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W O N D E R W A R E T R A I N I N G

Training Manual
Revision A
October 2007
Part Number 11-GM-10002

InTouch 10.0 for System


Platform
INFORMATION IN THIS DOCUMENT IS SUBJECT TO CHANGE WITHOUT NOTICE.

© 2007 by Invensys Systems, Inc. All rights reserved. No part of this document may be reproduced, stored in
or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical,
photocopying, recording or otherwise), or for any purpose, without the express written permission of Invensys
Systems, Inc. Except where noted, the companies, organizations, products, domain names, e-mail
addresses, logos, people, places and events depicted herein are fictitious and no association with any real
company, organization, product, domain name, e-mail address, logo, person, place or event is intended or
should be inferred.

Invensys and the author(s) assume no responsibility for errors or omissions and no liability is assumed for
damages resulting from the use of the information contained herein. Use of the Invensys software described
in this document is subject to the terms of the applicable Wonderware Corporation or Invensys Systems, Inc.,
license. These terms include provisions that limit your rights such as use restrictions, disclaimers of
warranties and limitations of Wonderware and Invensys liability. A copy of the applicable license will be
displayed upon initial installation of the software. If a copy of the license is not displayed or you require an
additional copy of the license, you may obtain one from Invensys' Wonderware business unit upon request by
calling 1.949.727.3200 or by sending an e-mail to support@wonderware.com.

Invensys; Wonderware; ActiveFactory; ArchestrA; DT Analyst; FactorySuite; FactorySuite A2; InBatch;


InControl; IndustrialSQL Server; InTouch; InTrack; QI Analyst; SCADAlarm; SPCPro; SuiteLink;
SuiteVoyager; WindowMaker; WindowViewer; Every system in your plant, working in concert; and the
Visualize, Analyze, Optimize logo are trademarks or service marks of Invensys plc, its subsidiaries and
affiliated companies. All other brands and product or service names may be the trademarks or service marks
of their respective owners.
Table of Contents 1

Table of Contents
Module 1 Introduction .................................................................................1-1
Section 1 – Course Introduction......................................................................... 1-3
Section 2 – Wonderware System Platform Review ......................................... 1-15
Lab 1 – Creating and Deploying a Galaxy................................................. 1-17
Section 3 – ArchestrA Visualization ................................................................. 1-27
Lab 2 – Creating a New InTouch Application ............................................ 1-29
Section 4 – System Requirements, Licensing and Support............................. 1-35

Module 2 InTouch ........................................................................................2-1


Section 1 – Development Environment.............................................................. 2-3
Section 2 – ArchestrA Symbols ....................................................................... 2-21
Lab 3 – Building the Application Layout .................................................... 2-25
Section 3 – Runtime Environment ................................................................... 2-39
Lab 4 – Deploying an InTouch Application ................................................ 2-45

Module 3 ArchestrA Symbols.....................................................................3-1


Section 1 – ArchestrA Symbol Editor................................................................. 3-3
Section 2 – Animation ...................................................................................... 3-19
Lab 5 – Creating a new ArchestrA Symbol................................................ 3-41
Section 3 – Custom Properties ........................................................................ 3-61
Lab 6 – Using Custom Properties ............................................................. 3-65
Section 4 – Scripts ........................................................................................... 3-73
Lab 7 – Creating a Resizable Analog Meter.............................................. 3-79
Section 5 – Advanced Features....................................................................... 3-93

Module 4 ArchestrA Objects and Symbols ...............................................4-1


Section 1 – ArchestrA Objects and Symbols ..................................................... 4-3
Lab 8 – Creating a $DiscreteDevice Two-State Command......................... 4-7
Lab 9 – Creating the Mixer Display ........................................................... 4-25
Section 2 – Advanced Editing .......................................................................... 4-37
Lab 10 – Switching between Mixers using a Tabbed Display ................... 4-41
Lab 11 – Creating a Popup Symbol .......................................................... 4-49
Section 3 – Quality and Status Display............................................................ 4-55

Module 5 Alarm Visualization .....................................................................5-1


Section 1 – ArchestrA Alarming Review ............................................................ 5-3
Section 2 – Alarm View Controls ....................................................................... 5-7
Lab 12 – Building an Alarm Display .......................................................... 5-11

Module 6 History Visualization...................................................................6-1


Section 1 – ArchestrA Historization Review....................................................... 6-3
Section 2 – ActiveFactory Controls.................................................................... 6-7
Lab 13 – Building a History Display........................................................... 6-15

Module 7 Security ........................................................................................7-1


Section 1 – ArchestrA Security Review ............................................................. 7-3
Lab 14 – Security ........................................................................................ 7-9
Section 2 – Bulletproofing the Application ....................................................... 7-17

Module 8 Runtime Language Switching....................................................8-1


Section 1 – Runtime Language Switching ......................................................... 8-3

InTouch 10.0 for System Platform


2 InTouch 10.0 for System Platform

– Intentionally left blank –

Wonderware® Training
Module 1

Introduction
Section 1 – Course Introduction 1-3
Section 2 – Wonderware System Platform Review 1-15
Lab 1 – Creating and Deploying a Galaxy 1-17
Section 3 – ArchestrA Visualization 1-27
Lab 2 – Creating a New InTouch Application 1-29
Section 4 – System Requirements, Licensing and Support 1-35
1-2 Module 1 – Introduction

Module Objectives
z Review Course Agenda
z Review fundamentals of ArchestrA™ and Wonderware Application Server
z Introduce the InTouch® visualization component

Wonderware® Training
Section 1 – Course Introduction 1-3

Section 1 – Course Introduction

Section Objectives
z Welcome participants
z Familiarize participants with the Course Objectives and agenda for the InTouch 10.0 for
System Platform Course
z Review Wonderware® Products

This section identifies the objectives and agenda for the InTouch 10.0 for System Platform Course.

Course Description
The InTouch 10.0 for System Platform Course is a three-day instructor-led course designed to
teach the basic principles of how Wonderware® Application Server 3.0 provides visualization of
your plant galaxy data using ArchestrA® Symbols within the InTouch 10.0 for System Platform
software.
The focus of this course is to illustrate the use of visualization tools in the System Platform to
provide a Human Machine Interface (HMI) utilizing connectivity to the galaxy, graphic symbols,
animations and scripting features and functionality found in InTouch WindowMaker, ArchestrA
Symbols, the ArchestrA Symbol Editor, and QuickScript.NET.
This course will also provide you with a fundamental understanding of how to utilize the alarm
controls for alarm visualization, ActiveFactory™ controls for history visualization, and how to
secure the application.

Course Objectives
Upon completion of this course, you will be able to:
z Create new InTouch Managed Applications
z Create new ArchestrA Symbols
z Work with the alarm controls for alarm visualization
z Apply the ActiveFactory controls for real-time and history trending
z Use ArchestrA security in an InTouch Managed Application

Audience
Engineers, application developers, system integrators, and other individuals whose jobs include
creating and/or maintaining HMI applications for use with the Wonderware System Platform.

Prerequisites
The prerequisites for this course are:
z Attendance of the Wonderware System Platform - Part 1 course to obtain knowledge of
the Wonderware Application Server
z Attendance of the Wonderware System Platform - Part 2 course is recommended to
obtain knowledge of the ActiveFactory software
z Manufacturing industry experience
z Some graphical design experience helpful

InTouch 10.0 for System Platform


1-4 Module 1 – Introduction

Wonderware® System Platform 3.0 Part 1 course


In the prerequisite class, Wonderware® System Platform 3.0 Part 1, you learned how to:
z Create new projects using ArchestrA® Integrated Development Environment
z Model the plant floor using automation objects
z Work with the alarm and history configuration in the Galaxy
z Configure ArchestrA® security in the Galaxy
z Troubleshoot Wonderware Application Server applications

Agenda

Module 1 – Introduction
Section 1 – Course Introduction
This section identifies the objectives and agenda for the InTouch 10.0 for System Platform
Course.
Section 2 – Wonderware System Platform Review
This section describes the Wonderware System Platform and reviews the fundamental
concepts and uses of the Wonderware System Platform.
Lab 1 – Creating and Deploying a Galaxy
Section 3 – ArchestrA Visualization
This section introduces ArchestrA Graphics and creation of a managed InTouch application.
Lab 2 – Creating a New InTouch Application
Section 4 – System Requirements, Licensing and Support
This section provides a detailed explanation of the system requirements necessary for System
Platform, discusses Licensing details and covers Support services.

Module 2 – InTouch
Section 1 – Development Environment
This section will identify features of WindowMaker, the Classic View and Project View panes,
and the development environment, including defining toolbars and buttons in the
WindowMaker interface.
Section 2 – ArchestrA Symbols
This section discusses how to embed ArchestrA Symbols found in the ArchestrA Symbol
Library in an InTouch window.
Lab 3 – Building the Application Layout
Section 3 – Runtime Environment
This section discusses runtime customization, deployment of a managed InTouch Application,
the InTouch Application Manager, and the InTouch runtime environment: WindowViewer.
Lab 4 – Deploying an InTouch Application

Module 3 – ArchestrA Symbols


Section 1 – ArchestrA Symbol Editor

Wonderware® Training
Section 1 – Course Introduction 1-5

This section covers the creation and manipulation of graphic objects, lines and outlines, text
objects, images and bitmaps using the ArchestrA Symbol Editor.
Section 2 – Animation
This section introduces animation concepts and applications.
Lab 5 – Creating a new ArchestrA Symbol
Section 3 – Custom Properties
This section describes configuration of Custom Properties.
Lab 6 – Using Custom Properties
Section 4 – Scripts
This section will explain the script types that can be associated with ArchestrA Symbols.
Lab 7 – Creating a Resizable Analog Meter
Section 5 – Advanced Features
This section describes the Anchor, Dynamic Size Change, and Client Controls features of
ArchestrA Graphics.

Module 4 – ArchestrA Objects and Symbols


Section 1 – ArchestrA Objects and Symbols
This section describes how to include ArchestrA Symbols into ArchestrA Objects and how to
properly use this feature when working on a containment relationship.
Lab 8 – Creating a $DiscreteDevice Two-State Command
Lab 9 – Creating the Mixer Display
Section 2 – Advanced Editing
This section introduces advanced ArchestrA Symbol editing techniques.
Lab 10 – Switching between Mixers using a Tabbed Display
Lab 11 – Creating a Popup Symbol
Section 3 – Quality and Status Display
This section describes the Status element and its application in monitoring data status and
quality in runtime.

Module 5 – Alarm Visualization


Section 1 – ArchestrA Alarming Review
This section provides a brief review of the concept of alarms and events and how ArchestrA
handles them.
Section 2 – Alarm View Controls
In this section you will learn about the Real-time and Historization alarm ActiveX controls
available in InTouch.
Lab 12 – Building an Alarm Display

Module 6 – History Visualization


Section 1 – ArchestrA Historization Review

InTouch 10.0 for System Platform


1-6 Module 1 – Introduction

This section reviews the concepts of historization covered in the Wonderware System
Platform 3.0 Part 1 course.
Section 2 – ActiveFactory Controls
This section introduces the ActiveFactory .NET controls available for use in ArchestrA
Symbols.
Lab 13 – Building a History Display

Module 7 – Security
Section 1 – ArchestrA Security Review
This section provides a brief review of ArchestrA Security.
Lab 14 – Security
Section 2 – Bulletproofing the Application
This section covers customization of the runtime environment to bulletproof the application.

Module 8 – Runtime Language Switching


Section 1 – Runtime Language Switching

Wonderware® Training
Section 1 – Course Introduction 1-7

Wonderware Software Solutions


Wonderware® Software Solutions provide valuable tools for optimizing and standardizing your
industrial organization. They offer essential time- and cost-saving techniques that increase
efficiency and reduce application engineering effort and deployment.
The solutions deliver manufacturing and operational performance improvements that can reduce
the amount of project-specific work required to develop information and automation applications
that are integrated across entire operational enterprises. These solutions can also be implemented
in the context of existing systems, at your own pace and to the extent that you choose.
The Wonderware solutions leverage a powerful, layered software architecture that enables a
variety of features and capabilities.

z Microsoft® Technologies, such as Microsoft Windows®, Microsoft SQL Server, and


.NET, are applied as a basis, enabling compatibility with commercial IT hardware and
software.
z Wonderware System Platform and Wonderware Client Software provide a
comprehensive set of services and capabilities to enable an industrial infrastructure that
includes all the necessary functions needed by any industrial application solution.
z Function-Specific Modules make it easier than ever before to optimize production and
performance management by providing common tools for a variety of functions, from
tracking production orders to analyzing performance data.
z Wonderware QuickStarts provide examples of configuration best practices, pre-defined
graphics, and Web reports, using a fully functional and documented demo application.
All Wonderware Software Solutions—whether in the areas of Supervisory HMI, Production and
Performance Management, or Geo-SCADA—leverage the comprehensive ArchestrA® industrial
automation and information software architecture.

InTouch 10.0 for System Platform


1-8 Module 1 – Introduction

Wonderware System Platform


The Wonderware System Platform provides a single platform for all the SCADA, Supervisory HMI,
and Production and Performance Management needs of industrial automation and information
personnel. The Wonderware System Platform, built on ArchestrA technologies, is a strategic
application infrastructure. Its modular approach allows new application components to be created
now, with the understanding that the requirements, and even the application itself, could
completely change tomorrow.

Functional Capabilities
The Wonderware System Platform contains an integral core set of capabilities and services to
support sustainable production and operations performance improvements via a comprehensive
set of six capability areas:
z Industrial domain services for industrial computing functions that are not provided by
commercial operating systems or products
z Software and device connectivity services for easy communication to any plant or
business information source
z Information and data management services for management of real-time and historical
information
z Information-delivery and visualization services for functions that provide information to
the right user at the right time, and in the form in which they expect it
z Application development services that provide easy and intuitive development of
modular industrial software solutions that are easily changed to meet future needs
z System management and extensibility services that provide easy management,
expansion, and modification of the application or host computing architecture

3rd Party
Clients

Modular Industrial and Manufacturing Solutions

Wonderware Clients

Industrial Domain Application System Mgmt and


Features Development Extensibility
Information Delivery
and Visualization
Information and
Database and
ArchestrA Data Management
Historian
Applications Architecture

Software and Device Connectivity

Existing HMI’s, Software Applications - Field Devices - PLC’s,


Historian, Lab Systems, Business Systems, MES RTU’s, DCS
CMM’s Databases

Wonderware® Training
Section 1 – Course Introduction 1-9

System Platform Components


The Wonderware System Platform consists of a variety of software components.

Wonderware Clients

InTouch View ActiveFactory Reporting Client


(Information Server CAL)

Functional
Modules Wonderware System Platform

Application Server Historian Information Server


(IAS) (InSQL) (SuiteVoyager)

Device Integration

3rd Party S/W Field Devices


Data Sources Applications PLC, RTU
HMI, LIMS DB, MES DCS

Wonderware System Platform


z Wonderware Application Server (formerly known as Industrial Application Server)
framework for system-wide, real-time data acquisition, alarm and event management,
centralized security, data manipulation, remote deployment, and collaborative engineering
z Wonderware Historian (formerly known as IndustrialSQL Server™) plant data historian
z Wonderware Information Server (formerly known as SuiteVoyager®) industrial portal
software for Internet/intranet visualization and content management
z Wonderware Device Integration Tools for field device connectivity
Wonderware Clients
z Wonderware InTouch® View human-machine interface (HMI) software as a visualization
client for the System Platform
z ActiveFactory™ trending and analysis software
z Reporting Client-Access Licenses for Information Server to enable information-sharing
and reporting over the Web
Wonderware Functional Modules
To complement the capabilities and benefits offered by the Wonderware System Platform,
Wonderware also offers a set of easily implemented add-on modules to assist you in the areas of
Performance Management, Production Management, Supervisory Control, and Geo-SCADA.

InTouch 10.0 for System Platform


1-10 Module 1 – Introduction

Production and Performance Management Software Solutions


Wonderware provides tools that empower you to take a proactive approach to production and
performance management. Appropriate for a wide range of manufacturing and production
operations, these integrated software applications are designed to drive operational improvements
and substantially decrease total cost of ownership.

These software solutions:


z Integrate with your existing plant, IT and business systems, creating one effective system
for the entire organization
z Leverage a single, open and scalable software architecture called the ArchestrA industrial
automation and information software architecture
z Complete MES and flexible batching capabilities that can help you actively manage
production and collect data for analysis and reporting
z Enable secure, wide-scale delivery of reports on KPIs, downtime, OEE, and SPC through
a powerful portal that delivers the information contextually
z Improve data analysis and information sharing with advanced trending and reporting
capabilities

Wonderware® Training
Section 1 – Course Introduction 1-11

Product Offerings
The Wonderware Production and Performance Management Software Solutions consist of a
variety of products:
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery
z InBatch™ flexible batch management software
z Manufacturing Execution Module (formerly known as InTrack™) resource and WIP
tracking software
z Equipment Operations Module for formula management including product definitions
and equipment setups, and for capturing and storing information from production events
including product and production history and genealogy
z Equipment Performance Module (formerly known as DT Analyst™) equipment
downtime tracking and performance management software
z QI Analyst™ for using real-time and historical data to monitor, analyze, and predict
potentially harmful process variations, allowing for online adjustments for improved
production quality and consistency

Supervisory HMI Software Solutions


The Wonderware market-leading Supervisory HMI Software Solutions can be applied in process,
discrete, and hybrid markets where there is demand for an information and automation
infrastructure for centralized monitoring and control. These software solutions enable plant
personnel to:
z Easily design, build, deploy and maintain the most flexible and secure supervisory
solutions with the lowest total life-cycle costs
z Scale from a single machine up to multiple networked supervisory stations
z Integrate plant devices, databases, and control systems
z Incorporate strong security at the data-element level and for every user in the system
z Rapidly expand production and performance management solutions
z Standardize on a common set of supervisory HMI tools at all levels of the plant with
rugged Wonderware Industrial Tablets and Touch Panel Computers, which are pre-
bundled with powerful visualization software

Product Offerings
The Wonderware Supervisory HMI Software Solutions consist of a variety of products:
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery
z InTouch human-machine interface (HMI) software for process visualization and control
z InControl™ real-time control software

InTouch 10.0 for System Platform


1-12 Module 1 – Introduction

Geographically Distributed SCADA (Geo-SCADA) Software Solutions


Since the late 1980s, the Wonderware Geographically Distributed (Geo-SCADA) Software
Solutions have been present in almost every industry including water & wastewater, oil & gas,
facility management, power delivery, transportation, and telecommunications.

