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Catalog #100180 Rev.02


Copyright 1999 Eshed Robotec (1982) Ltd.
(June 1998) reprint/PDF April 99
Catalog #100180 Rev. 02

Every effort has been made to make this book as complete and accurate as possible. However, no
warranty of suitability, purpose, or fitness is made or implied. Eshed Robotec is not liable or
responsible to any person or entity for loss or damage in connection with or stemming from the
use of the software, equipment and/or the information contained in this publication.

Eshed Robotec bears no responsibility for errors which may appear in this publication and retains
the right to change specifications without prior notice.

ALLEN BRADLEYTM SLC500 are registered trademarks and/or trade names of Allen
Bradley.
MS-DOS is a registered trademark and/or trade name of Microsoft.
TEXAS INSTRUMENTTM TI-500 are registered trademarks and/or trade names of Texas
Instrument.

ESHED ROBOTEC (1982) LTD.


13 Hamelacha St.
Afek Industrial Park
Rosh Ha'ayin 48091, Israel
Tel: (972) 3-900 4111
Fax: (972) 3-903 0411

ESHED ROBOTEC INC.


472 Amherst St.
Nashua, NH 03063, USA
Tel: 1-800-777-6268
Tel: (603) 579-9700
Fax: (603) 579-9707

website: www.eshed.com
email: info@eshed.com
Table of Contents

1. Introduction ____________________________________________ 1
2. Computer Requirements __________________________________ 3
3. Starting PLCMotion ______________________________________ 5
Installation......................................................................................................... 5
Activation .......................................................................................................... 5
MS-DOSTM .................................................................................................. 5
Windows95TM ............................................................................................. 5
Main Window.................................................................................................... 5
File Menu .................................................................................................... 6
New ....................................................................................................... 6
Open File ............................................................................................... 6
Save ....................................................................................................... 7
Save as................................................................................................... 7
Print ....................................................................................................... 7
Exit ........................................................................................................ 8
Controller Menu .......................................................................................... 8
Edit Menu.................................................................................................... 8
4. Ladder Diagram Editor ___________________________________ 9
Keys and Buttons............................................................................................... 9
Editing a Ladder Diagram ................................................................................. 9
General Principles ..................................................................................... 10
Step by Step Ladder Diagram Editing....................................................... 10
Step 1: Prepare Empty Rungs.............................................................. 10
Step 2: Activate a Rung....................................................................... 10
Step 3: Choose an Input for the Bold Rung......................................... 10
Step 4: Insert the Input ........................................................................ 11
Step 5: Choose and Insert an Output ................................................... 11
Step 6 Add Data/Text to Input or Output Objects............................... 12
Step 7: Connect Elements ................................................................... 14
Step 8: Choose a Function Box ........................................................... 14
Step 9: Add Data to Boxes .................................................................. 15
Step 10: Change the Text / Data of an Object:.................................... 18
Step 11: Delete Objects Or Connections............................................. 18
Step 12: Delete a Whole Rung ............................................................ 19
Step 13: Edit ........................................................................................ 19
Step 14: Compile................................................................................. 22
5. ABTM ATM Guide (for SLCTM and MicrologixTM) ______________ 25
Memory Organization ..................................................................................... 25
Addresses .................................................................................................. 25
ADD: Addition.......................................................................................... 27

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AND: Logical And .................................................................................... 28
BSL and BSR: Bit Shift Left and Bit Shift Right...................................... 29
CLR: Clear value....................................................................................... 30
CTD: Count down ..................................................................................... 31
CTU: Count up .......................................................................................... 32
DIV: Divide............................................................................................... 33
EQU: Compare Equal................................................................................ 34
GEQ: Compare Greater or Equal .............................................................. 35
GRT: Compare Strictly Greater ................................................................ 36
JMP and LBL: Jump and Label................................................................. 37
L and U: Output Latch and Output Unlatch .............................................. 38
LEQ: Compare Lower or Equal ................................................................ 39
LES: Compare Strictly Lower ................................................................... 40
MCR: Master Control of Program Sections.............................................. 41
MEQ: Compare Bits of 2 Words through Mask ....................................... 42
MOV: Move Value.................................................................................... 43
MUL: Multiply .......................................................................................... 44
MVM: Move through Mask ...................................................................... 45
NEG: Negate value.................................................................................... 46
NEQ: Compare Not Equal......................................................................... 47
NOT: Logical not ...................................................................................... 48
OR: Logical Inclusive Or .......................................................................... 49
OSR: One Shot Rising .............................................................................. 50
RES: Reset Timers/Counters’ Internal Values.......................................... 50
RTO: Retentive Timer ON........................................................................ 51
SQC: Input Sequence Compare................................................................. 52
SQO: Sequencer for Outputs..................................................................... 54
SUB: Subtract............................................................................................ 56
TOF: Timer OFF ....................................................................................... 57
TON: Timer ON ........................................................................................ 58
XOR: Logical exclusive OR...................................................................... 59
6. MMI Editor ____________________________________________ 61
General Principles ........................................................................................... 61
MMI Editor Buttons ........................................................................................ 62
Building an MMI Process.......................................................................... 63
Drawing Pictures ............................................................................................. 64
Ellipses ................................................................................................ 64
Rectangles ........................................................................................... 64
Lines .................................................................................................... 64
Polygons .............................................................................................. 65
Free Drawing....................................................................................... 66
Texts .................................................................................................... 66
Buttons, Displays and Buzzers........................................................................ 67
Graphic Editing Functions .............................................................................. 68
Selecting a Graphical Object, Button or Display ................................ 68
Selecting an Animated Element .......................................................... 69
Moving ................................................................................................ 69

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Cut, Copy and Paste ............................................................................ 70
Group and Ungrouping........................................................................ 71
Rotate a Graphical Object or a Group ................................................. 72
Bring to the Back or to the Front......................................................... 72
Preview the Animation........................................................................ 72
Show the Associated Ladder Diagram ................................................ 73
Undo .................................................................................................... 73
MMI Menus..................................................................................................... 74
File Menu .................................................................................................. 74
New ..................................................................................................... 74
Open File ............................................................................................. 74
Save ..................................................................................................... 75
Save as................................................................................................. 75
Print ..................................................................................................... 75
Exit ...................................................................................................... 75
Edit Menu.................................................................................................. 76
Cut ....................................................................................................... 76
Copy .................................................................................................... 76
Copy All .............................................................................................. 76
Paste at................................................................................................. 76
Fixed Paste .......................................................................................... 76
Clear Screen ........................................................................................ 76
Undo .................................................................................................... 76
Clear Buffer......................................................................................... 76
Show Buffer ........................................................................................ 76
Tools Menu ............................................................................................... 77
Set Line Width .................................................................................... 77
Show Grid ........................................................................................... 77
Show Location..................................................................................... 77
Set Window Size ................................................................................. 77
Elements Menu.......................................................................................... 78
New ..................................................................................................... 78
Select ................................................................................................... 78
Choose from Library ........................................................................... 78
Save to Library .................................................................................... 79
Delete .................................................................................................. 79
Info ...................................................................................................... 80
Send Event........................................................................................... 80
Init Values ........................................................................................... 81
Background Menu ..................................................................................... 82
Edit ...................................................................................................... 82
Set color............................................................................................... 82
Clear .................................................................................................... 82
Choose................................................................................................. 82
Show Menu ............................................................................................... 83
ZoomM Menu ........................................................................................... 83
Transform Menu........................................................................................ 84

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Move.................................................................................................... 84
Scale .................................................................................................... 84
Rotate .................................................................................................. 86
Duplicate Same ................................................................................... 86
Duplicate Mirror.................................................................................. 86
Duplicate Table ................................................................................... 86
MMI Editing Exercies ..................................................................................... 88
Exercise 1: Modifying an Existing MMI................................................... 88
Step 1:Open a Project......................................................................... 88
Step 2: Save it Under Another Name .................................................. 88
Step 3: Modify a Push Button ............................................................. 88
Exercise 2: Building a New MMI with Buttons and Displays .................. 89
Step 1: Open the Flicker File in the Ladder Editor ............................. 90
Step 2: Save it Under Another Name .................................................. 90
Step 3: Enter the MMI Editor.............................................................. 90
Step 4: Choose a Background Color ................................................... 90
Step 5: Build a Button ......................................................................... 91
Step 6: Build Binary Displays ............................................................. 91
Step 7: Build Integer Displays............................................................. 92
Step 8: Save the Ladder and the MMI Together ................................. 93
Step 9: Run the Ladder with the New MMI ........................................ 94
Exercise 3: Building an MMI with 2-State Animated Elements............... 95
Step 1: Open the Ladder and Save It ................................................... 95
Step 2: Go to the MMI Editor ............................................................. 95
Step 3: Build the Two Buttons ............................................................ 95
Step 4: Build the Animated Door........................................................ 96
Step 5: Choose the State 0................................................................... 97
Step 6: Choose the State 1 (ON) ......................................................... 98
Step 7: Run the Ladder with the New MMI ........................................ 99
Exercise 4: Building an MMI with Events and Sensors.......................... 100
Step 1: Open the File......................................................................... 100
Step 2: Modify the Ladder................................................................. 100
Step 3: Save it Under Another Name ................................................ 101
Step 4: Modify the MMI ................................................................... 101
Step 5: Save....................................................................................... 103
Step 6: Go to the Ladder Editor......................................................... 103
Step 7: Go to the Simulator ............................................................... 104
7. Simulator ____________________________________________ 105
Main Menus................................................................................................... 106
File Menu ................................................................................................ 106
Open File ........................................................................................... 106
I/O Interface....................................................................................... 106
Exit .................................................................................................... 106
PLC Menu ............................................................................................... 106
Show or Hide..................................................................................... 106
Ladder Menu ........................................................................................... 107
Show or Hide..................................................................................... 107

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MMI Menu .............................................................................................. 107
Show or Hide..................................................................................... 107
Map Menu ............................................................................................... 107
Show or Hide..................................................................................... 107
0,1 or Red/Green ............................................................................... 107
Hexadecimal...................................................................................... 107
Decimal ............................................................................................. 107
Octal .................................................................................................. 107
Choice................................................................................................ 107
Timing Menu........................................................................................... 108
Show or Hide..................................................................................... 108
Choice................................................................................................ 109
History Menu........................................................................................... 109
Show or Hide..................................................................................... 109
Relative Time .................................................................................... 109
Absolute Time ................................................................................... 109
Print ................................................................................................... 109
Main Button Bar............................................................................................ 110
Windowing Buttons................................................................................. 110
Simulation Control Buttons..................................................................... 111
Simulation Windows..................................................................................... 112
The Ladder Show Window...................................................................... 112
The MMI Show Window ........................................................................ 112
The Digital Timing Diagram Window .................................................... 113
The Digital Timing History Window ...................................................... 114
The Analog Timing Window .................................................................. 115
The Memory Map Window..................................................................... 116
8. Real Execution ________________________________________ 119
RLU Connected to the Parallel Port of the PC Computer....................... 119
CP/C2000A Connected to a RS232 Port of the PC Computer................ 120
Executing the Ladder in the ABTM Controllers SLCTM or MicrologixTM 121
9. Master Examples ______________________________________ 123
About the ABTM Instructions Example Files................................................. 124
Examples of MMI Animation ....................................................................... 125
MMI for the PLC Line Panel......................................................................... 133

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1. Introduction

PLCMotion AB_ATM is an interactive graphic tool for teaching and designing, simulating and
executing automatic control applications for Allen BradleyTM SLC500TM and MICROLOGIXTM
Programmable Logic Controllers, at the tech-ed level and at higher education level, according to
the Standard I.E.C. 1131-3 Instruction List of the International Electrical Committee. (Geneva,
Switzerland.).
PLCMotion AB_ATM allows to use almost all the features of these PLC: input contacts, one
shot pulses, output coils, bit-flags, and 28 instruction/boxes such as timers, counters, arithmetic
or logic functions, move, shifts, sequencers, etc.
PLCMotion runs under MS-DOSTM, but has a graphic windows interface.
The PLCMotion system contains:

a ladder diagram Editor:
Compatible with the Allen BradleyTM SLC500TM / MICROLOGIXTM
• a Translator to I.E.C.1131-3 Instruction List for simulation
• an interactive Simulator, in a graphic style with the following windows:
Ladder Diagram Window
MMI display Window
MMI editor Window
Discrete and Analog Timing Diagram Windows
Discrete Timing History Window
Memory Map Window
Graphical PLC Window
• an Emulator enabling to run real applications using CP/C 2000 teaching I/O box or the CCI
I/O card

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2. Computer Requirements

To run PLCMotion you need:


• 486 or higher, with a graphic screen (VGA., SVGA),
• 4 or better 8 M bytes internal memory,
• MS-DOSTM 5.0 or higher, or Windows 95TM with DOSTM
• Mouse installed and activated
• 5M bytes free on the hard disk.
To access the PLC Emulator for real execution, you can connect either the CP/C2000A I/O box
or the ABTM PLC to the serial ports COM1 or COM2 of your PC, in general your mouse is
connected to one of these serial ports and you will connect your I/O box or PLC to the second
one.
PLCMotion recognizes automatically to which ports your mouse and your training I/O box.are
connected.
After installation the hard disk will contain a SIMLEV directory containing an AB_Work directory,
an AB_UTIL directory and execution files, with the following structure:

C:\__SIMLEV___ PLCMotion exe files: ab.exe or combo.exe


| b.box, ti.box, dos4gw.exe,
| base_mdi.dat, etc.
|
|____AB_WORK_working files: Fig1.Lad,
| Park.Lad, Bottles.Lad, etc.
| PLC_LINE.mmi, Park.mmi, etc.
|
|____AB_UTIL_utility files: *.prn to print Ladders
*.io to print I/O lists,
*.slc files that can be downloaded
to the PLC and executed there
*.his to save timing history files,
*.hpr to print timing history, etc.

This structure must remain in SIMLEV directory to ensure correct execution

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3. Starting PLCMotion

Installation
To install your PLCMotion system:
• Start your computer under MS-DOSTM with a mouse driver installed and activated.
• Insert the install diskette # 1 in drive a: (or b:)
• Type >A (or >B:) and press Enter
• Type >INSTALL (and press Enter)
Follow the instructions until installation completed: you can choose a default full installation, or
reinstall only PLCMotion, or reinstall only examples.

Activation
To run the program PLCMotion,

MS-DOSTM
• Start your computer with the mouse installed.
• When you have c:\> prompt, type >cd simlev and press Enter
• Type >ABFULL and press Enter
• or Type >COMBO and press Enter

Windows95TM
Double click the PLCMotion icon, in the panel or in the Program files list.

Main Window
Starting PLCMotion program will open the main window. You can access the menus by
pressing the keyboard key ‘ALT’ together with the underlined letter of the menu: for instance for
File, press ALT+F

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File Menu

Click the File Menu, and then click a submenu

New
To edit a new Ladder Diagram:

Open File
To load an existing program file from the disk:
you get the following sub window:

To load a file from the disk, select the desired drive and the desired program directly from the
list, or type in the file name in the upper File field.
Using the bottom right square, you can choose to load only the ladder, or only the MMI, or both,
by clicking one of the buttons.
Then click the OK button.
Using the bottom right square, you can choose to load only the ladder, or only the MMI, or both,
by clicking one of the buttons.
Then click the OK button.

