InTouch For System Platform 2017 PDF
InTouch For System Platform 2017 PDF
InTouch For System Platform 2017 PDF
System Platform
2017
Michelle D. Navarro
Senior Automation Engineer
Captured Energy Green Solution, Inc.
[email protected]
Agenda
Contents
Module 1: Introduction
• Module 2: Getting Started
• Module 3: ArchestrA Symbols
• Module 4: Alarms and Events Visualization
• Module 5: Trend Visualization
• Module 6: Security
Module 1: Introduction
Contents
Section 1: Course Introduction
• Section 2: System Platform Overview
• Lab 1 – Creating and Deploying the Galaxy
• Section 3: ArchestrA Visualization Overview
• Section 4: System Requirements and Licensing
Course Introduction
The InTouch for System Platform 2017 course is a 4-day, instructor-led
class designed to provide an overview of the features and
functionalities released with InTouch for System Platform. It covers the
components and capabilities of the software, as well as topics to help
you build and deploy an InTouch for System Platform visualization
application. It also introduces tools for creating graphics, visualizing
alarms and events, visualizing trends and history, and implementing
security in an InTouch for System Platform application.
Course Introduction
Objectives
Upon completion of this course, you will be able to:
• Describe InTouch for System Platform visualization components
• Create and run visualization applications
• Describe situational awareness concepts
• Create and use graphics
• Implement navigation for visualization applications
• Implement alarm visualization
• Implement real-time and historical trending
• Implement visualization
Course Introduction
Prerequisites
Knowledge of the following tools, features, and technologies is required:
• Industrial automation software concepts
• From the Application Server software product:
• ArchestrA IDE
• Automation Objects
• Alarms of attributes
• Historization of attributes
• Security
• Deployment model
• Plant model
• QuickScript .NET scripting language
Module 1: Introduction
Contents
Section 1: Course Introduction
Section 2: System Platform Overview
• Lab 1 – Creating and Deploying the Galaxy
• Section 3: ArchestrA Visualization Overview
• Section 4: System Requirements and Licensing
System Platform Overview
Introduction
System Platform is an industrial
software platform built on
ArchestrA technology. It contains
an integrated set of services and
an extensible data model to
manage plant control and
information management systems.
System Platform Overview
System Platform Overview
ArchestrA Technology
ArchestrA is a distributed architecture developed for supervisory control and
manufacturing information systems. It is an open and extensible technology
based on a distributed, object-oriented design. It is built on .NET and
leverages the Microsoft Framework for the industrial automation worlds.
System Platform Overview
ArchestrA Technology
• Object management for creating object-oriented applications
• A component object framework for application modeling of plants, factories and
equipment.
• A common, global name space for all application types, from single-node to
distributed, and networked applications.
• Inter-process advanced communication with system maintenance and diagnostic
information.
• Centralized security services with support for multi-user environments for
development and runtime.
• Version management for every object in the application, including logging of
development operation
Module 1: Introduction
Contents
Section 1: Course Introduction
Section 2: System Platform Overview
Lab 1 – Creating and Deploying the Galaxy
• Section 3: ArchestrA Visualization Overview
• Section 4: System Requirements and Licensing
Lab 1 – Creating
and Deploying the
Galaxy
Module 1: Introduction
Contents
Section 1: Course Introduction
Section 2: System Platform Overview
Lab 1 – Creating and Deploying the Galaxy
Section 3: ArchestrA Visualization Overview
• Section 4: System Requirements and Licensing
ArchestrA Visualization Overview
Introduction
InTouch provides the tools to develop interactive and animated
graphical displays - InTouch applications. The behavior of those
displays, including the animation and visual representations, can be
associated with properties of industrial processes and equipment
through real-time data provided by the Wonderware System Platform.
InTouch provides multiple user interface capabilities including
keyboard, mouse, tablet, and touch screen inputs, as well as multi-
screen outputs. InTouch offers a host of capabilities for Engineering,
Operations, and IT departments.
ArchestrA Visualization Overview
ArchestrA Graphics
ArchestrA graphics are developed through the ArchestrA IDE and allow
you to customize graphical representations of your processes in
virtually any permutation desired.