These solutions offer several unique features that can greatly benefit companies looking to
implement a new SCADA solution or upgrade an existing system.
z The easiest and most efficient, open software solution for SCADA
z Highly available, reliable, and scalable SCADA applications
z Single-click software redundancy
z Leverages ArchestrA architecture for easy configuration and management of operational
and system security that is compatible with existing IT security capabilities
z Empowers users to design, build, deploy, and maintain standardized SCADA applications
z Lowest total system lifecycle costs

Product Offerings
The Wonderware Geo-SCADA Software Solutions consist of a variety of products:
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery.
z InTouch human-machine interface (HMI) software for process visualization and control
z SCADAlarm™ event notification software for real-time alarm notification, data acquisition,
and remote control from telecommunication devices to industrial automation software
systems

Wonderware® Training
Section 1 – Course Introduction 1-13

Wonderware Individual Software Products


All the latest Wonderware software offerings leverage the latest ArchestrA technology and are
essential to the Wonderware Production and Performance Management, GEO-SCADA, and
Supervisory HMI Software Solutions.
The following Wonderware products offer increased functionality and flexibility as well as
extensive connectivity:
z Wonderware Application Server (formerly known as Industrial Application Server) for
system-wide, real-time data acquisition, alarm and event management, centralized
security, data manipulation, remote deployment, and collaborative engineering
„ ArchestrA Object Toolkit for creating application objects for use within the
Wonderware Application Server
z InTouch human-machine interface (HMI) software for process visualization and control
z Wonderware System Platform providing a core set of service capabilities as a
foundation for application development, operations, and information delivery
z Functional Modules for seamlessly integrating new functional capabilities into
Wonderware Application Server applications using a modular approach, including:
„ Equipment Operations Module for formula management and real-time production
events collection
„ Equipment Performance Module (formerly known as DT Analyst) for equipment
downtime tracking and performance management
„ Manufacturing Execution Module (formerly known as InTrack) for resource and
WIP tracking
z Wonderware Historian (formerly known as IndustrialSQL Server) real-time historian for
SCADA and factory data
z Wonderware Information Server (formerly known as SuiteVoyager) Web analysis
software for Internet/intranet visualization and content management
z Device and Software Connectivity Tools offering a library of hundreds of DA Servers
and I/O Servers, the DA Server Toolkit, and Device Integration (DI) Objects
z InTouch View human-machine interface (HMI) software as a visualization client for the
System Platform
z ActiveFactory trending and analysis software for accelerating and improving decision-
making at all levels within an organization
z QI Analyst statistical process and quality control software to predict process variations
and enable online adjustments for improved production
z InControl real-time control software
z InBatch flexible batch management software
z SCADAlarm event notification software for real-time alarm notification, data acquisition,
and remote control from telecommunication devices to industrial automation software
systems
z InTouch for Terminal Services software for remote hosting of InTouch applications
Wonderware software offers robust, best-of-breed software components that empower customers
to effectively develop and manage their automation and information applications in continuous,
discrete, process, hybrid, and batch manufacturing environments.
The Wonderware mission is to power intelligent plant decisions in real time.

InTouch 10.0 for System Platform


1-14 Module 1 – Introduction

Wonderware System Platform Framework


ArchestrA provides an infrastructure for simplifying the development, deployment, lifecycle
maintenance, and administration of distributed automation applications.
The supervisory control and manufacturing information environment is served by a variety of
systems, including (HMI), Distributed Control Systems (DCS), Supervisory Control and Data
Acquisition systems (SCADA), Process Information Management systems (PIM), Manufacturing
Execution Systems (MES), batch and recipe management systems, and advanced control/
simulation systems.
ArchestrA leverages advanced software technologies to fill the gap between ERP systems and the
control systems. This architecture provides the following:
z Framework: supports common services and a core set of system objects
z Domain Objects: are industry-specific objects
z Object Development Toolkit: allows 3rd parties to create new domain objects
customized for specific needs
The ArchestrA infrastructure, or Framework, supports core services that are required by most of
the different types of supervisory control and manufacturing information systems mentioned
above. These core services include the following:
z Integrated development environment
z Version management
z License management and centralized deployment
z System diagnostics and system administration
z Internationalization
z Data visualization and monitoring
z Event based processing, scripting, and calculation capabilities
z Alarm and event management, historization, and security
z Data acquisition and field device integration
z Inter-object communications and name service
z Reporting and ad-hoc query capability
z Support for industry standards such as OPC and SQL
The ArchestrA Framework consists of:
z Configuration and Deployment Related Components: which include the centralized
object repository (called Galaxy Repository), integrated development environment (IDE)
and object deployment services (called Bootstrap). These components are installed just
like any other Windows® application. They are required for centralized deployment of the
runtime components.
z Runtime Components: which include PCs with core infrastructure (called Platforms), key
software applications (Engines) and objects (Framework Objects) that expose framework
related functionality. These components are centrally deployed and administered.

Wonderware® Training
Section 2 – Wonderware System Platform Review 1-15

Section 2 – Wonderware System Platform Review

Section Objectives
z Explain what components comprise the Wonderware System Platform
z Review the benefits of an integrated ArchestrA architectural environment

This section describes the Wonderware System Platform and reviews the fundamental concepts
and uses of the Wonderware System Platform.

Introduction
The Wonderware System Platform is a strategic industrial application platform built on ArchestrA
technology which uses Wonderware Application Server as its foundation. Designed to suit the
needs of industrial automation and information personnel, the Wonderware System Platform
provides a single platform for Geographically Distributed SCADA (Geo-SCADA), Supervisory HMI,
and Production and Performance Management. The System platform is a unified bundle of
previously available Wonderware software products, including: Wonderware Application Server,
Wonderware Historian, Wonderware Information Server and Device Integration products.
When used together, InTouch and the System Platform provide an industrial software solution set
which is significantly greater than the sum of their parts:
z The application server infrastructure provides InTouch developers with all of the
capabilities and benefits of true object-oriented application development in addition to
the traditional tag-based development capabilities of classic InTouch versions.
z The shared IDE (Industrial Development Environment) between InTouch and
Application server provide a single consistent environment for developing applications
and graphics.
z The shared IDE in combination with ArchestrA graphics capabilities provide a radically
new look for the powerful, yet previously inconspicuous features of application server,
allowing them to be brought to the forefront of the solution set.
z The ability to embed ArchestrA graphics objects into Application Server objects
provides, for the first time, the ability to encapsulate visualization and functionality into
the application server environment providing enormous time savings and benefits for
all user audiences within the customer base, and providing exciting new opportunities
to demonstrate previously somewhat academic capabilities of Application Server
The ArchestrA technology that the System Platform is built on is a comprehensive plant
automation and information architecture designed from the outset to extend the life of legacy
systems by leveraging the latest software technologies. Offerings built upon this architecture
empower decision-makers to achieve their business goals, without abandoning prior investments
in automation systems, production processes or intellectual property.
In the ArchestrA environment, software applications can be rapidly assembled rather than
programmed. New applications also can be created simply through the reassembly of existing
applications.

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1-16 Module 1 – Introduction

– Intentionally left blank –

Wonderware® Training
Lab 1 – Creating and Deploying a Galaxy 1-17

Lab 1 – Creating and Deploying a Galaxy


Introduction
In this lab you will create a new Galaxy, import automation objects that represent a Mixer
application, configure the objects to run on the local computer, and deploy the Galaxy. Throughout
this class you will use this Mixer application to develop a Human Machine Interface using InTouch
for System Platform. This lab will draw upon knowledge gained in the prerequisite courses.

Objectives
Upon completion of this lab you will be able to:
z Create a Galaxy
z Import Automation Objects
z Configure imported Automation Objects to be used on a local computer
z Deploy the Galaxy

InTouch 10.0 for System Platform


1-18 Module 1 – Introduction

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Create a Galaxy and import Automation Objects


a. Create a new Galaxy named MixerGalaxy and import the Mixer Objects.aaPKG package file
that contains preconfigured object templates and instances. The package file is located in the
C:\InTouch for System Platform Training folder.

Configure the Galaxy


b. Configure the TWinPlatform object to use the network address of your computer and the
TAppEngine object to use the Historian on your computer.
c. Configure the InControl object to use the proper Server node, supplied by your instructor. Do
not use localhost.
d. Rename the Mixer_XX0 and Mixer_XX1 instances (located under the Line1 and Line2 areas)
to use your student number (assigned by instructor). For example, if your student number is
05, you will rename Mixer_XX0 to Mixer_050.

Deploy the Galaxy, Ensure Data is Being Received


e. With the Galaxy set up, cascade deploy TWinPlatform.
f. Create a Watch Window in Object Viewer. Add the following attributes to the Watch Window
to test the objects and verify that the values are changing.

Object Attribute
Inlet1_001 PV
Inlet2_001 PV
LIT_001 PV
Outlet_001 PV
Pump1_001 PV
Pump2_001 PV
TT_001 PV

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 1 – Creating and Deploying a Galaxy 1-19

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a Galaxy
1. Start the Integrated Development Environment (IDE) by selecting Start / All Programs /
Wonderware / ArchestrA IDE.
Upon initial start of the IDE you are prompted for a Galaxy connection. This will display the
Connect to Galaxy dialog box.
The GR Node Name field will reflect the name of your computer.
2. Click the New Galaxy button to create a new Galaxy.

The New Galaxy dialog box appears.


3. Enter the Galaxy Name for the Galaxy. For this course, use the name MixerGalaxy.
4. Make sure Base_Application_Server.cab is selected in the Galaxy type drop-down list.
Click Create to continue.

This will bring up a dialog box that indicates the new Galaxy is being created.

InTouch 10.0 for System Platform


1-20 Module 1 – Introduction

5. Click Close when the process is 100% complete.


6. Click Connect to close the Connect to Galaxy dialog box and display the IDE.

Import the Automation Objects


7. In the ArchestrA IDE, select Galaxy / Import / Object(s)…
8. In the Import Automation Object(s) dialog box, browse to locate the Mixer Objects.aaPKG
file that contains preconfigured object templates and instances. The package file is located in
the C:\InTouch for System Platform Training folder.
9. Select the file and click Open to continue.

Wonderware® Training
Lab 1 – Creating and Deploying a Galaxy 1-21

The Import Preferences dialog box displays.


10. Accept the default selections in the Import Preferences dialog box and click OK.

A progress box displays during the Galaxy load process.


An Import Automation Object(s) dialog box appears indicating that the Load was successful.
11. Click Close.
You should see a new toolset in the Template Toolbox named Training Objects which
contains the Mixer System templates. The Training Objects folder is expanded in the following
view:

InTouch 10.0 for System Platform


1-22 Module 1 – Introduction

12. Expand the MixerGalaxy in Model view. (Hint: Press the * key on the number keypad.)
The imported Galaxy displays:

Wonderware® Training
Lab 1 – Creating and Deploying a Galaxy 1-23

Configure and Deploy the Galaxy


13. Double click the TWinPlatform object to open the editor.
14. On the General tab, enter the name of the local computer for Network address, or use the

Ellipsis button to browse to the name of your local computer.

15. Click the Save and Close button to check in the object.

16. When you are prompted for Check In comments, enter a Comment and click OK.
17. Open the TAppEngine for editing.
18. Check the Enable storage to historian checkbox. The Enable Tag Hierarchy checkbox
becomes checked by default.
19. In the Historian field, enter the name of your local computer.

20. Click the Save and Close button to check in the object.

InTouch 10.0 for System Platform


1-24 Module 1 – Introduction

21. Open the InControl object for editing.


22. Enter the correct Server node. Your instructor will provide this. Do not use localhost.
23. Click the Save and Close button to check in the object.

24. Rename the Mixer_XX0 instance to match your student number, where XX = student # {01,
02, 03…}. In the next figure Mixer_XX0 is renamed Mixer_010, and Mixer_XX1 is renamed
Mixer_011.

Change XX to your
student number

You must change XX to your


student number or later labs
will not function

Your instructor will provide


student number. In the
Wonderware training rooms,
this will match your computer
node.

A warning dialog box will appear.


25. Click Yes in the Warning dialog.

26. Click the Deployment tab.


27. Right-click the TWinPlatform object and select Deploy to deploy the galaxy.
28. Retain the defaults in the Deploy window and click OK.
This will take a few moments.

Wonderware® Training
Lab 1 – Creating and Deploying a Galaxy 1-25

29. Click Close when 100% complete.

30. Right-click on Inlet1_001 and select View in Object Viewer to view the object attributes in
Object Viewer.
31. Expand the objects.
32. Add the following attributes to the Watch Window to test the object and verify that the values
are changing. Click and drag each Attribute to the AttributeReference column in the Attribute
Monitoring section of Object Viewer.

Object Attribute
Inlet1_001 PV
Inlet2_001 PV
LIT_001 PV
Outlet_001 PV
Pump1_001 PV
Pump2_001 PV
TT_001 PV

InTouch 10.0 for System Platform


1-26 Module 1 – Introduction

You should see the data in the Values column updating:

Wonderware® Training
Section 3 – ArchestrA Visualization 1-27

Section 3 – ArchestrA Visualization

Section Objectives
z Describe managed InTouch applications

This section introduces ArchestrA Graphics and creation of a managed InTouch application.

Introduction
InTouch provides the tools to develop interactive and animated graphical displays - "InTouch
applications". The behavior of those displays, including the animation and visual representations,
can be associated with properties of industrial processes and equipment through real-time data
provided by the Wonderware System Platform. InTouch provides multiple user interface
capabilities including keyboard, mouse, tablet and touch screen inputs as well as multi-screen
outputs. InTouch offers a host of capabilities that provide value for Engineering, Operations and IT
departments.
ArchestrA Graphics: ArchestrA Graphics are developed through the ArchestrA IDE and allow
you to customize graphical representations of your processes in virtually any permutation desired.
ArchestrA Graphics are embedded within Application Server objects, so everything about a given
object is defined within it - alarms, history, logic, graphics, and so on, allowing greater flexibility.
This allows:
z Object re-use: Objects can be derived from templates and pre-configured to work
within the environment they are embedded to reference the desired object attributes
z Centralized development of equipment including graphical representation
What is InTouch for System Platform?
InTouch for System Platform is configured and licensed to be used as a visualization client in
conjunction with the Wonderware System Platform, displaying data from objects defined in a
Wonderware Application Server galaxy.
What is a managed InTouch Application?
A managed InTouch Application is one that is created from within the ArchestrA IDE, and deployed
as an object in the Wonderware Application Server application. Creating a managed Application
allows use of ArchestrA Symbols. A managed InTouch Application exhibits the same kind of
behavior as other objects in the IDE, such as the ability to check out and check in, but opens in an
external development environment called WindowMaker, described next, and in detail in
Module 2, “Development Environment,”page 2-3.

InTouch 10.0 for System Platform


1-28 Module 1 – Introduction

InTouch Components
InTouch consists of three main components:
WindowMaker: The InTouch development environment, where object-oriented graphics are used
to create animated, click-sensitive display windows. You can embed ArchestrA graphics in
InTouch windows.
WindowViewer: The Runtime environment used to display the graphic windows created in
WindowMaker.
Application Manager: Organizes the applications you create.

Create a managed InTouch Application for System Platform


a. In the ArchestrA IDE derive a template from the $InTouchViewApp object found in the
System toolset of your Galaxy.
b. Open the new template and select the Create new InTouch application radio button.
c. Click Next.

d. Click the InTouchView application checkbox. This will confine data usage to those objects
defined in a Wonderware Application Server galaxy.
e. Click Next.

WindowMaker, the InTouch development environment opens. It will be described in detail in


Module 2, “InTouch”.

Wonderware® Training
Lab 2 – Creating a New InTouch Application 1-29

Lab 2 – Creating a New InTouch Application


Introduction
This lab walks you through the steps necessary to create a simple managed InTouch Application
for System Platform. This application will be used in later labs during this course.

Objectives
Upon completion of this lab you will be able to:
z Create a new managed InTouch Application for System Platform

InTouch 10.0 for System Platform


1-30 Module 1 – Introduction

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

General Steps
a. From the ArchestrA IDE, derive a new $InTouchViewApp template named
MixerApplication.
b. Assign the $MixerApplication template to the Training Objects toolset.
c. Open the $MixerApplication template to create a new InTouchView application named
MixerApplication. (Be sure to check the InTouchView application checkbox).

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 2 – Creating a New InTouch Application 1-31

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a new managed InTouch Application


1. In the ArchestrA IDE Template Toolbox, expand the System Toolset.
2. Right-click the InTouchViewApp object and choose New / Derived Template.

3. Rename the new template MixerApplication.

InTouch 10.0 for System Platform


1-32 Module 1 – Introduction

4. Assign the $MixerApplication template to the Training Objects toolset.

5. Double-click $MixerApplication.
6. Accept the default: Create new InTouch application and click Next.

7. Check the InTouchView application checkbox to create an InTouch for System Platform
application, enter a Description, and click Next.

Wonderware® Training
Lab 2 – Creating a New InTouch Application 1-33

InTouch WindowMaker displays. It will be described in detail in Module 2, “InTouch”.

InTouch 10.0 for System Platform


1-34 Module 1 – Introduction

– Intentionally left blank –

Wonderware® Training
Section 4 – System Requirements, Licensing and Support 1-35

Section 4 – System Requirements, Licensing and Support

Section Objectives
z Describe the necessary system requirements for a successful installation
z Discuss Licensing requirements
z Discuss Support services

This section provides a detailed explanation of the system requirements necessary for System
Platform, discusses Licensing details and covers Support services.

Note: There are Online Seminars available for the Installation of Wonderware Software. To
register, visit www.wonderware.com/training or call 1-866-WW-TRAIN (1-866-998-7246) or
email Wonderware Training at training@wonderware.com.

Hardware Requirements
The following list shows the recommended hardware requirements to install InTouch 10.0 for
System Platform in conjunction with Wonderware Application Server 3.0.
ArchestrA and InTouch Development:
z Dual core PC with 2 gigahertz (GHz) or faster processor clock speed, or single core PC
with 2 gigahertz (GHz) or faster processor clock speed (dual core processor
recommended for optimal performance)
z 2 gigabytes (GB) or more of RAM. (1 GB minimum supported; may limit performance of
some features) The Galaxy Repository locks the SQL Server maximum memory usage to
65% of the physical memory.
z 4 gigabytes (GB) or more of available hard disk space
ArchestrA Runtime:
z PC with 2 gigahertz (GHz) or faster processor clock speed
z 1 gigabyte (GB) or more of RAM
All Systems (IDE, GR, Runtime):
z 30 gigabytes (GB) of available hard disk space
z Super VGA (1024 x 768) or higher resolution video adapter and monitor
z CD-ROM or DVD drive to read Wonderware installation media
z Keyboard
z Mouse or compatible pointing device
The Windows Vista operating system imposes hardware requirements that may exceed the
minimum requirements for Application Server version 3.0. If you intend to run Application Server
3.0 with Windows Vista, see the following Microsoft web site for hardware requirements:
www.microsoft.com/windows/products/windowsvista/editions/systemrequirements.mspx

InTouch 10.0 for System Platform


1-36 Module 1 – Introduction

Software Requirements
This section describes the operating system and other software requirements to install InTouch
10.0 for System Platform in conjunction with Wonderware Application Server 3.0.
Operating System
The following table lists the supported operating systems that can be installed on computers
running server, client, and run-time components.
Application Server Components
ArchestrA Run Galaxy
Operating Systems ArchestrA IDE
Time Repository
Windows Vista Business (See Vista Restrictions) 5 5 5
Windows Vista Enterprise (See Vista Restrictions) 5 5 5
Windows Vista Ultimate (See Vista Restrictions) 5 5 5
Windows Server 2003 Standard Edition SP2 5 5 5
Windows Server 2003 Enterprise Edition SP2 5 5 5
Windows Server 2003 Standard Edition R2 SP2 5 5 5
Windows Server 2003 Enterprise Edition R2 SP2 5 5 5
Windows XP Professional SP2 5 5 5
Windows XP Tablet 2005 5

Notes:
z Windows 2000 Professional, Windows 2000 Server, and Windows 2000 Advanced Server
are not supported operating systems for Application Server version 3.0. If you attempt to
install or upgrade Application Server on a computer running one of these operating
systems, an error message appears.
z Windows Server 2003 Standard Edition SP2 is the recommended operating system to run
server components.
z Windows XP Professional SP2 is the recommended operating system to run client
components.
z If you plan to run Application Server version 3.0 on computers running Windows Vista, all
editions except for Home Basic and Home Premium are supported. The Business Edition
is recommended.
z Windows XP Professional SP2 and Windows Vista may be used on a Galaxy Repository
Node for only single-node solutions.
The Bootstrap, IDE, and Galaxy Repository are supported on the following language versions of
Microsoft operating systems: English, Japanese, Chinese, German, and French. The Galaxy
Repository is also supported in English, Japanese, Chinese, German, and French versions of
Microsoft SQL Server 2005.