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The files are organized in such a way that:
the various Master Ladder Examples are marked in gray; for example:
,
they can be displayed and run, but they cannot be modified. You can open them, and then save
them under another name, using the Save as Submenu. Then these new files can be modified
(They will appear in Yellow in the list).
Users’ saved Programs marked in Yellow can be displayed, run and modified.

Save
To save the same Ladder Diagram on a Disk:
This will save the current program in the same current file (same name, with the same MMI)

Save as
To save a Ladder Diagram on a Disk
This will save the current program in a different file under a new name, the following sub
window will appear:

Select your disk drive, then select a file name from the list (to save the Ladder in place of this
existing file), OR, click the upper File field and type in a new desired file name (to create a new
file for this Ladder), for instance, in this figure: toto.lad
Using the bottom right square, you can choose to save only the ladder, or only the MMI, or both,
by clicking one of the buttons.
Then click the OK button.

Print
to print Ladder Diagrams:
I/O Interface - to Choose the operating mode and the type of External I/O hardware: the
following sub window will appear

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click one of the buttons to select a real execution with a specific I/O hardware interface (CCI,
or CP/C 2000, or RLU), or to select the simulation mode on your PC. Then click the OK button.

Exit
To stop PLCMotion program and return to MS-DOSTM

Controller Menu

The submenus allow to choose one of the simulated PLC: Allen BradleyTM Micrologix1000TM or
SLC500TM or Texas Instrument505TM (only in PLCMotion combo version). This will work only
at the beginning of the program or after New.

Edit Menu
EDIT main menu will be described in the Ladder Diagram Editor chapter 4 (step 13 )

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4. Ladder Diagram Editor

Keys and Buttons


In order to insert graphic objects in the Ladder you have to select the requested objects using
one of the following buttons:
Link Text / Data
Relay contact Coil contact Box Objects of objects

In order to change the Editing operation on the Ladder Diagram you can choose the required
function using one of the following keys:
Show Undo
Instruction Show to recover Add a new
List Grid last delete Rung

delete Show
objects MMI
Compile or rungs Window

Note: When you move the mouse across these buttons without clicking, you can see the
description of each button at the bottom of the main window:

Editing a Ladder Diagram


If you want to edit an existing ladder diagram, select the Menu File and click Open.
If you want to edit a new ladder diagram, select the Menu File and click New.
Each rung has a number and an activation button on the left most side of the grid enabling

Š to add new rungs, after the key was pressed

Š to delete a whole rung, after the key was pressed

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Š to activate a rung for editing, if any other button was pressed

General Principles
Editing a rung is possible only after it was activated by clicking on its button then the
activated rung line becomes bold.
To deactivate a rung, click again on its left most side button .
During the editing, Messages are written at the bottom of the main window, indicating you if the
operations are correct or if there are errors, for instance

or

Step by Step Ladder Diagram Editing

Step 1: Prepare Empty Rungs

for this, click "Add rung" function key ,


and then every clicking the left most side button of a rung will add a new empty rung for
future editing

Step 2: Activate a Rung


In order to ACTIVATE a rung for editing click on the coresponding
button on the left most side of the rung: the activated rung will become bold.
To edit the current activated (bold) rung, you have to choose which objects to insert in the rung

Step 3: Choose an Input for the Bold Rung

Click in the relay contact button.

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the following sub window will be displayed:

with a set of available elements : open contact ][ or closed contact ]/[ or Label ]LBL[ or One shot
rise ]OSR[
TO CANCEL the CHOICE: press the *ESC* key,
To choose an element click one of the buttons: the chosen object is recorded at the bottom of the
main window

Step 4: Insert the Input


click on the left side of the activated (bold) rung, in order to place the chosen input object there.

Immediately, you will get an “Information” subwindow to describe the object’s text/data (see
step 6).
You can click several time to put several objects of the same type on the rung

Step 5: Choose and Insert an Output

a) To Choose an OUTPUT object, CLICK the output button


the following sub window will be displayed:

with a set of available elements : coil output contact () or reset a timer/counter (RES) or set Latch
output (L) or reset Unlatch output (U) or Jump to a Label (JMP) or Master Control (skip rungs)
(MCR)
TO CANCEL the CHOICE: press the *ESC* key,
To choose an element click one of the buttons: the chosen object is recorded at the bottom of the
main window
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b) To Insert an OUTPUT object, click on the right side of the activated
(bold) rung, in order to place the chosen output object there:

Immediately, you will get an “Information” subwindow to describe the object’s text/data (see
step 6).
You can click several time to put several objects of the same type on the rung

Step 6 Add Data/Text to Input or Output Objects


(INPUTS, OSR, COILS, OUTPUTS, etc.)
Immediately, when you insert an Object in a rung (see 1 and 2 on the following picture), You
must add an address and/or a comment to this Object.
A sub window appears automatically:

In this subwindow there are two edit fields:


on the top, an edit field to insert the element address.
afterwards, an edit field to insert a comment
In order to insert an Address and/or a Comment, click with the mouse in the chosen field (see 3 on
the picture), and type in the text either by the PC keyboard or by clicking with the mouse in the
small screen pad to compose the desired text (see 4 on the picture)

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or click the I/O list to choose an address and a comment already existing in this ladder (see 4’ on
the picture)
The “on screen pad” contains:
• keys 0..9 for decimal numbers, and A..F for hexadecimal numbers (hexadecimals are useful in
the case of Allen BradleyTM masks)
• special editing keys such as CLR clear the whole field, and BS backspace one character
• predefined keys to compose the specific PLC addresses:
• special characters "/", "#" and "."
I: for input contacts O: for outputs
B3: for bit flags N7: for analog integers
T4: for Timers C5: for Counters
R6: for control elements S2: for status bits, etc
for instance to compose I1:0/2 (input word 0 bit 2):

click , then , then , and .


If the input contact, that you want to test, is an internal bit of a Timer or of a Counter or a Control
element, you get automatically the choice of these bits in the "Ladder Object Information"
subwindow when you click T4:, in C5: or in R6:

you can add them to the address field by just clicking on the appropriate line of the Bit List on
the right of the screen pad, for instance in this example: you have already clicked the key
then and , then click on the Bit line DN

it will add DN to the address field and you will obtain the address T4:2/DN (meaning Timer 2
Done).
Note: The available internal bits for Allen BradleyTM Timers T4: are:
EN enable, DN done, TT timer active

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The available internal bits for Allen BradleyTM Counters C5: are:
CU counting up, DN done, CD counting down,
OV overflow, UN underflow
The Available internal bits for Allen BradleyTM Control elements R6: are (in shifts and
sequencers)
EN enable DN done ER error
UL unloaded bit FD found
IN ORDER TO END the data editing, click on OK or press Enter.
IN ORDER TO CANCEL the data editing, click Cancel. This will delete the text and the object.
from the ladder.

Step 7: Connect Elements


In order to connect elements together, in the selected bold rung,

draw horizontal lines or vertical lines, using the left side "pencil" button
and click once for each line on the desired place of the grid:

Step 8: Choose a Function Box


(Timer, Counter, arithmetic or logical operation, or shift, etc.)

Click the button, you get the set of available functions:

TO CANCEL the CHOICE: press the ESC key,


To choose a function click one of the buttons: the chosen box is recorded at the bottom of the
main window

To INSERT A FUNCTION BOX

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CLICK on the activated (bold) rung to put one or several boxes

Note In the Allen-BradleyTM Ladder most of the boxes have to be in the right most place of the
grid chart.
LIST of FUNCTION BOXES available
(see details in AB_ATM Guide, chapter 5)
BOXES TON LES
TOF AND
RTO OR
CTU XOR
CTD NOT
ADD NEG
SUB CLR
MUL MOV
DIV MVM
EQU BSL
NEQ BSR
MEQ SQC
GEQ SQO
LEQ
GRT

Step 9: Add Data to Boxes


(TIMERS or COUNTERS or others):
When you insert a BOX in a rung, You must immediately add the address of the Box and its
parameters, for this purpose a " BOX Information" subwindow appears automatically:
Each individual Box represents a function performing some operations, and has some parameters
to do these operations, so for each Box there will be the necessary specific edit fields to fill in the
corresponding parameters, some parameters are addresses, some parameters are values (see
AB_ATM Guide chapter 5).
For example, for the TON timer you get:

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This sub window has several edit fields:
• on the top (Address field), to insert the Box address (here T4:3)
• on the 2nd field (Comment), to insert a comment or a specification
• on the 3rd field the value of the Preset (here 200)
• on the 4th field the initial value of the Accumulator
Edit the address, the comment, the Preset value, and/or the Accumulator value, by clicking with
the mouse in the chosen fields, and typing in the text
• either on your physical keyboard
• or by clicking with the mouse on the screen pad as described before in step 6
IN ORDER TO END the data editing of this object,
click OK or press Enter.
IN ORDER TO CANCEL the data editing of this object, click Cancel:
this will delete the text and the object from the ladder!
Examples of Other boxes’ data/text subwindows:
(see AB_ATM Guide chapter 5).
Masked equal compare

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this compares the Timer’s 6 Accumulator with the Timer’s 2 Preset
Move integer:

this copies the value 18 into the Counter’s 8 Preset


Clear a word:

this puts 0 in the word N7:7

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Sequencer of outputs

Here, we shall send to the output word O:2, step by step, a sequence of output bits stored in the
file memory beginning at B3:9 (length=10 words=10 steps) These outputs will be filtered by the
Mask F0F0 before being sent. The control block of this sequencer, containing the status bits, the
current step Position and the Length, begins at R6:1.

Step 10: Change the Text / Data of an Object:


the address, the comment or the values of an input, output or a box that you have already built in
the ladder,

click and click on the desired object on the Ladder.


The desired rung must be activated (bold)
You will get the same sub window "Object Information" as described before in steps 6 and 9
with the various specific edit fields:
You can change the address, the comment or etc. by clicking with the mouse in the chosen field,
and change the text
TO END the re editing of data in this object, click the button OK or press Enter on your
keyboard.
TO CANCEL the re editing of data in this object, click the button Cancel. This will delete the
new text without changing the object in the ladder !

Step 11: Delete Objects Or Connections

first click the left most side button to select the rung (which is now bold)

then click the DELETE function key


and afterwards, click on the object or the line that you want to delete.
Note: the DELETE function key allows to delete only ONE object (or line) at a time,
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for security reasons, you need to click for each object (or line) to delete

You can recover any last deletion by clicking the Undo button

Step 12: Delete a Whole Rung


In order to delete a whole rung, you have to deselect it (so that it shouldn't be bold) by clicking on its
left most side activation button .

Use the delete function key and click on the left most side button of this rung

for security reasons, you need to click for each rung to delete

You can recover any last deletion by clicking on the Undo button .

Step 13: Edit

Undo: to recover any last deletion (same effect than the Undo button .)

Cut: to erase an object or a whole rung: same effect as the button (see steps 11 and 12)
Select/Copy: to select a series of rungs
a) select a first rung, by clicking the left most side button of this rung
b) then, click another rung in the same way, you get a gray selection:

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9806 AB_AMT
this allows you to paste a copy of these rungs in another place of the Ladder
Paste: to paste a selected series of rungs in another place in the Ladder for this, click the left
most side button of the rung before which you want to insert this series (to insert after the last
rung, click the left most side button of the END line). The rungs are automatically
renumbered.
Replace: to replace addresses in a series of rungs. You get the following subwindow:

a) click the edit field “Addr to Find”, type in the address either using the keyboard or the screen
pad
b) click the edit field “New Addr”, type in the modified address
c) choose the rung numbers where to replace
d) click the Replace button
Find to find an address and a comment in the Ladder you get the following subwindow
“FIND”:

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AB_AMT 9806
a) choose the desired text
d) click the OK button,
you get the rung where the desired text appears for the first time. The text is indicated by a blue
rectangle. The rung is activated:

Find Next to find the next occurrence of the same text


you get the next place where the desired text appears. The next text is indicated by a blue
rectangle. The rung is activated
(SHORTCUT: type ALT+E, then type N)
Goto Rung Number to choose a rung directly by its number
you get the following subwindow “GOTO”

a) choose the desired rung number


d) click the OK button,
The chosen rung is shown on the screen and activated
Note: you can also choose a rung by scrolling the Ladder Diagram up and down (using the right
hand side scrollbar)

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9806 AB_AMT
Step 14: Compile

During normal editing, you have the "quiet face" button.


If you want toTM
translate a ladder diagram into the simulation Instruction List (IL) or into the
Allen Bradley ASCII SLC import file, click on this "compile" button.
You will be asked to save the Ladder before compiling,
TM
The translation gives always a standard IEC 1131 IL code and also an Allen Bradley ASCII
SLC import file, with the SLC extension in the AB_Util subdirectory (under the SIMLEV
directory). This SLC file depends on the choice made in theTMController main Menu (Micrologix
or SLC). It can be imported into the original Allen Bradley software, there, it can be
downloaded in the SLC 501 or Micrologix PLCs and run.

After successful compiling, you'll get , the "smiling face" button and it will create an
Instruction List file suitable for PLC simulation and emulation.

If there are errors in your Ladder, you'll get , the "crying face" button

and you'll get a "red bomb" indicating approximately on the grid the place where is the first error
in the rung, with a short explanation at the bottom of the window (the coordinates of the error
correspond to the cells [x,y] of the grid)

BUTTON IL When you click the button you get the subwindow.

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AB_AMT 9806
You can choose toTMsave, print or display on the screen: either the IL IEC 1131 standard file, or
the Allen Bradley ASCII SLC import file for Micrologix1000 or SLC500 (depending on the
controller menu you chose earlier), the files will be saved in the AB_UTIL subdirectory (under
the SIMLEV directory).
Example of IL standard files format:

TM
(the codes are standard, the addresses are from Allen Bradley ).
TM
Example of Allen Bradley ASCII SLC import files format (here for Micrologix):

To close these display subwindows, click twice in the upper left corner button

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9806 AB_AMT
¾

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AB_AMT 9806
5. ABTM ATM Guide
(for SLCTM and MicrologixTM)

Memory Organization

Addresses
TM
The Allen Bradley PLC is made of words of 16 bits each.
The bits are numbered from 0 to 15
Each group of these addresses is located in the memory in 'files' and contains 256 words in
addresses from 0 to 255
LIST of MEMORY FILES:
INPUTS I1:[0-255]/[0-15] for ex I1:10/5 means Input word 10 bit 5
OUTPUTS O0:[0-255]/[0-15] O0:50/0 output word 50 bit 0
STATUS S2:[0-255]/[0-15] S2:0/0 status word 0 bit 0
BIT-FLAGS B3:[0-255]/[0-15] B3:0/1 flag word0 bit 1
TIMERS T4:[0-255] T4:1 Timer# 1
COUNTERS C5:[0-255] C5:2 Counter# 2
CONTROL R6:[0-255] R6:3 control block# 3
etc ...
Significant bits of timers, counters, status or control blocks can be used by their names, such as
for instance: T4:2/DN, C5:6/EN, S2:0/Z, R6:9/FD etc.. (see the specific description for each
instruction)
Significant integer words of timers, counters or control blocks can be used by their names, such
as for instance: T4:2.Preset, C5:6.Accum, R6:9.Position
(see the specific description for each instruction)
PLCMotion contains two more files for translation purposes
G9: to translate the Graphic serial or parallel structures of the Ladders,
V8: to translate Variables for analog integers.
In PLCMotion, if you use an incorrect address or name, the error will be noticed at the bottom of
the screen (last gray line), and the range of the correct address will be displayed there.

