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InTouch10 NewFeaturesRevC EntireManual
InTouch10 NewFeaturesRevC EntireManual
Training Manual
Revision C
October 2007
Part Number 05-2085
InTouch® 10.0
New Features and
ArchestrA Graphics
INFORMATION IN THIS DOCUMENT IS SUBJECT TO CHANGE WITHOUT NOTICE.
© 2007 by Invensys Systems, Inc. All rights reserved. No part of this document may be reproduced, stored in
or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical,
photocopying, recording or otherwise), or for any purpose, without the express written permission of Invensys
Systems, Inc. Except where noted, the companies, organizations, products, domain names, e-mail
addresses, logos, people, places and events depicted herein are fictitious and no association with any real
company, organization, product, domain name, e-mail address, logo, person, place or event is intended or
should be inferred.
Invensys and the author(s) assume no responsibility for errors or omissions and no liability is assumed for
damages resulting from the use of the information contained herein. Use of the Invensys software described
in this document is subject to the terms of the applicable Wonderware Corporation or Invensys Systems, Inc.,
license. These terms include provisions that limit your rights such as use restrictions, disclaimers of
warranties and limitations of Wonderware and Invensys liability. A copy of the applicable license will be
displayed upon initial installation of the software. If a copy of the license is not displayed or you require an
additional copy of the license, you may obtain one from Invensys' Wonderware business unit upon request by
calling 1.949.727.3200 or by sending an e-mail to support@wonderware.com.
Table of Contents
Module 1 Introduction .................................................................................1-1
Section 1 – Course Introduction......................................................................... 1-3
Module 7 Scripting.......................................................................................7-1
Section 1 – Scripting with ArchestrA Symbols ................................................... 7-3
Lab 5 – Associating Scripts with ArchestrA Symbols ................................ 7-15
Wonderware Training
Module 1
Introduction
Section 1 – Course Introduction 1-3
1-2 Module 1 – Introduction
Module Objective
z Introduce the InTouch® 10.0 Product Marketing Beta Course and review how to build and
deploy standard InTouch® applications using ArchestrA® technology.
Wonderware Training
Section 1 – Course Introduction 1-3
Section Objectives
z Introduce the InTouch® Beta course.
z Review System Requirements, Wonderware® Licensing and Technical Support options.
This section will familiarize you with the objectives and agenda for the InTouch® 10 - New
Features course as well as Wonderware® FactorySuite® basics, System Requirements, Licensing
and Technical Support.
Course Description
The InTouch™ 10.0 New Features and ArchestrA Graphics course is a 2-day, instructor-led class
that provides you with a fundamental understanding of InTouch integrated into the ArchestrA®
architecture including the differences between InTouch 10.0 and InTouch 9.5. InTouch 10.0 works
in conjunction with the Wonderware® System Platform to provide visualization for ArchestrA®
applications.
The InTouch 10.0 New Features and ArchestrA Graphics course includes the graphics capability
built into the ArchestrA IDE. The ArchestrA IDE adds the functionality and ease of maintenance by
deploying InTouch as an object in the Wonderware Application Server application. It allows you to
create, edit, animate and deploy graphics within the ArchestrA environment. InTouch 10.0 retains
all of the functionality from previous versions of InTouch.
Course Objective
Upon completion of this course, students should be able to:
z Create, edit, and animate ArchestrA symbols
z Configure and apply scripts
z Demonstrate new features included in InTouch 10.0
z Demonstrate integration of InTouch and ArchestrA
Audience
All current users of InTouch 9.5 or earlier.
Prerequisites
The prerequisites for this course are:
z Completion of the InTouch™ HMI 9.5 Fundamentals of Application Development Course
z InTouch scripting experience
z Wonderware Application Server experience is helpful
z Extensive knowledge of Microsoft Windows
z Familiarity with networking
z Manufacturing industry experience
Agenda
Module 1 – Introduction
Section 1 – Course Introduction
This section will familiarize you with the objectives and agenda for the InTouch® 10 - New
Features course as well as Wonderware® FactorySuite® basics, System Requirements,
Licensing and Technical Support.
Module 7 – Scripting
Section 1 – Scripting with ArchestrA Symbols
Lab 5 – Associating Scripts with ArchestrA Symbols
Wonderware Training
Section 1 – Course Introduction 1-5
This section illustrates the concept of containment and how it works with Application Objects
and Templates.
Lab 6 – Using ArchestrA Symbols with Application Objects
Section 2 – Deploying an InTouch Managed Application
Lab 7 – Deploying an InTouch Application
Section 3 – Quality and Status
Lab 8 – Configuring Quality and Status Display
Section 4 – Multiple Symbols
Lab 9 – Using Multiple Symbols
Section 5 – Common Controls
Section 6 – Advanced Editing
Lab 10 – Embedding Symbols
Section 7 – Multi-User Environments
Section 8 – Using Client Controls
Lab 11 – Using Client Controls
Functional Capabilities
The Wonderware System Platform contains an integral core set of capabilities and services to
support sustainable production and operations performance improvements via a comprehensive
set of six capability areas:
z Industrial domain services for industrial computing functions that are not provided by
commercial operating systems or products
z Software and device connectivity services for easy communication to any plant or
business information source
z Information and data management services for management of real-time and historical
information
z Information-delivery and visualization services for functions that provide information to
the right user at the right time, and in the form in which they expect it
z Application development services that provide easy and intuitive development of
modular industrial software solutions that are easily changed to meet future needs
z System management and extensibility services that provide easy management,
expansion, and modification of the application or host computing architecture
Wonderware Training
Section 1 – Course Introduction 1-7
3rd Party
Clients
Wonderware Clients
Wonderware Clients
Functional
Modules Wonderware System Platform
Device Integration
Wonderware Training
Section 1 – Course Introduction 1-9
Product Offerings
Wonderware's Production and Performance Management Software Solutions consist of a variety
of products:
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery
z InBatch™ flexible batch management software
z Manufacturing Execution Module (formerly known as InTrack™) resource and WIP
tracking software
z Equipment Operations Module for formula management including product definitions
and equipment setups, and for capturing and storing information from production events
including product and production history and genealogy
z Equipment Performance Module (formerly known as DT Analyst™) equipment
downtime tracking and performance management software
z QI Analyst™ for using real-time and historical data to monitor, analyze, and predict
potentially harmful process variations, allowing for online adjustments for improved
production quality and consistency
Product Offerings
Wonderware's Supervisory HMI Software Solutions consist of a variety of products:
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery
z InTouch human-machine interface (HMI) software for process visualization and control
z InControl™ real-time control software
Wonderware Training
Section 1 – Course Introduction 1-11
These solutions offer several unique features that can greatly benefit companies looking to
implement a new SCADA solution or upgrade an existing system.
z The easiest and most efficient, open software solution for SCADA
z Highly available, reliable, and scalable SCADA applications
z Single-click software redundancy
z Leverages ArchestrA architecture for easy configuration and management of operational
and system security that is compatible with existing IT security capabilities
z Empowers users to design, build, deploy, and maintain standardized SCADA applications
z Lowest total system lifecycle costs
Product Offerings
Wonderware's Geo-SCADA Software Solutions consist of a variety of products:
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery.
z InTouch human-machine interface (HMI) software for process visualization and control
z SCADAlarm™ event notification software for real-time alarm notification, data acquisition,
and remote control from telecommunication devices to industrial automation software
systems
Wonderware Training
Section 1 – Course Introduction 1-13
System Requirements
This section describes the hardware and software requirements to install InTouch HMI version 10.
For updates to this information, see the Wonderware Technical Support website at
www.wonderware.com/support.
Hardware Recommendations
The following lists show the recommended hardware specifications to install InTouch HMI 10.0 by
itself or the InTouch HMI with the ArchestrA IDE. These recommendations are for development
systems. Run-time requirements may be different, depending on the InTouch application and
other factors.
Note: The Microsoft Windows Vista operating system imposes hardware requirements that
exceed the minimum requirements for InTouch HMI version 10. If you intend to run InTouch
HMI version 10 with Windows Vista, see the following Microsoft web site for current hardware
requirements: www.microsoft.com/windows/products/windowsvista/editions/
systemrequirements.mspx
Software Requirements
This section describes the operating system and other software requirements to install InTouch
HMI version 10.
Operating Systems
The following table lists the supported operating systems that can be installed on computers
running InTouch server and client components.
Note: InTouch HMI version 10 does not support any version of the Microsoft Windows 2000
operating system.
Note: Microsoft Windows Server 2003 SP2 is the recommended operating system to run InTouch
server components.
Note: Microsoft Windows XP Professional SP2 is the recommended operating system to run
InTouch client components.
Wonderware Training
Section 1 – Course Introduction 1-15
ArchestrA graphics make use of the client layer when accessing InTouch tags, and appear
as a third-party client trying to access WindowViewer as a data server. As a result,
ArchestrA symbols cannot communicate with InTouch tags when used with an
InTouchView license.
z InTouch HMI cannot be configured to run as a Windows Vista service. Windows Vista
security prevents started Windows services from interacting with desktop objects. When
the InTouch HMI is installed on a computer running Windows Vista, scripts do not run
correctly if they include the InTouch ActivateApp() and SendKeys() functions. These
functions interact with desktop objects by starting Windows programs and sending
keystrokes to these programs.
\\<Computer Name
Prerequisites
We are assuming that you are attending the InTouch 10 New Features and ArchestrA Graphics
course having done the following:
z Created tags and used “.” (dot) fields
z Created windows and graphic objects
z Used animation links
z Created basic scripts and built-in functions
z Used alarming and history on single node applications
We are also assuming that you have:
z A basic understanding of networks
z A basic understanding of communications
Wonderware Training
Module 2
Module Objective
z Introduce features available in InTouch 10 in a stand alone environment.
Wonderware Training
Section 1 – Using InTouch Without ArchestrA 2-3
Section Objective
z Introduce changes to and features added with the release of InTouch 10.0 when
launching with the InTouch Application Manager.
Application Manager
The InTouch Application Manager is very similar to previous versions. The icons have been
updated for a sleeker look and feel.
Wonderware Training
Section 1 – Using InTouch Without ArchestrA 2-5
Default Font
z The Default Font has been changed from “System” to “Tahoma”.
Tahoma was selected because it has been included in every version of Windows.
Wonderware Training
Module 3
Module Objectives
z Introduce the new features from InTouch 9.5 to InTouch 10
z Instructor demonstration of new features
Wonderware Training
Section 1 – Introduction and Demonstration Topics 3-3
Section Objectives
z Orient users to features available in InTouch 10 when integrated into the ArchestrA IDE
before using InTouch.
z Demonstrate new features using the ArchestrA IDE.
Demo
z The goal of InTouch 10 is to continue the evolution of the Wonderware Industrial Suite of
products toward a purely ArchestrA based offering.
z The workflow for using InTouch 10 will be centered on the IDE. All configuration activities
begin from the IDE. This allows the leveraging of key concepts already present in the IDE
such as security and a multi-user environment.
Wonderware Training
Section 1 – Introduction and Demonstration Topics 3-5
z Animations:
General Management
Truth Table
Show Symbol
z Grouping Options:
Group
Path
z Elements View
z Setting the Anchor Point
z Format and Animation Painting
z Converting SmartSymbols to ArchestrA Symbols
z Central Quality and Status Configuration
z Using Symbols in the ArchestrA Graphic Editor
z Embedding
z Overriding Custom Properties
z Redirect Object Association
z Building the InTouch Application
z InTouchViewApp Object
z InTouch Make-Over
z Embedding Symbols
z Editor Navigation
z Overriding Custom Properties
z Delivering the InTouch Applications
z Instantiate Template
z Deploy Instance
z Maintaining the Symbols and InTouch Application
z Content Change
z Size Change
z Deploy Changes
Wonderware Training
Module 4
Module Objectives
z Become familiar with Managed Applications.
z Become familiar with the ArchestrA IDE.
z Distinguish between portions of the ArchestrA IDE used with InTouch and those
used with Wonderware® Application Server.
z Create a new IDE-managed InTouch application.
z Import an existing InTouch application to use as an IDE-managed InTouch application.
z Start WindowMaker from within the IDE.
z Submit the changes you make in WindowMaker to the IDE-managed InTouch
application.
z Export and import the IDE-managed InTouch application together with its
InTouchViewApp object.
z Convert an IDE-managed InTouch application to a stand alone InTouch application.
z Delete the IDE-managed InTouch application.
Wonderware Training
Section 1 – About InTouch ArchestrA Integration 4-3
Section Objectives
z Introduce the ArchestrA environment as it applies to InTouch users.
This section explains the concepts and capabilities of the integration of ArchestrA architecture and
the Wonderware IDE with InTouch HMI.
Stand Alone
InTouchViewApp Imports and Exports Manages
InTouch Applications
Automation
Object (Template)
Manages
IDE-Managed InTouch
Provides Applications
ArchestrA
Symbols
ArchestrA Symbol InTouch
Derive
Editor Application Manager
InTouch WindowViewer
Provides
ArchestrA Test Application
Symbols
InTouchViewApp
Automation
Object (Instance) Creates IDE-Managed InTouch Starts
Application Directory Applications
Instead of creating an InTouch application with visualization objects in WindowMaker that connect
to plant data and also to ArchestrA galaxy objects which you can configure independently, you can
now:
z Develop the visualization directly in the IDE with the ArchestrA Symbol Editor.
z Create a new InTouch application using the ArchestrA IDE.
z Use the IDE to start WindowMaker.
z Insert the ArchestrA Symbols on to your InTouch windows.
z Test the InTouch application in WindowViewer.
z The following diagram shows you the workflow of using InTouch and ArchestrA in this
new way:
InTouch
ArchestrA Symbol
Application WindowMaker WindowViewer ArchestrA IDE
Editor
Manager
Create ArchestrA
4. Creating Symbol Symbol
Derive
6. Creating InTouch App. InTouchViewApp
Template
Start WindowMaker
7. Adding Tags etc. and add tags etc.
Select ArchestrA
8. Embedding Symbols Symbol with Galaxy
Browser
Configure Custom
9. Configuring Symbols Properties
Test Application in
10. Testing Application WindowViewer
Wonderware Training
Section 1 – About InTouch ArchestrA Integration 4-5
InTouchViewApp Object
ArchestrA manages your InTouch applications with a specific type of ArchestrA object called the
InTouchViewApp object.
An InTouchViewApp template references one specific IDE-managed InTouch application.
However, a number of limitations apply on what you can do with the InTouchViewApp compared to
other automation objects. For more information, see Restrictions of the InTouchViewApp Object.
Wonderware Training
Section 1 – About InTouch ArchestrA Integration 4-7
InTouchViewApp base
template
Configure?
Derive templates
InTouchViewApp
template derived from
base template
$MyInTouchViewA
$MyInTouchViewA
$MyInTouchView
pp_Template WindowMaker
pp_Template Configure
App_Template
O
pe
ns
You cannot:
z Configure an InTouchViewApp instance. Only InTouchViewApp templates can be
configured. If you attempt to configure an InTouchViewApp instance, you can select to
open associated InTouchViewApp object template instead.
z Derive templates from an InTouchViewApp template that is derived from the
InTouchViewApp base template.
z Derive instances from the InTouchViewApp base template.
z Change the association between the InTouchViewApp and the InTouch application. You
must delete the template and all instances and recreate them.
z Open more than one InTouchViewApp template for configuration at a time. This is
because you can only run one instance of WindowMaker at one time.
z Use ArchestrA security in InTouch, if InTouch only uses the Galaxy as a provider of
ArchestrA symbols. In order to use ArchestrA security, you must at least deploy a
WinPlatform to the node on which the deployed IDE-managed InTouch application is
running.
$InTouchViewApp
Base Template
Shared
DERIVATION
Checked-Out
Version
$MyITViewApp
Derived Template CHECK OUT
WindowMaker
CHECK IN
Checked-In
DERIVATION Version Application
Manager
MyITViewApp_001 Deployed
Derived Instance Version
WindowViewer
Wonderware Training
Section 1 – About InTouch ArchestrA Integration 4-9
Note: If you publish the IDE-managed InTouch application for use as a stand alone InTouch
application, you can still use any contained ArchestrA symbols. However, you can only resize,
delete, configure animations, move, duplicate and perform clipboard operations on them. You
cannot add new ArchestrA symbols or change to alternate symbols or instances.
