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Getting Started with
Fischertechnik
LLWin 3.03
1
LLWin 3.02 Index Page
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Function Blocks
Subprograms
Editing Commands
Interface not
connected
Downloading
Copying
Subprograms
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Variables for Counting
Impulses
Analog Inputs (EX, EY)
Using Formulas
Menu Commands
Setting the system up
Starting a new program
What you will need to get started
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LLWin 3.02 Software
Computer
Interface
Power supply
Serial Cable
Fishertechnik Basic Building Blocks
Lets take a look
Setting up the System
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Connecting the interface and the
computer
Using the provided serial cable connect the interface
and computer together
Setting up the Software
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Under options Select Setup Interface
Change the port setting
Check Interface
Use this to test connections
between computer and model.
Check Output Devices
M1 –M4
Check Digital Input Devices
E1 – E8
Check Analog Input Devices
EX & EY
BACK
Starting a “New” project
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Go to Projects and select new
Starting a “New” project
The Start and Stop Function Blocks begin and end a
program.
Starting a “New” project
When Function Blocks are connected, a Flow Chart
is created.
This Flow Chart is the program that runs the instruction sets
[and fischertechnik model].
BACK
Starting a “New” project
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Function Blocks
Function Blocks
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Output
Input
Edge
Position
Start
End
Reset
Emergency Stop
Terminal
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Display
Message
Show Values
Variable +/-1
Assignment
Compare
Beep
Wait
Text
BACK
Function Blocks
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Outputs
Function Blocks
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Outputs
Electromagnet
Lamp
Motor
Function Blocks
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Outputs
You switch one of the inputs M1-M4 of the interface using
the output block (a motor, Lamp or Electromagnet can be
connected
You must select which output you want to use in the
“Type” dialog field
BACK
Function Blocks
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Inputs
Function Blocks
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Inputs
Photo-Transistor
Switch
Reed
Contact
Function Blocks
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Inputs
The “Input” function block queries the state of a digital
input E1-E8 on the interface. They may be a Pushbutton
switch, Photo-transistor, or a Reed contact.
A digital input can only have one of two states, 0 or 1.
Examples: Pushbutton switch Pushed or not pushed
Photo-transistor
Light or Dark
Reed Contact
Switched or not switched
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Function Blocks
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Edge
Function Blocks
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Edge
The Edge function waits until a digital input
switches either from 0 to 1 or from 1 to 0. This
transition is called an “Edge”.
BACK
Function Blocks
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Position
Function Blocks
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Position
The position function block counts impulses at a
digital input until the desired result is reached. Each
edge at the input is counted, i.e., if a button is
pushed and then released, two inputs are counted.
The current number value is stored in the counter
variable. If you activate the “Use standard counter”
button in the dialog box, a counter Z1-Z16 is
assigned automatically to a digital input E1-E16
Function Blocks
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Position
The input
Counter
Result
Counting Direction
BACK
Function Blocks
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Start
Function Blocks
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Start
A flowchart always begins with a start function
block.
***If this block is missing at the beginning, the flow chart is not
processed***
If a project has several flowcharts, each of them must
contain a start block. The different flowcharts are
then started simultaneously.
BACK
Function Blocks
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End
Function Blocks
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End
If a flowchart should be ended, you connect the
output of the last block with the End block. A
flowchart sequence can be ended at different spots
using the End function block. But it is also possible
to connect several outputs with one single End
blocks. But it is possible that a flowchart sequence is
a continuous loop and does not contain any End
Icon.
BACK
Function Blocks
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Reset
Function Blocks
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Reset.
The Reset function block resets all sequences of
a project to the start as soon as the condition entered
in the dialog box has been fulfilled.
*** The Reset block is placed on the programming
surface with out connection lines to the other
blocks***
***Only one Reset block may be used in a project***
Function Blocks
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Reset.
You enter the condition, which triggers the reset, in
the dialog box when you insert the block. A simple
Reset condition can be “E1”, for example. Then the
Reset is triggered as soon as this condition is fulfilled,
i.e., E1 becomes 1.
The program will start at the beginning as soon as
the condition no longer applies, i.e., E1 becomes 0
again.
***Consequently, a project that is running on the intelligent interface in
download mode without connection to a PC can be stopped and
restarted via a digital input, for example, without the necessity of
you having to delete it.***
Function Blocks
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Reset.
A mathematic formula can be entered as a
condition in the dialog box, e.g., Var. 5 = 6. The
comparison operations, the logical links and the
parentheses can be clicked directly in the help for
edit of the dialog box. Maximum length of a formula
is 40 characters.
BACK
Function Blocks
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Emergency Stop
Function Blocks
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Emergency Stop
The (Emergency) Stop function block switches
off all outputs at the interface when it is activated.
***Only one Stop Block may be used in a project***
It is setup the same way as the Reset Block
BACK
Function Blocks
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Terminal
Function Blocks
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Terminal
The terminal function block serves to display and
enter specific values during the program operation.
