Irai Automgen 8 Operating Instructions Automgen8 En

User Manual: irai Automgen 8 - Operating Instructions Free User Guide for Irai Automgen Software, Manual

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AUT
OM
GEN

NERAT
E
G

N
O
I

AUTOMGEN
www.irai.com

8

ENVIRONMENT................................................................................................................................................. 13
INSTALLATION ................................................................................................................................................. 15
Configuration required .............................................................................................................................. 15
Installation in a network ............................................................................................................................ 15
NEW FEATURES OF AUTOMGEN8................................................................................................................... 16
Choice of “Beginner / Expert” mode......................................................................................................... 16
Increased integration of the Grafcet 60848 standard ................................................................................ 16
Compatibility of files.................................................................................................................................. 16
Physical engine integrated to IRIS3D........................................................................................................ 16
Enhanced 3D object handling in IRIS3D................................................................................................... 16
Improved links between AUTOMGEN and IRIS3D objects ....................................................................... 16
Textured IRIS3D objects ............................................................................................................................ 16
Drag and drop from IRIS3D to AUTOMGEN sheets................................................................................. 17
AUTOMSIM user-definable object ............................................................................................................ 17
Drag and drop from AUTOMSIM to AUTOMGEN sheets ........................................................................ 17
Improvements to the environment .............................................................................................................. 17
ENVIRONMENT ................................................................................................................................................. 18
Start............................................................................................................................................................ 18
General views ............................................................................................................................................ 19
Selecting targets in expert mode ................................................................................................................ 21
Selecting targets in beginner mode ............................................................................................................ 21
Palettes in expert mode.............................................................................................................................. 22
Palettes in beginner mode.......................................................................................................................... 22
Displaying or hiding the project window or message window .................................................................. 24
Displaying the work space in full screen mode.......................................................................................... 24
Keyboard shortcuts .................................................................................................................................... 24
LICENSES.......................................................................................................................................................... 25
Registering a license .................................................................................................................................. 25
Sending a user code to IRAI....................................................................................................................... 26
Sending a file by e-mail (the best solution)............................................................................................................ 26
Copying the user code in an e-mail message ......................................................................................................... 27
By fax (not recommended) .................................................................................................................................... 27
By telephone (highly unadvisable)......................................................................................................................... 27

Entering the validation/enable code .......................................................................................................... 27
Validating by a e-mail received file ....................................................................................................................... 27
Validating for a code received in the text of an e-mail .......................................................................................... 27
Validating for a code received by fax or telephone................................................................................................ 27

Modifying a license .................................................................................................................................... 27
Moving a license from one computer to another........................................................................................ 28
Network licenses ........................................................................................................................................ 29
Adding a network license....................................................................................................................................... 30
Modifying a license ............................................................................................................................................... 30
Connecting to client stations .................................................................................................................................. 30

Additional information on installing AUTOMGEN in a network environment.......................................... 31
General information............................................................................................................................................... 31
Installing AUTOMGEN8 on a file server............................................................................................................... 31
Installing one or more AUTOMGEN8 licenses on a network license manager...................................................... 31
Installing the network license server as a service................................................................................................... 33

Uninstallation ............................................................................................................................................ 34
Errors......................................................................................................................................................... 34
THE PROJECT .................................................................................................................................................... 35
Files generated with AUTOMGEN7 ........................................................................................................... 35
Importing an application from an earlier version of AUTOMGEN (version 6 or earlier) ........................ 35
Generating a free distribution executable file............................................................................................ 35
Modifying project properties ..................................................................................................................... 36
Modifying security options .................................................................................................................................... 36
Advanced options .................................................................................................................................................. 36
User interface......................................................................................................................................................... 36
Model..................................................................................................................................................................... 36
Automatic GO........................................................................................................................................................ 37

THE BROWSER.................................................................................................................................................. 38

Sheets ......................................................................................................................................................... 39
Adding a new sheet................................................................................................................................................ 39
Importing old AUTOMGEN version sheets, importing CADEPA sheets ............................................................. 40
Modifying the sheet compilation order .................................................................................................................. 40
Deleting a sheet from the list ................................................................................................................................. 41
Exporting a sheet to a « .GR7 » file ....................................................................................................................... 41
Copying, Cutting, Pasting a sheet .......................................................................................................................... 41
Renaming a sheet ................................................................................................................................................... 41
Modifying sheet properties. ................................................................................................................................... 41

Symbols ...................................................................................................................................................... 42
Creating a symbol table ......................................................................................................................................... 42
Importing a symbol table ....................................................................................................................................... 42

Configuration............................................................................................................................................. 43
Post-processors ...................................................................................................................................................... 43
Compiler options.................................................................................................................................................... 43

Documentation........................................................................................................................................... 43
Generated files ........................................................................................................................................... 44
Generating the instruction list in pivot code .......................................................................................................... 44
Generating the cross reference list ......................................................................................................................... 44
Post-processors ...................................................................................................................................................... 44

Settings....................................................................................................................................................... 44
Viewing and modifying a variable or variable table .............................................................................................. 44

IRIS objects ................................................................................................................................................ 46
Adding an IRIS 2D object...................................................................................................................................... 46
Deleting an IRIS 2D object.................................................................................................................................... 47
Displaying or hiding an IRIS 2D object................................................................................................................. 47
Cutting, copying, pasting an IRIS 2D object.......................................................................................................... 47
Adding a new IRIS 2D object on a console ........................................................................................................... 47
Modifying the properties of an IRIS 2D object...................................................................................................... 47
Setting an object model accessible on the assistant................................................................................................ 48
Importing an IRIS 2D object in an earlier version of AUTOMGEN ..................................................................... 49
Creating an IRIS 3D console ................................................................................................................................. 49

Resources ................................................................................................................................................... 50
Adding a file to the resources ................................................................................................................................ 50
Deleting a file from the resources .......................................................................................................................... 50
Renaming a file in the resources ............................................................................................................................ 50
Modifying a file in the resources ........................................................................................................................... 50
Adding and converting 3D STUDIO files in the resources.................................................................................... 50

External modules ....................................................................................................................................... 50
DESIGNING PROGRAMS ..................................................................................................................................... 52
Designing with the assistant ...................................................................................................................... 52
Designing with the shortcut menu.............................................................................................................. 53
Designing with the pallet ........................................................................................................................... 53
Enhancing and customizing the pallet.................................................................................................................... 53

Designing with the keyboard keys.............................................................................................................. 53
Delete block ........................................................................................................................................................... 53
Link blocks ............................................................................................................................................................ 53
Grafcet blocks........................................................................................................................................................ 54
Flowchart blocks.................................................................................................................................................... 56
Ladder blocks......................................................................................................................................................... 56
Action blocks ......................................................................................................................................................... 57
Test blocks............................................................................................................................................................. 58
Organization chart blocks ...................................................................................................................................... 58
Function block blocks............................................................................................................................................ 58
Other blocks........................................................................................................................................................... 59

Documenting program elements ................................................................................................................ 59
Adding symbols .......................................................................................................................................... 60
RUNNING AN APPLICATION ............................................................................................................................... 62
To run an application easily ................................................................................................................................... 62
To end the run........................................................................................................................................................ 62
To compile only ..................................................................................................................................................... 62
To stop the compilation ......................................................................................................................................... 62
To connect to a processor or install a PC ............................................................................................................... 62
To disconnect a processor or uninstall a PC........................................................................................................... 62
To put the target in RUN mode.............................................................................................................................. 62

To put the target in STOP mode ............................................................................................................................ 62
To initialize the target ............................................................................................................................................ 62
To run a program cycle on the target (generally not supported on processors)...................................................... 63
To activate the dynamic display............................................................................................................................. 63

THE COMPILER ................................................................................................................................................. 64
Modifying compiler options ....................................................................................................................... 64
Displaying compilation messages.............................................................................................................. 64
Finding an error ........................................................................................................................................ 64
RUNNING PROGRAMS ON A PC ......................................................................................................................... 66
Configuring the number of variables ......................................................................................................... 66
PC system variables................................................................................................................................... 67
Modifying the run period ........................................................................................................................... 68
Driving inputs/outputs ............................................................................................................................... 68
IRIS 2D REFERENCES ....................................................................................................................................... 70
Modifying object display............................................................................................................................ 70
Modifying object characteristics................................................................................................................ 71
Removing an object ............................................................................................................................................... 71
Dimensioning an object ......................................................................................................................................... 71
Moving an object ................................................................................................................................................... 71
Putting an object in « User » mode ...................................................................................................................... 71
Putting an object in « Configuration » mode ....................................................................................................... 71
Modifying the characteristics of an object ............................................................................................................. 71

Block access to configuration for all objects ............................................................................................. 72
Basic objects, preset objects ...................................................................................................................... 72
List of basic objects.................................................................................................................................... 72
« Console » object.................................................................................................................................................. 72
The « Button and light » object............................................................................................................................. 72
The« Object » object.............................................................................................................................................. 72
The « Digital value » object................................................................................................................................... 72
The « Screen, keyboard, message list » object....................................................................................................... 72
The « Sound » object ............................................................................................................................................. 73
The « Data archive » object ................................................................................................................................... 73
The « Program » object.......................................................................................................................................... 73
The « Dialogue box » object .................................................................................................................................. 73
The « Analog value » object .................................................................................................................................. 73

Practical experience .................................................................................................................................. 73
Step 1 ..................................................................................................................................................................... 73
Step 2 ..................................................................................................................................................................... 74
Step 3 ..................................................................................................................................................................... 74
Step 4 ..................................................................................................................................................................... 74
Step 5 ..................................................................................................................................................................... 74
Step 6 ..................................................................................................................................................................... 75
Step 7 ..................................................................................................................................................................... 76

Creating an autonomous supervision application ..................................................................................... 77
Syntax for accessing the state of variables................................................................................................. 77
Boolean state.......................................................................................................................................................... 77
Numeric state ......................................................................................................................................................... 78
Modifying the state ................................................................................................................................................ 78
Special orders......................................................................................................................................................... 78
Interchanging objects ............................................................................................................................................. 79

Details of a « Console » object .................................................................................................................. 79
« Aspect » tab ........................................................................................................................................................ 79
« Bitmap » tab........................................................................................................................................................ 80
« Links » tab .......................................................................................................................................................... 80
« Options » tab....................................................................................................................................................... 81
« Sisters » tab......................................................................................................................................................... 81
« External » tab...................................................................................................................................................... 81

Details of an « Illuminated Button » object ............................................................................................... 82
« Aspect » tab ........................................................................................................................................................ 82
« Links » tab .......................................................................................................................................................... 82
« Options » tab....................................................................................................................................................... 83

Details of a « Digital value » object .......................................................................................................... 85
« Aspect » tab ........................................................................................................................................................ 85
« Texts » tab........................................................................................................................................................... 86
« Links » tab .......................................................................................................................................................... 86

Details of an « Analog value » object ........................................................................................................ 86
« Aspect » tab ........................................................................................................................................................ 86
« Links » tab .......................................................................................................................................................... 87
« Limits» tab .......................................................................................................................................................... 87
« Graduations » tab ................................................................................................................................................ 88

Details of « Screen, keyboard, message list » object ................................................................................. 89
Links with the application...................................................................................................................................... 89
Message classes ..................................................................................................................................................... 90
« Aspect » tab ........................................................................................................................................................ 90
This is used to set an object type. See chapter links with the application .............................................................. 90
« Links » tab .......................................................................................................................................................... 91
« List » tab ............................................................................................................................................................. 91
« Options » tab....................................................................................................................................................... 92
« Messages » tab .................................................................................................................................................... 93

Details of « Data archive » object ............................................................................................................. 93
« Aspect » tab ........................................................................................................................................................ 93
« Data » tab............................................................................................................................................................ 93
« Options » tab....................................................................................................................................................... 95
« Tables » tab......................................................................................................................................................... 95
« Graph» tab .......................................................................................................................................................... 96
« Graduations » tab ................................................................................................................................................ 97
« Grid » tab ............................................................................................................................................................ 98

Details of « Object » object...................................................................................................................... 100
« Aspect » tab ...................................................................................................................................................... 100
« Links » tab ........................................................................................................................................................ 101
« Formats » tab .................................................................................................................................................... 102
« Bitmap » tab...................................................................................................................................................... 102
« Wmf » tab ......................................................................................................................................................... 103
« Colors » tab....................................................................................................................................................... 103
« Gauge » tab ....................................................................................................................................................... 104
« Sensor» tab........................................................................................................................................................ 104
« Options » tab..................................................................................................................................................... 105
Advanced techniques ........................................................................................................................................... 105

Details of « Sound » object ...................................................................................................................... 106
« Aspect » tab ...................................................................................................................................................... 106
« Sounds » tab...................................................................................................................................................... 106

Details of « Dialogue box » object........................................................................................................... 106
« Aspect » tab ...................................................................................................................................................... 106

« Links » tab............................................................................................................................................. 107
« Messages » tab .................................................................................................................................................. 108

Details of « Program » object.................................................................................................................. 108
Run time distribution ........................................................................................................................................... 108
Display................................................................................................................................................................. 108
Syntax .................................................................................................................................................................. 109
Stating variables................................................................................................................................................... 109
Writing a program................................................................................................................................................ 109
Constants ............................................................................................................................................................. 110
Assignment .......................................................................................................................................................... 110
Calculations ......................................................................................................................................................... 110
Tests..................................................................................................................................................................... 111
Loops ................................................................................................................................................................... 111
Variable or variable table address ........................................................................................................................ 112
List of functions................................................................................................................................................... 112
Error messages..................................................................................................................................................... 118
« Aspect » tab ...................................................................................................................................................... 119
« Program » tab.................................................................................................................................................... 120

IRIS 2D EXAMPLES ........................................................................................................................................ 121
Example of composed objects .................................................................................................................. 121
Example of using the « Screen, keyboard, message list » object as a message list.................................. 124
Example of using the « SCREEN KEY » object as a terminal ................................................................. 125
Example of an application composed of multiple pages .......................................................................... 126
Example of using the «OBJECT » object................................................................................................. 126
Example of using the «ARCHIVE» object................................................................................................ 131
Example of using the «PROG » object..................................................................................................... 131
Examples of supervision application 1 ................................................................................................... 131

Examples of supervision application 2 .................................................................................................... 132
Example of operating part simulation 1.................................................................................................. 133
Example of operating part simulation 2................................................................................................... 134
IRIS 3D REFERENCES ..................................................................................................................................... 135
Tutorial .................................................................................................................................................... 136
Creating an IRIS 3D console ................................................................................................................... 136
Adding 3D files to the project .................................................................................................................. 137
Configuring the objects............................................................................................................................ 138
Adding objects to the 3D world................................................................................................................ 139
Removing a 3D file from the resources.................................................................................................... 139
Removing an object from a 3D world ...................................................................................................... 139
Importing an “enhanced” object ............................................................................................................. 139
Exporting an “Enhanced” object ............................................................................................................ 142
Example of creating a 3D simulation based on enhanced objects ........................................................... 143
Applying a behavior to an object ............................................................................................................. 154
Name of AUTOMGEN variables ........................................................................................................................ 155
Adding a translation............................................................................................................................................. 156
Adding a rotation ................................................................................................................................................. 159
Adding a color change ......................................................................................................................................... 160
Adding a link ....................................................................................................................................................... 161
Adding another behavior...................................................................................................................................... 162

Physical engine ........................................................................................................................................ 163
IRIS 3D example ...................................................................................................................................... 165
LANGUAGE....................................................................................................................................................... 167
COMMON ELEMENTS ...................................................................................................................................... 169
Variables.................................................................................................................................................. 169
Booleen variables................................................................................................................................................. 169
Numeric variables ................................................................................................................................................ 170
Time delay ........................................................................................................................................................... 170

Actions ..................................................................................................................................................... 172
Assignment of a boolean variable ........................................................................................................................ 172
Complement assignment of a boolean variable.................................................................................................... 173
Setting a boolean variable to one ......................................................................................................................... 174
Resetting a boolean variable ................................................................................................................................ 175
Inverting a boolean variable................................................................................................................................. 175
Resetting a counter, a word or a long................................................................................................................... 176
Incrementing a counter, a word or a long............................................................................................................. 177
Decrementing a counter, word or long................................................................................................................. 177
Time delays.......................................................................................................................................................... 178
Interferences among the actions........................................................................................................................... 178
IEC1131-3 standard actions................................................................................................................................. 179
Multiple actions ................................................................................................................................................... 180
Literal code .......................................................................................................................................................... 180

Tests ......................................................................................................................................................... 180
General form........................................................................................................................................................ 181
Test modifier........................................................................................................................................................ 181
Time delays.......................................................................................................................................................... 182
Priority of boolean operators................................................................................................................................ 182
Always true test ................................................................................................................................................... 182
Numeric variable test ........................................................................................................................................... 182
Transitions on multiple lines................................................................................................................................ 184

Use of symbols ......................................................................................................................................... 184
Symbol syntax ..................................................................................................................................................... 184
Automatic symbols .............................................................................................................................................. 184
Automatic symbol syntax .................................................................................................................................... 184
How does the compiler manage the automatic symbols ?.................................................................................... 185
Range of variable attribution................................................................................................................................ 185
Fixed-address symbols......................................................................................................................................... 185

Examples.................................................................................................................................................. 186
Grafcet ..................................................................................................................................................... 188
Simple Grafcet ..................................................................................................................................................... 188
Divergence and convergence in « And » ............................................................................................................ 191
Divergence and convergence in « Or » ................................................................................................................ 193

Destination and source steps, destination and source transitions ......................................................................... 195
Multiple actions, conditioned actions .................................................................................................................. 196
Conditional actions, event-based actions ............................................................................................................. 197
Actions on activation or deactivation of a step .................................................................................................... 197
Actions on transition crossing.............................................................................................................................. 197
Synchronization ................................................................................................................................................... 198
Grafcet setting...................................................................................................................................................... 199
Grafcet forcings (60848 standard) ....................................................................................................................... 206
Macro-steps.......................................................................................................................................................... 207
Encapsulating steps.............................................................................................................................................. 210
Grafcet / Ladder and Grafcet / Flow chars links .................................................................................................. 212
Counters............................................................................................................................................................... 213

Gemma ..................................................................................................................................................... 214
Creating a Gemma ............................................................................................................................................... 216
ontent of Gemma rectangles ................................................................................................................................ 216
Obtaining a corresponding Grafcet ...................................................................................................................... 216
Printing Gemma................................................................................................................................................... 217
Exporting Gemma................................................................................................................................................ 217
Example of Gemma ............................................................................................................................................. 217

Ladder...................................................................................................................................................... 220
Example of Ladder............................................................................................................................................... 221

Flow chart................................................................................................................................................ 222
Drawing flow charts............................................................................................................................................. 223
Example of a flow chart....................................................................................................................................... 224

Literal languages ..................................................................................................................................... 226
How is a literal language used?............................................................................................................................ 226
Setting a code box................................................................................................................................................ 227
Low level literal language.................................................................................................................................... 228
Macro-instruction................................................................................................................................................. 285
Libraries............................................................................................................................................................... 286
Pre-defined macro-instructions ............................................................................................................................ 286
Description of pre-defined macro-instructions..................................................................................................... 286
Example of low level literal language.................................................................................................................. 288

Extended literal language ........................................................................................................................ 291
Writing boolean equations ................................................................................................................................... 292
Writing numeric equations................................................................................................................................... 293
IF...THEN...ELSE...structure......................................................................................................................................... 294
WHILE ... ENDWHILE structure........................................................................................................................ 295
Example of a program in extended literal language............................................................................................. 295

ST literal language................................................................................................................................... 296
General Information............................................................................................................................................. 296
Boolean equations................................................................................................................................................ 297
Numeric equations ............................................................................................................................................... 298
Programming structures ....................................................................................................................................... 299
Example of a program in extended literal language............................................................................................. 300

Organization chart................................................................................................................................... 300
Creating an organizational chart .......................................................................................................................... 301
Rectangle content................................................................................................................................................. 302

Illustration ............................................................................................................................................... 302
Function blocks........................................................................................................................................ 304
Creating a function block..................................................................................................................................... 305
Drawing a block and creating a « .ZON » file ..................................................................................................... 305
Creating an « .LIB » file ...................................................................................................................................... 307
Simple example of a function block..................................................................................................................... 307
Illustration............................................................................................................................................................ 308
Supplementary syntax.......................................................................................................................................... 311

Evolved function blocks ........................................................................................................................... 312
Syntax .................................................................................................................................................................. 312
Differentiating between new and old function blocks.......................................................................................... 312
Example ............................................................................................................................................................... 313

Predefined function blocks....................................................................................................................... 313
Conversion blocks................................................................................................................................................ 314
Time delay blocks................................................................................................................................................ 314
String blocks ........................................................................................................................................................ 314
Word table blocks ................................................................................................................................................ 314

Advanced techniques................................................................................................................................ 314

Compiler generated code ..................................................................................................................................... 314
Optimizing generated code .................................................................................................................................. 315

EXAMPLES ...................................................................................................................................................... 317
Regarding examples................................................................................................................................. 317
Simple grafcet...................................................................................................................................................... 317
Grafcet with an OR divergence............................................................................................................................ 318
Grafcet with an AND divergence........................................................................................................................ 319
Grafcet and synchronization ................................................................................................................................ 320
Step setting .......................................................................................................................................................... 321
Destination and source steps ................................................................................................................................ 322
Destination and source steps ................................................................................................................................ 323
Setting Grafcets ................................................................................................................................................... 324
Memorizing Grafcets ........................................................................................................................................... 325
Grafcet and macro-steps ...................................................................................................................................... 326
Linked sheets ....................................................................................................................................................... 327
Flow chart ............................................................................................................................................................ 329
Grafcet and Flow Chart........................................................................................................................................ 330
Literal language box ............................................................................................................................................ 331
Organizational chart............................................................................................................................................. 332
Organizational chart............................................................................................................................................. 333
Function block ..................................................................................................................................................... 334
Function block ..................................................................................................................................................... 335
Ladder.................................................................................................................................................................. 336
Example developed on a train model ................................................................................................................... 337

Educational training manual for AUTOMGEN users.............................................................................. 343
Distribution.............................................................................................................................................. 345
Doctor R. in the home automation kingdom ............................................................................................ 345
First example: « which came first the bulb or the switch … » ................................................................. 346
Solution 1: natural language of an electrician: ladder .......................................................................................... 347
Solution 2: the sequential language of the automation specialist: Grafcet ........................................................... 347

It's your turn to play … ............................................................................................................................ 349
Second example: « time frames, time-switches and other time fun… » ................................................... 349
Solution 1: simplicity........................................................................................................................................... 350
Solution 2: improvement...................................................................................................................................... 351

Third Example: « variation on the theme of coming and going… » ........................................................ 352
Fourth example: « And the push button became intelligent … » ............................................................. 356
The solutions … ....................................................................................................................................... 359
« which came first the switch or the bulb … »..................................................................................................... 359
« time delays, time switches and other time fun… » ........................................................................................... 359
« variation on the theme of coming and going …» .............................................................................................. 361

AUTOMSIM....................................................................................................................................................... 363
INTRODUCTION ............................................................................................................................................... 365
INSTALLATION ............................................................................................................................................... 366
Practical experience ................................................................................................................................ 366
AUTOMGEN’S “BEGINNER” MODE............................................................................................................... 370
USING AUTOMSIM ...................................................................................................................................... 371
Organizing applications........................................................................................................................... 371
Opening an existing application .............................................................................................................. 371
Creating an AUTOMSIM sheet................................................................................................................ 371
Adding an object onto an AUTOMSIM sheet........................................................................................... 372
Using the palette ...................................................................................................................................... 374
Selecting one or more objects. ................................................................................................................. 375
Selecting one or more objects .................................................................................................................. 376
Deleting one or more objects ................................................................................................................... 376
Changing the orientation of one or more objects .................................................................................... 376
Copying/cutting one or more objects to the clipboard............................................................................. 376
Pasting one or more objects from the clipboard...................................................................................... 377
Modifying object properties. .................................................................................................................... 377
Exporting one or more objects................................................................................................................. 377
ADVANCED FUNCTIONS .................................................................................................................................. 378
Interactions between objects.................................................................................................................... 378
Creating sensors associated with a cylinder............................................................................................ 378

Interactions between AUTOMSIM objects and the automaton program ................................................. 380
Interactions between AUTOMSIM objects and the IRIS 3D operational unit simulator ......................... 381
Interactions between AUTOMSIM objects and the IRIS2D supervision objects ..................................... 382
How can a link be made between an IRIS2D pushbutton or switch and an AUTOMSIM pushbutton or switch?382
How can a link be made between an AUTOMSIM object and an IRIS2D indicator light? ................................. 383

Drag and drop from an AUTOMSIM variable to an AUTOMGEN sheet................................................ 384
User-definable objects ............................................................................................................................. 385
Designs .................................................................................................................................................... 387
List of design primitives ........................................................................................................................... 388
Drawing primitive................................................................................................................................................ 388
Attribute primitives.............................................................................................................................................. 390
Other primitives ................................................................................................................................................... 391

Program ................................................................................................................................................... 392
List of programming primitives ........................................................................................................................... 393

Connections ............................................................................................................................................. 395
Example ................................................................................................................................................... 396
POST-PROCESSORS........................................................................................................................................ 397
GENERAL INFORMATION ................................................................................................................................ 399
CONFIGURATION ............................................................................................................................................ 400
Configuration files ................................................................................................................................... 400
System ................................................................................................................................................................. 400
Variable functions................................................................................................................................................ 400
Start-up manufacturer code.................................................................................................................................. 400
End manufacturer code ........................................................................................................................................ 400

Configuration by default .......................................................................................................................... 400
Modifying the default statements......................................................................................................................... 401
Using the default statements. ............................................................................................................................... 401

Displaying and modifying configuration elements................................................................................... 401
System ...................................................................................................................................................... 401
Hardware configuration ....................................................................................................................................... 401
Software configuration......................................................................................................................................... 402
Code generation options ...................................................................................................................................... 402
Stating the variables............................................................................................................................................. 402
Other elements ..................................................................................................................................................... 402
See the « System » element in text format. .......................................................................................................... 402
Displaying system elements................................................................................................................................. 403

Variable functions.................................................................................................................................... 403
Single assignment ................................................................................................................................................ 404
Linear assignment ................................................................................................................................................ 404
Automatic assignment.......................................................................................................................................... 404
Types of AUTOMGEN elimination variables ..................................................................................................... 405
Modifying a variable function element ................................................................................................................ 410
Adding a variable function element ..................................................................................................................... 410
Deleting a variable function element ................................................................................................................... 412
Associating an AUTOMGEN bit to a target system bit ....................................................................................... 412
Associating a table of AUTOMGEN words to a table of fixed target words ....................................................... 413
Associating AUTOMGEN words to target analog inputs or outputs ................................................................... 414
Associating a table of AUTOMGEN bits to a table of target bits ........................................................................ 414
See the variable functions in text format.............................................................................................................. 415

Start-up manufacturer code, end manufacturer code .............................................................................. 415
Reference to an AUTOMGEN variable ............................................................................................................... 415
Referring to an AUTOMGEN application symbol .............................................................................................. 416
Setting and referring to a label............................................................................................................................. 416

Entering machine code in an application ................................................................................................ 416
Selecting connection options.................................................................................................................... 416
Selecting a connection mode.................................................................................................................... 417
Setting communication module parameters ............................................................................................. 417
POST-PROCESSOR PL7.................................................................................................................................... 418
Communication module ........................................................................................................................... 418
Generating an executable file .................................................................................................................. 419
Direct generation of a binary file ......................................................................................................................... 419
Generating an « .FEF » executable file ................................................................................................................ 421

Using interrupt tasks................................................................................................................................ 423

Specific examples ..................................................................................................................................... 423
Analog inputs/outputs .......................................................................................................................................... 424
Fast counter TSX 37-10 ....................................................................................................................................... 424
Fast counter TSX 37-10 used in counting............................................................................................................ 424
Fast counter TSX 37-22 ....................................................................................................................................... 424
ASI....................................................................................................................................................................... 424
MAGELIS ........................................................................................................................................................... 424

POST-PROCESSOR PL72.................................................................................................................................. 425
Selecting processor type .......................................................................................................................... 425
Specific syntax elements........................................................................................................................... 425
Calling up PL72 function blocks ......................................................................................................................... 425
Using a fast task................................................................................................................................................... 427

Communication module ........................................................................................................................... 428
Specific examples ..................................................................................................................................... 428
Analog inputs/outputs .......................................................................................................................................... 429
Fast counter.......................................................................................................................................................... 430
Text blocks and xbt.............................................................................................................................................. 430
UNITELWAY text blocks ................................................................................................................................... 433
TOR extension module ........................................................................................................................................ 435
Conversion........................................................................................................................................................... 435
Time/date ............................................................................................................................................................. 435

POST-PROCESSOR S7200 ................................................................................................................................ 436
Selecting CPU type .................................................................................................................................. 436
Communication module ........................................................................................................................... 436
Specific example....................................................................................................................................... 436
POST-PROCESSOR ABB .................................................................................................................................. 437
Selecting processor type .......................................................................................................................... 437
Processor AC31 ................................................................................................................................................... 437
Processor CS31.................................................................................................................................................... 437

Communication module ........................................................................................................................... 437
Utility ....................................................................................................................................................... 437
Specific examples ..................................................................................................................................... 437
Analog inputs/outputs .......................................................................................................................................... 438
Interrupt ............................................................................................................................................................... 438

POST-PROCESSOR GE-FANUC / ALSPA ....................................................................................................... 439
Selecting processor type .......................................................................................................................... 439
Communication module ........................................................................................................................... 439
Utility ....................................................................................................................................................... 439
POST-PROCESSOR STEP5 ............................................................................................................................... 440
Communication module ........................................................................................................................... 440
Application structure ............................................................................................................................... 440
Selecting program blocks to use .......................................................................................................................... 443
Selecting data blocks ........................................................................................................................................... 443

Selecting processor type .......................................................................................................................... 444
Associating code written on a sheet to a program block ......................................................................... 444
Specific syntaxes ...................................................................................................................................... 444
Setting blocks....................................................................................................................................................... 445

POST-PROCESSOR TSX 07 .............................................................................................................................. 447
Communication module ........................................................................................................................... 447
POST-PROCESSOR PS3-PS4 ............................................................................................................................ 449
Communication module ........................................................................................................................... 449
POST-PROCESSOR PS4 .................................................................................................................................... 450
Module de communication ....................................................................................................................... 450
Transferring programs to MOELLER SUCOSOFT software .................................................................. 450
Proceed as follows to import the file generated by AUTOMGEN in the MOELLER software then inject it in the
processor.............................................................................................................................................................. 451

POST-PROCESSOR RPX................................................................................................................................... 455
Selecting processor type .......................................................................................................................... 455
Communication module ........................................................................................................................... 455
Utility ....................................................................................................................................................... 455
POST-PROCESSOR PL71.................................................................................................................................. 456
Selecting processor type .......................................................................................................................... 456
Communication module ........................................................................................................................... 456

Fast counter task...................................................................................................................................... 456
Specific examples ..................................................................................................................................... 456
Counting .............................................................................................................................................................. 457
Fast counter.......................................................................................................................................................... 457

POST-PROCESSOR PB...................................................................................................................................... 458
Selecting processor type .......................................................................................................................... 458
Communication module ........................................................................................................................... 458
Specific syntaxes ...................................................................................................................................... 458
POST-PROCESSOR SMC .................................................................................................................................. 460
Selecting processor type .......................................................................................................................... 460
Communication module ........................................................................................................................... 460
Specific syntaxes ...................................................................................................................................... 460
POST-PROCESSOR S7300 ................................................................................................................................ 461
Communication module ........................................................................................................................... 461
Specific syntaxes ...................................................................................................................................... 461
Setting block variables......................................................................................................................................... 462
Calling up blocks ................................................................................................................................................. 462

Importing in SIEMENS SIMATIC software ............................................................................................. 463
Structure of generated code ..................................................................................................................... 465
Selecting program blocks to use .......................................................................................................................... 469

Associating code written on a sheet to a program block ......................................................................... 469
Specific examples ..................................................................................................................................... 469
Calling up a STEP7 block.................................................................................................................................... 470
Using an OB block............................................................................................................................................... 470

POST-PROCESSOR OMRON............................................................................................................................ 471
Select PLC model..................................................................................................................................... 471
Communication module ........................................................................................................................... 471
Transferring applications to the CX-PROGRAMMER software.............................................................. 471
Specific syntax.......................................................................................................................................... 474
Associating code written on a sheet to a program block ......................................................................... 474
Specific example....................................................................................................................................... 474
POST-PROCESSOR ALSPA.............................................................................................................................. 475
Communication module ........................................................................................................................... 475
POST-PROCESSOR ZELIO............................................................................................................................... 476
Communication module ........................................................................................................................... 476
POST-PROCESSOR FESTO .............................................................................................................................. 477
Communication module ........................................................................................................................... 477
Generating a binary file........................................................................................................................... 477
Importation in a FESTO software workgroup ......................................................................................... 477
POST-PROCESSOR ALLEN-BRADLEY ......................................................................................................... 479
Communication module ........................................................................................................................... 479
Transferring programs to ROCKWELL RS-Logix 500 Software ............................................................. 479
POST-PROCESSOR TWIDO ............................................................................................................................. 481
Processor configuration selection............................................................................................................ 481
Communication module ........................................................................................................................... 481
POST-PROCESSOR MITSUBISHI.................................................................................................................... 482
Selecting the type of processor................................................................................................................. 482
Communication module ........................................................................................................................... 482
Transferring programs to MITSUBISHI FX-WIN software.................................................................... 483
Transferring programs to MITSUBISHI GX-DEVELOPPER software.................................................. 483
POST-PROCESSOR MITSUBISHI-Q ............................................................................................................... 485
Communication module ........................................................................................................................... 485
Transferring programs to MITSUBISHI GX-DEVELOPPER software.................................................. 485
POST-PROCESSOR GEM.................................................................................................................................. 486
Communication module ........................................................................................................................... 486
POST-PROCESSOR ZELIO 2 ............................................................................................................................ 487
Initializing the automaton ........................................................................................................................ 487
Configuring the module ........................................................................................................................... 487
Communication module ........................................................................................................................... 487
POST-PROCESSOR PANASONIC.................................................................................................................... 488
Selecting the configuration of the automaton .......................................................................................... 488

Communication module ........................................................................................................................... 488

Environment

Environment

Installation
If you are installing AUTOMGEN from the AUTOMGEN CD-ROM, place
it in your CD-ROM drive.
The installation is launched automatically.
If this does not occur, launch the “Setup.exe” executable which is in the
CD-ROM root.

Configuration required
PC compatible computer, with:
- WINDOWS 98 SE or WINDOWS ME or WINDOWS 2000 or
WINDOWS XP or WINDOWS 2003 or WINDOWS VISTA operating
system,
- 256 MB memory (depending on the operating system: the operating
system itself may require more memory),
- graphics board with a resolution of at least 1024 x 768 in 65536 colors.

Installation in a network
AUTOMGEN can be installed in a network environment.
Execute the installation procedure on the “server” PC (make sure you
have all of the access rights when you carry out the procedure).
To launch AUTOMGEN, on the client PCs, create a shortcut to the
“autom8.exe” executable of the AUTOMGEN installation directory on the
server PC.
Refer to the chapter “additional information on installing AUTOMGEN in
a network environment” for more information about installing
AUTOMGEN and licenses in a network environment.

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New features of AUTOMGEN8
Choice of “Beginner / Expert” mode
“Beginner” mode allows beginners to use a “simplified” environment that
is extremely easy to use.

Increased integration of the Grafcet 60848 standard
The new elements of this standard can now be accessed in the
contextual program editing menus.

Compatibility of files
The files generated by all of the AUTOMGEN8 versions can be re-read
by all of the AUTOMGEN8 versions.

Physical engine integrated to IRIS3D
The TOKAMAK motor is integrated to IRIS3D. This enables an extremely
realistic simulation of the 3D operational units to be obtained.

Enhanced 3D object handling in IRIS3D
The saving and re-reading of objects and behaviors allows you to
manage libraries of easily reusable objects. Predefined objects
(cylinders, conveyor belts, etc) are proposed as standard. A 3D
operational unit simulation application can now be created in just a
couple of mouse clicks.

Improved links between AUTOMGEN and IRIS3D objects
Enhanced modes allow you to easily handle displacements of complex
objects between AUTOMGEN and IRIS3D. An AUTOMGEN variable
can, for example, give the speed of an object directly. Position reporting
can also be simulated in the manner of an absolute encoder.

Textured IRIS3D objects
Textured objects now provide IRIS3D with extraordinarily realistic
rendering.

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Drag and drop from IRIS3D to AUTOMGEN sheets
A right click on the IRIS3D objects allows you to access the list of
variables and “drag” a reference over to a programming sheet.