ViewEngine Object
The ViewEngine is an ArchestrA object that manages session and security information for the
running InTouchViewApp instances and the terminal service sessions.
A platform can host multiple ViewEngine objects, every InTouchViewApp must be assigned to
a ViewEngine.
You cannot create multiple instances of the same InTouchViewApp template to run under the
same ViewEngine object. But you can run instances from different templates under the same
ViewEngine object, or run multiple instances of the same template under different ViewEngine
objects.
ArchestrA Symbols
The ArchestrA IDE contains a symbol editor that lets you create symbols that visualize production
processes and provide an HMI interface to ArchestrA automation objects.
Wonderware Training
Section 1 – About InTouch ArchestrA Integration 4-11
Note: For more information about dynamic size propagation, see Creating and Managing
ArchestrA Graphics User’s Guide.
Overview Diagram
The following diagram shows you how symbols that are created with the ArchestrA IDE ArchestrA
Symbol Editor can be used in InTouch applications.
Instances of
ArchestrA Symbols
CREATING
OBJECT
INSTANCES
Wonderware Training
Section 2 – Managing InTouch Applications with IDE 4-13
Section Objectives
z Create a new IDE-managed InTouch application
z Import an existing InTouch application to use as an IDE-managed InTouch application
z Start WindowMaker from within the IDE
z Submit the changes you make in WindowMaker to the IDE-managed InTouch application
z Export and import the IDE-managed InTouch application together with its
InTouchViewApp object
z Convert an IDE-managed InTouch application to a stand alone InTouch application
z Delete the IDE-managed InTouch application
IDE-Managed InTouch
Applications
Imports and Exports
aaPKG. File
IDE-Managed
InTouch
Applications
g. Select InTouchView Application to create an InTouch application that uses only ArchestrA
references
h. Click Next.
WindowMaker is started.
Note: If you select Don’t ask me again and click Yes, the next time you open an
InTouchViewApp object instance, the IDE-managed InTouch application is automatically
opened from the associated InTouchViewApp object template.
Wonderware Training
Section 2 – Managing InTouch Applications with IDE 4-15
Note: The ArchestrA IDE creates a copy of the existing InTouch application in a folder that it
manages and accesses and leaves the existing InTouch application and location unchanged.
g. If necessary, type:
z A new name in the Application Name box.
z A new description in the Description box.
Wonderware Training
Section 2 – Managing InTouch Applications with IDE 4-17
i. Click Done.
InTouch WindowMaker is started and you can edit the InTouch application as an IDE-
managed InTouch application.
Note: For more information about importing and exporting Automation objects, see the Industrial
Application Server User’s Guide.
Note: This is different than exporting the InTouchViewApp object itself. For more information, see
InTouch ArchestrA Integration Guide - Chapter 1 About InTouch ArchestrA Integration - Importing
and Exporting the InTouchViewApp Object.
Wonderware Training
Section 2 – Managing InTouch Applications with IDE 4-19
Note: Deleting an InTouchViewApp instance does not delete the associated InTouch
application.
Wonderware Training
Section 3 – Using IDE-Managed InTouch Applications At Runtime 4-21
Section Objectives
z Test a managed InTouch application in Runtime.
You can run IDE-managed InTouch applications on remote nodes by deploying InTouchViewApp
object instances to those nodes.
ArchestrA IDE
InTouchViewApp
Automation
Derive Object (Template) Derive
InTouchViewApp InTouchViewApp
Automation Automation
Object (Instance) Object (Instance)
Create
Application Directories on
Operator Nodes When Deployed
InTouch InTouch
WindowViewer WindowViewer
on Node 1 on Node 2
Start WindowViewer on
Operator Nodes
InTouch InTouch
Application Manager on Node 1 Application Manager on Node 2
You can also deploy changes of the InTouch application and contained ArchestrA symbols to
these nodes and select whether to accept or decline the changes for each node.
Note: The changes are not immediately reflected in a running WindowViewer session. The
operator of each node can select to accept or decline the changes. For more information, see
Accepting New Application Versions at the Operator Node.
Wonderware Training
Section 3 – Using IDE-Managed InTouch Applications At Runtime 4-23
Note: Depending on the nature of the change, you may either be prompted to restart the
WindowViewer application, or just reload it.
ArchestrA EDIT
$InTouchViewApp1
IDE $InTouchViewApp2
ViewEngine1
WindowMaker
DERIVE InTouchViewApp1
ViewEngine2
InTouchViewApp2
DEPLOY DEPLOY
Terminal Server
WindowViewer running
InTouchViewApp1
InTouch
IDE Platform
(Terminal
Services)
WindowViewer running
InTouchViewApp2
VISUALIZATION VISUALIZATION
Client1 Client2
Wonderware Training
Lab 1 – Creating and Importing InTouch Applications in the IDE 4-25
Objectives
Upon completion of this lab, you will be able to:
z Use the $InTouchViewApp object to create a new InTouch application
z Import an existing InTouch application and view it in Runtime
a. Launch the IDE and create a New Galaxy using your initials as the name and
Base_Application_Server.cab as the Galaxy type.
b. Connect to your newly created Galaxy and observe the new layout in the IDE, as well as:
z Icon changes
z Graphic Toolbox tab
z New object: $InTouchViewApp
c. In the Template Toolbox, create a new derived template of the $InTouchViewApp object, and
name it $TankApp.
d. Create a new Template Toolset named ABCInTouchApps, where ABC are your initials, and
place your derived template in it.
e. Open $TankApp and create a new InTouch application.
f. Observe the new layout in WindowMaker, and then close WindowMaker and Check In the
object.
g. Create a new derived template from $InTouchViewApp and name it $ReactorApp.
h. Assign $ReactorApp to the ABCInTouchApps Template Toolset.
i. Open $ReactorApp and import an existing demoapp1 application from the following folder:
C:\Documents and Settings\All Users\Application Data\InTouchDemos
j. Switch between Development and Runtime to verify that everything works as expected.
k. Close WindowMaker and verify that the application is checked in.
Observe the new layout if you are familiar with previous versions of the ArchestrA IDE.
Wonderware Training
Lab 1 – Creating and Importing InTouch Applications in the IDE 4-27
Note: The red “x” box indicates that the template is not configured with an application.
It is good practice to separate the Templates you created from those that get imported when
the Galaxy is created.
Create a New Template Toolset to contain the Templates you create.
9. Right-click the Galaxy name and select New Template Toolset.
Wonderware Training
Lab 1 – Creating and Importing InTouch Applications in the IDE 4-29
10. Name the Template Toolset ABCInTouchApps or use your initials to match your Galaxy
name.
11. Drag the Derived Template $TankApp into the Template Toolset just created.
Open WindowMaker
12. Double-click on the $TankApp Template to Initialize the application and launch WindowMaker.
13. Select Create New InTouch Application from the InTouchViewApp Initialization dialog
box.
Click Next.
Wonderware Training
Lab 1 – Creating and Importing InTouch Applications in the IDE 4-31
Congratulations! You have just created your first InTouch application from the AchestrA IDE.
20. Select Import Existing InTouch Application from the InTouchViewApp Initialization dialog
box.
21. Click Next.
Note: The instructor will provide the application name, node name, and file location.
Wonderware Training
Lab 1 – Creating and Importing InTouch Applications in the IDE 4-33
Wonderware Training
Lab 1 – Creating and Importing InTouch Applications in the IDE 4-35
Note: InTouch applications should only be launched here for development purposes. They should
be deployed for production.
Wonderware Training
Module 5
Module Objectives
z Create an ArchestrA Symbol.
z Organize Symbols using the Graphic Toolbox.
z Customize Graphic Toolsets.
z Edit Symbols.
z Import Symbols.
z Delete a Symbol.
z Insert an ArchestrA Symbol into an InTouch Window.
z Connect an ArchestrA Symbol to an InTouch Tagname.
Wonderware Training
Section 1 – Managing Symbols 5-3
Section Objectives
z Create ArchestrA Symbols.
z Use the Graphic Toolbox to manage a library of symbols.
This section explains what ArchestrA Symbols are, how they are stored in the ArchestrA
environment, and how they can be managed using the IDE tools.
About Symbols
ArchestrA Symbols are graphical symbols that you can use to visualize data in an InTouch HMI
application. They are managed by the IDE.
Using the IDE, you can:
z Create a new symbol.
z Open the symbol for editing with the ArchestrA Symbol Editor.
z Organize symbols within the Graphic Toolbox.
z Import and export symbols.
z Delete a symbol.
z Configure security for a symbol.
z Open the symbol in read-only mode with the ArchestrA Symbol Editor.
Tools Panel
The Tools panel contains elements you can select to create your symbol on the canvas.
Wonderware Training
Section 1 – Managing Symbols 5-5
Elements List
The Elements List is a list of all elements on the canvas.
The Elements List is particularly useful for selecting one or more elements that are visually hidden
by other elements on the canvas. You can use the Elements List to:
z See a list of all elements, groups of elements and embedded symbols on the canvas.
z Select elements or groups of elements to work with them.
z Rename an element or a group of elements.
Caution: If you rename an element or a group, the animation references to it are not automatically
updated. You must manually change all animation links referencing the old name.
Properties Editor
You can use the Properties Editor to view and set properties for the selected element or group of
elements.
Animation Summary
You can use the animation summary to review, select and configure the animation behavior of a
selected element on the canvas.
Canvas
The canvas is your drawing area. You use it as you would in other image editing software by
drawing elements and changing them to your requirements.
Elements
You use elements to create a symbol. The ArchestrA Symbol Editor provides the following:
z Basic Elements such as lines, rectangles, ellipses, arcs and more.
z Status element to show a quality status icon.
z Windows Common controls such as combo boxes, calendar controls, radio button groups
and more.
You can create the following from existing elements on the canvas:
z Groups - Grouping Elements together
z Path Graphics - Joining two unrelated Elements into one enclosed Element
You can embed the following on the canvas:
z Imported Client Controls
z Other Symbols
Basic Elements
You can use the following basic elements to create a symbol:
z Open elements such as line, H/V line, polyline, curve and arc.
z Closed elements such as rectangle, rounded rectangle, ellipse, polygon, closed curve, pie
and chord.
Note: You can draw the arcs, pies and chords from either two points or three points.
Wonderware Training
Section 1 – Managing Symbols 5-7
Status Element
You can use a Status element to monitor and indicate the status or quality of:
z All ArchestrA attributes used in one or more specified animated elements in the same
hierarchical level.
Status elements will be discussed in more detail later.
Note: You can press the following keys to create a new ArchestrA symbol: Ctrl + Shift + S.
Note: Plan your naming conventions carefully. ANY object, whether and InTouch Application
or a ArchestrA Graphic object, exported from the IDE has the same .aaPKG file extension.
The naming convention you use will determine your ability to recognize the object type.
Wonderware Training
Section 1 – Managing Symbols 5-9
Wonderware Training
Section 1 – Managing Symbols 5-11
To draw an image
a. Click the image icon in the Tools panel.
b. Click the canvas and drag the shape of the image element.
c. Release the mouse button.
The Open dialog box appears.
d. Browse to the image file, select it, and then click Open.
The image file is loaded into the image element.
Drawing Buttons
You can draw a button on the canvas. You can configure a button with a text label or an image.
To draw a button
a. Click the button icon in the Tools panel.
b. Click the canvas and drag the shape of the button element.
c. Release the mouse button.
The button text appears in edit mode.
d. Type a text label for the button and then press Enter.
Placing Text
You can place text on the canvas.
The text element has no border and no background fill. The text does not wrap. When you type the
text, the size of the Text element expands.
You can also drag the handles of the Text element to resize it.
To place text
a. Click the text icon in the Tools panel.
b. Click the canvas where you want to place the text.
c. Type the single line of text you want.
d. When you are done, do one of the following:
z Press Enter to type a new line of text.
This new line is a new element.
z Click the canvas outside the text element.
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Dragging Elements
After you draw elements on the canvas, you can drag them to a new position.
To drag elements on the canvas
a. Select one or more elements.
b. Click one of them and hold the mouse button down.
c. Drag the mouse to the new position.
d. Release the mouse button.
Note: The Properties Editor not only supports values, but also allows input of color, font, and
file information in the respective dialog boxes.
Properties are organized in categories so you can find them more easily. The following table
shows the categories:
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Selecting Elements
You can select one or more elements by:
z Clicking on them with the mouse.
z Dragging the lasso around them with the mouse.
z Selecting them with a menu option or with a shortcut key.
z Selecting them in the Elements List.
When you select an element, it appears with handles that give you control over its size and
orientation.
When you select multiple elements, the last selected element is the primary element. All other
previously selected elements are secondary elements.
To select a group, you must click one of the elements contained in the group.
b. To select further elements, press Shift + click. The other elements become selected.
Note: Note You can see in the Elements List which elements are selected.
Note: Note You can also press the F2 key to select all elements.
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Note: Note The color setting of the Elements List depends on the setting for the Selected Items
option in the operating system’s Display Properties Appearance panel.
Unselecting Elements
You can unselect one or more selected elements. You can do this by clicking on them individually
on the canvas or in the Elements List.
If you want to remove the selected elements in a specified rectangular area, you can use the
lasso.
To unselect elements individually
a. Do one of the following:
z Shift + click the selected element on the canvas.
z Ctrl + click the selected element name in the Elements List.
b. 2 Repeat the previous step for all elements you want to unselect.
To unselect elements from a specified rectangular area
a. Shift + click the canvas outside of any element.
b. Drag the mouse so that the lasso surrounds the elements that you want to unselect.
c. Release the mouse button. The selected elements within the lasso are unselected, and the
selected elements outside the lasso remain selected.
Inline Editing
After you place certain elements on the canvas, you can edit them by selecting them and clicking
on them again. This is called inline editing. The following elements can be edited in this way:
z For polylines, polygons, curves, and closed curves, the control points of the element
appear. Use these to change the shape of the element. You can also add and delete
control points.
z For arcs, pies, and chords, the handles for the start angle and sweep angle appear. Use
these to change the start angle and sweep angle.
z For groups, the group handle is replaced with a shaded outline. You can select individual
elements and groups within the group to edit and move them.
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Copying Elements
After you select an element, you can copy it by using menu options or you can Ctrl + click.
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Duplicating Elements
Duplicating elements allows you to select an element or elements and quickly make copies of
them.
You can also specify the amount of overlap when you duplicate.
To duplicate elements
a. Select one or more elements.
b. Do one of the following:
z Click Duplicate on the Edit menu.
The selected element is duplicated and appears offset to the original element.
z Press Ctrl + D.
The selected element is duplicated and appears offset to the original element.
z Ctrl + click one of the selected elements to duplicate all selected elements.
You can keep the mouse button down and drag them to the new position on the canvas.
To set the overlap when you duplicate
a. Duplicate an element or elements. The element is copied overlapping the original.
b. Move the duplicated element to the location relative to the original. For example, move the
duplicated element five grid spaces above the original element.
c. Duplicate the element again. The new duplicate is placed in the same offset you specified in
the preceding step. For example, five grid spaces above the original element.
Resizing Elements
You can resize selected elements by:
z Dragging the handles of a single element to increase or decrease its horizontal or vertical
size.
z Changing the Width and Height properties of one or more elements using the Properties
Editor.
z Proportionally resizing multiple elements.
z Making multiple objects the same width and/or height.
Some elements cannot be resized or can only be resized in certain directions, such as the
Calendar control or DateTime Picker. If the primary element has such restrictions, then any
secondary elements resize proportional to the change in primary element's size and do not resize
independently.
b. Drag one of the handles. The object is resized while you drag.
c. Release the mouse button.
To resize a single selected element with the mouse and keeping a fixed width/height ratio
a. Select an element. The handles of the selected element appear.
b. Press and hold the Shift key.
c. Drag one of the handles.
The object is resized while you drag, the width/height ratio stays unchanged.
d. Release the mouse button and Shift key.
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Rotating Elements
You can rotate elements to any orientation (0 - 359 degrees):
z Graphically with the rotation handle.
z Numerically by typing the orientation angle in the Properties Editor.
z By rotating them by 90 degrees in a clockwise or counter-clockwise direction.
The element is rotated around its point of origin. By default, the point of origin is in the center of the
element. You can move the point of origin to any other location, even outside of the object itself.
