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HMI

Module 14
Generic HMI
Contents

1 Introduction 4
1.1 PcVue version 4
1.2 In this module you will learn 4
1.3 Files used in this module 4
1.4 Third party software used in this module 4

2 This feature in PcVue architecture 5


3 PcVue objects 6
4 Mimic templates 7
4.1 Create/Edit a mimic template 7
4.2 Linking a mimic with a template 12

5 Generic mimic 14
5.1 The branch concept 14
5.2 Open a mimic with branch using the Link/Open animation 19
5.3 Displaying the mimic branch 21
5.4 Forwarding the mimic branch 22
5.5 Popup mimics 24

6 Symbols 26
6.1 Create a Symbol 27
6.2 Insert a Symbol in a mimic 27
6.3 Modify a Symbol 29
6.4 Delete a Symbol 30
6.5 Animated Symbol 30
6.6 Generic Symbol 32
6.7 Add a symbol from the PcVue Library 35

7 Generating the HMI using the Architect 38


7.1 Generating mimics using the Architect 38
7.1.1 What mimics does the Architect generate? 40
7.2 Instantiating symbols using the Architect 42
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8 Summing-up 45

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1 Introduction
1.1 PcVue version
This module is for PcVue version 12.

1.2 In this module you will learn


How to have the same layout in your project,
What is a branch,
How to manage generic objects.

1.3 Files used in this module


The PcVue project at the end of Module 13 Basic.
Additional images from the Projects folder of this module. To be copied to the B folder
of your project.
Additional symbols from the Projects folder of this module. To be copied to the S
folder of your project.

1.4 Third party software used in this module


None.

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2 This feature in PcVue architecture

Figure 1

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3 PcVue objects
Whatever the application might be, it is usual for many items to be repeated in a
SCADA project.
If it’s a project for a water treatment plant you will have to manage many valves,
motors etc., if it’s for electric distribution you will have many power meters, whilst for
a BMS you will have many air conditioners and lights. So the result is similar: you will
have to manipulate the same objects many times.
Because PcVue is object-oriented it allows you to design your project in a generic
way, thus saving you development time.
That’s why this module is actually the most important of the training course because
if you don’t use objects in PcVue the time for developing your project will be
dramatically longer!
PcVue manages three types of objects:
Mimic template,
Generic mimic,
Symbol.

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4 Mimic templates
A basic ergonomic rule is that you should use the same layout across the whole
project. The best examples are found in web sites on Internet. Whatever the page
you are reading on a web site the way to present it is always the same.
PcVue allows the designer to create a mimic template and then linking this to any
mimic in the project. It’s a dynamic link and if, later on, you modify the template, any
mimic referencing it will be updated automatically.

Figure 2

4.1 Create/Edit a mimic template


To create a mimic template:
Step 1. Create a new mimic.
Step 2. Design the layout required as for a normal mimic.
Step 3. Save the mimic in the Mimic Templates folder.

Figure 3

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To modify a mimic template:
Step 1. Select the command File / Open.
Step 2. Select the Mimic Templates folder.
Step 3. Select the template and open it.
Step 4. Make your modification and save it.

Figure 4

Note that you manage a mimic template as you do a normal mimic. The only
difference is the location where it is saved.
You can insert any graphical object (animated or not), Viewer or Form Control in a
Template the same as in any normal mimic.
If you switch a template to run mode any animations are
“played” normally. But if you have configured an action
animation (for example Send / Bit) and try to run it directly from
the template then it will not work.

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Exercise 1.
Create the template MyTemplate according the following specifications:

1. Window properties / Display tab / Window Style frame

Figure 5

2. Graphics

Figure 6

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3. Animations

Figure 7

[A]: Alarm viewer. No header, no toolbar, no scrollbars. Display only


active alarms.
[B]: Alarm counters. Display the number of NOACKON and ACKON
alarms.
[C]: Home button. Opens the “Homepage” mimic.
[D]: Shapes button. Opens the “Basic objects” mimic.
[E]: Animations button. Opens the “Animations” mimic.
[F]: Floors button. Opens the “Floor 1” mimic.
[G]: Alarms button. Opens the “Alarms” mimic.