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9806 AB_AMT
I/O Instructions
L Latch U Unlatch, for outputs
OSR One shot rising, for inputs
Arithmetic Operations
ADD Addition
CLR Clear (set to zero) a word
DIV Division
MUL Multiplication
SUB Substraction
Control Flow instructions
JMP Jump, LBL Label
MCR Master control reset, to skip some rungs
Counters / Timers
CTD count down
CTU count up
RTO Retentive Timer, (continuing Timing)
RES Reset Timer or counter
TOF Timing if condition OFF
TON Timing if condition ON
Comparisons
EQU test if Equal
GEQ test if Greater or Equal
GRT test if strictly Greater
LEQ test if Less or Equal
LES test if strictly Less
MEQ test if Equal after filtering by a Mask value
NEQ test if Not Equal
Logical Bitwise Operations
AND
NOT
OR
XOR
Data Moving Instructions
MOV Move a word
MVM Move a word after filtering by a Mask value
BSL Bit shift Left, BSR Bit shift right
Sequencers
SQC input Sequence Compare
SQO Sequencer of Outputs

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AB_AMT 9806
ADD: Addition
Instruction:
the instruction adds source A and source B and stores the result in the destination
Parameters:
Source A = Address
Source B = Address or constant
Destination = Address of the result
Computation status bits:
in the word S2:0:
S Z V C (bits 3 2 1 0)
S sign: 0 if the result is positive, 1 if the result is negative
Z zero if the result is 0
V overflow if the result is to big to enter in 16 bits
C carry if the result has a carry

Example:
When I:0/0 is true, the instruction adds source A (N7:1=11750)
and source B (value 500) and stores the result (12250) in the destination (N7:2).

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9806 AB_AMT
AND: Logical And
Instruction:
If the corresponding bits of source A AND of source B are both 1, the corresponding destination
bit is set to 1. Else, it is reset to 0.
Parameters:
Source A = Address
Source B = Address or constant
Destination = Address of the result

Example:
When I:0/0 is true, the destination (B3:3) is the result (bit by bit on 16 bits.) of source A (B3:2)
AND source B (B3:1)

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AB_AMT 9806
BSL and BSR: Bit Shift Left and Bit Shift Right
BSL Instruction:
When the input condition is true, shift once only per scan: first, the last bit of the File array is
copied in the UL bit of the Control Element, second, the bits of the File array are shifted down to
the left, third, the specified Bit Address is copied into the first bit of the File array,.
BSR Instruction:
When the input condition is true, shift once only per scan: first, the first bit of the File array is
copied in the UL bit of the Control Element, second, the bits of the File array are shifted up to the
right, third, the specified Bit Address is copied into the last bit of the File array,
Parameters:
File = Address of the array to shift
Control = Address
Bit address = Address
Length (number of bits of the array to shift + 1) = constant
Control element: (R6: xx)
word 0: EN DN ER UL (bits 15 13 11 10)
word 1: Length
Example 1:
Memory Before Shift Left:

After one scan Shift Left

When I:0/0 went to true, first, the last bit (B3:1/15) was copied in UL (R6:1/10), second, the bits
of the word B3:1 were shifted to the left, third, the Bit Address (I1:0/1) was introduced in the
User Manual 29 PLCMotion
9806 AB_AMT
place of the first bit of B3:1/0.
Example 2:
Memory Before Shift Right:

After one scan Shift Right:

When I:0/0 went to true: first, the first bit of the File array was copied in the UL bit of the
Control Element, second, the bits of the File array were shifted up to the right, third, the specified
Bit Address I1:0/14 was copied into the last bit of the File array,

CLR: Clear value


Instruction: the instruction CLR resets the destination to zero
Parameter: Destination Address

Example: When I:0/0 is true, the instruction CLR resets the destination N7:1

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AB_AMT 9806
CTD: Count down
Instruction:
This instruction decreases the accumulator at each transition false-to-true of the input condition
of the box Ctu. (the Count-Down CD bit gets the value of the input condition of the box Ctu).
The Done bit DN is set to 1 when ACC equals or exceeds the preset value PRE. If the
accumulated value exceeds the lower limit -32768, it wraps around to +32767 and continues
counting down from there and the UNderflow bit UN is set to 1.
Parameters:
Counter's address
Preset value from -32768 to +32767
Accumulator (counts the number of transitions: false-to-true)
Data file elements for each counter:
Word 0 == CU CD DN OV UN (Bits 15 14 13 12 11)
Word 1 == Preset
Word 2 == Accumulator

Example:
This instruction counts down the accumulator of the counter C5:1 each time that I:0/0 changes
from false to true (the CD bit gets the value of I:0/0). The Done bit DN is set to 1 when ACCUM
equals or exceeds the preset value PRE 5. If the accumulated value exceeds the lower limit
-32768, it wraps around to +32767 and continues counting down from there and the underflow
bit UN is set to 1.

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9806 AB_AMT
CTU: Count up
Instruction:
This instruction increases the accumulator at each transition false-to-true of the input condition
of the box Ctu. (the Count-Up CU bit gets the value of the input condition of the box Ctu). Done
bit DN is set to 1 when ACCUM equals or exceeds the preset value PRE. If the accumulated
value exceeds the upper limit +32767, it wraps around to -32767 and continues counting up from
there and the overflow bit OV is set to 1.
Parameters:
Counter's address
Preset value from -32768 to +32767
Accumulator (counts the number of transitions: false-to-true)
Data file element:
Word 0 == CU CD DN OV UN (Bits 15 14 13 12 11)
Word 1 == Preset
Word 2 == Accumulator

Example:
This instruction counts up the accumulator of the counter C5:1 at each transition false-to-true of
I:0/1, increasing the accumulated value ACC. (the CU bit gets the value of I:0/1). The Done bit
DN is set to 1 when ACCUM equals or exceeds the preset value PRE. If the accumulated value
exceeds the upper limit +32767, it wraps around to -32767 and continues counting up from there
and the overflow bit OV is set to 1.

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AB_AMT 9806
DIV: Divide
Instruction:
the instruction divides source A by source B and stores the rounded quotient in the destination
Parameters:
Source A = Address
Source B = Address or constant
Destination = Address of the rounded quotient
Computation status bits:
in the word S2:0:
S Z V C (bits 3 2 1 0)
S sign: 0 if the result is positive, 1 if the result is negative
Z zero if the result is 0
V overflow if the result is to big to enter in 16 bits
C carry if the result has a carry

Example:
When I:0/0 is true, the DIV instruction divides Source A (N:1=16513) by Source B (N:2=165)
and the rounded quotient resulted (100) is placed in the destination address (N:3).

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9806 AB_AMT
EQU: Compare Equal
Instruction:
the instruction compares source A and source B if they are equal it puts to ON the output of the
box if they are not equal it puts to OFF the output of the box
Parameters:
Source A = Address
Source B = Address or constant

Example:
When I:0/0 is ON,
the instruction compares source A (n7:1=8721) and source B (n7:2=8720), since they are not
equal, it puts to OFF the output o:0/0

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AB_AMT 9806
GEQ: Compare Greater or Equal
Instruction:
the instruction compares source A and source B if A is greater or equal to B, it puts to ON the
output of the box if not, it puts to OFF the output of the box
Parameters:
Source A = Address
Source B = Address or constant

Example:
When I:0/0 is ON,
the instruction compares source A (n7:1=8192) and source B (n7:2=4096), since A > B, it puts to
ON the output o:0/0

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9806 AB_AMT
GRT: Compare Strictly Greater
Instruction:
the instruction compares source A and source B if A is greater than B, it puts to ON the output of
the box if not, it puts to OFF the output of the box
Parameters:
Source A = Address
Source B = Address or constant

Example:
When I:0/0 is ON,
the instruction compares source A (n7:1=512) and source B (n7:2=512) since A is not greater
than B (in fact A = B), it puts to OFF the output o:0/0

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AB_AMT 9806
JMP and LBL: Jump and Label
Instruction:
When the input condition of a Jump rung is true, the JMP N# x instruction jumps the following
rungs until it finds the LBL N# x, ignoring the intermediate rungs (the outputs of these
intermediate rungs remain unchanged, even if there corresponding input conditions have been
changed). Then the program continues normally from the LBL N# x rung
If the input condition of the Jump rung is false, the JMP instruction does not work, the program
scans normally the following rungs
Parameter:
Label number from 0 to 999.

Example:
When I:0/0 is true, the JMP 10 instruction jumps the following rungs until it finds the label: LBL
10 (here at the beginning of the rung 2), ignoring the intermediate rungs: here the rung 1 (in
which the output O:0/1 remains unchanged, even if I:0/1 has been changed). Then the program
continues normally from rung 2: output O:0/2 depending on the condition I:0/2.
If I:0/0 is false, the JMP instruction does not work, the program scans normally the following
rungs 1 and 2.

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9806 AB_AMT
L and U: Output Latch and Output Unlatch
Sets and Resets Output Bits
Latch Instruction:
When the input condition is true, the Latch instruction turns the Output bit to ON.
When the input condition becomes false, the Latch instruction remains true and the Output bit
remains in the same state until another instruction (for example Output Unlatch) overwrites the
Output bit.
Unlatch Instruction:
When the input condition is true, the Unlatch instruction turns the Output bit to OFF.
When the input condition becomes false, the Output Unlatch instruction remains true and the
Output bit remains in the same state until another instruction (for example Output Latch)
overwrites the Output bit.
Parameter:
Output Bit Address

Latch Example:
If I:0/0 is true, the Output Latch instruction turns the bit O:0/0 to ON.
When I:0/1 becomes false, the Output Latch instruction remains true
and O:0/0 remains in the same state until another instruction (for example Output Unlatch)
overwrites the O:0/0 bit.
Unlatch Example:
If I:0/1 is true, the Output Unlatch instruction turns the O:0/1 to OFF.
When I:0/1 becomes false, the Output Unlatch instruction remains true
and O:0/1 remains in the same state until another instruction (for example Output Latch)
overwrites the O:0/1 bit.

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AB_AMT 9806
LEQ: Compare Lower or Equal
Instruction:
the instruction compares source A and source B if A is Lower or equal to B, it puts to ON the
output of the box if not, it puts to OFF the output of the box
Parameters:
Source A = Address
Source B = Address or constant

Example:
When I:0/0 is true,
the instruction compares source A (n7:1=12288) and source B (n7:2=16384)
since A < B, it puts to ON the output o:0/0

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9806 AB_AMT
LES: Compare Strictly Lower
Instruction:
the instruction compares source A and source B if A is Lower than B, it puts to ON the output of
the box if not, it puts to OFF the output of the box
Parameters:
Source A = Address
Source B = Address or constant

Example:
When I:0/0 is true,
the instruction compares source A (n7:1=9743) and source B (n7:2=9743)
since A = B (i.e. A is not less than B), it puts to OFF the output O:0/0

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AB_AMT 9806
MCR: Master Control of Program Sections
Instruction:
When the input condition of the MCR rung is false, the following rungs of the program section
defined between the two MCR are disabled, that means that their outputs will not change even if
their input conditions change. When the input condition of the MCR rung is true, the MCR zone
does not exist and the program scans normally the following rungs of the program section
defined between the two MCR
Parameters:
none

Example 1:
When I:0/0 is false, the zone defined between the two MCR is disabled, here the rung 1 is
inactive: that means that the output O:0/1 is not changed even if the value of his rung condition
I:0/1 is changed.

Example 2:
When I:0/0 is true, the MCR zone does not exist and the program scans normally the rung 1, here
the output O:0/0 is ON because the input condition is true

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9806 AB_AMT
MEQ: Compare Bits of 2 Words through Mask
Instruction:
the MEQ instruction compares 2 or 3 words of 16 bits
if the Mask value is 0, it computes: Source AND Compare, bit by bit
if the Mask is not 0, it computes Source AND Compare AND Mask,
if the compared values are equal, the MEQ instruction is true and sets the output ON
Parameters:
Source = Address
Mask = Address or hexadecimal constant
Compare = Address or constant

When I:0/0 is true, the MEQ instruction compares 3 words of 16 bits


Source (N:1=23030) and Compare Address (N:2=500) through the Mask
(constant 500) bit by bit on 16 bits,
here the following computation is made:
Source N:1 0101100111110110
AND Mask 0000000111110100
AND Compare N:2 0000000111110100
= 0000000111110100 > 0 i.e. true
so, the MEQ instruction is true and sets the output O:0/0 to ON.

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AB_AMT 9806
MOV: Move Value
Instruction:
When the input condition is true, The MOV instruction copies the Source value to the Dest
Address
Parameters: Source = Address or constant Dest = Address

Example:
When I:0/0 is true, The MOV instruction copies the Source (N7:1=14677) to the Dest (N7:2).

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9806 AB_AMT
MUL: Multiply
Instruction:
the instruction multiplies source A by source B and stores the result in the destination
Parameters: Source A = Address Source B = Address or constant Destination = Address of the
result
Computation status bits:
in the word S2:0:
S Z V C (bits 3 2 1 0)
S sign: 0 if the result is positive, 1 if the result is negative
Z zero if the result is 0
V overflow if the result is to big to enter in 16 bits
C carry if the result has a carry

Example:
When I:0/0 is true,
the instruction multiplies source A (N7:1= -14752) by source B (N7:2=28728) and stores a
result in the destination (N7:3),
In this case the result is false, since the real result is too big to take place in 16 bits word like
N7:3 (16 bits limit the result to 65536), so the bit V meaning Overflow is set to ON in S2:0, and
the simulation is stopped showing an alert window: “AB CPU FAULT”

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AB_AMT 9806
MVM: Move through Mask
Instruction:
When the rung input condition is true, the MVM instruction copies the Source to the Dest
through the Mask, using the logic operation:
Dest = Source AND Mask, bit by bit on 16 bits
If one of the Mask bit is 1, the corresponding Source bit is moved to the
corresponding Dest bit,
Else, it does not move and the Dest bit remains the same.
Parameters:
Source = Address
Mask = Address or constant
Dest = Address

Example:
When I:0/0 is true, the MVM instruction copies the Source (B:1) to the Dest (B:3) through the
Mask (B:2):
Source B:1 0110110110110110
AND Mask B:2 0101100100100111
Dest B:3 0100100100100110
The result in Dest is B:3=0100100100100110

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9806 AB_AMT
NEG: Negate value
Instruction:
When the rung input condition is true, the NEG instruction changes the sign of the value of the
Source and puts it in the Destination Address
Parameters:
Source: Address or constant
Dest: Address

Example:
When I:0/0 is true, the NEG instruction changes the sign of the Source (N:1=10922) and the
result (-10922) is put in the Destination (N:2).
Furthermore, after the operation the bits S (sign) and C (carry) are set to ON in S2:0.