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Flipping Elements
You can flip elements on their horizontal or their vertical axis. The axis for each element is
determined by its point of origin.
To flip elements vertically
a. Select one or more elements.
b. On the Arrange menu, point to Transform, and then click Flip Vertical. The selected elements
are flipped vertically on their horizontal axis.
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Ungrouping
After you create a group, you can ungroup it if you no longer want it.
If the group included elements and other groups, when you ungroup, the original elements and
groups again exist as independent items. To ungroup any subgroups, you must select each one
and ungroup it separately.
If you ungroup a set of elements and elements already exist with the names of the grouped
elements, then the newly ungrouped elements are renamed.
To ungroup
a. Select the groups you want to ungroup.
b. On the Arrange menu, point to Grouping, and then click Ungroup.
The groups is converted to the original elements.
The group name is removed from the Elements List and the element names appear.
Note: Note You can also add elements to existing groups by using the Elements List in similar
way.
Note: Note You can also remove elements from existing groups by using the Elements List in
similar way.
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c. Edit the element with the Properties Editor, by mouse or by menu according to your
requirements.
d. Click outside the group.
To edit components within a group by using the Edit Group command
a. On the canvas, select the group that you want to edit.
b. On the menu Edit, click Edit Group ‘GroupName’.
The group is outlined with a diagonal pattern.
Note: Note If you move the position of an element in a group outside the group, the group
size is automatically changed to incorporate the new position of the element.
Path Graphics
Complex Shapes and Paths are a useful addition to InTouch 10.0.
Path graphics are elements that combine selected open elements, such as lines, H/V lines,
polylines, curves and arcs to a single closed graphic element.
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z Path Tool:
z Example – create a shield:
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Note: You can also set the element’s line properties in the Line Format properties group in
the Properties Editor.
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Note: Extreme weight settings can cause unexpected behavior, especially with curves and line
end styles.
Note: You can also set the line pattern by changing the LinePattern property in the Properties
Editor.
Note: You can also set the element’s line style in the Properties Editor. If you do this, you can
configure the solid color, gradient, pattern, or texture in the Style Selection dialog box.
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Note: You can also change the text color in the Properties Editor with the TextColor property.
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Note: You can also set the text alignment in the Properties Editor by setting the Alignment
property.
If the element is a text box or a button, then the text is aligned accordingly.
If the element is a text element and you then modify the text at design time or run time, the text is
anchored to the point of alignment.
z Text right alignments move additional text further over to the left.
z Text left alignments move additional text to the right.
z Changes in font size leave the point of alignment unchanged and modify the frame
accordingly.
Substituting Strings
You can search and replace strings of any element that have the Text property on your canvas.
You can use the basic mode to replace strings in a list.
You can also use advanced functions, such as find and replace, ignore, case-sensitivity, and
wildcards.
You cannot substitute static strings that are used in an Radio Button Group, List Box or Combo
Box.
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Setting Style
You can set the fill, line, and text style from various places in the ArchestrA Symbol Editor using
the Style Selection dialog box. The Style Selection dialog box is common to any element for which
you can set a solid color, gradient, pattern, or texture. You can also set the transparency of the
style.
Because you can open the Style Selection dialog box from different places in the ArchestrA
Symbol Editor, the dialog box header can be different.
Also, not all tabs may be available. For example, for setting one color of a gradient in the
Properties Editor, you can only select a solid color from the Style Selection dialog box.
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b. In the Standard Palette area, click a color. The new color appears in the New color box on the
right of the dialog box.
c. Click OK.
d. Click OK.
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Setting a Gradient
You can configure gradients by the:
z Number of colors - 1, 2 or 3.
z Direction - horizontal, vertical, radial, point based, or customized.
z Variant - depending on your selection for the number of colors and direction.
z Color distribution shape - bell or triangular with options to configure the center and falloff.
z Focus scales - width and height.
You set a gradient on the Gradient tab in the Style Selection dialog box.
c. Click the color selection box to open the Select Solid Color 1 dialog box. Select a solid color
and click OK. For more information about this dialog box, see Setting a Solid Color on page
164.
d. Move the slider between Dark and Light. The new gradient appears in the New color box on
the right of the dialog box.
e. Click OK.
To set a gradient using two colors
a. In the Style Selection dialog box, click the Gradient tab.
b. In the Colors area, click Two. Two color selection boxes appear.
c. Click the Color 1 or Color 2 color field to select a color from the Select Solid Color dialog box.
The new gradient appears in the New color box on the right of the dialog box.
d. 4 Click OK.
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c. Click the Color 1, Color 2 or Color 3 color field to select a color from the Select Solid Color
dialog box.
The new gradient appears in the New color box on the right of the dialog box.
d. Click OK.
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The new gradient appears in the New color box on the right of the dialog box.
c. Click OK.
z In a triangular distribution, the gradient from one color to the next rises and falls at the
same rate.
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0 0
50 0
0 50
50 50
Setting a Pattern
You can set a pattern for an element. The following table describes the pattern options:
Pattern Options
Horizontal Simple, Light, Narrow, Dark, Dashed
Vertical Simple, Light, Narrow, Dark, Dashed
Percent 05, 10, 20, 25, 30, 40, 50, 60, 70, 75, 80, 90
Grid Small, Large, Dotted
Checker Board Small, Large
Diagonals Forward, Backward, Dashed Upward/Downward, Light/Dark/Wide
Upward/Downward
Diamond Dotted, Outlined, Solid
Cross Diagonal
Brick Horizontal, Diagonal
Confetti Small, Large
Others Zig Zag, Wave, Weave, Plaid, Divot, Shingle, Trellis, and Sphere
Patterns consist of the foreground color and the background color that you can change.
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To set a pattern
a. In the Style Selection dialog box, click the Pattern tab.
b. Select a pattern. The new pattern appears in the New color box on the right of the dialog box.
c. If you want to change the foreground color of the pattern, click the Foreground color selection
box. The Style Selection dialog box appears. Select a solid color and click OK.
d. If you want to change the background color of the pattern, click the Background color selection
box. The Style Selection dialog box appears. Select a solid color and click OK.
e. Click OK.
Setting a Texture
Textures are images you can use as styles for lines, fills and text. You can stretch the image or tile
the image across the entire element to be filled.
To set a texture
a. In the Style Selection dialog box, click the Textures tab.
b. Click Select Image. The Open dialog box appears. You can import the following image
formats: .BMP, .GIF, .JPG, .JPEG, .TIF, .TIFF, .PNG, .ICO, .EMF. Animated GIF images are
not supported.
c. Browse to and select an image file and click Open. The new pattern appears in the New color
box on the right of the dialog box.
d. Configure the size mode. Do one of the following:
z Click Tile to create a pattern that repeats itself.
z Click Stretch to enlarge (or shrink) the pattern across the selected element.
e. Click OK.
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The No Fill style appears as a red cross-through line in the New color box on the right of the
dialog box.
b. Click OK.
Note: You can also set the transparency level by changing the Transparency property in the
Properties Editor.
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You must also make sure that the TabStop property of each element is set to true. When the
TabStop property is set to true, you can use the tab key at run time to switch to the selected
element.
To edit the element’s tab order
a. Select the element for which you want to set the tab order.
b. In the Properties Editor, ensure that the TabStop property is set to True.
c. Type a unique value for the TabOrder property.
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z Allow or prevent the opening of more than one symbol or display from a symbol. One
example is a symbol with multiple Show Symbol animations. If this option is enabled, you
can open more than one pop-up and each pop-up is modeless.
To edit the description of a symbol
a. Click on the canvas so that no elements are selected.
b. In the Properties Editor, type a meaningful description for the Description property.
To use smoothing (anti-aliasing) for a symbol
a. Click on the canvas so that no elements are selected.
b. In the Properties Editor, select True for the Smoothing property.
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Rounded rectangles maintain their radius when their size is changed. If the symbol containing
rounded rectangles is embedded into an InTouch window and resized, the radius is not affected.
This can have adverse affects on the graphic representation of your symbol.
To enlarge the radius of a rounded rectangle
a. Select one or more rounded rectangles on the canvas.
b. Press and hold Shift and the + key on the numeric keypad.
The radius is enlarged, and the rounded rectangle becomes more round.
To reduce the radius of a rounded rectangle
a. Select one or more rounded rectangles on the canvas.
b. Press and hold Shift and the minus (-) key on the numeric keypad.
The radius is reduced, and the rounded rectangle becomes more rectangular.
To set the radius of a rounded rectangle exactly
a. Select one or more rounded rectangles on the canvas.
b. In the Properties Editor, change the value for Radius property and press Enter. The selected
rounded rectangles are updated accordingly.
z In the Line Start list, click a shape for the start of the line.
z In the Line End list, click a shape for the end of the line.
z Click OK.
To set the size of the line arrowheads
a. 1 Select one or more open line elements.
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b. On the Format menu, click More Line Options. The Select Line Options dialog box appears.
c. Select a size on the Line Start Size list if the line starts with an arrowhead. Valid sizes are: XX
Small, X Small, Small, Medium Small, Medium, Medium Large, Large, X Large, XX Large.
d. Select a size on the Line End Size list if the line ends with a shape.
e. Click OK.
Note: You can also set the line end shapes by changing the StartCap and EndCap properties
in the Properties Editor.
z For auto scaling, the text is resized to fit the text box.
z For word wrapping, the text in a text box continues in the next line.
To auto scale the text in a text box
a. Select one or more text boxes.
b. In the Properties Editor, set the AutoScale property to true.
To word wrap the text in a text box
a. Select one or more text boxes.
b. In the Properties Editor, set the WordWrap property to true.
Using Images
You can place images on the canvas. This is a two step process:
a. Draw a frame which specifies the target size of the image.
b. Import the image from an image file.
After you place an image on the canvas, you can:
z Set the display mode (ImageStyle).
z Set the image alignment (ImageAlignment).
z Set the transparency color (HasTransparentColor, TransparentColor properties).
z Open the image in an image editing application.
z Select a different image for the image element.
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Note: You can also set the image alignment in the ImageAlignment property in the Properties
Editor.
Note: You can also select a transparency color with the TransparentColor property in the
Properties Editor.
To edit an image
a. Select the image element with the image you want to edit.
b. On the Edit menu, click Edit Image. The image is opened with the associated image editing
application.
c. Make changes to the image as needed, save the image and close the image editing
application. The image is updated on the canvas.
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c. Browse to and select the executable of the image editing application and click Open. The
image editor is added to the list.
Note: You can also select a different image by clicking the browse button in the Image
property in the Properties Editor.
Using Buttons
You can use buttons in ArchestrA Symbols. Buttons show a text caption or an image. If they show
a text caption, you can:
z Automatically scale the font size
z Configure the text to wrap within the button
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c. Click a control point you want to change and drag it to the new location. The element is
updated accordingly.
d. Repeat the previous step for all control points you want to change.
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Note: You can also change the tension of a curve or closed curve by changing the value for the
Tension property in the Properties Editor.
Note: You can also change the start or sweep angle of an arc, pie or chord in the StartAngle or
SweepAngle properties in the Properties Editor.
c. If you want to the angle to be multiples of 15 degrees, press and hold the Shift key.
d. If you want to the angle to be multiples of 45 degrees, press and hold the Ctrl key.
e. Grab the start angle or the sweep angle handle and drag it to the new location. The element is
updated accordingly.
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To change the start and sweep angle of an arc, pie, or chord together
a. Select the arc, pie, or chord.
b. On the Edit menu, click Edit Start and Sweep Angles. The start and sweep angle handles
appear on the selected element.
c. Select the start angle or the sweep angle handle and keep the mouse button down.
d. Press and hold the Alt key.
e. If you want additionally either angles to be multiples of 15 degrees, press and hold the Shift
key.
f. If you want additionally either angles to be multiples of 45 degrees, press and hold the Ctrl
key.
g. Drag the mouse. The start angle and sweep angle are changed accordingly.
h. When you are done, release the mouse button and then any keys.
Note: To move the symbol to the top level in the Graphic Toolset hierarchy, drag the symbol
to the Galaxy name icon.
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Renaming Symbols
You can rename a symbol at any time. Renaming a symbol does not affect the functionality of any
its child symbols.
Note: Symbol names must be unique within the whole hierarchy of the Graphic Toolbox.
d. Type a new unique name for the symbol and press Enter.
The symbol is renamed.
Note: You can only delete Graphic Toolsets that do not contain any symbols. Move the symbols
to another Graphic Toolset or delete them before deleting the Graphic Toolset.
d. Click Yes.
The Graphic Toolset is deleted.
Note: To move the Graphic Toolset to the top level in the Graphic Toolset hierarchy, drag the
Graphic Toolset to the Galaxy name icon.
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c. To hide Graphic Toolsets, clear the check box next to the Toolsets you want to hide.
d. To show Graphic Toolsets, check the check box next to the Toolsets you want to show.
e. To select or unselect all Toolsets, click the Check All or Uncheck All buttons.
f. When you are done, click Close.
The selected Graphic Toolsets are either shown or hidden depending on your settings.
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Note: Automation Objects can also inherit symbols from their parent template. You can edit an
inherited graphic in the child object. Inherited graphics cannot be removed in the child object.
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Note: You can open multiple instances of the ArchestrA Symbol Editor at the same time.
However, you cannot edit the same symbol in multiple instances of the ArchestrA Symbol Editor
c. Double-click it.
The ArchestrA Symbol Editor opens.
Note: To leave the symbol checked-out, click Keep Checked Out in the ArchestrA Symbol
Editor. This ensures that no other user can check out your symbol for editing.
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Importing Symbols
You can import symbols and graphic toolsets from a symbol .aaPKG file.
To import symbols from a symbol .aaPKG file
a. On the Galaxy menu, point to Import, and then click Object(s).
The Import Automation Object(s) dialog box appears.
b. Select one or more symbol .aaPKG files you want to import and click Open.
The Import Preferences dialog box appears.
c. Select the appropriate options for the object version mismatch and object name conflict and
click OK. The symbols and graphic toolsets are imported.
d. Click Close.
Exporting Symbols
You can export symbols to a symbol .aaPKG file.
To export symbols to a symbol .aaPKG file
a. In the Graphic Toolbox, select the symbols that you want to export.
b. On the Galaxy menu, point to Export, and then click Object(s).
The Export Automation Object(s) dialog box appears.
c. Browse to the save location and type a name for the symbol .aaPKG file.
d. Click Save. The symbols and their toolset folders are exported.
e. Click Close.
Deleting a Symbol
You can delete a symbol you no longer want. Deleting a symbol removes it completely from the
Industrial Application Server. You can delete a symbol from the Graphic Toolbox or from an
Automation Object in the ArchestrA Symbol Editor.
z When you delete a symbol, you are shown where the symbol is used. This lets you
understand the impact of deleting the symbol before you actually delete it.
z You cannot delete symbols that someone else has open for editing or left checked out.
z If you delete a symbol from an Automation Object, the symbol still appears to other users
until you check in the Automation Object.
z If you delete a symbol that is used in an InTouch window, it is not deleted from that
window. However, the ArchestrA animation links no longer work and you cannot edit the
symbol with the ArchestrA Symbol Editor.
To delete a symbol
a. Do one of the following:
z Open the Graphic Toolbox.
z Open the Automation Object with the symbol you want to delete.
Click the Graphics tab.
b. Select the symbol you want to delete and click Delete.
The Delete confirmation dialog box appears.
c. At the prompt, review the places this symbol is being used, if any.
d. Click Yes. The symbol is deleted.
Note: You can also delete multiple symbols at the same time.
Copying a Symbol
You can copy a symbol by saving it to another location and renaming it.
To copy a symbol:
a. In the Graphic Toolbox, select the symbol you want to copy.
b. On the Edit menu, click Duplicate. A copy of the symbol is created.
c. If needed, type a new name for the symbol.
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Note: To restrict a user, the user must be assigned to a role and the permissions must be
assigned to that role. Also security must be enabled. For more information on how to configure
security, users and roles, see the Industrial Application Server User’s Guide.
Note: If the user attempts to export a symbol without appropriate permissions, the message
“User doesn’t have permission to export graphics object” appears.
Note: If the user attempts to import a symbol without appropriate permissions, the message
“User doesn’t have permission to import graphics object” appears.
Note: If you open a symbol in read-only mode, you still have access to all functions in the
ArchestrA Symbol Editor that do not change the symbol.
