This Part?
This part contains the following chapters:
Chapter
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Chapter Name
Page
15
391
16
Network Configuration
393
17
401
389
Communication
390
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Unity Pro
Presentation of the communication tab
33003101 07/2012
Presentation of the
communication editors
15
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391
392
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Unity Pro
Network Configuration
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Network Configuration
16
Subject of this Chapter
This chapter presents the tools for configuring a network at the global level and at
the station level.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
394
395
397
398
393
Network Configuration
z
z
394
Ethernet configuration for Premium (see Premium and Atrium Using Unity Pro,
Ethernet Network Modules, User Manual) and Ethernet configuration for Modicon
M340 (see Modicon M340 for Ethernet, Communications Modules and
Processors, User Manual),
Modbus Plus configuration (see Premium and Atrium using Unity Pro, Modbus
Plus network, User manual),
Fipway configuration (see Premium and Atrium using Unity Pro, Fipway Network,
User Manual).
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Network Configuration
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Action
Right-click in the Networks sub-directory and select the New network option.
Result::
395
Network Configuration
Step
3
Action
Select the network that you want to create from the list of available networks
and give it a meaningful name.
Result: Example of an Ethernet network:
Note: You can also add a comment, if you so desire, by clicking on the
Comment tab.
4
Note: As you can see, a small icon indicates that the logic network is not
associated with any PLC hardware. Furthermore, the small blue "v" sign
indicates that the project needs to be rebuilt before it can be used in the PLC.
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Network Configuration
Ethernet configuration (see Premium and Atrium Using Unity Pro, Ethernet
Network Modules, User Manual),
Modbus Plus configuration (see Premium and Atrium using Unity Pro, Modbus
Plus network, User manual),
Fipway configuration (see Premium and Atrium using Unity Pro, Fipway Network,
User Manual).
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Action
In the project browser, expand the directory tree under the Networks sub-tab
located in the Communication tab of the tree directory to display all the project
networks.
Example::
397
Network Configuration
398
Action
Right-click the device (Ethernet module, Fipway PCMCIA card or Modbus Plus
PCMCIA card) that you wish to associate with a logical network.
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Network Configuration
Step
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Action
In the Network link field, select the network to be associated with the card.
Result:
399
Network Configuration
400
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Unity Pro
Configuration of X-Way Routing
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17
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Page
Configuration
402
403
405
409
412
401
Configuration
At a Glance
In an intermediate station, the management of several network couplers requires a
configuration phase in order to distribute the functional characteristics to the various
network entities.
402
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403
404
Label
Field
Function
Logical
network
Network type
Accessible
networks
Used:
z for the unshaded Logical Network zone, to enter the list of
networks accessible by this module,
z for the shaded Logical Network zones, to display the list of
networks accessible by these modules.
Available
networks
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Action
Open the Communication tab in your project browser and in the Routing
table tab, click the X-Way table tab.
Result: The following window appears.
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405
Step
406
Action
Double-click the number of the required network from the Available networks
scroll list.
Result: The network number is assigned in the Access networks scroll list.
Confirm the configuration of the X-Way router by closing the window or clicking
the Enable button in the toolbar.
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Action
407
408
Action
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Configuration of Station R1
The module at slot 2 can only access network 12.
The module at slot 4 can only access network 1 and 11.
The module at slot 5 can access networks 13 and 21.
The bridge configuration of the station is therefore as follows:
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409
Configuration of Station R2
The module at slot 0 can only access network 11.
The module at slot 5 can access networks 1, 12, 13 and 21.
The bridge configuration of the station is therefore as follows:
Configuration of Station R3
The module at slot 0 can access networks 13, 12, 1 and 11.
The module at slot 5 can only access network 21.
The bridge configuration of the station is therefore as follows:
Messaging
To use the communication function (see Unity Pro, Communication, Block Library)
such as Read_VAR for ethernet exchange between stations, configure the TCP/IP
Messaging in the Ethernet network configuration (see Premium and Atrium Using
Unity Pro, Ethernet Network Modules, User Manual) screen. In the Messaging tab,
for each exchange set the IP address and target XWay address.
For example if station R3 needs to communicate with station B, in R1Messaging
tab:
z
z
410
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411
Configuration of Station R1
The module at slot 2 is not involved in the routing of data.
The module at slot 4 can access networks #1 and #11.
The module at slot 5 can access networks #13 and #21.
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Configuration of Station R2
The module at slot 0 can only access network #11.
The module at slot 5 can access networks #1, #13 and #21. Network #12 is
inaccessible.
The bridge configuration of the station is therefore as follows:
Configuration of Station R3
The module at slot 0 can access networks #13, #1 and #11. Network #12 is no
longer accessible.
The module at slot 5 can only access network #21.
The bridge configuration of the station is therefore as follows:
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413
414
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Unity Pro
Programming
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Programming
IV
Subject of this part
This part describes the programming editors.
What Is in This Part?
This part contains the following chapters:
Chapter
33003101 07/2012
Chapter Name
Page
18
417
19
475
20
535
21
FBD Editor
571
22
LD Editor
663
23
SFC Editor
803
24
943
25
IL Editor
977
26
ST Editor
1007
27
LL984 Editor
1043
28
1113
29
1133
30
Memory Tab
1151
31
1157
32
Search/Replace Tool
1167
33
1183
415
Programming
416
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Unity Pro
Accessing Tasks and Sections
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18
Overview
This section describes how to access tasks and sections.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
18.1
Access to Tasks
418
18.2
Accessing Sections
421
417
18.1
Access to Tasks
418
Page
419
420
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Right-click on the Tasks directory, and then execute the New task... command from
the contextual menu.
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Set the Watchdog value which must be greater than the period value.
The Comment tab can be used to add a comment to describe the role of the task for
example.
419
420
Action
Right-click on the MAST, FAST, or AUX directory, and then execute the Properties
command from the contextual menu.
Set the Watchdog value which must be greater than the period value.
The Comment tab can be used to add a comment to describe the role of the task
for example.
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18.2
Accessing Sections
Overview
This section describes accessing sections.
What Is in This Section?
This section contains the following topics:
Topic
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Page
422
425
431
434
440
441
444
446
449
452
456
458
Opening a Section
462
Deleting sections
463
464
465
469
471
473
474
421
For Quantum, Premium and Atrium FBD, LD, IL or ST sections can be created:
z in MAST, FAST, and AUX task
z in offline and online mode
Information for creating LD sections
An LD section contains 11-64 columns and 17-2000 rows.
The number of columns is set in the Tools Project Settings dialog in the Editors
tab in the Ladder Daigram (LD) area at Number of columns.
This setting only applies to sections to be created, not existing sections. Always
define the number of columns before you create a new LD section.
(The number of rows and columns can be changed during the creation of section
contents.)
Information for creating FBD sections
An FBD section contains 86,400 grids (number of rows x number of columns).
The number of rows and columns is set in the Tools Project Settings dialog in
the Editors tab in the Function Block Diagram (FBD) area.
This setting only applies to sections to be created, not existing sections. Always
define the number of rows and columns before you create a new FBD section.
(The number of rows and columns can be changed during the creation of section
contents.)
Creating a section
Creating a section:
Step
422
Action
Left-click the Sections directory of the desired task, or place the cursor using the
arrow keys on this directory.
Click the right mouse button or use Shift+F10 to select New Section in the
context menu.
Result: The properties dialog box (see page 425) for the section is opened.
Step
Action
Select the type of access protection if necessary from the Protection list box:
z None
No protection
z Read-Only
Write protection
z No read & write
Read and write protection
See also section Project Protection (see page 167).
Select the functional module to which the section is allocated from the
Localization tab if necessary.
See also section Functional module (see page 199).
Define a Boolean variable in the Condition tab with which the section can be
activated/deactivated (section active when variable=1) if required.
You have the following options to select variables:
z You can enter the name of the variable/address directly or copy it from the
clipboard.
z Use the command button ...to open a variable selection dialog box
(see page 304).
Activate the Can be forced check box when you want to force the variable.
10
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If you wish to create additional sections, confirm the entries with Apply. In this
case, the Property dialog box will remain open and you can generate additional
sections.
If you do not wish to create additional sections, confirm the entries with OK. In
this case, the Property dialog box will close and the generated section will open
automatically.
423
Action
Left-click on the desired section, or place the cursor on this section with the
arrow keys.
Importing/exporting sections
See:
Importing programs (see page 1717)
z Exporting programs (see page 1715)
z
424
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425
Description
Name
Language
Select the programming language of the section from this list box.
Note: The programming language can only be defined for new
sections. The programming language cannot be changed for existing
sections.
Protection
426
OK
Apply
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Localization tab
Representation of the Localization tab:
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Element
Description
Task
Functional module
OK
Apply
427
Condition tab
Display of the Condition tab:
Description
Variable
428
Can be forced
This check box indicates whether the selected variable can be forced
or not.
OK
Apply
Remote IO tab
Representation of the Remote IO tab (only for Quantum projects):
33003101 07/2012
Element
Description
Remote drop
Read >
Use this button to accept the selected drop as the drop to read. I.e.
when processing starts on the current section, the inputs for this drop
are read.
Write >
Use this button to accept the selected drop as the drop to write. I.e.
when processing ends on the current section, the outputs for this drop
are written.
Delete
OK
Apply
Comment tab
Representation of the Comment tab:
430
Element
Description
Text box
OK
Apply
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Action
Left-click the Sections directory for the MAST task or place the cursor on this
directory using the arrow keys.
If necessary, assign an automation area from 0-15 to the section in the Area
number list box.
This automation area (area number) can be used as sorting criteria in the
diagnostic viewer (see page 1533).
It makes sense to assign the area number corresponding to the functional unit.
Example:
Cutting: No. 1
Milling: No. 2
Thread cutting: No. 3
In the example, the Area number must have the value 1, 2 or 3.
431
Step
Action
If you want an explicit acknowledgment of all diagnostic results for the SFC
section (e.g. exceeding the step monitoring times) to be required in the
diagnostic viewer (see page 1533), activate the Operator control check box.
Select the type of access protection if necessary from the Protection list box:
z None
No protection
z Read-Only
Write protection
z No read & write
Read and write protection
Select the functional module to which the section is allocated from the
Localization tab if necessary.
See Functional module (see page 199).
Define a Boolean variable in the Condition tab with which the section can be
activated/deactivated (section active when variable=1) if required.
You have the following options to select variables:
z You can enter the name of the variable/address directly or copy it from the
clipboard.
z Use the command button ...to open a variable selection dialog box
(see page 304).
Activate the Can be forced check box when you want to force the variable.
432
10
11
12
If you wish to create additional sections, confirm the entries with Apply. In this
case, the Property dialog box will remain open and you can generate additional
sections.
If you do not wish to create additional sections, confirm the entries with OK. In
this case, the Property dialog box will close and the generated section will open
automatically.
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Action
Left-click on the desired section, or place the cursor on this section with the
arrow keys.
Importing/exporting sections
See sections:
z Importing programs (see page 1717)
z Exporting programs (see page 1715)
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433
434
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Description
Name
Language
Select the programming language of the section from this list box.
Note: The programming language can only be defined for new
sections. The programming language cannot be changed for existing
sections.
Area number
This list box is used to assign an automation range to the section; also
see (see page 431).
This automation area (area number) can be used as sorting criteria in
the diagnostic viewer (see page 1533).
The valid range for Area number 0...15.
Operator control
When you enable this check box, any diagnostics events occurring in
the SFC section (e.g. violation of the step supervision times) must be
acknowledged in the diagnostics viewer (see page 1533).
Protection
No protection
z Read-Only
Write protection
z No read & write
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OK
Apply
435
Localization tab
Representation of the Localization tab:
436
Element
Description
Task
Functional module
OK
Apply
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Condition tab
Display of the Condition tab:
Description
Variable
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Can be forced
This check box indicates whether the selected variable can be forced
or not.
OK
Apply
Remote IO tab
Representation of the Remote IO tab (only for Quantum projects):
438
Element
Description
Remote drop
Read >
Use this button to accept the selected drop as the drop to read. I.e.
when processing starts on the current section, the inputs for this drop
are read.
Write >
Use this button to accept the selected drop as the drop to write. I.e.
when processing ends on the current section, the outputs for this drop
are written.
Delete
OK
Apply
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Comment tab
Representation of the Comment tab:
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Element
Description
Text box
OK
Apply
439
Action
Left-click the target section, or place the cursor on this section with the arrow keys.
Select the type of access protection if necessary from the Protection list box:
z None
No protection
z Read-Only
Write protection
z No read & write
Read and write protection
See also section Activate section and subroutine protection, page 167.
440
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Description
Name
Language
Protection Select the type of access protection from this list box.
z None
No protection
z Read-Only
Write protection
z No read & write
Read and write protection
See also section Activate section and subroutine protection, page 167.
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441
Element
Description
OK
Use this command button to accept all entries and close the properties dialog
box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
Localization tab
Representation of the Localization tab:
442
Element
Description
Task
Functional module
OK
Use this command button to accept all entries and close the properties
dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
Note: This command button is only available in the properties dialog
box for existing sections.
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Comment tab
Representation of the Comment tab:
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Element
Description
Text box
OK
Use this command button to accept all entries and close the properties
dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
Note: This command button is only available in the properties dialog
box for existing sections.
443
Subroutines are expansions to IEC 61131-3 and must be explicitly enabled via the
Tools Project Settings dialog box, in the Language extensions tab by
activating the Allow subroutines check box.
Information for creating LD sections
An LD section contains 11-64 columns and 17-2000 lines.
The number of columns is set in the Tools Project Settings dialog in the Editors
tab in the Number of Columns text box.
This setting only applies to sections to be created, not existing sections. Always
define the number of columns before you create a new LD section.
(The number of lines can be increased or reduced during the creation of section
contents.)
Creating subroutine sections
Creating subroutines:
Step
444
Action
Left-click the SR Sections directory for the target task, or place the cursor on this
directory using the arrow keys.
If you wish to create additional sections, confirm the entries with Apply. In this
case, the Property dialog box will remain open and you can generate additional
sections.
If you do not wish to create additional sections, confirm the entries with OK. In
this case, the Property dialog box will close and the generated section will open
automatically.
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Action
Left-click on the desired section, or place the cursor on this section with the
arrow keys.
Click the right mouse button or press Shift+F10 to select the Properties menu
command in the context menu....
Result: The properties dialog box (see page 446) for the section is opened.
Importing/exporting sections
See sections:
z Program Import, page 1717
z Exporting the program, page 1715
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445
General tab
Representation of the General tab:
446
Element
Description
Name
Language
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Element
Description
Protection
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Is called
This check box indicates whether the subroutine is used in the project.
OK
Apply
447
Comment tab
Representation of the Commenttab:
448
Element
Description
Text box
OK
Apply
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449
Action
Left-click the Timer Events directory of the Events task, or place the cursor on
this directory with the arrow keys.
Select (right-click or Shift+F10 key combination) the New Event Section menu
command from the shortcut menu.
Result: The properties dialog box (see page 452) for the section is opened.
Enter the number of the timer event in the Timer number list box.
The maximum number of timer events depends on the selected CPU, see also
section Timer section (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
Enter the time base for the preset value and phase in the Time base list box.
Note: Select the largest time base to reduce system load.
Enter the units for the preset value in the Preset text box.
The valid range is 0...1023.
Preset value = Preset x Timer base
Enter the unit for the phase in the Phase text box.
The valid range is 0...1023.
Phase value = Phase x Timer base
Select the type of access protection if necessary from the Protection list box:
z None
No protection
z Read-Only
Write protection
z No read & write
450
Select the functional module to which the section is allocated from the
Localization tab if necessary.
See also section Functional modules, page 199.
10
11
If you wish to create additional sections, confirm the entries with Apply. In this
case, the Property dialog box will remain open and you can generate additional
sections.
If you do not wish to create additional sections, confirm the entries with OK. In
this case, the Property dialog box will close and the generated section will open
automatically.
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Action
Left-click on the desired section, or place the cursor on this section with the
arrow keys.
Click the right mouse button or press Shift+F10 to select the Properties menu
command in the context menu....
Result: The properties dialog box (see page 452) for the section is opened.
Importing/exporting sections
See sections:
z Program Import, page 1717
z Exporting the program, page 1715
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451
General tab
Representation of the General tab:
452
Element
Description
Timer number
Enter the number of the timer event in this list box. Note that the
ITCNTRL function block (see Unity Pro, System, Block Library) is
required to activate a timer event.
The maximum number of timer events depends on the selected CPU,
see also section Event processing (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference
manual.
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Element
Description
Time base
Enter the time base for the preset value and phase in this list box.
The following values are available:
z 1 ms
z 10 ms
z 100 ms
z 1 sec
The default value is 10 ms.
Note: Select the largest time base to reduce system load.
Preset
Enter the unit for the preset value in this text box.
The valid range is 0...1023.
Preset value = Preset x Timer base
Phase
Language
Protection
No protection
z Read-Only
Write protection
z No read & write
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OK
Apply
453
Localization tab
Representation of the Localization tab:
454
Element
Description
Functional module
OK
Apply
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Comment tab
Representation of the Comment tab:
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Element
Description
Text box
OK
Apply
455
456
Action
Left-click on the I/O Events directory of the Events task, or place the cursor
arrow on this directory.
Use the right mouse button or the Shift+F10 key combination to select the
New Event Section menu command in the context menu.
Result: The properties dialog box (see page 458) for the section is opened.
Enter the number of the I/O event in the I/O Event number list box.
The maximum number of I/O events depends on the selected CPU, see also
section Event section (see page 456) in the Reference manual.
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Step
5
Action
Select the type of access protection if necessary from the Protection list box:
z None
No protection
z Read-Only
Write protection
z No read & write
Read and write protection
See also section Activate section and subroutine protection, page 167.
Select the functional module to which the section is allocated from the
Localization tab if necessary.
See also section Functional modules, page 199
If you wish to create additional sections, confirm the entries with Apply. In this
case, the Property dialog box will remain open and you can generate
additional sections.
If you do not wish to create additional sections, confirm the entries with OK. In
this case, the Property dialog box will close and the generated section will
open automatically.
Action
Left-click on the desired section, or place the cursor on this section with the
arrow keys.
Use the right mouse button or press Shift+F10 to select the Properties menu
command.
Result: The properties dialog box (see page 458) for the section is opened.
Importing/exporting sections
See sections:
z Program Import, page 1717
z Exporting the program, page 1715
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457
General tab
Representation of the General tab:
458
Element
Description
You can enter the number of the I/O event in this list box.
The maximum number of I/O events depends on the selected CPU,
see also section Event section (see page 456) in the Reference
manual.
Language
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Element
Protection
Description
Select the type of access protection from this list box.
z None
No protection
z Read-Only
Write protection
z No read & write
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OK
Apply
459
Localization tab
Representation of the Localization tab:
460
Element
Description
Functional module
OK
Apply
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Comment tab
Representation of the Commenttab:
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Element
Description
Text box
OK
Apply
461
Opening a Section
Opening a section
Opening a section:
Step
462
Action
Click the left mouse button on the section desired (section, subroutine, event), or
place the cursor on this section with the arrow keys.
Select (right-click or Shift+F10 key combination) the menu command Open from
the shortcut menu.
or
Double click on the section.
Result: The section is opened.
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Deleting sections
Deleting sections
Deleting sections:
Step
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Action
Left-click the target section (section, subroutine, event), or place the cursor on
this section with the arrow keys.
463
464
Action
Click on the desired section with the left mouse button and hold the mouse button
down.
Move the section to the required position within the current task or into another
task.
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465
Creating a Segment
Step
466
Action
Left-click the Sections directory of the MAST task, or place the cursor using the
arrow keys on this directory.
Click the right mouse button or use Shift+F10 to select New Section in the
context menu.
Result: The properties dialog for the segment is opened.
Select the functional module to which the segment is attached from the
Localization tab if necessary.
Also refer to Functional modules (see page 199).
Define a boolean variable in the Condition tab with which the segment can be
activated/deactivated (segment active when variable=1) if required.
You have the following options to select variables:
z Enter the name of the variable/address directly or copy it from the clipboard.
z Use the ... button to open a Data Selection dialog.
If you wish to create additional segments, confirm the entries with Apply. In this
case, the dialog will remain open and you can generate additional segments.
If you do not wish to create additional segments, confirm the entries with OK. In
this case, the dialog will close and the generated segment is displayed as the last
element in the Sections directory.
NOTE: The position of sections and segments inside the Structural view
matches exactly the execution sequence and can be changed via drag-anddrop.
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Creating a Network
Step
Action
Click the right mouse button or use Shift+F10 to select New 984 Network in the
context menu.
Result: The properties dialog for the network is opened.
LL984 Network is preselected for the Language of the network and can not be
changed.
Define a boolean variable in the Condition tab with which the segment can be
activated/deactivated (segment active when variable=1) if required.
You have the following options to select variables:
z Enter the name of the variable/address directly or copy it from the clipboard.
z Use the command button ...to open a Data Selection dialog.
Confirm the entries with OK. The dialog will close and the generated network is
displayed as the last element in the LL984 Segment directory.
NOTE: The position of networks inside the Structural view matches exactly the
execution sequence and can be changed via drag-and-drop.
A new network is normally inserted as the last element in the LL984 Segment
directory.
To insert a new network directly before a selected network use Insert Network
from the context menu.
Creating a Network for Subroutines
Step
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Action
Left-click the SR Sections directory of the MAST task, or place the cursor using
the arrow keys on this directory.
Click the right mouse button or use Shift+F10 to select New SR Section in the
context menu.
Result: The properties dialog for the SR section (LL984 Segment) is opened.
467
Step
Action
Confirm the entries with OK. The dialog will close and the generated LL984
segment is displayed in the SR Section directory.
Left-click the LL984 Segment in the SR Sections directory of the MAST task,
or place the cursor using the arrow keys on this directory.
Click the right mouse button or use Shift+F10 to select New 984 Network in the
context menu.
Result: The properties dialog for the network is opened.
10
LL984 Network is preselected for the Language of the network and can not be
changed.
11
12
Confirm the entries with OK. Tthe dialog will close and the generated network is
displayed as the last element in the LL984 Segment directory.
NOTE: The position of networks inside the Structural view matches exactly the
execution sequence and can be changed via drag-and-drop.
Action
Click the right mouse button or use Shift+F10 to select Properties in the
context menu.
Result: The Properties dialog for is opened.
Exporting/Importing Segments/Networks
Please refer to Exporting/Importing LL984 Segments/Networks (see page 1742).
468
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469
Remote I/O
You can synchronize the Remote I/Os of an LL984 segment in the Remote I/O tab
of its properties dialog.
Here you can configure which Remote Quantum drop is read before and which one
is written after execution of the LL984 segment.
Drops which are not yet configured are displayed in red inside the list box.
Not configured drops can be selected here, but when they are not configured before
next Build, the build will not be successful and a diagnostic message will be
displayed.
NOTE: This property is only available for Quantum projects.
Comment
You can enter a comment to an LL984 segment in the Comment tab of its properties
dialog.
The maximum size of a comment is 1024 characters.
The LL984 Subroutine Segment
You can only have 1 LL984 segment under the SR sections node of the MAST task.
The properties dialog of this LL984 subroutine segment only provides the General
and the Comments tabs.
The Is called check book in the General tab is greyed and not checked.
This is done because in LL984, subroutines can be called via a memory word and
so you only know at run time whether a subroutine is called or not.
You can not define a condition variable for the LL984 subroutine segment.
470
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471
User Directory/Hyperlink
For LL984 networks you can add hyperlinks by selecting Add Hyperlink from the
networks context menu.
For details please refer to chapter Hyperlinks (see page 1797).
You can not add user directories to LL984 networks.
LL984 Networks in Subroutine Segments
The properties dialog of an LL984 network in a subroutine (SR) segment only
provides the General and the Comments tabs.
The Is called check box in the General tab is greyed and not checked, because in
LL984 subroutines can be called via a memory word and so you only know at run
time whether a subroutine is called or not.
You can not define a condition variable for an LL984 network in a subroutine (SR)
segment.
472
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473
474
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Unity Pro
Unity Pro Software Options
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19
Subject of this Chapter
This chapter describes the options in Unity Pro software. The software provides 3
types of option:
z Project Settings: they are specific to the generated project and to how it is
executed on the PLC (for example: acknowledgment of diagnostic functions,
execution of SFC language, etc.).
z Options..: they are specific to the workstation and may therefore differ from one
station to another for the same project (for example: the way in which errors are
displayed, direction of movement of selection after data entry, etc.)
z Custom..: they are used to customize the ergonomics of the workstation
(contents of toolbar etc.).
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
19.1
Project Settings
19.2
Options
515
19.3
532
476
475
19.1
Project Settings
Overview
This section describes the Tools Project settings dialog box tab.
What Is in This Section?
This section contains the following topics:
Topic
476
Page
General Description
477
479
Variables
492
Program
495
503
511
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General Description
Introduction
CAUTION
UNEXPECTED APPLICATION BEHAVIOR
When importing a project settings file, ensure that the required file is used.
Importing an inappropriate project setting file can result in unexpected application
behavior.
Failure to follow these instructions can result in injury or equipment damage.
The table below describes the general functions used with all Project Settings tabs:
Fields
Description
Import
This button allows the selection of a Project Setting .XSO file. All
values in the file will be taken into account for the current opened
project. After Import, click on OK or Apply to validate the settings.
Export
Reset All
This button is used to reset all the settings to their default values.
OK
This button is used to save the modifications and close the current
tab.
Apply
Cancel
Help
General Navigation
The table below describes the general key shortcut navigation used with all Project
Settings tabs:
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Fields
Description
TAB
ENTER
ESC
These keys are used to navigate within the tree control and the right
list box.
477
Specific Navigation
The table below describes the Specific key shortcut navigation used with all Project
Settings tabs:
478
Fields
Description
Space
F2
ESC
Up and Down
Arrows
These keys are used to navigate in the list box in the active line.
+ and -
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Description
EFB or DFB instances used several times at different places in the program.
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479
Fields
Description
An alignment test on DDTs is done for each type of data structure (BOOL, BYTE,
INT, DINT...) with specific rules for each platform. A warning message in Unity Pro
software says which DDTs must be modified when either an analyze project, build
project, or rebuild all project command runs.
If the data structures have the same alignment in each platform, communication
between them is possible otherwise warning message appears that says which
DDTs have to be modified to allow communication.
Premium and Quantum have the same mapping rule so there s no alignment
problem between these two platforms.
M340 has a different mapping rule than Premium and Quantum, so it is necessary
to check if the alignment of the exchanged DDTs is the same for each platform
(M340 and Premium for example) and in this case modify the DDTs.
Refer to DDT: Mapping rules (see Unity Pro, Program Languages and Structure,
Reference Manual ) for alignment rules.
Overlapping of address
generates
Missing gateway IP @
generates
A warning is generated on Quantum RIO architecture when a 140 NOC 780 00,
140 NOC 781 00 or 140 CRP 312 00 module is configured without gateway IP
address defined (equal to 0.0.0.0).
Control numbers of
warnings
480
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Fields
Description
Build settings
Create New data block on
line
The 2 settings Create New data block on line and Free data memory are
exclusive. They allow the user to select the management of data memory during on
line modification.
The Create New data block on line setting added in Unity Pro V6.0 allows you to
add/modify variables without limitation of memory block. Selecting this checkbox
is advised for new applications where you plan to modify the variables on line.
z If this box is checked the dynamic allocation of unlocated variables in a new data
block can be done online and Unity Pro will not prompt you to Rebuild all
Project.
z If this box is unchecked, it acts as per the Free data memory setting, which
appears below.
NOTES:
z Select Create New data block on line is feasible On Line.
z This option is only valid for Unity Pro version 6 or newer, so you will not be able
The 2 settings Create New data block on line and Free data memory are
exclusive. They allow the user to select the management of data memory during on
line modification.
The setting Free data memory (in kilobytes) was the only way to manage data
memory during on line changes before prior to Unity Pro V6.0. It is mainly kept for
compatibility with previous versions or when only a few modifications of variables on
line are planned.
When this setting is valid: only one memory block from 1 to 64 K is reserved.
Each time unlocated variables are created or modified, they are added to this
memory block in the PLC.
When the memory allocated is full, it is not possible to perform additional on-line
modifications (an error message is displayed during the on-line change session). A
Rebuild all Project is mandatory to restart with this memory block empty and
available for new Online modification.
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481
Fields
Description
Optimized Code
Used to reduce the size of the code generated. This option has the following
consequences:
z On Premium PLCs and on Quantum 140 CPU 6 PLCs, the bit %S18 is no
longer managed for arithmetic operations on Elementary Data Types and tables.
z On Quantum 140 CPU 3/4/5 PLCs, the bit %S18 is no longer managed for
arithmetic operations on Elementary Data Types and the bit %S20 is no longer
managed for table indexing (the threshold values are still checked, however).
If the save STA box is checked, the archive file is automatically saved every time it
is transferred to the PLC (generation in online mode, or transfer of complete
program).
save STU
If the save STU box is checked, the project is automatically backed up (STU and
auto.STA files saved if the application has changed since the last download) every
time it is transferred to the PLC (generation in online mode, or transfer of complete
program).
save XVM
If the save XVM box is checked, the project variables are automatically backed up
(XVM file) every time the project is transferred to the PLC (generation in online
mode, or transfer of complete program).
482
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Fields
Description
Upload information
Upload information
management
If Automatic is selected, all online modifications are made on both the executable
code and the non-executable code designed to restore the project on the terminal.
If At user request is selected, the online modifications are only made on the
executable code in the PLC processor. The non-executable code must be updated
implicitly using the PLC Update Upload Information command.
An indicator at the foot of the screen is displayed if the non-executable code has not
been updated.
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483
Fields
Description
PLC Diagnostics
Application diagnostics
System diagnostics
The Rack Viewer diagnostics is used to embed the Rack Viewer information into
the PLC memory in order to be used by Ethernet modules (e.g. 140 NOE 771 11).
If Rack Viewer Variable name is selected the variables names are embedded into
the PLC memory in order to be used by the Rack viewer.
Program Viewer information The Program Viewer runs on a PC that is connected to an Ethernet module.
If selected, it provides a view of the program structure (functional and structural) and
displays the contents of sections and animation.
Use of this function requires Unity Pro 6.0 of higher.
Modifying this setting requires a Build Change. Modification of this setting is not
allowed while the CPU is ONLINE.
NOTES:
z Useful only when having a FactoryCast 140 NOE 771 1, TSY ETY 5103 in the
PLC local rack.
z The data dictionary has to be selected and preferably without the HMI variables
only option.The Program viewer relies on the data dictionary being fully present
in the PLC to animate the variables in the code. If the data dictionary is not
present, or incomplete, the code will be visible but not animated or only partially
animated. Using the HMI variables only would limit the scope of the animated
variables in the code.
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Fields
Description
PLC Behavior
Reset %M on Stop Run
transition
This function resets %M that are not used in LL984 sections during a STOP to RUN
transition of the CPU. For more information, refer to Reset %M (see page 491).
NOTE: This function is only available for the Quantum CPUs with version 2.82 or
higher of the Operating System.
CAUTION
UNINTENDED EQUIPMENT OPERATION
Ensure that in a Reset %M on Stop Run transition the application behavior
remains appropriate.
Failure to follow these instructions can result in injury or equipment damage.
Table continued
Fields
Description
Path
Hyperlink Root Path
Allow to choose a path which is used for LL984 application (see page 112) when the
option to convert the long comments to text files is chosen. In this case the long
comments are available as hyperlinks in the variable Comments column of the Data
Editor.
Additionally you can define a path for the created hyperlink text files:
z Either define a relative path in the root directory of your application.
z Or use the ... button to select any other path.
The subfolder of the hyperlink files is displayed below the edit field.
The path defined will be written to the project settings of your new application (Tools
Project Settings General Path Hyperlink Root Path
Time
Time Stamping Mode
Custom TimeZone
Give the possibility to define your own TimeZone. If checked the option:
z Time Zone in UTC time cant be selected.
z Time Offset can be adjusted
z Automatically adjust clock for daylight saving can be configured
Time Zone
Allows to select the wanted time zone in the list of standard time zone.
Time Offset
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Fields
Description
Automatically adjust
clock for daylight saving
Enabled: In the Start Daylight Saving and End Daylight Saving fields, enter the
month, day of week, and occurrence range from the respective drop-down lists.
Disabled is the default.
Disabled: The Start Daylight Saving and End Daylight Saving fields are disabled
because their times are automatically changed in the spring and fall every year.
Start Daylight Saving
End Daylight Saving
NOTE: The Time settings are used by the BMX CRA 312 0 and BMX ERT 1604T
modules. The Quantum and Premium Ethernet modules have their own Time setting
configuration screen.
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Property label
Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Multiples writing of
variables generates
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
General
Management of Build message
Parameters not
assigned generates
Multiple use of FB
instance generates
DDT mapping
compatibility
generates
Overlapping of
address generates
Missing gateway IP
@generates
Control numbers of
warnings
Control numbers of
errors
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Project
Settings
Property label
Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
General
Build settings
Create New data
block on line
X to
deselect
Virtual connected
mode
Generate with LD
link animation
Optimized code
Apply online
modification
save STA
save STU
save XVM
X to select
General
Project autosaving on download
General
PLC embedded data
488
Data dictionary
Preload on build
changes
Effective build
changes time-out
(seconds)
Upload information
Comments
Animation tables
Upload information
management
X
X
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Project
Settings
Property label
Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
General
PLC diagnostics
Application
diagnostics
Application
diagnostic level
System diagnostics
System diagnostics
language
Rack Viewer
diagnostics
information
Program Viewer
information
General
PLC behavior
General
Path
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Project
Settings
Property label
Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
General
Time
490
Time Stamping
Mode
Custom TImeZone
Time Zone
Time Offset
Automatically
adjust clock for
daylight saving
START Daylight
Saving: Month
START Daylight
Saving: day of the
week
START Daylight
Saving: Occurrence
END Daylight
Saving: Month
END Daylight
Saving: day of the
week
END Daylight
Saving: Occurrence
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Reset%M
The action of the Reset%M on Stop Run transition function depends on the
following (Tools menu) Project Settings check boxes:
z General PLC behavior Reset%M on Stop -> Run transition
This setting only impacts%M not used in LL984 language sections.
z Program Languages Ladder Logic 984 (LL984)
This setting only impacts%M used with normal coils in LL984 language sections.
This table shows that results of a transition depends on which check boxes are
validated:
Reset%M
LL984
Unchecked
Unchecked
Checked
Unchecked
Reset of%M.
Checked
Checked
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Variables
Introduction
This dialog box can be accessed with the Tools Project Settings Variables .
Representation
Representation of the Variables section:
Description
When activating this checkbox, leading digits in names can be used (e.g.
section names, variable names, step names etc.). The names must contain
at least one letter in addition to the leading digits.
Character set
Standard: When activating this option button, the standard (IEC) character
set in names can be used (e.g. section names, variable names, step names
etc.). It is not possible to use accented characters (for example ).
Extended: When activating this option button, the ASCII character set in
names can be used(e.g. section names, variable names, step names etc.).It
is possible to use accented characters.
Unicode: When you activating this option button, the Unicode character set
in names can be used (e.g. section names, variable names, step names etc.).
This option is necessary to create elements in not-roman alphabets like
Chinese.
When you activating this checkbox, the EBOOL data type for edge recognition
can be used.
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Element
Description
Allow INT/DINT in place of ANY_BIT When activating this checkbox, for generic parameters of data type
ANY_BIT, the parameters of data type INT or DINT can be used (not UINT
and UDINT) .
For example:
Allowed:
AND (AnyBitParam := IntVar1, AnyBitParam2 := IntVar2):
Not allowed:
AND_WORD (WordParam1 := IntVar1, WordParam2 := IntVar2);
(in this case AND_INT must be used.)
AND_ARRAY_WORD (ArrayInt, ...) (In this case an explicit type
conversion must be performed using INT_ARR_TO_WORD_ARR (...).
Allow bit extraction of INT, WORD,
and BYTE
When activating this checkbox, the individual bits from an INT, WORD or BYTE
can be extracted, see also section Single bits in words (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
When activating this checkbox, the dynamic arrays can be used, see also
section Tables (see Unity Pro, Program Languages and Structure, Reference
Manual ) in the Reference manual.
When activating this check box, no compatibility check is made on the arrays
when one array is assigned to another, see also section Tables (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the
Reference manual.
Note: This option applies only to one dimensional array.
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Modification
Modification
Offline only
King of Build
Modification No Build
Online
necessary
possible
rebuild All
(Offline)
Build
(Offline)
Character set
Allow usage of
EBOOL edge
Allow INT/DINT in
place of ANY_BIT
Directly represented
array variables
Allow dynamic
arrays
(ANY_ARRAY_XXX)
Build
Change
(Online)
Variables
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Program
Introduction
This configuration section can be accessed Tools Project Settings Program.
It contains common languages, FBD, LD, SFC and ST section display settings.
Representation
Appearance of the Program section display setting:
Description
Languages
Function Block Diagram (FBD)
When this check box is checked, the FBD language can be used in your project.
Ladder (LD)
When this check box is checked, the LD language can be used in your project.
Sequential Function Chart (SFC) When this check box is checked, the SFC language can be used in your project.
List (IL)
When this check box is checked, the IL language can be used in your project.
When this check box is checked, the ST language can be used in your project.
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Element
Description
When this check box is checked, the LL984 language can be used in your
project.
NOTE:
For modifying the Ladder Logic 984 (LL984) setting the following restrictions
apply:
z This setting will be disabled for applications using Quantum Safety PLCs, as
LL984 segments and networks can only be created for non-safety
applications.
z To modify this setting you have to go offline.
Common
Allow procedures
When this check box is checked, the procedures can be used in your project.
Allow subroutines
When this check box is checked, the subroutines can be used in your project.
When this check box is checked, the comments can be nested without it being
reported as an error.
When this check box is checked, the multi assignments can be used in ST, see
also section Multi assignments (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
Allow empty parameters in non- When this check box is checked, it is not necessary to assign a value to all formal
formal call (ST/IL)
parameters when making informal calls of functions (ST) and function blocks
(IL/ST).
See also section Informal call (ST) (see Unity Pro, Program Languages and
Structure, Reference Manual ) and section Informal call (IL) (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
Usage of ST expressions
(LD/FBD)
When this check box is checked, the ST expressions can be used as actual
parameters on FFB inputs and contacts.
When this check box is checked, the behavior of link values can be defined in
case an EF is called conditionally (EN input connected).
The default value of this option for a new application is "unchecked".
After changing this setting a "Rebuild All Project" of the application is necessary,
because it influences the generated code.
For detailed information please refer to Maintain Output Links on Disabled EF
(see page 503)
NOTE: This setting is specifically to keep the same behavior as Concept
application.
FBD This area is used to define the number of rows and columns for Function Block Diagrams (FBD).
Number of rows
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Element
Description
Number of columns
LD
Right-justify coils
Right-justify coils: If this check box is checked, coils (see page 706) are
automatically placed on the right power rail.
Number of Columns
Cells Width
Using these option buttons you set the width of the cells from one to three
standard cell widths.
When an EBOOL is written only one time (through OFS, HMI, by program or
forced by Unity Pro):
z If this check box is checked, writing or forcing an EBOOL activates the edge
detection for one cycle.
z If this check box is not checked, writing or forcing an EBOOL activates the
edge detection until the next writing of this EBOOL.
LD
Mixed display: This area is used to define the available area for variable comments lines height, symbol lines height
and address lines height in mixed display mode (see page 674).
Comments lines height
Sets the maximum number of comment lines shown in mixed display mode.
From 0 to 20 lines.
Sets the maximum number of symbol lines shown in mixed display mode.
From 0 to 20 lines.
From 0 to 5 lines.
NOTE: These parameters are adjustable only on the Project Settings.
SFC
Allow macro sections
When this check box is checked, the macro sections can be used in your project,
see also section Macro steps and macro sections (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
When this check box is checked, the sequential control works in the "Multi token"
operating mode, see also section Multi token (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
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Element
Description
SFC
SFC multi token1
Max. # of active steps/section
This text box is only available if the Allow multiple token check box activated.
The maximum number of active steps per section can be defined (including all
their macro sections) in this text box.
From 1 to 100.
This text box is only available if the Allow multiple token check box activated.
The maximum number of active actions per section can be defined (including all
their macro sections) in this text box.
From 1 to 100.
SetSteps: keep previous step(s) This text box is only available if the Allow multiple token check box activated.
in active state
When this check box is checked, all currently active steps remain active when
new steps are set by the user (Animation Panel or function block).
When this check box is not checked, all currently active steps are deactivated
when new steps are set by the user (Animation Panel or function block).
Parallel branches: allow jump
in/out
This text box is only available if the Allow multiple token check box activated.
When this check box is checked, jumps can be made into or out of a parallel
sequence, see also section Jump into a parallel sequence (see Unity Pro,
Program Languages and Structure, Reference Manual ) and section Jump out of
a parallel sequence (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
This text box is only available if the Allow multiple token check box activated.
When this check box is checked, all transitions of an alternative branch are
processed in parallel (x-out-n-select), see also section x-out-n-select (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
When this check box is not checked, all transitions of an alternative branch are
processed in sequence (1-out-n-select), see also section Alternative sequences
(see Unity Pro, Program Languages and Structure, Reference Manual ) in the
Reference manual.
ST
Allow jump and label
When this check box is checked, you can use jumps and labels in ST, see also
section Labels and jumps (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
LL984
SKP enabled
498
This LL984 setting is enabled only, if the LL984 library setup was installed.
When this check box is checked, the L9_SKP function block can be used in your
project.
NOTE: Modifying this setting will lead to a re-analysis of the LL984 networks.
This is also possible in online mode.
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Element
Description
Network Display
z Printing View
Using this list you select view1 to view4 defined under items View 1 to View
4 (see below).
The default view is view4.
The view you select for the Printing View setting will be used for printing the
LL984 networks.
z Column Width
Using this field you can enter the column width as a floating point value (1.0
to 3.0.
For example a value of 3.0 means a 3 times larger column width.
The default width is 1.0.
NOTE: Modifying the Column Width setting will not lead to the need of a new
Build.
View 1 to View 4
The LL984 Editor can display various information concerning variables attached
to coils, contacts and function block nodes.
According to the settings for View 1 to View 4 the LL984 Editor will show the
following information:
z address (e.g. %M100)
z 984-address (e.g. 400100
z variable name
z variable comment
z descriptors 1 to 9
z topological address/
For further information please refer to Items of the View 1 to View 4 Settings
(see LL984 Editor, Reference Manual, LL984 Specifics).
NOTE: 1The SFC multi-token option is mainly for PL7 migration and to support the
GRAFCET specification that Telemecanique used to support.
NOTE: It is important to optimize the number of active steps and active actions at
the right number to get the project to fit into the available memory.
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Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
Languages
Function Block
Diagram (DFB)
Ladder (LD)
Sequential Function
Chart (SFC)
List (IL)
Allow procedures
Allow subroutines
Allow nested
comments
Allow multi
assignment
[a:=b:=c;] (ST/LD)
Allow empty
parameters in nonformal call (ST/IL)
Usage of ST
expressions
(LD/FBD)
Languages
Common
Display complete
comments of
structure element
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Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
Languages
FDB
Number of rows
Number of columns
Languages
LD
Right-justify coils
Number of columns
Cells width
X
Single scan edge
detection for EBOOL
Languages
LD
LD Mixed display
Comments lines
height
Languages
SFC
Allow macro
sections
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Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
Languages
SFC
SFC multi token
Max. # of active
steps/section
Max. # of active
actions/section
SetSteps: keep
previous step(s) in
active state
Parallel branches:
allow jump in/out
Allow multiple
evolutions by
divergence of
sequence selection
Languages
ST
Allow jump and label
Languages
LL984
SKP enabled
Languages
LL984
Network Display
502
View 1 to View 4
Printing view
Column width
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WARNING
UNEXPECTED EQUIPMENT OPERATION
Check the behavior of the application when using the Maintain output links on
Disable EF function.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
NOTE: The behavior of the application will change after modifying this project
setting that has an impact on the code execution.
Changing this Project Setting
You can change the Maintain output links on disabled EF (EN=0) project setting
in Unity Pro under Tools Project Settings Program Languages
Common.
Behavior in Case of Deactivated Project Setting
In case of a falling edge of EN input, the values of output variables stay unchanged,
whereas output links are reset to 0.
For the example shown in the graphic below:
z EN -> 0
z save_out_val = 1
z link = 0 (red)
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503
504
Prerequisite
possible
possible
possible (1)
possible
not possible
possible
not possible
possible
not possible(2)
possible
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(1) importing a 4.1 XEF file into Unity 4.0 may require the external tool
XEFDowngrader
(2) PLC is not recognized
Project Settings after Upload, Open XEF, Open STA File
The following table describes the status of the Maintain output links on disabled
EF (EN=0) project setting after
z transferring from PLC to PC (upload)
z opening XEF (or ZEF) file on PC (import)
z opening STA file on PC (archived project)
Prerequisite
not available
not activated
Generated with Unity Pro 4.1 or later for an application 4.0. not available
Project setting deactivated.
not activated
not available
activated
not available
not activated
not available
activated
In case of uploading, importing or opening a Unity Pro application with Unity Pro 4.1
or later, created with Unity Pro 4.0 or earlier, the Maintain output links on disabled
EF (EN=0) project setting is deactivated.
After a Rebuild All Project and download the behavior is the same as the
application had in the environment of the earlier version of Unity Pro.
If you want to use the Maintain output links on disabled EF (EN=0) project setting,
you must:
z open or upload an application,
z activate the project setting,
z Rebuild All Project.
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505
Undoing EF Deletion
If the Maintain output links on disabled EF (EN=0) project setting is activated and
an EF is called conditionally, static memory will be allocated for each output pin of
the EF, to save the output values during runtime.
In case you delete this EF in the editor the static memory will be released.
If you perform an UNDO later on, the EF will be re-created and new static memory
will be allocated.
After a following Build Changes, these mechanisms occur:
Maintain output links on disabled EF (EN=0) project setting deactivated:
No static memory is assigned for the output pins as maintaining the last link
values is not needed.
z If EN is 0 the link is reset to 0.
z If EN is 1 the link is written with the value of the OUT.
Example:
Project setting activated, EN not connected
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Result:
z save_out_val = 1
z link = 0
With the next activation of the changed EF the links new static memory will be
written and works as expected on the next deactivation.
This behavior is in principle the same by using other EF types (ADD, XOR).
EN Not Connected
If EN is not connected or not displayed (box Show EN/ENO not checked), no
preparation is done to maintain the last link values.
If the EN input is connected later and then Build Changes is performed, the
following mechanisms occur:
z Maintain output links on disabled EF (EN=0) project setting deactivated:
No static memory is assigned as maintaining the last link values is not needed.
After falling edge of EN, link is reset to zero, variable save_out_val is unchanged.
z Maintain output links on disabled EF (EN=0) project setting activated:
New static memory is allocated in PLC to maintain the last link values for the
output links. This static memory is initialized to 0.
If EN is 1 after a Build Changes, the EF is executed and the output data is
assigned to the connected links static memory.
The links static memory will be consistent at the end of the first PLC working
cycle after a Build Changes.
NOTE: If the EN is 0 after the Build Changes, the static memory, representing the
link, keeps its initialization state (0), which may be different to the value before the
download change.
Example:
Option activated, EN not connected
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507
Result:
z save_out_val = 1
z link = 0
With the next activation of the changed EF the links new static memory will be
written and works as expected on the next deactivation.
This behavior is in principle the same by using other EF types (ADD, XOR).
Use Cases
The following use cases show that
replacing EFs by other EFs leads to initialization of output link values due to new
memory allocation.
z changing output links on not changed EFs leads to maintaining the link values
due to using of already allocated memory that belongs to the EFs.
z
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509
510
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Representation
Representation of the Operator screens section:
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Description
Elements of the Operator screens section:
Field
Description
Operator Screens
Full screen at opening
When this box is checked, the operator screens open in Full screen mode.
The menu bar is replaced by the drawing toolbar.
Operator Screens
Controlled Screen
Variable
Variable: This field is used to enter the screen control variable. In online mode,
this variable enables the PLC to select the screen to be displayed. To the right of
this field is the
button, which can be used to access the variable instances
selection window.
Type: Type of the selected variable.
Comment: Comment on the selected variable.
NOTE: Only variable with type EBool, Bool, Byte, Int or DInt can be selected.
When this box is checked, displaying of screens in online mode is controlled via
the PLC. It is the value of the control variable that determines the screen
displayed.
This setting can also be changed via the Shortcuts F2/F3 or their corresponding
buttons in the Toolbar when an Operator Screen is open.
When this box is checked, the screen number is displayed to the left of the screen
name in the project browser.
Operator Screens
Last opened screen
Variable
Variable: This field is used to enter the DInt type variable containing the number
of the last screen opened by the user or the PLC.
To the right of this field is the
button, which can be used to access the
variable instances selection window.
Type: Type of the selected variable.
Comment: Comment on the selected variable.
NOTE: Only variable with type DInt can be selected.
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Modification
Modification
Offline only
Kind of Build
Modification
Online
possible
No Build
necessary
Rebuild
All
(Offline)
Build
Change
(Offline)
Build
Change
(Online)
Operator Screens
Full screen at opening
Operator Screens
Controlled Screen
Variable
Displaying screens
controlled via the PLC
Display screen
number in the project
browser
Operator Screens
Last Opened screen
variable
Control Variable
The control variable enables the PLC to select the screen to be displayed. This
variable can be binary or numeric.
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For each of the steps of the trend diagram, the control variable operates as follows:
Step
Operation
Its value is equal to 1 for more than 1 second: the screens are highlighted one
after another (1 second per screen) according to their position in the project
browser (the PLC selects the screens by scrolling through the list from top to
bottom).
2 and 4
Its value is equal to 0 for more than 1 second: the screen currently highlighted
in the Project Browser (n = current screen) is displayed.
Its value is equal to 1 for less than 1 second: on each pulse, the PLC selects the
screen (n+1) in the list of operator screens. The pulses are used to display the
screens one by one.
NOTE: As long as this binary control variable has value 1, the operator screens are
selected automatically in project browser one after the other. In this case the context
menu can not be used in the project browser.
Numeric Control Variable
When the control variable is numeric, its value corresponds to an operator screen
number. Therefore, the screen editor displays (if it exists) the screen whose number
is equal to the variable value.
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19.2
Options
Overview
This section describes the Tools Options dialog box tab.
What Is in This Section?
This section contains the following topics:
Topic
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Page
General Description
516
General Options
518
520
Connection Options
522
524
Converters
526
515
General Description
Introduction
Functionalities, key shortcuts and specific key-shortcut navigation are used for all
Options tabs.
General Description
The table below describes the general functions used with all options tabs:
Fields
Description
Import
This button allows the selection of a Options .XOO file. All values in the file is
taken into account immediately. After Import, click on OK or Apply to validate
the options.
NOTE: If a project is opened, the Custom Library and Working Drive are
updated in the next Unity Pro launching.
Export
This button allows to save the current values of the options in a .XOO file.
Reset All
This button is used to reset all the options to their default values.
OK
This button is used to save the modifications and close the current tab.
Apply
Cancel
This button is used to cancel without saving the modifications on the current
tab.
Help
General Navigation
The table below describes the general key shortcut navigation used with all Options
tabs:
516
Fields
Description
TAB
ENTER
ESC
These keys are used to navigate within the tree control and the right
list box.
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Specific Navigation
The table below describes the specific key shortcut navigation used with all Options
tabs:
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Fields
Description
Space
F2
ESC
These keys are used to navigate in the list box in the active line.
+ and -
517
General Options
At a Glance
This configuration section, accessible from Tools Options General, contains
a set of general options.
General Options Dialog Box
Representation of the General section:
518
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Description
Elements of the General section:
Fields
Description
General
Auto increment of
project version
Auto completion of
the variable name
This option is useful when the user invokes the data selection to
enter the name of a variable (ex: a pin of a block in FBD).
When it is selected, the user enters the first characters of a variable
to select one of these that matches with the entered string. If the
entered string has been already used before, the auto completion
feature completes the string with the last variable that was used.
Display errors /
messages
Contextual Restore
at project opening
When this box is checked, the windows have the same arrangement
when the project is opened as when it is closed. A .ZTX file is
generated, which saves the context.
General
Paths
Project path
Path where the .STU project files are saved or from where they are
retrieved when opening.
Import/Export file
path
Path where the import/export source files are kept (example: .XEF
files).
Autosaving on
download XVM path
Path where the .XVM file is stored in case of the Project autosaving
on download save XVM setting is checked.
This file is automatically generated to back up the variables of the
project every time this one is transferred to the PLC.
The default path is the same as the default Project path.
Project settings
templates path
Project settings
template file
Custom Library path Path where the custom libraries are located. Changing the custom
library path is taken into account at next open project or new project.
Working directory
NOTE: The libraries provided by Schneider Electric are located in a Unity Pro
system folder. The location of these libraries can not be changed by the user.
To use a previously created custom library after changing the Custom Library
Path, move the library file to the new location.
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519
Description
Spreadsheet behavior
520
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Element
Description
Languages
Automatically assign
variable to a new
graphical object
If this check box is checked, the properties dialog box (e.g. for
contacts, coils, steps, transitions) or the FFB Input assistant
(e.g. for functions, function blocks) is opened for assigning the
formal parameter of the object when you place a graphical
object.
Reuse 984 editor window If this check box is checked only 1 window is used for Open
when network is opened commands on LL984 networks.
If this check box is not checked, for each Open command on an
LL984 network, a new window is opened.
NOTE: Modifying this setting will only take effect after next time
an LL984 editor is opened.
Mnemonics
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The Property label column lists all contacts and coils and an
assortment of functions blocks available for LL984 networks.
In the Property value column you can enter a mnemonic for
each listed element. A mnemonic can consist of up to 4
alphanumeric signs.
Please also refer to Using Mnemonics (see page 1089).
521
Connection Options
At a Glance
This configuration section, accessible from Tools Options Connection,
contains the options relating to the connection (see page 86) of the terminal to the
PLC.
Connection Options Dialog Box
Representation of the Connection section:
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Description
Items of the Connection section:
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Fields
Description
PLC connection
identification
Default connection
mode
523
Representation
Representation of the register section Operator Screens:
524
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Description
Grid
Display grid
When this box is checked, the grid is displayed according to the step
defined.
Step
Used to define the step of the grid, i.e. the space between the horizontal
and vertical lines of the grid. From 5 to 100 (steps of 5 pixels).
Alignment of
objects on grid
When this box is checked, the objects are automatically positioned on the
points of the grid when they are handled (creation, size-modification,
movement, etc.).
If this box is not checked, the objects are not aligned on the grid.
Edit
Display mouse
position
When this box is checked, the position of the mouse is displayed in the
status bar. If an object is selected, the display indicates the position of its
top left corner, its dimensions and its animation settings (if they exist), see
the following example:
Vertical scroll
bar
When this box is checked, the vertical scroll bar is displayed when the
screen height is larger than the current window.
Horizontal
scroll bar
When this box is checked, the horizontal scroll bar is displayed when the
screen width is larger than the current window.
Online mode
Enable edit in
online mode
When this box is checked, this authorizes the editing of screens that are
not currently controlled by the PLC in online mode (creation, modification
and deletion of screens).
NOTE: If the screens are controlled by the PLC Description
(see page 512), you cannot edit them in Online Mode even if the Enable
edit in online mode is checked.
Enable
selection in
online mode
When this box is checked, this enables the selection of an object in online
mode.
These two fields allow the definition of the default size of new screens.
The values entered do not change the size of screens already created.
Screen opening
Screen opening If the Mono-Instance box is checked, when a new screen opens, the latter
replaces the previous one in the display window.
If the Multi-Instance box is checked, each time a new screen is opened,
the screen is displayed in a new window. In online mode, if several
screens are opened simultaneously, this can reduce performance.
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525
Converters
Introduction
This configuration section, accessed from Tools Options Converters,
contains options for the conversion of legacy projects to Unity Pro.
The section is only available for Quantum, Premium, and Atrium.
Representation
Representation of the register section Converters:
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Description
Converters
Split Converted
Sections
Networks per
Section
Ignore jumps
A section may contain jumps to labels. A jump is located inside the
when separating section.
The converter takes jumps inside the section into account since it is not
allowed to have a jump from one section to another. Depending on how
the jump is validated inside the section (active or not), the automatic
splitting at network bounds is inhibited (active).
The feature of recognizing such jump scopes can be suppressed by this
checkbox. When this checkbox is enabled, automatic section splitting
always takes place regardless of jumps. Therefore many error
messages concerning missing jump targets will be generated at analyze
time.
Symbols Instead z When this checkbox is enabled, discrete variables are converted with
their symbols instead of the direct addresses.
of Direct
When there is no symbol in the source application, a symbol is
Addresses
created automatically (e.g. %IO.2.3.4 -> IO_2_3_4).
z When this checkbox is not enabled, the variables are converted with
their direct addresses.
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527
Element
Description
Generate
Topological
Addresses for
Quantum
(e.g. %M\2.3\4.5.6).
z When this checkbox is not enabled, a flat address will be generated
(e.g. %M1234).
During the conversion, the Concept addresses are converted into
internal flat addresses 1:1. However, if topological addressing is desired,
the flat address is searched for in the I/O address tables of the I/O
modules. If the associated address is found, the address of the module
link point is determined and linked with the address of the I/O module to
a topological address.
NOTE: Flat addressing is only possible for Quantum and for Modicon
M340. For Premium, topological addressing is always used regardless
of the option.
Converters
LL984
These options are present only if LL984 converter is installed.
528
Suppress
Schedule
Suppress
Graphs
Attach coils to
open ends
Generate
ConvError Hints
Include 984
Execution
Corrections
Unpowered LD
objects to Left
Power
Comment
Generation Rule
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Element
Description
Symbol
Generation Rule
Max. Symbol
Lenth
Map Compact to
Premium
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Step State
Explicit
Definition
Symbol As Step
Name
z When this checkbox is enabled, the PL7 steps %Xi are converted
to Unity Pro is done, the macro steps not used on the PL7 program
are declared on the Unity Pro project.
z If this checkbox is not enabled the macro steps not used on the PL7
program are not converted on the Unity Pro project.
with the PL7 step symbol. For example on PL7 %X2 with the symbol
Motor_1 is converted into Motor_1.
z When this checkbox is not enabled, the PL7 steps %Xi are converted
on X_i. For example on PL7 %X2 is converted into X_2.
529
Element
Description
Converters
Concept
Variables at
empty pins
z When this checkbox is enabled, empty link points will be filled with
assignments check.
z When this checkbox is not enabled, the converter enables the
Generate
Generic EFs
530
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Element
Description
Separate LD
networks
%MF variables.
z When this checkbox is not enabled, %QD variables are converted to
MW variables.
Variables that are directly addressed in Concept with %QD can be
initialized floating point constants or dual word constants. When mainly
floating point constants appear, this checkbox should be enabled.
LD Column
Break
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The number entered here determines the column after which a network
is wrapped to the next column.
Inserting additional columns may cause a network to exceed its
maximum section width and it is then wrapped into the next line. For
more information, see Wrapping networks that are too wide in the
Concept Converter documentation.
531
19.3
Dialog structure
The dialog box consists of two tabs:
z Toolbars
In this tab, you can show/hide toolbars, create new toolbars and define the
appearance of the toolbars.
z Tools
In this tab, you can define the menu commands for starting external applications.
Toolbars tab
Illustration of the Toolbars tab:
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Description
Toolbars
Toolbar name
Show Tooltips
When you activate this check box, tooltips are displayed for each
toolbar symbol.
Cool Look
When you activate this check box, the toolbar symbols are displayed
in flat form.
New...
Use this command button to open the dialog box for defining new
toolbars, see also Creating your own toolbars, page 1879.
Reset
Use this command button to restore the original state of the toolbar
selected in the Toolbars list box.
Tools tab
Display of Tools tab:
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533
534
Element
Description
Contents menu
Menu Text
Enter the name of the new command, also see Starting external
applications, page 1873.
Command
Enter the path of the file to be executed, also see Starting external
applications, page 1873.
Arguments
Initial Directory
Add
Use this command button to define a new menu command for starting
an external application, see also Starting external applications,
page 1873.
Remove
Up
Down
Use this command button to move the selected menu command down
by one position.
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Unity Pro
FBD, LD and SFC
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20
Overview
This chapter describes the common menus and dialogs of the FBD, LD and SFC
editors.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
536
541
542
545
546
547
548
552
556
558
562
563
Go to in a FBD/LD section
565
567
535
).
Enabled/Disabled
Color
manually
enabled
blue
manually
disabled
light gray
automatically
enabled
gray
automatically
disabled
light gray
Setting Bookmarks
You have the following options to set a bookmark:
Execute the command Edit Bookmarks > Toggle Bookmark. (There must
not be any current bookmark in the selected area).
The bookmark is inserted in the margin (gray column on the left edge of the
section/network) and is marked as the current bookmark.
536
33003101 07/2012
Press the Ctrl+F2 key combination. (There must not be any current bookmark in
the selected area).
The bookmark is inserted in the margin (gray column on the left edge of the
section/network) and is marked as the current bookmark.
or
Place the mouse pointer in the margin (gray column on the left edge of the
section/network) at the position to be marked and use Toggle Bookmark from
the context menu for the margin (right mouse click).
The bookmark is inserted at the mouse pointer and marked as the current
bookmark.
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537
538
Element
Description
Bookmark column
Location column
Line column
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Element
Description
Delete/Delete all
Right click in the dialog and select from the context menu:
z Delete: to delete the selected bookmark
z Delete all: to delete all bookmarks in the project
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539
Navigating to Bookmarks
In the Bookmarks dialog double-click a line in the list of bookmarks to open the
respective section/network with the selected bookmark.
If the check box in front of a bookmark line is not activated, you can not jump to this
bookmark by means of Next Bookmark/Previous Bookmark.
Saving Bookmarks
Bookmarks are saved with your application.
Deleting Bookmarked Lines
If you delete a section/network or a bookmarked line in a section/network, the
corresponding bookmarks are deleted, too.
Undo will not restore the bookmarks.
540
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541
542
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Zoom to Fit
For FBD and SFC sections the contents are minimized horizontally and vertically so
that the whole section can be seen.
For LD sections the contents are minimized horizontally so that the whole section
width can be seen.
If the size of the section is changed, the section contents are automatically adapted
to the new size.
The menu command to set the window size is available.
z via the menu View Zoom Zoom to fit.
z via the shortcut menuZoom Zoom to fit for the section.
z using the key combination Ctrl-x (x = multiplication sign of number pad)
z
using the
symbol.
You can see which mode is active by way of a check-symbol before the menu
command.
Zoom to Selection
Decreases or increases the section contents so that the selected element(s) is (are)
displayed as large as possible and in focus.
The menu command to zoom to the selection is available.
z via the menu View Zoom Zoom to selection.
You can see which mode is active by way of a check-symbol before the menu
command.
Zooms out by 25%
To reduce current display by 25 %:
z select the menu View Zoom Zoom out.
z select the shortcut menu View Zoom out for the section.
z press the key combination Ctrl-z
click the
symbol.
Zoom in
To zoom in on current display by 25 %:
select the menu View Zoom Zoom in.
z select the shortcut menu View Zoom out for the section.
z press the key combination Ctrl-+
z
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click the
symbol.
543
Fullscreen
To display the application window in full-screen mode:
select the View Full screen menu.
z press the key combination Ctrl-F8
z
click the
symbol.
To end the full screen mode press Esc or use the toolbar menu.
544
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Action
Action
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Action
545
Action
Open the print dialog using:
z the menu command File Print,
z or the key combination Ctrl+P
or
z the symbol
546
Action
Select the menu command Print from the sections context menu.
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Select the
symbol.
Select the
symbol.
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547
548
Action
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Action
Use the Show as Link menu command from the shortcut menu.
Result: The connector is displayed as a link.
Example:
Note: Although the connector is now displayed as a link, the name of the
connector is still occupied and cannot be used for another link. If the connector
name is used for another link, the connector must be explicitly deleted, see
Deleting connectors, page 551.
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549
Renaming connector
Renaming connector:
Step
550
Action
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Deleting connectors
Deleting connectors:
Step
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Action
Use the Show as Link menu command from the shortcut menu.
Result: The connector is displayed as a link.
Example:
Use the Delete Connector menu command from the shortcut menu.
Result: The connector is deleted.
551
552
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Action
In FBD: Select the desired FFB pin.
In LD: Select the desired contact, the desired coil or the desired FFB pin.
You have the following options to generate inspect windows:
z Use the Edit New Inspect window menu command.
z Use the Place Inspect menu command from the shortcut menu.
z Press the F9 key.
or
z Select the
symbol.
Example (online):
Resizing
Position the mouse pointer on the right or left edge of an inspect window (the correct
position is indicated by the
or
mouse pointer symbol), click the left mouse
button and drag the mouse right or left.
Changing the position
Position the mouse pointer on the inspect window, click the left mouse button and
move the inspect window to the target position.
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553
554
Action
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Step
Action
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555
Tooltip
ddt1.b1
ddt1.b1
DDT1 : ddt1 @ %MW100 | Comment for ddt1
BOOL : ddt1.b1 @ %MW100 | Comment for ddt1.Comment for b1
ddt2.ddt1.b1
ddt2.ddt1.b1
DDT2 : ddt2 @ %MW200 | Comment for ddt2
BOOL : ddt2.ddt1.b1 @ %MW200 | Comment for ddt2.Comment for
nested ddt1.Comment for nested b1
556
DDT expression
Tooltip
ddt1.b1
ddt1.b1
DDT1 : ddt1 @ %MW100 | Comment for ddt1
BOOL : ddt1.b1 @ %MW100 | Comment for b1
ddt2.ddt1.b1
ddt2.ddt1.b1
DDT2 : ddt2 @ %MW200 | Comment for ddt2
BOOL : ddt2.ddt1.b1 @ %MW200 | Comment for nested b1
33003101 07/2012
Variable/Pin
Position the mouse pointer over a variable (e.g. b1) or expression to display type,
name, address and comment of the variable.
Position the mouse pointer over an FFB pin name (e.g. IN1) to display type, name
and comment of the pin. In this case the information is taken from the FFB type and
not from the FB instance.
Detected Error Tooltip
There are analyze errors and animation errors.
z Analyze errors are displayed in offline mode in a tooltip, when you position the
mouse pointer over a connectable object (e.g. FFB, contact, coil etc.).
z Animation errors are displayed in online mode in a tooltip, when you position the
mouse pointer over the #Err! value, which is shown in this case as animation
value.
Using the Variable Tooltip
Step
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Action
557
Dialog Box
You have the following options to display the Replace Variables dialog box:
z Select the Edit Replace Variables menu command.
z Select the Replace Variables command in the context menu (right-click on one
or more EF/EFBs in the section).
Dialog box for replacing functions/function blocks using placeholders
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Replace Variables
All variables matching Find Pattern will be listed in a dialog box:
Description
Original
Replacement
displays the strings that will replace the names of the found variables
The entries in this column are editable.
Data Type
displays the type of the original variable (not that on of the replacement
variable, which could already exist and be of another type)
The entries in this column are not editable.
Replace
Create
undeclared
replacement
variables
Undo/Redo
Replace Variables supports Undo/Redo, which means that the original state will be
recreated on Undo (of course without deleting the newly created replacement
variables from Data Editor) and the state after replacement on Redo.
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559
Online Mode
Replace Variables is supported in online mode.
Rules for Find and Replace Patterns
Rules for find and replace patterns:
? can be used many times in pattern
z * can be used at maximum 2 times in pattern
z * can be first and last character in pattern only
z no * only and no ** can be used
z no ?* and no *? can be used (always another letter between them)
z numbers of * and ? in both (find and replace) pattern must be equal
z if two * and at least one ? are used the find and replace pattern must be structural
identical (same length, same order of normal letters and placeholders)
z
Examples
Examples of simple replacements
Find Pattern:
Found Variable
Replace With:
Variable is Replaced
With
abc123jmk
abc123jmk
abc223jmk
abc223jmk
abc123jmk
abc123jmk
abc124123jmk
abc124123jmk
Found Variable
Replace With:
Variable is Replaced
With
ab?1????k
abc123jmk
ab?2????k
abc223jmk
abc???12??mk
abc124123jmk
abc???022?4?mk
abc12402234jmk
560
Find Pattern:
Found Variable
Replace With:
Variable is Replaced
With
*123jmk
abc123jmk
*223jmk
abc223jmk
*123*
abc123jmk
*223*
abc223jmk
*123*
abc123jmk
*2234*
abc2234jmk
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Found Variable
Replace With:
Variable is Replaced
With
abc???12??m*
abc124123jmk
abc???022?4?m*
abc12402234jmk
*1???mk
abc123jmk
*2???mk
abc223jmk
*2??jmk
abc223jmk
*1240?2?4jmk
abc12402234jmk
*1?3*
abc123jmk
*2?3*
abc223jmk
Found Variable
Replace With:
Variable is Replaced
With
array[5*
array[5]
array[6*
array[6]
array5[5*
array5[5]
array5[6*
array5[6]
*5*
array5[5]
*6*
array6[5]
array5[i*
array5[i5]
array5[i6*
array5[i65]
*5*
array5[i5]
*6*
array6[i6]
Not Possible
The following complex replacements are not possible
33003101 07/2012
Found variable
*1?3*
abc123jmk
*2?34*
*1?3*
abc123jmk
*02?34*
*1241?3*
abc124123jmk
*12402?34*
*12?1?3*
abc124123jmk
*12?02?34*
561
562
Action
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Action
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563
564
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Go to in a FBD/LD section
Introduction
The Go to function is used to jump to:
z a specific location in the current section,
z a specific bookmark in the current section or
z a specific mark in the current section.
Open the dialog
The following options are available to open the Go to dialog box.
Use the menu command Edit Go to,
z select the menu command Go to from the sections shortcut menu,
z Press the key combination Ctrl+G.
or
z
Choose the
symbol.
Go to a location
Go to a certain position in the current section by carrying out the following steps:
Step
Action
Go to a bookmark
Go to a certain bookmark in the current section by carrying out the following steps:
Step
1
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Action
Open (see page 565) the Go to dialog box.
Choose theActionstab.
565
Go to a location
Go to a certain location in the current section by carrying out the following steps:
Step
566
Action
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Description
For symbols that are not printed, the dialog box is closed after every search.
For printed symbols the dialog box remains open until you close it.
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Row
The number of the row to be displayed can be entered in this text box.
Column
The number of the column to be displayed can be entered in this text box.
Go to
Display the current position using the button desired position (see page 565).
Close
Help
567
Description
For symbols that are not printed, the dialog box is closed after every search.
For printed symbols the dialog box remains open until you close it.
568
Bookmark:
Prev
Next
Go to
Close
Help
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Description
For symbols that are not printed, the dialog box is closed after every search.
For printed symbols the dialog box remains open until you close it.
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Locations:
Go to
Display the current position using the button desired location (see page 566).
Close
Help
569
570
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Unity Pro
FBD Editor
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FBD Editor
21
Overview
This chapter describes the menus and dialogs of the FBD editor.
For a description of the syntax for the FBD programming language, please refer to
the Function Block Diagram FBD (see Unity Pro, Program Languages and
Structure, Reference Manual ) chapter in the Reference manual.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
21.1
572
21.2
Editing FFBs
590
21.3
628
21.4
Calling a Subroutine
632
21.5
636
21.6
642
21.7
Editing Links
647
21.8
Entering Comments
659
21.9
Online functions
661
21.10
Export/Import
662
571
FBD Editor
21.1
Overview
This section describes the basics for creating a program in the FBD programming
language.
What Is in This Section?
This section contains the following topics:
Topic
572
Page
573
575
576
577
Selecting objects
578
581
585
586
587
588
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FBD Editor
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573
FBD Editor
Input assistants
Input assistants for the FBD Editor:
Function input assistants (see page 611) for functions, function blocks and
procedures
Online functions
Online functions of the FBD Editor:
z Display the current value (see page 552).
z Setting breakpoints (see page 1372)
z Setting watchpoints (see page 1378)
z Step by Step (see page 1375)
574
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FBD Editor
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Action
Place the desired FFB in the section, see also Calling an FFB via the data
selection, page 596.
Assign the necessary current parameters to the FFB, also see Assign actual
parameters, page 601.
Note: As soon as the text is entered several checks are made, such as
syntax/semantic error checks, correct spelling of variable names etc. A detailed
description of syntax is found in chapter Function Block Diagram FBD (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
The results of the checks are indicated by a color folder, see also Syntax and
Semantics Check during programming, page 576.
Create a graphical link between FFBs, also see Placing a Link, page 650.
575
FBD Editor
Representation
Meaning of colors and labels:
Color
Description
Black
Blue
Example
Possible causes:
z Associated variable is not declared
z Data type of the variable does not match
Tooltips
If the cursor is placed over an incorrect object or incorrect text, the tooltip is
displayed with a brief description of the cause of the error. It will also be displayed
in the output window after the analysis.
Error message in the output window
Error message: Accessed object is not a function block.
576
Cause of error
Error Correction
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FBD Editor
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Key combinations
Motion
Cursor left
Cursor right
Cursor up
Cursor down
Ctrl+Cursor left
Ctrl+Cursor right
Ctrl+Cursor up
Ctrl+Cursor down
Home
End
Ctrl+Home
Shows the top left cell of the section (the position of the
cursor is not affected by this function)
Ctrl+End
Page Up
Page Down
Ctrl+Page Up
Ctrl+Page Down
Ctrl+Alt+Page Down
Ctrl+Alt+Page Down
Spacebar
Enter
Alt+Enter
577
FBD Editor
Selecting objects
Select and placement mode
Objects are selected in select mode.
Select mode can be activated using:
the Edit Select Mode menu command
z
z
z
the
symbol
or
the Esc key
The
Selecting an object
Selecting an object:
Using the mouse
578
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FBD Editor
Selecting by rows
Selecting by rows:
Using the mouse
Selecting by columns
Selecting by columns:
Using the mouse
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579
FBD Editor
Deselecting objects
Deselecting objects:
Using the mouse
Left-click an empty space in the 1. Move the cursor to an empty space in the section, see
section.
also Navigating with the keyboard, page 811.