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Switch the template into Run-time mode and click the
Home button. What happened? Why?

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4.2 Linking a mimic with a template
When a mimic is linked with a template it inherits the template’s main properties such
as size and position and, of course, the content of the template (the graphical objects
and their animations).
When you are developing the mimic, the objects belonging to the template cannot be
selected or changed.
Selecting a template on mimic creation:
Step 1. Select the command File / New.
Step 2. PcVue opens the New mimic dialog.
Step 3. Click the template button to select the template.

Figure 8

Selecting a template for an existing mimic:


Step 1. Open the mimic’s dialog tab Window properties / Template.
Step 2. Enter the Template name or click the button to select the template.

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Step 3. Configure the properties you want to inherit from the template.

Figure 9

[A]: Template name. Click the None button if you want the mimic not to be linked
with any template.
[B]: Properties inherited from template. Using these options you can select some
properties independently from the template. For example if you want all properties to
be like those of the template except the size, you must deselect the Size option.

Exercise 2.
Link the following mimics with the template “MyTemplate”:
Homepage, Basic objects, Animations, Floor 1 and Alarms.
You can select all the properties inherited from the template.

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5 Generic mimic
Consider the following situation: The end user wants to see a detailed view for each
device on the project and you have 100 of these devices.
You can design this in two ways:
Create 100 mimics displaying the details for each device.
Create one generic mimic.
Of course, you’ll prefer the second solution which is much faster. Fortunately PcVue
allows you to do that in a very simple way.

5.1 The branch concept


To understand the generic mimic mechanism we have to use an example.
Open and check the Mimic “Test”.

Figure 10

The two text objects have a normal Color / Bit animation like this:

Figure 11

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Now we can open the mimic “Test_Branch” and animate the text field as follows:

Figure 12

When we validate the animation, PcVue displays an error message.

Figure 13

This is normal because the variable FAULT doesn’t exist in the Variables Tree. But we
ignore this error, confirm, save and close the mimic.
Now we open it again using the command File / Open but in the dialog we select the
Branch BUILDING.FLOOR_01.METER in the Branch combo box.

Figure 14

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We redo the same operation with the Branch BUILDING.FLOOR_02.METER (move
down this new mimic). We should have the following:

Figure 15

You can see that we have the same mimic (Test_Branch) opened twice. Actually we
say that we have two windows opened with different branches.
You can see the branch used for a mimic in the Window menu.

Figure 16

[A]: Mimic branch.


[B]: Mimic title.

You can display the current mimic branch on the Title bar by
using the special substitution string #B in the mimic Title of the
window’s properties.
Now if we click on the SET buttons we can see that the first window’s animation is
working for the variable BUILDING.FLOOR_01.METER.FAULT and the second window’s
animation is working for the variable BUILDING.FLOOR_02.METER.FAULT.
The final result is: we have created only one mimic and, by opening it with different
branches, it is working for all meters!
How does this work?
Actually when the HMI opens a mimic it tries to connect each animation to the
corresponding variables according the following algorithm:

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START OPEN MIMIC
FOR EACH Animation
IF Mimic is opened with a Branch THEN
CONNECT <Mimic_Branch>.<Variable_animated> to the Variables Tree
ELSE
CONNECT <Variable_animated> to the Variables Tree
END IF
END FOR EACH
END OPEN MIMIC

If we apply this algorithm to our example we have:


For the mimic “Test” we have four animations with the following variables:
<Variable_animated> = BUILDING.FLOOR_01.METER.FAULT (Twice)
<Variable_animated> = BUILDING.FLOOR_02.METER.FAULT (Twice)
For the first mimic Test_Branch we have:
< Mimic_Branch> = BUILDING.FLOOR_01.METER
<Variable_animated> =FAULT
For the second mimic Test_Branch we have:
< Mimic_Branch> = BUILDING.FLOOR_02.METER
<Variable_animated> =FAULT

If the CONNECT operation fails then the following error message appears:

Figure 17

To simplify this you can keep in mind the following temporary


formula:
MIMIC BRANCH + .VARIABLE ANIMATED = VARIABLE

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Exercise 3.
Manipulate branches.