Wonderware® Training
Section 4 – System Requirements, Licensing and Support 1-37

Other Software Requirements


The following list describes other third-party software requirements to support InTouch 10.0 for
System Platform in conjunction with Wonderware Application Server 3.0.
z Microsoft SQL Server 2005
„ SQL Server 2005 with SP2 (Standard or Enterprise) is the only database supported
by Application Server version 3.0. The Compact, Express, and Workgroup editions of
SQL Server 2005 are not supported for the Galaxy Repository.
„ The SQL Server 2005 SP2 database must be installed on the same computer as the
ArchestrA Galaxy Repository.
„ TCP/IP must be enabled on the computer running SQL Server. The TCP/IP protocol
setting can be verified from the SQL Server 2005 Network Configuration under SQL
Server Configuration Manager.
z Microsoft Visual Studio 2005 (toolkits only)
z .NET Framework Common Language Runtime (CLR) 2.0.50727

Note: The Microsoft SQL Server login for BUILTIN\Administrators group must be present and
enabled.

Note: Application Server 3.0 requires installing Microsoft SQL Server 2005. You cannot use
Microsoft SQL Server 2000 with this version. You also cannot install and use Application Server on
a computer that has both Microsoft SQL Server 2000 and Microsoft SQL Server 2005 installed.

Vista Restrictions
z Application Server version 3.0 can run under Windows Vista Enterprise, Windows Vista
Business, or Windows Vista Ultimate. The Windows Vista Home Basic and Home
Premium editions are not supported.
z Users must log on as a Windows Vista administrator to run Application Server version 3.0.
You cannot run Application Server as a Windows Vista standard user or power user.
z You can run Wonderware 32-bit software only with a 32-bit version of Windows Vista.
Running Wonderware 32-bit software with a 64-bit version of Windows Vista on 64-bit
hardware is not supported
z The Windows Vista User Account Control (UAC) must be disabled when running
Application Server. Refer to Microsoft Windows Vista documentation for instructions to
disable UAC.
z When you disable Windows Vista UAC, you must restart the computer before attempting
to install the ArchestrA IDE or Wonderware Application Server. A Galaxy connection error
occurs if you attempt to install the ArchestrA IDE or Wonderware Application Server and
you did not restart the computer after you disabled the UAC.
z Windows Vista does not support a traditional Application Server 3.0 single-node
configuration that includes Wonderware Historian (formerly IndustrialSQL Server).
z A Vista Platform cannot be configured to be an alarm provider and also have InTouch
WindowViewer on the same computer configured to generate alarms. Only one of the two
will function properly as an alarm provider.
z Windows Vista does not support NetDDE. ArchestrA graphics make use of the client layer
when accessing InTouch tags, and appear as a third-party client trying to access
WindowViewer as a data server. As a result, ArchestrA symbols cannot communicate with
InTouch tags. Windows Server 2003 and Windows XP Pro still support NetDDE.
z Application Server 3.0 cannot be configured to run as a service under Windows Vista.
Windows Vista security prevents started Windows services from interacting with desktop

InTouch 10.0 for System Platform


1-38 Module 1 – Introduction

objects. When Application Server 3.0 is installed on a computer running Vista, scripts do
not run correctly if they include the InTouch ActivateApp() and SendKeys() functions.
These functions interact with desktop objects by starting Windows programs and sending
keystrokes to these programs.
z The Galaxy Repository is only supported on Vista for single-node systems. For multiple-
node Galaxies, Windows Server 2003 is the preferred operating system for the Galaxy
Repository node.
Using Multiple Network Interface Cards with Vista
If you are using multiple network interface cards (NICs), you must configure certain settings for the
firewall or else a remote Vista node cannot connect to a Galaxy Repository node.
A connection in Vista is a term used to define a network interface card (NIC), its settings and the
settings of whatever the NIC is connected to. Under certain circumstances, the connection on your
computer can change if, for example, the IP address on the computer to which you are connected
changes. Your computer's connection can be affected by external factors. During boot, and each
time a connection changes, Vista goes through an "Identifying" process to determine which profile
should be assigned to the connection.
A profile is a collection of firewall settings that can be applied to a connection. There are three
profiles currently defined in Vista: “Domain”, “Public” and “Private”.
z The Domain profile is assigned automatically to a connection if a domain controller for the
domain to which the computer is a member is found on the connection.
z The Public profile is designed to keep the computer from being visible to other computers
on the network. Network discovery is turned off for the Public profile.
z The Private profile is used for a more trusted environment. Network discovery is turned on
for a Private profile. Firewall exceptions and rules can be created on any or all of these
profiles.
This is important because the OS Configuration utility and the Vista Firewall utility apply their
firewall exceptions to the Domain and Private profiles only.
As previously noted, you can specify which profile you want assigned to a connection as long as
that connection is not a Domain connection. This is done through the "Network and Sharing
Center". Click on the Network icon in the right-hand side of the task bar and then click on one of
the networks that is displayed. You can change a connection from a Public profile to a Private
profile. The firewall calls these settings "Profiles" but the network calls them "Location types".
On computers using dual NICs, the first NIC is normally connected to the domain and is assigned
the Domain profile automatically. The second NIC is typically assigned the Public profile.
The first issue is that your entire computer (all connections) is restricted to the most restrictive of
the profiles assigned to any connection. So if the second connection was assigned a profile of
Public, none of the firewall exceptions set by the OS Configuration or Vista Firewall utilities will be
allowed. The exceptions were set for Domain and Private only, not Public. You must set the
second connection to the Private profile for any of the firewall exceptions to work.
The second issue is that it appears that a re-boot of your computer, or even a re-boot of a
computer to which you are connected, can change your connection back to the Public profile.
Once again the firewall exceptions will not be effective. You'll have to change the connection back
to the Private profile after each re-boot or a re-boot of the connected computer.
To avoid these NIC issues and prevent the “Identifying” process from taking place on a connection
and changing the assigned profile, certain items must be present in the definition of the
connection. Follow the rules below:
1. If you have only one NIC, no action is required. The profiles and firewall rules are automatic.

Wonderware® Training
Section 4 – System Requirements, Licensing and Support 1-39

2. If you have two NICs follow the actions below:


z If the second NIC is not physically connected to anything (that means no wire in it), no
action is required. The profiles and firewall rules are automatic.
z If the second NIC is connected, it MUST be configured. Follow the rules for
configuring a normal redundancy setup, Vista will identify this NIC and assign it a
Private profile. If the NIC is not configured, Vista will assign a profile of Public to this
NIC and cause all of our firewall exceptions to be deactivated on all NICs. For the NIC
to be configured properly, give it an IP address, sub net mask and gateway address.
The gateway address can be the same as the IP address. Usually these addresses
will be the internal, non-routable addresses like 192.168.0.x or the 10.x.x.x range.
z If you have more than two NICs, make sure all connected NICs are configured with an
IP address and default gateway address and have been assigned a profile of Private.

Application Server Licensing

Term Description
Galaxy This refers to the total Application Model that resides in a Galaxy repository.
Also the single Namespace.
Platform Count Number of PCs in the Galaxy (note each InTouch needs a platform to be part
of the Galaxy Namespace).
I/O Count Number of I/O points being accessed into the Galaxy.
ArchestrA IDE Integrated Development Environment (the editing environment for Application
Server). Only available as part of the ArchestrA Development License.

Access to the Galaxy Repository is controlled by a license. If a license-related message is


displayed when you are attempting to open the IDE, you have a problem with your license. This
message may indicate one of the following conditions:
z No license has been installed.
z Your license has expired.
z You may have exceeded the licensed I/O count or number of WinPlatforms.
Use the License Utility to correct these problems. Until the problem is resolved, you cannot:
z Open the ArchestrA IDE.
z Connect to existing Galaxies.
z Create new Galaxies.
After you have updated your license, you should be able to connect to your Galaxy and open the
ArchestrA IDE with no further problems.

Note: If a license expires while you are using the ArchestrA IDE, you are not allowed to connect to
the Galaxy the next time you open the ArchestrA IDE.

To check your current license, expiration date (if any) and limitations (if any), double-click the
License icon at the bottom of the ArchestrA IDE Main Window

For more information on licensing requirements, please contact your local distributor.

InTouch 10.0 for System Platform


1-40 Module 1 – Introduction

InTouch for System Platform Licensing


When an InTouchView application starts, WindowViewer requests a specific InTouchView license
from the License Manager. If an InTouchView license is not available, License Manager requests
a full-featured InTouch license. If the InTouch line is successfully read, WindowViewer starts the
application. Otherwise, WindowViewer indicates the InTouchView license is unavailable and gives
a brief description of the problem. WindowViewer offers options to quit, retry, or run the
InTouchView application in demonstration mode.
To check your current license, expiration date (if any) and limitations (if any), from InTouch
WindowMaker or the InTouch Application Manager choose Help / About. Click View License to
start the ArchestrA License Manager and view your license.

Product Support
Wonderware provides responsive, award-winning teams of specialists committed to delivering
world-class customer support, training, and consulting services. For information on the various
customer support programs, contact your local distributor or access the Wonderware Technical
Support site online at http://www.wonderware.com/support/web/.
You will find a variety of information on the Technical Support site including the Expert Knowledge
Base, Documentation, FAQs, Tech Alerts, Tech Articles, Tech Notes, and Tech Support Forums.
When you first enter the site, you will have limited access. To gain access to the different areas
and services, you must first register.
Also on the Technical Support site is the Technical Support Policies, Terms & Conditions guide
which provides information on how to contact Technical Support, information on the support
policies and procedures, and much more.

Wonderware® Training
Module 2

InTouch
Section 1 – Development Environment 2-3
Section 2 – ArchestrA Symbols 2-21
Lab 3 – Building the Application Layout 2-25
Section 3 – Runtime Environment 2-39
Lab 4 – Deploying an InTouch Application 2-45
2-2 Module 2 – InTouch

Module Objectives
z Introduce the InTouch Development Environment, WindowMaker
z Explain and demonstrate window configuration in WindowMaker
z Use WindowMaker to create and manipulate objects

Wonderware® Training
Section 1 – Development Environment 2-3

Section 1 – Development Environment

Section Objectives
z Identify the features of the InTouch Development Environment, WindowMaker and the
Application Explorer
z Identify WindowMaker Interface elements

This section will identify features of WindowMaker, the Classic View and Project View panes, and
the development environment, including defining toolbars and buttons in the WindowMaker
interface.
The WindowMaker Interface
The WindowMaker user interface (UI) adheres to Windows XP standards. WindowMaker supports
features including (but not limited to) such features as right-click mouse support, floating and
docking toolbars, pull down menus, and context-sensitive help. Right-click menus provide quick
access to frequently used commands and a customizable color palette that provides 16.7 million
color support (limited only by your video display).
The WindowMaker development environment is configurable. When you initially open
WindowMaker, most of the available elements are automatically displayed including all toolbars,
the Application Explorer, and the status bar. You can show or hide any or all of these elements.
You can move the toolbars and the Application Explorer to any location within the WindowMaker
window. You can also display the optional ruler and turn the visible grid on and off.

InTouch 10.0 for System Platform


2-4 Module 2 – InTouch

The following figure shows the elements of the WindowMaker development environment using the
Conveyor Window in the ReactorDemo application that comes with Application Server 3.0. When
you create a new application and run WindowMaker for the first time, its program elements will
automatically appear in the default configuration as shown.

The main parts of the development


environment are:
z Fast switch button that opens
WindowViewer (InTouch runtime)
z Toolbars
z Application Explorer: Gives you
access to all application windows,
scripts, and configuration menus.
z Project view, which shows the
windows and scripts arranged
in a project format
z Classic view, which shows the
windows and scripts
z Development area: Where
windows are developed
z Status bar

The WindowMaker Application Explorer views (Classic and Project) provide a hierarchical
graphical view of the windows and items you have configured in your application and provides
easy access to them. It also provides quick access to many of WindowMaker's most commonly
used commands and functions.
Additionally, the Tools pane of the Application Explorer displays all installed add-on programs such
as SQL Access Manager, SPCPro, and Recipe Manager. It also provides you with a customizable
application launcher.
Windows and other InTouch elements can be created and configured from the Application
Explorer.

Note: You can configure the Tools pane of the Application Explorer to launch a Windows program.
This powerful feature allows you to quickly switch between your HMI configuration, I/O Server
configuration, and other control configurations.

Warning: Do not add WindowViewer (view.exe) to the Application Explorer. The proper way to
launch WindowViewer is by executing the WindowViewer command on the File menu, or by
clicking the Runtime fast switch in the WindowMaker menu bar.

Wonderware® Training
Section 1 – Development Environment 2-5

Using Panels and Toolbars


The WindowMaker panels and toolbars are configurable:
a. To hide or show toolbars and panels use the View menu item.
b. The toolbars and panels within WindowMaker can be "docked" to any edge of the
WindowMaker window or, "floated" anywhere within the WindowMaker window. Float or dock

an Application Explorer panel by selecting its handle and dragging it to the desired location.

c. Expand a pane in the Application Explorer panel by clicking the right arrow, or click the down
arrow to collapse a pane:

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2-6 Module 2 – InTouch

Navigating
You can expand or collapse the groups listed in the panes within each Application Explorer panel.
For example, if you double-click on a group, the icon expands and displays the group's members.
When you double-click on a member, it will open that member. All groups that contain members
are preceded with a plus sign . Click to expand the group and view its members, or click the
to collapse the group and hide its members.

WindowMaker Toolbars
The buttons on the WindowMaker toolbars are grouped by common functionality. For example, the
Arrange toolbar contains tools that you can use to quickly apply most of the commands found on
the Arrange menu.
When you hover your cursor over a button, a Tool Tip appears displaying the tool name:

General Toolbar
The General toolbar consists of buttons that execute most of the window commands found on
the File menu. The toolbar also includes the Microsoft Windows clipboard tools found in the
Edit menu.

Button Description
Executes the New Window command on the File menu to open the Windows Properties
dialog box to create a new window.
Executes the Open Window command on the File menu to open the Windows to Open
dialog box listing the names of existing windows that you can select to open.
Executes the Close Window command on the File menu to open the Windows to Close
dialog box listing the names of all currently open windows that you can select to close.
Executes the Save Window command on the File menu to open the Windows to Save
dialog box listing the names of all currently open windows that have been modified since they
were last saved.
Executes the Save All Windows command on the File menu to save all currently open
windows that have been modified since they were last saved. This tool does not ask for
confirmation on a per window basis. It saves all modified windows automatically.
Executes the Duplicate command on the Edit menu to duplicate the currently selected
object(s) in the window.
Executes the Cut command on the Edit menu to cut the currently selected objects(s) from the
window and copies them to the Windows Clipboard.
Executes the Copy command on the Edit menu to copy the currently selected objects(s) and
copies them to the Windows Clipboard. (Copied objects are not erased from the window.)
Executes the Paste command on the Edit menu to paste any object that has been cut or
copied to the Windows Clipboard. (The cursor changes to the paste mode. Click in the
window to paste the copied or cut object.)
Executes the Undo command on the Edit menu to reverse (undo) the last action or command
applied to an object.
Executes the Redo command on the Edit menu to reverse (redo) the last undo action or
command applied to an object.
Executes the Print command on the File menu to open the WindowMaker Printout dialog
box used to print database and window information and QuickScripts.

Wonderware® Training
Section 1 – Development Environment 2-7

Wizards Toolbar
The Wizards toolbar contains the tools used to embed ArchestrA Graphics, access the
Wizard Selection dialog box. You can add any installed wizard or ActiveX control to the
toolbar using the Wizard Selection / Add to toolbar feature.

Button Description
Displays the Wizard Selection dialog box used for selecting wizards to paste into your
application.
Executes the Embed ArchestrA Graphic command on the Edit menu used for selecting
ArchestrA Symbols to place into your application.
SmartSymbols are superseded by ArchestrA Graphics in managed InTouch applications.

Format Toolbar
The Format toolbar is grouped with tools that execute most of the text object formatting
commands found on the Text menu. It also contains the tools used to access the color palette
to select line, fill, text, window background and transparent object color.

Button Description
Executes the Font command on the Text menu to open the Font dialog box used to select
the font, its style and size.
Executes the Bold command on the Text menu to apply bold styling to single or multiple
text string selections and numeric value fields.
Executes the Italic command on the Text menu to apply italic styling to single or multiple
text string selections and numeric value fields.
Executes the Underline command on the Text menu to apply underline styling to single or
multiple text string selections and numeric value fields.
Executes the Reduce Font command on the Text menu to reduce the point size of a
sizeable font. Apply this command by selecting the text string(s) and clicking on the tool.
Executes the Enlarge Font command on the Text menu to enlarge point size of a sizeable
font. This command can be applied by selecting the text string(s) and clicking on the tool.
Executes the Left Justified command on the Text menu to align the left edge of single or
multiple text string selections and numeric value fields.
Executes the Centered command on the Text menu to center single or multiple text string
selections and numeric value fields.
Executes the Right Justified command on the Text menu to align the right edge of single
or multiple text string selections and numeric value fields.
Opens the color palette used to select the color for a line object or an object's outline.

Opens the color palette used to select an object's fill color.

Opens the color palette used to select an object’s text color.

Opens the color palette to select a window's background color.

InTouch 10.0 for System Platform


2-8 Module 2 – InTouch

Button Description
Opens the color palette to select a transparent color for a bitmap object.

Drawing Toolbar
The Drawing toolbar is grouped with all the tools used to draw both simple graphic objects
(rectangles, ellipses, lines, or text objects) and complex objects (real-time trends, historical
trends, bitmaps, and 3-dimensional buttons with labels).

Button Description
Selector mode used to select objects in the window.

Rectangle tool used to draw rectangles or squares.

Rounded rectangle tool used to draw rectangles or squares with rounded corners.

Ellipse tool used to draw ellipses or circles.

Line tool used to draw lines at any angle.

Line tool used to draw horizontal or vertical lines.

Line tool used to draw polylines.

Shape tool used to draw polygons.

Text tool used to enter text objects.

Bitmap tool used to draw a bitmap container for pasting a bitmap directly from the Windows
Clipboard or one of the following file types: .BMP, .JPG, .JPEG, .PCX or .TGA.
Real time trend tool used to draw real time trend objects. (Not applicable to InTouch for
System Platform applications)
Historical trend tool used to draw historical trend objects. (Not applicable to InTouch for
System Platform applications)
Button tool used to draw a 3-dimensional button with a label.

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Section 1 – Development Environment 2-9

View Toolbar
The View toolbar is grouped with tools that execute most of the window commands found in
the View menu. These commands are used to control the state of the WindowMaker window.

Button Description
Executes the Classic View command from the View toolbar to show/hide the Application
Explorer Classic View.
Executes the Project View command from the Edit toolbar to show/hide the Application
Explorer Project View.
Toggles the Hide All command on the View menu on and off to hide/show all docked
toolbars.
When the hide all mode is active, the overall size of WindowMaker remains the same. To
return to normal mode, click the Hide/Restore All tool on the floating View Toolbar or click
on the View / Hide All command.
In the hide all mode, all floating toolbars remain visible and the View Toolbar automatically
floats on top of WindowMaker. If any of the floating toolbars are docked in the hide all
mode, the mode is automatically terminated.
Toggles Full Screen command on the View menu on and off to switch the display mode
from normal view to full screen.
To return to normal mode, click the Full Screen tool on the floating View Toolbar or click on
the View / Full Screen command.
In the full screen mode, all WindowMaker program elements are hidden except any open
windows and floating toolbars. The Restore Toolbar automatically floats on top of
WindowMaker.
In the full screen mode, the coordinates of the client area will remain the same. For
example, the top left is 0,0. The full screen mode automatically sets the coordinates after it
maximizes the client area, hides the Title Bar and menu bar and adjusts the client area to
mimic View's full screen mode.
Toggles the Snap to Grid command on the Arrange menu on and off to show/hide the
visible grid used to align objects. It works with the Arrange / Snap to Grid command.
If the Snap to Grid option in the WindowMaker Properties dialog box is not selected, this
tool will have no effect.
Turns the Ruler command on the View menu on and off to show/hide the ruler.

The Show/Hide ArchestrA Graphic Anchor Points toggles the on/off displays of the
anchor that allows you to fasten an ArchestrA symbol to a specific position/location for the
purposes of animation. Only available for managed InTouch Applications.