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AB_AMT 9806
NEQ: Compare Not Equal
Instruction:
the instruction compares source A and source B if they are not equal it puts to ON the output of
the box if they are equal it puts to OFF the output of the box
Parameters:
Source A = Address
Source B = Address or constant

Example:
When I:0/0 is ON,
the instruction compares source A (n7:1=29300) and source B (n7:2=29301)
since they are not equal it puts to ON the output o:0/0

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9806 AB_AMT
NOT: Logical not
Instruction:
When the input condition is true, the Destination value is the result of the one's complement of
the Source, bit by bit on 16 bits.
If a Source bit is 0, the corresponding Destination bit is set to 1.
If a Source bit is 1, the corresponding Destination bit is reset to 0.
Parameters:
Source = Address
Destination = Address

Example:
When I:0/0 is true, the Destination (B:2 on 16 bits) is the result of the logical complement of the
source (B:1 on 16 bits).
Here the S bit (sign bit of S:0) is set to ON, since the bit 15 of B:2 has been changed to 1

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AB_AMT 9806
OR: Logical Inclusive Or
Instruction:
If one of the corresponding bits of source A OR of source B is 1, the corresponding destination
bit is set to 1. Else, it is reset to 0.
Parameters:
Source A = Address
Source B = Address or constant
Destination = Address of the result

Example:
When I:0/0 is true, the destination (B3:3) is the result (bit by bit on 16 bits.) of source A (B3:1)
OR source B (B3:2)

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9806 AB_AMT
OSR: One Shot Rising
Instruction:
When the rung input condition passes from false to true, the One Shot Rising instruction changes
the final rung’s condition from false to true ONLY during one program scan.
Parameter: Bit address from the data file B3: Do not use this address for any other use.

Example:
When I:0/0 passes from false to true,
the One Shot Rising instruction changes the final rung’s condition from false to true ONLY
during one scan:
o:0/0 is set to ON only during one scan, and then it is reset to OFF.

RES: Reset Timers/Counters’ Internal Values


Instruction:
When the input condition is true, the RES xx instruction resets the accumulated value ACCUM
and all the control bits of the timer xx or the counter xx.
The RES instruction works for:
the timers TON or RTO: it resets ACCUM and control bits EN, TT, DN
the counters CTU or CTD: it resets ACCUM and control bits CU, CD, DN, OV, UN
The RES instruction is not used with the timer TOF
Parameter:
Timer or Counter address

Example:
When I:0/0 is true the Timer RTO T4:1 counts the time in ACCUM.
When I:0/1 is true, the RES T4:1 instruction resets the accumulated value ACCUM and all the
control bits (EN, TT and DN) of the Timer T4:1

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AB_AMT 9806
RTO: Retentive Timer ON
Instruction:
When the input rung condition is true, the RTO instruction increments the accumulated time
value ACCUM at each scan. The Enable bit EN gets the value of the rung condition. The Timer
timing bit TT is set to 1 when the timer is running.
The done bit DN is set to 1 when ACCUM reaches the preset value PRE. The accumulated time
value remains the same even when the input rung condition becomes false. To zero these values,
use the (RES) instruction.
Parameters: Timer's address Time base fixed to 0.01 second Preset value from 0 to +32767
Accumulator (count of timebase intervals)
Data file element:
Word 0 == EN TT DN (Bits 15 14 13)
Word 1 == Preset
Word 2 == Accumulator

Example:
When I:0/0 is true, the RTO instruction increments the accumulated time value ACCUM at each
scan, until ACCUM = PRESET 200 (200 * 0.01 sec = 2 sec).
The done bit DN is set to 1 when ACCUM reaches the preset value PRE. The
To zero the ACCUM and control bits, use the (RES) instruction (see rung 01)

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9806 AB_AMT
SQC: Input Sequence Compare
Instruction:
This instruction allows to verify a sequence of inputs (from a machine for instance). For this, the
programmer has to prepare a File, i.e. a sequence of reference words (to which the Source inputs
will be compared). The Source inputs can be filtered through a Mask before comparison with the
sequence of reference words, each filtering is done using the operation:
File reference word AND 16 bits Mask AND Source input word.
Each time the rung condition passes from false to true, the SQC increments the index Position in
the sequence of reference words (File), then it compares (through the Mask) the current indexed
reference word with the Source input word (comparison of 16 bits): if the Source input is equal
to the filtered reference word, the FD bit is set to ON, if not the FD bit is reset to OFF.
The first time, the index Position is 0. At each step (when the rung condition passes from false to
true), the index Position is incremented. If the index Position reaches the last reference word of
the sequence, the DN bit is set to ON, then the next time that the rung condition will pass from
false to true, the SQC sets back the index Position 1.
Parameters:
File (sequence of references)= Address
Mask = Address or hexadecimal constant
Source (inputs) = Address
Control = Address
Length (number of words of the sequence)= constant
Position = value
Control element ;
word 0: EN DN ER FD (bits 15 13 11 08)
word 1: length
word 2: current index position

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AB_AMT 9806
SQC Example:

Each time I:0/0 passes from 0 to 1, SQC increments the Position index of the Sequence File.
Here, we arrived to the Position 3:
SQC compares the Source input I1:3 0000 0000 1011 1001
AND the Mask value 1111 0000 1111 0000
result 0000 0000 1011 0000
which is equal to the 3rd reference word B3:4 0000 0000 1011 0000
So the FD bit of the control element R6:1 is set to ON. You can test this FD bit and act in
consequence to control a machine for instance.
Next step I:0/0 passes from 0 to 1, SQC will compare the Source I1:3 input word with the 4th
reference word of the File sequence

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9806 AB_AMT
SQO: Sequencer for Outputs
Instruction:
This instruction allows to send a sequence of outputs (to a machine for instance). For this, the
programmer has to prepare a File, i.e. a sequence of output words (each one of 16 bits). These
output values can be filtered through a Mask before being sent to the real Destination outputs,
each filtering is done using the operation: File output word AND 16 bits Mask.
Each time the rung condition passes from false to true, the SQC increments the index Position in
the sequence of the File output words, then it ANDs the current indexed output word with the
Mask, and sends the resulting bits to the real Dest output Address.
The first time, the index Position is 0. At each step (when the rung condition passes from false to
true), the index Position is incremented. If the index Position reaches the last output word of the
sequence File, the DN bit is set to ON, then the next time that the rung condition passes from
false to true, the SQC sets back the index Position to 1.
Parameters:
File (sequence of outputs)= Address
Mask = Address or hexadecimal constant
Dest (outputs) = Address
Control = Address
Length (number of words of the sequence)= constant
Position = value
Control element ;
word 0: EN DN ER FD (bits 15 13 11 08)
word 1: length
word 2: current index position

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SQO Example:

Each time I:0/0 passes from 0 to 1, SQO increments the Position index of the Sequence File.
Here, we arrived to the Position 3 in the File output sequence:
SQO filters this File output word B3:4 0000 0010 0100 1000
AND the Mask value 0000 1111 0000 1111
result 0000 0010 0000 1000
which is sent to the real Destination outputs.
So in this step of the sequence of outputs, the output bits o0:0/3 and o0:0/9 will be set to ON, and
act in consequence to control a machine for instance.
Next step I:0/0 passes from 0 to 1, SQO will filter B3:5 through the Mask and send the resulting
bits to the real Destination outputs.

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SUB: Subtract
Instruction:
the instruction subtracts source B from source A and stores the result in the destination
Parameters:
Source A = Address
Source B = Address or constant
Destination = Address of the result
Computation status bits:
in the word S2:0:
S Z V C (bits 3 2 1 0)
S sign: 0 if the result is positive, 1 if the result is negative
Z zero if the result is 0
V overflow if the result is too big to enter in 16 bits
C carry if the result has a carry

Example:
When I:0/0 is true, the instruction computes source A N7:1= - 12219
source B - N7:2= - 16384 - 28603
and stores the result in the destination (N7:3).
The bit S (S2:0/3) is set to ON, since the result is negative.

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TOF: Timer OFF
Instruction:
When the input rung condition is false, the TOF instruction increments the accumulated time
value ACCUM at each scan until it reaches the preset value PRE. The Enable bit EN gets the
value of the rung condition. The Timer timing bit TT is set to 1 when the timer is running.
The Done bit DN is reset to 0 when ACC is greater than or equal to PRE
The accumulated time value is reset to 0 when the rung condition is
true, regardless whether the ACC has reached PRE or not.
These values can be also zeroed using the (RES) instruction.
Parameters: Timer's address Time base fixed to 0.01 second Preset value from 0 to +32767
Accumulator (count of timebase intervals)
Data file element: Word 0 == EN TT DN (Bits 15 14 13) Word 1 == Preset Word 2 ==
Accumulator

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TON: Timer ON
Instruction:
When the input rung condition is true, the TON instruction increments the accumulated time
value ACCUM at each scan until it reaches the preset value PRE. The Enable bit EN gets the
value of the rung condition. The Timer timing bit TT is set to 1 when the timer is running.
The Done bit DN is set to 1 when ACC is greater than or equal to PRE
The accumulated time value is reset to 0 when the rung condition is
false, regardless whether the ACC has reached PRE or not.
Timer TON does not need the instruction Reset (RES).
Parameters: Timer's address Time base fixed to 0.01 second Preset value from 0 to +32767
Accumulator (count of timebase intervals)
Data file element:
Word 0 == EN TT DN (Bits 15 14 13)
Word 1 == Preset,
Word 2 == Accumulator
Example of two Timers: When Timer T4:1 works, T4:2 is idle, and vice versa
When I:0/0 turns ON (while the Timer T4:2 has not reached its Preset) in rung 0, the Timer T4:1
counts the time.
When T4:1. Accum reaches the Preset 0.8 sec (80 * 0.01 sec), the bit T4:1/DN is set to ON, so
the rung 1 condition becomes true and the Timer T4:2 begins to count the time.
When T4:2. Accum reaches the Preset 1 sec (100 * 0.01 sec), the bit T4:2/DN is set to ON, so the
rung 0 condition becomes false, this resets the Timer T4:1 (Accum and DN).
The consequence of this is that the rung 1 condition becomes also false, so the Timer T4:2 is also
reset (Accum and DN). This will restore the rung 0 condition to true and restart the Timer T4:1
again, and so on ...

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XOR: Logical exclusive OR
Instruction:
If ONLY ONE of the corresponding bits of source A OR of source B is 1, the corresponding
destination bit is set to 1. Else, it is reset to 0.
Parameters:
Source A = Address
Source B = Address or constant
Destination = Address of the result

Example:
When I:0/0 is true,
the destination (B3:3) is the result (bit by bit on 16 bits.) of source A (B3:1) XOR source B
(B3:2)

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¾

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6. MMI Editor

Using the MMI editor, you can build graphical animated applications controlled by the PLC
Logic Ladder Diagram,
In order to access the MMI Editor, click on the MMI icon at the bottom of the main window
(in the Ladder Editor):

General Principles
a MMI process is composed of:
• a Background Picture which is not animated, this Picture can been drawn either by our object
graphic editor, or bitmap editors. It contains the fix background components of the scene
(landscape, factory hall, machines fixed parts etc..)
• a set of Interactive Buttons that you can choose from a graphical Menu, and that you can link
to PLC addresses. They will serve as Inputs to the PLC (binary or Integer Inputs). During
simulation you can click and provoke the corresponding interactive input in the PLC
• a set of Graphic Displays or Buzzers that you can choose from a graphical Menu, and that
you can link to PLC addresses. They will serve to show the state of the Inputs, Outputs or
Internal Values of the PLC (binaries or Integers). So during simulation you will see (or hear)
when these values change in the PLC
• a set of animated 2-state Elements, that you can draw either by our object graphic editor, or
bitmap editors, you can link them to binary PLC addresses. You have to draw two different
pictures, one for each of the PLC states (0 and 1), so during simulation you will see the picture
changing (animating) when the state of the PLC address changes
• a set of Texts to explain the Pictures
To Edit the MMI Processes
You have a set of main MENUS, to edit the Background or the animated Elements
You have a double set of Buttons to draw the Objects of the Background or the animated
Elements, edit the Texts, choose the Interactive Buttons or the Graphic Displays or the
Buzzers
You can modify the layout of the Objects using mouse clicks on special points of the Objects

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MMI Editor Buttons

• the first line consists in Menus (they will be explained later)


• the second line consists in function buttons
• the third line consists in graphics buttons
Second Line: Functions on a Graphic Object
Select Move Paste Copy Cut one object

Second Line: General Editing Functions


Undo last Group / Ungroup bring to
operation several objects Rotate Back or Front

Show Show Show / Edit an Element


Ladder Animation for various states

Third Line: Insert Graphic Objects


Text Ellipse Line Rectangle Free Drawing

Polygon Buttons or Displays Line or Fill Colors

Note: When you move the mouse over these buttons without clicking, you can see for each
button an explanation text at the bottom of the main window, and the current coordinates of the
mouse cursor, for instance: the cursor is now in x=144 and y=59

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Building an MMI Process
To build a MMI, you can draw a background picture with buttons, displays and animated
pictures, using ellipses, lines, rectangles, polygons, free curves and texts. You can choose the
color of the lines and the filling of these objects.
First you have to edit the background with texts, buttons and displays: choose the Main Menu
Background / submenu Edit, then you can draw pictures, using all the drawing buttons
Second you have to edit animated elements
choose the Main Menu Element / submenu New, you have to do 2 things: A* decide to which
PLC Address the element will be linked B* define the state 0 and the state 1 and draw the
pictures of the element for each state (this will enable the animation)
A* in order to decide to which PLC Address the element will be linked choose the Menu
Element / New, you get the subwindow

on the left side you can see a list of all the other existing animated elements of this MMI
on the right side there are several edit fields: to enter the name of the new element, PLC link
address, and a comment (you can edit the address using the keypad and the extend list)
B* define the state 0 and the state 1 of the element and draw the pictures of the element for each
state, for this:

use the Button State ,to declare the state 0 by clicking the small arrows, then draw the
element picture for the first state, and then use again the state button to declare the state 1, and
draw the element picture for the second state (see next pages how to draw pictures for elements
or background)

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Drawing Pictures
For the background or the animated elements

Ellipses

Click on the button , move the cursor to the place were you want to draw, press the left
button of the mouse, drag the mouse, and release the mouse button: you’ve got an ellipse !

Note: the colors of the ellipse depend on the color buttons the left one enables to
define the drawing color the right one enables to define the filling color

choose a color, the currently selected object will change color further objects will have the same
color means “no filling”
Note: to obtain a real circle, press on the keyboard shift key, while dragging the mouse.