1. Try for yourself the process described in section 5.

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5.2 Open a mimic with branch using the Link/Open animation
Opening a mimic with a branch from the menu is not very useful to a user with run-
time rights only. So the Link/Open animation includes the option to open a mimic with
a branch:
Step 1. Add a graphical object and select the animation Link / Open.
Step 2. Select the mimic to open.
Step 3. Select the branch by clicking the Branch selector button.

Figure 18

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Exercise 4.
Open a mimic with a branch:

1. Create a new, generic, mimic to represent a floor.


a. Create a new mimic based on MyTemplate called FLOOR.
b. Insert the image FLOORPLAN123.PNG to form the
background.
c. Save and close the mimic.

2. Modify the MyTemplate template to open Floor 1, Floor 2 etc.


a. Open the MyTemplate template.
b. Add three buttons to open Floor 1, Floor 2 and Floor 3. Use
the Link/Open animation with the branches FLOOR_01,
FLOOR_02 and FLOOR_03 respectively. Don’t forget to set
the option Close the caller in the Link / Open animation. You
can delete the existing Floor button.
c. Save and close the template.

3. Add a text to display the value of the kWh meter to the Floor
mimic.
a. Open the Floor mimic using the branch
BUILDING.FLOOR_01. Add a text and animate it to display
the register representing the kWh meter. Use the branch
and variable METER.KWH.
b. Save the mimic.
c. Test the mimic by opening it using each of the newly
created floor buttons.

Why use METER.KWH as the variable name in the text


display?

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5.3 Displaying the mimic branch
By now you should have seen that you can open the same mimic several times, each
time with a different branch, thereby displaying different variables from the variable
tree. There is one small problem though – the mimic always looks the same no
matter which branch is displayed.
We have seen previously that you can display the branch in the title bar using the
special characters #B. But in this case there is no title bar. Instead we can use the
TEXT.LABEL animation.
Step 1. Insert a text object
Step 2. Animate the text object using the TEXT.LABEL animation selecting
the FORMAT option and using #B as the format. It doesn’t matter what variable
you choose as long as it is a valid one.

Figure 19

Exercise 5.
Add a text object to the Floor mimic to display its branch.

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5.4 Forwarding the mimic branch
PcVue has a powerful feature for forwarding the current branch. Why would we want
to do this? Take the following scenario.
From our FLOOR generic mimic we want to open another small mimic (using the Link-
Open animation) displaying more detail about the kWh Meter. Of course it needs to
display the variables that are relevant to the current branch with which the FLOOR
mimic was opened. To do this we use the “*” character in the Branch property of the
Link-Open animation.

The * character is an important special character meaning “Me” or


“The current…”
When * is configured in a branch field it means “The current
branch”.

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Exercise 6.
Forwarding the branch to another mimic.
a. Create a new small mimic “POP_KWH”
b. Add the following drawing objects:
A text to display the register variable METER.KWH
A text using Color-Bit to display the variable METER.STATUS
A text using Send bit with color to force the bit
METER.FAULT
c. Save the mimic (Ignore warning message.) The final mimic
might look something like this.

Figure 20

d. In the FLOOR mimic add a Link-Open animation to open the


POP_KWH mimic. Select the caller behavior as Keep. Use
“*” as the branch. Save the mimic.
e. Test your changes by opening the FLOOR mimic as Floor 1,
Floor 2 etc.

Why use METER.KWH as the variable name in the text


display?