ArchestrA graphics can be embedded within Application Server objects,
so everything about a given object is defined within it: alarms, history,
logic, graphics, and so on, allowing greater flexibility.
ArchestrA Visualization Overview
ArchestrA Graphics
ArchestrA graphics created in the Graphic Toolbox can also be linked to
Automation Server objects. Edits to the symbol will cascade to every
object with which the symbol is linked, regardless of the hierarchical
relationship of the objects.
ArchestrA Visualization Overview
What is InTouch for System Platform?
InTouch for System Platform is configured and licensed to be used as a
visualization client in conjunction with the Wonderware System
Platform, displaying data from objects defined in a Wonderware
Application Server Galaxy.
ArchestrA Visualization Overview
What is a Managed InTouch Application?
A Managed InTouch application is one that is created from within the
ArchestrA IDE, and deployed as an object in the Wonderware
Application Server application. Creating a managed application allows
use of ArchestrA symbols. A Managed InTouch application exhibits the
same kind of behavior as other objects in the IDE, such as the ability to
check out and check in, but opens in an external development
environment called WindowMaker.
ArchestrA Visualization Overview
InTouch Components
InTouch consists of three main components:
• WindowMaker: The InTouch development environment, where
object-oriented graphics are used to create animated, click-sensitive
display windows. ArchestrA graphics are embedded in InTouch
windows.
• WindowViewer: The runtime environment used to display the
graphic windows created in WindowMaker.
• Application Manager: Organizes the applications that are created.
Module 1: Introduction
Contents
Section 1: Course Introduction
Section 2: System Platform Overview
Lab 1 – Creating and Deploying the Galaxy
Section 3: ArchestrA Visualization Overview
Section 4: System Requirements and Licensing
System Requirements and Licensing
Software Requirements
When multiple elements are selected, the last selected element is the
primary element. All other previously selected elements are secondary
elements. To select multiple elements, hold the Shift key and click the
individual elements. You can also drag a lasso around all of the elements.
Symbol Editor
Selecting Elements
Primary Element
• Appears with color-filled handles
• Behaves as an active selected element
• Is the point of reference for all operations, such as
aligning or spacing multiple selected elements
Symbol Editor
Selecting Elements
Secondary Elements
• Appear with white handles
• Behave as inactive selected elements
• Follow the edits made to the primary element
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
• Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
• Lab 6 – Creating the Mixer Components
• Section 4: Tools and Animation
• Lab 7 – Creating the Mixer Display
• Section 5: The OwningObject Property
• Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
Lab 5 – Building a
Process Overview
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
• Lab 6 – Creating the Mixer Components
• Section 4: Tools and Animation
• Lab 7 – Creating the Mixer Display
• Section 5: The OwningObject Property
• Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
ArchestrA Symbols with Objects
Managing ArchestrA Symbols Within Automation Objects
Use the Symbols area for the configuration editor of the
AutomationObject to add a new symbol using the Add button, give it a
valid name, and enter an optional description.
The names must be unique. Valid characters for symbol names include
alphanumeric characters such as $, #, and _ (underscore). Symbol
names cannot include spaces and the symbol name cannot begin with
the $ character.
ArchestrA Symbols with Objects
Inserting ArchestrA Symbols from an Automation Object
From the ArchestrA graphics perspective, symbols added to
Automation objects are referenced like any other attribute within that
object using the symbol’s name.
ArchestrA Symbols with Objects
Selecting Alternate Symbols of the Same Instance
Automation objects can include more than one ArchestrA symbol. The
Select Alternate Symbol feature allows the replacement of an
embedded symbol with another symbol belonging to the same
instance. This feature is available in both the Symbol Editor and
WindowMaker.
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
• Section 4: Tools and Animation
• Lab 7 – Creating the Mixer Display
• Section 5: The OwningObject Property
• Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
Lab 6 – Creating
the Mixer
Components
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
• Lab 7 – Creating the Mixer Display
• Section 5: The OwningObject Property
• Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
Tools and Animation
Creating Custom Symbols
You can use the features of the Symbol Editor and its environment to
create custom elements and put them together to create custom
ArchestrA symbols. You can then embed them within other ArchestrA
symbols, if desired.
