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m Text replacement - "width="10%" align="center" style="background-color:#D8C9D8;" align="center"" to "width="10%" align="center" class="mtx-class-macrohead""
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| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''ReadState'''
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| colspan="2" | Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. 
| colspan="2" | Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. 
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| colspan="2" | Set the object that you want to test for collision with. If this is not called, or is called with handle = 0, collisions will be tested against every panel object that has 'Solid' status. NB) Specifying an object will save CPU power!! 
| colspan="2" | Set the object that you want to test for collision with. If this is not called, or is called with handle = 0, collisions will be tested against every panel object that has 'Solid' status. NB) Specifying an object will save CPU power!! 
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| colspan="2" | Pause the program until the detector goes high.  'Polarity' will affect whether high value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! 
| colspan="2" | Pause the program until the detector goes high.  'Polarity' will affect whether high value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! 
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| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''WaitUntilLow'''
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| colspan="2" | Pause the program until the detector goes low.  'Polarity' will affect whether low value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! 
| colspan="2" | Pause the program until the detector goes low.  'Polarity' will affect whether low value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! 
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| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''Properties'''  
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| colspan="2" | Select the pin state that will indicate that an object has been detected. 
| colspan="2" | Select the pin state that will indicate that an object has been detected. 
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Latest revision as of 14:37, 13 July 2026

Author Matrix Ltd
Version 1.2
Category Magnetic


Reed Switch component

Simple on off switch triggered by the proximity of another object.

Component Source Code

Please click here to download the component source project: FC_Comp_Source_Reed_Switch.fcfx

Please click here to view the component source code (Beta): FC_Comp_Source_Reed_Switch.fcfx

Detailed description

No detailed description exists yet for this component

Examples

No additional examples







Macro reference

ReadState

ReadState
Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. 
- BYTE Return


SetTarget

SetTarget
Set the object that you want to test for collision with. If this is not called, or is called with handle = 0, collisions will be tested against every panel object that has 'Solid' status. NB) Specifying an object will save CPU power!! 
- HANDLE Target
The object to test for collision with. 
- VOID Return


WaitUntilHigh

WaitUntilHigh
Pause the program until the detector goes high. 'Polarity' will affect whether high value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! 
- VOID Return


WaitUntilLow

WaitUntilLow
Pause the program until the detector goes low. 'Polarity' will affect whether low value represents a collision or separation. NB) In simulation, only use this macro if testing for collision with animated or timer driven objects!! 
- VOID Return


Property reference

Properties
Connections
Pin
The chip pin that will receive the switch status. 
Polarity
Select the pin state that will indicate that an object has been detected. 
Simulation
Magnet Object
Select an object from the panel to act as the magnet that triggers the reed switch. 
Range
Distance within which the switch is activated. NB) This is measured between the centre of the proximity switch and the centre of the target object. 
Timer Interval (ms)
Time in milliseconds between testing for proximity. Small time = Greater CPU load Large time = More like to miss activation if it is very brief.