Object: Difference between revisions

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=== Delay (MultiServer) ===
=== Delay (MultiServer) ===
{{Breakout|Multiserver}}<br>  
{{Breakout|Delay}}<br>  


=== Exit  ===
=== Exit  ===
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=== Code (Change) ===
=== Code (Change) ===


{{Breakout|Change}}
{{Breakout|Code}}


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Revision as of 16:22, 14 September 2020

Objects are static nodes in a model through which items flow

Objects.jpg


Planimate Objects

Planimate has a small number of objects but they each have a variety of modes and extended capabilities.


Entry

Entry Object Icon.jpg

Entries introduce new items into a model.

Most Items will be created at an Entry.

The only other Object that can create items is a Splitter.

For full details refer to this page: Entry

Queue

Queue Icon.jpg

A Queue is an area where Items can wait.

When a number of items want to access an Object all at the same time, and the Object cannot accept them all at the same time, then the items must compete for access.

In real world systems you will often see queues or line-ups forming to facilitate this competing according to various rules.

In Planimate, the Queue Object provides a place for you the modeller to apply rules to manage competition for access to Objects.

For full details refer to this page: Queue

Delay (MultiServer)

MultiServerIconLg.jpg

In simulation, objects that can hold an item and apply a process delay time before releasing the item are known as Servers.

The Planimate Delay object has the ability to delay one or more items at a time.

For full details refer to this page: Delay

Exit

Exit Palette Icon.jpg

Items leave a model via an Exit object.

Items that move into an exit will permanently disappear from a model and cannot be recalled.

However Exits can also be used to send Items to other locations, via broadcasting or throwing.

For full details refer to this page: Exit


Portal

Portal Palette Icon.jpg

A Portal object appears on the screen like any other object but rather than having a fixed behaviour, it is a link to a sub-system screen.

Every Portal contains one Subsystem screen on which there is always at least one Portal Entry and one Portal Exit. A Portal can be classified as “Logical Only”, as it cannot itself hold items. Only the capacity objects in the subsystem can hold items.

No time passes while an item moves into or out of a Portal. An item entering a portal is 'teleported' to the sub-system screen and appears on that screen at the Portal Entry object, and proceeds along its path. Likewise, any item entering a Portal Exit on a subsystem screen will re-appear on the screen containing the Portal which owns that subsystem, and proceed along the path.


For full details refer to this page: Portal


PickUp

PickUp-Icon.jpg

The PickUp enables a number of items to be "picked up" by a Carrier Item and transported to another location, usually for delivery.

For full details refer to this page: PickUp


DropOff

DropOff-Icon.jpg

The Drop-off Object enables Carrier Items to release one or more of the items they are carrying.

For full details refer to this page: DropOff


Dispatcher (part of Queue)

Dispatcher Palette Icon.jpg

The Dispatcher is a "waiting station" for Items, and can have multiple outgoing paths.

It is used in situations where an Item may be called upon by other objects, or in model logic in no particular order eg. a repairman servicing a group of machines, or a part which may be required by a range of assembly stations.

Like a Queue, a Dispatcher has a maximum capacity, screen length and orientation.

For full details refer to this page: Dispatcher


Code (Change)

Change Palette Icon.jpg

With a Change Object you can make changes in your model whenever an item passes through it during a model run.

You use a Change Object to dynamically influence your model’s behaviour.

Change Objects enable you to construct wide-ranging and complex system control and management structures in your model, and more sophisticated or detailed animation.

For full details refer to this page: Code


Switch

Switch Palette Icon.jpg

Switches enable items to dynamically select from a number of possible paths.

They are typically used in situations where items select shortest queues (ie. people queuing for ATM machines) or where an item can be processed by a number of servers.

The switch will choose from any paths along which the item can proceed (ie. flows which are not blocked). If none are available, the item will become blocked until one becomes available.

Different path selection rules are available through various switch 'Modes'.

For full details refer to this page: Switch

Splitter

Splitter Palette Icon.jpg

A Splitter object takes a single incoming item and splits it into a number of outgoing items.

An incoming item triggers a splitting operation. The items produced can be of many different classes, each proceeding from the splitter on different paths. If any leaving item becomes blocked, no other items will be able to leave the splitter and it will become blocked.

The list of items produced when one incoming item enters is called a Split Schedule. You specify a separate Split Schedule for each incoming item class.

For full details refer to this page: Splitter


Guide

Guide Palette Icon.jpg

Guide objects do not directly affect a simulation but are useful in adjusting the paths of items to improve their movement on screen.

For full details refer to this page: Guide


Spatial Link

Splink Palette Icon.jpg

Spatial links are objects that form a connection between portals.

Spatial Link Objects can be classified as “Logical with Capacity and Process Delay”, as they can hold items, and time passes as they process items.


For full details refer to this page: Spatial Link


Pipe

Pipe Palette Icon.jpg

Pipes are a type of "spatial" connection which can be formed between portals to model movement of bulk product.

Pipes are a type of "spatial" connection which can be formed between portals. Pipes are different to the other spatial connection objects (Spatial Link and Track Objects) because they do not carry items, but instead carry numeric values between attributes.

They complement track and spatial links for items by providing links for attribute value flow. This flow can represent any bulk solid or liquid material or commodity that is moved around without the need to make detailed distinctions between one unit or “packet” of the material and another.

For full details refer to this page: Pipe


Track

Track Palette Icon.jpg

Planimate® supports modelling of railway type networks with a set of related features collectively known as “Tracks”.

Tracks modelling capabilities are considered to be advanced uses of Planimate®, and require a good grounding in and familiarity with the concepts underlying the Planimate® Platform as a whole.

A “Track” is a Planimate® object, along which items can travel, taking a designated period of time.

Tracks are placed between Portal Objects (representing depots, terminals, crossing loops and junctions). Tracks connect together the subsystems of these Portals. An Item can leave a subsystem, travel across a Track object and some time later arrive in the subsystem at the other end.

Similar to Spatial Links, Tracks offer an opportunity to display and animate transport networks, where Portals represent nodes in these networks. However, Track Objects differ to Spatial Links because they impose limits on how items on them (trains) move.


For full details refer to this page: Track


Conveyor

Conveyors move items over a distance at a given speed, with the length of each item considered to avoid them overlapping.

For full details refer to this page: Conveyor


Object Articles


Object Frequently Asked Questions