It is also placed on the programming surface
without connection lines to the other blocks.
Function Blocks
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Terminal Uses
Output Display
Input Variable Display
Text Display
Emergency Off Switch
Terminal Parameters EA – ED
Function Blocks
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Terminal
Outputs
Analog Inputs
Message block
Presentable inputs
10 Digital Switches
BACK
Function Blocks
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Display
Function Blocks
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Display
The Display function block serves to display a value,
a variable or the inputs EX – EY or EA – ED on one of the
two displays of the terminal. When you insert the block,
you select in the function dialog box which of the two
displays DIS1 or DIS2 you want to use and which value
should be shown.
BACK
Function Blocks
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Message
Function Blocks
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Message
Displays messages up to 17 characters as text
with the ability to change colors.
BACK
Function Blocks
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Show Values
Function Blocks
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Show Values
This block shows the current value of a variable
when the program is in online mode. The block is
placed on the programming surface without
connection lines to other blocks.
You enter in the dialog box which variables
(VAR1-99, Z1-Z16) should be shown. In addition to
variable values, the values of digital and analog
inputs as well as the current values of parameter EAED can be output.
***It is also possible to show another variable in the block while the
program is running. To do this, you call the dialog using the
mouse button on the left and change the Variable***
BACK
Function Blocks
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Variable
Function Blocks
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Variable
You can increase and decrease the value of a
variable by one using this function block. You enter
which variable should be processed in the dialog
fields. The variables VAR1-99 as well as the
standard counters Z1-Z16 are available. You can
also select whether the value should be increased or
decreased by one. This counter direction is also
displayed in the icon of the block
BACK
Function Blocks
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Assignment
Function Blocks
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Assignment
A specific value can be assigned to a variable
VAR1-99 or a counter Z1-Z16 using the Assignment
function block.
BACK
Function Blocks
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Compare
Function Blocks
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Compare
You enter the condition in the Compare function
block. Depending on weather the condition is
fulfilled, the flowchart branches to the right or is
continued at the lower output of the block. The
numbers 0 and 1 at the output stand for the
“Condition fulfilled” and the “Condition not fulfilled”
*** The condition is entered in the dialog box as a formula e.g.,
Var1=300***
BACK
Function Blocks
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Beep
Function Blocks
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Beep
The beep function block emits a signal tone via
the PC speaker. The sound level and length can be
set in the dialog box.
***Sounds will not work if the program is downloaded***
The sound may last up to 5 seconds and range
from 50 to 10000Hz or as a note from c-b in 5
octaves.
BACK
Function Blocks
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Wait
Function Blocks
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Wait
You can program a delay in a flowchart with the
“Wait” function block. The delay begins when the
function block is reached in the flowchart sequence.
***Maximum wait time is 999.99seconds***
BACK
Function Blocks
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Text
Function Blocks
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Text
The text entered here can be placed as
commentary at any place on the worksheet, e.g., for
program documentation.
BACK
Editing Commands
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Function Keys
Switching to the different editing modes
Keyboard combinations for editing
blocks and connections
Zoom
Check Interface
BACK
Editing Commands
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Function Keys
F1
CTRL+F1
online
F6
F7
F8
F9
F10
Direct call to online help for the operator.
When the cursor is about a block, this calls the
help for it directly.
Switches to the main program for editing.
Switches to a subprogram for editing.
Switches to the init mode.
Stop the control program
Save the project
Shift+F5
Shift+F4
Cascade windows
Tile windows
BACK
Editing Commands
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Switching to different editing modes
You can switch between the different editing modes with the
digits 1-5
1
2
3
4
5
Insert blocks
Delete blocks
Replace blocks
Draw lines
Delete lines
BACK
Editing Commands
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Keyboard combination for editing blocks and
connections
CTRL+I. Mouse button
makes
Shift+I. Mouse button
CTRL+A
CTRL+U
CTRL+X
CTRL+C
CTRL+V
DEL
Insert blocks in edit mode. This makes it
possible to select individual blocks.
Draw lines in editing mode. This
it possible to move lines.
Select a group of blocks
Select all
Undo selection
Cut selected blocks
Copy selected blocks
Insert copied blocks
Delete selected blocks
BACK
Editing Commands
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Zoom
You can change the zoom factor very quickly with the +
and – keys on the keyboard and consequently enlarge or
reduce the size of the display.
BACK
Editing Commands
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Check Interface
You can activate the output for the length of the mouse
click with the right or left button. If you first press the CTRL
key and then the output, it stays on. Clicking it again
switches it off.
BACK
Downloading
Downloading your program to your interface
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Select “Run” in the pull down menu
Select Download, this will take only a few seconds
After the download has finished it is on the interface
Start the program from the computer and then
disconnect the serial cable
If the interface loses power the program will be lost from
the interface
BACK
Subprograms
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A “Subprogram” is a self-contained algorithm that is
inserted in a main program. The advantage of a
subroutine is that it allows a programmer to write
just once an algorithm that will be used two or
more times in the complete program.