You can then configure the elements with Animations, Scripts, or
Custom Scripts, similar to preconfigured graphics.
Tools and Animation
Tools Pane
Recall the Tools pane introduced earlier, which contains tools to draw
symbol elements on the drawing canvas.
Tools and Animation
The Tools pane includes:
• Basic objects such as lines, rectangles, polygons, and arcs
• A pointer tool to select and move elements on the canvas
• Windows common controls such as combo boxes, calendar controls,
radio button groups, and others
• A Status tool to show quality and status of selected ArchestrA
attributes
Tools and Animation
Create a Group
Grouping lets you relate elements together as a
unit. Groups can contain elements and other
groups. Groups are shown in the Elements list
with a default name, such as Group1. Groups can
be renamed just as you rename elements.
Select the elements to be grouped and use the
Group button to group them.
Tools and Animation
Editing Components Within a Group
Work with the elements of a group as one set of elements or, by
selecting the elements in the Elements list, work with the individual
elements in the group without having to break the group. This is called
in-line editing.
Tools and Animation
Path Graphics
Path graphics are elements that combine selected open elements, such
as lines, H/V lines, polylines, curves, and arcs to a single closed graphic
element.
Tools and Animation
The path graphic depends upon:
• The order in which the elements were drawn. Each element is linked
to the next element by z-order. The z-order of the elements is the
order shown in the Elements list.
• The direction which the elements were drawn. The end point of one
element is connected to the start point of the next element.
Tools and Animation
Images
Images files such as .bmp, .gif, .mpg, .mpeg, .tif, .tiff, or .png, may be
added to an ArchestrA Symbol. To accomplish this, click the Image
tool. The cursor turns into a + symbol. Draw an image container in the
canvas (any size) and select the file to import as a bitmap. Graphic files
can also be copied directly from the Windows clipboard into an
ArchestrA graphic. To change the image to its original size, right-click
the object and select Image – Original Size.
Tools and Animation
Select Image Transparent Color
An image can be defined with a transparent color so background
objects or graphics behind it will be visible. By defining a transparent
color, the background of the graphic or any objects behind the image
will show through in the areas where the transparent color is used.
To accomplish this, change the image Fill Color to No Fill and Line Color
to No Line. Right-click the image and click Select Image Transparent
Color. Click the Blotter over the color you wish to be transparent.
Tools and Animation
Adjusting the Order of Elements or Z-Order
The order of elements or z-order specifies which element appears on
top of other elements when the elements overlap on the drawing
canvas. The order also determines how the elements of a path graphic
connect.
.
Tools and Animation
Rotating Elements
Rotate elements to any orientation (0 -359 degrees):
• Graphically with the rotation handle
• Numerically by typing the orientation angle in the Properties tab
• By rotating them by 90 degrees in a clockwise or counterclockwise
direction
The element is rotated around its point of origin. By default, the point
of origin is in the center of the element. You can move the point of
origin to any other location, even outside of the object itself.
Tools and Animation
Visualization and Interaction Animations
There are two types of animations:
• Visualization animations determine the appearance of the element,
such as blinking, fill style, percent fill horizontal, or value display
• Interaction animations determine the behavior of an element, such as
horizontal sliders or user input
There are visualization and interaction animations that are specific to
certain elements. For example, the DataStatus animation is specific to
the Status element. Element-specific animations also determine
element behavior and app
Tools and Animation
Show Symbol and Hide Symbol Animations
The Show and Hide Symbol animations allows the display of a symbol
as a pop-up window through symbol animation. A Show Symbol
animation shows a specified symbol at a specified position when the
runtime user clicks on the element. You can configure a Hide Symbol
animation to close the current symbol or to close a symbol that is
shown by a specified element.
Tools and Animation
Configure Show Symbol
A Show Symbol animation pops-up a specified symbol independent of
any InTouch window at a specified position when the runtime user
clicks on the element.