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Snap to Grid

Click the Snap to Grid tool on the View toolbar to turn snap to grid on and off.
When you are arranging objects in your windows, turning on the grid will cause your graphic to
snap at the upper left pixel interval on the grid. If you select multiple objects, the snapping will be
applied to the upper left corner of the first object selected in the group.
With Snap to Grid on, you may use the arrow keys to move an object the number of pixels
between grid coordinates (10 by default). Select an object and hold down the SHIFT key, press an
arrow key (up, down, right, or left) in order to move an object twice the number of pixels between
grid coordinates (20 by default), or the CTRL key to move the object 4 times the number of pixels
between grid coordinates (40 by default).
If Snap to Grid is off, you may select an object and hold down the SHIFT or CTRL key, press an
arrow key (up, down, right, or left) in order to move an object in 10-pixel increments (SHIFT) or 50-
pixel increments (CTRL). Use the arrow keys alone to move an object 1 pixel at a time. These
features can be useful when making fine alignment and location adjustments.

Note: By default, the grid is set to 10 pixels and visible when you initially start WindowMaker. You
can configure the pixel interval for the grid through the WindowMaker Properties dialog box,
described later in this section.

Ruler

The WindowMaker ruler can be used to do precision alignment of the objects in your windows,
and when determining the movement of an object during an animation sequence.
The small tick marks are spaced 5 pixels apart. The medium tick marks are spaced 10 pixels apart.
The numbered large tick marks are spaced 50 pixels apart.

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Section 1 – Development Environment 2-11

Pan and Zoom Toolbar


The Pan and Zoom toolbar allows you to quickly move around a window and enlarge or
reduce the magnification level.

Button Description
Zoom out from the area where you click.

Zoom in on the area where you click.

Zoom Normal returns to the default magnification level (100%).

Rubber Band Zoom uses the mouse to select a specific area to zoom in on.

Show / Hide thumbnail of your window on which you can drag a red box around to
pan or resize the red box to zoom in and out.
Pan moves the position of the viewing area.

Use the Zoom Entry Box to select or enter a magnification level. Note that not all
items can be zoomed. Zooming over 100% will display graphics placeholders in place
of ArchestrA Graphics. For more information please see the product documentation.

If your mouse has a scroll wheel, you can hold down the Ctrl key and scroll forward to zoom in and
scroll backward to zoom out.

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Arrange Toolbar
The Arrange toolbar is grouped with tools that execute most of the object arranging
commands found on the Arrange menu. Most of the arrange toolbar elements buttons are
activated if more than one object is selected.

Button Description
Executes the Align Left command on the Arrange / Align submenu. Aligns the left edge
of all selected objects with the left edge of the left most selected object.
Executes the Align Center command on the Arrange / Align submenu. Aligns the vertical
centerline of all selected objects with the centerline of the group of objects selected.
Executes the Align Right command on the Arrange / Align submenu. Aligns the right
edge of all selected objects with the right edge of the right most selected object.
Executes the Align Top command on the Arrange / Align submenu. Aligns the top edge
of all selected objects with the top edge of the top most selected object.
Executes the Align Middle command on the Arrange / Align submenu. Aligns the middle
of all selected objects with the middle of the group of objects.
Executes the Align Bottom command on the Arrange / Align submenu. Aligns the bottom
edge of all selected objects with the bottom edge of the lowest selected object.
Executes the Align Centerpoints command on the Arrange / Align submenu. Aligns the
centerpoint of all the selected objects with the centerpoint of the group of selected objects.
Executes the Send to Back command on the Arrange menu to place all selected objects
behind all objects that are not selected.
Executes the Bring to Front command on the Arrange menu to place all selected objects
in front of all objects that are not selected.
Executes the Space Horizontal command on the Arrange menu to evenly space all
selected objects horizontally between the left most and right most selected objects.
Executes the Space Vertical command on the Arrange menu to evenly space all selected
objects vertically between the top most and bottom most selected objects.
Executes the Make Symbol command on the Arrange menu to combine multiple objects
into a single unit called a symbol.
Executes the Break Symbol command on the Arrange menu to break a symbol into its
individual components.
Executes the Make Cell command on the Arrange menu to combine multiple selected
objects into a single unit called a cell. When combining cells, each cell will be retained.
When the combined cell is broken, the original cells are restored.
Executes the Break Cell command on the Arrange menu to break a selected cell. When
combining cells, each cell will be retained. When the combined cell is broken, the original
cells are restored.
Executes the Rotate Clockwise command on the Arrange menu to rotate selected
objects clockwise 90 degrees.
Executes the Rotate CounterClockwise command on the Arrange menu to rotate
selected objects counter clockwise 90 degrees.
Executes the Flip Horizontal command on the Arrange menu to flip selected objects
horizontally.
Executes the Flip Vertical command on the Arrange menu to flip selected objects
vertically.
Executes the Reshape Object command on the Edit menu to reshape a polygon or
polyline.

Wonderware® Training
Section 1 – Development Environment 2-13

WindowMaker Status Bar


When an object is selected in a window, the WindowMaker status bar displays the object's upper
left X and Y pixel coordinates and the object's pixel height and width. The X and Y pixel
coordinates displayed are relative to the window the object is in, rather than the overall
WindowMaker workspace.

When multiple objects are selected, the status bar displays the width and height for the entire
group.

When a blank area of a window is clicked, the status bar displays the X and Y coordinates for the
current location of the cursor in the window.

Manual Positioning and Sizing


In the WindowMaker status bar, there are controls for manually positioning and resizing objects.
Select on object on the window, and then click in the controls to enter exact X,Y coordinates and
W,H values. You can also select multiple objects and move or resize them as a group.

Note: You must press the ENTER key to accept and apply manual positioning and sizing entries.

Tip: Hold the Shift key down while drawing rectangles, rounded rectangles, and ellipses to
constrain the height and width and to create exact squares and circles.

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2-14 Module 2 – InTouch

WindowMaker Properties
Using the WindowMaker Properties dialog box, you can configure preferences and options
affecting the behavior of WindowMaker. The WindowMaker Properties dialog box can be accessed
through the Special / Configure / WindowMaker menu option or through the WindowMaker
option found in the Tools pane (Classic View) under Configure.
In the WindowMaker Properties window you can:
z Change the title bar text
z Show the folder name of the open application in the title bar
z Display the grid or turn off the grid
z Change the spacing between the pixels on the grid
z Show the tag count (Not useful in an InTouch for System Platform application)
z Set an option to close WindowMaker when switching to WindowViewer
z Set an option to pick through hollow objects
z Enable fast switch from WindowMaker to WindowViewer
z Set the precision for line selection
z Set the number of undo levels
z Change the default fonts for text and buttons

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Section 1 – Development Environment 2-15

Creating a New Window


Your InTouch application is comprised of windows that can contain graphics, text objects,
animations, and action scripts. When you first create the window, you define properties of the
window itself such as background color, title, and screen position. The General Toolbar contains
buttons for most of the commands in the File menu. To create a new window, click the New
Window button in the General toolbar.

Window Properties

Configure the basic window properties. Do the following:


a. In the Name box, type a unique name that identifies the window.
b. In the Comment box, type any comments you want associated with the window. The comment
must be 50 characters or fewer, and is optional.
c. Click the Window Color box to select the background color for the window.
d. In the Window Type area, configure how the window opens at run time.
z Click Replace for the window to automatically close any windows it intersects with when it
appears on the screen.
z Click Overlay for the window to appear on top of currently open windows. It can be larger
than the window(s) it is overlaying. When an overlay window closes, any windows behind
it reappear. Clicking on any visible portion of a window behind an overlay window brings
that window to the foreground as the active window.
z Click Popup for the window to always stay on top of all other windows. Popup windows
usually require a response from the user to be removed.
e. In the Frame Style area, configure the border around the window.
z Click Single for a three-dimensional bordered window which can have a title bar and size
controls. Select the Title Bar check box to include the title bar.
z Click Double for a three-dimensional bordered window with no title bar and cannot be
sized without size controls.
z Click None for a window with no border or title bar and that cannot be sized without size
controls.
f. Select the Size Controls check box to allow users to resize the window at run time.

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2-16 Module 2 – InTouch

g. In the Dimensions area, specify the window location and dimensions. Do the following:
z In the X Location box, type the number of pixels between the left edge of the design area
and the left edge of the window being defined.
z In the Y Location box, type the number of pixels between the top edge of the design area
and the top edge of the window being defined.
z In the Window Width and Window Height boxes, type the window width and height in
pixels.
h. Click OK.
Duplicating Windows
i. To create copy of an existing window, open the window to be duplicated and select File / Save
Window As in the main WindowMaker menu. Name the window and click OK.
Adding Applications to the Application Explorer
One of the most powerful features of WindowMaker’s Application Explorer is its ability to launch
other ArchestrA and third-party Windows applications from within WindowMaker.
For example, you can run/configure an I/O Server program and develop your application
simultaneously. You can launch third-party Windows programs that you frequently use such as
Windows Notepad, Wordpad, Microsoft Excel, Microsoft Word, Microsoft Paint, among others. You
can also configure the Application Explorer to open a specific document or spreadsheet in a
program.

Note: The InTouch add-on programs, SQL Access, SPC Pro, and Recipe Manager are
automatically added to the Application Explorer once they are installed.

To add an application to the Application Explorer


a. Right-click Applications and select New.

b. In the Name field of the Application Properties dialog box, enter the name to be displayed in
the Application Explorer. For this example, enter Notepad.

c. Click the ellipsis button and select an application.


d. Click Open.

Wonderware® Training
Section 1 – Development Environment 2-17

e. Click the Start Style drop-down list to select how the application will appear when it is started
from within WindowMaker.

f. Click OK.
The application is added to the Application Explorer under the Applications icon. You can
now run the application at any time from WindowMaker.

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2-18 Module 2 – InTouch

Opening and Closing Windows with Buttons


Drawing and animation features available in the ArchestrA Symbol Editor are similar to those
found in WindowMaker, and therefore will not be covered in depth in this section but instead will be
discussed in Module 3, “ArchestrA Symbols”.
Create a Button and Edit the Label

a. Click the Button tool found in the Drawing toolbar to draw a button in a WindowMaker
window.
b. Move the cursor over the window. The cursor changes to a crosshair (+).
c. Click on the window and draw a button (click and hold the left mouse button and drag it down
and to the side). Release the mouse button when the size is adequate.

d. Right-click the new button and select Substitute / Substitute Strings to change the button
text.
e. Double-click the button to add animation.

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Section 1 – Development Environment 2-19

Configure Show Window Animation


f. Click the Touch Pushbuttons / Show Window button.

g. Select a window to display when the button is pushed in runtime and click OK.

h. Click OK again to close the animation dialog box.


i. Click the Runtime fast switch button to test the button animation.

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2-20 Module 2 – InTouch

Configure Hide Window Animation


An individual button can be assigned the Show Window or Hide Window Touch Pushbuttons
animation, but not both. To configure a button to hide a window:
a. Use the Create a Button and Edit the Label steps on page 2-18 to create and re-label a new
button.
b. Double-click the button to add animation.
c. Click the Touch Pushbuttons / Hide Window button.

d. Select a window to hide when the button is pushed in runtime and click OK.

e. Click OK again to close the animation dialog box.


f. Click the Runtime fast switch button to test the button animation.

Wonderware® Training
Section 2 – ArchestrA Symbols 2-21

Section 2 – ArchestrA Symbols

Section Objectives
z Explain how to embed ArchestrA Symbols in an InTouch window

This section discusses how to embed ArchestrA Symbols found in the ArchestrA Symbol Library in
an InTouch window.

About ArchestrA Symbols


ArchestrA Symbols are graphical symbols that you can use to visualize data in an InTouch HMI
application. They are managed by the IDE and, therefore, can only be used with managed InTouch
applications. Application Server comes with the ArchestrA Symbol Library which contains
catalogues of pre-drawn and pre-configured ArchestrA graphic objects.
With Wonderware Application Server and InTouch for System Platform you can:
z Embed predrawn ArchestrA Symbols found in the ArchestrA Symbol Library into a window
of a managed InTouch application
z Create new ArchestrA Symbols from scratch
z Tightly integrate ArchestrA Symbols and ArchestrA objects
How to animate ArchestrA Symbols and draw ArchestrA Symbols from scratch will be discussed in
Module 3, “ArchestrA Symbols”.

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2-22 Module 2 – InTouch

Insert an ArchestrA Symbol into an InTouch Window


You can insert an ArchestrA symbol into an InTouch Window of your managed InTouch application.
The ArchestrA symbol may either be part of:
z The Graphic Toolbox
z An ArchestrA object template (discussed in Module 3)
z An ArchestrA object instance (discussed in Module 3)
To insert an ArchestrA Symbol from the Graphic Toolbox

a. Click the Embed ArchestrA Graphic button to place an ArchestrA Symbol in a


WindowMaker window.

b. Click the Graphic Toolbox icon.


The Graphic Toolbox list appears on the left.
c. Select the desired symbol and click OK.

d. The insertion icon appears if the mouse is over the InTouch window.
e. Click in the InTouch Window to place the ArchestrA Symbol.

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Section 2 – ArchestrA Symbols 2-23

The selected symbol displays in the WindowMaker window:

How to create ArchestrA Symbols from scratch will be discussed in Module 3, “ArchestrA
Symbols”.

Editing an Inserted ArchestrA Symbol


You can easily edit an inserted ArchestrA symbol from within InTouch WindowMaker. The symbol
changes will be propagated to all instances of the ArchestrA Symbol.
To edit inserted ArchestrA symbols with the ArchestrA Symbol Editor
a. Right-click on the inserted ArchestrA symbol.
b. Select ArchestrA Graphic “<graphic name here>” / Edit Symbol.
The ArchestrA Symbol Editor with the ArchestrA symbol appears.

c. Edit the ArchestrA Symbol.


d. Save the ArchestrA Symbol and refresh your working copy in WindowMaker by double clicking

the Symbol Changed icon in the WindowMaker status bar.

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2-24 Module 2 – InTouch

– Intentionally left blank –

Wonderware® Training
Lab 3 – Building the Application Layout 2-25

Lab 3 – Building the Application Layout


Introduction

In the last lab you created a new managed InTouch application. In this lab you will create InTouch
windows in that application. You will use a combination of ArchestrA Symbols and InTouch buttons
to create a menu bar, a navigation bar that will allow you to open different windows in the
application in Runtime, and a set of ArchestrA Symbols to display system information. Later in the
class you will add more graphics to the menu window to display system information and interact
with ArchestrA security. This lab is designed for a screen resolution of at least 1280 x 1024.

Objectives
Upon completion of this lab, you will be able to:
z Create and configure InTouch windows
z Add and position ArchestrA Symbols in a window
z Add and position InTouch buttons in a window
z Use InTouch buttons and InTouch Show Window animation links to create a navigation bar

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2-26 Module 2 – InTouch

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Create a Menu window


a. In WindowMaker, create a new Popup window called Menu with no border, no title bar, no
size controls, and a fixed size of 1280 x 150. Position the window at location 0, 0.
Create the Mixer, Alarms and History windows
b. Create three Replace windows named Mixer, Alarms and History sized at 1280 x 800.
Position the windows at location 0, 150. The windows will have a Single frame with a Title
Bar.
Add backgrounds to the Menu window
c. Add to the Menu window the following panels from the ArchestrA Symbol Library:
z 300 x 150 PanelRaised at location 0, 0
z 300 x 150 PanelRaised at location 300, 0
z 680 x 150 PanelBrushed at location 600, 0
Create navigation buttons
d. Add to the Menu window the following InTouch buttons and configure them to show their
corresponding window:
z 100 x 40 button labeled Mixer at location 100, 20
z 100 x 40 button labeled Alarms at location 30, 90
z 100 x 40 button labeled History at location 170, 90
Add more symbols
e. Add to the Menu window the following symbols from the ArchestrA Symbol Library:
z WonderButton at location 1210, 50
z ClockWonderware clock at location 990, 10, resized to 140 x 145.

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 3 – Building the Application Layout 2-27

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a Menu window


1. In WindowMaker, click the New Window button on the General Toolbar.
The Window Properties dialog box appears.
2. Configure the window as follows and click the OK button.

Note: To select the Frame Style: None radio button, first uncheck the Title Bar and Size
Controls checkbox.

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2-28 Module 2 – InTouch

The newly created window displays within WindowMaker.

Create the Mixer, Alarms and History windows


3. Click the New Window button on the General Toolbar.
4. Configure the window as follows and click the OK button.

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Lab 3 – Building the Application Layout 2-29

The newly created window displays within WindowMaker.

5. Create two more windows: Alarms and History, using the same settings as the Mixer
window. Notice the Window Properties settings default to the last known configuration.

Add a background to the Menu window


6. Click the Embed ArchestrA Graphic button on the Wizards/ActiveX Toolbar.
The Galaxy Browser window displays.
7. In the Graphic Toolbox pane navigate to ArchestrA Symbol Library / Panels and select the
PanelRaised symbol.

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2-30 Module 2 – InTouch

8. Click OK to paste the selected symbol in the menu window.

9. In WindowMaker, the cursor will change to the Paste Wizard cursor. Click anywhere in the
Menu window.

The symbol is pasted in the window.

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Lab 3 – Building the Application Layout 2-31

10. With the symbol selected, use the Status Bar to configure it at the 0, 0 location (X, Y) with a
300, 150 size (Width, Height). Press Enter after each numerical entry.

Note: If you prefer, you can configure the symbol using the mouse and the symbol’s handles.

11. Create a copy of the symbol by right-clicking on the symbol and selecting Duplicate.

12. Change the location of the new symbol to be at the 300, 0 location (X, Y), maintaining the
original size.

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2-32 Module 2 – InTouch

13. Click the Embed ArchestrA Graphic button on the Wizards/ActiveX Toolbar to open the
Galaxy Browser.
14. In the Graphic Toolbox pane navigate to ArchestrA Symbol Library / Panels and select the
PanelBrushed symbol.
15. Click OK to paste the selected symbol in a window.

16. In WindowMaker, the cursor will change to the Paste Wizard cursor. Click anywhere in the
Menu window to paste the symbol.
17. With the symbol selected, use the Status Bar to configure it at the 600, 0 location (X, Y) with a
680, 150 size (Width, Height).
The Menu window should now look similar to the following:

Wonderware® Training
Lab 3 – Building the Application Layout 2-33

Create navigation buttons


18. Click the Button tool on the Draw Object Toolbar to create an InTouch button in the Menu
window. The cursor turns into a cross-hair.
19. Draw a button on top of the first panel in the Menu window.
20. Right-click on the new button and select Substitute / Substitute Strings… to change the
caption of the button.

21. The Substitute Strings… dialog box displays. Enter Mixer in the New String field and click
OK.

22. With the button selected, use the Status Bar to configure it at the 100, 20 location (X, Y) with
a 100, 40 size (Width, Height).
The first panel in the Menu window should now look similar to the following:

Note: If you prefer, you can configure the button using the mouse and the button’s handles.

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2-34 Module 2 – InTouch

23. Double-click on the Mixer button to display the Animations dialog box.
24. In the Touch Pushbuttons section, click the Show Window button.

The Windows to Show when touched … dialog box displays a list of all the windows in the
application.
25. Check the Mixer window and click OK.

Wonderware® Training
Lab 3 – Building the Application Layout 2-35

The Animations dialog box indicates the presence of a Show Window animation because a
checkmark is displayed in the Show Window checkbox.
26. Click OK to accept the configuration.

27. Create a copy of the Mixer button by right-clicking on the button and selecting Duplicate.
28. Right-click on the new button and select Substitute / Substitute Strings… to change the
caption of the button.
29. Enter Alarms in the New String field and click OK.
30. Arrange the new symbol to be at the 30, 90 location (X, Y). Keep the original size.
The first panel on the left in the Menu window should now look similar to the following:

31. Double-click on the Alarms button to display the Animations dialog box.
32. In the Touch Pushbuttons section, click the Show Window button.
33. The Windows to Show when touched … dialog box displays a list of all the windows in the
application. The last known configuration is displayed. Check the Alarms window, uncheck
the Mixer window and click OK.
34. Click OK to accept the configuration.
35. Repeat the steps needed to create a History button of the same size located at the 170, 90
location (X, Y) that shows the History window.