2. Press the spacebar.
580
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FBD Editor
Result: The selected object is deleted. The actual parameters (and the links for FFBs) are
deleted together with the object, even if they are not selected explicitly.
Please also pay careful attention to the Notes (see page 619) on deleting from FFBs using
an execute after reference.
Cutting objects
Cutting objects:
Using the mouse
1. Select (see page 578) the object to be cut. 1. Select (see page 578) the object to be
2. Use the Edit Cut menu command.
cut.
or
2. Press the Ctrl+X key combination.
Use the menu command Cut in the
shortcut menu (right mouse button).
or
Click the
symbol.
Result: The selected object is cut from the section and copied to the clipboard. This is also
the case for the actual parameters. Links are also cut. But they are only copied to the
clipboard if they (and their partner objects) are selected explicitly.
Please also pay careful attention to the Notes (see page 619) on deleting from FFBs using
an execute after reference.
The cut object can be inserted (see page 582) in any other position (also in another
FBD section).
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FBD Editor
Click the
symbol.
Result: The selected object is copied to the clipboard. This is also the case for the actual
parameters. Links are only copied to the clipboard if they (and their partner objects) are
selected explicitly.
Please also pay careful attention to the Notes (see page 619) on copying from FFBs using
an execute after reference.
The cut object can be inserted (see page 582) in any other position (also in another
FBD section).
Pasting objects from the clipboard
Pasting objects from the clipboard:
Using the mouse
Click the
symbol.
2. Left-click the target position.
Note: This presents the behavior of the Copy, Cut, Paste on a function block instance. It only
applies to graphical languages as FBD and LD.
z Using the Paste function after a Copy of an object:
As a result of a Copy, a new function block instance (FBI) is used. The Paste function
creates a new FBI whenever it is repeated. Accordingly, the FBI is incremented.
z Using the Paste function after a Cut of an object:
As a result of a Cut, the same instance of the function is used. The Paste function uses
the same FBI whenever it is repeated. Accordingly, the FBI is identical.
Note: Please also pay careful attention to the Notes (see page 619) on copying from FFBs
using an execute after reference.
582
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FBD Editor
Moving objects
Moving objects:
Using the mouse
symbol to
.
3. Click the left mouse button and keep it
pressed.
Result: The mouse pointer changes its
symbol to
.
4. Drag the object to the new position and
release the mouse button.
Result: The selected object is moved from its original position to the target position. The
objects actual parameters are moved together with the object. FFBs still have their links and
they are adjusted to the new position of the FFB.
Note: The move operation is also possible across sections between different opened FBD
sections.
Note: When objects are moved beyond the visible area of the editor window, automatic
scrolling of the window will not begin until you reach the edge of the window with the mouse
pointer, not as soon as the objects are moved beyond the edge.
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FBD Editor
Using the
keyboard
584
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Action
Select (see page 578) the desired number of rows in the vertical ruler (click the
row numbers).
Use the Insert rows menu command from the shortcut menu of the vertical ruler
or the Edit Insert rows command.
Result: The number of selected rows is inserted above the first selected row.
Inserting Columns
Step
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Action
Select (see page 578) the desired number of columns in the horizontal ruler
(click the column numbers).
Use the Insert columns menu command from the shortcut menu of the
horizontal ruler or the Edit Insert columns command.
Result: The number of selected columns is inserted in front of the first selected
column.
585
FBD Editor
Deleting Rows
Deleting rows:
Step
Action
Select (see page 578) the desired number of rows in the vertical ruler (click the
row numbers).
Use the Delete rows menu command from the shortcut menu of the vertical ruler
or the Edit Delete rows command.
Result: The selected number of rows is deleted.
Deleting Columns
Deleting columns:
Step
586
Action
Select (see page 578) the desired number of columns in the horizontal ruler
(click the columns numbers).
Use the Delete Columns menu command from the shortcut menu of the
horizontal ruler or the Edit Delete Columns command.
Result: The selected number of columns is deleted.
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FBD Editor
When the properties dialog box is called without an object being selected, the
section properties dialog box (see page 425) is opened.
If several objects are selected, the commands do not work.
View data properties
You have the following options to display the section properties dialog box
(see page 1128):
z using the data editor (see page 299)
a. Selecting one or several lines in a list editor
b. Using the shortcut menu select the Propertiescommand.
z
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FBD Editor
Action
588
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Refining subroutines
Process the following steps to refine subroutines:
Step
Action
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FBD Editor
21.2
Editing FFBs
Overview
This section describes the various possibilities to edit elementary functions,
elementary function blocks, derived function blocks and procedures in the FBD
programming language.
What Is in This Section?
This section contains the following topics:
Topic
590
Page
591
593
596
601
613
Expanding Functions
615
616
617
618
Replacing an FFB
622
624
Properties dialog box for elementary and derived function blocks (FBs)
626
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FBD Editor
an FFB call.
FFBs can be called in the following ways:
Via the FFB Input Assistant... (see page 593) menu command
z Use the Edit FFB input assistant... menu command.
z Use the menu commandfrom the shortcut menu.
or
z Press the Ctrl+I key combination.
592
Select the
symbol.
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FBD Editor
cursor symbol.
Action
From the FFB input assistant....from the shortcut menu (right-click) for the FFB
input assistant (see page 593)section.
The FFB input assistant (see page 1125) is opened.
You have the following options to enter the FFB type with the:FFB Type text box:
z You can enter the FFB type in the textbox:
symbol.
In this case, continue with step 6 of the procedure.
z Using the button ... open the FFB selection dialog (see page 1119).
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FBD Editor
Step
594
Action
Select the library from the Libraries/Families column which contains the desired
function block.
Tip: If you do not know where to find the FFB you are looking for select the
Libset, entry to see a list of all the FFBs available independently of their libraries.
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FBD Editor
Step
Action
You have the following options to enter the block instance for function blocks in
the instance text box:
z You can accept the name which is suggested.
z You can change the name which is suggested.
The number of inputs (see page 615)can be increased with some elementary
functions.
Expandable pins can be recognized from the following display:
To assign the current parameter double-click the Entry field cell of the first
formal parameter and enter the parameter to be used.
You have the following options to enter the variables/addresses:
z You can enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button ...to open a variable selection dialog box (see page 1114).
To add further pins select the last pin in the structure and press Add pin.
Assign an actual parameter to all formal parameters of the function block in this
way.
9
10
To place the FFB , and click the desired location in the FBD section.
or
Use the arrow keys to move the cursor to the target position, and press Enter.
Result: The FFB is inserted and a syntax and semantics check (see page 672)
is performed.
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cursor symbol.
595
FBD Editor
Select the
symbol.
NOTE: When executing the commands no object can be selected in the section.
The active FFB placement mode is indicated by the
cursor symbol.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding input assistant is automatically opened when an FFB is
placed. The procedures explained here are used when the checkbox is cleared.
596
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Action
From the Data selection....from the shortcut menu (right-click) for the Data
selection (see page 596)section.
Result:
A data selection box (see page 1889) is opened.
button.
In this case, continue with step 7 of the procedure.
z You can select the name from the list of recently used names using the FFB
type symbol and confirm using Enteror the button .
In this case, continue with step 7 of the procedure.
z You can delete your entry by pressing Escor clicking the
button.
z Using the button ...you can open the dialog box for FFB selection
(see page 1116).
Example of a FFB type selection (see page 1117) dialog box:
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FBD Editor
Step
598
Action
Select the library and family from the Libraries/Families column which contains
the desired function block.
Tip: If you do not know where to find the FFB you are looking for select the
Libset, entry to see a list of all the FFBs available independently of their libraries.
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Step
Action
To place the FFB , and click the desired location in the FBD section.
or
Use the arrow keys to move the cursor to the target position, and press Enter.
Result: For the selected FFB type, an instance name is automatically generated
(only valid for function blocks), the FFB is inserted and placement mode remains
active so that further FFBs can be inserted. To end insert mode press Esc.
Note: The automatically generated instance names can be changed to improve
clarity, see also Managing of instances of data belonging to the family of function
blocks (EF), page 329.
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Action
Press the button ..., to open the FFB selection dialog (see page 1116).
599
FBD Editor
Step
600
Action
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FBD Editor
NOTE: Please take note of the section Information about Programming (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
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FBD Editor
Action
Open a data selection box for the desired FFB pin by:
z double-clicking the pin.
z selecting the pin and clicking the Edit Data Selection... menu command.
z selecting the pin and clicking the Data Selection menu command on the
shortcut menu.
z selecting the pin and pressing the Ctrl+D key combination.
or
z selecting the pin and clicking the
symbol.
Result:
The data selection box (see page 1889) opens.
602
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Step
2
Action
You have the following options to enter variables:
z You can now enter the variable name and confirm using Enteror the button.
z You can select the variable names from the list of recently used names using
the symbol and confirm using Enteror the button.
z You can delete your entry by pressing Escor clicking the
button.
z Using the button... open a variable selection dialog (see page 1114) and
confirm the selected variables there with OK.
Example of a variable selection dialog box:
Result: The selected variable is inserted and a syntax and semantics check
(see page 576) is performed.
Example:
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FBD Editor
Action
Open a data selection box for the desired FFB pin by:
z double-clicking the pin.
z selecting the pin and clicking the Edit Data Selection... menu command.
z selecting the pin and clicking the Data Selection menu command on the
shortcut menu.
z selecting the pin and pressing the Ctrl+D key combination.
or
z selecting the pin and clicking the
symbol.
Result:
A data selection box (see page 1889) opens.
symbol.
604
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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FBD Editor
Step
5
Action
Confirm with Enter or the
symbol.
Result:The variable is declared and enabled on the selected pin.
Action
Open the variable declaration dialog box for the desired variable by.
z Select an undeclared variable (red wavy line under the variable name) and
the Create Variable command from the shortcut menu.
z Select an undeclared variable (red wavy line under the variable name) and
the Shift+Enter key combination.
Result: The variable declaration dialog box opens.
If you do not want to assign an address or comment, confirm using Enter or the
symbol.
Result: The variable is declared and the red wavy line under the variable name
disappears.
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FBD Editor
Step
3
Action
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
Action
Select the desired FFB pin.
Open a data selection box by:
z double-clicking the pin.
z selecting the pin and clicking the Edit Data Selection menu command.
z selecting the pin and clicking the Data Selection menu command on the
shortcut menu.
z selecting the pin and pressing the Ctrl+D key combination.
or
z selecting the pin and clicking the
symbol.
Result:
The data selection box (see page 1889) opens.
606
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Step
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Action
607
FBD Editor
Step
608
Action
Expand the display of the inputs, outputs and public variables by clicking their +
symbols.
Result:
You can now see all available inputs, outputs and public variables of the function
block.
Result: The formal parameter selected is inserted and a syntax and semantics
check (see page 576) is performed.
Example:
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Action
symbol.
Result:
The data selection box (see page 1889) opens.
Enter the literal (e.g. 0, 1, TRUE, FALSE, 1.0, 3.5, t#2ms) and confirm using
the Enterbutton.
Tips:When in the Tools Project Settings dialog box, on the Language
extensions tab, the Allow leading digits checkbox is cleared, the following
simplifications for entering literals are possible:
z When assigning TIME literals to a pin of the TIME data type, it suffices to
enter the numerical value and the unit (such as h, m, s). The prefix (t#) is
automatically added.
z When assigning REAL literals to a pin of the REAL data type, for integers it
suffices to enter the numerical value. The decimal marker (t#) is
automatically added.
Result: The literal is inserted and a syntax and semantics check (see page 576)
is performed.
Example:
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FBD Editor
Action
Make sure that the Usage of ST expressions checkbox is activated in the Tools
Project Settings dialog box.
symbol.
Result:
The data selection box (see page 1889) opens.
Enter the ST expression (e.g. MUX(1,var1,var2), VarA * VarB, VarA < VarB)
and confirm pressing Enter.
Result: The ST expression selected is inserted and a syntax and semantics check
(see page 576) is performed.
Example:
If the variables have already been declared (see also Creation of EDT type variable
instances, page 340), the procedure ends here.
If the variables have not yet been declared, continue with step 5.
5
or
z using Create variable in the context menu (possible when only one variable of
610
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Action
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FBD Editor
Step
3
Action
Double click the Entry Field cell of the first formal parameter and enter the actual
parameter to be used.
You have the following options to enter the variables/addresses:
z You can enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button...to open a variable selection dialog box (see page 1114).
Assign an actual parameter to all formal parameters of the function block in this
way.
Example:
612
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Action
Place a function block in the section, see also Calling an FFB via the data
selection, page 596.
Open the data editor, see also Data Editor Access, page 302.
613
FBD Editor
Step
Action
Expand the display of the public variables by clicking the respective + symbols.
Result:
You can now see all available public variables of the function block.
Enter the desired value for the public variable in the Value box.
614
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Expanding Functions
Introduction
The number of inputs can be increased with some elementary functions.
You find out which functions can be expanded by referring to the descriptions for the
individual functions.
NOTE: Only expand the function by the number of inputs actually required as nonoccupied inputs are assigned a 0 as standard.
Expanding a function
Carry out the following steps to expanding a function:
Step
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Action
Press the left mouse button and drag the function to the required size.
Example:
615
FBD Editor
NOTE: Negated pins must be connected with a graphical link or a variable. Open
negated pins are not allowed.
Negating an FFB pin
FFB pins can be negated in the following ways:
Select the pin to be negated and execute the menu command Negate Pin in the
shortcut menu (right-click).
or
z Launch the Inversion tool using
z the menu command New Inversion Tool,
z the menu command Inversion Tool in the shortcut menu (right-click)
or
z
the icon
616
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Action
Open the properties dialog box (see page 587) for the FFB.
Check the FFB Properties check box Show EN/ENO to show EN/ENO, or
uncheck it to hide EN/ENO.
Note: If EN or ENO is occupied by an actual parameter or connected with a link,
EN/ENO cannot be hidden.
617
FBD Editor
618
Action
Open the properties dialog box (see page 587) for the FFB.
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Step
3
Action
In the Execute After list box, select the function number / instance name of the
FFB to be executed before the selected FFB.
Example:
Note:Only one reference of an instance is allowed, e.g. the instance ".6" may
only be referenced once.
Notes
When using Execute after please note the following:
z If an FFB that is referenced by another FFB is deleted, the execution order
attribute of the referencing FFB is reset.
Example:
a. FBI_1 has an "Execute After" reference to FBI_2.
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FBD Editor
b. FBI_2 is deleted.
c. For FBI_1 the attribute for determining the execution sequence is deleted.
b. FBI_2 is deleted.
c. For FBI_1 the attribute for determining the execution sequence is deleted.
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z
If an FFB that has an "Execute After" reference pointing to another FFB is copied,
the attribute which defines the execution order attribute of the FFB is reset during
insertion.
Example:
a. FBI_1 has an "Execute After" reference to FBI_2.
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FBD Editor
Replacing an FFB
Access
This is only available in FBD sections.
You have the following options to access the Replace FFB feature:
z
z
Replace FFB
Selecting the Replace FFB feature opens the FBD-Editor: FFB Type Selection
dialog box.
For more information about this dialog box see FFB Selection Dialog box,
page 1116.
Select the desired type and confirm with OK. The FFBs selected in the FBD section
are replaced with the new type.
Links and variables connected will be retained if possible (if a pin on the same
position of the new type exists).
622
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Type Changing
There are different cases of type changing:
Type Changing
Description
EF -> EF
EF -> FB
FB -> EF
FB -> FB
Undo/Redo
Replace FFB supports Undo/Redo, which means that the original state will be
recreated on Undo (of course without deleting the new FFBs from Data Editor) and
the state after replacement on Redo.
Online Mode
Replace FFB is supported in online mode.
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FBD Editor
624
Element
Description
Function number
Specifies the name of the function number and the current execution
order. This name cannot be modified.
Execute After
You can define the FFB execution order in this list. Select the FFB
from this list after which the current FFB should be executed, see also
Modifying the execution order, page 618.
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Element
Description
Show EN/ENO
When you activate this checkbox the pins EN/ENO are displayed.
When you uncheck this checkbox the pins EN/ENO are no longer
displayed.
Note: If EN or ENO is occupied by an actual parameter or connected
with a link, the pins EN/ENO cannot be hidden.
Input
Displays the formal parameters, the data types and the actual
parameter of the inputs.
If the input is not yet linked, the entry N.L. appears(not linked).
Output
Displays the formal parameters, the data types and the actual
parameter of the outputs.
If the output is not yet linked, the entry N.L. appears(not linked).
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
Comment tab
Representation of theComment:
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Element
Description
Text box
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
625
FBD Editor
Properties dialog box for elementary and derived function blocks (FBs)
Calling the properties dialog box
see Displaying the properties, page 587
Structure of the properties dialog box
The properties dialog box consists of two tabs:
FFB Properties
General information about FBs is displayed in this tab and you can change their
execution order.
z Comment
A comment about the FB can be entered in this tab.
z
626
Element
Description
Instance Name
Specifies the name of the block instance. You can change this name
in the data editor, see also Managing of instances of data belonging
to the family of function blocks (EF), page 329.
Execute After
You can define the FFB execution order in this list. Select the FFB
from this list after which the current FFB should be executed, see also
Modifying the execution order, page 618.
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Element
Description
Show EN/ENO
When you activate this checkbox the pins EN/ENO are displayed.
When you uncheck this checkbox the pins EN/ENO are no longer
displayed.
Note: If EN or ENO is occupied by an actual parameter or connected
with a link, the pins EN/ENO cannot be hidden.
Input
Displays the formal parameters, the data types and the actual
parameter of the FB inputs.
If the input is not yet linked, the entry N.L. appears(not linked).
Output
Displays the formal parameters, the data types and the actual
parameter of the FB outputs.
If the output is not yet linked, the entry N.L. appears(not linked).
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
Comment tab
Representation of the tab Comment:
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Element
Description
Version:
Text box
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
627
FBD Editor
21.3
Overview
This section describes how to return from a subroutine or DFB to the FBD
programming language.
What Is in This Section?
This section contains the following topics:
Topic
628
Page
629
631
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Choose the
symbol.
cursor symbol.
Note
In the Tools Options dialog box, in the Data and Languages tab, if the
Automatically affect a variable on a new graphical object check box is activated,
its properties dialog box is automatically opened when an object is placed. The
procedure explained here is valid for deactivated check boxes.
Executing a return
Process the following steps to execute a return:
Step
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Action
Create a subroutine (see page 444) or a DFB (see page 1187) in the FBD
programming language.
629
FBD Editor
Step
630
Action
Create a connection between the return logic and return object using a graphical
link (see page 650).
Example:
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Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
631
FBD Editor
21.4
Calling a Subroutine
Calling a subroutine
Introduction
In FBD, subroutines are called using a special subroutine block, see also section
Subroutine call (see Unity Pro, Program Languages and Structure, Reference
Manual ) in the Reference manual.
The subroutine to be called must be located in the same task as the FBD section
calling.
For an unconditional subroutine call (see page 633), EN and ENO of the subroutine
block are hidden (see page 617) or the input EN is assigned the value 1.
For a conditional subroutine call (see page 635), EN and ENO of the subroutine block
are shown (see page 617) and the input EN is linked with a Boolean FFB output.
For a parallel call of several subroutines (see page 635), EN and ENO of the
subroutine blocks are shown (see page 617) and the output ENO is connected to the
EN input of the next subroutine block.
Subroutine calls are expansions to IEC 61131-3 and must be explicitly enabled via
the Tools Project Settings dialog box, in the Language extensions tab by
activating the Allow subroutines check box.
Activating the placement mode for subroutine blocks
You have the following options to activate the placement mode for subroutine
blocks:
z Use the Edit New Subroutine menu command.
z Use the Subroutine menu command from the shortcut menu.
or
z
Select the
symbol.
cursor
Note
In the Tools Options dialog box, in the Data and Languages tab, if the
Automatically affect a variable on a new graphical object check box is activated,
its properties dialog box is automatically opened when an object is placed. The
procedures explained here are used when the check box is cleared.
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Action
Activate the placement mode for subroutine blocks, see also Activating the
placement mode for subroutine blocks, page 632.
Action
Place a subroutine block in the section, see also Placing subroutine blocks:,
page 633.
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FBD Editor
Step
Action
Enter the name of the subroutine, or click the symbol and select the subroutine
to be called from the list. Confirm the entry with Enter.
Result: The subroutine call is inserted into the section and a syntax and
semantics check (see page 672) is performed.
Example:
If the subroutine has already been created (see also Create a Sub-Program
Section (SR), page 444), the procedure ends here.
If the subroutine has not yet been created, continue with step 7.
7
634
Create the subroutine, see alsoCreate a Sub-Program Section (SR), page 444.
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Action
Execute the Unconditional subroutine call, page 633 procedure, but do not
assign a value to the EN input.
Connect the logics Boolean output to the EN input of the subroutine block.
Example:
Note: To execute the conditional subroutine call you can also allocate any
Boolean variable to the EN input.
Example:
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Action
Execute the Unconditional subroutine call, page 633 procedure for all
subroutines to be called in parallel.
Connect the ENO outputs and the EN inputs of the subroutine block.
Example:
635
FBD Editor
21.5
Overview
This section describes jumps within the current FBD section.
What Is in This Section?
This section contains the following topics:
Topic
636
Page
637
640
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Choose the
symbol.
cursor symbol.
Note
In the Tools Options dialog box, in the Data and Languages tab, if the
Automatically affect a variable on a new graphical object check box is activated,
its properties dialog box is automatically opened when an object is placed. The
procedure explained here is valid for deactivated check boxes.
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FBD Editor
Executing a jump
Process the following steps to execute a jump:
Step
1
Action
Create the logic for the jump.
Example: Logic for conditional jump:
638
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Step
4
Action
Create a link between the jump logic and jump object using a graphical link
(see page 650).
Example: Logic for conditional return:
To enter the jump target, open the properties dialog box (see page 587) of the
jump object.
Result: The properties dialog box for the jump object is opened, see also Jump
object properties dialog box, page 640.
You have the following options to enter the jump target:
z You can now enter the name of the jump target and confirm using Enter.
or
z You can select the name of the jump target from the list of available jump
Result: The jump target is inserted and a syntax and semantics check
(see page 576) is performed.
Example of a conditional jump:
If the jump target has already been defined (see also Jump target
(see page 642)), the procedure ends here.
If the jump target has not yet been declared, continue with step 7.
7
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Specify the jump target, see also Jump target (see page 642).
639
FBD Editor
General tab
Representation of the General tab:
640
Element
Description
Jump Label
Enter the jump target in this text box, see also Definitions of Jump
Labels, page 643.
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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Comment tab
Representation of the Comment tab:
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Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
641
FBD Editor
21.6
Overview
This section describes how to define jump targets in the FBD programming
language.
What Is in This Section?
This section contains the following topics:
Topic
642
Page
643
645
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FBD Editor
Choose the
symbol.
cursor symbol.
Note
In the Tools Options dialog box, in the Data and Languages tab, if the
Automatically affect a variable on a new graphical object checkbox is activated,
its properties dialog box is automatically opened when an object is placed. The
procedure explained here is valid for deactivated checkboxes.
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FBD Editor
Action
Click with the mouse on the target position between the first two grid points on
the left edge of the FBD section.
or
Use the arrow keys to move the cursor to the target positions between the first
two grid points on the left edge of the FBD section, and press Enter.
Result: The jump label is inserted and the selection mode is active again.
Example:
or
Use the arrow keys to move the cursor to the target position, and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
Action
To enter the name, open the properties dialog box (see page 587) for the jump
label.
Result: The jump label properties dialog box is opened, see also Jump label
objects properties dialog box, page 645.
You have the following options to enter the name of the jump label:
z You can now enter the name and confirm using Enter.
or
z You can select the name of the jump from the list of available jumps using
the
Result: The name is inserted and a syntax and semantics check (see page 576)
is performed.
Example:
644
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Element
Description
Jump Label
You can enter the name of the jump label in this list box.
The text is limited to 32 characters and must be unique across the entire
section. The text must conform to general naming conventions.
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
645
FBD Editor
Comment tab
Representation of the Comment tab:
646
Description
Text box
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
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FBD Editor
21.7
Editing Links
Overview
Editing links in the FBD programming language.
What Is in This Section?
This section contains the following topics:
Topic
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Page
Links
648
Placing a Link
650
Editing Links
653
647
FBD Editor
Links
Introduction
Links are vertical and horizontal connections between FFBs.
Attention should be paid to the following programming information:
Links can be used for every data type.
z The data types of the inputs/outputs to be linked must be the same.
z Several links can be connected with one FFB output. However, only one may
have an FFB output.
z Only inputs and outputs can be linked together. A link between several outputs
cannot be made. This means that OR links are not possible using links in FBD.
An OR function should always be used.
z An overlap of links with other objects is permitted.
z No loop can be configured with links because in this case the execution sequence
in the section cannot be clearly determined. Loops must be terminated with actual
parameters (see Terminating loops (see Unity Pro, Program Languages and
Structure, Reference Manual )).
z To avoid links crossing each other, links can also be represented in the form of
connectors (see page 548).
z
NOTE: A detailed description about Links (see Unity Pro, Program Languages and
Structure, Reference Manual ) can be found in the Reference manual.
Selecting links
You have the following options to activate the placement mode:
z Use the Edit New Link menu command.
z Press the F6 key.
or
z
Select the
The
648
and
symbol.
cursor symbols indicate which mode is active.
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FBD Editor
Representation
The link points are identified by a filled-in circle.
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FBD Editor
Placing a Link
Placing a link using the mouse
Carry out the following steps to place a link using the mouse:
Step
Action
Activate the placement mode for links, see also Links, page 648.
Click the left mouse button on the start point and drag mouse pointer to the target
point of the link.
Example:
Tips:
z By clicking between the start point and target position you can place
intermediate points; for example, to avoid crossing other objects.
z You can leave this mode at any time by pressing Esc.
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Step
4
Action
Click on the target position with the left mouse button.
Result: The link is inserted. When the cursor is placed over a link, the Quickinfo
(Tooltip) shows the source and destination of the link.
Example:
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Action
Activate the placement mode for links, see also Links, page 648.
Use the cursor keys to move the cursor to the start point of the link, and press
Enter.
Note: The correct position is shown by the cursor symbol.
Example:
651
FBD Editor
Step
3
Action
Use the cursor keys to move the cursor to the target position of the link.
Example:
Tips:
z By pressing the Enter key between the start point and target position you can
place intermediate points; for example, to avoid crossing other objects.
z You can leave this mode at any time by pressing Esc.
4
Press Enter.
Result: The link is inserted. When the cursor is placed over a link, the Quickinfo
(Tooltip) shows the source and destination of the link.
Example:
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Editing Links
Editing links
Links consist of one or more segments connected to one another.
When cutting (see page 581), deleting (see page 581), copying (see page 582) and
moving (see page 583) links, the action is executed for the entire link.
If a link is selected, the target points are displayed at their beginnings, ends and at
every direction change
Modifying connections
Modifying connections:
Step
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Action
Select the link and place the mouse pointer on the connection to be modified.
Example:
Left-click the connection to be modified and drag the mouse pointer to the new
connection.
Example:
653
FBD Editor
Step
3
654
Action
Left-click the new target position.
Result: The link route is modified.
Example:
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Action
Press the Ctrl key and place the mouse pointer at the target position.
Note: The correct position is shown by the mouse pointer symbol.
Example:
655
FBD Editor
656
Action
Click the left mouse button and drag the segment to the target position.
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Action
Click the left mouse button and drag the source point to the target position.
657
FBD Editor
658
Action
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FBD Editor
21.8
Entering Comments
Entering comments
Introduction
Comments can be placed in FBD in the form of text objects.
Text objects can overlap other objects.
The size of the object, depending on the size of the text, can be extended vertically
and horizontally to fill additional grid units.
The same rules apply for entering text and navigating within text objects as for
editing ASCII text in standard text editors. (To create a line break in text objects you
must press the Ctrl+Enter key combination).
NOTE: Keep in mind that each change to a comment (e.g. change to a comment
text, change to the size of the text object) makes it necessary to recreate the section
involved (Generation Generate project).
Selecting the text object
You have the following options to select text objects:
z Use the Edit New Comment menu command.
z Use the Comment menu command from the shortcut menu.
z Press the F8 key.
or
z
Select the
symbol.
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cursor symbol.
659
FBD Editor
Action
or
Use the arrow keys to move the cursor to the target position, and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
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21.9
Online functions
Online functions
Online functions
The description of online functions is found in chapter Debugging in Function Block
Diagram (FBD) Language, page 1371.
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FBD Editor
21.10
Export/Import
662
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Unity Pro
LD Editor
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LD Editor
22
Overview
This chapter describes the menus and dialog boxes of the LD editor.
For a description of the syntax for the LD programming language, please refer to the
Ladder Diagram LD (see Unity Pro, Program Languages and Structure, Reference
Manual ) chapter in the Reference manual.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
22.1
664
22.2
Editing Contacts
692
22.3
Editing Coils
702
22.4
714
22.5
722
22.6
Editing FFBs
729
22.7
763
22.8
767
22.9
772
22.10
Editing Links
777
22.11
Entering Comments
799
22.12
Online functions
801
22.13
Export/Import
802
663
LD Editor
22.1
Overview
This section describes the basics for creating a program in the LD programming
language.
What Is in This Section?
This section contains the following topics:
Topic
664
Page
665
Creating an LD program
668
672
674
679
Selecting objects
681
684
688
689
691
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LD Editor
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665
LD Editor
LD program objects
The objects of the LD programming language help to divide a section into a number
of:
z Contacts (see page 692),
z Coils (see page 702),
z EFs and EFBs (see page 729) (Elementary Functions and Elementary Function
Blocks),
z DFBs (see page 729) (derived function blocks)
z Procedures (see page 729)
z operate blocks (see page 722),
z compare blocks (see page 714),
z jumps (see page 767) within the section and
z subroutine calls (see page 710)
These objects can be linked with each other through:
z Links (see page 777) or
z actual parameters (see page 741) (only FFBs).
Comments for the logic of the program can be added using text objects
(see page 799).
Edit and view functions
Edit and view functions of the LD editor:
z Selecting objects (see page 681)
z Deleting objects (see page 684)
z Cutting (see page 684), copying (see page 685) and pasting (see page 685)
objects
z Moving (see page 686) objects (also between different LD/FBD sections)
z Replacing objects
z Undo (see page 547) and Redo (see page 547)
z Using bookmarks (see page 536)
z Searching and replacing (see page 1167) variables and function blocks and DFB
instances
Input assistants
Input assistants for the LD editor:
Function input assistants (see page 751) for functions, function blocks and
procedures
Online functions
Online functions of the LD editor:
z Display the current value (see page 552).
z Setting breakpoints (see page 1352)
666
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z
z
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667
LD Editor
Creating an LD program
Introduction
The LD editor window is made up of cells and 1 object can be placed in each one.
The cells are separated visually using a grid (see page 541) which can be switched
off.
When creating a program with the keyboard, the selected (active) cell has a gray
background, see also Creating an LD program with the keyboard, page 670.
When creating a program with the mouse, this gray field is not relevant.
Creating an LD program with the mouse
Process the following steps to create an LD program with the mouse:
Step
Action
Select the desired object (see also Editing Links, page 777) using:
z the menu commands in the Edit New <Object> menu
or
z the symbols for the objects in the toolbar
Result: The mouse pointer indicates the selected object (placement mode).
Note: As soon as the text is entered several checks are made, such as
syntax/semantic error checks, correct spelling of variable names etc. A detailed
description of syntax is found in chapter Ladder Diagram (LD) (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
The results of the checks are indicated by a colored folder, see also Syntax and
Semantics Check during programming, page 672.
Note: If you want to insert several objects of the same type, press and hold the
Ctrl key and insert any number of selected objects by clicking with the left mouse
button. Return to selection mode by clicking the
key.
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LD Editor
Step
Action
Enter the desired actual parameter and a comment (if required) and confirm the
entries with OK.
Result: In entry mode, the names of the associated variables are displayed
above the object. In mixed display mode, the addresses and comments are
displayed in addition to the names of the variables (if available), see also View
for variables, page 674.
Example (entry mode):
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LD Editor
Action
Place the field with the gray background on the cell where the object should be
inserted, see also Navigating with the Keyboard, page 679.
Select the desired object (see also Editing Links, page 777) using the function
keys for the objects.
Result: The cursor symbol indicates the selected object.
Note: As soon as the text is entered several checks are made, such as
syntax/semantic error checks, correct spelling of variable names etc. A detailed
description of syntax is found in chapter Ladder Diagram (LD) (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
The results of the checks are indicated by a color folder, see also Syntax and
Semantics Check during programming, page 672.
Note: If you want to insert several objects of the same type, press and hold the
Ctrl key and insert any number of selected objects with the Enter key. To return
to selection mode, press the Esc key.
670
Press the Enter key to open a shortcut menu for the selected object.
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LD Editor
Step
7
Action
Enter the desired actual parameter and a comment (if required) and confirm the
entries with OK.
Result: In entry mode, the names of the associated variables are displayed
above the object. In mixed display mode, the addresses and comments are
displayed in addition to the names of the variables (if available), see also View
for variables, page 674.
Example (entry mode):
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671
LD Editor
Representation
Meaning of colors and labels:
Color
Description
Black
Blue
Example
Possible causes:
z Associated variable is not declared
z Data type of the variable does not
Tooltips
If the cursor is placed over incorrect text, the tooltip is displayed with a brief
description of the cause of the error. It will also be displayed in the output window
after the analysis.
672
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Cause of error
Error Correction
673
LD Editor
674
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LD Editor
The gray fields indicate which area is available for the variable names of the
individual objects.
Tip: There are two options for displaying the full variable names:
z Select the variable and the full variable name is shown in the status line.
z Place the cursor on the variable and a Tooltip will appear with type, name,
address and comment of the variable.
Input mode
In input mode, only the symbolic name is displayed for variables and only the
address for direct addresses.
Example of a section in input mode:
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675
LD Editor
10
11
1
2
'Comment...' 'Comment...'
b1
b2
%MW100.0 %MW101
1
Comment for b1
b1
%MW100.0
6
3
1
10
XOR
EN EN0
IN1 OUT
5
1
IN2
This functionality is available for variables for both LD objects (contact, coil,
comparative module, operation module) and FFBs.
NOTE: When using structure elements, the entire comment (comment for root
variables and comment(s) for the structure element(s)) or only the comment for the
root variable may be displayed. To display the entire comment, select Tools
Project Settings Editors tab and enable Display complete comments for
structure elements.
NOTE: To print one or several sections the option mixed display must be check
in Documentation configuration of project.
For example, the following displays are possible:
Display
Description
The located variable VarA with the comment
VariableA has the address %I3.1.2.
For this type of display the following requirements
apply:
z The display of comments is enabled.
z The variable is a located variable.
z A comment was defined for the variable.
z An address is only associated with one symbolic
name
or
the symbolic name was assigned to the actual
parameter.
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LD Editor
Display
Description
The structure element Start of the variable Motor
is assigned to the address %I3.1.2 assigned. The
displayed comment consists of the comments for the
root variable (Motor) and the comment(s) for the
structure elements (Start).
For this type of display the following requirements
apply:
z In Tools Project Settings Editors tab the
option Display complete comments for
structure elements is enabled.
z The variable is a located variable.
z A comment was defined for the variable.
z An address is only associated with one symbolic
name
or
the symbolic name was assigned to the actual
parameter.
The element Start of the variable Motor is
assigned to the address %I3.1.2 assigned. The
displayed comment is the comment for the root
variable (Motor).
For this type of display the following requirements
apply:
z In Tools Project Settings Editors tab the
option Display complete comments for
structure elements is disabled.
z The variable is a located variable.
z A comment was defined for the variable.
z An address is only associated with one symbolic
name
or
the symbolic name was assigned to the actual
parameter.
The located variable VarA has the address
%I3.1.2and no comment was defined for the
variable.
For this type of display the following requirements
apply:
z The variable is a located variable.
z An address is only associated with one symbolic
name
or
the symbolic name was assigned to the actual
parameter.
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LD Editor
Display
Description
The variable VarA is an unlocated variable.
NOTE: The cell height and column width available to display additional information
can be specified for the current project under Editors for the Dialog Tools
Project Settings and for future projects under Data and Languages of the Dialog
Tools Options.
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Key combinations
Motion
Cursor left
Moves the gray field in a cell to the left by one cell and selects the
contents of that cell.
If the first line is reached, the previous line is automatically
selected.
Cursor right
Moves the gray field in a cell to the right by one cell and selects
the contents of that cell.
If the last line is reached, the next line is automatically selected.
Cursor up
Moves the gray field in a cell to the up by one cell and selects the
contents of that cell
Cursor down
Moves the gray field in a cell to the down by one cell and selects
the contents of that cell
Ctrl+Left
Moves the cursor 1 pixel left and moves the gray field to the
cursor position
Ctrl+Right arrow
Moves the cursor 1 pixel right and moves the gray field to the
cursor position
Ctrl+Up arrow
Moves the cursor 1 pixel up and moves the gray field to the cursor
position
Ctrl+Down arrow
Moves the cursor 1 pixel down and moves the gray field to the
cursor position
Ctrl+Shift+Left arrow
Ctrl+Shift+Right arrow
Ctrl+Shift+Up
Ctrl+Shift+Down arrow
Shift+Left arrow
Moves the selected object and the gray field to the left by one cell
This also applies to several selected objects, the gray field must
be behind one of the selected objects.
Shift+Right arrow
Moves the selected object and the gray field to the right by one
cell.
This also applies to several selected objects, the gray field must
be behind one of the selected objects.
Shift+Up arrow
Moves the selected object and the gray field up by one cell.
This also applies to several selected objects, the gray field must
be behind one of the selected objects.
Shift+Down arrow
Moves the selected object and the gray field down one cell.
This also applies to several selected objects, the gray field must
be behind one of the selected objects.
679
LD Editor
680
Key combinations
Motion
Home
Positions the gray field in the first column and shows this new
location.
End
Positions the gray field in the last column and shows this new
location.
Ctrl+Home
Positions the gray field in the upper left hand cell in this section
and shows this new location.
Ctrl+End
Positions the gray field in the upper right hand cell in this section
and shows this new location.
Page Up
Scrolls the position of the gray field one page up and shows this
new position.
Page Down
Scrolls the position of the gray field one page down and shows
this new position.
Ctrl+Page Up
Scrolls the position of the gray field one page left and shows this
new position.
Ctrl+Page Down
Scrolls the position of the gray field one page right and shows this
new position.
Ctrl+Alt+Page Up
Ctrl+Alt+Page Down
Spacebar
If several objects are in the gray highlighted cells, every time you
press the shortcut key combination Ctrl+space bar the next
object is inserted in the currently selected cells (multiple
selection).
The position of the gray field is not affected by this function.
The position of the gray field is moved one cell to the right and all
objects in the currently selected cells highlighted in gray (multiple
selections) are inserted.
Enter
In Select mode: Opens the properties dialog box for the selected
contact / coils. When you are finished press Enter to cancel press
Esc.
In Insert mode: Inserts the selected object into the currently
selected cells highlighted in gray and moves the position of the
gray field one cell to the right.
Alt+Enter
Tab
Select the next pin in an FFB if the FFB or an FFB pin is selected.
Esc
LD Editor
Selecting objects
Select and placement mode
Objects are selected in select mode.
Select mode can be activated using:
z the Edit Select Mode menu command
z
z
the
symbol,
or
the Esc key
The
Selecting an object
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LD Editor
Selecting by rows
Using the mouse
682
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LD Editor
Selecting by columns
Using the mouse
Deselecting objects
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683
LD Editor
Result: The selected object is deleted. The actual parameters (and the links for FFBs) are
deleted together with the object, even if they were not selected explicitly. Boolean links are
only deleted if they are selected explicitly.
Cutting objects
Cutting objects:
Using the mouse
1. Select (see page 681) the object to be cut. 1. Select (see page 681) the object to be
2. Use the Edit Cut menu command.
cut.
or
2. Press the Ctrl+X key combination.
Use the menu command Cut in the
shortcut menu (right mouse button).
or
Click the
symbol.
Result: The selected object is cut from the section and copied to the clipboard. This is also
the case for the actual parameters. FFB links are also cut. But they are only copied to the
clipboard if they (and their partner objects) are selected explicitly.
The cut object can be inserted (see page 685) in any other position (also in another
LD section).
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LD Editor
Click the
symbol.
Result: The selected object is copied to the clipboard. This is also the case for the actual
parameters. FFB links are only copied to the clipboard if they (and their partner objects) are
selected explicitly.
The cut object can be inserted (see page 685) in any other position (also in another
LD section).
Pasting objects from the clipboard
Pasting objects from the clipboard:
Using the mouse
Click the
symbol.
2. Left-click the target position.
Note for pasting contacts and coils: If the target position already contains a contact or coil,
the existing object is overwritten by the new object.
Note: This presents the behavior of the Copy, Cut, Paste on a function block instance. It only
applies to graphical languages as FBD and LD.
z Using the Paste function after a Copy of an object:
As a result of a Copy, a new function block instance (FBI) is used. The Paste function
creates a new FBI whenever it is repeated. Accordingly, the FBI is incremented.
z Using the Paste function after a Cut of an object:
As a result of a Cut, the same instance of the function is used. The Paste function uses
the same FBI whenever it is repeated. Accordingly, the FBI is identical.
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LD Editor
Moving objects
Moving objects:
Using the mouse
symbol to
.
3. Click the left mouse button and keep it
pressed.
Result: The mouse pointer changes its
symbol to
.
4. Drag the object to the new position and
release the mouse button.
Result: The selected object is moved from its original position to the target position. The
objects actual parameters are moved together with the object. FFBs still have their FFB-links
and they are adjusted to the new position of the FFB. Boolean links are only kept for
horizontal movement operations.
Note: A moving of FFBs to cells that are already occupied (e.g. by contact, coil, other FFB,
boolean link), is not possible.
Note: The move operation is also possible across sections between different opened LD
sections.
Note: When objects are moved beyond the visible area of the editor window, automatic
scrolling of the window will not begin until you reach the edge of the window with the mouse
pointer, not as soon as the objects are moved beyond the edge.
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LD Editor
Using the
keyboard
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687
LD Editor
When the properties dialog box is called without an object being selected, the
section properties dialog box (see page 425) is opened.
If several objects are selected, the commands do not work.
View data properties
You have the following options to display the section properties dialog box
(see page 1128):
z using the data editor (see page 299)
a. Selecting one or several lines in a list editor
b. Using the shortcut menu select the Propertiescommand.
z
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LD Editor
Action
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689
LD Editor
Refining subroutines
Process the following steps to refine subroutines:
Step
1
2
Action
Select the subroutine block (see page 632).
You have the following options to to refine subroutines:
z Use the Services Refine menu command.
z Use the Refine menu command from the shortcut menu.
or
z Press the Ctrl+Q key combination.
690
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LD Editor
Action
Select (see page 682) the desired number of rows in the vertical ruler (click the
row numbers).
Use the Insert Row menu command from the shortcut menu of the vertical ruler
or use the Edit Insert Row menu command.
Result: The selected number of rows is inserted above the first selected row.
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Action
Select (see page 683) the desired number of rows to be deleted from the vertical
ruler (click the row numbers).
Use the Delete Row menu command from the shortcut menu of the vertical ruler
or use the Edit Delete Row menu command.
Result: The selected rows are deleted.
691
LD Editor
22.2
Editing Contacts
Overview
This section describes how to edit contacts in the LD programming language.
What Is in This Section?
This section contains the following topics:
Topic
692
Page
Select contacts
693
Placing contacts
695
699
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LD Editor
Select contacts
Introduction
A contact is an LD element that transfers a status on the horizontal link to its right
side. This status comes from the Boolean AND link of the status of the horizontal link
on the left side with the status of the relevant Boolean current parameter.
Selecting contacts
Selecting contacts:
Contact type Description
Call via the menu command Call via Call via a key
the icon
N.O. contact
F3
N.C. contact
Shift+F3
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Cursor
symbol
693
LD Editor
Call via the menu command Call via Call via a key
the icon
Positive
transition
contact
Ctrl+F3
Negative
transition
contact
Ctrl + Shift + F3
694
Cursor
symbol
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LD Editor
Placing contacts
Introduction
Contacts can be placed in any free cell except cells directly on the right power rail.
If a contact is placed in a cell that was previously occupied by a contact, coil, a
Boolean link or a label, the cell contents are replaced by the new contact.
If a contact is placed in a cell that is already occupied by another object (e.g. FFBs),
an error message is returned.
A placed contact automatically creates a connection with its neighboring objects on
the left and right if they are of the Bool data type and there are no free cells between
them.
The following are permitted as actual parameters for contacts:
z Boolean variables
z Boolean literals (0, 1, FALSE, TRUE)
z Boolean addresses (topological addresses or symbolic addresses)
z ST expressions that return a Boolean result (e.g. VarA > VarB)
ST expressions as formal parameters on contacts are an extension of IEC 611313 and must be explicitly enabled via the Tools Project Settings dialog box, in
the Language extensions tab by selecting the Usage of ST expressions
checkbox.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the checkbox is
cleared.
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LD Editor
Placing contacts:
Placing contacts:
Step
Action
Select the desired contact, see also Selecting contacts, page 693.
696
Action
Open the properties dialog box (see page 688) for the contact.
Result: The contacts properties dialog box is opened, see also Calling the
properties dialog box, page 699.
Example:
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Step
2
Action
You have the following options to enter the actual parameters:
z You can now enter the actual parameter and confirm using Enter.
z You can select the actual parameter from the list of recently used names
using the symbol and confirm using Enter.
or
z Using the button ... you can open a variable selection dialog box
(see page 1114) and confirm the selected variables there with OK.
Example of a variable selection dialog box:
z If the variable is not declared, a variable declaration dialog box opens. In this
Note: If you wish to declare the variable later, close the dialog box using the
symbol. In this case, the variable name is enabled in the section, but not
declared.
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LD Editor
Step
4
Action
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result:The variable is declared and enabled in the section. A syntax and
semantics check (see page 672) is performed and the procedure ends here.
Example:
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
Usage of ST expressions
To enter ST expressions for contacts the same rules apply as for entering ST
expressions for FFB pins. (see page 750)
698
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LD Editor
Description
BOOLEAN
Expression
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
Comment tab
Representation of the Comment tab:
700
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Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
701
LD Editor
22.3
Editing Coils
Overview
This section describes how to edit coils in the LD programming language.
What Is in This Section?
This section contains the following topics:
Topic
702
Page
Selection of coils
703
Placing coils
706
711
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Selection of coils
Introduction
A coil is an LD element which transfers the status of the horizontal link on the left
side, unchanged, to the horizontal link on the right side. The status is saved in the
respective Boolean actual parameter. Coils normally follow contacts or FFBs,
(functions and function blocks), but they can also be followed by contacts.
Selecting coils
Selecting coils:
Coil type
Description
Coil
F5
Negated coils
Shift+F5
Positive
transitionsensing coil
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Call via
symbol
Call via
keyboard
Cursor
symbol
703
LD Editor
Coil type
Description
Negative
transitionsensing coil
Set coil
Alt+F5
Reset coil
Shift + Alt + F5
704
Call via
symbol
Call via
keyboard
Cursor
symbol
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Coil type
Description
Halt coil
Call coil
F4
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Call via
symbol
Call via
keyboard
Cursor
symbol
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LD Editor
Placing coils
Introduction
Coils can be placed in any free cell except cells directly on the left power rail.
If all coils are to be placed on the right power rail, select the Tools Project
Settings menu, and in the Editors tab, check the Right-justify coils checkbox.
If a coil is placed in a cell that is already occupied by a coil, contact, a Boolean link
or a label, the cell contents are replaced by the new coil.
If a coil is placed in a cell that is already occupied by another object (e.g. FFBs), an
error message is returned.
A placed coil automatically creates a connection with its neighboring objects on the
left and right if they are of the BOOL data type, even if free cells are between them.
The following are permitted as actual parameters for coils:
z Boolean variables
z Boolean addresses (topological addresses or symbolic addresses)
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the checkbox is
cleared.
Placing Coils
Placing Coils
Step
706
Action
Select the desired coil, see also Selecting coils, page 703.
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Step
3
Action
To place further coils of the same type:
z Click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
NOTE: When editing a program in Ladder, a short circuit on a coil may lead to a state
always true. For a good logic behavior, the short-circuit must be deleted..
If the short-circuit (1) is located on top of the coil B2, this coil will remain in a true
state (B2 = 1) regardless of the logic activating the coil C1. As a consequence, the
active state (2) is propagated to the following logic (b4 = 1).
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LD Editor
Action
Open the properties dialog box (see page 688) for the coil.
Result: The coils properties dialog box is opened, see also Property dialog box
for coils, page 711.
Example:
708
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Step
3
Action
Confirm the selected variable with OK.
Result:
z If the selected variable is declared, it is enabled in the section. A syntax and
semantics check (see page 672) is performed and the procedure ends here.
z If the variable is not declared, a variable declaration dialog box opens. In this
Note: If you wish to declare the variable later, close the dialog box using the
symbol. In this case, the variable name is enabled in the section, but not
declared.
4
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result:The variable is declared and enabled in the section. A syntax and
semantics check (see page 672) is performed and the procedure ends here.
Example:
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If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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LD Editor
Calling a subroutine
Calling a subroutine:
Step
Action
Place a call coil in the section, see also Selecting coils, page 703.
Note: Subroutine calls are expansions to IEC 61131-3 and must be explicitly
enabled via the Tools Project Settings dialog box, in the Language
extensions tab by selecting the Allow subroutines checkbox.
Open the properties dialog box (see page 688) for the coil.
Result: The coils properties dialog box is opened, see also Property dialog box
for coils, page 711.
Click the symbol and select the subroutine to call from the list and confirm
using Enter.
Note: The subroutine to be called must be located in the same task as the LD
section called.
Result: The subroutine call is inserted into the section and a syntax and
semantics check (see page 672) is performed.
Example:
If the subroutine has already been created (see also Create a Sub-Program
Section (SR), page 444), the procedure ends here.
If the subroutine has not yet been created, continue with step 4.
4
710
Create the subroutine, see alsoCreate a Sub-Program Section (SR), page 444.
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Description
BOOLEAN
Expression
This text box is only available for coils, negated coils, coils for
sensing positive/negative transitions and set/reset coils.
Enter the name of the actual parameter in this text box.
You have the following options:
z You can directly enter the name of the variable/address or paste it
from the clipboard.
z You can select the name of the variable from the list of recently
used names using the symbol.
or
z Use the command button ...to open a variable selection dialog box
(see page 1114).
The actual parameters which are permitted are:
z Boolean variables
z Boolean addresses (topological addresses or symbolic addresses)
712
Subroutine
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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Comment tab
Representation of the Comment tab:
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Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
713
LD Editor
22.4
Overview
This section describes how to edit compare blocks in the LD programming language.
What Is in This Section?
This section contains the following topics:
Topic
714
Page
715
720
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Choose the
symbol.
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cursor
715
LD Editor
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the checkbox is
cleared.
Placing a compare block
Placing a compare block:
Step
Action
or
Use the arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
716
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Action
Open the properties dialog box (see page 688) for the compare block.
Result: The properties dialog box for the compare block is opened, see also
Compare block properties dialog box, page 720.
Enter the desired compare operation in the text box, see also General tab,
page 720.
Example:
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LD Editor
Step
3
Action
Confirm the compare operation with OK.
Result:
z If the selected variables are declared, they are enabled in the section. A
syntax and semantics check (see page 672) is performed and the procedure
ends here.
z If the more than one of the selected variables are not declared, they are
enabled in the section but not declared. A syntax and semantics check
(see page 672) is performed. Declare them at this time, using the data editor.
See also Creation of EDT type variable instances, page 340.
z If the one of the selected variables is not declared, a variable declaration
dialog box opens. In this case, continue with the following steps of this
procedure.
Variable declaration dialog box
Note: If you wish to declare the variable later, close the dialog box using the
symbol. In this case, the variable name is enabled in the section, but not
declared.
4
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result: The variable is declared and enabled in the section. A syntax and
semantics check (see page 672) is performed and the procedure ends here.
Example:
718
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Step
5
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Action
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
719
LD Editor
General tab
Representation of the General tab:
Description
ST Expression
Enter the compare operation in this text box, see also Placing compare
blocks, page 715.
You have the following options to variables for the comparison operation:
z You can enter the name of the variable/address directly or copy it from
the clipboard.
z Using the command button ...to open a variable selection dialog box
(see page 1114).
A compare block can contain up to 4,096 characters. If not all characters
can be displayed, the beginning of the string sequence is followed by an
ellipsis (...).
720
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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Comment tab
Representation of theCommenttab:
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Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
721
LD Editor
22.5
Overview
This section describes how to edit operate blocks in the LD programming language.
What Is in This Section?
This section contains the following topics:
Topic
722
Page
723
727
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Choose the
symbol.
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cursor symbol.
723
LD Editor
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the checkbox is
cleared.
Placing an operate block
Placing an operate block:
Step
724
Action
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Action
Open the properties dialog box (see page 688) for the operate block.
Result: The operate block properties dialog box is opened, see also Operate
block properties dialog box, page 727.
Enter the desired ST statement in the text box, see also General tab, page 727.
Example:
z If the more than one of the selected variables are not declared, they are
enabled in the section but not declared. A syntax and semantics check
(see page 672) is performed. Declare them at this time, using the data editor.
See also Creation of EDT type variable instances, page 340.
z If the one of the selected variables is not declared, a variable declaration
dialog box opens. In this case, continue with the following steps of this
procedure.
Variable declaration dialog box
Note: If you wish to declare the variable later, close the dialog box using the
symbol. In this case, the variable name is enabled in the section, but not
declared.
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LD Editor
Step
4
Action
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result:The variable is declared and the ST statement is enabled in the section.
A syntax and semantics check (see page 672) is performed and the procedure
ends here.
Example:
726
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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Description
ST Statement
Enter the operation in this text box, see also Placing Operate Blocks,
page 723.
You have the following options to select variables for the operation:
z You can enter the name of the variable/address directly or copy it from
the clipboard.
z Using the command button ...to open a variable selection dialog box
(see page 1114).
An operate block can contain up to 4,096 characters. If not all characters
can be displayed, the beginning of the string sequence is followed by an
ellipsis (...).
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OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
727
LD Editor
Comment tab
Representation of the Commenttab:
728
Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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22.6
Editing FFBs
Overview
This section describes the various possibilities to edit elementary functions,
elementary function blocks, derived function blocks and procedures in the LD
programming language.
What Is in This Section?
This section contains the following topics:
Topic
General information on calling an FFB
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Page
730
732
735
740
741
753
Expanding Functions
755
757
758
759
Properties dialog box for elementary and derived function blocks (FBs)
761
729
LD Editor
730
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Calling FFBs
FFBs can be called in the following ways:
z Via the FFB Input Assistant (see page 732) menu command
z Use the Edit FFP input assistant... menu command.
z Use the menu command FFB Input Assistant...in the shortcut menu.
or
z Press the Ctrl+I key combination.
z
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Select the
symbol.
731
LD Editor
cursor symbol.
732
Action
From the FFB input assistant....from the shortcut menu (right-click) for the FFB
input assistant (see page 735)section.
Result:
The FFB input assistant (see page 1125) is opened.
You have the following options to enter the FFB type with the:FFB Type text box:
z You can enter the FFB type in the textbox:
In this case, continue with step 6 of the procedure.
z You can select the FFB type from the list of recently used names using the
symbol.
In this case, continue with step 6 of the procedure.
z Using the button ... open the FFB selection dialog (see page 1119).
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Step
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Action
Select the library from the Libraries/Families column which contains the desired
function block.
Tip: If you do not know where to find the FFB you are looking for select the
Libset, entry to see a list of all the FFBs available independently of their libraries.
733
LD Editor
Step
Action
You have the following options to enter the block instance for function blocks in
the instance text box:
z You can accept the name which is suggested.
z You can change the name which is suggested.
The number of inputs (see page 615)can be increased with some elementary
functions.
Expandable pins can be recognized from the following display:
To add further pins select the last pin in the structure and press Add pin.
8
To assign the current parameter double-click the Entry field cell of the first
formal parameter and enter the parameter to be used.
You have the following options to enter the variables/addresses:
z You can enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button ...to open a variable selection dialog box (see page 1114).
Assign an actual parameter to all formal parameters of the function block in this
way.
10
734
cursor symbol.
To place the FFB , and click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position and press Enter.
Result: The FFB is inserted and a syntax and semantics check (see page 672)
is performed.
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Select the
symbol.
NOTE: When executing the commands no object can be selected in the section.
The active FFB placement mode is indicated by the
cursor symbol.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the checkbox is
cleared.
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LD Editor
Action
From the Data selection....from the shortcut menu (right-click) for the Data
selection (see page 735)section.
Result:
A data selection box (see page 1889) is opened.
button.
In this case, continue with step 7 of the procedure.
z You can select the name from the list of recently used names using the FFB
type symbol and confirm using Enteror the button .
In this case, continue with step 7 of the procedure.
z You can delete your entry by pressing Escor clicking the
button.
z Using the button ...you can open the dialog box for FFB selection
(see page 1116).
Example of an FFB type selection dialog box:
736
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Step
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Action
Select the library and family from the Libraries/Families column which contains
the desired function block.
Tip: If you do not know where to find the FFB you are looking for select the
Libset, entry to see a list of all the FFBs available independently of their libraries.
737
LD Editor
Step
Action
To place the FFB , and click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position and press Enter.
Result: For the selected FFB type, an instance name is automatically generated
(only valid for function blocks), the FFB is inserted and placement mode remains
active so that further FFBs can be inserted. To end insert mode press Esc.
Note: The automatically generated instance names can be changed to improve
clarity, also see Managing of instances of data belonging to the family of function
blocks (EF), page 329.
738
Action
Press the button ..., to open the FFB selection dialog (see page 1116).
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Step
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Action
739
LD Editor
740
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LD Editor
NOTE: Please take note of the section Information about Programming (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
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LD Editor
Action
Open a data selection box for the desired FFB pin by:
z double-clicking the pin.
z selecting the pin and clicking the Edit Data Selection... menu command.
z selecting the pin and clicking the Data Selection menu command on the
shortcut menu.
z selecting the pin and pressing the Ctrl+D key combination.
or
z selecting the pin and clicking the
symbol.
Result:
The data selection box (see page 1889) opens.
742
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LD Editor
Step
2
Action
You have the following options to enter variables:
z You can now enter the variable name and confirm using Enteror the button.
z You can select the variable names from the list of recently used names using
the symbol and confirm using Enter or the button.
z You can delete your entry by pressing Esc or the
symbol.
z Using the button ... you can open a variable selection dialog box
(see page 1114) and confirm the selected variables there with OK.
Example of a variable selection dialog box:
Result: The selected variable is inserted and a syntax and semantics check
(see page 672) is performed.
Example:
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743
LD Editor
Action
Open a data selection box for the desired FFB pin by:
z double-clicking the pin.
z selecting the pin and clicking the Edit Data Selection... menu command.
z selecting the pin and clicking the Data Selection menu command on the
shortcut menu.
z selecting the pin and pressing the Ctrl+D key combination.
or
z selecting the pin and clicking the
symbol.
Result:
A data selection box (see page 1889) opens.
symbol.
744
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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LD Editor
Step
5
Action
Confirm with Enter or the
symbol.
Result:The variable is declared and enabled on the selected pin.
Action
Open the variable declaration dialog box for the desired variable by.
z Select an undeclared variable (red wavy line under the variable name) and
the Create Variable command from the shortcut menu.
z Select an undeclared variable (red wavy line under the variable name) and
the Shift+Enter key combination.
Result: The variable declaration dialog box opens.
If you do not want to assign an address or comment, confirm using Enter or the
symbol.
Result: The variable is declared and the red wavy line under the variable name
disappears.
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745
LD Editor
Step
3
Action
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
Action
Select the desired FFB pin.
Open a data selection box by:
z double-clicking the pin.
z the Edit Data Selection menu command.
z the Data Selection menu command from the shortcut menu.
or
z the Ctrl+D key combination.
Result:
The data selection box (see page 1889) opens.
746
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LD Editor
Step
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Action
747
LD Editor
Step
5
748
Action
Expand the display of the inputs, outputs and public variables by clicking their +
symbols.
Result:
You can now see all available inputs, outputs and public variables of the function
block.
Result: The formal parameter selected is inserted and a syntax and semantics
check (see page 576) is performed.
Example:
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LD Editor
Action
symbol.
Result:
The data selection box (see page 1889) opens.
Enter the literal (e.g. 0, 1, TRUE, FALSE, 3.5, t#2ms) and confirm using Enter.
Tips: If the in the dialog box Tools Project settings in the Language
Extensions tab Allow leading digits checkbox is cleared, the following
simplifications for entering literals are possible:
z When assigning TIME literals to a pin of the TIME data type, it suffices to
enter the numerical value and the unit (such as h, m, s). The prefix (t#) is
automatically added.
z When assigning REAL literals to a pin of the REAL data type, for integers it
suffices to enter the numerical value. The decimal marker (t#) is
automatically added.
Result: The literal is inserted and a syntax and semantics check (see page 672)
is performed.
Example:
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749
LD Editor
Action
Make sure that the Usage of ST expressions checkbox is activated in the Tools
Project Settings dialog box.
symbol.
Result:
The data selection box (see page 1889) opens.
Enter the ST expression [e.g. MUX(1,var1,var2), VarA * VarB, VarA < VarB]
and confirm using Enter.
Result: The ST expression selected is inserted and a syntax and semantics check
(see page 672) is performed.
Example:
If the variables have already been declared (see also Creation of EDT type variable
instances, page 340), the procedure ends here.
If the variables have not yet been declared, continue with step 5.
5
or
z using Create variable in the context menu (possible when only one variable of
750
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LD Editor
Changing the actual parameter assignment using the function input assistant
Process the following steps to change actual parameter assignment with the
function input assistant:
Step
Action
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751
LD Editor
Step
3
Action
Double click the Entry Field cell of the first formal parameter and enter the actual
parameter to be used.
You have the following options to enter the variables/addresses:
z You can enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button...to open a variable selection dialog box (see page 1114).
Assign an actual parameter to all formal parameters of the function block in this
way.
Example:
752
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LD Editor
33003101 07/2012
Action
Place a function block in the section, see also Calling an FFB via the data
selection, page 735.
Open the data editor, see also Data Editor Access, page 302.
753
LD Editor
Step
Action
Expand the display of the public variables by clicking the respective + symbols.
Result:
You can now see all available public variables of the function block.
Enter the desired value for the public variable in the Value box.
754
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LD Editor
Expanding Functions
Introduction
The number of inputs can be increased with some elementary functions.
You find out which functions can be expanded by referring to the descriptions for the
individual functions.
NOTE: Only expand the function by the number of inputs actually required as nonoccupied inputs are assigned a 0 as standard.
Expanding a function
Carry out the following steps to expanding a function:
Step
Action
Press the left mouse button and drag the function to the required size.
Example:
NOTE: Expanding a DFB can cause an automatic link with a line placed just under
the block.
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755
LD Editor
The following figure shows the program modification that occurs after a DFB
expansion:
Extending the DFB1 will automatically link PB1 to the new input IN3.
WARNING
UNINTENDED PROGRAM EXECUTION
Do not extend a FFB over an other one before adding manually the necessary line.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
756
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LD Editor
NOTE: Negated pins must be connected with a graphical link or a variable. Open
negated pins are not allowed.
Negating an FFB pin
FFB pins can be negated in the following ways:
z Select the pin to be negated and execute the menu command Negate Pin in the
shortcut menu (right-click).
or
z
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757
LD Editor
758
Action
Open the properties dialog box (see page 688) for the FFB.
Check the FFB Properties check box Show EN/ENO to show EN/ENO, or
uncheck it to hide EN/ENO.
Note: If EN or ENO is occupied by an actual parameter or connected with a link,
EN/ENO cannot be hidden.
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LD Editor
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Element
Description
Function
Specifies the name of the function number and the current execution
order. This name cannot be modified.
Show EN/ENO
When you activate this checkbox the pins EN/ENO are displayed.
When you uncheck this checkbox the pins EN/ENO are no longer
displayed.
Note: If EN or ENO is occupied by an actual parameter or connected
with a link, the pins EN/ENO cannot be hidden.
759
LD Editor
Element
Description
Input
Displays the formal parameters, the data types and the actual
parameter of the inputs.
If the input is not yet linked, the entry N.L. appears.
Output
Displays the formal parameters, the data types and the actual
parameter of the outputs.
If the output is not yet linked, the entry N.L. appears.
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
Comment tab
Representation of the tab Comment:
760
Element
Description
Text box
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
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LD Editor
Properties dialog box for elementary and derived function blocks (FBs)
Calling the properties dialog box
see Displaying the properties, page 688
Structure of the properties dialog box
The properties dialog box consists of two tabs:
z FFB Properties
General information regarding the FB is displayed in this register.
z Comment
A comment about the FB can be entered in this tab.
FFB Properties tab
Representation of the FFB Properties tab:
33003101 07/2012
Element
Description
Instance
Specifies the name of the block instance. You can change this name
in the data editor, see also Managing of instances of data belonging
to the family of function blocks (EF), page 329.
Show EN/ENO
When you activate this checkbox the pins EN/ENO are displayed.
When you uncheck this checkbox the pins EN/ENO are no longer
displayed.
Note: If EN or ENO is occupied by an actual parameter or connected
with a link, the pins EN/ENO cannot be hidden.
761
LD Editor
Element
Description
Input
Displays the formal parameters, the data types and the actual
parameter of the FB inputs.
If the input is not yet linked, the entry N.L. appears.
Output
Displays the formal parameters, the data types and the actual
parameter of the FB outputs.
If the output is not yet linked, the entry N.L. appears.
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
Comment tab
Representation of the tab Comment:
762
Element
Description
Version:
Text box
OK
Use this button to accept all entries and close the dialog box.
Apply
Use this button to accept all entries without closing the properties
dialog box.
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LD Editor
22.7
Overview
This section describes how to return from a subroutine or DFB to the LD
programming language.
What Is in This Section?
This section contains the following topics:
Topic
33003101 07/2012
Page
764
766
763
LD Editor
Choose the
symbol.
cursor symbol.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object check box is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedure explained here is valid for deactivated check
boxes.
764
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Action
Create a subroutine (see page 444) or a DFB (see page 1187) in the LD
programming language.
765
LD Editor
766
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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LD Editor
22.8
Overview
This section describes jumps within the current LD section.
What Is in This Section?
This section contains the following topics:
Topic
33003101 07/2012
Page
768
770
767
LD Editor
Choose the
symbol.
cursor symbol.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object check box is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedure explained here is valid for deactivated check
boxes.
Placing jump objects:
Placing jump objects:
Step
768
Action
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LD Editor
Step
3
Action
To insert further jump objects:
z Click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position, and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
Action
Open the properties dialog box (see page 688) for the jump object.
Result: The properties dialog box for the jump object is opened, see also Jump
object properties dialog box, page 770.
You have the following options to enter the jump target:
z You can now enter the name of the jump target and confirm using Enter.
or
z You can select the name of the jump target from the list of available jump
Result: The jump target is inserted and a syntax and semantics check
(see page 672) is performed.
Example of an unconditional jump:
If the jump target has already been defined (see also Jump target
(see page 773)), the procedure ends here.
If the jump target has not yet been declared, continue with step 3.
3
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Specify the jump target, see also Jump target (see page 773).
769
LD Editor
General tab
Representation of the General tab:
770
Element
Description
Jump Label
Enter the jump target in this text box, see also Definitions of jump
targets (jump labels), page 773.
OK
Use this command button to accept all entries and close the properties
dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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LD Editor
Comment tab
Representation of the Comment tab:
33003101 07/2012
Element
Description
Text box
OK
Use this command button to accept all entries and close the properties
dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
771
LD Editor
22.9
Overview
This section describes how to define jump targets in the LD programming language.
What Is in This Section?
This section contains the following topics:
Topic
772
Page
773
775
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LD Editor
Choose the
symbol.
cursor symbol.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object checkbox is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedure explained here is valid for deactivated checkboxes.
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773
LD Editor
Action
Action
1 To enter the name, open the properties dialog box (see page 688) for the jump label.
Result: The jump label properties dialog box is opened, see also Jump label
properties dialog box, page 775.
2 You have the following options to enter the name of the jump label:
z You can now enter the name and confirm using Enter.
or
z You can select the name of the jump from the list of available jumps using the
symbol and confirm using Enter.
Result: The name is inserted and a syntax and semantics check (see page 672) is
performed.
Example:
774
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LD Editor
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Element
Description
Jump Label
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
775
LD Editor
Comment tab
Representation of the Comment tab:
776
Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
33003101 07/2012
LD Editor
22.10
Editing Links
Overview
Editing links in the LD programming language.
What Is in This Section?
This section contains the following topics:
Topic
33003101 07/2012
Page
Select links
778
Combining Links
780
Placing links
782
Editing links
793
777
LD Editor
Select links
Introduction
Links are connections between LD objects (contacts, coils, FFBs etc).
There are two types of links:
Boolean links
Boolean links comprise one or more segments that connect Boolean objects
(contacts, coils) with one another.
With Boolean links there are:
z Horizontal connections
Horizontal connections enable series switching of contacts and coils.
The segments of this link can be created individually or as a complex link
comprising several segments.
z Vertical connections
Vertical connections enable parallel switching of contacts and coils.
FFB links
FFB links are a combination of horizontal and vertical segments that connect FFB
inputs/outputs with other objects.
To avoid links crossing each other, FFB links can also be represented in the form
of connectors (see page 548).
FFB links are represented with double line thickness to distinguish them from
Boolean links.
NOTE: A detailed description about links, see also section Links (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference manual.
Selecting links
Selecting links:
778
Type of
connection
Call via
symbol
Horizontal
connection
(see page 782)
F7
Alt + F6
Cursor
symbol
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LD Editor
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Type of
connection
Call via
symbol
Vertical connection
(see page 784)
Shift + F7
FFB link
(see page 785)
F6
Cursor
symbol
779
LD Editor
Combining Links
Boolean links
Horizontal and vertical Boolean links can be combined in any way.
Example:
780
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781
LD Editor
Placing links
Placing horizontal links
Process the following steps to place a horizontal link:
Step
Action
Activate the placement mode for horizontal links, see also Select links,
page 778.
Example:
See also
z Combining Links, page 780
z Placing horizontal and vertical links with FBB links
782
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LD Editor
Step
3
Action
To place further links of the same type:
z Click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
Action
Activate the link-tool mode, see also Select links, page 778.
Example:
See also
z Combining Links, page 780
z Placing horizontal and vertical links with FBB links
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LD Editor
Step
3
Action
To place further links of the same type:
z Click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
Action
Activate the placement mode for vertical links, see also Select links, page 778.
Example:
Click the contact which should be connected with the cell below.
or
Use the arrow keys to move the gray field to the target position and press Enter.
Result: The link is inserted and the selection mode is active again.
Example:
See also
z Combining Links, page 780
z Placing horizontal and vertical links with FBB links
784
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LD Editor
Step
3
Action
To place further links of the same type:
z Click the target cell in the LD section.
or
Use the arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
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Action
Activate the placement mode for FFB links. See also Select links, page 778.
785
LD Editor
Step
3
Action
Click the left mouse button on the start point and drag mouse pointer to the target
point of the link.
Example:
Note: For FFB links, at least one FFB input or output must be used. An FFB link
between contacts and coils is automatically resolved into a combination of
horizontal and vertical links.
Tips:
z By clicking between the start point and target position you can place
intermediate points; for example, to avoid crossing other objects.
z By clicking Esc, you quit the mode and the delete the link segments you
created.
z By clicking Enter you quit the mode, and the link segments you created are
resolved into a combination of horizontal and vertical links.
4
See also
z Combining Links, page 780
z Editing links, page 793
786
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LD Editor
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Action
Use the arrow keys to move the gray cell cursor to the source object (for
example, contact) of the link.
Note: When creating an FFB link, first select the output pin and then the input
pin.
Activate the placement mode for horizontal links using F6. See also Select links,
page 778.
787
LD Editor
Step
4
Action
Use the Ctrl+arrow keys to move the cursor to the target position of the link.
Tips:
z By pressing the Ctrl+Enter key combination between the start point and
target position you can place intermediate points; for example, to avoid
crossing other objects.
z By clicking Esc, you quit the mode and the delete the link segments you
created.
z By clicking Enter you quit the mode, and the link segments you created are
resolved into a combination of horizontal and vertical links.
Example:
Note: For FFB links, at least one FFB input or output must be used. An FFB link
between contacts and coils is automatically resolved into a combination of
horizontal and vertical links.
5
See also
z Combining Links, page 780
z Editing links, page 793
788
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LD Editor
Placing horizontal and vertical links using FFB links with the mouse
The functions for creating FFB links can also be used to create horizontal and
vertical links between other objects (not FFBs). If an FFB link involves no input or
output, the FFB link is automatically resolved into a combination of horizontal and
vertical links. To do this, process the following steps:
Step
Action
Activate the placement mode for FFB links. See also Select links, page 778.
Click the left mouse button on the start point and drag mouse pointer to the target
point of the link.
Example:
Tips:
z By clicking between the start point and target position you can place
created.
z By clicking Enter you quit the mode, and the link segments you created are
789
LD Editor
Step
4
Action
Click on the target position with the left mouse button
Result:The link is inserted and the FFB link is automatically resolved into a
combination of horizontal and vertical links.
Example:
See also
z Combining Links, page 780
z Editing links, page 793
790
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LD Editor
Placing horizontal and vertical links using FFB links with the keyboard
The functions for creating FFB links can also be used to create horizontal and
vertical links between other objects (not FFBs). If an FFB link involves no input or
output, the FFB link is automatically resolved into a combination of horizontal and
vertical links. To do this, process the following steps:
Step
33003101 07/2012
Action
Use the arrow keys to move the gray cell cursor to the source object (for
example, contact) of the link.