Rectangles

Click on the button , move the cursor to the initial place where you want to draw, press the
left button of the mouse, drag the mouse, and release the mouse button: you’ve got a rectangle !

Note: the colors of the rectangle depend on the buttons:


Note: to obtain a real square, press on the keyboard shift key, while dragging the mouse.

Lines

Click on the button , move the cursor to the initial place where you want to draw, press the
left button of the mouse, drag the mouse, and release the mouse button: you’ve got a line !

the color of the line depends on the button:


Note: to obtain a true horizontal or a vertical line, press on the keyboard Shift key, while

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dragging the mouse.

Polygons

click on the button , move the cursor to the initial place where you want to start drawing,
press the left button of the mouse to mark a first corner, and release it immediately, drag the
mouse: you’ve got one line of the polygon, press again the left button of the mouse to mark a
second corner, and release it immediately, drag again the mouse to get a new polyline, etc.. when
you want to end the polygon, press on the mouse right button (generally you want to finish the
polygon on the same corner you began it, in order to close it)

Note: the colors of the polygon depend on the buttons:

if the filling color is “none” ( ) the polygon must not


necessarily be closed (begin-end on the same corner), but if there is a filling color, the polygon is
automatically closed

Note: if you want to modify the polygon, select it using the button and then clicking on the
polygon with the mouse left button, or click directly on it using the mouse right button:
the polygon area is marked by green points, the polygon corners are marked by black points.
METHOD 1: click with the mouse left button on one of the green points, a growing cursor
appears, drag it while pressing, until the wanted size is reached, then release it.
METHOD 2: click with the mouse left button on one of the black points, a cross cursor appears,
drag it while pressing, it changes the figure of the polygon, then release it.

METHOD 3: click again on the button ,


you will get the following window

on the left you see the list of the polygon’s corners coordinates, you can choose one of them to
change or suppress it.

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at the top you see the number and the coordinates of this point, you can click these edit fields and
modify them.
on the right you have buttons:
to update the modified corner,
to add a new corner at a given line n,
to delete a corner,
or to optimize the number of points
under the list, you have an edit field enabling to modify the width of the polygons lines.

Free Drawing

click on the button , move the cursor to the initial place where you want to start drawing,
press the left button of the mouse, drag the mouse (while pressing) in all the directions you want
to make curves, and release the mouse button: you’ve got a free drawing !

Note: the color of the drawing depends on the button:


Note: this free curve is stored in memory as a polygon, so you can
use the three above methods in order to modify the drawing:

Texts

click on the button , you get the following subwindow:

in which you have several edit fields to enter the text, and the coordinates where to insert the text

Note: the colors of the Text depend on the buttons:

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Buttons, Displays and Buzzers

When you are in Background editing, you can click on the button:
and you get the following sub window:

with the choice of


Interactive Buttons:
Push Toggle Squared Button Switch
Button Button Push / Toggle Push / Toggle

Interactive Integer Input or Display:


Spin Horizontal Vertical
Slider Slider

Passive Display:
Integer Integer Boolean Boolean
Bar Graph Display Sensor Lamp

Boolean Boolean Escape


Buzzer Trumpet (cancel)

For each button or display or buzzer you choose you get a subwindow, enabling to link it to a
PLC address, so that it will react automatically with this PLC address, for instance:

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there are several edit fields: in order to enter the PLC address, the coordinates where to insert the
button, and the text displayed with the button (the address can be edited using the keypad and the
extend list)
In the case of integer inputs or displays you may be asked to enter the maximum and minimum
value of this integer, for instance:

Graphic Editing Functions


Selecting a Graphical Object, Button or Display
in order to enable all editing operations on it, such as: cut, copy, paste, move, change colors,
change size (scale), rotate etc..

Click on the button , then click with the mouse left button on a given object in the MMI
window: the object is now surrounded by green dots,
Or click directly with the mouse right button on a given object in the MMI window: the object is
now surrounded by green dots

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Selecting an Animated Element
in order to do all editing operations on it, such as: cut, copy, paste, move, change colors, change
size (scale), rotate
• choose the main menu Elements / submenu select, and then in the element list choose the name
of the element: the element is now surrounded by green dots,
• or click directly with the right button of the mouse on a given element in the MMI window: the
element is now surrounded by green dots
Note: when a graphic object, a text, a button or a display is selected, you can click again on its
original drawing button, then you get a subwindow with its parameters that you can modify.

For instance, you have drawn a rectangle using the button, then you draw something else,
and afterwards you want to go back to the rectangle in order to modify it, or inspect its exact
coordinates,

select the rectangle using the button, or the mouse right button, then click again on the

button, you get a subwindow like this:

where you can inspect or modify the rectangle’s coordinates or line width

Moving
Move METHOD 1

Select the desired object (with the button, or the mouse right button or the menu
element/select)

Click the button


Then move the mouse (unpressed) on the MMI window, you get a move square like this:

When you end moving to the real place you wanted, click with the right button of the mouse,
then the object appears at this place.
Move METHOD 2
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Select the desired object (with the button, or the mouse right button or the menu element /
select)
Point the cursor to the center of the object, and press the mouse left button, you get a move

square like this:


Then move the mouse (pressed continuously) on the MMI window,
When you end moving to the real place you wanted, release the mouse button, then the object
appears at this place.

Cut, Copy and Paste


There is the MMI window in which you draw, cut copy and paste,
There is a Buffer of the same size than the MMI window,
When you cut or copy an object from the MMI window, the object is copied at the same place in
the Buffer, all the time you cut and copy more objects they are added to the Buffer
When you paste, you copy all the objects of the Buffer to the MMI window, you can paste them
at the same place (fixed paste) or at another place, you can show the buffer a few seconds or clear
it
Under the main Menu EDIT, you have submenus to do all these operations, and some buttons to
do the simple current ones ( cut, copy and paste)
Cut METHOD 1

Select the desired object (with the button, the mouse right button, or.. the menu element /
select.)
Choose the Menu Edit / Cut the object is erased from the MMI window and copied in the Buffer
at the same place
Cut METHOD 2

Click on the button


Point the cursor to the center of the object, and press the mouse left button, the object is erased
from the MMI window and copied in the Buffer at the same place
Copy

Select the desired object (with the button, the mouse right button, or the menu
element/select.)

Choose the Menu Edit / Copy or click on the button the object is copied in the Buffer at the
same place

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Paste at the same place
Choose the Menu Edit / fixed paste
All the objects of the Buffer are copied to the MMI window at the same place
Paste at chosen places

Choose the Menu Edit / paste at or click on the button


Then move the mouse (not pressed) on the MMI window,

You get a paste square like this:


When you end moving to the desired place, click the left button of the mouse, then all the objects
of the Buffer appear at this place.
You can move again the mouse (not pressed) on the MMI window, and paste a second time the
same objects in another place, etc.
When you want to end the pasting, click the right button of the mouse

Group and Ungrouping


Ungrouping several objects
In the case you want to make common operations to several objects, it’s interesting to group
them before, in one big entity, and then to do the common operations (cut, copy, move, scale,
rotate together, etc.)
Grouping

click on the button


move the mouse (not pressed) to the MMI window,

then press on the mouse left button


and drag the mouse to envelop the objects you want to group in a so-called rectangle
release the mouse button: the group of objects remain selected
Ungrouping

select the desired group of objects(with the button, the mouse right button, or the menu
element / select.)

then click on the button : the group is split in several independent objects, which can be
now edited separately

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Rotate a Graphical Object or a Group
Rotation of 90 degrees

select the desired object or group (with the button, the mouse right button, or the menu
element / select.)

click on the button or according to the direction you want the rotation (left or right)
General rotation (any degree)

select the desired object or group (with the button, the mouse right button, or the menu
element / select.)
choose the menu transform / rotate, you get the window:

type in the desired angle, and click to choose the center point of rotation

Bring to the Back or to the Front


when you have two pictures one on the other, and you want to inverse the order back / front:

select the object or the group you want to move to the back or to the front (with the button,
the mouse right button, or the menu element / select)

click on the button to move the object to the back or click on the button to move the
object to the front

Preview the Animation


when you have drawn a button or the two pictures of a 2-state element, you may want to try the
animation to foresee what will be the effect in the final simulation with the PLC Ladder:

select the element or the button (with the button, the mouse right-button or the menu
element / select)

click on the button and view the MMI window.

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Show the Associated Ladder Diagram
while drawing the MMI picture, it is useful to look at the ladder and get automatically the PLC
addresses of this diagram,

just click on the button


if there is already a Ladder associated to this MMI, the Diagram will appear automatically, if not,
the system will give you an OPEN window, and you can choose a Ladder in the list.
Note: when you have the Ladder and the MMI together on the screen, they will be saved together
by default, unless you explicitly specify otherwise, in the SAVE window

Note: when you define PLC addresses in your MMI, for buttons, displays or animated elements,
you can directly use the already existing PLC addresses of the present Ladder, by choosing them
in the “PLC address list”:

Undo
after all operation during the MMI drawing, you can go backwards and get the previous drawing

or deletion by just clicking on the button

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MMI Menus

File Menu

New
to start a new empty application

Open File
to load an already existing project from the disk, you get the following subwindow:

a project can contain either an MMI only or an MMI associated to a Ladder, in the right small
box of the “Open” subwindow you can see that by default you will open MMI projects, if you
want explicitly
Ladder+MMI projects, click the button !
To load a file from the disk choose the desired drive (here the disk C: by default), and the desired
program from the list, or type in a file name, followed by a click on the OK button.
The files are organized in such a way that:
• Master-Examples are marked in gray: for instance , they can be displayed and run,
but they cannot be modified. You can open them, and then save them under another name,
using the Save as Sub-Menu. Then the new file can be modified.

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• Users Projects are marked in Yellow, they can be displayed, run and modified.

Save
to save your modified project in the disk, in the same current file (same name),

Save as
to save the current project in a different file under a new name you get the following subwindow:

Select your disk drive, then select the file name from the list OR click in the File edit field and
type in the desired file name, in this example: TOTO then click on the OK button.
Here also saving is done by default for the MMI file only (see the small box on the right of the
subwindow), if you want explicitly to save Ladder+MMI projects, click the button.

Print
to print the MMI picture on a printer in a Postscript format.

Exit
to quit PLCMotion

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Edit Menu

Cut
to erase the currently selected graphic object from the MMI, and copy it in the pictures Buffer at
the same location:

Copy
just to copy the currently selected graphic object in the pictures Buffer at the same location

Copy All
to copy all the MMI objects to a Buffer

Paste at
to copy the pictures which are currently in the Buffer, into the MMI window, at the location
where you click with the mouse

Fixed Paste
to copy the pictures which are currently in the Buffer, into the MMI window, at the same location
they were in the Buffer

Clear Screen

Undo
to go back as it was before the last operation

Clear Buffer

Show Buffer

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Tools Menu

Set Line Width


to define the width of lines in pictures, you get the following subwindow:

click the spinner to choose the width and click on the OK button

Show Grid
shows the grid with coordinates in the MMI window

Show Location
to get the location, the width W and the height H of the currently selected object, you get the
following subwindow:

Set Window Size


to choose the size of the MMI window, you get the subwindow:

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choose and click on the OK button.

Elements Menu
to draw 2-state elements (for binary animation)

New
to create a new animated element

Select
to choose and select one of the existing animated elements of the present MMI, you get a
subwindow with the list of the elements:

choose one of the objects in the list (for instance here green) or Escape
Note: you can also select an element directly, by clicking it, in the MMI window, using the
RIGHT button of the mouse.

Choose from Library


to choose and select one of the graphic animated elements from other libraries, you get a
subwindow with the list of libraries, and for each library, its elements:

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choose a library (for instance here valve.lib) then choose an element
of valve.lib (for instance here 3) you see this object in the MMI window,
if it’s not what you wanted, select another element or even another library. If you got what you
wanted, click on the OK button,
the element will be inserted in the current MMI window

Save to Library
to save a selected element of the present MMI, into libraries, you get a subwindow with the list of
existing libraries:

you can change the selected element name, or leave it as it is, and choose in which library to save
it

Delete
to delete an animated element of the present MMI, first you have to select the element (either
using the submenu SELECT or clicking on it in the MMI window, with the RIGHT button of the
mouse) then choose the submenu DELETE, you get the subwindow:

click on the OK button to confirm the deleting, or CANCEL deleting

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Info
to get or to modify information on a selected animated element, you get the subwindow “INFO”:

on the left side,. there is a list recording all the elements of this MMI
at the upper side, there is an edit field for the name of the element, you can click it and change it
in the middle, there are edit fields for 2-state elements: you can see or modify its PLC address
and its comment, you can also see the starting value of this address 0 or 1 ( you can modify this
“init value” using the submenu “Init Values”)
if there is a Ladder diagram on the screen, you get a list of the PLC Addresses of the Ladder, so
that you can choose one of them, so it will also be the PLC Address of this graphical element
at the bottom, you have a keypad with prepared keys to introduce new PLC addresses (the
Extend List enables to choose predefined addresses of Boxes)
at the right side, you can see the lists of events (i.e., other PLC addresses which are to be
modified when the value of the present element PLC address turns to 0 or to 1), you can create or
update these Event lists using the submenu “Send Event”).

Send Event
to create or update lists of events (i.e., other PLC addresses which are to be modified when the
value of the present element PLC address turns to 0 or to 1), this allows to start the animation of
other elements when our present element changes, you get the following subwindow:

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at the left upper side, you see the present element name (here ‘down-solenoid’) with its PLC
address (here o0:0/4) and its present state (here 1)
at the middle upper side, you see the actual Event List, (here, there is only one event, which
means that when our present element (‘down-solenoid’ o0:0/4) turns to 1, it will also set to 1 the
other PLC address I1:0/4)
at the right upper side, when this event occurs it will draw a “sensor picture” at given
coordinates, you can cancel that drawing by clicking back in the button

at the right bottom side, if you want to cancel this event, click the button,
at the middle left side, you can enter the PLC address of another event to send (using the
keypad), then you have to choose (at the bottom) which type of event to send
( ) then click the button
(if sensor is wanted) and finally click on OK: this will add that event in the list

Init Values
to prepare initial values (0 or 1) to the PLC addresses of the
MMI elements before starting running or simulation, you get this subwindow:

at the left upper side, you see the actual list of initial values of PLC addresses for the present
MMI at the middle upper side, there are several edit fields where you can enter a PLC address
(using the keypad), a comment and its initial value (using the spinner up/down)

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clicking on OK will add that information to the list

Background Menu
to draw the background picture

Edit
to (re)start drawing the background picture, its buttons and displays

Set color
to change the color of the background and the elements when they are not selected, you get the
subwindow:

choose the colors, and click OK

Clear
erases the MMI background

Choose
to choose backgrounds of other MMI files, you get the normal OPEN window, choose an MMI,
and finally click OK,

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Show Menu
to define, for each 2-state PLC element, which pictures to show in gray on the screen (picture of
state 0, or picture of state 1, or both) for this, you get the following subwindow:

on the left side you have the list of present elements, choose one,
on the upper side you can see the current selection for this element (show picture of state 0 or 1
or both), you can modify the selections by clicking the small square buttons and OK

ZoomM Menu

you can choose with which zoom you want to draw the MMI: 100% is the normal view, other
ones are bigger views to draw with more detail,
1. move the (unpressed) mouse to the MMI window,

2. you get the zoom square ,


3. move the mouse to the place you want to zoom, and click there !
4. to go back to the normal view, choose the menu 100%

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Transform Menu

to operate special and precise graphic operations on the pictures


first, select the object or the group
then, choose one of the following submenus
(all the numbers are here in Pixels)

Move
to move the selected object to absolute positions, or to move it relatively to the present position,
you get the following subwindow:

on the top you see the present position of the selected object
on the left you can choose the type of MOVE: absolute or relative
on the right you can enter the exact X and Y, or the relative deltaX and deltaY

Scale
Scale METHOD 1:
to modify the size of the selected object, directly to a final absolute size, or to change the size
relatively to the present size, you get the following subwindow:

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at the top you see the present size (W=width, H=height)
in the middle you can choose the type of SCALING: absolute or relative
on the right you can enter the exact final size W and H, or the relative delta_W and delta_H
at the bottom you can choose the stable point from where will be made the scaling (from the
top of the selected object, from its center or from its bottom)
Note: you have two other methods to change the size of an object:
Scale METHOD 2:
when an object is selected, you can click again on its original drawing button, then you get a
subwindow with its parameters that you can modify. For instance, you have drawn a rectangle

using the button, in order to modify its size, or inspect its exact coordinates, select the

rectangle, then click again on the button, you get:

where you can inspect/modify the rectangle’s coordinates or line width


Scale METHOD 3:
when an object is selected, you can click on one of its green selection points, maintaining the
mouse left button pressed, you get change size cursors:

drag the mouse, while maintaining its left button pressed, you see a growing size rectangle, when
you reach the size you want, release the mouse, that’s all !