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Section Objectives
z Embed ArchestrA Symbols in InTouch.
You can use ArchestrA Symbols that are created with the ArchestrA Symbol Editor in the IDE in
your IDE-managed InTouch application.
InTouchViewApp
IDE-Managed InTouch
Automation Manages
Applications
Object (Template)
Provides
ArchestrA
Symbols InTouch WindowViewer
Templates and
Instances
IDE-Managed InTouch
Provides Applications
ArchestrA
Symbol Functionality
You can:
z Insert ArchestrA symbols into an InTouch window.
z Configure inserted ArchestrA symbols.
z Start the ArchestrA IDE Symbol Editor.
z Test the ArchestrA Symbols in WindowViewer.
z Create a new Instance of the Automation object that is hosting the inserted ArchestrA
Symbol.
Note: You cannot insert ArchestrA Symbols into windows of stand alone InTouch applications.
Instead, convert the IDE-managed InTouch applications to stand alone InTouch applications.
ArchestrA symbols are converted, but can not be edited.
c. Select the ArchestrA symbol you want to insert and click OK.
The insertion icon appears if the mouse is over the InTouch window.
d. Click on the InTouch window where you want to insert the ArchestrA symbol.
The object is inserted on the InTouch window.
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Note: To create a new instance based on an ArchestrA symbol already on the InTouch window,
see InTouch ArchestrA Integration Guide - Chapter 3 Using ArchestrA Symbols in WindowMaker -
Testing ArchestrA Symbols in WindowViewer.
c. Click on the template that contains the ArchestrA symbol you want to insert.
The ArchestrA symbols that are contained in the selected template appear on the right.
d. Click on the ArchestrA symbol you want to insert and click OK. The Galaxy Browser closes
and the insertion icon appears if the mouse is over the InTouch window.
e. Click on the InTouch window where you want to insert the ArchestrA symbol.
The Create Instance dialog box appears.
f. Type a name for the instance and click OK. An object instance is automatically derived from
the object template with the name you specify. The symbol is inserted on the InTouch window.
Note: When you insert an ArchestrA symbol from an object instance, the symbol is associated
with that instance.
c. Click on the instance that contains the ArchestrA symbol you want to insert.
The ArchestrA symbols that are associated with the selected instance appear on the right.
d. Click on the ArchestrA symbol you want to insert and click OK. The Galaxy Browser closes
and the insertion icon appears if the mouse is over the InTouch window.
e. Click on the InTouch window where you want to insert the ArchestrA symbol.
The symbol is inserted on the InTouch window.
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Note: You cannot use this function with ArchestrA symbols that originate from the Graphics
Toolbox, as they are not associated with any object.
Note: The size of the ArchestrA symbol on the InTouch window is unchanged.
Note: You cannot use this function with ArchestrA symbols that originate from the Graphic
Toolbox, as they are not associated with any object.
c. Select an alternate symbol from the window on the right and click OK.
d. If the alternate symbol is a different size than the original symbol, a message appears
prompting if you want to keep the size of the currently inserted ArchestrA symbol.
Either click:
z Yes, to keep the current size of the selected ArchestrA symbol.
z No, to update the size of the selected ArchestrA symbol to the size of the new ArchestrA
symbol.
In both cases, the inserted ArchestrA symbol is updated with the new alternate ArchestrA
symbol.
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Section 2 – Using ArchestrA Symbols in WindowMaker 5-99
Note: For more information about dynamic size propagation, see Creating and Managing
ArchestrA Graphics User’s Guide.
b. Accept the changes in WindowMaker by clicking on the Symbol Changed icon in the
status bar. The changes are then propagated to WindowMaker.
Note: Any changes you make to the ArchestrA symbol are not propagated to the inserted
ArchestrA symbol automatically. For more information, see Creating and Managing ArchestrA
Graphics User’s Guide - Using IDE-Managed Intouch Application at Runtime - Accepting Symbol
Changes in WindowMaker.
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Section 2 – Using ArchestrA Symbols in WindowMaker 5-101
Modify
Create
ArchestrA
ArchestrA
Symbol and
Symbol
Save
WindowMaker
Insert
ArchestrA Accept
Symbol into Changes in
InTouch WindowMaker
Window
WindowViewer
Test ArchestrA
Fast Switch to Fast Switch to
Symbol in
WindowViewer WindowMaker
WindowViewer
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Section 2 – Using ArchestrA Symbols in WindowMaker 5-103
Note: You can fast-switch back to WindowMaker to make changes to the way the ArchestrA
symbol is inserted.
Note: After you have made changes to an ArchestrA symbol and saved it, it is faster to close
WindowViewer and to re-open WindowViewer than to wait for the changes to propagate to the
open WindowViewer session.
Note: You can only create new object instances for ArchestrA symbols that are hosted by
templates or instances. ArchestrA symbols that are in the Graphic Toolbox do not have this
functionality.
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Lab 2 – Creating and Embedding Symbols 5-105
Objectives
Upon completion of this lab, you will be able to:
z Use the new ArchestrA Symbol editor and drawing tools
z Create a new ArchestrA Symbol
z Embed an ArchestrA symbol in an InTouch window
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Lab 2 – Creating and Embedding Symbols 5-107
6. Draw a basic tank that includes inlet and outlet valves with pipes, a level indicator window, and
a level display, similar to the example shown below.
This will give you an opportunity to experiment with the graphic tools and properties.
Hint: The tank above was drawn with the following tools:
Rectangle
Rounded Rectangle
Rounded Rectangle
Rounded Rectangle
Rounded Rectangle
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Lab 2 – Creating and Embedding Symbols 5-109
15. Click the Embed ArchestrA Graphic button on the menu bar.
16. Browse the Graphic Toolbox and select the Calculator object.
Instructor will
provide location.
Note: This calculator uses Reverse Polish notation like many HP calculator models.
Wonderware Training
Module 6
Module Objectives
z Configure Custom Properties.
z Apply Custom Properties to elements and objects.
z Configure Animation.
z Apply Animation to objects.
Wonderware Training
Section 1 – Using Custom Properties 6-3
Section Objective
z Configure and apply Custom Properties.
Note: The animation links configured in WindowMaker are independent from those configured in
the ArchestrA Symbol Editor. They do not inherit the settings of the ArchestrA symbol and take
precedence when run in WindowViewer.
Wonderware Training
Section 1 – Using Custom Properties 6-5
Example:
This example shows you how to connect a tank symbol with a percent vertical fill animation
created by the ArchestrA Symbol Editor to an InTouch tagname.
Note: For more details on the individual steps, see Creating and Managing ArchestrA Graphics
User’s Guide.
a. Create a new symbol called “Tank” and open it in the ArchestrA Symbol Editor.
b. Paste a rectangle on the canvas. Change its appearance as desired.
c. Create a colored polygon element that represents a cutout of the tank to show the tank level.
d. Click on the canvas and from the Special menu select Custom Properties.
The Edit Custom Properties dialog box appears.
e. Add a custom property called, for example, Level.
f. On the right panel, set:
z Data Type as Float.
z Default Value as 0.
g. Click OK.
h. Double-click on the polygon element that represents the tank level.
The Edit Animations dialog box appears.
i. Add a % Vertical Fill animation.
j. On the right panel, in the Analog box, type the name of the custom property.
In this example, it is Level.
p. On the Special menu, point to ArchestrA Graphic “Tank”, and then click Edit Custom
Properties. The Edit Custom Properties dialog box appears.
Wonderware Training
Section 1 – Using Custom Properties 6-7
q. Select the custom property Level, and in the Default Value box, either:
z Type TankLevel.
z Browse for TankLevel with the Select Tag dialog box that is opened from the ellipsis
button.
r. Click OK.
s. Paste a slider on the window and configure it with the local InTouch tagname TankLevel.
t. Click Runtime.
u. Move the slider to affect the tank level and observe the object’s behavior.
This section shows you how to configure and use custom properties to extend the functionality of
symbols and also to use in combination with InTouch tagnames.
Data Type:
- Boolean
- Integer
- Float
- Double
- String
- Time Default Value:
- Elapsed Time - Value
- Reference (Element or Attribute)
- Expression
CUSTOM PROPERTY 1
Description
CUSTOM PROPERTY 2
SYMBOL
CUSTOM PROPERTY 3 Visibility:
- Public Custom Property
...
CUSTOM PROPERTY N
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Section 1 – Using Custom Properties 6-9
You can see the name of the symbol and the custom property in the header of the right side of
the dialog box.
e. Configure the custom property on the right side of the Edit Custom Properties dialog box.
For more information see Creating and Managing ArchestrA Graphics User’s Guide - Chapter
10 Using Custom Properties - Configuring Custom Properties.
f. When finished, click OK.
To delete a custom property
a. Click the canvas to deselect any elements.
b. On the Special menu, click Custom Properties.
The Edit Custom Properties dialog box appears.
c. Select the custom property you want to delete and click the Remove icon.
A confirmation message appears.
d. Click Yes.
The custom property is removed from the custom properties list.
e. When you are done, click OK.
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Section 1 – Using Custom Properties 6-11
Note: The header of the configuration section shows you the symbol name, for example
Symbol_001, on the right and the custom property name on the left, for example
MyCustomProperty. It can be accessed from scripting as Symbol_001.MyCustomProperty.
d. In the Data Type list, select the data type of the custom property.
You can select one of the following:
Elapsed Time
Float
Integer
String
Time
z Select the T icon to indicate that the default value is a static value.
z Select the label icon to indicate that the default value is a reference to a value.
h. In the Visibility box, select either:
z Public, so that the custom property is visible and can be used in a parent symbol if the
symbol is embedded or inserted.
z Private, so that the custom property is not visible outside of the defining symbol and
cannot be used if the symbol is embedded or inserted.
i. In the Description box, type a meaningful description for the custom property.
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Section 1 – Using Custom Properties 6-13
c. Select the custom property you want to validate and click the Validate icon.
Required boxes are highlighted by a red box, possible errors appear in the status area under
the custom properties list.
Note: For more information, see Connecting Animations with Custom Properties on page
219, Connecting Animations with InTouch tags on page 220 and the InTouch ArchestrA
Integration Guide.
Note: When you override the custom property, it appears bold in the custom property list.
In the Edit Custom Properties dialog box, click the Revert icon.
The custom property value is reverted to the original custom property value.
Examples
This section shows you some possible uses for using custom properties.
Examples:
z A TankLevel custom property of type Writable Attribute can be given a value of me.pv.
z A MaxFillLevel Custom Property of type Expression can be given a value of 250 +
me.FillLevel.
Note: A more extensive example on how to use custom properties in inserted symbols on an
InTouch window can be found in the section Connecting ArchestrA Symbols with InTouch
Tagnames in the InTouch ArchestrA Integration Guide .
Wonderware Training
Section 1 – Using Custom Properties 6-15
SYMBOL4
SYMBOL3
SYMBOL1 SYMBOL2
ELEMENT1 CustomProperty1
ANI CustomProperty2
MA
TIO
N CustomProperty3
InTouch Tags
tag3
SYMBOL1 tag2
tag1
ELEMENT1 CustomProperty1
ANI CustomProperty2
MA
TIO
N CustomProperty3
USES INTOUCH
TAG AS REFERENCE
When you insert an ArchestrA symbol in an InTouch window, the references in the animation links
are converted as follows:
For more information about custom properties, see the Creating and Managing ArchestrA
Graphics User’s Guide.
Note: You can restore the original value of the custom property by clicking the Restore icon.
Wonderware Training
Section 2 – Animating Graphic Elements 6-17
Section Objective
z Configure and apply Animation to objects.
z Observe Animation in Runtime.
You can use animations to specify how the element appears at Runtime. Animations are driven by
data that comes from ArchestrA attribute values and expressions as well as element properties,
and InTouch tags.
You can use:
z Visualization animations, such as visibility, fill style, line style, text style, blinking, percent
fill horizontal, percent fill vertical, horizontal location, vertical location, width, height,
orientation, value display or tooltip.
z Interaction animations, such as disablement, user input, horizontal slider, vertical slider,
pushbutton, action script, show symbol or hide symbol.
z Element-specific animations for Status element and Windows Common Control elements.
Each element in your ArchestrA symbol can have one or more animations.
You can disable and enable individual animations for debugging purposes.
You can also cut, copy and paste animations between elements, regardless of their type. Only
animations that are supported by the target element are pasted.
You can also substitute references and strings in animations.
Note: Not all animations are available for all element types, as some do not make logical sense,
such as line style with a text element. You are not able to select or copy these invalid
combinations.
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Section 2 – Animating Graphic Elements 6-19
d. Select an animation from the list. The animation is added to the animation list and you can
configure the selected animation on the right side of the Edit Animations dialog box.
Note: Depending on the animation type you may get an animation state selection panel
instead.
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Section 2 – Animating Graphic Elements 6-21
e. Repeat for any other animations you want to disable and click OK when you are done.
To enable an animation
a. Select the element.
b. On the Special menu, click Edit Animations. The Edit Animations dialog box appears.
c. Locate the animation you want to enable from the animation list on the left side of the dialog
box.
d. Select Enabled from the list of that row.
e. Repeat for any other animations you want to enable and click OK when you are done.
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Section 2 – Animating Graphic Elements 6-23
If the configuration has an error, an exclamation mark is shown next to the animation icon.
d. Click the Validate icon on the right side of the Edit Animations dialog box.
The currently selected animation is validated and possible errors are highlighted in the right
side of the dialog box.
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Section 2 – Animating Graphic Elements 6-25
Note: You cannot connect animations to properties of elements that are part of an embedded
symbol on the canvas.
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Section 2 – Animating Graphic Elements 6-27
Note: To configure a reference to use an InTouch SuperTag, use the following syntax:
attribute(“intouch:SuperTag\Member”).
Managing Animations
You can easily manage animations in the Edit Animations dialog box. You can:
z Change the way the list of animations appears.
z Switch easily between multiple animations of an element.
The configuration panel changes to the configuration panel of the previous or next animation.
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Section 2 – Animating Graphic Elements 6-29
d. In the Boolean box, type either a boolean numeric value, attribute reference or expression.
e. Select True, 1, On, if you want the element to show, when the expression is true, otherwise
select False, 0, Off.
e. In the Boolean box, type either a boolean numeric value, attribute reference or expression.
f. Unselect Color in the True, 1, On area OR False, 0, Off area if you do not want a different fill
style for the true or false condition than the default fill style.
g. In the True, 1, On area, click the color box to configure the fill color when the expression is
true. The style selection dialog box appears.
h. In the False, 0, Off area, click the color box to configure the fill color when the expression is
false. The style selection dialog box appears.
i. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-31
To set the default fill style for a truth table fill style animation
a. Open the Edit Animations dialog box, Truth Table Fill Style panel.
b. In the Element Fill Style area, click the color box. The style selection dialog box appears.
To use the default fill style in a truth table fill style animation
a. Open the Edit Animations dialog box, Truth Table Fill Style panel.
b. Locate the condition for which you want to set the style to default style.
c. Uncheck the mark for that condition in the Color column of the truth table.
The associated style is the same as the style for the Element Fill Style.
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Section 2 – Animating Graphic Elements 6-33
Example:
The table below shows an analog fill color animation that describes the following behavior:
z When the attribute TankLevel_001.PV is 0 then the fill style is solid black.
z When the attribute TankLevel_001.PV is smaller than 20, then the fill style is solid red.
z When the attribute TankLevel_001.PV is greater than the attribute Standards.TankMax
then the fill style is red with a diagonal pattern.
z In all other cases, the fill style is solid blue.
e. In the Boolean box, type either a boolean numeric value, attribute reference or expression.
f. In the True, 1, On area, click the Color box to configure the line style when the expression is
true. The style selection dialog box appears.
g. In the Weight box, type a value for the line thickness when the expression is true.
h. From the Pattern list, select a line pattern for the line when the expression is true.
i. Repeat the above steps for the false condition in the False, 0, Off area.
j. When you are done, click OK.
To set default line style, thickness and/or pattern in a boolean line style animation
a. Open the Edit Animations dialog box, Boolean Line Style panel.
b. In the Element Line Style area, select a style, type a value for the width and select a pattern
for the default boolean line style.