Note: When creating an FFB link, first select the output pin and then the input
pin.
Activate the placement mode for horizontal links using F6. See also Select links,
page 778.
791
LD Editor
Step
4
Action
Use the Ctrl+arrow keys to move the cursor to the target position of the link.
Tips:
z By pressing the Ctrl+Enter key combination between the start point and
target position you can place intermediate points; for example, to avoid
crossing other objects.
z By clicking Esc, you quit the mode and the delete the link segments you
created.
z By clicking Enter you quit the mode, and the link segments you created are
resolved into a combination of horizontal and vertical links.
Example:
See also
z Combining Links, page 780
z Editing links, page 793
792
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LD Editor
Editing links
Editing Boolean links
Horizontal and vertical Boolean links contain one or more independent segments.
When cutting (see page 684), deleting (see page 684), copying (see page 685) and
moving (see page 686) horizontal and vertical links, the action is executed for the
explicitly selected (see page 681) segment.
Editing FFB links
FFB links comprise one or more segments connected to one another.
When cutting (see page 684), deleting (see page 684), copying (see page 685) and
moving (see page 686) FFB links, the action is executed for the entire link.
If an FFB link is selected, the target points are displayed at their beginnings, ends
and at every direction change
Modifying connections
Modifying connections:
Step
1
33003101 07/2012
Action
Select the link and place the mouse pointer on the connection to be modified.
Example:
793
LD Editor
Step
794
Action
Left-click the connection to be modified and drag the mouse pointer to the new
connection.
Example:
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LD Editor
33003101 07/2012
Action
Press the Ctrl key and place the mouse pointer at the target position.
Note: The correct position is indicated by the mouse pointer symbol.
Example:
795
LD Editor
796
Action
Click the left mouse button and drag the segment to the target position.
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LD Editor
33003101 07/2012
Action
Click the left mouse button and drag the source point to the target position.
797
LD Editor
798
Action
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LD Editor
22.11
Entering Comments
Entering comments
Introduction
Comments can be placed in ladder diagram LD in the form of text objects.
Text objects can overlap other objects.
The size of the object, depending on the size of the text, can be extended vertically
and horizontally to fill further grid units.
The same rules apply for entering text and navigating within text objects as for
editing ASCII text in standard text editors. (To create a line break in text objects you
must press the Ctrl+Enter key combination).
NOTE: Keep in mind that each change to a comment (e.g. change to a comment
text, change to the size of the text object) makes it necessary to recreate the section
involved (Generation Generate project).
Selecting the text object
You have the following options to select text objects:
z Use the Edit New Comment menu command.
z Use the Common objects Comment menu command from the shortcut
menu.
z Press the F8 key.
or
z
Select the
symbol.
33003101 07/2012
cursor symbol.
799
LD Editor
Action
or
Use the arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
800
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LD Editor
22.12
Online functions
Online Functions
Online Functions
The description of online functions is found in chapter Debugging in Ladder
Language, page 1351.
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801
LD Editor
22.13
Export/Import
Export/Import LD Sections
Export/Import
The description for exporting/importing sections is found in the chapter Import /
Export, page 1701.
802
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Unity Pro
SFC Editor
33003101 07/2012
SFC Editor
23
Overview
This chapter describes the menus and dialogs of the SFC editor.
For a description of the syntax for the SFC programming language, please refer to
the Sequential Function Chart SFC (see Unity Pro, Program Languages and
Structure, Reference Manual ) chapter in the Reference manual.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
23.1
804
23.2
838
23.3
842
23.4
855
23.5
866
23.6
873
23.7
Editing actions
879
23.8
Editing Transitions
890
23.9
Editing Jumps
902
23.10
909
23.11
918
23.12
923
23.13
Editing Links
928
23.14
Entering Comments
938
23.15
Online functions
940
23.16
Export/Import
941
803
SFC Editor
23.1
Overview
This section describes how to create a program in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
804
Page
805
808
809
811
Selecting Objects
812
814
815
821
823
825
Initialize Search
826
827
828
Go to
830
Go to dialog
832
836
Go to Step
837
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SFC Editor
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805
SFC Editor
z
z
z
The processes of the active signal status take place along the directional links,
triggered by the connecting of a transition. The direction of the string process
follows the directional links and runs from the under side of the predecessor step
to the top side of the successive step. Branches are processed from left to right.
A syntax and semantics check (see page 809) is performed immediately after the
statement is entered. The result of this check is displayed in colored text.
Syntactically or semantically incorrect sections can be saved.
806
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SFC Editor
33003101 07/2012
807
SFC Editor
808
Action
Place the desired SFC element in the section and define its properties:
z Step (see page 838)
z Macro step (see page 855)
z Transitions (see page 890)
z Jumps (see page 902)
z Alternative strings (see page 909)
z Simultaneous strings (see page 909)
z Links (see page 928)
Create the last transition of the string and the first step of the string using
graphical links or a jump link (cyclical string processing).
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SFC Editor
Description
Filled magenta
step symbol (only
Online)
Black transition
symbol
Black transition
symbol
Blue transition
symbol
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Example
809
SFC Editor
Color
Description
Example
Quickinfo
If the cursor is placed over faulty text or object, a Quickinfo (Tooltip) with a brief
description of the cause of the error appears.
810
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SFC Editor
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Key combinations
Motion
Cursor left
Cursor right
Cursor up
Cursor down
Ctrl+Cursor left
Ctrl+Cursor right
Ctrl+Cursor up
Ctrl+Cursor down
Home
Moves the cursor to the first displayed pixel of the current line
End
Moves the cursor to the last displayed pixel of the current line
Ctrl+Home
Shows the top left cell of the section (the position of the cursor is
not affected by this function)
Ctrl+End
Shows the bottom right cell of the section (the position of the cursor
is not affected by this function)
Page Up
Page Down
Scrolls one page down (the position of the cursor is not affected by
this function)
Ctrl+Page Up
Scrolls one page left (the position of the cursor is not affected by
this function)
Ctrl+Page Down
Scrolls one page to the right (the position of the cursor is not
affected by this function)
Ctrl+Alt+Page Down
Ctrl+Alt+Page Down
Spacebar
Alt+Enter
811
SFC Editor
Selecting Objects
Select and Placement Mode
Selecting objects occurs in select mode.
Select mode can be activated by:
Using the Edit Select Mode menu command
z
z
z
Using the
symbol
or
Pressing the Esc key
The
Selecting an Object
Using the mouse
812
33003101 07/2012
SFC Editor
Selecting by Rows
Using the mouse
Selecting by Columns
Using the mouse
Deselecting Objects
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813
SFC Editor
Select the
symbol.
Select the
symbol.
Redo one undone action each time the function is carried out.
The function can be executed a maximum of 10 times.
Limits
After any of the following actions has been carried outUndo and Redo cannot be
used.
z Deleting a step or a macro step in online mode.
z Toggling between Normal View and Advanced View and vice versa.
814
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SFC Editor
Result:
z The selected object (and its graphical link when available) is deleted from the section.
z If action sections are assigned to a step, (in offline mode) you are asked to confirm
whether the action sections should be deleted. (In Online mode no confirmation is sought
and the action sections remain until they are explicitly deleted.)
z If a transition section is assigned to a transition, (in offline mode) you are asked to confirm
whether this transition section should also be deleted. (In online mode no confirmation is
sought and the transition section remains until it is explicitly deleted.)
z (If a transition variable is assigned in transition it remains until it is explicitly deleted.)
z If steps or transitions are to be deleted with step variables that will be used in the program
(including on the operating screen or in animation tables),
z a message will appear in the online mode that the step variables are used in the
program and can only be deleted in the offline mode. If the question whether the
operation should be continued is confirmed with Yes, the mode will change to offline
and the object will be deleted.. No will terminate the operation.
z a message will appear in the offline mode that the step variables are used in the
program. If the question whether the operation should be continued is confirmed with
Yes, the object will be deleted.. WithNo the operation will be terminated.
z When deleting a macro step, the associated macro step section is moved to the Unused
NOTE: To delete entire rows or columns from the section, select the lines or
columns in the line box, see also Deleting Rows and Columns, page 823.
33003101 07/2012
815
SFC Editor
Cutting objects
Cutting objects:
Using the mouse
1. Select (see page 812) the object to be cut. 1. Select (see page 812) the object to be
2. Use the Edit Cut menu command.
cut.
or
2. Press the Ctrl+X key combination.
Use the menu command Cut in the
shortcut menu (right mouse button).
or
Click the
symbol.
Result:
z The selected object (and its graphical link when available) is deleted from the section.
z If action sections are assigned to a step, (in offline mode) you are asked to confirm
whether the action sections should be deleted. (In Online mode no confirmation is sought
and the action section remains until it is explicitly deleted.)
z If a transition section is assigned to a transition, (in offline mode) you are asked to confirm
whether this transition section should also be deleted. (In online mode no confirmation is
sought and the transition section remains until it is explicitly deleted.)
z (If a transition variable is assigned in transition it remains until it is explicitly deleted.)
z If steps or transitions are to be deleted with step variables that will be used in the program
(including on the operating screen or in animation tables),
z a message will appear in the offline mode that the step variables are used in the
program. If the question whether the operation should be continued is confirmed with
Yes, the object will be deleted.. WithNo the operation will be terminated.
z an additional message is displayed in the online mode that Create project can only be
performed in the offline mode.
z When deleting a macro step, the associated macro step section is moved to the Unused
The cut object can be inserted (see page 818) in any other position (also in another
SFC section).
816
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SFC Editor
Click the
symbol.
Result:
z The selected object and associated information is copied to the clipboard.
z Graphical links can only be copied if they and their partner objects are explicitly selected.
z If action sections are assigned to a step, only the reference to the action section is copied
to the clipboard, not the action section itself.
z If transition sections are assigned to a transition, only the reference to the transition
section is copied to the clipboard, not the transition section itself.
z When copying macro steps, only the macro step is copied and not its macro step section.
The copied object can be inserted (see page 818) in any other position (also in
another SFC section).
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817
SFC Editor
Click the
symbol.
2. Left-click the target position.
Result:
z The objects contained in the clipboard and their associated information are inserted into
the section.
z Graphical links can only be inserted if they and their partner objects have been explicitly
copied to the clipboard.
z If the objects to be inserted are placed on a graphical link, the link is undone and the
objects are inserted into the structure.
z When inserting steps and macro steps they are automatically assigned a unique name.
z If an action section is assigned to a step, only the reference to the action section is
inserted into the section together with the step and not the action section itself.
If an action section is not declared in the current section, the action with the action section
is deleted when it is inserted.
z If a transition section is assigned to a transition, only the reference to the transition section
is inserted into the section together with the transition and not the transition section itself.
A transition section may only be referenced once in a project. That means if a reference
is already available for a transition during insertion, only the transition object is inserted
(without a reference).
z When inserting macro steps, only the macro step is inserted and not its macro step
section. A new macro step section is created instead. The names of the steps within this
macro step section are automatically matched to the (new) macro step names.
818
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SFC Editor
symbol to
.
3. Click the left mouse button and keep it
pressed.
Result: The mouse pointer changes its
symbol to
.
4. Drag the object to the new position and
release the mouse button.
Result:
z The selected object is moved from its original position to the target position.
z Graphical links can only be moved if they and their partner objects are explicitly selected.
z If the objects to be moved are placed on a graphical link, the link is undone and the objects
Note: The move operation is also possible across sections between different opened SFC
sections.
Note: When objects are moved beyond the visible window of the editor window, automatic
scrolling of the window will not begin until you reach the edge of the window with the mouse
pointer, not as soon as the objects are moved beyond the edge.
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819
SFC Editor
Using the
keyboard
Result:
z The copy of the selected object and its associated information is inserted
into the target position.
z Graphical links can only be copied if they and their partner objects are
explicitly selected.
z If the objects to be copied are placed on a graphical link, the link is undone
and the objects are inserted into the structure.
z When copying steps and macro steps they are automatically assigned a
unique name.
z If an action section is assigned to a step, only the reference to the action
section is inserted into the section together with the step and not the action
section itself.
If an action section is not declared in the current section, the action with the
action section is deleted when it is inserted.
z If a transition section is assigned to a transition, only the reference to the
transition section is inserted into the section together with the transition and
not the transition section itself.
A transition section may only be referenced once in a project. That means if
a reference is already available for a transition section during insertion, only
the transition object is inserted (without a reference).
z When copying macro steps, only the macro step is copied and not its macro
step section. A new macro step section is created instead. The names of the
steps within this macro step section are automatically matched to the (new)
macro step names.
820
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SFC Editor
Action
Select (see page 813) the desired number of rows in the vertical ruler (click the
row numbers).
Use the Insert cells menu command from the shortcut menu of the vertical ruler
or the Edit Row operation Insert cells command.
Result: The number of selected rows is inserted above the first selected row.
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SFC Editor
Inserting Columns
Step
822
Action
Select (see page 813) the desired number of columns in the horizontal ruler
(click the row numbers).
Use the Insert cells menu command from the shortcut menu of the horizontal
ruler or the Edit Row operation Insert cells command.
Result: The number of selected columns is inserted in front of the first selected
column.
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SFC Editor
Action
Select (see page 813) the desired number of rows in the vertical ruler (click the
row numbers).
You have the following options to delete the selected rows:
z Select the menu command Move and delete cells in the rows shortcut menu,
z execute the command Edit Vertical ruler Move and delete cells,
or
z Press the Del key.
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823
SFC Editor
Deleting Columns
Step
Action
Select (see page 813) the desired number of columns in the horizontal ruler
(click the row numbers).
824
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SFC Editor
When the properties dialog box is called without an object being selected, the
section properties dialog box (see page 434) is opened.
If several objects are selected, the commands do not work.
View data properties
You have the following options to display the section properties dialog box
(see page 1128):
z using the data editor (see page 299)
a. Selecting one or several lines in a list editor
b. Using the shortcut menu select the Propertiescommand.
z
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SFC Editor
Initialize Search
Introduction
The Initialize Search function transfers the name of the selected element (search
text) to the Element text box in the Cross-References window.
Selecting the search text
Process the following steps to select the search text:
Step
826
Action
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SFC Editor
Action
827
SFC Editor
Action
828
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SFC Editor
Action
Refining transitions
Process the following steps to refine transitions:
Step
Action
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829
SFC Editor
Go to
Introduction
The Go to function is used to jump to:
a specific location in the current section,
z a specific bookmark in the current section or
z a specific step or macro step in the current section or
z a specific jump in the current section.
z
Choose the
symbol.
Jump to a Position
Go to a certain location in the current section by carrying out the following steps:
Step
Action
Jump to Bookmark
Go to a certain bookmark in the current section by carrying out the following steps:
Step
1
830
Action
Open (see page 830) the Go to dialog box.
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Jump to a Step
Jump to a certain step or macro step in the current section by carrying out the
following steps:
Step
1
Action
Open (see page 830) the Go to dialog box.
Double click on the selected step or macro step or press the Go to command
button.
Result: The desired step is displayed.
Jump to a Jump
Go to a certain jump in the current section by carrying out the following steps:
Step
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Action
831
SFC Editor
Go to dialog
Call the dialog box:
Refer to the Opening the dialog (see page 830)
Call the dialog box
The Go to dialog box is made up of three tabs:
Location
Go to a certain position in the current section using this tab:
z Bookmarks
Go to a certain bookmark in the current section using this tab:
z Step
This tab is used to a jump to a certain step or macro step in the current section
z Jump
Go to a certain jump in the current section using this tab:
z
Position tab
Representation of the tab Position:
Description
For symbols that are not printed, the dialog box is closed after every search.
For printed symbols the dialog box remains open until you close it.
832
Row
The number of the row to be displayed can be entered in this text box.
Column
The number of the column to be displayed can be entered in this text box.
Go to
Display the current position using the button desired position (see page 830).
Close
Help
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SFC Editor
Description
For symbols that are not printed, the dialog box is closed after every search.
For printed symbols the dialog box remains open until you close it.
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Bookmark:
Prev
Next
Go to
Close
Help
833
SFC Editor
tab Step
Display of the Register Step:
Description
For symbols that are not printed, the dialog box is closed after every
search.
For printed symbols the dialog box remains open until you close it.
834
Steps:
You can enter the names of the steps and macro steps to be shown in
this text box.
You can enter the name of the step or macro step in the text box with
the keyboard or using the drop-down list by clicking with the mouse.
Go to
Display the desired step or macro step (see page 831) using the
button.
Close
Help
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SFC Editor
Tab Jump
Display of the Register Jump:
Description
For symbols that are not printed, the dialog box is closed after every
search.
For printed symbols the dialog box remains open until you close it.
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Locations:
You can enter the names of the jump to be shown in this text box.
You can enter the name of the jump in the text box with the keyboard
or using the drop-down list by clicking with the mouse.
Go to
Close
Help
835
SFC Editor
836
Action
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Go to Step
Introduction
The Go to Stepfunction displays the referenced step of a jump.
Display the referenced step
Perform the steps below to display the referenced step of a jump.
Step
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Action
Select a jump,
Click on Go to Step.
Result: The referenced step is displayed.
837
SFC Editor
23.2
Overview
This section provides general information about using steps in the SFC
programming language.
What Is in This Section?
This section contains the following topics:
Topic
838
Page
Selecting steps
839
Placing steps
841
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SFC Editor
Selecting steps
Introduction
An SFC section is a "status machine", i.e. the status is indicated by the active steps.
Zero or more actions belong to every step.
Selecting steps
Selecting steps:
Step type
Description
Call via
symbol
Call via
keyboard
F3
Initial Step
The initial status of a sequence is
(see page 844) characterized by the initial step,
which is active when initializing
the project containing the SFC
section. Initial steps are not
usually assigned an action. With
single token (conforming to
IEC 61131-3), only one initial
step is permitted per sequence.
With multi token, any number (0
up to all steps in the string) of
initial steps are possible.
See also section Step (see Unity
Pro, Program Languages and
Structure, Reference Manual ) in
the Reference manual.
F3
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Cursor
symbol
839
SFC Editor
Step type
Description
Call via
symbol
Call via
keyboard
Cursor
symbol
Macro Step
Macro steps are used to call
(see page 856) macro sections and therefore the
hierarchical structure of
sequence control.
Macro sections calls are
expansions to IEC 61131-3 and
must be explicitly enabled via the
Tools Project Settings dialog
box, in the Language
extensions tab by activating the
Allow macro sections check
box.
See also section Macro steps
and macro sections (see Unity
Pro, Program Languages and
Structure, Reference Manual ) in
the Reference manual.
InStep
Every macro section begins with
(see page 867) an InStep.
InSteps are created
automatically in macro sections
by the SFC editor and cannot be
deleted, copied or inserted
manually.
See also section InStep
(see Unity Pro, Program
Languages and Structure,
Reference Manual ) in the
Reference manual.
OutStep
Every macro section ends with
(see page 874) an OutStep.
OutSteps are created
automatically in macro sections
by the SFC editor and cannot be
deleted, copied or inserted
manually.
See also section OutStep
(see Unity Pro, Program
Languages and Structure,
Reference Manual ) in the
Reference manual.
840
Ctrl+F3
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SFC Editor
Placing steps
Introduction
Steps can be placed in any free cell.
If a step is placed in a cell that is already occupied by an object, an error message
is returned.
If a step is placed in a cell where the neighboring cell above or below already
contains a step, an error message is returned because a transition must be placed
between two steps (see also section Connection rules (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual).
A step which is placed always connects automatically with the neighboring objects
above and below if there are no free cells between them.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object check box is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the check box is
cleared.
Placing steps:
Placing steps:
Step
Action
Select the desired step, see also Selecting steps, page 839.
or
Use the arrow keys to move the cursor to the target position, and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
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841
SFC Editor
23.3
Overview
This section describes how to edit "normal" steps in the SFC programming
language.
What Is in This Section?
This section contains the following topics:
Topic
842
Page
843
850
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SFC Editor
To find a specific jump in the current section use the Go to dialog box.
Defining the step name
Defining the step name:
Step
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Action
Open the properties dialog box (see page 825) for the step.
Result: The step properties dialog box (see page 850) is opened.
Example:
In order to change the name of the step, enter a step name in the Step Name
text box, see also section Step names (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
843
SFC Editor
844
Action
Open the properties dialog box (see page 825) for the step.
Result: The step properties dialog box (see page 850) is opened.
In order to define an initial step, activate the Initial Step check box, see also
section Step types (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
Example:
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Action
Open the properties dialog box (see page 825) for the step.
Result: The step properties dialog box (see page 850) is opened.
In the Supervision times and delay time area, activate the Literal option
button if it isnt already activated.
Enter a value for the minimum supervision time, the maximum supervision time
and the delay time, see also section Step times (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
Example:
845
SFC Editor
846
Action
Open the properties dialog box (see page 825) for the step.
Result: The step properties dialog box (see page 850) is opened.
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SFC Editor
Step
3
Action
In the data selection box (see page 1889), specify a variable of the
SFCSTEP_TIMES (see Unity Pro, Program Languages and
Structure, Reference Manual ) data type.
You have the following options to enter variables:
z You can enter the name of the variable.
z You can select the name of the variable from the list of recently used names
using the symbol.
or
z Using the command button ... you can open a variable selection dialog box
(see page 1114) and confirm the selected variables there with OK.
Example:
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847
SFC Editor
Step
Action
Declare a derived variable of the SFCSTEP_TIMES data type, see also Derived
variable declaration (see page 342).
Example:
Enter a value for the minimum supervision time, the maximum supervision time
and the delay time, see also section Step times (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
Example:
848
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SFC Editor
Enter a comment
Enter a comment:
Step
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Action
Open the properties dialog box (see page 825) for the step.
849
SFC Editor
Actions
In this tab you can define:
z the actions assigned to the step as an action variable (see page 883) or as an
action section (see page 884)
z the qualifier (see page 885) allocated to the action
z the time period for the qualifier (see page 885)
z the execution order (see page 887) of the actions
Comment
In this tab, you can enter a comment (see page 849) about the step.
General tab
Representation of the General tab:
850
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SFC Editor
33003101 07/2012
Element
Description
Step Name
Enter the step name (see page 843) in this text box.
Initial Step
When this check box is activated, the current step becomes an initial
step (see page 844).
Supervision times
and delay time
Define the step supervision times and delay time in this area, see also
section Step times (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
The contents of this area depends on the selected option:
z SFCSTEP_TIMES variable
When you activate this option button, you can enter the step
supervision and delay times as variables (see page 846) of the
SFCSTEP_TIME data type in the Name of SFCSTEP_TIMES
typed variable data selection box (see page 1889), see also
section Step times (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
z Literals
When you activate this option button, you can enter the step
supervision and delay times as literals (see page 845), see also
section Step times (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
z Maximum
Enter the maximum supervision time for the current step in this
text box.
z Minimum
Enter the minimum supervision time for the current step in this
text box.
z Delay
Enter the delay time for the current step in this text box.
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
851
SFC Editor
Actions tab
Representation of the register tab Actions:
852
Element
Description
Qualifier
Select the qualifier (see page 885) for the current action from this list
box, see also section Qualifiers (see Unity Pro, Program Languages
and Structure, Reference Manual ) in the Reference manual.
Time
Define the time period for the qualifiers (see page 885) L (time
limited), D (time delayed) or DS (delayed and saved) in this area.
The contents of this area depends on the selected option:
z Literal
When you activate this option button, you can enter the time period
as literals in the text box.
z Variable
When you activate this check box, you can enter the time period as
a TIME data type in the data selection box (see page 1889).
Action
All actions of the current step are displayed in this list box.
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SFC Editor
Element
Description
Edit Action section This command button is only available when an action section is
selected in the action list box.
Use this command button to close the properties dialog box and open
the selected action section.
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Accept action
New action
Use this command button to insert the new action (see page 880) into
the action list box.
Delete action
Use this command button to delete the selected action in the action list
box. (see page 887)
Note: When deleting actions with action sections you are asked to
confirm whether the action section should be deleted. Please note that
deleted sections cannot be restored using Edit Undo.
Move up
Use this command button to move the selected actions in the action
list box one position up, see also Changing the execution order of
actions (see page 887).
Move down
Use this command button to move the selected actions in the action
list box one position down, see also Changing the execution order of
actions (see page 887).
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
853
SFC Editor
Comment tab
Representation of the Comment tab:
854
Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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SFC Editor
23.4
Overview
This section describes how to edit macro steps in the SFC programming language.
Macro steps are expansions to IEC 61131-3 and must be explicitly enabled via the
Tools Project Settings dialog box, in the Language extensions tab by
activating the Allow macro sections check box.
What Is in This Section?
This section contains the following topics:
Topic
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Page
856
863
855
SFC Editor
856
Action
Open the properties dialog box (see page 825) for the macro step.
Result: The macro step properties dialog box is opened, see also Macro Steps
Properties Dialog Box, page 863.
Example:
In order to change the name of the step, enter a name in the Step Name text
box, see also section Macro step names (see Unity Pro, Program Languages
and Structure, Reference Manual ) in the Reference manual.
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SFC Editor
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Action
Open the properties dialog box (see page 825) of the macro step, and press the
Edit command button.
or
Select the macro step and process the Services Refine menu command.
Result: The macro step properties dialog box is closed and the macro section of
the macro step is opened.
Example:
Create the macro section logic, see also section Macro sections (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
857
SFC Editor
858
Action
Open the properties dialog box (see page 825) for the macro step.
Result: The macro step properties dialog box is opened, see also Macro Steps
Properties Dialog Box, page 863.
In the Supervision times and delay time area, activate the Literal option
button if it isnt already activated.
Enter a value for the minimum supervision time, the maximum supervision time
and the delay time, see also section Step times (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
Example:
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SFC Editor
33003101 07/2012
Action
Open the properties dialog box (see page 825) for the macro step.
Result: The macro step properties dialog box is opened, see also Macro Steps
Properties Dialog Box, page 863.
In the Supervision times and delay time area, activate the SFCSTEP_TIMES
variable option button if it isnt already activated.
Example:
859
SFC Editor
Step
3
Action
In the data selection box (see page 1889), specify a variable of the
SFCSTEP_TIMES data type, see also section SFCSTEP_TIMES (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
You have the following options to enter variables:
z You can enter the name of the variable.
z You can select the name of the variable from the list of recently used names
using the symbol.
or
z Using the command button ... you can open a variable selection dialog box
(see page 1114) and confirm the selected variables there with OK.
Example:
860
33003101 07/2012
SFC Editor
Step
Action
Declare a derived variable of the SFCSTEP_TIMES data type, see also Derived
variable declaration (see page 342).
Example:
Enter a value for the minimum supervision time, the maximum supervision time
and the delay time, see also section Step times (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
Example:
Result: The SFCSTEP_TIMES variable is declared and the macro step frame is
displayed in black.
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SFC Editor
Enter a comment
Enter a comment:
Step
862
Action
Open the properties dialog box (see page 825) for the macro step.
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SFC Editor
Comment
A comment (see page 862) about the step can be entered in this tab.
Tab General
Representation of the General tab:
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863
SFC Editor
864
Item
Description
Step name
Enter the macro step name (see page 856) in this text box.
Edit
Use this command button to close the properties dialog box and open
the macro step section.
Supervision times
and delay time
You define the step supervision time and delay time in this range, see
also section Step times (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
The contents of this area depends on the option selected:
z SFCSTEP_TIMES variable
If you check this option button you can enter in the data selection
box (see page 1889) Name of SFCSTEP_TIMES typed
variables the Step supervision and delay times as variables
(see page 859) of the SFCSTEP_TIME data type.
z Literals
If you check this option button you can enter the Step supervision
and delay times as literals (see page 858).
z Maximum
Enter the maximum supervision time for the current macro step
in this text box.
z Minimum
Enter the minimum supervision time for the current macro step
in this text box.
z Delay
Enter the delay time for the current macro step in this text box.
OK
This command button enables all entries and closes the dialog box.
Apply
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Tab Comment
Representation of the Actions tab:
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Description
Text box
OK
This command button enables all entries and closes the dialog box.
Apply
865
SFC Editor
23.5
Overview
This section describes how to edit input steps in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
866
Page
867
869
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SFC Editor
33003101 07/2012
Action
Open the properties dialog box (see page 825) for the InStep.
Result: The properties dialog box for the step is opened, see also InSteps
properties dialog box, page 869.
Enter a value for the minimum supervision time, the maximum supervision time
and the delay time, see also section Step times (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
Example:
867
SFC Editor
Entering a comment
Entering a comment:
Step
868
Action
Open the properties dialog box (see page 825) for the InStep.
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SFC Editor
Actions
In this tab you can define:
z the actions assigned to the step as an action variable (see page 883) or as an
action section (see page 884)
z the qualifier (see page 885) allocated to the action
z the time period for the qualifier (see page 885)
z the execution order (see page 887) of the actions
Comment
In this tab, comment (see page 868) about the InStep can be entered.
General tab
Representation of the General tab:
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869
SFC Editor
Description
Step Name
Supervision times
and delay time
Define the step supervision times and the delay time in this area, see
also section Step times (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual. For InSteps,
the steps times can be exclusively defined as literals (see page 845).
z Maximum
Enter the maximum supervision time for the current InStep in this
text box.
z Minimum
Enter the minimum supervision time for the current InStep in this
text box.
z Delay
Enter the delay time for the current InStep in this text box.
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
Actions tab
Representation of the Actions tab:
870
33003101 07/2012
SFC Editor
Description
Qualifier
Select the qualifier (see page 885) for the current action from this list
box, see also section Qualifiers (see Unity Pro, Program Languages
and Structure, Reference Manual ) in the Reference manual.
Time
Define the time period for the qualifiers (see page 885) L (time
limited), D (time delayed) or DS (delayed and saved) in this area.
The contents of this area depends on the option:
z Literal
When you activate this option button, you can enter the time period
as literals in the text box.
z Variable
When you activate this check box, you can enter the time period in
the data selection box (see page 1889) as a TIME data type.
Action
All actions of the current step are displayed in this list box.
Edit Action section This command button is only available when an action section is
selected in the action list box.
Use this command button to close the properties dialog box and open
the action section selected.
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Accept action
New action
Use this command button to insert the new action (see page 880) in
the action list box.
Delete action
Use this command button to delete the selected action in the action list
box. (see page 887)
Note: When deleting actions with action sections you are asked to
confirm whether the action section should be deleted. Note that
deleted sections cannot be restored using the Edit Undo menu
command.
Up
Use this command button to move the selected actions in the action
list box one position up, see also Modifying the execution order of
actions, page 887.
Down
Use this command button to move the selected actions in the action
list box one position down, see also Modifying the execution order of
actions, page 887.
871
SFC Editor
Element
Description
OK
Us this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
Comment tab
Representation of the Comment tab:
872
Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
33003101 07/2012
SFC Editor
23.6
Overview
This section describes how to edit output steps in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
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Page
874
876
873
SFC Editor
874
Action
Open the properties dialog box (see page 825) for the OutStep.
Result: The properties dialog box for the step is opened, see also OutStep
properties dialog box, page 876.
Enter the value of the delay time, see also section Step times (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
Example:
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Entering a comment
Entering a comment:
Step
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Action
Open the properties dialog box (see page 825) for the OutStep.
875
SFC Editor
Comment
In this tab, a comment (see page 868) about the OutStep can be entered.
General tab
Representation of the General tab:
876
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Description
Step Name
Supervision
times and delay
time
Define the delay time in this area, see also section Step times (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the
Reference manual. For OutSteps, the delay time can be exclusively
defined as literal (see page 874).
z Maximum
Not available
z Minimum
Not available
z Delay
Enter the delay time for the current OutStep in this text box.
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
Comment tab
Representation of the Comment tab:
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877
SFC Editor
878
Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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23.7
Editing actions
Overview
This section describes how to edit actions in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
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Page
880
888
879
SFC Editor
880
Action
Open the properties dialog box (see page 825) for the step.
Result: The step properties dialog box is opened, see also Steps properties
dialog box, page 850.
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Step
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Action
If necessary, define an Qualifier in the Qualifier symbol (see page 885) list box.
Confirm the definitions for the action with the New action button.
Result: The action is enabled in the action list box.
Example:
881
SFC Editor
Modifying an action
Modifying an action:
Step
Action
Open the properties dialog box (see page 825) for the step.
Result: The step properties dialog box is opened, see also Steps properties
dialog box, page 850.
or
z action section (see page 884)
Note: When modifying action sections you are asked to confirm whether the
current action section should be deleted. Please note that deleted sections
cannot be undone usingEdit Undo .
882
If necessary, define an Qualifier in the Qualifier symbol (see page 885) list box.
Confirm the changes for the action with the Accept action button.
Result: The definitions of the selected action in the action list box are replaced
with the changed definitions.
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Action
Select the Actions tab from the step properties dialog box, if it isnt already
activated.
In the Action area, activate the Variable option button, if it isnt already activated.
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Click the New action button to insert a new action (see page 880), or the Accept
action button to modify an existing action (see page 882).
Result: The action is enabled in the action list box.
If the action variable has not been declared, declare it as BOOL data type, see also
Creation of EDT type variable instances, page 340.
883
SFC Editor
884
Action
Select the Actions tab from the step properties dialog box, if it isnt already
activated.
Enter the name of the action section in the list box, see also section Action
sections (see Unity Pro, Program Languages and Structure, Reference Manual )
in the Reference manual.
If necessary, define an qualifier (see page 885) for the action section.
If you do not define an qualifier, the action section is automatically assigned the
qualifier N (no qualifier).
Click the New action button to insert a new action (see page 880), or the Accept
action button to modify an existing action (see page 882).
Result: The action is enabled in the action list box.
Example:
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Step
Action
Click the Edit Action section button to create the action section logic.
Result: A dialog box is opened for defining the programming language for the
action section.
Example:
Select the desired programming language for the action section and confirm the
selection with OK.
Information for creating LD sections: An LD section contains 11-64 columns
and 17-2000 lines. The number of columns is defined using the Tools Project
Settings...dialog box, in the Editors tab, in the Number of columns text box.
These settings are only valid for new sections and not for existing sections.
Always define the number of columns before you create a new LD section. (The
number of lines can be increased or reduced during the creation of section
contents.)
Result: The step properties dialog box is closed and the action section is opened.
Create the action section logic, see also section Action sections (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference manual.
Note: If the action sections subprograms are called in the Tools Project
settings... Language extensions dialog box, the options Subprograms
allowed and Multi Token allowed must be activated.
Please note that the subroutine called from the action section do not affect the
sequence string control, i.e.
z the qualifier assigned to the action section has no effect on the subroutine,
z the subroutine remains active when the calling step is deactivated.
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Action
Select the Actions tab from the step properties dialog box, if it isnt already
activated.
Select the desired qualifier from the Qualifier list box, see also section Qualifiers
(see Unity Pro, Program Languages and Structure, Reference Manual ) in the
Reference manual.
885
SFC Editor
Step
3
Action
If you select an qualifier of type L (time limited), D (time delayed) or DS (delayed
and saved), you are assigning a time period for the qualifier.
You can define the time period as a literal or as a variable of the TIME data type:
z Literal
a. In the Time area, activate the Literal option button, if it isnt already
activated.
b. Enter a time period, e.g. 500 ms, 1 sec.
z Variable
886
Define the action variable (see page 883) or the action section (see page 884).
Click the New action button to insert a new action (see page 880), or the Accept
action button to modify an existing action (see page 882).
Result: The action is enabled with the qualifier in the action list box.
Example:
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Action
Select the Actions tab from the step properties dialog box, if it isnt already
activated.
Select the action from the action list box whose execution order you want to
change.
Note: If several actions are assigned to a step, they are executed in the order
they are listed in the action list box.
Exception: Regardless of their position in the action list box, actions with the
qualifier P1 are always processed first and actions with the qualifier P0 are
always processed last, see also section Qualifiers (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual.
Move the selected action to the target position using the Move up and Move
down buttons.
Deleting actions
Deleting actions:
Step
Action
Select the Actions tab from the step properties dialog box, if it isnt already
activated.
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SFC Editor
888
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Expanded display
In addition to the step symbol, this mode displays the actions assigned to the section
and their properties (qualifier, name of the action variable/section and the time
period defined for the qualifier, if available). If more than two actions are assigned to
a step you can scroll the list.
Example of a section in Expanded Display:
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889
SFC Editor
23.8
Editing Transitions
Overview
This section describes how to edit transitions in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
890
Page
Placing transitions
891
893
899
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Placing transitions
Introduction
A transition provides the condition through which the checks of one or more pretransition steps pass on one or more consecutive steps along the corresponding
link.
Transitions can be placed in any free cell.
If a transition is placed in a cell that is already occupied by an object, an error
message is returned.
If a transition is placed in a cell where the neighboring cell above or below already
contains a transition, an error message is returned because a step must be placed
between two transitions (see also section Connection rules (see Unity Pro, Program
Languages and Structure, Reference Manual ) in the Reference manual).
A transition which is placed always connects automatically with the neighboring
objects above and below if there are no free cells between them.
Activating transition placement mode
You have the following options to activate the transition placement mode:
z Use the Edit New Transition menu command.
z Use the Transition menu command from the shortcut menu.
z Press the Shift+F3 key combination.
or
z
Select the
symbol.
cursor symbol.
Note
In the Tools Options dialog box on the Data and Languages tab, if the
Automatically assign a variable to a new graphical object check box is selected,
then the corresponding properties dialog box is automatically opened when an
object is placed. The procedures explained here are used when the check box is
cleared.
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SFC Editor
Placing transitions
Placing transitions:
Step
Action
or
Use the arrow keys to move the cursor to the target position, and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
892
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whether the transition condition should be inverted (see page 897) (trigger the
transition when 0)
a comment (see page 898)
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Action
Open the properties dialog box (see page 825) for the transition.
Result: The properties dialog box for the transition is opened, see also
Properties dialog box for transitions, page 899.
In the Type of transition condition area, activate the Variable option button, if
it isnt already activated.
893
SFC Editor
Step
3
Action
In the BOOL variable, value or address data selection box (see page 1889),
enter a Boolean variable/address, a Boolean element for a multi-element
variable or a Boolean literal, see also section Transition conditions (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
You have the following options to enter variables:
z You can enter the name of the variable.
z You can select the name of the variable from the list of recently used names
using the symbol.
or
z Using the command button ... you can open a variable selection dialog box
(see page 1114) and confirm the selected variables there with OK.
Example:
opens. In this case, continue with the following steps of this procedure.
Variable declaration dialog box
Note: If you wish to declare the variable later, close the dialog box using the
symbol. In this case, the variable name is enabled in the section, but not
declared. You can declare the variables later in the Data Editor
(see page 340) or by selecting the transition and the executing the menu
command Generate Variable in the shortcut menu.
894
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Step
5
Action
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result:The variable is declared and enabled in the section. A syntax and
semantics check (see page 809) is performed and the procedure ends here.
Example:
7
8
symbol.
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Action
Open the properties dialog box (see page 825) for the transition.
Result: The properties dialog box for the transition is opened, see also
Properties dialog box for transitions, page 899.
895
SFC Editor
Step
3
Action
Enter the name of the transition section in the text box, see also section
Transition section (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
You have the following options to enter the section name:
z You can enter the section name.
or
z You can select the name of the section from the list of transition sections
which are defined but not yet used with the symbol.
Example:
896
To create the logic for the transition section, click the Edit command button.
Result: A dialog box to define the programming language of the transition
section is opened.
Example:
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Step
Action
Select the desired programming language for the transition section and confirm
the selection with OK.
Information for creating LD sections: An LD section contains 11-64 columns
and 17-2000 lines. The number of columns is set via the Tools Project
Settings dialog box, in the Editors tab in the Number of columns text box.
These settings are only valid for new sections and not for existing sections.
Always define the number of columns before you create a new LD section. (The
number of lines can be increased or reduced during the creation of section
contents.)
Result: The properties dialog box is closed and the transition section is opened.
Create the logic for the transition section, see also section Transition section
(see Unity Pro, Program Languages and Structure, Reference Manual ) in the
Reference manual.
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Action
Open the properties dialog box (see page 825) for the transition.
Result: The properties dialog box for the transition is opened, see also
Properties dialog box for transitions, page 899.
To invert the transition condition, activate the Invert transition condition check
box.
Example:
897
SFC Editor
Step
3
Action
Confirm the entry with OK.
Result: The transition condition is represented as inverted in the section, the
properties dialog box is closed and a syntax and semantics check
(see page 809) is performed.
Example:
Enter a comment
Enter a comment:
Step
898
Action
Open the properties dialog box (see page 825) for the transition.
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Comment
In this tab, a comment (see page 849) about the transition can be entered.
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899
SFC Editor
900
Element
Description
Invert transition
condition
Type of transition
condition
In this area, you can define the transition condition, see also section
Transition conditions (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
The contents of this area depends on the selected option:
z Variable
If you activate this option button, you can enter a Boolean
variable/address, a Boolean element of a multi-element variable or
a Boolean literal in the BOOL variable, value or address data
selection box (see page 1889).
z TRANSITION section
When you activate this option button, you can go to the
TRANSITION Section text box and enter the name of the
transition section.
Note: This text box is only used for referencing transition sections.
If you want to rename an existing transition section, you must
execute this in the properties dialog of the transitions section.
Edit
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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Comment tab
Representation of theCommenttab:
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Element
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
901
SFC Editor
23.9
Editing Jumps
Overview
This section describes how to edit jumps in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
902
Page
Placing jumps
903
905
907
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Placing jumps
Introduction
Jumps are used to represent directional links which are not displayed in full length.
Jumps can be placed in any free cell.
If a jump is placed in a cell that is already occupied by an object, an error message
is returned.
If a jump is placed in a cell where the neighboring cell above already contains a step,
an error message is returned because a transition must be placed between a step
and a jump (see also section Connection rules (see Unity Pro, Program Languages
and Structure, Reference Manual ) in the Reference manual).
A jump which is placed always connects automatically with the neighboring objects
above if there are no free cells between them.
Use the context sensitive Go to, Go to step or List and display jumps dialogs to
find a certain jump in the current section.
Activating the jump placement mode
You have the following options to activate the jump placement mode:
z Use the Edit New Jump menu command.
z Use the Jump menu command from the shortcut menu.
or
z
Choose the
symbol.
cursor symbol.
Note
If in the Tools Options dialog in the Data and Languages tab the Automatically
assign a variable to a new graphics object checkbox is enabled, an objects
property dialog will automatically open during placement. The procedures explained
here are used when the check box is cleared.
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SFC Editor
Placing jumps
Placing jumps:
Step
904
Action
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Action
Open the properties dialog box (see page 825) for the jump.
Result: The jump properties dialog box is opened, see also Calling the
properties dialog box (see page 907).
Enter the name of the target step in the text box, see also Jump (see Unity Pro,
Program Languages and Structure, Reference Manual ) in the Reference
manual.
Note: With multi-token, you can enable the option to jump into a parallel
sequence or out of a parallel sequence, see also the Tools Project Settings
dialog box, in the Language extensions tab, Sequential control (SFC) area.
You have the following options to enter the target step name:
z You can enter the step name.
or
z You can select the name of the step from the list of steps used in the current
section with the symbol.
Example:
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905
SFC Editor
Step
Action
Create the logic for the transition section, see also Transition section (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
Entering a comment
Entering a comment:
Step
1
906
Action
Open the properties dialog box (see page 825) for the jump.
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Element
Description
Step Name
Enter the name of the target step (see page 905) in this text box, see also
section Jumps (see Unity Pro, Program Languages and Structure,
Reference Manual ) in the Reference manual.
OK
Use this command button to accept all entries and close the dialog box.
Apply
Use this command button to accept all entries without closing the properties
dialog box.
907
SFC Editor
Comment tab
Representation of the Comment tab:
908
Description
Text box
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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23.10
Overview
This section describes how to edit branches and joints in the SFC programming
language.
What Is in This Section?
This section contains the following topics:
Topic
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Page
910
912
913
916
917
909
SFC Editor
910
Parallel sequence
With parallel sequences the connection of an individual transition leads to the
parallel activation of several (maximum 32) steps (branches). After this activation,
the individual branches are processed independently from one another, see also
Parallel Branches and Parallel Joints (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual.
Parallel sequences consist of:
z Parallel branch
With parallel branches, as many transitions follow a step under the horizontal
line as there are parallel processes.
z Parallel joint
In accordance to IEC 61131-1, all parallel branches are joined at their ends by
a common parallel joint. The transition to a parallel connection is evaluated
when all previous steps of the transition are set.
If a parallel branch is combined using an alternative joint, this is only possible
with Multi-Token-Operation, see also dialog box Tools Project Settings
tab Language extensions area Sequential control (SFC).
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Type
Alternative branch
(see page 912)
F4
Alternative joint
(see page 912)
Shift+F4
Parallel branch
(see page 912)
F5
Parallel joint
(see page 912)
Shift+F5
Cursor
symbol
911
SFC Editor
Action
Select the desired branch or joint, see also Selecting Branches and Joints,
page 910.
or
Use the arrow keys to move the cursor to the target position, and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
912
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Action
Drag the branch or joint in the desired direction using the mouse.
Result: The branch or joint is expanded to the desired number of pins.
Example:
913
SFC Editor
914
Action
Open the properties dialog box (see page 825) for the branch or joint.
Result: The properties dialog box for the branch (see page 916) or joint
(see page 917) is opened.
Example of a properties dialog box for branches:
Enter the desired number of output pins (for branches) or the desired number of
input pins (for joints).
Example of a properties dialog box for branches:
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SFC Editor
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Action
Open the properties dialog box (see page 825) for the branch or joint.
Result: The properties dialog box for the branch (see page 916) or joint
(see page 917) is opened.
Example of a properties dialog box for branches:
Enter the target position of the input pin (for branches) or the position of the
output pin (for joints).
Note: The position numbers start at 0.
Example of a properties dialog box for branches:
915
SFC Editor
916
Element
Description
OutPin number
Enter the number of output pins (see page 914) of the branch in this
text box.
InPin position
Enter the position of the input pin (see page 915) of the branch in this
text box.
Note: The position numbers start at 0.
OK
Use this command button to accept all entries and close the properties
dialog box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
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SFC Editor
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Element
Description
InPin number
Enter the number of input pins (see page 914) of the branch in this text
box.
OutPin position
Enter the position of the output pin (see page 915) of the branch in this
text box.
Note: The position numbers start at 0.
OK
Use this command button to accept all entries and close the dialog
box.
Apply
Use this command button to accept all entries without closing the
properties dialog box.
917
SFC Editor
23.11
Overview
This section describes how to insert alternative strings and simultaneous strings in
the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
918
Page
919
920
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Sequence type
Alternative sequence
(see page 920)
Parallel Sequence
(see page 921)
Call via
symbol
Cursor
symbol
919
SFC Editor
Action
Activate the placement mode for alternative sequences, see also Selecting
Alternative Sequences and Parallel Sequences, page 919.
Result: The dialog box for defining the sequence size is opened.
Example:
Enter the number of branches to be inserted into the Columns to insert text box.
Example:
920
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SFC Editor
Step
Action
Click the cell where the input pin of the alternative sequence should be placed.
or
Use the arrow keys to move the cursor to the target position, and press Enter.
Result: The alternative sequence is inserted into the section.
Example:
Define the properties of the placed steps (see page 843) and transitions
(see page 893).
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Action
Activate the placement mode for parallel sequences, see also Selecting
Alternative Sequences and Parallel Sequences, page 919.
Result: The dialog box for defining the sequence size is opened.
Example:
921
SFC Editor
Step
Action
Enter the number of branches to be inserted into the Columns to insert text box.
Example:
Result: The dialog box is closed and the cursor changes its symbol to
922
Click the cell where the input pin of the alternative sequence should be placed.
or
Use the arrow keys to move the cursor to the target position, and press Enter.
Result: The parallel sequence is inserted into the section.
Example:
Define the properties of the placed steps (see page 843) and transitions
(see page 893).
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SFC Editor
23.12
Overview
This section describes how to insert step transitions and transition step sequences
using the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
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Page
924
925
923
SFC Editor
924
Sequence type
Insert Step-TransitionSequence
(see page 925)
Sequence Step-Transition
Sequence shortcut menu
Transition-Step
Sequence
(see page 926)
Sequence Transition-Step
Sequence shortcut menu
Call via
the icon
Cursor
symbol
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SFC Editor
Action
Activate the placement mode for step-transition sequences, see also Selecting
Step-Transition and Transition-Step Sequences, page 924.
Result: The dialog box for defining the number of step-transition sequences is
opened.
Example:
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925
SFC Editor
Step
Action
Click the cell where the input pin of the step-transition sequence should be
placed.
or
Use the arrow keys to move the cursor to the target position, and press Enter.
Result: The step-transition sequences are inserted into the section.
Example:
Define the properties of the placed steps (see page 843) and transitions
(see page 893).
926
Action
Activate the placement mode for transition-step sequences, see also Selecting
Step-Transition and Transition-Step Sequences, page 924.
Result: The dialog box for defining the number of transition-step sequences is
opened.
Example:
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SFC Editor
Step
Action
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Click the cell where the input pin of the transition-step sequence should be
placed.
or
Use the arrow keys to move the cursor to the target position, and press Enter.
Result: The transition-step sequences are inserted into the section.
Example:
Define the properties of the placed steps (see page 843) and transitions
(see page 893).
927
SFC Editor
23.13
Editing Links
Overview
Editing links in the SFC programming language.
What Is in This Section?
This section contains the following topics:
Topic
928
Page
Links
929
Placing a Link
930
Editing links
933
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SFC Editor
Links
Introduction
Links connect steps and transitions, transitions and steps, etc.
Attention should be paid to the following programming information:
z Links between objects of the same type (step with step, transition with transition,
etc.) are not possible.
z Links are possible between:
z Unused object outputs
z Used or unused step inputs
(i.e. step inputs can be connected using links)
z
z
z
Overlapping links and other SFC objects (step, transition, jump, etc.) is not
possible.
Overlapping links and links is possible.
Crossing links and links is possible. Crossed links are indicated by a "broken" link.
The signal flow is generally from top to bottom. In exceptional cases (e.g. return)
it can also be from bottom to top. This special case is indicated using an arrow
symbol.
NOTE: A detailed description about links can be found in section Links (see Unity
Pro, Program Languages and Structure, Reference Manual ) in the Reference
manual.
Selecting links
You have the following options to activate the placement mode:
z Use the Edit New Link menu command.
z Use the Link menu command from the shortcut menu.
z Press the F6 key.
or
z
Select the
The
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and
symbol.
cursor symbols indicate which mode is active.
929
SFC Editor
Placing a Link
Placing a link using the mouse
Carry out the following steps to place a link using the mouse:
Step
Action
Activate the placement mode for links, see also Links, page 929.
Click the left mouse button on the start point and drag mouse pointer to the target
point of the link.
Example:
Tips:
z By clicking between the start point and target position you can place
intermediate points; for example, to avoid crossing other objects.
z You can leave this mode at any time by pressing Esc.
930
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Step
4
Action
Click on the target position with the left mouse button.
Result: The link is inserted.
Example:
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Action
Activate the placement mode for links, see also Links, page 929.
Use the cursor keys to move the cursor to the start point of the link, and press
Enter.
Note: The correct position is shown by the cursor symbol.
Example:
931
SFC Editor
Step
3
Action
Use the cursor keys to move the cursor to the target position of the link.
Example:
Tips:
z By pressing the Enter key between the start point and target position you can
place intermediate points; for example, to avoid crossing other objects.
z You can leave this mode at any time by pressing Esc.
4
Press Enter.
Result: The link is inserted.
Example:
932
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Editing links
Editing links
Links are comprised of one or more segments connected to one another.
When cutting (see page 816), deleting (see page 815), copying (see page 817) and
moving (see page 819) links, the action is executed for the entire link.
If a link is selected, the target points are displayed at their beginnings, ends and at
every direction change
Moving links vertically/horizontally
Process the following procedures to move a link segment vertically or horizontally:
Step
33003101 07/2012
Action
Click the left mouse button and drag the segment to the target position.
933
SFC Editor
Step
4
Action
Release the mouse button.
Result:
The change is made.
934
Action
33003101 07/2012
SFC Editor
Step
Action
Click the left mouse button and drag the change label to the target position.
33003101 07/2012
Action
Press the Ctrl key and place the mouse pointer at the target position.
Note: The correct position is indicated by the mouse pointer symbol.
Example:
935
SFC Editor
Step
3
936
Action
Left-click the target position.
Result:
The sizing handle is created.
33003101 07/2012
SFC Editor
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Action
937
SFC Editor
23.14
Entering Comments
Entering comments
Introduction
Comments can be placed in SFC in the form of text objects.
Text objects can overlap other objects.
The size of the object, depending on the size of the text, can be extended vertically
and horizontally to fill additional grid units.
The same rules apply for entering text and navigating within text objects as for
editing ASCII text in standard text editors. (To create a line break in text objects you
must press the Ctrl+Enter key combination).
NOTE: Keep in mind that each change to a comment (e.g. change to a comment
text, change to the size of the text object) makes it necessary to recreate the section
involved (Generation Generate project).
Selecting the text object
You have the following options to select text objects:
z Use the Edit New Comment menu command.
z Use the Comment menu command from the shortcut menu.
z Press the F8 key.
or
z
Select the
symbol.
938
cursor symbol.
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SFC Editor
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Action
939
SFC Editor
23.15
Online functions
Online functions
Online functions
The description of online functions is found in chapter Debugging in Sequential
Function Chart Language (SFC), page 1386.
940
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SFC Editor
23.16
Export/Import
33003101 07/2012
941
SFC Editor
942
33003101 07/2012
Unity Pro
IL and ST
33003101 07/2012
24
Overview
This chapter describes the common menus and dialog boxes of the IL and ST editor.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
Selecting Text
944
946
948
Match case
949
Font sizes
950
Using Bookmarks
951
Go to
953
Go to dialog box
955
Searching text
958
960
Call a subroutine
962
964
Inspect windows
966
Enter comments
970
972
Initialize search
973
974
975
Fullscreen
976
943
IL and ST
Selecting Text
Selecting one or more characters
Selecting one or more characters:
Using the mouse
1. Left click with mouse and keep it pressed. 1. Press the Shift key and keep it pressed.
2. Drag the mouse across the characters you 2. Use the arrow keys to move the insertion
want to select.
point over the characters to be selected.
or
1. Place the insertion point in front of the first
character you want to select.
2. Press the Shift key and keep it pressed.
3. Click the left mouse button behind the last
character you want to select.
Selecting a word
Selecting a word:
944
33003101 07/2012
IL and ST
1. Click the left mouse button at the height of 1. Press the Shift key and keep it pressed.
the line to be selected in the left margin.
2. Use the arrow keys to move the insertion
point over the characters to be selected.
or
1. Click the left mouse button at the height of
the first line to be selected in the left
margin.
2. Press and hold the mouse button down
and drag the cursor down to the last line to
be selected.
or
1. Place the insertion point at the start of the
first line you want to select.
2. Left click the mouse and keep it pressed.
3. Drag the cursor to the end of the last line to
be selected.
4. Release the mouse key.
or
1. Place the insertion point at the start of the
first line you want to select.
2. Press the Shift key and keep it pressed.
3. Click the left mouse button behind the last
line you want to select.
33003101 07/2012
945
IL and ST
Cutting Text
Cutting text:
Using the mouse
Click the
symbol.
The text which is cut can be pasted (see page 947) at any location (also in another
IL or ST section).
Copying Text into the Clipboard
Copying text into the clipboard:
Using the mouse
Click the
symbol.
The text which is copied can be pasted (see page 947) at any location (also in
another IL or ST section).
946
33003101 07/2012
IL and ST
Click the
symbol.
Moving Text
Moving text:
Using the mouse
Using the
keyboard
1.
2.
3.
4.
Copying text
Copying text:
Using the mouse
Using the
keyboard
1.
2.
3.
4.
5.
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947
IL and ST
Select the
symbol.
Select the
symbol.
948
33003101 07/2012
IL and ST
Match case
All caps text
Process the following steps to display text in All Caps:
Step
Action
symbol.
Action
Select the text to display in lower case.
You have the following options to convert the selected text:
z Use the Edit Lower case menu command.
z Press the Alt+U key combination.
z Select the
33003101 07/2012
symbol.
949
IL and ST
Font sizes
Introduction
Several font sizes are available to provide an optimal display of the text in the current
section (overview of the entire contents or display of details).
Reducing the font size
You have the following options to reduce the current font size:
Press the Ctrl+-key combination.
z
z
Select the
symbol.
Select the
symbol.
950
Select the
symbol.
Select the
symbol.
33003101 07/2012
IL and ST
Using Bookmarks
Introduction
Bookmarks are used to mark text lines and allow these marked lines to be easily
found in different sections.
An example of a line marked with a bookmark:
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951
IL and ST
952
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IL and ST
Go to
Introduction
The Go to function is used to jump to:
z a specific line in the current section,
z a specific bookmark in the current section or
z a specific mark in the current section,
Open the dialog
The following options are available to open theGo todialog box.
Use the menu command Edit Go to,
z select the menu command Go to from the sections shortcut menu.
z Press the key combination Ctrl+G.
or
z
Choose the
symbol.
Go to a line
Go to a certain line in the current section by carrying out the following steps:
Step
1
Action
Open (see page 953) the Go todialog box.
Go to a bookmark
Go to a certain bookmark in the current section by carrying out the following steps:
Step
1
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Action
Open (see page 953) the Go todialog box.
953
IL and ST
Go to a location
Go to a certain location in the current section by carrying out the following steps:
Step
954
Action
33003101 07/2012
IL and ST
Go to dialog box
Call the dialog box:
see Open the dialog, page 953
Call the dialog box
The Go todialog box is made up of three tabs:
z Row
Go to a certain location in the current line using this tab.
z Bookmarks
Go to a certain bookmark in the current section using this tab:
z Label
Go to a certain location in the current section using this tab:
tab Line
Representation of theLine tab:
Description
For symbols that are not printed, the dialog box is closed after every
search.
For printed symbols the dialog box remains open until you close it.
33003101 07/2012
Line number
The number of the row to be displayed can be entered in this text box.
Go to
Close
Help
955
IL and ST
Description
For symbols that are not printed, the dialog box is closed after every
search.
For printed symbols the dialog box remains open until you close it.
956
Bookmark:
Prev
Next
Go to
Close
Help
33003101 07/2012
IL and ST
Description
For symbols that are not printed, the dialog box is closed after every
search.
For printed symbols the dialog box remains open until you close it.
33003101 07/2012
Locations:
Go to
Close
Help
957
IL and ST
Searching text
Searching text
When searching text, you can define the search text and various options for the
search.
You have the following options to search for text:
Use the Edit Find menu command.
z Press the key combination Ctrl+F.
or
z
click the
symbol.
This function is only used for searching and in some cases marking search terms.
To search and replace text, use the Edit Replace menu command, see also
Searching and replacing text, page 960.
For intelligent search and replace of variables and FFBs you can use the Tools
Search/Replace menu command.
Representation
Search dialog display
958
Element
Description
Find:
Enter the text to be found. You can insert text from the
clipboard or from the list of recently used terms.
If you select this option, only the whole term is searched for
and not parts of the term.
Match case
Direction
Find Next
Select All
Use this command button to mark all lines in the section that
contain the search term with a bookmark, see also Using
Bookmarks, page 951.
33003101 07/2012
IL and ST
Find Previous
You have the following options to find earlier instances of the term defined in the
Find dialog box:
z Use the Edit Previous menu command.
or
z press the Shift+F3 key combination.
Find Next
You have the following options to find later instances of the term defined in the Find
dialog box:
z Use the Edit Find Next menu command.
or
z press the F3 key.
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959
IL and ST
Description
Find what
Enter the text to be found. You can insert text from the clipboard or
from the list of recently used terms.
Replace with
Enter the new text. You can insert text from the clipboard or from the
list of recently used terms. In order to delete the text in the Find what
text box, leave the Replace with text box empty.
If you select this option, only the whole term is searched for and not
parts of the term.
Match case
If you select this option, only terms are searched whose capitalization
matches the text in the Find what text box.
Replace with
960
Use this command button to search for the next instance of the search
target in the section. (No replacement is made.)
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IL and ST
33003101 07/2012
Element
Description
Replace
Replace All
961
IL and ST
Call a subroutine
Introduction
The subroutine to be called must be located in the same task as the section calling.
Subroutines can also be called from within subroutines.
Subroutine calls are expansions to IEC 61131-3 and must be explicitly enabled via
the Tools Project Settings dialog box, in the Language extensions tab by
activating the Allow subroutines check box.
In IL, a subroutine call consists of the CAL operator, followed by the name of the
subroutine section, followed by an empty parameter list (optional), e.g.
CAL SR_Name
or
CAL SR_Name ()
In ST, a subroutine call consists of the name of the subroutine section, followed by
an empty parameter list, followed by a semicolon, e.g.
SR_Name () ;
The name of subroutine is shown in boldface to identify that these subroutines can
be refined (see page 964).
You can enter the name of the subroutine section just like any other text, or use the
input assistant.
Entering the name of the subroutine section with input assistant
Process the following steps to enter a subroutine section name with the input
assistant:
Step
Action
962
33003101 07/2012
IL and ST
Step
Action
Click the symbol, select the subroutine to be called from the list and confirm
pressing Enter.
Note: The subroutine to be called must be located in the same task as the
section calling.
Result: The name of the subroutine section is enabled in the section.
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963
IL and ST
Action
964
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IL and ST
Refining subroutines
Process the following steps to refine subroutines:
Step
Action
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965
IL and ST
Inspect windows
Introduction
In offline mode, the name, address (if available) and the comment (if available) of
the associated variable are displayed in inspect windows.
In online mode, the name, address (if available) and the current value of the variable
are displayed in inspect windows.
The current values can be displayed:
Decimal, e.g. 15
z Binary, e.g. 00001111
z Hexadecimal, e.g. F
z Floating point, e.g. 15.4
z Exponent, e.g. 1.3e+003
z Literal, e.g. otto
z
966
33003101 07/2012
IL and ST
Action
symbol.
Example (online):
Resizing
Position the mouse pointer on the right or left edge of an inspect window (the correct
position is indicated by the
or
mouse pointer symbol), click the left mouse
button and drag the mouse right or left.
The size selected applies to all inspect windows within the current section.
Changing the position
Position the mouse pointer on the inspect window, click the left mouse button and
move the inspect window to the target position.
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967
IL and ST
968
Action
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IL and ST
Step
5
Action
Confirm the entries with OK.
Result:
z If the current value is within the defined range, the inspect window is
displayed in cyan.
z If the current value is outside the defined range, the inspect window is
displayed in yellow.
z If the current value is above the defined range, the inspect window is
displayed in magenta.
Example:
33003101 07/2012
969
IL and ST
Enter comments
Introduction
In the IL and ST editors, comments start with the string (* and end with the string
*). Any comment can be entered between these two strings.
NOTE: Keep in mind that each change to a comment (e.g. change to a comment
text, change to the size of the text object) makes it necessary to recreate the section
involved (Generation Generate project).
In accordance with IEC 61131-3, nesting of comments is not permitted. If it is
necessary to nest comments you must enable them via the Tools Project
Settings dialog box, in the Language extensions tab by activating the Allow
nested comments check box.
Placing a new comment
Placing a comment:
Step
Action
symbol.
Result: The strings for the start and end of the comments are inserted.
Example:
970
33003101 07/2012
IL and ST
Action
symbol.
Result: The strings for the start and end of the comments are inserted.
Example:
33003101 07/2012
971
IL and ST
Action
Open the print dialog using:
z the menu command File Print,
z or the key combination Ctrl+P
or
z the symbol
972
Action
Select the menu command Print from the sections shortcut menu.
33003101 07/2012
IL and ST
Initialize search
Introduction
The Initialize Search function transfers the name of the selected element (search
text) to the Element text box in the Cross-References window.
Selecting the search text
Process the following steps to select the search text:
Step
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Action
973
IL and ST
Action
33003101 07/2012
IL and ST
33003101 07/2012
975
IL and ST
Fullscreen
Fullscreen
You have the following options to display the section application window in full
screen mode:
z Select the View Full screen menu.
z Press the key combination Ctrl-F8.
z
Click the
symbol.
To end the full screen mode press Esc or use the menu.
976
33003101 07/2012
Unity Pro
IL Editor
33003101 07/2012
IL Editor
25
Overview
This chapter describes the specific menus and dialog boxes of the IL editor.
For a description of the syntax for the IL programming language, please refer to the
Instruction List IL (see Unity Pro, Program Languages and Structure, Reference
Manual ) chapter in the Reference manual.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
Structure of an IL program
978
Creating an IL Program
980
981
985
Data input
986
Calling an FFB
992
1003
Online functions
1005
Export/Import IL Sections
1006
977
IL Editor
Structure of an IL program
Introduction
An IL program (Instruction List) consists of a list of statements that are executed in
sequence by the controller. Using these statements you can call function blocks,
functions and procedures conditionally or unconditionally, process assignments and
jumps conditionally or unconditionally within a section.
Properties of an IL program
Properties of an IL program:
Statements consist of:
z an operator,
z with modifier if necessary,
z an operand if required and
z a comment if required.
z In addition, every statement can be provided with a label.
z
z
z
z
z
z
978
33003101 07/2012
IL Editor
z
z
Input assistants
Input assistant for the IL editor:
Input assistant for variables (see page 986)
z Input assistant for functions, function blocks and procedures (see page 992)
z
Online functions
Online functions of the IL editor:
z Displaying actual values (see page 966).
z Setting breakpoints (see page 1362)
z Setting watchpoints (see page 1368)
z Step by Step (see page 1364)
33003101 07/2012
979
IL Editor
Creating an IL Program
Writing in insert/overwrite mode
Text can be entered in insert or overwrite modes
Insert mode
The characters entered are inserted in the current position of the insert marker in
addition to the existing characters.
z Overwrite mode
The characters entered are inserted in the current position of the insert marker
and overwrite the existing characters.
z
980
Action
33003101 07/2012
IL Editor
Representation
Representation of colors and labels:
33003101 07/2012
Labeling
Description
blue
red
green
Comment
black
bold
underlining
Example
981
IL Editor
Labeling
red wavy line
Description
Example
Faulty text:
z Syntax error
Text is selected
Tooltips
If the cursor is placed over incorrect text, the tooltip is displayed with a brief
description of the cause of the error. It will also be displayed in the output window
after the analysis.
Error messages in the output window
Error message: Accessed object is not a function.
Cause of error
Error Correction
Example
Wrong:
Right:
982
33003101 07/2012
IL Editor
Cause of error
Error Correction
Example
Wrong:
Right:
Wrong:
Right:
33003101 07/2012
983
IL Editor
Error Correction
Example
Wrong:
Right:
984
33003101 07/2012
IL Editor
33003101 07/2012
Key combinations
Motion
Cursor left
Cursor right
Cursor up
Cursor down
Ctrl+Cursor left
Ctrl+Cursor right
Ctrl+Cursor up
Ctrl+Cursor down
Home
End
Ctrl+Home
Ctrl+End
Page Up
Page Down
Ctrl+Alt+Page Up
Ctrl+Alt+Page Down
Alt+Enter
985
IL Editor
Data input
Introduction
You have different options for using data in your IL section.
Using already declared variables (see page 986)
z you can use a data selection dialog box,
or
z you can enter the variable name just like any other text.
Use undeclared variables and declare them later (see page 987)
You can define variable names when creating your IL section and then declare
all variables used.
Use undeclared variables and declare them immediately (see page 988)
You can define variable names when creating your IL section and declare them
immediately.
Declaration of variables directly in the IL section. (see page 989)
You can declare variables in the Data Editor (see page 340), but also directly in
the IL section.
Using formal parameters from function blocks (inputs/outputs, public variables)
(see page 990)
z You can use a data selection dialog box.
or
z You can enter the formal parameter name just like any other text.
Action
Declare the required variables, see also Creation of EDT type variable instances,
page 340.
section.
or
z Press the Ctrl+D key combination.
Result:
A data selection box (see page 1889) is opened.
986
33003101 07/2012
IL Editor
Step
4
Action
You have the following options to enter variables:
z You can now enter the variable name and confirm using Enter or the
button .
z You can select the variable names from the list of recently used names using
the symbol and confirm using Enter or the button .
z You can delete your entry by pressing Esc or the button .
z Use the button ...to open a variable selection dialog box (see page 1121) and
in the Variables tab confirm the selected variable using the OK button.
Example of a data selection dialog box:
Result: The selected variable is inserted into the section and a syntax and
semantics check (see page 981) is performed.
33003101 07/2012
Action
Declare all variables in the Data Editor (see page 340) or directly in the IL section
(see page 989).
Result: The red wavy line under the variable name disappears.
987
IL Editor
Action
Click Create Variable in the shortcut menu, or press the Shift+Enter key
combination
Result: The variable declaration dialog box opens.
If you do not want to assign an address or comment, confirm using Enter or the
symbol.
Result: The variable is declared and inserted at the target position in the section.
988
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
33003101 07/2012
IL Editor
Action
Click Create Variable in the shortcut menu, or press the Shift+Enter key
combination
Result: The variable declaration dialog box opens.
Note: The variable name automatically appears in the Name field, if editor
recognizes the text entered in the section as a variable and its syntax is correct.
3
If you do not want to assign an address or comment, confirm using Enter or the
symbol.
Result: The variable is declared and the red wavy line under the variable name
disappears.
33003101 07/2012
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
989
IL Editor
Action
Call the function block whose formal parameters you want to use, see also
Calling a function block (see page 993).
To use the formal parameter, place the cursor at the target position.
990
33003101 07/2012
IL Editor
Step
33003101 07/2012
Action
Expand the display of the inputs, outputs, and any inputs/outputs and public
variables by clicking their + symbols.
Result:
You can now see all available inputs/outputs of the function block.
991
IL Editor
Calling an FFB
Introduction
You have the following options to open FFBs (Elementary Function, Elementary
Function Block, Derived Function Block, Procedure):
z You can enter the call like you enter any text (for syntax, see Calling FFB sections
(see Unity Pro, Program Languages and Structure, Reference Manual ) in the
Reference manual),
z you can use the function input assistants,
or
z you can enter the FFB to the section using the drag & drop method.
NOTE: Procedures are expansions to IEC 61131-3 and must be explicitly enabled
via the Tools Project Settings dialog box, in the Language extensions tab by
activating the Allow procedures check box.
992
33003101 07/2012
IL Editor
Action
symbol.
Result:
The function input assistant will be opened.
33003101 07/2012
993
IL Editor
Step
994
Action
In the FFB type line click the button ...., to open an FFB selection window
(see page 1123).
Result:
The FFB selection dialog box is opened.
Select the library and family from the Libraries/Families column which contains
the desired function block.
Tip: If you do not know where to find the FFB you are looking for select the
Libset, entry to see a list of all the FFBs available independently of their libraries.
33003101 07/2012
IL Editor
Step
5
33003101 07/2012
Action
Select the desired function block from the Name column.
Example:
995
IL Editor
Step
Action
The number of inputs can be increased with some elementary functions. (You
find out which functions can be expanded by referring to the descriptions for the
individual functions.)
Expandable pins can be recognized from the following display:
To add further pins select the last pin in the structure and press Add pin.
996
33003101 07/2012
IL Editor
Step
8
Action
Double-click the Entry field cell of the first parameter and enter the name of the
variable/address or an expression to be used.
You have the following options to enter the variable/address:
z You can now enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button ... to open a variable selection dialog box (see page 1121).
Assign all parameters of the function block a variable/address in this way.
Example:
33003101 07/2012
997
IL Editor
Action
symbol.
Result:
The function input assistant will be opened.
998
33003101 07/2012
IL Editor
Step
3
33003101 07/2012
Action
In the Instance line click the button ...., to open an FFB selection window
(see page 1116).
Result:
The dialog box for selecting function block instances is opened.
999
IL Editor
Step
4
1000
Action
Select the desired block instance from the Name column and confirm the
selection with OK.
Result:
z The block instance is added to the function input assistant dialog box.
z You can see all available parameters (see Unity Pro, Program Languages
and Structure, Reference Manual ) of the function block, see also Information
about programming (see Unity Pro, Program Languages and Structure,
Reference Manual ).
33003101 07/2012
IL Editor
Step
5
Action
Double-click the Entry field cell of the first parameter and enter the name of the
variable/address to be used.
You have the following options to enter the variable/address:
z You can now enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button ... to open a variable selection dialog box (see page 1121).
Assign all parameters of the function block a variable/address in this way.
Example:
33003101 07/2012
Declare all variables in the Data Editor (see page 340) or directly in the IL section
(see page 989).
Result: The red wavy line under the variable name disappears.
1001
IL Editor
Action
symbol.
Result:
The function input assistant is opened with the current actual parameters.
33003101 07/2012
IL Editor
33003101 07/2012
Action
Call the function block for whose public variable you want to assign a value, see
also Calling an FFB, page 992.
Open the data editor, see also Data Editor Access, page 302.
1003
IL Editor
Step
Action
Expand the display of the public variables by clicking the respective + symbols.
Result:
You can now see all available public variables of the function block.
Enter the desired value for the public variable in the Value box.
Action
Call the function block for whose public variable you want to assign a value, see
also Calling an FFB, page 992.
Save the buffer contents in a public variable, see also Using formal parameters,
page 990.
For example:
ST D_ACT1.OP_CTRL
1004
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IL Editor
Online functions
Online functions
The description of online functions is found in chapter Debugging in Textual
Languages (Structured Text, Instruction List), page 1361.
33003101 07/2012
1005
IL Editor
Export/Import IL Sections
Export/Import
The description for exporting/importing sections is found in the chapter Import /
Export, page 1701.
1006
33003101 07/2012
Unity Pro
ST Editor
33003101 07/2012
ST Editor
26
Overview
This chapter describes the specific menus and dialog boxes of the ST editor.
For a description of the syntax for the ST programming language, please refer to the
Structured Text ST (see Unity Pro, Program Languages and Structure, Reference
Manual ) chapter in the Reference manual.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
Structure of an ST program
1008
Creating an ST Program
1010
1011
1015
Data input
1016
Calling an FFB
1022
1033
Calling a statement
1035
Online functions
1041
Export/Import IL Sections
1042
1007
ST Editor
Structure of an ST program
Introduction
An ST program (Structured Text) consists of a list of statements that are executed
in sequence by the controller. Using these statements you can call function blocks,
functions and procedures conditionally or unconditionally, make assignments,
execute statements explicitly, repeat statements and execute jumps conditionally or
unconditionally within a section.