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5.5 Popup mimics
What is popup behavior? Pop-up behavior is when a mimic that has been opened as a
child of another mimic (as in the previous exercise) is configured in such a way that it
automatically closes when the user clicks back into the parent (caller). You may have
thought that was the behavior you already configured, but if you look closely you will
see that the child window was simply forced behind the parent and remains open..
To configure a mimic so that it exhibits pop-up behavior you must change the
configuration in two places.
In the Link-Open animation that calls it you must select the Included in behavior.
In the properties of the child window you must enable Pop-up behavior.
Step 1. Open the child mimic’s Properties and select the Included mimic tab.
Step 2. Tick the Popup behavior property
Step 3. You can choose an optional Opening position by clicking one of the
predefined positions. This overrides the opening position set in the window’s
Display tab.

Figure 21

Step 4. Save and close the child window.


Step 5. In the parent window, open the properties of the Link-Open
animation from where the child is called. Display the advanced properties for
the Link-Open animation.

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Figure 22

Step 6. Enter the mimic (and its branch) into which the mimic will be
included. 99 times out of 100 this will be the mimic in which the animation
resides and you can use the “*” character meaning “me”.
Step 7. Save the mimic.

Exercise 7.
Enable pop-up behavior for the POP_KWH mimic.
a. Open the properties for the mimic POP_KWH and select the
Included Mimic tab.
b. Enable Pop-up behavior and select the Opening position.
c. Save and close the mimic.
d. Open the FLOOR mimic and display the properties of the
Link-Open animation that opens POP_KWH.
e. Configure the Included In properties.
f. Save the mimic.
g. Switch the mimic to Run mode and test the behavior!

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6 Symbols
Consider the following situation: The site that you are supposed to monitor and
control employs 100 Lights.
You have two solutions:
Create 100 animated graphical objects.
Create one generic object.
Again, you prefer the second solution since it is much faster. Fortunately PcVue allows
you to do it in a very simple way by creating a Symbol.

Figure 23

The Symbol is a graphical object model which is saved in the Symbols library. One
saved in a library you can insert one or more instances of the symbol in one or more
mimics. If you modify the original symbol, all instances of it are modified in real
time.

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6.1 Create a Symbol
Step 1. In a mimic, draw one or more graphical objects.
Step 2. Select the objects to be included in the symbol.
Step 3. Select the Edit / Group menu or right-click / Group. Of course if the
symbol contains only one object there is no need to group it.
Step 4. Select Edit / Create Symbol or right-click / Create Symbol. PcVue
opens the Symbols Library dialog.
Step 5. Enter the Symbol’s name in the Name field. Click the OK button.

Figure 24

Step 6. The Symbol is created and an instance is inserted in the mimic in


place of the drawing group.

6.2 Insert a Symbol in a mimic


Step 1. Select the Insert / Symbol menu. PcVue Opens the Symbols Library
dialog.
Step 2. Select the Symbol and drag & drop it on the mimic or click the
Insert button.

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Exercise 8.
a. Create a new mimic and save it with the name Symbols.
b. Draw a rectangle and create the symbol “Light”.
c. Insert several instances of “Light”.

Double-click on the Symbol instance. Are the properties


normal?

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6.3 Modify a Symbol
Step 1. Select any instance of the Symbol and ungroup it. Now the link
between the instance and the model is “broken”. The instance reverts to its
component graphical objects.
Step 2. Modify the graphical object as usual.
Step 3. Redo the Symbol creation procedure from Step 1 to Step 6 by
entering the Symbol’s name you want to update.
You can also use the Graphic Explorer (via the Display menu) to
modify the symbol. Advantages:
- You don’t need to ungroup it.
- You can also do it in Run-time mode!

Exercise 9.
Modify the “Light” Symbol:
- Change its background color.
- Add a button.

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6.4 Delete a Symbol
Step 1. Select the Insert / Symbol menu. PcVue Opens the Symbols Library
dialog.
Step 2. Select the Symbol to delete and press the Delete key.

6.5 Animated Symbol


Of course a Symbol can be animated (as it is, more often than not!). The procedure
to make an animated symbol is exactly the same as described previously.
But we can see a difference in the Symbol properties:

Figure 25

The variables used for the animation of the Symbol are displayed.