AUTOMSIM user-definable object
AUTOMSIM users will appreciate the new user-definable object, which
will allow you to create your own objects.
(see the section of this manual devoted to AUTOMSIM)

Drag and drop from AUTOMSIM to AUTOMGEN sheets
A click on the AUTOMSIM objects allows you to “drag” a reference over
to a programming sheet.

Improvements to the environment
Finally, numerous improvements to the environment, such as the
magnifying glass in the design palette, the simplified palettes in
“beginner” mode, or personalizing menus make AUTOMGEN even more
user-friendly.

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Environment
Start
When AUTOMGEN is launched, a choice of mode for the environment is
proposed. “Beginner” modes make it possible to start using AUTOMGEN
in a “simplified” configuration, with a reduced number of options in the
menus and simplified palettes. This mode is especially suited to people
using AUTOMGEN for the first time. Expert mode offers all of the
applications. You could create your own models (see “project models”).

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General views

Tool
bars

Workspace

Browser

Tabs
Message
window
AUTOMGEN’s main window in “Expert” mode

The environment is fully customizable. The tool bars can be moved (by
dragging their moving handle
“Tools/Customize the environment”).

)

and

parameterized

(menu

The state of the environment is saved when you quit it. This state can
also be saved in a project file (see the project options).

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Tool
bars

Simplified
palettes

Workspace

AUTOMGEN’s main window in “Beginner” mode

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Selecting targets in expert mode
At the bottom of the browser window there is a “Targets” tab, allowing
access to the list of post-processors installed.
The active target is indicated with a red tick. Access
to targets displayed in grey is not authorized for the
license installed (see the “Licenses” chapter for
more details). To change the current target, doubleclick on the corresponding line. The targets shown in
this list are the ones selected at installation time. If
the target you want to use is not shown in this list,
re-launch the AUTOMGEN installation and install it.

Selecting targets in beginner mode
In beginner mode, the following window is opened to allow the target to
be selected each time a program is run.

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Palettes in expert mode
At the bottom of the browser window there is a “Palette” tab, allowing
access to program design elements.
The palette gives a set of elements that can be
selected and placed on the sheets. To select an
element, left-click with the mouse in the palette,
expand the selection, release the mouse button,
click in the area selected and move the area
towards the sheet.
The palette also contains the list of symbols for
the project. You can grab them and drag them
onto a test or an action on a sheet.
A magnifying glass is automatically shown when
the elements displayed are small.

Palettes in beginner mode
In beginner mode, the palette contains a reduced group of the simplest
tools for designing programs. Left-click with the mouse over a category
to “open up this category” like a tree structure.

The palette in “beginner” mode

“

” elements allow access to sub-elements.

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The palette in “beginner” mode showing the “Grafcet” category open

The “

” element allows a category to be closed.

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Displaying or hiding the project window or message window
Select the « Project » or « Messages » option from the « Window »
menu.

Displaying the work space in full screen mode
Select the « Full screen » option from the « Display » menu. Click on
to exit full screen mode.

Keyboard shortcuts
Keyboard shortcuts are written in the menus. « Masked » shortcuts can
also be used:
CTRL + ALT + F8
CTRL + ALT + F9
CTRL + ALT + F10
CTRL + ALT + F11

Save the project in executable
format
Save the project
Access project properties
Display or hide AUTOMGEN
window
Parameters can be set for the entire
environment, its state is saved when you
close AUTOMGEN. Environment windows
can be hidden. The « Windows » menu is
used to display them again. The work space
can be displayed in full screen mode. The
tabs at the bottom of the browser window are
used to access selection for the current postprocessor and the graphics palette.

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Licenses
A license establishes AUTOMGEN user rights. The following elements
are established by license:
- the number of all or none inputs/outputs that can be used,
- post-processors that can be used,
- the number of users (only for network licenses).

Registering a license
When you install AUTOMGEN, you can use it for free for a period of 40
days.
You must register your license within 40 days.
To register your license, send IRAI:
- the serial number printed on the label glued to the software box, or
the reference of your delivery note or order form,
- the user code provided with the software indicating the PC where
you have installed the product.
You will then receive an enable code (also called validation code).
The « License » option in the AUTOMGEN « File » menu can be used to
display the status of your license and obtain a user code (click on
« Registering the license »).

License status.

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A user code is valid for a period of 10 days.
So a maximum period of 10 days can pass from when you send a user
code to IRAI and when you receive an enable code provided by IRAI.

Sending a user code to IRAI
There are various methods you can use. Exchanging codes by e-mail is
highly recommended as it limits the risk of error.

A single error in the code will prevent the license from
being registered.

Sending a file by e-mail (the best solution)

License registration dialogue box

To generate a file containing your user code, click on « Save user code
in a file ». You can then transmit the file with « .a8u » extension as an
attachment and send it to the address contact@irai.com.

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Copying the user code in an e-mail message
By clicking on « Copy user code to clipboard », you can then paste the
code in the body of the message and transmit it to the e-mail address
contact@irai.com.
By fax (not recommended)
By clicking on « Copy user code to clipboard », you can then paste the
code in a document and send it by fax to 00 33 4 66 54 91 33. If possible
avoid writing the code by hand and print it using a font which
differentiates between the letter « O » and the number zero.
By telephone (highly unadvisable)
By telephoning 00 33 4 66 54 91 30. Be sure to differentiate between the
letter « O » and number zero. Be careful of consonants which are difficult
to tell apart on the telephone (for example « S » and « F »).

Entering the validation/enable code
Validating by a e-mail received file
If you have received an « .a8v » file by e-mail, save the file on your hard
disk, click on « Read a validation code from a file » and select the file.
Validating for a code received in the text of an e-mail
Select the code in the message text (make sure you only select the code
and do not add any spaces to the end). Click on « Paste a validation
code from the clipboard ».
Validating for a code received by fax or telephone
Enter the code in the spaces under the title « Validation code ».

Modifying a license
Modification of a license Involves changing the elements authorized by
the license (for example adding a post-processor).
The license modification procedure is identical to registration.

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Moving a license from one computer to another
This procedure is more complex. The instructions below must be
scrupulously followed to obtain good results. In the instructions below,
« source » PC indicates the computer with the license and the « target »
PC is the PC where the license needs to be moved.
1- if it has not already been done, install AUTOMGEN on the target
PC,
2- generate an « .a8u » user code file on the target PC and move this
file to the source PC (for example on a floppy disk),
3- on the source PC, select the « Move the license to another place »
option,

Dialogue box for moving a license

4- on the source PC, click on « Read a user code from a file » and
select the « .a8u » file that came from the target PC,
5- on the source PC, click on « Move the license »,
6- on the source PC, click on « Save the validation code in a file »,
recopy the generated « .a8v » file to the target PC,
7- on the target PC, click on « Read a validation code from a file »
and select the « .a8v » file that came from the source PC.

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Network licenses
The « akey8.exe » executable manages the network license. This
executable must be launched from one of the network computers. The
network must be able to be used with TCP IP protocol. When launched,
icon appears in the
the network license manager is hidden and only a
WINDOWS keybar. To display the network license manager window,
double click on the
icon in the keybar.

The network license manager

Up to 16 different licenses can be managed by the network license
manager. A network license is characterized by a number of users and a
type of copyright (number of all or none inputs/outputs and useable postprocessors). For each license the number of possible user/s, number of
connected user/s and list of connected users (using AUTOMGEN) is

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displayed in a tree format attached to each license. Each license is
associated to a port number (a numeric value starting from 5000 by
default). The first port number used can be configured by clicking on
« Parameters ».
Adding a network license
You can add a license by clicking on « Add a license ». The license
registration principle is the same as for single license versions.
Modifying a license
Double click on the licenses to modify them. The license modification
procedure is the identical to that used for single license versions.
Connecting to client stations
Click on « Connect to a network license » to connect a client station to a
network license.

Connecting to a network license

The PC name (the one from the network) where the « akey7.exe » was
launched must be provided as well as the port number corresponding to
the desired license.
You must register your license with IRAI
(contact@irai.com) by sending your user
code by e-mail (« File/License » menu. The
network license manager is used to manage
multiple licenses on TCP IP network PC's.

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Additional information on installing AUTOMGEN in a network
environment
General information
Two aspects of the AUTOMGEN8 installation have to be considered:
installing files on the one hand and managing licenses on the other.
These two aspects are completely separate: you can choose to install
the files either on the hard disk of the client PCs or else on a file server
and, completely independently of this, choose to install either a license
locally on a PC or else a network license on a network license manager.

Installing AUTOMGEN8 on a file server
Benefit: the AUTOMGEN8 files are installed just once on a file server,
and updates are simplified.
Procedure on the file server: install AUTOMGEN8. Rights needed: readaccess is sufficient.
Procedure on the client workstations: create a shortcut to the
“autom8.exe” executable, which is in the AUTOMGEN8 installation
directory on the file server.

Installing one or more AUTOMGEN8 licenses on a network license
manager
Benefit: the licenses are no longer restricted to one PC but can be used
by all of the PCs connected to the network (floating licenses).
Principle: one or more licenses are installed on one of the network’s
PCs. A license authorizes from 1 to n users. AUTOMGEN8 may be
launched on client PCs upto the maximum number of users. A license
has the same features for all users in terms of the number of
inputs/outputs that can be used and the types of post-processors that
can be used. If several configurations (several types of licenses) are
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needed, then as many licenses will be created as there are different
types of configurations. When AUTOMGEN8 is launched on the client
PCs, a connection will be created to one or other of the licenses
depending on the features that are wanted.
Actual example: setting up a network of 4 16 I+16 O PL72 licenses, 4 16
I+16 O PL7 licenses + 2 unlimited I/O PL7 licenses. For this: 3 licenses
will be created on the network license manager: 1 license for 4 16 I+16 O
PL72 users, 1 license for 4 16 I+16 O PL7 users, 1 license for 2 unlimited
I/O PL7 users.
Where to install the network license manager: on one of the network’s
PCs (it does not have to be the server) which must be running all the
time (whenever a user would like to use AUTOMGEN8).
Technical constraints: the network must support TCP/IP, the PC where
the network license manager is located must be able to run a WINDOWS
program (application or service).
Installation on the network license manager: on the PC where the
network licenses are going to be managed, install the main
AUTOMGEN8 module + the network license manager.
Registering one or more licenses on the network license manager:
launch the network license manager: (AKEY8.EXE executable, located in
the AUTOMGEN8 installation directory). When launched, the license
manager sets up an icon in the bottom right of the WINDOWS task bar.
Left-click once with the mouse to open the window.
Click on “Add a license” to add a license.
Click on “Save the user code in a file” to generate an .n8u file that you
will e-mail to us at the address “contact@irai.com”: we will send back an
.n8v file that you will connect up by clicking on the “Read a validation
code from a file” button.
The licenses installed in this way will then be shown in the network
license manager with the serial number and characteristics of the license
and the associated port number. It is this port number that will allow
clients to connect to a specific license.

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Installation on the client workstations: launch AUTOMGEN8, and in the
“File / License” menu select “Connect to a network license”.
Enter the name of the PC where the network license manager is running
(or its IP address) and the port number (this number makes it possible to
identify the license you want to connect to, if there is more than one).
It is also possible to add an argument in the AUTOMGEN8 launch
shortcut in order to force connection to one network license.
The argument is:
/NETLICENSE=,
Make sure that “NETLICENSE” is correctly spelled: S not C at the end.
For example:
/NETLICENSE=MYSERVER,5001
Several launch shortcuts can be created in order to connect to different
licenses.
Possible problems: if you use a firewall, make sure access is authorized
to the ports used by the network license manager (those displayed in the
network license manager).
Installing the network license manager as a service under WINDOWS
NT, 2000, XP, 2003 and VISTA: see the following chapter.
Displaying the status of the licenses remotely: to display the status of the
network license manager on a different PC from the one on which the
network license manager has been launched (or if the “service” version
of the network license manager is being used), use the
“spya8protnet.exe” utility, which is located in the AUTOMGEN8
installation directory.
Installing the network license server as a service
The “NT Service” key server allows the AUTOMGEN8 network licenses
to be managed on a WINDOWS NT4, 2000, 2003, XP or VISTA
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workstation without opening a session. Unlike the AKEY8.EXE
“executable” version, AKEY8NT.EXE does not allow either the
protections or the connected users to be displayed.
Before installing the key server as an “NT service”, you are
recommended to make sure that the key server works properly with the
“executable” version: AKEY8.EXE.
Launch the “akey8nt –i” command line to install the NT key server
service. The AKEY8NT.EXE executable is installed in the AUTOMGEN
installation directory.
So that the service starts automatically:
- under WINDOWS NT4: in the “Start/Parameters/Configuration
Panel” menu, select the “Services” icon the “AKEY8” line, click on
the start button and select the “Automatic” button.
Reboot your PC so that the key server is activated.
- under WINDOWS 2000, 2003, XP or VISTA: in the
“Start/Parameters/Configuration
Panel”
menu,
select
the
“Administrative Tools” icon then the “Services” icon. Right-click with
the mouse on the “AKEY8” line and select “properties”. In the
“Startup Type” option, select “Automatic”. In the “Recovery” tab,
select “Restart the service” in the “First Failure” area.

Uninstallation
Launch the “akey8nt –u” command to uninstall the NT key server
service.

Errors
After having uninstalled the AKEY8NT.EXE service, use AKEY8.EXE to
determine the cause of any malfunctions.

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The project
AUTOMGEN8 is strongly based on the idea of a project. A project groups
together the elements that compose an application. The browser (see
page Erreur ! Signet non défini.) displays all the project elements
(sheets, symbols, configuration, IRIS objects etc.) in a tree format.
The new file format of AUTOMGEN8 (files with « .AGN » extension)
includes all project elements.
When you save an « .AGN » file you are assured of saving all the
elements of an application. You can easily and effectively interchange
applications created with AUTOMGEN.
« .AGN » files are compacted with « ZIP » technology, they do not need
to be compressed to be interchanged, their size is already optimized.
All the files generated by AUTOMGEN8 can be re-read with all of the
versions of AUTOMGEN8: upward and downward compatibility.

Files generated with AUTOMGEN7
The files created with AUTOMGEN7 can be opened directly in
AUTOMGEN8.

Importing an application from an earlier version of AUTOMGEN
(version 6 or earlier)
You need to import all of the sheets (“.GR7” files) and any symbol file
(“.SYM” file). To do this, use the import procedures described in the
following chapters.

Generating a free distribution executable file
The « Generate an executable » command from the « File » menu
is used to generate an executable starting from a project in
progress (an « .EXE » file executable on a PC with WINDOWS).
The AUTOMGEN « viewer » is automatically integrated with the
generated executable (the executable user does not need
AUTOMGEN).
This viewer makes it possible to use the
application without modifying it. You can easily distribute your
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applications. The generated executable is not covered by
copyright. This technique is normally used for producing a
supervising application.

Modifying project properties
With the right side of the mouse click on the « Project» element on the
browser and select « Properties » from the menu.
Modifying security options
You can restrict reading or modification access to a project by
passwords.
Advanced options
« Save the environment aspect with the project »: if checked, the position
of the windows and the aspect of the toolbars are saved in the « .AGN »
file. When the project is opened, these elements are reproduced.
« Hide the main window upon launching … »: if checked, the
AUTOMGEN window is hidden when the project is opened. Only IRIS
objects incorporated in the project will be displayed. This option is
normally used to create « package » applications which only leave IRIS
objects displayed. Use the [CTRL] + [F11] keys to redisplay the
AUTOMGEN window.
The other options are used to change the display of the AUTOMGEN
window when a project is opened.
User interface
« Block IRIS object configuration »: if checked, a user cannot modify
IRIS object configuration.
The other options are used to modify the behavior of the user interface.
Model
« This project is a document model »: if checked, when opened all the
options and the documents it contains act as a model for the creation of
a new project. This functionality is used to create standard configuration
which can be uploaded when AUTOMGEN is launched (for example a
default symbol file or a default processor configuration).
Defining a mode
To define a mode that can be used when launching AUTOMGEN (like
the “Expert” and “Beginner” modes), save a project model in the
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“models” sub-directory of the AUTOMGEN installation directory. An
image can be linked to a model. To do this, create a “jpg” format file with
the same name as the “.agn” file. This file must have the following
dimensions: 120 pixels wide by 90 pixels high.
Automatic GO
«Automatic go at project launch »: if checked, the application is
automatically run when a project is opened.
The project is used to group together the
elements of an AUTOMGEN application.
Once regrouped, the elements form a
compact file with « .AGN » extension. The
project models are used to be able to easily
manage different software configurations.
Generation of executables makes it easy to
distribute applications.

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The Browser
A central element for application
management, the browser is used for
fast access to different application
elements:
sheets,
symbols,
configuration, printing, IRIS objects etc.
The « + » and « - » icons are used to
develop or retract project elements.
Actions on the browser are effected by
double clicking on the elements (opens
the element) or by clicking with the right
side of the mouse (adds a new element
to a project, special action on an
element etc.).
Certain operations are effected by
dragging and dropping the elements and
moving them on the browser.
The colors (generally called up at the
bottom of documents in the work space)
are used to identify families of elements.

Browser tree

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Sheets
A sheet is a page where a program or part of a program is designed.
Using sheets is extremely simplified in AUTOMGEN8. The sheet
chaining orders needed in the previous versions are no longer used. For
multiple sheets to be compiled together, they only need to be in the
project.
The icons associated to the sheets are shown below:
normal sheet,
normal sheet (excluding compilation),
sheet containing a macro-step expansion,
sheet containing a function block program,
sheet containing a key,
sheet containing a key (excluding compilation).
sheet containing an encapsulation,
Icons are marked with a cross indicating a closed sheet (not displayed in
the work space). Double clicking on this type of icon opens (displays) the
associated sheet.
Adding a new sheet
With the right side of the mouse click on the « Sheets » element on the
browser then select « Add a new sheet ».
Select the sheet size (XXL is the
recommended format, the other
formats are for older versions of
AUTOMGEN, GEMMA is only
used for creating GEMMA
models).
The sheet can be given any
name, but each project sheet
must have its own name.
The comment area is up to your
discretion for modifications or
other information relative to each
sheet.

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Importing old AUTOMGEN version sheets, importing CADEPA sheets
With the right side of the mouse click on the « Sheets » element on the
browser then select « Add one or more existing sheets ».

Selecting one or more sheets to import.

From the « Type » list select « AUTOMGEN » or « CADEPA » for the
sheet type to import then click on OK.
There are some restrictions for importing
CADEPA sheets:
- the step numbers must be individual (the
same step number cannot be used on
multiple sheets),
- references must be converted with links to
CADEPA before being able to import
them.
By keeping the [CTRL] key pressed down, you can select multiple
sheets.
Modifying the sheet compilation order
The sheets are compiled in the order they are listed in for the project. To
modify this order, click on the sheet with the left side of the mouse on the
browser and move it in the list.

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Deleting a sheet from the list
With the right side of the mouse click the sheet to be deleted on the
browser and select « Delete » from the menu.
Exporting a sheet to a « .GR7 » file
With the right side of the mouse click the sheet to be deleted on the
browser and select « Export » from the menu.
Copying, Cutting, Pasting a sheet
With the right side of the mouse click the sheet on the browser and
select « Copy/cut » from the menu. To paste, with the right side of the
mouse click on the « Sheet » element on the browser and select
« Paste ».
This option makes it possible to copy or transfer sheets from one project
to another.
Renaming a sheet
See « Modifying properties » below.
Modifying sheet properties.
With the right side of the mouse click the sheet on the browser and
select « Properties » from the menu.

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You can modify the
sheet name, the syntax
used
for
literal
language and variable
names. The « Do not
compile this sheet »
option is used to
exclude the sheet from
the compilation. The
« Display in GEMMA
format» option is only
available if the sheet
format is GEMMA and
is used to display and
modify a sheet in
GEMMA format. The
« Block the of use
inputs/outputs
other
than set symbols »
option blocks the use of
i, %i, o %q variables
not
attributed
to
symbols. Access to the
sheet can be protected
by a password. -The
« comments » area is
left to your discretion.

Symbols
The list of symbols provides the correspondence between « symbol »
names and variable names. A project may only have one symbol table.
Creating a symbol table
With the right side of the mouse click on the « Symbols» element on the
browser and select « Create a symbol table » from the menu.
Importing a symbol table
With the right side of the mouse click on the « Symbols» element on the
browser and select « Import a symbol table » from the menu.

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Configuration
Post-processors
This section contains all the post-processor configuration elements (see
the post-processor manual for more information).
Compiler options
Double click on this element to modify the settings of compiler options.

Documentation
This is used to access the file printing function (double click on the
« Print » element. You can print a complete file composed of an end
paper, cross reference table, symbol list and sheets. The print setup
function is used to display all these elements.

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Generated files
Generating the instruction list in pivot code
By double clicking on « Pivot code » you generate a list in low level literal
language (AUTOMGEN pivot code). Viewing of the generated code is
normally reserved for specialists involved in understanding the
translation methods used by the compiler.
Generating the cross reference list
Double clicking on the « Cross reference » element generates and
displays the list of variables used in an application with any associated
processor variables and the name of or sheet(s) where they are used.
Post-processors
The other elements concern the files generated by the post-processors:
instruction lists are in processor language.

Settings
Contains the tools to display and modify the state of the variables.
Viewing and modifying a variable or variable table
With the right side of the mouse click on « Settings » and select
« Monitoring » to open an element where you can see the state of a
variable or variable table.
Next variable

Previous
variable

Modify the state
of another
variable

A monitoring window.

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Modify the
variable state by
clicking in this
area

The monitoring window in « 10 variables table » mode.

Click on this button to display
the expanded information
(automaton symbols and
names of variables)
associated with each variable

The monitoring window in “Variables Table” mode

Re-size the window by
dragging one of the
edges in order to see
more or fewer variables

Click on these buttons
to change the size of
the information
displayed in the table
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IRIS objects
IRIS 2D objects are used to create consoles, supervision applications
and simulation applications of 2D operating parts. IRIS 3D is used to
create simulation applications of 3D operating parts. Each IRIS 2D object
appears in the project tree (see the chapters IRIS 2D references and
IRIS 3D references for additional information).
Adding an IRIS 2D object
Click with the right side of the mouse on « Add an IRIS 2D object ». The
object selection assistant is used to select it and set its parameters.

Selection assistant for an IRIS 2D object
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Deleting an IRIS 2D object
With the right side of the mouse click on the IRIS object on the browser
and select « Delete » from the menu.
Displaying or hiding an IRIS 2D object
With the right side of the mouse click on the IRIS object on the browser
and select « Display/hide » from the menu.
Cutting, copying, pasting an IRIS 2D object
With the right side of the mouse click on the IRIS object on the browser
and select « Copy » or « Cut » from the menu.
To paste, with the right side of the mouse click on the « Sheet » element
on the browser and select « Paste ».
To paste an IRIS object on a console, select « Paste» from the console
menu or click with the right side of the mouse on the console on the
browser and select « Paste».
Adding a new IRIS 2D object on a console
Select « Add an object » from the console menu or click with the right
side of the mouse on the console on the browser and select « Add an
object on the console » from the menu (for more information on the
console see the chapter « Console » object)
Modifying the properties of an IRIS 2D object
With the right side of the mouse click on the IRIS object on the browser
and select « Properties ». For higher level objects (parent objects),
special properties can be accessed:

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Properties of high level objects

Display establishes under which conditions the object is displayed or
hidden. The reinstallation option is used to return an object to its initial
state when dynamic display is launched (normally used for OP simulation
applications).
Setting an object model accessible on the assistant
With the right side of the mouse click on the IRIS object on the browser
and select « Save as model » from the menu.

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Selection of modifiable parameters for users of your models

You can select the list of parameters which remain accessible to the user
on the assistant. By clicking on « Save », you save your object model.
The storage directory for object models is « \i2d\lib ». You can use a sub-directory called « my objects » for
saving your models.
Importing an IRIS 2D object in an earlier version of AUTOMGEN
With the right side of the mouse click on the « IRIS» element on the
browser and select « Import IRIS 2D objects ». Select one or more
« .AOF » files.

Creating an IRIS 3D console
With the right side of the mouse click on the « IRIS » element on the
browser and select « Add an IRIS 3D console » (see the chapter on IRIS
3D for more information).

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Resources
This project element is used for adding all types of files to a project. Files
which are added will become an integral part of the project and will be
saved along with the other elements. To refer to a pseudo directory
where the resources are, the key word «  » can be used in the
specific directory name in AUTOMGEN. For example IRIS objects can
refer to bitmaps if they are included in the resources.
Adding a file to the resources
With the right side of the mouse click on the « Resources» element on
the browser and select « Add » from the menu.
Deleting a file from the resources
With the right side of the mouse click the resource file on the browser
and select « Delete ».
Renaming a file in the resources
With the right side of the mouse click the resource file on the browser
and select « Rename ».
Modifying a file in the resources
With the right side of the mouse click the resource file on the browser
and select « Modify ».
Adding and converting 3D STUDIO files in the resources
3D STUDIO files can be converted into .x files and added to the
resources by clicking with the right side of the mouse on the
« Resources » element on the browser and selecting « Import 3D files »
(see the chapter IRIS 2D references and IRIS 3D references for more
information).

External modules
These elements are reserved for executable modules developed by third
parties and interfaced with AUTOMGEN.

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The browser is used to display and manage
all the project elements. By double clicking
on the elements or by clicking with the right
side of the mouse, you access the different
functions applicable to each element.

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Designing programs
Various tools are available for designing programs.

Designing with the assistant
This is without doubt the simplest when starting with AUTOMGEN. With
the right side of the mouse click on an open sheet in the work space and
select « Assistant » from the menu. You will then be guided for making
selections. When you have finished click on « OK » and put the design
on the sheet by clicking with the left side of the mouse.

The assistant

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Designing with the shortcut menu
Click with the right side of the mouse on an open sheet in the work
space, the menu will propose a series of elements that you can put on
the sheet. This is an instinctive and fast creation method.

Designing with the pallet
By selecting elements on the pallet you can quickly create programs
starting from previously created elements.
Enhancing and customizing the pallet
« .GR7 » files are used to set the pallet, they are located in the directory
« \pal ». You can delete, modify,
rename or add files. To generate « .GR7 », files use the « Export »
command by clicking with the right side of the mouse on a sheet on the
browser. The names displayed on the pallet are « .GR7 » files. Relaunch
AUTOMGEN for a new element to be displayed on the pallet.

Designing with the keyboard keys
Each key is associated to design blocks. The « Blocks » element also
provides access to the blocks. The table below lists the blocks and their
use.
Delete block
Aspect

Associated key

Generic name

Comments

Languages

[A]

Delete

Used to make a cell blank
again

All

Link blocks
Aspect Associated key

AUTOMGEN8

Generic name

Comments

Languages

[E]

Vertical link

Link from top to bottom
or bottom to top

All

[F]

Horizontal link

Link from right to left or
left to right

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[G]

Upper left corner

Link towards the bottom
right or bottom left

All

[H]

Upper right corner

Link towards the bottom
left or bottom right

All

[I]

Lower left corner

Link from top to right or
left to top

All

[J]

Lower right corner

Link from top to left or
right to top

All

[Z]

Cross

Crosses two links

All

Generic name

Comments

Languages

[B]

Step

Normal step

Grafcet

[C]

Initial step without
activation

Initial step without
activation

Grafcet

[D]

Initial step

Initial step

Grafcet

Macro-step

Only available in the
shortcut menu

Grafcet

Encapsulating step

An encapsulation must
be linked

Grafcet

Initial encapsulating step An encapsulation must
be linked

Grafcet

Initial state mark

Défine intial state for an
encapsulation

Grafcet

[T]

Transition

Transition

Grafcet

[$]

Source transition

Can replace the
transition symbol

Grafcet

[£]

Exit transition

Can replace the
transition symbol

Grafcet

Grafcet blocks
Aspect Associated key

[+]
.

[-]
.

.

.

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Link for action on
transition crossing

Use the following
element to design the
action rectangle

Grafcet

Start of an action
rectangle on transition
crossing

Use the [X] and [Y]
elements to end the
rectangle

Grafcet

[K]

Left limit of an « And »
divergence

Compulsory to the left
of an « And »
divergences

Grafcet

[L]

Supplementary branch
of an « And »
divergence or an
« And » convergence

Do not use as a left or
right limit of an « And »
divergence

Grafcet

[M]

Right limit of an
« And » divergence

Compulsory to the right
of an « And »
divergence

Grafcet

[N]

Extension of an « And » If placed in the [K], [L],
[M], [P] or [O],[P],[Q],
divergence
[L] blocks

Grafcet

[O]

Left limit of an « And »
convergence

Compulsory to the left
of an « And »
convergence

Grafcet

[P]

Supplementary branch
of an « And »
convergence or an
« And » divergence

Do not use as a left or
right limit of an « And »
convergence

Grafcet

[Q]

Right limit of an
« And » convergence

Compulsory to the right
of an « And »
convergence

Grafcet

[R]

« Or » divergence

Do not use as a limit of
an « Or » convergence

Grafcet

[S]

« Or » convergence

Do not use as a limit of
an « Or » divergence

Grafcet

[U]

Skip or repeat left step

« Or » convergence or
divergence

Grafcet

[V]

Skip or repeat right step

« Or » convergence or

Grafcet

.

.

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divergence
[SPACE] on an
[E] block

Link towards the top

For relooping and
repeating steps

Grafcet

Flowchart blocks
Aspect

Associated
key

Generic name

Comments

Languages

[0] (zero)

Flowchart assignment

Separates the « test »
from the « action »
area

Flowchart

[1]

« Not » function

Complements the
block input signal

Flowchart

[2]

« And » function

Combines the inputs in
an « And » logic

Flowchart

[3]

« Or » function

Combines the inputs in
an « Or » logic

Flowchart

[4]

Block environment

Enlarges an « And » or
« Or » function block

Flowchart

[5]

Bottom of block

Ends an « And » or
« Or » function block

Flowchart

Ladder blocks
Aspect

Associated key

Generic name

Comments

Languages

[(]

Start left coil

Starts an action

Ladder

[)]

Start right coil

Ends an action

Ladder

[U]

Left limit

Ends the diagram

Ladder

[V]

Right limit

Starts the diagram

Ladder

[R]

Connection

« Or » function

Ladder

[S]

Connection

« Or » function

Ladder

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Action blocks
Aspect

Associated
key

Generic name

Comments

Languages

[W]

Action rectangle left
limit

Starts an action

Grafcet and Flowchart

[X]

Action rectangle
environment

Extends an action

Grafcet and Flowchart

[Y]

Action rectangle
right limit

Ends an action

Grafcet and Flowchart

[.]

Left side of a
double action
rectangle

[/]

Middle of a double
action rectangle

Prolongs a double
action rectangle

Grafcet and Flowchart

[%]

Right side of a
double action
rectangle

Ends a double action
rectangle

Grafcet and Flowchart

[S]

Divergence Action

Used to vertically
juxtapose action
rectangles

Grafcet and Flowchart

[V]

Divergence Action

Used to vertically
juxtapose action
rectangles

Grafcet and Flowchart

[#]

Action on
activation

Defines the type of
action

Grafcet

[_]

Action on
deactivation

Defines the type of
action

Grafcet

[@]

Event-driven
action

Defines the type of
action

Grafcet

.

.

.

.

.

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Starts a double action Grafcet and Flowchart
rectangle

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Test blocks
Aspect

Associated
key

Generic name

Comments

Languages

[7]

Left limit of a test

Starts a test

Flowchart and ladder

[6]

Right limit of a test

Ends a test

Flowchart and ladder

Organization chart blocks
Aspect

Associated
key

Generic name

Comments

Languages

[<]

Organization chart
input

Indicates the input in a
rectangle

Organization
chart

[=]

« False » output

Output if a test
rectangle is false

Organization
chart

Associated
key

Generic name

Comments

Languages

[8]

Upper left corner of a
function block

Starts the name of the
function block

Function block

[9]

Upper right corner of a Ends the name of the
function block
function block

Function block

[:]

Lower left corner of a
function block

Adds an input to the
function block

Function block

[;]

Left limit of a function
block

Adds an input to the
function block

Function block

[>]

Right limit of a
function block

Adds an output to the
function block

Function block

Lower right corner of a Adds an output to the
function block
function block

Function block

Function block blocks
Aspect

[?]

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Other blocks
Aspect

Associated
key

Generic name

Comments

Languages

[*]

Combination /
transition link

This block is a link
between the Logical
Diagrams or Ladder
languages and the
Grafcet language

Grafcet /
Flowchart /
Ladder

.

Documenting program elements
To document program elements, click below with the left side of the
mouse. To create comments, click on a blank space on the sheet. To
validate modifications, push the [Enter] key or click outside the editing
are with the left side of the mouse. To delete modifications, push the
[Esc] key or click outside the editing area with the right side of the
mouse.
When editing tests and actions, a « … » button appears under the editing
area. If you click on it you access an assistant for creating tests or
actions.

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Test creation assistant

Adding symbols
To create a symbol, click with the right side of the mouse on the symbol
button on the
table in the work space and select « Add ». Or click the
toolbar. You can also launch program compiling containing unset
symbols. You will be asked for variables corresponding to the symbols
during the compilation.

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Attribution of symbols during compilation

To easily design a program, create a new
sheet, then click with the right side of the
mouse on the bottom of the sheet. Select
« Assistant » from the menu, you will then
be guided by it.

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Running an application
To run an application easily
button on the toolbar is the quickest way to see application run
The
results. This pushbutton activates the following mechanisms:
- compilation of the application if it is not updated (not already
compiled after the last modifications),
- installation of the run module (with downloading if the current target
is a processor and following the connection options),
- passage of the target to RUN,
- activation of the dynamic display.
To end the run
Click on
. On the processor target, the program continues to be run
on the target. On the PC, the program is stopped.
To compile only
Click on

.

To stop the compilation
Click on

.

To connect to a processor or install a PC
.
Click on
To disconnect a processor or uninstall a PC
Click on

.

To put the target in RUN mode
Click on

.

To put the target in STOP mode
Click on

.

To initialize the target
Click on

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To run a program cycle on the target (generally not supported on
processors)
.

Click on

To activate the dynamic display
Click on

.

To run an application, click on the « GO »
button. To end the run, click again on the
same button.

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The compiler
The compiler translates the sheets into a set of pivot language equations
(these can be displayed by double clicking on the « Generated code /
pivot language » element on the browser).
The pivot language is then translated into a language which can be run
by a post-processor (the current post-processor can be displayed and
selected by double clicking on the « Targets » panel accessible by
clicking on the « Targets » tab at the lower part of the window where the
browser is.

Modifying compiler options
Double click on the element « Configuration / Compiler options».

Displaying compilation messages
The « Compilation » panel on the messages window contains the counts
produced by the last compilation.

Finding an error
By double clicking on error messages, you can find the source.

An error message and its source

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If the message windows are hidden and if one or more errors are
detected by the compiler, a dialogue box indicates the first error detected
(to display the message windows: use the « Messages » command from
the « Windows » menu).

At the end of the compilation the
« Compilation » window provides a list of
any errors. By double clicking on the error
messages, the site in the program that
caused the error is displayed.

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Running programs on a PC
The « run PC» target is an actual processor loaded in your PC.
You can:
- test your applications,
- drive a virtual operating part created with IRIS 2D or 3D,
- drive input/output cards connected to the PC.

Configuring the number of variables
Double click on the « Configuration / Post-processors / Executor PC /
Variables » element.

Selecting the number of variables

The space needed for the variables used in the application is
automatically reserved by default. You can manually select the amount
of memory to reserve for each type of variable. This may be necessary if
an indexed addressing is used to access a variable table.

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PC system variables
Bits 0 to 99 and words 0 to 199 are system variables and can not be
used as user variables in your applications. The two tables below provide
details on the PC system variables.
Bits
0
1 to 4
5 to 7
8
9 and
10
11
12
13 to
29
30
31
32
33
34
35
36
37
38 to
55
56
57 to
67
68 to
99

Use
active at first cycle, activation of initial Grafcet steps
reserved for I/O drivers
reserved for I/O driver errors
error on watchdog overflow is equal to 1
error general PC fault
run mode 1=RUN, 0=STOP
emergency stop pass to 1 in the event of an error or set to 1 to stop the program
reserved for drivers
bit associated to timer 1
bit associated to timer 2
bit associated to timer 3
bit associated to timer 4
bit associated to timer 5
bit for repeating sector (pass to 1 on repeat sector, reset to zero is the job of the
programmer)
setting this bit to 1 causes reading of the clock in real time and transfer to System
words 4, 5, 6, 7, 8, 51 and 52.
setting this bit to 1 causes writing of System words 4, 5, 6, 7, 8, 51 and 52 in the
real time clock.
reserved
division by zero
reserved for future versions
reserved for the stack of boolean processing

Words Use
reserved for the upper part of the multiplication result or the remainder of the
0
division
1 to 3 timers in milliseconds
timer in 1/10 second
4
timer in seconds
5
timer in minutes
6
timer in hours
7
timer in days
8
9 to 29 reserved for I/O drivers
timer 1 counter
30

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31
32
33
34
35
36
37
38
39
40
41
42 to
50
51
52

timer 2 counter
timer 3 counter
timer 4 counter
timer 5 counter
timer 1 procedure
timer 2 procedure
timer 3 procedure
timer 4 procedure
timer 5 procedure
lower part of clock reference
upper part of clock reference
reserved for I/O drivers
timer in months
timer in years

Modifying the run period
Double click on « Post-processors / Executor PC / Run ».