Properties of an ST program
Properties of an ST program:
Statements consist of:
z an operator,
z an operand,
z an expression if required and
z a comment if required.
z In addition, every statement can be provided with a label.
z
z
z
z
z
z
z
z
1008
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ST Editor
z
z
z
z
Searching and replacing variables and function blocks and DFB instances
Displaying text in selectable fonts and sizes
The text display type can be selected from the View Select Font menu
command. This configuration applies to all sections of the IL and ST
programming languages.
Intelligent text indentation
The text indentation of a new line is taken from the previous one.
Display the position (line, column) of the cursor in the status bar.
Input assistants
Input assistant for the ST editor:
Input assistant for variables (see page 1016)
z Input assistant for functions, function blocks and procedures (see page 1022)
z Input assistant for statements (see page 1035)
z
Online functions
ST editor online functions:
z Displaying actual values (see page 966).
z Setting breakpoints (see page 1362)
z Setting watchpoints (see page 1368)
z Step by Step (see page 1364)
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ST Editor
Creating an ST Program
Writing in insert/overwrite mode
Text can be entered in insert or overwrite modes
Insert mode
The characters entered are inserted in the current position of the insert marker in
addition to the existing characters.
z Overwrite mode
The characters entered are inserted in the current position of the insert marker
and overwrite the existing characters.
z
1010
Action
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ST Editor
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Labeling
Description
blue
red
green
Comment
black
bold
underlining
Example
1011
ST Editor
Labeling
red wavy line
Description
Example
Faulty text:
z Syntax error
Text is selected
Tooltips
If the cursor is placed over incorrect text, the tooltip is displayed with a brief
description of the cause of the error. It will also be displayed in the output window
after the analysis.
Error messages in the output window
Error message: Accessed object is not a function.
Cause of error
Error Correction
Example
Wrong:
Right:
1012
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ST Editor
Cause of error
Error Correction
Example
Wrong:
Right:
z a procedure
Wrong:
z an SR Section
Right:
Wrong:
Right:
Error Correction
Example
Wrong:
Right:
z a procedure
Wrong:
z an SR Section
Right:
Wrong:
Right:
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1013
ST Editor
Cause of error
Error Correction
Example
Wrong:
Right:
z a function block
Wrong:
Right:
Wrong:
Right:
1014
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Key combinations
Motion
Cursor left
Cursor right
Cursor up
Cursor down
Ctrl+Cursor left
Ctrl+Cursor right
Home
End
Ctrl+Home
Ctrl+End
Page Up
Page Down
Scrolls one page down (the cursor remains in its position on the
screen)
Ctrl+Alt+Page Up
Ctrl+Alt+Page Down
Alt+Enter
1015
ST Editor
Data input
Introduction
You have different options for using data in your ST section.
Using already declared variables (see page 1016)
z You can use a data selection dialog box.
or
z you can enter the variable name just like any other text.
Use undeclared variables and declare them later (see page 1017)
You can define the variable name when creating your ST section and then
declare all variables used.
Use undeclared variables and declare them immediately (see page 1018)
You can define variable names when creating your ST section and declare them
immediately.
Declaration of variables directly in the ST section. (see page 1019)
You can declare variables in the Data Editor (see page 340), but also directly in
the ST section.
Using formal parameters from function blocks (inputs/outputs, public variables)
(see page 1019)
z You can use a data selection dialog box.
or
z You can enter the formal parameter name just like any other text.
Action
Declare the required variables, see also Creation of EDT type variable instances,
page 340.
section.
or
z Press the Ctrl+D key combination.
Result:
A data selection box (see page 1889) is opened.
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ST Editor
Step
4
Action
You have the following options to enter variables:
z You can now enter the variable name and confirm using Enter or the
button .
z You can select the variable names from the list of recently used names using
the symbol and confirm using Enter or the button .
z You can delete your entry by pressing Esc or the button .
z Use the button ...to open a variable selection dialog box (see page 1121) and
in the Variables tab confirm the selected variable using the OK button.
Example of a variable selection dialog box:
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Action
Declare all variables in the Data Editor (see page 340) or directly in the ST
section (see page 1019).
Result: The red wavy line under the variable name disappears.
1017
ST Editor
Action
Click Create Variable in the shortcut menu, or press the Shift+Enter key
combination
Result: The variable declaration dialog box opens.
If you do not want to assign an address or comment, confirm using Enter or the
symbol.
Result: The variable is declared and inserted at the target position in the section.
1018
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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ST Editor
Action
Click Create Variable in the shortcut menu, or press the Shift+Enter key
combination
Result: The variable declaration dialog box opens.
Note: The variable name automatically appears in the Name field, if editor
recognizes the text entered in the section as a variable and its syntax is correct.
3
If you do not want to assign an address or comment, confirm using Enter or the
symbol.
Result: The variable is declared and the red wavy line under the variable name
disappears.
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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Action
Call the function block whose formal parameters you want to use, see also
Calling a function block (see page 1023).
To use the formal parameter, place the cursor at the target position.
1019
ST Editor
Step
3
Action
Open data selection by:
z The Edit Data Selection menu command..
z The Data Selection... menu commandfrom the shortcut menu for the
section.
or
z Press the Ctrl+D key combination.
Result:
A data selection box (see page 1889) is opened.
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ST Editor
Step
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Action
Expand the display of the inputs, outputs, and any inputs/outputs and public
variables by clicking their + symbols.
Result:
All available formal parameters are displayed now.
1021
ST Editor
Calling an FFB
Introduction
You have the following options to open FFBs (Elementary Function, Elementary
Function Block, Derived Function Block, Procedure):
z You can enter the call like you enter any text (for syntax, see the section Calling
FFBs (see Unity Pro, Program Languages and Structure, Reference Manual ) in
the Reference manual),
z You can use the function input assistants,
or
z You can enter the FFB to the section using the drag & drop method.
NOTE: Procedures are expansions to IEC 61131-3 and must be explicitly enabled
via the Tools Project Settings dialog box, in the Language extensions tab by
activating the Allow procedures check box.
1022
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ST Editor
Action
symbol.
Result:
The function input assistant will be opened.
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ST Editor
Step
1024
Action
Select the library and family from the Libraries/Families column which contains
the desired function block.
Tip: If you do not know where to find the FFB you are looking for select the
Libset, entry to see a list of all the FFBs available independently of their libraries.
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ST Editor
Step
5
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Action
Select the desired function block from the Name column.
Example:
1025
ST Editor
Step
Action
The number of inputs can be increased with some elementary functions. (You
find out which functions can be expanded by referring to the descriptions for the
individual functions.)
Expandable pins can be recognized from the following display:
To add further pins select the last pin in the structure and press Add pin.
1026
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ST Editor
Step
8
Action
Double-click the Entry field cell of the first parameter and enter the name of the
variable/address or an expression to be used.
You have the following options to enter the variable/address:
z You can now enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button ... to open a variable selection dialog box (see page 1121).
Assign all parameters of the function block a variable/address in this way.
Example:
1027
ST Editor
Remarks
Some complex FFBs provide additional windows for entering parameters. Access to
this window is gained using the Special Assistant button that appears at the bottom
of the window.
Calling a function block instance using the function input assistant
Process the following steps to select a block instance that has already been
declared:
Step
1
2
Action
Place the cursor at the target position.
Open the function input assistant (see page 1125):
z The Edit FFB Input Assistant... menu command..
z The FFB Input Assistant...menu commandfrom the shortcut menu (right-
or
z Select the
symbol.
Result:
The function input assistant will be opened.
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ST Editor
Step
3
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Action
Click the Instance button in the....column, to open an FFB selection window
(see page 1116).
Result:
The dialog box for selecting function block instances is opened.
1029
ST Editor
Step
4
1030
Action
Select the desired block instance from the Name column and confirm the
selection with OK.
Result:
z The block instance is added to the function input assistant dialog box.
z You can see all available parameters (see Unity Pro, Program Languages
and Structure, Reference Manual ) of the function block, see also Information
about programming (see Unity Pro, Program Languages and Structure,
Reference Manual ).
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ST Editor
Step
5
Action
Double-click the Entry field cell of the first parameter and enter the name of the
variable/address to be used.
You have the following options to enter the variable/address:
z You can now enter the variable name and confirm using Enter.
z You can select the variable/address from the list of recently used
variables/addresses using the symbol.
or
z Using the button ... to open a variable selection dialog box (see page 1121).
Assign all parameters of the function block a variable/address in this way.
Example:
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Declare all variables in the Data Editor (see page 340) or directly in the ST
section (see page 1019).
Result: The red wavy line under the variable name disappears.
1031
ST Editor
Action
symbol.
Result:
The function input assistant is opened with the current actual parameters.
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ST Editor
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Action
Call the function block for whose public variable you want to assign a value, see
also Calling an FFB, page 1022.
Open the data editor, see also Data Editor Access, page 302.
1033
ST Editor
Step
Action
Expand the display of the public variables by clicking the respective + symbols.
Result:
You can now see all available public variables of the function block.
Enter the desired value for the public variable in the Value box.
Action
Call the function block for whose public variable you want to assign a value, see
also Calling an FFB, page 1022.
Call the public variable, see also Using formal parameters, page 1019.
For example:
D_ACT1.OP_CTRL
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ST Editor
Calling a statement
Introduction
You can call a statement (IF, FOR, WHILE, REPEAT, CASE) in the same way that you
enter text (syntax, see section Statement (see Unity Pro, Program Languages and
Structure, Reference Manual ) in the Reference manual) or using an input assistant.
Selecting statements
Selecting statements:
Statement Description
IF
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Call via
symbol
1035
ST Editor
Statement Description
FOR,
WHILE
F6
REPEAT
Shift + F6
1036
Call via
symbol
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ST Editor
Statement Description
CASE
Call via
symbol
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Action
Select the input assistant for IF statements, see also Selecting statements,
page 1035.
Result:
An empty IF statement is inserted into the section.
1037
ST Editor
Step
3
Action
Complete the IF statement with your data.
Result: A syntax and semantics check (see page 1011) is performed
immediately after the statement is entered.
Note: An input assistant is also provided for entering variables (see page 1016)
and calling FFBs (see page 1022) (functions, function blocks and procedures).
For example:
1038
Action
Select the input assistant for FOR statements, see also Selecting statements,
page 1035.
Result:
An empty FOR statement is inserted into the section.
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ST Editor
Action
Select the input assistant for WHILE statements, see also Selecting statements,
page 1035.
Result:
An empty WHILE statement is inserted into the section.
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Action
Select the input assistant for REPEAT statements, see also Selecting statements,
page 1035.
Result:
An empty REPEAT statement is inserted into the section.
1039
ST Editor
Step
3
Action
Complete the REPEAT statement with your data.
Result: A syntax and semantics check (see page 1011) is performed
immediately after the statement is entered.
Note: An input assistant is also provided for entering variables (see page 1016)
and calling FFBs (see page 1022) (functions, function blocks and procedures).
For example:
1040
Action
Select the input assistant for CASE statements, see also Selecting statements,
page 1035.
Result:
An empty CASE statement is inserted into the section.
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ST Editor
Online functions
Online functions
The description of online functions is found in chapter Debugging in Textual
Languages (Structured Text, Instruction List), page 1361.
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1041
ST Editor
Export/Import IL Sections
Export/Import
The description for exporting/importing sections is found in the chapter Import /
Export, page 1701.
1042
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Unity Pro
LL984 Editor
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LL984 Editor
27
Overview
This chapter describes the specifics of the LL984 Editor.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
27.1
1044
27.2
Editing Contacts
1067
27.3
Editing Coils
1076
27.4
1085
27.5
Editing Links
1090
27.6
1096
27.7
1104
27.8
Calling Subroutines
1108
27.9
Entering Comments
1110
1043
LL984 Editor
27.1
Overview
This section describes the basics for creating a program in the LL984 programming
language.
What Is in This Section?
This section contains the following topics:
Topic
1044
Page
1045
1046
1049
1052
Network Display
1055
1056
Selecting Objects
1058
1060
1064
1065
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LL984 Editor
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1045
LL984 Editor
1046
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LL984 Editor
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1047
LL984 Editor
Selecting objects
Deleting objects
Cutting, copying and pasting objects
Moving objects (also between different LL984 sections)
Replacing objects
Undo and Redo
Using Bookmarks (see page 536)
Searching and replacing variables and function blocks (see page 1167)
Using mnemonics (see page 1089) you can also add coils and contacts to a
network.
Online functions
Displaying and modifying variable values using:
z animation tables (see page 1442)
z instruction editors (see page 1451)
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LL984 Editor
Action
Result: The mouse pointer indicates the selected object (placement mode).
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1049
LL984 Editor
Step
Action
Enter the desired actual parameter and a comment (if required) and confirm the
entries with OK.
Result: The names of the associated variables are displayed above the object.
NOTE: Entering a binary address opens the Create variable dialog. By this you
can create a variable associated with the entered address.
Action
Using the keyboard, place the field with the gray background on the cell where
the object should be inserted.
Select the desired object using the function keys for the objects.
Result: The cursor symbol indicates the selected object.
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LL984 Editor
Step
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Action
Enter the desired actual parameter and a comment (if required) and confirm the
entries with OK.
Result: The names of the associated variables are displayed above the object.
NOTE: Entering a binary address opens the Create variable dialog. By this you
can create a variable associated with the entered address.
1051
LL984 Editor
Description
black
blue
Possible causes:
z Associated variable is not declared.
z Data type of the variable does not match the data type of the pin.
z Input or output pin not connected.
invalid text. For example, variables which are not declared, variables with
an incorrect data type, etc.
Tooltips
If the cursor is placed over an incorrect object, a tooltip is displayed with a brief
description of the cause of the error/warning.
Messages in the Output Window
Error and warning messages are displayed in the output window after Build
Analyze.
Double-click an error or a warning message in the output window to navigate to the
affected object in the LL984 Editor.
Errors messages in contrast to warning messages must be fixed, because they
inhibit a successful Build.
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LL984 Editor
Error Messages
The following is a list of example error messages that Analyze will display (E).
Error Message
illegal link
variable %1 must be located
only coils allowed in last column
only one coil per row
FFB type %1 isnt supported
last object in row must be coil
maximum column number allowed is 11
maximum row number allowed is 7
parameter %1 expects constant value
illegal constant value %1: %2
parameter %1 expects variable
unsupported object
dimension of %1 is too small, must be at least %2
dimension of %1 must be %2
variable %1 must be writable
parameter of %1 must be a multiple of %2
parameter of %1 must be a multiple of %2
usage of LL984 language is disabled
usage of SKP instruction is disabled
%1 only allowed in subroutine network
%1 must be in row1/column1
label %1 isnt unique
label %1 doesnt exist
subroutine segment doesnt exist
file %1 is missing
IMC template %1 doesnt exist
Non-latched usage of %1 detected, which is used also as latched
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LL984 Editor
Warning Messages
The following is a list of example warning messages that Analyze will display (W).
Warning Message
expression expected (if no actual parameter is assigned to a contact)
variable expected (if no actual parameter is assigned to a coil)
Tolerated Problems
Analyze will tolerate the following problems.
Problem
missing connections (to power rails or other logic elements)
skipping from a subroutine network to a network of another subroutine in the LL984
subroutine segment, if the project setting "SKP enabled" is checked
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LL984 Editor
Network Display
Introduction
The LL984 Editor can display various information concerning variables attached to
coils, contacts and function blocks.
This information is displayed above the respective coil, contact or function block
node and can be displayed by tooltip, too.
4 Different Views
You can define 4 different views (View 1 to View 4) via Tools Project Settings
Program LL984 Network Display.
According to the settings for View 1 to View 4 the LL984 Editor will show the
following information:
z address (e.g. %M100)
z 984-address (e.g. 400100)
z variable name
z variable comment
z descriptors 1 to 9
z topological address
For detailed information on how to define the different views, please refer to Project
Settings, section Program (see LL984 Editor, Reference Manual, LL984 Specifics).
View Switching
You can switch between the different views defined, using CTRL+W or using the
).
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1055
LL984 Editor
1056
Key combinations
Motion
Left arrow
Moves the gray field in a cell to the left by one cell and
selects the contents of that cell.
If the first line is reached, the previous line is automatically
selected.
Right arrow
Moves the gray field in a cell to the right by one cell and
selects the contents of that cell.
If the last line is reached, the next line is automatically
selected.
Up arrow
Down arrow
Moves the gray field in a cell to the down by one cell and
selects the contents of that cell.
Shift+Left arrow
Moves the selected object and the gray field to the left by
one cell.
This also applies to several selected objects, the gray field
must be behind one of the selected objects.
Shift+Right arrow
Moves the selected object and the gray field to the right by
one cell.
This also applies to several selected objects, the gray field
must be behind one of the selected objects.
Shift+Up arrow
Shift+Down arrow
Moves the selected object and the gray field down one
cell.
This also applies to several selected objects, the gray field
must be behind one of the selected objects.
Home
Positions the gray field in the first column and shows this
new location.
End
Positions the gray field in the last column and shows this
new location.
Ctrl+Home
Positions the gray field in the upper left hand cell in this
network and shows this new location.
Ctrl+End
Positions the gray field in the upper right hand cell in this
network and shows this new location.
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LL984 Editor
Key combinations
Motion
Page Up
Page Down
Scrolls the position of the gray field one page down and
shows this new position, as long as the last row is not
visible.
Displays the next network/section, if the last row is already
visible. You can also display the next section/network via
View GoTo Next Section.
Using Page Down in the last network of a segment, if the
last row is already visible, will display a message box
asking you to create a new network.
Click Yes to open the New Network dialog.
Click No to open the next segment/network.
Space bar
The position of the gray field is moved one cell to the right.
Enter
Alt+Enter
Tab
Esc
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LL984 Editor
Selecting Objects
Select Mode
Objects are selected in select mode.
Select mode can be activated using:
the Edit Select Mode menu command
z
z
z
the
symbol,
or
the Esc key
The
Selecting an Object
Using the Mouse
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LL984 Editor
Selecting by Rows
Using the Mouse
Selecting by Columns
Using the Mouse
Selecting All
Using the Mouse
Deselecting Objects
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LL984 Editor
Result: The selected object is deleted. The actual parameters are deleted together with the
object, even if they were not selected explicitly. Boolean links are only deleted if they are
selected explicitly.
Cutting Objects
Using the Mouse
Result: The selected object is cut from the section and copied to the clipboard. This is also
the case for the actual parameters.
The cut object can be inserted in any other position (also in another LL984 network).
Copying Objects to the Clipboard
Using the Mouse
Result: The selected object is copied to the clipboard. This is also the case for the actual
parameters.
The cut object can be inserted in any other position (also in another LL984 network).
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LL984 Editor
NOTE: (for pasting contacts and coils) If the target position already contains a contact or
coil, the existing object is overwritten by the new object.
NOTE: The following is the behavior of the Copy, Cut and Paste on a function block
instance. It only applies to graphical languages as FBD, LD and LL984.
z Using the Paste function after a Copy of an object:
As a result of a Copy, a new function block instance (FBI name) is used. The Paste
function creates a new FBI whenever it is repeated. Accordingly, the FBI name is
incremented.
z Using the Paste function after a Cut of an object:
As a result of a Cut, the same instance of the function is used. The Paste function uses
the same FBI whenever it is repeated. Accordingly, the FBI is identical.
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LL984 Editor
Moving Objects
Using the Mouse
symbol to
.
3. Click the left mouse button and keep it
pressed.
Result: The mouse pointer changes its
symbol to
.
4. Drag the object to the new position and
release the mouse button.
Result: The selected object is moved from its original position to the target position. The
objects actual parameters are moved together with the object. Boolean links are only kept
for horizontal movement operations.
NOTE: A moving of FFBs to cells that are already occupied (e.g. by contact, coil, other FFB,
boolean link), is not possible.
NOTE: The move operation is also possible across sections between different opened LL984
networks.
NOTE: When objects are moved beyond the visible area of the editor window, automatic
scrolling of the window will not begin until you reach the edge of the window with the mouse
pointer, not as soon as the objects are moved beyond the edge.
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LL984 Editor
Using the
Keyboard
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LL984 Editor
When the properties dialog is called without an object being selected, the Network
Properties (see page 471) dialog is opened.
If several objects are selected, the commands do not work.
Displaying the Data Properties
You have the following options to display the Data Properties dialog
(see page 1128):
z Via the LL984 network:
Select an object and use Data Properties from the context menu or press the
Ctrl+Enter key combination.
z Via the Data Editor
Select the line of the respective object in the Data Editor and use Data
Properties from the context menu or press the Ctrl+Enter key combination or
use the Edit Data Properties dialog.
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LL984 Editor
Inserting Rows
Step
Action
Select the desired row in the vertical ruler (click the row number).
Use the Insert row menu command from the context menu of the vertical ruler
or use the Edit Insert row menu command.
Result: A row is inserted above the selected row.
Inserting Columns
Step
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Action
Select the desired column in the horizontal ruler (click the column number).
Use the Insert column menu command from the context menu of the horizontal
ruler or use the Edit Insert column menu command.
Result: A column is inserted left of the selected column.
1065
LL984 Editor
Deleting Rows
Step
Action
Select the desired row in the vertical ruler (click the row number).
Use the Delete row menu command from the context menu of the vertical ruler
or use the Edit Delete row menu command.
Result: The row is deleted. The rows below are shifted on row up. At the bottom
an empty row is inserted.
Deleting Columns
Step
1066
Action
Select the desired column in the horizontal ruler (click the column number).
Use the Delete column menu command from the context menu of the horizontal
ruler or use the Edit Delete column menu command.
Result: The column is deleted. The columns from the right are shifted one
column to the left. At the right side of the grid an empty column is inserted.
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LL984 Editor
27.2
Editing Contacts
Overview
This section describes how to edit contacts in the LL984 programming language.
What Is in This Section?
This section contains the following topics:
Topic
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Page
Selecting Contacts
1068
Placing Contacts
1070
1073
1067
LL984 Editor
Selecting Contacts
Introduction
A contact is an LL984 element that transfers a status on the horizontal link to its right
side. This status comes from the Boolean AND link of the status of the horizontal link
on the left side with the status of the relevant Boolean current parameter.
Information Concerning Variables
The LL984 Editor can display various information concerning variables attached to
coils, contacts and function block nodes.
This information can be displayed by tooltip, too.
For further information on how the variables attached to contacts are displayed,
please refer to Network Display (see page 1055).
Contact Types
Contact Type Description
F3
Normally
For normally closed contacts, the status
closed contact of the left link is copied to the right link,
if the status of the relevant Boolean
actual parameter is 0. Otherwise, the
status of the right link is 0.
Shift+F3
1068
Call via
Icon
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LL984 Editor
Positive
transitionsensing
contact
Ctrl+F3
Negative
transitionsensing
contact
Ctrl + Shift +
F3
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LL984 Editor
Placing Contacts
Introduction
Contacts can be placed in any free cell except cells directly on the right power rail.
If a contact is placed in a cell that was previously occupied by a contact, coil, a
Boolean link or a label, the cell contents are replaced by the new contact.
If a contact is placed in a cell that is already occupied by another object (e.g. FFBs),
an error message is returned.
The following are permitted as actual parameters for contacts:
Boolean variables
z Boolean literals (0, 1, FALSE, TRUE)
z Boolean addresses (topological addresses or symbolic addresses)
z ST expressions that return a Boolean result (e.g. VarA > VarB)
ST expressions as formal parameters on contacts are an extension of IEC 611313 and must be explicitly enabled via the Tools Project Settings Program
Languages Common by activating the Usage of ST expressions check
box.
z
1070
Action
Select the desired contact, see also Selecting Contacts (see page 1068).
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Action
Open the properties dialog (see page 1064) for the contact.
Result: The contacts properties dialog is opened.
Example:
z If the variable is not declared, a Create variable? dialog opens. In this case,
NOTE: If you wish to declare the variable later, close the dialog using the
symbol. In this case, the variable name is enabled in the section, but not
declared.
NOTE: Entering a binary address (%M1 / %I1) opens the Create variable
dialog proposing a variable name (_000001 / _100001) that can be modified. If
there is already a variable associated to %M1 / %I1 it will be reused as proposal.
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LL984 Editor
Step
4
Action
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result: The variable is declared and enabled in the section. A syntax and
semantics check is performed and the procedure ends here.
Example:
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or
comment.
Usage of ST Expressions
To enter ST expressions for contacts the same rules apply as for entering ST
expressions for FFB pins (see page 750).
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LL984 Editor
Description
BOOLEAN
Expression
OK
Use this command button to accept the entries and close the dialog.
Apply
Use this command button to accept the entries without closing the
properties dialog.
NOTE: Entering a binary address (%M1 / %I1) opens the Create variable? dialog
proposing a variable name (_000001 / _100001) that can be modified. If there is
already a variable associated to %M1 / %I1 it will be reused as proposed.
Comment Tab
Representation of the Comment tab
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Element
Description
Text box
OK
Use this command button to accept the entries and close the dialog.
Apply
Use this command button to accept the entries without closing the
properties dialog.
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LL984 Editor
27.3
Editing Coils
Overview
This section describes how to edit coils in the LL984 programming language.
What Is in This Section?
This section contains the following topics:
Topic
1076
Page
Selecting Coils
1077
Placing Coils
1080
1083
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Selecting Coils
Introduction
A coil is an LL984 element which transfers the status of the horizontal link on the left
side, unchanged, to the horizontal link on the right side. The status is saved in the
respective Boolean actual parameter. Coils normally follow contacts or FFBs,
(functions and function blocks), but they can also be followed by contacts.
Information Concerning Variables
The LL984 Editor can display various information concerning variables attached to
coils, contacts and function block nodes.
This information can be displayed by tooltip, too.
For further information on how the variables attached to coils are displayed, please
refer to Network Display (see page 1055).
Coil Types
CAUTION
UNINTENDED EQUIPMENT OPERATION
Be sure of the output states after a PLC start when using latched and non-latched
coils.
Before using non-latched or latched coils, make sure that you completely
understand the different behavior of non-latched/latched coils.
z Non-latched Coils
A reset of the coil will be performed during warm-start and after STOP/RUN of
the PLC. Reset during warm-start works for %M addresses and %M-locatedvariables attached only.
z Latched Coils
In the first scan latched coils have the status of last scan before warm-start.
Failure to follow these instructions can result in injury or equipment damage.
Coil Type
Description
Coil (nonlatched)
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Icon
Call via
Keyboard
F5
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LL984 Editor
Coil Type
Description
Latched coil
Call via
Icon
Call via
Keyboard
Shift+F5
Non-latched Coils
A reset of the coil will be performed during warm-start and after STOP/RUN of the
PLC. Reset during warm-start works for %M addresses and %M-locatedvariables attached only.
Latched Coils
Latched coils will maintain their state after a Stop/Start of the PLC and on warmstart. In the first scan latched coils have the status of last scan before warm-start.
This is the same behavior as normal coils show in IEC Ladder Diagram language.
Detailed information:
z For details when a warm-start is performed please see Processing of Power
Outage and Restoral for Premium/Quantum PLCs (see Unity Pro, Program
Languages and Structure, Reference Manual ).
Especially for the case of a Power Cycle this depends on the position of the PLCs
key switch (MemPrt/Start/Stop).
z For firmware version 2.8:
Latched coils are not maintained if the key switch is in the Start position.
z For firmware version 2.6:
Latched coils are maintained regardless of the key switch position.
z
1078
For details regarding the PLCs key switch refer to Key Switches (see Quantum
with Unity Pro, Hardware, Reference Manual).
For details regarding Cold Start and warm-start processing refer to Processing on
Cold Start for Premium/Quantum PLCs (see Unity Pro, Program Languages and
Structure, Reference Manual ) and Processing on Warm Restart for
Premium/Quantum PLCs (see Unity Pro, Program Languages and Structure,
Reference Manual ).
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LL984 Editor
Placing Coils
Introduction
For placing coils the following restrictions apply:
Only 1 coil can be placed per row.
z No other object can be placed to the right of a coil. The coil is always the last
object in a row.
z If a coil is placed in a cell that is already occupied by another object (e.g. FFBs),
an error message is returned.
z
A placed coil automatically creates a connection with its neighboring objects on the
left if they are of the BOOL data type, even if free cells are between them.
The following are permitted as actual parameters for coils:
z Boolean variables
z Boolean addresses (topological addresses or symbolic addresses)
Show Coils in Last Column
Using the main menu View you can activate the Show coil in last column setting.
If this setting is activated, each coil will be displayed in the last column with a dotted
line between its "real" location cell and the last column.
Otherwise each coil will be displayed at its "real" location cell.
NOTE: Activating this setting will switch the LL984 Editor to Read only mode. No
modifications are allowed inside the LL984 Editor. To leave the Read only mode,
just deactivate this setting.
Automatically Assign a Variable
If via Tools Options Data and Languages Languages the Automatically
assign a variable to a new graphical object check box is activated, then the
corresponding properties dialog is automatically opened when an object is placed.
The procedures explained here are used when the check box is deactivated.
Placing Coils
Step
1080
Action
Select the desired coil. See also Selecting Coils (see page 1077).
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LL984 Editor
Step
3
Action
To place further coils of the same type:
z Click the target cell in the LL984 section.
or
Use the Arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
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Action
Open the properties dialog (see page 1064) for the coil.
Result: The coils properties dialog is opened.
Example:
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LL984 Editor
Step
3
Action
Confirm the selected variable with OK.
Result:
z If the selected variable is declared, it is enabled in the section. A syntax and
semantics check (see page 1052) is performed and the procedure ends here.
z If the variable is not declared, a Create variable? dialog opens. In this case,
continue with the following steps of this procedure.
NOTE: If you wish to declare the variable later, close the dialog using the
symbol. In this case, the variable name is enabled in the section, but not
declared.
NOTE: Entering a binary address (%M1 / %I1) opens the Create variable?
dialog proposing a variable name (_000001 / _100001) that can be modified. If
there is already a variable associated to %M1 / %I1 it will be reused as proposal.
4
If you do not want to assign the variable an address or comment, confirm using
Enter or the
symbol.
Result: The variable is declared and enabled in the section. A syntax and
semantics check is performed and the procedure ends here.
1082
If you do want to assign the variable an address and/or comment, use the
symbol for obtaining an advanced dialog and enter the address and/or comment.
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Description
BOOLEAN
Expression
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LL984 Editor
Element
Description
OK
Use this command button to accept the entries and close the dialog
box.
Apply
Use this command button to accept the entries without closing the
properties dialog box.
Comment Tab
Representation of the Comment tab
1084
Element
Description
Text box
OK
Use this command button to accept the entries and close the dialog
box.
Apply
Use this command button to accept the entries without closing the
properties dialog box.
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27.4
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Page
1086
Using Mnemonics
1089
1085
LL984 Editor
Action
In the LL984 Editor right-click and select from the context menu either
z Data Selection (Ctrl+D) or
z FFB Input Assistant (Ctrl+I).
z
z
z
z
1086
Click the cell where you want to insert the function block.
Result:
The function block is inserted (if allowed at this position).
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LL984 Editor
You can also see the Comments displayed in the dialog above as a tooltip when the
cursor is placed over the respective pin of the function block.
Editing Values
To open the FFB Input Assistant for an already inserted function block, right-click
the function block and select FFB Input Assistant from the context menu.
Click the Entry Field and enter a value.
You are only allowed to edit the Entry fields displayed in black. Only the nodes (top,
middle, bottom) of a function block can be edited.
You can not edit the Entry fields displayed in grey (disabled).
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LL984 Editor
Restrictions
For inserting function blocks the following restrictions apply:
Only LL984 library function blocks can be inserted in LL984 networks. If you try
to insert a function block of another library a message will inform you, that this is
not possible.
z You can not insert self-programmed DFBs in LL984 networks.
z LL984 library function blocks can not be inserted in IEC languages sections
(FBD, LD, ST, IL). SFC does not use function blocks.
z FBD and LD editors will refuse insertion and will display a message that
insertion is not possible.
z For textual languages (ST, IL) the call of an LL984 library function block will be
detected during Analyze.
z
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Using Mnemonics
Introduction
Instead of inserting LL984 objects via toolbar, FFB Input Assistant, Data Selection
or drag-and-drop, you can use so called Mnemonics.
Mnemonics Option
Open the Tools Options dialog.
Under Data and Languages Languages LL984 Mnemonics the Property
label column lists the contacts and coils and an assortment of frequently used
functions blocks available for LL984 networks.
In the Property value column you can enter a mnemonic for each listed element.
A mnemonic can consist of up to 4 alphanumeric signs.
Using Mnemonics
As you start typing text, while the current cell marker is on an empty cell in the
LL9894 Editor, a small edit box opens in the editor.
Entering a mnemonic (first key typed will be taken over into the edit box) and
pressing the Enter key will insert the corresponding LL984 element at the current
cell.
If the cells needed to insert the element are already occupied, a message box will
inform you and the element will not be inserted.
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LL984 Editor
27.5
Editing Links
Overview
This section describes how to edit links in the LL984 programming language.
What Is in This Section?
This section contains the following topics:
Topic
1090
Page
Selecting Links
1091
Combining Links
1092
Placing Links
1093
Editing Links
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Selecting Links
Introduction
Links are connections between LL984 objects (contacts, coils, FFBs etc.).
Boolean connections comprise one or more cell-segments that connect Boolean
objects (contacts, coils) with one another.
z Boolean Connection (horizontal connection)
This horizontal connection enables series switching of contacts and coils.
The cell-segments of this connection can be created individually or as a complex
connection comprising several cell-segments.
z Boolean Link (horizontal link)
This horizontal link automatically creates a connection between neighboring
Boolean objects to the left and right or between an object and the power rail.
z Vertical Connection
This vertical connection enables parallel switching of contacts and coils.
Link Types
Link Type
Description
Horizontal
connection
F7
Alt+F6
Vertical
connection
Shift+F7
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Icon
1091
LL984 Editor
Combining Links
Boolean Links
Horizontal and vertical Boolean links can be combined in any way.
Example:
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Placing Links
Placing Horizontal Connections
Process the following steps to place a horizontal link.
Step
Action
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Action
Select the horizontal link (Boolean Link). See also Selecting Links
(see page 1091).
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LL984 Editor
Action
Select the vertical connection (Vertical Connection). See also Selecting Links
(see page 1091).
Click the object which should be connected with the cell below.
or
Use the Arrow keys to move the gray field to the target position and press Enter.
Result: The link is inserted.
or
Use the Arrow keys to move the gray field to the target position and press
Enter.
z To return to selection mode:
Press the Esc key.
z To insert other objects:
Select the object you wish to insert.
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Editing Links
Introduction
If you combine several horizontal links this will result in 1 horizontal link.
If you combine several vertical links this will result in 1 vertical link.
If you combine a horizontal and a vertical link this will result in a link made of 2
objects, a horizontal and a vertical link, that can be selected independent from each
other.
Deleting, Cutting, Copying, Pasting and Moving Links
You can delete, cut, copy, paste and move links.
For further information please refer to Deleting, Cutting, Copying, Pasting and
Moving Objects (see page 1060).
Modifying the Size of Links
Step
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Action
Select a link.
Result: Size handles are displayed at the beginning and at the end of the link.
Click a size handle with the left mouse button and keep it pressed.
Drag the size handle to the desired new end position of the link and release the
mouse button.
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LL984 Editor
27.6
Overview
This section describes how to edit Equation Network Blocks in the LL984
programming language.
What Is in This Section?
This section contains the following topics:
Topic
1096
Page
1097
1099
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LL984 Editor
Representation
Representation of the Equation Network Block
Description
output pins
1098
Description
invalid operation
overflow
underflow
divided by 0
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Variable
%M1
_000001
%I1
_100001
%IW1
_300001
%MW1
_400001
Variable Type
%Mx, %Ix
%IWx, %MWx
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EBOOL
UINT
INT
DI
DINT
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LL984 Editor
Suffix
Variable Type
UD
UDINT
REAL
WORD
1100
Symbol
Precedence
Parentheses
(expression)
HIGHEST
Function evaluation
Negation
Complement
Exponentiation
**
Multiply
Divide
Add
Subtract
Comparison
Equality
Inequality
<>
Boolean AND
&
Boolean Exclusive OR
Boolean OR
Assignment
:=
LOWEST
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The operators **, *, /, +, -, <<, >>, <, >, <=, >=, =, <>, &, ^ and | are supported as
they are implemented now in Unity Pro ST syntax. That is not all data type
combinations for operand types and the result type are supported.
NOTE: Unity Pro only supports a floating point value for the ** operator (EXPTfunctions).
NOTE: Bitwise logical AND, OR or XOR operations work like in ST syntax.
Ternary Conditional
Ternary conditional (C?t:f ), in contrast to legacy LL984, is not available in Unity Pro
ST syntax.
The already existing SEL function block provides this functionality and has to be
used instead.
Example:
Legacy syntax:
400010 := 300010 < 300020 ? 300004 : 300005
Unity Pro syntax:
%MW10 := SEL(%IW10 < %IW20, %IW4, %IW50);
With the following, automatically created by the editor:
_400010 := SEL(_300010 < _300020, _300004, _300005);
Bitwise Shift
Bitwise shift (<<, >>), in contrast to legacy LL984, is not available in Unity Pro ST
syntax.
The already existing SHL and SHR function blocks provide this functionality and have
to be used instead.
Example:
Legacy syntax:
400010 = 300010U << 3
Unity Pro syntax:
%MW100W := SHL(%IW10W, 3);
With the following, automatically created by the editor:
_400100_W := SHL(_300010_W, 3);
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Function Blocks
In general you can use the function blocks provided for ST language.
In particular the following Unity Pro function blocks replace the legacy function
blocks listed below.
Legacy Function
Name
Unity Pro
Function Name
Argument
Type*
Return Type*
Meaning
ABS
ABS
S,U,L,UL,F
S,U,L,UL,F
absolute value
ARCCOS
ACOS
arc cosine
ARCSIN
ASIN
arc sine
ARCTAN
ATAN
arc tangent
COS
COS
cosine
COSD
COSD
cosine of degrees
EXP
EXP
FIX
REAL_TO
FLOAT
INT_TO
S, U, L, UL
LN
LN
LOG
LOG
SIN
SIN
sine of radians
SIND
SIND
sine of degrees
SQRT
SQRT
square root
TAN
TAN
tangent of radians
TAND
TAND
tangent of degrees
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LL984 Editor
27.7
Pin Type
Dimension (for
array types)
Variable Name
%MW1
UINT
1 (n)
_400001 (_400001_n)
%IW1
INT
_400001_I (_400001_In)
WORD
_400001_W (_400001_Wn)
UINT
1 (n)
INT
_300001 (_300001_n)
_300001_I (_300001_In)
WORD
_300001_W (_300001_Wn)
%I1
EBOOL
1 (n)
_100001 (_100001_n)
%M1
EBOOL
1 (n)
_000001 (_000001_n)
NOTE: For the most used pin types UINT and EBOOL no type suffix are appended
to the proposed variable name.
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Use Case 1
Assignment to a pin of type UINT
User-Assigned
Address
Variable
Variable Created
and Assigned
Variable Type
%MW1
_400001
UINT
NOTE: As the pin type was UINT no type suffix was appended to the variable name.
Use Case 2
Assignment to a pin of type ARRAY[1...n] of UINT
User-Assigned
Address
Variable
Variable Created
and Assigned
Variable Type
%MW1
_400001_n
ARRAY[1...n] of UINT
Use Case 3
Assignment to a pin of type ANY or ANY_ARRAY_UINT or ANY_ARRAY_BOOL
(dynamic array)
The dimension (n) of a dynamic array will be provided by another dimension pin (e.g.
LENGTH) of the function block.
This dimension pin will be initialized during block insertion.
The dimension of the array will be calculated based on the dimension pin value
entered as actual parameter of the dimension pin.
z If the resulting type is a UINT array:
dimension = dimension pin value.
z If the resulting type is a Boolean array:
dimension = dimension pin value * 16.
User-Assigned
Address
Variable
Variable Created
and Assigned
Variable Type
%MW1
_400001_n
ARRAY[1...n] of UINT
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Address
Variable
Variable Type
%MW1
_400001_n2
ARRAY[1...n2] of UINT
%MW1
ARRAY[1...n2] of UINT
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LL984 Editor
Use Case 4
Assignment to a pin of type DDT1
User-Assigned
Address
Variable
Variable Created
and Assigned
Variable Type
%MW1
_400001_DDT1
DDT1
Memory Consumption
If you create any kind of located variables (elementary type, array or DDT) this will
not increase memory consumption on the PLC (except for Upload information).
New Variable Creation
If you assign a different address or modify a dimension pin, a new variable will be
created.
The old attributes (except the address) will be overtaken and the old variable will be
deleted, if it is not used anywhere else in the program.
Invalid Variables
If you create a located variable with an address range which exceeds the address
range defined under State RAM of the CPUs Configuration tab, the following
message will be displayed after Build Analyze:
Topological address index is not valid.
There are different ways to solve this issue:
Click the message displayed in the output window to open the Data Editor and
adapt the address of the variable.
z Click the message displayed in the output window to open the Data Editor and
delete the variable and create a new variable with an applicable address range.
z Adapt the address range defined under State RAM of the CPUs Configuration
tab.
z
NOTE: If you just create a new variable at the pin of the function block without
deleting the previously created, invalid variable the message mentioned above will
be displayed again after next Build Analyze.
Example:
Under State RAM of the CPUs Configuration tab you entered a value 10000 for
%MW.
In your program you have an L_BLKM function block with LENGTH = 10.
At the SOURCE pin of the function block you enter following value: %MW9999.
This results in creation of the following variable:
_409999:ARRAY[1..10] OF UINT@%MW9999
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As the start address is %MW9999 and the length is 10, the end address will be
%MW10009.
This exceeds the address range (10000) defined under State RAM of the CPUs
Configuration tab.
Therefore the message mentioned above will be displayed after Build Analyze.
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27.8
Calling Subroutines
Calling Subroutines
Introduction
Calling subroutines is managed by 3 function blocks:
L9_JSR
z L9_LAB
z L9_RET
z
For detailed information please refer to the function block descriptions (see Unity
Pro, Original LL984, Block Library).
Up to 1023 subroutines can be established.
Unity Pro does not support interrupt handling with LL984 subroutines.
Restrictions
For the calling subroutines feature the following restrictions apply:
Only one LL984 segment can be created inside the subroutine (SR Section)
node of the MAST task.
z L9_LAB and L9_RET function blocks can only be placed in an LL984 subroutine
network in the SR Sections.
z An L9_LAB function block can only be placed in row 1, column 1 of an LL984
subroutine network.
z
Subroutine Structure
A subroutine is identified by a number (1.. 1023).
Subroutines are called by the L9_JSR function block within an LL984 network
(normal or subroutine network).
Two additional function blocks, which are only available in subroutine networks,
mark the starting point (L9_LAB function block) and ending point (L9_RET function
block) of a subroutine.
A subroutine may span multiple networks.
The L9_RET function block is optional and this explicit ending point of a subroutine
can be omitted,
z if the last subroutine network is the last network of the subroutine segment or
z if a new subroutine network (L9_LAB) would entered.
The L9_RET function block or the implicit forms, return from the current subroutine
network to the calling L9_JSR function block with an OK status.
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Nesting
A subroutine may call other subroutines or recursively call itself up to 100 times.
If the maximum nesting level is reached, an implicit return is performed and the ERR
output of the L9_JSR function block is set.
A nesting level problem message is propagated to the (99) cascaded L9_JSR
function blocks.
Further cascaded L9_JSR function blocks, which are being executed after a nesting
level problem, do not succeed to call a subroutine and the ERR output is being set
until the nesting level stack has been unwound.
NOTE: The message is only visible at those L9_JSR function blocks, contributing to
the problem. A dedicated problem treatment is possible on each calling level.
Subsequent L9_JSR function blocks of a segment are not influenced by this
problem.
Please also refer to the L9_JSR function block description (see Unity Pro, Original
LL984, Block Library).
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27.9
Entering Comments
Entering Comments
Introduction
Comments can be placed in LL984 sections in the form of text objects.
Text objects can overlap other objects.
The size of the object, depending on the size of the text, can be extended vertically
and horizontally to fill further grid units.
The same rules apply for entering text and navigating within text objects as for
editing ASCII text in standard text editors. (To create a line break in text objects you
must press the Ctrl+Enter key combination).
NOTE: Keep in mind that each change to a comment (e.g. change to a comment
text, change to the size of the text object) makes it necessary to recreate the section
involved (Build Build Changes).
Selecting the Text Object
You have the following options to select text objects:
Use the Edit New Comment menu command.
z Use the Comment menu from the context menu.
z Press the F8 key.
or
z
Select the
symbol.
1110
cursor symbol.
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Action
or
z Pressing the Enter key.
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LL984 Editor
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Data Selection Dialog Box
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28
Overview
This chapter describes the dialog boxes provided for data selection that can be
called from the various programming languages.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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1114
1116
1119
1121
1125
Data Properties
1128
Generate variables
1131
1113
Variables tab
Representation of the tab Variables tab:
1114
Element
Description
Text box
button
Double click the command button to open a dialog box for filtering
(see page 377) variables.
Name
The name of the variable to search for can be entered in this text box.
You can also use the joker * and ?.
In Structure
When you activate this check box, all structured variables are
displayed.
Name
Type
Comment
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Description
Text box
The selected function block instances are displayed in this text box.
button
Use this button to open a dialog box for filtering (see page 377)
function block instances.
Name
The name of the function block instance to search for can be entered
in this text box. You can also use the joker * and ?.
Default name
When you activate this check box, the function block instances are
displayed whose default names (e.g. FBI_19_3, TON_1) have not
been changed.
EFB
DFB
Name
This column displays the names of the function block instances and
their formal parameters (inputs, outputs, public variables).
Type
This column displays the types of the function block instances and the
data types of their formal parameters (inputs, outputs, public
variables).
Comment
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1115
1116
Element
Description
Text box
The selected function block instances are displayed in this text box.
button
Name
The name of the function block instance to search for can be entered
in this text box. You can also use the joker * and ?.
Default name
When you activate this check box, the function block instances are
displayed whose default names (e.g. FBI_19_3, TON_1) have not
been changed.
EFB
DFB
Element
Description
Name
This column displays the names of the function block instances and
their formal parameters (inputs, outputs).
Type
This column displays the types of the function block instances and the
data types of their formal parameters (inputs, outputs).
Comment
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1117
1118
Element
Description
Text box
The selected function block instances are displayed in this text box.
Use this button to open the help for the function block types shown.
Note:
Alternatively, you can also hold down Alt+F1 and then click on the
function block type for which you want to access Help.
button
Name
The name of the function type or function block type to search for can
be entered in this text box. You can also use the joker * and ?.
EF
When you enable this check box, Elementary Function types (EFs)
are displayed.
EFB
DFB
When you activate this checkbox, Derived Function Blocks (DFBs) are
displayed.
Libraries/Families
The scope of the displayed function types and function block types is
selected in this column:
z To display all function types and function block types used in the
project, select <Application>.
z To display all function types and function block types of a library
independently of the library assignment, select <Libset>.
z To display all function types and function block types of a library,
select the desired library.
z To display all function types and function block types of a family,
select the desired family.
Name
This column displays the names of the function types and function
block types and their formal parameters (inputs, outputs).
Type
This column displays the types of the function types and function block
types and the data types of their formal parameters (inputs, outputs).
Comment
This column displays comments about the function types and function
block types and their formal parameters (inputs, outputs).
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Element
Description
Text box
The selected function or function block types are displayed in this text
box.
Use this button to open the help for the function block types shown.
Note:
Alternatively, you can also hold down Alt+F1 and then click on the
function block type for which you want to access Help.
button
Name
The name of the function type or function block type to search for can
be entered in this text box. You can also use the joker * and ?.
EF
When you enable this check box, Elementary Function types (EFs)
are displayed.
1119
1120
Element
Description
EFB
DFB
When you activate this checkbox, Derived Function Blocks (DFBs) are
displayed.
Libraries/Families
The scope of the displayed function types and function block types is
selected in this column:
z To display all function types and function block types used in the
project, select <Application>.
z To display all function types and function block types of a library
independently of the library assignment, select <Libset>.
z To display all function types and function block types of a library,
select the desired library.
z To display all function types and function block types of a family,
select the desired family.
Name
This column displays the names of the function types and function
block types and their formal parameters (inputs, outputs).
Type
This column displays the types of the function types and function block
types and the data types of their formal parameters (inputs, outputs).
Comment
This column displays comments about the function types and function
block types and their formal parameters (inputs, outputs).
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Element
Description
Text box
button
Name
The name of the variable to search for can be entered in this text box.
You can also use the joker * and ?.
EDT
When you activate this check box, elementary variables are displayed.
1121
Element
Description
DDT
IODDT
Name
1122
Element
Description
Text box
The selected function block instances are displayed in this text box.
button
Use this button to open a dialog box for filtering (see page 377)
function block instances.
Name
The name of the function block instance to search for can be entered
in this text box. You can also use the joker * and ?.
Default name
When you activate this check box, the function block instances are
displayed whose default names (e.g. FBI_3, TON_1) have not been
changed.
EFB
DFB
Name
This column displays the names of the function block instances and
their formal parameters (inputs, outputs, public variables).
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Element
Description
Type
This column displays the types of the function block instances and the
data types of their formal parameters (inputs, outputs, public
variables).
Comment
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Element
Description
Text box
The selected function block types are displayed in this text box.
Use this button to open the help for the function block types shown.
Note:
Alternatively, you can also hold down Alt+F1 and then click on the
function block type for which you want to access Help.
button
Name
The name of the function type or function block type to search for can
be entered in this text box. You can also use the joker * and ?.
1123
1124
Element
Description
EF
When you enable this check box, Elementary Function types (EFs)
are displayed.
EFB
DFB
When you activate this checkbox, Derived Function Blocks (DFBs) are
displayed.
Libraries/Families
The scope of the displayed function types and function block types is
selected in this column:
z To display all function types and function block types used in the
project, select <Application>.
z To display all function types and function block types of a library
independently of the library assignment, select <Libset>.
z To display all function types and function block types of a library,
select the desired library.
z To display all function types and function block types of a family,
select the desired family.
Name
This column displays the names of the function types and function
block types and their formal parameters (inputs, outputs).
Type
This column displays the types of the function types and function block
types and the data types of their formal parameters (inputs, outputs).
Comment
This column displays comments about the function types and function
block types and their formal parameters (inputs, outputs).
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1125
Elements:
1126
Element
Description
FFB type
Enter the function type or function block type to edit in this text box.
You have the following options to enter the function type or function
block type:
z You can directly enter the type.
z You can select the type from the list of recently used types using
the symbol.
or
z Using the button ... you can open a dialog box to select FFB
(see page 1117) types.
Instance
For existing function blocks this textbox shows the name of the
selected function block instance.
For function blocks to be generated enter the name of the selected
function block instance in this textbox.
You have the following options to enter the function instance or
function block instance:
z You can directly enter the instance.
z You can select the instance from the list of recently used instances
using the symbol.
or
z Using the button ... a dialog box for FFB instances selection
(see page 1116) .
Name
Type
This column displays the data types of the formal parameters (inputs,
outputs) of the function instance or function block instance.
No.
Comment
Entry field
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Element
Description
Adding a pin
To add further pins select the last pin in the structure and confirm
using the Add pin button.
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Removing pin(s)
Special Assistant
OK
For new FFBs the FFB insert mode for placing FFBs becomes active.
Use this button to accept the allocated actual parameters for existing
FFBs.
Close
With this button, you can close the dialog box without accepting
changes.
Help
1127
Data Properties
Introduction
The anchored window (see page 1867) Data Properties is used to display and
modify the variables and FFB properties.
The Data Properties window can be called up
using the Data Editor (see page 299).
a. Select one or several lines in the Data Editor.
b. Select Properties from the context menu.
How the window behaves and the options in the Data Properties window depend
on whether the window was opened using the Data Editor or the Programming
Languages section.
NOTE: If more than one object is selected, only the common data for all the selected
objects is displayed. If this data is modified, the modification applies to all the
selected objects. In this way it is possible to assign the same comment to different
variables or assign the same initial value, see also: Changing the attribute in several
instances, page 366
CAUTION
LOSS OF DATA
Before changing a data in the Data Properties window, ensure that the change is
appropriate not only to the selected instance of this data, but also to all other
instances of this data.
Failure to follow these instructions can result in injury or equipment damage.
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Columns Available
The following table shows the different columns available in the Data Editor under
various tabs.
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Name
Description
Name
Comment
1129
1130
Name
Description
Address
984 Address
RW program
Value
Alias
Alias of
Save
Constant
Global data
Global data
- Group
Global data
- ID
Descriptor
descriptors (1 to 9) of variables
Descriptor 1 is displayed after selecting this column in the
Column Configuration dialog. Descriptors 2 to 9 can be
displayed using the + sign in the Descriptor column header.
Type
data type
Category
Size
memory size
Used
Custom
No.
Version
type version
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Generate variables
Representation
Representation of the dialog box:
Items
Elements of the dialog box:
Element
Description
Name
Type
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Address
Comment
1131
1132
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Unity Pro
I/O objects
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29
Subject of this Chapter
This chapter describes the I/O objects tab, which is used to associate variables with
the module I/Os and to manage these different variables.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
1134
1136
1138
1140
1145
1146
1133
I/O objects
Processor
X (1)
X (2)
X (1)
X (2)
X (1)
X (2)
X
X
Legend:
X: available functionality,
-: non-available functionality
(1): of all I/O objects of the PLC
(2): only the I/O objects of the module or the device concerned.
Access Rules
To access this tab, the following conditions must be met:
z
z
1134
The tab can be accessed from the configuration screen for the module, processor
or bus device (it is located at the same level as the description tab).
The tab is accessible in offline and online mode.
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I/O objects
Operating Rules
The main operating rules are as follows:
z
z
z
z
z
z
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This tab can be used to create and associate variables, but not to delete them.
To delete a variable created by this tab, you must use the data editor.
Multiple presymbolization can only be used on compatible objects (of the same
type).
For the processors, the tab only allows PLC objects to be displayed (variables
cannot be associated).
The control loops built into the processor are regarded as module channels, and
consequently, creation and presymbolization are possible.
It is possible to name a variable derived after symbolization.
For example, if Counter_0 is a T_COUNT_STD type variable, the presymbolized
counting value Counter_0.CUR_MEASURE can be renamed (Value_C0, for
example).
1135
I/O objects
1136
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I/O objects
Description
The different areas of the screen are as follows:
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Zone
Description
1137
I/O objects
1138
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I/O objects
Description
The different areas of the screen are as follows:
Zone
Description
NOTE: For Modicon M340 I/O modules only the topological I/O objects are
displayed. It is not possible to instantiate an IODDT.
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1139
I/O objects
The following paragraphs give details of the areas available from this tab.
Illustration of the CPU Objects Area
The CPU Objects area is only available for the processor. This appears as follows:
1140
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I/O objects
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1141
I/O objects
1142
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I/O objects
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State RAM is used to view the correspondence between the topological address
and State RAM.
1143
I/O objects
1144
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I/O objects
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1145
I/O objects
Action
In the CPU objects (see page 1140) area or I/O objects (see page 1141)
area, check the boxes of the objects you want to display (%S, %SW, %MW,
%CH, %M, %MW, %I, %Q, etc.).
Note: The Select All and Deselect All buttons can be used to check or uncheck all boxes.
In the Update (see page 1144) area, click Update Grid with....
Result: the Address Name Type Comment (see page 1143) area is updated
and displays all the selected variables available on the processor, module or
current bus device.
Note: When searching for names, it is possible to cancel an update in progress
by clicking Cancel.
1146
Action
In the Address Name Type Comment (see page 1143) area, click the line of
the object to select.
Result: the line appears in reverse video, and the Create I/O variable
(see page 1142) area becomes accessible for modules and communication
bus devices, for creating a variable associated with the selected line.
Note: If the Address Name Type Comment area is empty or contains no
object to select, see the section How to Display Required Objects
(see page 1146).
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I/O objects
Action
In the Address Name Type Comment (see page 1143) area, click the line of
the object to select.
Result: the line appears in reverse video, and the Create I/O variable
(see page 1142) area becomes accessible for modules and communication
bus devices, for creating a variable associated with the selected line.
Note: If the Address Name Type Comment area is empty or contains no
object to select, see the section How to Display Required Objects
(see page 1146).
In the Create I/O variable (see page 1142) area, select the type of variable to
create (if available).
Note: When the variable is an EDT type (such as DINT, INT, BOOL, EBOOL
type variables) or when the available IODDT is unique, the choice of type is not
available.
In the Create I/O variable (see page 1142) area, enter the name of the
variable to be created.
In the Create I/O variable (see page 1142) area, enter the comment for the
variable to be created.
In the Create I/O variable (see page 1142) area, click Create.
Result: a new variable is created, which is associated with the object selected
in the Address Name Type Comment (see page 1143) area.
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Action
In the Address Name Type Comment (see page 1143) area, click the left
column (gray column of object numbers) on the first object to select.
Hold down the mouse button and slide the cursor down to the last element to
select.
Result: the list of selected objects appears in reverse video.
1147
I/O objects
1148
Action
In the Address Name Type Comment (see page 1143) area, click the left
column (gray column of object numbers) on the first object to select.
Hold down the mouse button and slide the cursor down to the last element to
select.
Note: If the Address Name Type Comment area is empty or contains no
objects to select, see the section How to Display Required Objects
(see page 1146) in order to select a contiguous list of objects to select.
In the Create I/O variable (see page 1142) area, select the type of variable to
create (if available).
Note: When the selected variables are of EDT type (such as DINT, INT, BOOL,
EBOOL type variables) or when a single IODDT is available, the choice of type
is not available.
Caution: if heterogeneous (not of the same type) objects appear in the list, the
creation of variables will not be available. You must therefore select a list of
homogenous objects.
In the Create I/O variable (see page 1142) area, enter the prefix to be
associated with all selected objects.
Note: This prefix will be associated with a number to form the name of each
variable. The first object will be number 0, the second 1, the third 2, etc.
Example: if you enter the prefix Valve, the created variables will be: Valve0,
Valve1, Valve2, Valve3, etc.
In the Create I/O variable (see page 1142) area, enter the prefix of the
comment to be associated with all selected objects.
Note: This prefix will be associated with a number to form the comment for
each variable. The first object will be number 0, the second 1, the third 2, etc.
Example: if you enter the prefix Comment, the created comments will be:
Comment0, Comment1, Comment2, Comment3, etc.
In the Create I/O variable (see page 1142) area, click Create.
Result: the new variables are created and appear in the Address Name Type
Comment (see page 1143) area.
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I/O objects
Action
In the Address Name Type Comment (see page 1143) area click on the
variable whose properties you wish to display.
Right-click on Properties.
Result: the Data Properties window is displayed.
Once it is open, this window displays the properties of the variable selected in
the Address Name Type Comment area.
Answer
Why are the Address Name Type Comment Possible reasons include:
z You have not yet updated the area by
or Address Name Type State RAM
clicking Update Grid with....
Comment areas empty?
z You have not yet checked the boxes in the
CPU Objects or I/O Objects areas.
z No object for which the boxes are checked
appears in this module, processor or
communication bus device.
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1149
I/O objects
Question
Answer
1150
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Unity Pro
Memory Tab
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Memory Tab
30
Memory Tab
Overview
The Memory tab is only available for the Modicon M340 hardware platform
equipped with a State RAM memory area.
It allows defining the type of memory management for the selected input / output
module.
The option you select here must comply with the type of memory management you
selected for the processor (see page 1282).
The following settings are possible:
If...
Then...
The memory management settings of the modules are compared with the memory
management settings of the processor during Analyze. If any inconsistencies are
detected, an appropriate message is displayed in the output window.
The type of memory management you selected for the processor will be used as
default setting for the Memory Management parameter in the Memory tab.
Any application made with Unity Pro version 6.1 and later is automatically
configured with address configuration for topological addressing as the default
setting.
NOTE: If you want to import a legacy LL984 Compact application which uses
Modbus request to communicate with an HMI, you have to use State RAM
addressing to preserve the Modbus exchange between PLC and HMI.
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1151
Memory Tab
Description
Topological
Mixed topological and State RAM Select this option to work with a mixture of topological
and State RAM addressing.
With this option selected, define further State RAM
options in the State RAM area of this tab for the
different types of modules.
NOTE: With this type of memory management, all
channels are associated with only one task (MAST or
FAST).
NOTE:
If you select Mixed topological and State RAM for Memory Management the
following online features are disabled:
z I/O Objects
z Memory
z Debug
z Fault
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Memory Tab
Description
Format
z Bit: Select this option for channel mapping in the discrete mode. This
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This parameter is only available for channel mapping in word mode, that is if
the parameter Format is set to Word.
z Binary: Select this option to use the binary integer format.
z BCD: Select this option to use the BCD coding format.
1153
Memory Tab
Parameter
Description
Mapping
This parameter allows you to define the starting addresses for the inputs
and outputs.
The following sizes of the memory areas are possible:
z For inputs in Bit format: %I-1x
z For inputs in Word format: %IW-3x
z For outputs in Bit format: %M-0x
z For outputs in Word format: %MW-4x
NOTE: The State RAM address starts at address 0, but the first available
address for discrete and analog modules is %I1, %M1, %IW1, and %MW1.
(1)
z
z
When Word is selected as the Format, the LSB of the Word is mapped to:
Input 0 on discrete input modules
Output 0 on discrete output modules
1154
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Memory Tab
Description
Mapping
This parameter allows you to define the starting addresses for the
inputs and outputs.
The following sizes of the memory areas are possible:
z For inputs in Word format: %IW-3x
z For outputs in Word format: %MW-4x
NOTE: State RAM addresses are not checked during input. If any range overlapping
is detected or any address exceeds the range of the State RAM, an appropriate
message is displayed at the validation screen or during Analyze.
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1155
Memory Tab
1156
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Unity Pro
Type Library Browser
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31
Overview
This chapter describes the type library browser.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
1158
1160
1163
1165
1157
1158
33003101 07/2012
Action
In the Tools menu, select the Type Library Browser option or click the Type
Library Browser button
(To close the Type Library Browser click the button again).
2
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1159
1160
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Elements:
Element
Description
Library name
Family name
Button
Button
Click this button to open a dialog box (see page 377) for
defining the filters.
Button
Click this button to invert the filter. The button changes from
= to <> and vice versa.
EF
EFB
DFB
Name (List)
Type
Comment
Closing the Type Library Browser the currently selected Library name, Family
name and type check boxes (EF, EFB, DFB) are saved. If you open the Type
Library Browser again, these items will be preset.
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1161
1162
Menu command
Description
Expand All
Collapse
Customize Columns...
Help on Type
Use this button to open the help for the selected function or
function block types shown.
Data Properties
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Elements:
33003101 07/2012
Element
Description
Name
Type
Version
Comment
1163
Element
Description
Use this button to move the location of the selected attribute
one place forward.
The location of the attribute Name cannot be modified.
Use this button to move the location of the selected attribute
one place back.
The location of the attribute Name cannot be modified.
1164
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33003101 07/2012
Action
Select the desired function/function block and hold down the left mouse button.
Drag the selected function/ function block types in the program section.
1165
1166
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Unity Pro
Search/Replace
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Search/Replace Tool
32
Subject of this Chapter
This chapter presents the Search / Replace tool and how to use its main functions:
z
z
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Page
1168
1170
1171
Replacing Data
1172
Search Toolbar
1173
1174
1176
Cross-References (Replace)
1179
1181
1167
Search/Replace
Search Function
This function lets you look for objects such as:
z instances of elementary data types (EDT),
z instances and types of derived data (DDT / IODDT),
z instances and types of function block data (EFB / DFB),
z instances and types of data relating to Sequential Function Charts (SFC),
z topological addresses (%M100).
The search is carried out in the following areas of the project:
z sections that make up the application program,
z animation tables,
z operator screens,
z configuration.
Replace Function
This function lets you replace objects such as:
z instances of elementary data types (EDT),
z instances of derived data types (DDT / IODDT),
z instances of function block data (EFB / DFB),
z topological addresses (%M100).
The replacement objects must be declared, except for direct addressing data (%M,
%MW, etc.) and their type must correspond to that of the objects being replaced.
The replacement can done on the search results and initiated at the result window.
Accessing the Data Search Dialog
To open the Data Search dialog
z
z
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Search/Replace
Predefined Search
To start a predefined search
z from the Data Editor or
z from a language editor window,
select the object whose references you want to see and use Initialize Search from
the context menu.
Another way is to select a variable in a language editor window. Doing so, the list
box of the search toolbar (see page 1173) contains the variable name. Press Enter
to start searching. You can also use 2 special buttons from the toolbar to search for
reading/writing references (see page 1173).
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1169
Search/Replace
Drag-and-Drop
You can use drag-and-drop for search.
Drag a data item from any given editor in the programming software and drop it at
the end of the list of displayed references; the corresponding tree is created.
Protection
The Search function is always available. Protection applies to:
the references in the protected sections of the program, which are not displayed,
z the references in the protected sections of the DFBs, which are not displayed.
z
The Replace function complies with the protection applied to the different areas of
the project:
z if the application field is in read-only, the Replace button is not available,
z if certain references are protected, they can not be selected for replacement.
Online Mode
The use and behavior of Search / Replace in online mode are identical to the use
and behavior in offline mode.
Save Context
When you close the Search / Replace window, the following data is saved:
z
z
z
z
z
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Search/Replace
Action
Open the Data Search dialog
z by clicking the Data Search button
in the toolbar or
z by using the Tools Search / Replace menu (Alt+5) and pressing the Data
Specify the search options in the Data Search Dialog (see page 1174).
Predefined Search
To start a predefined search
z from the Data Editor or
z from a language editor window,
select the object whose references you want to see and use Initialize Search from
the context menu.
Another way is to select a variable in a language editor window. Doing so, the list
box of the search toolbar (see page 1173) contains the variable name. Press Enter
to start searching. You can also use 2 special buttons from the toolbar to search for
reading/writing references (see page 1173).
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1171
Search/Replace
Replacing Data
To access the data replace function, you must perform the following actions:
Step
1
Action
After searching for data (see page 1171) the search results are displayed in the
Cross-References dialog (see page 1176).
2
In the Cross-References dialog click the
with area of the dialog.
Enable the check boxes for those references of the search results which should
be replaced.
z Enter the replacement data (only data compatible with the data being
or data to be replaced (only the instances compatible with the instance being
searched for are displayed)
5
1172
Click the Replace button to start the replacement operation in the preselected
Scope. Please refer to Data Search dialog (see page 1174).
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Search/Replace
Search Toolbar
Introduction
The main toolbar of Unity Pro provides a Data Search button with a list box beside
it to select or to enter a search string.
Start Searching
To start searching the selected or entered search string press Enter.
The default search options are used.
The options can be changed by pressing the Data Search button left to the list box
instead of pressing Enter.
The search results are displayed in the Cross-References dialog (see page 1176)
and a jump to the first occurrence of the searched data is done.
Data Search Dialog
To open the Data Search dialog (see page 1174) click the binoculars symbol.
Searching for Reading/Writing References
To search for reading/writing references only, you can use
z the Data Search dialog (see page 1174) or
z two special buttons from the toolbar (see below).
Button
Description
Click this button to start searching for reading references only.
The current search options, defined in the Data Search dialog, are
used but the Write option is ignored.
Click this button to start searching for writing references only.
The current search options, defined in the Data Search dialog, are
used but the Read option is ignored.
Using one of these 2 buttons initiates a direct jump to the first found occurrence of
the reading/writing reference (for example, into the containing network).
If instead of a direct jump to the first found occurrence of the reading/writing
reference the Data Editor is opened, either deactivate the Overlapping
(see page 1174) option or click the Go to next reference button (see page 1176).
33003101 07/2012
1173
Search/Replace
Description
Elements of the Search tab
1174
Element
Description
Find what
Scope
Search button
Close button
Help button
Read
Write
33003101 07/2012
Search/Replace
Element
Description
Overlapping
Activate this check box to search for all complete and partial
references.
Indirect
Max level of
indirection
Context
z
z
z
z
z
z
33003101 07/2012
Keep previous
results
Output to pane 2
Deactivate this check box to display the search results in the Find
Result 1 tab of the search results window (Cross-References).
Activate this check box to display the search results in the Find
Result 2 tab of the search results window (Cross-References).
1175
Search/Replace
Description
Elements of the Cross-References dialog
Element
Description
1176
33003101 07/2012
Search/Replace
Element
Description
Displays the search results in Shortened form.
z Data declaration
z Data usage
Displays the search results in Flat form.
z Data usage
Type
33003101 07/2012
Usage
Context
Unit
Location
This column displays the location of the data searched for in a short
form.
1177
Search/Replace
Sorting Order
When the search results are displayed in Full or Shortened form sorting can only
be done by Reference or Type.
When the search results are displayed in Flat form sorting can also be done by
reference related columns (Usage, Context, Unit and Location).
The search results are first sorted by their path (Program, Task, Segment,
Section/Network).
The search results of sections/networks are sorted by a second key, depending on
the kind of the section/network.
z References within IEC language sections (FBD, LD, SFC, ST, IL) are sorted by
row and column.
z References within LL984 networks are sorted by column and row.
You can re-sort the search results by clicking on a specific column.
Re-sorting by multiple keys is not supported.
1178
33003101 07/2012
Search/Replace
Cross-References (Replace)
Introduction
The Cross-References (Search Results) dialog (see page 1176) displays the
results of a search.
To display the Replace with area of the dialog use the
button.
Representation
33003101 07/2012
1179
Search/Replace
Description
Elements of the Replace with area of the dialog
Element
Description
Replace with
To display this area of the dialog use the
button.
z Enable the check boxes for those references of the search
results which should be replaced.
z Enter the replacement data (only data compatible with the data
being searched for is tolerated),
z or click the Down arrow to display a list providing the last 10
entries,
z or click the ... button to open a Data Selection dialog to select
the instance or data to be replaced (only the instances
compatible with the instance being searched for are displayed).
Replace button
1180
33003101 07/2012
Search/Replace
Action
Select an object in a language editor window.
Result:
The address attached to the object is displayed in the edit field of the Search
Toolbar (see page 1173).
Start a search either
z by pressing the Enter key or
z by means of one of the 2 special buttons next to the edit field of the Search
able to jump back later on). This bookmark is inserted into the bookmarks list
like any other manually created bookmark. Automatically created bookmarks
(see page 539) are displayed in gray and can not be renamed.
33003101 07/2012
With the bookmarks feature you can mark one or more of the shown locations in
the language editor. These bookmarks can be used later on to jump to from the
bookmarks window.
From the bookmarks window you can also select the automatic Start of Search
bookmark for going back to the original starting position of the search.
NOTE: You can delete automatically generated bookmarks via the bookmarks
window.
1181
Search/Replace
1182
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Unity Pro
DFB
33003101 07/2012
33
Overview
This chapter describes how to use the users function blocks: DFB.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
33.1
DFB Type
1184
33.2
DFB Instance
1204
33.3
1216
1183
DFB
33.1
DFB Type
1184
Page
DFB Type
1185
1187
1188
1191
1194
1195
1196
1198
1199
1201
33003101 07/2012
DFB
DFB Type
General information about DFBs
A DFB (Derived Function Block) is a user function block that has been customized
to take the specific nature of your project into consideration. It can be stored in the
user-defined library.
To use a DFB in your application, you must:
z
z
Create a users function block model called DFB type (see Unity Pro, Program
Languages and Structure, Reference Manual ),
Use the available copies of the model called DFB instances (see Unity Pro,
Program Languages and Structure, Reference Manual ) in your project.
z
z
Language is named ENG, FRE, GER, ITA, SPA or CHI according to the
language desired.
Creating Help on Type
Step
33003101 07/2012
Action
Create an HTML help file for your DFB (for example with any kind of HTML
editor).
Note: The HTML file name must be exactly the same as the name of your DFB.
Copy this file into the respective language folder (ENG, FRE ...).
Create an additional folder called HELP in the same directory as the language
folders.
Copy all the files (for example graphics) you are referencing in your HTML file to
the HELP folder.
1185
DFB
1186
Action
In the structural view of the project browser, right-click on the directory Derived
FB Types.
Result: A shortcut menu is opened.
33003101 07/2012
DFB
Enter a name on the empty line to create the empty structure of the DFB type,
Action
Open the DFB types (see page 1185) register tab in the data editor.
Result: The list of existing DFBs is displayed.
Select the first empty Name cell (shown by an arrow) and enter the parameter or variable name and
confirm with Enter.
Result: The empty structure of the DFB type is now created. This new DFB added to the list of existing
DFBs. It also appears in the directory tree Derived FB Types.
33003101 07/2012
1187
DFB
1188
Actions
Go to the DFB types (see page 1185) tab of the data editor.
Result: the list of existing DFBs is displayed on the screen.
Click on the + sign positioned in front of the name of the DFB type to be configured.
Result: the DFB type is expanded, which gives access to its various directories (input, output, etc.).
Click on the + sign of the directory that you want to expand: input, output, input/output, public,
private.
33003101 07/2012
DFB
Step
Actions
Select the first empty Name cell (indicated by an arrow) and enter the name of the parameter or the
variable, then confirm using Enter.
Result: the data is created with a BOOL type by default (or with the last type selected).
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1189
DFB
Actions
Double click on the Type cell associated with the desired parameter.
Result: you have access to the list of available types (see page 1121).
1190
Actions
33003101 07/2012
DFB
Action
Go to the DFB types (see page 1185) tab of the data editor.
Result: the list of existing DFBs is displayed on the screen.
Select the Name cell and enter the name of the section.
Confirm with Enter.
Result: a dialog box is displayed on the screen to allow you to create a new section.
Select the programming language desired in the drop-down menu in the Language field.
33003101 07/2012
1191
DFB
Step
Action
If the sections directory already contains sections and you want to create a new one, expand the
directory and select the first empty Name cell.
