Difference between revisions of "Component: Proximity Switch Template (Sensors)"

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{| width="50%"
 
 
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| width="20%" style="color: gray;" | Author
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| width="20%" style="color:gray;" | Author
 
| Matrix Ltd
 
| Matrix Ltd
 
|-
 
|-
| width="20%" style="color: gray;" | Version
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| width="20%" style="color:gray;" | Version
| 1.2 (Release)
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| 1.2
 
|-
 
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| width="20%" style="color: gray;" | Category
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| width="20%" style="color:gray;" | Category
 
| Sensors
 
| Sensors
 
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|}
  
  
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==Proximity Switch Template component==
 +
Polls a chosen panel object to test it's distance from this component. When the test object is within the detection range, the state of a pin is changed, and a User event generated. Used for building models of reed swicthes and hall sensors.
  
==[[File:Component Icon 92b44587_a7a8_444f_abe6_93e5d1669bc6.png|Image]] Proximity Switch Template component==
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==Component Pack==
Polls a chosen panel object to test it's distance from this component.
 
When the test object is within the detection range, the state of a pin is changed, and
 
a User event generated.
 
Used for building models of reed swicthes and hall sensors.
 
  
 +
SENSORS
  
This component can be used as a base to create ''child'' components
+
==Detailed description==
  
[[File:Component Icon 1c8bc72f_4944_4456_af99_9686c237d6b3.png|Image]] The component Reed Switch is inherited from this.
 
  
==Examples==
 
''<span style="color:red;">No additional examples</span>''
 
  
 +
''No detailed description exists yet for this component''
  
==Downloadable macro reference==
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==Examples==
  
===<span style="font-weight: normal;"><u><tt>ReadState</tt></u></span>===
 
Get the current collision state.
 
  
The 'Polarity' property will affect whether a collision is represented by a high
 
  
or low state.
 
  
'''Parameters'''
+
Simple example showing the proximity detector component at work, when a proximity is detected the direction of the motor is reversed.
 +
{{Fcfile|Detector.fcfx|Detector}}
  
:''This macro has no parameters''
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==Downloadable macro reference==
  
 +
{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 +
|-
 +
| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]]
 +
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''ReadState'''
 +
|-
 +
| colspan="2" | Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state.&nbsp;
 +
|-
 +
|-
 +
| width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-u8-icon.png]] - BYTE
 +
| width="90%" style="border-top: 2px solid #000;" | ''Return''
 +
|}
  
'''Return value'''
 
  
:[[Variable Types|BYTE]]
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{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 +
|-
 +
| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]]
 +
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''SetTarget'''
 +
|-
 +
| 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!!&nbsp;
 +
|-
 +
|-
 +
| width="10%" align="center" | [[File:Fc9-h32-icon.png]] - HANDLE
 +
| width="90%" | Target
 +
|-
 +
| colspan="2" | The object to test for collision with.&nbsp;
 +
|-
 +
| width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID
 +
| width="90%" style="border-top: 2px solid #000;" | ''Return''
 +
|}
  
  
===<span style="font-weight: normal;"><u><tt>WaitUntilHigh</tt></u></span>===
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{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
Pause the program until the detector goes high.
+
|-
 +
| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]]
 +
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''WaitUntilHigh'''
 +
|-
 +
| 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!!&nbsp;
 +
|-
 +
|-
 +
| width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID
 +
| width="90%" style="border-top: 2px solid #000;" | ''Return''
 +
|}
  
'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!!
 
 
'''Parameters'''
 
 
:''This macro has no parameters''
 
 
 
'''Return value'''
 
 
:''This call does not return a value''
 
 
 
===<span style="font-weight: normal;"><u><tt>WaitUntilLow</tt></u></span>===
 
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!!
 
 
'''Parameters'''
 
 
:''This macro has no parameters''
 
 
 
'''Return value'''
 
 
:''This call does not return a value''
 
 
 
 
==Simulation macro reference==
 
 
===<span style="font-weight: normal;"><u><tt>SetTarget</tt></u></span>===
 
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!!
 
 
'''Parameters'''
 
 
:[[Variable Types|HANDLE]] ''Target''
 
::The object to test for collision with.
 
  
 
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{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
'''Return value'''
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|-
 
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| width="10%" align="center" style="background-color:#D8C9D8;" align="center" | [[File:Fc9-comp-macro.png]]
:''This call does not return a value''
+
| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''WaitUntilLow'''
 +
|-
 +
| 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!!&nbsp;
 +
|-
 +
|-
 +
| width="10%" align="center" style="border-top: 2px solid #000;" | [[File:Fc9-void-icon.png]] - VOID
 +
| width="90%" style="border-top: 2px solid #000;" | ''Return''
 +
|}
  
  
Line 113: Line 95:
  
 
==Property reference==
 
==Property reference==
<span style="font-weight: normal;"><u>Pin</u></span>
 
  
This property is of type ''Single digital pin'' and can be referenced with the variable name ''pin''.
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{| class="wikitable" style="width:60%; background-color:#FFFFFF;"
 
+
|-
The chip pin that will receive the switch state.
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| width="10%" align="center" style="background-color:#D8C9D8;" | [[File:Fc9-prop-icon.png]]
 
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| width="90%" style="background-color:#D8C9D8; color:#4B008D;" | '''Properties'''  
<span style="font-weight: normal;"><u>Polarity</u></span>
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|-
 