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Exercise 10.
Modify the “Light” Symbol:
- Animate the rectangle to display the status of
BUILDING.FLOOR_01.ROOM_001.LT.ON
- Animate the button to set the variable
BUILDING.FLOOR_01.ROOM_001.LT.ON.CMD

Modify the Symbol by animating one object with a


variable that does not exist. Open the Symbol
Properties / Symbol tab. What do you see?

You can also use the Graphic Explorer (via the Display menu) to
modify the symbol. Advantages:
- You don’t need to ungroup it.
- You can also do it in Run-time mode!

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6.6 Generic Symbol
Now you may have 100 Lights so you don’t want to create 100 symbols. Instead you
create a Symbol “Light.obj” which applies to all Lights of the application. To do this
you must use Branches.
To use a Branch in a Symbol:
Step 1. Configure an animation but only enter the final part of the variable
name (sometimes referred to as the leaf when using the branch terminology).
Do not enter the branch.

Figure 26

Step 2. Create the Symbol as usual.

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Step 3. Each time you insert an instance you must select the branch in the
Local field.

Figure 27

[A]: Branches / Context. Mimic branch.


[B]: Branches / Local. Symbol branch.
[C]: Variables as configured in the animations.

To simplify this you can keep in mind the following formula:


MIMIC BRANCH + .SYMBOL BRANCH + .VARIABLE ANIMATED = VARIABLE
If the result is not the name of an existing variable then animations will be not
connected and a warning sign will appear.

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Exercise 11.
d. Modify the “Light” Symbol:
- Animate the rectangle to display the status of ON
- Animate the button to set the variable CMD
e. Insert two instances of “Light” in the Symbols mimic and
configure the branches:
- BUILDING.FLOOR_01.ROOM_001.LT
- BUILDING.FLOOR_02.ROOM_001.LT
Switch to Run-time mode and try it out.

Open the FLOOR mimic with the branch


BUILDING.FLOOR_01 and insert the “Light” symbol.
What local branch do you have to configure?

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6.7 Add a symbol from the PcVue Library
PcVue is supplied with a large number of predefined symbols saved in various
libraries according to type. Some symbols are animated while others are not.
To insert a symbol from the Library:
Step 1. Open the Symbols Manager dialog.
Step 2. Select the library needed via the Library dropdown box.

Figure 28

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Step 3. Select the symbol. Animated symbols generally have a .ANI
extension or _ANI appended to the name.

Figure 29

Step 4. Double-click the variable name with which the symbol was created
and select the actual variable to be used by this particular instance. The original
variable is replaced (substituted) by the new one.

Figure 30

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Exercise 12.
a. Insert the symbol LIGHTS_ROUND_FLAT_GREEN_ANI from
the LIGHTS library.
b. Substitute the STATUS variable with
BUILDING.FLOOR_01.ROOM_001.LT.ON

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7 Generating the HMI using the Architect
Graphic elements can be added to the Architects templates so that when the
application is generated instantiations of a template produce not only the variables
tree, but also the corresponding graphic elements.
You can add both mimics and symbols to a template. For example a template
representing a light may require a symbol representing the light. However a template
representing an entire floor, may require just a mimic representing the floor which is
then populated with instantiations of the light symbol.

It’s important to understand that the Architect creates NEW mimics


but instances of EXISTING symbols.

7.1 Generating mimics using the Architect


Step 1. Select the template to that is to generate the mimic. Right click
Graphic Elements and, from the context menu, select Add Mimic. A new mimic
element is created with default settings.

Figure 31

Step 2. Edit the mimic element’s configuration to your requirements. The


Mimic Template is optional but highly recommended.

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Figure 32

Step 3. Save and generate. Make sure that the Generate Graphical Elements
option is selected in the Generation Options dialog.

Using a mimic template is not mandatory, but it is the only way


to automatically configure the mimic’s basic properties and
layout. If you don’t use a mimic template the mimic is created
with default settings as if you used the File.New command on
the menu.