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2-36 Module 2 – InTouch

The first panel on the left in the Menu window should now look similar to the following:

Add more symbols


36. Click the Embed ArchestrA Graphic button on the Wizards/ActiveX Toolbar to open the
Galaxy Browser.
37. In the Graphic Toolbox navigate to ArchestrA Symbol Library / Buttons /
ApplicationRunners and select the WonderButton symbol.
38. Click OK to paste the selected symbol in a window.

39. In WindowMaker, the cursor will change to the Paste Wizard cursor. Click anywhere in the
Menu window to paste the symbol.
40. With the symbol selected, use the Status Bar to configure it at the 1210, 50 location (X, Y).
Keep the original size.

Wonderware® Training
Lab 3 – Building the Application Layout 2-37

Note: The symbol will be relocated all the way to the right side of the window outside of your field
of view. You can verify the location by switching to full screen mode by clicking the Full Screen
button in the View Toolbar, or use the bottom scrollbar to scroll to the right.

41. Click the Embed ArchestrA Graphic button on the Wizards/ActiveX Toolbar to open the
Galaxy Browser.
42. In the Graphic Toolbox navigate to ArchestrA Symbol Library / Clocks and select the
ClockWonderware symbol. Click OK to paste the selected symbol in a window.

43. In WindowMaker, the cursor will change to the Paste Wizard cursor. Click anywhere in the
Menu window to paste the symbol.
44. With the symbol selected, use the Status Bar to configure it at the 990, 10 location (X, Y) with
a 140, 145 size (Width, Height). The symbol will be relocated all the way to the right side of the
window outside of your field of view.

45. Switch to full screen mode by clicking the Full Screen button in the View Toolbar.

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2-38 Module 2 – InTouch

The entire Menu and Mixer windows display.


46. On the floating toolbar, click the Full Screen button again to return to the normal view.

47. Click the Runtime button to display the windows in Runtime.


48. Click each of the buttons you created to see the windows displayed change between Mixer,
Alarms, and History.
Your instructor will discuss WindowViewer which is the InTouch runtime interface in the next
section of this manual.

Wonderware® Training
Section 3 – Runtime Environment 2-39

Section 3 – Runtime Environment

Section Objectives
z Introduce the managed InTouch Application Runtime Environment

This section discusses runtime customization, deployment of a managed InTouch Application, the
InTouch Application Manager, and the InTouch runtime environment: WindowViewer.

Deploy a managed InTouch application


Before a managed InTouch application can be used in a production environment, it must be
deployed to the target platform(s) from the ArchestrA IDE. An instance of the $InTouchViewApp
template is treated as any other ArchestrA object and must be deployed to the target node.
The $ViewEngine object must have a Platform on which to run. This object:
z Hosts InTouchViewApp objects.
z Contains the logic to set up and initialize objects when they are deployed.
z Contains the logic to remove objects when they are undeployed.
z Determines the scan time which all objects within that particular engine execute.
The $InTouchViewApp object must have a ViewEngine on which to run. This object:
z Manages the synchronization and delivery of files required by the associated InTouch
application.
z Provides run-time access to tags on the associated InTouch application.
z Starts WindowMaker for the associated InTouch application when edited.

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2-40 Module 2 – InTouch

InTouch Application Manager and WindowViewer


When the Application Manager is first run it searches your computer for any existing InTouch
applications. Application links are displayed by an icon containing the application's name. Other
information is displayed in columns. Notice the Application Type column indicates that an
application is managed from the ArchestrA IDE, or Stand Alone.

Note: Stand Alone InTouch applications are not managed, cannot use ArchestrA Symbols and
are not intended to be used with the System Platform.

When a managed application is selected, several toolbar buttons are grayed out: WindowMaker,
DBLoad, and DBDump. These functions are not available for managed InTouch applications.

A managed InTouch application can be run by selecting it in the Application Manager and clicking

the WindowViewer button .

Wonderware® Training
Section 3 – Runtime Environment 2-41

Resolution at Runtime

Access the Resolution tab in Node Properties to configure WindowViewer to dynamically


change resolution at runtime.

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WindowViewer
WindowViewer provides the run-time environment for InTouch applications. When an application is
started in WindowViewer, the windows that are configured to open by default are started in runtime
unless WindowViewer is "called" from WIndowMaker (testing the application), in which case the
windows opened in WindowMaker will be opened in WindowViewer. Information displayed in
WindowViewer is real-time application data from the plant floor. Processes can then be controlled
by the operator by clicking items on the screen.

Configure WindowViewer Properties


Like WindowMaker, WindowViewer includes many options to customize your runtime environment.
You can configure these options by configuring WindowViewer Properties from WindowMaker. The
General, Window Configuration, and Home Windows tabs will be described in Module 7,
“Customizing the Runtime Environment,” starting on page 7-17.

Wonderware® Training
Section 3 – Runtime Environment 2-43

WindowViewer Properties - Managed Application tab


The WindowViewer Properties dialog box can be accessed through the Special / Configure /
WindowViewer menu option or through the WindowViewer option found in the Tools pane
(Classic View) under Configure.

Deployed Updates area


Local Working Directory: Where the InTouch application is deployed on the target node.
Reminder interval (sec): how often, in seconds, the user is reminded to load or restart the
changes into WindowViewer. This option is available when the applicable change mode has
been set. Set the interval to 0 to not remind the user.
Script timeout (msec): When you run a managed InTouch application in WindowViewer, any
scripts associated ArchestrA Symbols run as expected. However, some scripts contained in
symbols can run for a long time and stop you from interacting with other InTouch elements. To
prevent this, you can set a script time-out that is applicable for all scripts in the managed
InTouch application. A script timeout stops script execution and returns the control to the
operator. By default, scripts time out after 5 seconds.
Change Mode area
Ignore changes WindowViewer will ignore any deployed changes. You can manually
configure the RestartWindowViewer() and ReloadWindowViewer() script functions to accept
the changes depending on the $ApplicationChanged system tag.
Restart WindowViewer WindowViewer will restart automatically when changes are deployed.
Prompt user to restart WindowViewer WindowViewer will prompt the user to restart
WindowViewer when changes are deployed.
Load changes into WindowViewer WindowViewer will load any deployed changes
automatically.
Prompt user to load changes into WindowViewer WindowViewer will prompt the user to
load any deployed changes.

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Wonderware® Training
Lab 4 – Deploying an InTouch Application 2-45

Lab 4 – Deploying an InTouch Application


Introduction

In the last lab you created windows in a managed InTouch application. You used a combination of
ArchestrA Symbols and InTouch buttons to create a menu bar, a navigation bar that will allow you
to open different windows in the application in runtime, and a set of ArchestrA Symbols to display
system information. In this lab you will create an instance of the application, distribute the
application, and run the deployed application. This lab is designed for a screen resolution of at
least 1280 x 1024.

Objectives
Upon completion of this lab you will be able to:
z Create an $InTouchViewApp instance for your application
z Use the $ViewEngine object to distribute your InTouch applications
z Use InTouch Application Manager to run your deployed managed InTouch applications

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2-46 Module 2 – InTouch

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Create a ViewEngine Template and Instance.


a. Create a derived template of the $ViewEngine named $TViewEngine.
b. Assign the $TViewEngine template to the Training Objects toolset.
c. Create an instance of the $TViewEngine template named TViewEngine.
d. Assign the TViewEngine instance to the ControlSystem area in Model View.
e. Assign the TViewEngine to the TWinPlatform object in Deployment View.

Create a MixerApplication Instance


f. If WindowMaker is open, check in the $MixerApplication.
g. Create an instance of the $MixerApplication template named MixerApplication.
h. Assign the MixerApplication instance to the ControlSystem area in Model View.
i. Assign the MixerApplication to the TViewEngine object in Deployment View.
j. Cascade deploy the TViewEngine instance.

Open the MixerApplication


k. Start the InTouch Application Manager.
l. Select the MixerApplication and run the application using WindowViewer.
m. Show the Menu and Mixer windows.
n. Use the buttons you built previously to display different windows.

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 4 – Deploying an InTouch Application 2-47

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a ViewEngine template and instance


1. In the ArchestrA IDE, create a derived template of the $ViewEngine template named
$TViewEngine.

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2. Assign the newly created $TViewEngine template to the Training Objects toolset.

Wonderware® Training
Lab 4 – Deploying an InTouch Application 2-49

3. Create an instance of the $TViewEngine template named TViewEngine.

4. In Model view, assign the TViewEngine instance to the ControlSystem area.

5. In Deployment view, assign the TViewEngine to the TWinPlatform object.

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Create a MixerApplication instance


6. If WindowMaker is open, check in the $MixerApplication by closing WindowMaker.

Note: If WindowViewer is open, it will close automatically when WindowMaker is closed.

7. Enter a comment in the Check In dialog box and click OK.


8. Create an instance of the $MixerApplication template named MixerApplication.

9. In Model view, assign the new MixerApplication instance to the ControlSystem area.

Wonderware® Training
Lab 4 – Deploying an InTouch Application 2-51

10. In Deployment view, assign the MixerApplication to the TViewEngine object.

11. In Deployment view, deploy the TViewEngine instance.

12. Click Close when deployment is complete.

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Open the MixerApplication


13. Start the InTouch Application Manager. Click Start / All Programs / Wonderware /

InTouch.
14. If this is the first time the InTouch Application Manager has been run, a dialog box will
display prompting you to search for existing applications. Click Next.

15. Click Finish.


16. Select the $MixerApplication and click the WindowViewer button to run the application.

Wonderware® Training
Lab 4 – Deploying an InTouch Application 2-53

17. Select the Menu and Mixer checkboxes in the Windows to Show... dialog box and click OK.

18. The selected windows open in WindowViewer.

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2-54 Module 2 – InTouch

19. Use the buttons you built previously to display different windows.
The InTouch window titlebar will change accordingly, between Mixer and Alarm and History.

Wonderware® Training
Module 3

ArchestrA Symbols
Section 1 – ArchestrA Symbol Editor 3-3
Section 2 – Animation 3-19
Lab 5 – Creating a new ArchestrA Symbol 3-41
Section 3 – Custom Properties 3-61
Lab 6 – Using Custom Properties 3-65
Section 4 – Scripts 3-73
Lab 7 – Creating a Resizable Analog Meter 3-79
Section 5 – Advanced Features 3-93
3-2 Module 3 – ArchestrA Symbols

Module Objectives
z Introduce ArchestrA Graphics
z Introduce ArchestrA Symbol Editor
z Introduce the topic of Custom Properties in an ArchestrA Symbol

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-3

Section 1 – ArchestrA Symbol Editor

Section Objectives
z Describe the need for and uses of a custom Graphic Toolset
z Demonstrate the features of the ArchestrA Symbol Editor to create new ArchestrA
Graphics

This section covers the creation and manipulation of graphic objects, lines and outlines, text
objects, images and bitmaps using the ArchestrA Symbol Editor.
One of the most powerful features of InTouch for System Platform is the ability to graphically
represent your processes using ArchestrA Graphics. For more information please see the
Creating and Managing ArchestrA Graphics User’s Guide.
Organizing Symbols in the Toolbox
In the Graphic Toolbox, you can organize your symbols by creating a folder hierarchy as you would
with files and folders in Microsoft Windows Explorer. You can move symbols around within the
folder hierarchy. These folders are called Graphic Toolsets.
a. To create a toolset, in the Graphic Toolbox, right-click on your galaxy and choose New /
Graphic Toolset.
The toolset is created and you are prompted to rename the toolset:

b. Next, create a New Symbol in the new toolset:

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3-4 Module 3 – ArchestrA Symbols

c. Rename the new Symbol:

d. Open the ArchestrA Symbol Editor:

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-5

The ArchestrA Symbol Editor:

Menu Bar Toolbars

Tools Panel Properties


Editor

Properties
Elements Categories
List

Canvas

Animations
Status bar Summary

The ArchestrA Symbol Editor includes the following areas:


z Tools Panel - a collection of elements you use to create your symbol
z Elements List - a list of named elements on the canvas in a hierarchical view
z Canvas - the area in which you place and move elements to create a symbol
z Status bar - includes information about the currently selected element
z Properties Editor - a list of properties belonging to the currently selected element(s), or
the ArchestrA Symbol being edited if the canvas is selected/clicked. The element can be
configured here, or with buttons in the toolbars.
z Animation Summary - a list of animations belonging to the currently selected element. It
is only visible if an element is selected.
Select a basic graphical object, called an Element, from the Tools Panel and draw it in the
drawing area, called the Canvas. Typical elements are lines, rectangles, ellipses, curves and
many more.
Change the appearance of your drawn elements by accessing their Properties in the Properties
Editor or by using the tools in the Graphics Toolbars.
Then configure the elements or the symbol with Animations.

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3-6 Module 3 – ArchestrA Symbols

Tools Panel
The Tools panel contains elements you can select to draw your symbol on the canvas.

The Tools panel includes:


z Basic objects such as lines, rectangles, polygons, arcs and many more
z A pointer tool to select and move elements on the canvas.
z Windows Common controls such as combo boxes, calendar controls, radio button groups
and others.
z Status Element you can use to show quality and status of selected ArchestrA attributes.

Elements List
The Elements List is a list of all elements on the canvas.

The Elements List is particularly useful for selecting one or more elements that are visually hidden
by other elements on the canvas. You can use the Elements List to:
z See a list of all elements, groups of elements, embedded symbols and client controls on
the canvas
z Select elements or groups of elements to work with them
z Rename an element or a group of elements

Caution: If you rename an element or a group, the animation references to it are not automatically
updated. You must manually change all animation links referencing the old name.

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-7

Properties Editor
You can use the Properties Editor to view and set properties for the selected element or group of
elements, such as size, location, color and fill style, and runtime behavior. You can also use the
Properties Editor to view and set properties for the ArchestrA Symbol itself.

Animation Summary
You can use the animation summary to review, select and configure the animation behavior of a
selected element on the canvas.

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3-8 Module 3 – ArchestrA Symbols

Canvas
The canvas is your drawing area. You use it as you would in other image editing software by
drawing elements and changing them to your requirements.

Working with Graphic Elements

Drawing Rectangles, Rounded Rectangles, Ellipses, and Lines


You can draw rectangles, rounded rectangles, ellipses, and lines on the canvas.
a. Click the appropriate tool in the Tools panel.
b. Click the canvas and drag the shape of the element on the canvas.
c. When you are done, release the mouse button.

Drawing Polylines, Polygons, Curves, and Closed Curves


You can draw polylines, polygons, curves, and closed curves on the canvas. If you are drawing a
closed element, the element automatically closes when you are done drawing.
a. Click the appropriate tool in the Tools panel.
b. Click the canvas where you want to start the element.
c. Click the next point for the element.
d. Continue clicking until you have all the points you require.
e. When you are done, right-click.
f. You can change the shape of these elements anytime by editing their control points.

Drawing 2-Point Arcs, 2-Point Pies and 2-Point Chords


You can draw 2-point arcs, 2-point pies, and 2-point chords on the canvas. If you are drawing a
closed element, the element automatically closes when you are done drawing.
a. Click the appropriate icon in the Tools panel.
b. Click the canvas where you want to start the element and hold the mouse button.
c. Drag the mouse to where you want the element to end.
d. When you are done, release the mouse button.
e. You can change the shape of these elements anytime by editing their start and sweep angles.

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-9

Drawing 3-Point Arcs, 3-Point Pies, and 3-Point Chords


You can draw 3-point arcs, 3-point pies and 3-point chords on the canvas. If you are drawing a
closed element, the element automatically closes when you are done drawing.
a. Click the appropriate icon in the Tools panel.
b. Click the canvas where you want to start the element.
c. Click the canvas where you want to end the element.
d. Click the canvas to size the element.
e. You can change the shape of these elements anytime by editing their start and sweep angles.

Placing and Importing Images


You can place an image element on the canvas and import an image into it.
a. Click the image icon in the Tools panel.
b. Click the canvas and drag the shape of the image element.
c. Release the mouse button.
The Open dialog box appears.
d. Browse to the image file, select it, and then click Open.
The image file is loaded into the image element.
e. You can change the image by selecting a new one or editing the existing one.

Drawing Buttons
You can draw a button on the canvas. You can configure a button with a text label or an image.
a. Click the button tool in the Tools panel.
b. Click the canvas and drag the shape of the button element.
c. Release the mouse button.
The button text appears in edit mode.
d. Type a text label for the button and then press Enter.
e. You can edit the up and down images of the button.

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3-10 Module 3 – ArchestrA Symbols

Placing Text
The text element has no border and no background fill. The text does not wrap. When you type the
text, the size of the Text element expands. You can also drag the handles of the Text element to
resize it.
a. Click the Text button in the Tools panel.
b. Click the canvas where you want to place the text.
c. Type the single line of text you want.
d. When you are done, do one of the following:
z Press Enter to type a new line of text.
This new line is a new element.
z Click the canvas outside the text element.

Drawing Text Boxes


You can draw text boxes on the canvas. Text boxes can have borders and background fill.
You can also configure the text to wrap in the text box and create multiline text boxes.
a. Click the Text Box button in the Tools panel.
b. Click the canvas where you want to place the text box.
c. Drag a rectangle on the canvas.
d. Release the mouse button.
The text appears in edit mode.
e. Type the text you want and then press Enter.

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-11

Edit Text Objects


The font, font style, font size, justification, and rotation of any selected text object can be
configured in the ArchestrA Symbol Editor by using the Properties categories.
Text Objects: Substitute Strings
a. Select the text object.
b. Choose either Special / Substitute Strings or right-click the text object and select Substitute
Strings or press the Ctrl+L keys.
c. In the New field, enter the new text string or strings, or choose Find & Replace to edit just a
word or phrase within the text object(s).
d. Click OK.

Tip: You can also use the Substitute String command on strings that are included in a symbol
and to change the label on buttons drawn with the Button tool.

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3-12 Module 3 – ArchestrA Symbols

Drawing Status Elements


You can use the status element to indicate specific quality and status conditions of attributes.
Status elements will be discussed in detail later in this module.
a. Click the status icon in the Tools panel.
b. Click the canvas where you want to place the status element.
c. Drag a rectangle on the canvas.
d. Release the mouse button.
The Edit Animations dialog box opens.
e. Assign the graphics and/or expressions to monitor.

Drawing Windows Controls


You can draw Windows controls on the canvas to add additional functionality to your symbol. Each
of the Windows controls has specific behavior when it is drawn. For example, you can change the
width of a combo box, but not the height.
To draw a windows control
a. Click the appropriate Windows control icon in the Tools panel.
b. Click the canvas where you want to place the Windows control.
c. Drag a rectangle on the canvas.
d. Release the mouse button.

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-13

Editing Element Properties


You can control the appearance of an element, a group of elements, or multiple elements with
functions on the toolbar and/or properties in the Properties Editor.
The Properties Editor shows the properties common to all selected elements.
z Read-only properties appear in grey
z Non-default values appear in bold

Note: The Properties Editor not only supports values, but also allows input of color, font, and
file information in the respective dialog boxes.

Properties are organized in categories so you can find them more easily. The following table
shows the categories:

Property Category Purpose Properties Editor

Element name or other describing


Graphic
identifiers
Appearance Any parameters related to the
appearance of the element including
location, size, orientation and
transparency

Fill Style Any parameters related to the fill


appearance of the element

Line Style Any parameters related to the line


appearance of the element

Any parameters related to the text


Text Style
appearance of the element
Runtime Behavior Element visibility, tab order and any
other element behavior at run time

Custom Properties Additional user-defined properties you


can associate with any element

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3-14 Module 3 – ArchestrA Symbols

Selecting Elements
You can select one or more elements by:
z Clicking on them with the mouse
z Dragging the lasso around them with the mouse
z Selecting them in the Elements List
When you select an element, it appears with handles that give you control over its size and
orientation.

