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Tutorial Intouch, Apuntes de Ingeniería Industrial

Asignatura: Experimentació en control industrial, Profesor: , Carrera: Enginyeria en Electrònica Industrial i Automàtica (GEI), Universidad: UAB

Tipo: Apuntes

Antes del 2010

Subido el 30/07/2008

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Training Manual
Revision A
August 2007
Part Number 05-####
WONDERWARE® TRAINING
InTouch® 10 for System
Platform
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Training Manual

Revision A

August 2007

Part Number 05-####

W O N D E R W A R E ® T R A I N I N G

InTouch

10 for System

Platform

Lab 3 – Building the Application Layout 2-

InTouch ®^ 10 for System Platform

Lab 3 – Building the Application Layout

Introduction

In the last lab you created a new InTouch managed application. In this lab you will create InTouch windows in that application. You will use a combination of ArchestrA Symbols and InTouch buttons to create a menu bar, a navigation bar that will allow you to open different windows in the application in runtime, and a set of ArchestrA Symbols to display system information. Later in the class you will add more graphics to the menu window to display system information and interact with ArchestrA security. This lab is designed for a screen resolution of at least 1280 x 1024.

Objectives

Upon completion of this lab, you will be able to: z Create and configure InTouch windows z Add and position ArchestrA Symbols in a window z Add and position InTouch buttons in a window z Use InTouch buttons and InTouch Show Window animation links to create a navigation bar

Lab 3 – Building the Application Layout 2-

InTouch ®^ 10 for System Platform

Detailed Lab Instructions

Following are Detailed Lab Instructions for completing this lab. For a summary of instructions, please refer to the Summary Lab Instructions on the previous page(s).

Create a Menu window

  1. In WindowMaker, click the New Window button on the General Toolbar. The Window Properties dialog box appears.
  2. Configure the window as follows and click the OK button. Hint: To select the Frame Style : None radio button, first uncheck the Title Bar or Size Controls checkbox.

2-34 Module 2 – InTouch Development Environment

Wonderware Training

The newly created window displays within WindowMaker.

Create the Mixer, Alarms and History windows

  1. Click the New Window button on the General Toolbar.
  2. Configure the window as follows and click the OK button.

The newly created window displays within WindowMaker.

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Wonderware Training

  1. In WindowMaker , the cursor will change to the Paste Wizard cursor. Click anywhere in the Menu window.

The symbol is pasted in the window.

Lab 3 – Building the Application Layout 2-

InTouch ®^ 10 for System Platform

  1. With the symbol selected, use the Status Bar to configure it at the 0 , 0 location (X, Y) with a 300 , 150 size (Width, Height). Press Enter after each numerical entry.

Note: If you prefer, you can configure the symbol using the mouse and the symbol’s handles.

  1. Create a copy of the symbol by right-clicking on the symbol and selecting Duplicate.
  2. Change the location of the new symbol to be at the 300 , 0 location (X, Y), maintaining the original size.

Lab 3 – Building the Application Layout 2-

InTouch ®^ 10 for System Platform

  1. Draw a button on top of the first panel in the Menu window.
  2. Right-click on the new button and select Substitute / Substitute Strings… to change the caption of the button.
  3. The Substitute Strings… dialog box displays. Enter Mixer in the New String field and click OK.

The caption of the button displays Mixer.

  1. With the button selected, use the Status Bar to configure it at the 100 , 20 location (X, Y) with a 100 , 40 size (Width, Height). The first panel in the Menu window should now look similar to the following:

Note: If you prefer, you can configure the button using the mouse and the button’s handles.

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Wonderware Training

  1. Double-click on the Mixer button to display the Animations dialog box.
  2. In the Touch Pushbuttons section, click the Show Window button.

The Windows to Show when touched … dialog box displays a list of all the windows in the application.

  1. Check the Mixer window and click OK.

2-42 Module 2 – InTouch Development Environment

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The first panel on the left in the Menu window should now look similar to the following:

Add more symbols

  1. Click the Embed ArchestrA Graphic button on the Wizards / ActiveX Toolbar to open the Galaxy Browser.
  2. In the Graphic Toolbox navigate to ArchestrA Symbol Library / Buttons / ApplicationRunners and select the WonderButton symbol.
  3. Click OK to paste the selected symbol in a window.
  4. In WindowMaker , the cursor will change to the Paste Wizard cursor. Click anywhere in the Menu window to paste the symbol.
  5. With the symbol selected, use the Status Bar to configure it at the 1210 , 50 location (X, Y). Keep the original size.