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Rotate
to rotate precisely the selected object you get the window:

type in the desired angle, click to choose the center point of rotation, and OK

Duplicate Same
this duplicates simply the selected object on its right, then the new object is selected, so the new
object can be moved to any place you want

Duplicate Mirror
this duplicates the selected object, on its left or on its right or on its top or on its bottom,
depending on the choice you made when you got the following subwindow

In this example you will obtain:

Duplicate Table
this duplicates the selected object, in several copies, horizontally or vertically, with a spacing
between the copies you get the following subwindow:

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you can see the current size (W=width 11, H=height 29) of this object
at the top: you can define the number of final copies including the original selected object:
horizontally (in columns) or vertically (in lines). Here, in the example you will have 2 objects
horizontally (including the original selected object) and one vertically (the original selected
object itself)
at the bottom: you can define the spacing between the copies in pixels (horizontally or vertically)
In this example you will obtain:

But if you had chosen:

you would have obtained:

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MMI Editing Exercies

Exercise 1: Modifying an Existing MMI


The master examples cannot be modified, you have first to save them under another name, and
then you can change what you want on this new file.
Nevertheless, do not change the MMI of ‘BOTTLES, PARK OR FIGn’
you would loose the continuous animation during simulation

Step 1:Open a Project


At the DOS prompt on your PC, type CD SIMLEV and press Enter.
Type AB and press Enter

click on the button (at the bottom of the main window)

to get the MMI editor


choose the Menu Files / Open, by clicking once on the menu Files,
and once on the submenu Open File, you get the ‘Open window’
choose the file ‘elec.lad’, click on the button OK, you obtain the MMI picture

click on the button to obtain also the Ladder diagram

Step 2: Save it Under Another Name


choose the Menu Files / Save as, by clicking once on the menu Files,
and once on the submenu Save as, you get the ‘Save window’
click the top edit field (file: )

type in the name of the new file, for instance ELEC2, click the button OK

Step 3: Modify a Push Button


click with the mouse right button, on the picture of the first push button,
the object is now selected

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click on the button and then on the same type of push button

you get the ‘info window’ of this push button, where you see, for instance that this button is
linked to the PLC address I1:0/0, the text is ON/OFF, the are coordinates 10,10 etc.

...
you can click an edit field and type in the modifications, then click on the button OK
for instance:
click the right edit field (text), type in new texts: off:NO, on: OK
click the right edit field (draw in), type in new coordinates, etc.
then click on the button OK

click on the button to view the resulting animation


choose the Menu Files / Save a, by clicking once on the menu Files, and once on the submenu
Save (under the same name)

Exercise 2: Building a New MMI with Buttons and Displays


Let’s take the Flicker.lad example:
When Timer T4:1 works, T4:2 is idle, and vice versa

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When I:0/0 turns ON (while the Timer T4:2 has not reached its Preset, i.e DN=OFF) in rung 0,
the Timer T4:1 counts the time.
When T4:1.Accum reaches the Preset 0.8 sec (80 * 0.01 sec), the bit T4:1/DN is set to ON, so the
rung 1 condition becomes true and the Timer T4:2 begins to count the time.
When T4:2.Accum reaches the Preset 1 sec (100 * 0.01 sec), the bit T4:2/DN is set to ON, so the
rung 0 condition becomes false, this resets the Timer T4:1 (Accum and DN).
The consequence of this is that the rung 1 condition becomes also false, so the Timer T4:2 is also
reset (Accum and DN). This will restore the rung 0 condition to true and restart the Timer T4:1
again, and so on.
LET’S BUILD A SIMPLE MMI FOR THIS LADDER WITH BUTTONS AND DISPLAYS

Step 1: Open the Flicker File in the Ladder Editor


choose the Menu Files / Open, by clicking once on the menu Files,
and once on the submenu Open File, you get the ‘Open window’
choose the file ‘flicker.lad’, click on the button OK, you obtain the Ladder

Step 2: Save it Under Another Name


since this is a Master example which cannot be modified, you have to copy it in another file:
choose the Menu Files / Save as, by clicking once on the menu Files,
and once on the submenu Save as, you get the ‘Save window’
click the top edit field (file: )
type in the name of the new file, for instance “flicker2.lad”, click button OK

Step 3: Enter the MMI Editor

click on the button (at the bottom of the main window)

Step 4: Choose a Background Color


choose the Menu Background / set color, you get the subwindow:
hoose the color (by clicking the arrow to open the colors’ table, then clicking one of the colors)
and click OK

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Step 5: Build a Button
From the logic of the ladder, we see that the system starts when I:0/0 turns ON and remains ON,
then the timers work automatically in Flip-Flop. So, we need a button to switch ON I:0/0:

click on the button and then on one of the three types of switch buttons:

switch buttons
you get the ‘info window ‘ of this switch button, click the PLC address
edit field and type in the link with I:0/0, or choose it from the PLC Adr List:
you’ve got the following button:

the text is ON/OFF, the coordinates are 10,10 (you can change them as indicated in the Exercise
1)

Step 6: Build Binary Displays


you can add sensors or lamps to the MMI to know when the timers reach their Presets (i.e. when
the bits DN turn ON).

for this, click again on the button and then on one of the binary outputs:

binary outputs: sensor, lamp, buzzers


choose a sensor, you get the ‘info window ‘ of this output:

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choose the address T4:1/DN from the PLC Adr List, you can change the outputs colors or the
coordinates, as you want, then click on OK,
do the same for T4:2/DN, choosing a buzzer, you get:

you can move the objects to the place you desire (while they are selected (i.e.surrounded by green
dots))
just by clicking their center and continue to press the left button. while dragging the mouse

Step 7: Build Integer Displays


you can add sliders or bar graphs or just integer displays to the MMI to see the
timers’accumulators progression while working

for this, click again on the button and then on one of the integer displays

integer outputs: sliders, bar graph, number display


choose a slider for T4:1.Accum and a bar graph for T4:2.Accum, for instance, you get the ‘info
window’ of these outputs:

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choose the PLC address in the list, don’t forget to set the minimum and maximum values of the
integer display (here we chose 0-80 since the preset of T4:1 is 80, and the Accum cannot override
this value), you get:

Step 8: Save the Ladder and the MMI Together


in order to simulate this exercise, save it, for this: choose the menu File / save, you get the SAVE
Window:

by default, both (the ladder with its associated MMI) would be saved with the name
“NEWMMI”, if you want to give another name, click the upper edit field “File” and type in the
name you want, or, choose the former name “flick2.lad” in the List.
Make sure in the bottom right rectangle that you’re saving both: together, and not
only the or only the

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Step 9: Run the Ladder with the New MMI
Go back to the Ladder Editor in order to compile the Ladder in IL and link it with the MMI for
execution purpose, for this, click on at the bottom of the main window

In the Ladder Editor, if the MMI window is not present, click on the MMI View button,

then, click the compile button, if you don’t get the smiling face, fix the error, if you got the
smiling face, it’s OK then, click on at the bottom of the main window to go to the
exec/simulation main window,
you get the I/O Interface subwindow, click on OK for simulation.

In the Simulation Window, click on the start button


click on the switch button I:0/0 of the MMI, to start the process, you get:

in this snapshot, you see the value of the T4:1.Accum in the slider and in the Ladder box ( 44 in
the two circles)
in the following second snapshot, you see that when the slider arrives to the end (T4:1/ACC=80),
the sensor T4:1/DN is lighted in green:

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Exercise 3: Building an MMI with 2-State Animated Elements
Let’s take the example of the door control of a “clean room”. A clean room is a closed room in
which are produced highly clean products such as electronic components or medicines, etc. The
door is always closed, except when somebody asks to go in or out. Here is a simple Ladder to
control the door:

We have 2 buttons: one outside (connected to I:0/1) to open the door when somebody wants to
go in, and one inside (connected to I:0/0) to open the door when somebody wants to go out. An
electric lock closes the door when o:0/4=OFF, and opens the door when o:0/4=ON.
This ladder is similar to the Fig4.lad file. But let’s build a MMI visualizing this “door control”:

Step 1: Open the Ladder and Save It


OPEN THE LADDER fig4.lad AND SAVE IT (without MMI) AS door.lad
click the menu File / Open file, choose fig4.lad, click OK
click the menu File / Save as, click the upper edit field File, type in the name: door.lad, make
sure that you save only the Ladder by clicking the button of the right rectangle, then
click OK:

Step 2: Go to the MMI Editor

click on the button (at the bottom of the main window)

Step 3: Build the Two Buttons


BUILD THE TWO BUTTONS: INNER I:0/0 AND OUTER I:0/1
In this case, for “clean-security” reasons, we need push buttons, so that the door’s lock will be
ON only when you push the button and pass:

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click on the button and then on the push button icon:

push button
you get the ‘info window ‘ of this push button, click the PLC address
edit field and type in the link with I:0/0, or choose it from the PLC Adr List:

furthermore, here, we have changed the button text from OFF/ON to IN/OK.
Deselect this first push button (in order to be ready to build a second one), by just clicking with
the mouse right button in another place of the MMI window.
Do the same things to build the OUTER I:0/1 push button, but with different coordinates x1=200
and y1=10, and with the button text OUT/OK, you get:

Note: to change the button’s info: select it, and click back in

Note: to change the colors, when the object is selected, use

Step 4: Build the Animated Door


for this, you have to create a new 2-state element:
click the menu Element / New, you get the subwindow:

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choose the PLC adr in the list, type in the name “lockdoor”, click OK

Step 5: Choose the State 0


CHOOSE THE STATE 0 (OFF) to draw the closed door:
by clicking the lower spin of the state field

choose the rectangle button, and draw the door in the MMI window, by pressing the mouse
left button and dragging it:

Note: to change the colors, when the object is selected, use

choose the oval button, and draw the door knob, with its color
Note: to change the coordinates of the oval, when the object is selected,

click back in the button, you get a subwindow to correct the values, or drag the picture with
the mouse,

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Note: in case of error you can use the UNDO button.
You get:

choose the text button to add a general text: DOOR CLOSED, you get:

choose the menu Edit / Copy all, to store in the Buffer the drawing of this closed door with all its
components (knob and text)

Step 6: Choose the State 1 (ON)


CHOOSE THE STATE 1 (ON) to draw the opened door:

by clicking the upper spin of the state field


choose the menu Edit / Fixed paste, to copy the same drawing into the state 1, so that you can
draw the opened door and modify it exactly in the same place.
The whole drawing is copied as a group, you have to split it back in separate components, in

order to redraw (or modify) each part independently, to do this, click the ungroup button.
move the knob separately, by selecting it with the mouse right button, and dragging it with the
mouse left button pressed.

change the text by selecting it with the mouse right button, and by clicking the text button
in order to modify the text to “DOOR OPENED”, without changing the coordinates !
Deselect it by clicking with the mouse right button in another place.

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choose the polygon button to draw the opened door, start by clicking with the mouse left
button on the top left corner of the door, release the mouse button, drag right down the mouse to
obtain an angled line, then click again to start a vertical line, release and click again to draw a
third line back to the bottom left corner of the door, finally click with the mouse right button to
finish the polygon: this has to look like an half-opened door, if you have previously chosen a
plain fill color, the polygon will be filled automatically with this color.
The knob is now masked under the polygon,

click on the front to back button, and then click on the polygon and on the rectangle, they
will go to the back and the knob will go to the front.

The Drawing is complete, try the animation by clicking the upper button
and enjoy !, if you are not satisfied change it (colors, move, etc.)
choose the menu File / Save as to save together the ladder with the MMI:

Don’t forget to click on

Step 7: Run the Ladder with the New MMI


Go back to the Ladder Editor in order to compile the Ladder in IL and link it with the MMI for
execution purpose, for this click on at the bottom of the main window:

In the Ladder Editor, if the MMI window is not present, click on the MMI View button,

then, click on at the bottom of the main window to go to the exec/simulation main window,
you get the I/O Interface subwindow, click on OK for simulation.

In the Simulation Window, click on the start button


you can click the Ladder I:0/1 relay contact or in the MMI “OUT push button”, the output coil

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o:0/4 turns ON and the graphic door opens:

(It would be the same for I:0/0 and the “IN push button”).

Exercise 4: Building an MMI with Events and Sensors


In some case of simulation the activation (or animation) of an object depends on the animation of
another object: for instance, when a car arrives to the parking, it provokes the gate to open, or in
the valve example, the valve2 opens when the valve1 is closed, etc.
To perform automatically such induced actions, we shall use events: we can define for each
animated element a list of PLC Adr to set (to 1) or to reset (to 0) when the animated element
changes its state (0 or 1), these PLC Adr change will produce animation of other elements.
Let’s take the precedent Exercise 3, and add to it the feature that when the door is open, it lights a
red lamp and a buzzer rings.
For this will shall add an event to the door element (o:0/4):
i.e. when o:0/4 turns to 1, it sends also I:0/4 to 1. We shall associate this I:0/4 to a red lamp, and
we shall add a rung in the Ladder to activate o:0/7 (a buzzer) when I:0/4 is ON.