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|-
This property is of type ''Fixed list of ints'' and can be referenced with the variable name ''polarity''.
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| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
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| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Connections
Select the state that the switch will take when an object triggers the switch.
+
|-
 
+
|-
<span style="font-weight: normal;"><u>Datum Object</u></span>
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| width="10%" align="center" | [[File:Fc9-type-5-icon.png]]
 
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| width="90%" | Pin
This property is of type ''Panel object'' and can be referenced with the variable name ''test_object''.
+
|-
 
+
| colspan="2" | The chip pin that will receive the switch state.&nbsp;
The object within the component from which the distance to the target object will be measured.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-16-icon.png]]
If not set, the centre of the component as a whole will be assumed.
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| width="90%" | Polarity
 
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|-
<span style="font-weight: normal;"><u>Range</u></span>
+
| colspan="2" | Select the state that the switch will take when an object triggers the switch.&nbsp;
 
+
|-
This property is of type ''Floating point'' and can be referenced with the variable name ''range''.
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| width="10%" align="center" style="background-color:#EAE1EA;" | [[File:Fc9-conn-icon.png]]
 
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| width="90%" style="background-color:#EAE1EA; color:#4B008D;" | Simulation
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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| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
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| width="90%" | Datum Object
<span style="font-weight: normal;"><u>Mouse Object</u></span>
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|-
 
+
| colspan="2" | The object within the component from which the distance to the target object will be measured. If not set, the centre of the component as a whole will be assumed.&nbsp;
This property is of type ''Panel object'' and can be referenced with the variable name ''mouse_object''.
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|-
 
+
| width="10%" align="center" | [[File:Fc9-type-15-icon.png]]
Choose an object within the component  that the user can click on to activate the switch for testing purposes.
+
| width="90%" | Range
 
+
|-
<span style="font-weight: normal;"><u>Detector Ident</u></span>
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| colspan="2" | 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.&nbsp;
 
+
|-
This property is of type ''Unsigned integer'' and can be referenced with the variable name ''event_id''.
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| width="10%" align="center" | [[File:Fc9-type-17-icon.png]]
 
+
| width="90%" | Mouse Object
An ID value to identify this particular detector.  Will be sent as the 'Ident' value for the notification
+
|-
 
+
| colspan="2" | Choose an object within the component  that the user can click on to activate the switch for testing purposes.&nbsp;
events sent out so that multiple detectors can be told apart.
+
|-
 
+
| width="10%" align="center" | [[File:Fc9-type-21-icon.png]]
The event value will be 1 for actiavted and 0 for de-activated,
+
| width="90%" | Detector Ident
 
+
|-
<span style="font-weight: normal;"><u>Timer Interval (ms)</u></span>
+
| colspan="2" | An ID value to identify this particular detector.  Will be sent as the 'Ident' value for the notification events sent out so that multiple detectors can be told apart. The event value will be 1 for actiavted and 0 for de-activated,&nbsp;
 
+
|-
This property is of type ''Unsigned integer'' and can be referenced with the variable name ''timer_int''.
+
| width="10%" align="center" | [[File:Fc9-type-21-icon.png]]
 
+
| width="90%" | Timer Interval (ms)
Time in milliseconds between testing for proximity.
+
|-
 
+
| colspan="2" | Time in milliseconds between testing for proximity. Small time = Greater CPU load Large time = More like to miss activation if it is very brief.&nbsp;
Small time = Greater CPU load
+
|}
 
 
Large time = More like to miss activation if it is very brief.
 

Latest revision as of 17:23, 9 November 2022

Author Matrix Ltd
Version 1.2
Category Sensors


Proximity Switch Template component

Polls a chosen panel object to test it's distance from this component. When the test object is within the detection range, the state of a pin is changed, and a User event generated. Used for building models of reed swicthes and hall sensors.

Component Pack

SENSORS

Detailed description

No detailed description exists yet for this component

Examples

Simple example showing the proximity detector component at work, when a proximity is detected the direction of the motor is reversed. FC6 Icon.png Detector

Downloadable macro reference

Fc9-comp-macro.png ReadState
Get the current collision state. The 'Polarity' property will affect whether a collision is represented by a high or low state. 
Fc9-u8-icon.png - BYTE Return


Fc9-comp-macro.png 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!! 
Fc9-h32-icon.png - HANDLE Target
The object to test for collision with. 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png 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!! 
Fc9-void-icon.png - VOID Return


Fc9-comp-macro.png 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!! 
Fc9-void-icon.png - VOID Return



Property reference

Fc9-prop-icon.png Properties
Fc9-conn-icon.png Connections
Fc9-type-5-icon.png Pin
The chip pin that will receive the switch state. 
Fc9-type-16-icon.png Polarity
Select the state that the switch will take when an object triggers the switch. 
Fc9-conn-icon.png Simulation
Fc9-type-17-icon.png Datum Object
The object within the component from which the distance to the target object will be measured. If not set, the centre of the component as a whole will be assumed. 
Fc9-type-15-icon.png 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. 
Fc9-type-17-icon.png Mouse Object
Choose an object within the component that the user can click on to activate the switch for testing purposes. 
Fc9-type-21-icon.png Detector Ident
An ID value to identify this particular detector. Will be sent as the 'Ident' value for the notification events sent out so that multiple detectors can be told apart. The event value will be 1 for actiavted and 0 for de-activated, 
Fc9-type-21-icon.png 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.