When you select multiple elements, the last selected element is the primary element. All other pre-
viously selected elements are secondary elements. To select multiple elements, press Shift + click
or drag the lasso around all the elements.
To change the primary element, simply click on the desired element.

Selected Element Description


Primary Element Appears with color-filled handles.
Behaves as an active selected
element.
Is the point of reference for all
operations, such as aligning or
spacing multiple selected elements.
Secondary Elements Appear with white handles.
Behave as inactive selected
elements.
Follow the edits made to the primary
element.

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-15

Adjusting the Order of Elements or z-order


The order of elements or z-order specifies which element appears on top of other elements when
the elements overlap on the canvas. The order also determines how the elements of a path
graphic connect.
You can use the Elements List to see or change the order of the elements, or right-click the

element to select the desired order position: .

Rotating Elements
You can rotate elements to any orientation (0 - 359 degrees):

z Graphically with the rotation handle


z Numerically by typing the orientation angle in the Properties Editor.

z By rotating them by 90 degrees in a clockwise or counter-clockwise direction


The element is rotated around its point of origin. By default, the point of origin is in the center of the
element. You can move the point of origin to any other location, even outside of the object itself.
Use the rotate handle to rotate an object. To move the point of origin, display it by using the
properties editor and selecting one of the following properties under the Appearance category:
Angle, AbsoluteOrigin and/or RelativeOrigin. You can then click and drag the point of origin, or
enter the new location in the AbsoluteOrigin and/or RelativeOrigin properties.

Create a Group
Grouping lets you relate elements together as a unit. Groups can contain elements and other
groups. Groups are shown in the Elements List with a default name, such as Group1. Groups can
be renamed just as you rename elements.
They are shown as a branch in the element hierarchy.

Select the elements you wish to group and use the Group button to group them.

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3-16 Module 3 – ArchestrA Symbols

Editing Components within a Group


You can work with the elements of a group as one set of elements or, by selecting the elements in
the Elements List, you can work with the individual elements in the group without having to break
the group. This is called inline editing.
An advantage of inline editing is that you can easily select an individual element graphically
without having to know its element name.
a. In the Elements List, expand the group that contains the element that you want to edit.
b. Select the element that you want to edit in the Elements List. The element appears selected in
the group and the group is outlined with a diagonal pattern.

c. Edit the element with the Properties Editor, by mouse or by menu according to your
requirements.

Path Graphics
Path graphics are elements that combine selected open elements, such as lines, H/V lines,
polylines, curves and arcs to a single closed graphic element.

The path graphic depends upon:


z the order in which you drew its elements. Each element is linked to the next element by z-
order. The z-order of the elements is the order shown in the Element Browser list.
z the direction in which you drew its elements. The end point of one element is connected to
the start point of the next element.
The properties of the elements contained within a path graphic are retained, so that when you
break the path graphic, the elements of which it consists appear as they did before the path
graphic is created.

Wonderware® Training
Section 1 – ArchestrA Symbol Editor 3-17

The Path Graphic has the same properties as a rectangle, ellipse or polyline. It loses these
properties when you break the path.

Any shape with 2 open points can be joined using the path button , or break a path graphic

with the Path Break button.

Images and Bitmaps


Images files such as .bmp, .gif, .mpg, .mpeg, .tif, .tiff, .ping, and so on may be added to an
ArchestrA Symbol.

a. Click the Image tool . The cursor turns into a + symbol.


b. Draw an image container (any size) and select the file to import as a bitmap. Graphic files can
also be copied directly from the Windows clipboard into an ArchestrA graphic.
a. To change the image to its original size, right-click the object and select Bitmap - Original
Size.
Select Image Transparent Color
An image can be defined with a transparent color so background objects or graphics behind it will
be visible. By defining a transparent color, the graphic’s background or any objects behind the
image will show through in the areas where the transparent color is used.
a. Change the image Fill Color to No Fill and Line Color to No Line.
b. Right-click on the image and click Select Image Transparent Color.
c. Click the Blotter over the color you wish to be transparent.

The image changes to reflect the transparent color selection:

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Wonderware® Training
Section 2 – Animation 3-19

Section 2 – Animation

Section Objective
z Introduce animation concepts and applications

This section introduces animation concepts and applications.


You can use animations to specify how the element appears at run time. Animations are driven by
data that comes from an ArchestrA object’s attribute values and expressions as well as element
properties.
Several different categories of animations are available:
z Visualization animations
z Visibility
z Fill, line and text styles
z Blinking
z Horizontal and vertical percent fill
z Horizontal and vertical location
z Width and height
z Orientation
z Value display
z Tooltip
z Interaction animations
z Disablement
z User input
z Horizontal and vertical sliders
z Pushbutton
z Action script
z Show and hide symbols
z Element-specific animations
z Status
z Windows Common Controls
z Client Controls
Each element in your ArchestrA Symbol can have one or more animations.
You can disable and enable individual animations for troubleshooting and debugging purposes.
You can also cut, copy and paste animations between elements, regardless of their type. Only
animations that are supported by the target element are pasted.
You can also substitute references and strings in animations.

Note: Not all animations are available for all element types, as some do not make logical sense,
such as line style with a text element. You are not able to select or copy these invalid
combinations.

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3-20 Module 3 – ArchestrA Symbols

Edit Animations
The ability to add, remove, and view animations for an element is available in the Edit Animations
window by selecting the element and clicking the Edit Animations button .

After an animation is selected, its parameters can be configured.

Wonderware® Training
Section 2 – Animation 3-21

In the Edit Animations window you can also:


z Validate the Configuration of an Animation
z Connect Animations with an ArchestrA Object’s Attributes
z Connect Animations with Element Properties
z Connect Animations with Custom Properties
Validate the Configuration of an Animation
If the configuration has an error, an exclamation mark is shown next to the animation icon.

Use the Validate button to validate the currently selected animation and see possible errors
highlighted.
Errors include for example:
z Animation is disabled.
z Syntax errors, such as data mismatches.
z Required values not specified.
z Specified values out of valid range.
Connecting Animations with an ArchestrA Object’s Attributes
You can connect the element behavior and appearance with an ArchestrA Object’s attributes. The
ArchestrA Object’s attribute provides values at run time that control the behavior and appearance
of the element.

You can use the Browse button to browse all of an ArchestrA Object’s Attributes and Element
Properties with the Galaxy Browser. Attributes can be accessed in the Attribute Browser tab.

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Connecting Animations with Element Properties


You can connect the element behavior and appearance with a property of any element on the
canvas.

You can use the Browse button to browse the properties of all elements on the canvas with
the Galaxy Browser. Elements can be accessed in the Element Browser tab.

Note: You cannot connect animations to properties of elements that are part of an embedded
symbol on the canvas, only to Custom Properties (more on this later) of the embedded symbol
itself.

Connecting Animations with Custom Properties


You can connect the element behavior and appearance with a custom property of either:
z The current symbol.
z An embedded symbol on the canvas.

You can use the Browse button to browse the custom properties of all elements on the
canvas with the Galaxy Browser.

Wonderware® Training
Section 2 – Animation 3-23

Configure Common Types of Animations


This section will show you a sample of each type of animation and what references it can use.

Note: For more information about animation, see the Creating and Using ArchestrA Graphics
User Guide.

Visualization Animations

Visibility

Use the Visibility animation to specify a Boolean expression that determines if an element will be
visible or not at Runtime.

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3-24 Module 3 – ArchestrA Symbols

Fill, Line and Text Style

Use the Fill, Line or Text Style animations to specify an expression that determines the fill style of
an element at runtime, based on a Boolean condition or a Truth Table of values.
The Fill, Line or Text Style animations can specify the interior fill style of:
z Selected elements on the toolbar.
z Style properties in the Properties Editor.
z Nested style properties, such as just one color of a multi-colored gradient.

Wonderware® Training
Section 2 – Animation 3-25

Blink

Use the Blink animation to specify a Boolean expression that determines the blink behavior of an
element at Runtime. You can specify:
z The blinking speed: slow, medium or fast
z If the element should blink invisibly or if it should blink with specified colors

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3-26 Module 3 – ArchestrA Symbols

% Fill Vertical and % Fill Horizontal

Use the %Fill Horizontal animation to specify an Analog Expression or Reference that determines
the horizontal fill percentage and direction (left to right or right to left) of an element at Runtime.
Use the %Fill Vertical animation to specify an Analog Expression or Reference that determines
the vertical fill percentage and direction (bottom to top or top to bottom) of an element at Runtime.
You can also specify:
z Unfilled Color: the style of the background when the element has 0% filling
z Fill Orientation: if the filling is in relation to the element or to the screen

Wonderware® Training
Section 2 – Animation 3-27

Location Vertical and Location Horizontal

Use the Location Vertical animation to specify an Analog expression that determines the vertical
offset of the element’s position at Runtime.

Use the Location Horizontal animation to specify an Analog expression that determines the
horizontal offset of the element’s position at Runtime.

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3-28 Module 3 – ArchestrA Symbols

Width and Height

Use the Width animation to specify an Analog expression that determines the width (increased or
decreased) of an element at Runtime.

Use the Height animation to specify an Analog expression that determines the height (increased
or decreased) of an element at Runtime.

Wonderware® Training
Section 2 – Animation 3-29

Orientation

Use the Orientation animation to specify an Analog expression that determines the orientation of
an element at Runtime.
You can also:
z Specify a different orientation origin
z Ignore or accept the design-time orientation of the element on the canvas
z Preview the orientation at run time with a slider

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Value Display

Use the Value Display animation to specify a Discrete, Analog, String, Time or Name expression
to display at Runtime.

Wonderware® Training
Section 2 – Animation 3-31

Tooltip

Use the Tooltip animation to specify an Expression, Reference or Static String to display as a
tooltip when the mouse is moved over the element at Runtime.

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3-32 Module 3 – ArchestrA Symbols

Interaction Animations

Disable

Use the Disable animation to specify a Boolean expression or reference that determines if an
element's interaction animations (animations that execute a task when the object is touched with
the mouse) are disabled at Runtime.

Wonderware® Training
Section 2 – Animation 3-33

User Input

Use the User Input animation to specify an Analog, Boolean, String, Time or Name Reference that
is assigned to an attribute or property at Runtime.
You can also provide a keypad for the user. When the user clicks the object in runtime the input
Keyboard is presented. A numeric keypad will display if the reference is Analog.

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Slider Horizontal and Slider Vertical

Use the Slider Horizontal animation to allow the run-time user to drag the element left or right and write
back the offset to an analog attribute or property.

Use the Slider Horizontal animation to allow the run-time user to drag the element up or down and write
back the offset to an analog attribute or property.

Wonderware® Training
Section 2 – Animation 3-35

Pushbutton

Use the Pushbutton animation to write predetermined values to an Analog, Boolean or String
attribute or property when the run-time user clicks on the element.

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Action Scripts

Use the Action Scripts animation to run an action script when the user performs the defined
Trigger on the element at Runtime (Click, Double-Click, Key Equivalent and so on). Action Scripts
are covered in more detail Section , “Action Scripts,” page 3-76.

Wonderware® Training
Section 2 – Animation 3-37

Element-Specific Animations
Some elements have their own unique animation type that can only be used for that element type.
You cannot remove their unique animation, but depending on the element you can add and
remove other common animations.
The elements with specific animations are:
z Status Graphic (discussed in Section 3, “Quality and Status Display.”)
z Windows Common Controls, such as Radio Button Group, Check Box, Edit Box, Combo
Box, Calendar, DateTime Picker and List Box Client Controls (more on this later)
You can configure a Windows Common Control to write the data either:
z Immediately when it is selected in the control at run time.
z When a specified boolean expression becomes true.

Note: The boolean expression is a trigger that determines when the value is written from the
control to the tag or attribute. If the value changes in the tag or attribute, then the value is
written to the control, regardless of the trigger setting or condition.

Radio Button Group


The Radio Button Group animation is only used by the Radio Button Group element.
You can either create a:
z Static radio button group - uses static captions and values that you define in the
configuration panel.
z Array radio button group - uses captions and values that are contained in an Automation
Object array.
z Enum radio button group - uses captions and values that are contained in an enum data
type of an Automation Object.

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Check Box
The Check Box animation is only used by the Check Box element. You can set the caption of the
check box at run-time, with the Override caption at Runtime.

Combo Box
The Combo Box animation is only used by the Combo Box element. You can use Combo Box-
specific methods in scripting to perform various functions at run time. You can browse these
methods in the Galaxy Browser with the Combo Box selected.
You can either create a:
z Static Combo Box - uses static captions and values that you define in the configuration
panel.
z Array Combo Box - uses captions and values that are contained in an Automation object
array.
z Enum Combo Box - uses captions and values that are contained in an enum data type of
an Automation object.

Wonderware® Training
Section 2 – Animation 3-39

Edit Box
The Check Box animation is only used by the Check Box element. You can set the caption of the
check box at run-time, with the Override caption at Runtime.
You can determine the configuration of the edit box:
z Multiline to wrap the text in the edit box.
z Read-Only to use the edit box to only show text and not allow text input.
z Maximum Length to limit the maximum numbers of characters you can type in the edit
box control. You can specify the maximum number in the Characters box.

Calendar Control
The Calendar Control animation is only used by the Calendar Control element. The Calendar
Control date format depends on the regional settings of the operating system.

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DateTime Picker
The DateTime Picker animation is only used by the DateTime Picker element.

List Box
The List Box animation is only used by the List Box element.
You can either create a:
z Static List Box - uses static captions and values you define in the configuration panel.
z Array List Box - uses captions and values contained in an Automation object array.
z Enum List Box - uses captions and values contained in an enum data type of an
Automation object.
You can also use List Box-specific methods in scripting to perform various functions at run time.
You can browse these methods in the Galaxy Browser with the List Box selected.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-41

Lab 5 – Creating a new ArchestrA Symbol


Introduction

In the last lab you created an instance of your InTouch managed application, distributed the
application, and ran the deployed application. In this lab you will create a new Thermometer
ArchestrA Symbol for use in your application. The detailed steps for this lab do not contain exact
specifications such as width, height, X or Y coordinates. These details are at your discretion,
therefore your resulting graphic will differ slightly from the following example:

Objectives
Upon completion of this lab, you will be able to:
z Use the ArchestrA Symbol Editor to create a new symbol from scratch
z Use graphic elements provided with the ArchestrA Symbol Editor
z Use the animations to bring your symbols to life
z Link your symbols to instances in the Galaxy

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3-42 Module 3 – ArchestrA Symbols

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

This lab contains several intricate parts that are not easily summarized.
Please refer to the Detailed lab Instructions on the next page.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-43

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a new Graphic Toolset


1. In the ArchestrA IDE go to the Graphic Toolbox, right-click on your Galaxy and select New /
Graphic Toolset.

2. Rename the new toolset Training Symbols.


Create a new symbol
3. Right-click Training Symbols and select New / Symbol.

4. Rename the new symbol Thermometer.

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5. Double-click Thermometer to open the ArchestrA Symbol Editor.

6. Change the Smoothing property to True.

Draw and configure the Background element

7. Use the Rounded Rectangle Tool to draw a rounded rectangle.

Note: The detailed steps for this lab do not contain exact specifications such as width, height, X or
Y coordinates. These details are at your discretion, therefore your resulting graphic will differ
slightly from the example on page 3-41.

8. Rename the new element Background.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-45

9. On the toolbar click the Fill Color drop-down arrow and select More Gradients...

10. Configure the gradient fill color as shown:


z Colors: Two
z Color 1: White
z Color 2: Black
z Direction: Vertical
z Variants: Color 1 to Color 2 (1st Variants option)

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3-46 Module 3 – ArchestrA Symbols

11. Click OK when finished.

12. On the toolbar click the Line Weight drop-down arrow and select No Line.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-47

Draw and configure the Plate element


13. Draw a second Round Rectangle and rename it Bottom.
14. On the toolbar click the Fill Color drop-down arrow and select More Gradients...
15. Configure the Gradient tab as shown:
z Colors: Three
z Color 1: Light Yellow
z Color 2: Light Yellow
z Color 3: Black
z Direction: Custom
z Angle: 70
z Variants: Color 1 to Color 3 (1st Variants option)
z Color Distribution Shape: 70
16. Click OK when finished.

17. On the toolbar click the Line Weight drop-down arrow and select No Line.
18. Click on the new Bottom element to display the element’s sizing handles.
19. Use the sizing handles to make the height of the Bottom element slightly more than half the
height of the Background element.

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20. Use the sizing handles to make the width of the Bottom graphic slightly more narrow than the
width of the Background graphic.
21. Position the Bottom element on top of the Background element as shown.

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Lab 5 – Creating a new ArchestrA Symbol 3-49

22. On the toolbar click the Duplicate button to duplicate the Bottom element.
23. Rename the new element Top.

24. Use the Rotate Clockwise button in the Arrange Toolbar to rotate the new Top element
180 degrees.
25. Position the new Top element on top of the Bottom and Background elements as shown.

26. Select both the Top and the Bottom elements (press the Shift key while selecting each
element).

27. On the toolbar click the Group button to group the two elements.
28. Rename the group Plate.
The items in your Elements pane should now look similar to the following:

29. Select the Plate group and the Background element and click the Align Centers button .

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Draw and configure the Fill element

30. Use the 3 Point Arc button to draw an arc in the canvas area to the right of the Plate and
Background elements.

.
31. Rename the new arc element Top.

32. Use the Line button to draw a line below the Top element. Draw the line the same width
as the arc.
33. Rename the new line element Bottom.

34. Select both elements and click on the Path Combine button to form the temperature
indicator portion of the thermometer.
35. Rename the resulting element Body.

Note: If the connecting lines cross over each other, you might need to right-click on either the Top
or Bottom element (from within the Elements pane) and select Path / Swap End Points to shape
the graphic properly.

36. Use the Fill Color drop-down arrow to configure the new Body element Fill Color as follows:
z Colors: One
z Color 1: Green
z Dark-Light: 100
z Direction: Horizontal

z Variants: Color 1 to Light to Color 1 (3rd Variants option from the left)
z Color Distribution Shape: Triangular
z Peak: 35
z Falloff: 100
37. Click OK when finished.

38. In the Tools pane click the Line Weight drop-down arrow and select No Line.

39. In the Tools pane click the Ellipse button to draw a circle that is slightly wider than the
Body element.
40. Rename the new circle element Bottom.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-51

41. Use the Fill Color drop-down arrow to configure the new Bottom element Fill Color as
follows:
z Colors: One
z Color 1: Green
z Dark-Light: 100
z Direction: Radial
z Center Location Horizontal: -20
z Center Location Vertical: -20

z Variants: Color 1 to Light (1st Variants option)


z Color Distribution Shape: Triangular
z Peak: 100
z Falloff: 100
z Focus Scales
z Lock Width = Height: checked
z Width: 15
z Height: 15
42. Click OK when finished.

43. On the toolbar click the Line Weight drop-down arrow and select No Line.
44. Position the circle as follows:

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45. Double-click the Body element to add animation.


46. Click the + button and select %Fill Vertical.

47. Click the Browse Galaxy button in the Expression Or Reference pane.
48. Select Show Hierarchical Name in the Galaxy Browser and select the Mixer_XX0.TT.PV
attribute, substituting your student number for XX.
49. Click OK.

50. Continue configuration of the Fill Vertical pane of the Edit Animations window as follows,
substituting your student number for XX. Be sure to clear the contents of the field before using
the Browse Galaxy button to select an object.
z Value At Min Fill: Mixer_XX0.TT.EngUnitsMin
z Value At Max Fill: Mixer_XX0.TT.EngUnitsMax
z Fill Color: do not modify

51. In the Gradient tab, click the Unfilled Color button in the Fill Vertical pane and configure
it as follows:
z Colors: One
‰ Color 1: Black
‰ Dark-Light: 100

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Lab 5 – Creating a new ArchestrA Symbol 3-53

z Direction: Horizontal
z Variants: Color 1 to Light to Color 1 (3rd Variants option from the left)
z Color Distribution Shape: Triangular
z Peak: 35
z Falloff: 100
z Transparency: 0%
52. Click OK to close the Select Unfilled Color for Percent Fill Animation window.
53. Click OK again to close the Edit Animations dialog box.