Result: the dialog box used to enter section parameters is displayed on the screen.
1192
Action
Expand the sections directory of the DFB whose code you would like to enter.
Result: the list of sections is displayed on the screen.
33003101 07/2012
DFB
Programming restrictions
All language instructions are allowed, except instructions that use input/output
module variables (READ_STS, READ_PARAM, WRITE_CMD, etc..).
Connection to a label (JUMP) is only possible within the same section.
You may not use the following objects:
z input/output objects (%I, %Q, etc.),
z the applications global objects (%MW, %KW, ...), except system bits and words %S
and %SW.
NOTE: When the Create variable option in the contextual menu is used from a DFB
section, the variable created is a private variable.
NOTE: For PL7 Function blocks (Obsolete Library): it is recommended not to use
the PL7_ function blocks inside DFBs because you are not allowed to create new
instances in online mode.
33003101 07/2012
1193
DFB
1194
Action
Open the DFB types (see page 1185) tab of the data editor and expand the DFB
type from which you want to remove an element.
Expand the directory that contains the element you want to delete.
Either:
Select the element that you want to
delete.
Or:
Right-click on the element that you
wish to delete.
Result: A contextual menu appears.
Press Delete.
Result: The item is removed from
the directory.
33003101 07/2012
DFB
When a DFB Type is backed up in a library, it can be used if the following conditions
are met:
z
z
z
33003101 07/2012
Action
Open the DFB types (see page 1185) register tab in the data editor.
1195
DFB
NOTE: If a DFB uses a DDT, you can modify the DDT type even if the DFB is
protected.
Protection of a DFB type
To protect a DFB Type, you must do the following:
Step
1196
Action
Open the DFB types (see page 1185) register tab in the data editor.
After selecting, enter your password in the Entry field (maximum 8 characters).
Click OK to confirm.
33003101 07/2012
DFB
Action
Open the DFB types (see page 1185) register tab in the variables editor.
Select the attribute Protection and click on the related box in the Value column.
Result: A drop-down menu appears.
Select the new protection level from the drop-down menu None, Version
Protection, Read Only, No Read&Write).
After selecting, enter the current password if the DFB was already protected.
Click OK to confirm.
Modify Password
To change a DFB type password, you must do the following:
Step
1
Open the DFB types (see page 1185) register tab in the variables editor.
Select the attribute Password and click on the related box in the column Value.
Result: The Change password dialog box is opened.
10
33003101 07/2012
Action
Click OK to confirm.
1197
DFB
1198
Action
Open the DFB types (see page 1185) tab in the data editor.
Result: The list of existing DFBs is displayed.
Either:
Select the DFB that you want to
delete.
Or:
Right-click on the DFB that you wish
to delete.
Result: A contextual menu appears.
Press Delete.
Result: The item is removed from
the list.
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DFB
33003101 07/2012
Action
Go to the DFB Types (see page 1185) tab of the data editor.
Right-click the DFB type whose attributes you would like to display.
Result: the contextual menu appears.
If you would like to associate an explanatory text with the definition of the DFB
type (several lines of text with hyperlinks), select the Descriptive form tab.
Result: the Descriptive form dialog box appears (see page 1828).
1199
DFB
Attribute List
The attributes of a DFB type are the following:
z
z
z
z
z
z
z
z
Slot,
Name,
Comment,
Category,
State (1 if the modification is in progress or O if the analysis has been
completed),
Diag.
Size,
Protection,
z Password,
Version,
The version number is automatically incremented after a modification of the DFB
type.
z Date of the last analysis,
NOTE: All of the attributes of a DFB type can be accessed in read mode.
Only the following attributes can also be accessed in write mode:
z
z
z
1200
Name,
Comment,
Protection,
z Password,
Diag.
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DFB
No
No
No
Yes
No
No
No
Yes
Yes
Yes
Yes
Yes
No
33003101 07/2012
Action
Non-used
DFB type
Used DFB
type
Yes
No
Yes
No
Yes
No
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
No
No
Yes
Yes
1201
DFB
Non-used
DFB type
Used DFB
type
Create a parameter
Yes
No
Delete a parameter
Yes
No
Move a parameter
Yes
No
Yes
No
Change type
Yes
No
Yes
Yes
Yes
Yes
Yes
No
Non-used
DFB type
Used DFB
type
Create a variable
Yes
Yes
Delete a variable
Yes
No
Yes
No
Change type
Yes
No
Yes
Yes
Yes
Yes
Yes
No
1202
Non-used
DFB type
Used DFB
type
Create a variable
Yes
Yes
Delete a variable
Yes
No
Yes
No
Change type
Yes
No
33003101 07/2012
DFB
Action
Non-used
DFB type
Used DFB
type
Yes
Yes
Yes
Yes
Yes
No
33003101 07/2012
Action
Non-used
DFB type
Used DFB
type
Create a section
Yes
Yes
Delete a section
Yes
Yes
Move a section
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
1203
DFB
33.2
DFB Instance
1204
Page
DFB Instance
1205
1206
1208
1209
1210
1212
1215
33003101 07/2012
DFB
DFB Instance
At a Glance
A DFB instances (see Unity Pro, Program Languages and Structure, Reference
Manual ) is a copy of a validated DFB type (see Unity Pro, Program Languages and
Structure, Reference Manual ) that can be used for programming.
You can create multiple instances of a same DFB type. In this case the
inputs/outputs parameters and the variables (public and private) are duplicated. The
DFB type code is not duplicated.
You can use the same instance of the DFB multiple times in your application. This
operation is nevertheless strongly discouraged.
The DFB instance name must be different from the name of a Unity Pro reserved
word, a symbol, or from an elementary function (EF) name, or DFB type name.
How to access to a DFB instance
To access a DFB instance, you must use the program Unity Pro.
DFB instances are accessed via the Variables & FB instances directory in the
project browser.
Accessing DFB instances via the Derived FB instances directory
To access the DFB instances via the Derived FB instances directory, you must do
the following:
Step
Action
From the project browser structural view, expand the directoryVariables & FB instances.
33003101 07/2012
1205
DFB
1206
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
Select the first empty Name cell (shown by an arrow) and enter name of the new DFB instance and
confirm with Enter.
33003101 07/2012
DFB
33003101 07/2012
Action
In the drop-down list, select the DFB type of which you wish to insert an
instance.
Click on the location where you wish to insert the DFB instance.
Result: A new DFB instance is created with a default name. It is inserted in the
language editor and created in the data editor at the same time.
1207
DFB
1208
33003101 07/2012
DFB
33003101 07/2012
Action
Open the Function Blocks (see page 1205) tab in the data editor.
Either:
Select the DFB instance that you
want to delete.
Or:
Right-click on the DFB instance that
you wish to delete.
Result: A contextual menu appears.
Press Delete.
Result: The item is removed from
the list.
1209
DFB
NOTE: The DFB instance structure cannot be modified using the Function Blocks
register tab (name and type of the elements). However, the attributes of the instance
itself can be modified (name, type and comments of the DFB instance).
View the elements of a DFB instance
To view the elements of a DFB instance, you must do the following:
Step
1210
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
Open the DFB instance of which you want to view the elements.
33003101 07/2012
DFB
Action
Either:
Open the Function Blocks
(see page 1205) register tab in the
data editor.
Either:
Open the DFB instance to gain
access to its elements.
Attributes list
The specific DFB instance attributes are:
z
z
z
z
z
z
z
z
Instance name,
Comments,
Type,
Category,
Size,
Diag,
Used (frequency of use in program),
Customize.
NOTE: All the DFB instance attributes are available in read/write mode except the
Category and the Used attributes of instances, which are available in read only.
Sorting DFB instances
To change the classification criteria, do the following:
Step
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
Click on the title of the column that you want for the first criteria.
Result: The DFB instance classification criteria become:
z Firstly, a classification by alphabetical order in the column on which you have
clicked,
z then, a classification by alphabetical order by name.
Note: The DFB instances are classified by name alphabetically as default.
33003101 07/2012
1211
DFB
From the Function Blocks register tab, for the attributes that are directly
accessible,
or via the Data Properties dialog box for all attributes.
1212
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
Double-click on the cell that you wish to change the content of (you can also highlight this cell and press
Enter).
Result: A selection list or an entry field is displayed.
33003101 07/2012
DFB
Step
3
Action
Modify the attribute (instance name, instance type, comment) and confirm with Enter.
Result: The DFB instance is displayed with its new attribute.
33003101 07/2012
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
In the Value column, double-click on the cell of the attribute to modify (you can
also highlight this cell and press Enter).
Modify the attribute (instance name, instance type, comment) and confirm with
Enter.
Result: The new attribute is assigned to the DFB instance.
1213
DFB
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
Select the DFB instances of which you want to change an attribute (adjacent or
non-adjacent multi-selection).
Limitations
The following limitations apply to multiple selections:
z
z
z
All the selected instances must have the attribute and it must be modifiable,
The new attribute value must be valid for all the selected instances,
The attribute name cannot be changed (a DFB instance name is unique).
NOTE: In a multiple selection, the selected elements must at the same level of the
hierarchy or must be compatible.
Modifying the attributes of the elements of multiple DFB instances
Modification of one or several (multiple selection) attributes of elements of one or
several DFB instances. To do this, you must:
Step
1214
Action
Open the Function Blocks (see page 1205) register tab in the data editor.
Select the elements for which you want to modify the attributes (by pressing
Shift if the multiple selections are adjacent or Ctrl if the multiple selections are
non-adjacent).
33003101 07/2012
DFB
Possible Actions
33003101 07/2012
1215
DFB
33.3
1216
Action
For this DFB type, create a private variable with a type matching the DFB type
of level n
For this DFB type, create a private variable with a type matching the DFB type
of level n-1
Create a first level DFB type instance, which you will use in your program.
33003101 07/2012
Unity Pro
Project configuration
33003101 07/2012
Project configuration
V
Subject of this Part
This part describes how to configure a Premium/Atrium, Quantum and Modicon
M340 PLC station.
Its purpose is to guide the user in the configuration:
z
z
33003101 07/2012
Chapter Name
Page
34
1219
35
Bus Editors
1231
36
Modules editor
1281
37
1319
1217
Project configuration
1218
33003101 07/2012
Unity Pro
Introduction to the configuration
33003101 07/2012
34
Aim of this section
This section gives a very general introduction to the functionalities offered by the
configuration editor and describes how to access the default configuration.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
Proposed Services
1220
1224
1225
1227
1219
Proposed Services
Introduction
The configuration tool is used to:
z
z
z
z
z
z
The configuration may be performed before or after the programming of the project;
this has the advantage of being able to create generic projects without having to be
concerned with the configuration in the initial stage.
The various services are provided through 2 editors which are:
z
z
the bus editor, which allows you to select and position the modules or devices on
the bus,
the input/output module editor, which allows you to set up the modules or devices
present on the PLC station bus(es).
NOTE: When you configure the different elements of your project (specific
application, modules, processors, etc.) you may ensure that there are no conflicts
between data areas (overlap) as this may result in downgraded application
functionality.
CAUTION
UNEXPECTED APPLICATION BEHAVIOR
Before performing a build ensure there is no overlapping of data between specific
applications within the same project. Check that the project operates correctly.
Failure to follow these instructions can result in injury or equipment damage.
1220
33003101 07/2012
At a Glance
From the project browser, you can view the hardware configuration of the PLC
station by opening the Configuration directory.
The hardware configuration of the station is displayed in a directory tree.
Configuration example for a Modicon M340 station:
33003101 07/2012
1221
1222
33003101 07/2012
NOTE: you may note that each address (slot in the rack) is not necessarily occupied
by an input/output module, and that some modules may occupy 2 slots.
33003101 07/2012
1223
1224
33003101 07/2012
PLC in RUN
mode
PLC in
STOP mode
Adding/moving a module
No
No
Yes
Yes
Yes
Yes
Display of errors
Yes
Yes
Yes
Yes
PLC in RUN
mode
PLC in STOP
mode
Adding/moving a module
No
No
Yes
Yes
Yes
Yes
Display of errors
Yes
Yes
Yes
Yes
Premium\Atrium PLCs
Services offered by the configuration editor:
Service
33003101 07/2012
1225
Quantum PLCs
All Quantum PLCs allow online modification. Services offered by the configuration
are:
Service
PLC in RUN
mode
PLC in STOP
mode
Yes
Yes
Adding/removing a module
Yes
Yes
Yes
Yes
Yes
Yes
Display of errors
Yes
Yes
Yes
Yes
NOTE: All modifications made in the bus editor are authorized in online mode. But
in order for these to be taken into account, you must generate and transfer the
project to the PLC.
NOTE: A feature CCOTF modification has been developped for Unity Quantum and
allows I/O configuration changes when the PLC is in RUN mode.
1226
33003101 07/2012
These choices determine the power of the configuration, and the available functionalities (number of inputs/outputs, field buses, languages used, types of data, etc.).
NOTE: The choice of PLC family is irreversible, only the type of processor may be
changed.
Procedure
Carry out the following actions:
Step
Action
In the configuration window, via the contextual menu select the Zoom in
command to determine the size of the station.
Click Display Zoom Zoom to Fit to optimize the size of the station in
relation to the size of the window.
At this stage the configured physical elements constituting the station are:
z
z
z
33003101 07/2012
the rack,
the power supply module (except for a Quantum station),
the processor.
1227
Configuration
For a Modicon M340 station:
1228
33003101 07/2012
33003101 07/2012
1229
1230
33003101 07/2012
Unity Pro
Bus Editor
33003101 07/2012
Bus Editors
35
Aim of this section
This chapter guides the user in the creation of the physical configuration of the PLC
station.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
35.1
35.2
1239
35.3
1242
35.4
1245
35.5
1249
35.6
Consumption management
1270
35.7
1277
1232
1231
Bus Editor
35.1
1232
Page
1233
1237
33003101 07/2012
Bus Editor
1 rack
2 racks
4 racks
33003101 07/2012
TSX 57 0244
1 rack
TSX 57 1x4
Up to 4 racks
Up to 16 racks
1233
Bus Editor
1234
33003101 07/2012
Bus Editor
Station composed of several racks (extensible racks) with the same address:
33003101 07/2012
1235
Bus Editor
1236
33003101 07/2012
Bus Editor
then
select a rack
and
Copy/Paste a rack
add a rack
33003101 07/2012
replace a rack
select the rack and, using the select the required rack from
contextual menu, click
the list offered.
Replace Rack,
delete a rack
empty a rack
1237
Bus Editor
1238
Step
Action
From the browser, select the Rack directory and open it by clicking on +
select the required rack and, holding down right mouse button, move it to the
required address point; a dialog box is displayed.
Specify in the dialog box the required address and confirm with OK.
33003101 07/2012
Bus Editor
35.2
33003101 07/2012
1239
Bus Editor
1240
If you want to
then
and
Select a module
Add a module
select the position in the rack select from the proposed list
required and, using the
the module required.
contextual menu, click New
Device
Move a module
Delete a module
33003101 07/2012
Bus Editor
33003101 07/2012
Step
Action
Select the power supply module required and, holding down the left mouse
button, move it to the required position.
1241
Bus Editor
35.3
Action
From the welcome screen of the software, select the New command from the File menu.
If you want to see all PLC versions, click on the box Show all versions.
1242
33003101 07/2012
Bus Editor
Rules
For a Modicon M340 station:
z
z
the processor occupies the slot 0, it may occupy slot 1 if a double format power
supply is configured.
the processor is single format or double format (in this case it occupies 2 slots).
You cannot move or copy a processor in another rack. The processor cannot be
deleted from the rack, it can only be replaced.
Replacement of the processor
The configuration editor helps you if you wish to replace the processor. A message
is sent if a replacement is not authorized.
The new processor must belong to the same PLC family as the previously
configured processor.
If certain previously configured input/output modules are no longer supported by the
new processor, when the project is analyzed, error messages are displayed. You
have to resolve these incompatibilities.
NOTE: This operation is only possible in offline mode (PLC not connected).
You may proceed in accordance with two methods:
Method 1:
33003101 07/2012
Step
Action
1243
Bus Editor
Method 2:
1244
Step
Action
33003101 07/2012
Bus Editor
35.4
Positioning a module
Carry out the following actions:
Step
Action
Use the mouse to select the position of the module to insert; eight handles appear around the module.
Click OK to confirm.
NOTE: The double format modules are shown on the list of modules available when
the slot preceding or following the selected slot is vacant.
In the case of a Premium or a Modicon M340, the position 0 may only be occupied
by a double format power supply or a processor.
33003101 07/2012
1245
Bus Editor
Moving a module
A module may be moved:
z
z
Action
NOTE: If the module cannot be moved, this is indicated by the bus editor.
Rules:
The objects associated with the module are:
z
replaced in:
z the program,
z the variable editor after user confirmation,
z the animation tables,
z the operator screens.
The symbols associated with the moved module objects are attached to the objects
at the new address.
The module that has been moved keeps all its parameters.
For a Modicon M340,Premium or Atrium station, if a discrete module with a
RUN/STOP-configured channel is moved, the RUN/STOP bit address remains
unchanged. It is necessary to ensure that the RUN/STOP input corresponds to a
valid discrete input address.
When the addresses of the module are used in an EF (e.g.: Send_REQ,
Read_VAR,...), these are not updated automatically.
1246
33003101 07/2012
Bus Editor
Copy a module
Carry out the following actions:
Step
Action
Use the mouse to select the target position, then using the contextual menu click
Paste.
Rules:
The objects associated with the module are copied to the new address.
The duplicated module keeps all its parameters.
The duplication of a module associated with an event (at least one module channel
is associated with an event) is not possible. An event may be associated with
several channels/modules at the same time.
Delete a module
Carry out the following actions:
33003101 07/2012
Step
Action
Via the popup menu the select the Delete Module command.
1247
Bus Editor
Hardware catalog
Using the Hardware catalog, you can insert modules in the rack:
1248
Step
Action
Select the directory of the required specific application in the hardware catalog,
and expand it by clicking on +.
Select the module, and, holding down the mouse button, move it to the required
position on the rack in the bus editor.
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Bus Editor
35.5
33003101 07/2012
Page
1250
1254
1258
1264
1249
Bus Editor
1250
Action
In the Unity Pro Project Browser, fully expand the Configuration directory and then double-click on
CANopen .
Result: The CANopen window appears:
33003101 07/2012
Bus Editor
Step
Action
33003101 07/2012
1251
Bus Editor
Step
4
1252
Action
Click on OK to confirm the choice.
Result: The CANopen window appears with the new device selected:
33003101 07/2012
Bus Editor
Step
5
Action
On the project browser the CANopen bus appears with the slaves.
Other functions
You can also add, delete, move (see Modicon M340 with Unity Pro, CANopen, User
Manual) a slave on the bus.
33003101 07/2012
1253
Bus Editor
1254
Action
From the project navigator, deploy the Configuration directory.
Result: the following screen appears
33003101 07/2012
Bus Editor
Step
2
33003101 07/2012
Action
Select the Fipio sub-directory and select the Opencommand using the
contextual menu.
Result: the Fipio window appears
1255
Bus Editor
1256
Action
Right-click on the logical address of the connection point, at the location where the module has to be
connected (available addresses from 1 to 62 and 64 to 127, addresses 0 and 63 being reserved by the
system).
Result: the New Device screen appears.
In the Reference field, enter the type of device to connect to the bus.
33003101 07/2012
Bus Editor
Step
Action
In the Communicator field, select the element type enabling communication on the Fipio bus.
For modules with built-in communicators, this window does not appear.
Other functions
You can also:
z
z
z
33003101 07/2012
add an extension module (see Premium and Atrium Using Unity Pro, Fipio Bus,
Setup Manual) to the bus,
delete, copy, paste (see Premium and Atrium Using Unity Pro, Fipio Bus, Setup
Manual) bus devices,
change (see Premium and Atrium Using Unity Pro, Fipio Bus, Setup Manual) the
Fipio communicator.
1257
Bus Editor
RIO field bus networks are based on the S908 input/output decentralization
network technology. Up to 31 decentralized stations may be configured, with
each station capable of supporting up to 128 input/output words.
DIO field bus networks are based on Modbus Plus technology. 32 subscribers
may be configured over 500 meters/1640 feet (receiving 64 subscribers over
2000 meters/6560 feet).
1258
Step
Action
In the bus editor, select the slot where you wish to insert the communication
module.
33003101 07/2012
Bus Editor
Step
Action
33003101 07/2012
Step
Action
In the bus editor, select the slot where you wish to insert the communication
module.
1259
Bus Editor
1260
Step
Action
33003101 07/2012
Bus Editor
33003101 07/2012
Step
Action
1261
Bus Editor
1262
Step
Action
33003101 07/2012
Bus Editor
Step
Action
Select the RIO bus or DIO bus subdirectory depending on the type of bus you
want to open. Next, select the Open command in the popup menu.
Result: The following window is displayed for the RIO bus:
33003101 07/2012
1263
Bus Editor
You can also make copies, perform movements, or delete modules from a field bus
device.
Configuration of a device
Carry out the following actions:
1264
Step
Action
From the Configuration directory in the project browser, select the RIO Bus
or DIO Bus subdirectory.
Select the connection point and via the popup menu select the New Device
command.
Result: The New Device window appears.
33003101 07/2012
Bus Editor
33003101 07/2012
Step
Action
1265
Bus Editor
1266
Step
Action
33003101 07/2012
Bus Editor
Hardware catalog
Using the hardware catalog, you can insert modules into a device on the field bus:
33003101 07/2012
Step
Action
From the Configuration directory in the project browser, select the DIO Bus
subdirectory.
Result: The field bus editor and hardware catalog appear.
Select the directory of the required specific application in the hardware catalog,
and expand it by clicking on +.
Select the module, and, holding down the mouse button, move it to the required
position on the rack in the bus editor.
1267
Bus Editor
Copy a module
Proceed with the following steps:
Step
Action
With the mouse, select the target position, then via the popup menu select the
Paste command
Rules:
The duplicated module keeps all its parameters.
The duplication of a module associated with an event (at least one module channel
is associated with an event) is not possible. An event may be associated with
several channels/modules at the same time.
Moving a module
A module may be moved:
z
z
Action
NOTE: If the module cannot be moved, this is indicated by the bus editor.
Rules:
The objects associated with the module are:
z
replaced in:
z the program,
z the variable editor after user confirmation,
z the animation tables,
z The operator screens.
The symbols associated with the moved module objects are attached to the objects
at the new address.
The module that has been moved keeps all its parameters.
1268
33003101 07/2012
Bus Editor
Deleting a module
Proceed with the following steps:
Step
33003101 07/2012
Action
1269
Bus Editor
35.6
Consumption management
1270
Page
1271
1274
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Bus Editor
33003101 07/2012
Steps
Action
Using the contextual menu, click Power Supply and IO Budget. The bar chart
is displayed.
1271
Bus Editor
Budget:
1272
Steps
Action
Using the contextual menu, click Power Supply and IO Budget. The bar chart
is displayed.
33003101 07/2012
Bus Editor
Budget:
33003101 07/2012
1273
Bus Editor
This budget is presented in the form of a bar chart where each color has a particular
significance, it indicates for each application:
z
z
z
1274
Steps
Action
Using the contextual menu, click Power Supply and IO Budget. The bar chart
is displayed.
33003101 07/2012
Bus Editor
Budget:
33003101 07/2012
Steps
Action
Using the contextual menu, click Power Supply and IO Budget. The bar chart
is displayed.
1275
Bus Editor
Budget:
1276
33003101 07/2012
Bus Editor
35.7
Online Information
Animation
The bus editor uses color animation to inform you about the status of a module on
the bus.
The modules slot number in the rack appears in red if the module is:
z
z
z
missing,
faulty,
badly configured.
33003101 07/2012
1277
Bus Editor
Premium PLCs:
Quantum PLCs:
If a fault has occurred on a rack module, the rack number appears in red.
1278
33003101 07/2012
Bus Editor
Action
If the detected module is identical to the configured module, you can keep this
module by checking the Slot box.
If you leave the Slot box unchecked, the module specified on initial
configuration remains.
33003101 07/2012
1279
Bus Editor
1280
33003101 07/2012
Unity Pro
Modules editor
33003101 07/2012
Modules editor
36
Aim of this section
This section guides the user in the configuration of the modules comprising a
Premium/Atrium, Quantum or Modicon M340 station.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
36.1
1282
36.2
1293
36.3
1303
36.4
1314
1281
Modules editor
36.1
1282
Action
33003101 07/2012
Modules editor
Memory Management
The configuration screen differs, depending on the type of memory management to
be used.
The option you select here must comply with the type of memory management you
select for the input and output modules (see page 1152).
The following settings are possible:
If...
Then...
The memory management settings of the processor are compared with the memory
management settings of the modules during Analyze. If any inconsistencies are
detected, a appropriate message is displayed in the output window.
The type of memory management you selected for the processor is used as default
setting for the Memory Management parameter in the Memory tab for input /
output configuration (see page 1151).
NOTE: If you want to import a legacy LL984 Compact application which uses
Modbus request to communicate with an HMI, you have to use State RAM
addressing to preserve the Modbus exchange between PLC and HMI.
33003101 07/2012
1283
Modules editor
CAUTION
LOSS OF DATA ON APPLICATION TRANSFER
Do not press the RESET button on the power supply. Otherwise, %MWi is reset and
initial values are loaded.
Failure to follow these instructions can result in injury or equipment damage.
Proceed with the following steps:
1284
Step
Action
If you wish, enable the Run/Stop input option (see page 1288).
Do not enable this option if the associated discrete input is mapped in
State RAM because this inhibits the PLC start-up.
If you wish, enable the Automatic start in Run option (see page 1288).
33003101 07/2012
Modules editor
Step
Action
Confirm whether the internal words %MWi (see page 1289) are to be initialized
on cold start (see Unity Pro, Program Languages and Structure, Reference
Manual ) triggered by software (application download, initialize command,
restore command, %S0 activation, cold start button on the PLC screen) or not.
By checking the box, the PLC writes the initial values to %MWI.
If you wish, enable the Cold Start Only option (see page 1289).
NOTE: The State RAM address starts at address 0, but the first available address
for discrete and analog modules is %I1, %M1, %IW1, and %MW1.
Topological Addressing
Proceed with address configuration for topological addressing as follows:
Step
Action
In the Size of global address fields of the dialog box define for the application
(see Unity Pro, Program Languages and Structure, Reference Manual ) the
number of internal bits %M.
The system bits and system words are fixed by the manufacturer.
Unity Pro Modicon M340 applications of version 6.0 and earlier are automatically
configured with this address configuration for topological addressing.
33003101 07/2012
1285
Modules editor
For mixed topological and State RAM addressing, the following options are
additionally available in the configuration screen:
1286
Option
Value
Description
Mem usage
33003101 07/2012
Modules editor
Option
Value
Description
%M-0x
%MW-4x
%I-1x
%IW-3x
Viewer
NOTE: The State RAM address starts at address 0, but the first available address
for discrete and analog modules is %I1, %M1, %IW1, and %MW1.
NOTE: State RAM addresses are not checked during input. If any range overlapping
is detected or any address exceeds the range of the State RAM, an appropriate
message is displayed at the validation screen or during Analyze.
NOTE: With this type of memory management, all channels are associated to one
task (MAST or FAST).
Pre-set values
To select the:
z default values, press the Default values button,
z maximum values, press the Maximum values button,
Window displayed by pressing the Default values button:
33003101 07/2012
1287
Modules editor
Role
Unselect All
Is used to invalidate all the default values posted on the right of the check
boxes if they have been selected.
Select All
Is used to select all the default values posted on the right of the check
boxes.
Cancel
Is used to exit.
OK
NOTE: With the Maximum values button, the window displayed is the same, only
the values on the right of the check boxes are different.
Input RUN/STOP
The input %Ir.m.c can be parameterized to switch the PLC to RUN/STOP mode in
the following way:
z %Ir.m.c to 1 -> the PLC switches to RUN (execution of the program),
z %Ir.m.c to 0 -> the PLC switches to STOP mode (stop program execution).
NOTE: A STOP command always takes priority over a RUN command. A STOP
command sent from a terminal or via the network has priority over the %Ir.m.c
input.
An error on the RUN/STOP input causes a switch to STOP.
Do not enable this option if the associated discrete input is mapped in State RAM
because this inhibits the start-up of the PLC.
Memory protect
The input %Ir.m.c can be parameterized to protect the internal application ram and
the memory card in the following way:
z
z
%Ir.m.c to 0 -> the internal application and the memory card are not protected,
%Ir.m.c to 1 -> the internal application and the memory card are protected.
NOTE: To cancel the protection, disconnect this input before building the
modification.
Automatic start in Run
The enabling of this option automatically changes the PLC to RUN mode at the time
of a cold start (see Unity Pro, Program Languages and Structure, Reference
Manual ).
1288
33003101 07/2012
Modules editor
Initialize %MWi
On a cold start (see Unity Pro, Program Languages and Structure, Reference
Manual ) or on download if you check the box (default state):
z the %MWi are handled like other global variables (initialized to 0 or initial value,
according to current application) in all cold start cases,
On cold start or on download if you uncheck the box:
z if %MW were previously saved in internal flash memory (using the %SW96 word)
they are restored from internal flash memory,
z if not,
z if cold start (see Unity Pro, Program Languages and Structure, Reference
Manual ) is linked to a power-off or of a push on the reset button, the %MW are
initialized:
z if not, the current values of %MW are maintained.
NOTE: if the new (or restored) application has more %MW than the previous one, the
added %MW are set to 0 (non-zero initial values are not applied).
Cold Start Only
If checked, this option forces the cold start (see Unity Pro, Program Languages and
Structure, Reference Manual ) of the application, instead of the normal warm start
(see Unity Pro, Program Languages and Structure, Reference Manual ).
By default, the Cold Start Only option is unchecked.
The Cold Start Only option is only supported since PLC V2.1.
An application using this functionality is not:
z downloadable on a PLC with a previous version,
z executable on a PLC with a previous version,
z usable with Unity Pro V4.0 or lower.
NOTE: The Cold Start Only check box is present only if the current selected PLC
can support it.
Memory Management
This area of the dialog box allows you to define the type of addressing (topological
or mixed addressing).
For mixed addressing it contains a bar graph indicating the size of the State RAM
memory used in your project in relation to the maximum memory size and a Viewer
button opening the State RAM memory viewer.
33003101 07/2012
1289
Modules editor
NOTE:
The State RAM viewer is directly accessible via the menu:
PLC State Ram Viewer
Description
Table
This table represents the mapping of the memory area selected with the
Memory Area selection buttons.
The occupied memory addresses are marked by dashes:
z blue: for module type objects
z red: for objects entered in the program
z green: for objects defined in the variable editor
The scroll bars can be used to access the entire memory area.
Modules,
Variables and
Language
checkboxes
1290
These checkboxes are used to filter the information displayed in the table.
If, for example, Modules is the only checkbox that is selected, only
module-type information is displayed.
33003101 07/2012
Modules editor
Zone
Description
Address
information
By entering the object and its address in the Address fields and clicking
on the Go To button, you display directly the address in the table (without
using the scroll bars). This zone also has a display function; it displays the
object and address of the box selected in the table. For module-type
objects, it also gives the topological address of the module concerned.
Memory Area
selection
buttons
These buttons are used to select the memory area to display in the table:
z %M (0x) output bits and internal bits
z %I (1x) input bits
z %IW (3x) input words
z %MW (4x) output words and internal words
Address
Maximum Size
Default Size
Maximum Size
Default Size
output bits
and internal
bits
%M (0x)
32765
752
65530
1504
%I (1x)
32765
752
65530
1504
input words
and internal
words
%IW (3x)
32765
256
65530
512
output words
and internal
words
%MW (4x)
32765
256
65530
512
NOTE: To use State RAM configuration you need Unity Pro 6.1 or later and Modicon
M340 firmware 2.4 or later.
Impact of a Cold Start on %I and %IW Areas
After a Cold Start or %S0 setting, the %I and %IW areas are set to 0 and forcing state
is reset.
33003101 07/2012
1291
Modules editor
From Unity Pro V6.1, when the State RAM is configured in the CPU, the Modbus
server access to %I area for all input bits operations, to %IW area for all input
words operations.
Base address %SW138 and %SW140 are not used.
The first object address in a Modbus request (0000) corresponds to %I1 or %IW1.
From Unity Pro V6.1 with Modicon M340 (with firmware V2.4 or later), when the
State RAM is not configured, the Modbus server behaves as in V2.3.
Base address for %M and %MW in system words %SW139 and %SW141 are used
whether a State RAM is configured or not.
1292
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Modules editor
36.2
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Page
1294
1300
1302
1293
Modules editor
1294
Action
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Modules editor
33003101 07/2012
Step
Action
If you wish, enable the Automatic start in Run (see page 1298).
Confirm whether the internal words %MWi (see page 1299) are to be initialized
(on cold restart, on download, after the insert PCMCIA memory card) or not.
If you wish, enable the Cold Start Only (see page 1299) feature.
1295
Modules editor
Step
Action
Define for the application: (see Unity Pro, Program Languages and Structure,
Reference Manual )
z the number of internal bits %M,
z the number of internal bits %MW,
z the number of constants %KW,
The bits and system words are fixed by the manufacturer.
1296
The Memory cards field is completed according to the PCMCIA memory card
selected (see page 1300). The data storage area is only used by EFBs such
as READ_U_PCMCIA and WRITE_U_PCMCIA. The application area is used for
the program. However, some parts of the program (located and unlocated
variables, FB instances) are always present in the CPU internal memory
(see page 139).
33003101 07/2012
Modules editor
Pre-set values
To select the:
z default values, press the Default values button,
z maximum values, press the Maximum values button,
Window displayed by pressing the Default values button:
33003101 07/2012
1297
Modules editor
Role
Deselect All
Is used to invalidate all the default values posted on the right of the check
boxes if they have been selected.
Select All
Is used to select all the default values posted on the right of the check
boxes.
Cancel
Is used to exit.
OK
NOTE: With the Maximum values button, the window displayed is the same, only
the values on the right of the check boxes are different.
RUN/STOP input
The input %Ir.m.c can be parameterized to switch the PLC to RUN/STOP mode in
the following way:
z %Ir.m.c to 1 -> the PLC switches to RUN (execution of the program),
z %Ir.m.cl to 0 -> the PLC switches to STOP mode (stop program execution).
NOTE: A STOP command by the input %Ir.m.c is priority compared to a RUN
operation by terminal or by network command.
An error on the RUN/STOP input causes a switch to STOP.
Memory protect
The input %Ir.m.c can be parameterized to protect the internal application ram and
the memory card in the following way:
z %Ir.m.c to 0 -> the internal application and the memory card are protected,
z %Ir.m.c to 1 -> the internal application and the memory card are not protected.
NOTE: If the input is in error, %Ir.m.c is considered at 1 (memory is not protected).
If you want to cancel this protection, you must disconnect this input before to build
this modification.
Automatic start in Run
The enabling of this option automatically changes the PLC to RUN mode at the time
of a cold start (see Unity Pro, Program Languages and Structure, Reference
Manual ).
Two types of start:
in the absence of a PCMCIA memory card, the PLC starts on the contents of the
internal RAM of the processor,
z in the presence of a PCMCIA memory card it is its content which fixes the start.
z
1298
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Modules editor
Initialize %MWi
On cold start (see Unity Pro, Program Languages and Structure, Reference
Manual ), on download or after the insert of PCMCIA memory card:
Depending of the flag:
At the end of the transfer :
==> The initial values are assigned
to the variables.
Not
checked
Checked
On setting of %S0 :
==> The initial values are assigned to
the variables.
OS >= V2.3
NO
NO
OS < V2.3
YES
NO
OS >= V2.3
YES
YES
OS < V2.3
YES
YES
the %MWi values will be initialized to 0 or initial value even if the box is unchecked,
z if you change the %MW area on the field Size of global address fields,
z if after a power restoration, the OS detects that the contents of the internal RAM
has not been saved (PLC powered off and Back-up battery non-operational).
Cold Start Only
If checked, this option forces the cold start (see Unity Pro, Program Languages and
Structure, Reference Manual ) of the application, instead of the normal warm start
(see Unity Pro, Program Languages and Structure, Reference Manual ).
By default, the Cold Start Only option is unchecked.
The Cold Start Only option is only supported since PLC V2.7.
An application using this functionality will not be:
downloadable on a PLC with a previous version,
z executable on a PLC with a previous version,
z usable with Unity Pro V4.0 or lower.
z
NOTE: The Cold Start Only check box is present only if the current selected PLC
can support it.
33003101 07/2012
1299
Modules editor
1300
Step
Action
Select the PCMCIA location and from the popup menu execute the
New/Replace Submodule... command.
Example:
33003101 07/2012
Modules editor
Step
Action
Select the PCMCIA family, and the card within the family.
Confirm with OK
The card is added to the directory tree of the processor:
To delete a PCMCIA memory card, select its location and from the popup menu
execute the Delete Submodule command.
33003101 07/2012
1301
Modules editor
Action
Select the location of the process control loops and from the popup menu
execute the Open Subobject command.
Example:
1302
Configure the process control loops (see Premium and Atrium using Unity Pro,
Process Control, User Manual).
33003101 07/2012
Modules editor
36.3
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Page
1304
1311
1303
Modules editor
1304
Action
33003101 07/2012
Modules editor
Option
Operating Mode On
Cold Start
Memory Cards
33003101 07/2012
Value
Description
A:
N/A
B:
N/A
1305
Modules editor
Item
Option
Communication
Value
Description
The maximum data volume
exchanged each cycle
between the NOE and CPU
modules.
4x256
4x1024
8x1024
12x1024
Mem usage
1.
%M-0x
2.
z
z
z
z
z
z
z
State RAM
Configuration Online
Modification
%MW-4x
2.
%I-1x
2.
%IW-3x
2.
Viewer
N/A
1. The value (expressed as a percentage and displayed on the scale) depends on the
memory usage of the Hot Standby configuration.
2. Enter the appropriate values. All values depend on Hot Standby configuration.
1306
33003101 07/2012
Modules editor
WARNING
UNWANTED APPLICATION RUN ON PLC COLD START
With the Automatic start in RUN option enabled, the following events will trigger
the run of the application on cold start:
z Inserting the PCMCIA card when the PLC is powered
z Replacing the processor while powered
z Unintentional or careless use of the reset button
z Powering up a PLC with a defective battery after a power outage
To prevent the run of the application on cold start:
z use the STOP input (on Premium PLCs)
z use the switch on the front panel of the processor (for Quantum PLCs)
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
%MWi Reset
On application download:
z if you check the box, the %MWi values will be re initialized or set to 0,
z if you uncheck the box, the %MWi values will set to 0.
On cold start or after inserting the PCMCIA memory card:
z if you check the box, the %MWi values will be re initialized or set to 0,
z if you uncheck the box, the %MWi values will retain their current value.
33003101 07/2012
1307
Modules editor
1308
33003101 07/2012
Modules editor
NOTE:
The state ram viewer can be directly accessible via the menu:
z PLC State Ram Viewer
Description of the screen zones
Zone
Description
Table
This table represents the mapping of the memory area selected in the
Memory Area field.
The occupied memory addresses are marked by dashes:
z blue: for module type objects
z red: for objects entered in the program
z blue: for objects defined in the variable editor
The scroll bars can be used to access the entire memory area.
Modules,
Variables and
Language
checkboxes
33003101 07/2012
These checkboxes are used to filter the information displayed in the table.
If, for example, module is the only thing checked, only module-type
information will be displayed.
1309
Modules editor
Zone
Description
Address
information
By entering the object and its address in the Address fields and clicking
on the Go to button, you display directly the address in the table (without
using the scroll bars). This zone also has a display function; it displays the
object and address of the box selected in the table. For module-type
objects, it also gives the topological address of the module concerned.
Memory Area
selection
buttons
These buttons are used to select the memory area to display in the table:
%M (0x) output module bits and internal bits
%I (1x) internal module bits
%IW (3x) input/output register words and internal words
%MW (4x) I/O module output words and internal words
z
z
z
z
1310
33003101 07/2012
Modules editor
either to the second built-in port (MODBUS COMM2), for processors with 2 builtin ports
or to one or several NOM modules.
33003101 07/2012
1311
Modules editor
Action
Select the processor and then select the Open module command from the
popup menu.
1312
Step
Action
33003101 07/2012
Modules editor
33003101 07/2012
Step
Action
Choose the Delay which corresponds to the minimum time tolerated between
two frames, also called delay between frames.
By default, if the Head Slot fields are left set to 0, the NOM modules observe
the normal assignment rule described above.
Entering the slot number of a NOM module assigns it to the corresponding port
(the assignment rule is no longer applied for this module but continues to apply
to other modules).
1313
Modules editor
36.4
1314
Page
1315
1317
33003101 07/2012
Modules editor
Action
33003101 07/2012
1315
Modules editor
NOTE: The content of these tabs is described in the "Debugging and adjustment"
chapter of the corresponding application-specific manuals.
Screen example for a counting module:
1316
33003101 07/2012
Modules editor
Action
33003101 07/2012
1317
Modules editor
the Fault tab which is used to display errors occurring in the module.
NOTE: The content of these tabs is described in the corresponding applicationspecific manuals.
1318
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Unity Pro
General functionalities
33003101 07/2012
37
33003101 07/2012
Page
1320
1321
1322
1319
General functionalities
1320
Step
Action
Select the Build -> Analyse project command from the menu.
Check the result of the analysis in the information window at the bottom of the
screen.
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General functionalities
33003101 07/2012
1321
General functionalities
The documentation file can be accessed from the project browser in the
"Documentation" directory.
How to print
A description of the procedure is given in the chapter on "Documentation
(see page 1675)"
1322
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Unity Pro
Debugging and adjustment
33003101 07/2012
VI
Subject of this Part
This part describes the debug and adjustment functions and tools offered by Unity
Pro: application debug, variable adjustment, simulator, etc.
What Is in This Part?
This part contains the following chapters:
Chapter
33003101 07/2012
Chapter Name
Page
38
1325
39
1415
40
PLC Simulator
1457
41
Machine-Process Simulator
1517
1323
1324
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Unity Pro
Debugging the program
33003101 07/2012
38
Subject of this Chapter
This chapter guides the user through how to debug the program depending on the
language used in its component sections:
z
z
z
z
Ladder language,
textual languages (Structured Text or Instruction List),
Function Block Diagram language,
Sequential Function Chart language.
33003101 07/2012
Topic
Page
38.1
Safety precautions
1326
38.2
Program Animation
1336
38.3
1351
38.4
1361
38.5
1371
38.6
1381
38.7
1386
38.8
Information on Debugging
1396
38.9
1402
1325
38.1
Safety precautions
1326
Page
Modification in RUN
1327
1328
1329
Task deactivation
1330
Deactivation of Inputs/Outputs
1331
1332
1333
Debug Screen Via a Fipway, Fipio or Uni-Telway Network with a PCMCIA Card
1334
1335
33003101 07/2012
Modification in RUN
At a Glance
This functionality is used to modify the PLC program where its inputs/outputs control
an industrial process.
Warning
WARNING
UNEXPECTED BEHAVIOUR OF APPLICATION
When using the in Run modification function, ensure that the modifications will not
have adverse effects on the running process.
Modifications in In Run mode are immediately applied to the process.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
33003101 07/2012
1327
Precaution
In all the above cases, the STOP is only effective at the end of the MAST task cycle.
WARNING
UNEXPECTED APPLICATION BEHAVIOR
In Debug mode, check that neither any breakpoint nor the Step by Step mode are
active before switching the PLC to STOP.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
NOTE: When the PLC is in STOP, all tasks are in STOP. Check the behavior of the
corresponding Inputs/Outputs.
1328
33003101 07/2012
Precautions
ATTENTION: When a task is set to STOP, Inputs/Outputs behave differently to
whena task is deactivated (see page 1330).
The behavior of outputs differs depending on the type of PLC:
z
Modicon M340 and Premium / Atrium: when a task is set to STOP, the
associated outputs automatically switch to the configured mode (fallback or
maintain). The outputs associated with the other tasks continue to be updated as
normal.
Quantum: when a task is set to STOP, the associated outputs continue to be
updated with the value that preceded the STOP action. The outputs associated
with the other tasks continue to be updated as normal.
NOTE:
When a task is set to STOP with Quantum, the outputs continue to be updated by
the CPU. In two cases, this can lead to unforeseen behavior:
z when inputs are also updated by another task that is still in RUN
z when Inputs/Outputs are mapped in the same memory zone, and associated
with different tasks.
WARNING
UNEXPECTED OUTPUT BEHAVIOR - TASK STOP WITH QUANTUM
When a task is set to STOP with Quantum, ensure that no other running task is
managing the same outputs.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
33003101 07/2012
1329
Task deactivation
At a Glance
A task can be deactivated in different ways:
z
z
By using system bits (%S30 to %S35 (see Unity Pro, Program Languages and
Structure, Reference Manual )).
By using the PLC screen (see page 1403) (PLC animation screen).
Precautions
ATTENTION: when a task is deactivated, Inputs/Outputs behave differently to
whena task is set to STOP. (see page 1329)
The behavior of outputs differs depending on the type of PLC:
WARNING
UNEXPECTED APPLICATION BEHAVIOR - TASK DEACTIVATION
When deactivating a task, take into account the fact that Inputs and Outputs
continue to be active.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
1330
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Deactivation of Inputs/Outputs
At a Glance
The inputs associated with a task can be deactivated using the system word %SW8
(see Unity Pro, Program Languages and Structure, Reference Manual ).
The outputs associated with a task can be deactivated using the system word
%SW9 (see Unity Pro, Program Languages and Structure, Reference Manual ).
Precautions
ATTENTION: deactivating the Inputs/Outputs does not deactivate the task
(see page 1330).
NOTE:
The behavior of outputs differs depending on the type of PLC:
z Modicon M340 and Premium / Atrium: module outputs located on the PLC bus
or on the X Bus automatically switch to the configured mode (fallback or
maintain). On the Fipio bus, certain devices do not manage fallback mode. Here,
only maintain mode is possible.
z Quantum: all outputs, as well as the local or remote rack (RIO) are maintained in
the state that preceded the switch to 1 of the corresponding %SW9 bit.
The Distributed Inputs/Outputs (DIO) are not assigned by the system word
%SW9.
WARNING
UNEXPECTED APPLICATION BEHAVIOR - OUTPUTS DEACTIVATION
Before deactivating an Output, take into account its deactivation mode (fallback or
maintain).
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
33003101 07/2012
1331
CAUTION
UNEXPECTED APPLICATION BEHAVIOR
Check the consequences on the behavior of the outputs when the task is set to
STOP (see page 1329).
Failure to follow these instructions can result in injury or equipment damage.
1332
33003101 07/2012
WARNING
UNEXPECTED APPLICATION BEHAVIOR
With Premium in debug mode, ensure that the consequences of a PLC Stop on the
application are acceptable.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
NOTE: When the PLC is in STOP, all tasks are in STOP. Check the behavior of the
corresponding Inputs/Outputs.
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1333
Debug Screen Via a Fipway, Fipio or Uni-Telway Network with a PCMCIA Card
Restriction
If you use debug screens to access a PLC via a Fipway network, a Fipio fieldbus or
a Uni-Telway bus with a PCMCIA card, you may, on certain modules, obtain a
message explaining that it is not possible to access debugging.
The solution is to connect directly to the PLC with the Uni-Telway, USB or XIP link
(depending on the configuration of the hardware used).
1334
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WARNING
UNEXPECTED VARIABLE BEHAVIOR
Check your forced variables and memory protection switch when shifting between
Modsoft/NxT/Concept and Unity Pro.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
The behavior of forced variables has been changed between Modsoft/NxT/Concept
and Unity Pro.
With Modsoft/NxT/Concept you cannot force variables (0x, 1X) with the Quantum
CPU memory protect switch in the ON position.
With Unity Pro you can force variables (%M, %I, %Q) with the Quantum CPU
memory protect switch in the ON position.
When using a basic Quantum CPU, if the memory protect switch is in the OFF
position, some variables are forced and the application is saved in flash memory:
z
z
with Modsoft/NxT/Concept, forced variables keep their state after a cold start,
with Unity Pro, forced variables lose their state after a cold start.
33003101 07/2012
1335
38.2
Program Animation
1336
Page
Introduction to animation
1337
1339
1340
1343
1345
1347
1348
1350
33003101 07/2012
Introduction to animation
General
Program animation is possible if the project that has been opened using the
software is identical to the project in the PLC.
The two connection modes are as follows:
z
z
In integral online mode, as long as it is authorized for your user profile and the Use
Programming mode option is checked (Tools ->Options menu then Connection
tab) you can:
z
z
NOTE: Modification and debugging of the project are not permitted in degraded
mode, or in integral online mode with the "Use monitoring mode" option checked
("Tools ->Options" menu then "Connection" tab).
NOTE: In Monitoring mode links between EFs are not animated.
Animation is managed section by section. You can stop it or restart it section by
section.
NOTE: The screen is refreshed immediately after the execution of each section. As
a result, for variables which change very quickly it is possible that there may be
differences from time to time between what is displayed and the actual values in the
PLC.
NOTE: For all languages, the animation of strings is limited to 16 characters no
matter what the string size is. In order to animate more than 16 characters use the
animation table with the extended string animation.
Specific Features of Animation
Two types of animation are available:
z
z
33003101 07/2012
standard animation, in which the variables of the active section are refreshed
upon completion of the master task (MAST),
synchronized animation in which the variables of the active section are
refreshed at the same time as a program element (of the section) containing the
Watchpoint (useful if one of the variables is used in several program sections
and you want to know its value at a specific location)
1337
Depending on which language editor is open, it may not be possible to view the
name of the variable at the same time as it content. The Tool tip function is provided
to compensate for this.
This is a help bubble which is displayed when you move the cursor over the
variables. This help bubble information is then displayed:
z
z
the value of the variable if only its name is visible in the editor,
the type, name, address and comment of the variable if only its value is visible in
the editor.
33003101 07/2012
NOTE: Data types other than Booleans, are animated in a display window and not
in the editor. However, it is possible to view their value in a help bubble (Tool tip)
when you position the mouse pointer over the value.
NOTE: Multi-dimension array variable are not animated in the language editors and
are not shown in yellow.
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1339
NOTE: Derived data (DDT) instances and function block (EFB\DFB) instances are
animated in a display window and not in the language editor. You can view type,
name, address and comment of a numerical variable (yellow) in a help bubble (Tool
tip) when you position the mouse pointer over the variable.
NOTE: In a LD section:
z
z
1340
33003101 07/2012
Animations
There are 3 types of link:
z
z
z
without animation of links in which closed contacts and triggered coils are
shown in reverse video.
Action
Confirm with OK
33003101 07/2012
1341
Example:
NOTE: When switching from one option to the other the project must be regenerated
and reloaded into the PLC. Animation of links has an adverse effect on the
performance of the project in run.
1342
33003101 07/2012
NOTE: Derived data (DDT) instances and function block (EFB\DFB) instances are
animated in a display window and not in the language editor. You can view type,
name, address and comment of a numerical variable (yellow) in a help bubble (Tool
tip) when you position the mouse pointer over the variable.
NOTE: In an FBD section:
z
z
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1344
Boolean links between function blocks are shown in green or red depending on
whether the output parameters to which they are connected are TRUE (1) or
FALSE (0),
numerical links between the function blocks are shown in black. They display the
value of the output parameter to which they are connected.
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for steps:
z green if the step is active,
z white if the step is inactive,
z yellow if the activity time of the step is less than the minimum programmed
time,
z pink if the activity time of the step is greater than the minimum programmed
time.
1345
for macro-steps:
z when a macro-step becomes active the upper half is shown in green,
z when the OUT step of the macro-step is active the whole of the macro-step is
shown in green,
z when the macro-step becomes inactive it is then shown in white.
CAUTION
ANIMATION OF SFC EDITOR STOPPED
In online mode with the animation activated, you can modify the program and
Generate the project. In this case, the animation is not automatically restarted.
To return to the animation, click Services Animation
Failure to follow these instructions can result in injury or equipment damage.
1346
33003101 07/2012
Procedure
Procedure for obtaining the scenario that may cause a problem.
Step
Action
Use the command PLC Transfer project to PLC to load the modifications in
the PLC.
Result:
z The animation of the modified section is relaunched and displays the current
state (the prepositioning is reset to zero).
z The animation of the sections belonging to the modified section is not
updated. In fact, these still display the prepositionings despite the fact they
have been deleted.
Solution:
Stop the animation of the sections concerned, then relaunch this animation again.
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1347
The animated variables are the variables belonging to the DFB instance that has a
section which is currently being animated, in other words:
z
z
z
NOTE: in a DFB section, the unconnected parameters of function blocks are not
animated.
How to Animate a Section of a DFB
To go to the relevant section of a DFB instance, perform the following operations:
Step
Action
In the animated section of the program, select the DFB instance and from the contextual menu
execute the Refine command.
A window showing the DFB section(s) opens:
1348
33003101 07/2012
Step
Action
In this box, choose the section of the DFB that you wish to animate and confirm with OK.
Section in Structured Text:
If the DFB section which is currently animated is a nested instance and you wish to animate one of
its sections, restart the operation.
33003101 07/2012
1349
NOTE: Analog I/O variables dont have any special representation when forced.
(They are not framed by rectangles)
Implementation
The table below describes the actions to be performed to force variables from a
language editor:
Step
Action
Open a section.
From the Edit menu, select all variables using the Select all command or
Select a variable.
Select the Initialize Animation Table command from the Services menu.
Result: An animation table opens with the variable(s) selected in the section.
6
In the animation table click on one of the
buttons alongside the
desired value or execute the Force to 0 or Force to 1 commands from the
contextual menu.
1350
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38.3
the breakpoint,
step by step execution,
the watchpoint.
33003101 07/2012
Page
1352
1354
1358
1351
There is a single breakpoint at a given point in the project. This is not saved and is
lost on disconnection from the PLC.
It is implemented in online mode, regardless of whether the PLC is in Run or in Stop.
NOTE: It is not possible to set a breakpoint in an event task.
Element Used for Setting a Breakpoint
The program element which can be used to set a breakpoint is the rung or a SubRoutine (SR) or user function block (DFB) call within a rung.
In other words, the following program section:
Action
1352
33003101 07/2012
Example:
or select the
Erasing a breakpoint does not restart the task. To do this, you have to press
33003101 07/2012
1353
1354
33003101 07/2012
From step by step mode, if you want to relaunch the execution of the task in order
to return to the breakpoint you set earlier, select the Debug->Go command from
the menu, or click on Go in the toolbar:
33003101 07/2012
1355
Step
Action
Clicking on the Step Into button moves execution of the program to the SR1
call.
2 or 2 or 2
to call SR2.
3
1356
Clicking on Step Out while in SR1 executes SR1 in its entirety and moves
execution of the program on to call SR2.
33003101 07/2012
Step
Action
4 or 4 or
Clicking on Step Out while in SR2 executes SR2 in its entirety and moves
execution of the program onto the next rung.
NOTE: When program execution is over an instruction, it will not yet have been
executed. It will be executed after a command is pressed.
Specific Case of Step Out
If you want to perform step by step section by section, execute the Step Out
command from the first element of each section.
NOTE: If the next section is an SFC section or a section implementing an action
or a transition (mandatory in the Mast task), this is skipped unless a language
element has a breakpoint.
Rule
In step by step mode the task manager will not detect a watchdog overflow for the
task currently being debugged. It will, however, detect infinite loops.
33003101 07/2012
1357
1358
the watchpoint can be set only in online mode; if the connection is broken, the
watchpoint is lost as well,
a single watchpoint is allowed at a given moment; the watchpoint is exclusive with
the breakpoint,
display of animated variables is effective before execution of the rung on which
the watchpoint has been set,
a counter is incremented each time the rung with the watchpoint is executed, up
to a maximum value of 9999, then reset to 0,
modification of a section is not authorized if a watchpoint is set.
33003101 07/2012
Action
Debug->Set Watchpoint,
z by selecting the following command from the contextual menu:
Set Watchpoint,
z or select the
Example:
33003101 07/2012
1359
Action
Either:
z by selecting the following command from the menu:
Debug->Show Watchpoint,
z or select the
Action
1360
or select the
33003101 07/2012
38.4
the breakpoint,
step by step execution,
the watchpoint.
33003101 07/2012
Page
1362
1364
1368
1361
There is a single breakpoint at a given point in the project. This is not saved and is
lost on disconnection from the PLC.
It is implemented in online mode regardless of whether the PLC is in Run or in Stop.
NOTE: It is not possible to set a breakpoint in an event task.
Element Used for Setting a Breakpoint
The program element used to set a breakpoint is an instruction.
In other words, the following program section:
Line 1 (*Example*)
Line 2 IF(%MW10=14) THEN
(*Test condition*)
Line 3
%MW45:=68;
Line 4 ELSE
Line 5
%MW45:=24;
Line 6 END_IF;
Line 7 %MW10:=12; DFB1_3(prms); %MW0:=%MW0+1;
Line 8
Lines 2, 3, 5 and 7 can hold a breakpoint.
Lines 1, 4, 6 and 8 cannot hold a breakpoint.
NOTE: On line 7 (several instructions), the breakpoint can be set on the first, second
or third instruction. The instruction with the breakpoint is framed.
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33003101 07/2012
Action
Debug->Set Breakpoint,
z or by selecting the
Example:
or select the
Erasing a breakpoint does not restart the task. To do this, you have to press
33003101 07/2012
1363
From step by step mode, if you want to relaunch the execution of the task in order
to return to the breakpoint you set earlier, select the Debug->Go command from
the menu, or click on Go in the toolbar:
1364
33003101 07/2012
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1365
1366
33003101 07/2012
Step
Action
Clicking on the Step Into button moves execution of the program to the SR1
call.
Clicking on Step Out while in SR1 executes SR1 in its entirety and moves
execution of the program on to call SR2.
4 or 4
Clicking on Step Out while in SR2 executes SR2 in its entirety and moves
execution of the program onto the next instruction.
NOTE: When program execution is over an instruction, it will not yet have been
executed. It will be executed after a command is pressed.
Specific Case of Step Out
If you want to perform step by step section by section, execute the Step Out
command from the first element of each section.
NOTE: If the next section is an SFC section or a section implementing an action
or a transition (mandatory in the Mast task), this is skipped unless a language
element has a breakpoint.
Rule
In step by step mode the task manager will not detect a watchdog overflow for the
task currently being debugged. It will, however, detect infinite loops.
33003101 07/2012
1367
1368
the watchpoint can be set only in online mode; if the connection is broken, the
watchpoint is lost as well,
a single watchpoint is allowed at a given moment; the watchpoint is exclusive with
the breakpoint,
display of animated variables is effective before execution of the instruction on
which the watchpoint has been set,
a counter is incremented each time the instruction with the watchpoint is
executed, up to a maximum value of 9999, then reset to 0,
modification of a section is not authorized if a watchpoint is set.
33003101 07/2012
Action
Debug->Set Watchpoint,
z by selecting the Set Watchpoint command from the contextual menu,
z or select the
Example:
33003101 07/2012
1369
Action
Either:
z by selecting the following command from the menu:
Debug->Show Watchpoint.
z or select the
Action
z or select the
1370
or select the
33003101 07/2012
38.5
the breakpoint,
step by step execution,
the watchpoint.
33003101 07/2012
Page
1372
1375
1378
1371
There is a single breakpoint at a given point in the project. This is not saved and is
lost on disconnection from the PLC.
It is implemented in online mode regardless of whether the PLC is in Run or in Stop.
NOTE: It is not possible to set a breakpoint in an event task.
Element Used for Setting a Breakpoint
The program element used to set a breakpoint is the function block.
In other words, the following program section:
The breakpoint can only be set on 1 block at a time. The number in brackets over
the block corresponds to the order of execution.
1372
33003101 07/2012
Action
Debug->Set Breakpoint,
z by selecting the following command from the contextual menu:
Set Breakpoint,
z or by selecting the
Example:
33003101 07/2012
1373
or select the
Erasing a breakpoint does not restart the task. To do this, you have to press
1374
33003101 07/2012
From step by step mode, if you want to relaunch the execution of the task in order
to return to the breakpoint you set earlier, select the Debug->Go command from
the menu, or click on Go in the toolbar:
33003101 07/2012
1375
1376
33003101 07/2012
Step
Action
Clicking on the Step Into button moves execution of the program to the SR1
call.
Clicking on Step Out while in SR1 executes SR1 in its entirety and moves
execution of the program on to call SR2.
4 or 4
Clicking on Step Out while in SR2 executes SR2 in its entirety and moves
execution of the program onto the next function block.
NOTE: When program execution is over a function block, it will not yet have been
executed. It will be executed after a command is pressed.
Specific Case of Step Out
If you want to perform step by step section by section, execute the Step Out
command from the first element of each section.
NOTE: If the next section is an SFC section or a section implementing an action
or a transition (mandatory in the Mast task), this is skipped unless a language
element has a breakpoint.
Rule
In step by step mode the task manager will not detect a watchdog overflow for the
task currently being debugged. It will, however, detect infinite loops.
33003101 07/2012
1377
1378
the watchpoint can be set only in online mode; if the connection is broken, the
watchpoint is lost as well,
a single watchpoint is allowed at a given moment; the watchpoint is exclusive with
the breakpoint,
display of animated variables is effective before execution of the block on which
the watchpoint has been set,
a counter is incremented each time the function block with the watchpoint is
executed, up to a maximum value of 9999, then reset to 0,
modification of a section is not authorized if a watchpoint is set.
33003101 07/2012
Action
Debug->Set Watchpoint,
z by selecting the following command from the contextual menu:
Set Watchpoint,
z or select the
Example:
33003101 07/2012
1379
Action
Either:
z by selecting the following command from the menu:
Debug->Show Watchpoint.
z or select the
Action
1380
or select the
33003101 07/2012
38.6
the breakpoint,
step by step execution,
the watchpoint.
33003101 07/2012
Page
1382
1384
1385
1381
There is a single breakpoint at a given point in the project. This is not saved and is
lost on disconnection from the PLC.
It is implemented in online mode regardless of whether the PLC is in Run or in Stop.
Elements Used for Setting a Breakpoint
The program element used to set a breakpoint in a DFB section depends on the
language in which the section has been written:
z
z
z
the rung and the nested DFB call for Ladder Diagram language
(see page 1352),
the instruction for textual languages (see page 1362),
the Function Block for Function Block Diagram (see page 1372) language.
If several instances of a DFB are used in the application, the breakpoint is valid for
all calls as the DFB code is shared by all the instances.
The task corresponding to the first call (order of execution) is stopped when the
breakpoint in reached.
By relaunching execution using the Go button
next call is stopped and so on.
1382
33003101 07/2012
Action
or select the
Erasing a breakpoint does not restart the task. To do this, you have to press
33003101 07/2012
1383
1384
33003101 07/2012
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1385
38.7
the breakpoint,
step by step execution,
the watchpoint.
1386
Page
1387
1390
1395
33003101 07/2012
WARNING
UNEXPECTED APPLICATION BEHAVIOR - SFC BREAKPOINT
When using breakpoint in SFC, ensure that the task and its associated
inputs/outputs create an acceptable application processes behavior.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
WARNING
UNEXPECTED APPLICATION BEHAVIOR
Power off the operating part of the system when using breakpoint in SFC.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
33003101 07/2012
1387
1388
Step
Action
Set the breakpoint(s) by right-clicking the desired element and selecting the
following command:
Animation Insert/Remove Breakpoint.
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Example:
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1389
1390
33003101 07/2012
WARNING
UNEXPECTED EQUIPMENT OPERATION
The SFC Animation Panel is provided for experienced users only. Changes made
via the SFC Animation Panel must be well understood by the user.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
Animation Panel Tool
To launch the tool, carry out the following actions:
33003101 07/2012
Step
Action
Open the editor for the SFC section (chart) that you wish to debug.
1391
1392
Initialize Chart
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Disable Actions
Operation zone
Clear Chart
Step Unconditional
Step Trans Dependent Moves to the successor step if the transition condition and the step
delay time (SFCSTEP_TIME.delay) are fulfilled. If the transition
condition is not right, the chart is unfreezed and waits for the right
transitions condition. With the activation of the successor step the
chart returns to the freeze state.
33003101 07/2012
Step Over
Step Out
Set Break On
Selection
Set Pre-positioned
Activates all the steps and macro-steps pre-positioned with the Set
Pre Pos On Selection command.
NOTE: The Step Into command is not available when debugging an SFC section
(chart).
SFC save and restore
The SFC_RESTORE function block can be used to restart all SFC charts of an
application with a given set of active steps at a state, saved before a CPU failure.
In a recovery situation it is possible to set a group of steps that represent a given
state in the process and to continue at that point.
(See SFC_RESTORE: SFC Save and Restore (see Unity Pro, System, Block
Library) in the System Library).
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1395
38.8
Information on Debugging
1396
Page
1397
1399
1400
1401
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Action
From a breakpoint or a step-by-step mode in progress either by:
z selecting the following command from the menu:
Debug->Call Stack,
z or by pressing the
The line number is used for Structured Text and Instruction List editors; for
Ladder and FBD editors, this is the number of the rung or the block that is
displayed.
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1397
Step
2
Action
If you select:
z the Command section and you click on Show, the editor positions itself on
positioned on the DFB instance call that is not the step in progress: it is
indicated by
Clicking the Close button closes the window representing the stack: the green
triangle disappears following:
z the resumption of step by step,
z a new call to display the contents of the stack,
z
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1399
1400
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CAUTION
UNEXPECTED APPLICATION BEHAVIOR - ALARM RELAY
Set the bit %S9 to 1 in order to force outputs to fallback mode to stop alarm relay
changes on every step or breakpoint.
Failure to follow these instructions can result in injury or equipment damage.
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1401
38.9
1402
Page
1403
1405
1407
1409
1410
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NOTE: In the Minimum duration time , Current duration time, and Maximum duration
time fields, the values between parenthesis corespond to the Minimum, Current, and
Maximum overhead time (see Modicon M340 Using Unity Pro, Processors, Racks,
and Power Supply Modules, Setup Manual).
How to access the PLC debug screen
The CPU debug screen is only accessible in online mode using the Tools PLC
Screen command or by double clicking on the PLC processor in the configuration
editor and choosing the Animation tab.
If the connection is interrupted, the screen remains displayed but is inactive.
To activate the commands or carry out the adjustments proposed in these tabs, you
must have appropriate user rights.
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1403
Restore all (see page 1405), restore task periods configured for all periodic tasks
List of forced bits, display list of all forced bits
Print Information, print data from the information tab
NOTE: The Restore all option is only available when Task tab is active and Print
Information when the Information Tab is active. All the options available in the
contextual menu are also available in Services Restore or Services Restore
all commands.
1404
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This field may be extended according to the tasks configured in the project: one line
per auxiliary task may be displayed in addition to those in the above screen.
Description
The following table describes the role of each of the screen columns.
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Column
Role
Programmed
Period
Adjusted
Period
In periodic operation, enables the task period to be adjusted. This setting is lost
on a cold start. The value entered in the configuration is then taken into
account.
Red background color in a field of this column indicates an erroneous returned
by the PLC.
It is possible to restore task periods configured for the selected task or for all
the periodic tasks with the Services Restore or Services Restore all
commands.
Minimum
Duration
Minimum duration of execution of the task, measured from the last cold restart
or reinitialization using the Init Duration command.
Current
Duration
Maximum
Duration
Maximum duration of execution of the task, measured from the last cold restart
or reinitialization using the Init Duration command.
Watchdog
Operating
Mode
Cmd
The RUN/STOP buttons associated with the tasks are used to switch to RUN
or STOP.
Status
z E (enabled): for active task (the system bits %S30 and %S31 are set at 1),
z D (disabled): for inactive task (the system bits %S30 and %S31 are set at 0).
1405
Column
Role
Activation
Task
The Enable/Disable buttons associated with the tasks are used to enable or
disable a task.
When a task is enabled, the code is scanned and executed. The inputs/outputs
are updated.
When a task is disabled, the code is neither scanned nor executed. The
inputs/outputs are still updated.
Init
Duration
This command is used to reinitialize the values of the maximum and minimum
durations with the current value in order to carry out new measurements.
Event Processing
The "Events" field is used to check the execution of event processing
The following table describes the role of each of the columns of the screen above.
1406
Column
Role
Enable or
disable all
This button is used to enable or disable all the event processing operations.
If the events appear when the processing operations are disabled, they are
lost. The master task must be in RUN for this command to be authorized.
Status
Number
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This field also indicates the date, time and cause of the last PLC stop.
Description
Buttons and functions:
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Button
Function
Warm restart
Cold start
Output
fallback
It is used to switch the outputs into fallback mode. The values supplied to the
outputs are then the values defined in the configuration (fallback value on
PLC STOP).
When the outputs are in fallback, the Applied outputs button becomes
active and allows you to exit fallback mode.
Applied
outputs
Is used to stop the fallback mode and to reapply the values supplied by the
program to the outputs.
1407
Specific features
Management of output fallbacks for Premium Atrium and M340 PLCs: when a
task is set to STOP, the associated outputs automatically switch to the configured
mode (fallback or maintain). The outputs associated with the other tasks continue to
be updated as normal.
For Premium PLCs, during a warm start, an output in fallback or maintain mode goes
to the security mode (state 0) while the CPU is not started. When the CPU is started,
if the output falback function is still active, the output will return to the fallback mode
or stay at 0 in maintain mode.
For M340 PLCs, whatever the operating mode, an output in fallback or maintain
mode do not return to the previous state but stays in security mode (state 0) while
the fallback condition is applied.
NOTE: The buttons Output fallback and Applied Outputs are not available for
Quantum PLCs. On Quantum PLCs, the output of the stopped task will continue to
be updated (with the last value written), the others are handled normally. Inputs of
the stopped task will continue to be scanned, but the data input will be discarded.
1408
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Description
Fields and functions:
Field
Function
PLC Date
and Time
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User Date
and Time
Is used to adjust the date and time using the calendar and the entry fields: Date
and Time.
The Update User->PLC button updates the real-time clock of the PLC in line
with the date and time set by the user.
Incorrect
realtime
clock date
This field displays the cause of the error when a date or time is not accepted.
1409
NOTE:
To view the content of the Information tab perform the following actions:
build the project (Build Changes or Rebuild all project)
z connect Unity Pro to the PLC (PLC Connect)
z download (PLC Project Transfer to PLC)
z
1410
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Function
PLC RANGE
PROCESSOR NAME
PROCESSOR VERSION
HARDWARE ID
Hardware identifier
NETWORK ADDRESS
Connection address
Function
RAM CPU
BMX RMSxxx
SD-Card
RAM CARTRIDGE
FLASH CARTRIDGE
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Element
Function
NAME
Project name
CREATION PRODUCT
DATE
MODIFICATION PRODUCT
DATE
VERSION
Project version
SIGNATURE
LIBSET VERSION
1411
Function
UPLOAD INFORMATION
COMMENTS
ANIMATION TABLE
PROTECTION OF SECTIONS
APPLICATION DIAGNOSTICS
Function
MODIFICATION PRODUCT
DATE
PC NAME
APPLICATION
USER NAME
1
2
1412
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Element
Function
FORCED BITS
1413
1414
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Unity Pro
Viewing and adjusting variables
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39
Subject of this Chapter
This chapter guides the user through how to implement the tools for viewing and
adjusting project variables. These tools are:
z
z
z
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Topic
Page
39.1
1416
39.2
1417
39.3
1420
39.4
Animation Tables
1423
39.5
1451
39.6
Modifying values:
1454
1415
39.1
These variables are shown in the display window, called from the language editors.
The window automatically displays the language editor variables visible onscreen;
when the editor runs through the section, the window is updated automatically with
the new variables.
Variables Shown in the Display Boxes
Each box displays the name and value of a single variable.
The boxes can be placed anywhere in the section and can be configured.
Variables Displayed in the Animation Tables
Certain variables must be continually monitored, regardless of whether they are
visible or not in the language editor at a given time.
These variables are displayed in the animation tables, called from the language
editors.
1416
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39.2
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1417
NOTE: to display variables of the derived data (DDT) or function block data
(EFB\DFB) types, you must expand (+) the name of the corresponding instance.
The Output Window and the Graphical Language Editors
A graphical language editor (LD,FBD) animates Boolean and elementary numerical
types of data.
Animation of other types of data can be carried out in the Output Window; this data
includes:
z
z
z
z
1418
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NOTE: to display variables of the derived data (DDT) or function block data
(EFB\DFB) types, you must expand (+) the name of the corresponding instance.
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1419
39.3
they are called only via sections written in textual languages (Structured Text,
Instruction List),
they contain the variable name and value,
the boxes can be placed anywhere in the section,
they can be configured.
Action
From the contextual menu, select the "New Inspect Window" command; the
box is displayed in the section.
Settings
Carry out the following actions:
Step
1420
Action
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Step
Action
shown in blue,
z if the variable value is greater than the value entered in Maximum value, the
Select the type of variable display to be used in the display box (Decimal, Binary,
Hexadecimal, floating default, exponent, literal) by checking the corresponding
box.
Example:
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1421
1422
Step
Action
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39.4
Animation Tables
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Page
1424
1426
1428
1432
Basic functions
1433
1437
Modification Mode
1438
Force Mode
1442
1448
1450
1423
Creating an animation table via Project Browser Animation Table you can
select if a permanent or a temporary animation table should be created. To create
a temporary animation table set the Temporary Table checkbox in the
Properties dialog.
Creating an animation table outside the project browser (e.g. via Initialize
Animation Table in a language editor or creating an animation table of forced
bits) you will always create a temporary animation table.
See also Animation Table of Forced Bits, page 1450.
1424
Use the
button top right at the animation table. Click the button to change
from a permanent animation table to a temporary animation table and vice versa.
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Context Menu
The context menu that can be opened via Project Browser Animation Tables
provides 2 additional entries:
z Make All Tables Permanent
Use this context menu entry to change all temporary animation tables to
permanent animation tables.
As mentioned above, an animation table of forced bits is always a temporary one
and can not be changed to a permanent.
z Purge Temporary Tables
Use this context menu entry to delete all temporary animation tables.