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Section 2 – Animating Graphic Elements 6-35
To use default line style, thickness and/or pattern in a boolean line style animation
a. Open the Edit Animations dialog box, Boolean Line Style panel.
b. In either the True, 1, On or False, 0, Off areas, unselect Color, Weight and/or Pattern to use
the corresponding default style, weight and/or pattern.
To set the default line style, width or pattern for a truth table line style animation
a. Open the Edit Animations dialog box, Truth Table Line Style panel.
b. In the Element Line Style area, select a style, type a value for the width and select a pattern
for the default truth table line style.
To use the default line style, width or pattern in a truth table line style animation
a. Open the Edit Animations dialog box, Truth Table Line Style panel.
b. Locate the condition for which you want to change the line style, width or pattern.
c. To use the default line style for the condition, uncheck the mark in the Color column of the
truth table.
d. To use the default line width for the condition, uncheck the mark in the Width column of the
truth table.
e. To use the default line pattern for the condition, uncheck the mark in the Pattern column of the
truth table.
a. In the Edit Animations dialog box, Truth Table Line Style panel, click the Add icon.
An additional condition is added to the truth table.
b. Configure color, weight, pattern, operator and breakpoint value according to your
requirements.
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Section 2 – Animating Graphic Elements 6-37
e. In the Boolean box, type either a boolean numeric value, attribute reference or expression.
f. In the True, 1, On area, click the Color box to configure the text style when the expression is
true.
The Style Selection dialog box appears.
g. Click the Browse button for the Font box, to select a font, font style and size for the text when
the expression is true.
h. Repeat the above steps for the false condition in the False, 0, Off area.
i. When you are done, click OK.
To set default text style and/or font in a boolean text style animation
a. Open the Edit Animations dialog box, Boolean Text Style panel.
b. In the Element Text Style area, select a style and/or a font for the default boolean text style.
To use default text style and/or font in a boolean text style animation
a. Open the Edit Animations dialog box, Boolean Text Style panel.
b. In either the True, 1, On or False, 0, Off areas, unselect Color and/or Font to use the
corresponding default style and/or font.
c. Configuring a Truth Table Text Style Animation.
d. You can configure an element with a truth table text style animation.
To set the default text style or font for a truth table text style animation
a. Open the Edit Animations dialog box, Truth Table Text Style panel.
b. In the Element Text Style area, select a style and a font for the default truth table text style.
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Section 2 – Animating Graphic Elements 6-39
To use the default text style or font in a truth table text style animation
a. Open the Edit Animations dialog box, Truth Table Text Style panel.
b. Locate the condition for which you want to change the text style or font.
c. To use the default text style for the condition, uncheck the mark in the Color column of the
truth table.
d. To use the default font for the condition, uncheck the mark in the Font column of the truth
table.
a. In the Edit Animations dialog box, Truth Table Text Style panel, click the Add icon.
An additional condition is added to the truth table.
b. Configure style, font, operator and breakpoint value according to your requirements.
d. In the Boolean box, type either a boolean numeric value, attribute reference or expression.
e. In the Blink When Expression Is area, select either:
z True, 1, On to enable blinking when the expression is true.
z False,0 ,Off to enable blinking when the expression is false.
f. In the Blink Speed area, select either Slow, Medium or Fast for the blinking speed.
g. In the Blink Attributes area, select either Blink Visible With These Attributes or Blink Invisible.
h. If you selected Blink Visible With These Attributes, you can configure the styles that are
used at Runtime for the text, line and fill component of the element. Click on the corresponding
color box, and the style selection dialog box appears.
i. When you are done, click OK.
Wonderware Training
Section 2 – Animating Graphic Elements 6-41
Note: The fill orientation is a common setting to the percent fill horizontal and percent fill vertical
animations. If you configure an element with both these animations, then the last set orientation is
the setting that is used.
You can also preview how the percent fill horizontal animation appears at Runtime.
To configure an element with a percent fill horizontal animation
a. Select the element you want to configure.
b. On the Special menu, click Edit Animations.
The Edit Animations dialog box appears.
c. Click the Add icon and select % Fill Horizontal. The percent fill horizontal animation is added
to the animation list and the % Fill Horizontal configuration panel appears.
e. In the Value - At Min Fill box, type an analog value, attribute reference or expression that
causes the minimum percent of filling at Runtime.
f. In the Value - At Max Fill box, type an analog value, attribute reference or expression that
causes the maximum percent of filling at Runtime.
g. In the Fill - Min% box, type an analog value, attribute reference or expression to specify the
minimum percent of filling.
h. In the Fill - Max% box, type an analog value, attribute reference or expression to specify the
maximum percent of filling.
i. In the Colors area, click the:
z Fill Color box to select a style from the style selection dialog box.
This is the fill style of the element.
z Unfilled Color box to select a style from the style selection dialog box.
This is the background fill style of the element.
j. In the Direction area, select either:
z Right - to fill from left to right.
z Left - to fill from right to left.
k. In the Orientation area, select either:
z Relative to Graphic - so that the filling is in relation to the element and the filling rotates
with the element.
z Relative to Screen - so that the filling is in relation to the screen and the filling does not
rotate with the element.
l. You can preview your configuration by using the slider in the Preview area.
Drag the slider to see how different values affect the appearance at Runtime.
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Section 2 – Animating Graphic Elements 6-43
h. In the Fill-Max% box, type an analog value, attribute reference or expression to specify the
maximum percent of filling.
i. In the Colors area, click the:
z Fill Color box to select a style from the style selection dialog box.
This is the fill style of the element.
z Unfilled Color box to select a style from the style selection dialog box.
This is the background fill style of the element.
j. In the Direction area, select either:
z Up - to fill from bottom to top.
z Down - to fill from top to bottom.
k. In the Orientation area, select either:
z Relative to Graphic - so that the filling is in relation to the element and the filling rotates
with the element.
z Relative to Screen - so that the filling is in relation to the screen and the filling does not
rotate with the element.
l. You can preview your configuration by using the slider in the Preview area.
Drag the slider to see how different values affect the appearance at Runtime.
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Section 2 – Animating Graphic Elements 6-45
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Section 2 – Animating Graphic Elements 6-47
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Section 2 – Animating Graphic Elements 6-49
j. If you use current as offset orientation, you can type an offset value in the text box next to Use
Current as Offset Orientation. This affects the orientation of the element on the canvas.
k. In the Current Relative Origin area, type values in the dX and dY boxes to specify the
rotation origin as offset from the element center point. This affects the point of origin of the
element on the canvas.
l. Select either:
z Replace Current Angle to ignore the design-time rotation setting of the element as it
appears on the canvas.
z Apply Current Angle as Offset to rotate the element at Runtime in relation to its design-
time rotation angle on the canvas.
m. You can preview the orientation and how run-time values affect the appearance of the
element, by dragging the slider in the Preview area.
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Section 2 – Animating Graphic Elements 6-51
Note: Make sure that the input modes of the True Message and False Message are
set correctly. Click the input mode icon to set either a static value or an attribute reference or
expression.
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Section 2 – Animating Graphic Elements 6-53
e. In the Time or Elapsed Time box, type a time or elapsed time value, attribute reference or
expression.
z In the Text Format box, type a format for the value output.
If you change this value, the TextFormat property of the element also changes.
Use the following letters to set the time format:
Abbreviation Item to Display
h hours
hh hours in double digit display
m minutes
mm minutes in double digit display
s seconds
ss seconds in double digit display
d day of month
dd day of month in double digit display
ddd day of week in short notation
dddd day of week in long notation
ampm 12 hour display
M numeral month
MM numeral month in double digit display
MMM month in 3 letter notation
MMMM month as full name
yy year in two digit display
yyyy year in four digit display
e. Select:
z Tag Name to show the tag name of the hosting Automation object.
z Hierarchical Name to show the hierarchical name of the hosting Automation object.
z Contained Name to show the contained name of the hosting Automation object.
f. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-55
Note: The tooltip animation does not work with Windows Common Controls.
d. In the Boolean box, type either a boolean numeric value, attribute reference or expression.
e. In the Disabled When Expression is area, select either:
z True,1, On in which case the element is disabled at Runtime whenever the expression is
true.
z False, 0, Off in which case the element is disabled at Runtime whenever the expression is
false.
f. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-57
e. In the Boolean box, type an attribute reference or browse for one by using the Browse button.
f. In the Message to User box, type a value, attribute reference or expression.
This is the text that appears as prompt on the boolean value input dialog box at Runtime.
g. In the Prompt - True Message box, type a value, attribute reference or expression.
This is the text that appears on the button that causes the attribute to be set to true.
h. In the Prompt - False Message box, type a value, attribute reference or expression.
This is the text that appears on the button that causes the attribute to be set to false.
i. If you want the input dialog box to appear by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
j. If required, select Input Only to suppress that the discrete value display element shows the
True Message and False Message.
k. In the Display Value - True Message box, type a value, attribute reference or expression.
This is the text that appears on the canvas when the associated attribute is true.
l. In the Display Value - False Message box, type a value, attribute reference or expression.
This is the text that appears on the canvas when the associated attribute is false.
m. Make sure that the input modes of all boxes are set correctly.
Click the input mode icon to set either a static value or an attribute reference or expression.
n. When you are done, click OK.
e. In the Analog box, type an attribute reference or browse for one by using the browse button.
f. In the Message to User box, type a value, attribute reference or expression.
This is the text that appears as prompt on the analog value input dialog box at Runtime.
g. Make sure that the input mode of the Message to User box is set correctly.
Click the input mode icon to set either a static value or an attribute reference or expression.
h. If you want to restrict the range of input values, you can do so in the Value Limits area by:
z First selecting Restrict Values.
z The Typing values, attribute references or expressions for the Minimum and Maximum
boxes.
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Section 2 – Animating Graphic Elements 6-59
i. If you want the input dialog box to appear by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
j. If required, select Input Only to suppress that the analog value display element shows the
analog input result on the canvas.
k. To use the keypad to type the analog value, select Use Keypad.
l. If you want to format your text during input, type a valid text format in the Text Format box.
For example: PV = #,###.##
m. When you are done, click OK.
e. In the String box, type an attribute reference or browse for one by using the browse button.
f. In the Message to User box, type a value, attribute reference or expression.
This is the text that appears as prompt on the string value input dialog box at Runtime.
g. Make sure that the input mode of the Message to User box is set correctly.
Click the input mode icon to set either a static value or an attribute reference or expression.
h. If you want the input dialog box to appear by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
i. If required, select Input Only to suppress that the string value display element shows the
string input result on the canvas.
j. If you want to use the keypad to type the string value, select Use Keypad.
k. If you selected Input Only and want to see placeholders during the input at Runtime, select
Echo Characters.
l. If you are configuring a password input:
z Select Password.
z Type in the replacement character in the adjacent box.
z Select Encrypt if you want to encrypt the string that holds the password.
m. When you are done, click OK.
e. In the Time box, type an attribute reference or browse for one by using the browse button.
f. In the Message to User box, type a value, attribute reference or expression.
This is the text that appears as prompt on the time value input dialog box at Runtime.
g. Make sure that the input mode of the Message to User box is set correctly.
Click the input mode icon to set either a static value or an attribute reference or expression.
h. If you want the input dialog box to appear by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
i. If required, select Input Only to suppress that the time value display element shows the time
input result on the canvas.
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Section 2 – Animating Graphic Elements 6-61
j. To use the current date and time as default, select Use Current Date/Time as Default.
k. Select either:
z Use Input Dialog to use the Time User Input dialog box at Runtime to type date and time
values in individual boxes.
z Use Calendar to use the Time User Input dialog box at Runtime to select a date with the
calendar control.
l. If you selected Use Input Dialog to type the time value, you can either select:
z Date and Time to type date and time.
z Date to only type a date.
z Time to only type a time.
Select Show Seconds if you also want to input seconds.
m. If you want to format your text during input, type a valid text format in the Text Format box.
For example: PV = #,###.##
n. When you are done, click OK.
e. In the Elapsed Time box, type an attribute reference or browse for one by using the Browse
button.
f. In the Message to User box, type a value, attribute reference or expression. This is the text
that appears as prompt on the elapsed time value input dialog box at Runtime.
g. Make sure that the input mode of the Message to User box is set correctly.
Click the input mode icon to set either a static value or an attribute reference or expression.
h. If you want the input dialog box to appear by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
i. If required, select Input Only to suppress that the elapsed time value display element shows
the time elapsed input result on the canvas.
j. Select Use Dialog to use the Elapsed Time User Input dialog box to type the elapsed time
value at Runtime.
k. If you selected Use Dialog to type the elapsed time value, you can optionally select:
z Show Days if you also want to input days.
z Show Milliseconds if you also want to input milliseconds.
l. When you are done, click OK.
d. In the Analog box, type an attribute reference or browse for one by using the Browse button.
e. In the Value - Left Position box, type an analog value, attribute reference or expression that
corresponds to the offset specified by the Movement - To Left value.
f. In the Value - Right Position box, type an analog value, attribute reference or expression that
corresponds to the offset specified by the Movement - To Right value.
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Section 2 – Animating Graphic Elements 6-63
g. In the Movement - To Left box, type an analog value, attribute reference or expression for the
maximum offset to the left.
h. In the Movement - To Right box, type an analog value, attribute reference or expression for
the maximum offset to the right.
i. You can select where the cursor is anchored to the element when it is dragged at Runtime. In
the Cursor Anchor area, select either:
z Left to anchor the element at its left side.
z Center to anchor the element at its center point.
z Right to anchor the element at its right side.
z Origin to anchor the element at its point of origin.
j. You can select if position data from the slider is written continuously to the attribute, or only
once when the mouse button is released. In the Write Data area, select either Continuously
or On mouse release.
k. If you want a tooltip to appear on the element showing the current value during dragging,
select Show Tooltip.
l. If you want to preview the movement as it appears in Runtime, drag the slider in the Preview
area.
d. In the Analog box, type an attribute reference or browse for one by using the Browse button.
e. In the Value - Top Position box, type an analog value, attribute reference or expression that
corresponds to the offset specified by the Movement - Up value.
f. In the Value - Bottom Position box, type an analog value, attribute reference or expression
that corresponds to the offset specified by the Movement - Down value.
g. In the Movement - Up box, type an analog value, attribute reference or expression for the
maximum offset upwards.
h. In the Movement - Down box, type an analog value, attribute reference or expression for the
maximum offset downwards.
i. You can select where the cursor is anchored to the element when it is dragged at Runtime. In
the Cursor Anchor area, select either:
z Top to anchor the element at its top side.
z Middle to anchor the element at its middle point.
z Bottom to anchor the element at its bottom side.
z Origin to anchor the element at its point of origin.
j. You can select if position data from the slider is written continuously to the attribute, or only
once when the mouse button is released. In the Write Data area, select either Continuously
or On mouse release.
k. If you want a tooltip to appear on the element showing the current value during dragging,
select Show Tooltip.
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Section 2 – Animating Graphic Elements 6-65
l. If you want to preview the movement as it appears in Runtime, drag the slider in the Preview
area.
g. In the Boolean box, type a boolean attribute reference or browse for one by using the Browse
button.
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Section 2 – Animating Graphic Elements 6-67
e. In the Analog box, type an attribute reference or browse for one by using the Browse button.
f. From the Action list, select either:
z Direct so the value becomes Value1 when the element is clicked and the mouse button
held. The value returns to Value2 when the mouse button is released.
z Toggle so the value becomes Value1, if it is Value2 and Value2 if it is Value1 when the
element is clicked.
z Set so the value is set to Value1 when the element is clicked.
z Increment so the value is increased by Value1.
z Decrement so the value is decreased by Value1.
z Multiply so the value is multiplied with Value1.
z Divide so the value is divided by Value1.
g. In the boxes Value1 and, if applicable, Value2, type analog values, attribute references or
references.
h. You can configure the value to be written when the mouse button is released instead.
Select On button release. This does not apply if you selected Direct as action.
i. You can configure the value to be written:
z Continuously by selecting the Continuously while button is pressed. Also specify the
frequency the value is to be sent, by typing a value in the Delay between value send box.
z Once by unselecting the Continuously while button is pressed.
j. This does not apply if you selected Toggle as action.
k. If you want the pushbutton action to be executed by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
l. You can preview the pushbutton run-time behavior by clicking Button in the Preview area.