Lab 3 – Building the Application Layout 2-

InTouch ®^ 10 for System Platform

Note: The symbol will be relocated all the way to the right side of the window outside of your field of view. You can verify the location by switching to full screen mode by clicking the Full Screen

button in the View Toolbar , or use the bottom scrollbar to scroll to the right.

  1. Click the Embed ArchestrA Graphic button on the Wizards / ActiveX Toolbar to open the Galaxy Browser.
  2. In the Graphic Toolbox navigate to ArchestrA Symbol Library / Clocks and select the WonderwareClock symbol. Click OK to paste the selected symbol in a window.
  3. In WindowMaker , the cursor will change to the Paste Wizard cursor. Click anywhere in the Menu window to paste the symbol.
  4. With the symbol selected, use the Status Bar to configure it at the 990 , 10 location (X, Y) with a 140 , 145 size (Width, Height). The symbol will be relocated all the way to the right side of the window outside of your field of view.
  5. Switch to full screen mode by clicking the Full Screen button in the View Toolbar.

Lab 4 – Deploy an InTouch Application 2-

InTouch ®^ 10 for System Platform

Lab 4 – Deploy an InTouch Application

Introduction

In the last lab you created inTouch windows in an InTouch Managed application. You used a combination of ArchestrA Symbols and InTouch buttons to create a menu bar, a navigation bar that will allow you to open different windows in the application in runtime, and a set of ArchestrA Symbols to display system information. In this lab you will create an instance of the application, distribute the application, and run the deployed application. This lab is designed for a screen resolution of at least 1280 x 1024.

Objectives

By the end of this lab, you will be able to: z Create an $InTouchViewApp instance for your application z Use the $ViewEngine object to distribute your InTouch applications z Use InTouch Application Manager to run your deployed InTouch Managed applications

General Steps

Create a ViewEngine template and instance

  1. In the IDE, create a derived template of the $ViewEngine named $TViewEngine.
  2. Assign the newly created $ TViewEngine template to the Training Objects toolset.
  3. Create an instance of the $TViewEngine template named TViewEngine.
  4. In Model view, assign the TViewEngine instance to the ControlSystem area.
  5. In Deployment view, assign the TViewEngine to the TWinPlatform object. Create a MixerApplication instance
  6. If WindowMaker is open, check in the $MixerApplication by closing WindowMaker.
  7. Create an instance of the $MixerApplication template named MixerApplication.
  8. In Model view, assign the new MixerApplication instance to the ControlSystem area.
  9. In Deployment view, assign the MixerApplication to the TViewEngine object.
  10. In Deployment view, deploy the TViewEngine instance. Using the default settings will deploy the MixerApplication as well. Open the MixerApplication
  11. Start the InTouch Application Manager. Click Start / All Programs / Wonderware / InTouch.
  12. Select the $MixerApplication and click the WindowViewer button to run the application.
  13. Select the Menu and Mixer checkboxes in the Windows to Show... dialog box and click OK.
  14. Use the buttons you built previously to display different windows.

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Note: Notice that because WindowMaker is installed on this node, WindowViewer displays by default the Development! fast switch link (right-side of the menu bar). If you try to switch to WindowMaker using this link, error messages will display.

  1. When you are finished, close WindowMaker.

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Wonderware Training

  1. Create an instance of the $TViewEngine template named TViewEngine.
  2. In Model view, assign the TViewEngine instance to the ControlSystem area.
  3. In Deployment view, assign the TViewEngine to the TWinPlatform object.

Lab 4 – Deploy an InTouch Application 2-

InTouch ®^ 10 for System Platform

Create a MixerApplication instance

  1. If WindowMaker is open, check in the $MixerApplication by closing WindowMaker.

Note: If WindowViewer is open, it will close automatically when WindowMaker is closed.

  1. Enter a comment in the Check In dialog box and click OK.
  2. Create an instance of the $MixerApplication template named MixerApplication.
  3. In Model view, assign the new MixerApplication instance to the ControlSystem area.