Setting the run period

Driving inputs/outputs
Double click on « Configuration / Post-processor / Executor PC / I/O
Drivers ».

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Adding an I/O driver

Select a driver from the list on the right and then click on « Add ».
« Set parameters » is used to configure certain drivers.

The executor PC transforms your PC into a
program processor, it can be used to drive
inputs/outputs directly connected to your
computer.

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IRIS 2D references
IRIS 2D objects are used to create supervision and simulation
applications of 2D operating parts.
The link between the objects and the automatically functioning
applications is always created by interchanging the variable state.
IRIS 2D objects are contained in WINDOWS windows.

An IRIS 2D object

IRIS 2D objects have two possible states: the « Configuration » mode
(used to modify the object characteristics) and « Use » mode (for using
an object). The « User » mode is also called « Employ » mode.

Modifying object display
The objects can be hidden or displayed. This property can be specified
when opening an object or when changing the state of the dynamic
display in the environment. Only higher level objects (not objects located
on a console) can be displayed or hidden. Objects located on a console
are displayed or hidden at the same time as the console.
To dynamically modify the visibility of objects, click with the left side of
the mouse on the objects on the browser and select « Display/Hide ».
To modify the display properties, click with the left side of the mouse on
the objects on the browser and select « Properties ».

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Display properties of an object.

Modifying object characteristics
Removing an object
Method 1: click the
button on the surface of the object.
Method 2: with the right side of the mouse click on the object on the
browser and select « Delete » from the menu.
Dimensioning an object
By dragging the object from one of its edges you can enlarge or shrink it
(you can also precisely modify the size of an object by accessing its
properties, see below).
Moving an object
Drag the object by clicking with the left side of the mouse on the minibar
located on the upper part of its surface.
Putting an object in « User » mode
Method 1: click on the button
on the object with the left side of the
mouse.
Method 2: click with the right side of the mouse on the object.
Putting an object in « Configuration » mode
Click with the right side of the mouse on the object.
Modifying the characteristics of an object
Method 1: click on the button.
Method 2: push down the [CTRL] key on the keyboard and click with the
right side of the mouse on the object, then release the [CTRL] key.

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Method 3: with the right side of the mouse click on the object on the
browser and select « Properties » from the menu.

Block access to configuration for all objects
With the right side of the mouse click on « Project » on the browser,
select « Properties » and check « Block IRIS 2D object configuration »
on the « Advanced » tab.

Basic objects, preset objects
The basic objects set major functionality types. Preset objects are based
on a basic type and a configuration to meet a specific need. For an
example, an emergency pushbutton is an object derived from a basic
object used to create pushbuttons and lights. To access preset objects,
use the assistant by clicking with the right side of the mouse on the
« IRIS » element on the browser and select « Adding an IRIS 2D
object ».

List of basic objects
« Console » object
The console object is the only object which can contain other objects on
its surface. It is used to create command consoles and animation
used
surfaces for virtual operating parts. This object has a pushbutton
to manage objects on its surface: add, move, delete etc.
The « Button and light » object
This is used to create pushbuttons and
processing application variables.

lights that interact with the

The« Object » object
This is a polymorphic element primarily used to simulate operating parts.
The « Digital value » object
This is used to display numeric values of the processing application in a
number format.
The « Screen, keyboard, message list » object
This is used to display information on the processing application in a text
format.

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The « Sound » object
This is used to produce output sounds when the variable state of the
processing application changes.
The « Data archive » object
This is used to display processing application data in a table or chart
format and save them in the computer memory or on the disk.
The « Program » object
This is used for processing run separately from the processing
application.
The « Dialogue box » object
This is used to display messages in a pop-up window format regarding
changes in the variable state of the processing application.
The « Analog value » object
This is used to display processing application numeric variables in an
analog numeric format (bars, dials etc.).

Practical experience
In this chapter you will be able to quickly create your first IRIS 2D
application. We are going to create a console, put a pushbutton on it and
link the object variables to the processing application.
Step 1
Creating a minimal application with AUTOMGEN see chapter Designing
programs.

This is a Grafcet with one step as shown below.
0

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Step 2
Launch the run of the AUTOMGEN application (click on the « Go »
button on the toolbar).
Step 3
With the right side of the mouse click on the « IRIS » element on the
browser and then select « Add an IRIS 2D object » from the menu. In the
« Basic objects » category, double click on « Console ».
At this point the object will appear on the screen in this format:

Step 4
(menu
To add a pushbutton to the console click on the console icon
access) and select the « Add an object » option. In the « Basic objects »
category, double click on « illuminated button ».
The object will then appear on the console:

Step 5
Now we are going to associate the pushbutton to a processing
(not
application output, for example %Q4. Click the pushbutton icon
the console icon). The pushbutton properties dialogue box will open:

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Click the « Links » tab (upper part of the dialogue window). In the
« Action when button is pressed » section enter « %Q4=1 ». In the
« Action when button is released » section enter « %Q4=0 ». Then click
on « OK » on the pushbutton on the lower part of the dialogue window.
Actions on the pushbutton will drive processing application output 4. You
can open a « Monitoring » window from the « Set-up » menu by clicking
with the right side of the mouse on the browser. You display the state of
output 4 when you click then release the pushbutton.
Step 6
We are going to associate a light to the « Illuminated Button » object, this
light will be associated to a processing application input (for example 12).
Click the pushbutton icon
again. In the « Aspect » tab click on the
« Pushbutton and light » radio button. Click on the « Links » tab and
enter « %i2 » in the « Light state » section. Click on the « OK »
pushbutton in the lower part of the property dialogue window. You can
keep the state of variable « %i2 » modified (with a « Monitoring » window
or by modifying the state of the physical input, if it exists).

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Step 7
We are going to duplicate the « Illuminated Button » on the console in
order to obtain a second pushbutton whose properties we will modify.
Click on the pushbutton with the left side of the mouse while pressing
down the [SHIFT] key. Black squares will appear around the selected
and select the « Copy » option.

object. Click on the console icon

Click on the console icon
and select the « Paste » option. Now there
are two overlapping « Illuminated Button» objects. Drag the upper one (it
is the only accessible one) by its upper bar and move it away from the
other pushbutton. The object which has been duplicated has the same
properties as the first. Now you can set the parameters for the second
object, for example, so it is linked to output 5 and input 3.
You can also customize the aspect of the pushbuttons by using the
aspect tab for the two objects. You can modify the size of the objects by
dragging their edges.
The three objects on the screen (console and two pushbuttons) are in
« Configuration » mode, this means that they have a mini bar on the
upper part of their surface, icons and edges for modifying their
dimensions. The objects have another mode called « Employ », in this
mode their aspect is permanent: the upper bar, icon and edges for
modifying the dimensions no longer exist. To tilt an object, click on it with
the right side of the mouse.
At this point you will have created an object that looks like this:

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Creating an autonomous supervision application
To create an autonomous supervision application (without developing a
processing application with AUTOMGEN) follow the procedure below:
- create correspondences for the AUTOMGEN variables and the
processor variables by double clicking on the « Configuration /
Post-processor
/

/
Variable
correspondence » element (see the post-processor manual for
more information).
- compile the application by clicking on the
button on the toolbar
(this validates the variable correspondence).
- configure the connection mode on « Only connect » by double
clicking on « Configuration / Post-processor /  / Connection option ».
Comments:
- the « Automatic go » project option is used to obtain an application
which automatically connects to the target to be started.
- the « Generate an executable » on the « File » menu is used to
obtain an autonomous supervision application which is zipped and
not covered by copyright in the format of a single executable file.

Syntax for accessing the state of variables
You can use variable names in AUTOMGEN , IEC 1131-3 or a symbol
syntax. The « … » pushbuttons located near the drag areas in the object
are used to access the assistant for selecting a variable name.
Boolean state
This syntax is used in the object « states » section.
To test the state of a boolean variable, use the variable name, for
example: « i0 », « %q0 », « gate open ».
To test the complement state of a boolean variable, add a character « / »
in front of the variable name, for example: « /i4 », « /%M100 », « /high
level ».
To test the equality of a numeric variable with a constant, use the name
of the numeric variable followed by « = », « < », « > » and a constant, for
example: « %MW200=4 », « speed>2 ».

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The complement state is used for creating « if different », « if less than or
equal to» and « if greater than or equal to » tests, for example:
« /%MW201<300 ».
The operator '&' is used to test a bit of a numeric variable, for example
M200&4 tests the third bit (4 = 2 power 3) of word m200.
Numeric state
This syntax is used in the object « states » section.
To read the state of a numeric variable, use the variable name, for
example: « %MW300 », « m400 », « pressure », « _+V_ ».
Modifying the state
This syntax is used in the object « order » section.
To modify the variable state, add the « = » sign followed by a constant
after the variable name.
The following constants are used for boolean variables:
« 0 », « 1 », « F1 » (set to 1), « F0 » (reset), « UF » (end set), for
example: « %Q0=1 », « %I10=F1 », « %I12=UF ».
For numeric variables, the constant is a number, for example:
« M200=1234 », « speed=4 ».
Special orders
The following key words can be used in the object order sections:
« RUN »: puts the target in RUN mode,
« STOP »: puts the target in stop,
« INIT »: initializes the target,
« STEP »: effects a step on the target,
« GO »: identical to the environment GO command,
« ENDGO »: stops the GO command,

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« EXIT »: exits the environment,
« UCEXIT »: exits the environment without asking for confirmation,
« OPENAOF() »: displays an object. «  » designates an
object by its title and identifier number (configured in object properties)
with the « #identifier » syntax.
« CHAINAOF() »: displays an object and hides the current
object. «  » designates an object by its title and identifier number
(configured in object properties) with the « #identifier » syntax.
Interchanging objects
« PARENTPARAM(parameter {+n} {-n}) »
This is used for a sister object to access a parent console parameter.
The parameter must be set in the parent console « Links / Data for sister
objects » section. See the chapter « Console » object SISTERPARAM(
identifier , parameter)
When used for the OBJECT object, this syntax makes it possible to read
an object's value. See the « Object » object.
SETPARAM( identifier , parameter , value)
Used to modify the object parameter.
To access the list of parameters that can be modified, click with the right
side of the mouse on « Illuminated Button» while editing the action areas
of an object, then select the « Parameters » command.

Details of a « Console » object
« Aspect » tab
Window
This is used to set the aspect of the console window: presence of edges,
a title bar (in this case a title can be given) presence of close and reduce
icons. If you check « Display help messages » you set-up a message
area at the bottom of the window, the size of this area is automatically
established based on the selected font (see below). If this area is not set,
messages from the sisters will be displayed on the parent console of the
console and on the bottom of the AUTOMGEN environment window (if
the object does not have a parent).

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Console background
This establishes the console background: color (see below), transparent
(accessible only if the console is the sister of another console), bitmap
(the background is set by a « .BMP » file, for example created with
PAINTBRUSH).
Colors
This is used to select the color for the console background (if a colored
background is selected - see above), the background and the characters
of the help message display area (if this area is valid - see above).
Fonts for the help area
This establishes the font used for displaying help messages at the
bottom of the console.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
Texts
Help text and bubble text.

« Bitmap » tab
Bitmap
If the console background contains a bitmap (see « Aspect » tab) the
editing area must contain a complete access name to a « .BMP » file (16
color, 256 color and 24 bits formats are supported).
The « SCAN » and « EDITOR » pushbuttons are respectively used to
search for a « .BMP » file and edit a file with WINDOWS PAINTBRUSH
software.
« Links » tab
Data for sister objects
This editing area is used to set parameters that sister objects can access
with the key word « PARENTPARAM ». One setting per line must be
written. Each setting must comply with the following syntax:
« PARAMETER=VALUE ».

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« Options » tab
Grid
This is used to set a grid (invisible) for positioning objects. Only the
« Move» command on the console integrated menu uses the grid. Grid
values are expressed in number of pixels. Values 0 and 1 cancel the grid
effect. This function must be used to perfectly align objects.
Resetting sisters
If you check « Continue to reset sisters ... » you establish that the sister
must continue to be updated when the console is changed to an icon.
This option is used, when it is not selected, to increase system
performance when a console changed to an icon only contains visual
elements.
« Sisters » tab
Sisters
This section contains the list of console sister objects. The « Properties »
pushbutton is used to directly open the properties dialogue box for the
sister selected from the list. The « Destroy » pushbutton eliminates the
selected object. The « Positions » editing areas are used to set object
positions.

« External » tab
Executable name
Name of an executable file operating on the console.
Parameters
Parameters provided on the command line for the executable.

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Details of an « Illuminated Button » object
« Aspect » tab
Object type
This is used to select the object type: pushbutton, light or pushbutton
integrated with a light.
Colors
This is used to select the object color. If the object is a pushbutton, the
« Background off » setting represents the color of the pushbutton. If the
object is a light or a pushbutton integrated with a light the « Background
on » setting establishes the color of the background when the light is on
and « Background off » when the light is off. If the object aspect is
established by a bitmap only the character color can be set.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object. This is necessary if the
object aspect is established by a bitmap.
Font
This is used to select character font and size. The font file used must be
present on the PC where the program is run.
Text
This is used to specify the text displayed on the object, its position, its
print direction as well as the help text displayed when the button is
pressed and a bubble text which is displayed when the cursor is placed
on the object.
« Links » tab
Action when
This is used to set the actions to be effected when the button is pressed
and when it is released.
An action can be setting the state of a variable, for example:
O0=1, m200=4, _depart cycle_=3

Or a preset key word
Configuration example where the input 10 reflects the pushbutton state
(i10 to 0 if the button is released, i10 to 1 if the button is pressed):
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Action when the button is pressed: i10=1
Action when the button is released: i10=0
Light state
Establishes the light state. This section must contain the name of a
variable which drives the light: 0 = light off, 1 = light on.
For example:
b31, o4, _light init_, m200=50, m400<8, m500&16

Identifier
This is used to refer to an object in relation to the other objects.
Deactivation condition
This is used to deactivate the light. If this section contains a variable
name, then that variable deactivates the object if it is true.
« Options » tab
Type of pushbutton
This establishes if the pushbutton is bistable (it remains pressed)
monostable or a combination of the two: monostable with a simple click
and bistable with a double click.
Keyboard
This is used to associate a key to a pushbutton. If this key or
combination of keys is present on the keyboard then the pushbutton will
be pressed.
Different syntaxes can be used to set the key code:
• a simple character: For example A, Z, 2,
• the $ character followed by hexadecimal key code,
• the name of a function key, for example F5.
For combinations of keys CTRL+ or SHIFT+ must be added to the
beginning.
For example: CTRL+F4 or SHIFT+Z.
Bitmap
This is used to specify a bitmap which contains the design of an object.

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The « Resize the image » option is used to extend the bitmap over the
entire surface of the object.
The bitmap file contains the four possible object aspects: button released
light off, button pressed light off, button released light on, button pressed
light on.

Even if the file is a pushbutton without a light or a light there are always
four aspects of which only two are used.
The bitmap file is divided horizontally in four.

Example:

The « Different aspect if the cursor is on the object… » option is used to
display a different image when the cursor passes over the object.
If this option is checked, the bitmap file contains 8 aspects, four
supplementary aspects are added to the right of the bitmap to contain
the design of the object when the cursor is on the object.

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Example:

Sounds
If WAV files are selected, the object can produce sounds if the object is
pressed, released or if the cursor is on the object.

Details of a « Digital value » object
« Aspect » tab
Format
This is used to set the type of display:
• Always display the sign: display the '+' sign for positively signed
values,
• Signed value: sets the signed or unsigned mode for 16 or 32 bit
integers (only base 10),
• Display all digits: display the 0 at the beginning of the value if
necessary.
Base
• Establishes the display base for 16 and 32 bit integers.
Colors
This is used to select the background colors of the object (if it is not
transparent) and the characters.
Font
This is used to select character font and size. The font file used must be
present on the PC where the program is run.

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Number of digits
Sets the length of the integer and decimal parts.
Background
This is used to select either a colored or transparent (if the object is only
placed on one console) background.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
« Texts » tab
Bubble Text
Text displayed in a bubble when the user puts the cursor on the object.
Text displayed before and after the value
This is used to display information to the left and right of a numeric value.
« Links » tab
Variable or symbol
This designates the variable to display. To access a time delay counter
or procedure the following syntax must be used:
• for the counter: COUNT (time delay), example: COUNT(t3),
• for the procedure: PRED(TIME DELAY), EXAMPLE: PRED(t7),
The Variable state can be modified
If this is checked then the user can modify the variable state by clicking
on the object.

Details of an « Analog value » object
« Aspect » tab
Objects
This is used to set the type of display.
Print direction
This establishes print direction: horizontal or vertical.

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Colors
This is used to select the background colors of the object (if it is not
transparent) and the object.
Background
This is used to select either a colored or transparent (if the object is only
placed on one console) background.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
Texts
Bubble text.
« Links » tab
Variable or symbol
This designates the variable linked to an object (a word or a counter).
User action …
This establishes if a variable can be modified by the user.
« Limits» tab
Minimum, maximum
Minimum and maximum values.
Start angle, end angle
To display the type of dial which establishes the start angle and end
angle. The values are expressed in degrees:

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« Graduations » tab
Using the graduations
This validates or invalidates the use of graduations
Start value, end value
Values displayed for the graduations, these values can be signed and/or
floating point numbers.
No small graduations, no large graduations
No graduations (two levels) related to start and end values. These values
can be floating point numbers.
Font
This establishes the characters used for the graduations.
Area N°1, area N°2 and area N°3
This is used to establish colored areas. « Start value » and « End value »
set each area. The color for each area is specified by three components
of red, green and blue between 0 and 255.
Colors
This establishes the character and graduation color. Again here the
colors are expressed by their three components: red, green and blue.

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Details of « Screen, keyboard, message list » object
Links with the application
The link between the object and the application is made using word
tables.
To send data to a type of object (with or without the keyboard) the data
must be placed starting from the second word of the reception table plus
the length of the data in the first word in the table (maximum length is
255). Each word contains a datum.
The data can be: an ASCII character, a number of a preset message +
8000 hexa, or a special command: 100 hexa deletes the window, 200
hexa displays the date, 300 hexa displays the time, 400 displays the
message number.
When the object has reread the available data in a table it resets the first
word to 0 to indicate that the operation has been effected.
The principle is the same for « with keyboard » objects: the first word of
the transmission table contains the number of characters entered on the
keyboard, the following words contain the characters (one per word). The
application must reset the first word to 0 when it has used the data.
The interchange table for the « Message box, alarm list » object has a
fixed length of 10 words. As is true for the « Screen » type the first word
starts the message display. If it is different than 0 it designates a
message number to be displayed. Only registered messages can be
displayed. The first word can also take an ffff hexa value to clear the
message box.
Description of 10 words used for interchanges with the « Message box »:
Word 0 represents the first word on the table, Word 1 the second, etc.
Word 0: message number to be displayed if 0 is no messages or ffff hexa
to clear all messages,
Word 1: class number for the message (see chapter message classes
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The following words establish the date and time and can displayed for
each message. A value equal to ffff hexa asks the object to use the
current computer date and time (this does not include milliseconds).
Word 2: day
Word 3: month
Word 4: year
Word 5: hours
Word 6: minutes
Word 7: seconds
Word 8: milliseconds
Word 9: reserved (put 0)
Message classes
Message classes are used to classify messages into families which
share the following characteristics: background color, character color and
an icon.
there are two preset classes:
• the information message class: blue characters on a white
background, icon

, it bears the number -1,

• the alarm message class: white characters on a red background, icon
, it bears the number -2.
Other classes can be set by the user.
A bubble text can be associated with the object.
« Aspect » tab
Object type
This is used to set an object type. See chapter links with the application
Colors
This is used to select the background colors of the object and the
characters.
Font
This is used to select the character font used for displaying texts.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
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Texts
Bubble text.
« Links » tab
Reception, transmission
This sets the first variables of the reception and transmission tables.
These areas can contain a variable name or symbol.
« List » tab
These sections do not regard « Message box » objects.
Icons
If this is checked an icon is displayed before the messages.
Classes
If this is checked a message class number is displayed
Days, Months, Years, Hours, Minutes, Seconds, 1/1000 seconds
If these are checked each one of these elements is displayed.
Messages
If this is checked a message is displayed.
Numbers
If this is checked a message display number is displayed.
Message classes
This editing area is used to establish new message classes. Each line
sets a class. The following must appear in order and be separated by
commas on each line: the background color three components red,
green and blue), the character color (three components red, green and
blue), the class name, the bitmap file name for the icon associated to the
class.
For example:
255,0,0,0,0,0,ALARM,alarm.bmp
Means:
Red background color, black character color, ALARM class name, file
containing icon: « alarm.bmp ».

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« Options » tab
Displaying character hexadecimal codes
This option is used to display hexadecimal code for each character in
place of its ASCII representation. It is used for « Screen ... » type objects
and is normally used for starting up programs.
Horizontal, vertical scroll bar
Displays or hides scroll bars.
Converting OEM characters to ANSI
If this is checked, the characters from the processing application are
automatically converted from OEM characters (MS-DOS) to ANSI
characters (WINDOWS). The reverse conversion is applied to characters
which drive the object for the processing application.
Duplicating messages to ...
This section can receive a file or peripheral name (for example, « LPT1 »
for the printer) It is possible to specify multiple files and/or peripherals by
separating them with a comma. The displays will be automatically
duplicated: Printing « edge of the water ».

Associating a message storage file ...
This is used for setting a file which will be associated to the object and
used for storing information. If this file exists then the messages will be
saved (according to the number set in the « number of memorized lines»
section, when the number is reached the oldest data is deleted. When
the object is open, and if a storage file exists since its last use, then the
data contained in the file is transferred to the object.
Write the old message to ...
This is used to set a file or a peripheral which receives old messages
(the messages which are eliminated from the storage file to make room).
Number of memorized lines ...
This establishes the message storage file capacity in number of lines.
The value 0 attributes the maximum space that can be used (not a fixed
limit).
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« Messages » tab
Preset messages
This editing box is used to document preset messages (one per line).

Details of « Data archive » object
« Aspect » tab
Objects
This is used to set the type of display.
The object can be represented in table format (figure 1.1) or graph
format (figure 1.2).

(figure 1.1)

(figure 1.2)

Colors
This is used to select the font color when the object is in a table format
as well as color for marking values on the graph.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
Text
A bubble text associated with the object.
« Data » tab
First variable to read
This is used to select the first variable to be archived.

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Number of variables to read
This indicates to the ARCHIVE object the consecutive number of
variables to the « First variable to read » that it must archive.
Number of memorized registrations
This is used to size memory database.
A registration represents an acquisition of « n » variables (« n » is the
number of variables to read).
Periodic reading
Variable acquisition will be done at fixed intervals of ARCHIVE object
running.
Start reading
Variable acquisition will be effected when the « Control word » has given
the order.
Period
This is used to establish the time between two acquisitions. The time is
in Day(s)/Hour(s)/Minute(s)/Second(s)/Millisecond(s) format:
J for days
H for hours
M for minutes
S for seconds
MS for milliseconds
E.g.: 2J
E.g.: 2H10M15S
Control
This is used to set a variable (a word) that controls the ARCHIVE object.
From the value taken in the count, its contents is reset by the ARCHIVE
object.
Value
0
1
2
3
4
5
6
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Action
Nothing
Start an acquisition (Reading started)
Freeze the acquisitions
Restart archiving (after freezing)
Clear the memory database
Destroy the archive file
Activate « Save last acquisitions » mode
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Cancel « Save last acquisitions » mode

« Options » tab
Use the image file
The image file is used:
At the end of using the ARCHIVE object, to save the database present in
the memory.
When the ARCHIVE object is launched, to reconstruct the database
present in the memory during the last use.
Using the archive file
Each acquisition is saved in the file in standard database format.
Displaying
Acquisition date: This is used to display the acquisition date of a
registration.
Acquisition time: This is used to display the acquisition time of a
registration.
Hours, minutes, seconds, milliseconds: This is used to configure the
acquisition time display.
The time display is effected downstream from the display of acquisitions
for the TABLE object (figure 3.1) or under the grid when it is set for the
GRAPH object (figure 3.2)

(figure 3.1)

(figure 3.2)

« Tables » tab
Font
This is used to select a font for displaying the column name, times and
acquisition value.

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Column name
This is used to set the column name for the TABLE object as well as the
display format for these columns (figure 4.1)
syntax: name, format
format *
no format specified
h
d
ns
s
nv
v

Display
Signed, decimal, visible
Hexadecimal
Decimal
Not signed
Signed
Not visible
Visible

* The different options can be combined, for example:
Format
Display
d,ns,v
Decimal without sign visible

(figure 4.1)
« Graph» tab
Minimum, maximum value
This is used to select the minimum and maximum values for displaying
graphs.
Only values included between the minimum and maximum values will be
displayed on the screen.

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Display
This is used to set the display time.
This is communicated to the ARCHIVE object
day(s)/Hour(s)/Minute(s)/Second(s)/Millisecond(s) format:
J for days
H for hours
M for minutes
S for seconds
MS for milliseconds
E.g.: Display 2H30M10S
E.g.: Display 100MS

in

the

Plotting values on the graph
This is used to make a mark on the graph for each acquisition (figure
5.1)
Displaying time
This is used to display the date and time of an acquisition of one or more
variables on the grid if it is open. Colors and fonts can be set for the time
display.
Outline colors
This is used to set a color for each graph. The first graph has the color of
the first line, the second graph has the color of the second line etc.
Colors are in Red, Green, Blue format.
E.g.: 255,0,0
red outline
If a color is not set on a line, the graph corresponding to this line will not
be outlined.

(figure 5.1)
« Graduations » tab
Using the graduations
This validates or invalidates the use of graduations (figure 6.1).
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Start value, end value
Values displayed for the graduations, these values can be signed and/or
floating point numbers.
No small graduations, no large graduations
No graduations (two levels) related to start and end values. These values
can be floating point numbers.
Font
Establishes the characters used for the graduations.
Area N°1, area N°2 and area N°3
This is used to establish colored areas. "Start value" and "End value" set
each area. The color for each area is set by three components of red,
green and blue between 0 and 255.
Colors
This establishes the character and graduation color. Again here the
colors are expressed by their three components: red, green and blue.

(figure 6.1)

« Grid » tab
Displaying the grid
This validates or invalidate grid display.
Not for ordinates
This sets the vertical pitch of the grid.
Not for abscissas
This sets the horizontal pitch of the grid. The
Day(s)/Hour(s)/Minute(s)/Second(s)/Millisecond(s) format:
J for days
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H for hours
M for minutes
S for seconds
MS for milliseconds
E.g.: 1J
E.g.: 2H30M15S
Color
This is used to set a color for each grid.
The color is in Red, Green, Blue format
E.g.: 255,0,0
Red outline

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Details of « Object » object
« Aspect » tab
Type
This is used to set one of the object type aspects:
• « n bitmap aspects »: the object aspect is provided by a bitmap file
which can contain various aspects, see the chapter « Bitmap » tab
• « n bitmap colors »: the object aspect is provided by a bitmap file, the
color is controlled by a processing application variable that replaces
the blank pixels of the bitmap. The other bitmap pixels must be black.
The processing application variable provides a color number, the
colors are set in the « Colors » tab.
• « gauge bitmap »: the object is a gauge with a format set by a bitmap.
The blank bitmap pixels set the format. The other pixels must be black.
The minimum, maximum and print direction are set in the « Gauge »
tab.
• « n format colors »: a rectangle, a rectangle with rounded edges or an
ellipse. The color is managed in the same manner as « n bitmap
colors ».
• « gauge formats »: the object is a rectangular gauge. The principle is
the same as for a « gauge bitmap »
Colors
This is used to select the character color for the text displayed on the
object.
Font
This establishes the font used for displaying text on the object.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
Texts
Help text and bubble text.

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The text displayed on the object: the position and print direction can be
modified.
« Links » tab
Clicked object, not clicked object
This sets the actions to be effected when the user clicks on the object
and when the user stops clicking the object.
An action can be setting the state of a variable, for example:
O0=1, m200=4, _depart cycle_=3

Or a preset key word.
A configuration example where the input i10 reflects the clicked state of
an object (i10 to 0 if the object is not clicked, i10 to 1 if the object is
clicked):
Clicked object: i10=1
Not clicked object: i10=0
Permanently connect with ..
This area can receive the identifier of a sister object. If this object exists
then the position of the object is modeled on it. The identifier of an object
is an integer value between 1 and 32767. It is specified in the
« Identifier» editing area of the « Links » section.
Aspect/Color/Filling
This area of the dialogue box contains 8 editing areas which can be used
to set different types of object behavior based on the processing
application variables.
No matter what their behavior they will always have a position which
depending on the type of object will design:
• an aspect contained on a bitmap for the « n bitmap aspects » type
• a color number for « n bitmap colors » or « n format colors »
• filling for the « gauge bitmap » or « gauge format » types.
The « Position » area can contain a numeric variable name (C or M). The
areas « + Position » and « - Position » can contain a name of boolean
variables.

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Two types of operation are possible:
• if the « + Position » and « - Position » areas are documented then the
boolean variables contained in them will drive the position: they add or
delete the value specified in the speed area. If the « Position » area is
documented then the current position is written in the variable which
contains the name.
• if the « + Position » and « - Position » areas are blank then the value
containing the variable where the name is written in the « Position »
area will be read as the object position.
The position can vary between the values set in the « Min » and « Max »
areas.
Sensors can be added (boolean variable names) which will be true for
the minimum and maximum position (position equal to minimum or
maximum).
Horizontal movement, vertical movement
These dialogue box areas each contain 8 editing areas respectively used
to set the horizontal and vertical position of the object. The principle is
identical to that described above.
« Formats » tab
Formats
For « n format colors » this section is used to select a rectangle, a
rectangle with rounded corners or an ellipse.
« Bitmap » tab
File name
For « n bitmap aspects, n bitmap colors and gauge bitmap » this editing
area must contain a complete access name to a « .BMP » file. These
files can be created with PAINTBRUSH or another graphics editing
program able to create « .BMP » files.
The « Scan » and « Edit » pushbuttons are respectively used to search
for « .BMP » files and to edit (launch of PAINTBRUSH) « .BMP » file if its
name is in the editing area.
Number of aspects
This editing area must contain the number of aspects (images) contained
in a « .BMP » file. This option is used for « n bitmap aspects ». The
different object aspects must be designed one under the other. The
highest aspect is the number 0.
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« Wmf » tab
File name
For « Meta files » this editing area must contain a complete access name
to a « .EMF » file.
Example of a « .BMP » file with 4 aspects:

The bitmap has transparent areas ...
This option is used to create an object with certain transparent areas (the
background of the parent console will be displayed). The transparent
areas are set by pixels of the same color, a color established by the
three components, red, green and blue. To set these components use
the three scroll bars. The color must be precisely set: exactly the same
proportion of red, green and blue as the color of the pixels in the
transparent areas.
« Colors » tab
Colors
This area is used for « n bitmap colors » and « n format colors » Each
line contains the setting for a color. The syntax used for each line is:
proportion of red (between 0 and 255), proportion of green (between 0
and 255) and proportion of blue (between 0 and 255). The first line
designates color number 0, the second line number 1, etc.
This area is used for « gauge bitmap » and « gauge format ». The first
line (color 0) and the second (color 1) establishes the two colors of the
gauge (active and inactive part).
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« Gauge » tab
Gauge
This section is used for « gauge bitmap » and « gauge format ». The
« Minimum value » and « Maximum value » establish the limits for the
gauge drive variable.
Gauge print direction
This establishes one of the four possible directions for the gauge.
« Sensor» tab
The OBJECT object can be used as a sensor. The sensor is associated
with a boolean variable where the result is true if the sensor is in contact
with one or more of the preset colors (see below), otherwise it is false.
Detection position
This is used to set the side of the object which must be detected.
Detection is effected on the two edges of the selected side.
Example for a detection from below:

Detected colors
A sensor is capable of detecting up to three different colors. If one of
these three colors is at the test points then the boolean variable
associated to the sensor (see chapter « Links » tab) is positioned at 1,
otherwise it is positioned at 0.
The three editing areas can contain a color setting in the format of three
values between 0 and 255 which respectively correspond to the
percentages of red, green and blue. The percentages of these three
colors must exactly correspond to the colors of the object to be detected
in order for the sensor to work.

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« Options » tab
Key
Set a key used to simulate a click on an object.
Different syntaxes can be used to set the key code:
• a simple character: For example A, Z, 2,
• the $ character is followed by hexadecimal key code,
• the name of a function key, for example F5.
For combinations of keys « CTRL+ » or « SHIFT+ » must be added to
the beginning
For example: « CTRL+F4 » or « SHIFT+Z ».
The TAB key is used to access this object
If this is not checked then the TAB key cannot be used to activate the
object.
Advanced techniques
Dynamic object linking
This possibility is used to momentarily link one object to another. The « +
Position » and « - Position » parameters which manage the horizontal
and vertical position are used in a special way for linking one object to
another. These two parameters must contain the name of a numeric
variable (M). The « + Position » variable must contain the f000 value
(hexadecimal) and the « - Position » the identifier of the object to be
connected. The « + Position » variable is reset once the connection has
been made. To cancel the object connection the value f001
(hexadecimal) must be put in the « + Position » variable. See chapter:
Example of operating part simulation 1
Interchanging parameters between two objects
A object can access the parameters of a sister object by using the key
word « SISTERPARAM ».
The syntax is:
SISTERPARAM(identifier of the sister object, parameter)
« parameter » can assume the following values:
STATE
STATE
POSX
POSX
POSY

object state: Aspect/Color/Filling value
same as above but with negative value
position on horizontal axis
same as above but with negative value
position on y axis

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POSY
same as above but with negative value
POSX+STATE position on horizontal axis plus state
POSX+STATE position on horizontal axis minus state
POSY+STATE position on vertical axis plus state
POSY+STATE position on vertical axis minus state

Details of « Sound » object
« Aspect » tab
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
« Sounds » tab
Name of sound files
Complete access name to « .WAV » files.
Associated variables
The boolean variable associated to each sound.

Details of « Dialogue box » object
« Aspect » tab
Type of box
This is used to select the various controls present in the dialogue box:
only one OK button, two buttons OK and CANCEL, or two buttons YES
and NO.
Icons
This is used to select the icon that will appear in the dialogue box. There
are four different icons, but it is possible not to display any of them. It is
also important to note that a special system is associated to each icon.
See the section on the BEEP option for more information on the subject.
Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.

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Beep
This is used to specify if the dialogue box display must be accompanied
by a sound warning.
Title
This is used to specify the title of the dialogue box.
Message type
There are two possibilities. A preset message is a message present in
the processing application user variables. The other possibility is to
specify a message list in this case the displayed message is a function of
the monitored variable state.

« Links » tab
Variable name
This specifies the name of the variable to monitor. Boolean or numeric
variables can be entered.
For example:
m200, i0
If the variable is boolean, then message no. 1 on the list will be displayed
when the state of that variable passes to 1.
For a numeric variable, if the « Message list » configuration option is
checked, then the dialogue box will be displayed when the value is
between 1 and the number of messages memorized on the list.
For example, if the list contains 8 messages, then it will not display
anything when the variable assumes negative values or those over 8. On
the other hand, when the value is between 1 - 8, then the appropriate
message is displayed.

If the « Preset message » option is activated, then the dialogue box will
display a message of the length contained in the variable, and situated in
the processing application variables based on that variable.
For example. if m200=4, this means that a message 4 characters long is
situated in the 4 variables following m200, or rather m201, m202. m203,
m204.

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Dialogue box return code
With a boolean variable, no matter what action the user effects, it
contents will go to 0. For a numeric variable, there are different return
codes:
Press on an OK button: the variable assumes the value 8000 (hexa)
Press on an CANCEL button: the variable assumes the value 8001
(hexa)
Press on an YES button: the variable assumes the value 8002 (hexa)
Press on an NO button: the variable assumes the value 8003 (hexa)
Comment: Activation of a dialogue box is based on a rising edge, this
means passage from 0 to 1 for a boolean variable, and passage from a
value outside the message list range to a value included in it, for a
numeric variable.
Identifier
This is used to refer to an object in relation to the other objects.
« Messages » tab
Message list
Enter the different preset messages in this area.