Icons in the Project Browser
In the Project Browser the 2 kinds of animation tables are represented by different
icons.
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1425
Animation table:
1426
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1427
Action
From the contextual menu; select the New Animation Table command; the
table is created with a default name.
If you wish, you can rename the table by clicking on its name in the project
browser.
Action
Either:
z Select the Open command from the contextual menu,
z or double-click on the name of the table.
Variables that were displayed previously in the table are re-loaded into the table.
1428
33003101 07/2012
Action
Select the desired table in the Animation Tables directory in Structural View.
From the Structural View, use the mouse to drag\drop the animation table into the desired functional
module in the Functional View. The authorized insertion point of the animation table in the functional
module, is represented by a line.
Example:
Action
Select the desired table in the Animation Tables directory in Structural View.
33003101 07/2012
1429
Step
Action
Select the desired functional module from the Functional Module data selection box.
Example:
1430
Action
33003101 07/2012
Action
Select the desired table in the Animation Tables directory or in the editor
window.
Either:
z Select the Properties command from the contextual menu,
z or click Edit Properties in the menu bar.
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1431
1432
Element
Description
Name
Functional module
Comment
Temporary Table
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Basic functions
Adding a Data Item to the Animation Table
Carry out the following actions:
Step
Action
button.
NOTE: Variables previously created in the Data Editor (see page 299) can be added
to the Animation table by entering the address in the Name element of the Animation
Table.
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1433
Action
Either:
z select the "Copy" command from the contextual menu, and in the
NOTE: You can also carry out the same manipulation for multiple selections.
Warning: the drag/drop operation removes the data from the source table and
places it in the destination table, whereas Copy/Paste copies the data from the
destination table without removing it from the source table.
1434
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Action
In the contextual menu, select the "Display Format" command and choose
the format.
Example:
Action
NOTE: Once the deletion has been made, the table is reorganized to fill the empty
lines.
33003101 07/2012
1435
Action
Example:
NOTE: It is possible to have more than one variables with the same address entered
in the Name element. The Animation Table will create an new entry for each
variables.
The graphic below shows two variables at the %MW100 address:
1436
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(Extended
33003101 07/2012
1437
Modification Mode
Implementing Modification Mode
Press the Modification button in the Mode area:
Action
Double-click in the "Value" column on the line corresponding to the variable that
you wish to modify.
Action
2
Press one of the buttons
corresponding to the desired value,
or from the contextual menu, execute the "Set to 0" or "Set to 1"" commands.
To modify several variables simultaneously, see Modifying Several Boolean
Variables, page 1448
33003101 07/2012
Example:
NOTE: if the structures are nested, you must expand them (+) until you reach the
elementary variables.
For a table, if the elements that compose it are elementary variables, modifications
are made element by element see Modifying an Elementary Variable (EDT),
page 1438.
Example:
NOTE: If the table contains structure-type elements, follow the procedure described
above.
33003101 07/2012
1439
NOTE: If the variables are derived (structures, tables), you must expand them (+)
until you reach the elementary variables.
Private variables of derived function blocks cannot be accessed by the pre-defined
elements. To display or modify private variables you have to enter them variable by
variable at the end of the function block tree in the animation table. With the same
syntax is is also possible to enter variables that are used in nested derived function
blocks.
1440
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1441
Force Mode
Preset Force Values in Offline Mode
The Modification Values and Force Values for variables can be preset in offline
mode via animation tables. This information can be transferred to PLC later.
Presetting values can also be used for multiple modification and forcing of Boolean
variables (see page 1448).
Preset Force Values in Project Information
The preset force values of variables are included in the
download (Transfer Project to PLC) information of a project
z upload (Transfer Project from PLC) information of a project.
z
1442
33003101 07/2012
WARNING
UNINTENDED EQUIPMENT OPERATION
You must have prior knowledge of the process and the controlled equipment and
the modified behavior in Unity Pro before attempting to force I/O or numeric values
to memory locations.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
NOTE:
Before forcing outputs, make sure that you exactly understood the different behavior
of forced outputs (%M) with Modsoft/NxT/Concept and Unity Pro.
z With Modsoft/NxT/Concept you cannot force outputs when the Memory Protect
switch of the Quantum CPU is set to the "On" position.
With Unity Pro you can force outputs even when the Memory Protect switch of
the Quantum CPU is set to the "On" position.
z With Modsoft/NxT/Concept forced outputs maintain their values following a cold
start.
With Unity Pro forced outputs lose their disabled state following a cold start.
Forcing a Variable
To force a localized Boolean variable, carry out the following actions:
33003101 07/2012
Step
Action
1443
Step
Action
2
Press one of the buttons
corresponding to the desired value, or
from the contextual menu, execute the Force to 0 or Force to 1 commands.
To force several variables simultaneously, see Forcing several located
variables (see page 1449).
Forcing input and output values in a running controller can have serious
consequences to the operation of a machine or process. Only those who understand
the implications in the controlling logic, and who understand the consequences of
forced I/O on the machine or process, should attempt to use this function.
WARNING
UNINTENDED EQUIPMENT OPERATION
You must have prior knowledge of the process and the controlled equipment and
the modified behavior in Unity Pro before attempting to force I/O or numeric values
to memory locations.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
NOTE:
Before forcing outputs, make sure that you exactly understood the different behavior
of forced outputs (%M) with Modsoft/NxT/Concept and Unity Pro.
z With Modsoft/NxT/Concept you cannot force outputs when the Memory Protect
switch of the Quantum CPU is set to the "On" position.
With Unity Pro you can force outputs even when the Memory Protect switch of
the Quantum CPU is set to the "On" position.
z With Modsoft/NxT/Concept forced outputs maintain their values following a cold
start.
With Unity Pro forced outputs lose their disabled state following a cold start.
1444
33003101 07/2012
Unforcing a Variable
To unforce a located Boolean variable, carry out the following actions:
Step
Action
2
Press the
. button or execute the Unforce command from the contextual
menu.
To unforce several variables simultaneously, see Unforcing several located
variables (see page 1449)
When a variable is unforced, the letter F no longer appears in front of the value.
Creating an Offline Forcing Animation Table
To create a new animation table of forced bits from scratch, carry out the following
actions:
Step
Action
Enter the memory bits you want to force either as single bits (like %M1) or as a
bit array (like M1:100).
4
Press the Swaps to multiple mode
5
button.
To create a new animation table of existing forced bits in the PLC, carry out the
following actions:
Step
33003101 07/2012
Action
Since this animation table is temporary only, copy and paste the animation table
via context menu of the Project Browser.
1445
Step
Action
Make the copied animation table permanent (using the Temporary table button
In the copied Forced bits animation table press the Force button.
).
5
Press the Swaps to multiple mode
button.
6
Press the Populates multiple values using existing forced bits
button.
Result: The Force value column is populated.
Action
Open the manually created/copied Forced bits animation table (see Creating
an Offline Forcing Animation Table above).
5
Press the Swaps to multiple mode
button.
6
Press the Execute multiple
Force value column.
7
Forcing input and output values in a running controller can have serious
consequences to the operation of a machine or process. Only those who understand
the implications in the controlling logic, and who understand the consequences of
forced I/O on the machine or process, should attempt to use this function.
1446
33003101 07/2012
WARNING
UNINTENDED EQUIPMENT OPERATION
You must have prior knowledge of the process and the controlled equipment and
the modified behavior in Unity Pro before attempting to force I/O or numeric values
to memory locations.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
NOTE:
Before forcing outputs, make sure that you exactly understood the different behavior
of forced outputs (%M) with Modsoft/NxT/Concept and Unity Pro.
z With Modsoft/NxT/Concept you cannot force outputs when the Memory Protect
switch of the Quantum CPU is set to the "On" position.
With Unity Pro you can force outputs even when the Memory Protect switch of
the Quantum CPU is set to the "On" position.
z With Modsoft/NxT/Concept forced outputs maintain their values following a cold
start.
With Unity Pro forced outputs lose their disabled state following a cold start.
33003101 07/2012
1447
Action
1
Click on the
button.
The Set value column is added to the table:
In the Set value column, modify the value of the Boolean variables you wish.
The contents of the corresponding lines is now shown in bold font:
3
Press the
The
1448
Action
1
Click on the
button.
The Force value column is added to the table:
In the Force value column, modify the value of the Boolean variables you wish.
The contents of the corresponding lines is now shown in bold font:
3
Press the
The
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1449
1450
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39.5
Instruction Editor
Introduction
For every Unity Pro FFB you can use the Unity Pro animation tables during runtime.
(Select a function block and use Initialize Animation Table from the context menu.
Please refer to Animation Tables (see page 563).
But since special FFBs of the Original LL984 Block Library have parameters of array
type there will be no detailed information displayed for these parameters.
So for most of the FFBs of the Original LL984 Block Library the LL984 editor
provides another means of animation called Instruction Editor.
NOTE: For the FFBs of the Original LL984 Block Library that are not supported by
the Instruction Editor see table below.
Using the Instruction Editor
To open the Instruction Editor for an FFB during runtime, select the FFB and use
Show instruction from the context menu.
33003101 07/2012
1451
Representation
Representation of the Instruction Editor
1452
Item
Description
Table Header
Description
Address
Data
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Item
Description
Radix
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Family
CONTL_COMM
L9_ID
L9_IE
MISC
L9_LAB
L9_RET
1453
39.6
Modifying values:
Modifying values:
Introduction
You have the several options for changing values of variables online:
In the shortcut menu for the variables
z With the Change Value
z With the command Set Value
z With the command Force Value
In FBD
z FFB Pin
In SFC
z Transition
In IL and ST
z without limitation
NOTE: The above-named commands are only available in the Animation Mode
(see page 1337).
Change value of variables
The Change value of variables dialog is modeless. This means that the dialog is
not closed after modifying a variable. So you can modify several variables in a
section.
One dialog is shown per section. Deactivating a section will hide the opened dialog.
Closing a section or stopping the animation of a section will close the dialog.
1454
33003101 07/2012
Appearance:
Depending on the selected variables some functions of the dialog may be grayed
out.
Elements:
Element
Description
Variable
Value to be set
Enter the value to be set for the valuable in this text box.
When making the entry, ensure the correct syntax of the entered literal,
e.g. 30s for a variable of data type TIME.
Use Set to assign the entered value to the selected variable and close the
dialog.
Set to 0 or 1
Force /
Cancel Force
This function is only available for located variables of data type EBOOL.
Also see the Edge recognition (see Unity Pro, Program Languages and
Structure, Reference Manual ) chapter in the user guide.
Use
to force the selected variable to 0 and close the dialog. (The
forced variable will be marked with a frame around the variable name.)
The same function is available with the command Force Value Set to
0 in the context menu of the variable.
Use
to force the selected variable to 1 and close the dialog. (The
forced variable will be marked with a frame around the variable name.)
The same function is available with the command Set Value Force to
1 in the context menu of the variable.
Use
to cancel the Force command for the selected variable and close
the dialog.
The same function is available with the command Set Value Cancel
Force in the context menu of the variable.
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1455
1456
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Unity Pro
PLC Simulator
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PLC Simulator
40
Overview
The simulator allows you to simulate the CPU of the PLC families Premium and
Quantum.
The use of Breakpoints, Stepping and the Go To function enables you to test your
project in the simulated PLC.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
40.1
Simulating a PLC
1458
40.2
1465
40.3
1481
1457
PLC Simulator
40.1
Simulating a PLC
Overview
This section describes simulating a PLC.
What Is in This Section?
This section contains the following topics:
Topic
1458
Page
Introduction
1459
1460
1463
33003101 07/2012
PLC Simulator
Introduction
Installation
The simulator is automatically installed with Unity Pro.
NOTE: PLC simulator under Microsoft Windows XP SP2 and Microsoft Windows
Vista
A firewall dialog box will be displayed during the initial startup of the PLC simulator
under Microsoft Windows XP SP2 and Microsoft Windows Vista. The cause is that
the integrated firewall detects unauthorized TCP/IP activities (the PLC simulator is
a TCP/IP server on Schneider Port 502). To start the PLC simulator, press Release
in the firewall dialog box.
NOTE: PLC simulator Microsoft Windows Vista
After clicking on the Release button a User Account Control (UAC) dialog box pops
up, when UAC is enabled. This occurs, because unblocking the firewall needs
explicit user confirmation. The Continue button must be clicked to start the PLC
simulator.
Area of Use
The simulator allows you to simulate a CPU of a PLC.
The use of Breakpoints, Stepping and the GoTo function enables you to test your
user program in the simulated PLC.
Structure of the Simulator
The Simulator Dialog (see page 1482) provides the following indications:
z type of simulated PLC
z current status of the simulated PLC
z name of the loaded project
z IP address and DNS name of the host PC for the simulator
z IP addresses and DNS names of connected client PCs
z dialog box to simulate IO events
z Reset button to simulate a cold start
z Power Cycle button to simulate a warm start
z shortcut menu (right mouse button) to control the simulator
The Simulator Symbol shown in the task bar offers the following features:
z display of the current status of the simulated PLC (see page 1463)
z QuickInfo (Tooltips) shows the IP address of the host PC for the simulator, the
used port number and the name of the loaded project.
z shortcut menu (right mouse button) to control the simulator
33003101 07/2012
1459
PLC Simulator
Action
In Unity Pro, enable the simulator mode using the menu command PLC
Simulation mode or the symbol
on the toolbar:
2
1460
33003101 07/2012
PLC Simulator
Step
Action
33003101 07/2012
1461
PLC Simulator
Then select the Unity Pro menu command PLC Set Address, and in the
Simulator text box Address enter the TCP/IP address and the optional port number
of the target PC (i.e.: 139.158.106.127:123 where 123 is the port number). Then
continue with step 3.
If you want to load the project in the Local Host PC simulator running on default port
502 (Unity Pro and simulator on the same PC), you do not have to carry out this step
as the Local Host PC address and port number is automatically entered.
Representation of the default dialog box:
Cause
Removal
A simulator is already
running!
1462
Action
Call the menu command Exit Simulation from the shortcut menu for the
simulator icon in the toolbar or the simulator dialog box.
Result: The simulator is closed.
33003101 07/2012
PLC Simulator
Color
Description
green
yellow
red
Color
Description
blue
The inner symbol shows the current PLC state, such as NOCONF, IDLE,
STOPPED, RUN.
Symbol
33003101 07/2012
Description
IDLE
STOPPED
No project is running.
RUN
1463
PLC Simulator
Color
Description
black
red
Error States
Meaning of the symbols
Symbol
Description
HALT
ERROR
Internal States
The following symbols represent temporary internal states which should not be seen
normally. It is not possible to recover from these states, so the PLC simulator must
be closed and restarted again.
Symbol
1464
Description
POWER OFF
INIT
UNKNOWN
33003101 07/2012
PLC Simulator
40.2
Overview
This chapter describes the difference between the simulator and a real PLC.
What Is in This Section?
This section contains the following topics:
Topic
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Page
1466
1469
1465
PLC Simulator
1466
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PLC Simulator
Memory Structure
The different PLC families vary in memory structure. For detailed information about
storage principles and memory structure see the Unity Pro Reference Manual
chapter DDT: Memory occupancy.
WARNING
UNINTENDED EQUIPMENT OPERATION
Improper data mapping will occur where memory structures are different. When
managing data exchanges between M340 projects and Premium or Quantum
projects, ensure that the structure of the exchanged data has identical alignments.
Otherwise, the data will not be exchanged properly.
Failure to follow these instructions can result in death, serious injury, or
equipment damage.
Communication
Communication limitations
z The PLC simulator only supports TCP/IP based communication (Schneider Port
502). In other cases a Modbus error is returned.
z Modbus, Modbus Plus or Uni-TE are not supported by the PLC simulator.
z The PLC simulator does not support communication to other PCs or PLC
simulators, neither remote nor local.
z The PLC simulator has no communication timeout.
z Communication network, such as Uni-Telway, Ethway, Fipway, Modbus, Modbus
Plus, etc., are not supported by the PLC simulator.
The PLC simulator supports the following native Modbus commands:
33003101 07/2012
Description
01
02
03
04
05
06
0F
10
16
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PLC Simulator
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PLC Simulator
Function
%S0
COLDSTART
cold start
Description
Normally at 0, this bit is set to 1 by:
power restoration with loss of data (battery fault)
the user program
the termina,
a change of cartridge
z
z
z
z
This bit is set to 1 during the first complete restored cycle of the PLC
either in RUN or in STOP mode. It is reset to 0 by the system before
the following cycle.
NOTE: When %S0 is set to 1, the messages in the diagnostic buffer
are deleted.
NOTE: %S0 is not set to 1 using Reset with the PLC simulator (in
contrast to a real PLC).
%S0 is not always set in the first scan of the PLC. If a signal set for
every start of the PLC is needed, %S21 should be used instead.
%S1
WARMSTART
warm restart
(not for safety PLCs)
z
z
z
z
It is reset to 0 by the system at the end of the first complete cycle and
before the outputs are updated.
%S1 is not always set in the first scan of the PLC. If a signal set for
every start of the PLC is needed, %S21 should be used instead.
%S4
TB10MS
time base 10 ms
(not for safety PLCs)
%S5
TB100MS
%S6
TB1SEC
time base 1 s
(not for safety PLCs)
%S7
TB1MIN
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PLC Simulator
Bit
Symbol
Function
%S11
WDG
watchdog overflow
Description
Normally at 0, this bit is set to 1 by:
power restoration with data save
the user program
the terminal
action on change of cartridge.
z
z
z
z
It is reset to 0 by the system at the end of the first complete cycle and
before the outputs are updated.
%S12
PLCRUNNING
PLC in RUN
%S13
1RSTSCANRUN
Normally set to 0, this is set to 1 by the system during the first cycle
of the master task after the PLC is set to RUN.
%S15
STRINGERROR
Normally set to 0, this bit is set to 1 when the destination zone for a
character string transfer is not of sufficient size (including the number
of characters and the end of string character) to receive this
character string.
The application stops in error state if the %S78 bit has been to set to
1.
This bit must be reset to 0 by the application.
%S17
CARRY
normally at 0
During a rotate or shift operation, this bit takes the state of the
outgoing bit.
%S18
OVERFLOW
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Bit
Symbol
Function
Description
%S19
OVERRUN
%S20
INDEXOVF
index overflow
(not for safety PLCs)
Normally set to 0, this bit is set to 1 when the address of the indexed
object becomes less than 0 or exceeds the number of objects
declared in the configuration.
In this case, it is as if the index were equal to 0.
It must be tested by the user program after each operation where
there is a risk of overflow, and then reset to 0 if there is indeed an
overflow.
When the %S20 bit switches to 1, the application stops in error state
if the %S78 bit has been set to 1.
%S30
MASTACT
activation/deactivation of
the master task
(not for safety PLCs)
Normally set to 1. The master task is deactivated when the user sets
the bit to 0.
This bit is taken into consideration by the system at the end of each
MAST task cycle.
%S31
FASTACT
activation/deactivation of
the fast task
(not for safety PLCs)
Normally set to 1 when the user creates the task. The task is
deactivated when the user sets the bit to 0.
%S32
AUX0ACT to
%S35
AUX3ACT
activation/deactivation of
the auxiliary tasks 0-3
(not for safety PLCs)
Normally set to 1 when the user creates the task. The auxiliary task
is deactivated when the user sets the bit to 0.
%S38
ACTIVEVT
enabling/inhibition of events Normally set to 1. Events are inhibited when the user sets the bit to 0.
(not for safety PLCs)
%S39
EVTOVR
saturation in event
processing
(not for safety PLCs)
This bit is set to 1 by the system to indicate that one or more events
cannot be processed following saturation of the queues.
The user must reset this bit to 0.
%S62
MEMPROTOFF
This bit is the image of the key switch on legacy and high end
Quantum PLCs.
%S65
CARDIS
Set to 1 by the user to disable access to the card. The system will
detect a rising edge on this bit. When current access is finished (for
example application save in progress), then the access LED will be
off indicating that extraction is possible. The user has to reset the bit
after extracting the card.
%S68
PLCBAT
This bit is used to check the operating state of the backup battery for
saving data and the program in RAM:
z set to 0: battery present and operational
z set to 1: battery missing or non-operational
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PLC Simulator
Bit
Symbol
Function
Description
%S76
configured diagnostics
DIAGBUFFCONF buffer
This bit is set to 1 by the system when the diagnostics option has
been configured. Then, a diagnostics buffer for storage of errors
found by diagnostics DFBs is reserved.
This bit is read-only.
%S77
full diagnostics buffer
DIAGBUFFFULL
This bit is set to 1 by the system when the buffer that receives errors
from the diagnostics function blocks is full.
This bit is read-only.
%S78
HALTIFERROR
%S80
RSTMSGCNT
Normally set to 0, this bit can be set to 1 by the user to reset the
message counters %SW80 to %SW86.
%S94
SAVECURRVAL
Normally at 0, this bit can be set to 1 by the user to replace the initial
values of the declared variables with a Save attribute (e.g.: DFB
variables) with the current values.
For Modicon M340, on a %S94 rising edge, the internal RAM and the
memory card content are different (%S96 = 0 and the CARDERR
LED is on). On cold start, the current values are replaced by the most
recent initial values only if a save to memory card function (Backup
Save or %S66 rising edge) was done.
The system resets the bit %S94 to 0 when the replacement has been
made.
Note: this bit must be used with care: do not set this bit permanently
to 1 and use the master task only.
%S95
RESTINITVAL
%S96
backup program OK
BACKUPPROGOK (not for safety PLCs)
TSX Micro:
z on 0: application program saves are invalid
z on 1: application program saves are valid
This bit can be read at any time (either by the program or while
adjusting), in particular after a cold start or a warm restart. It is
significant with regard to a PL7-effected backup application within
the internal flash EPROM.
M340:
z Set to 0 by the system when the card is missing or not usable
save %MW OK
(not for safety PLCs)
NOTE: Quantum Safety PLCs specific system bits usage is described in the
Unity_Pro_XLS Software Operating Modes Specifics guide.
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System Words
The following subsets of %SW system word (see Unity Pro, Program Languages
and Structure, Reference Manual ) are supported:
Word
Symbol
Function
Description
%SW0
MASTPERIOD
This word is used to modify the period of the master task via the
user program or via the terminal.
The period is expressed in ms (1...255 ms)
%SW0=0 in cyclic operation.
On a cold restart: it takes the value defined by the configuration.
%SW1
FASTPERIOD
This word is used to modify the period of the fast task via the user
program or via the terminal.
The period is expressed in milliseconds (1...255 ms).
On a cold restart, it takes the value defined by the configuration.
%SW2
AUX0PERIOD to
%SW5
AUX3PERIOD
This word is used to modify the period of the tasks defined in the
configuration, via the user program or via the terminal.
The period is expressed in tens of ms (10ms to 2.55s).
%SW10
TSKINIT
If the value of the current task bit is set to 0, this means that the task
is performing its first cycle after a cold start:
z %SW10.0: assigned to the MAST task
z %SW10.1: assigned to the FAST task
z %SW10.2 to 5: assigned to the AUX 0...3 tasks
%SW11
WDGVALUE
watchdog duration
%SW12
APMODE
mode of application
processor
(for safety PLCs only)
%SW13
INTELMODE
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PLC Simulator
Word
Symbol
Function
Description
%SW15
OSCOMMPATCH
%SW17
FLOATSTAT
%SW18
%SW19
100MSCOUNTER
%SW18 is the low and %SW19 the high word for calculating
durations. Both are incremented every 1/10th of a second by the
system (even when the PLC is in STOP, they are no longer
incremented if it is powered down). They can be read and written by
the user program or by the terminal.
%SW20
%SW21
MSCOUNTER
The low word %SW20 and the high word %SW21 are incremented
every 1/1000th of a second by the system (even when the PLC is in
STOP, they are no longer incremented if it is powered down). They
can be read by the user program or by the terminal. %SW20 and
%SW21 are reset on a cold start, but not on a warm start.
%SW26
number of requests
processed
%SW30
MASTCURRTIME
master task execution time This word indicates the execution time of the last master task cycle
(in ms).
Note: In general %SW30 works, but keep in mind that a PC is much
faster as a PLC. For a short application a scan time less than 1ms
is possible, in such a case %SW30 remains at 0. %SW30 will not be
updated when an exception (division by 0, overflow, etc.) occurs
during execution of the user logic or after any user debug activity. If
an application throws an exception in each cycle, %SW30 will remain
at 0 and %SW31, %SW32 will remain at 32768 and 32767 from the
beginning.
%SW31
MASTMAXTIME
This word indicates the longest master task execution time since
the last cold start (in ms).
%SW32
MASTMINTIME
This word indicates the shortest master task execution time since
the last cold start (in ms).
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Word
Symbol
Function
Description
%SW33
FASTCURRTIME
This word indicates the execution time of the last fast task cycle
(in ms).
%SW34
FASTMAXTIME
This word indicates the longest fast task execution time since the
last cold start (in ms).
%SW35
FASTMINTIME
This word indicates the shortest fast task execution time since the
last cold start (in ms).
%SW36
AUX0CURRTIME
%SW39
AUX1CURRTIME
%SW42
AUX2CURRTIME
%SW45
AUX3CURRTIME
Those words indicate the execution time of the last cycle of the AUX
0...3 tasks (in ms).
NOTE: %SW36 and %SW39 words have a different function in
Quantum Safety PLCs and the other words are not available on
Quantum safety PLCs.
%SW37
AUX0MAXTIME
%SW40
AUX1MAXTIME
%SW43
AUX2MAXTIME
%SW46
AUX3MAXTIME
Those words indicate the longest task execution time of AUX 0...3
tasks since the last cold start (in ms).
NOTE: %SW37 word has a different function in Quantum Safety
PLCs and the other words are not available on Quantum safety
PLCs.
%SW38
AUX0MINTIME
%SW41
AUX1MINTIME
%SW44
AUX2MINTIME
%SW47
AUX3MINTIME
Those words indicate the shortest task execution time of AUX 0...3
tasks since the last cold start (in ms).
NOTE: %SW38 word has a different function in Quantum Safety
PLCs and the other words are not available on Quantum safety
PLCs.
%SW48
IOEVTNB
number of events
(not for safety PLCs)
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PLC Simulator
Word
Symbol
Function
Description
%SW49
DAYOFWEEK
%SW50
SEC
%SW51
HOURMIN
%SW52
MONTHDAY
%SW53
YEAR
These words are managed by the system when the bit %S50 is set
to 0.
These words can be written by the user program or by the terminal
when the bit %S50 is set to 1.
%SW54
STOPSEC
%SW55
STOPHM
%SW56
STOPMD
%SW57
STOPYEAR
%SW58
STOPDAY
System words containing date and time of the last power failure or
PLC stop (in Binary Coded Decimal):
z %SW54: Seconds (00SS),
z %SW55: Hours and Minutes (HHMM),
z %SW56: Month and Day (MMDD),
z %SW57: Year (YYYY),
z %SW58:
The most significant byte contains the day of the week (1 for
Monday through to 7 for Sunday), and the least significant byte
contains the code for the last stop:
z 1 = change from RUN to STOP by the terminal or the
dedicated input,
z 2 = stop by watchdog (PLC task or SFC overrun),
z 4 = power outage or memory card lock operation,
z 5 = stop on hardware fault,
z 6 = stop on software fault. Details on the type of software fault
are stored in %SW125.
%SW70
WEEKOFYEAR
System word containing the number of the week in the year: 1 to 52.
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Word
Symbol
Function
Description
%SW71
KEY_SWITCH
This word provides the image of the positions of the switches on the
front panel of the Quantum processor. This word is updated
automatically by the system:
z %SW71.0 = 1 switch in the "Memory protected" position,
z %SW71.1 = 1 switch in the "STOP" position,
z %SW71.2 = 1 switch in the "START" position,
z %SW71.8 = 1 switch in the "MEM" position,
z %SW71.9 = 1 switch in the "ASCII" position,
z %SW71.10 = 1 switch in the "RTU" position,
z %SW71.3 to 7 and 11 to 15 are not used.
%SW75
TIMEREVTNB
%SW75
TIMEREVTNB
%SW76
DLASTREG
diagnostics function:
recording
%SW77
DLASTDEREG
diagnostics function:
non-recording
%SW78
DNBERRBUF
diagnostics function:
number of errors
%SW87
MSTSERVCNT
communication flow
management
%SW90
MAXREQNB
maximum number of
requests processed per
master task cycle
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z
z
z
z
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PLC Simulator
Word
Symbol
Function
Description
%SW93
Can be read and written by the user program or the terminal. This
word is used by the customer to format the memory card.
Formatting is possible only in Stop mode:
z %SW93.0 = 1 a rising edge starts the Format operation.
%SW93.1 gives the file system status after a formatting request:
z %SW93.1 = 0 invalid files system (bad formatting, formatting in
progress),
z %SW93.1 = 1 valid files system.
%SW96
CMDDIAGSAVEREST
backup.
z %SW96.8 to 15 are error codes:
1478
card status
33003101 07/2012
PLC Simulator
Word
Symbol
Function
Description
%SW108
FORCEDIOIM
This system word counts the number of forced I/O module bits. This
word is incremented for every forcing, and decremented for every
unforcing.
%SW109
FORCEDANA
%SW124
CPUERR
type of processor or
system error
This system word is updated when the PLC is put in the error state.
The possible values are:
z 0x0065: execution of HALT impossible,
z 0x0080: system watchdog.
When the PLC is put in safety error state the content of %SW125 is
updated and can be read after the next restart of the PLC (see
below).
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PLC Simulator
Word
Symbol
Function
Description
%SW125
BLKERRTYPE
The code of the last fault detected is given in this word: The
following error codes cause the PLC to stop if %S78 is set to 1.
%S15, %S18 and %S20 are always activated independently of %S78:
z 16#0002: verification of PCMCIA signature fails,
z 16#2258: execution of HALT instruction,
z 16#2302: call to non supported system function in a user
function block,
z 16#9690: error of application CRC detected in background,
z 16#DE87: calculation error on floating-point numbers (%S18,
these errors are listed in the word %SW17),
z 16#DEB0: Watchdog overflow (%S11),
z 16#DEF0: division by 0 (%S18)
z 16#DEF1: character string transfer error (%S15),
z 16#DEF2: arithmetic error (%S18),
z 16#DEF3: index overflow (%S20).
Note: The codes 16#8xxx and 16#7xxx do not stop the application
and indicate an error on function blocks.
In case of a safety error, the PLC will stop. After power off and
restart of the PLC, %SW125 will contain the code of the cause of the
error:
z 0x5AF1: Sequence check error (unpredictable execution in
CPU)
z 0x5AF2: Error in memory (address fault)
z 0x5AF3: Comparison error (execution results of Intel and
application processor differ)
z 0x5AF4: Real-time clock failure
z 0x5AF5: Error initializing double code execution
z 0x5AF6: Watchdog activation error
z 0x5AF7: Error during memory check (takes more than 8 hours)
z 0x5AF8: Error in memory check (RAM failure)
Note: %SW125 is only reset after init or complete download or
restart (it always contains the last fault detected).
%SW126
ERRADDR0
%SW127
ERRADDR1
NOTE: Quantum Safety PLCs specific system words usage is described in the
Unity_Pro_XLS Software Operating Modes Specifics guide.
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40.3
Overview
This section describes the menu commands and dialog boxes in the PLC simulator.
What Is in This Section?
This section contains the following topics:
Topic
33003101 07/2012
Page
Simulator Control
1482
1483
1486
1489
1492
1495
1498
Event Dialog
1502
Clear
1503
Reset
1504
Power Cycle
1505
Options
1506
Timing (simulator)
1507
Processor Load
1508
1510
1511
1512
Info
1513
Help
1514
1515
1481
PLC Simulator
Simulator Control
Description
You can open and close the simulator dialog with
the menu command Simulator Control in the context menu of the simulator
symbol in the task bar or the simulator symbol.
z a double click with the left mouse button on the simulator symbol in the task bar.
z
One of the following dialog boxes is opened or closed depending on the project
loaded:
z Simulator Control for Unknown PLC, page 1483
z Simulator Control for Quantum PLC, page 1486
z Simulator Control for Quantum Safety PLC, page 1489
z Simulator Control for Premium PLC, page 1492
z Simulator Control for M340 PLC, page 1495
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PLC Simulator
33003101 07/2012
The Simulated
PLC is in State...
Meaning
NOCONF
NOCONF (no
configuration)
IDLE
IDLE
1483
PLC Simulator
The Simulated
PLC is in State...
Meaning
STOP
STOPPED
RUN
RUN
HALT
HALT
ERROR
ERROR
The second line shows the current state of the project and can contain the following
texts:
Text in the
Second Line
Meaning
INVALID
CHECKED
The project was checked formally and found to be valid. However, the
PLC has not been configured using this project.
CONF
The project was checked formally and found to be valid. The PLC has
been configured using this project.
Events
With this command button, you can open and close the event dialog box
(see page 1502).
The command button is shown if IO events are defined in the project currently
loaded, i.e. if the project uses event tasks.
Reset
With this command button, you can reset the simulated PLC (and the simulator).
This corresponds to a cold start of the PLC (the connection between the Unity Pro
and simulator is broken, project variables are reset).
This command button corresponds to the reset button on a real CPU.
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Power Cycle
With the command button, you simulate a warm start of the PLC, i.e. the connection
between Unity pro and the simulator is broken, the current project variables remain
and the simulator goes into the state RUN (autostart active) or STOP (autostart
deactivated).
This command button corresponds to the reset button of a Premium power supply
or the unplugging and plugging in of a power supply.
Host PC name
This text field shows the DNS name of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Host IP address
This text field shows the TCP/IP address of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Project name
This text field shows the name of the loaded project.
Clients connected
The list box shows current clients connected with the PC (PCs which are connected
via TCP/IP with the Host PC of the simulator, see also Creating a Connection,
page 1461). The DNS name and TCP/IP address of its host PC are shown for each
client.
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1485
PLC Simulator
1486
Text in the
Display
The Simulated
PLC is in State...
Meaning
Init
INIT (Initialization) This display is shown for a very short time while the
simulator is starting. It is quickly replaced by one of
the following displays.
UnCfg
NOCONF (no
configuration)
Idle
IDLE
Stop
STOPPED
Run
RUN
33003101 07/2012
PLC Simulator
Text in the
Display
The Simulated
PLC is in State...
Meaning
Halt
HALT
Err
ERROR
Key Switch
By clicking with the mouse on the switch symbol, various switch positions can be
simulated.
Meaning of the switch positions:
Switch
Position
PLC unlocked
z project can be loaded
z PLC can be started or stopped
Mem Prt
PLC locked
z project can not be loaded
z As opposed to the key switch on a real CPU, the PLC
can be started or stopped in this position.
Stop
Events
With this command button, you can open and close the event dialog box
(see page 1502).
The command button is shown if IO events are defined in the project currently
loaded, i.e. if the project uses event tasks.
Reset
With this command button, you can reset the simulated PLC (and the simulator).
This corresponds to a cold start of the PLC (the connection between Unity Pro, the
simulator is broken, project variables are reset and the simulator goes in RUN (if
auto start is activated) or in STOP (if auto start is deactivated)).
Reset corresponds to the reset button on a real CPU.
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PLC Simulator
Power Cycle
With this command button, you execute a power cycle (power off/ power on) for the
simulated PLC (and the simulator). This corresponds to a warm start of the PLC (the
connection between Unity Pro and simulator is broken and the current project
variables remain).
A power cycle corresponds to the unplugging and plugging in of a real power supply.
Host PC name
This text field shows the DNS name of the host PC for the simulator
If the PC has multiple network cards, only the first is shown.
Host IP address
This text field shows the TCP/IP address of the host PC for the simulator
If the PC has multiple network cards, only the first is shown.
Project name
This text field shows the name of the loaded project.
Clients connected
The list box shows current clients connected with the PC (PCs which are connected
via TCP/IP with the Host PC of the simulator, see also Creating a Connection,
page 1461). The DNS name and TCP/IP address of its host PC are shown for each
client.
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33003101 07/2012
Meaning
Init
INIT (Initialization) This display is shown for a very short time while the
simulator is starting. It is quickly replaced by one of the
following displays.
UnCfg
NOCONF (no
configuration)
Idle
IDLE
Stop
STOPPED
Run
RUN
1489
PLC Simulator
Text in the
Display
The Simulated
PLC is in State...
Meaning
Halt
HALT
Err
ERROR
Safety Mode
Maintenance
Mode
PLC unlocked
z project can be loaded
z PLC can be started or stopped
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PLC Simulator
Switch
Position
PLC locked
z project can not be loaded
z As opposed to the key switch on a real CPU, the PLC
can be started or stopped in this position.
Stop
Reset
With this command button, you can reset the simulated PLC (and the simulator).
This corresponds to a cold start of the PLC (the connection between the Unity Pro
and simulator is broken, project variables are reset).
This command button corresponds to the reset button on a real CPU.
Power Cycle
With the command button, you simulate a cold start of the PLC (since a safety PLC
does not support warm start), i.e. the connection between Unity Pro and the
simulator is broken, the simulator goes into the state RUN (autostart active) or STOP
(autostart deactivated).
This command button corresponds to the unplugging and plugging in of a power
supply.
Host PC name
This text field shows the DNS name of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Host IP address
This text field shows the TCP/IP address of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Project name
This text field shows the name of the loaded project.
Clients connected
The list box shows current clients connected with the PC (PCs which are connected
via TCP/IP with the Host PC of the simulator). The DNS name and TCP/IP address
of its host PC are shown for each client.
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1491
PLC Simulator
1492
RUN
LED
ERR
LED
The Simulated
PLC is in State...
off
flashing NOCONF
(no configuration)
Meaning
No user project loaded or the loaded project is
invalid.
flashing off
IDLE
flashing off
STOPPED
on
RUN
off
33003101 07/2012
PLC Simulator
RUN
LED
ERR
LED
The Simulated
PLC is in State...
off
flashing HALT
off
on
ERROR
Meaning
When data is being exchanged between Unity Pro and the simulator, the TER LED
is flashing.
The LEDs CH0, CH1, CH2, CH3, I/O and FIP are no supported by the simulator.
Events
With this command button, you can open and close the event dialog box
(see page 1502).
The command button is shown if IO events are defined in the project currently
loaded, i.e. if the project uses event tasks.
Reset
With this command button, you can reset the simulated PLC (and the simulator).
This corresponds to a cold start of the PLC (the connection between Unity Pro, the
simulator is broken, project variables are reset and the simulator goes in RUN (if
auto start is activated) or in STOP (if auto start is deactivated)).
Reset corresponds to the reset button on a real CPU.
Power Cycle
With this command button, you execute a power cycle (power off/ power on) for the
simulated PLC (and the simulator). This corresponds to a warm start of the PLC (the
connection between Unity Pro and simulator is broken and the current project
variables remain).
A power cycle corresponds to the reset button of a Premium power supply or the
unplugging and plugging in of a power supply.
Host PC name
This text field shows the DNS name of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
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PLC Simulator
Host IP address
This text field shows the TCP/IP address of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Project name
This text field shows the name of the loaded project.
Clients connected
The list box shows current clients connected with the PC (PCs which are connected
via TCP/IP with the Host PC of the simulator, see also Creating a Connection,
page 1461). The DNS name and TCP/IP address of its host PC are shown for each
client.
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PLC Simulator
33003101 07/2012
RUN
LED
ERR
LED
The Simulated
PLC is in State...
Meaning
off
flashing NOCONF
No user project loaded or the loaded project is
(no configuration) invalid.
flashing off
IDLE
flashing off
STOPPED
on
RUN
off
1495
PLC Simulator
RUN
LED
ERR
LED
The Simulated
PLC is in State...
off
flashing HALT
off
on
ERROR
Meaning
When data is being exchanged between Unity Pro (or other clients) and the
simulator, the SER COM LED is flashing.
The CARDERR LED is ON if a problem occurs during card access or if the memory
card is removed.
The LEDs I/O, CAN RUN, CAN ERR, ETH ACT, ETH STS and 10/100 are not
supported by the simulator.
CardAcc
The CardAcc LED is ON when the card is accessible.
Memory Card
The following features of a memory card can be simulated for the M340 PLC:
z files on the memory card generated by the data storage function blocks
z remove/insert memory card
z memory card full
z write protection
See also Memory Card for M340 PLC, page 1498.
Reset
With this command button, you can reset the simulated PLC (and the simulator).
This corresponds to a cold start of the PLC (the connection between Unity Pro, the
simulator is broken, project variables are reset and the simulator goes in RUN (if
auto start is activated) or in STOP (if auto start is deactivated)).
Reset corresponds to the reset button on a real CPU.
Power Cycle
With this command button, you execute a power cycle (power off/ power on) for the
simulated PLC (and the simulator). This corresponds to a warm start of the PLC (the
connection between Unity Pro and simulator is broken and the current project
variables remain).
A power cycle corresponds to the unplugging and plugging in of a power supply.
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PLC Simulator
Host PC name
This text field shows the DNS name of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Host IP address
This text field shows the TCP/IP address of the host PC for the simulator.
If the PC has multiple network cards, only the first is shown.
Project name
This text field shows the name of the loaded project.
Clients connected
The list box shows current clients connected with the PC (PCs which are connected
via TCP/IP with the Host PC of the simulator, see also Creating a Connection,
page 1461). The DNS name and TCP/IP address of its host PC are shown for each
client.
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PLC Simulator
NOTE: The simulator does not simulate the backup/restore part of the memory card.
Not Simulated Features of a Memory Card
The following features of a real memory card are not supported:
z backup/restore to/from memory card
z operating modes for memory cards
z %S66 (APPLIBCK)
z %S93 (CKS_APPLI)
Simulated Features of a Memory Card
The following features of a memory card can be simulated for the M430 PLC:
z files on the memory card generated by the data storage function blocks
z remove/insert memory card
z memory card full
z write protection
File Management Function Blocks
The simulator supports the file management function blocks and simulates the
generation of the files on the PC.
A directory on the PC simulates the file management part of the memory card. In this
directory the files created by the user application are stored.
The directory used for memory card simulation is either the default one
(C:\Documents and Settings\USERNAME\Local Settings\Temp\DataStorage) or the
directory used during the last simulation. The last used directory is stored persistent
in the registry.
The files written by the application can be accessed by normal tools like an editor or
Office tools.
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PLC Simulator
The simulator never deletes the application written files. If an application needs to
have a blank empty memory card, the system word %SW93 (Memory Card File
System Format) has to be used in STOP state of the PLC.
NOTE: There will be no tracking of the size and the number of the files written into
the memory card.
Limitations for File Management Function Blocks
z
z
For detailed information about the file management functions/function blocks please
refer to the System Block Library documentation.
Remove Memory Card
By default the memory card is inserted at simulator start.
The procedure for removing the memory card is as follows:
Step
Action
Open the context menu by clicking on the memory card with the right mouse
button.
NOTE: Removing the memory card has no influence on the used directory and the
files, but the access to the files is disabled inside the simulator.
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PLC Simulator
Action
Open the context menu by clicking on the memory card with the right mouse button.
Since a directory and its content represent the memory card, exchanging the content
of the directory can simulate the exchange of a memory card. This can be done my
normal Windows means (cut/copy/paste of files or renaming/moving folders).
Memory Card Full
By default the memory card is not full at simulator start.
Since there is no size tracking, at any time it is possible to simulate that the memory
card is full.
This is done by opening the context menu (clicking on the memory card with the right
mouse button) and checking the menu item Memory Card Full.
After this menu item is checked
new data writing is not possible
z read accesses are possible
z overwrite actions are possible
z
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PLC Simulator
Write Protection
By default the memory card is not write protected at simulator start.
At any time it is possible to simulate that the memory card is write protected.
This is done by opening the context menu (clicking on the memory card with the right
mouse button) and checking the menu item Write Protection.
After this menu item is checked
z data writing is not possible
z read accesses are possible
This state is indicated by the checkmark in the context menu item.
Unity Pro adds some restrictions linked with the memory card (e.g. program
modification is forbidden if the card is write protected. The simulator supports those
restrictions too.
To realize the write protection feature the following system bits and words are
supported by the simulator:
z %S65 (CARDIS)
z %S96 (BACKUPPROGOK)
z %SW97 (CARDSTS)
NOTE: It is not possible to access the files via an FTP client through the simulator,
since the files are directly accessible by Windows features.
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1501
PLC Simulator
Event Dialog
Introduction
You can open and close the event dialog with
the menu command Event dialog in the context menu of the simulator symbol in
the task bar or the simulator symbol
z the command button Events in the simulator dialog (only open)
z
EVT0 Event
Possible events for the EVT0 task are shown here. This user task has the highest
priority in the system and can only contain one IO event.
If this task is part of the project, the event command button is enabled.
EVTi IO Event
Possible events for the EVTi IO task are shown here. This user task can process up
to 96 events. The maximum number of tasks depends on the PLC simulated.
The event command buttons are enabled according to the number of events defined
in the project.
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PLC Simulator
Clear
Introduction
With Clear, you can remove the currently loaded project from the simulator memory
and put the simulated PLC (and the simulator) into NOCONF status.
This corresponds to a cold start of the PLC without valid project loaded (the
connection between Unity Pro and the simulator is broken).
You can execute Clear with the menu command Clear in the context menu of the
simulator symbol in the task bar.
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PLC Simulator
Reset
Introduction
With Reset, you can reset the simulated PLC (and the simulator). This corresponds
to a cold start of the PLC (the connection between Unity Pro, the simulator is broken,
project variables are reset and the simulator goes in RUN (if auto start is activated)
or in STOP (if auto start is deactivated)).
Reset corresponds to the reset button on a real CPU.
You can execute reset with
the menu command Reset in the context menu of the simulator symbol in the task
bar or the simulator symbol
z the command button Reset in the simulator dialog.
z
NOTE: %S0 is not set to 1 using Reset with the PLC simulator (in contrast to a real
PLC).
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PLC Simulator
Power Cycle
Introduction
With Power Cycle, you execute a power cycle (power off/ power on) for the
simulated PLC (and the simulator). This corresponds to a warm start of the PLC (the
connection between Unity Pro and simulator is broken and the current project
variables remain).
A power cycle corresponds to the reset button of a Premium power supply or the
unplugging and plugging in of a power supply.
You can execute a power cycle with
z the menu command Power Cycle in the context menu of the simulator symbol in
the task bar or the simulator symbol
z the command button Power Cycle in the simulator dialog
NOTE: In case of a safety PLC, power cycle simulates a cold start. Project variables
are reset.
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PLC Simulator
Options
Description
In this dialog box, you can define special settings for the simulator.
You can open the dialog with the menu command Options in the context menu of
the simulator symbol in the task bar or the simulator symbol.
Representation
Options
Always on Top
If you activate this check box, the simulator control window is always on top of other
dialog boxes and windows.
Only PLC Front
If you activate this check box, the simulator control window is minimized and only
the virtual front plate of the PLC is shown.
Tone
If you activate this check box, the simulator plays a tone in the following situations
starting and exiting the simulator
z error in project
z
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PLC Simulator
Timing (simulator)
Description
With this menu command, you can open and close the timing dialog box. This dialog
box shows simulator statistics for CPU use, process priority and user scan time.
Additionally, you can change the priority and the sleep time in this dialog box, to
optimize simulator timing and adjust the PC load.
Representation of the dialog box
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PLC Simulator
Processor Load
Introduction
The processor load (on the PC) caused by the entire simulation and the individual
user tasks is shown here.
Process
This bar graph shows the actual processor load caused by the simulator process in
percent.
Unlike the display in the Windows task manager which only indicates the current
value, this bar graph indicates the average value over the time shown at the end of
the bar graph.
The time entry at the end of the bar graph is the time that has passed since the
simulator was started or since the last time reset was pressed.
Overhead
This bar graph shows the average processor load caused by the simulator process
overhead in percent.
The overhead is calculated as follows:
load caused by the entire process - load caused by the user tasks
This can be an absolute or relative value for the processor load caused by the
simulator. This setting can be made in the Display area.
The time entry at the end of the bar graph is the time that has passed since the
simulator was started or since the last time Reset was pressed.
Mast ... Evt1T
The bar graph shows the average processor load caused by the individual user
tasks in percent.
These can be absolute or relative values for the processor load caused by the
simulator. The representation method can be set in the Display area.
The option button at the beginning of the bar graph can be used to select a user task.
The details for this user task will be displayed in the Data in the user task area.
The time entry at the end of the bar graph is the time that has passed since the
individual tasks were started or since the last time Reset was pressed.
NOTE: In case of a safety PLC, only the Mast task is enabled
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PLC Simulator
Display: Absolute
If you activate this option button, the actual value is shown in the bar graph. This is
shown as a percentage of the entire processor load for the PC.
Display: Relative
If you activate this option button, the relative processor load is shown in the bar
graph. This is shown as a percentage of the processor load caused by the simulator.
Reset
If you press this command button, time measurements in this area are reset.
This is required to achieve a consistent representation of the times which have
passed because the individual times are not started simultaneously when opening
the simulator.
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PLC Simulator
1510
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PLC Simulator
1511
PLC Simulator
Legend
Time
Meaning
Sample time
Cycle time
Sleep time
NOTICE
LOSS OF PC OPERATION
Do not use a small sample time when selected in combination with a high simulator
priority and cyclic user tasks.
Failure to follow these instructions can result in equipment damage.
Apply
If you press this command button, the minimum sample time is applied to the
selected user task and used immediately.
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PLC Simulator
Info
Description
With this menu command, you can open and close the info dialog box. This dialog
box shows the current version of the simulator and its components.
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1513
PLC Simulator
Help
Description
With this menu command, you can open the online help for the simulator.
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PLC Simulator
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1515
PLC Simulator
1516
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Unity Pro
Machine-Process Simulator
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Machine-Process Simulator
41
Introduction
Overview
The SIM function allows you to create a virtual machine which simulates the
behaviour of all electrical, mechanical, hydraulic components of your process, in the
aim to debug the UNITY Pro application before starting up on site.
Installation
The SIMAC 100 software must be installed separately of Unity Pro software. The
software can be downloaded from the PROSYST web site (www.prosyst.fr).
Please, refer to the PROSYST vendor for further installation information.
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1517
Machine-Process Simulator
1518
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Unity Pro
Diagnostics
33003101 07/2012
Diagnostics
VII
Subject of this Part
This part describes the various diagnostics tools available in Unity Pro for the
programming, maintenance and use of Premium, Atrium, Quantum and Modicon
M340 PLCs.
What Is in This Part?
This part contains the following chapters:
Chapter
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Chapter Name
Page
42
1521
43
Diagnostics screens
1523
44
Diagnostics Viewer
1529
45
System diagnostics
1549
46
Project diagnostics
1553
1519
Diagnostics
1520
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Unity Pro
Introduction to diagnostics
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42
Diagnostics with Unity Pro
At a Glance
Unity Pro diagnostics consist of a set of tools and functionalities which allow you to
intervene at all stages in the development and use of an automation application.
The different resources available are as follows:
z
z
z
z
z
Language Objects (IODDTs (see Unity Pro, Program Languages and Structure,
Reference Manual )).
Diagnostics screens.
The Diagnostics Viewer.
System diagnostics.
Project diagnostics (diagnostic EFBs and DFBs).
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Resource
Use
Diagnostics screens
(see page 1523)
1521
Introduction to diagnostics
Resource
Use
System diagnostics
(see page 1549)
Project diagnostics
(see page 1553)
(diagnostics EFBs and DFBs and
SFC diagnostics)
Advantages
The main advantages of these services are as follows:
z
z
z
1522
Diagnostics are an integral part of the project. It can therefore be thought out at
the development stage in order to be able to best meet the requirements of the
user and maintenance personnel.
Errors are logged and dated at source (in the PLC), meaning that the information
provided is an exact representation of the state of the process.
You can connect several Viewers (Unity Pro, Magelis, Factory Cast) which will
describe the exact state of the process to the user. Each Viewer works
independently and any action taken with one (an acknowledgment for example)
is automatically visible on the others.
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Unity Pro
Diagnostics screens
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Diagnostics screens
43
43.1
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Page
1524
1526
1523
Diagnostics screens
in the configuration screen of the rack, with the presence of a red square in the
position of the faulty counting module,
in all screens at module level (Description and Fault tabs),
z in the module field with the I/O LED.
in all channel level screens (Configuration, Adjustment, Debug and Fault
tabs),
z in the module field with the I/O LED.
z
in the fault screen that is accessed by the Fault where the fault diagnostics are
described.
NOTE: even if the fault is masked (TSX CTY 2C), it is reported by the flashing of the
LED I/O and in the fault screen.
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Diagnostics screens
Illustration
The diagram below shows the fault reporting structure.
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1525
Diagnostics screens
Module failure
Faulty channel(s)
Self-test
Different hardware and There is a lack of compatibility between the module configured and
software configurations the module in the rack.
Make the configuration and the software configuration compatible.
Module is missing or off Install the module. Fasten the mounting screws.
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Diagnostics screens
output
Outputs are set to 0 in automatic
mode.
Internal fault or channel self-test:
z faulty module,
z module missing or off,
z module running self-test.
z incorrect constant
z bit combination not associated
33003101 07/2012
Communication fault
1527
Diagnostics screens
1528
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Unity Pro
Viewer
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Diagnostics Viewer
44
Subject of this Chapter
The following chapter describes the Diagnostics Viewer, used to display error
messages.
What Is in This Chapter?
This chapter contains the following topics:
Topic
Reminder of the Diagnostics Associated with the Viewer
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Page
1530
1532
1533
1536
1538
1540
1543
DiagViewer Properties
1545
1547
1529
Viewer
system diagnostics,
project diagnostics.
1530
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Viewer
Viewer
The Diagnostics Viewer is a tool that is used to display and acknowledge error
messages linked to diagnostics:
33003101 07/2012
1531
Viewer
1532
Description
The diagnostics function blocks built into the project program and the
diagnostics built into the system detect process faults.
The faults are stored in the form of date/time stamped messages in the
diagnostics buffer memory.
The error messages are then displayed via the following display systems:
Diagnostics Viewer or Human Machine Interface (HMI), used to:
z display messages,
z acknowledge messages that need an acknowledgement,
z initialize animation tables and cross-references,
z launch associated program editors,
z delete diagnostics buffer alarms.
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Viewer
1
2
33003101 07/2012
Field
Description
Acknowledgement
The icon and the text indicate the message status: not
acknowledged, acknowledged, deleted or no acknowledgement.
Message
Fault
Symbol
Field
Appearance Date
Disappearance Date
Acknowledge Date
1533
Viewer
Definition of icons
The Diagnostics Viewer uses the following icons to indicate the message status:
Icon
Description
The fault has disappeared and has been acknowledged (if it needed an
acknowledgement).
The fault needs an acknowledgement.
The system fault has disappeared and has been acknowledged (if it
needed an acknowledgement).
The system fault has not disappeared.
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Viewer
If you want to refresh the values of the status words, reselect the message from the
list or press the F5 function key.
NOTE: If you wish, you can find the element that caused the error displayed in the
viewer. This is called finding the cause. (see page 1536)
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1535
Viewer
Action
Right-click on the input for which you want to search for the cause.
Result: The contextual menu allows you to initialize an animation table and to
search for the DFB input variable so as to ascertain whether it is used in the
program. This is called cause finding.
1536
Block name
Block type
ALRM_DIA
DFB
COND1
COND0
D_ACT
EFB
UNLOCK
REACT
D_DYN
EFB
UNLOCK
REACT
D_GRP
EFB
IN
D_LOCK
EFB
UNLOCK
D_PRE
EFB
IN
D_REA
EFB
REACT
EV_DIA
DFB
EVENT
COND
MV_DIA
DFB
EVENT
COND
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Viewer
33003101 07/2012
Block name
Block type
NEPO_DIA
DFB
REQ_I
REQ_O
SENSOR_I
SENSOR_O
SECU_I
SECU_O
SECUPERM
TEPO_DIA
DFB
REQ_I
REQ_O
SENSOR_I
SENSOR_O
SECU_I
SECU_O
SECUPERM
SAFETY_MONITOR
DFB
USER_DIAG_ST_MODEL
DFB
COND
1537
Viewer
1538
Step
Action
If you display the contextual menu again (steps 1 and 2), this column will not be
preceded by a pointer (deselected column).
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Viewer
Resizing of columns
To modify the size of a column, carry out the following operations:
Step
Action
Position your cursor in the column titles header, in between the column you want
to modify and the next column.
Result: The column resizing cursor appears on the screen.
When the cursor appears, press and hold the right button of the mouse and
move the mouse to change the column size.
Once the correct column size has been reached release the mouse button.
Result: The column is resized.
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1539
Viewer
Number of messages
The number of messages displayed in the list is defined solely by the size of the
available memory.
If the memory becomes insufficient:
z
z
Sorting messages
You can sort the messages by each column contained in the list except for the one
containing the icons.
To sort the messages, simply click the header of the column containing the data you
want to sort. If you click the same header a second time it will be sorted in reverse
order.
By default the messages are inserted in the list in chronological order of appearance
of the faults.
NOTE: Whatever the sort criterion for the list, a new message always appears at the
top of the list.
Browsing the list
You can browse the list of messages using:
z
z
1540
the Up, Down, PageUp, PageDown, Home and End keys on the keyboard,
the mouse. Use the scroll bar if the list contains more messages than can be
displayed.
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Viewer
Acknowledging a message
To acknowledge a message that requires acknowledgement, you must select it and
activate one of the following commands:
z
z
z
z
You can acknowledge several messages at once (multiple selection). When you
acknowledge a message, an order is sent to the PLC and the associated icon is
modified in the list.
A message can be acknowledged from another viewer. In this case, the Unity Pro
Diagnostics Viewer is advised and the message is displayed as if acknowledged
locally (the associated icon is modified and the message no longer flashes).
Deleting messages from the list
You cannot delete a message that needs acknowledgement or where the
associated fault has not disappeared.
However, you can delete the messages associated with faults that have
disappeared and have been acknowledged. To do this activate:
z
z
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1541
Viewer
the animation tables for displaying the diagnostics function block data (FB alarms
only) and FFB system alarms,
the cross-references with FB alarms and FFB system alarms only,
the language editor where the diagnostics function block instance is referenced.
To launch these tools you must activate one of the following commands:
z
z
z
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Viewer
Contextual Menu
The contextual menu can be accessed by right-clicking a message from the list with
the mouse:
The commands and their function keys from the contextual menu are as follows:
Command
Function
key
Description
Suppress
Delete in DiagBuffer
F5
Acknowledge
F6
Initialize Editor
Enter
Initialize Search
Ctrl + U
Initialize Animation
Table
Ctrl + T
Help on Type
Properties
Alt + Enter
NOTE: The Initialize Search and Initialize Animation Table commands are also
accessible through the contextual menu in the additional message information area.
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1543
Viewer
Toolbar
The icons of the toolbar corresponding to the contextual menu or to the function keys
are as follows:
1544
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Viewer
DiagViewer Properties
At a Glance
The DiagViewer Properties dialog box, accessible via the DiagViewer Properties
command in the contextual menu, is used to:
z
z
z
z
z
33003101 07/2012
1545
Viewer
Description
The following table describes the various fields of the Properties dialog box:
Field
Description
Acknowledge blink
Color
Field
Archiving
Click this box to generate an archive (see page 1547). The entry field
and the Browse button allow you to define the path of the archive file.
z Cyclic archiving: a new archive file is generated every 1000
saves.
z Periodic archiving: a new archive file is generated every x hours.
z Hour allows you to define the number x (between 1 and 24).
z Additional information field: allows you to store additional data
in the file.
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Viewer
33003101 07/2012
1547
Viewer
where:
z SystemAlarm: identifies the fault.
The types of fault can be:
z FBAlarm: function block fault
z SFCAlarm: sequential function chart fault
z SystemAlarm: system fault
z UndefAlarm: undefined fault
z AlarmERROR: errors
z
z
z
z
z
z
z
z
z
z
z
z
1548
Error type
Information
FBAlarm
Comment
Name of the function block instance
Name of the function block type
Name of the input or output of the faulty block
SFCAlarm
Comment
Name of the faulty step
Name of the faulty transition
Format of the reference time
Additional information
SystemAlarm
Fault name
Additional information according to the fault:
z watchdog,
z arithmetic,
z task,
z SFC,
z ...
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Unity Pro
System diagnostics
33003101 07/2012
System diagnostics
45
System diagnostic
At a Glance
The system diagnostic is performed automatically. When the PLC detects a system
error (for example, a watchdog being exceeded, an input/output error, division by
zero, etc.), information is sent to the diagnostic viewer. The diagnostic viewer will
display a system error message if you have checked the System diagnostics
(see page 479) checkbox.
NOTE: As with the project diagnostic, the information viewed on the Viewer comes
from the PLCs diag buffer (see page 1532), consequently the events are dated at
the source and give the precise status of the process monitored.
Implementation
The following table describes the procedure to follow to use the system diagnostic
on the Premium, Atrium and Quantum PLCs in Unity Pro.
Step
33003101 07/2012
Action
In the Diagnostics area on the Build tab, check the System diagnostics
(see page 479) checkbox.
1549
System diagnostics
1550
System object
%S10
Input/output error
%S11
Watchdog overflow!
%S15
%S18
%S19
%S20
Index overflow
%S39
%S51
%S65
%S66
%S67
%S68
%S76
%S77
%S96
%S118
%S119
%SW0
%SW1
%SW2
%SW3
%SW4
%SW4
%SW11
Watchdog duration
%SW17
%SW76
%SW77
%SW78
%SW96
%SW97
%SW125
33003101 07/2012
System diagnostics
System object
%SW146
%SW153
%SW154
NOTE: The Fipio diagnostic is integrated in Unity Pro versions higher than 1.0.
33003101 07/2012
1551
System diagnostics
1552
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Unity Pro
Project diagnostics
33003101 07/2012
Project diagnostics
46
Subject of this Chapter
This chapter describes how to implement project diagnostics and its functionalities.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
1554
Project diagnostic
1557
1553
Project diagnostics
You can create a standard DFB and then define its values and program it so that
it is a diagnostic DFB.
You can use the USER_DIAG_ST_MODEL (see Unity Pro, Diagnostics, Block
Library) model that we will provide you with, or use a model you already have.
1554
Action
In the structure view of the Project Browser, right-click on the directory Derived
FB Types.
Result: A shortcut menu is opened.
Select the first empty cell in the Name column (indicated by an arrow) and
enter the name of the new DFB type, then confirm using Enter.
Result: The empty structure of the DFB type is now created. This new DFB is
added to the list of existing DFBs. It also appears in the Derived FB Types
directory tree.
In the Data Editor, right-click on the type of DFB you have just created.
Result: the contextual menu appears.
Create the inputs, outputs, inputs/outputs and the internal variables of the DFB.
Note: in the inputs properties, remember to check the Diag checkbox for
inputs that will be monitored by the DFB.
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Project diagnostics
Step
Action
Write your DFBs code using the REGDFB (see Unity Pro, Diagnostics, Block
Library) function to save and date the alarm, and the DEREG (see Unity Pro,
Diagnostics, Block Library) function to de-register the alarm.
Note: refer to the description of the code of the (see Unity Pro, Diagnostics,
Block Library)USER_DIAG_ST_MODEL user diagnostic DFB model if you are
not familiar with this type of DFB.
33003101 07/2012
Action
In the structure view of the Project Browser, right-click on the directory Derived FB
Types.
Result: A shortcut menu is opened.
Replace the USER_DIAG_ST_MODEL name with the name of the type of user
DFB you want to create.
Modify and create the inputs, outputs, inputs/outputs and the internal variables of
the DFB.
Note: in the inputs properties, remember to check the Diag checkbox for inputs
that will be monitored by the DFB.
1555
Project diagnostics
Step
1556
Action
33003101 07/2012
Project diagnostics
Project diagnostic
At a Glance
The project diagnostic uses the diagnostic EFBs and DFBs and the diagnostic
integrated in the SFC to generate alarms on the Diagnostic Viewer.
Each diagnostic EFB and each diagnostic DFB has its own specific operation
described in the diagnostic library (see Unity Pro, Diagnostics, Block Library). If you
cannot find the appropriate EFB or DFB among these elements, you can create your
own diagnostic DFB (see Unity Pro, Program Languages and Structure, Reference
Manual ).
NOTE: It is strongly recommended to only program a diagnostic DFB instance once
within the application.
NOTE: As with the system diagnostic, the information viewed on the Viewer comes
from the PLCs diag buffer (see page 1532), consequently the events are dated at
the source and give the precise status of the process monitored.
Implementation of diagnostic EFBs or DFBs
The following table describes the procedure to follow to use the project with a
diagnostic EFB or DFB on the Premium, Atrium and Quantum PLCs in Unity Pro.
Step
33003101 07/2012
Action
In the Diagnostics area on the Build tab, check the Application diagnostics
(see page 479) checkbox.
Choose the Application level (see page 479) (alarm cause search level).
Integrate the diagnostic EFBs or DFBs (see Unity Pro, Diagnostics, Block
Library) in your application.
Note: The messages displayed in the Viewer will be the comments you will
have associated with the instances of your diagnostic EFBs or DFBs.
1557
Project diagnostics
Action
In the Diagnostics area on the Build tab, check the Application diagnostics
(see page 479) checkbox.
1558
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Unity Pro
Operator screens
33003101 07/2012
Operator screen
VIII
Subject of this Part
This part describes the operator screens built into Unity Pro:
What Is in This Part?
This part contains the following chapters:
Chapter
33003101 07/2012
Chapter Name
Page
47
General information
1561
48
First steps
1565
49
1575
50
1651
51
1663
1559
Operator screens
1560
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Unity Pro
General information
33003101 07/2012
General information
47
Object of this section
This chapter introduces Unity Pro s built-in operator screens: description, creation
and operator screens
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
Introduction
1562
1564
1561
General information
Introduction
Introduction
The operator screens are built-into the software to aid the operating of an automated
process. They use in the Unity Pro software:
z
z
z
The project browser for browsing through the screens and launching different
tools (the graphics editor, variables editor, messages editor, ...),
Thegraphics editor for creating or changing screens. In connected mode, it also
allows the viewing of animated screens and process driving,
The library of objects which presents design objects and enables their insertion
in the screens. It also allows users to create their own objects and insert them in
a library family.
Example of use
Example of automation structure that uses the operator screens.
1562
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General information
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1563
General information
1564
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First steps
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First steps
48
Object of this chapter
This chapter gives the elements required for understanding the built-in
runtimescreens: notion of runtime screen editor, main menus, etc.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
48.1
Working principles
48.2
1567
48.3
1574
1566
1565
First steps
48.1
Working principles
Action
In the project browser, expand the folder Operator Screens or the folder of the
family for which you want to open a screen.
Example of screen
The following screen shows an example of operator screens.
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First steps
48.2
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Page
1568
Edit toolbar
1571
1567
First steps
Edit menu
Commands that can be accessed in the Edit menu are.
1568
Field
Description
Undo all
Undoes all changes made in the screen since the last validation.
Enable
Validates all changes made in the screen since the last validation.
Cancel
Redo
Cut
Deletes from the screen the selected item(s) and places it (them) on the
clipboard.
Copy
Paste
Delete
Deletes from the screen the selected item(s), without copying them in the
clipboard.
Select all
33003101 07/2012
First steps
Field
Description
New
Select mode
Align
Flip
Group
Grouping of objects.
Ungroup
Ungrouping of objects.
Order
Properties
Information
Display menu
Commands accessible from the View menu are as follows.
33003101 07/2012
Field
Description
Full screen
Screen properties
First steps
Services Menu
The commands accessible from the Services Menu areas follows.
Field
Description
Animation
Enable variable
modification
Authorizes the user to modify the variables in the PLC from the
command items.
Used to drive the screens with the PLC. The PLCs requirements are
taken into account by means of a variable defined in the advanced
parameters (see page 511).
Since the screen is called up by the PLC, editing and modification of the
configuration parameters are disabled.
Used to drive the screens via the Operator. The requirements of the PLC
are disabled, it is the operator who selects the screen that he wants to
view.
Previous
animated object
Next animated
object
Initialize search
Initialize
animation table
Important
Right clicking can be used to gain direct access to the functions available for the
current context. This is the contextual menu.
In online mode, all commands are available if they have not been disabled
(see page 524).
Multi-instantiation
The operator screen editor is used to open several windows (instances) to open
simultaneously. Each window contains a different screen. The keyboard command
Ctrl + Tab is used to switch between windows. Even if several windows are open,
only a single tool bar is displayed and acts on the active window alone.
The full screen display is only used to view one screen.
1570
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First steps
Edit toolbar
At a Glance
Clicking Tools Customize displays the Edit toolbar described above. Each icon
(tool) corresponds to an action concerning one or several objects in the graphical
editor.
The figure below presents the tools available via the editor toolbar.
33003101 07/2012
Number
Description
Create a line
Create a rectangle
Create an ellipse
Create a curve
Create texts
Incorporation of an image
1571
First steps
Description
Create a button
Create a counter
Create a cursor
1572
Number
Description
Flip Vertical
Flip Horizontal
Left alignment
Right alignment
Upper alignment
Lower alignment
Grouping of objects
Ungrouping of objects
10
First steps
Object properties
The proposed tool is the following. It is used to access the properties of an object.
Description
Driving via the PLC. This service may also be accessed via a keyboard
shortcut F2.
Driving via the operator. This service may also be accessed via a keyboard
shortcut F3.
33003101 07/2012
Number
Description
Selects the next animated object. This service may also be accessed via a
keyboard shortcut F4.
Selects the previous animated object. This service may also be accessed via a
keyboard shortcut F5.
Authorizes the user to modify the variables in the PLC from the command items.
This service may also be accessed via a keyboard shortcut F7.
1573
First steps
48.3
1574
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Unity Pro
Editing screens
33003101 07/2012
49
Object of this section
This chapter describes the different functions offered to the user, for editing the
runtime screens: create, modify, delete a screen or a family of screens, manage
built-in runtime screen messages etc.
What Is in This Chapter?
This chapter contains the following sections:
Section
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Topic
Page
49.1
1576
49.2
Creating an object
1588
49.3
1598
49.4
1600
49.5
1629
49.6
1639
1575
Editing screens
49.1
1576
Page
1577
1579
1582
1584
1587
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Editing screens
Create
Modify
Delete
Move
Attach/Detach
Export
Screen families
The screens are regrouped in families which accept the same editing functions as
the screens:
z
z
z
z
z
z
33003101 07/2012
Create
Modify
Delete
Move
Attach/Detach
Export
1577
Editing screens
1578
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Editing screens
Action
Right click the Operator Screens directory contained in the project browser tree
directory.
Result: The relevant contextual menu appears
Action
Modify the screen name in the Name field and confirm with OK.
Result: The screen appears with a new name, in the tree directory
33003101 07/2012
Step
Action
1579
Editing screens
Action
Define in the Location: Family field, the name of the new family under which
you want to place the screen. Click OK to confirm.
Result: The screen is placed in its new position To position it in the root
(Operator Screen directory) leave the Location: Family field empty.
NOTE: The screen can also be moved with the Drag-Drop function
Operation of Screen Movement
When you move a screen from a family to the root, if:
z
the family is associated with a functional module, the screen loses this link.
When you move a screen from a family to another or from the root to a family, if:
z
the destination family screen is associated with a functional module, the screen
will be also.
the destination family screen is not associated with a functional module, the
screen will not be associated with any functional module.
1580
Step
Action
In the project browser of the structural view, select the screen to be associated
with a functional module.
Drag and Drop the screen in the destination functional module of the functional
view. The authorized insertion point of the screen in the destination functional
module, is represented by a line.
Result:The screen is now associated with the chosen functional module
33003101 07/2012
Editing screens
Action
In the functional view, right click on the screen to be detached from its functional
module.
Result: The relevant contextual menu appears
Action
In the structural view project browser, select the Operator Screen directory.
Click OK to confirm your choice of deleting all screens and all families.
Result:: All screens and all families are deleted from the project
33003101 07/2012
1581
Editing screens
Action
Right click the Operator Screens folder contained in the project browser tree
directory.
Result: The relevant contextual menu appears
Action
Modify the name of the family in the Name field, and click OK to confirm.
Result:: The screen family appears under a new name in the directory tree
Action
1582
Action
Editing screens
Step
Action
Move the screen family to the desired position in the project browser.
Action
In the project browser of the structural view, select the screen family to be
associated with a functional module.
Drag and Drop the screen family to the destination functional module of the
functional view. The authorized insertion point of the screen family in the
functional module, is represented by a line.
Result:: The screen family is now associated with the chosen functional module
Action
In the functional view, right click on the screen family to be detached from its
functional module.
Result: The relevant contextual menu appears
33003101 07/2012
1583
Editing screens
General
Display
Information
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Editing screens
Tab: General
The following table describes the different functions offered by the General tab of
the screen properties dialog box.
Field
Description
Name
Value
Comment
Screen comment
Family
Name of the family to which the screen belongs. The button to the right
of the field is used to access the list of existing families.
Functional Module Name of the functional module to which the screen is linked. The
button to the right of the field is used to access the list of existing the
functional modules.
Tab: Display
The following table describes the different functions offered by the Display tab of the
screen properties dialog box.
33003101 07/2012
Field
Description
Used as Pattern
When this box is checked, the screen may be used as a pattern for any
project screen. A pattern screen cannot contain animated objects.
Uses pattern
When this box is checked, the background of this screen uses the
background pattern that you have defined. The right button can be used
to select the model screen.
Default color
When this box is checked, the screen background is the default color
used by Windows software for windows.
Custom color
When this box is checked, the screen background is the color you
defined (color of the field located on right side of the check box). The
button allows access to the screen color settings.
Size
Screen sizes. It can be changed and its default value is 1280 pixels by
1024 pixels.
1585
Editing screens
Tab: Information
The following table describes the different functions offered by the Information tab
of the property dialog box of a screen.
1586
Field
Description
Information
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Editing screens
Description
The following table describes the different functions offered by the properties dialog
box of a family.
Field
Description
Family
Functional Module
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Editing screens
49.2
Creating an object
1588
Page
1589
1590
1592
1593
1595
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Editing screens
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1589
Editing screens
Static objects
Dynamic or animated objects
Static objects do not have variables associated with them. Their graphic representation is fixed.