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7.1.1 What mimics does the Architect generate?
The Architect generates one mimic for each instantiation of a template that has a
mimic in its configuration.
The mimic name is calculated using the template branch, replacing any branch
separators “.” with “_” and appending the Mimic Name property (as configured in the
template). For example, a template instance with the branch BUILDING.FLOOR_01
and a mimic element with the name MIM would generate a mimic with the name
BUILDING_FLOOR_01_MIM.
The mimic is saved with a default branch that is the same as the template branch and
this branch is used if the mimic is opened directly using the File.Open command. If
the mimic is opened from a Link.Open animation you have to manually add this
branch in the animation’s configuration.

Figure 33

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Exercise 13.
Add a mimic to the FLOOR template in the Application Architect:
Note that the first step, creating the mimic template, is not part of
the actual process, just something we need to do first.

1. Create a new mimic template which will be used to define the


mimic’s basic properties and layout. The simplest way to do this
is to copy and save the MyTemplate mimic template, that you
already created, under another name. We can always edit it later!
Name the template AATemplate.

2. Open the Application Architect and add a mimic element to the


FLOOR template.
a. Open the Architect and, using the Templates tab, select the
FLOOR template.
b. Add a mimic element to the Graphic Elements folder.
Configure the mimic element as follows
Name: Mim
Mimic template: AATemplate.

3. Save the configuration and re-generate the application. Make sure


you tick the Generate Graphical Elements option in the Generation
Options dialog.

4. Edit the new template AATemplate.


a. Edit the three buttons that open the floor mimic so they
each open one of the newly created mimics eg:
The button Floor 1 opens BUILDING_FLOOR_01_MIM
with branch BUILDING.FLOOR_01 etc.
b. Add a text to the template to display the mimic branch.

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7.2 Instantiating symbols using the Architect
Step 1. Select the template to that is to generate a symbol instance. Right
click Graphic Elements and, from the context menu, select Add Symbol. A new
symbol element is created with default settings.

Figure 34

Step 2. Select the actual symbol that is to instantiated from the symbol
library. The name of the symbol is entered in the Symbol property in the lower
right pane. Clicking the Ellipsis button adjacent to the Symbol property displays
the Library Browser dialog from where the symbol can be selected. The other
properties are optional and we will leave these set at the default.

Figure 35

Step 3. Save and generate. Make sure that the Generate Graphical Elements
option is selected in the Generation Options dialog.

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Step 4. Open the mimic(s) in which the symbols have been instantiated. By
default the symbols are instantiated in all mimics generated by templates
higher up the instantiation tree. Drag the symbol(s) to the correct x and y
location within the mimic. Save the mimic.

Figure 36

Exercise 14.
Add symbols to the AC and LIGHT templates in the Application
Architect:

1. Open the Application Architect and add a symbol element to the


LIGHT template.
a. Open the Architect and, using the Templates tab, select the
LIGHT template.
b. Add a symbol element to the Graphic Elements folder.
Configure the symbol element as follows
Symbol: LIGHT (from the Local Library)

2. Add a symbol element to the AC template. You can find a suitable


symbol (AC) in the Projects folder of Module 14. You just need to
copy it to the local symbol library (S) before you use it.

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3. Save the configuration and re-generate the application. Make sure
you tick the Generate Graphical Elements option in the Generation
Options dialog.

4. Open each of the newly generated mimics in turn.


a. Add the image FLOORPLAN123.PNG as a backdrop.
b. Drag the symbols to a suitable location.
c. Save each mimic.

If you click any of the other buttons, for example


Shapes, and then click one of the Floor buttons again,
you return to the previous manually created mimics.
Why?

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8 Summing-up
Use Mimic Templates to have the same look and feel for the whole application.
Use Branches to create generic mimics.
Use Symbols to create generic graphical objects.
A Symbol can be animated and it can use Branches.
The * character means “Me” and it is used to forward the current branch.
To connect all animations of a mimic, PcVue applies this formula:
MIMIC BRANCH + .SYMBOL BRANCH + .VARIABLE ANIMATED = VARIABLE
You can use the Architect to generate mimics and populate them with symbols.

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