Details of « Program » object
Run time distribution
IRIS objects are run by turns. The run time distribution is managed in a
straightforward manner by the object manager. two priority levels are
possible for « PROG » objects: if Priority run » is checked on the
« Program » tab, then the whole program is run while the object is
present. Otherwise, only one line is run before the object yields. There
are exceptions to this rule: access functions to the processing variables
(« READVAR » and « WRITEVAR ») may cause yielding, the YIELD
function sets a yield. In priority run mode, this function must be used
inside a loop in order not to block running of other objects.
Display
The object surface can be used for displaying information. The
« PRINT » function is used to display information.
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Syntax
The character « ; » (semicolon) is used as a separator. Comments can
be written between the chains « (* » and « *) ». There is no difference
between upper and lower case letters for key words and function names,
on the other hand, for variable names there is a difference.
Stating variables
The variables used in a program must be stated before the program
between the key words « BEGINVAR; » and « ENDVAR; ».
The following types of variables can be used:
INT
UINT
LONG
ULONG
STRING
FLOAT

16 bit signed integer
16 bit unsigned integer
32 bit signed integer
32 bit unsigned integer
string of characters
float

The general syntax of a statement is:
 ;
The general syntax for stating a variable table is:
  [];
For example:
BEGINVAR;
INT counter;

(* a 16 bit signed integer *)

STRING string;

(*a string*)

(*a table of 100 32 bit unsigned integers*)
ULONG table[100];
ENDVAR;

Writing a program
The program must be written between the two key words « BEGIN; »
and « END; »
Example:

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BEGIN;
print "Good morning !";
END;

Constants
„ 16 bit integer: a decimal number between -32768 and 32727 where
"S" follows a hexadecimal number between 0 and FFFF. Example: 12,
-4, $abcd
„ 32

bit integer: a decimal number between -2147483648 and
214743648 where "L" or "S" follows a hexadecimal number between 0
and FFFFFFFF followed by "L".
Example: 10000L, -200000L,
$12345678L

„ string of characters: quotation mark characters followed by a string

followed by quotation mark characters. Controls characters can be
entered in a string. « \ n » replaces an LF character (ASCII code 10),
« \r » a CR character (ASCII code 13). Example: "Abcdef", "" (zero
string), "Follow\r\n"
- float: a decimal number followed by the character "R", the characters "."
are used to divide the integer part from the decimal part. Example: 3.14r,
-100.4r
Assignment
The string «:= » indicates an assignment.
Example:
counter:=4;
var:="ABCDEF";

Calculations
Calculation operators are evaluated from left to right. Parentheses can
be used to specify a calculation priority.
List of calculation operators:
„ + addition (chaining for strings)
„ - subtraction
„ * multiplication

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„ / division
„ << shift to the left
„ >> shift to the right
„ ^ raise by a power
„ binary "and" AND
„ binary "or" OR
„ binary "exclusive or" XOR

Examples:
result:=var1*(var2+var3);
result:=result<<2;

Tests
Syntax:
IF  THEN ... ENDIF;

or
IF  THEN ... ELSE ... ENDIF;

Example:
IF (count<100) AND (count>10)
THEN
count:=count+1;
ELSE
count:=0;
ENDIF;

Loops
Syntax:
WHILE  DO ... ENDWHILE;

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Example:
count:=0;
WHILE count<1000
DO
table[count]:=table[count+1];
count:=count+1;
ENDWHILE;

Variable or variable table address
The syntax &variable name or &variable table name provides the
address of a variable or variable table. This syntax is necessary for some
functions.
List of functions
For the proposed examples below, the following is supposed:
vint is an INT type variable, vlong is a LONG type variable, vuint is a
UINT type variable, vulong is a ULONG type variable, vfloat is a FLOAT
type variable, vstring is a STRING type variable.
PRINT
Display function. The data to be displayed is written after and separated
by commas. Example:
print "The result is:",vint/12,"\n";

NOT
Complement. This function can be used with the if test to complement a
result.
Example:
if not(1<2) then ...

ABS
Absolute value.
Example:
print abs(0-4); (* display 4 *)

VAL
Provides the value of a string expressed in decimal number format.
Example:
vlong=val("-123456"); (* vlong will contain -123456 *)

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HVAL
Provides the value of a string expressed in hexadecimal number format.
Example:
vuint=hval("abcd"); (* vuint will contain abcd hexa *)

ASC
Provides the ASCII code of the first character of a string.
Example:
vuint:=asc("ABCD"); (* vuint will contain 65: ascii code of ‘A’ *)

CHR
Provides a string composed of one character where the ASCII code is
changed into a parameter.
Example:
vstring:=chr(65); (*vstring will contain string "A" *)

STRING
Provides a string composed of n characters. The first subject is the
number of characters, the second the character.
Example:
vstring:=string(100," ");
(* vstring will contain a string composed of 100 spaces *)

STR
Converts an integer numeric value into a string representing the value in
decimals.
Example:
vstring:=str(100); (* vstring will contain the string "100" *)

HEX
Converts an integer numeric value into a string representing the value in
hexadecimals.
Example:
vstring:=str(100); (* vstring will contain the string "64" *)

LEFT
Provides the left part of a string. The first subject is the string, the second
the number of characters to extract.
Example:
vstring:=left("abcdef",2); (* vstring will contain"ab" *)

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RIGHT
Provides the right part of a string. The first subject is the string, the
second the number of characters to extract.
Example:
vstring:=right("abcdef",2); (* vstring will contain "ef" *)

MID
Provides part of a string. The first subject is the string, the second the
position where the extraction begins, the third the number of characters
to extract.
Example:
vstring:=mid("abcdef",1,2); (* vstring will contain "bc" *)

LEN
Provides the length of a string.
Example:
vuint:=len("123"); (* vuint will contain 3 *)

COS
Provides the cosine of a real value expressed in radians.
Example:
vfloat:=cos(3.14r); (* vfloat will contain the cosine of 3.14 *)

SIN
Provides the sine of a real value expressed in radians.
Example:
vfloat:=sin(3.14r); (* vfloat will contain the sine of 3.14 *)

TAN
Provides the tangent of a real value expressed in radians.
Example:
vfloat:=tan(3.14r); (* vfloat will contain the tangent of 3.14 *)

ATN
Provides the tangent arc of a real value.
Example:
vfloat:=atn(0.5r); (* vfloat will contain the tangent arc of 0.5 *)

EXP
Provides the exponential of a real value.
Example:
vfloat:=exp(1r); (* vfloat will contain the exponential of 1 *)

LOG
Provides the logarithm of a real value.
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Example:
vfloat:=log(1r); (* vfloat will contain the logarithm of 1 *)

LOG10
Provides the base 10 logarithm of a real value.
Example:
vfloat:=log10(1r);
(* vfloat will contain the base 10 logarithm of 1 *)

SQRT
Provides the square root of a real value.
Example:
vfloat:=sqrt(2); (* vloat will contain the square root of 2 *)

DATE
Provides a string representing the date.
Example:
print "The date is:",date(),"\n";

TIME
Provides a string representing the time.
Example:
print "The time is:",time(),"\n";

RND
Provides a random number.
Example:
print rnd();

OPEN
Opens a file. The first subject is the file name, the second the access
mode, which can be: « r+b » opening in reading and writing, « w+b »
opening in writing (if the file exists it is destroyed. The function provides a
long which identifies the file. If the opening fails, the value provided is 0.
Example:
vulong:=open("new","w+b");

CLOSE
Closes a file. The subject is the file identifier provided by the OPEN
function.
Example:
close(vulong);

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WRITE
Writes data in a file. The first subject is the file identifier provided by the
OPEN function. The second subject is a variable address, the third the
number of bytes to be written. The function provides the number of bytes
actually written.
Example:
vuint:=write(vulong,&buff,5);

READ
Reads data in a file. The first subject is the file identifier provided by the
OPEN function. The second subject is a variable address, the third the
number of bytes to be read. The function provides the number of bytes
actually read.
Example:
vuint:=read(vulong,&buff,5);

SEEK
Moves a file pointer. The first subject is the file identifier provided by the
OPEN function, the second the position.
Example:
seek(vulong,0l);

GOTO
Effects a jump to a label in the subject. The subject is a string.
Example:
goto "end"
...
end:;

CALL
Effects a jump to a subprogram. The subject is a string containing the
subprogram label.
Example:
BEGIN;
(* main program *)
call "sp"
END;
BEGIN;
(* subprogram *)
sp:
print "In the subprogram\n";
return;
END;

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RETURN
Indicates the end of a subprogram.
READVAR
Reads one or more variables of the processing application. The first
subject is the processing variable name (variable or symbol name). The
second subject is the variable or 32 bit (longs or floats) variable table
address The third subject is the number of variables to be read. If the
function is executed with no errors, the value of 0 is provided.
Example:
readvar("i0",&buff,16); (* read 16 integers starting from i0 *)

WRITEVAR
Writes one or more variables of the processing application. The first
subject is the processing variable name (variable or symbol name). The
second subject is the variable or 32 bit (longs or floats) variable table
address. The third subject is the number of variables to be written. If the
function is executed with no errors, the value of 0 is provided.
Example:
writevar("o0",&buff,16);
(* write 16 outputs starting from o0 *)

CMD
Executes a command. The subject is a string which specifies the
command to be executed. This function makes it possible to use preset
IRIS commands. For more information see the chapter Special orders . If
the command is executed with no errors, the value of 0 is provided.
Example:
cmd("run");

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YIELD
Yields control. This function is used so as not to monopolize the
execution when the object is run in priority mode.
Example:
WHILE 1
DO
...
yield();
ENDWHILE;

DLL
Calls up a DLL. The first subject is the DLL file name. The second is the
function name. The third is a pointer on a 32 bit variable which will
receive the function return code. The other subjects are passed to the
function.
Example:
dll "user","messagebeep",&vulong,-1;

Error messages
« separator ‘;’

missing »a semicolon is missing

« syntax error »

syntax error detected

« variable set more than once »

a variable set more than once

« not enough memory »

the program run has saturated
the available memory

« variable not set »

a variable used in the program
has not been set

« constant too big »

a constant is too big

« program too complex »

an expression is too complex,
it must be broken down

« incompatible variable or constant
type »

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« ’)’ missing »

A closing parenthesis is missing

« ENDIF missing »

The key word ENDIF is missing

« ’ENDWHILE’ missing »

The key word ENDWHILE is
missing

« label cannot be found »

a goto or subprogram label cannot
be found

« ’)’ missing »

the closing square bracket is
missing

« element number outside limit »

a table element outside of the
limits has been used

« too many overlapping ‘CALL’ »

too many overlapping subprograms
have been used

«‘RETURN’ found without ‘CALL’ »
subprogram

RETURN

« variable size too small »

the size of a variable is insufficient

« DLL file cannot be found »

the DLL file cannot be found

found

outside

a

« function cannot be found in DLL » the function cannot be found in the
DLL file
« division by zero»

a division by 0 has been
produced»

« mathematical error »

a mathematical function has
caused an error

« Aspect » tab
Colors
This is used to select the object background and character color.

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Object size
This establishes object dimensions in number of dots. These values can
be modified to precisely set the size of an object.
Text
This is used to specify a bubble text which is displayed when the cursor
is on the object.
« Program » tab
Program
This editing area contains the program.
Run
If this is checked than the program is run.
Priority run
If this is checked than the program is run more rapidly.
Run at start-up
If this is checked then the program is run when the object is opened. This
option is used to save an object with the « Run » option not checked by
requesting a run when the object is loaded.
Go to the error
If an error has been detected when a program is running, then the
pushbutton is used to place the cursor in the place that caused the error.

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IRIS 2D examples
The examples file names refer to the « Examples » subdirectory of the
directory where AUTOMGEN is installed.

Example of composed objects
This example is used to let you understand how to create a « Decimal
keyboard » object composed of keys. « 0 » to « 9 » plus a key [ENTER]
for validating.
You will create a « Console » object, then starting from the console
menu you will create an « Illuminated Button » object. We are going to
set parameters for this object then we will duplicate it to obtain other
keys. Then we will adjust the duplicated key properties to customize
them: text display on the key and action We will then have a keyboard
with a uniform key aspect.
Link with the application will be effected by using a word.
When a key is pressed it will write its code (0 to 9 or 13 for the validation
key) in that word.
To specify that word we can give its name in the action section of the
properties for each object. The problem is that when we reuse the
« Decimal keyboard » object and if we want to use another word, it is
necessary to modify the properties of the 11 « Illuminated button »
objects.
To get around this problem we are going to use the possibility that sister
objects have of accessing a parameter set in the properties of the parent
console. The « Links » tab of the console property window is used to set
the parameter. Only write on one line in the editing area.
« KEYBOARD=M200 ». This line means that the keyboard parameter is
equal to M200.
The keyboard keys refer to the « KEYBOARD » parameter and not
directly to word M200. To change the word used, just change the
parameter setting in the console properties.
Going back to the aspect of our keyboard...

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In order for the aspect of the keyboard to be satisfactory we are going to
set a grid to align the keys. In the console properties window and the
« Options » tab write the value « 10 » in the two « Grids » sections This
way the function moved from the console menu will use a 10 pixel grid.
We are also going to set the dimensions for the first key. We can directly
modify the dimensions of the key by dragging it by its edges, but for
greater precision we are going to modify the dimensions form the
« Object size in pixels » section of the « Illuminated Button » object
window property tab.
For example, enter « 30 » for the width and height.
At this point you can also customize the style of the key. the color and
font used for marking etc.
We are going to place this first key to the upper left of the keyboard (this
is an arbitrary choice). The keyboard we are going to create will look like
the numberpad of a computer keyboard. We are then going to mark this
key with the text « 7 » in the « Text » section of the « Aspect » tab.
We are also going to set parameters for the functional aspect of the key:
in the « Action when the button is pressed » section of the « Links » tab
we are going to write: « PARENTPARAM(KEYBOARD)=7 ». This means
that when the pushbutton is pressed the word designated for the
« KEYBOARD » parameter of the parent console will receive the value 7.
Delete whatever is in the « Action when the pushbutton is released'»
section.
We can also assign a computer keyboard key to the « Illuminated
Button » object. Then it will be possible to use the keyboard with the
mouse or computer keyboard. To assign a key to the « Illuminated
Button », object use the « Key » section of the « Options » tab. For
example, enter « 7 » to associate computer keyboard key « 7 » to the
object.

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Then place key « 7 » at the upper left of the keyboard, like this:

To move this key, select the object ((SHIFT) key pressed, then click with
the left side of the mouse on the object), then use the « Move » function
from the console menu. This function is the only one which uses the grid
instead of moving by dragging the bar of sister objects.
To create other keys, duplicate the existing key:
• select the first key,
• select « Copy » from the console menu, then « Paste »
• move the previously pasted key,
• set parameters for the new key: (text, links and computer keyboard
key).
When you have finished the above row (keys « 7 », « 8 » and « 9 ») you
can then select all three keys together and duplicate them.
You can create a validation key (wider for filling the surface of the
keyboard).
To finish, resize the console and put the objects in « Employ » mode.

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The final result should look like this:

 « Examples\IRIS2D\keyboard.agn »

Example of using the « Screen, keyboard, message list » object
as a message list
Instructions:
• the object must display four different messages based on the state
of four inputs (i0 to i3),
• for input 0: an information message « Start cycle »,
• for input 1: an information message « End cycle »,
• for input 2: an error message « Error 1 »,
• for input 3: an error message « Error 2 ».
• the messages must be displayed when the rising edge of the inputs
appears,
• a record of 50 messages will be kept in the object and saved on
the disk,
• the messages will be duplicated by a printer connected on
« LPT1: »,
• a pushbutton must be used to delete the messages.

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Solution:

 « Examples\IRIS2D\screen keyboard 1.agn »
Variation:
Pressing on the pushbutton « Delete the messages » causes the « Do
you want to delete messages » dialogue box to open with a choice of
YES or NO.
Solution:
 « Examples\IRIS2D\Screen keyboard 2.agn »

Example of using the « SCREEN KEY » object as a terminal
Instructions:
Display a message « Enter a value », requires that a decimal value be
typed on the keyboard (two characters) then displays that value
multiplied by two after the « Result: » text.
Solution:

 « Examples\IRIS2D\terminal 1.agn »

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Variation:
The displayed messages are stored in the object and no longer in the
processing application.
Solution:
 « Examples\IRIS2D\terminal 2.agn »

Example of an application composed of multiple pages
This example will let you understand how to create an application
composed of multiple elements: in this case a menu is used to access
two different pages.
 « Examples\IRIS2D\menu.agn »

Example of using the «OBJECT » object
Simulation of a jack.
Instructions:
• jack driven by two o0 outputs (extract the jack) and o1 (retract the
jack).
• two limit inputs i0 (jack retracted) and i1 (jack extracted.
Three objects will be used:
• a « Console » object acting as support,
• an « Object » for the jack body,
• an « Object » for the jack shaft.

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Solution:
The jack body is an OBJECT object which remains static, only its aspect
is configured:

The jack shaft is an OBJECT object configured as follows:

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 « Examples\Process Simulation\2D\tutorial1.agn »
Variation:
An intermediate position needs to be added on the jack. We are going to
use two supplementary objects for this: a piece attached to the jack shaft
which will activate a sensor and a sensor.

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To connect the piece activating the sensor to the jack shaft, the jack
shaft needs to be associated to an identifier: in the « Identifier » section
of the « Links » tab write « 100 ». To connect the piece to the shaft, in
the « Horizontal movement, Position» section of the « Links » tab write:
« SISTERPARAM(100,STATE) ». This connects the piece with the jack
shaft state.
The object used as a sensor is set with parameters as follows:

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The result is as follows:

 « Examples\Process Simulation\2D\tutorial2.agn »

Second variation:
A vertical jack attached to the horizontal jack shaft is added. This jack is
activated by one output (O2=1 to extract the jack, O2=0 to retract it). Two
limits are associated to i3 and i4.
The result is as follows:

 « Examples\Process Simulation\2D\tutorial3.agn »
Two OBJECT objects are added: one for the body of the jack and one for
the shaft.

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Example of using the «ARCHIVE» object
Instructions:
• archive the state of 3 words of the processing application (m31 to
m33) every second.
• the state of 4 words will be displayed on a graph left on display for
10 seconds of acquisition.
• 1000 values will be memorized in the object.
• the acquisitions will be archived in a text format « data.txt » file.
Solution:

 « Examples\IRIS2D\archiving »

Example of using the «PROG » object
Instructions:
• pressing on a pushbutton must cause the inversion of the output
states O0 to O99.
Solution:
 « Examples\IRIS2D\program.agn »

Examples of supervision application 1
The following example illustrates the creation of a supervision
application. The supervision application displays the state of gates and
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the level of tanks. The user's actions on the gates will invert the gate
state (open or closed). The RUN/STOP state of the application will also
be displayed and two pushbuttons will be used to go from RUN to STOP.
The result is as follows:

 « Examples\IRIS2D\supervision 1 »
OBJECT objects will be used to represent the gates. A bitmap file is
created to represent the gates: open state (green) and closed state (red):

Examples of supervision application 2
This example illustrates the use of a more evolved OBJECT object. The
application displays the state of a gate which can be:
• gate open (commanded opening and open gate sensor true):
green,
• gate closed (commanded close and closed gate sensor true): red,
• gate opening in progress (commanded opening and open gate
sensor false): blue,
• gate closing in progress (commanded closing and closed gate
sensor false): purple.
The user can invert the gate state by clicking on it.

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The processing application manages the gate state.

 « Examples\IRIS2D\supervision 2.agn »

Example of operating part simulation 1
Simulation of a manipulator arm

 « Examples\Process Simulation\2D\manipulator arm.agn »

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Example of operating part simulation 2
Simulation of an elevator

 « Examples\Process Simulation\2D\elevator.agn »

IRIS 2D objects are used to create
supervision and simulation applications of 2D
operating parts.

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IRIS 3D references
IRIS 3D allows you to create simulation applications for 3D operational
units. The TOKAMAK engine is integrated to IRIS3D to enable a realistic
physical simulation: gravity, interactions between objects.
IRIS 3D is used to animate 3D objects using standard model makers: 3D
STUDIO, SOLIDWORKS, SOLIDCONCEPTER, etc …
The native format of the files processed by IRIS 3D is « .X » files set by
Microsoft's DIRECTX 8.
A « .3DS » to « .X » converter is integrated into the environment.
The CROSSROADS program provided on the AUTOMGEN installation
CD-ROM or downloaded from www.irai.com is used to convert a
significant number of 3D files to « .3DS » format.
IRIS 3D is in a window format enclosed in the IRIS 2D console. 3D
objects are animated on the console.
Each 3D file represents an object in IRIS 3D. The elements in an
operating part must have their own movement and must be represented
by separated files. For example, for a jack composed of a body and a
shaft, files must be created for the jack body and for the jack shaft.
To create animation of objects in a 3D world, one or more behaviors can
be applied to each of the objects. A behavior is composed of an object
modification (moving, changing color etc.) and a link with the processing
application variables to condition this modification. For example: extract
the jack shaft if the output for the processing application is true.

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Tutorial
The “examples\process simulation\3d\tutorial 2” sub-directory in the
AUTOMGEN installation directory has a WORD file that contains a
tutorial devoted to creating 3D operational units.
The list of objects is shown in the list. The objects linked to an object are
shown as sub-elements if the “Tree structure display” checkbox is
checked.

Creating an IRIS 3D console
With the right side of the mouse click on the « Iris » element on the
browser and then select « Add an IRIS 3D console ».

Creating an IRIS 3D console

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Adding 3D files to the project
With the right side of the mouse click on the « Resources» element on
the browser and select « Import one or more 3D files » from the menu.
Select one or more « .3DS » files. (if your files are not in « .3DS » format,
use « CROSSROAD » to convert them).

The IRIS 3D console

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Configuring the objects
Select « Open the configuration window » from the « Options » menu on
the IRIS 3D window.

The IRIS 3D configuration window

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Adding objects to the 3D world
element you access the list of 3D
By clicking on the
objects present in the resources. For example:

By selecting an object on that list and clicking on « Add » you add the
selected object to the 3D world. By clicking on « Add all » you add all the
objects on the list to the 3D world. The objects you have added will
appear on the list in the configuration window.

Removing a 3D file from the resources
With the right side of the mouse click the 3D file on the browser and
select « Delete ». The object needs to be deleted from the 3D world.

Removing an object from a 3D world
Click with the right button of the mouse on the object in the IRIS 3D
configuration window and select « Delete from the menu. »

Importing an “enhanced” object
Click on the “Import” button. A browser allows you to select the object to
be imported.

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The browser for selecting “enhanced” objects

Once the object has been selected, click on “Open”. A parameter window
then allows you to define the variables that will be associated with the
object.

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The window for defining the object’s parameters

In this example (for the cylinder), the cylinder’s piloting variable and the
two ends of stroke are to be parameterized. The object is then shown in
the 3D world and in the list of objects.

The object’s position and orientation can be modified.

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Exporting an “Enhanced” object
To export an object, right-click with the mouse on the object and select
“Export”. The linked objects and all of the behaviors are saved.

After entering a name for the file, a dialogue box allows you to assign a
name to each variable used in the behaviors and to define whether this
parameter can be modified or not when it is re-read.

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Example of creating a 3D simulation based on enhanced
objects
Let’s create a simulation in a couple of clicks for an operational unit: a
part destacker.

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The pre-defined objects are located in the “i3d” sub-directory of the
AUTOMGEN installation directory.

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The object is shown in IRIS3D:

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This lets us see how to access simplified palettes from “Expert” mode.

With the palette, design a Grafcet with two steps. A right click on the
sheet lets you access the link drawing application to loop back the
Grafcet.

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A right click on the cube store allows you to access the list of variables.

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Move the cursor over the action rectangle and left-click.

Repeat this operation to place the “cylinder extended” element on the
first transition and “cylinder retracted” on the second.

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This is the final result:

You can now click on the “GO” button in the tool bar to launch the
application.
This
complete
example
is
in
the
simulation\3D\physical
engine”
sub-directory
“destacker.agn”.

“examples\Process
with
the
name

Applying a behavior to an object
Click with the right button of the mouse on the object in the IRIS 3D
configuration window and select « Add … » from the menu. ».

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Name of AUTOMGEN variables
The name of AUTOMGEN variables used in the behaviors are limited to
the following syntaxes:
Access to boolean variables
On: output « n », for example O8, O10,
/On: complement of the output « n », for example /O1, /O15,
In: input « n », for example 10,14,
/In: complement of the input « n », for example /I4, /I56,
Bn: bit « n », for example B100, B200,
/Bn: complement of bit « n », for example /B800, /B100,
The access to bits B is limited to a table of linear bits, a command #B
must be used to reserve bits (see the language manual),
Access to numeric variables
Mn: word « n », for example: M200, M300
Fn: float « n », for example: F200,F400

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Adding a translation

Properties of a translation

Name
The first area is used to enter a generic name for the translation. This
name appears in the list of the IRIS 3D configuration window, it is only
used for comments and can be left blank.
Axis
Establishes the dimension to be applied to the translation.
Type
- without driving: no translation, this is used to make a translation
inoperable without needing to delete it (to run tests for example)/
- bistable driving: two boolean variables: the translation is driven by
two boolean variables: the first drives the translation in one

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direction (from min to max), the second in the other direction (from
max to min).
State of
variable
0
1

the

0
1

first State
of
the Object
second variable
0
Immobile
0
Translation of min to
max
1
Translation of max to
min
1
Immobile

- monostable driving: a boolean variable drives the translation if the
variable is true
Variable state
1
0

Object
Translation of min to max
Translation of max to min

- numeric driving: the position of the object on the designated axis is
equal to the specified numeric variable.
- The “…” button allows an “enhanced” mode to be defined for this
type of link:

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A
The content of the numeric variable defines the object’s position.
If it is a word the position will be set at the value divided by 100;
if it is a long, it will be set at the value divided by 10000; if it is a
floating-point, it will be set at the value contained in the floatingpoint. Min and max define the limits for these values.
B
The content of the variable defines the position between the min
and max values. 0 = min position, 10000 = max position.
C
The content of the variable gives a speed of displacement
ranging from -10000 to 10000.
D
The content of the variable gives a position to be reached as a
percentage of the stroke between min and max: 0 = min
position, 100 = max position. The acceleration and deceleration
are calculated automatically. The “percentage of movement
used...” parameter defines the length of the acceleration and
deceleration phases.
E
Allows a variable to be defined that will receive the position of
the object constantly. The variable can be a word, a long, a
floating-point or an input (in this case, this input and the next 16
inputs receive the position like an absolute encoder linked on
the inputs). The “value in gray code” checkbox allows this value
to be obtained like a gray encoder.
The “examples\Process simulation\3D\numerical pilotings” subdirectory contains examples of these different modes.

- AUTOMSIM: the object’s position on the designated axis is given
by the content of a variable managed by an AUTOMSIM object.
The “…” button allows an enhanced mode to be defined for this
type of link:
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F
The variable associated to an AUTOMSIM object defines the
position between min and max.
G
The variable associated to an AUTOMSIM “motor” object modifies
the position according to the coefficient (it makes it possible to
define the relationship between the rotation speed of the
AUTOMSIM motor and the speed with which the position varies).
The “examples\Process simulation\3D\automsim piloting” subdirectory contains examples illustrating both these modes.
Amplitude and origin
The « Min » and « Max » areas establish the amplitude and origin of the
translation.
Speed
The stroke time establishes the speed for going from the min point to
max point (it is identical to the return speed).
Detection
This is used to set the sensors for the translations. The min and max
sensors manage the limits, the other 4 possible sensors can be used to
create intermediate positions.
Adding a rotation
The parameters are completely similar to the translations see chapter
Adding a translation. The angles are expressed in radians.
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The object rotation center must be set for each object in the IRIS 3D
configuration window.
Adding a color change

Color change

Driveing of a color using a variable must refer to a boolean variable.
The “The same as object...” checkbox allows you to apply the same color
as another object.
Controlling a color by a variable must reference a Boolean variable.
Color control can also be performed with an AUTOMSIM variable
(associated to an AUTOMSIM indicator object, for example).
If the “do nothing if false” box is checked, no color is applied if the
variable’s status is false. This makes it possible to associate several
changes of color to a single object if more than 2 colors are needed.
The pull-down lists allow a texture to be selected instead of a color. To
have a texture shown in a pull-down list, place the (“.bmp” or “.jpg” file) in
the AUTOMGEN project resources.

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Multiple textures
It is possible to associate several textures that will be applied
automatically. To do this, associate several “Color modification” type
behaviors to a single object and document the “Time for multiple texture
mode” area with the time at the end of which the texture will be applied
automatically. The pre-defined “Conveyor Belt” object uses this
technique.
Adding a link
A link forces an object that this behavior is applied to, to follow the
movements of another object.

Links between objects

The link condition can be a boolean variable. The link is unconditional
(object always linked) if the condition is left blank.

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Adding another behavior
This is used to use a sound associated to a condition, or to change a
boolean variable to 1 when the user clicks with the right or left side of the
mouse on the object the behavior is applied to.

Other behaviors

The elements of the “Sound” group make it possible to play a sound
associated to a condition.
The elements of the “User actions” group allow a Boolean variable to be
set to 1 when the user clicks with the right or left mouse button on the
object that the behavior applies to. The “A right-click on the object
anchors the camera” checkbox makes it possible to lock the camera
(which defines the display point of view in the IRIS 3D window) on the
object that the behavior applies to.
The elements of the “Collision” group make it possible to define a
collision test:
- either with one object in particular,
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- or with objects having a particular color (a choice of 2 colors is
possible).
The “Variable” area can be documented with the name of a Boolean
variable that will be set to true if the collision test is true.
The “The object in collision becomes linked with the object if” checkbox
makes it possible to link the object that comes into collision with the
object to which the behavior is applied. A variable can condition this link.
This technique makes it possible to easily handle the simulation of a
clamp or suction cup.
The vector allows you to give a speed to an object that comes into
collision with the object to which the behavior is applied. The pre-defined
“Conveyor Belt” object uses this technique.

Physical engine
The physical engine makes it possible to handle gravity and the
interactions between objects so as to obtain a very realistic simulation.
For objects subject to gravity, only block, sphere or capsule shapes are
handled by the physical engine.
For each object you can define the type of handling used by the physical
engine:

“Not used”: the object is not handled by the physical engine: it is not
subject to gravity and does not interact with the other objects.
“Fixed”: an object handled by the physical engine that does not change
position but which interacts with the other objects: the housing of a
machine, for example.
“Use gravity”: a moving object handled by the physical engine, subject to
gravity and interacting with the other objects: a box moving on a
conveyor belt, for example. For this type of object, the mass, coefficients

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of friction and restitution and the primary shape of the object (block,
sphere or capsule) have to be defined.
“Moving object”: a moving object handled by the physical engine, which
is not subject to gravity and which interacts with the other objects: a
cylinder rod pushing objects, for example For this type of object, the
coefficients of friction and restitution and the primary shape of the object
(block, sphere or capsule) have to be defined.
The “Apply physics” button allows the physical engine to be launched.
The “Automatic execution” checkbox automatically launches the physical
engine when the AUTOMGEN PC executor is installed.
The “examples\Process simulation\3D\physical engine” sub-directory
contains examples illustrating the physical engine being used.

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IRIS 3D example

 « Examples\Simulation PO\3D\Scharder.agn »
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IRIS 3D is used to design simulation
applications of 3D operating parts. The
objects must be created in a standard model
maker and imported in the AUTOMGEN
project resources. Behaviors are then
applied to the objects to create 3D
animations.

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Common elements
This chapter describes the common elements for all the languages
used in AUTOMGEN.

Variables
The following types of variables are present:

Ö boolean type: the variable may have a true (1) or false (0) value.
Ö numeric type: the variable may have a numeric value, different

from the

existing types: 16 bits variables, 32 bits and floating point.

Ö time delay type: structured type, it is a combination of a boolean and numeric
type.
Starting from version 6 the variable name syntax may be AUTOMGEN's or the
syntax of IEC standard 1131-3.

Booleen variables
The following table provides a complete list of the Booleen variables
used
Type

Syntax
AUTOMGEN
I0
to I9999

Syntax
IEC 1131-3
%I0
to %I9999

Output

O0
to O9999

%Q0
to %Q9999

System Bits

U0
to U99
U100
to U9999

%M0
to %M99
%M100
to %M9999

Input

User bits

AUTOMGEN8

Comments
May or may not correspond to physical input
(depending on the I/O configuration of the
target).
May or may not correspond to physical output
(depending on the I/O configuration of the
target).
For information on the system bits see the
manual on the environment.
Internal bits for general use.

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Grafcet
Steps
Word bits

X0
to X9999
M0#0
to M9999#15

%X0
to %X9999
%MW0:X0
à %MW9999:X15

Grafcet step bits
Word bits: the number of bits is
expressed in decimals and is
included between 0 (lower weight
bits) and 15 (higher weight bits).

Numeric variables
The following table provides a complete list of the numeric variables.
Type

Counter

Syntax
AUTOMGEN

IEC Syntax

C0
to C9999

%C0
to %C9999

System
M0
to M199
Words
User words M200
to M9999
Long
L100
to L4998
integer
Float
F100
to F4998

Comments

1131-3

%MW0
to %MW199
%MW200
to %MW9999
%MD100
to %MD4998
%MF100
to %MF4998

16 bit counter, can be initialized,
increased, decreased and tested with
boolean languages without using
literal language.
For information on the system words
see the manual on the environment.
16 bit words for general use.
Integer value of 32 bits
Real value of 32 bits (format IEEE).

Time delay
Time delay is a combined type which groups two boolean variables
(launch state, end state) and two numeric variables on 32 bits
(procedure and counter).

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The following model shows a time chart of time delay functionality:

1
launch state

0
1
end state

0
count value

0

A time delay procedure value is between 0 ms and 4294967295 ms (a
little over 49 days)
The time delay procedure can be modified by the program, see
chapter Erreur ! Source du renvoi introuvable. (instruction STA).
The time delay counter can be read by the program, see chapter
Erreur ! Source du renvoi introuvable. (instruction LDA).

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Actions
Actions are used in:

Ö Grafcet language action rectangles,
Action

Ö flow chart language action rectangles,

Action

Ö ladder language coils.
Action

Assignment of a boolean variable
The « Assignment » action syntax is:
«boolean variable»
Operation:

Ö if the action rectangle or coil command is in a true state then the variable is put
at 1 (true state),

Ö if the action rectangle or coil command is in a false state then the variable is
put at 1 (false state).

Truth table:
Command Variable state (result)
0
1

0
1

Example:
If step 10 is active then O0 takes the value of 1, if not O0 takes the
value 0.

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Various « Assignment » actions can be used for the same variable in
one program. In this case, the different commands are combined in
« Or » logic.
Example:

State of X10 State

X50
0
0
1
1

0
1
0
1

of State
O5
0
1
1
1

of

Complement assignment of a boolean variable
The « Complement assignment » action syntax is:
«N boolean variable»
Operation:

Ö if the action rectangle or coil command is in a true state then the variable is
reset (false state),

Ö if the action rectangle or coil command is in a false state then the variable is
set at 1 (true state).

Truth table:
Command Variable state (result)
0
1

1
0

Example:
If step 20 is active, then U100 takes the value 0, if not U100 takes the
value 1.

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Various « Complement assignment » actions can be used for the
same variable in one program. In this case, the different commands
are combined in « Or » logic.
Example:

State
X100
0
1
0
1

of State of X110 State
O20
0
1
0
0
1
0
1
0

of

Setting a boolean variable to one
The « Set to one » syntax is:
«S boolean variable»
Operation:

Ö if the action rectangle or coil command is in a true state then the variable is set
to 1 (true state),

Ö if the action rectangle or coil command is in a false state then the

state of the

variable is not modified.

Truth table:
Command Variable state (result)
0
1

unchanged
1

Example:
If step 5000 is active then O2 takes the value of 1, if not O2 keeps the
same state.

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Resetting a boolean variable
The « Reset» action syntax is:
«R boolean variable»
Operation:

Ö if the action rectangle or coil command is in a true state then the variable is
reset (false state),

Ö if the action rectangle or coil command is in a false state then the variable state
is not modified.

Truth table:
Command Variable state (result)
0
1

unchanged
0

Example:
If step 6000 is active then O3 takes the value of 0, if not O3 keeps the
same state.
Inverting a boolean variable
The « Inversion » action syntax is:
«I boolean variable»
Operation:

Ö if the action rectangle or coil command is in a true state then the variable state
is inverted for each execution cycle,

Ö if the action rectangle or coil command is in a false state then variable state is
not modified.

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Truth table:
Command Variable state (result)
0
1

unchanged
inverted

Example:
If step 7000 is active then the state of O4 is inverted, if not O4 keeps
the same state.
Resetting a counter, a word or a long
The « Reset a counter, word or long» syntax is:
«R counter or word»
Operation:

Ö if the action rectangle or coil command is in a true state then the counter, word
or long is reset,

Ö if the action rectangle or coil command is in a false state then the counter, word
or long is not modified.

Truth table:
Command Value of counter, word or long
(result)

0
1

unchanged
0

Example:
If step 100 is active then counter 25 is reset, if not C25 keeps the
same value.