Dynamic objects possess one associated variable, which allows their display to be
modified.
How to create a standard object
The create standard object procedure is identical regardless of the object, with the
exception of polygons.
Step
1590
Action
Select the type of object that you wish to create from the tool palette.
Move the mouse cursor to the position where you want to place the top left
corner of your object.
Hold the button down and move the mouse cursor to the position where you
want to place the bottom right corner of the object.
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Editing screens
33003101 07/2012
Step
Action
Select the type of polygon object that you require from the tool palette.
Move the mouse cursor to the position where you want to place the first point of
your object.
Move the mouse cursor to the position where you want to end the first line.
Repeat steps 4 and 5 to create new lines to form your polygon object.
Result: Segments of consecutive straight lines are created
1591
Editing screens
Action
If the image (see page 1620) is not copied in the project, it will not be exported,
during a screen export (see page 1730).
1592
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Editing screens
Buttons
Check boxes
Input zones
Counters
Cursors
Buttons for browsing between screens
Objects for explicit exchanges
33003101 07/2012
Step
Action
Select the type of driving object that you wish to create from the tool palette.
Move the mouse cursor to the position where you want to place the top left
corner of your object.
Hold the button down and move the mouse cursor to the position where you
want to place the bottom right corner of the object.
1593
Editing screens
Bit
Byte
Word
Double word
Floating point
Button
X*
X*
X*
X*
Check box
Entry field
Counter
Cursor
Legend:
* : Only in the case of unsynchronized buttons
NOTE: Driving objects are always placed in the foreground. To prevent command
errors, we strongly advise against placing driving objects between them.
1594
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Editing screens
Then
a bit,
digital,
a bit,
driving is synchronized,
33003101 07/2012
Then
is checked,
isnt checked,
1595
Editing screens
and if
Then
and if
Then
NOTE: The increment and decrement value is multiplied by 10, 100 then 1000 when
the arrow is held down.
How a cursor operates
A cursor operates as follows.
1596
Then
is horizontal,
is horizontal,
33003101 07/2012
Editing screens
Then
is vertical,
it is moved upwards,
is vertical,
Then
is enabled by a click,
NOTE: In the case of Multi-Instance (see page 511) mode, clicking on the browser
button opens a new window with the specified screen. If this is not the case, the new
screen opens in the current window.
How an explicit exchange button operates
An explicit exchange button operates as follows.
33003101 07/2012
Then
is enabled by a click,
1597
Editing screens
49.3
Description
To see the description of all the tabs refer to object properties tab screens.
z
z
z
z
z
1598
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Editing screens
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1599
Editing screens
49.4
1600
Page
1601
Design tab
1602
Extended colors
1604
Text tab
1605
Animation Tab
1607
1609
Trend diagrams
1612
Bar chart
1614
1616
Control tab
1618
Image Tab
1620
1622
1624
1626
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Editing screens
33003101 07/2012
Step
Action
1601
Editing screens
Design tab
At a Glance
This tab is used to set the design attributes of a graphic object:
z
z
Description
The table below describes the settings that you may define.
Field
Line
Description
Contour line of the graphic object:
z Single line
z Single or complex dotted line
z No contour line
1602
Thickness
Outline color
Color of contour line. The color palette contains 16 predefined colors and
provides access to the extended colors (see page 1604) parameter
screen.
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Editing screens
33003101 07/2012
Field
Description
Pattern
The pattern inside the object. This pattern is defined by a frame and a
background color. The available frames are as follows:
z None (the background is transparent)
z Fill (filled with the selected background color)
z Horizontal frame
z Vertical frame
z Diagonal frame to the top
z Diagonal frame to the bottom
z Grid
z Lattice
Round the
corners
When this box is checked, the corners of rectangle type objects are
rounded.
Background
color
1603
Editing screens
Extended colors
At a Glance
This dialog box proposes 48 basic colors and allows you to create personalized
(RGB) colors enhanced with tint, saturation and brightness.
Color parameter screen
The following screen allows you to create or modify the extended colors.
1604
Step
Action
Position the cross hair for selecting color, tint and saturation to find the required
shade.
Adjust (up or down) the light and color selection cursor to refine your choice.
33003101 07/2012
Editing screens
Text tab
At a Glance
This tab is used to set the text attributes of a graphic object:
z
text input,
associate a hyperlink,
select the character font,
select font size,
set text alignment,
select text style,
select text color.
z
z
z
z
z
33003101 07/2012
1605
Editing screens
Description
The table below describes the settings that you may define.
Field
Description
Text
button
Allows access to the dialog box to define the hyperlink. This hyperlink
(see page 1797) will be associated with the text attribute of the graphic
object.
Url
Static display of the hyperlink defined by the
1606
button.
Font
Character font. The fonts available for selection are those installed in
Windows.
Size
Font size.
Alignment
Text alignment: align left, right or centered in relation to the display area.
Style
Color
Text color. The colors palette contains 16 predefined colors and provides
access to the extended colors (see page 1604) parameter screen.
33003101 07/2012
Editing screens
Animation Tab
At a Glance
All the graphic objects (simple or compound) that you create in a screen can be
animated. This tab allows users to set the animation attributes of a graphic object.
z
z
z
33003101 07/2012
1607
Editing screens
Description
The table below describes the settings that you may define.
Field
Animated object
button
Description
The object is animated if this box is checked.
Calls the variable selection tool to select the variable to associate with
the object.
Variable
Type
Type of animation variable linked to the object. The type must be EDT
(Bool, Ebool, Int, Dint, Uint, Udint, Real, Time...). It is not possible to use
structures or tables. However, it is possible to use items from tables or
structures if they are of type EDT.
Comment
Display
condition
is in state 0,
z Bit = 1: the graphic object is displayed if the associated variable (bit)
is in state 1,
z <, >, =, <>: the graphic object is displayed if the defined condition is
true.
z < = value < =: the graphic object is displayed if the defined condition
is true.
1608
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Editing screens
33003101 07/2012
1609
Editing screens
Description
The table below describes the settings that you may define.
Field
Description
Standard Display The object is displayed with its attributes if this button is selected.
Value
Display
z
z
z
z
When the length of the objects definition zone is too small to display the
value, the field is filled with # characters. The font used is the one defined
in the Text tab (see page 1605).
If the animation variable is of the String type (string of characters), the
Display field cannot be accessed because viewing is automatically in
ASCII.
1610
Message
Variable
comment
If this button is selected and if the text animation condition is met, the
comment associated with the variable is displayed.
Note: This function allows, among other things, to avoid a double entry.
Enter the comment once in the variables editor. This will be used as a
message linked to the variable.
Trend diagram
Bar chart
You may use rectangle type objects such as bar charts (see page 1614).
Selecting this box will give you access to the bar charts parametering
box.
Flashing
background
When this box is selected and if the display condition is met, the
background of the graphic object flashes according to the user-specified
flashing color.
33003101 07/2012
Editing screens
Properties
The table below shows the types of animation that may be associated with the
driving objects.
Object
Standard
Value
Message
Trend diagram
Bar chart
Flashing
Line
Rectangle
Ellipse
Curve
Polygon
Text
Compoun
d object
Image
Control
Legend:
X: Yes
- : No
33003101 07/2012
1611
Editing screens
Trend diagrams
At a Glance
A trend diagram allows the graphic representation of a variable status, with the
representative curve moving from right to left.
You are advised to limit the number of trend diagrams on a same page because their
display decreases the systems performance.
Only rectangular type objects can be used as trend diagrams.
Trend diagram parameter screen
The screen below allows to parameter the animated rectangles of the trend diagram
format.
Description
The table below describes the settings that you may define.
1612
Attribute
Description
Sampling
Period in which a new value is added at the end of the diagram and the
diagram is refreshed.
Default value: 1 second.
Values between 1 millisecond and 3600 second are allowed. Sampling
periods below 100 ms produce a lot of windows messages and generate
a high CPU load. Therefore only few diagrams with such small periods
should be animated at the same time and long lasting actions like Build
Changes should be avoided while diagrams are animated (see also the
NOTE at the end of the table).
Definition
33003101 07/2012
Editing screens
Attribute
Description
Line color
Threshold:
minimum and
maximum
Display period
NOTE: Internally, for every diagram, a timer is started with the sampling period
defined by the user. When the timer fires, the last value of the corresponding
variable transmitted from the PLC is read and added at the end of the diagram. Such
timers may not always fire exactly in equidistant periods (e.g. they may be delayed
when a lot of tasks run in parallel on the PC). Therefore the displayed values may
not represent the exact values in the PLC at the end of each sampling period.
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1613
Editing screens
Bar chart
At a Glance
Bar charts allow the graphic representation, in rectangular format, of the status of a
variable.
Only rectangular type objects can be used as bar charts.
Bar chart parameter screen
The screen below allows parameterizing of animated rectangles in bar chart format.
Description
The table below describes the settings that you may define.
Attribute
Description
1614
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Editing screens
Attribute
Description
Thresholds
Default values
Values that indicate the thresholds from which the bar chart is displayed
with the default color.
The bar chart uses the default color when the associated variable value
is:
z higher than or equal to the maximum value
z lower than or equal to the minimum value
The colors palette contains 16 predefined colors and provides access to
the extended colors (see page 1604) parameter screen.
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1615
Editing screens
Description
The table below describes the different parameters that you may define.
1616
Field
Description
Value
This field allows entry of the screen that is displayed when you click on
the button. Two cases are possible:
z the value entered is a number that indicates the screen number to
display,
z you have entered the term VAL. The screen displayed will be the one
whose number is contained in the animation variable linked to the
button object (See Animation Tab, page 1607).
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Editing screens
Field
Description
Name
This field indicates the label of the screen you have defined by its
number in the Value field. If you have defined the screen by the term
VAL, this field displays the characters ## ? ##.
None
Screen number
Screen label
Number of char.s If the Screen label box is checked, the field allows you to define the
number of characters to display in the button.
Shift
If the Screen label box is checked, the field indicates the position (shift)
of the first character of the label to display in the button.
NOTE: Each browser button has a logical number that links it to a screen. If this
number is modified, the button will no longer point on the screen.
NOTE: The software does not take into account the deletion or import of screens.
33003101 07/2012
1617
Editing screens
Control tab
At a Glance
This tab allows you to define the characteristics of a control object:
z
z
z
Description
The table below describes the settings that you may define.
Field
Variable
button
1618
Description
Variable controlled by the graphic object.
Calls the variable selection tool to select the variable to associate with
the object.
Type
Comment
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Editing screens
Field
Description
Control element
style
Control style which depends on the type of control object. It allows you
to modify the representation of the graphical object:
z Border displays a boarder around the object,
z Graduation displays color graduations,
z With latching denotes a button with latching,
z Orientation determines the orientation of the object on the screen,
z Text displays the text with the object.
NOTE: If the graphic object is a button, and if the control variable is a word, a double
word or a real word, the maximum threshold becomes a dynamic threshold. It is
the value of this threshold that is sent when you click on the button
33003101 07/2012
1619
Editing screens
Image Tab
At a Glance
This tab allows you to set the attributes of the .BMP, JPG or JPEG format images
built into the operator screens:
z
z
z
1620
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Editing screens
Description
The table below describes the settings that you may define.
33003101 07/2012
Field
Description
Name
This field indicates the name and the access path to the file.
Image copied
into current
space
When this box is checked, the file is copied and compressed in the
project file (.STU or STA for an archive). Loading is faster when using
the screens and the image is exported at the same time as the screen
during an export (see page 1730).
If the image is already built into the project, this box does not appear.
Size
Updating with
the original size
When this box is checked, the image changes to its original size.
This box does not appear if the original size and the displayed size of the
image are identical.
1621
Editing screens
NOTE: Only the exchanges of objects associated with a channel are authorized.
Explicit Exchanges Attributes Setting Screen
The screen below allows you to set the attributes of an explicit exchange object.
1622
33003101 07/2012
Editing screens
Description
The table below describes the settings that you may define.
Field
Description
Instruction
Text
NOTE: For Write_Param and for Write_Cmd we have to modified the associated
%MW by animation table or another one (by program, by Entry field through
operator screen, ...) before sending the instruction (Write_Param or Write_Cmd)
through the Operator screen.
33003101 07/2012
1623
Editing screens
1624
33003101 07/2012
Editing screens
Description
The following table describes the information offered by this screen.
33003101 07/2012
Information
Description
Type
Position
Size
Associated
variable
Grouped object
1625
Editing screens
simple variables, (see Unity Pro, Program Languages and Structure, Reference
Manual )
the public variables (see Unity Pro, Program Languages and Structure,
Reference Manual )of a function block,
the parameters (input, output, input/out) (see Unity Pro, Program Languages and
Structure, Reference Manual )of a function block.
Procedure
The table below presents the procedure for using a variable to animate an object.
Step
1626
Action
33003101 07/2012
Editing screens
Step
Action
5
In the Variable field enter the name of the variable or use the
open the variables selection tool.
Result: The variables selection tool appears.
button to
From the Variables tab or the Function Blocks tab select the variable to be
used to animate the object.
Click OK to confirm.
Variables tab
The table below describes the elements of the Variables tab of the data selection
tool.
33003101 07/2012
Field
Description
Button
Clicking on this button opens a dialog box (see page 377) which you can use
to refine the filter.
Name
Column in which you enter the name (symbol) of the instance or data type that
you want to display. You can use wild cards (* or).
EDT
DDT
IODDT
Authorizes the display of the derived data concerning inputs and outputs.
1627
Editing screens
Field
Description
Name
Column in which the name (symbol) of the instance or data type is located.
Type
Comment
1628
Field
Description
Button
Clicking on this button opens a dialog box (see page 377) which you can use
to refine the filter.
Name
Column in which you enter the name (symbol) of the instance or data type that
you want to display. You can use wild cards (* or).
Named by
default
EFB
DFB
Name
Column in which the name (symbol) of the instance or data type is located.
Type
Comment
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Editing screens
49.5
33003101 07/2012
Page
1630
1632
1634
1636
1638
1629
Editing screens
Then
an isolated object.
1630
Then
33003101 07/2012
Editing screens
Action
NOTE: Press ESC to delete the entire active selection. Clicking on the screen
background gives the same results.
33003101 07/2012
1631
Editing screens
Action
Click with the left mouse button on a selected objects or in the rectangle
representing the selection.
Then
rapidly one or several objects by after having selected one or several objects to move,
using the keyboard
press on the Shift key, then while holding down this key
press as many times as necessary on the keyboard
direction (arrow) keys.
Result: the selection represented by a dotted zone can be
moved in 10 pixel-steps.
1632
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Editing screens
33003101 07/2012
Step
Action
Drag the handles in the desired directions in order to resize the frame.
Result: the selection represented by a dotted zone is resized as you move the
mouse.
1633
Editing screens
Action
Press Delete.
Result: The selected objects are deleted. They are not memorized in the
clipboard.
1634
Step
Action
Click with the left mouse button on one of the selected objects or in the rectangle
representing the selection.
33003101 07/2012
Editing screens
Action
Result: Cut deletes the selected item(s) and memorizes it (them) on the
clipboard. Copy duplicates the selected items in the clipboard and Paste
duplicates the clipboard contents on the screen.
33003101 07/2012
1635
Editing screens
Action
z
z
z
z
Result: The selected objects are aligned according to what has been chosen.
Action
1636
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Editing screens
Action
33003101 07/2012
Step
Action
1637
Editing screens
Action
Action
1638
Step
Action
Press Alt then right click on the compound object, while holding down the Shift key.
Result: The elements comprising the compound object are selected successively.
The selected object can not be manipulated as a simple object.
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Editing screens
49.6
33003101 07/2012
Page
1640
1642
1644
1646
1647
1648
1639
Editing screens
1640
Step
Action
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Editing screens
Message screen
The screen below presents an example of a message list:
Description
The following table describes the commands accessible from the message screen.
33003101 07/2012
Command
Description
Find
Replace
Auto Number
Renumerate
Gives access to a dialog box which allows you to define the first automatic
dial number.
1641
Editing screens
Action
Enter a message number in the No. column If you have checked the Auto number
box, the number will be automatically entered, when the message is validated.
Result: The number entered appears in the list.
Enter your message in the Messages column, then press Enter to validate. The
maximum length of a message is 255 characters.
Result: Your message and its associated number appear in the list.
Repeat steps 3 and 4, to enter the other messages on the list. Click OK to confirm
the command.
Result: The messages management dialog box closes and the list is memorized.
1642
Step
Action
Enter the name with the document path or the WEB page to link to the message. Or
select it with the Browse button.
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Editing screens
Action
Move the cursor to where you want to modify your text. To delete a word, double
click on it to select it and press Del. Enter the new text or the new number then
Enter to validate.
Result: The message is modified.
NOTE: Press ESC to delete all the modifications made in the current session.
33003101 07/2012
1643
Editing screens
Description
The following table describes the different fields offered by the dialog box.
Field
Description
Find
Allows you to enter the string of characters (or number) you want to find.
Match case
If this box is checked, find will match the case of the entered characters
(upper or lower case).
Direction
This field allows you to define the search direction in the list: move up or
move down.
Next
Cancel
1644
Step
Action
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Editing screens
33003101 07/2012
Step
Action
Enable the Find command to find a string of characters or Replace to find and
replace a string of characters.
Result: A Find dialog box appears
Fill in the different fields proposed by the dialog box and start the find or replace
(see page 1646) of the string of characters.
Result: The changes are integrated into the list of messages.
1645
Editing screens
Description
The following table describes the different fields offered by the dialog box.
Field
1646
Description
Find
Allows you to enter the string of characters (or number) you want to find.
Replace
This field allows you to enter the string of characters (or number) you
want to replace.
Match case
If this box is checked, find will match the case of the entered characters
(upper or lower case).
Next
Replace
This command replaces the string of characters found with the new string
of characters that you defined in the Replace with field.
Replace all
Cancel
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Editing screens
33003101 07/2012
Step
Action
1647
Editing screens
NOTE: The paste function also allows messages copied in tools such as Excel or
Word to be pasted directly into the message screen.
They are also accessible via the contextual menu: right click on the message.
There are also other functions in the contextual menu from the messages list.
Function
Description
Cancel
Redo
Clear message
Insert row
Delete row
To start sorting, just click on the heading of the column you want to sort.
How to import a list of messages
The table below describes the procedure for importing a list of messages.
1648
Step
Action
33003101 07/2012
Editing screens
Step
Action
Select the file to be imported (directory tree and file) then confirm with the Import
command.
Result: Another dialog box is displayed asking you to choose the type of import
to be made.
Note1: All currently defined messages in the project are deleted and then the new
messages are imported.
Note2: The currently defined messages in the project are kept. When one of the new
imported messages has the same message text as a message already existing in
the project, this message is not imported. All the other imported messages are
added at the end of the current message list of the project.
Note3: The currently defined messages in the project are kept. When one of the new
imported messages has the same message number as a message already existing
in the project, this message is not imported. All the other imported messages are
added at the end of the current message list of the project.
NOTE:
To import a list of messages always use the
z Operator Screens Messages list Import command
and NOT the
Operator Screens Import command.
Otherwise the dialog box for selecting the Import type will not be displayed (see
step 3 and 4 in the table above).
How to export a list of messages
The table below describes the procedure for exporting a list of messages.
33003101 07/2012
Step
Action
Choose the directory (directory tree) and enter the name of the export file (the
extension.XCR is automatically added). Click on the Export command to confirm.
Result: Messages are exported in a text file, each line containing the number and
label of each message. This file can then be used with any text editor.
1649
Editing screens
1650
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Unity Pro
Online mode
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50
Object of this chapter
This chapter describes how the runtime screens editor works in online mode.
What Is in This Chapter?
This chapter contains the following topics:
Topic
33003101 07/2012
Page
1652
1653
How to use command objects to modify the variables associated with objects
1654
1655
How to modify the variables associated with objects from an animation table
1656
1657
1658
1660
1661
1651
Online mode
1652
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Online mode
33003101 07/2012
then
press F4 or F5.
Result: The F4 key selects animated objects one after the
other in the order that they were created or repositioned
by the user. The F5 key selects them in the reverse order.
press and hold down the Ctrl key, then left click on the
object.
Result: The object is selected. It no longer commands the
control and its properties can be modified.
any object.
1653
Online mode
How to use command objects to modify the variables associated with objects
At a Glance
In online mode, you may use the command objects in an operator screen to modify
the variables associated with the animated objects. By default, you cannot modify
the command objects when a screen is being opened. You must use the F7 key or
the Services Enable Variable Modification command to allow these
modifications.
How to use a command object to modify variables
The following table describes the procedures for using a command object to modify
variables.
Step
1654
Action
Open the operator screen in which the command objects are located.
Press the F7 key or select the Services Enable Variable Modification command.
Give control to the command object that enables the modification of the variable
settings.
33003101 07/2012
Online mode
33003101 07/2012
Step
Action
Select the Tools Variables Window where the variables you want to view
are located.
Result: The Variables Window appears
1655
Online mode
How to modify the variables associated with objects from an animation table
At a Glance
In online mode you may modify the variables associated with the animated objects
from an animation table.
How to modify the variables associated with objects from an animation table
The table below describes how to modify the variables associated with graphic
objects from an animation table.
1656
Step
Action
Select the objects for which you want to modify the variables.
Result: The selected objects appear with handles and have a dotted frame.
Use the Ctrl + T shortcut key or enable the Services Initialize Animation
Table command.
Result: All the variables relating to the selected objects appear in a new
animation table. You can now modify their value.
The diagram below presents an example of an animation table produced by
selecting animated objects.
33003101 07/2012
Online mode
33003101 07/2012
Step
Action
1657
Online mode
Action
Uncheck the Horizontal scroll bar and Vertical scroll bar and validate with OK.
Result: The graphic editor no longer has vertical and horizontal scrollbars.
Action
1658
Step
Action
33003101 07/2012
Online mode
How to start the operator screens editor automatically while in full screen mode
The table below describes the procedure for automatically starting the operator
screens editor in full screen.
33003101 07/2012
Step
Action
Check the Full screen at opening box and validate with OK.
Result: The operator screens editor will be automatically started in full screen
mode.
1659
Online mode
1660
If you want
then
in PLC control
mode,
33003101 07/2012
Online mode
Action
How to find out the name and the value of a variable associated with an object
The table describes the procedure for finding out the name and value of a variable
associated with an object.
33003101 07/2012
Step
Action
1661
Online mode
1662
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Unity Pro
Objects library
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51
51.1
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Page
1664
1665
1668
1671
1663
Objects library
1664
Description
33003101 07/2012
Objects library
Action
Execute the Tools Operator screens library from the main Unity Pro menu
Result: The object library opens. The browser displays the objects and the
families contained in the library.
33003101 07/2012
Step
Action
Click with the right mouse button on an object family or library object.
Result: The relevant contextual menu appears.
1665
Objects library
Action
Click with the left mouse button on an object family or library object.
Press F2.
Result: The label is highlighted and the text input cursor flashes at the end of
the input field.
Enter the new name of the object or family using the keyboard.
Result: The object or object family appears with its new name.
Action
Move the object to the desired family while holding down the button.
Result: The object moves at the same time as the mouse cursor.
NOTE: You may move an object in the same family if the Manual sort
(see page 1668) option is checked.
1666
33003101 07/2012
Objects library
Action
Edit Cut
Edit Copy
Edit Paste
Edit Delete
Commands comply with Windows 32 bit ergonomics and apply to objects or families
of objects in the library.
There is also a function for deleting the last completed action.
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1667
Objects library
Library properties
The table below presents the procedures for accessing the Library Properties
dialog box.
Step
1668
Action
Execute the Tools Operator screens library from the main Unity Pro menu.
Result: The object library opens. The browser displays the objects and the
families contained in the library.
33003101 07/2012
Objects library
Step
4
Action
The access pathname and the filename (.bib extension) of the library are
indicated in the Library Location field.
The
button allows the operator to browse the hard disk to change the
pathname and the file.
The Picture Directory Location field contains the access pathname and file
name (extension .bib) of the directory where the images used by the library are
located.
The
button allows the operator to browse the hard disk to change the
pathname and the storage directory name.
In the Tree Sorting zone you may choose to sort the families and objects.
Sorting can be:
z in alphabetical order, by checking the Alphanumeric Sort box,
z manual (user option), by checking the Manual Sort box.
Library properties
The table below presents the procedures for accessing the Family Properties
dialog box.
Step
33003101 07/2012
Action
Execute the Tools Object Library command from the Unity Pro main menu.
Result: The object library opens. The browser displays the objects and the
families contained in the library.
In the Name field, give the family a name. It can be modified and can contain
up to 255 characters.
1669
Objects library
Object properties
The table below presents the procedures for accessing the Object Properties
dialog box.
Step
1670
Action
Execute the Tools Object Library command from the Unity Pro main menu.
Result: The object library opens. The browser displays the objects and the
families contained in the library.
In the Name field, give the object a name. It can be modified and can contain
up to 255 characters.
The Family field displays the family with which the object is associated. Select
the arrow on the right side of the field to associate the object with another
family.
33003101 07/2012
Objects library
Edit function
An objects operator screen editor works in the same way as the project operator
screen editor. It has the same functions: The menu and toolbars (see page 1567)
are identical.
Copying an object
You can copy graphic objects between the operator screen of an object and:
z
z
33003101 07/2012
Action
Open a library object or an operator screen in which you want to copy the
graphic object.
1671
Objects library
Association of variable
Graphic objects are animated with variables that have topological addresses.
Simply replace these variables with your project variables to animate the objects.
Procedure
The following table describes the procedure for associating project variables with
animation variables for graphic objects.
Step
Action
Copy a graphic object from the library into an operator screen, then select it.
7
Click on
1672
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Unity Pro
Documentation, Import/export
33003101 07/2012
Documentation, Import/export
IX
Object of this part
This part presents the documentation and import/export functions.
What Is in This Part?
This part contains the following chapters:
Chapter
33003101 07/2012
Chapter Name
Page
52
Documentation
1675
53
Import / Export
1701
1673
Documentation, Import/export
1674
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Unity Pro
Documentation
33003101 07/2012
Documentation
52
Overview
This section describes how project documentation is created.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
1676
Documentation structure
1677
Topics in documentation
1680
1688
Print preview
1691
Page setup
1693
1695
Printer setup
1698
1675
Documentation
1676
33003101 07/2012
Documentation
Documentation structure
General information
For the View documentation structure (see page 1688) you can use two different
views:
z Structural View (see page 1678)
z Functional view (see page 1679)
Selecting the documentation display
The following options are available to display the documentation structure in the
structure view:
z Select the symbol in the tools list in the documentation structure.
Select the subject in the documentation structure and execute the menu
command View Structure View.
The following options are available to display the documentation structure in the
functional view:
z Select the symbol in the tools list in the documentation structure.
33003101 07/2012
Select the subject in the documentation structure and execute the menu
command View Functional View.
1677
Documentation
Structural View
The documentation structural view displays the project structure in the form of
objects. All objects are connected to their headings. That means that the sections
and events are in the header program and the animation tables and user windows
are in the header animation table or operator windows.
1678
33003101 07/2012
Documentation
Functional view
The documentation functional view displays the project structure in the form of
functional units. Each functional unit contains the program, the animation table and
the operator screens assigned to them. The objects that belong to a unit remain
assigned to the appropriate headers in the structural view.
33003101 07/2012
1679
Documentation
Topics in documentation
Documentation topics
The documentation folder of a project can contain the following topics:
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
z
Title page
Contents
General information
Configuration
Derived Data Types
Derived FB Types
EFB types
EF types
FB variables and instances
Application structure
Functional station:
Communication
Program
Animation table
Operator screen
Cross-References
Footer
NOTE: You can define the topics you want to use in your documentation using the
menu commands Include header and Exclude header first, see also Creating
project documentation, page 1688.
Title page
This topic deals with printing the title page
Topic contents:
z Name of the project
z Name of the developer
z Software version
z Creation date
z Date of last change
z Target PLC
NOTE: You define the name of the project and the developer in the area Title page
in dialog box Printer setup. All other details are automatically generated.
1680
33003101 07/2012
Documentation
Contents
The contents page is generated automatically according to the topics selected.
When a topic is selected, its corresponding number of pages appears in the
contents. If the topic is not selected, but there is documentation on the topic, instead
of the number of pages, No print job is displayed.
The total number of pages is displayed at the end of the contents.
General information
This topic deals with printing the contents on the directories in the General
information in the Documentation directory of the project browser.
This information can be comments on the project, hyper-links and/or bitmaps.
Configuration
This topic deals with printing the hardware configuration.
Topic contents
z
z
z
z
Bus topology
the bus parameters (except for the X bus)
PLC and rack configuration
Parameterization of the input/output modules and the communication modules.
33003101 07/2012
1681
Documentation
z
Topic Sections
z Name of the section and the DFB
z Section comment
z Type of protection
z Assigned functional module
z Name of the condition for conditional call
z Section code (except for the diagnostics DFBs provided by Schneider).
Details on the section documentation can be found in the topic Program.
EFB (types)
This topic deals with printing the Elementary Function Block types used in the
project.
Topic contents
Table of all EFBs used in the project and their properties (name, version, creation
/ change date)
z For every EFB type
z Type name
z Version
z Short description of the how the EFB works
z Properties of the inputs, outputs, in/outputs and public variables (name, data
type, initial value and comment)
z
FB (types)
This topic deals with printing the Elementary Function types (FBs) used in the
project.
Topic contents
z Table of all FBs used in the project and their properties (name, version, creation
/ change date)
z For every FB type
z Type name
z Properties of the inputs, outputs, in/outputs and public variables (name, data
type, initial value and comment)
1682
33003101 07/2012
Documentation
Topic contents
z Symbolic name (variable name or FB instance name)
z Constants (only for variables)
z Address (only for variables)
z Initial value
z Number of connections
z Global file (only for elementary datatypes and FB instances)
z Which attributes, e.g. alias of, diag etc. (only if defined)
NOTE: In the Variables & FB instances area of dialog box Printer setup you can
define the scope and display for the documentation and the variables and FB
instances.
Application structure
This topic deals with printing the project structure.
Topic contents
z List of the program sections with
z the release conditions,
z the comments,
z the module and
z the language type.
z
Depending on the view selected the documentation is shown in the Structural view
(see page 1678) or Functional view (see page 1679). (If the functional view is
chosen the section documentation is sorted according to the assigned functional
module. The documentation of sections not assigned to any functional module is
shown in its own table.)
Functional station:
This topic is only available in the Functional view (see page 1679) and is used to
print the sections assigned a functional module.
Sections not assigned any documentation not are documented under the topic
Program.
Details on the section documentation can be found in the topic Program.
33003101 07/2012
1683
Documentation
Communication
This topic deals with printing the communication parameters for the various
networks.
Program
This topic deals with printing the sections.
In the Structural view (see page 1678) the topic contains all the project sections.
In the Functional view (see page 1679) this topic contains all sections not assigned
a functional module.
Topic contents
MAST task
z Properties (e.g. configuration, configuration task duration, watchdog time) in
the MAST task.
z Sections of the MAST task
z Subroutine section of the MAST task
FAST task
z Properties (e.g. configuration, configuration task duration, watchdog time) in
the FAST task.
z Sections of the FAST task
z Subroutine section of the MAST task
Events
z Sections of the time event tasks
z Sections of the I/O event tasks
1684
33003101 07/2012
Documentation
Animation Tables
This topic deals with printing the animation tables.
Topic contents
z Name of the animation table
z Comment
z Functional module
z Name of the object (e.g. variable name, EFB/DFB/DDT instance name, address)
z Type
z Comment
33003101 07/2012
1685
Documentation
Operator screen
This topic deals with printing the operator screens.
This heading is used to print the properties of the operator screens, their graphic
representations and the lists of messages associated with each screen.
Topic contents
Message lists
z Operator screen
z Properties
z Graphical representation
z List of the animated variables
z
NOTE: In the operator screen area of dialog box Printer setup you can define the
scope and display of the documentation and the variables and FB instances.
Cross-references
This topic deals with printing the cross-references for the application and the DFBs
used.
Every cross-reference can contain the following tables:
z Addresses
z FB variables and instances
z FB objects
z Subroutine
Every table contains the following attributes:
z Name of the object
z Location of the reference (e.g. section name, module name)
z Position used (e.g. line and column in the section, type of module)
User objects
This topic deals with printing the properties of the hyperlinks and the user
directories.
Contents of the topic Hyperlinks:
z Nodes containing hyperlinks (e.g. station\animation tables)
z Comment
z Target path
Contents for topic User directories:
z Nodes containing hyperlinks (e.g. station\animation tables)
z Comment
1686
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Documentation
Footer
This topic deals with printing the footer.
Topic contents
z Bitmap (logo)
z Author
z Dept.:
z Target PLC
z Page title
z two spare fields
z The date of printing
z Page number
NOTE: The target PLC, the page title, the printing date and the page number are
automatically generated. Define all other attributes in the Footer area of the Printer
setup dialog box.
33003101 07/2012
1687
Documentation
Action
Select the individual subjects that you want to include (see page 1688) or
exclude (see page 1689) or include all the subjects (see page 1689).
Check the settings with the Print preview (see page 1691).
1688
33003101 07/2012
Documentation
33003101 07/2012
1689
Documentation
1690
33003101 07/2012
Documentation
Print preview
Introduction
You can call up a print preview for every subject.
The following options are available for opening the print preview.
z Select the project desired subject and execute the View command in the
subjects shortcut menu.
or
z Select the project desired subject and execute the View View command in the
subjects shortcut menu.
Previous page
You have the following possibilities to show the previous page:
Use the menu command Previous page in the shortcut menu.
z Execute the menu command Edit Previous page.
or
z Press Page up.
z
Next page
You have the following possibilities to show the next page:
Select the menu command Next page in the context menu.
z Execute the menu command Edit Next page.
or
z Press Page down.
z
Expand view
You have the following possibilities to expand the view:
z Use the Expand menu command from the shortcut menu.
or
z Use the Edit Expand menu command.
Contract view
You have the following possibilities to collapse the view:
Use the Collapse menu command from the shortcut menu.
or
z Use the Edit Collapse menu command.
z
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1691
Documentation
Close
The following options are available for closing the print preview.
z Use the Close menu command from the shortcut menu.
z Use the Edit Close menu command.
or
z Press the Esc key.
Print
see Print, page 1695
1692
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Documentation
Page setup
Introduction
This dialog is used to set up the page.
The following options are available to open the dialog box:
z Select the subject Documentation Title page in the project browser and
execute the menu command Page setup...from the shortcut menu.
z Select the subject in the documentation structure and execute the menu
command Edit Page setup.
Representation
Representation of the dialog box:
33003101 07/2012
1693
Documentation
Items
Elements of the dialog box:
Element
1694
Description
Preview
Shows the preview for the documentation using the current settings.
Paper
Size:
Shows the paper size (the paper format). (These settings depend on the current
printer and cannot be changed here.)
Source:
Shows the paper source. (These settings depend on the current printer and
cannot be changed here.)
Direction
Shows the orientation of the document on the page. (These settings depend on
the current printer and cannot be changed here.)
Borders
Left:
Enter the desired border distance from the left hand edge of the page.
Right:
Enter the desired border width to the right hand edge of the page.
Top:
Enter the desired border width to the top edge of the page.
Bottom:
Enter the desired border width to the bottom edge of the page.
OK
Cancel
Print...
33003101 07/2012
Documentation
Print
Introduction
This dialog box is used to select the printer.
The following options are available to open the dialog box:
z Select a subject in the documentation structure and execute the menu command
Print in the subjects shortcut menu.
z Select the subject in the documentation structure and execute the menu
command View Print.
z Select the menu command View Print in the shortcut menu for Print preview.
or
z Select the subject in the documentation structure and press the key
combinationCtrl+P.
Representation
Representation of the dialog box:
33003101 07/2012
1695
Documentation
Items
Elements of the dialog box:
1696
Element
Description
Printer
Name
Shows the name of the currently selected printer. You can select a different
printer from the list box.
Status
Shows the status of the currently selected printer.
Type
Shows the type of the currently selected printer.
Position
Shows the path of the currently selected printer if you are connected to a
network printer or the connection to the computer if you are using a local
printer.
Comment
Shows the comment for the currently selected printer.
Properties
Opens the properties dialog box for the currently selected printer.
Note: Changes to this dialog box have no effect on the printout, they will be
ignored by Unity Pro.
Print area
All documentation
If you click this option button, all the subjects (see page 1688) in the document
structure will be printed out.
Current header
If you click this option button, the currently selected subject and all its subsections will be printed out. (The header for the current subject is shown in the
text box).
Page area
This area is only available when the option button Current header is
activated.
All
If you click this option button, all the pages in the currently selected subject
and all its sub-sections will be printed out.
Page currently shown in preview mode
If you click this option button, the page currently showing in the preview will
be printed out.
(This option is only available if Print preview (see page 1691) is active.)
Page, from/ to
If you click this option button, you can set which pages in the currently
selected subject and/or all its sub-sections will be printed out.
33003101 07/2012
Documentation
33003101 07/2012
Element
Description
Copy
Number of copies
Here you can enter the number of copies to print.
Compare
If you check this checkbox, if several copies are printed the number of copies
required will be printed together.
If you uncheck this checkbox, if several copies are printed the number of
copies required will be printed a page at a time.
OK
Cancel
1697
Documentation
Printer setup
Introduction
This dialog box is used to enter the printing parameters.
The following options are available to open the dialog box:
Select the subject Documentation Title page in the project browser and
execute the menu command Printer setup in the shortcut menu.
z Select a subject in the documentation structure and execute the menu command
Printer setup in the subjects shortcut menu.
or
z Select a subject in the documentation structure and execute the menu command
Edit Printer setup.
z
Representation
Representation of the dialog box:
1698
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Documentation
Items
Elements of the dialog box:
33003101 07/2012
Element
Description
Station
Save printout
You can save documents that have been prepared
(see page 1690) between Unity Pro sessions. (By default they
are not saved).
If you want to save documents, check the checkbox.
Program (LD)
This area is used to define the display for the Documentation for
the LD section (see page 1684).
Combined display mode
When you activate this checkbox, the documentation for the LD
section is shown in combined display mode (see page 676).
When you deactivate this checkbox, the documentation for the
LD section is shown in input mode (see page 675).
Operator screen
This area is used to define the scope and display for the
Operating screen documentation (see page 1686).
Window properties
When you activate this checkbox, the properties for the operating
screens are documented.
Graphics window
When you activate this checkbox, the graphical display for the
operating screens are documented.
Variables used
When you activate this checkbox, the variables used in the
operating screens are documented.
Sorting according to address
If you click this option button, the variables used will be sorted
according to the address.
Sorting by symbol
If you click this option button, the variables used will be sorted
according to the symbol.
Title page
This area is used to define the Title page (see page 1680) for the
documentation.
Project name
Enter the name of the project here.
Developer
Enter the name of the developer here.
1699
Documentation
1700
Element
Description
Variables & FB
instances
This area is used to define the scope and display for the Variables
and FB instances (see page 1683).
Sorting by
Type
If you click this option button, the variables and FB instances
used will be sorted according to type.
Icon
If you click this option button, the variables and FB instances
used will be sorted according to symbol.
Attribute profile
Default (symbol, address, initial value, comment)
If you click this option button, only the default attributes for the
variables and FB instances used will be documented.
All attributes
If you click this option button, all attributes for the variables and
FB instances used will be documented.
Footer
This area is used to define the footer (see page 1687) for the
documentation.
Bitmap
Path
Here you can enter the path for the bitmap file (e.g. logo) to
appear in the footer.
Author
Enter the name of the author here.
Deptartment:
Enter the name of the department here.
Page title
Automatically generated and contains the title of the subject
printed.
Free fields
You can enter any text here.
Printed on
Is automatically generated.
Page
Is automatically generated
OK
Cancel
33003101 07/2012
Unity Pro
Import / Export
33003101 07/2012
Import / Export
53
Subject of chapter
This chapter describes the procedures for importing or exporting the project program
or elements thereof. For example:
z import / export of the inputs / outputs configuration,
z import / export of DFB types,
z import / export of a program section,
z import / export of runtime screens,
z import / export of an animation table, etc.
It is also possible to Import/Export Project settings (see page 476) and
Import/Export Options (see page 515).
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
53.1
1702
53.2
1712
53.3
1744
1701
Import / Export
53.1
1702
Page
1703
1704
1705
1708
Managing Conflicts
1710
33003101 07/2012
Import / Export
the import function allows you to retrieve part or all of a project program for use
in your project,
the export function allows you to copy part or all of your project program to a file.
You can then retrieve this program for use in a new project using the import
function.
Export function
The export function generates a file that contains unprotected data and references
to protected data. You must define the name of this file and its location (directory),
the extension of which is determined by the export type (for example, XDB if you
export a DFB type, etc.).
Import function
When you perform a partial import, the software asks you if you want to save the
current project. This allows you to have a pre-import version of the project.
If during an import an element with the same name is found in the project, a dialog
box allows you to choose between a number of operating modes:
z
z
z
Keep: the element that is already present in the project is kept (the element with
the same name is not imported),
Replace: the element that is already present in the project is replaced by the
imported element with the same name,
Rename: you can change the name of the element to be imported in order to
remove the conflict.
Which of these three operating modes you choose depends on the element you wish
to import.
Following an import, you must confirm the imported data (analysis and generation).
In fact, import works like a manual input and is not confirmed automatically.
33003101 07/2012
1703
Import / Export
File type
Inputs/outputs configuration
XHW
Program
XPG
Section in LD language
XLD
Section in IL language
XIL
Section in ST language
XST
XBD
XSF
X9S
X9N
DFB type
XDB
DDT
XDD
Variables
Communication network(s)
XCM
Runtime screen(s)
XCR
Animation table
XTB
Functional module
XFM
Global project
XEF
ZEF
NOTE: When the first letter of the file extension is X, this means that the file in XML
format (extensible markup language).
1704
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Import / Export
NOTE: For all these elements to be exported, simply define the name of the export
file and its location. The type of file under which the export is saved cannot be
modified.
The following example shows the dialog box for exporting a global project:
33003101 07/2012
1705
Import / Export
The following table describes the available options as a function of the elements to
be exported:
1706
Type of
element to
be exported
Choice of
file type
Export mode
with or
without DDT
option
Export mode
with or
without DFB
type option
Export mode
with or
without SR
option
Export mode
with or
without conf
option
Program
no
yes
yes
yes
no
Section
no
yes
yes
yes
no
Variables
yes
yes
yes
no
no
Animation
table
no
yes
yes
no
no
Functional
module
no
yes
yes
no
no
Global
project
no
no
no
no
yes
33003101 07/2012
Import / Export
The following example shows the export dialog box for a section element, including
the checkbox options:
33003101 07/2012
1707
Import / Export
NOTE: For all these elements to be imported, simply define the name of the import
file and its location. The type of file under which the import is chosen cannot be
modified except for importing variables.
The following example describes the dialog box for importing a DFB type:
1708
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Import / Export
NOTE: For all these elements to be imported, simply define the name of the import
file and its location and check the option With wizard.
The following example shows the dialog box for importing a section:
33003101 07/2012
1709
Import / Export
Managing Conflicts
At a Glance
When importing an element with the same name, if it already exists in the project,
an Import problem report dialog box lets you choose from several operating
modes (see page 1703):
z
Keep,
Replace,
Rename.
These operating modes depend on the element to be imported. Excluding the global
project import function, all the other elements have these operating modes.
The following example shows the dialog box with conflicts when importing variables:
1710
Action
Activate the Import command from the File menu or from the contextual menu
(by clicking the right mouse button).
Result: a dialog box appears on the screen:
33003101 07/2012
Import / Export
Step
33003101 07/2012
Action
Choose the source folder for the import (directory tree) then select the file to be
imported. For the Variables element, the file type can be modified (XSY or
TXT).
Result: the name of the file then appears in the File name field.
If you do not want to import the elements, check the Keep mode.
If you want to replace the elements with the imported ones, check the Replace
mode. For further information on the replacement of Function Block (FB)
instances see Changing the type of an instance, page 336.
Start the import with your chosen option (Keep, Replace, Rename) using the
OK command. If a conflict still exists, the Import problem report appears on
the screen. Repeat steps 5, 6 and 7.
If you want to cancel the import, activate the Cancel command.
1711
Import / Export
53.2
1712
Page
1713
1714
1715
Program Import
1717
1719
1721
Exporting DDTs
1722
Importing DDTs
1723
Exporting Variables
1724
Importing Variables
1727
1728
1729
1730
1732
1733
1734
1735
1737
1738
1740
1742
33003101 07/2012
Import / Export
File generated
When you export the input/output configuration you copy the entire configuration
of the project to a .XHW file. This file is in XML format.
Exporting the input/output configuration
To export the input/output configuration, you must perform the following operations:
33003101 07/2012
Step
Action
Activate the Export command from the File menu or from the context-sensitive
menu (accessible with a right-click).
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the name
of the file.
1713
Import / Export
Action
Activate the Import command from the File menu or from the contextual menu
(accessible with a right-click).
Result: A dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the .XHW file
to be imported.
Result: The name of the file then appears in the File name field.
NOTE:
When importing a configuration with Device DDT instance:
managed Device DDT instances become unmanaged
After importing the configuration the user have to link manually all the
Unmanaged Device DDT instances with each device.
z ERIO modules will be inserted with default Device DDT
z
NOTE: A new Device DDT instance added can possibly match with an unmanaged
Device DDT instance.
1714
33003101 07/2012
Import / Export
either all the sections and program modules (SRs) of a sequential task (MAST,
FAST, AUX),
or a section of a sequential task (excluding the section activation conditions),
or an SR program module of a sequential task,
or Timer or Input/Output event processing.
NOTE: When you export an SFC section, the sections containing the actions and
transitions (whether referenced or not) are also exported.
NOTE: When you export a conditioned section, the conditions are not exported.
They are exported only if you export the complet task.
Options associated with exporting the program
Depending on the program elements you are exporting, you have a choice of 3
options:
z
z
z
export with or without the content of all the DDTs used in the program element,
export with or without the content of all the DFB types used in the program
element,
export with or without the content of all the SR program modules called in the
program element.
33003101 07/2012
1715
Import / Export
The file contains the unprotected information: program section, module or current
event processing, unprotected DFB types used (if the option is activated), DDTs
used (if the option is activated), program modules called (if the option is activated).
NOTE: The sections protected (read/write) by the active project protection
(see page 167) cannot be exported.
Exporting a program from the project browser
To export a program from the project browser you must perform the following
operations:
1716
Step
Action
Activate the Export command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
Select export mode: with or without DDT, DFB types, SRs called.
Result: when a "with" option is selected, the corresponding box is checked.
33003101 07/2012
Import / Export
Program Import
At a Glance
This Function Is Accessible from the Project Browser. According to the element you
selected in the project browser tree, you can use it to import:
z
z
z
Either all of the sections and SR program modules of a sequential task (MAST,
FAST, AUX). The sections and program modules will be created in the order that
they were memorized during export.
Or one or all of the sections of a sequential task. These sections are imported
after the sections that already exist in the list.
If you need to perform any re-assignments, a wizard is available (except for
protected sections which cannot be modified).
Or one or all of the program modules of a sequential task. These modules are
imported after the modules that already exist in the list.
Or one or all of the Timer or Input/Output event processing operations. These
processing operations are imported after the event processing operations that
already exist in the list.
If one of the previous elements already exists in the current project, the software
asks you to choose between the following options:
z
z
z
NOTE: When importing a program element, if you wish to keep an element which
has the same name in the project (program), you must in that case rename the
imported element, because the name of an element is unique in a project.
NOTE: if the DDT, DFB types and SR known as associated were exported (options
selected during export), they are imported with the program element.
NOTE: After importing the section or program module, you must validate them.
33003101 07/2012
1717
Import / Export
1718
Step
Action
In the project browser, select the folder into which you wish to import you
program element (Sections, SR or Events).
Result: this folder appears in reverse video.
Activate the Import command from the File menu or from the contextual menu.
Result: a dialog box appears on the screen:
Choose the source folder for the import (directory tree) then select the file to be
imported (XPG, XLD, XIL, XST, etc).
Result: the name of the file then appears in the File name field.
Select the With wizard option if you would like help in re-assigning elements.
33003101 07/2012
Import / Export
either all the DFB types of the current project (even those that have not been
used),
or one DFB type.
NOTE: if you export a DFB type, which uses nested DFBs or DDTs, these are also
exported automatically.
Protected DFB.
A protected DFB type (in write or read/mode) can be exported and keeps the same
type of protection.
File generated during export of all DFBs
When you export all the DFB types of the project, the software generates an .XDB
file containing
z
all the unprotected information: unprotected nested DFB types, DDTs used
and references to the protected DFB types
33003101 07/2012
all the unprotected information: current DFB type, nested DFB types, DDTs
used and references to the protected DFB types.
1719
Import / Export
1720
Step
Action
Activate the Export command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
33003101 07/2012
Import / Export
33003101 07/2012
Step
Action
Activate the Import command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the file to
be imported (XDB).
Result: The name of the file then appears in the File name field.
1721
Import / Export
Exporting DDTs
At a Glance
This function is accessible from the Derived Data Types folder in the project
browser.
Depending on the element that you have selected in the directory tree of the project
browser, it will allow you to export:
z
z
either all the DDTs of the current project (even those that have not been used),
or one DDT.
NOTE: If you export a DDT that uses nested DDTs, these will also be exported
automatically.
File generated during export of all DDTs
When you export all the DDTs, the software generates an .XDD file which contains
all the unprotected information for the project DDTs.
File generated during export of one DDT
When you export one DDT, the software generates an .XDD file which contains all
the unprotected information such as the current DDT and DDTs used.
Exporting one or more DDTs from the project browser
To export one DDT, or all the DDTs, of a project, you must perform the following
operations from the project browser:
1722
Step
Action
Activate the Export command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
33003101 07/2012
Import / Export
Importing DDTs
At a Glance
This function is accessible from the Derived Data Types folder in the project
browser. It allows you to import one or several DDTs.
NOTE: If the DDT uses nested DDTs, these are also imported.
If a DDT type already exists in the current project, the software proposes the
following options:
z
z
z
Importing a DDT
To import a DDT you must perform the following operations:
33003101 07/2012
Step
Action
Activate the Import command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the .XDD
file to be imported.
Result: The name of the file then appears in the File name field.
1723
Import / Export
Exporting Variables
At a Glance
This function is accessible from the FB Variables and instances folder in the
project browser.
According to the element you selected in the project browser tree, you can use it to
export:
z
z
all the variables of the project (even those that are not used),
all the variables of a given family: EDT, IODDT, etc. (even those that are not
used).
To export a subset of the variables, see also the sub-section Exporting a subset of
variables, page 382.
Format of Variable Files
Variables can be saved:
z
either in source format, in an .SCY file compatible with the PL7 program,
1724
File type
Available for
.XSY
Export / Import
.SCY
Export / PL7
.TXT
.XVM
Export / OFS
33003101 07/2012
Import / Export
NOTE: The variables must not exceed 32 characters in length. Once you have
modified the .TXT file, save it with the tab-separated value option before importing.
33003101 07/2012
1725
Import / Export
1726
Step
Action
Activate the Export command from the File menu or from the contextual menu.
Result: A dialog box appears on the screen:
Select the target folder for the export (directory tree) then enter the file name.
33003101 07/2012
Import / Export
Importing Variables
At a Glance
This function is accessible from the FB Variables and instances folder in the
project browser. It enables you to import a list of variables into your project.
NOTE: If the DDTs or associated DFB types have been exported (options selected
on export), they are imported with the list of variables.
If the list of variables already exists in the current project, the software asks you to
choose between the following options:
z
z
z
Action
Activate the Import command from the File menu or from the contextual menu
(by clicking the right mouse button).
Result: a dialog box appears on the screen:
Choose the source folder for the import (directory tree) then select the file to be
imported (XSY or TXT).
Result: the name of the file then appears in the File name field.
NOTE: You can only import .XSY or .TXT files. Files in XVM and SCY format cannot
be imported.
33003101 07/2012
1727
Import / Export
Action
Activate the Export command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
NOTE: If you check the With Conf. option box before the export, the networks will
be exported with the links to the modules of the project. When you will import the
networks in an other project they will link automatically to the existing modules. This
option will work only if the modules of the other project are compatible with those of
the previous one and if they are placed in the same positions in the rack.
1728
33003101 07/2012
Import / Export
33003101 07/2012
Step
Action
In the function view of the project browser, select the Communication folder.
Result: This folder appears in reverse video.
Activate the Import command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the file to
be imported (XCM).
Result: The name of the file then appears in the File name field.
1729
Import / Export
1730
Step
Action
Activate the Export command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
33003101 07/2012
Import / Export
Import/Export of messages
The messages associated with the screens are only exported, if you export all the
operator screens of the project. If you export a single operator screen or a operator
screen family, the messages are not exported.
That means when you export a single screen from project A and import it to project
B, you need to redefine all messages used inside this screen in the Messages list
of Project B.
As a workaround you can export and import all messages as described in Messages
editing and import/export function (see page 1648).
Another way to use messages created in project A in screens imported to project B,
is to open project A and project B in parallel and to copy/paste the messages from
the Messages list in project A to the messages list in project B.
You have to take care that the Message numbers meet the demands of your new
project.
33003101 07/2012
1731
Import / Export
1732
Step
Action
In the project browser, select the Operator Screens folder into which you wish
to import your screen or family of screens.
Result: This folder appears in reverse video.
Activate the Import command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the file to
be imported (.XCR).
Result: The name of the file then appears in the File name field.
33003101 07/2012
Import / Export
33003101 07/2012
Step
Action
Activate the Export command from the File menu or the contextual menu.
Result: a dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
1733
Import / Export
1734
Step
Action
Activate the Import command from the File menu or the contextual menu.
Result: a dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the file to
be imported (XTB).
Result: The name of the file then appears in the File name field.
33003101 07/2012
Import / Export
export with or without definition of all the DDTs used in the functional module,
export with or without definition of all the DFB types used in the functional module,
export with or without the content of all the SR program modules called in the
program element.
33003101 07/2012
1735
Import / Export
1736
Step
Action
Activate the Export command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Select the destination directory for the export (directory tree) and enter the file
name.
33003101 07/2012
Import / Export
the station,
33003101 07/2012
Step
Action
In the function view of the project browser, select the documentation file in which
you wish to import your functional module (station or a functional module).
Result: This folder appears in reverse video
Activate the Import command from the File menu or the contextual menu.
Result: A dialog box appears on the screen.
Choose the source directory for the import (directory tree), then select the file to
be imported (XFM).
Result: The name of the file then appears in the File name field.
1737
Import / Export
1738
33003101 07/2012
Import / Export
Action
Activate the Export project command from the File menu or the contextual
menu.
Result: A dialog box appears on the screen.
33003101 07/2012
Select the destination directory for the export (directory tree) and enter the file
name.
If the XEF export format is chosen, select the option With Conf to include all
data relating to the hardware configuration in the file.
NOTE: All managed Device DDT become unmanaged if the With Conf option
is unchecked. The user will link manually all the unmanaged Device DDT
instances with each device.
1739
Import / Export
Before opening the imported project, Unity Pro proposes to save the current project
before closing it.
Libset Version
When importing a .ZEF or .XEF file, the latest Libset version is always selected.
Importing protected elements
If the project you want to import contains protected sections, these are imported and
their content is coded.
If the project you want to import contains protected DFB types, these are referenced
in the .ZEF or .XEF file but not imported.
NOTE: .ZEF or .XEF files do not contain the configuration of the TSX CPP 110.
If the .CO file (Sycon) does not exist:
a warning is displayed in the Output Window after the Open command,
z an error is displayed in the Output Window after the Analyze or Generate
command.
z
In the configuration screen of the TSX CPP 110 PCMCIA card, select the required
.CO file to update the CANopen configuration.
Importing operator screens
Screens are only re-attached to the functional modules to which they were attached
before export when you import a complete ZEF, XEF or XFM file.
If you import an operator screen in the structural view (XCR file), the attachment
between operator screen and functional module is lost.
If you import an operator screen in the functional view (XCR file), it is attached to the
functional module from which the import was launched.
The operator screens are imported with the same structure as in the source project.
If families of screens do not exist, they are automatically created.
1740
33003101 07/2012
Import / Export
Action
Select the Open import File with Wizard option, if you require help reassigning
elements.
Conversion Wizard
To convert a legacy project partially or as a whole you can use the Conversion
Wizard.
The Conversion Wizard provides options to remap I/O objects (channels, variables
etc.) during conversion and to adapt the hardware configuration of the new project
concurrently in Unity Pro.
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1741
Import / Export
The created files also include the definitions of variables and variable types used
inside the exported segments and networks.
Exporting LL984 Segments/Networks
Step
1742
Action
Right-click and select Export from the context menu or use the File Export
menu command.
Select the destination directory for the export and enter the file name.
A message in the Import/Export tab of the output window informs you when
export is completed.
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Import / Export
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1743
Import / Export
53.3
1744
Page
1745
1748
1750
1752
1753
1754
Correspondence file
1756
33003101 07/2012
Import / Export
a global project,
a section,
a functional module.
During the import you can use the assistant to facilitate the reassignment of the
following types of element:
z
z
z
z
z
z
z
variables,
DDTs,
DFBs,
sections (SR, macro SFC),
event processing (timer or Input/Output),
animation table,
functional module.
To do this, you must check the With wizard box in the import dialog box.
Description of the wizard
The wizard is accessible via a dialog box. This box contains one or more tabs. Each
tab corresponds to an element to be imported.
33003101 07/2012
1745
Import / Export
The illustration that follows is an example of the dialog box when a functional module
is imported:
The list of elements that cannot be reassigned (shaded columns) and the contextual
functions allowing the reassignments are offered via the following tabs:
1746
Tab
Description
DDT
Provides a list of the DDTs used. For each DDT, the screen gives the
name of the DDT before and after reassignment, as well as the type of
DDT and the comment.
DFB
Provides a list of instances of DFBs used. For each instance, the screen
gives the name of the instance before and after reassignment, as well as
the DFB type and the comment.
Variables
Provides a list of the variables used. For each variable, the screen gives
the address and the symbol (before and after reassignment), as well as
the comment.
33003101 07/2012
Import / Export
Tab
Description
Sections
SR
Macro steps
Events
Animation tables
Functional
modules
Common commands
All the tabs of the wizard contain the same commands:
z
z
Action
Select the first source address from the range of addresses to re-allocate.
Select the last source address from the range of addresses to re-allocate.
33003101 07/2012
Click on Remapping....
Result:
z The original range of addresses is updated.
z The Target Address column is updated with the new range of addresses.
1747
Import / Export
Sort by type
In the Family field you can select the type of variables to display in the window.
1748
33003101 07/2012
Import / Export
Modifying a symbol
The Go to variable command allows you to find a symbol or a character string in
the symbols (source or destination):
If you check the Search in the comment box, the variable search is also launched
in the variable comments.
The Replace target variable command allows you to modify a symbol or replace a
character string in the symbols to be imported:
If you check the Replace in the comment box, the variable will also be replaced in
the variable comments.
NOTE: The Go to variable and Replace target symbols commands are available
in all the other tabs during import with the wizard. They are available with the
command buttons Find global and Replace global.
33003101 07/2012
1749
Import / Export
1750
Step
Action
Confirm your input by pressing the Enter button. The Escape button cancels the
input.
33003101 07/2012
Import / Export
33003101 07/2012
DFB:
z Target type enables you to modify the name (Source type) of a DFB type.
This name may contain a maximum of 32 alphanumeric characters (A...Z,
0...9 and underscore character); the first character must be a letter.
z The new name of a type must be unique.
z The DFB type may not be modified.
z Comment enables you to modify comment associated with a selected DFB
type. This comment, written on a single line, may contain a maximum of 1024
characters.
DDT:
z Target type enables you to modify the name (Source type) of a DDT type.
This name may contain a maximum of 32 alphanumeric characters (A...Z,
0...9 and underscore character); the first character must be a letter.
z The new type names must be unique.d
z Comment enables you to modify comment associated with a selected DDT
type. This comment, written on a single line, may contain a maximum of 1024
characters.
1751
Import / Export
Action
Enter the new name for the element. You can only modify the name of a
program module or of a macro step and the number of an event processing
element.
Confirm your input by pressing Enter. Press Esc to cancel the input.
1752
Event processing
z Target Address allows you to modify the event processing number.
z Comment allows you to modify the comment associated with the event
processing element. This comment written on a single line may contain a
maximum of 512 characters.
z The new event processing must be unique.
Macro step
z Target Address of the Macro allows you to modify the name of a macro step.
z Comment allows you to modify the comment associated with the macro step.
This comment written on a single line may contain a maximum of 512
characters.
z The new macro step must be unique.
33003101 07/2012
Import / Export
Action
Enter the new name for the element. You can only modify the name of an
animation table.
Confirm your input by pressing Enter. Press Esc to cancel the input.
33003101 07/2012
Animation table
z Target address allows you to modify the name of the animation table. This
name comprises a maximum of 32 alphanumeric characters (A...Z, 0...9
and underscore character); the first character is a letter.
z Comment is used to modify the comment associated with the animation table.
z The new animation table must be unique.
1753
Import / Export
Functional modules,
Variables (see page 1748),
Sections (see page 1752).
Animation tables (see page 1753),
etc.
The tab of the element to be imported appears only if this element exists in the
functional module.
The following illustration presents the dialog box when a functional module is
imported:
1754
33003101 07/2012
Import / Export
33003101 07/2012
Functional module:
z Target Address allows you to modify the target name of the functional
module. This name comprises a maximum of 32 alphanumeric characters
(A...Z, 0...9 and underscore character); the first character is a letter.
z The new functional module name must be unique.
z Comment is used to modify the comment associated with the selected
functional module. This comment written on a single line may contain a
maximum of 1024 characters.
1755
Import / Export
Correspondence file
At a Glance
This file in text format contains all the information concerning the modifications or
reassignments made in the various tabs of the wizard: Variables, DFB, DDT,
Sections, Macro steps, etc.
CAUTION
LOSS OF DATA
Save the Correspondence file to disk before launching the import command.
Failure to follow these instructions can result in injury or equipment damage.
Saving/Restoring modifications
The Load and Save commands allow you to:
1756
Command
Description
Load
Save
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Unity Pro
Conversion Wizard
33003101 07/2012
Conversion Wizard
33003101 07/2012
1757
Conversion Wizard
1758
33003101 07/2012
Unity Pro
Conversion Wizard
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Conversion Wizard
54
Overview
This chapter describes the conversion wizard.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
54.1
1760
54.2
1768
54.3
1773
54.4
1793
1759
Conversion Wizard
54.1
Overview
This section provides a general description of the conversion wizard and how to
access the wizard.
What Is in This Section?
This section contains the following topics:
Topic
1760
Page
Introduction
1761
1763
General Representation
1765
1767
33003101 07/2012
Conversion Wizard
Introduction
Overview
The conversion wizard is an integrated part of Unity Pro.
The conversion wizard is used to:
z convert applications, exported out of legacy applications (PL7, Concept, LL984)
to Unity Pro
z convert legacy applications partially or as a whole
z remap I/O objects (channels, variables etc.) during conversion by means of the
wizard
z adapt the hardware configuration of the new application concurrently in Unity Pro
z modify the amount of used memory in the CPU
The conversion wizard is available if you have chosen to install a converter (e.g. PL7
Application Converter) during the setup of Unity Pro.
Application Conversion as a Whole
To convert an application as a whole, while keeping the same PLC family and
selection of application parts or remapping of I/O objects is not needed, you have to
use the specific converters directly via the Unity Pro menu File Open.
Additional documentation is provided for the specific converters (Concept
Application Converter and PL7 Application Converter).
Partial Application Conversion
To convert an application partially and/or the PLC family must be changed or
remapping of I/O objects is needed, use the conversion wizard via the Unity Pro
menu Tools Convert Partially.
General Procedure
General procedure to convert a legacy application to Unit Pro
Step
33003101 07/2012
Action
Export your application out of your legacy programming system (e.g. as an FEF
file out of PL7 or an ASC file out of Concept).
Create a new application in Unity Pro selecting a CPU with enough memory and
the I/O access capabilities needed (e.g. Modicon M340).
Optionally you can configure the I/O modules expected to be needed but you can
modify the hardware configuration even later (see step 6).
Launch the conversion wizard in Unity Pro via Tools Convert Partially.
Result: The conversion wizard asks you to select the exported legacy source file.
1761
Conversion Wizard
Step
1762
Action
Select the parts of the application (or the complete application) to be converted in
the Structure tab.
Remap the I/O objects for getting them compliant with the new hardware
configuration.
Concurrently you can modify the hardware configuration of the new application in
Unity Pro.
Note: To save a backup file of your intermediate I/O mapping you can use the
Save button. With Load you can reload your latest saved intermediate I/O
mapping.
After finishing all your selections and manual modifications click OK.
Result: The converter applies the defined remapping to the selected parts of the
source file and imports the results into the opened Unity Pro Application (e.g. an
application with an Modicon M340 PLC).
33003101 07/2012
Conversion Wizard
33003101 07/2012
Action
Create a new application in Unity Pro selecting a CPU with enough memory and
the I/O access capabilities needed (e.g. Modicon M340).
Launch the conversion wizard in Unity Pro via Tools Convert Partially.
1763
Conversion Wizard
Step
Action
Exported Files
1764
Software
Extension
Exported
PL7
*.fef
complete application
Concept
*.asc
complete application
Concept
*.sec
Concept
*.txt
Concept
*.ccf
ProWORX32
*.pwx
complete application
MODSOFT
*.cfg
complete application
Unity Pro
*.xpg
Conversion Wizard
General Representation
Overview
33003101 07/2012
1765
Conversion Wizard
Description
The conversion wizard shows 3 tabs:
z Structure
In this tab you can select the parts of the application to be converted.
Please refer to Structure Tab of the Conversion Wizard, page 1768.
z IO Remapping
In this tab you can remap I/O objects before conversion.
Please refer to I/O Remapping Tab of the Conversion Wizard,
page 1773.
z CPU configuration
In this tab you can modify the amount of used memory in the CPU.
Please refer to CPU Configuration Tab of the Conversion Wizard,
page 1793.
Save...
Saves all your input made in the different tabs, as selecting the parts to
be converted or remapping of I/O objects, to a backup file. Each Save...
will overwrite your last backup file.
Load...
Restores all input, made in the different tabs, from a backup file.
There is only 1 level of backup file created with your last Save....
OK
Starts conversion taking into account all the input made in the different
tabs of the wizard.
Cancel
The content of the tabs may differ depending on the source code that is converted.
1766
33003101 07/2012
Conversion Wizard
NOTE: XPG format is used as output file format because it contains programs only,
but no configuration.
Automatic Import
The import of the converted application into the opened application is automatically
launched to free you from an otherwise additional operation step.
Report File
A report of conversion that gives the list of new mapping, warnings and what is not
converted, accompanies the XPG output file in the same user-related directory.
Application Build
To be able to build the application in Unity Pro correct the I/O mapping completely
and remove all other errors displayed during analysis of the application.
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1767
Conversion Wizard
54.2
Overview
This section provides a description of the conversion wizards Structure tab and
how to select the parts of the application to be converted.
What Is in This Section?
This section contains the following topics:
Topic
1768
Page
Introduction
1769
1771
33003101 07/2012
Conversion Wizard
Introduction
Overview
The Structure tab of the conversion wizard shows the analyzed legacy application
in a browser view.
In this browser you can select all parts of an application that should be converted.
Selectable Parts
The following parts of an application can be selected for conversion:
z program tasks and sections of programs in all programming languages, subset
list of sections
z subset list of subroutines
z subset list of animation tables
z subset list of DDTs and DFBs
z subset list of events
z subset list of I/O screen families and I/O screens (operator screens)
z variables
Depending on the legacy project, not all parts may exist.
NOTE: By default all parts of an application are selected for conversion.
I/O Screens (operator screens) can not be selected.
Variables
If you select the Variables part for conversion, all the variables that are declared
data (having a symbol or a comment) are taken into account during conversion.
Otherwise only data, called inside the selected sections, subroutines and events,
are converted.
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1769
Conversion Wizard
Browser View
The extension sign (+) in front of a directory indicates that there are selectable
subdirectories.
1770
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Conversion Wizard
33003101 07/2012
1771
Conversion Wizard
Description
checkbox
A checkbox with a red checkmark indicates that this part should be converted.
An empty checkbox indicates that this part should not be converted.
Click the checkbox or the icon beside to toggle from checked to unchecked and
vice versa.
Comment
Displays the comment of a selected part in the browser view (read only).
Context Menu
Right click on an application part in the browser view to open a context menu.
This context menu provides the Select All and the Select None items.
1772
Element
Description
Select All
Click on any part of a directory and then click Select All to select
all parts of the respective directory.
Select None
33003101 07/2012
Conversion Wizard
54.3
Overview
This section provides a description of the conversion wizards I/O Remapping tab
and how to remap I/O objects before conversion.
What Is in This Section?
This section contains the following topics:
Topic
Introduction
33003101 07/2012
Page
1774
Remapping Table
1777
1780
1782
1784
Concurrent Editing
1786
1789
1773
Conversion Wizard
Introduction
Overview
The I/O Remapping tab of the conversion wizard shows the I/O objects of an
analyzed legacy application in a table view.
By means of this table view you can remap I/O objects before conversion.
The I/O Remapping tab provides additional features to ease special remapping
operations (Communication -1, Exclude, Type Restricted).
The I/O Remapping tab is applicable for all applications coming from PL7, Concept
or ProWORX32.
Syntax of I/O Objects
For the detailed syntax of I/O objects and their correspondences in Unity Pro please
refer to the specific documentation to be found under:
z Concept Converter -> Requirements and conversion -> Requirements -> System
z PL7 Converter -> Correspondence between PL7 and Unity Pro -> Correspondences between common language elements -> Correspondences between PL7
and Unity Pro: language objects
Address Column
Directly addressed I/O variables (topological addresses) are represented in the
Address column of the conversion wizard as shown in the following example.
Please also refer to PL7 Converter -> PL7 application conversion procedure ->
Conversion of a PL7 application -> Topological Addresses of PL7 Micro in the
Conversion Wizard.
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33003101 07/2012
Conversion Wizard
For detailed address description please refer to Languages Reference -> Data
Description -> Data Instances -> Direct Addressing Data Instances.
Corrected Column
The addresses in the I/O Remapping tab are formally adapted to Unity Pro syntax,
but have the same numerical values as before in PL7.
For details please refer to PL7 converter -> Correspondence between PL7 and Unity
Pro -> Correspondences between common language elements -> Correspondences between PL7 and Unity Pro: language objects -> Memory objects (variables
and constants).
In the Corrected column only direct addresses following the Unity Pro syntax may
appear.
If modules do not exist in Unity Pro, existing I/O objects have to be mapped
manually to other regular modules of the targeted PLC.
I/O Object Remapping
I/O Remapping is applicable to all selectable source formats and PLC families
coming from PL7, Concept or ProWORX32.
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1775
Conversion Wizard
Variable Families
Because applications can have very many variables, the variables are structured
into families.
A variable family is characterized by direct addresses of the same semantically
meaning, e.g. Word addresses or addresses of boolean variables.
Table View
The names of all variable families are listed in the table view.
If there is no extension sign (+) in front of a variable family, no object of this family
is present in the application.
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33003101 07/2012
Conversion Wizard
Remapping Table
Overview
The remapping table shows all variables with direct addresses used in the
application whether they are declared or not.
Even if directly addressed variables appear only in programs, they are detected and
displayed in this table.
Representation
I/O Remapping tab
33003101 07/2012
1777
Conversion Wizard
Description
Address
State RAM
Correction
In this column you can enter corrections for the values of the
Address column. Use the same format as in Address
column.
Example:
Address: %I\1.1\1.4.1 -Correction: %I\1.1\1.3.1
Origin
Section
Name
Symbolic name
Type
Variable type
Comment
Variable comment
Apply
Communication -1
Exclude
Type Restricted
Address
For data that have hierarchical elements, like channels for hardware modules in TSX
Premium and TSX Micro, there is an extension sign (+) to expand the list. For
example, an overview of the channels of the hardware modules is displayed.
The Address column shows the hierarchy of the topological addresses in tree form.
The rows are sorted according to the module addresses (e.g. %CH0.1*), which are
shown as:
%CH{\<Bus alias>.<Connection point>\}<Rack>.<Module>.*
The module addresses are derived from the hardware modules present in the
configuration part of the application file.
The addresses are composed with a wildcard character ".*". The wildcard
character stands for all channels of the hardware module (e.g. %CH0.1*).
1778
33003101 07/2012
Conversion Wizard
In the next level (e.g. %CH0.6.1.*), that can be expanded by clicking the extension
sign (+) in front of a module row, the channels of the module are listed.
This is done by additionally showing the channel number, followed by a wildcard
character ".*". The wildcard character stands here for the various data of the
channel, which can have more than 1 level.
Below the Channels item, there are the items for Input and Memory that are both
subdivided into Words and Bits. These 4 groups directly represent the State RAM
of the PLC. They only show those variables that are used in the entire program.
Unused I/O variables are not displayed here.
The 2 Memory groups contain clusters of memory items with consecutive
addresses. In these groups it is allowed to rearrange consecutive areas. This is not
allowed in the 2 Input groups.
Correction
You can define new start addresses for the memory items in the Memory Words
and Memory Bits groups. The new addresses are displayed in the Correction
column of the I/O Remapping tab. For further information on the remapping
process, refer to the chapter Clustering and Remapping of Memory Variables
(see page 1782).
Section
The Section column shows a comma-separated list of section names in which the
variable is used or the description of the hardware module, if available in the
application file.
33003101 07/2012
1779
Conversion Wizard
Procedure
Step
1780
Action
Select the rows of the data to be remapped either at the channels level or in levels below.
Right click anywhere in the selected area to open the context menu.
33003101 07/2012
Conversion Wizard
Step
Action
Enter the address that should be assigned to the first selected row in the remapping table.
Click OK to confirm.
Result:
The selected rows are remapped incrementally starting from the new address entered for the first
selected row. Even addresses in levels below are remapped.
The new addresses are displayed in the Corrected column. See example below.