54. Group the Body and Bottom elements and rename the group Fill.
The Elements pane should now look similar to the following:

55. Position the group on top of the Plate.

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Create and Animate a Text element


56. Use the Text button in the Tools panel to create a Text element.
57. Enter #,###.## as the Text.
58. Rename the new Text element LabelValue.
59. Change the LabelValue element text color to blue and the font style to Bold.

60. With the LabelValue element selected, click the Edit Animations button to add animation
to the LabelValue element.
61. Click the Plus button and select Value Display.
62. Click the States: Analog button
63. Use the Browse Galaxy button to select the Mixer_XX0.TT.PV attribute.
64. Click OK to close the Edit Animations dialog box.

Create and Animate Text element


65. Use the Text button in the Tools panel to create a Text element.
66. Enter Units as the Text.
67. Rename the new Text element LabelUnits.
68. Change the LabelUnits element text color to blue and use the Align text button to align the
text on the left.
69. Double-click the LabelUnits element to add animation to the LabelUnits element.
70. Click the Plus button and select ValueDisplay.
71. Click the States: String button
72. Use the Browse Galaxy button to select the Mixer_XX0.TT.PV.EngUnits tag attribute.
73. Click OK to close the Edit Animations dialog box.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-55

74. Position the LabelValue and LabelUnits elements side-by-side at the bottom of the
background as follows:

Add Thermometer Scale


75. Create three horizontal Line elements, leaving the default names.
76. Change the Line Weight to 2.

Note: Create one of the lines, change the Line Weight and then use the Duplicate feature.

77. Position the three new line elements at the right-side of the Fill.Body element as shown in the
screenshot below and group them.

Note: Use the Align Center and the Make Vertical Spacing Equal buttons.

78. Rename the group Ticks.


79. Create three more Text elements consisting of a #, leaving the name as the default.
80. Add a Value Display animation to each one of the three Text elements and configure their
Analog Expression Or Reference as follows, (substituting XX for your student number):
z Text1: Mixer_XX0.TT.EngUnitsMax
z Text2: Mixer_XX0.TT.EngUnitsMin + (Mixer_XX0.TT.EngUnitsMax -
Mixer_XX0.TT.EngUnitsMin) * .5
z Text3: Mixer_XX0.TT.EngUnitsMin

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81. Position the text elements at the right-side of the corresponding Ticks as shown in the next
screenshot.
82. Group the text elements and rename the group Scale.

The Elements pane should now look similar to the following:

83. Click the Embed Graphic button to open the Galaxy Browser - MixerGalaxy window.
84. Expand the ArchestrA Symbol Library in the Graphic Toolbox.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-57

85. Click on the Widgets folder.

86. Add a Screw2 symbol to each corner of the Plate element.


87. Group the four screw elements together and rename the group Screws.

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Your new Thermometer ArchestrA graphic should now look similar to the following:

88. Save the symbol by clicking on the Save button.

Note: There is no need to close the editor before testing the symbol.

Wonderware® Training
Lab 5 – Creating a new ArchestrA Symbol 3-59

Test the symbol


89. In the ArchestrA IDE Template Toolbox, double-click the $MixerApplication to open the
application in WindowMaker.
90. Open the Mixer window.

91. Click the Embed ArchestrA Graphic button .


92. Select the Training Symbols folder.
93. Embed the Thermometer symbol in the Mixer window.

94. Click the Runtime fast switch to run WindowViewer to see the symbol
running.

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– Intentionally left blank –

Wonderware® Training
Section 3 – Custom Properties 3-61

Section 3 – Custom Properties

Section Objectives
z Introduce the topic of Custom Properties in an ArchestrA Symbol
z Describe how to link Custom Properties to External Sources

This section describes configuration of Custom Properties.

Introduction
Custom properties allow you to make the most use of your symbols by making them customizable
when embedded. You can use custom properties to extend the functionality of a symbol. A custom
property can contain:
z A value that can be read and written to
z An expression that can be read
z An ArchestrA attribute that can be read and written to if the attributes allow
z A property of an element or symbol
z A custom property of a symbol
Custom properties can be set to either be Private or Public:
z Private: Property is not exposed when the symbol is embedded
z Public: Property can be customized when the symbol is embedded
Custom properties can also have Absolute or Relative references:
z Absolute: A reference to an attribute that is fully defined (Tank1.InletValve.PV)
z Relative: A reference that goes up the hierarchy to parent objects (Me.InletValve.PV)

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Managing Custom Properties


You can manage all custom properties of a symbol in the Edit Custom Properties dialog box.

Custom Properties List Custom Properties


Configuration Panel

Note: When you edit the custom properties of a symbol embedded from the ArchestrA Symbol
Library, each property listed has a default value data type, default value, default visibility, and
default description. The description is useful because it indicates what the symbol can do and to a
degree how to configure it.

You can see the name of the symbol and the custom property in the header of the right side of
the dialog box.

Note: For additional information see Creating and Managing ArchestrA Graphics User’s Guide -
Chapter 10 Using Custom Properties - Configuring Custom Properties.

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Section 3 – Custom Properties 3-63

To add a custom property


a. Right-click the symbol canvas and select Custom Properties.

b. Click the Add icon.


c. Type a name for the new custom property and press Enter.

d. In the Data Type list, select the data type of the custom property.
You can select one of the following:

Data Type Symbol


Boolean

Double

Elapsed Time

Float

Integer

String

Time

Use the Lock icon to make the property read-only to:


z Make the property read-only at design time prevent further changes to it when the symbol
is embedded into another symbol
z Prevent the value from being changed at run-time

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e. In the Default Value box, type a literal value, reference or expression or browse for a
reference using the Browse icon.
f. If the selected data type is String, Time or Elapsed Time, you can:

z Select the T icon to indicate that the default value is a static value.

z Select the label icon to indicate that the default value is a reference to a value.
g. In the Visibility box, select either:
z Public, so that the custom property is visible and can be used in a parent symbol if the
symbol is embedded or inserted.
z Private, so that the custom property is not visible outside of the defining symbol and
cannot be used if the symbol is embedded or inserted.
h. In the Description box, type a meaningful description for the custom property.

Linking Custom Properties to External Sources


You can link custom properties of a symbol directly to external sources, either by:
z Configuring Automation objects that point at external sources and then pointing the
custom property at the corresponding attribute reference.

Note: For more information, see the Creating and Managing ArchestrA Graphics User’s
Guide and the InTouch ArchestrA Integration Guide.

Wonderware® Training
Lab 6 – Using Custom Properties 3-65

Lab 6 – Using Custom Properties


Introduction

In the last lab you created a new Thermometer ArchestrA Symbol for use in your application. In
this lab you will modify your thermometer symbol to include custom properties and link animations
to them. This will allow you to reuse the symbols with as many temperature transmitters as
desired.

Objectives
Upon completion of this lab, you will be able to:
z Add custom properties to your symbols
z Animate your symbols through custom properties
z Use custom properties to assign references to your symbols

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3-66 Module 3 – ArchestrA Symbols

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Add custom properties to a symbol


a. Open the Thermometer symbol for editing.
b. Add the following 4 Custom Properties:

Name Data Type Default Value Visibility Description


Value Float 0.0 Public Value of temperature.
Min Float 0.0 Public Minimum value of temperature.
Max Float 100.0 Public Maximum value of temperature.
EngUnits String Units Public Engineering units of temperature.

c. Select all elements and Substitute References as follows (substituting your student number
for XX) and Save the symbol:

Old New
Mixer_XX0.TT.EngUnitsMax Max
Mixer_XX0.TT.EngUnitsMin Min
Mixer_XX0.TT.PV Value
Mixer_XX0.TT.PV.EngUnits EngUnits

Test the symbol


d. Open the Mixer window in WindowMaker and double-click the Thermometer symbol to open
it for editing.
e. In the Edit Custom Properties window, select the EngUnits custom property and click the
Mode button to switch to Expression or Reference mode.
f. Configure the custom properties as shown, substituting your student number for XX:
z EngUnits: Galaxy:Mixer_XX0.TT.PV.EngUnits
z Max: Galaxy:Mixer_XX0.TT.EngUnitsMax
z Min: Galaxy:Mixer_XX0.TT.EngUnitsMin
z Value: Galaxy:Mixer_XX0.TT.PV
g. Duplicate the Thermometer symbol in WindowMaker.
h. Substitute / Substitute Tags… for the second instance of the thermometer as follows,
substituting your student number for XX:
z Old Text: XX0
z New Text: XX1
i. Switch to WindowViewer to see the two symbols running.

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 6 – Using Custom Properties 3-67

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Add custom properties to a symbol


1. In the Graphic Toolbox under Training Symbols, double-click the Thermometer symbol to
open the ArchestrA Symbol Editor.
2. In the Properties panel, select Custom Properties and click the ellipsis button.

3. Click the + button to add a Custom Property configured as follows:


z Name: Value
z Data Type: Float
z Default Value: 0.0
z Visibility: Public
z Description: Value of temperature.

4. Add 3 more Custom Properties configured as follows:

Name Data Type Default Value Visibility Description


Min Float 0.0 Public Minimum value of temperature.
Max Float 100.0 Public Maximum value of temperature.
EngUnits String Units Public Engineering units of temperature.

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3-68 Module 3 – ArchestrA Symbols

5. Click the OK button when you are finished adding Custom Properties to the Thermometer
symbol.

The Custom Properties category in the Properties panel should look like the following:

6. In the menu bar click Edit / Select All (or press F2).
7. In the menu bar click Special / Substitute References (or press Ctrl+E).
8. In the Substitute References dialog box, change the existing references as follows:

Old New
Mixer_XX0.TT.PV.EngUnits EngUnits
Mixer_XX0.TT.EngUnitsMax Max
Mixer_XX0.TT.EngUnitsMin Min
Mixer_XX0.TT.PV Value

Wonderware® Training
Lab 6 – Using Custom Properties 3-69

Note: You can use the ellipsis button on each one of the references to open the Galaxy Browser.
Select Thermometer in the Element Browser tab to see a list of the custom properties for that
element.

9. Click OK to close the Substitute Reference dialog box.


10. Click the Save button to save the symbol.

Note: There is no need to close the editor before testing the symbol.

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Test the symbol


11. Open the Mixer window in WindowMaker.

Note: If WindowMaker is closed, double-click $MixerApplication to open the application in


WindowMaker.
If the Symbol Updated button displays on the status bar of WindowMaker, double-click it to
update the symbol in the window.

12. Double-click the Thermometer symbol.


13. In the Edit Custom Properties window, select the EngUnits custom property and click the
Mode button to switch to Expression or Reference mode.
14. Delete the content of the Default Value box and click on the ellipsis button to open the
Galaxy Browser.
15. Change the Tag Source: drop-down box to Default Galaxy.

16. In the Galaxy Browser dialog box click on the Show Hierarchical Name button and
select the Mixer_XX0.TT.PV.EngUnits reference.
17. Click the OK button to return to the Edit Custom Properties window.
18. Configure the remaining custom properties as shown, substituting your student number for
XX:
z Max: Galaxy:Mixer_XX0.TT.EngUnitsMax
z Min: Galaxy:Mixer_XX0.TT.EngUnitsMin
z Value: Galaxy:Mixer_XX0.TT.PV

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Lab 6 – Using Custom Properties 3-71

19. Click OK to close the Edit Custom Properties window.

20. Duplicate the Thermometer symbol in WindowMaker.


21. Right-click the second instance of the Thermometer and select Substitute / Substitute
Tags….
22. Click the Replace button in the Substitute Tagnames dialog box.
23. Enter the following and click the OK button, substituting your student number for XX.
z Old Text: XX0
z New Text: XX1
24. Click OK.

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25. Click the OK button to close the Substitute Tagnames window.

26. Switch to WindowViewer to see the two symbols running.

Wonderware® Training
Section 4 – Scripts 3-73

Section 4 – Scripts

Section Objective
z Explain and define the various script types that can be associated with ArchestrA
Symbols

This section will explain the script types that can be associated with ArchestrA Symbols.

Introduction
Scripting capabilities allow you to execute commands and logical operations based on specified
criteria being met, such as when a key is pressed, a symbol is displayed, or a value changes.
ArchestrA Symbols use the same scripting engine as ArchestrA Objects: QuickScript .NET. All
QuickScript .NET functions and capabilities found within ArchestrA Objects are available here.

Note: All scripts run synchronously at runtime.

There are three types of scripts that can be used with ArchestrA Symbols: Symbol, Action, and
Event.

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Symbol Scripts
Symbol scripts are associated with the ArchestrA Symbol itself. Access Symbol scripts through the
Runtime Behavior category of the Properties Editor or by right-clicking the canvas and selecting
Scripts.... There are two types of Symbol Scripts: Predefined and Named.
Predefined Scripts are executed when the specific built-in condition is triggered. Every ArchestrA
Symbol has three built-in trigger types available:
z On Show: Executes one time when the symbol is shown or opened.
z While Showing: Executes periodically while the symbol is showing. The period (in
milliseconds) indicates how often the script executes.
z On Hide: Executes one time when the symbol is hidden or closed.

Wonderware® Training
Section 4 – Scripts 3-75

Named Scripts are executed when a specific condition is met by evaluating an expression against
a specific trigger type. You can add as many named scripts as you need to any ArchestrA Symbol.
There are five different trigger types available:
z WhileTrue: Executes if the Expression is still true since the last execution. The Period
(in milliseconds) indicates how often the expression is evaluated.
z WhileFalse: Executes if the Expression is still false since the last execution. The Period
(in milliseconds) indicates how often the expression is evaluated.
z OnTrue: Executes when the Expression transitions from false to true.
z OnFalse: Executes when the Expression transitions from true to false.
z DataChange: Executes when the Expression value and/or quality changes.

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3-76 Module 3 – ArchestrA Symbols

Action Scripts
Action Scripts are associated with elements within the ArchestrA Symbol, and are added as
animations through the Edit Animations dialog box.
Action scripts are triggered in runtime by user interaction with a mouse; although every action
script can be associated with a key combination that will trigger the execution of the script as well.
There are fifteen different trigger types available:
z On Left Click/Key Down to activate the action script when the primary mouse button or a
specific key is pressed
z While Left Click/Key Down to activate the action script when the primary mouse button
or a specific key is pressed and held
z On Left Click/Key Up to activate the action script when the primary mouse button or a
specific key is released
z On Left Double Click to activate the action script when the primary mouse button is
double-clicked
z On Right Click to activate the action script when the secondary mouse button is pressed
z While Right Down to activate the action script when the secondary mouse button is
pressed twice held
z On Right Up to activate the action script when the secondary mouse button is released
z On Right Double Click to activate the action script when the secondary mouse button is
double-clicked
z On Center Click to activate the action script when the center mouse button is pressed
z While Center Down to activate the action script when the center mouse button is pressed
and held
z On Center Up to activate the action script when the center mouse button is released
z On Center Double Click to activate the action script when the center mouse button is
double-clicked
z On Mouse Over to activate the action script when the mouse pointer is moved over the
element
z On Mouse Leave to activate the action script when the mouse pointer is moved out of the
element
z While Mouse Over to activate the action script while the mouse pointer is over the
element

Wonderware® Training
Section 4 – Scripts 3-77

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3-78 Module 3 – ArchestrA Symbols

Event Scripts (Client Control Event):


Event scripts are associated with Client Controls within an ArchestrA Symbol. Event scripts are
configured as pre-built animations through the Edit Animations dialog box where a list of all the
events exposed by the client controls are listed.
Event scripts are triggered in runtime when the client control triggers the corresponding event.
Each client control exposes its own particular list of events. These are an example of some
common events found in most client controls:
z Click
z DoubleClick
z Enter
z Leave
z KeyDown
z KeyPress
z KeyUp

Note: Client Controls will be covered in more detail in Section 5, “Advanced Features.”

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-79

Lab 7 – Creating a Resizable Analog Meter


Introduction
In the last lab you modified your thermometer symbol to include custom properties and linked
animations to them, allowing reuse of the symbols with as many temperature transmitters as
desired. In this lab you will create some customized and automated system functions using
scripting to cause a graphic to resize in Runtime, as shown below.

Objectives
Upon completion of this lab you will be able to:
z Use the scripting engine to create custom animation and calculations within ArchestrA
Symbols
z Trigger action scripts as animations for the graphic elements within ArchestrA symbols
Mouse over symbol:

Mouse off of symbol:

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

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3-80 Module 3 – ArchestrA Symbols

Create a new symbol


a. In the Training Symbols toolset create a new symbol called AnalogMeterResize.
b. Open the AnalogMeterResize symbol and embed an AnalogMeterRound symbol from the
Analog Meters folder in the ArchestrA Symbol Library. Rename it AnalogMeter.
c. Edit the Width and Height properties to make the element square in proportion.
d. Change the TreatAsIcon property to True.
e. Add the following Custom Properties to the AnalogMeterResize symbol:

Name Data Type Default Value Visibility Description


GrowMe Boolean False Private Flag to make the symbol bigger
ShrinkMe Boolean False Private Flag to shrink symbol to its original size
InitialSize Integer 0 Private Initial width/height of the symbol
InitialX Integer 0 Private Initial X-coordinate position of the symbol
InitialY Integer 0 Private Initial Y-coordinate position of the symbol
ResizeFactor Float 2.0 Public Grow size multiplier (e.g. 1.5 = 150%)

f. Next, configure the following animations:

Element Animation Trigger Frequency Script


AnalogMeter Action On Mouse Over After: 50 ms 'Grow the symbol
Scripts GrowMe = True;
ShrinkMe = False;
On Mouse Leave After: 50 ms 'Shrink the symbol
GrowMe = False;
ShrinkMe = True;

Element Animation Trigger Frequency


Canvas Predefined Scripts On Show
Script:
'Get the initial size of the symbol
InitialSize = AnalogMeter.Width;
'Get the initial position of the symbol
InitialX = AnalogMeter.X;
InitialY = AnalogMeter.Y;

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-81

Element Animation Expression Trigger Frequency


Canvas Named Script: Grow GrowMe WhileTrue Period: 50 ms
Script:
If AnalogMeter.Width < (InitialSize * ResizeFactor) Then
'Resize analog meter element
AnalogMeter.Width = AnalogMeter.Width * 1.1;
AnalogMeter.Height = AnalogMeter.Width;
'Reposition element
Dim displacement As Integer;
displacement = (InitialSize - AnalogMeter.Width) / 2;
AnalogMeter.X = InitialX + displacement;
AnalogMeter.Y = InitialY + displacement;
Else
'Reached desired size. Cancel resize
GrowMe = False;
EndIf;

Element Animation Expression Trigger Frequency


Canvas Named Script: Shrink ShrinkMe WhileTrue Period: 50 ms
Script:
If AnalogMeter.Width > InitialSize Then
'Resize analog meter element
AnalogMeter.Width = AnalogMeter.Width / 1.1;
AnalogMeter.Height = AnalogMeter.Width;
'Reposition element
Dim displacement As Integer;
Displacement = (InitialSize - AnalogMeter.Width) / 2;
AnalogMeter.X = InitialX + displacement;
AnalogMeter.Y = InitialY + displacement;
Else
'Reached original size. Cancel resize
ShrinkMe = False;
EndIf;

g. Save the new AnalogMeterResize symbol.

Test the Symbol


h. In WindowMaker, embed the AnalogMeterResize symbol in the Mixer window.
i. Configure the AnalogMeterResize Custom Properties as follows:
z AnalogMeter.Max: Galaxy:Mixer_XX0.LIT.EngUnitsMax
z AnalogMeter.Min: Galaxy:Mixer_XX0.LIT.EngUnitsMin
z AnalogMeter.Value: Galaxy:Mixer_XX0.LIT.PV
j. Switch to WindowViewer to try the symbol in Runtime.