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Incrementing a counter, a word or a long
The «Increment a counter » action syntax is:
«+ counter, word or long»
Operation:

Ö if the action rectangle or coil command is in a true state then the counter, word
or long is incremented for each execution cycle,

Ö if the action rectangle or coil command is in a false state then the counter, word
or long is not modified.

Truth table:
Command Counter, word or long
value (result)

0
1

Unchanged
current value +1

Example:
If step 100 is active then counter 25 is incremented, if not then C25
keeps the same value.
Decrementing a counter, word or long
The « Decrement a counter » action syntax is:
«- counter, word or long»
Operation:

Ö if the action rectangle or coil command is in a true state then the counter, word
or long is decremented for each execution cycle,

Ö if the action rectangle or coil command is in a false state then the counter, word
or long is not modified..

Truth table:
Command Value or counter, word or long
(result)

0
1
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current value -1
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Example:
If step 100 is active then counter 25 is decreased, if not C25 keeps the
same value.
Time delays
Time delays are considered as boolean variables and can be used
with « Assignment », « Complement assignment », « Set to one »,
« Reset », and « Invert ». The time delay order can be written after the
action. The syntax is::
« time delay(duration) »
By default the duration is expressed in tenths of seconds. The letter
« S » at the end of the duration indicates that it is expressed in
seconds.
Examples:

Step 10 launches a time delay of 2 seconds which remains active as
long as the step is. Step 20 sets a time delay of 6 seconds which
remains active while step 20 is deactivated.
The same time delay can be used by different places with the same
procedure and at different instants. In this case the time delay
procedure must only be indicated once.
Note: other syntaxes exist for time delays. See chapter Erreur !
Source du renvoi introuvable.

Interferences among the actions
Certain types of actions cannot be used at the same time on a
variable. The table below shows the combinations which cannot be
used:
Assignment

Complement
assignment

Set to one

Reset

Inversion

Assignment

YES

NO

NO

NO

NO

Complement
assignment

NO

YES

NO

NO

NO

Set to one

NO

NO

YES

YES

YES

Reset

NO

NO

YES

YES

YES

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NO

Inversion

NO

YES

YES

YES

IEC1131-3 standard actions
The table below provides the IEC 1131-3 standard actions which can
be used with AUTOMGEN V>=6 based on the AUTOMGEN. V5
standard syntax.
Name

AUTOMGEN AUTOMGEN
V>=6
V5
Syntax
Syntax

Not
memorized
Not
memorized

No value

No value

N1

No value

Complement
not
memorized

N0

N

R

R

Set to 1

S

S

Limited in
time

LTn/durati Nonon
existent

Time delay

DTn/durat Nonion
existent

Pulse on
rising edge

P1

Nonexistent

Pulse on

P0

Nonexistent

AUTOMGEN
V>=6
Example

Equivalent
example
AUTOMGEN V5

Reset

falling edge
Memorized
and time
delay

SDTn/dur Nonation
existent

Time delay
and
memorized

DSTn/dur Nonation
existent

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Memorized
SLTn/dur Nonlimited in time ation
existent
Multiple actions
Within the same action rectangle or coil, multiple actions can be
written by separating them with « , » (comma).
Example:
Multiple action rectangles (Grafcet and flow chart) or coils (ladder) can
be combined. See the chapters on the relative languages for more
information.
Literal code
Literal code can be entered in an action rectangle or coil.
The syntax is:
« { literal code } »

Multiple lines of literal language can be written in
(comma) is also used here to separate them.

braces. A « , »

Example:

For more information see the chapters « Low level literal language »,
«Extended literal language » and «ST literal language».

Tests
Tests are used in:

Ö Grafcet language transitions,
Test

Ö conditions based on Grafcet language action,
Test

Test

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Ö flow chart language tests,
Test

Ö ladder language tests.

Test

General form
A test is a boolean equation composed of one or n variables separated
by the operators « + » (or) or « . » (and).
Example of a test:
i0 (test input 0)
i0+i2 (test input 0 « or » input 2)
i10.i11 (test input 10 « and » input 11)

Test modifier
By default if only the name of one variable is specified, the test is
« equal to one» (true). Modifiers make it possible to test the
complement state, the rising edge and the falling edge.

Ö the character « / » placed before a variable tests the complement state,
Ö the character « u » or the character « Ï* » placed before a variable tests the
rising edge

Ö the character « d » or the character « Ð** » placed before a variable tests the
falling edge

Text modifiers can be applied to one variable or to an expression
between parentheses.
Examples:
Ï i0
/i1
/(i2+i3)
Ð(i2+(i4./i5))

*
**

To obtain this character when editing a test press the [Ï] key.
To obtain this character when editing a test press the [Ð] key.

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Time delays
Four syntaxes are available for time delays.
In the first the time delay is activated in the action and the time delay is
simply mentioned in a test to check the end state:

For the others, everything is written in the test. The general form is:
« time delay /launch variable / duration »
or
« duration / launch variable / time delay »
or
« duration / launch variable »
In this case, a time delay is automatically attributed. The attribution
range is that of the automatic symbols.
By default the duration is expressed in tenths of seconds.
The duration can be expressed in days, hours, minutes, seconds,
milliseconds with the operators « d », « h », « m », « s » and « ms ».
For example: 1d30s = 1 day and 30 seconds.
Example using the second syntax:

Example using the normalized syntax:

Priority of boolean operators
By default the boolean operator «. » (AND) has a greater priority than
the operator «+» (OR). Parentheses can be used to set a different
priority.

Examples:
i0.(i1+i2)
((i0+i1).i2)+i5

Always true test
The syntax of an always true test is:
« » (no value) or « =1 »
Numeric variable test
Numeric variable tests must use the following syntax:
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« numeric variable » « test type » « constant or numeric variable »
The test type can be:

Ö « = » equal,
Ö « ! » or « <> » different,
Ö « < » less than (not signed),
Ö « > » greater than (not signed),
Ö « << » less than (signed),
Ö « >> » greater than (signed),
Ö « <= » less than or equal to (not signed),
Ö « >= » greater than or equal to (not signed),
Ö « <<= » less than or equal to (signed),
Ö « >>= » greater than or equal to (signed).
A float can only appear with another float or a real constant.
A long can only appear with another long or a long constant.
A word or a counter can only appear with a word, a counter or a 16 bit
constant.
Real constants must be followed by the letter « R ».
Long constants (32 bits) must be followed by the letter « L ».
16 or 32 bit integer constants are written in decimal by default. They
can be written in hexadecimal (suffix « $ » or « 16# ») or in binary
(suffix « % » or « 2# »).
Numeric variable tests are used in equations like boolean variable
tests. They can be used with test modifiers as long as they are in
parentheses.
Examples:
m200=100
%mw1000=16#abcd
c10>20.c10<100
f200=f201
m200=m203
%md100=%md102
f200=3.14r
l200=$12345678L
m200<<-100
m200>>1000
%mw500<=12

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/(m200=4)
Ð(m200=100)
/(l200=100000+l200=-100000)

Transitions on multiple lines
Transition text can be extended to multiple lines. The end of a
transition line must be an operator « . » or « + ». A combination of key
[CTRL] + [Ð] and [CTRL] + [Ï] makes it possible to move the cursor
from one line to another.

Use of symbols
Symbols make it possible to associate a text to a variable.
Symbols can be used with all the languages.
A symbol must be associated to one and only one variable.
Symbol syntax
The symbols are composed of:

Ö an optional character « _ »

(low dash, generally associated with key [8] on the

keyboard) which indicates the beginning of the symbol,

Ö the name of the symbol,
Ö an optional character « _ »

(low dash) which indicates the end of the symbol.

The characters « _ » enclosing the symbol names are optional. They
must be used if the symbol starts with a digit or an operator (+,-,
etc…).
Automatic symbols
It can be a nuisance to have to set the attribution in each symbol and a
variable, particularly if the precise attribution of a variable number is
not very important. Automatic symbols are a solution to this problem,
they are used to let the compiler automatically generate the attribution
of a symbol to a variable number. The type of variable to use is
provided in the name of the symbol.
Automatic symbol syntax
The syntax of automatic symbols is as follows:
_« symbol name » %« variable type »_

« variable type » can be:
I , O or Q, U or M, T, C, M or MW, L or MD, F or MF.
It is possible to reserve multiple variables for a symbol. This is useful
for setting tables. In this case the syntax is:
_« symbol name » %« variable »« length »_

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«length » represents the number of variables to be reserved.
How does the compiler manage the automatic symbols ?
When starting to compile an application, the compiler cancels all the
automatic symbols located in the « .SYM » file of the application. Each
time the compiler finds an automatic symbol it creates a unique
attribution for the symbol based of the variable type specified in the
symbol name. The symbol that is then generated is written in the
« .SYM » file. If the same automatic symbol is present more than once
in an application, it refers to the same variable.
Range of variable attribution
By default, an attribution range is set for each type of variable:
Type
Start End
I or %I
0
9999
O or %Q
0
9999
U or %M
100
9999
T or %T
0
9999
C or %C
0
9999
M or
200
9999
%MW
L or %MD 100
4998
F or %MF 100
4998
The attribution range can be changed for each type of variable by
using the compilation command #SR« type »=« start », « end »
« type » designates the type of variable, start and end and the new
limits to be used.
This command modifies the attribution of automatic variables for the
entire sheet where it is written and up to the next « #SR » command.
Fixed-address symbols
The syntax of the automatic symbols is:
_« symbol name » %« variable name »_

For example:
open valve%%q3

Designates a symbol that will be linked to the variable %Q3.

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Examples
To better illustrate this manual we have developed some functional
examples with a model of a train as in the diagram below
S1I
T1I

1

S6I
T6I

S1D
T1D

MAQUETTE AT-850

S5D
T5D

voie 1
S6D
T6D

5

4

S5I
T5I

S2A
T2A

voie 2
S2B
T2B

S4A
T4A

voie 6

voie 5

voie 7

voie 8

S7I
T7I

2

S7D
T7D

S8I
T8I

voie 4
S4B
T4B

S8D
T8D

voie 3

S3I
T3I

S3D
T3D

3

We have used I/O cards on a PC to pilot this model. The symbols set by the
constructor of the model have been saved.

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The following symbol file was created:

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Grafcet
AUTOMGEN supports the following elements:

Ö divergences and convergences in « And» and in « Or »,
Ö destination and source steps,
Ö destination and source transitions,
Ö synchronization,
Ö setting Grafcets,
Ö memorization of Grafcets,
Ö fixing,
Ö macro-steps.
Simple Grafcet
Grafcet line writing involves combined steps and transitions.
The example below illustrates a Grafcet line:
Conditions:
The locomotive needs to leave on track 1 towards the right, up to the
end of the track. It returns in the opposite direction to the other end
and starts again.

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Solution 1:
0

AV1

t1d

1

AV1 , DV1

t1i

 examples\grafcet\simple1.agn
Solution 2:
0

S AV1 ,R DV1
Aller
t1d

1

S AV1 ,S DV1
Retour
t1i

 example\grafcet\simple2.agn

The difference between the two solutions is that the first example uses
« Assignment » actions and the second uses « Set to one » and
«Reset ».
We change the conditions by setting a delay of 10 seconds when the
locomotive arrives to the right of track 1 and a delay of 4 seconds
when the locomotive arrives to the left of track 1.

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Solution 1:
0

AV1
Aller
t1d

10

T0(10S)

t0

20

AV1 , DV1
Retour
t1i

30

T1(4S)

t1

 example\grafcet\simple3.agn
Solution 2:
0

AV1
Aller
t1d

10

10s/x10

20

AV1 , DV1
Retour
t1i

30

4s/x30

 example\grafcet\simple4.agn

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The difference between example 3 and 4 is in the choice of syntax
used to set the time delays. In terms of operation the result is identical.
Divergence and convergence in « And »
Divergences in « And » can have n points. It is important to observe
the use of the function blocks:

Must be a [K]
block and not an
[L] block

Must be an [M]
block and not an
[L] block

Must be a [Q]
block and not a
[P] block

Must be an [O]
block and not a
[P] block

A description of the use of divergences and convergences in « And »
follows.
Conditions:
We are going to use two locomotives: the first makes round trip
journeys on track 1, the second on track 3. The two locomotives are
synchronized (they wait at the end of the track).

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Solution 1:
40

=1

0

AV1

50

t1d

AV3

t3i

10

60

=1

20

AV1 , DV1

70

t1i

AV3 , DV3

t3d

30

80

=1

 example\grafcet\divergence et 1.agn

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Solution 2:

t1d

0

AV1

t3i

10

AV3

t1d . t3i

t1i

20

AV1 , DV1

t3d

30

AV3 , DV3

t1i . t3d

 example\grafcet\divergence and 2.agn
The two solutions are equivalent in terms of operation. The second is a
more compact version which uses conditioned actions.
Divergence and convergence in « Or »
Divergences in « Or » can have n points. It is important to observe the
use of the function blocks:

or

or

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Divergences in « Or » must connect on descending links. For example:

incorrect, the right drawing is:

If the width of the page prevents you from writing a large number of
divergences you can use the following type of structure:

The following is an example to illustrate the use of divergences and
convergences in « Or »:
Conditions:
Let's look at the conditions for the first example in the chapter:
roundtrip of a locomotive on track 1.

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Solution:
0

AV1

Ç t1d

1

Ç t1i

S DV1

2

=1

R DV1

=1

 example\grafcet\divergence or.agn
This Grafcet could be restated in a step using conditioned actions as in
this example:
Ç t1d

0

AV1

S DV1

Ç t1i

R DV1

 example\grafcet\conditional action.agn
Destination and source steps, destination and source transitions
The principles are illustrated in the examples below:
Conditions:
Let's look at the second example in this chapter: round trip of a
locomotive on track 1 with a delay at the end of the track.
Solution:

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0

S AV1

Ç t1d

10

Ç t1i

R AV1

30

t0/x10/10s

20

S AV1

R AV1

t1/x30/4s

S DV1

40

=1

S AV1

R DV1

=1

 example\grafcet\destination and source steps.agn
Multiple actions, conditioned actions
We have already used multiple and conditioned actions in this chapter.
The two principles are described in detail below.
As described in the chapter dedicated to the compiler, multiple actions
can be written in the same rectangle, by entering the character « , »
(comma) as a separator.
When a condition is added to an action rectangle, all of the actions
which continue in the rectangle are conditioned.
Multiple actions rectangles can be associated to a step.

another possibility:

Each of the rectangles can receive a different condition:

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Conditional actions, event-based actions
To design a conditional or event-based action, place the cursor over
the action rectangle, right-click with the mouse and select “Conditional
action” or event-based action from the menu. To document the
condition on action, click on the element or or .
The IF (condition) syntax allows a condition on action to be written in
the action rectangle.
For example:
0

S%Q5 IF(%I4)
.

Actions on activation or deactivation of a step

.and
.symbols make it possible to specify that the
The
actions contained in a rectangle have to be performed once at the
activation or deactivation of the step respectively. For example:

20

+ %C5
.

Increment counter 5 once at the activation of step 20.
Actions on transition crossing
. and
. symbols make it possible to define actions on
The
transition crossing. For example:

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10

%i0

%Q0:=1

20
.

%Q0 will be activated on crossing the transition between steps 10 and
20.
Synchronization
Let's return to
synchronization.

a

previous

example

to

illustrate

Grafcets

Conditions:
Round trip of two locomotives on tracks 1 and 3 with a delay at the end
of the track.
This example was used with a divergence in « And ».
Solution 1:
10

AV1

100

t1d

20

t3i

110

x110

30

AV3

AV1 , DV1

x20

120

t1i

40

AV3 , DV3

t3d

130

x130

x40

 example\grafcet\synchro1.agn
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Solution 2:
10

SX100,SX140

=1

20

x110.x150

30

SX120,SX160

=1

40

x130.x170

100

AV1

120

t1d

110

AV1 , DV1

140

t1i

160

t3i

130

x30

AV3

150

x10

AV3 , DV3

t3d

170

x30

x10

 example\grafcet\synchro2.agn
The second is an excellent example of how to complicate the simplest
things for teaching purposes.
Grafcet setting
The compiler regroups the steps based on the links established within
them. To draw a Grafcet, just refer to one of the steps making up that
Grafcet.
It is also possible to draw all of the Grafcets present on a sheet by
mentioning the name of the sheet.

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For example:

To draw a Grafcet we use Grafcet 200, Grafcet 201 or Grafcet 202.
Thus the Grafcet of all the steps becomes a structured type variable.
made up of n steps, each of these steps, being either active or idle.
As we have seen, AUTOMGEN divides the steps into independent
groups. These groups can be regrouped, making it possible to
consider them as a single Grafcet. To regroup multiple Grafcets, the
compilation command « #G:g1,g2 » (command to be included in a
comment) must be used. This command regroups the Grafcets g1 and
g2. Remember that the designation of a Grafcet is affected by
mentioning the number of one of its steps.
Here is an example:
#G:105,200
this compilation command regroups the two Grafcets:

Note:multiple « #G » commands can be used to regroup more than
two Grafcets.
We are now going to describe the useable setting orders. They are
simply written inside the action rectangles as normal assignments.
They also support the operator S(set to one), R(reset), N(complement
assignment) and I(Inversion) as well as conditional actions.
Grafcet setting according to a list of active steps
Syntax:
« F:{} »
or
« F/:{} »
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The Grafcet/s thus designated will be set to the state established for
the list of active steps if they are within braces. If multiple steps need
to be active they need to be separated with a « , » (comma). If the
Grafcet/s need to be set to an idle state (not active step) then no step
should be present within the braces.
The number of steps may be preceded by an « X ». It is also possible
to associate a symbol to the name of a step.
Examples:
« F10:{0} »
set all the steps of Grafcet 10 to 0 except step 0 which will be set to 1.
« F0:{4,8,9,15} »
sets all the steps of Grafcet 0 to 0 except steps 4,8,9 and 15 which will
be set to 1.
« F/normal run:{} »
sets all the Grafcets on the « normal run » sheet to an idle state.
Memorization of a Grafcet state
Current state of a Grafcet:
Syntax:
« G: »
or
« G/: »
This command memorizes the state of one or more Grafcets in a
series of bits. It is necessary to reserve a storage space for the state of
the Grafcet/s (one bit per step). These storage bits must be
consecutive. You must use the #B command to reserve a linear bit
space.
The step number designating the Grafcet can be preceded by an «
X » . It is also possible to associate a symbol to a step name. The bit
number can be preceded by « U » or « B ». A symbol can be
associated to the first bit of the state storage area.
Particular Grafcet state:
Syntax:
« G: {list of active steps} »
or
« G/: {list of active steps} »
This command memorizes the state set for the list of active steps
applied to the specified Grafcets starting with the indicated bit. Also
here it is necessary to reserve a sufficient number of bits. If an idle
situation needs to be memorized then no steps should appear
between the braces.
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The step number can be preceded by an « X » . It is also possible to
associate a symbol to a step name. The bit number can be preceded
by « U » or « B ». A symbol can be associated to the first bit of the
state storage area.
Examples:
« G0:100 »
memorizes the current state of Grafcet 0 starting from U100.
« G0:U200 »
memorizes the idle state of Grafcet 0 starting from U200.
« G10:150{1,2} »
memorizes the state of Grafcet 10, in which only steps 1 and 2 are
active, starting from U150.
« G/PRODUCTION:_SAVE PRODUCTION STATE_ »
memorizes the state of the Grafcets on the « PRODUCTION »
spreadsheet in the_SAVE PRODUCTION STATE_ variable.

Setting a Grafcet from a memorized state
Syntax:
« F: »
or
« F/: »
Sets the Grafcet/s with a memorized state to start from the specified
bit.
The step number designated by the Grafcet can be preceded by an «
X » . It is also possible to associate a symbol to a step name. The bit
number can be preceded by « U » or « B ». A symbol can be
associated to the first bit of the state storage area.
Example:
« G0:100 »
memorizes the current state of Grafcet 0
« F0:100 »
and resets that state
Fixing a Grafcet
Syntax:
« F »
or
« F/ »
Fixes a Grafcet/s: no evolution of these is permitted.
Example:
« F100 »
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fixes Grafcet 100
« F/production »
fixes the Grafcets on the « production » sheet
An illustration of setting is shown in the example below.

Conditions:
Let's look at a previous example: the round trip of two locomotives on
tracks 1 and 3 (this time with no delay between the locomotives) and
let's add an emergency stop. When the emergency stop is detected all
the outputs are cleared. When the emergency stop disappears the
program should start where it stopped.

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Solution 1:
#B104

réserve 4 bits pour la mémorisation de l'état des Grafcets

locomotive 1

locomotive 2

10

AV1

30

t1d

20

AV3

t3i

AV1 , DV1

40

t1i

AV3 , DV3

t3d

gestion de l'arrêt d'urgence

1000

arret urgence

1010

G10:100,G30:102

=1

1020

F10:{},F30:{}

arret urgence

1030

F10:100,F30:102

=1

 example\grafcet\force1.agn
Note the use of command #B104 which makes it possible to reserve
four consecutive bits (U100 to U103) to memorize the state of the two
Grafcets. « _emergency stop_ » was associated to a bit (U1000). Its
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state can thus be modified starting from the environment by clicking
below when the dynamic display is active.
Solution 2:
#B104

réserve 4 bits pour la mémorisation de l'état des Grafcets

locomotive 1

locomotive 2

10

AV1

30

t1d

20

AV3

t3i

AV1 , DV1

40

t1i

AV3 , DV3

t3d

#G:10,30

gestion de l'arrêt d'urgence

1000

arret urgence

1010

G10:100

=1

1020

F10:{}

arret urgence

1030

F10:100

=1

 example\grafcet\force2.agn
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This second solution shows the use of the compilation command
« #G » which makes it possible to regroup the Grafcets with setting
command.
Grafcet forcings (60848 standard)
This standard defines the forcing orders in double action rectangles.
Forcing actions are executed when the associated condition, step or
logical diagram, is true. Conditions can be added on the double action
rectangles: condition on action, event-based action, action on
activation or deactivation.
Forcing a Grafcet according to a list of active steps
The syntax is:
G{}
The step(s) included in the list are forced to true, the other to false. An
empty list of steps causes all the steps to be forced to false.
Example:
G10{20,30}
.

Here 10 represents the Grafcet to be forced: Grafcet containing step
10.
Another example:
Gfolio à forcer{100,200,300}
.

Force all of the Grafcets on the sheet named “sheet to be forced”, with
steps 100, 200 and 300 being set to true and the others set to 0.
Forcing a Grafcet to its initial state
The syntax is:
G{INIT}
The Grafcet(s) are forced to their initial state
Example:
G10{INIT}
.

Freezing a Grafcet
The syntax is:
G{*}
Example:
G10{*}
.

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Macro-steps
AUTOMGEN implements macro-steps.
Additional information is given below:
A macro-step MS is the single representation of single group of steps
and transitions called « MS expansion».
A macro-step obeys the following rules:

Ö an MS expansion involves a special step called input step and a special step
called output step.

Ö the

input step has the following property: complete clearing of a transition

upstream from the macro-step, it activates the input step of its expansion.

Ö the

output step has the following property: it is involved in the validation of

transitions downstream from the macro-step.

Ö if outside the transitions upstream and downstream from the MS,

there is no

input structural connection, on one side with a step or transition of the MS
expansion and on the other side, a step or a transition is not part of MS.

The use of a macro-step with AUTOMGEN is set as follows:

Ö the expansion of a macro-step is a Grafcet if it is on a distinct sheet,
Ö the input step of the macro-step expansion must bear the number

0 or the

reference Exxx, (with xxx = any number),

Ö the output step of a macro-step expansion must bear the number 9999 or the
reference Sxxx, with xxx = any number,

Ö aside

from these two requirements, a macro-step expansion can be any

Grafcet and as such can contain macro-steps.

0.0.0.1. How can a macro-step be set ?
must be used. To obtain this symbol, click on an
The symbol
empty space on the sheet and select « Add …/Macro-step » from the
menu. To open the menu click on the bottom of the sheet with the right
side of the mouse.
To set a macro-step expansion, create a sheet, designate the
expansion and assign the sheet properties (by clicking with the right
side of the mouse on the name of the sheet in the browser). Record
the type of sheet on «Macro-step expansion » and the number of the
macro-step.

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In run mode it is possible to display a macro-step expansion. To do so
place the cursor on the macro-step and click on the left side of the
mouse.
Notes:

Ö user steps and bits used in a macro-step expansion are local, this means that
they have no connection with the steps and bits of other Grafcets. All the other
types of variables do not have this characteristic: they are common for all
levels.

Ö if an area of bits needs to be used in an overall method it is necessary to state
this using the command « #B ».

Ö assignment of non-local variables for different levels or different expansions is
not managed by the system. In other words, it is necessary to use the
assignments « S » « R » or « I » to ensure that the system operates correctly..

Let's use one of our previous examples to illustrate the use of macrosteps: a round trip voyage of a train on track 1 with a delay at the end
of the track. We have broken down the legs of the trip into two
separate macro-steps.

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Solution:
macro-étape aller voie 1
E1

10

S AV1 ,R DV1

t1d

20

R AV1

t0/x20/10s

S1

macro-étape retour voie 1
E2

10

S AV1 ,S DV1

t1i

20

R AV1

t1/x20/4s

S2

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0

=1

M1

=1

M2

=1

 example\grafcet\macro steps.agn
Encapsulating steps
Introduced in standard 60848, encapsulating steps are an evolution of
the ideas proposed in macro-steps.
Using encapsulating steps under AUTOMGEN is defined as follows:

Ö the encapsulation is located in a separate sheet.
How do you define an encapsulating step?
. or
. symbol have to be used. To place this symbol,
The
right-click with the mouse on an empty part of the sheet and select
“Plus.../Encapsulating step” in the contextual menu.

How do you define an encapsulation?
To define the encapsulation, create a sheet, design the encapsulation
and modify the properties of the sheet (by right-clicking with the mouse
on the name of the sheet in the browser). Set the sheet type to
“Encapsulation” as well as the encapsulating step number.
.symbol
The
allows the initial state to be defined for an
encapsulation.

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An encapsulation can be viewed in execution mode. To do this, you
need to place the cursor over the encapsulating step and left-click with
the mouse.
Notes:

Ö The User bits and steps used in an encapsulation are local, i.e. they are not
related to the bits and steps of other Grafcet levels. This is not the case for all
the other types of variable: they are common to all the levels. You can, for
example, use word bits as global variables.

Ö The encapsulated steps can be embedded.
Ö The Xn/Xm or %Xn/%Xm syntax allows you to reference step m contained in
the encapsulation associated to step n.

Example :
0

i0

1

i1

2

i2

.main program

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0

o0

i10

10

o1

i11

20

o2

i12

.

 examples\grafcet\encapsulation 2.agn
Grafcet / Ladder and Grafcet / Flow chars links
Links can be defined with Grafcet step variables:
0

%x1

%i2

%Q5

%i0

1

%i1

.

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.block can be used to wire a transition like a
GRAFCET++: the
ladder circuit. The Grafcet steps can be wired as the start of a contact.

Grafcet / ladder example:
0

%i2

%Q0

10

%i3

%Q1

%i0

%i1

.

 examples\grafcet\grafcet++2.agn
Grafcet / flow chart example:
&

voyant init

&

ouvrir vanne

clignotant 05seconde

dcy

auto

niveau haut

niveau sécurité

.

 examples\grafcet\grafcet++.agn
Counters
We are going to use an example to describe the use of counters.
Conditions:
A locomotive must make 10 round trip journeys on track 1, stop for
fifteen seconds and start again.

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Solution:
0

RC0

=1

1

AV1

t1d

2

AV1 , DV1

t1i

3

+C0

c0<10

c0=10

4

15s/x4

 Example\grafcet\compteur.agn

Gemma
AUTOMGEN implements the Grafcet description of run mode
management in a Gemma form. The main feature is an editing method
open to the Grafcet mode. It is possible to go from the Grafcet editing
mode to the Gemma editing mode. The translation of a Gemma into a
Grafcet run mode management is therefore automatic and immediate..

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P.C. HORS
ENERGIE

remise en route

A6 
_AV1_,_DV1_
ramÞne la locomotiv e Ó
gauche

_t1i _

PZ

arrêt

mise en ou hors serv ice
f onctionnement normal

A1 
_VOYANT INIT_
ArrÛt dans Útat initial

essais et v érif ications

F4 

_depart cycle_
=1

_fin de cycle obtenu_

A7 

A4 

F2 

F3 

PRODUCTION

A5 
rien pour l'instant

A2 
_FIN_
ArrÛt du
Graf cet de
production

F5 
A3 

_fi n de cycl e_

/_arret urgence_

D2 

F1 
_DEPART_
Lancement du Graf cet de productio

D3 

F6 

PRODUCTION

PRODUCTION

_arret urgence_

D1 
F_GFN_:{}
RAZ du Graf cet de production

f onctionnement normal

essais et v érif ications

P.C. HORS
ENERGIE

Arrêt dans état initial
0

#L"gemma2"

VOYANT INIT

gemma1.gr7
Ç depart cycle
exemple de la notice d'AUTOMGEN

(C)opyright 1997 IRAI

05/03/1994

Lancement du Grafcet de productio
1

DEPART

RAZ du Grafcet de production
fin de cycle

5

F GFN :{}

Arrêt du Grafcet de production
2

arret urgence

FIN

fin de cycle obtenu

rien pour l'instant
6

=1
ramène la locomotive à gauche
7

AV1 , DV1

t1i

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Creating a Gemma
To create gemma proceed as follows:

Ö click on « Sheet » on the browser with the right side of the mouse and select
the command « Add a new sheet»,

Ö from the list of sizes select « Gemma »,
Ö click on « OK »,
Ö use the right side of the mouse to click

on the sheet name created on the

browser,

Ö select properties « Proprieties » from the menu,
Ö check « Display Gemma form ».
The window will contain a Gemma where all the links are gray. To
validate a rectangle or a connection click on it with the right side of the
mouse.
To edit the contents of a rectangle or the type of connection click on it
with the left side of the mouse.
The contents of Gemma rectangles will be placed in the Grafcet action
rectangles. The type of connection will be placed in the Grafcet
transitions.
ontent of Gemma rectangles
Gemma rectangles can receive any action used by Grafcet. Because
this involves setting a structure for managing run and stop modes, it is
a good idea to use the lowest level setting orders for Grafcet, see
chapter Erreur ! Source du renvoi introuvable..
Obtaining a corresponding Grafcet
Check "Display Gemma form" again in sheet properties to call up a
Grafcet representation. It is always possible to call up a Gemma
representation because the Grafcet structure has not been changed.
The transitions, the action rectangle contents and comments can be
edited with automatic updating of Gemma.
Deleting blank spaces in Grafcet
It is possible that the obtained Grafcet occupies more space than
necessary on the page. The command « Change page layout » from
the « Tools » menu makes it possible to eliminate all the unused
spaces.

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Printing Gemma
When editing is in Gemma mode use the « Print » command to print
the Gemma.
Exporting Gemma
Use the « Copy to EMF format » in the « Editing » menu to export a
Gemma to a vectorial form.
Example of Gemma
A description of how to use Gemma is below..
Conditions:
Imagine a panel with the following pushbuttons: « start cycle », « end
cycle » and « emergency stop » a light « INIT ».
The main program will consist of a locomotive making round trip journeys
on track 1.

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Solution:
P.C. HORS
ENERGIE

remise en route

PZ

_t1i _

A6 
_AV1_,_DV1_
ramÞne la locomotiv e Ó
gauche

arrêt

mise en ou hors serv ice
f onctionnement normal

A1 
_VOYANT INIT_
ArrÛt dans Útat initial

essais et v érif ications

F4 

_depart cycle_
=1

_fin de cycle obtenu_

A7 

A4 

F2 

F3 

PRODUCTION

A5 
rien pour l'instant

A2 
_FIN_
ArrÛt du
Graf cet de
production

F5 
A3 

F1 
_DEPART_
Lancement du Graf cet de productio

_fin de cycl e_

/_arret urgence_

D2 

D3 

F6 

PRODUCTION

PRODUCTION

_arret urgence_

D1 
F_GFN_:{}
RAZ du Graf cet de production

f onctionnement normal

essais et v érif ications

P.C. HORS
ENERGIE

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Arrêt dans état initial
0

VOYANT INIT

Ç depart cycle

Lancement du Grafcet de produ
1

ctio

DEPART

RAZ du Grafcet de production
fin de cycle

Arrêt du Grafcet de productio
2

5

F GFN :{}

n

FIN

arret urgence

fin de cycle obtenu

rien pour l'instant
6

=1
ramène la locomotive à gauche
7

AV1 , DV1

t1i

arret urgence

22

F5:(5)

(editing with Grafcet form)

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Ç depart

100

AV1

t1d

110

AV1 , DV1

t1i .

fin

t1i . fin

120

FIN DE CYCLE OBTENU

fin de cycle obtenu

 example\gemma\gemma.agn

Ladder
Ladder language, also called contact model, is for graphically
describing boolean equations. To create a logical function « And » it is
necessary to write contacts in series. To write an « Or » function it is
necessary to write contacts in parallel.

« And » function

« Or » function
The content of contacts must comply with the syntax established for
the tests which is explained in the «Common elements» chapter of this
manual.
The content of the coils must comply with the syntax established for
the actions which is also explained in the «Common elements »
chapter of this manual.

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Example of Ladder
Let's start with the simplest example.
Conditions:
Round trip of a locomotive on track 1.
Solution 1:
AV1

Ç t1i

R DV1

Ç t1d

S DV1

 Example\ladder\ladder1.agn
Solution 2:
AV1

t1i

dv1

DV1

t1d

 Example\ladder\ladder2.agn
The second solution is identical from an operational point of view. It is
used to display the use of a self-controlled variable.
Let's make our example more complex.
Conditions:
The locomotive must stop for 10 seconds to the right of track 1 and 4
seconds to the left.

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Solution:
t1d

T0(10S)

S DV1

t1i

T1(4S)

R DV1

t1i

t1d

AV1

t0

t1

 Example\ladder\ladder3.agn
A final example, even a little more complicated
Conditions:
Again a locomotive which makes round trips on track 1. For each 10
round trips it must stop for 15 seconds.
Solution:
b0

RC0

t0

t1d

dv1

+C0

S DV1

t1i

R DV1

c0<10

AV1

t0

c0=10

T0(15S)

 Example\ladder\ladder4.agn

Flow chart
AUTOMGEN implements flow chart language in the following way:

Ö use

of a special block called « assignment block », this block separates the

action area and test area, it has the following form

and is associated with

key [0] (zero),

Ö it uses the functions« No », « And » and « Or »,
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Ö it uses action rectangles to the right of the action block.
Flow chart language is used for graphically writing boolean equations.
The test content must comply with the syntax established in the «
Common elements » chapter in this manual.
The content of action rectangles must comply with the syntax for
actions, also described in the « Common elements » chapter of this
manual.
« Test » Area
Affection block
for separating
the test area
from the action
area
« Action » area

Drawing flow charts
Number of input of functions « And » and « Or »
The « And » and « Or » functions are respectively composed of a
(key [2]) or a block
(key [3]), and possible blocks
block
(key [4]) for adding inputs to blocks and finally block
(key [5]).
The functions « And » and « Or » thus involve a minimum of two
inputs..
Chaining the functions
The functions can be chained.

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Multiple actions
Multiple action rectangles can be associated to a flow chart after the
assignment block..

or

Example of a flow chart
Let's start with the simplest example:
Conditions:
Roundtrip of a locomotive on track 1.
Solution 1:
=1

AV1

Ç t1d

S DV1

Ç t1i

R DV1

 Example\flow chart\logigramme1.agn

Solution 2:
=1

AV1

t1d

DV1

dv1

t1i

&

O

 Example\flow chart\logigramme2.agn
The second solution is identical from an operational point of view. It is
used to display the use of a self-controlled variable.
Let's make the example more complex.
Conditions:
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The locomotive must stop for 10 seconds to the right of track 1 and 4
seconds to the left.
Solution:
t1d

T0(10S)

S DV1

t1i

T1(4S)

R DV1

t0

AV1

t1

O &

O

 Example\flow chart\logigramme3.agn
Note the reuse of the «And» block in the lower part of the example
towards the inputs « _t1d_ » and « _t1i_ ». This prevents having to
write the two tests a second time.
A final example a bit more complicated.
Conditions:
Again a locomotive which makes round trips on track 1. Each 10 round
trips it must stop for 15 seconds.