Click the button multiple times to preview the value changes over a period of time.
e. In the String box, type an attribute reference or browse for one by using the Browse button.
f. From the Action list, select either:
z Direct so the value becomes Value1 when the element is clicked and the mouse button
held. The value returns to Value2 when the mouse button is released.
z Toggle so the value becomes Value1, if it is Value2 and Value2 if it is Value1 when the
element is clicked
z Set so the value is set to Value1 when the element is clicked.
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Section 2 – Animating Graphic Elements 6-69
g. In the boxes Value1 and, if applicable, Value2, type string values, attribute references or
references.
h. Make sure that the input modes of the Value1 and Value2 boxes are set correctly. Click the
input mode icons to set either a static values or an attribute references or expressions.
i. You can configure the value to be written when the mouse button is released instead.
Select On button release. This does not apply if you selected Direct as action.
j. You can configure the value to be written:
z Continuously by selecting the Continuously while button is pressed. Also specify the
frequency the value is to be sent, by typing a value in the Delay between value send box.
z Once by unselecting the Continuously while button is pressed.
k. This does not apply if you selected Toggle as action.
l. If you want the pushbutton action to be executed by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
m. You can preview the pushbutton run-time behavior by clicking Button in the Preview area.
Note: To expand the available space for your script you can use the expansion buttons
to hide the script header and/or the animation list.
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Section 2 – Animating Graphic Elements 6-71
d. From the Trigger type list, select the trigger that activates the action script at Runtime.
e. If you selected a trigger type that starts with While, type how frequently the action script is
executed at Runtime in the Trigger period box.
f. If you selected the trigger types On Mouse Over or On Mouse Leave, type a value in the
Trigger Period box. This value specifies after what delay the action script is executed at
Runtime.
g. If you selected a trigger type that involves pressing a key, type a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
h. Create your script in the action script window.
i. When you are done, click OK.
Note: For more information about scripts, see Associating Scripts with Symbols on page 299.
d. In the Reference box, type a symbol name or browse for one by using the Browse button.
e. If you want to add a title bar to the symbol, select Has Title Bar.
f. If you want to use the symbol name as window title,
select Use Symbol Name for Window Title.
g. Select the window type, either Modal or Modeless.
h. If you want the symbol to have a close button, select Has Close Button.
i. If you want the symbol to have resize controls, select Resizable.
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Section 2 – Animating Graphic Elements 6-73
j. Select where you want the window to appear by selecting a position in the Position list.
You can select one of the following:
z Center Screen to position the symbol in the center of the screen.
z Top Left Mouse Position to position the symbol’s top left corner at the position of the
mouse pointer.
z Top Right Mouse Position to position the symbol’s top right corner at the position of the
mouse pointer.
z Bottom Left Mouse Position to position the symbol’s bottom left corner at the position of
the mouse pointer.
z Bottom Right Mouse Position to position the symbol’s bottom right corner at the position
of the mouse pointer.
z Center Mouse Position to position the symbol’s center point on the mouse pointer.
z Top Left X,Y Position to position the symbol’s top left corner at a specified position.
z Center X,Y Position to position the symbol’s center point at a specified position.
z Top of Screen to position the symbol at the top center of the screen.
z Left Side of Screen to position the symbol at the left middle of the screen.
z Right Side of Screen to position the symbol at the right middle of the screen.
z Bottom of Screen to position the symbol at the bottom center of the screen.
z Top Left Corner of Screen to position the symbol at the top left corner of the screen.
z Top Right Corner of Screen to position the symbol at the top right corner of the screen.
z Bottom Left Corner of Screen to position the symbol at the bottom left corner of the
screen.
z Bottom Right Corner of Screen to position the symbol at the bottom right corner of the
screen.
k. If you selected Top Left X,Y Position or Center X,Y Position as position, you can type the
desired coordinates in the X and Y value boxes.
l. Select how large you want the window to be in the Size list. You can select either:
z Symbol Size (1x) to make the window size the same as the size of the symbol.
z Symbol Size plus 25% (1.25x) to make the window size 25% larger than the size of the
symbol.
z Symbol Size plus 50% (1.5x) to make the window size 50% larger than the size of the
symbol.
z Symbol Size plus 75% (1.75x) to make the window size 75% larger than the size of the
symbol.
z Double Symbol Size (2x) to make the window size twice the size of the symbol.
z Triple Symbol Size (3x) to make the window size three times the size of the symbol.
z Quadruple Symbol Size (4x) to make the window size four times the size of the symbol.
z 25% Screen Size to make the window size cover 25% of the screen.
z 50% Screen Size to make the window size cover 50% of the screen.
z 75% Screen Size to make the window size cover 75% of the screen.
z Full Screen Size to make the window size cover the entire screen.
z Custom Width and Height to specify a width and height.
m. If you selected Custom Width and Height as size, you can type the desired width and height
in the W and H boxes.
n. If you want the symbol to be stretched to fit the window size, select Stretch symbol to fit
window size.
o. If you want the window to be stretched to fit the screen width, select Stretch window to
screen width. If the size is Custom Width and Height, you can type a value for the height in
the H box.
p. If you want the window to be stretched to fit the screen height, select Stretch window to screen
height. If the size is Custom Width and Height, you can type a value for the width in the W box.
q. If you want the symbol window to appear by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
r. When you are done, click OK.
c. Select either:
z Current Symbol, if you want to close the currently shown symbol or window.
z Symbol shown by an element, if you want to close a symbol that is shown by that
element. Type the element name in the adjacent box.
d. If you want the symbol window to be hidden by pressing a key or key combination, in the
Shortcut area select a shortcut key in the Key list, and select Ctrl and/or Shift to combine the
shortcut key with the Ctrl key and/or Shift key.
e. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-75
Note: The Status Graphic animation is only used by the Status element and cannot be removed
from the Status element.
c. From the Available Graphic Elements list, select all elements for which you want to monitor
their attribute quality and status.
d. Click the >> button to add them to the Selected Graphic Elements list.
Note: You can click the << button to remove any elements you do not want to select.
f. In the Value or Expression list type a value or expression that can either be a literal, or a
reference or element property.
Note: You can also browse for the value or expression by clicking the browse button.
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Section 2 – Animating Graphic Elements 6-77
c. In the Reference box, type an attribute reference to store the selected value at Runtime.
d. In the Static Values and Captions list, configure the captions of the radio button group and
also the values that correspond to them to:
z Add an option, click the Add icon.
z Delete an option, select it in the list and click the Remove icon.
z Move an option up the list, select it in the list and click the Arrow up icon.
z Move an option down the list, select it in the list and click the Arrow down icon.
e. If you want to use the values themselves as captions, select Use Values as Captions.
f. You can either orientate the radio button group in vertical or horizontal direction.
Select either Vertical or Horizontal.
g. When you are done, click OK.
d. In the Reference box, type an attribute reference to store the selected value at Runtime.
e. In the Array Reference box, type or browse for an array attribute.
The Array Values and Captions list is populated with the values from the array reference.
f. To define your own captions, unselect Use Values as Captions and type them in the list.
g. If you want to format the value before it is shown as a caption, type a text format string in the
Format box, for example #.###.
h. Set Items Sorting to either:
z None to show the items in the order they are in the enum attribute.
z Ascending to show the items sorted in ascending order.
z Descending to show the items sorted in descending order.
i. You can either orientate the radio button group in vertical or horizontal direction.
Select either Vertical or Horizontal.
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Section 2 – Animating Graphic Elements 6-79
d. In the Enum Reference box, type an enum attribute reference. The Enum Values and
Captions list is populated with the values from the enum reference.
e. To define your own captions, unselect Use Values as Captions and type them in the list.
f. Set Items Sorting to either:
z None to show the items in the order they are in the enum attribute.
z Ascending to show the items sorted in ascending order.
z Descending to show the items sorted in descending order.
g. You can either orientate the radio button group in vertical or horizontal direction.
Select either Vertical or Horizontal.
h. When you are done, click OK.
c. In the Checked value - Boolean box, type an attribute reference. The attribute reference
contains the selected state of the check box control at Runtime.
d. If you want to set the caption of the check box at run-time, select Override caption at
Runtime with the following expression and type a string value or attribute reference or
expression in the String Expression box.
e. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-81
c. In the Reference box, type an attribute reference to store the selected value at Runtime.
d. In the Static Values and Captions list, configure the captions of the combo box and also the
values that correspond to them:
z Add an option, click the Add icon.
z Delete an option, select it in the list and click the Remove icon.
z Move an option up the list, select it in the list and click the Arrow up icon.
z Move an option down the list, select it in the list and click the Arrow down icon.
e. If you want to use the values themselves as captions, select Use Values as Captions.
f. If you want to alphabetically sort the captions, select Sorted.
g. If you want to allow duplicate captions, select Allow Duplicates.
h. You can select the type of combo box from the Type list. Select either:
z Simple - at Runtime you can type a value, but not select any.
z DropDown - at Runtime you can either type a value, or select one from the list.
z DropDownList - at Runtime you can only select a value from the list, but not type one.
i. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-83
d. In the Reference box, type an attribute reference to store the selected value at Runtime. The
Array Values and Captions list is populated with the values from the array reference.
e. To define your own captions, unselect Use Values as Captions and type them in the list.
f. If you want to format the value before it is shown as a caption, type a text format string in the
Format box, for example #.###.
g. Set Items Sorting to either:
z None to show the items in the order they are in the enum attribute.
z Ascending to show the items sorted in ascending order.
z Descending to show the items sorted in descending order.
h. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-85
c. In the Date Reference box, type a Time attribute reference to store the selected value at
Runtime.
d. If you want to restrict the date the user can select at Runtime, you can specify limits as follows:
z In the MinDate box, type a lower limit for the date.
z In the MaxDate box, type an upper limit for date.
e. If you want some dates to appear bold, in the Bolded Dates box type a reference that points
to an attribute array with time data type.
f. If you want today’s date shown on the calendar control, select Show Today.
g. If you want to change the colors of the calendar control, click in the Calendar Colors area the
following color boxes:
z Month Background.
z Month Trailing Forecolor.
z Title Background.
z Title Foreground.
The style selection dialog box appears and you can select a solid color.
h. When you are done, click OK.
c. In the Time Reference box, type a Time attribute reference to store the selected value at
Runtime.
d. To set the datetime format, select from the Format list one of the following:
z Long to show the date and time in the dddd MMMM dd, yyyy format, for example:
Thursday, August 03 2006.
z Short to show the date and time in the dd/MM/yyyy format, for example: 8/3/2006.
z Time to show just the time in the hh:mm:ss format, for example: 3:46:09 PM.
z Custom to specify your own time format. Use the following letters to set the time format.
e. If you want to restrict the date the user can select at Runtime, you can specify limits in the:
z MinDate box - type a lower limit for the date.
z MaxDate box - type an upper limit for date.
z If you want to change the colors of the calendar control that drops down, click in the
Calendar Colors area the following color boxes:
z Month Background.
z Month Trailing Forecolor.
z Title Background.
z Title Foreground.
The style selection dialog box appears and you can select a solid color.
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Section 2 – Animating Graphic Elements 6-87
c. In the Reference box, type an attribute reference to store the selected value at Runtime.
d. In the Static Values and Captions list, configure the captions of the list box and also the
values that correspond to them. To:
z Add an option, click the Add icon.
z Delete an option, select it in the list and click the Remove icon.
z Move an option up the list, select it in the list and click the Arrow up icon.
z Move an option down the list, select it in the list and click the Arrow down icon.
e. If you want to use the values themselves as captions, select Use Values as Captions.
f. If you want to alphabetically sort the captions, select Sorted.
g. If you want to allow duplicate captions, select Allow Duplicates.
h. When you are done, click OK.
d. In the Reference box, type an attribute reference to store the selected value at Runtime.
e. In the Array Reference box, type or browse for an array attribute. The Array Values and
Captions list is populated with the values from the array reference.
f. To define your own captions, unselect Use Values as Captions and type them in the list.
g. If you want to format the value before it is shown as a caption, type a text format string in the
Format box, for example #.###.
h. Set Items Sorting to either:
z None to show the items in the order they are in the enum attribute.
z Ascending to show the items sorted in ascending order.
z Descending to show the items sorted in descending order.
i. When you are done, click OK.
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Section 2 – Animating Graphic Elements 6-89
d. In the Enum Reference box, type an enum attribute reference. The Enum Values and
Captions list is populated with the values from the enum reference.
e. To define your own captions, unselect Use Values as Captions and type them in the list.
f. Set Items Sorting to either:
z None to show the items in the order they are in the enum attribute.
z Ascending to show the items sorted in ascending order.
z Descending to show the items sorted in descending order.
g. When you are done, click OK.
Note: The boolean expression is a trigger that determines when the value is written from the
control to the tag or attribute. If the value changes in the tag or attribute, then the value is
written to the control, regardless of the trigger setting or condition.
Note: If you try to paste an animation to an element that is already configured with that animation,
an appropriate dialog box appears.
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Section 2 – Animating Graphic Elements 6-91
c. Click on Find & Replace. The dialog box is expanded and shows advanced functions.
d. If you want to find specific references in the list, type a string in the Find What box and click
Find Next to find the next string.
e. If you want to replace a selected found string with another string, type a string in the Replace
with box and click Replace.
f. If you want to replace multiple references, type values in the Find What and Replace with
boxes and click Replace all.
g. If you want the search to be case-sensitive, select Match Case.
h. If you only want whole words that match your search string to be found, select Match Whole
Word Only.
i. If you want to use wildcards, select Use Wildcards.
Valid wildcards are “*” (asterisk) and “?” (question mark).
j. When you are done, click OK.
All text strings are substituted accordingly in the elements.
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Lab 3 – Adding Custom Properties and Animation 6-93
Objectives
Upon completion of this lab, you will be able to:
z Create custom properties
z Bind custom properties to attributes of an object
z Create and apply animation to an object
e. Add a Value Display animation to the Text Box on the tank to show the Level.
f. Save and Close when finished and verify that the object is Checked In.
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Lab 3 – Adding Custom Properties and Animation 6-95
9. Verify that the Default Values are the same as those shown below:
InletPipe_Inside
LevelIndicator
InletPipe_Outside
LevelDisplay OutletPipe_Inside
OutletPipe_Outside
Tank
13. Double-click on the default element name and enter the new name.
Note: You can also click the element name in the Elements list and enter a new name.
Note: Your elements may be in a different order than shown above, depending on how you drew
the tank objects in Lab 2.
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Lab 3 – Adding Custom Properties and Animation 6-97
Select the element you want to animate, and then click the Add Animation button (plus sign)
in the Animations panel in the lower right pane.
Note: The Animations panel is only visible after you select an element.
15. Verify that the following three animations are applied to the appropriate Elements.
Note: You can test your animation configuration using the Preview section in the lower right
corner.
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Lab 3 – Adding Custom Properties and Animation 6-99
Add a Value Display animation to the Text Box on the Tank object.
16. Select the Text Box on the Tank object.
17. Click the Add Animations + button in the lower right pane.
18. Select Value Display.
20. Enter Level as the Expression and #.# as the Text Format.
Wonderware Training
Lab 4 – Animating ArchestrA Symbols in InTouch 6-101
Objectives
Upon completion of this lab, you will be able to:
z Embed an ArchestrA Symbol in an InTouch application
a. Open the $TankApp application and add a new window called TankDisplay.
b. Create the following InTouch tags in the Tagname Dictionary:
250
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Lab 4 – Animating ArchestrA Symbols in InTouch 6-103
Expression Substitute
Create Purpose Animation Type
or Tag String to:
Button Open/Close Inlet Valve Pushbutton – InletValve Toggle Inlet
Discrete Value
Button Open/Close Outlet Valve Pushbutton – OutletValve Toggle Outlet
Discrete Value
Vertical Slider Control the Level Level
10. Place the Tank into your new window and resize as necessary.
11. Go to Runtime.
z Open and close the Inlet Valve.
z Open and close the Outlet Valve.
z Move the slider to verify the level changes.
Wonderware Training
Module 7
Scripting
Section 1 – Scripting with ArchestrA Symbols 7-3
Lab 5 – Associating Scripts with ArchestrA Symbols 7-15
7-2 Module 7 – Scripting
Module Objectives
z Configure scripting for ArchestrA Symbols using the ArchestrA IDE.
z Associate scripts with symbols using InTouch.
Wonderware Training
Section 1 – Scripting with ArchestrA Symbols 7-3
Section Objective
z Describe the types of scripts that can be associated with symbols and how to configure
them.
z Explain the use of Methods in scripting.