Step 1: Open the File


click the menu File / Open File, choose door.lad, click OK

Step 2: Modify the Ladder

click the button to add an empty rung, and click the left button of the last rung:

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add the input contact I:0/4 to the rung 01

add the output buzzer o:0/7 to the rung 01


The new Ladder will be:

Step 3: Save it Under Another Name

if the MMI window is not present, click on the MMI View button
click the menu File / Save as, type in door2.lad, click OK

Step 4: Modify the MMI


ADD an EVENT WHEN THE DOOR OPENS

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go to the MMI editor, by clicking the button, at the bottom of the main window
select the element door, either by the menu Element / Select, or by just clicking the door drawing
with the mouse right button.
choose the state 1 (opened door ) in which you have to send the event, by clicking the spin of the

state field:
click the menu Element / Send Event, you get the subwindow:

1) at the right-top, you can make sure that this concerns the element o:0/4 in state 1,
2) click the PLC adr list to choose which event to send: here, when o:0/4 = 1, we send I:0/4
3) choose the event type: the event I:0/4 has to be set to 1
4) click the sensor button to light a lamp when the event occurs
ADD an EVENT WHEN THE DOOR CLOSES
we must also send an event to switch off the lamp when the door closes, i.e. when o:0/4 turns to
0:
for this, choose the state 0 (closed door ) in which you have to send switch off event, by clicking

the spin of the state field:


click again in the menu Element / Send Event, when you get the subwindow “send event when
o:0/4 = 0”, choose again the same PLC adr I:0/4 in the list, but that time, choose the event type:
Reset to 0:

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ASSOCIATE A BUZZER WITH O:0/7

click the button, and choose a buzzer ,


when you get the subwindow, choose the PLC adr o:0/7 for this buzzer

MOVE THE SENSOR AND THE BUZZER AT THE RIGHT PLACE


click the object with the mouse right button to select it
click the center of the object with the mouse left button, and drag it (the mouse remaining
pressed) to move the object.

Step 5: Save
by clicking the menu File / Save or Save as.

Step 6: Go to the Ladder Editor

GO TO THE LADDER Editor to compile by clicking

if the MMI window is not present, click on the MMI View button,

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then, click the compile button, if you don’t get the smiling face, fix the error, if you got the
smiling face, it’s OK

Step 7: Go to the Simulator


GO TO THE SIMULATOR to run.

by clicking at the bottom of the main window


you get the I/O Interface subwindow, click on OK for simulation.

click on the start button


click on the push button I:0/0 of the MMI, to open the door:

you get the lighted sensor OPEN, and hear the buzzer when the door opens.

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7. Simulator

When you are in the Ladder Editor with a given application, to access the PLC Simulator, click
the button at the bottom of Main Window

PLCMotion compiles and saves automatically your Ladder and links it with the MMI (if there is
anyone). In case of error, fix them and try again .
The first time you enter the simulator, you get an “I/O Interface” subwindow:

choose the Option:


work in Simulation mode
or work in real execution mode, with a hardware I/O interface (CCI, CP/C2000 or RLU)
In Simulation mode, you can activate the inputs and the data on the screen, using the mouse and
the keyboard.
In real execution mode, you have to connect the hardware to your computer, so that the inputs
and the data come from the I/O interface, the screen shows you only the results and the control
made by your Ladder program.
HERE, WE SHALL DEAL ONLY WITH THE SIMULATION MODE,
THE REAL EXECUTION MODE WILL BE TREATED IN NEXT CHAPTER
The main Menus are:

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Main Menus

File Menu
The FILE Menu remains the same as in the Ladder Editor:

But, the only submenus that can be used are:

Open File
to load another compiled/linked application, ready to run. you get the same “Open File”
subwindow as usual, to choose the application

I/O Interface
to change from simulation to real execution mode

Exit
to quit PLCMotion

PLC Menu

Show or Hide
Display or hide the Graphical PLC window

the Graphical PLC window is always displayed as a quarter of screen.

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Ladder Menu

Show or Hide
Displays or hides the window displaying the present Ladder Diagram

The

Ladder window is displayed according to the button

MMI Menu

Show or Hide
Displays or hides the window displaying the present MMI

Map Menu

Show or Hide
Displays or hides the Map window

0,1 or Red/Green
displays the Memory bits using 0/1 or colors

Hexadecimal
displays the Memory words in Hexadecimal values

Decimal
displays the Memory words in Decimal values

Octal
displays the Memory words in Octal values

Choice
allows to choose which part of the Memory Map to display you'll get this small "Map
Configuration" subwindow:

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The option Auto is the default option, it will display automatically all the addresses appearing
in the Ladder and in the MMI, you can see them in the right List named “Map” (for instance here
I1:1/1, i1:6/9, C5:1/CU, C5:1.Preset )
If you want to see other specific parts of the memory in the map, click in
the buttons
Output to display the output addresses (file O0:) or
Input to display the output addresses (file I1:) or
Internal to display the bit-flags addresses (file B3:) or
Timer to display the timers addresses (file T4:) or
Counter to display the counters addresses (file C5:), etc.
they will appear in the left List named "File" where you can select the
specific addresses you want, with the mouse, OR click the button

, and then in the button .


You can also remove some addresses from the Map by
selecting them with the mouse, in the small right List named "Map",

and then by clicking the button.


then, Click OK if you changed the choice
or CANCEL to remain with the previous choice

Timing Menu

Show or Hide
Displays or hides the Digital or Analog Timing Diagram windows

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Choice
to choose how to display the digital timing Diagram you'll get this small " Timing
Configuration" subwindow:

In this subwindow you can choose 2 things:


1* the contacts you want to display in the Timing window for instance here: O0:0/4, I1:0/0,
I1:0/1 are automatically put in the choice List (because they are present in the Ladder)
you can choose to throw away some adr from the Choice List to the Basket just by clicking them
and dragging them with the mouse from one list to the other one
2* the speed (1 hsec= 1/100 of second) you want to display the timing, for that, just drag the
thumb of the horizontal bar with the mouse right or left, you will see the speed number appear on
the right. Then, Click OK if you changed the choice or CANCEL to remain with the previous
choice

History Menu

Show or Hide
Displays or hides the window displaying the last recorded Digital Timing

Relative Time
enables to measure the timing from the beginning of the simulation

Absolute Time
enables to measure the timing using the computer real current clock time when the application
was simulated

Print
of the current History Diagram, on the current PRN printer you get a *.hpr file in the AB_Util
subdirectory of \simlev

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Main Button Bar

Windowing Buttons
ON THE LEFT SIDE, WINDOWING BUTTONS

a) If you want to use already prepared windows set, click in:

which will give you 3 windows: Ladder view, in the upper half of the screen, and Timing
view, in the left bottom of the screen, and Map view, in the right bottom of the screen

or which will give you 2 windows: Ladder view, in the upper half of the screen, and
Timing view, in the bottom half of the screen

or which will give you 2 windows: Ladder view, in the upper half of the screen, and
Map view, in the right bottom of the screen

or which will give you 3 windows: Ladder view, in the upper half of
the screen, and Timing view, in the left bottom of the screen,
and MMI picture, in the right bottom of the screen

or which will give you 3 windows: Ladder view, in the upper half of the screen, and
MMI picture, in the left bottom of the screen, and Map view, in the right bottom of the screen
b) If you want to choose yourself your windows sets, PLCMotion has 3 kinds of standard
windows: quarter of screen, vertical half screen and horizontal half screen.
Use the "place/size" button to choose the size and the place of the windows you want to display,
each time you click in this "place/size" button, it changes, and shows you the next window's lay
out: place and size
Quarter of screen

upper upper bottom bottom


left right right left
Half of screen

bottom upper left right


horizontals verticals

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Then, click in one of the following buttons to display the corresponding window in the current
size/place defined above:

Memory Analog Digital Timing


Map Timing Timing History

Graphic Ladder MMI


PLC Diagram picture

NOTES:
• you can close these windows, using the Hide option of their corresponding menus
• you can move their place, by dragging them with the mouse on their title bar
• you can change their size, by dragging their corners with the mouse

Simulation Control Buttons


ON THE RIGHT SIDE, SIMULATION CONTROL BUTTONS:

clicking once in starts the simulation,

then this button changes to


clicking it once more, stops the simulation.

each time you click once in it performs the simulation step by step, executing one full
Ladder scan, each time you click it

clicking once in starts the recording of the Digital Timing of the simulation, and stores it in
a file with the same name that the current application, but with the extension: *.HIS

then this button changes to clicking it once more, stops the recording of the simulation.

To see the recorded Timing History file in a window, Use the button.

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Simulation Windows

The Ladder Show Window

it’s the same as the editor's window, except that you cannot edit the ladder.

When the simulation is started, by


You can observe the evolution of the execution: you see the state of the relays and coils,

if inputs or outputs are green lighted


it means that they are conducting current.
You can change the state of any input relay by clicking directly on it, it has the same effect that
switching ON/OFF inputs from the MMI window or external I/O box.
Or click on input screws of the Graphical PLC window
Or click on input-bits of the Memory Map window.
To view the rest of the Ladder, click the up/down vertical scroll bar arrows (on the right side of
the Ladder Simulation window)

The MMI Show Window

The MMI Visual Process can be displayed in a window by clicking the MMI Buttons ,

, or :

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The MMI show window can simulate graphically the process together with the Ladder Diagram
Simulation as well as any other available windows.

When the Simulation is Running the button is on


Changing any Input status ON or OFF can be done from:
IN SIMULATION MODE:
a. the MMI window by clicking any Input push or switch button.
b. the Ladder Diagram by a clicking any Input contact ][ or ]/[
c. Memory Map Window by a click on any input bit
d. Graphical PLC Window by a click on any input “screw”.
IN REAL EXECUTION MODE:
(USING EXTERNAL I/O HARDWARE: CCI, CP/C2000 or RLU)
e. External I/O by switching the inputs On or Off.

The Digital Timing Diagram Window

can be obtain using the , , or buttons:

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On the left, you see the names of the various addresses that you have chosen in the Timing/
Choice MENU (or the automatic default choice, containing the list of addresses you have used in
the Ladder diagram).
The yellow lines go up or down according to the state ON or OFF of the
contacts. Every address displayed will change its state between 2 levels: LOWER LEVEL FOR
OFF and UPPER LEVEL FOR ON ( 0 / 1).
At the bottom you see scale numbers, indicating the time of simulation in seconds (it depends on
the speed you have chosen in the Choice submenu).
If you have more than 5 addresses, you cannot see them all at the same time on the screen, use
the right hand vertical scroll bar to view the rest of the chart.

The Digital Timing History Window


When you have recorded a simulation of an application (it is stored in a *.HIS file), using the

button, you can view the historical execution by opening the "History" window, which is
similar to the "Timing Diagram" window.
From this window, you can PRINT the current History Diagram using the History / Print MENU
(file *.hpr in AB_Util subdirectory)
In the "History" window, you are able to define for each position the time, by simply moving the
mouse along the Diagram, the times are indicated automatically at the bottom of the main
window:

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interval time pointed by the mouse last position
clicking on two positions (everywhere in the "History" Diagram)
gives the time interval between these two positions (here 340).

The Analog Timing Window

can be obtain using the button:

First, you have to choose an analog (integer) variable in the List, by clicking once in the arrow to
open the List, then by clicking on the variable you want.
Second, you have to choose the Max and Min values of the Variable to display, by clicking the
Upper and Lower edit fields, and typing in the values.
During execution/simulation you get:

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The Memory Map Window

is obtain using the , , or buttons:

it is made of a matrix representing the PLC Memory:


each row represents memory words of 16 bits numbered
from 0 to 15. Each row is made of (from left to right):
• the address of the word (in gray background),
• its content (in Decimal, Hexadecimal or Octal depending on what you have chosen in the
MAP/Choice menu)
• a set of bits represented by squares.
The bit-squares can be of two kinds : red/green or 0,1 depending on what you have chosen in the
MAP / 0,1 menu:
if a bit is ON, it will be represented by 0 or red
if a bit is OFF, it will be represented by 1 or green

When the Simulation is stopped ( button)


all the bit-squares are surrounded in gray, like buttons, and you can change their state, just by

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clicking on them !

But when the Simulation is Running ( button)


only the input bits are surrounded in gray, like buttons, and you can change their state by
clicking on them,
the other internal or output bits cannot be changed !
IN REAL EXECUTION, WITH I/O HARDWARE INTERFACES NO BITS CAN BE
CHANGED IN MEMORY ! !
Here is an example of a running simulation, only the first two INPUT Bits (addresses I1:0/0 and
I1:0/1 appearing in the Ladder) can be changed by the user
(see here the mouse click on bit I1:0/0 set to ON):

the other bits are changed only by the Ladder program.


Clicking on the input-bits of the Map has the same effect as clicking directly on input-relays of
the Ladder Diagram window
or switching ON/OFF the inputs of the MMI picture or CPC 2000 box,
or clicking on the input screws of the graphical PLC Panel window
You can use the vertical scroll bar, to view more than 10 memory words.
Special internal bits of Allen BradleyTM, such as DN, EN, TT, OV, CU, etc. are directly written
in the bit-squares to make it easier.
You can see the meaning of all the bits, by simply moving the mouse (without pressing) over the
bits on the Memory Map window,
the meanings appear automatically at the bottom of the main window:

The Graphical PLC Window

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`
This represents virtually the “ PANEL “ of the Physical PLC:
on the right you have a graphical lay out of the input/output display lamps
on the left, you have a graphical lay out of the input/output screws
which will be connected to the plant.
A gray screw means that this I/O is not used in the current Ladder
A red screw means that this I/O is now OFF (in the current Ladder)
A green screw means that this I/O is now ON (in the current Ladder)
The horizontal scroll arrows allow to display additional I/O screws.

When the Simulation is Running button is On,


clicking on an input screw changes its state ON (green) <--> OFF (red)
it has the same effect as clicking directly on input-relays of the Ladder Diagram window,
or clicking on the input-bits of the Memory Map
or switching ON/OFF the MMI push/switch buttons
Return to the Ladder Editor after simulation

click on "Ladder" button at the bottom of the main window

This will change the upper tool bar, and will give you the editor Buttons and give you a full
Ladder window.

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8. Real Execution

PLCMotion allows you to run "physically" a compiled Ladder application, on various teaching
I/O Interfaces: the CP/C2000A I/O Box ,: the RLU I/O Box, the CCI I/O card.
PLCMotion can also produce a *.SLC file which can be imported into the Allen BradleyTM
original software, and from there downloaded and executed in the PLC: SLC500 or
Micrologix1000.
To access the PLC Simulator, you must be in the Ladder editor, with a compiled Ladder, then
click the button
at the bottom of the Main Window

When you enter the Simulation window, PLCMotion will ask you if you want to work in
simulation mode or in Real execution mode using one of the available I/O interfaces, click your
choice, and then in the OK button.
The main Simulation/Execution Menus and Buttons bar appear, at the top of the screen. You can
change the Ladder that you want to run, by choosing the Menu File and Open and select another
file.
The Real Execution runs exactly in the same way that the simulation, except that during
execution you MUST switch ON/OFF the inputs directly on the I/O interface, (you cannot
do that by clicking with the mouse on the inputs of the screen), nevertheless, it has the same
effect that
clicking an input screw of the graphical PLC panel window
or Clicking directly in input-relays of the Ladder Diagram window,
or Clicking the input-bits of the Memory Map
or Clicking the switches or push buttons of the MMI
The interaction with all the small windows, is the same that in the Simulation window without
I/O interface.
The main difference is that you can connect this I/O interface to real physical components
(switches, lamps, motors, valves etc.) and make them work under control of the compiled
Ladder, that you have built using a Ladder Diagram Editor.