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Solution:
b0

RC0

t0

t1d

dv1

&

+C0

O

S DV1

t1i

R DV1

c0<10

AV1

t0

c0=10

T0(15S)

 Example\flow chart\logigramme4.agn

Literal languages
This chapter describes the use of the three forms of literal language
which are available in AUTOMGEN:

Ö low level literal language,
Ö extended literal language,
Ö IEC 1131-3 standard ST literal language
How is a literal language used?
Literal language can be used in the following forms:

Ö code files associated to an action (Grafcet, Ladder, flow chart),
Ö code boxes associated to an action (Grafcet, flow chart),
Ö literal code in action rectangle or coil (Grafcet, Ladder, flow chart),
Ö code boxes used in the form of an organizational chart

(see the

«Organizational chart » chapter),

Ö code

files which support the function block functionality (see the « Function

blocks » chapter),

Ö code files which support a macro-instruction functionality see chapter Macroinstruction.
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Code box associated with a step or flow chart
A code box associated with an action is for being able to write lines of
literal language on an application page.
Examples:

The code used above is scanned as long as the action is true.
It is possible to use the action rectangles and code boxes together.
Example:

Literal code in an action rectangle or coil
The characters « { » and « } » are used to directly enter instructions in
literal language into an action rectangle (Grafcet and flow chart
languages). The character« , » (comma) is used as a separator if
multiple instructions are present in « { » and « } ».
This type of entry can be used with conditional orders.
Examples:

Setting a code box
To create a code box, follow the steps below:

Ö click on an empty space on the sheet with the right side of the mouse,
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Ö select « Add … / Code box » from the menu,
Ö click on the edge of the code box to edit its contents.
To exit the code box after editing click on [Enter] or click outside it.
Low level literal language
This chapter describes the use of low level literal language. This
language is an intermediate code between the evolved languages of
Grafcet, flow chart, ladder, organizational chart, function block,
extended literal, ST literal and executable languages. It is also know
as pivot code. Post-processors translate low level literal language into
executable code for the PC, automate or microprocessor card.
Literal language can also be used for an application in order to effect
various boolean, numeric or algebraic operations.
Low level literal language is an assembler type language. It uses the
idea of an accumulator for numeric treatment.
Extended literal language and ST literal language described in the
following chapters, offer a simplified and higher level alternative for
writing programs in literal language.
The general syntax for a line of low level literal language is:
«action » [[ [« Test »] « Test » ]...]
The actions and tests of low level literal language are represented by
mnemonics formed of three letters. An instruction is always followed
by an expression: variable, constant etc.
A line is composed of a single action and possibly a test. If a line only
includes an action, then the instruction is always executed.
Variables
The variables used are the same as those described in the « Common
elements » chapter.
Accumulators
Some instructions use an accumulator. The accumulators are internal
registers which execute the final program and make it possible to
temporarily store values.
There are three accumulators: a 16 bit accumulator known as AAA, a
32 bit accumulator known as AAL and a float accumulator known as
AAF.
Flags
Flags are boolean variables which are positioned based on the result
of numeric operations.
There are four permanent flags to test the result of a calculation.
These four indicators are:
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Ö carry indicator C:it indicates if an operations has generated a carry figure (1) or
not (0),

Ö zero indicator Z:it indicates if an operations has generated a nil result (1) or not
nil (0),

Ö sign indicator S: it indicates if an operation has generated a negative result (1)
or positive one (0),

Ö overflow indicator O: it indicates if an operation has generated an overflow (1).
Addressing modes
Low level literal language has 5 addressing modes. An addressing
mode is a characteristic associated to each literal language instruction.
Addressing modes used appear below:
TYPE
Immediate 16 bits
Immediate 32 bits
Immediate float
Absolute
16 bit accumulator
32 bit accumulator
Float accumulator
Indirect
Label

SYNTAX
{constant}
{constant}L
{constant}R
{variable} {variable reference}
AAA
AAL
AAF
{variable}{(word reference)}
:{label name}:

EXAMPLE
100
100000L
3.14R
O540
AAA
AAL
AAF
O(220)
:loop

Thus an instruction has two characteristics: the type of variable and
the addressing mode. Certain instructions support or do not support
certain addressing modes and certain variable types. For example, an
instruction may only apply to two words and not to other types of
variables.
Note: Variables X and U can not be associated to an indirect address
due to the non-linear nature of their assignments. If it is necessary to
access a U variable table then a command #B must be used to make a
table of linear bits.
Tests
Tests that can be associated to instructions are composed of a
mnemonic, a type of test and a variable.
Test mnemonics are used to set combination tests on multiple
variables (and, or). If a test is composed of a single variable, an AND
operator needs to be associated to it.
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There are only three test mnemonics:
AND and
ORR or
EOR end or
Here are some examples of equivalencies in boolean equations and
low level literal language:
o0=i1

: and i1

o0=i1.i2

: and i1 and i2

o0=i1+i2

: orr i1 eor i2

o0=i1+i2+i3+i4

: orr i1 orr i2 orr i3 eor i4

o0=(i1+i2).(i3+i4)

: orr i1 eor i2 orr i3 eor i4

o0=i1.(i2+i3+i4)

: and i1 orr i2 orr i3 eor i4

o0=(i1.i2)+(i3.i4)

; impossible to translate directly,
; intermediate variables
; must be used:

equ u100 and i1 and i2
equ u101 and i3 and i4
equ o0 orr u100 eor u101

Test modifiers make it possible to test things other than the truth of a
variable:

Ö
Ö
Ö
Ö

/

no

#

rising edge

*

falling edge

@

immediate state

Notes:

Ö boolean variables are updated after each execution cycle. In other words, if a
binary variable is positioned at a state during a cycle, then its new state will be
detected during the following cycle. The text modifier @ makes it possible to
obtain the real state of a boolean variable without waiting for the following
cycle.

Ö test modifiers cannot be used with numeric tests.

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Examples:
set o100
equ o0 and @o100

; true test of the first cycle

equ o1 and o100

; true test at the second cycle

Only two addressing modes are available for tests: absolute and
indirect
A test for counters, words, longs and floating points is available:
Syntax:
« {variable} {=, !, <, >, << , >>} {constant or variable} »

= equal,
! different,
< less than not signed,
> greater than not signed,
<< less than signed,
>> greater than signed,
By default, constants are written in decimals. The suffixes « $ » and
« % » are used for writing in hexadecimal or binary. The quotation
marks are for writing in ASCII.
32 bit constants must be followed by the letter « L ».
Real constants must be followed by the letter « R ».
A word or a counter can be compared to a word, a counter of a 16 bit
constant..
A long can be compared to a long or a 32 bit constant.
A float can be compared to a float or a real constant.
Examples:
and c0>100 and m225=10
orr m200=m201 eor m202=m203 and f100=f101 and f200>200
and f200=3.14r
and l200=$12345678L
and m200=%1111111100000000

Comments
Comments need to start with the character « ; » (semi-colon), all the
characters after it are ignored.

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Numbering base
The values (variable references or constants) can be written in
decimal, hexadecimal, binary or ASCII.
The following syntax must be applied for 16 bit constants:

Ö decimal:possibly the character « - » plus 1 to 5 digits « 0123456789 »,
Ö hexadecimal: the prefix « $ » or « 16# » followed by 1 to 4

digits

« 0123456789ABCDEF »,

Ö binary: the prefix « % » or « 2# » followed by 1 to 16 digits « 01 »,
Ö ASCII: the character « " » followed by 1 or 2 characters followed by « " ».
The following syntax must be applied for 32 bit constants:

Ö Decimal: possibly the character « - » plus 1 to 10 digits « 0123456789 »,
Ö Hexadecimal: the prefix « $ » or « 16# » followed by 1 to 8

digits

« 0123456789ABCDEF »,

Ö Binary: the prefix « % » or « 2# » followed by 1 to 32 digits « 01 »,
Ö ASCII: the character « " » followed by 1 to 4 characters followed by « " ».
The following syntax must be applied for real constants:
[-] i [[.d] Esx]
i is the whole part
of a decimal part
s possible sign of an exponent
x possible exponent
Presettings
A presetting is used to fix the value of a variable before starting the
application.
The variables T or %T, M or %MW, L or %MD and F or %F can be
preset.
The syntax is as follows:
« $(variable)=constant{,constant{,constant...}} »

For time delays the variable must be written in decimal and be
included between 0 and 65535.
For words the following syntax must be used:

Ö Decimal: possibly the character « - » plus 1 to 5 digits « 0123456789 »,
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Ö Hexadecimal:

the prefix « $ » or « 16# » followed by 1 to 4 digits

« 0123456789ABCDEF »,

Ö Binary: the prefix « % » or « 2# » followed by 1 to 16 digits « 01 »,
Ö ASCII: (two characters per word) the character « " » followed

by n

characters followed by « " »,

Ö ASCII:

(one character per word) the character « ’ » followed by n

characters followed by « ’ ».

For longs the following syntax must be used:

Ö Decimal: possible the character « - » plus 1 to 10 digits « 0123456789 »,
Ö Hexadecimal: the prefix « $ » or « 16# » followed by 1 to 8

digits

« 0123456789ABCDEF »,

Ö Binary: the character « % » or « 2# » followed by 1 to 32 digits « 01 »,
Ö ASCII: (four characters per long) the character « " » followed by n characters
followed by « " »,

Ö ASCII: (one character per long) the character « ’ » followed by n characters
followed by « ’ »

For floats the value must be written in the following form:
[-] i [[.d] Esx]
i is the whole part
d a possible decimal part
s a possible exponent sign
x a possible exponent
Examples:
$t25=100

fixes the time delay order 25 at 10 s
$MW200=100,200,300,400

places the values 100,200,300,400 in the words 200, 201, 202, 203
$m200="ABCDEF"

places the string « ABCDEF » starting from m200 (« AB » in m200,
« CD » in m201, « EF » in m202)
$m200=‘ABCDEF’

places the string « ABCDEF » starting from m200, each word receives
a character
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$f1000=3.14

places the value 3,14 in f1000
$%mf100=5.1E-15

places the value 5,1 * 10 exponent -15 in %mf100
$l200=16#12345678

places the value 12345678 (hexa) in the long l200
It is easier to write text in the presettings.
Example:
$m200=" Stop the gate N°10 "

Places the message starting from word 200 by placing two characters
in each word.
$m400=‘ Motor fault ‘

Places the message starting from word 400 by placing a character in
the byte of lower weights of each word, the byte of higher weights
contains 0.
The syntax « $...= » is used to continue a table of presettings after the
previous one.
For example:
#$m200=1,2,3,4,5
#$...=6,7,8,9

Place the variables 1 to 9 in the words m200 à m208.
Presettings can be written in the same manner as low level literal
language or in a command on a sheet. In this case, the presetting
starts with the character « # ».
Example of a presetting written in a code box:

Example of a presetting written in a command:

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Indirect addressing
Indirect addressing is used to effect an operation on a variable with an
index..
These are M variables (words) which are used as an index
Syntax:
« variable ( index ) »
Example:
lda 10

; load 10 in the accumulator

sta m200

; enter in the word 200

set o(200)

; set to one the output indicated by the word 200 (o10)

Address of a variable
The character « ? » is used to specify the address of a variable.
Example:
lda ?o10

; enters the value 10 in the accumulator

This syntax is primarily of interest if symbols are used.
Example:
lda ?_gate_

; enters the variable number in the accumulator
; associated to symbol « _gate_ »

This syntax can also be used in presettings to create variable address
tables..
Example:
$m200=?_gate1_,?_gate2_,?_gate3_

Jumps and labels
Jumps must be referred to a label. Label syntax is:
«:label name: »
Example:
jmp:next:
...
:next:

Function list by type
Boolean functions

SET
RES
INV
EQU

set to one
reset
inversion
equivalence

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NEQ

non-equivalence

Loading and storage functions on integers and floats

LDA
STA

load
storage

Arithmetic functions on integers and floats

ADA
SBA
MLA
DVA
CPA

addition
subtraction
multiplication
division
comparison

Arithmetic functions on floats

ABS
SQR

absolute value
square root

Access functions for PC input/output ports

AIN
AOU

access input
access output

Access functions for PC memory

ATM
MTA

input address memory
output address memory

Binary functions on integers

ANA
ORA
XRA
TSA
SET
RES
RRA
RLA

and bit to bit
or bit to bit
exclusive or bit to bit
test bit to bit
set all bits to one
reset all bits
shift to the right
shift to the left

Other functions on integers

INC
DEC

incrementation
decrementation

Conversion functions

ATB
BTA
FTI

integers to booleans
booleans to integers
float to integer

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ITF
LTI
ITL

integer to float
32 bit integer to 16 bit integer
16 bit integer to 32 bit integer

Trigonometric functions

SIN
COS
TAN
ASI
ACO
ATA

sine
cosine
tangent
arc sine
arc cosine
arc tangent

Connection functions

JMP
JSR
RET

jump
jump to sub routine
return from sub routine

Test functions

RFZ
RFS
RFO
RFC

zero result flag
sign flag
overflow flag
carry flag

Asynchronous access functions to inputs outputs

RIN
WOU

read inputs
write outputs

Information contained in the function list

The following are provided for each instruction:

Ö Name: mnemonic.
Ö Function: a description of the function created by the instruction.
Ö Variables: the types of variables used with the instruction
Ö Addressing: the types of addressing used
Ö Also see: the other instructions related to the mnemonic.
Ö Example: a example of the use.
The post-processors which generate construction language are
subject to certain limitations. See the information on these postprocessors for details on these limitations.

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ABS
Name

:

ABS - abs accumulator

Function

:

calculate the absolute value of the floating accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

SQR

Example

:
lda f200
abs aaf
sta f201
; leaves f201 in the absolute value of f200

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ACO
Name

:

ACO – accumulator arc cosine

Function
:
accumulator

calculate the arc cosine value of the floating-point

Variables

:

none

Addressing

:

accumulator

Also see

:

COS, SIN, TAN, ASI, ATA

Example:

:
lda f200
aco aaf
sta f201
; leave the value of the arc cosine of f200 in f201

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ADA
Name

:

ADA - adds accumulator

Function

:

adds a value to the accumulator

Variables

:

M or %MW, L or %MD, F or %MF

Addressing

:

absolute, indirect, immediate

Also see

:

SBA

Example

:
ada 200
; adds 200 to the 16 bit accumulator
ada f124
; adds the content of f124 to the float accumulator
ada l200
; adds the content of l200 to the 32 bit accumulator
ada 200L
; adds 200 to the 32 bit accumulator
ada 3.14R
; adds 3.14 to the float accumulator

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AIN
Name

:

AIN - accumulator input

Function

:

reads an input port (8 bits) and stores in
the lower part of the 16 bit accumulator ;
reads a 16 bit input port and stores in the 16 bit accumulator
(in this case the port address must be written in the form of a
32 bit constant)
only useable with PC compiler

Variables

:

M or %MW

Addressing

:

indirect, immediate

Also see

:

AOU

Example

:
ain $3f8
; reads port $3f8 (8 bits)
ain $3f8l
; reads port $3f8 (16 bits)

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ANA
Name

:

ANA - and accumulator

Function

:

effects an AND logic in the 16 bit accumulator
and a word or a constant or the 32 bit accumulator and
a long or a constant

Variables

:

M or %MW, L or %MD

Addressing

:

absolute, indirect, immediate

Also see

:

ORA, XRA

Example

:
ana %1111111100000000
; masks the 8 bits of lower weight of
; the 16 bit accumulator
ana $ffff0000L
; masks the 16 bits of lower weight of the 32 bit accumulator

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AOU
Name

:

AOU - accumulator output

Function

:

transfers the lower part (8 bits) of the 16 bit accumulator
on an output port ;
transfers the 16 bits of the 16 bit accumulator
on an output port (in this case the port address must be
written in the form of a 32 bit constant)
only useable with PC compiler

Variables

:

M or %MW

Addressing

:

indirect, immediate

Also see

:

AIN

Example

:
lda "A"
aou $3f8
; places the character« A » on output port $3f8
lda $3f8
sta m200
lda "z"
aou m(200)
; places character « z » on output port $3f8
lda $1234
aou $300l
; places the 16 bit value 1234 on output port $300

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A SI
Name

:

ASI – accumulator arc sine

Function

:

calculate the arc sine value of the floating-point accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

COS, SIN, TAN, ACO, ATA

Example:

:
lda f200
asi aaf
sta f201
; leave the value of the arc sine of f200 in f201

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ATA
Name

:

ATA – accumulator arc tangent

Function
:
accumulator

calculate the arc tangent value of the floating-point

Variables

:

none

Addressing

:

accumulator

Also see

:

COS, SIN, TAN, ACO, ASI

Example:

:
lda f200
ata aaf
sta f201
; leave the value of the arc tangent of f200 in f201

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ATB
Name

:

ATB - accumulator to bit

Function

:

transfers the 16 bits of the 16 bit accumulator
towards the subsequent 16 boolean variables ; the
the lower weight bit correspond to the first
boolean variable

Variables

:

I or %I, O or %Q, B or %M, T or %T, U *

Addressing

:

absolute

Also see

:

BTA

Example

:
lda m200
atb o0
; recopies the 16 bits of m200 in variables
; o0 to o15

*

Note: to be able to use the U bits with this function it is necessary to create a linear table of bits

using command #B.

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ATM
Name

:

ATM - accumulator to memory

Function

:

transfers the 16 bit accumulator to a memory
address; the word or specified constant
defines the memory address offset
to reach, the word m0 must be loaded with the
segment value of the memory address to reach
only useable with PC compiler

Variables

:

M or %MW

Addressing

:

indirect, immediate

Also see

:

MTA

Example

:
lda $b800
sta m0
lda 64258
atm $10
; places the value 64258 at address $b800:$0010

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BTA
Name

:

BTA - bit to accumulator

Function

:

transfers the subsequent 16 boolean variables
towards the 16 bits of the 16 bit accumulator ;
the lower weight bit corresponds to the first
boolean variable

Variables

:

I or %I, O or %Q, B or %M, T or %T, U *

Addressing

:

absolute

Also see

:

ATB

Example

:
bta i0
sta m200
; recopies the 16 inputs i0 to i15 in the word m200

*

Note: to be able to use the U bits with this function it is necessary to create a linear table of bits

using command #B.

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COS
Name

:

COS – accumulator cosine

Function

:

calculate the cosine value of the floating-point accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

SIN, TAN, ACO, ASI, ATA

Example:

:
lda f200
cos aaf
sta f201
; leave the value of the cosine of f200 in f201

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CPA
Name

:

CPA - compares accumulator

Function

:

compares a value at the 16 bit or 32 bit or floating
accumulator, effects the same operation as SBA
but without changing the content of the accumulator

Variables

:

M or %MW, L or %MD, F or %MF

Addressing

:

absolute, indirect, immediate

Also see

:

SBA

Example

:
lda m200
cpa 4
rfz o0
; sets o0 to 1 if m200 is equal to 4, otherwise o0
; is reset to 0
lda f200
cpa f201
rfz o1
; sets o1 to 1 if f200 is equal to f201, otherwise o1
; is reset to 0

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D EC
Name

:

DEC – decrement

Function
:
accumulator

decrements a word, a counter, a long, the 16 bit or 32 bit

Variables

:

M or %MW, C or %C, L or %MD

Addressing

:

absolute, indirect, accumulator

Also see

:

INC

Example

:
dec m200
; decrements m200
dec aal
; decrements the 32 bit accumulator
dec m200
dec m201 and m200=-1
; decrements a 32 bit value composed of
; m200 (lower weights)
; et m201 (higher weights)

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DVA
Name

:

DVA - divides accumulator

Function

:

division of the 16 bit accumulator by a word or
a constant; division of the float accumulator by
a float or a constant; division of the 32 bit
by a long or a constant, for the 16 bit accumulator
the remainder is placed in word m0, if the division
is by 0
system bit 56 passes to 1

Variables

:

M or %MW, L or %MD, F or %MF

Addressing

:

absolute, indirect, immediate

Also see

:

MLA

Example

:
lda m200
dva 10
sta m201
; m201 is equal to m200 divided by 10, m0 contains the
; remainder
lda l200
dva $10000L
sta l201

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EQU
Name

:

EQU - equal

Function

:

sets a variable to 1 if the test is true,
if not the variable is set to
0

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U

Addressing

:

absolute, indirect (except for X variables)

Also see

:

NEQ, SET, RES, INV

Example

:
equ o0 and i10
; sets the output of o0 to the same state as input i10
lda 10
sta m200
equ o(200) and i0
; sets o10 to the same state as input i0
$t0=100
equ t0 and i0
equ o0 and t0
; sets o0 to the state of i0 with an activation delay
; of 10 seconds

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FTI
Name

:

FTI - float to integer

Function

:

transfers the float accumulator to the 16 bit accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

ITF

Example

:
lda f200
fti aaa
sta m1000
; leaves the integer part of f200 in m1000

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INC
Name

:

INC - increment

Function

:

increments a word, a counter, a long the 16 or 32 bit
accumulator

Variables

:

M or %MW, C or %C, L or %MD

Addressing

:

absolute, indirect, accumulator

Also see

:

DEC

Example

:
inc m200
; adds 1 to m200
inc m200
inc m201 and m201=0
; increments a value on 32 bits, m200
; represents the
; lower weights, and m201 the higher weights
inc l200
; increments long l200

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INV
Name

:

INV - inverse

Function

:

inverts the state of a boolean variable or inverts
all the bits of a word, a long or the 16 bit or 32 bit
accumulator

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U,
M or %MW, L or %MD

Addressing

:

absolute, indirect, accumulator

Also see

:

EQU, NEQ, SET, RES

Example

:
inv o0
; inverts the state of output 0
inv aaa
; inverts all the bits of the 16 bit accumulator
inv m200 and i0
; inverts all m200 bits if i0 is at state 1

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I TF
Name

:

ITF - integer to float

Function

:

transfers the 16 bit accumulator to the float accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

FTI

Example

:
lda 1000
itf aaa
sta f200
; leaves the constant 1000 in f200

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ITL
Name

:

ITL - integer to long

Function

:

transfers the 16 bit accumulator to the 32 bit accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

LTI

Example

:
lda 1000
itl aaa
sta f200
; leaves the constant 1000 in l200

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JMP
Name

:

JMP - jump

Function

:

jump to a label

Variables

:

label

Addressing

:

label

Also see

:

JSR

Example

:
jmp:end of program:
; unconditional connection to end of
; program label:
jmp:string: and i0
set o0
set o1
:string:
; conditional connection to a label:string:
; following the state of i0

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JSR
Name

:

JSR - jump sub routine

Function

:

effects a connection to a sub routine

Variables

:

label

Addressing

:

label

Also see

:

RET

Example

:
lda m200
jsr:square:
sta m201
jmp end:
:square:
sta m53
mla m53
sta m53
ret m53
:end:
; the sub routine « square » raises the content
; of the accumulator to the square

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LDA
Name

:

LDA - load accumulator

Function

:

loads a constant, word or counter in the 16 bit
accumulator; loads a long or constant in the 32
bit accumulator; loads a float or a constant in the
float accumulator; loads a counter or a time delay
in the 16 bit accumulator

Variables

:

M or %MW, C or %C, L or %MD, F or %MF, T or %T

Addressing

:

absolute, indirect, immediate

Also see

:

STA

Example

:
lda 200
; loads the constant 200 in the 16 bit accumulator
lda 0.01R
; loads the real constant 0.01 in the float accumulator
lda t10
; loads the counter of time delay 10 in the
; accumulator

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LTI
Name

:

LTI - long to integer

Function

:

transfers the 32 bit accumulator to the 16 bit
accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

ITL

Example

:
lda l200
lti aaa
sta m1000
; leaves the 16 bits of lower weight of l200 in m1000

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MLA
Name

:

MLA - multiples accumulator

Function

:

multiplies the 16 bit accumulator by a word or a constant;
multiplies the 32 bit accumulator by a long or a constant;
multiplies the float accumulator by a float or a constant;
for the 16 bit accumulator the 16 bits of higher weight
result of the multiplication will be transferred in
m0

Variables

:

M or %MW, L or %MD, F or %MF

Addressing

:

absolute, indirect, immediate

Also see

:

DVA

Example

:
lda m200
mla 10
sta m201
; multiplies m200 by 10, m201 is loaded with the
; 16 bits of lower weight, and m0 with the 16 bits of
; higher weight

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MTA
Name

:

MTA - memory to accumulator

Function

:

transfers the contents of a memory address to the
16 bit accumulator, the specified word or constant
defines the offset of the memory address to reach; the word
m0 must be loaded with the segment value of the memory
address to be reached; only useable with a PC compiler

Variables

:

M or %MW

Addressing

:

indirect, immediate

Also see

:

ATM

Example

:
lda $b800
sta m0
mta $10
; places the value contained at address $b800:$0010
; in the 16 bit accumulator

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NEQ
Name

:

NEQ - not equal

Function

:

sets a variable to 0 if the test is true,
if not the variable is set to 1

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U

Addressing

:

absolute, indirect (except for X variables)

Also see

:

EQU, SET, RES, INV

Example

:
neq o0 and i00
; sets the output of o0 to a complement state of input
; i10
lda 10
sta m200
neq o(200) and i0
; sets o10 to a complement state of input i0
$t0=100
neq t0 and i0
neq o0 and t0
; sets o0 to the state of i0 with a deactivation
; delay of 10 seconds

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ORA
Name

:

ORA - or accumulator

Function

:

effects an OR logic on the 16 bit accumulator
and a word or a constant, or on the 32 bit accumulator
and a long or a constant

Variables

:

M or %M, L or %MD

Addressing

:

absolute, indirect, immediate

Also see

:

ANA, XRA

Example

:
ora %1111111100000000
; sets the 8 bits of lower weight of
; the 16 bit accumulator to 1
ora $ffff0000L
; sets the 16 bits of higher weight of the 32 bit accumulator
; to 1

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RES
Name

:

RES - reset

Function

:

sets a boolean variable, a word
a counter, a long, the 16 bit accumulator
or the 32 bit accumulator to 0

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U,
M or %MW, C or %C, L or %MD

Addressing

:

absolute, indirect (except for X variables), accumulator

Also see

:

NEQ, SET, EQU, INV

Example

:
res o0
; sets the output of o0 to 0
lda 10
sta m200
res o(200) and i0
; sets o10 to 0 if input i0 is at 1
res c0
; sets counter 0 to 0

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RET
Name

:

RET - return

Function

:

indicates the return of a sub routine and
places a word or a constant in the 16 bit
accumulator; or places a long or a constant in
the 32 bit accumulator; or places a float or a
constant in the float accumulator

Variables

:

M or %MW, L or %MD, F or %MF

Addressing

:

absolute, indirect, immediate

Also see

:

JSR

Example

:
ret 0
; returns to a sub routine by placing 0 in
; the 16 bit accumulator
ret f200
; returns to a sub routine by placing the content of
; f200 in the float accumulator

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RFC
Name

:

RFC - read flag: carry

Function

:

transfers the carry indicator in a
boolean variable

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U

Addressing

:

absolute

Also see

:

RFZ, RFS, RFO

Example

:
rfc o0
; transfers the carry indicator to o0
lda m200
ada m300
sta m400
rfc b99
lda m201
ada m301
sta m401
inc m401 and b99
; effects an addition on 32 bits
; (m400,401)=(m200,201)+(m300,301)
; m200, m300 and m400 are lower weights
; m201, m301 and m401 are higher weights

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RFO
Name

:

RFO - read flag: overflow

Function

:

transfers the contents of the overflow indicator in
a boolean variable

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U

Addressing

:

absolute

Also see

:

RFZ, RFS, RFC

Example

:
rfo o0
; transfers the overflow indicator to o0

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RFS
Name

:

RFS - read flag: sign

Function

:

transfers the sign indicator in a
boolean variable

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U

Addressing

:

absolute

Also see

:

RFZ, RFC, RFO

Example

:
rfs o0
; transfers the sign indicator to o0

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RFZ
Name

:

RFZ - read flag: zero

Function

:

transfers the content of a zero result indicator
in a boolean variable

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U

Addressing

:

absolute

Also see

:

RFC, RFS, RFO

Example

:
rfz o0
; transfers the zero result indicator to o0
lda m200
cpa m201
rfz o0
; position o0 at 1 if m200 is equal to m201
; or 0 if not

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RIN
Name

:

RIN - read input

Function

:

effects a reading of physical input. This function is only
implemented on Z targets and varies following the target.
See the documentation related to each executor
for more information..

Variables

:

none

Addressing

:

immediate

Also see

:

WOU

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R LA
Name
Function

:
:

RLA - rotate left accumulator
effects a left rotation of the bits of the
16 bit or 32 bit accumulator; the bits evacuated to the left
enter on the right, the subject of this function is a constant
which sets the number of shifts to be made, the size of the
subject (16 or 32 bits) determines which of the
accumulators will undergo rotation

Variables

:

none

Addressing

:

immediate

Also see

:

RRA

Example

:
ana $f000
; separates the digit of higher weight of the 16 bit

accumulator
rla 4
; and brings it to the right
rla 8L
; effects 8 rotations to the left of the bits of the 32 bit
; accumulator

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RRA
Name
Function

:
:

RRA - rotate right accumulator
effects a right rotation of the bits of the

16 bit or 32 bit accumulator; the bits evacuated to the right
enter on the left, the subject of this function is a constant which sets
the number of shifts to be made, the size of the subject (16 or 32
bits) determines which of the accumulators will undergo rotation
Variables

:

none

Addressing

:

immediate

Also see

:

RLA

Example

:
ana $f000
; separates the digit of higher weight of the 16 bit
rra 12
; and brings it to the right
rra 1L
; effects a rotation of the bits of the 32 bit accumulator
; to a position towards the right

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SBA
Name

:

SBA - subtracts accumulator

Function

:

removes the content of a word or constant from
the 16 bit accumulator; removes the content of a long or a
constant from the 32 bit accumulator; removes the content
of a float or constant from the float accumulator

Variables

:

M or %MW, L or %MD, F or %MF

Addressing

:

absolute, indirect, immediate

Also see

:

ADA

Example

:
sba 200
; removes 200 from the 16 bit accumulator
sba f(421)
; removes the float content if the number is contained
; in word 421 from the float accumulator

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SET
Name

:

SET - set

Function

:

sets a boolean variable to 1; sets all the bits of a word,
a counter, a long, the 16 bit or the 32 bit
accumulator to 1

Variables

:

I or %I, O or %Q, B or %M, T or %T, X or %X, U,
M or %MW, C or %C, L or %MD

Addressing

:

absolute, indirect (except for X variables), accumulator

Also see

:

NEQ, RES, EQU, INV

Example

:
set o0
; sets the output of o0 to 1
lda 10
sta m200
set o(200) and i0

; sets o10 to 1 if input i0 is at 1
set m200
; sets m200 to the value -1
set aal
; sets all the bits of the 32 bit accumulator to 1

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SI N
Name

:

SIN – accumulator sine

Function

:

calculate the sine value of the floating-point accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

COS, TAN, ACO, ASI, ATA

Example:

:
lda f200
sin aaf
sta f201
; leave the value of the sine of f200 in f201

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SQR
Name

:

SQR - square root

Function

:

calculates the square root of the float accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

ABS

Example

:
lda 9
itf aaa
sqr aaf
fti aaa
sta m200
; leaves value 3 in m200

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STA
Name

:

STA - store accumulator

Function

:

stores the 16 bit accumulator in a counter or a word;
stores the 32 bit accumulator in a long; stores the
float accumulator in a float, stores the 16 bit accumulator
in a time delay order

Variables

:

M or %MW, C or %C, L or %MD, F or %MF, T or %T

Addressing

:

absolute, indirect

Also see

:

LDA

Example

:
sta m200
; transfers the content of the 16 bit accumulator
; to word 200
sta f200
; transfers the content of the float accumulator
; to float 200
sta l200
; transfers the 32 bit accumulator to long l200

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TAN
Name

:

TAN – accumulator tangent

Function

:

calculate the tangent value of the floating-point accumulator

Variables

:

none

Addressing

:

accumulator

Also see

:

COS, SIN, ACO, ASI, ATA

Example:

:
lda f200
tan aaf
sta f201
; leave the value of the tangent of f200 in f201

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TSA
Name

:

TSA - test accumulator

Function

:

effects AND logic on the 16 bit accumulator and a word
or a constant, effects AND logic on the 32 bit accumulator
and a long or a constant, operates in a similar manner to ANA
instruction but without changing the accumulator content

Variables

:

M or %MW, L or %MD

Addressing

:

absolute, indirect, immediate

Also see

:

ANA

Example

:
tsa %10
rfz b99
jmp:follow: and b99
; connection to label:follow: if bit 1
; of the 16 bit accumulator is at 0

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WOU
Name

:

WOU - write output

Function

:

effects a writing of the physical outputs. This function is
only implemented on Z targets (and varies following the
target) See the documentation related to each executor for
more information

Variables

:

none

Addressing

:

immediate

Also see

:

RIN

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XRA
Name

:

XRA - xor accumulator

Function

:

effects an EXCLUSIVE OR on the 16 bit accumulator and
a word or a constant, effects an EXCLUSIVE OR on the 32
bit accumulator and a long or a constant

Variables

:

M or %MW, L or %MD

Addressing

:

absolute, indirect, immediate

Also see

:

ORA, ANA,

Example

:
xra %1111111100000000
; inverts the 8 bits of higher weight of the 16 bit accumulator
xra 1L
; inverts the lower weight bit of the 32 bit accumulator

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Macro-instruction
Macro-instructions are new literal language instructions which hold a
set of basic instructions.
Call up syntax for a macro-instruction:
« % {parameters ...} »
Statement syntax for a macro-instruction:
#MACRO

#ENDM

This statement is found in a file with the name of the macro-instruction
and the extension « .M ».
The file M can be placed in a sub-directory « lib » of the AUTOMGEN
installation directory or in project resources.
Ten parameters can be passed to the macro-instruction. When called
up these parameters are placed on the same line as the macroinstruction and are separated by a space
The syntax « {?n} » in the macro-instruction program refers to the n
parameter.
Example:
We are going to create a « square » macro-instruction which raises the
first parameter of the macro-instruction to its square and puts the
results in the second parameter.
Call up of the macro-instruction:
lda 3
sta m200
%square m200 m201
; m201 will contain 9 here

« SQUARE.M » file:
#MACRO
lda {?0}
mla {?0}
sta {?1}
#ENDM
*

The name of the macro-instruction can be a complete access path to the file « .M », it can contain

a read and directory designation.

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Libraries
A library is used to define the resources which will be compiled one
time in an application, no matter how many times those resources are
called up.
Syntax for defining a library:
#LIBRARY 

#ENDL

 is the function name which will be called up for a
jsr: instruction:
The first time the library code is called up by the compiler its code is
compiled. The following times, the call up is simply directed to the
existing routine..
This mechanism is especially suited to the use of function blocks and
macro-instructions to limit the generation of codes in the event that
there is multiple use of the same program resources.
Words m120 to m129 are reserved for libraries and can be used for
passing parameters.
Pre-defined macro-instructions
Inversion macro-instructions are in the sub-directory « LIB » of the
AUTOMGEN installation directory.
Functional block equivalents are also present.
Description of pre-defined macro-instructions
Conversions
%ASCTOBIN   

Effecting a hexadecimal ASCII conversion (first two parameters) to
binary (third parameter), by exiting the accumulator containing $FFFF
if the first two parameters are not valid ASCII numbers, otherwise 0. All
the parameters are 16 bit words.
%BCDTOBIN  

Effecting a BCD conversion to binary. In the output of the
accumulator containing $FFFF if the first parameter is not a valid bcd
number, otherwise 0. The two parameters are 16 bit words.
%BINTOASC   

Effecting a binary conversion (first parameter) to hexadecimal ASCII
(second and third parameters). All parameters are 16 bit words.
%BINTOBCD  

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Effecting a BCD (first parameter) conversion to binary (second
parameter). In the accumulator containing $FFFF if the binary number
can be converted in BCD, otherwise 0.
%GRAYTOB  

Effecting a Gray code conversion (first parameter) to binary (second
parameter).
Treatment on word tables
%COPY   

Copy a table of source words to a table of destination words. The
length is given by the number of words.
%COMP    

Compares two tables of words. The result is a binary variable which
takes the value 1 if all the elements in table 1 are identical to those in
table 2.
%FILL   

Fills a word table with a value.