Example
Embedded counter channels of a PL7 TSX Micro CPU moved to a counting module
of a Modicon M340
Validity Check
There is no validity check of the new mapping with the opened application during
editing.
The check of consistency is done after converting the application, during the
analysis of the application in Unity Pro.
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1781
Conversion Wizard
1782
33003101 07/2012
Conversion Wizard
Remapping
Remapping can be applied to channels and such clusters.
Subsequent sets of clusters, subsequent sets of elements on lower levels, single
clusters or single elements can be selected and remapped by invoking the
command from the context menu. The new address will be displayed in the
Correction column.
Alignment of variables with type DINT, UDINT and REAL is automatically performed,
if a Modicon M340 configuration has been initially defined.
33003101 07/2012
1783
Conversion Wizard
The memory area tabs (%M (0x) to %MW (4x)) indicate the variable allocation of
the State RAM in the source application.
1784
33003101 07/2012
Conversion Wizard
Color
blue
red
In this dialog, module allocated variables are dominant. This means that only
module allocation is indicated in the dialog, even if the variable is language
accessed.
Select a cell in the table to indicate the topological address of the variable in the
upper right corner of the dialog.
To display different memory areas, select the respective memory area tab (%M (0x),
%I (1x), %IW (3x), %MW (4x)).
33003101 07/2012
1785
Conversion Wizard
Concurrent Editing
Overview
The Conversion Wizard is a modeless window, i.e. you can work either in the
Conversion Wizard or for example in the Unity Pro hardware configuration window.
Therefore you can adapt the remapping and modify the hardware configuration
concurrently.
z You can adapt the default mapping done by the converter according to the real
hardware.
z You can concurrently modify the configuration of the new Unity Pro hardware.
z You can adapt the hardware configuration to the legacy application, while
remapping I/O objects according to the modularity of the modules that may be
different to legacy hardware.
Initial Situation
A new Modicon M340 configuration appears in the Unity Pro configuration editor.
The application of which parts have to be added is opened in the Conversion
Wizard.
The I/O channels used in the application appear in the I/O Remapping tab.
1786
33003101 07/2012
Conversion Wizard
Representation
33003101 07/2012
1787
Conversion Wizard
Action
Open the target address dialog for the chosen channel group.
1788
33003101 07/2012
Conversion Wizard
33003101 07/2012
1789
Conversion Wizard
Communication -1
Premium or Modicon M340 memory is indexed starting with 0, whereas Compact or
Quantum memory indexing starts with 1.
If an application for the Compact or Quantum family is converted partially into a
Premium or Modicon M340 family application, and if this PLC must communicate
through the Modbus protocol with another PLC, it will be necessary to adapt the
addresses during the conversion to recover consistent exchanges with other PLCs.
The communication software introduces this offset.
To subtract a 1 of all selected addresses, which must be determined to be Modbus
communication related, activate the Communication -1 checkbox.
Exclude
To exclude I/O objects from conversion proceed as described below.
Step
1
Action
Select the I/O objects in the remapping table you want to exclude from
conversion.
Type Restricted
In some cases not all information of a channel has to be remapped commonly.
To remap variables that match to one type within a selection only, activate the Type
Restricted checkbox. See example below.
Type restriction applies to all kind of directly addressed variables.
%M internal variables
Variable
1790
Type
%M
bit
%MW
word
double word
33003101 07/2012
Conversion Wizard
%K constants
Variable
Type
%KW
word constant
%I inputs
Variable
Type
%I
%IW
%Q outputs
33003101 07/2012
Variable
Type
%Q
%QW
1791
Conversion Wizard
1792
Action
Select Define Target from the context menu and enter the new address for the
first variable to be remapped.
All addresses, which have the same type (e.g. %MW) as the first one selected,
are remapped.
33003101 07/2012
Conversion Wizard
54.4
Introduction
Overview
The CPU Configuration tab of the conversion wizard allows to modify the amount
of used memory in the CPU.
The merge of corrected values and original values is put directly to the opened
application.
If there is a corrected value, it is used; otherwise the original value is taken.
The limits are check after converting the application, during the analysis of the
application in Unity Pro only.
The CPU Configuration tab is available for all PLC families with the exception that
the input for Constant Words is not available for the Quantum family.
CPU Configuration Tab
To modify the values type the new values directly into the respective rows of the
Corrected column.
33003101 07/2012
1793
Conversion Wizard
1794
33003101 07/2012
Unity Pro
33003101 07/2012
Appendices
33003101 07/2012
Chapter Name
Page
1797
User Interface
1863
Keyboard Shortcuts
1895
1795
1796
33003101 07/2012
Unity Pro
Introduction to hyperlinks
33003101 07/2012
A
Subject of this Chapter
This chapter describes how to use hyperlinks (hypertext) in Unity Pro.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
A.1
General
1798
A.2
Principles
1802
A.3
1813
A.4
1820
A.5
1828
A.6
1838
A.7
1845
A.8
1852
A.9
1859
1797
Introduction to hyperlinks
A.1
General
1798
Page
Introduction to Hyperlinks
1799
1801
33003101 07/2012
Introduction to hyperlinks
Introduction to Hyperlinks
General
You can use the hyperlink function available in the Unity Pro software to create links
between your project and external documents.
Hyperlinks are shortcuts to such documents as:
z
help screens,
miscellaneous notes,
images,
web pages,
etc.
For example, in an operator screen, you can associate an alarm that is displayed on
a variable controller to a hyperlink that opens a document explaining the alarms
characteristics.
Hyperlinks and Project Browser
You can create hyperlinks in the project browser. They will be managed like shortcut
sheets in a directory.
Example:
NOTE: To drop a hyperlink in a blank user directory, you must press the shift key
during drag-and-drop.
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1799
Introduction to hyperlinks
documentation.
Example:
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33003101 07/2012
Introduction to hyperlinks
Opening a link
Right-click on the underlined part to open the linked document.
33003101 07/2012
1801
Introduction to hyperlinks
A.2
Principles
1802
Page
Definitions
1803
Overview of operate-modes
1804
1-step mode
1805
2-step mode
1806
1808
Properties
1811
1812
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Definitions
Target document
You CANopen the target document by clicking on the hyperlink. There are no
restrictions on the type of document that can be opened. The system simply has to
know the documents suffix. In other words the application at the origin of the
creation of the document or which can view must exists and be available on the
computer.
Hyperlink target
The hyperlink target is the tool (software) that is used to open the document. For
example, if the document has a .doc extension, the hyperlink target is Microsoft
Word.
The table below presents the different hyperlink targets depending on the file
extensions. This list is not exhaustive.
File extensions
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Hyperlink target
.doc
Microsoft Word
.xls
Microsoft Excel
.txt
NotePad
.htm
.html
.asp
.shtml
.bmp
.jpg
.gif
Paint
Paint shop
.png
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Introduction to hyperlinks
Overview of operate-modes
Operate-modes
There are two operate-modes for creating and accessing a hyperlink:
z
Each of these modes is applied to specific functions of the Unity Pro application.
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1-step mode
Principle
The 1-step mode is the mode that is available for most Unity Pro functions.
It consists of associating a hyperlink with a comment. The principle of the 1-step
mode is that the target document can be accessed directly with a single click from
the comment. Simply click on the underlined comment to open the linked document.
Available functions
You can create a hyperlink in comments and objects that belong to the following
functions:
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Introduction to hyperlinks
2-step mode
Principle
This mode is described as 2-step because you cannot access the target document
directly. An intermediary window opens (comment editor) before you can access the
hyperlink.
NOTE: In 2-step mode, you can create several hyperlinks in the comment editor.
You can therefore have different target documents with one hyperlink source
Accessing the 2-step mode
The table below describes how to access the 2-step mode:
Step
1806
Action
Use the project browser to select the General Information sub-directory of the
Documentation directory.
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Available functions
You can create a hyperlink with the 2-step mode in comments and objects that
belong to the following functions:
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Introduction to hyperlinks
Toolbar
The toolbar is made up of different icons.
1808
Shortcut
Description
Ctrl + N
Creates a new comment by deleting the comment that has already been
written.
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Icon
Shortcut
Description
Ctrl + O
Opens the dialog box for opening a .htm file to retrieve a hyperlink text
saved on the hard disk in a HTML page outside the controller project.
Note: You can in this way use a hyperlink that has already been created.
Ctrl + S
Saves the comment and the hyperlink(s) to the hard disk in a HTML page
outside the controller project.
Note: You can in this way save a hyperlink to use again later on. This
function is optional. When you save the controller project, the hyperlink
comments are also saved in the .STU project. You therefore do not need
to save a specific hyperlink comment in an .html page, except if you wish
to use it again later on.
The hyperlink comments are also saved in the STA archive files.
Ctrl + X
Ctrl + C
Ctrl + V
Ctrl + Z
Ctrl + K
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Introduction to hyperlinks
Status Bar
The status bar is made up of different elements.
Description
Automatic line skip with a long comment.
Check to validate this function.
Allows the comment to be entered. If you dont check this box, you will
not be able to write or modify the comment.
Check to validate this function.
Confirm the editing of the comment.
Cancel.
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Introduction to hyperlinks
Properties
Storage
Comments with hyperlinks, but not the linked documents, are stored in the
controller. The linked documents may be stored on the hard disk of the programming
station, on the Internet, on an operator terminal or other medium.
Operating modes
In the variable editor and folder, you can access the hyperlink in online and offline
modes using the PLC.
You can modify a link while connected to the controller.
In the operator screens, you can create or edit the hyperlink in offline mode and run
it in online mode.
Display
When you open the target document, the application at the origin of the creation of
the document or that is used to view the document becomes active. The Unity Pro
window is however not active. The Unity Pro application continues to run as a
background task.
Your actions on the keyboard will be directed to the document that you have just
opened and not to the Unity Pro application.
To make the Unity Pro window active again, click on the window or on the icon in the
taskbar.
Drag / Drop
You can Drag & Drop (see page 1859) icons between the file explorer and the
hyperlink insertion windows. You can, for example, insert the full path of the target
document.
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Introduction to hyperlinks
window,
the characters that are allowed are 8-bit characters of the ANSI alphabet.
You can write them in the language of your choice within the limits of the alphabet
allowed.
Barred characters
16-bit UNICODE characters outside the ANSI range are not allowed.
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A.3
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Page
1814
1816
1818
1819
1813
Introduction to hyperlinks
1814
Action
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Step
Action
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If you want to add a comment, select the Comment tab and enter your text in
the entry field.
1815
Introduction to hyperlinks
1816
Action
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Introduction to hyperlinks
Step
5
Action
In the Target Path field:
z use the
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If you want to add a comment, select the Comment tab and enter your text in
the entry field.
1817
Introduction to hyperlinks
Action
example:
3
4
1818
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Introduction to hyperlinks
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Action
1819
Introduction to hyperlinks
A.4
1820
Page
1821
1823
1825
1826
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Introduction to hyperlinks
Action
Select the comment where you wish to create a hyperlink in the Comment column of the Variables tab.
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1821
Introduction to hyperlinks
Step
Action
z click
1822
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Introduction to hyperlinks
Action
Select the hyperlink comment to be edited in the Comment column of the Variables tab.
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1823
Introduction to hyperlinks
Step
Action
Files\Office2000\Office\Example) or
z change the Internet address (example: http://www.schneider-electric.com).
1824
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Introduction to hyperlinks
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Action
In the Comment column of the Variables tab, click on the required hyperlink
(text in blue/mouse cursor changes to a hand).
1825
Introduction to hyperlinks
1826
Action
Select the comment to be deleted in the Comment column of the Variables tab.
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Introduction to hyperlinks
Step
Action
Click Delete: the text in the Type the file or Web page name field is deleted.
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Introduction to hyperlinks
A.5
1828
Page
1829
1831
1833
1835
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Action
Go to the DFB Types (see page 1185) tab of the data editor.
Right-click the DFB type that you want to use to create a hyperlink.
Result: the contextual menu appears.
1829
Introduction to hyperlinks
Step
4
Action
Click on the Descriptive form tab, then on the Edit button.
Result: the Descriptive form window appears.
Select one or more words (contiguous) from the comment you have entered and
click on the
icon.
Note: You can create several hyperlinks in this way by selecting different words.
7
Files\Office2000\Office\Example) or
z enter the Internet address (example: http://www.schneider-electric.com).
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Action
Go to the DFB Types (see page 1185) tab of the data editor.
Select the Descriptive form tab, and click on the Edit button.
Result: the Descriptive form window appears.
1831
Introduction to hyperlinks
Step
1832
Action
Right click in the entry field, positioning the mouse on the hyperlink to edit.
Result: the contextual menu appears.
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Introduction to hyperlinks
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Action
Go to the DFB Types (see page 1185) tab of the data editor.
1833
Introduction to hyperlinks
Step
1834
Action
In the Descriptive form window, click on the required hyperlink (text underlined
in blue/mouse cursor changes to a hand).
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Introduction to hyperlinks
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Action
Go to the DFB Types (see page 1185) tab of the data editor.
1835
Introduction to hyperlinks
Step
4
Action
From the Descriptive form tab, click on the Edit button.
Result: the Descriptive form window appears.
1836
Right click in the entry field, positioning the mouse on the hyperlink to be
deleted.
Result: the contextual menu appears.
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Introduction to hyperlinks
Step
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Action
You do not have access to the Text to display or Confirm the deletion of this
hyperlink entry fields.
1837
Introduction to hyperlinks
A.6
1838
Page
1839
1841
1843
1844
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Action
1839
Introduction to hyperlinks
Step
7
Action
The selected comment appears in the Text to display field.
In the Enter name of file or Web page field:
z click
Files\Office2000\Office\Example) or
z enter the Internet address (example: http://www.schneider-electric.com).
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Action
1841
Introduction to hyperlinks
Step
1842
Action
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Introduction to hyperlinks
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Action
In the Comment column, double-click on the hyperlink for the selected variable.
1843
Introduction to hyperlinks
1844
Step
Action
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A.7
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Page
1846
1848
1850
1851
1845
Introduction to hyperlinks
Action
4
Click on the icon
1846
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Introduction to hyperlinks
Step
5
Action
The text specified in the Text tab appears in the Text to display field.
In the Type the file or Web page name field:
z select the target document (C:\Program Files\Office2000\Office\Example) by
using the
button or
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Introduction to hyperlinks
Action
4
Click on the icon
1848
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Introduction to hyperlinks
Step
5
Action
The text of the Text tab appears in the Text to display field.
In the Type the filename or web page name field:
z use the
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1849
Introduction to hyperlinks
Action
Click on the underlined text and the mouse cursor is changed into a thumbnail.
1850
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Introduction to hyperlinks
Action
4
Click on the icon
Click Clear: the text in the Type the file or Web page name field is cleared.
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1851
Introduction to hyperlinks
A.8
1852
Page
1853
1855
1857
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Introduction to hyperlinks
Action
Use the project browser to select the General Information sub-directory of the
Documentation directory.
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1853
Introduction to hyperlinks
Step
4
Action
Select one or more words (contiguous) from the comment you have entered and
click on the icon
Note: You can create several hyperlinks in this way by selecting different words.
5
1854
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Action
Use the project browser to select the General Information sub-directory of the
Documentation directory.
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1855
Introduction to hyperlinks
Step
Action
Right click in the entry field, positioning the mouse on the hyperlink to edit
Result: The contextual menu appears.
button
1856
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Introduction to hyperlinks
Action
Use the project browser to select the General Information sub-directory of the
Documentation directory.
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1857
Introduction to hyperlinks
Step
1858
Action
Right click in the entry field, positioning the mouse on the hyperlink to be deleted
Result: The contextual menu appears.
You do not have access to the Text to display or Confirm hyperlink deletion
entry fields.
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A.9
Drag/drop
Principle
You can use the drag/drop function to create a hyperlink. This function can be used
to:
z
drag and drop the path name of the target document between the explorer and
the Hyperlink Properties, Edit Hyperlink or Insert Hyperlink dialog boxes,
drag and drop a word or expression between a text document and the comment
in the General Information window.
NOTE: only paths for .bmp fillies can be used for drag and drop.
Procedure
The table below shows the procedure for dragging/dropping between the explorer
and the Hyperlink Properties, Insert Hyperlink or Edit Hyperlink dialog boxes.
Step
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Action
In Unity Pro, open either the Hyperlink Properties, Edit Hyperlink or Insert
Hyperlink dialog box.
Size and move the Unity Pro and explorer windows so they are displayed side
by side on the screen without overlapping.
1859
Introduction to hyperlinks
Step
4
1860
Action
Drag and drop the file representing the target document between the explorer
and the Type the file or Web page name field of the dialog box (image.bmp in
our example).
Result: The entire path of the target document appears in the Type the file or
Web page name field.
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Procedure
The table below shows the procedure for dragging and dropping between a text file
and the General Information dialog box.
Step
Action
In Unity Pro, open the General Information window from the Documentation directory.
Size the Unity Pro and explorer windows to display them side by side on the screen.
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Introduction to hyperlinks
Step
5
Action
Drag and drop a word or expression between the General Information window and a word-processing
application.
Result: The text selected appears in the Hyperlink field.
Note: If you press and hold down the Ctrl key, a "+" sign will appear on the mouse cursor. When you
drop the expression or word ("Hyperlink" in this case), it will be copied and not moved from the word
processor to the comment editor.
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Unity Pro
User Interface
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User Interface
B
Overview
This chapter describes the Unity Pro user interface. It provides an overview of the
elements used and how they are used.
What Is in This Chapter?
This chapter contains the following topics:
Topic
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Page
Window
1864
Anchored window
1867
Menus
1870
Menu commands
1872
Toolbar
1875
Output windows
1880
Status bar
1882
Directory Structures
1884
1886
1887
1889
Dialog boxes
1891
1863
User Interface
Window
Introduction
In Windows there are two types of windows:
Application windows
z Documentation windows
z
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User Interface
Types of windows:
Application windows
When you start Unity Pro, an application window will open on your desktop. You can
place the application window at any location on your desktop. Or you can minimize
it so that it appears in your taskbar.
In this application window you can open or create a project. In the title bar of the
application window the name of the project appears.
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User Interface
Documentation windows
When you open or create a project you can open various documentation windows.
For example, documentation windows are sections, where you create your
application or the documentation window for the Data Editor.
The information contained in documentation windows is separated into different
areas. The different areas in a dialog box can be selected using the F6 key.
If the amount of information contained in a documentation window is too complex to
be displayed in one documentation window, the documentation window is split into
several tabs. The different tabs can be selected using the Ctrl+Tab key
combination.
Several documentation windows can be open at the same time, but only one
documentation window can be active. An active documentation window is marked
by the color of the title bar. Depending on the documentation window the menu
commands in the pulldown menu (see page 1870) and the toolbar (see page 1875)
change.
If several windows are open at the same time you can switch between them using
the key combination Ctrl+F6.
An exception to this are anchored windows (see page 1867)
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User Interface
Anchored window
Introduction
Anchored windows have basically the same function as standard windows with the
difference that they can be anchored in certain positions. Anchored windows can
also be freely positioned on the screen (also outside of the application window).
Build
Anchored windows consist of:
z a title bar to move the window and to change its size
z a button to prevent anchoring ( )
z a button to close the window ( x )
z the actual contents of the window
Function
Anchored windows have the following extra functions in comparison to standard
windows:
z They can be anchored to the edge of the application window.
z They can be positioned outside of the application window.
z The menu commands in the Window (like e.g. Arrange) do not affect the
anchored window.
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1867
User Interface
Example of use
An example of an anchored window is the project browser:
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User Interface
Anchoring windows
Process the following steps to anchor a window:
Step
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Action
Click the title bar of the anchored window and keep the mouse button pressed.
1869
User Interface
Menus
Introduction
There are 3 types of menus:
1. Main or pulldown menus
2. Submenus
3. Shortcut or popup menus
Main or pulldown menus
The titles of the individual menus are displayed in the menu bar. The individual menu
commands (see page 1872) are listed in the pulldown menus.
A pulldown menu is opened by left-clicking on the title of the menu or by pressing
Alt+selected letter (underlined letter (see page 1872)). To go directly to a menu
command, drag the mouse pointer down the menu and then release the mouse
button. The menu can be closed by clicking on the title of the menu or anywhere
outside of the menu or by pressing Esc.
Menu bar with pulldown menu:
Submenus
The title of a submenu is a menu command (see page 1872) of the menu above it.
The individual menu commands for the submenu are listed in a pulldown menu.
Menu commands which contain a submenu can be recognized by an arrow icon.
You can open a submenu by clicking on the menu title (left mouse button) or by
placing the mouse pointer on the menu title for a short time. The menu can be closed
by clicking on the title of the menu or anywhere outside of the menu or by pressing
Esc.
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User Interface
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1871
User Interface
Menu commands
Introduction
Menu commands are used to execute commands or to call dialog boxes.
Example of a menu with menu commands:
1872
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User Interface
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Action
Open (see page 532) Tools Adjust the Tools tab.
In the Menu Text field, enter the name of the menu item to be created (e.g.
Motor Variables).
In the Command field, enter the path to the program to be launched (e.g.
Microsoft Excel).
In the Arguments field, enter the name of the file to be opened (e.g.
Motor_Variables.xls).
1873
User Interface
Step
1874
Action
In the Output Directory field, enter the path to the file to be opened.
Display of the Tools tab:
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User Interface
Toolbar
Introduction
Toolbars allow you to quickly locate and execute frequently used functions.
Instead of opening a menu and then selecting the menu command, toolbars allow
you to simply click the respective symbol to execute the desired command.
The software provides you with various standard toolbars. In addition, you can also
create your own toolbar.
Build
Toolbars consist of a row of buttons and combo boxes that call the corresponding
functions.
There are several toolbars and they are displayed in a common toolbar.
The individual toolbars are separated using a separator.
For all items in a toolbar a tooltip can be displayed.
Example of a common toolbar:
Available toolbars
Standard toolbars are divided into two groups:
z Main menu toolbars
These toolbars contain the general, i.e. non-context sensitive symbols.
All available main menu toolbars are displayed when starting the software.
z Context sensitive toolbars
These toolbars contain the context sensitive symbols.
The context sensitive toolbars are automatically shown in the active editor.
Depending on the screen resolution it is possible that not all toolbars are visible in
the application window.
In this case you have the option to hide the non-required toolbars, or to reposition
the toolbars.
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1875
User Interface
Contained functions
File
Edit
Services
PLC
Window
Help
Debug
Watchpoint
Project Browser
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User Interface
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Action
Click the toolbar separator and hold the mouse button down.
Drag the toolbar to the target position inside or outside the common toolbar.
Result: The window frame displays the intended position of the toolbar.
1877
User Interface
Step
3
Action
Release the mouse button.
Result: The toolbar is moved to the target position.
On the new position, the toolbar is
z anchored (see page 1867),
when the new position of the toolbar is on the border or outside of the
application window
z not anchored (see page 1867),
when the new position of the toolbar is inside the application window
or
when the new position of the toolbar is on the border or outside of the
application window, but the Ctrl key was held when releasing the mouse
button
Action
Open the Customize dialog box, see also Call the dialog box:, page 532.
Click the symbol to be moved in the source toolbar and hold the mouse button
down.
Drag the symbol to the target position within the destination toolbar.
Result: A frame displays the intended position in the toolbar.
Restoring toolbars
Process the following steps to restore the original state of a toolbar:
Step
1
1878
Action
Open the Customize dialog box, see also Call the dialog box:, page 532.
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Action
Note: New symbols cannot be created. Only existing symbols can be removed
from toolbars and inserted into new toolbars.
Open the Customize dialog box, see also Call the dialog box:, page 532.
Click New....
Result: A dialog for defining the toolbar name is opened.
Click the symbol to be moved in the source toolbar and hold the mouse button
down.
Drag the symbol to the target position within the new toolbar.
Result: A frame displays the intended position in the toolbar.
Drag the new toolbar to the target position, see also Changing the position of a
toolbar, page 1877.
1879
User Interface
Output windows
Introduction
The output window displays information about the different processes (generate,
import/export, user error, search/replace).
The output window is an anchored window (see page 1867).
The output window is displayed at the bottom of the Unity Pro window by default.
If the output window is closed, it can be opened using:
the View Output Window menu command
or
z the Alt+0 key combination.
z
Build
The output window consists of various output sheets. Each sheet corresponds to a
tab.
Representation of an output window:
The output sheets display the results of an executed action or error messages.
Double-clicking an error message will open the respective editor and mark the
"faulty" entry.
New error entries are displayed in red, already checked errors are displayed in blue.
Available output sheets:
1880
Output sheet
Function
Import/Export
User Interface
Output sheet
Function
User error
Search/Replace
Comparison
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1881
User Interface
Status bar
Introduction
The status bar displays information about the current project on the PC, about the
PLC and about the software status.
Build
The status bar is built from the following displays:
1. Information area for displaying menu information
2. Displays the current HMI access rights
An application can have different modes:
z HMI R/W mode - Human Machine Interface Read/Write mode:
This is the default mode when opening an application.
z HMI R/O mode - Human Machine Interface Read only mode:
This mode is active, when:
Applications are opened in Read Only mode, by checking the option "Open the
project in read-only mode" in the open file window.
Opening an application previously opened in Write mode with third party
software (using Pserver). A pop up window alerts the user at the opening.
This mode does not allow any savings of the application.
When Using third party application with Pserver, Unity Pro XL can be launch
without the Unity Pro graphical Interface generally called as a Human Machine
Interface. In this case, a dialog box prompt the user if it should switch on the
current PServer Instance.
3. Link status (Offline, Different, Equal)
4. An "*" is displayed when the initial value in the project is different/modified from
the initial value on the PLC
5. PLC status (Running, Stopped, etc.)
6. ETS Information (Empty Terminal Support)
7. Address of the connected PLC
8. Line and column information (only available in the programming language
editors)
9. Memory status:
z Green: fragmentation <50% or memory usage <50%
z Red: fragmentation >70% and memory usage >70%
z Yellow: all other cases
10.Generate status (Generated, Not Built)
11.In the connected equal mode the red F indicates that the bits or words have
been forced in the PLC. Click on this F to display animation table containing an
exhaustive list of the variables (bits/ words) forced
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User Interface
12.Event information
If a fatal error occurs on the PLC, it is displayed by an error window. Click the
button to see a dialog box that provides details about the error.
13.Indicates whether insert or overwrite mode is active.
14.Indicates whether the Caps lock button is active.
Example: Offline status bar
Offline status bar:
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User Interface
Directory Structures
Introduction
Directory structures are used to display and edit hierarchical lists with several
columns. Directory structures are combinations of directory trees and lists.
Example of use
In the Data Editor, directory structures are used to display the hierarchy between
variable instances, variable types, structure elements, etc.
1884
Meaning
black
gray
red
Information is incorrect
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User Interface
Modes
There are two different modes for directory structures:
z
Select mode
One or more lines are selected or a cell is selected.
In this mode, you can move between all lines and cells.
Edit mode
The current cell is opened for editing.
Texts can be edited.
Switching from the selection mode to the edit mode is done by pressing the Enter
key or by entering a character, see the Open editing session by holding down the
character key check box in the Data and Languages, page 520 dialog box.
Switching from edit mode to selection mode is done by pressing the Enter key or by
pressing an error key.
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1885
User Interface
1886
Mouse function
In select mode
In edit mode
Click on links
Double-click on
links
z Double-click on names:
z Double-click on names:
Selects the lines in the cell
Saves the information entered
clicked and opens the cell in
(if valid) and selects the lines in
edit mode.
the cell clicked und opens the
z Double-click on the vertical line
cell in edit mode.
z Double-click on the vertical line
in the column header:
in the column header:
Column width is adjusted to the
Saves the information entered
current contents.
z Double-click on the column
(if valid) and the column width
header cell:
is adjusted to the current
Lists are sorted according to
contents.
z Double-click on the column
column contents
header cell:
Saves the information entered
(if valid) and lists will be sorted
according to the column
contents.
SHIFT+Click on
links
Right click
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User Interface
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Key function
In select mode
In edit mode
Enter
Esc
Up arrow
Cursor down
Left arrow
Right arrow
Shift+Up arrow
Shift+Down arrow
Character
Goes to the next lines in which the contents begin with that character.
Exceptions: +, - and space.
F2
Insert
Home
1887
User Interface
1888
Key function
In select mode
In edit mode
Ctrl+Home
End
Ctrl+End
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User Interface
Data entry
There are three options for data entry:
1. Enter the name if known or enter the first letter(s) in the text box.
The system works with a context dependent background list which automatically
completes the characters entered with the first compatible name.
2. Selecting the name in the list box.
When entering the first letters of the name being searched in the text box, the list
box receives an alphabetic list of names that correspond to this entry.
Without entering the first letters, the list box contains a list of previous entries.
3. Open the data selection dialog box using the ( ... ).
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User Interface
Accepting data
With the Enter key or the
button, the entry is acknowledged and accepted after
having been confirmed successfully.
Cancel
The entry can be canceled using the Esc key or the
1890
button.
33003101 07/2012
User Interface
Dialog boxes
Introduction
Dialog boxes are displayed if additional information is required from you in order to
perform a particular task. Information that you may require is also communicated in
this way.
Most dialog boxes contain options which can be selected, text boxes in which text
can be entered, and buttons which can be pressed.
Grayed out options are currently not available. One or more other commands must
be executed, or options selected or deselected, before the desired option can be
activated.
The information contained in dialog boxes is separated into different areas. The
different area in a dialog box can be selected using the F6 key.
Basic elements of a window:
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User Interface
Tab
If the amount of information contained in a dialog box is too complex to be displayed
in one dialog box, the dialog box is split into several tabs.
The different tabs in a dialog box can be selected using the Ctrl+Tab key
combination.
button
buttons are used to initiate actions immediately, e.g. executing or aborting a
command. buttons are e.g. OK, Cancel and Apply.
buttons followed by three dots (...), open another dialog box. A button with a "greater
than" sign (>>) extends the active dialog box.
The default setting is identified by a darker border. This default button can also be
selected by pressing Enter.
If the name of the button contains an underlined letter, the button can be activated
from any position in the dialog box by holding down the Alt key and entering the
underlined letter.
To close a dialog box without executing a command, select the Cancel button.
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User Interface
Text box
Information (text) is entered in a text box.
If you go to an empty text box the cursor appears in the far left of the box. The
entered text begins at the cursor position. If text is already present within the
respective text box, the text will be selected and replaced by the new text
automatically. The text can, however, also be deleted by pressing the Del or
backspace key.
If the name of the text box contains an underlined letter, the text box can be activated
from any position in the dialog box by holding down the Alt key and entering the
underlined letter.
List box
The available options to select are given in list form in a list box. If more options are
available than fit into the list, then the scrollbar or arrow keys can be used to move
around the list.
Normally only a single entry can be chosen form the list. There are, however, some
cases in which several entries can be chosen, e.g. when opening sections.
If the name of the list box contains an underlined letter, the list box can be activated
from any position in the dialog box by holding down the Alt key and entering the
underlined letter.
Single line list boxes
A single line list box initially appears as a rectangular box, in which the current
selection (the default value) is selected. If the arrow in the right of the box is selected,
a list of the available options to select opens. If more options are available than fit
into the list, then the scrollbar or arrow keys can be used to move around the list.
If the name of the list box contains an underlined letter, the list box can be activated
from any position in the dialog box by holding down the Alt key and entering the
underlined letter.
Data selection boxes
See section Data selection boxes, page 1889
Directory structures
See section Directory Structures, page 1884
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User Interface
Option buttons
Option buttons represent mutually exclusive options. In each case only one option
can be chosen.
The selected option button is identified by a black dot.
If the option name contains an underlined letter, the option button can be activated
from any position in the dialog box by holding down the Alt key and entering the
underlined letter.
Check boxes
A checkbox next to an option means that the option can be activated or deactivated.
Any number of checkbox options can be activated.
Activated options are identified by an X or a check mark ( ).
If the name of the option contains an underlined letter, the checkbox can be
activated from any position in the dialog box by holding down the Alt key and
entering the underlined letter.
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Unity Pro
Keyboard Shortcuts
33003101 07/2012
Keyboard Shortcuts
C
Overview
This chapter describes the keyboard shortcuts of the Unity Pro program.
What Is in This Chapter?
This chapter contains the following sections:
Section
33003101 07/2012
Topic
Page
C.1
1896
C.2
1900
C.3
1901
C.4
1912
C.5
1918
1895
Keyboard Shortcuts
C.1
1896
Page
1897
1898
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Keyboard Shortcuts
33003101 07/2012
Action
Menu
Keyboard Shortcut
Edit
Ctrl+Enter
Edit
Ctrl+Alt+Enter
1897
Keyboard Shortcuts
Menu
Keyboard Shortcut
Create a project
File
Ctrl+N
File
Ctrl+O
File
Ctrl+S
File
Ctrl+P
Display properties
Edit
Alt+Enter
View
Ctrl+F8
Edit
Ctrl+Z
Edit
Ctrl+Y
Cut an item
Edit
Ctrl+X
Copy an item
Edit
Ctrl+C
Edit
Ctrl+A
Paste an item
Edit
Ctrl+V
Delete an item
Edit
Del
View
Alt+0
Services
Ctrl+J
Initialize Search
Services
Ctrl+U
Services
Ctrl+T
Tools
Alt+1
Tools
Alt+2
Tools
Alt+3
Tools
Alt+4
Tools
Alt+5
Tools
Alt+6
Tools
Alt+7
Tools
Alt+8
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Keyboard Shortcuts
Action
Menu
Keyboard Shortcut
Tools
Alt+9
Insert
Edit
Ins
Edit
Ctrl+Enter
Analyze a Type
Build
Ctrl+Shift+B
Build
Ctrl+B
PLC
Ctrl+K
PLC
Ctrl+L
PLC
Ctrl+Shift+L
PLC
Ctrl+Shift+M
PLC
Ctrl+R
Whats this
Help
Shift+F1
NOTE: When a project is closed, the Tools and PLC tab shortcuts in the PLC menu
are not available but it is still possible to use the Ctrl+K shortcut. The shortcuts from
the File, View and Help tab shortcuts are available.
NOTE: Commands without shortcuts are not mentionned in this table.
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Keyboard Shortcuts
C.2
Menu
Keyboard Shortcut
Edit
Ctrl+W
Edit
Ctrl+C
Edit
Ctrl+V
Edit
Del
Edit
Ctrl+X
Edit
Ctrl+C
Edit
Ctrl+V
Edit
Del
Edit
Ctrl+X
Edit
Ctrl+C
Edit
Ctrl+V
NOTE: The Delete, cut, copy paste AS_I Slave shortcuts are only available with
Premium Communication TSX SAY 100x modules.
NOTE: The Delete, cut, copy paste Series 7 modules shortcuts are only available
with Premium Communication TSX ESY 007 modules. Furthermore, these shortcuts
are available if the user has specific access rights. Otherwise, the access is denied.
1900
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Keyboard Shortcuts
C.3
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Page
1902
1904
1906
1907
1909
1910
1911
1901
Keyboard Shortcuts
Menu
Keyboard Shortcut
Edit
Ctrl+D
Edit
Ctrl+I
Create an IF Statement
Edit/New
F4
Edit/New
F5
Edit/New
F6
Edit/New
Shift+F6
Edit/New
Shift+F4
Create a variable
Edit/New
Shift+Enter
Edit
Shift+Alt+U
Edit
ALt+U
Edit
Ctrl+F
Edit
F3
Edit
Shift+F3
Edit
Ctrl+H
Edit
Ctrl+G
Add a bookmark
Edit/Bookmark
Ctrl+F2
Go to next bookmark
Edit/Bookmark
F2
Go to previous bookmark
Edit/Bookmark
Shift+F2
Edit/Bookmark
Ctrl+Shift+F2
Edit
Ctrl+Enter
Edit
Alt+Enter
Add a comment
Edit/New
F8
Edit/New
F9
View
Shift+F8
View
Ctrl+Alt+Pg Up
1902
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Keyboard Shortcuts
Action
Menu
Keyboard Shortcut
View
Ctrl+Alt+Pg Dn
Refine an object
Services
Ctrl+Q
Set breakpoint
Debug
Ctrl+F11
Clear breakpoint
Debug
Ctrl+Shift+F11
Debug
Ctrl+F5
Debug
F11
Debug
F12
Debug
Shift+F12
Set watchpoint
Debug
Alt+F11
Clear watchpoint
Debug
Alt+Shift+F11
NOTE: The IF, FOR, WHILE, REPEAT, CASE statement shortcuts are only
available with the ST Editor.
33003101 07/2012
1903
Keyboard Shortcuts
Menu
Keyboard Shortcut
Edit
Ctrl+I
Create a variable
Edit
Shift+Enter
Edit
Ctrl+D
Link an item
Edit/New
F6
Add a comment
Edit/New
F8
Edit/New
F9
Select Mode
Edit
Esc
Add a bookmark
Edit/Bookmark
Ctrl+F2
Go to next bookmark
Edit/Bookmark
F2
Go to previous bookmark
Edit/Bookmark
Shift+F2
Edit/Bookmark
Ctrl+Shift+F2
Zoom to fit
View/Zoom
Ctrl +x
(x = multiplication sign
of number pad)
Zoom in
View/Zoom
Ctrl ++
Zoom out
View/Zoom
Ctrl +-
View
Shift+F8
View
Ctrl+Alt+Pg Up
View
Ctrl+Alt+Pg Dn
Refine an object
Services
Ctrl+Q
Set breakpoint
Debug
Ctrl+F11
Clear breakpoint
Debug
Ctrl+Shift+F11
Debug
Ctrl+F5
Debug
F11
Debug
F12
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Keyboard Shortcuts
Action
Menu
Keyboard Shortcut
Debug
Shift+F12
Set watchpoint
Debug
Alt+F11
Clear watchpoint
Debug
Alt+Shift+F11
Properties
Edit
Alt+enter
Data Properties
Edit/New
Ctrl+enter
Data Selection
Edit/New
Ctrl+D
Edit/New
Ctrl+I
NOTE: Most of the Edit tab shortcuts are available by selecting Shift+F10.
33003101 07/2012
1905
Keyboard Shortcuts
Menu
Keyboard Shortcut
Add a step
Edit/New
F3
Edit/New
Ctrl+F3
Add a transition
Edit/New
Shift+F3
Edit/New
F4
Edit/New
Shift+F4
Edit/New
F5
Edit/New
Shift+F5
Add a link
Edit/New
F6
Add a comment
Edit/New
F8
Select Mode
Edit
Esc
Add a bookmark
Edit/Bookmark
Ctrl+F2
Go to next bookmark
Edit/Bookmark
F2
Go to previous bookmark
Edit/Bookmark
Shift+F2
Edit/Bookmark
Ctrl+Shift+F2
Zoom to fit
View/Zoom
Ctrl +x
(x = multiplication sign of number pad)
Zoom In
View/Zoom
Ctrl++
Zoom Out
View/Zoom
Ctrl+-
View
Ctrl+E
View
Ctrl+Alt+Pg Up
View
Ctrl+Alt+Pg Dn
Services
Ctrl+T
Initialize Search
Services
Ctrl+U
Data Properties
Edit/New
Ctrl+enter
Properties
Edit
Alt+enter
NOTE: Most of the Edit table shortcuts are available by selecting Shift+F10.
1906
33003101 07/2012
Keyboard Shortcuts
Menu
Keyboard Shortcut
Edit/New
F3
Edit/New
Shift+F3
Edit/New
Ctrl+F3
Edit/New
Ctrl+Shift+F3
Add a coil
Edit/New
F5
Edit/New
Shift+F5
Edit/New
Alt+F5
Edit/New
Shift+Alt+F5
Edit/New
F4
Edit/New
F7
Edit/New
Shift+F7
Edit/New
Alt+F6
Add a link
Edit/New
F6
Edit/New
Alt+F7
Edit/New
Ctrl+F7
Add a comment
Edit/New
F8
Select mode
Edit
Esc
Add a bookmark
Edit/Bookmark
Ctrl+F2
Go to next bookmark
Edit/Bookmark
F2
Go to previous bookmark
Edit/Bookmark
Shift+F2
Edit/Bookmark
Ctrl+Shift+F2
Edit
Alt+Enter
View
Alt+0
Zoom to fit
View/Zoom
Ctrl +x
(x = multiplication sign of number pad)
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1907
Keyboard Shortcuts
Action
Menu
Keyboard Shortcut
Zoom in
View/Zoom
Ctrl ++
Zoom out
View/Zoom
Ctrl +-
View
Shift+F8
View
Ctrl+E
View
Ctrl+Alt+Pg Up
View
Ctrl+Alt+Pg Dn
Set breakpoint
Debug
Ctrl+F11
Clear breakpoint
Debug
Ctrl+Shift+F11
Debug
Ctrl+F5
Debug
F11
Debug
F12
Debug
Shift+F12
Set watchpoint
Debug
Alt+F11
Clear watchpoint
Debug
Alt+Shift+F11
Inspect Window
Edit
F9
Data Selection
Edit
Ctrl+D
Edit
Ctrl+I
Properties
Edit
Alt+enter
Data Properties
Edit/New
Ctrl+enter
Refine
Services
Ctrl+Q
NOTE: Most of the Edit tab shortcuts are available by selecting Shift+F10.
1908
33003101 07/2012
Keyboard Shortcuts
Menu
Keyboard Shortcut
View
Shift+F8
NOTE: Some shortcuts are not available from the menu bar. Please note the
following shortcuts.
33003101 07/2012
z
z
1909
Keyboard Shortcuts
Menu
Keyboard Shortcut
Refine an object
Services
Ctrl+Q
Initialize search
Services
Ctrl+U
1910
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Keyboard Shortcuts
33003101 07/2012
Action
Keyboard Shortcut
Home
End
Up
Down
Left
Right
Expand a node
Contract a node
Alt+F4/Esc
Delete data
Delete
Shift+Left
1911
Keyboard Shortcuts
C.4
1912
Page
1913
1914
1915
1916
1917
33003101 07/2012
Keyboard Shortcuts
Menu
Keyboard Shortcut
Edit
F3
Edit
Shift+F3
Replace an item
Edit
Ctrl+H
NOTE: Most of the Edit tab shortcuts are available by selecting Shift+F10.
33003101 07/2012
1913
Keyboard Shortcuts
1914
33003101 07/2012
Keyboard Shortcuts
33003101 07/2012
1915
Keyboard Shortcuts
Menu
Keyboard Shortcut
View/Display Format
F3
View/Display Format
Ctrl+F3
View/Display Format
Shift+F3
View/Display Format
Alt+F3
Services
F7
Services
F6
Set value to 0
Services
Shift+F5
Set value to 1
Services
F5
Force to 0
Services
Shift+F4
Force to 1
Services
F4
Unforce
Services
Shift+F6
Multiple Mode
Services
Ctrl+F7
Services
Alt+F7
Services
Shift+F7
Safety/Maintenance
PLC
Ctrl+Shift+M
NOTE: Most of the Edit tab shortcuts are available by selecting Shift+F10.
NOTE: This shortcut "Ctrl+Shift+M" is only available with XLS
1916
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Keyboard Shortcuts
Menu
Keyboard Shortcut
Validate
Edit
Ctrl +W
Select all
Edit
Ctrl+A
Services
F7
Services
F4
Services
F5
NOTE: Some shortcuts are not available from the menu bar. Please note the
following shortcuts.
33003101 07/2012
z
z
Select Shift+ Tab to focus on the previous control object in online mode
1917
Keyboard Shortcuts
C.5
Menu
Keyboard Shortcut
Edit
Ctrl+W
NOTE: Some shortcuts are not available from the menu bar. Please note the
following shortcuts.
1918
z
z
33003101 07/2012
Unity Pro
Glossary
33003101 07/2012
Glossary
0-9
%I
According to the IEC standard, %I indicates a discrete input-type language object.
%ID
According to the IEC standard, %MW indicates an input double word-type language
object.
Only I/O objects make it possible to locate type instances (%MD<i>, %KD<i>, %QD,
%ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address (for example
%MD0.6.0.11, %MF0.6.0.31).
%IF
According to the IEC standard, %MW indicates an input real-type language object.
Only I/O objects make it possible to locate type instances (%MD<i>, %KD<i>, %QD,
%ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address (for example
%MD0.6.0.11, %MF0.6.0.31).
%IW
According to the IEC standard, %IW indicates an analog input -type language object.
33003101 07/2012
1919
Glossary
%KD
According to the IEC standard, %MW indicates a constant double word-type language
object.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
%KF
According to the IEC standard, %MW indicates a constant real-type language object.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
%KW
According to the IEC standard, %KW indicates a constant word-type language object.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
%M
According to the IEC standard, %M indicates a memory bit-type language object.
1920
33003101 07/2012
Glossary
%MD
According to the IEC standard, %MW indicates a memory double word-type language
object.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
%MF
According to the IEC standard, %MW indicates a memory real-type language object.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
%MW
According to the IEC standard, %MW indicates a memory word-type language object.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
%Q
According to the IEC standard, %Q indicates a discrete output-type language object.
33003101 07/2012
1921
Glossary
%QD
According to the IEC standard, %MW indicates an output double word-type language
object.
Only I/O objects make it possible to locate type instances (%MD<i>, %KD<i>, %QD,
%ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address (for example
%MD0.6.0.11, %MF0.6.0.31).
%QF
According to the IEC standard, %MW indicates an output real-type language object.
Only I/O objects make it possible to locate type instances (%MD<i>, %KD<i>, %QD,
%ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address (for example
%MD0.6.0.11, %MF0.6.0.31).
%QW
According to the IEC standard, %QW indicates an analog output-type language
object.
A
Animating the links
This is also called power flow, and refers to a type of animation used with Ladder
language and the function blocks. The links are displayed in red, green or black
according to the variables connected.
1922
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Glossary
ANY
There is a hierarchy between the different types of data. In the DFB, it is sometimes
possible to declare which variables can contain several types of values. Here, we
use ANY_xxx types.
The following diagram shows the hierarchically-ordered structure:
33003101 07/2012
1923
Glossary
ARRAY
An ARRAY is a table of elements of the same type.
The syntax is as follows: ARRAY [<terminals>] OF <Type>
Example:
ARRAY [1..2] OF BOOL is a one-dimensional table made up of two BOOL-type
elements.
ARRAY [1..10, 1..20] OF INT is a two-dimensional table made up of 10x20
INT-type elements.
ASCII
ASCII is the abbreviation of American Standard Code for Information Interchange.
This is an American code (but which has become an international standard) that
uses 7 bits to define every alphanumerical character used in English, punctuation
symbols, certain graphic characters and other miscellaneous commands.
Auxiliary tasks
Optional periodic tasks used to process procedures that do not require fast
processing: measurement, adjustment, diagnostic aid, etc.
B
Base 10 literals
A literal value in base 10 is used to represent a decimal integer value. This value can
be preceded by the signs "+" and "-". If the character "_" is employed in this literal
value, it is not significant.
Example:
-12, 0, 123_456, +986
Base 16 literals
An literal value in base 16 is used to represent an integer in hexadecimal. The base
is determined by the number "16" and the sign "#". The signs "+" and "-" are not
allowed. For greater clarity when reading, you can use the sign "_" between bits.
Example:
16#F_F or 16#FF (in decimal 255)
16#F_F or 16#FF (in decimal 224)
1924
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Glossary
Base 2 literals
A literal value in base 2 is used to represent a binary integer. The base is determined
by the number "2" and the sign "#". The signs "+" and "-" are not allowed. For greater
clarity when reading, you can use the sign "_" between bits.
Example:
2#1111_1111 or 2#11111111 (in decimal 255)
2#1110_0000 or 2#11100000 (in decimal 224)
Base 8 literals
A literal value in base 8 is used to represent an octal integer. The base is determined
by the number "8" and the sign "#". The signs "+" and "-" are not allowed. For greater
clarity when reading, you can use the sign "_" between bits.
Example:
8#3_77 or 8#377 (in decimal 255)
8#34_0 or 8#340 (in decimal 224)
BCD
The Binary Coded Decimal (BCD) format is used to represent decimal numbers
between 0 and 9 using a group of four bits (half-byte).
In this format, the four bits used to code the decimal numbers have a range of
unused combinations.
Example of BCD coding:
the number 2450
z is coded: 0010 0100 0101 0000
z
BIT
This is a binary unit for a quantity of information which can represent two distinct
values (or statuses): 0 or 1.
BOOL
BOOL is the abbreviation of Boolean type. This is the elementary data item in
computing. A BOOL type variable has a value of either: 0 (FALSE) or 1 (TRUE).
A BOOL type word extract bit, for example: %MW10.4.
33003101 07/2012
1925
Glossary
Break point
Used in the "debug" mode of the application.
It is unique (one at a time) and, when reached, signals to the processor to stop the
program run.
Used in connected mode, it can be positioned in one of the following program
elements:
z LD network,
z Structured Text Sequence or Instruction List,
z Structured Text Line (Line mode).
BYTE
When 8 bits are put together, this is callad a BYTE. A BYTE is either entered in
binary, or in base 8.
The BYTE type is coded in an 8 bit format, which, in hexadecimal, ranges from
16#00 to 16#FF
C
Constants
An INT, DINT or REAL type variable located in the constant field (%K), or variables
used in direct addressing (%KW, %KD or %KF). The contents of these cannot be
modified by the program during execution.
CPU
Is the abbreviation of Control Processing Unit.
This is the microprocessor. It is made up of the control unit combined with the
arithmetic unit. The aim of the control unit is to extract the instruction to be executed
and the data needed to execute this instruction from the central memory, to establish
electrical connections in the arithmetic unit and logic, and to run the processing of
this data in this unit. We can sometimes find ROM or RAM memories included in the
same chip, or even I/O interfaces or buffers.
Cyclic execution
The master task is executed either cyclically or periodically. Cyclical execution
consists of stringing cycles together one after the other with no waiting time between
the cycles.
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Glossary
D
DATE
The DATE type coded in BCD in 32 bit format contains the following information:
z the year coded in a 16-bit field,
z the month coded in an 8-bit field,
z the day coded in an 8-bit field.
The DATE type is entered as follows: D#<Year>-<Month>-<Day>
This table shows the lower/upper limits in each field:
Field
Limits
Comment
Year
[1990,2099]
Year
Month
[01,12]
Day
[01,31]
[01,30]
[01,29]
[01,28]
DATE_AND_TIME
see DT
DBCD
Representation of a Double BCD-format double integer.
The Binary Coded Decimal (BCD) format is used to represent decimal numbers
between 0 and 9 using a group of four bits.
In this format, the four bits used to code the decimal numbers have a range of
unused combinations.
Example of DBCD coding:
the number 78993016
z is coded: 0111 1000 1001 1001 0011 0000 0001 0110
z
DDT
DDT is the abbreviation of Derived Data Type.
A derived data type is a set of elements of the same type (ARRAY) or of various types
(structure)
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Glossary
DFB
DFB is the abbreviation of Derived Function Block.
DFB types are function blocks that can be programmed by the user ST, IL, LD or
FBD.
By using DFB types in an application, it is possible to:
simplify the design and input of the program,
z increase the legibility of the program,
z facilitate the debugging of the program,
z reduce the volume of the generated code.
z
DFB instance
A DFB type instance occurs when an instance is called from a language editor.
The instance possesses a name, input/output interfaces, the public and private
variables are duplicated (one duplication per instance, the code is not duplicated).
A DFB type can have several instances.
DINT
DINT is the abbreviation of Double Integer format (coded on 32 bits).
The lower and upper limits are as follows: -(2 to the power of 31) to (2 to the power
of 31) - 1.
Example:
-2147483648, 2147483647, 16#FFFFFFFF.
Documentation
Contains all the information of the project. The documentation is printed once
compiled and used for maintenance purposes.
The information contained in the documentation cover:
z the hardware and software configuration,
z the program,
z the DFB types,
z the variables and animation tables,
z the cross-references.
z ...
When building the documentation file, you can include all or some of these items.
1928
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Glossary
Driver
A program indicating to your computers operating system the presence and
characteristics of a peripheral device. We also use the term peripheral device driver.
The best-known drivers are printer drivers. To make a PLC communicate with a PC,
communication drivers need to be installed (Uni-Telway, XIP, Fipway, etc.).
DT
DT is the abbreviation of Date and Time.
The DT type coded in BCD in 64 bit format contains the following information:
z The year coded in a 16-bit field,
z the month coded in an 8-bit field,
z the day coded in an 8-bit field,
z the hour coded in a 8-bit field,
z the minutes coded in an 8-bit field,
z the seconds coded in an 8-bit field.
NOTE: The 8 least significant bits are unused.
The DT type is entered as follows:
DT#<Year>-<Month>-<Day>-<Hour>:<Minutes>:<Seconds>
This table shows the lower/upper limits in each field:
33003101 07/2012
Field
Limits
Comment
Year
[1990,2099]
Year
Month
[01,12]
Day
[01,31]
[01,30]
[01,29]
[01,28]
Hour
[00,23]
Minute
[00,59]
Second
[00,59]
1929
Glossary
DWORD
DWORD is the abbreviation of Double Word.
The DWORD type is coded in 32 bit format.
This table shows the lower/upper limits of the bases which can be used:
Base
Lower limit
Upper limit
Hexadecimal
16#0
16#FFFFFFFF
Octal
8#0
8#37777777777
Binary
2#0
2#11111111111111111111111111111111
Representation examples:
Data content
00000000000010101101110011011110
16#ADCDE
00000000000000010000000000000000
8#200000
00000000000010101011110011011110
2#10101011110011011110
E
EBOOL
EBOOL is the abbreviation of Extended Boolean type. A EBOOL type variable brings
a value (0 (FALSE) or 1 (TRUE) but also rising or falling edges and forcing
capabilities.
An EBOOL type variable takes up one byte of memory.
The byte split up into:
one bit for the value,
z one bit for the history bit (each time the states object changes, the value is copied
inside the history bit),
z one bit for the forcing bit (equals to 0 if the object isnt forced, equal to 1 if the bit
is forced.
z
1930
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Glossary
EDT
EDT is the abbreviation of Elementary Data Type.
These types are as follows:
z BOOL,
z EBOOL,
z WORD,
z DWORD,
z INT,
z DINT,
z UINT,
z UDINT,
z REAL,
z DATE,
z TOD,
z DT.
EF
Is the abbreviation of Elementary Function.
This is a block which is used in a program, and which performs a predefined
software function.
A function has no internal status information. Multiple invocations of the same
function using the same input parameters always supply the same output values.
Details of the graphic form of the function invocation can be found in the "[Functional
block (instance)]". In contrast to the invocation of the function blocks, function
invocations only have a single unnamed output, whose name is the same as the
function. In FBD each invocation is denoted by a unique [number] via the graphic
block, this number is automatically generated and can not be altered.
You position and set up these functions in your program in order to carry out your
application.
You can also develop other functions using the SDKC development kit.
EFB
Is the abbreviation for Elementary Function Block.
This is a block which is used in a program, and which performs a predefined
software function.
EFBs have internal statuses and parameters. Even where the inputs are identical,
the output values may be different. For example, a counter has an output which
indicates that the preselection value has been reached. This output is set to 1 when
the current value is equal to the preselection value.
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1931
Glossary
Elementary Function
see EF
Event processing
Event processing 1 is a program section launched by an event. The instructions
programmed in this section are executed when a software application event (Timer)
or a hardware event (application specific module) is received by the processor.
Event processes take priority over other tasks, and are executed the moment the
event is detected.
The event process EVT0 is of highest priority. All others have the same level of
priority.
NOTE: For M340, IO events with the same priority level are stored in a FIFO and
are treated in the order in which they are received.
All the timers have the same priority. When several timers end at the same time, the
lowest timer number is processed first.
The system word %SW48 counts IO events and telegram processed.
NOTE: TELEGRAM is available only for PREMIUM (not on Quantum or M340)
F
Fast task
Task launched periodically (setting of the period in the PC configuration) used to
carry out a part of the application having a superior level of priority to the Mast task
(master).
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Glossary
FBD
FBD is the abbreviation of Function Block Diagram.
FBD is a graphic programming language that operates as a logic diagram. In
addition to the simple logic blocks (AND, OR, etc.), each function or function block of
the program is represented using this graphic form. For each block, the inputs are
located to the left and the outputs to the right. The outputs of the blocks can be linked
to the inputs of other blocks to form complex expressions.
FFB
Collective term for EF (Elementary Function), EFB (Elementary Function Block) and
DFB (Derived Function block)
Flash Eprom
PCMCIA memory card containing the program and constants of the application.
FNES
FNES is the abbreviation of Fichiers Neutres dEntres Sorties (Neutral I/O
Documentation).
FNES format describes using a tree structure the PLCs in terms of rack, cards and
channels.
It is based on the CNOMO standard (comit de normalisation des outillages de
machines outils).
Function
see EF
Function block
see EFB
Function view
View making it possible to see the program part of the application through the
functional modules created by the user (see Functional module definition).
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Glossary
Functional Module
A functional module is a group of program elements (sections, sub-programs, macro
steps, animation tables, runtime screen, etc.) whose purpose is to perform an
automation device function.
A functional module may itself be separated into lower-level functional modules,
which perform one or more sub-functions of the main function of the automation
device.
G
GRAY
Gray or "reflected binary" code is used to code a numerical value being developed
into a chain of binary configurations that can be differentiated by the change in
status of one and only one bit.
This code can be used, for example, to avoid the following random event: in pure
binary, the change of the value 0111 to 1000 can produce random numbers between
0 and 1000, as the bits do not change value altogether simultaneously.
Equivalence between decimal, BCD and Gray:
H
Hyperlink
The hyperlink function enables links to be created between your project and external
documents. You can create hyperlinks in all the elements of the project directory, in
the variables, in the processing screen objects, etc.
The external documents can be web pages, files (xls, pdf, wav, mp3, jpg, gif, etc.).
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Glossary
I
I/O Object
An I/O object is an implicit or explicit language object for an expert function module
or a I/O device on a fieldbus. They are of the following types: %Ch, %I, %IW, %ID,
%IF, %Q, %QW, % QD, QF, %KW, %KD, %KF, %MW, %MD, and %MF.
The objects topological address depends on the modules position on the rack or
the devices position on the bus.
For Premium/Atrium PLCs double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) should be located by an integer type (%MW<i>,
%KW<i>). Only I/O objects make it possible to locate type instances (%MD<i>,
%KD<i>, %QD, %ID, %MF<i>, %KF<i>, %QF, %IF) by using their topological address
(for example %MD0.6.0.11, %MF0.6.0.31).
For Modicon M340 PLCs, double-type instances of located data (%MD<i>, %KD<i>)
or floating (%MF<i>, %KF<i>) are not available.
IEC 61131-3
International standard: Programmable Logic Controls
Part 3: Programming languages.
IL
IL is the abbreviation of Instruction List.
This language is a series of basic instructions.
This language is very close to the assembly language used to program processors.
Each instruction is composed of an instruction code and an operand.
INF
Used to indicate that a number overruns the allowed limits.
For a number of Integers, the value ranges (shown in gray) are as follows:
1935
Glossary
Instantiate
To instantiate an object is to allocate a memory space whose size depends on the
type of object to be instantiated. When an object is instantiated, it exists and can be
manipulated by the program.
INT
INT is the abbreviation of single integer format (coded on 16 bits).
The lower and upper limits are as follows: -(2 to the power of 31) to (2 to the power
of 31) - 1.
Example:
-32768, 32767, 2#1111110001001001, 16#9FA4.
Integer literals
Integer literal are used to enter integer values in the decimal system. The values can
have a preceding sign (+/-). Individual underlines (_ ) between numbers are not
significant.
Example:
-12, 0, 123_456, +986
IODDT
IODDT is the abbreviation of Input/Output Derived Data Type.
The term IODDT designates a structured data type representing a module or a
channel of a PLC module. Each application expert module possesses its own
IODDTs.
K
Keyword
A keyword is a unique combination of characters used as a syntactical programming
language element (See annex B definition of the IEC standard 61131-3. All the key
words used in Unity Pro and of this standard are listed in annex C of the IEC
standard 61131-3. These keywords cannot be used as identifiers in your program
(names of variables, sections, DFB types, etc.)).
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Glossary
L
LD
LD is the abbreviation of Ladder Diagram.
LD is a programming language, representing the instructions to be carried out in the
form of graphic diagrams very close to a schematic electrical diagram (contacts,
coils, etc.).
Located variable
A located variable is a variable for which it is possible to know its position in the PLC
memory. For example, the variable Water_pressure, is associated with%MW102.
Water_pressure is said to be localized.
M
Macro step
A macro step is the symbolic representation of a unique set of steps and transitions,
beginning with an input step and ending with an output step.
A macro step can call another macro step.
Master task
Main program task.
It is obligatory and is used to carry out sequential processing of the PLC.
Mono Task
An application comprising a single task, and so necessarily the Master task.
Multi task
Application comprising several tasks (Mast, Fast, Auxiliary, event processing).
The order of priority for the execution of tasks is defined by the operating system of
the PLC.
Multiple token
Operating mode of an SFC. In multitoken mode, the SFC may possess several
active steps at the same time.
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Glossary
N
Naming convention (identifier)
An identifier is a sequence of letters, numbers and underlines beginning with a letter
or underline (e.g., name of a function block type, an instance, a variable or a
section). Letters from national character sets (e.g., , , , ) can be used except in
project and DFB names. Underlines are significant in identifiers; e.g., A_BCD and
AB_CD are interpreted as different identifiers. Multiple leading underlines and
consecutive underlines are invalid.
Identifiers cannot contain spaces. Not case sensitive; e.g., ABCD and abcd are
interpreted as the same identifier.
According to IEC 61131-3 leading digits are not allowed in identifiers. Nevertheless,
you can use them if you activate the check box Allow leading digits in the Tools
Project settings Variables dialog .
Identifiers cannot be keywords.
NAN
Used to indicate that a result of an operation is not a number (NAN = Not A Number).
Example: calculating the square root of a negative number.
NOTE: The IEC 559 standard defines two classes of NAN: quiet NAN (QNAN) and
signaling NaN (SNaN) QNAN is a NAN with the most significant fraction bit set and a
SNAN is a NAN with the most significant fraction bit clear (Bit number 22). QNANs are
allowed to propagate through most arithmetic operations without signaling an
exception. SNAN generally signal an invalid-operation exception whenever they
appear as operands in arithmetic operations (See %SW17 and %S18).
Network
Mainly used in communication, a network is a group of stations which communicate
among one another. The term network is also used to define a group of interconnected graphic elements. This group forms then a part of a program which may be
composed of a group of networks.
O
Operator screen
This is an editor that is integrated into Unity Pro, which is used to facilitate the
operation of an automated process. The user regulates and monitors the operation
of the installation, and, in the event of any problems, can act quickly and simply.
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Glossary
P
Periodic execution
The master task is executed either cyclically or periodically. In periodic mode, you
determine a specific time (period) in which the master task must be executed. If it is
executed under this time, a waiting time is generated before the next cycle. If it is
executed over this time, a control system indicates the overrun. If the overrun is too
high, the PLC is stopped.
Procedure
Procedures are functions view technically. The only difference to elementary
functions is that procedures can take up more than one output and they support data
type VAR_IN_OUT. To the eye, procedures are no different than elementary
functions.
Procedures are a supplement to IEC 61131-3.
Protection
Option preventing the contents of a program element to be read (read protected), or
to write or modify the contents of a program element (read/write protected).
The protection is confirmed by a password.
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Glossary
R
REAL
Real type is a coded type in 32 bits.
The ranges of possible values are illustrated in gray in the following diagram:
NOTE: The IEC 559 standard defines two classes of NAN: quiet NAN (QNAN) and
signaling NaN (SNaN) QNAN is a NAN with the most significant fraction bit set and a
SNAN is a NAN with the most significant fraction bit clear (Bit number 22). QNANs are
allowed to propagate through most arithmetic operations without signaling an
exception. SNAN generally signal an invalid-operation exception whenever they
appear as operands in arithmetic operations (See %SW17 and %S18).
NOTE: when an operand is a DEN (De-normalized number) the result is not
significant.
Real literals
An literal real value is a number expressed in one or more decimals.
Example:
-12.0, 0.0, +0.456, 3.14159_26
Real literals with exponent
An Literal decimal value can be expressed using standard scientific notation. The
representation is as follows: mantissa + exponential.
Example:
-1.34E-12 or -1.34e-12
1.0E+6 or 1.0e+6
1.234E6 or 1.234e6
1940
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Glossary
RS 232C
Serial communication standard which defines the voltage of the following service:
z a signal of +12 V indicates a logical 0,
z a signal of -12 V indicates a logical 1.
There is, however, in the case of any attenuation of the signal, detection provided
up to the limits -3 V and +3 V.
Between these two limits, the signal will be considered as invalid.
RS 232 connections are quite sensitive to interference. The standard specifies not
to exceed a distance of 15 m or a maximum of 9600 bauds (bits/s).
RS 485
Serial connection standard that operates in 10 V/+5 V differential. It uses two wires
for send/receive. Their "3 states" outputs enable them to switch to listen mode when
the transmission is terminated.
RUN
Function enabling the startup of the application program of the PLC.
RUN Auto
Function enabling the execution of the PLC application program to be started
automatically in the case of a cold start.
Rung
A rung is the equivalent of a sequence in LD; other related terms are "Ladder
network" or, more generally, "Network". A rung is inscribed between two potential
bars of an LD editor and is composed of a group of graphic elements interconnected
by means of horizontal or vertical connections. The dimensions of a rung are 17 to
256 lines and 11 to 64 columns maximum.
S
Section
Program module belonging to a task which can be written in the language chosen
by the programmer (FBD, LD, ST, IL, or SFC).
A task can be composed of several sections, the order of execution of the sections
corresponding to the order in which they are created, and being modifiable.
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Glossary
SFC
SFC is the abbreviation of Sequential Function Chart.
SFC enables the operation of a sequential automation device to be represented
graphically and in a structured manner. This graphic description of the sequential
behavior of an automation device, and the various situations which result from it, is
performed using simple graphic symbols.
SFC objects
An SFC object is a data structure representing the status properties of an action or
transition of a sequential chart.
Single token
Operating mode of an SFC chart for which only a single step can be active at any
one time.
ST
ST is the abbreviation of Structured Text language.
Structured Text language is an elaborated language close to computer
programming languages. It enables you to structure series of instructions.
STRING
A variable of the type STRING is an ASCII standard character string. A character
string has a maximum length of 65534 characters.
Structure
View in the project navigator with represents the project structure.
Subroutine
Program module belonging to a task (Mast, Fast, Aux) which can be written in the
language chosen by the programmer (FBD, LD, ST, or IL).
A subroutine may only be called by a section or by another subroutine belonging to
the task in which it is declared.
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Glossary
T
Task
A group of sections and subroutines, executed cyclically or periodically for the MAST
task, or periodically for the FAST task.
A task possesses a level of priority and is linked to inputs and outputs of the PLC.
These I/O are refreshed in consequence.
TIME
The type TIME expresses a duration in milliseconds. Coded in 32 bits, this type
makes it possible to obtain periods from 0 to (2 to the power of 32)-1 milliseconds.
Time literals
The units of type TIME are the following: the days (d), the hours (h), the minutes (m),
the seconds (s) and the milliseconds (ms). A literal value of the type TIME is
represented by a combination of previous types preceded by T#, t#, TIME# or
time#.
Examples: T#25h15m, t#14.7S, TIME#5d10h23m45s3ms
Time Out
In communication projects, The Time out is a delay after which the communication
is stopped if there is no answer of the target device.
TIME_OF_DAY
see TOD
TOD
TOD is the abbreviation of Time of Day.
The TOD type coded in BCD in 32 bit format contains the following information:
z the hour coded in a 8-bit field,
z the minutes coded in an 8-bit field,
z the seconds coded in an 8-bit field.
NOTE: The 8 least significant bits are unused.
The Time of Day type is entered as follows: TOD#<Hour>:<Minutes>:<Seconds>
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Glossary
Limits
Comment
Hour
[00,23]
The left 0 is always displayed, but can be omitted at the time of entry
Minute
[00,59]
The left 0 is always displayed, but can be omitted at the time of entry
Second
[00,59]
The left 0 is always displayed, but can be omitted at the time of entry
Example: TOD#23:59:45.
Token
An active step of an SFC is known as a token.
U
UDINT
UDINT is the abbreviation of Unsigned Double Integer format (coded on 32 bits)
unsigned. The lower and upper limits are as follows: 0 to (2 to the power of 32) - 1.
Example:
0, 4294967295, 2#11111111111111111111111111111111, 8#37777777777,
16#FFFFFFFF.
UINT
UINT is the abbreviation of Unsigned integer format (coded on 16 bits). The lower
and upper limits are as follows: 0 to (2 to the power of 16) - 1.
Example:
0, 65535, 2#1111111111111111, 8#177777, 16#FFFF.
Unlocated variable
An unlocated variable is a variable for which it is impossible to know its position in
the PLC memory. A variable which have no address assigned is said to be
unlocated.
V
Variable
Memory entity of the type BOOL, WORD, DWORD, etc., whose contents can be modified
by the program during execution.
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Glossary
Visualization window
This window, also called a watch window, displays the variables that cannot be
animated in the language editors. Only those variables that are visible at a given
time in the editor are displayed.
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Glossary
W
Watch point
Used in the "debug" mode of the application.
It enables the display of animated variables to be synchronized with the execution
of a program element (containing the watch point) in order to ascertain their values
at this precise point of the program.
WORD
The WORD type is coded in 16 bit format and is used to carry out processing on bit
strings.
This table shows the lower/upper limits of the bases which can be used:
Base
Lower limit
Upper limit
Hexadecimal
16#0
16#FFFF
Octal
8#0
8#177777
Binary
2#0
2#1111111111111111
Representation examples
1946
Data content
0000000011010011
16#D3
1010101010101010
8#125252
0000000011010011
2#11010011
33003101 07/2012
Unity Pro
Index
33003101 07/2012
B
AC
Index
adding
user directory, 165
adjusting
variables, 1415
animation
animation tables, 1423
inspect window, 1420
PLC screen, 1402
program, 1336
variables window, 1417
animation tables
hyperlinks, 1838
assistant
calling FFB functions, 1125
import/export, 1744
type library manager, 282
coils
LL984 editor, 1043
comparing
project, 108
configuration editor, 1219
configuring
project, 1219
configuring networks, 393
configuring X-way, 401
connecting to PLC, 94
communication parameters, 105
setting address, 96
types of connection, 102
contacts
LL984 editor, 1043
Container
FDT, 231
conversion wizard
access, 1763
conversion, 1767
CPU configuration tab, 1793
general procedure, 1761
general representation, 1765
I/O remapping tab, 1773
introduction, 1761
launch, 1763
results, 1767
structure tab, 1768
creating
derived data types, 307
EDT/DDT/IODDT/Device DDT instanc-
B
backup project
Modicon M340, 125
Premium, 127
bookmarks
graphical languages, 536
browser
DTM, 240
Browser Contextual Menus, 249
Field Bus Discovery, 256
browser directories, 170
33003101 07/2012
1947
Index
es, 339
EFB/DFB instances, 329
creating a program
LL984 editor, 1043
current library, 275
D
data editor, 299
hyperlinks, 1820
management, 369
DDT (derived data type), 307
instances, 339
debugging
program, 1325
derived data types (DDT), 307
instances, 339
derived function blocks (DFB), 1183
DFB
hyperlinks, 1828
DFB (derived function block), 1183
DFB Type, 1184
diagnostics, 1523
diagnostics viewer, 1529
documentation, 1673
hyperlinks, 1852
DTM
Browser, 241
DTM hardware catalog, 235
DTM Hardware Catalog, 235
DTM properties, 265
DTM services, 251
F
FBD editor, 571
creating a program, 572
editing FFBs, 590
other functions, 535
search/replace function, 1167
selecting data, 1113
using type library browser, 1157
FDT Container, 231
FDT container
introduction, 233
user rights, 234
FFB library version
properties, 164
Field Bus Discovery, 256
filtering
data, 377
function blocks
LL984 editor, 1043
functional modules, 199
G
go to
project browser, 161
graphical languages
bookmarks, 536
H
Hardware Catalog
DTM, 235
hyperlinks, 1798
E
EDT (elementary data type), 339
EFB (elementary function block)
instances, 329
elementary data types (EDT), 339
elementary function blocks (EFB)
instances, 329
equation network blocks
LL984 editor, 1043
export, 1701
1948
I
I/O objects management, 1133
IL editor, 977
other functions, 943
search/replace function, 1167
selecting data, 1113
using type library browser, 1157
import, 1701
33003101 07/2012
Index
K
keyboard
shortcut, 1887
L
LD editor, 663
creating a program, 664
other functions, 535
search/replace function, 1167
using type library browser, 1157
libraries
Libset, 270
library content, 275
library management
variables and FFB types, 269
library manager, 274
areas, 275
Libset (set of libraries), 270
Libset information, 272, 275
Libset version, 270
import XEF file, 1740
import ZEF file, 1740
modifying, 271
options, 79
properties, 164
upgrade/downgrade, 271
links
LL984 editor, 1043
LL984 editor
assigning variables, 1043
coils, 1043
contacts, 1043
creating a program, 1043
equation network blocks, 1043
function blocks, 1043
instruction editor, 1451, 1451
links, 1043
network display, 1043, 1055
search/replace function, 1167
subroutines, 1043
M
maintain output links on disabled EF
project settings, 503
memory card access
Modicon M340, 145
memory consumption, 139
modifying the Libset version, 271
N
network display
LL984 editor, 1043, 1055
O
offline mode, 77
online mode, 86
online modifications, 88
open project dialog, 79
operator screen, 1559
hyperlinks, 1845
options, 475
Libset version, 79
output windows, 1880
P
pack function
memory, 143
PLC simulator, 1457
33003101 07/2012
1949
Index
T
tasks, 418
transferring
data, 129
project, 119
type library
update, 289
type library browser, 1157
type library manager, 269, 274
areas, 275
description, 277
R
RUN, 124
updating
initial values, 138
upgrade/downgrade the Libset version, 271
upload information, 122
V
variables (EDT), 339
variables assignment
LL984 editor, 1043
Z
zoom
project browser, 155
33003101 07/2012