Tools and Animation
Configure Hide Symbol
In the Edit Animations window for the element, add the Hide Symbol
animation and configure the options:
• Symbol that will close, either the one that was opened by the
element or a symbol that was opened by a specified element
• Shortcut key identified to close the symbol, if any
Tools and Animation
Disable Animation
You can enable or disable animations for an element. When you disable
an animation, its configuration is not lost. You are able to see, for
example, each animation independently from each other.
Tools and Animation
Value Display Animation
Use the Value Display animation to specify a Discrete, Analog, String,
Time, or Name expression to display at runtime.
Tools and Animation
Element Style Animation
You can configure an element or a group of elements by adding an
Element Style animation.
There are two types of Element Style animations:
• Boolean: Animation that applies Element Styles, based on a binary
True/False condition
• Truth Table: Animation that applies Element Styles based on a range
of possible values
Tools and Animation
Pushbutton Animation
You can configure an element with a pushbutton animation. You can
choose whether the pushbutton will be Boolean, analog, or string.
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
Lab 7 – Creating the Mixer Display
• Section 5: The OwningObject Property
• Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
Lab 7 – Creating
the Mixer Display
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
Lab 7 – Creating the Mixer Display
Section 5: The OwningObject Property
• Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
The OwningObject Property
OwningObject
The OwningObject property of a symbol is a runtime property that is
used to dynamically change the references within a symbol from one
instance to another. The OwningObject property can be used as the
ArchestrA object reference to replace all "Me." references in
expressions and scripts. The object name can be set, either using the
tagname or hierarchical name of an AutomationObject.
The OwningObject Property
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
Lab 7 – Creating the Mixer Display
Section 5: The OwningObject Property
Lab 8 – Switching Between Mixers
• Section 6: Custom Properties
• Lab 9 – Creating Command Displays
Lab 8 – Switching
Between Mixers
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
Lab 7 – Creating the Mixer Display
Section 5: The OwningObject Property
Lab 8 – Switching Between Mixers
Section 6: Custom Properties
• Lab 9 – Creating Command Displays
Custom Properties
Use custom properties to customize symbols when they are embedded
and extend the functionality of a symbol. A custom property can
contain:
• An expression that can be read
• An ArchestrA attribute that can be read and written to, if the attribute
allows
• A property of an element or symbol
• A custom property of a symbol
Custom Properties
Custom properties can be set to either be Private or Public:
• A Private property is not exposed when the symbol is embedded
• A Public property can be customized when the symbol
Custom properties can also have Absolute or Relative references:
• Absolute references to an attribute that is fully defined, such as
Tank1.InletValve.PV
• Relative references up the hierarchy to parent objects, such as
Me.InletValve.PV
Custom Properties
Manage custom properties of a symbol in the Edit Custom Properties
dialog box.
Custom Properties
Data Type Symbols
The symbols for the data types of a custom property are:
Custom Properties
Default Value
The default value of a property can be a literal value, reference, or
expression. Click the Browse Galaxy ellipsis button to browse for a
reference.
If the selected data type is String, Time, or Elapsed Time, click the
button to the left of the Default Value field to indicate whether or not
the default value is Static or Expression or Reference.
Custom Properties
Visibility
You can configure the visibility of a custom property as follows:
• Public: The custom property is visible and can be used in a source
symbol, if the symbol is embedded
• Private: The custom property is hidden and cannot be referenced
outside the defining symbol
Custom Properties
Description
In the Description field, as a best practice, use a meaningful description
of the custom property, especially since the custom property name
cannot contain spaces. This will be useful for anyone else that needs to
view or edit the custom property.