Treatment on strings
The coding of strings is as follows: one character per word, one word
containing the value 0 indicates the end of the chain. In macroinstructions the strings are passed in parameters by designating by the
first word they are composed of.
%STRCPY  

Copies a string to another.
%STRCAT  

Adds the source string to the end of the destination string.
%STRCMP   

Compares to strings. The result is a boolean variable which passes to
1 if the two strings are identical.
%STRLEN  

Places the length of the string in the result word.
%STRUPR 

Transforms all the characters of the string into capital letters.
%STRLWR 

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Transforms all the characters of the string into lower case letters.
Example:
Conversion of m200 (binary) to m202, m203 in 4 digits (ASCII bcd)
%bintobcd m200 m201
%bintoasc m201 m202 m203
Example of low level literal language
Conditions: let's start with the simplest example: round trip of a
locomotive on track 1.
Solution:
0

set _av1_

set _dv1_ and _t1d_

res _dv1_ and _t1i_

 Example\lit\low level literal1.agn
A more evolved example.
Conditions:
The locomotive must make a 10 second delay at the right end of the
track and a 4 second delay at the left end.
Solution:

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0

$t0=100,40

equ u100 and

_t1i_ and

_t1d_

equ u101 orr t0 eor t1

equ _av1_ orr u100 eor u101

set _dv1_ and _t1d_

equ t0 and _t1d_

res _dv1_ and _t1i_

equ t1 and _t1i_

 Example\lit\low level literal 2.agn

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Another example:
Conditions: Make all of the model lights flash:
Solution:
0

; table contenant l'adresse de tous les feux
$_table_=123,?_s1d_,?_s1i_,?_s2a_,?_s2b_
$...=?_s3d_,?_s3i_,?_s4a_,?_s4b_
$...=?_s5i_,?_s5d_,?_s6d_,?_s6i_
$...=?_s7i_,?_s7d_,?_s8d_,?_s8i_
$...=-1
; initialise l'index sur le debut de la table
lda ?_table_
sta _index_
:boucle:
; la valeur -1 marque la fin de la table
jmp :fin: and m(_index_)=-1
; inverser la sortie
lda m(_index_)
sta _index2_
inv o(_index2_)
inc _index_
jmp :boucle:

:fin:

 Example\lit\low level literal 3.agn
This example shows the use of presettings. They are used here to
create a variable address table. The table contains the addresses of all
the outputs which pilot the model lights.
For each execution cycle, the state of all the lights is inverted.
A problem occurs, all the lights flash very quickly and it is hard to see
much.
Let's modify our example.
Conditions:
The state of all the lights must remain inverted every ten seconds one
by one.

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Solution:
10

; t a bl e co n te na n t l' a dr es se de t o us l e s fe ux
$ _t a bl e_ =1 2 3, ?_ s 1d _, ? _s 1i _, ? _s 2a _ ,? _s 2 b_
$ .. . =? _s 3d _ ,? _s 3 i_ ,? _ s4 a_ ,? _ s4 b_
$ .. . =? _s 5i _ ,? _s 5 d_ ,? _ s6 d_ ,? _ s6 i_
$ .. . =? _s 7i _ ,? _s 7 d_ ,? _ s8 d_ ,? _ s8 i_
$ .. . =- 1
$ _i n de x_ =? _ ta bl e _
: bo u cl e:
; la valeur -1 marque la fin de la table
j mp :f in d e t ab l e: a n d m( _i n de x_ ) =- 1
; i n ve rs er la s o rt ie
l da m( _i nd e x_ )
s ta _i nd ex 2 _
i nv o( _i nd e x2 _)
i nc _i nd ex _
j mp :f in :

: fi n d e ta b le :
l da ?_ ta bl e _
s ta _i nd ex _

: fi n :

=1

20

t0 /x 2 0/ 1

 Example\lit\low level literal 4.agn

Extended literal language
Extended literal language is a subset of low level literal language. It is
used for writing boolean and numeric equations more simply and
concisely.
It is still possible to write structures like IF ... THEN ... ELSE and
WHILE ... ENDWHILE (loop).
Use of extended literal language is subject to the same rules as low
level literal language, it uses the same syntax for variables,
mnemonics, the test types (fronts, complement state, immediate state)
and addressing modes.
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It is possible to mix low level literal language with extended literal
language.
When the compiler of literal language detects a line written in extended
literal language, it decomposes it into low level literal language
instructions, then compiles it.
Writing boolean equations
General syntax:
« bool. variable=(assignment type) (bool. variable 2 operator 1 bool. variable
3... operator n -1 bool. variable n ) »

The type of assignment must be indicated if it is other than
« Assignment »
It can be:

Ö « (/) »: complement assignment,
Ö « (0) »: reset,
Ö « (1) »:set to one.
The operators can be:

Ö « . »: and,
Ö « + »: or.
The equations can contain various levels of parentheses to indicate
the evaluation order. By default, the equations are evaluated from the
left towards the right.
Examples and equivalencies with low level literal language
o0=(i0)

equ o0 and i0

o0=(i0.i1)

equ o0 and i0 and i1

o0=(i0+i1)

equ o0 orr i0 eor i1

o0=(1)

set o0

o0=(0)

res o0

o0=(1)(i0)

set o0 and i0

o0=(0)(i0)

res o0 and i0

o0=(1)(i0.i1)

set o0 and i0 and i1

o0=(0)(i0+i1)

res o0 orr o0 eor i1

o0=(/)(i0)

neq o0 and i0

o0=(/)(i0.i1)

neq o0 and i0 and i1

o0=(/i0)

equ o0 and /i0

o0=(/i0./i1)

equ o0 and /i0 and /i1

o0=(c0=10)

equ o0 and c0=10

o0=(m200<100+m200>200)

equ

o0

orr

m200<100

eor

m200>200

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Writing numeric equations
General equations for integers:
« num. variable 1=[num. variable 2 operator 1 ... operator n-1 num. variable n] »

The equations can contain various levels of braces for indicating the
evaluation order. By default, the equations are evaluated from left to
right. Operators for 16 and 32 bit integers can be:
« + »: addition (equivalent to instruction ADA),
« - »: subtraction (equivalent to instruction SBA),
« * »: multiplication (equivalent to instruction MLA),
« / »: division (equivalent to instruction DVA),
« < »: shift to left (equivalent to instruction RLA),
« > »: shift to right (equivalent to instruction RRA),
« & »: « And » binary (equivalent to instruction ANA),
« | » * : « Or » binary (equivalent to instruction ORA),
« ^ »: « Exclusive or » binary (equivalent to instruction XRA).

Operators for floats can be:

Ö « + »: addition (equivalent to instruction ADA),
Ö « - »: subtraction (equivalent to instruction SBA),
Ö « * »: multiplication (equivalent to instruction MLA),
Ö « / »: division (equivalent to instruction DVA).
It is possible to indicate the constant in float equations. If this is
necessary use the presettings on floats.
Equations on floats can call up the « SQR » and « ABS » functions
Note: depending on the complexity the compiler may use intermediate
variables. These variables are the words m53 to m59 for 16 bit
integers, the longs l53 to l59 for 32 bit integers and the floats f53 à f59.
Examples and equivalencies with low level literal language
M200=[10]

lda 10
sta m200

M200=[m201]

lda m201
sta m200

M200=[m201+100]

lda m201
ada 100
sta m200

M200=[m200+m201-m202]

lda m200
ada m201

*

This character is normally associated to the [ALT] + [6] keys on keyboards

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sba m202
sta m200
M200=[m200&$ff00]

lda m200
ana $ff00
sta m200

F200=[f201]

lda f201

F200=[f201+f202]

lda f201

sta f200

ada f202
sta f200
F200=[sqr[f201]]

lda f201
sqr aaa
sta f200

F200=[sqr[abs[f201*100R]]]

lda f201
mla 100R
abs aaa
sqr aaa
sta f200

L200=[l201+$12345678L]

lda l201
ada $12345678L
sta l200

IF...THEN...ELSE...structure
General syntax:
IF(test)
THEN
action if true test
ENDIF
ELSE
action if false test
ENDIF

The test must comply with the syntax described in the chapter
dedicated to boolean equations.
Only if an action tests true or tests false can it appear.
It is possible to connect multiple structures of this type.
System bits u90 to u99 are used as temporary variables for managing
this type of structure.
Examples:
IF(i0)
THEN
inc m200

; increments word 200 if i0

ENDIF

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IF(i1+i2)
THEN
m200=[m200+10]

; adds 10 to word 200 if the or i2

ENDIF
ELSE
res m200

; else effect m200

ENDIF

WHILE ... ENDWHILE structure
General syntax:
WHILE(test)
action is repeated as long as the test is true
ENDWHILE

The test must comply with the syntax described in the chapter
dedicated to boolean equations.
It is possible to connect multiple structures of this type.
System bits u90 to u99 are used as temporary variables for managing
this type of structure.
Examples:
m200=[0]
WHILE(m200<10)
set o(200)
inc m200

; increments word 200

ENDWHILE

This example sets outputs o0 to o9 to one.
Example of a program in extended literal language
Let's go back to the example from the previous chapter
Solution:
0

_a v 1 _= ( 1 )

_d v 1 _= ( 1 ) (_ t 1 d _)

_d v 1 _= ( 0 ) (_ t 1 i _)

 Example\lit\extended literal 1.agn
Let's complicate our example with some calculations
Conditions:
Calculate the speed in millimeters per second and meters per hour of
the locomotive on the left to right trajectory.
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Solution:
0

_av1_=(1)

_dv1_=(1)(_t1d_)

_dv1_=(0)(_t1i_)

È dv1

_temps aller_=[m32]

Ç dv1

$_longueur_=300 ; en mm
$_mille_=1000;
$_dixdansh_=36000;
$_dix_=10;
_temps mis_=[m32-_temps aller_]
IF(_temps mis_<0)
THEN
_temps mis_=[_temps mis_+100]
ENDIF
lda _temps mis_
itf aaa
sta _dixieme_
_vitesse mm par s_=[_longueur_/[_dixieme_/_dix_]]

_vitesse m par h_=[[_longueur_/_mille_]/[_dixieme_/_dixdansh_]]

 Example\lit\extended literal 2.agn
Word 32 is used to read the system time. The value is then transferred
to the float to effect the calculations without compromising exactness.

ST literal language
ST literal language is a structured literal language defined by IEC11313 standard. This language is used to write boolean and numeric
equations as well as program structures.
General Information
ST literal language is used in the same way as low level literal
language and extended literal language.

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Commands are used to establish the sections in ST literal language
« #BEGIN_ST » indicates the beginning of an ST language section.
« #END_ST » indicates the end of an ST language section.
Example:
m200=[50]

; extended literal language

#BEGIN_ST
m201:=4;

(* ST language *)

#END_ST

It is also possible to choose to use ST language for an entire sheet.
This selection is made in the properties dialogue box on each sheet.
On a sheet where ST language is the default language it is possible to
enter low level and extended literal language by using the commands
« #END_ST » and « #BEGIN_ST ».

Comments for ST language must start with « (* » and end with « *) ».
ST language instructions end with the character « ; ». Multiple
instructions can be written on the same line.
Example:
o0:=1; m200:=m200+1;

Boolean equations
The general syntax is:
variable:= boolean equation;

Boolean equations can be composed of a constant, a variable or
multiple variables separated by operators.
Constants can be: 0, 1, FALSE or TRUE.

Examples:
o0:=1;
o1:=FALSE;

The operators used to separate multiple variables are: + (or), . (and),
OR or AND.
« And » has priority over« Or ».

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Example:
o0:=i0+i1.i2+i3;

Will be treated as:
o0:=i0+(i1.i2)+i3;

Parentheses can be used in the equations to indicate priorities.
Example:
o0:=(i0+i1).(i2+i3);

Numeric tests can be used.
Example:
o0:=m200>5.m200<100;

Numeric equations
The general syntax is:
variable:= numeric equation;

Numeric equations can be composed of a constant, a variable or
multiple variables separated by operators.
The constants can be expressed as decimal, hexadecimal (prefix #16)
or binary (prefix #2) values.

Examples:
m200:=1234;
m201:=16#aa55;
m202:=2#100000011101;

Operators are used to separate multiple variables or constants in their
order of priority.
* (multiplication),/ (division), + (addition), - (subtraction), & or AND
(binary and), XOR (binary exclusive or), OR (binary or).
Examples:
m200:=1000*m201;
m200:=m202-m204*m203;

(* equivalent to m200:=m202-(m204*m203) *)

Parentheses can be used in the equations to indicate priority.

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Example:
m200:=(m202-m204)*m203;

Programming structures
IF THEN ELSE test
Syntax:
IF condition THEN action ENDIF;

and
IF condition THEN action ELSE action ENDIF;

Example:
if i0
then o0:=TRUE;
else
o0:=FALSE;
if i1 then m200:=4; endif;
endif ;

WHILE loop
Syntax:
WHILE condition DO action ENDWHILE;

Example:
while m200<1000
do
m200:=m200+1;
endwhile;

REPEAT UNTIL loop
Syntax:
REPEAT action UNTIL condition; ENDREPEAT;

Example:
repeat
m200:=m200+1;
until m200=500
endrepeat;

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FOR TO loop
Syntax:
FOR variable:=start value TO end value DO action ENDFOR;

or
FOR variable:=start value TO end value BY no DO action ENDFOR;

Example:
for m200:=0 to 100 by 2
do
m201:=m202*m201;
endfor;

Exiting a loop
The key word « EXIT » is used to exit a loop.
Example:
while i0
m200:=m200+1;
if m200>1000 then exit; endif;
endwhile;

Example of a program in extended literal language
Let's go back to our example in the previous chapter
Solution:
0

_ a v 1 _ : =T R U E ;
i f _ t 1 d_ t h e n _ dv 1 _ : = T R UE ; e n d i f ;
i f _ t 1 i_ t h e n _ dv 1 _ : = F A LS E ; e n d i f;

 Example\lit\ST literal 1.agn

Organization chart
AUTOMGEN implements a « organization chart » type program.
Literal languages must be used with this type of program. See the
previous chapters to learn how to use these languages.
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The basis of programming with an organizational chart form is the
graphic representation of an algorithmic treatment.
Unlike Grafcet language, programming in the organizational chart form
generates a code which will be executed one time per search cycle.
This means that it is not possible to remain in an organizational chart
rectangle it is mandatory for the execution to exit the organizational
chart to continue to execute the rest of the program..
This is a very important point and must not be forgotten when this
language is selected.
Only rectangles can be drawn. The contents of a rectangle and its
connections determine if the rectangle is an action or a test.
Creating an organizational chart
The rectangles are drawn by selecting the command « Add … / Code
box» from the menu (click on the right side of the mouse on the bottom
of the sheet to open the menu).
(key [<]) at the entry of each
It is necessary to place a block
rectangle, this must be placed on the upper part of the rectangle.
If the rectangle is an action it will have only one exit represented by a
block (key [E]) on the lower left side of the rectangle.
An action rectangle:

If the rectangle is a test it must have two outputs. The first is
(key [E]) on the lower left side and is for
represented by a block.
a true test, the second represented by a block
(key [=]) is
immediately to the right of the other output and is for a false test.

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A test rectangle:

The branches of the organizational chart must always end with a
rectangle without an output that could remain empty.
Rectangle content
Action rectangle content
Action rectangles can contain any kind of literal language instructions.
Test rectangle content
Test rectangles must contain a test that complies with the test syntax
of the IF...THEN...ELSE... type structure of extended literal language.
For example:
IF (i0)

It is possible to write actions before this test in the test rectangle.
This can be used to make certain calculations before the test
For example, if we want to test if the word 200 is equal to the word 201
plus 4:
m202=[m201+4]
IF(m200=m202)

Illustration
Our first, now typical, example, is to make a locomotive make round
trips on track 1 of the model.

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Solution:

se t _ av 1_

if (_ t 1d _)

se t _ dv 1_

i f( _t 1 i_ )

r es _ d v1 _

 Example\ Ornagization chart\ Ornagization chart 1.agn
Second example
Conditions:
Make all the model light flash. The light change states every second.

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Solution:

$t0=10

t0=( t0)

_index%m_=[?_s1d_]

inv o(_index%m_) and t0

inc _index%m_

_calcul%m_=[?_s8i_+1]

IF(_index%m_=_calcul%m_)

 Example\ Ornagization chart\ Ornagization chart 2.agn
Note the use of automatic symbols in this example.

Function blocks
AUTOMGEN implements the use of function blocks.
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This modular programming method is used to associate a set of
instructions written in literal language to a graphic element .
Function blocks are defined by the programmer. Their number is not
limited. It is possible to create sets of function blocks to allow a
modular and standardize concept of applications.
Function blocks are used within flow chart or ladder type models, they
have n boolean inputs and n boolean outputs. If the block is going to
treat variables which are not boolean, then they will be mentioned in
the drawing of the function block. The inside of the block can receive
parameters: constant or variable.

Block boolean
inputs
(maximum 16)

Block
parameters
(maximum 16)

Block boolean
outputs
(maximum 16)

Creating a function block
A function block is composed of two separate files. One file has
« .ZON » extension which contains the drawing of the function block
and a file with « .LIB » extension which contains a series of
instructions written in literal language which establish the functionality
of the function block.
The « .ZON » and « .LIB » files must bear the name of the function
block. For example, if we decide to create a function block
« MEMORY », we need to create the files « MEMORY.ZON » (to draw
the block) and « MEMORY.LIB » (for the functionality of the block).
Drawing a block and creating a « .ZON » file
The envelop of a function block is composed of a code box to which
blocks dedicated for the function block are added.
To draw a function block follow the steps below:

Ö use the assistant (recommended)
Or:

Ö draw a code box (use the command « Add …/Code box » from the menu):
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Ö place a block

(key [8]) on the upper right corner of the code box:

Ö place a block

(key [9]) on the upper right corner of the code box:

Ö delete the line at the top of the block (key [A] is used to place blank blocks):

Ö click with the left side of the mouse on the upper left corner of the functional
block, then enter the name of the functional block which must not be more than
8 characters (the « .ZON » and « .LIB » files must bear this name), then press
[ENTER].

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Ö if additional boolean inputs are necessary, a block must be used
or

(key [;])

(key [:]), the added inputs must be located right below the first input, no

free space should be left,

Ö if additional boolean outputs are needed a block must be added
or

(key [>])

(key [?]), the added outputs must be located right below the first

output, no free space should be left,

Ö the interior of the block can contain comments or parameters, the parameters
are written between braces « {...} ». Everything not written between braces is
ignored by the compiler. It is interesting to indicate the use of boolean inputs
and outputs inside the block.

Ö when

the block is finished, the command « Select » must be used from the

« Edit » menu to select the drawing of the functional block, then save it in the
« .ZON » file with the « Copy to» command from the « Edit » menu.

Creating an « .LIB » file
The « .LIB » file is a text file containing instructions in literal language
(low level or extended). These instructions establish the functionality of
the function block.
A special syntax is used to refer to block boolean inputs, block boolean
outputs and block parameters.
To refer to a block boolean input, use the syntax« {Ix} » where x is the
number of the boolean input expressed in hexadecimal (0 to f).
To refer to a block boolean output, use the syntax« {Ox} » where x is
the number of the boolean output expressed in hexadecimal (0 to f).
To refer to a block parameter use the syntax « {?x} » where x is the
number of the parameter in hexadecimal (0 to f).
The .LIB can be placed in the « lib » sub-directory of the AUTOMGEN
installation directory or in the project resources.
Simple example of a function block
We are going to create a « MEMORY » function block which contains
two boolean inputs (set to one and reset) and a boolean output
(memory state).
The block drawing contained in the « MEMORY.ZON » file is:

Block functionality contained in the « MEMORY.LIB » file is:
{O0}=(1)({I0})

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{O0}=(0)({I1})

The block can then be used in the following way:

or

To use a function block in an application, select the command «Paste
from » from the « Edit » menu and select the « .ZON » file
corresponding to the function block used.
Illustration
Let's go back to our typical example.
Conditions:
Round trip of a locomotive on track 1 of the model.
Solution:
t1d

A LL E R R E T
c a pt e u r d r o it

t1i

c a pt e u r g a u ch e

a l i m en t a t i o n

AV 1

d ir e c t i o n

DV 1

B F a l l e r / r e to u r

 Example\fb\fb 1.agn
; bloc fonctionnel ALLERRET
; aller retour d’une locomotive sur une voie
; les entrées booléennes sont les fins de course
; les sorties booléennes sont l’alimentation de la voie (0) et la direction
(1)
; toujours alimenter la voie
set {O0}
; piloter la direction en fonction des fins de course

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{O1}=(1)({I0})
{O1}=(0)({I1})

To illustrate the use of function blocks, let's complete our example.
Conditions:
Round trip of two locomotives on tracks 1 and 3.
Solution:
t1d

A LL E R R E T
c a pt e u r d r o it

t1i

c a pt e u r g a u ch e

a l i m en t a t i o n

AV 1

d ir e c t i o n

DV 1

a l i m en t a t i o n

AV 3

B F a l l e r / r e to u r

t3d

A LL E R R E T
c a pt e u r d r o it

t3i

c a pt e u r g a u ch e

d ir e c t i o n

N DV3

B F a l l e r / r e to u r

 Example\ fb\fb 2.agn
This example shows that with the same function block it is easy to
make different modules of an operative party function in the identical
manner.
Let's complete our example to illustrate the use of parameters
Conditions:
The two locomotives must make a delay at the end of the track. For
locomotive 1: 10 seconds on the right and 4 seconds on the left, for
locomotive 2: 20 seconds on the right and 8 seconds on the left.

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Solution:
t1d

A RA T T
c a pt e u r d r o it

t1i

c a pt e u r g a u ch e

a l i m en t a t i o n

AV 1

d ir e c t i o n

DV 1

t e mp o r i s a t i on 1 { t 0 }
a t te n t e a d ro i t e : { 10 0 }
t e mp o r i s a t i on 2 { t 1 }
a t te n t e a g au c h e : { 40 }
B F a l l e r / r e to u r a v e c a t t e n t e

t3d

A RA T T
c a pt e u r d r o it

t3i

c a pt e u r g a u ch e

a l i m en t a t i o n

d ir e c t i o n

AV 3

N DV3

t e mp o r i s a t i on 1 { t 2 }
a t te n t e a d ro i t e : { 20 0 }
t e mp o r i s a t i on 2 { t 3 }
a t te n t e a g au c h e : { 80 }
B F a l l e r / r e to u r a v e c a t t e n t e

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; bloc fonctionnel ARATT
; aller retour d'une locomotive sur une voie avec attente
; les entrées booléennes sont les fins de course
; les sorties booléennes sont l'alimentation de la voie (0) et la
direction (1)
; les paramètres sont:
;
0: première temporisation
;
1: durée de la première temporisation
;
2: deuxième temporisation
;
3: durée de la deuxième temporisation

; prédisposition des deux temporisations
${?0}={?1}
${?2}={?3}
; alimenter la voie si pas les fins de course ou si tempo. terminées
set {O0}
res {O0} orr {I0} eor {I1}
set {O0} orr {?0} eor {?2}
; gestion des temporisations
{?0}=({I0})
{?2}=({I1})
; piloter la direction en fonction des fins de course
{O1}=(1)({I0})
{O1}=(0)({I1})

 Example\ fb\fb 3.agn
Supplementary syntax
Supplementary syntax is used to make a calculation on the reference
variable numbers in the « .LIB » file.
The syntax « ~+n » added after a reference to a variable or a
parameter, adds n.
The syntax « ~-n » added after a reference to a variable or a
parameter subtracts n.
The syntax « ~*n » added after a reference to a variable or parameter,
multiplies by n.
It is possible to write many of these commands, one after the other,
they are evaluated from left to right.
This mechanism is useful when a function block parameter needs to
be used to refer to a table of variables.
Examples:
{?0}~+1

referring to the following element the first parameter, for example if the
first parameter is m200 this syntax refers to m201.
M{?2}~*100~+200

referring to the third parameter multiplied by 100 plus 200, for example
if the third parameter is 1 that syntax refers to M 1*100 + 200 thus
M300.
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Evolved function blocks
This functionality is used to create very powerful function blocks with
greater ease than the function blocks managed by files written in literal
language. This programming method uses a functional analysis
approach.
It does not matter which sheet or set of sheets become a function
block (sometimes called encapsulating a program).
The sheet or sheet which describe the functionality of a function block
can access variables which are outside the function block: block
boolean inputs, boolean outputs and parameters.
Principles for use and more importantly the use of external variables is
identical to the old function blocks.
Syntax
To refer a variable outside a function block it is necessary to use a
mnemonic included in the following text: {In} to refer the boolean input
n, {On} to refer the boolean output n, {?n} to refer parameter n. The
mnemonic must start with a letter.
Differentiating between new and old function blocks
The file name written on the function block drawing indicates if it is an
old (managed by an LIB file) or new function block (managed by a
GR7 sheet). The name of an old function block does not have an
extension, for a new one the extension GR 7 must be added. The
sheet containing the code which manages the functionality of the
function block must be entered in the list of project sheets. In the sheet
properties « Function Block » must be selected.

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Example
Contents of VERINB sheet:
B F v ér in b i st ab l e

10

cd e o uv er t ur e{ i 0} .

20

o uv er t {i 2}

O UV R IR {O 0 }

c d e fe r me tu re { i1 } .

30

fe r me {i 3} .

c d e ou v er tu r e{ i0 }

F ER ME R {O 1}

ou ve r t{ i2 }

f e rm e{ i 3}

40

d ur e e{ ?0 } / x4 0 / te mp o {? 1}

Call up a function block
u100

V E R I NB . G R 7
CDE O

O

O0

u101

CDE F

F

O1

i1

O

i0

F
Durée
{10s}
T e m p o ri s a t i o n
{T0}

VERIN BISTABLE

 Example\fb\Fb with sfc inside.agn

Predefined function blocks
Conversion function blocks are located in the sub-directory « \LIB » of
the directory where AUTOMGEN is installed.
The equivalents in macro-instructions are also present.
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To insert a function blocks and its parameters in an application select
« Pre-set function block » from the « Assistant / Function block» dialog
box.
Conversion blocks
ASCTOBIN: converts ASCII to binary
BCDTOBIN: converts BCD to binary
BINTOASC: converts binary to ASCII
BINTOBCD: converts binary to BCD
GRAYTOB: converts gray code to binary
16BINTOM: transfers 16 boolean variables to a word
MTO16 BIN: transfers a word to 16 boolean variables
Time delay blocks
TEMPO: upstream time delay
PULSOR: parallel output
PULSE: time delay pulse
String blocks
STRCMP: comparison
STRCAT: concatenation
STRCPY: copy
STRLEN: calculate the length
STRUPR: set in lower case
STRLWR: set in upper case
Word table blocks
COMP: comparison
COPY: copy
FILL: fill

Advanced techniques
Compiler generated code
This chapter deal with the form of code generated by compilation of
such or that type of program.
The utility « CODELIST.EXE » is used to translate « in clear » a file of
intermediate code « .EQU » (also called pivot language).
We are going to do the following: load and compile the first
programming example in the « Grafcet » chapter: « simple1.agn » from
the directory « Example\grafcet »:

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0

AV1

t1d

1

AV1 , DV1

t1i

Double click on « Generated files/Pivot code » in the browser.
You will obtain the following list of instructions:
:00000000: RES x0
AND i0
:00000002: SET x0
AND b0
:00000004: SET x0
AND x1 AND i1
:00000007: RES x1
AND i1
:00000009: SET x1
AND x0 AND i0
; Le code qui suit a été généré par la compilation
de: 'affectations (actions Grafcet, logigrammes et
ladder)'
:0000000C: EQU o0
ORR @x0 EOR @x1
:0000000F: EQU o23
AND @x1
This represents the translation of a « simple1.agn » application into
low level literal language
The comments indicate where the portions of code came from, this is
useful if an application is composed of multiple sheets.
Obtaining this list of instructions may be useful for answering
questions regarding code generated for some program form or the use
of some language.
In certain cases « critiques », for which it is important to know
information such as « how many cycles does it take before this action
becomes true ? » a step by step way and an in-depth examination of
generated code will prove to be indispensable.
Optimizing generated code
Various levels of optimization are possible.
Optimizing compiler generated code
The compiler optimization option is used to greatly reduce the size of
generated code. This command requires that the compiler manage
fewer lines of low level literal language, consequently increasing
compiling time.
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Depending on the post-processors used, this option involves an
improvement in the size of the code and/or the execution time. It is
advisable to carry out some tests to determine if this command is of
interest or not depending on the nature of the program and the type of
target used.
Normally, it is useful with post-processors for Z targets.
Optimizing post-processor generated code
Each post-processor may possess options for optimizing generated
code. For post-processors which generate construction code, see the
corresponding information.
Optimizing cycle time: reducing the number of time delays on Z
targets
For Z targets, the number of stated time delays directly affects the
cycle time. Try to state the minimum time delays based on the
application requirements.
Optimizing cycle time: canceling scanning of certain parts of the
program
Only targets which accept JSR and RET instruction support this
technique.
Special compilation commands are used to validate or « invalidate »
scanning of certain parts of the program.
They are the sheets which define the portions of applications.
If an application is broken down into four sheets than each one can be
separately « validated » or « invalidate ».
A command « #C(condition) » placed on the sheet conditions the
searching of the sheet up to a sheet containing a « #R » command.
This condition must use the syntax established for the tests.
Example:
If a sheet contains the two commands:
#C(m200=4)
#R

Then everything that it contains will not be executed except word 200
containing 4.

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Examples
Regarding examples
This part contains a series of examples providing an illustration of the
different programming possibilities offered by AUTOMGEN.
All of these examples are located in the « example » sub-directory in the
directory where AUTOMGEN is installed.
This section contains the most complete and complex examples
developed for a train model. The description of this model is located at
the beginning of the language reference manual.
Simple grafcet
The first example is a simple line Grafcet

100

i0

110

T0(100)

t0

120

O0,O1,O2

i0

 Example\grafcet\sample1.agn

Ö the transition in step 100 and step 110 is made up of a test on input 0,
Ö step 110 activates the time delay 0 for a duration of 10 seconds, this time
delay is used as a transition between step 110 and step 120,

Ö step 120 activates outputs 0, 1 and 2,
Ö the complement of input 0 will be the transition between step 120 and 100.

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Grafcet with an OR divergence

100

i0

11 0

O1

i4

11 1

O0

i1

120

O2

i2

13 0

i5

O5

i6

13 1

i8

11 2

O3

i3

1 40

O4

i7

O6

i9

O7

i10

 Example\grafcet\sample2.agn
This example shows the use of « Or » divergences and convergences.
The number of branches is not limited by the size of the sheet. It is a
non-exclusive « Or » by standard. For example, if inputs 1 and 2 are
active, then steps 120 and 130 will be set to one.

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Grafcet with an AND divergence

100

i0

110

O0

130

i1

120

O1

160

SO2

170

O4

190

O3

i2

140

i2

150

O5

i4

180

RO2

i7

 Example\grafcet\sample3.agn
This example shows the use of « And» divergences and convergences.
The number of branches is not limited by the size of the sheet.. Also note
the following points

Ö a step may not lead to an action (case of steps 100, 120, and 140),
Ö orders « S » and « R » were used with output o2 (steps 160 and 180),
Ö the transition between step 160 and 170 is left blank, so it is always true, the
syntax « =1 » could also have been used.

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Grafcet and synchronization

0

100

Çx 1

i0

1

i10

110

Èx 1 1 0

O0

i1

i14

O4

i11

O1

i12

O2

i13

O3

 Example\grafcet\sample4.agn
This example shows the possibilities AUTOMGEN offers for
synchronizing multiple Grafcets. The transition between step 100 and
110 « Ïx1 » means « wait for a rising edge on 1 ». The
transition« Ðx110 » means « wait for a falling edge on step 110 ». The
step by step execution of this program shows the exact evolution of the
variables and their front at each cycle. This makes it possible to
understand exactly what happens during the execution. We can also see
the use of multiple actions associated to step 110, which are individually
conditioned here.

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Step setting

10

RC0

i0

20

100

Çi 4

SX100

110

30

+C0

i1

x120

120

 Example\grafcet\sample5.agn
In this example an order « S » (set to one) has been used to set a step.
AUTOMGEN also authorizes setting of a Grafcet integer (see examples
8 and 9). Again in this example, the step by step execution lets us
understand the exact evolution of the program over time. We can also
see:

Ö use of an non-looped Grafcet (100, 110, 120),
Ö use of the order « RC0 » (reset by counter 0),
Ö use of the order « +C0 » (incremented by counter

0),conditioned by the

rising edge of input 4, due to incrementation by the counter, so it is
necessary that step 100 be active and that a rising edge is detected on input 4.

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Destination and source steps
Çi 0 .i 1

10 0

O0

Çi 0

11 0

O1

Çi 0

12 0

O2

Çi 0

13 0

O3

Çi 0

 Example\grafcet\sample6.agn
We have already seen similar forms, where the first step is activated by
another Grafcet. Here activation of step 100 is realized by the transition
« Ïi0 . i1 » (rising edge of input 0 and input 1). This example represents
a shift register. « i1 » is information to memorize in the register and « i0 »
is the clock which makes the shift progress. Example 7 is a variation
which uses a time delay as a clock.

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Destination and source steps
Çt 0 . i 1

100

O0

Çt 0

110

O1

Çt 0

120

O2

Çt 0

130

O3

t0

1000

T0(10)

Çt 0

 Example\grafcet\sample7.agn
Here again is the structure of the shift register used in example 6. This
time the shift information is generated by a time delay (t0). « Ït0 »
represent the rising edge of the time delay, this information is true during
a cycle when the time delay has finished. Step 1000 manages the launch
of the time delay. The action of this step can be summed up as:
« activate the count if it is not finished, otherwise reset the time delay».
The functionality diagram of the time delays of this manual will help you
to understand the functionality of this program.

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Setting Grafcets

0

100

Ç bp depart de cycle

arret urgence

1

F100:{}

110

arret urgence

2

VOYANT INIT

MOTEUR

bp fin de cycle

F100:{100}

 Example\grafcet\sample8.agn

This example illustrates the use of a Grafcet set command. The order
« F100:{} » means « reset all the Grafcet steps where one of the steps
bears the number 100 ». Order « F100:{100} » is identical but sets step
100 to 1. We have used symbols for this example:

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Memorizing Grafcets
# B 20 0

0

1 00

Ç b p de p a r t d e cy c l e

a r r e t u r g en c e

1

V O Y AN T I NI T

G 1 0 0 :1 0 0

1 10

M O T EU R

bp f in d e c y c l e

2

F 1 0 0 :( )

a r r et u r ge n c e

3

F 1 0 0 :1 0 0

 Example\grafcet\sample9.agn

This example is a variation of the previous program. The order
« G100:100 » of step 1 memorizes the Grafcet production state before it
is reset. When it starts again the production Grafcet will be put back in
the state or the state it was in before the break, with order « F100:100 ».
The Grafcet production state is memorized starting from bit 100 (this is
the second parameter of orders « F » and « G » which indicates this
site), command « #B200 » reserves bits u100 to u199 for this type of
use. We can see that a « #B102 » command would have been sufficient
here because the production Grafcet only needed two bits to be
memorized (one bit per step).

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Grafcet and macro-steps

0

O0

i0

1

i1

2

O1

i2

3

i3

E

10

SO10

i10

20

RO10

S

 Example\grafcet\sample11.agn
This example illustrate the use of macro-steps. The «Macro-step 1 » and
« Macro-step 3 » sheets represent the expansion of macro-steps with the
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input and output steps. Steps 1 and 3 of the «Main program » sheet are
defined as macro-steps. Access to macro-step expansion display can be
done by clicking the left side of the mouse on the macro-steps.
Linked sheets

0

O0

i0

1

O1

i1

2

O2

i2

3

SUITE

continue

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4

O3

suite

5

O4

i3

6

O5

i4

7

CONTINUE

 Example\grafcet\sample12.agn
In this example two sheets have been used to write a program. The
symbols « _NEXT_ » and « _CONTINUE_ » have been stated as bits
(see the symbol file) and are used to make a link between the two
Grafcets (this is another synchronization technique that can be used with
AUTOMGEN).

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Flow chart
i0

O

O0

i1

i2

&

O

i3

i4

i5

i6

&

i7

i8

i9

i10

 Example\logigramme\sample14.agn
The flow chart example shows the use of different blocks: the
assignment block associated to key [0] to the left of the action rectangle
the « no » block associated with key [1] which complements a signal and
the test fixing blocks and « And» and « Or » functions.

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Grafcet and Flow Chart

0

Ç bp depart de cycle

1

fin de cycle

bp manuel

MOTEUR

étape 1

&

sécurité 1

O

sécutité 2

O

 Example\logigramme\exempl15.agn
In this example a Grafcet and a Flow Chart are used together. The
symbol « _step1_ » used in the flow chart is associated to variable
« x1 ».
This type of programming clearly displays activation conditions of an
output.

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Literal language box
0

SO0

1
m200=[0]

; m200 est utilisé comme index

res _flag une entrée est à un_
WHILE( _flag une entrée est à un_.m200<100)
IF(i(200))
THEN
set _flag une entrée est à un_
ENDIF
inc m200
ENDWHILE

flag une entrée est à un

flag une entrée est à u

2

RO0

 Example\lit\sample16.agn
This program which associates Grafcet and literal language box is for
testing inputs i0 to i99. If one of the inputs is at one, then step 2 is active
and the Grafcet is in a state where all evolution is prohibited. The
symbol. « _flag an input is at one_ » is associated to bit u500. An
indexed addressing is used to scan the 100 inputs. We can also see the
simultaneous use of low level and extended literal language.

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Organizational chart

IF(_bp validation_)

bta _entrée roue codeuse_
ana %0000000000000111
sta _valeur roue codeuse_

; fin

 Example\organigramme\sample18.agn
This example shows the use of an organizational chart for effecting an
algorithmic and numeric treatment. Here three inputs from a code wheel
is read and stored in a word if a validation input is active.