RLU Connected to the Parallel Port of the PC Computer


For real execution, you have to connect the teaching box RLU to the parallel port of your PC,
through a special interface card that you put in one of the internal PC slots (for more details,
contact your Eshed Robotec dealer).
If you have no mouse connected, PLCMotion will give you a warning.

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The RLU contains:
8 input connectors and 8 corresponding input push buttons: These inputs are numbered X1 to
X8, corresponding to the ABTM addresses I1:0/0 to I1:0/7 you can connect physical switches to
these connectors, or press on the corresponding input red buttons, in order to send real inputs to
the Ladder program during the execution; 8 corresponding lamps indicate the instant state of
these inputs.
8 output connectors These outputs are numbered Y9 to Y16, corresponding to the ABTM
addresses O0:0/0 to O0:0/7 you can connect physical output units ( lamps, motors, valves etc.) to
these connectors, in order to perform really the application you programmed in Ladder, you can
see the resulting effect of your program on these units 8 corresponding lamps indicate the instant
state of the outputs

CP/C2000A Connected to a RS232 Port of the PC Computer


For real execution, connect the teaching box CP/C2000A to one of the RS232 ports COM1 or
COM2 of your PC, in general your mouse is connected to one of these serial ports and you will
connect your teaching box to the second one.
PLCMotion recognizes automatically on which ports are your mouse and your training I/O box
CP/C2000A. If you have no mouse connected, PLCMotion will give you a warning.

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The CP/C2000A contains:
8 input banana connectors and 8 corresponding switch buttons:
These inputs are numbered 1 to 8, corresponding to the ABTM addresses I1:0/0 to I1:0/7
8 corresponding lamps indicate the instant state of these inputs.
you can connect physical switches to these connectors, or use the input switch buttons, in order
to send real inputs to the Ladder program during the execution; these buttons have 3 positions:
steady OFF, steady ON, instant push ON

and 8 output banana connectors


These outputs are numbered 1 to 8, corresponding to the ABTM addresses O0:0/0 to O0:0/7
you can connect physical output units (lamps, motors, valves, etc) to these connectors, and see
on them the resulting effects of your Ladder 8 corresponding lamps indicate the instant state of
the outputs.

Executing the Ladder in the ABTM Controllers SLCTM or MicrologixTM


When you are in the Ladder Editor,

TM
a) Click on the compile button, to translate your Ladder into an Allen Bradley ASCII SLC
import file. This SLC file depends on the choice made previously in the Controller main Menu
(Micrologix or SLC).
b) Click on the instruction list button to get the subwindow

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TM
c) Choose to save the Allen Bradley ASCII SLC import file, it will be saved in the AB_Util
subdirectory (under the Simlev directory).
d) exit from PLCMotion
TM
e) copy your translated *.SLC file from the simlev\ab_util directory, to the Allen Bradley
software directory
TM
f) run the Allen Bradley APS import/export utility software APSI.EXE to import your *.SLC
file into their files, and exit the import/export utility.
TM
g) run the Allen
TM
Bradley PLC software
TM
AP.EXE, from it: load your Ladder and download it
into the SLC or the Micrologix PLC
h) from the AP software, run the ladder, and switch ON/OFF the electrical inputs of the PLC to
activate your Ladder application

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9. Master Examples

On the installation diskette #2, you have Master Examples files, ready to study, copy and use:
TM
Example files of AB Instructions:
ADD.LAD, CLR.LAD, DIV.LAD, NEG.LAD, MUL.LAD, SUB.LAD
AND.LAD, NOT.LAD, OR.LAD, XOR.LAD
BSL.LAD, BSR.LAD, MOV.LAD, MVM.LAD,
EQU.LAD, GEQ.LAD, GRT.LAD, LEQ.LAD, LES.LAD, MEQ.LAD, NEQ.LAD, JUMP.LAD,
MCR.LAD,
LU.LAD, OSR.LAD,
CT.LAD, RTO.LAD, TOF.LAD, TON.LAD,
SQC.LAD, SQO.LAD,
Example files of MMI Animation:
BOTTLES.LAD,
DOOR.LAD, DOOR2.LAD
ELEC.LAD,
FLICKER2.LAD
PARK.LAD,
VALVE.LAD,
Example files for the PLC Line Panel:
FIG1.LAD to FIG5.LAD

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About the ABTM Instructions Example Files
The general principle of these example files is that the first rung prepares data for the following
rungs, which use these data as parameters to demonstrate the instruction boxes performance.
For instance, here is the ADD.LAD example file:

The rung 0 prepares data in the integer words N7:1 and N7:2,
When I:0/5 is ON, it switches to ON the bits 2 and 5 of N7:1
i.e. N7:1 = 0000000000100100 = 36
and it switches to ON the bits 2 and 8 of N7:2
i.e. N7:1 = 0000000100000100 = 260
The rung 1 demonstrates the use of the instruction box ADD,
When I:0/0 is ON, the operation ADD is performed, the result is N7:3=296
Here is the execution:

All the other instruction examples are based on the same principle.
(see Chapter 5 for the description of each instruction)

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Examples of MMI Animation
BOTTLES.LAD: a Machine to Fill Bottles of oil:

A conveyor belt moves step by step and carries empty bottles in order to fill them and then close
them using two parallel working stations: a filling station and a closing station. The arrival of the
bottles is not systematic and a few bottles may miss from time to time. The bottles have
equidistant places on the conveyor belt, called ‘steps’.
At the working stations, there are 2 sensors: ‘detclos’=I1:0/3, and ‘detfil’=I1:0/2 to detect the
presence of bottles. Other sensors detect when a bottle is filled ‘endfil’= I1:0/5 or closed
‘endclo’= I1:0/6, a switch ‘step’=I1:0/4 indicates the end of each step when the conveyor belt
moves.
There are two buttons: ‘start’=I1:0/0 to start the automatic process, and ‘stop’=I1:0/1 to stop the
process.
Note: Don’t modify this MMI, you will loose the continuous animation !
a LADDER SOLUTION for the AUTOMATION:
list of inputs:
I1:0/0=start, I1:0/1=stop,
I1:0/2=detect filling, I1:0/3=detect closing,
I1:0/5=end filling, I1:0/6=end closing,
I1:0/4=end step.
list of outputs:
O0:0/2=advance (move the conveyor belt),
O0:0/3=filling a bottle
O0:0/4=closing a bottle with a cap
internal bit-flag:
B3:0/0=auto (recording that the automatic process was started by I1:0/0) this starts the automatic
process
B3:0/5=step-p memorize the fact that the belt has reach the end of a step
B3:0/6 indicates that the belt was moving

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LADDER DIAGRAM: BOTTLES.LAD file

Explanations:
the rung 0 serves to detect and memorize the start or stop requests, this memo is recorded in the
‘auto’ B3:0/0 bit, this bit will be tested in all the moving or working rungs
the rung 3 moves the belt, as long as we have not reached an end of step (B3:0/5 OFF) and the
work stations Fill or Close do not work
the rung 2 records that the belt is moving in the bit B3:0/6, as long as the end of step is not
reached (I:0/4 = OFF)
the rung 1 sets the bit B3:0/5 to ON to record that we have reached the end of a step (I:0/4 = ON)
while the belt is moving (B3:0/6 =ON), this bit B3:0/5 is tested in the rung 3 and will stop the
belt
the rungs 4 and 5 will activate the working stations (fill and close), if the belt doesn’t move, and
if there is a bottle detected under the working station, as long as the operation is not completed
(endfill or endclose)
THE PARKING EXAMPLE
PARK.LAD

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This is a parking, with two gates: one for entering the parking (with a request IN-button I1:0/0, a
gate motor’s output O0:0/0, a gate closed switch I1:0/1, and a car IN-detector I1:0/2),
and another one to exit the parking (with a request OUT-button I1:0/5, a gate motor’s output
O0:0/1, a gate closed switch I1:0/6, and a car OUT-detector I1:0/7).
Each car entering to the parking (I1:0/2 transition from 0 to 1) increments the counter C5:1 until
ACC = PREset 20 ( parking full ). Then the bit C5:1/DN is set (to 1), this turns on the output
O0:0/5 which lights the lamp “Parking full”.
No more car can enter afterwards because of the contact C5:1/DN (off) which turns off the CU
bit entry of the CTU Box.
But if a car is exiting the parking the signal I1:0/7 will decrement the Counter C5:1, turning back
the bit DN of C5:1 to 0 and allowing to receive another car (CTU enabled back).
Pressing on the switch I1:0/3 will light on the “Parking closed” lamp, it prevents to open the
barriers IN and OUT.
Note: Don’t modify this MMI, you will loose the continuous animation.
LADDER DIAGRAM: PARK.LAD file

Explanations:
the rung 0 serves to open or close the IN gate, it opens the barrier motor (o:0/0=ON) when there
is a request (I:0/0) if the Parking is not full or closed, it remains open as long as the car is
detected (I:0/2) until the barrier is closed (I:0/1)
the rung 1 serves to open or close the OUT gate, it opens the barrier motor (o:0/1=ON) when
there is a request (I:0/5) if the Parking is not full or closed, it remains open as long as the car is
detected (I:0/7) until the barrier is closed (I:0/6)
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the rung 2 counts the entering cars(I:0/2) until the counter is not full (DN)
the rung 3 decrements the counter for each exiting car (I:0/7)
the rung 4 lights on the “Parking full” lamp, when the counter is full
the rung 5 lights on the “Parking closed” lamp, when the button I:0/3=ON
For more details on the examples Door.lad, Door2.lad and flicker2.lad, see Chapter 5 (MMI
Editing Exercises) and Chapter 6 (ABTM Guide, TON)
ELECTRICITY COMPONENTS MMI ELEC.LAD file:

This is a screen with various electrical components, for which you can program various Ladder
exercises.
On the right, you have: 7 push buttons I:0/0 to I:0/6 and 1 switch button I:0/7
In the middle, you have: 3 lamps (traffic lights) o:0/5 to o:0/7
On the left, you have: 5 outputs relays o:0/0 to o:0/4
Note: you can copy and modify this MMI (with 2-state animation).
LADDER EXAMPLE for this MMI: ELEC.LAD file

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Explanations: the traffic lights operation cycle (red-yellow-green-yellow-red)
the rungs 0, 1 and 2 start the traffic lights, the rung 0 sets the relay output o:0/0 when you switch
the button I:0/7 ON, and then the rung 1 sets ON a flag B3:1/5 to start the red lamp and the first
timer T4:1 (if the others are not working) in rung 2.
the rung 3 deals with the T4:1 timer end (red lamp time elapsed): setting ON the flag B3:1/6 to
start the yellow lamp
ELEC.LAD (continuation 1 )

in the rung 5. the flag B3:1/6 starts the 2nd timer T4:2 (for the yellow lamp)
the rung 6 deals with the T4:2 timer end (yellow lamp time elapsed):
setting ON the flag B3:1/7 to start the green lamp
in the rung 8, the flag B3:1/7 starts the third timer T4:3 (for the green lamp)
the rung 9 deals with the T4:3 timer end (green lamp time elapsed):
setting ON a flag B3:0/6 to start again the yellow lamp (2nd time)

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in the rung 11: the new flag B3:0/6 starts the fourth timer T4:4 (for the second lighting of the
yellow lamp)
the rung 12 deals with the T4:4 timer end (time elapsed for the second lighting of the yellow
lamp), in this case: set ON the new flag B3:0/5 in order
to start again the red lamp, this will be tested again in the rung 1 at the next scan of the ladder,
and so it will start again all the traffic light cycle.
the rungs 4, 7, 10, 13 deal with resetting to 0 the accumulator values of the 4 timers, when the
precedent use of a lamp is over.
ELEC.LAD (continuation 2)

Explanation: lighting on the traffic lamps


the lamps (upper=red, middle=yellow, down=green) are lighted when the timers flags B3:0 or
B3:1 are ON, or when the push buttons I:0/4 to I:0/6 have been pressed (flags B3:2)

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Explanations on the push buttons operation:
the rungs 17 to 20 simply set the relays o:0/1 to o:0/4 when you press respectively the push
buttons I:0/0 to I:0/3
the rungs 21 to 23 light on the traffic lamps flags, when you press respectively the push buttons
I:0/4 to I:0/6, this is permitted only if the automatic traffic light operation is not working, i.e
when the switch button I:0/7 is OFF and the lamps are not already lighted.
PNEUMATIC MMI
VALVE.LAD file

On the upper part of the screen, you have two pistons, each one has two sensors to indicate when
the piston is on the left side (a0=I:0/0 and b0=I:0/2) or on the right side (a1=I:0/1 and b1=I:0/3)
On the middle part of the screen, you have two double valves to control the upper pistons, each
double valve has two commands: one output to open its left valve (A+=o:0/0 or B+=o:0/2), and
the other output to open its right valve (A-=o:0/1 or B-=o:0/3)
On the lower part of the screen, you have the continuous Air Supply
On the right part of the screen, you have two push buttons (I:0/4 and I:0/5)
Note : this MMI can be copied and modified (with 2 state animation)
LADDER EXAMPLE for this MMI: VALVE.LAD file

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Explanations:
the rung 0 starts the process when the push button I:0/4 is pressed, and maintains it with the flag
B3:0/0, or stops it when the push button I:0/5 is pressed

MMI for the PLC Line Panel

Eshed’s PLC Line Panel is a hardware training device, which can be connected to PLCMotion
through the CP/C2000A I/O box or the Allen Bradley PLCs. It includes various physical
elements which can be controlled by Ladder Programs:
On the right, you have 3 switches (linked to inputs I:0/0, I:0/1, I:0/2) and 3 lamps (linked to
outputs o:0/0, o:0/1, o:0/2)
On the left, you have a solenoid piston activated by the output o:0/4, when it is down, it lights on
a limit switch sensor linked to I:0/4
On the left middle, you have a Buzzer activated by o:0/7
On the bottom, you have a motor moving a nut (right or left) on a lead screw. The output o:0/5
controls the motor to move the nut right, The output o:0/6 controls the motor to move the nut
leftwise. An optical encoder send signals to the input I:0/7 at each step of motor
Above the Lead Screw, on the left, you have an inductive proximity sensor to detect the arrival of
the nut, it is linked to the input I:0/6, on the right, you have a small limit switch sensor to detect
the arrival of the nut, it is linked to the input I:0/5
Note: Don’t modify this MMI, you will loose the continuous animation
In the Ladder Editor, you can build your own Ladder to control this Panel, then click on the

button, choose the fig1.lad MMI, and save them together.


On the diskette, the FIG1.LAD to FIG5.LAD files are built for this MMI, they can be run in
simulation or in real execution mode with the PLC Line real Panel.

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