| Author
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Matrix Ltd
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| Version
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1.2
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| Category
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Magnetic
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Reed Switch component
Simple on off switch triggered by the proximity of another object.
Component Pack
SENSORS
Detailed description
No detailed description exists yet for this component
Examples
No additional examples
Downloadable macro reference
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ReadState
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| 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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- BYTE
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Return
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SetTarget
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| 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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- HANDLE
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Target
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| The object to test for collision with.
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- VOID
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Return
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WaitUntilHigh
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| 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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- VOID
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Return
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WaitUntilLow
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| 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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- VOID
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Return
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Property reference
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Properties
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Connections
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Pin
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| The chip pin that will receive the switch status.
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Polarity
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| Select the pin state that will indicate that an object has been detected.
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Simulations
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Magnet Object
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| Select an object from the panel to act as the magnet that triggers the reed switch.
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Range
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| 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.
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Timer Interval (ms)
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| Time in milliseconds between testing for proximity. Small time = Greater CPU load Large time = More like to miss activation if it is very brief.
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