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Organizational chart

m200=[10]

o(200)=(1)
m 2 0 0 = [ m 2 0 0+ 1 ]
I F ( m 2 0 0 = 3 0)

; F i n d e la
; boucle

 Example\organigramme\sample19.agn
This second example of an organizational chart creates a loop structure
which is used to set a series of outputs (o10 to o29) with an indirect
addressing(« o(200) »).

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Function block
i16

RO0

i17

&

i0

COMPTAGE
R.A.Z.

i1

COMPTAGE

SO0

VAL. INIT
{100}
BORNE MAX
{110}
VARIABLE
{m200}

 Example\bf\sample20.agn

; Gestion de l'entrée de RAZ
IF({I0})
THEN
{?2}=[{?0}]
ENDIF
; Gestion de l'entrée de comptage
IF(#{I1})
THEN
{?2}=[{?2}+1]
ENDIF
; Teste la borne maxi

IF({?2}={?1})
THEN
{O0}=(1)
{?2}=[{?0}]
ENDIF
ELSE
{O0}=(0)
ENDIF

count lib (included in project resources)

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This example illustrates the use of a function block. The functions of
the« COUNT » block that we have defined here are as follows:

Ö the count will start from an init value and will finish at a maximum limit value
Ö while the count value waits for the maximum limit it will be set the initial
value and the block output will pass to one during a program cycle.,

Ö the

block will have a RAZ boolean input and a count input on the rising

edge.

Function block
O U_ E X C L U

O U_ E X C L U

=1

=1

i0

i1
O U_ E X C L U
i2
=1
i3
O U_ E X C L U

O U_ E X C L U

=1

=1

i4

O0

i5

 Example\bf\sample21.agn
; Ou exclusif
neq {o0} orr /{i0} eor {i1} orr {i0} eor /{i1}
ou_exclu.lib (included in the project resources)
This second example of a function block shows the multiple use of the
same block. The « EXCLUSIVE_OR » block creates an exclusive or
between the two boolean inputs This example uses 5 blocks to create an
exclusive or among 6 inputs (i0 à i5). The « EXCLUSIVE_OR.LIB » listed
below supports the functionality of the block. The exclusive or boolean
equation is as follows: « (i0./i1)+(/i0.i1) ».
The equivalent form used here makes it possible to code the equation on
a single line of low level literal language without using intermediate
variables.

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Ladder
i0

i7

i1

i8

i2

i9

O0

i3

i10

O1

i4

i11

O2

i5

i12

O3

i6

i13

O4

 Example\laddersample22.agn
This example illustrates the use of ladder programming.

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Example developed on a train model

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The adventures of Doctor R.
Educational training manual for AUTOMGEN users

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Distribution
Doctor R. ………………………………………………… Mister R.

Doctor R. in the home automation kingdom
We are going to look at different example which can be directly applied
in a home automation project. From an initial easy manner, these
examples can be used to learn the different aspects that are the basis
of automatisms and AUTOMGEN and IRIS training

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This symbol will be used in the following for partial command (for example a
programmable robot.

Is it necessary to explain that this

represents an bulb,

a push button

and a switch ?

First example: « which came first the bulb or the switch … »
A simple switch and a simple bulb: the switch is wired on input i0, the
bulb on output o0. If the switch is closed then the bulb lights up, if the
switch is open the bulb goes off. Hard to make it any simpler.

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Solution 1: natural language of an electrician: ladder

The ladder is the most direct transcription of a wiring diagram. The
contact receives the name of the input where the switch is wired, the
coil the name of the output where the bulb is wired.
Solution 2: the sequential language of the automation specialist:
Grafcet

Grafcet is based on the idea of state. For our problem we could say
that there are two states: the on state and the off state. Each step
represents a state: here step 0 represents the off state and step 1 the
on state. The condition which makes the off state go to the on state
still needs to be determined: here the off switch (see i0) then the
condition the causes the change from the on state to the off state: here
the open switch (see / i0). The conditions are written to the right of the
element marked transition. The rectangle associated to step 1 called
action rectangle contains the name of output O0 (the output where our
bulb is wired). So, the state of the bulb is always the same as that for
step 1.

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The happy owners of IRIS can use two BPVOYANT objects to
simulate this first example.

Couldn't they at least
have spared us the
advertising?

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It's your turn to play …

Switch 1 lights bulb 1, switch 2 bulb 2. A Grafcet solution is proposed at the end of
this document.

Second example: « time frames, time-switches and other time
fun… »

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As you certainly deduce, the idea of a time frame is used when a
program, in one way or another, must carry out actions taking into
account data relative to time. For example, waiting for a certain
amount of time before carrying out an action or carrying out an action
within a certain amount of time.
Our second example is as follows: a hallway is equipped with a bulb
and two push button. Pressing one of the push buttons lights the bulb
for two minutes (after this gives Dr. R. plenty of time to cross the
hallway).

Solution 1: simplicity

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Solution 2: improvement
A problem is posed by this solution, if the push button is pressed while
the bulb is lit, the time delay is not reset. Earlier Dr. R thought he had
reset the time switch and found himself in the dark last week.

0
↑(i0+i1)

1

O0

↑(i0+i1)

t0/x1/120s
2

=1

And if you want to try your hand at writing a real program …

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Intelligent management of lighting a hallway: a bulb is placed at
each end. When a switch is pressed: the two bulbs light, then the
bulb that is at the end near the pressed switch goes off at the end of
30 seconds and then the other at the end of one minute.
Third Example: « variation on the theme of coming and
going… »

Remember the ingenious principle of coming and going: two switches
make it possible to turn on or turn off the same bulb.

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Here is a flow chart solution:
i0

O &

O0

i1
O &

Purists will have recognized the exclusive or boolean equation.
Things become really interesting if you want to keep the coming and
going properties with a number of switches greater than 2.

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A solution using AUTOMGEN literal language.

bta i0
sta m203 ; le mot m203 contiendra l'état de 16 entrées
m200=[0] ; ce mot contiendra le nombre d'interrupteurs
; allumés
m201=[4] ; compteur pour quatre interrupteurs
m202=[1] ; pour tester les bits de m203
while (m201>0)
m204=[m202&m203]
if(m204>0)
then
inc m200
endif
dec m201
m202=[m202<1]
endwhile
; arrivé ici, m200 contient le nombre d'interrupteurs à 1
; il suffit de transférer le bit de poids faible de m200
; vers la sortie
o0=(m200#0)

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A cleverer one:

0
↑i0+ ↓i0+ ↑i1+ ↓i1+ ↑i2+ ↓i2+ ↑i3+ ↓i3
1

IO0
=1

« IO0 » means « invert the state of output 0 ».
Try this:
A big room with 6 switches and 10 bulbs. Each switch can be used to
more or less light the room (clearly passing from a state where
everything is off to a state where one bulb is on, then two etc …).

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Fourth example:
intelligent … »

«

And

the

push

button

became

In all the previous examples, the push buttons carried out only one
function. And so the person who used them only had two choices: to
press them or not to press them in order to obtain a function (turning
on or off). Image a « better performing » push button able to receive
two types of pressure: a short pressure (arbitrarily less than one
second) or a long pressure (arbitrarily at least a second).

For this example four push buttons and four bulbs. By default, in
normal use each push button is associated to a bulb. A short press on
a push button turns on or off the associated bulb. Each push button
must allow piloting one bulb or all of the bulbs. The table below
describes this functionality.
Type of action on push button

Result

One short press
One long press and one short one
One long press and two short ones
One long press and three short ones
One long press and four short ones
Two long presses and a short one
Tow long presses and two short ones

The associated bulb changes state
Bulb 1 changes state
Bulb 2 changes state
Bulb 3 changes state
Bulb 4 changes state
All the bulbs go out
All the bulbs go on

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i0

M200#0

i1./i0

M200#1

i2./i0./i1

M200#2

i3./i0./i1./i2

M200#3

Attendre qu'un bouton poussoir soit enfoncé

0

{M201=[M200]}
m200<>0

10

m200=0
Relâché rapidement

t0/x10/1s.m200<>0
Toujours enfoncé au bout d'une seconde
40

RM210,RM211

Inverser l'état de l'ampoule associée
30

RAZ compteur nombre d'appuis longs et nombre d'appuis courts

{BTA O0,XRA M201,ATB O0}

m200=0
Attendre que le bp soit relâchée

=1

50

m200=0.t2/x50/1s

{M201=[M200]}

m200<>0
60

Suivant le nombre de pressions ...
m210=1.m211=0
100

IO0

m200=0
Relâché rapidement
m210=2.m211=0

IO1

70

+M210

t1/x60/1s.m200<>0
Toujours enfoncé au bout d'une seconde
80

=1
m210=3.m211=0

+M211
=1

90

IO2

m200=0
Attendre que le bp soit relâché
m210=4.m211=0

IO3
m210=1.m211=1
RO0,RO1,RO2,RO3
m210=2.m211=1
SO0,SO1,SO2,SO3

=1

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This ends our educational training manual. We hope that it has
allowed you to discover the possibilities of AUTOMGEN.
We have one last exercise for you.
Automate your aunt Hortense's apartment bearing in mind her
excessive fondness for nickel-plated switches.

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The solutions …
« which came first the switch or the bulb … »

Just write two identical Grafcets. Each one is separately occupied by a
switch and a bulb.
« time delays, time switches and other time fun… »

0

↑i0
10

O0,O1

↑i1
50

t0/x10/30s
30

O1
t1/x30/30s

O0,O1
t2/x50/30s

70

O0
t3/x70/30s

A simple version with no time switch reset management.
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0

↑i0

10

↑i1

↑i0

↑i1

O0,O1

50

t0/x10/30s

20

30

O0,O1

↑i1

t2/x50/30s

O1

70

O0

60

=1

↑i1

↑i0

=1

↑i0

t1/x30/30s

↑i1

t3/x70/30s

40

↑i0

80
=1

=1

Resetting the time switch makes the program very complex.
↑i0

0

x10

RT0

x30

F0:{10}

x50

↑i0
10

O0,O1

↑i1
50

t0/x10/30s
30

O1
t1/x30/30s

x70

O0,O1

↑i1

t2/x50/30s
70

O0

x50

RT2

x10

F0:{50}

x30

t3/x70/30s

x70

The third solution uses Grafcet, ladder language and Grafcet settings.
The program remains readable.

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« variation on the theme of coming and going …»

0

{BTA I0,ANA %11111,STA M200}
m200<>m201

1

{LDA M200,STA M201}

o0
SO0

=1

SO1
o4

SO5

o1
SO2

o5
SO6

o2
SO3

o6
SO7

o3
SO4

o7
SO8

o8
SO9

o9
RO0,RO1,RO2,RO3,RO4,RO5,RO6,RO7,RO8,RO9

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AUTOMSIM

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Introduction
AUTOMSIM is a pneumatic / electrical / hydraulic simulation module.
It can be used independently
AUTOMGEN8 applications:

or

in

addition

to

the

AUTOMATION
application

Electrical,
pneumatic and
hydraulic
simualtion

SCADA and 3D
process
simulation

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Installation
To install AUTOMSIM, install AUTOMGEN. In options, be sure that
« AUTOMSIM » is checked.

Practical experience
Let us do a simple example: cylinder + directional valve

Click with the right side of the mouse on « AUTOMSIM »

Select “Add an AUTOMSIM page”

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Click with the right side of the mouse on the AUTOMSIM sheet (right
part) then select “Add an object”

Select “double acting cylinder”, and then click on “Open”.
Repeat the steps above then add a 4/2 directional valve with
monostable hand control, a pressure source and a pneumatic exhaust.

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You should obtain the following:

Create connections between the different components: Move the
cursor over the connections (light blue circles), press the left button of
the mouse then release it, move the cursor of the mouse to the
connection where the link must be connected, press the left button of
the mouse then release it.
Repeat the above step for each connection until the following result is
achieved:

Click on the “GO” button on the toolbar.

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The cylinder shaft will come out. To make it go back in, click on the
manual control of the distributor.
While it is running, you can make changes, add objects, move them,
etc…
With AUTOMSIM, it is not necessary to stop simulation!
To end the simulation, click again on “GO”.

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AUTOMGEN’s “beginner” mode
AUTOMGEN’s “Beginner” mode allows you to use simplified palettes
for AUTOMSIM. The “Beginner, automaton, electricity and pneumatic”
mode allows you to use an environment where a programmable
automaton is already “pre-wired”:

In order to reference the automaton’s inputs and outputs, the %In
(where n=the number of the input) or %Qn (where n=the number of the
output) can be used. It is also possible to “drag” the name of an input
or output by clicking on its name on the AUTOMSIM diagram and
moving the cursor to a transition or action rectangle of the
AUTOMGEN sheet. Programming can thus be done just using the
mouse.

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Using AUTOMSIM
Organizing applications
AUTOMSIM applications are written on one or more sheets that
appear in the tree structure of AUTOMGEN. The objects are then
placed on the sheet(s): an object = a component such as a cylinder or
an electrical contact.

Opening an existing application
The subdirectory « Examples / automsim » of the installation directory
of AUTOMGEN contains examples done with AUTOMSIM.

Creating an AUTOMSIM sheet
To add an AUTOSIM sheet in the tree structure of a project, click with
the right button of the mouse on the “AUTOMSIM” component in the
tree structure, then select “Add an AUTOMSIM page”.

An AUTOMSIM sheet is then created.

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Adding an object onto an AUTOMSIM sheet
Click with the right button of the mouse on the AUTOMSIM sheet (
shown below on the right) and select “Add an object”.

The selection assistant for an object then appears:

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The assistant shows a preview of the object in the bottom of the
window. To add the object onto the AUTOMSIM sheet, click on “Open
the object”.
Then move the mouse to place the object on the AUTOMSIM sheet,
press the left button of the mouse and release it to leave the object.
You will obtain the following result:

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Using the palette
1- Click on the object(s) in the palette (they appear as selected):
framed by black squares).

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2- Click on the selected object(s), keep the button pressed and
drag the object onto the sheet.

Selecting one or more objects.
To select an object, move the cursor of the mouse over the object,
press the left button of the mouse and release it. Black squares appear
around the objects when they are selected:

To deselect an object, repeat the same step.

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To select several objects: keep the SHIFT key of the keyboard
pressed and select several objects following the method described
above.
To select several objects that are in the same area: press the left
button of the mouse, move the cursor of the mouse – a selection
rectangle emerges – release the left button of the mouse when the
selection rectangle is of the desired size.
To select an object that is under another object (several objects can be
superimposed), click several times with the left button of the mouse on
the objects covering each other: at each click, the selection moves
from one object to the other.

Selecting one or more objects
Move the cursor over one or more selected objects – the cursor of the
mouse takes on the appearance of four direction arrows – press the
left button of the mouse, move the objects by moving the mouse,
release the left button of the mouse when the desired position for the
objects is reached.

Deleting one or more objects
Move the cursor over one or several selected objects, press then
release the right button of the mouse and select “Delete”.

Changing the orientation of one or more objects
Move the cursor over one or more selected objects, press then release
the right button of the mouse and select the desired setting in the
“Rotation” menu.

Copying/cutting one or more objects to the clipboard
Move the cursor over one or more selected objects, press then release
the right button of the mouse and select “Copy” or “Paste”.

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Pasting one or more objects from the clipboard
Press then release the right button of the mouse over an empty area of
the AUTOMSIM sheet and select “Paste” in the menu.

Modifying object properties.
Move the cursor over one or more selected objects, press then release
the right button of the mouse and select “Properties”.
Example of the properties of a directional valve:

Exporting one or more objects
Move the cursor over one or more selected objects, press then release
the right button of the mouse and select “Export”.
The objects are exported to files with the extension .ASO.
By exporting to the subdirectory “automsim/lib” of the installation
directory of AUTOMGEN, the new objects created appear in the
AUTOMSIM assistant. The name of the file is the name shown in the
assistant. If the name must contain the character ‘/’, substitute this
character with ‘@’ in the file name.

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Advanced functions
Interactions between objects
Interactions between AUTOMSIM objects are realized either by visual
links defined on the sheets (a pneumatic or electrical line connecting
two objects, for example) or by a symbol. A symbol is a generic name,
for example “mini sensor”. A symbol may have any name whatsoever
except for key words reserved for the names of AUTOMGEN variables
(see the AUTOMGEN language reference manual) and symbols used
in the AUTOMGEN symbol table.

Creating sensors associated with a cylinder
The mini and maxi end stops of a cylinder can be configured in the
properties of the cylinder. Example:

References for the symbols used can be found in the electrical
contacts

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For example:

The sensors can also be positioned directly on the AUTOMSIM sheet.
For example:

The gray circle associated with the sensor objects must coincide with
the gray dot located on the piston or the cylinder shaft so that the
sensor is activated.

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Interactions between AUTOMSIM objects and the automaton
program
As seen above, the symbols used in the AUTOMSIM objects allow
information to be exchanged between the objects. Where you want to
communicate solely between AUTOMSIM objects, these symbols
cannot be the names of either AUTOMGEN variables or AUTOMGEN
symbols. If you use the name of an AUTOMGEN variable or an
AUTOMGEN symbol, these AUTOMGEN objects reference the
AUTOMGEN variables and may therefore, depending on the actual
situation, read or write to the automaton application’s variables.
Example:

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Interactions between AUTOMSIM objects and the IRIS 3D
operational unit simulator
In the IRIS 3D “Translations” and “Rotations” behaviors, the
“AUTOMSIM” type allows you to reference the position of an
AUTOMSIM cylinder object (see the example complet2.agn).

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Interactions between AUTOMSIM objects and the IRIS2D
supervision objects
How can a link be made between an IRIS2D pushbutton or switch and
an AUTOMSIM pushbutton or switch?

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How can a link be made between an AUTOMSIM object and an
IRIS2D indicator light?

Comments: note that the AUTOMSIM variables are considered as
numerical variables. It is therefore necessary to write “su=1”

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Drag and drop from an AUTOMSIM variable to an
AUTOMGEN sheet
This application is used, for example, in “Beginner” mode in order to
be able to “drag” the name of inputs or outputs from the automaton to
the AUTOMGEN sheet.
To use this application, use a “Design”-type AUTOMSIM object and
document the “Drag and drop” section with the text that could be
“dragged” from the AUTOMSIM sheet to the AUTOMGEN sheet.

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User-definable objects
The user-definable object will allow you to create your own simulation
objects.
To create such an object, open the following object:

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The object is shown as a grey square as long as it has not been
parameterized:

To access the object definition, open the object’s properties (select the
object, right-click over it then “Properties”) and click on “Define the
object”.

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The “Object width” and “Object height” areas allow you to define the
dimensions of the object.
The “Designs”, “Program” and “Connections” areas allow you to define
the object’s design (its appearance), its behavior and the connections
respectively.

Designs
This area allows you to define the design of the object with the help of
the design primitive. The “Insert”, “Delete” and “Modify” buttons allow
you respectively to add or delete a primitive or to modify the
parameters associated with a primitive. The design primitives use this
system of co-ordinates:
0/0
Object

Horizontal axis

Vertical
axis
Each primitive can receive one or more parameters.
Note that the design primitives only define objects without rotation; the
design with rotation is automatically generated by AUTOMSIM. The

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same is true for the scale: primitives design at scale 1; AUTOMSIM
handles scaling according to the zoom selected by the user.
By clicking on “Insert”, a dialogue box allows you to select a design
primitive.

List of design primitives
Drawing primitive
These primitives produce a drawing.
MOVE
Moves the pen (without drawing).
Parameters:
- horizontal position,
- vertical position.
LINE
Draws a line from the pen’s current position to the position indicated.
Parameters:
- horizontal position,
- vertical position.
RECT
Draws a rectangle.
Parameters:
- horizontal position of the top left corner,
- vertical position of the top left corner,
- horizontal position of the bottom right corner,
- vertical position of the bottom right corner.
ELLI
Draws an ellipse.
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Parameters:
- horizontal position of the top left corner of the rectangle
containing the ellipse,
- vertical position of the top left corner of the rectangle containing
the ellipse,
- horizontal position of the bottom right corner of the rectangle
containing the ellipse,
- vertical position of the bottom right corner of the rectangle
containing the ellipse.
RREC
Draws a rectangle with rounded corners.
Parameters:
- horizontal position of the top left corner,
- vertical position of the top left corner,
- horizontal position of the bottom right corner,
- vertical position of the bottom right corner,
- horizontal rounded corner radius,
- vertical rounded corner radius,
TRIA
Draws a triangle.
Parameters:
- horizontal position of point 1,
- vertical position of point 1,
- horizontal position of point 2,
- vertical position of point 2,
- horizontal position of point 3,
- vertical position of point 3.
CHOR
Draws a chord (intersection of an ellipse and a straight line).
Parameters:
- horizontal position of the top left corner of the rectangle
containing the ellipse,
- vertical position of the top left corner of the rectangle containing
the ellipse,
- horizontal position of the bottom right corner of the rectangle
containing the ellipse,
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- vertical position of the bottom right corner of the rectangle
containing the ellipse,
- horizontal position of the start of the line,
- vertical position of the start of the line,
- horizontal position of the end of the line,
- vertical position of the end of the line.
ARCE
Draws an arc of an ellipse (the part of an ellipse cut by a straight line).
Parameters:
- horizontal position of the top left corner of the rectangle
containing the ellipse,
- vertical position of the top left corner of the rectangle containing
the ellipse,
- horizontal position of the bottom right corner of the rectangle
containing the ellipse,
- vertical position of the bottom right corner of the rectangle
containing the ellipse,
- horizontal position of the start of the line,
- vertical position of the start of the line,
- horizontal position of the end of the line,
- vertical position of the end of the line.
TEXT
Draws a text box.
Parameters:
- horizontal position,
- vertical position,
- text.
Attribute primitives
These primitives modify the layout of the drawing primitives (the line or
fill color, for example).
BRUS
Modifies the fill color for figures or the background color for text boxes.
Parameter:
- color.
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PENC
Modifies the color of lines or text.
Parameter:
- color.
FONT
Modifies the font of the text.
Other primitives
JUMP
Unconditional jump.
Parameter:
- label.
JPIF
Conditional jump.
Parameters:
- label,
- element 1,
- type of comparison,
- element 2.
(See the programming primitives below for more information).
DISP
Displays the state of a variable. Can be used for debugging an object
by displaying the value of a variable associated with the object.

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Parameters:
- variable,
- horizontal position,
- vertical position.

Program
This area allows you to define the program governing the object’s
working. Each object has variables:
128 32-bit integer variables,
128 32-bit floating-point variables.
And also for each connection:
- a floating-point value on input,
- a floating-point value on output,
- an associated writing mode that can have the following values:
o 0: no writing has been done,
o 1: the “floating-point value on output” has been written,
o 2: a connection has been realized with the connection
whose number is in “floating-point value on output”,
o 3: locking (pneumatic or hydraulic plug).
The following internal integer variables are special:
125: contains 0 if dynamic visualization is active, 1 if not (useful in
order to have a different design for dynamic visualization and
otherwise).
126: contains a value representing a user event: 0=no event, 1=left
mouse button released, 2=left mouse button pressed, 3=right mouse
button released, 4=right mouse button pressed.
127: contains the elapsed time in ms between 2 operations of the
program.

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List of programming primitives
MOVV
Copies a constant or a variable into a variable.
Parameters:
- destination variable,
- source variable or constant.

ADDV
Adds a constant or variable to a constant or variable and places the
result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.
SUBV
Subtracts a constant or variable from a constant or variable and places
the result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.

MULV
Multiplies a constant or variable by a constant or variable and places
the result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.

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DIVV
Divides a constant or variable by a constant or variable and places the
result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.
ORRV
Carries out a bit-by-bit OR between a constant or variable and a
constant or variable and places the result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.
ANDV
Carries out a bit-by-bit AND between a constant or variable and a
constant or variable and places the result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.
XORV
Carries out a bit-by-bit exclusive OR between a constant or variable
and a constant or variable and places the result in a variable.
Parameters:
- destination variable,
- source 1 variable or constant,
- source 2 variable or constant.
JUMP
Unconditional jump.
Parameter:
- label.
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JPIF
Conditional jump.
Parameters:
- label,
- element 1,
- type of comparison,
- element 2.

Connections
Makes it possible to create the object’s connection points. By clicking
on “Insert”, the following dialogue box is opened:

For each connection, define the position and the technology. The
number shown against each connection must be used to access the
value in the object’s programming.

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Example
The “Examples\automsim” sub-directory of the AUTOMGEN
installation directory contains an example illustrating use of the userdefinable object: a contact:

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General Information
Post-processors are software modules used to translate pivot code files
generated by the AUTOMGEN compiler into executable files on a target
as well as ensuring dynamic connection of the target.
The word « Target» is a generic reference for a programmable system
capable of executing an application.
An AUTOMGEN post-processor is used to program a type or type set of
targets (generally a family of processors sharing the same language can
be programmed with the same post-processor in AUTOMGEN).
The first part of this manual contains basic information that is common to
all post-processors. Specific information regarding applications for each
post-processor is described further on.

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Configuration
Please carefully read the explanations in this chapter.

Configuration files
Four configuration elements are used for each post-processor. Each is
used for a specific purpose.
System
This contains the hardware configuration of the target, software
configuration, options for modifying the way the post-processor
generates the code as well as reserved variable statements (for using
inside the post-processor). Generally, depending on the target, you will
modify the hardware configuration contained in that element (for example
the type of UC or a configuration of the type of input/output cards)
Variable functions
Mastering variable functions is one of the fundamental elements for
mastering the use of post-processors.
When the post-processor translates a AUTOMGEN pivot language file
into a specific target language, it must attribute AUTOMGEN variables to
the target variables.
This element contains the exact description of variable attribution. By
modifying this element you have total control over the use of the target
variable space.
Start-up manufacturer code
This element contains the machine language for the target which will be
placed at the beginning of the executable code generated by the postprocessor (executed at the beginning of the cycle).
End manufacturer code
This element contains the machine language for the target which will be
placed at the end of the executable code generated by the postprocessor (executed at the end of the cycle).

Configuration by default
When a project is created, the default configuration elements are
duplicated in the project. Modifications to the project configuration
elements will not affect the default statements.
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Modifying the default statements
Use the right side of the mouse to click on the element « Configuration /
Post-processor /  / … » and select « Set as default
configuration». The project configuration will then be set by default
(canceling of the default configuration).

Be careful, this operation is irreversible. The
configuration element can only be restored if the postprocessor is reinstalled.

Using the default statements.
Use the right side of the mouse to click on the element « Configuration /
Post-processor /  / … » and select « Using default
configuration». The project configuration in progress is cancelled by the
default configuration.

Displaying and modifying configuration elements
Access the configuration files by double clicking on the « Configuration /
Post-processors /  / … » element. A window will open that
can be used to display and modify the configuration element.

System
This configuration element is specific for each post-processor
Hardware configuration
This area (optional) is modified to establish the hardware configuration of
a target (for example, type of CPU, input/output cards)

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Software configuration
This area (optional) is modified to establish the characteristics of an
application configuration (for example, the value of a watchdog).
Code generation options
This area contains the settings for the translation method that the postprocessor must use (only for specialists). The number of options may
differ from one post-processor to another. The list below shows the
options which all post-processors have in common:
« Optimize generated code »
Generally set on « Yes».. A « No » setting is used for an easier analysis
of generated code.
« Do not generate the code of Grafcet steps »
Set to « No ». by default. If set to « Yes», in the « End machine code »
you must write the instructions used to recopy the immediate states of
boolean variables transferred to the past states (see chapterManaging
AUTOMGEN boolean variables)
« Do not generate the evolution code of user bits »
Identical to the previous option but applied to AUTOMGEN user bits
(« U » variables).
Stating the variables
These are statements of variables used internally by the post-processor.
Only specialists can modify these variables.
Other elements
There may be other specific elements for each post-processor.
See the « System » element in text format.
icon in the toolbar, you go from tree mode to
By clicking on the
« text » mode (format of old AUTOMGEN versions). In « Text » format
you can copy and paste information into the configuration files.
Modification to « text » mode must be made by
specialists, inopportune modifications can lead to
compiling errors which are difficult for an inexperienced
person to find.

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Displaying system elements
By double clicking on « Configuration / Post-processors /  / System » the following window opens.

Example of system configuration

Variable functions
Mastering variable functions is one of the fundamental elements for
mastering the use of post-processors.
When the post-processor translates a AUTOMGEN pivot language file
into a specific target language, it must attribute AUTOMGEN variables to
the target variables.
For example, if you use the AUTOMGEN word 200 in your application
(called M200 or %MW200 in AUTOMGEN) this word must exist in the
target memory and thus must have a name for that target.
AUTOMGEN proposes three types of statements for variable functions.
- single assignment;
- linear assignment
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- automatic assignment
Variable functions for a project will be composed of « n » assignments
each one using one of the three types.
Single assignment
This is used to associate an AUTOMGEN variable to a target variable. It
is the simplest of the statements
It can only be used if a single statement is necessary.
This statement uses two pieces of information. the name of the
AUTOMGEN variable and the name of the target variable.
« Associate this AUTOMGEN variable to that target variable », to effect a
single assignment..
Linear assignment
This form is more evolved than a single assignment.
It is used to associate a series of consecutive AUTOMGEN variables
(multiple variables of the same type where the numbers are in order) to a
series of consecutive target variables.
The assignment is normally used for:
- stating input/output variables;
- stating bit or word tables which must have a fixed address (for
example, for a link with an operator control panel).
This statement uses three pieces of information: the name of the first
AUTOMGEN variable, the name of the first target variable and the
dimension of the table in number of variables.
« Associate this AUTOMGEN variable table in order to that target
variable table », to effect a linear assignment.
Automatic assignment
This is the most complex and powerful type of statement. It is used to
associate one or more types of AUTOMGEN variables to a range of
target variables.

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This assignment gives the compiler the task of finding an assignment for
each variable in the generated code (as long as it corresponds to one of
the types) of the statement.
This type of statement is normally used for all AUTOMGEN application
variables where the address of the variable associated in the target does
not need a precisely fixed address.
This statement uses three pieces of information:
- the type of AUTOMGEN variables (see the chapter Types of
AUTOMGEN elimination variables),
- the name of the first variable of the target range,
- the number of the last variable (included) of the target range.
Automatic assignment is not used for a post-processor if another
statement has not been found for a variable. For example, if a linear
assignment command sets an attribution for the words 200 to
AUTOMGEN 210, the post-processor will not use automatic assignment
to try and allocate these words.
If multiple automatic assignments exist for the same type of AUTOMGEN
variable, the post-processor will use the first range of target variables
until saturation, then the second until saturation, then the third etc.
If a variable has not been allocated at the end of using all the automatic
assignments, the compiler generates an error message indicating that
the variable has not been set.
« When you find one of these types of variables, use a variable of the
target in that area», to effect an automatic assignment.
Types of AUTOMGEN elimination variables
These are used to state variable functions, they are a subset (because
more than one target variable may be needed to allocate an
AUTOMGEN variable) of AUTOMGEN variable types.
Managing AUTOMGEN boolean variables
One of the basic principles of boolean language translation for the
AUTOMGEN compiler is to be able to access two states for the same
boolean variable.
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This concept refers to the idea of « execution cycle » : an entity
representing the action created by the target, consisting in reading the
application instructions in a linear mode (from the beginning to the end)
and accomplishing the processing they correspond to.
These two states are set as follows:
1- The immediate state of the variable: the state written for the last
instruction executed by the target transfers that variable either by
default to the state of the variable at the end of the last execution
cycle, or if it is the first execution cycle by default to the initialization
state of the variable.
2- The past state of the variable: the state of the variable at the end of
the last execution cycle.
Comments: the two states are only valid for the main application task.
Only the immediate state has meaning for asynchronous tasks.
The code generated by the AUTOMGEN compiler assumes the
following:
- assignment of a boolean variable is effected on its immediate state;
- testing of a boolean variable is effected on its past state.
These two rules are used to ensure a consistent evolution of boolean
applications and to observe the evolution rules of programs generated by
a Grafcet language description.
The code generated by the post-processor manages recopying of the
variable immediate states to variable past states at cycle end.
When a boolean variable is used in AUTOMGEN two boolean variables
are used on the target.
There are three exceptions:
1- for an all or none input, if no edge test is used, only the past state
(« bi ») is used (economy of a boolean variable).
2- for an all or none output, if no edge test is used, only the immediate
state (« o ») is used.

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(this explains why only the « bi » and « o » variables are found in
variable attribution commands).
3- for the ZELIO post-processor, which effects time management of
the variables (almost identical to AUTOMGEN's) only immediate
states are used in ZELIO programming language.
Standard element syntax
«  » refers to the immediate state of a
boolean variable or a numeric variable..
« b » refers to the past state of a boolean
variable.
Special edge syntaxes
« u » refers to the « rising edge » state of
a boolean variable.
« d » refers to the « falling edge » state of
a boolean variable.
Special time delay syntaxes
« time  » refers to a time delay number.
« tproc » refers to a time delay procedure..
« tcount » refers to a time delay time counter.
Other special syntaxes
(only for specialists)
« ac » refers to the 16 bit accumulator.
« al » refers to the 32 bit accumulator.
« af » refers to the float accumulator.
« cf » refers to the carry flag.

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« zf » refers to the zero result flag
« sf » refers to the negative result flag.
« of » refers to the overflow flag.
Displaying the variable function elements
By double clicking on « Configuration / Post-processors /  / Variable function » the following window opens.

Example of variable functions

Comment: in the event that the same post-processor can generate code
for multiple types of target (for example multiple types of processor
CPU's) the different elements can be conditioned for all of the target
types or for one particular target type. If the elements are conditioned,
they are associated to « Only for xxx » lines. See the examples below.

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By clicking on the elements « + » on the tree you open the branches, « » closes them.

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Modifying a variable function element
You can modify the elements by double clicking on them.

Example of a configuration dialogue box for a linear assignment.

Adding a variable function element
To add a new assignment, click with the right side of the mouse on the
« Assignment … » elements of the tree and select « Add » from the
menu.
If multiple target types are managed by the post-processor, the following
dialogue box is used to establish if the new assignment is only for one
type in particular or all the types.

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Single assignment

Linear assignment

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Automatic assignment

Note that AUTOMGEN variables must always be separated using the
« & » character.
Deleting a variable function element
With the right side of the mouse, click on the variable function element
and select « Delete » from the menu.
Associating an AUTOMGEN bit to a target system bit
Two statements are necessary, the two state variables of a bit « U »
(« u » and « bu ») must be associated to a target system bit. You must
create two single assignments, for example:

Be careful, when you assign the AUTOMGEN u and bu variable to the
same target system bit, you eliminate the possibility of creating a rising
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or falling edge test in the application. You can get around this problem by
using the syntax « ↑(u) » or « ↓(u) » (where «  » represents
the bit number) in the application (this syntax generates an intermediate
bit where the edge will be correctly evaluated).
Associating a table of AUTOMGEN words to a table of fixed target words
Only a single linear statement is necessary for this, for example:

The target words that are allocated must be free from
other assignments or the same target variables may
be assigned twice to different AUTOMGEN variables.

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Associating AUTOMGEN words to target analog inputs or outputs
Use linear statements, for example:

Associating a table of AUTOMGEN bits to a table of target bits
Two linear assignments are necessary, for example: For example:

This example (the immediate states and past states are associated to
the same target variables) does not allow using the edge tests on
AUTOMGEN bits u100 to u109.
Two solutions are possible for getting around this problem:
- use the syntax « ↑(u) » or « ↓(u) » (where «  »
represents the bit number) in the application,
- associate the immediate and past state bits to two tables of
different bits in the target. In this case, external access to the
application which can be created on these bits (for example by a
dialogue terminal or supervision software) must comply with the
AUTOMGEN philosophy: for reading access for past states, writing
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access for immediate states (reading access for immediate states
is possible in practice).

The allocated target bits must be cleaned of any other
assignments or they may assign the same target
variables twice to different AUTOMGEN variables.

See the variable functions in text format
icon on the toolbar, you go from « tree » mode
When you click on the
to « text » mode (format of older AUTOMGEN versions). In « Text »
format you can copy and paste information into the configuration files..
Modification to « text » mode must be made by
specialists, inopportune modifications can lead to
compiling errors which are difficult for an inexperienced
person to find.

Start-up manufacturer code, end manufacturer code
These configuration elements contain machine code for each target in
text format.
The syntax to be used in these sections is similar to low level languages
that can be used on each target. Observation of the code generated in
pass 1 for each post-processor allows you to display the syntax to be
used.
Reference to an AUTOMGEN variable
Use the syntax « __ » to refer to an
AUTOMGEN variable (remember to add the character « b » at the
beginning of the variable to access the past state of a boolean variable.
For example « _bu100_ »).

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Referring to an AUTOMGEN application symbol
Syntax:
_|symbol name|_
The character « | » is normally associated to key 6 on the keyboard.
Setting and referring to a label
« @