KingSCADA_Quick_Start_Manual-1

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KingSCADA Quick Start Manual – How to create a new project
KingSCADA Hardware Requirements (recommended):
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Processor Pentium IV and above
CPU speed 2GHz and above
32 bit CPU
2GB RAM and above
20G HDD and above
KingSCADA System Requirements:
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Support for Windows 32 bit operation system (English, Chinese, Japanese, Korean and
Chinese-traditional characters)
Windows 2000, SP4
Windows XP, SP3
Vista
Windows 2003 Server, SP2 ( or R2 )
Windows 2008 Server
Window7 (Professional and Ultimate)
Download the installation package from www.icpdas-usa.com or install the product from CD-ROM.
Set up “KingSCADA” main program for data acquisition and display
Fig. 1 Installation Selections
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Click “Basic Information”, to see the “Installation Statement” to show how to install the software.
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Click “Install KingSCADA”, and follow the installation setup steps to setup the main program.
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Click “Install KingSCADA Drivers” to install the I/O drivers on your PC.
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Click “Install KeyDriver” to install the hardware key driver, if you have one.
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Click “Install KingSCADA OPCServer” to allow KingSCADA to be accessed by 3rd-party applications
through OPC.
After installing KingSCADA, you can find it in the “Start Menu” on your system.
Fig. 2 Find KingSCADA in Start Menu
Create a new project using KingSCADA
Step1: Open the interface of KMaker
Click “All Programs->KingSCADA->KMaker” through the
“Start” menu in Fig. 2.
Note: If a license is not available, click “Yes” to enter the
demo mode which offers 2 hours for development and
runtime environment.
Fig. 3 Start KMaker without license
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“KSMaker”is the development environment for KingSCADA, interface as below:
Fig. 4 KingSCADA development environment interface
Step2: Create a new solution
Create new solution or new project through menu “File->New Solution” as Fig.5 shown, or through the tool
bar button “New” as Fig. 6 shown.
Fig. 5 New Solution using “File-> New Solution”
Fig. 6 New Solution using quick button
Configure new project setting as Fig. 7 shown.
Enter a project name of “MyFirstKSProject” and
click “OK”. A new project is created and a new
folder with the project name is created at the
location path.
Fig. 7 Create a new project
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Note:
If your input name is invalid, after clicking “OK”, you
will get an alert window to tell you the reason shown as Fig4.
Fig. 8 Alert message window
Step3: Create a tag under “Tag Dictionary”
Tags in the projects can be used to get values from hardware devices. They also can be internal variables
used in making the picture. To create a new tag inside the project, expand “Database”, and select the “Tag
Dictionary”. Use the “New” button at the top left of the “Content Display Area”, or right click any tag in
the list to create new tag. See Fig. 9 and Fig. 10.
Fig. 9 Create a new tag using toolbar button
Fig. 10 Create a new tag using right click menu
Several settings are needed to define a tag: (See Fig. 11)
1.
Tag name:
A valid name is needed;
2.
Choose the data type from the drop-down list;
3.
Choose a tag type (Basic means simple one value
tags; Struct means a group of tags with a fixed
structure; Pointer means a reference to another tag.)
4.
For other settings please see the help document.
Step4: Create a new picture
Fig. 11 Tag properties setting
“Pictures” are used to display data to and interact with the user.
To create a new picture in “KMaker”, expand “View” and choose
“Window”, and click “New” button at the top left of the Content
Display Area, as Fig. 12 shown, or switch to the “Graphy”
environment to create the picture.
Fig. 12 Create a new picture in the project
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After clicking the “New” button, you will see a
picture properties setting window as in Fig. 13.
1.
Enter a valid name for the new picture,
such as “FirstPicture”;
2.
Set “Picture view” as you need;
3.
Set “Picture style” as you need;
4.
Set “Advance” setting as you need.
Note: The default settings are shown in Fig. 13.
Fig. 13 Configure the properties of the picture
Step5: Draw an object on the picture
After creating the picture, draw an object on the picture.
Click the “Rectangle” in the toolbox. Left click and drag with
the mouse to locate and size a rectangle as desired. See Fig.
14.
Objects can be configured through the “Properties” window,
see Fig. 15.
Fig. 14 Draw an object the picture
Fig. 15 Configure the objects through “Property” window
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Insert a “Text” object on the picture, input “Volts =
# v”. See Fig. 16.
Note: The character “#” can be regarded as a
wildcard, if a data output animation is added onto
this object, and then “#” will display the value of
the tag.
Fig. 16 Insert a “Text” object onto the picture
Step6: Add an animation to output the value of the tag
To add an animation to the “Text” object, double click the object or right click it and get the menu and
choose “Links Config…”, then get the “Edit Animations” window as shown in Fig. 17.
1. Select an animation: Click “+”, and choose “Value Output -> AnalogOutput” as in Fig. 17.
2. Choose a tag for the link:
Click button “…” or double click the text box, see Fig. 19, and get the tag
list in Fig. 19.
Fig. 17 Edit Animation-1
3. Choose a tag in the tag list:
Fig. 18 Edit Animation-2
to meet the requirement of the data type, choose an integer tag
“Tag1”, see Fig. 19.
4. Set output style for runtime display: Choose “Number”, the value will be displayed as a number, set
the format of it, see Fig. 20. Or choose “Text”, the value will be displayed as a text, see Fig. 21.
5. After finish the setting, click “OK” to save the animation.
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Fig. 19 Edit Animation-3
Fig. 20 Edit Animation-4
Fig. 21 Edit Animation-5
Step7: Save and run the project
Save the picture after all of the operations, using “File->Save” or “File->Save all”, or using the toolbar
button “Save” or “Save all” as shown in Fig. 22.
Fig. 22 Save the Picture
Fig. 23 Switch to Runtime
Switch to the runtime environment by clicking “View” to run the project. See Fig. 23.
If there is no license available, please click “Yes” to enter a demo mode of the runtime. See Fig. 24.
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Fig. 24 Switch to Runtime
Fig. 25 Open a Picture in Runtime
In runtime environment, use the menu “Picture -> Open Picture” to open a picture, see Fig. 25, and then
choose a picture in the “Open picture” window as shown in Fig. 26.
The picture is displayed as shown in Fig. 27.
Fig. 26 Choose a Picture to open
Fig. 27 Display the Picture in Runtime
Additional1: Insert a genius onto the picture
Additionally, a genius can be also inserted onto the picture. See Fig. 28.
Fig. 28 Insert a Genius through toolbar
Close the runtime environment by clicking the “X” at the upper right of the runtime. In the Graphy Editor
choose a genius from the library. For example, select “Temperature Gauge” under the folder
“Predefined->Sign”. See Fig. 29.
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Fig. 29 Insert a Genius onto the Picture
Select the genius on the picture, and click the “Links” tab at the right edge of the Graphy Editor. Select the
“Value” property and click the “…” button that appears. Select a tag, and click “OK” to finish the
configuration. See Fig. 30.
Fig. 30 Link the Genius with a Tag
Save the picture and switch to runtime environment by clicking the View button on the KMaker window,
see Fig. 31.
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Fig. 31 Genius in Runtime
Additional2: Set the initial picture for the runtime environment
In “KMaker”, there are many settings to configure the properties of the runtime system.
Expand the project’s “Setting” folder. Double click “View Settings”, and choose the “Main Picture Setting”
tab. Choose a picture as the default picture for the runtime environment, so that this picture is shown
when runtime system starts. See Fig. 32.
Fig. 32 View Setting (Main Picture Setting)
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