The subprograms represented by one block in the
main program, but is comprised of many function
blocks hidden at a different level.
Subprograms
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LLWin 3.0 has a template for a subprogram or ”subroutine” named “UP1”. UP
stands for subprogram.
This block contains two icons for the computer program to “enter”(the line at the
top of the block) and “exit” ( the line at the bottom of the block) the subprogram.
You can use this template or create your own.
Subprograms
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Creating your own Subprogram
From the EDIT menu Click the Subprogram Command
Type the name of the subprogram. In this case “BLACK”
Click “OK” and we have created a subprogram and are now one level below the
main program.
This is your worksheet on which you can now create the flowchart for the
subprogram
Subprograms
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In the Windows menu click the”Tile”command
Two windows appear in the work area. A window with the
name “$MAIN”, which contains the control program(main
program) and a window for our subprogram named
“BLACK”.
Subprograms
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Paste the input and output by selecting the SUBIN and
SUBOUT blocks for the Function Blocks toolbox.
Subprograms
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Add the Function blocks necessary to complete the
subprogram and save.
The black subprogram runs the motor over to the
side(black bin) for one second, then stops, and
brings the sensor back to check the next marble
Subprograms
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If you look at the Function Blocks toolbox under
“Subprograms” you will see that the block is there but it has
no connection lines.
Without these you cannot connect
the block to the program.
You must edit the Subprogram
Function Block
Subprograms
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SUBPROGRAM EDITING
Under the Subprogram menu click on “Design”
After you click a new window
opens in which you can change
the features of the selected
subprogram block.
Subprograms
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In the Design window the SubIn and SubOut function blocks which you
pasted in the flowchart are displayed as circles on the left in the table.
Place the cursor on them(keeping the left mouse button pressed down)
and drag them into the desired position on the function block frame.
These represent the connections, which connect with the Main program
Close the editing window by
clicking on the “X”
Subprograms
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You can place
multiple SubIn and
SubOut Function
blocks on one
subroutine so
multiple connections
can be made in the
Main Program.
Once you master
subprograms your
Main program could
look like this.
BACK
Copying Subprograms
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You can copy a subprogram from one program(project) to
another program(project).
Run two concurrent sessions of LLWin 3.0. This allows you
to switch between the two sessions to Copy from one and
Paste to the other.
From the EDIT
menu Click the
Subprogram
command and
choose the
subprogram to
be copied.
From the
EDIT Menu
Click the
Select All
command
Click
Copy
Copying Subprograms
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Open the second sessions of LLWin 3.0. Create a new
subprogram with the same name as in the first program.
From the EDIT
menu Click the
Subprogram
command and
choose the
subprogram just
created.
It should be a
blank screen
From the EDIT menu Click
Paste
BACK
Interface Troubleshooting
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No Connection to interface?
In the case of this message make sure:
-You have selected the right port (COM1 or COM2)
for
serial interfaces and (LPT1 or LPT2) for
parallel
interfaces
-Do you have Power
-Is the port working at all (Refer to page 82 of the
handbook)
Double check the setup
BACK
Variables for counting
impulses
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Variables are often used for counting. We use counting to
measure a path of movement electronically. e.g. The
movement of the gripper on a robotic arm. It needs to open
and close the exact same way each and every time. This
can be done in LLWin 3.0 using a Position block, Switch,
and an impulse wheel (a geared wheel with 4 teeth, on
revolution will count to 4). This impulse wheel is place so it
will trigger the switch and create a counting device. (this is
further explained on page 103 in the LLWin 3.0 handbook)
BACK
Analog Inputs
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EX and EY are the two analog input spots on the interface,
they will read a range from 0 to 1024
You may use a Potentiometers, Thermisitor, Phototransistors or Inferred device.
Use the check interface to pre-read these values
Analog Inputs
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Check Interface
Analog Displays
BACK
Using Formulas
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They may be used in Compare, Stop, and Reset Blocks
Digital Inputs (E1-E8)
The simplest condition is when looking whether the state is 0 or 1
Variables (Var1- Var99) and Position blocks (Z1- Z16)
Analog Inputs (EX, EY)
Terminal Parameters (EA, EB, EC, ED)
Integer operands from –32567 to +32567
Using Formulas
Comparison Operators
=
<
>
<=
>=
e.g. Var. 1 >= 567
Equals
Smaller than
Greater than
Smaller or equal to
Greater or equal to
Using Formulas
Various expression can be linked logically with AND, OR,
and NOT.
e.g. E1 AND E2 AND NOT E3
Var.1=5 OR Var.2=3
Finally you may use parentheses
BACK
Menu Commands
New project
Insert block
Open project
Delete block
Save project
Replace blocks
Print page
Draw lines
Check interface / terminal
Delete lines
Main program
Undo
Subprogram
Copy
Program design
Cut
Init
Paste
Start
Delete
Download
BACK
Download