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview • Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
Lab 7 – Creating the Mixer Display
Section 5: The OwningObject Property
Lab 8 – Switching Between Mixers
Section 6: Custom Properties
Lab 9 – Creating Command Displays
Lab 9 – Creating
Command Displays
Module 3: ArchestrA Symbols
Contents
Section 1: ArchestrA Symbol Overview Section 7: Scripts in ArchestrA Symbols
Section 2: Symbol Editor
• Lab 10 – Creating a Navigation Symbol
Lab 5 – Building a Process Overview
Section 3: ArchestrA Symbols with Objects • Section 8: Galaxy Styles
Lab 6 – Creating the Mixer Components
Section 4: Tools and Animation
Lab 7 – Creating the Mixer Display
Section 5: The OwningObject Property
Lab 8 – Switching Between Mixers
Section 6: Custom Properties
Lab 9 – Creating Command Displays
Scripts in ArchestrA Symbols
Overview of the Scripting Environment
You can write scripts to monitor and manage aspects of your InTouch
applications. A script is a set of programmatic instructions that directs
an InTouch application to perform an action. You write InTouch scripts
with the QuickScript language. Using QuickScript, you can write scripts
that include conditional branching, code looping, and local variables.
Scripts in ArchestrA Symbols
Scripts can be classified by when they are run and whether they run
independently of other ongoing application processes. Scripts can
generally be run in two different ways:
• Event-based scripts run once when an event occurs.
• Time-based scripts run periodically while a condition is fulfilled.
Scripts in ArchestrA Symbols
For condition scripts, you can either run a script synchronously or
asynchronously:
• When a synchronous script runs, all InTouch animation and tag value
updating stops. Then, animation and tag value updating resumes
after the script stops.
• When an asynchronous script runs, all InTouch animation and tag
value updating continues during the period when the script runs.
Scripts in ArchestrA Symbols
Using scripts, you can create a variety of customized and automated
system functions. A script adds behavior that runs when the object that
contains the script is deployed and the object is either:
• On scan in the runtime environment; or
• Changes scan or start/shutdown state
Note: The reason message and Comment field and list are displayed in
the Secured Write or Verified Write dialog box, only in InTouch
WindowViewer and not in Object Viewer.
Module 6: Security
Contents
Section 1: Security Overview
Lab 19 – Using Security Features in Graphics
Section 2: Signed Writes
Lab 20 – Signing Writes from InTouch
• Section 3: Customization of the Runtime Environment
• Lab 21 – Locking Down Your Application
Lab 20 – Signing
Writes from
InTouch
Module 6: Security
Contents
Section 1: Security Overview
Lab 19 – Using Security Features in Graphics
Section 2: Signed Writes
Lab 20 – Signing Writes from InTouch
Section 3: Customization of the Runtime Environment
• Lab 21 – Locking Down Your Application
Customization of the Runtime
Environment
InTouch WindowViewer Timeouts
Configure WindowViewer to automatically log off an inactive operator
from an InTouch application. An operator must log on again, after being
logged off for inactivity. Setting an automatic inactivity log off period
prevents unauthorized access to the InTouch application, when
operators leave their workstations unattended.
A timer measures the period the operator has not interacted with the
running InTouch application. The timer resets each time the operator
uses a mouse or any other input device to enter data.
Customization of the Runtime
Environment
Automatically logging off an operator is a three-step process
a. WindowViewer sets the $InactivityWarning system tag to 1, when
the operator’s inactivity period exceeds a specified warning period. Use
the $InactivityWarning tag in a condition QuickScript to show a
window that warns the operator about the pending log off for
inactivity. The operator stays logged on by responding before the
specified time-out period occurs. When the operator takes some
action, the $InactivityWarning tag and inactivity timer are reset to
zero.
Customization of the Runtime
Environment
b. If the operator fails to respond after the inactivity warning, the
$InactivityTimeout system tag is set to 1, when the time-out period
has been reached. When $InactivityTimeout is 1, WindowViewer
equates the logged on operator name to the reserved name None and
sets the $AccessLevel security tag to 0.
c. Write a script to automatically log off the operator if the
$InactivityTimeout tag is set to 1.
Customization of the Runtime
Environment
Customizing the Runtime Environment
Like WindowMaker, WindowViewer includes many options to
customize the runtime environment. For example, set the blinking
speed for blinking objects, the system inactivity timeout and warning
values, and the windows that are automatically opened when
WindowViewer is started from its icon or its menu command.