This section shows you how to associate symbols with one or more scripts. Scripts can run code
that animate the symbol or its elements, and perform many other tasks.
Note: Any named script that is triggered by the DataChange trigger type is executed the first time
the symbol is shown. This behavior is different than the DataChange trigger behavior of Industrial
Application Server scripts.
For more information about Industrial Application Server scripting, see the Industrial Application
Server User’s Guide.
You can:
z Configure the predefined scripts of a symbol
z Add named scripts to a symbol
z Edit existing named or predefined scripts in a symbol
z Rename named scripts in a symbol
z Remove named scripts from a symbol
z Substitute references in named or predefined scripts
z Use Element Methods in named or predefined scripts
Note: The Predefined Scripts animation cannot be deleted. It can contain scripts for each trigger
type On Show, While Showing and On Hide.
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Section 1 – Scripting with ArchestrA Symbols 7-5
Note: Every named script can contain only one trigger type.
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Section 1 – Scripting with ArchestrA Symbols 7-7
Wonderware Training
Section 1 – Scripting with ArchestrA Symbols 7-9
Wonderware Training
Section 1 – Scripting with ArchestrA Symbols 7-11
Wonderware Training
Section 1 – Scripting with ArchestrA Symbols 7-13
Wonderware Training
Lab 5 – Associating Scripts with ArchestrA Symbols 7-15
Objectives
Upon completion of this lab, you will be able to:
z Configure a Data Change script to calculate Gallons based on the Level
z Configure a script to Grow and Shrink an ArchestrA Symbol
a. Open the SimpleTank symbol and add a new private Custom Property called Gals with Data
Type as Double.
b. Add a second Text Box and add a Value Display Animation to display Gals.
c. Add the following Data Change Script named LeveltoGals that is triggered from the Custom
Property Level.
Gals = Level * 0.26472;
d. Save the symbol and test it in Runtime. Check In $TankApp when done.
e. Create and open a new symbol named AnalogMeter_Round.
f. Embed the AnalogMeterRound symbol from the ArchestrA Symbol Library, and then
rename it Meter.
g. Set the Runtime Behavior property TreatAsIcon to True.
h. Add the following private Custom Properties:
l. Save and Close the symbol and launch the $ReactorApp application.
m. Embed an instance of the AnalogMeter_Round symbol next to the reactor, and resize it to
approximately 40x40.
n. Configure the following Custom Properties in the symbol instance:
Meter.Max = 2000
Meter.Value = ReactLevel
o. Test the symbol in Runtime.
Wonderware Training
Lab 5 – Associating Scripts with ArchestrA Symbols 7-17
Note: You can get to the ArchestrA Symbol Editor through the ArchestrA IDE or by right-
clicking the symbol in WindowMaker.
Note: For a review of adding Custom Properties, please see steps 2 - 9 in Lab 3.
5. Add an additional Text Box to the Tank Object by copying or duplicating the existing one.
6. Change the Value Display Animation on this new field to show Gals.
Wonderware Training
Lab 5 – Associating Scripts with ArchestrA Symbols 7-19
20. Right-click on the blank area of the Canvas and select Scripts.
21. Remove the Data Change script created previously.
22. Save and Close the symbol.
23. Switch to WindowMaker and update your tank symbol by clicking the Symbol Changed icon
Note: If you had WindowMaker closed when editing the symbol, you will not need to update
the symbol in WindowMaker.
30. Select the AnalogMeter_Round symbol and rename it in the Elements list to Meter.
Wonderware Training
Lab 5 – Associating Scripts with ArchestrA Symbols 7-21
31. Scroll down through the Properties list in the right pane and set the Runtime Behavior
property TreatAsIcon to True.
34. From the main menu, select Special / Scripts and add the following On Show script:
InitialSize = Meter.Height;
GrowSize = Meter.Height * 3;
35. Select the Meter, and then select Animations / Action Scripts.
36. Add the following On Mouse Over script and set it to execute after 500 ms:
GrowMe = True;
ShrinkMe = False;
Wonderware Training
Lab 5 – Associating Scripts with ArchestrA Symbols 7-23
37. Add the following On Mouse Leave script and set it to execute after 500 ms:.
GrowMe = False;
ShrinkMe = True;
Wonderware Training
Lab 5 – Associating Scripts with ArchestrA Symbols 7-25
46. Double-click on the Meter and assign the following Custom Properties:
Meter.Max = 2000
Meter.Value = ReactLevel
47. Switch to Runtime and test the scripts by moving the cursor over the Meter symbol and then
moving it off the symbol.
Wonderware Training
Module 8
Other Features
Section 1 – Object Relationships 8-3
Lab 6 – Using ArchestrA Symbols with Application Objects 8-9
Section 2 – Deploying an InTouch Managed Application 8-19
Lab 7 – Deploying an InTouch Application 8-23
Section 3 – Quality and Status 8-27
Lab 8 – Configuring Quality and Status Display 8-33
Section 4 – Multiple Symbols 8-37
Lab 9 – Using Multiple Symbols 8-39
Section 5 – Common Controls 8-43
Section 6 – Advanced Editing 8-49
Lab 10 – Embedding Symbols 8-57
Section 7 – Multi-User Environments 8-61
Section 8 – Using Client Controls 8-63
Lab 11 – Using Client Controls 8-77
8-2 Module 8 – Other Features
Module Objectives
z Apply advanced Wonderware Application Server features for InTouch in the ArchestrA
environment.
Wonderware Training
Section 1 – Object Relationships 8-3
Section Objectives
z Apply the concept of containment and how it works with Application Objects and
Templates by using nesting and deployment.
z Create flexible instances of objects from Templates.
This section illustrates the concept of containment and how it works with Application Objects and
Templates.
Wonderware Training
Section 1 – Object Relationships 8-5
Contained Objects
Containment relationships allow objects to be organized in a hierarchical manner. You can build
objects that represent complex devices consisting of smaller, simpler devices. Higher level objects
can contain lower level objects. This allows you to more closely model complex plant equipment.
ApplicationObjects can only be contained by other ApplicationObjects. Areas can only be
contained by other Areas.
The contained name of a contained object only has to be unique in the context of its container.
The fully-qualified name of a contained object includes the name of the object that contains it. This
is the object's hierarchical name.
For example, an instance of a $Reactor is named Reactor1. An instance of $Valve called Valve1 is
contained within the instance of $Reactor.
Change the contained name of Valve1 to InletValve. Now Valve1 can also be referred to by its
hierarchical name Reactor1.InletValve. The name of the contained object can be changed,
though, within the scope of the hierarchy.
For example, the contained name of the Reactor1.InletValve valve can be changed to Inlet. The
name (tagname) of the InletValve object has not changed. Only its hierarchical name is simplified
within the context of the containment.
Tagname Hierarchical Name
Reactor1
InletValve Reactor1.InletValve
Valve1 Reactor1.Valve1 or InletValve
Wonderware Training
Section 1 – Object Relationships 8-7
Template Containment
Template containment allows more advanced structures to be modeled as a single object. For
example, you might derive from the UserDefined template a new template called "Tank" and use it
to contain ApplicationObjects that represent aspects of the tank, such as pumps, valves, and
levels. You could derive two DiscreteDevice template instances called "Inlet" and "Outlet" and
configure them as valves, derive an AnalogDevice template instance called "Level," and then
contain them within the Tank template. The containment hierarchy would be as follows:
This relationship appears for templates in the Template Toolbox. For instances, the relationship
appears in both the Model and Deployment Views. The Template Toolbox is divided into toolset
sections. Within each toolset, templates are shown in a tree. If a template is one that contains
other templates, it can be expanded to show the containment under that template. The template
can have many layers of containment (cannot exceed 10 layers).
Note: Base templates cannot be contained by another template, either the container or the
template being contained. Template containment can only be done with derived templates.
The Derivation View does not show containment relationships. It shows templates and instances
with regard to containment in the following ways:
z Non-contained instances show their tagnames.
z Contained instances show their tagnames and hierarchical names.
z Non-contained templates show their object name.
z Contained templates show their hierarchical name.
Containment of instances is limited to Areas containing other Areas and AppObjects containing
other AppObjects.
Renaming can be done on an instance's tagname and contained name. A template only has a
template name.
Wonderware Training
Lab 6 – Using ArchestrA Symbols with Application Objects 8-9
Objectives
Upon completion of this lab, you will be able to:
z Import an ArchestrA package file
z Embed an ArchestrA Symbol into an application object
z Apply relative references
z Deploy objects
Wonderware Training
Lab 6 – Using ArchestrA Symbols with Application Objects 8-11
2. Click the Template Toolbox tab, expand the Application folder, and select $Tank.
7. Click the Embed Graphic button in the toolbar and embed the SimpleTank symbol.
Wonderware Training
Lab 6 – Using ArchestrA Symbols with Application Objects 8-13
9. Scroll down in the Properties pane on the right side of the screen and modify the default
values for the following Custom Properties.
13. Assign the AppEngine instance to the WinPlatform instance by dragging and dropping it on
WinPlatform_001.
14. Create an instance of $Area by dragging it from the System folder in the Template Toolbox to
the Deployment view.
Wonderware Training
Lab 6 – Using ArchestrA Symbols with Application Objects 8-15
16. Create three instances of the $Tank template you imported and assigned to your Template
Toolset.
Wonderware Training
Lab 6 – Using ArchestrA Symbols with Application Objects 8-17
24. Click OK and place the symbol on the InTouch window and resize as necessary.
25. Click Embed ArchestrA Graphic and embed the symbols from Tank_002 and Tank_003.
26. Switch to Runtime.
28. In the Object Viewer, open and close the valves on the tanks and observe the animation in
WindowViewer.
(To open or close the valves, set the InletValve or OutletValve attributes to true or false.)
29. Select the Attributes you want to observe and drag them into the Watch List in the lower
pane.
Note: When the cursor turns into a “hand,” you can drag the Attribute.
Note: The attribute named AutomaticMode will force the tank to run continuously.
Wonderware Training
Section 2 – Deploying an InTouch Managed Application 8-19
Section Objective
z Create system objects necessary for Deployment.
z Deploy a Managed InTouch Application.
z Launch a Managed InTouch Application.
In both cases, when you save the changes, the changes are propagated from the
updated template to the derived instances. These appear with the Pending Changes icon.
The changes are not immediately reflected in a running WindowViewer session. The operator of
each node can select to accept or decline the changes based on the WindowViewer settings.
To deploy changes to a managed InTouch application
a. Open the ArchestrA IDE.
b. Select the instance of the InTouchViewApp for which you want to deploy the changes of a
managed InTouch application.
c. On the Object menu, click Deploy. The Deploy dialog box appears.
d. Click OK. The changes are copied to the operator node.
Wonderware Training
Section 2 – Deploying an InTouch Managed Application 8-21
Wonderware Training
Lab 7 – Deploying an InTouch Application 8-23
Objectives
Upon completion of this lab, you will be able to:
z Create a new instance of the $ViewEngine object
z Create a new instance of your InTouch Application
z Deploy an InTouch Application
z Launch a deployed InTouch Application
a. In the Deployment view of the IDE, create a new instance of the $ViewEngine and the
$TankApp objects.
b. Drag the ViewEngine on the WinPlatform and the TankApp on the ViewEngine.
c. Deploy the ViewEngine.
d. Open the InTouch Application Manager, and launch the deployed managed application in
WindowViewer.
e. Select any window to show.
f. Close WindowViewer.
Note: Make sure WindowMaker is closed and the application is checked in.
3. Create an instance of your $TankApp application and drag it to the ViewEngine instance.
Your InTouch application will now be available on the node to which it was deployed.
Wonderware Training
Lab 7 – Deploying an InTouch Application 8-25
6. Open the InTouch Application Manager on the node the application was deployed to.
7. Select $TankApp and open the application in WindowViewer.
Wonderware Training
Section 3 – Quality and Status 8-27
Section Objective
z Configure visual clues regarding the status of your data and/or plant operations.
z Observe visual clues in Runtime.
If the quality of an attribute’s value is Uncertain, it means the associated value can be used but
there is some measure of doubt as to the integrity of the value. A common example of Uncertain
quality is the manual forcing of an attribute that is normally automatic. When using an Uncertain
input, do it with care and mark the resulting (calculated) attribute as Uncertain also.
The quality of an attribute’s value can be Bad for any of a number of reasons. These include:
z The object that contains the attribute set its quality to Bad because insufficient or bad data
was available.
z The infrastructure returns a quality of Bad for an unavailable attribute when the attribute
cannot be accessed within Message Exchange. For example, the target attribute does not
exist or communication is faulty.
z A field device may not be connected or accessible, resulting in Bad inputs that propagate
through the system.
In addition, Initializing quality is a form of Bad quality that requires special attention. Initializing
quality is a temporary one that only occurs when objects first come to life and lasts until they
receive their first input data value. Once they receive that first input, the quality goes to Good, Bad
(non-Initializing) or Uncertain.
Always code an AutomationObject so that it inspects the data quality of values used in calculations
and logic prior to executing those calculations and logic. For example, it does not make any sense
to calculate the average of two values if one or both values have Bad quality, since Bad quality
indicates that the value is not to be used or trusted. Instead, in this case, the object should skip the
calculation of the average and set the resulting “Average” attribute to Bad quality itself.
The infrastructure of the system does not automatically enforce a specific default value (such as
IEEE NaN) when quality is Bad, or a specific quality (such as Bad) when a value is NaN. It is up to
the object’s custom code to always check for bad qualities and values before doing logic or
calculations. For example, a float value read from the field may have a value of NaN but a Good
quality. In that case, an object using that value must be aware that the value may be unusable for
a calculation. In another example, a value read from a UDA attribute may be 4.3 but Bad quality.
Again, it is up to the consuming object’s code to inspect the quality first, realize it is Bad, and take
appropriate resulting action in its calculations and logic.
Best practice rules for dealing with quality include:
z If an attribute’s value is determined in the execution logic, then the attribute’s Calculated
quality checkbox should be set true when the object is designed in ObjectDesigner.
z Such attributes must be set to Bad quality when going OffScan.
z Such attributes must be set to Initializing (a form of Bad) quality when going OnScan.
z Do not use an input value with Bad (including Initializing) quality when doing a calculation
based on it. Instead, set the result quality Bad or Initializing (if input was Initializing) and
leave the value at the last value or consider setting it to NaN if it is a float or double.
z Do not use a NaN (float or double) input when doing a calculation based on it. Instead, set
the result Bad and leave the result value at the last value or set it to NaN if it is a float or
double.
z If an illegal combination of input values exists, set the resulting quality to Bad.
z Optionally, provide the capability of reporting a bad value alarm when a result value has
Bad quality. Do not report a bad value alarm when a value is Initializing quality to avoid
transient startup alarms.
Wonderware Training
Section 3 – Quality and Status 8-29
z Other than a bad value alarm, do not trigger alarms when the quality of some attribute
goes Bad. For example, do not trigger a PV change-of-state alarm when PV goes to some
default state when its quality is bad. Instead, have a separate alarm for bad value
reporting.
z Uncertain quality inputs can be used with care. Set the result to Uncertain quality also to
indicate the questionable status of the resulting attribute.
No System Logger entries should be generated when an attribute of bad quality is calculated.
Control override of most aspects of graphics
z Bad
z Uncertain
z Initializing
z Communication Error
z Configuration Error
z Operational Error
z Software Error
z Security
z Warning
z Pending
Preview of settings
Status Graphics
You can use a Status Graphic element to indicate the status or quality of:
z One or more specified ArchestrA attributes.
z All ArchestrA attributes that are used in one or more specified elements in the same
hierarchical level.
Deliver values
(and also quality
and status) to
animate the
elements
Deliver quality and
status directly from
ArchestrA attributes
Element 1
Element 2
Element 3
Wonderware Training
Section 3 – Quality and Status 8-31
To avoid this problem, paste a new Status Graphic element in the hierarchical level you want to
monitor, or associate it directly with the attributes you want to monitor.
Wonderware Training
Lab 8 – Configuring Quality and Status Display 8-33
Objectives
z Expose and configure Quality and Status indicators
z Observe Quality and Status indicators in Runtime
a. From the IDE, modify the Quality and Status display settings. Experiment with several
different settings and override animations.
b. Open the SimpleTank symbol, place a Status icon on the tank symbol, and link it to the
LevelDisplay element.
c. Save and close the symbol.
d. Undeploy and redeploy Tank_001 and observe the status changes in Runtime.
Continue testing the Quality and Status behavior.
Note: You are free to experiment with overrides. The purpose here is to create a change.
Wonderware Training
Lab 8 – Configuring Quality and Status Display 8-35
8. Click OK.
9. Save and close the SimpleTank symbol.
Test in Runtime
10. Open your $TankApp application in WindowMaker, open the ArchestrA Tanks window, and
switch to Runtime to test.
This will update the symbol automatically.
11. Using the ArchestrA IDE, undeploy the Tank_001 object, and then observe the status
changes in Runtime.
12. Redeploy Tank_001 and return to your application and observe the action.
Continue testing the Quality and Status behavior.
Wonderware Training
Section 4 – Multiple Symbols 8-37
Section Objectives
z Create objects by nesting other existing objects.
z Apply animation to nested objects.
z Deploy an object multiple times.
Note: If you edit a source template, it impacts EVERY instance of that template in your galaxy! As
a Best Practice, Wonderware recommends that you always create an instance of any template
object specifically for your application. Make all edits to that instance rather than the original
template.
When you derive an Automation template, its ArchestrA Symbols are inherited by the new
instance. This can be caused by:
z When you derive an instance of an Automation template that contains symbols, the
created instance contains inherited symbols.
z When a new ArchestrA Symbol is embedded in WindowMaker a new Automation instance
is derived to which the symbol in InTouch WindowMaker then points.
Wonderware Training
Lab 9 – Using Multiple Symbols 8-39
Objectives
z Add and use multiple symbols on a single object
z Add a faceplate symbol to your application
z Configure animations for the faceplate
a. In the IDE, create a new symbol in the $Tank template named TankFaceplate.
b. Embed the Switches / TwoButtonHorizSwitch symbol from the ArchestrA Symbol Library.
c. Duplicate the switch and place side by side.
d. Insert text Inlet Control above the left switch and Outlet Control above the right switch, and
add a Custom Property to each of them.
z Use Me.InletValve and Me.OutletValve as the Default Values respectively.
e. Save and close the symbol.
f. In the TankOverview symbol, add a button labeled Control with the following Animation to
open the Faceplate:
g. Save and close the symbol, and save and close the editor.
h. Test the changes in the Managed InTouch application.
3. With the symbol highlighted, click Open to open TankFaceplate in the editor.
4. Click the Embed Graphic button.
11. Right-click on the Inlet Control switch and select Custom Properties.
12. Enter Me.InletValve as the Default Value and click OK.
13. Right-click on the Outlet Control switch and select Custom Properties.
14. Enter Me.OutletValve as the Default Value and click OK.
Wonderware Training
Lab 9 – Using Multiple Symbols 8-41
18. Double-click on the buton and add the following Animation to open the Faceplate:
You will now see the Me.TankFaceplate reference in the Reference field.
Wonderware Training
Section 5 – Common Controls 8-43
Section Objectives
z Insert and deploy Common Controls to allow user interaction at Runtime.
z Create shapes/objects by joining unrelated shapes using the Path tool.
z Embed symbols and propagate changes to them after deployment.
Check Box
z to add a selectable option.
Edit Box
z to add an entry box for text and values.
Combo Box
z to select an option from a foldable list.
Calendar
z to use a date selection control.
List Box
z to select one or more options from a list.
Wonderware Training
Section 5 – Common Controls 8-45
Advanced Tools
The icons for the Windows Common Controls included in the ArchestrA IDE are shown below:
Checkbox
Edit Box
Combo Box
Calendar
Wonderware Training
Section 5 – Common Controls 8-47
Date/Time Picker
List Box
Wonderware Training
Section 6 – Advanced Editing 8-49
Embedded Symbols
You can embed symbols from the Graphic Toolsets, Automation Object instances and templates
into other symbols. This lets you rapidly develop more complex symbols with common
components.
For example, you can create a single tank symbol, then embed the tank symbol multiple times in
another symbol to create a symbol representing a collection of tanks.
Note: You can use the Treat as Icon feature to animate a group of elements as a single
object.
OwningObject Property
OwningObject is the Runtime Property of an Embedded Symbol, not of a symbol in itself. It can be
changed to point to different instances and is used in place of indirect tags in previous versions of
InTouch.
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Note: To exchange symbols or collection of elements including their animations between the
Graphic Toolbox, Automation Object instances and templates, you can use the clipboard.
When you copy and paste symbols, the link to their parent source is broken.
Wonderware Training
Section 6 – Advanced Editing 8-51
Note: You can also use the properties AbsoluteAnchor and RelativeAnchor in the Properties
Editor to change the position.
When you embed a symbol, the child symbol inherits the anchor point of its parent in relation to its
own center point.
Anchor Point set to: 64,80 Anchor Point embedded at: 110,220
EMBEDDING
When you make changes to the parent symbol that affect its size, the parent anchor point either:
z Moves to the new center point, if its relative anchor point was 0,0. Its relative anchor point
stays at 0,0 and its absolute anchor point changes.
z Remains at the same absolute position, if its relative anchor point was not 0,0. Its absolute
anchor point is unchanged and its relative anchor point changes.
You can change the position of the anchor point of the parent symbol. This affects the position of
the child symbols on the child canvases. The anchor points of the child symbols however remain
unchanged.
PROPAGATION
You can change the anchor point of a child symbol. This moves the child symbol. It does not
change the anchor point position in relation to the symbol.
You can resize or rotate the child symbol. The anchor point moves in relation to the child symbol.
Note: You can also use the property AnchorPoint in the Properties Editor to change the position.
Wonderware Training
Section 6 – Advanced Editing 8-53
Properties
Properties determine the appearance and behavior of an element or of the symbol. Example: The
property X determines the horizontal position of the selected element.
There are two types of properties:
z Predefined properties.
z Custom properties.
Groups have special properties, some of which they propagate to their contained elements, some
of which they do not.
Note: When you configure an element to reference one of its own properties in a configuration
field or a script, you can just use its property name. For ArchestrA symbols there are no self-
reference keywords, such as “me.” as used for Automation objects.You can however use the “me.”
keyword to reference attributes of the Automation object that is hosting the ArchestrA symbol you
are currently configuring.
Predefined Properties
Properties are specific to the selected element and may vary between elements of different types.
All elements have the following property groups:
z Graphic - the name of the element (or group).
z Appearance - element dimension, location, rotation, transparency and locked status.
You can view specific properties for a specific kind of element or group by clicking a drawing tool
and drawing an element.
These properties can be changed at design-time and more importantly also at Runtime. You can
use the properties of elements in scripting to dynamically manipulate the appearance of any
element of the ArchestrA symbol.
Custom Properties
You can use custom properties to extend the functionality of a symbol. A custom property can
either contain:
z A value, that can be read and written to.
z An expression that can be read.
z An ArchestrA attribute that can be read and written to, if the attributes allows being written
to.
z A property of an element or symbol.
z A custom property of a symbol.
z A reference to an InTouch tag.
For example, for a tank symbol called TankSym you can create a custom property called
TankLevel, that is calculated from an attribute reference to Tank_001.PV. You can then reference
the tank level by TankSym.TankLevel.
When you instantiate the symbol at Runtime, you can assign actual values or references to these
properties in a similar way to an InTouch indirect tag.
Custom Properties appear in the Properties Browser. You can either edit default values of custom
properties here directly or use the Edit Custom Properties dialog box to do so.
Properties of Groups
Groups have their own properties that you can view and set in the Properties Editor. For most
properties, changing group properties indirectly affects the properties of its contained elements.
You can change the following group properties:
z Name (Name).
z Position (X, Y).
z Size (Width, Height).
z Orientation (Angle).
z Point of Origin (AbsoluteOrigin, RelativeOrigin).
z Transparency (Transparency).
z Locked (Locked).
z Enablement (Enabled).
z Tab Order (TabOrder).
z Tab Stop (TabStop).
z Single Object Treatment (TreatAsIcon).
z Visibility (Visible).
How does Changing the Group Name affect the Contained Elements?
If you change the group name, it has no affect on the contained elements. The contained elements
keep their name.
How does Changing the Position of the Group affect the Contained Elements?
If you change the position of the group, all contained objects are moved with the group. They
maintain the relative position to each other, but their absolute positions change.
How does Changing the Size of the Group affect the Contained Elements?
If you change the size of the group, all contained objects are resized proportionally.
Wonderware Training
Section 6 – Advanced Editing 8-55
How does Changing the Orientation of the Group affect the Contained Elements?
If you change the angle of the group, all contained objects are rotated with the group around the
origin of the group, so that the group remains visually intact.
How does Changing the Transparency of the Group affect the Contained Elements?
If you increase the transparency of the group, all contained objects appear more transparent, but
their own transparency property values do not change. If you change their transparency values it is
in relation to the transparency level of the group.
Example:
If you add an element with 80% transparency to a group, and then apply 50% transparency to the
group, the element appears to have 90% transparency.
The transparency property values however stay unchanged at 80 for the element and 90 for the
group.
Wonderware Training
Lab 10 – Embedding Symbols 8-57
Objectives
z Embed an ArchestrA Symbol into a new ArchestrA Symbol
z Add a Combo Box control to a Symbol, and configure the Combo Box so it can redirect the
embedded ArchestrA Symbol to connect to a different automation object instance
a. Open the $Tank object and create a new symbol named AllTanks.
b. Embed an Instance of the TankOverview symbol (for example, Tank_001.TankOverview) into
the AllTanks symbol.
c. Rename the embedded TankOverview symbol to TankMaster.
d. Add a Combo Box to the AllTanks symbol.
e. Set the Reference of the Combo Box to the TankMaster symbol's OwningObject property
(switch to the Element Browser when browsing for references).
f. Set the Values of the Combo Box to Tank_001, Tank_002, and Tank_003 and check Use
Values as Captions.
g. Save and close the symbol and the $Tank object.
h. Open $TankApp and create a New InTouch window named TankMaster.
i. Embed your AllTanks symbol from the Tank_001 instance.
j. Switch to Runtime and test the Combo Box. (Use the Control button if necessary.) Observe
the object's behavior.
6. Click OK , place the symbol on the canvas, and change its name to TankMaster.
7. Add a Combo Box control to the canvas, above the embedded symbol.
8. Double-click the Combo Box.
Wonderware Training
Lab 10 – Embedding Symbols 8-59
17. Open the $TankApp application and create a New window named TankMaster.
18. Click the Embed ArchestrA Graphic button.
19. Browse to the Tank_001 instance and select the AllTanks symbol.
20. Place the tank on the TankMaster window.
21. Switch to Runtime and test the Combo Box. (Use the Control button to change the level of
the tank if necessary.) Observe the object's behavior.
Wonderware Training
Section 7 – Multi-User Environments 8-61
Section Objectives
z Edit multiple objects simultaneously with multiple users.
Multi-User Considerations
Setting up and configuring a multi-node / multi-user environment involves a detailed process. This
process is covered extensively in the Wonderware System Platform - Part 1 Training Course.
Deciding which architecture setup to deploy involves a deep understanding of the Wonderware
Application Server and the different configuration options it allows.
Any one object can only be edited by one user at a time. The IDE is configured with a check out
process by default. If your library contains multiple objects, each of those objects can be checked
out and edited by a different user at the same time.
Graphic Symbols are checked In/Out to avoid conflicts with multi-user editing.
z Embedded symbols can be edited
z What happens?
If an embedded symbol is changed, the User of the Symbol Editor gets a notification and update.
z If the editing user is the same as the user who has the object checked out,
then working copy of symbol is updated when saved and the symbol remains checked out
z If the editing user is different from the user who has the object checked out,
then only the checked in symbol is updated
z InTouch:
z The notification is shown in WindowMaker
Wonderware Training
Section 8 – Using Client Controls 8-63
Section Objective
z Organize and embed .NET client controls.
IMPORT
Graphic Toolbox Automation Object Template or Instance
Properties
EMBED EMBED
Symbol Symbol
Properties Properties
Methods Client Control Client Control Methods
Events Events
.AAPKG
FILE
Wonderware Training
Section 8 – Using Client Controls 8-65
Note: After importing client controls, you can organize them in the Graphic Toolbox as you would
with ArchestrA symbols. For more information, see Organizing Client Controls.
You can also import client controls that have previously been exported in an ArchestrA package
(.aaPKG) file.
Note: If you select .NET or .DLL files that do not contain client controls, the import process
ignores these and continues at the next .DLL file.
Note: If the import fails, a message indicates the error in the Import Client Control(s) dialog.
Wonderware Training
Section 8 – Using Client Controls 8-67
Note: It is recommended to not overlap client controls with other elements on the canvas.
Otherwise the client controls may not work correctly.
d. Select a client control from the right panel and click OK.
The mouse pointer changes to paste mode.
e. Click on the canvas where you want to embed the client control.
The client control is pasted onto the canvas.
Wonderware Training
Section 8 – Using Client Controls 8-69
Wonderware Training
Section 8 – Using Client Controls 8-71
read/write property
read-only property
write-only property
f. If you want to configure scripts for other events, select the event from the Event list.
The script area is cleared and you can write the script for the newly selected event.
g. When you are done, save and close.
Wonderware Training
Section 8 – Using Client Controls 8-73
Example for configuring an event script for the ActiveFactory TagPicker control
Install and embed the ActiveFactory TagPicker Control in a symbol as described in. In this
example, when one of the tags is picked, a message is logged in the Log Viewer.
a. In the ArchestrA Symbol Editor, double-click on the embedded ActiveFactory TagPicker
control.
b. In the animation list, select Event.
c. From the Event list, select the event OnTagsPicked.
d. In the script area, type the following:
LogMessage(“User picked one or more tags.”);
e. Save and close the Edit Animations dialog box.
f. Save and close the ArchestrA Symbol Editor.
g. Embed the symbol in an IDE-managed InTouch application.
h. Switch to Runtime and connect to a valid InSQL source.
i. Select the SysTimeSec variable in the TagPicker control.
j. Check the SMC Log Viewer. The message “User picked one or more tags” appears.
Note: Actually, the above example doesn’t work right now because of validation failure for the
LogMessage script.
Note: You can import the client controls again from the exported .aaPKG files.
Note: The client control properties are different than the properties of the embedded client control.
The client control properties can be viewed in the IDE directly. The properties of the embedded
client control can be viewed in the Properties Editor of the ArchestrA Symbol Editor.
Wonderware Training
Section 8 – Using Client Controls 8-75
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Lab 11 – Using Client Controls 8-77
Objective
z Add and configure a third-party client control in an InTouch managed application
Note: Your instructor will provide the location if it is different than the one above.
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Lab 11 – Using Client Controls 8-79
5. When prompted for Import Preferences, select Skip and click OK.
The client controls begin to import. This may take a few minutes.
6. When the import is complete, click Close.
The new controls are imported into the Graphic Toolbox and are now visible in the root list.
7. Create a new Graphic Toolset named .NETControls and move the imported controls into this
toolset.
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Lab 11 – Using Client Controls 8-81
Note: This object will need to be almost full screen within the InTouch window. In most cases
you would size the object after it has been placed in InTouch. However, there will be additional
objects within this symbol that you will not want resized along with the browser, so you will
draw everything at an appropriate scale in relation to the other objects.
14. From the main menu, select View / Zoom to / Zoom to Selection to adjust your view to see
the entire object.
15. Below the browser control, draw a Text Box using the drawing tools. Change the font of the
text box to an appropriate size.
16. Draw two buttons below the Text Box and Substitute Strings to label them Back and Forward
respectively. Change the font of the buttons to an appropriate size.
17. Add a Custom Property named URL to the symbol, and set its Data Type to String.
18. Double-click on the text box and add a User Input / String animation for the Custom Property
URL as shown below.
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Lab 11 – Using Client Controls 8-83
21. Ensure the Trigger type is On Show and click the Display Attribute Browser button
(circled below).
22. Click the Element Browser tab and select the BrowserWindow Element.
23. Select the GoHome( ) method and click OK.
25. In the same Edit Scripts window, click the Add Script + button to add a Named Script and
configure it as shown below.
28. Double-click the Forward button and add the following Action Script:
BrowserWindow.GoForward ();
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Lab 11 – Using Client Controls 8-85
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