See the next page for Detailed Lab Instructions

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3-82 Module 3 – ArchestrA Symbols

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a new symbol


1. Create a new symbol in the Training Symbols toolset.

2. Rename the new symbol AnalogMeterResize.


3. Open the ArchestrA Symbol Editor to edit the new symbol (double-click the new symbol).

4. Use the Embed Graphic button to embed an AnalogMeterRound symbol from the
ArchestrA Symbol Library (found in ArchestrA Symbol Library/Analog Meters).
5. Rename the new symbol AnalogMeter.
6. Edit the Width and Height properties to make the element square in proportion.
7. Change the TreatAsIcon property to True (found in the Properties Panel, Runtime Behavior
Category).

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-83

The AnalogMeter Properties Editor should now be similar to the following:

8. Right-click on the canvas and select Custom Properties... in the context menu.
9. Add the following Custom Properties to the AnalogMeterResize symbol:

Name Data Type Default Value Visibility Description


GrowMe Boolean False Private Flag to make the symbol bigger
ShrinkMe Boolean False Private Flag to shrink symbol to its original size
InitialSize Integer 0 Private Initial width/height of the symbol
InitialX Integer 0 Private Initial X-coordinate position of the symbol
InitialY Integer 0 Private Initial Y-coordinate position of the symbol
ResizeFactor Float 2.0 Public Grow size multiplier (e.g. 1.5 = 150%)

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3-84 Module 3 – ArchestrA Symbols

10. Click OK to close the Edit Custom Properties window.

11. Double-click on the AnalogMeter element.


12. Click the + button to add animation and select Action Scripts:

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-85

13. Select On Mouse Over in the Trigger type drop-down box.


14. Enter 50 in the After field.
15. Enter the following script:
'Grow the symbol
GrowMe = True;
ShrinkMe = False;

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3-86 Module 3 – ArchestrA Symbols

16. Select On Mouse Leave in the Trigger type drop-down box.


17. Enter 50 in the After field.
18. Enter the following script:
'Shrink the symbol
GrowMe = False;
ShrinkMe = True;
19. Click OK to close the Edit Animations window.

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-87

20. Right-click on the canvas and select Scripts... in the context menu.
21. Select On Show in the Trigger type drop-down box.
22. Enter the following script:
'Get the inital size of the symbol
InitialSize = AnalogMeter.Width;

'Get the initial position of the symbol


InitialX = AnalogMeter.X;
InitialY = AnalogMeter.Y;

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3-88 Module 3 – ArchestrA Symbols

23. Click the + button to add a new script named Grow.


24. Enter GrowMe in the Expression field.
25. Select WhileTrue in the Trigger drop-down box.
26. Enter 50 in the Period field.
27. Enter the following script:
If AnalogMeter.Width < (InitialSize * ResizeFactor) Then
'Resize analog meter element
AnalogMeter.Width = AnalogMeter.Width * 1.1;
AnalogMeter.Height = AnalogMeter.Width;

'Reposition element
Dim displacement As Integer;
displacement = (InitialSize - AnalogMeter.Width) / 2;
AnalogMeter.X = InitialX + displacement;
AnalogMeter.Y = InitialY + displacement;
Else
'Reached desired size. Cancel resize
GrowMe = False;
EndIf;

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-89

28. Click the + button to add a new script named Shrink.


29. Enter ShrinkMe in the Expression field.
30. Select WhileTrue in the Trigger drop-down box.
31. Enter 50 in the Period field.
32. Enter the following script:
If AnalogMeter.Width > InitialSize Then
'Resize analog meter element
AnalogMeter.Width = AnalogMeter.Width / 1.1;
AnalogMeter.Height = AnalogMeter.Width;

'Reposition element
Dim displacement As Integer;
Displacement = (InitialSize - AnalogMeter.Width) / 2;
AnalogMeter.X = InitialX + displacement;
AnalogMeter.Y = InitialY + displacement;
Else
'Reached original size. Cancel resize
ShrinkMe = False;
EndIf;
33. Click OK to close the Edit Scripts window.

34. Click Save to save the new AnalogMeterResize symbol.

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3-90 Module 3 – ArchestrA Symbols

Test the Symbol


35. Open the Mixer window in WindowMaker.

36. Use the Embed ArchestrA Graphic button to embed the AnalogMeterResize symbol in
the Mixer window.
37. Double-click the AnalogMeterResize embedded graphic to configure its Custom Properties
as follows:
z AnalogMeter.Max: Galaxy:Mixer_XX0.LIT.EngUnitsMax
z AnalogMeter.Min: Galaxy:Mixer_XX0.LIT.EngUnitsMin
z AnalogMeter.Value: Galaxy:Mixer_XX0.LIT.PV
38. Click OK to close the Edit Custom Properties dialog box.

Wonderware® Training
Lab 7 – Creating a Resizable Analog Meter 3-91

39. Switch to WindowViewer to try the symbol on runtime.


Mouse held over symbol:

Mouse off of symbol:

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– Intentionally left blank –

Wonderware® Training
Section 5 – Advanced Features 3-93

Section 5 – Advanced Features

Section Objectives
z Describe the Anchor, Dynamic Size Change, and Client Controls features of ArchestrA
Graphics

This section describes the Anchor, Dynamic Size Change, and Client Controls features of
ArchestrA Graphics.

Introduction
The following advanced features of ArchestrA Graphics will be discussed in this section:
z Anchor: Indicates the point in a symbol around which size changes are propagated to the
embedded instances
z Dynamic Size Change: control the way that size changes of the source symbol are
propagated to its embedded instances
z Client Controls: .NET control(s) embedded in a symbol

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3-94 Module 3 – ArchestrA Symbols

Anchor
The anchor indicates around which point in a symbol embedded instances will resize when
changes that affect the size are made to the source symbol. By default the point of origin is in the
center point of all the elements in the canvas. You can change the position of the anchor point:
z Numerically by typing the absolute or relative anchor point position values in the
Properties Editor
z Graphically by dragging the anchor point on the canvas
When using the Properties Editor, type values for the position (X, Y) of the anchor for:
z AbsoluteAnchor property, where the position is relative to the top left corner of the
canvas 0,0.
z RelativeAnchor property, where the position is relative to the center point of all elements
on the canvas.

Two symbols embedded in an InTouch Window: The same two symbols after adding an element:
Anchor in
center of
embedded
symbol

Anchor on
left edge of
symbol

Wonderware® Training
Section 5 – Advanced Features 3-95

When either the AbsoluteAnchor or RelativeAnchor property is modified, the other one gets
updated accordingly. Regardless of how the anchor point is relocated, when you make changes to
the symbol that affects its size, the AnchorFixedTo property determines if the absolute position
or relative position of the anchor point is recalculated. This property can have following values:
z Absolute: The absolute anchor point position is unchanged, and the relative anchor point
position is recalculated.
z Relative: The relative anchor point position is unchanged, and the absolute anchor point
position is recalculated.

After adding an
element to the
symbol, the
absolute anchor
position remains
unchanged and
the relative anchor
position is
recalculated
because the
Absolute

AnchorFixedTo
property is set to
Absolute.
After adding an
element to the
symbol, the
absolute anchor
position is
recalculated and
the relative anchor
position remains
unchanged
because the
Relative

AnchorFixedTo
property is set to
Relative.

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3-96 Module 3 – ArchestrA Symbols

Dynamic Size Change


You can control the way that size changes of the source symbol are propagated to its embedded
instances by changing the DynamicSizeChange property value in the embedded instance to True
or False.
If the source symbol size changes and the dynamic size change is enabled, the embedded symbol
size adapts accordingly, getting larger or smaller as needed. If the dynamic size change is
disabled, the embedded symbol size does not change, and the aspect ratio will not be maintained.

DynamicSizeChange
= True

DynamicSizeChange
= False

The Symbol size


changes dynamically
when a change is made
that increases its size

The symbol size stays


the same when a
change is made and
aspect ratio is not
maintained

Wonderware® Training
Section 5 – Advanced Features 3-97

Client Controls
Client controls allows you to take advantage of any .NET control that might be at your disposal by
embedding them in ArchestrA Symbols.

Note: Some .NET controls require a license. Check the corresponding .NET control
documentation for more information on how to use that specific control.

Before embedding client controls in your symbols, it is necessary to import the .NET control
assembly (.dll file) into the galaxy using the ArchestrA IDE Galaxy menu and selecting Import /
Client Control. Client controls will be added to the Graphic Toolbox with the ArchestrA Symbols.

Note: You can find the Microsoft .NET Framework controls in your local Windows folder. By
default, the file is located at
C:\Windows\Microsoft.NET\Framework\v2.0.50727\System.Windows.Forms.dll

You embed client controls within ArchestrA Symbols using the Galaxy Browser from the
ArchestrA Symbol Editor just as you do when embedding other ArchestrA Symbols.

All the properties, methods and events from the .NET control are exposed through the client
control when it's embedded in an ArchestrA Symbol.

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3-98 Module 3 – ArchestrA Symbols

Properties
Client control properties are accessible through:
z The Properties panel under the Misc category for direct editing.
z The Galaxy Browser under the Element Browser tab when browsing the galaxy for an
expression.
z The Edit Animations dialog box under the pre-built Data Binding animation, which
allows you to bind any client control property to an attribute reference within the galaxy, a
custom property of the symbol or any embedded symbol, a property of an element, or a
property of another client control.

Methods
Client control methods can be called from within scripts in your ArchestrA Symbol. Methods are
accessible through the Galaxy Browser when browsing the galaxy from within a script.

Wonderware® Training
Section 5 – Advanced Features 3-99

Events
Event scripts are associated with Client Controls within an ArchestrA Symbol. Event scripts are
configured as pre-built animations through the Edit Animations dialog box where a list of all the
events exposed by the client controls are listed.
Event scripts are triggered in runtime when the client control triggers the corresponding event.
Each client control exposes its own particular list of events. These are an example of some com-
mon events found in most client controls:
z Click
z DoubleClick
z Enter
z Leave
z KeyDown
z KeyPress
z KeyUp

You can then use the symbol containing the embedded client control in an InTouch application.
Wonderware ActiveFactory is one example of a software product that contains client controls.

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3-100 Module 3 – ArchestrA Symbols

– Intentionally left blank –

Wonderware® Training
Module 4

ArchestrA Objects and Symbols


Section 1 – ArchestrA Objects and Symbols 4-3
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-7
Lab 9 – Creating the Mixer Display 4-25
Section 2 – Advanced Editing 4-37
Lab 10 – Switching between Mixers using a Tabbed Display 4-41
Lab 11 – Creating a Popup Symbol 4-49
Section 3 – Quality and Status Display 4-55
4-2 Module 4 – ArchestrA Objects and Symbols

Module Objectives
z Explain how to integrate ArchestrA Objects and Symbols together
z Discuss advanced editing techniques
z Explain the Data and Quality Status graphic

Wonderware® Training
Section 1 – ArchestrA Objects and Symbols 4-3

Section 1 – ArchestrA Objects and Symbols

Section Objectives
z Explain how to include a symbol as part of an ArchestrA object
z Discuss the proper way to include symbols in a containment relationship
z Explain how to work with symbols included in an ArchestrA object

This section describes how to include ArchestrA Symbols into ArchestrA Objects and how to
properly use this feature when working on a containment relationship.

Introduction
ArchestrA Symbols can be included directly in Automation Objects, templates or instances,
through the Graphics tab in the configuration editor of the object. Symbols added to object
templates will be inherited by any derived object just like script and UDAs. Any changes made to a
symbol included in an object template will be propagated to all derived objects as soon as the
template is checked in.
Just as you will do when adding scripts or extensions to an object, when an ArchestrA Symbol is
added to an automation object, all references within the symbol should be done using relative
reference (Me.PV) to fully encapsulate the functionality of the symbol within the object, instead of
using absolute reference (InletValve1.PV). This way, when working with object templates, all
derived instances will have their inherited symbols properly configured.
When working in a containment relationship, all contained objects should have their own symbols
added to them (device-specific symbols), and the container object symbols (system-wide symbols)
will have the symbols from its contained objects embedded in them. This way, all relative
references will be handled properly by the software without any extra configuration.

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4-4 Module 4 – ArchestrA Objects and Symbols

Managing ArchestrA Symbols within Automation Objects

Use the Graphics tab in an Automation Object's configuration editor to add a new symbol,
give it a valid name and type an optional description.
The names must be unique. Valid characters for symbol names include alphanumeric characters,
$, #, and _ (underscore). Symbol names cannot include spaces and the symbol name cannot
begin with the $ character.

To edit a newly created symbol or to make changes to an existing one, select the ArchestrA
Symbol under the Local Graphics list and click the Open button to open the symbol in the
ArchestrA Symbol Editor.
Symbols under the Inherited Graphics list are inherited from a template up the derivation
hierarchy. The symbol name will show with the name of the template the symbol comes from in
square brackets appended to it. Attempting to open an inherited symbol will result in a read-only
editing session with the ArchestrA Symbol Editor.

Wonderware® Training
Section 1 – ArchestrA Objects and Symbols 4-5

Inserting ArchestrA Symbols from an Automation Object


From the ArchestrA Graphics perspective, symbols added to Automation Objects are referenced
like any other attribute within that object using the symbols name.

When embedding an ArchestrA Symbol, either into another symbol or in WindowMaker,

select either the Template Toolbox button to embed a symbol from a template, or the

Instances button to embed a symbol from an instance. Either way, the Galaxy Browser will
only display the objects (templates or instances) that have ArchestrA Symbols. Selecting an object
will display all the symbols that object includes.

When embedding a symbol in WindowMaker from an object template, you will be prompted for the
name to create a new instance our of the selected template. The name needs to be unique since
the software will attempt to create a brand new instance in the Galaxy. If the intent is to add a
symbol from an existing instance, then select the instance instead.

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4-6 Module 4 – ArchestrA Objects and Symbols

Selecting Alternate Symbols of the Same Instance


Automation Objects can include more than one ArchestrA Symbol. The Select Alternate Symbol
feature allows the replacement of an embedded symbol with another symbol belonging to the
same instance. This feature is available in both, the ArchestrA Symbol Editor and WindowMaker.

Note: You cannot use this function with ArchestrA Symbols that originate from the Graphic
Toolbox, as they are not part of any object.

To access this feature from the ArchestrA Symbol Editor you can do one of the following:
z Select the embedded symbol, go to the Edit menu and select Embedded Symbol /
Select Alternate Symbol
z Right-click the embedded symbol and select Embedded Symbol / Select Alternate
Symbol
To access this feature from WindowMaker you can do one of the following:
z Select the embedded symbol, go to the Edit menu and select ArchestrA Graphic
“<graphic name>” / Select Alternate Symbol
z Right-click the embedded symbol and select ArchestrA Graphic “<graphic name>” / Select
Alternate Symbol
The Galaxy Browser will display symbols belonging to the same instance from which you can
select an alternate symbol:

If the alternate symbol is a different size than the original symbol, a message appears prompting if
you want to keep the size of the currently inserted ArchestrA Symbol. Yes will keep the current
size of the selected ArchestrA Symbol while No will update the size of the selected ArchestrA
Symbol to the size of the new ArchestrA Symbol.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-7

Lab 8 – Creating a $DiscreteDevice Two-State


Command
Introduction

In this lab you will create a new symbol that commands a $DiscreteDevice object to its Passive
state and First Active state.The new symbol will be configured to use relative references and will
be embedded in automation objects. A graphic showing the resulting symbol is shown below.

Objectives
Upon completion of this lab, you will be able to:
z Transform and work with custom enumeration data types within ArchestrA Symbols
z Configure ArchestrA Symbols with relative references to be embedded in automation
objects
z Embed ArchestrA Symbols within automation objects

When each button is depressed the center moves slightly, creating a 3-D effect:

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4-8 Module 4 – ArchestrA Objects and Symbols

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

This lab contains several intricate parts that cannot easily be summarized.
Please refer to the Detailed lab Instructions on the next page.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-9

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a new symbol


1. Create a new symbol in the Training Symbols toolset named DiscreteDeviceCmd.
2. Double-click the new symbol to edit it with the ArchestrA Symbol Editor.
3. Change the Smoothing property to True (found in the Properties Panel, Appearance
Category).
4. Add the following Custom Properties to the DiscreteDeviceCmd symbol (right-click on the
canvas and choose Custom Properties context menu):

Name Data Type Default Value Visibility Description


PushedOff Boolean False Private Flag to indicate that the red (OFF) button has been
pressed

PushedOn Boolean False Private Flag to indicate that the green (ON) button has been
pressed

Cmd Integer Me.Cmd Private Needed to cast the custom enumeration to an integer

PV Integer Me.PV Private Needed to cast the custom enumeration to an integer

Note: Because the symbol is being created outside of an object, relative references are not
available, so you will not be able to select Me.Cmd in the Galaxy Browser, but instead will need to
type it in.

5. Use the Rounded Rectangle button to draw a rectangle named Background.


6. Change the Radius property to 10 (found in the Properties Panel, Appearance Category).

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4-10 Module 4 – ArchestrA Objects and Symbols

7. Use the Fill Color drop-down arrow to change the Fill Color as shown:

White

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-11

8. Use the Line Color drop-down arrow to change the LineColor options as shown:

Dark
Gray

The new Background element should now look similar to the following:

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4-12 Module 4 – ArchestrA Objects and Symbols

Create the “On” Button


9. Use the Ellipse button to draw a circle named BezelOuter.
10. Use the Fill Color drop-down arrow to change the Fill Color of the BezelOuter element as
shown:

Green

White

11. Use the Line Color drop-down arrow to change the LineColor options of the BezelOuter
element to match the Fill Color options above.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-13

12. Use the Ellipse button to draw another circle named Bezel slightly smaller than BezelOuter.
13. Use the Fill Color drop-down arrow to change the Fill Color of the Bezel element as shown:

Light
Green

White

14. Click the Line Weight drop-down arrow to select No Line.


15. Use the Text button to create a Text element.
16. Enter “I” as the Text (the letter “I” as in “InTouch”).
17. Rename the new Text element Label.
18. Format the Label text element as follows:
z Font: Arial
z Font Size: 12
z Font Style: Bold
z Alignment: Centers
19. Select the Label and Bezel elements and click the Align Centers button.
20. Group the Label and Bezel into a group named Inner.
21. Select the Inner and Bezel Outer elements and click the Align Centers button.
22. Group the Inner and BezelOuter elements into a group named Green.

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4-14 Module 4 – ArchestrA Objects and Symbols

The DiscreteDeviceCmd symbol should now look similar to the following:

23. Double click the Green.Inner.Label graphic element in the Elements panel.
24. Add a Text Style animation and configure it as follows:
z States: Boolean
z Expression or Reference: PV <> 1
z Values - True, 1, On
z Color: checked, Gray
z Font: unchecked
z Values - False, 0, Off
z Color: unchecked
z Font: unchecked
25. Click OK when finished configuring animations for the Green.Inner.Label graphic element.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-15

26. Double click the Green.BezelOuter graphic element in the Elements panel.
27. Add an Action Scripts animation configured as follows:
Trigger: On Left Click/Key Down
'Raise flag
PushedOn = True;

'Move the inner circle for a pushed effect


Inner.X = Inner.X + 1;
Inner.Y = Inner.Y + 1;

'Command the Active1 state (2)


Cmd = 2;

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4-16 Module 4 – ArchestrA Objects and Symbols

28. Change the Trigger to On Left /Key Up and enter the following script:
'Reset flag
PushedOn = False;

'Move the inner circle for a released effect


Inner.X = Inner.X - 1;
Inner.Y = Inner.Y - 1;

29. Click the + button to add a Disable animation configured as follows:


z Expression Or Reference: PV == 2
z Disabled When Expression is: True, 1, On
30. Add a Line Style animation configured as follows:
z States: Boolean
z Expression Or Reference: PushedOn
z Values - True, 1, On
z Color: checked (see configuration criteria in next numbered step)
z Weight: unchecked
z Pattern: unchecked
z Values - False, 0, Off
z Color: unchecked
z Weight: unchecked
z Pattern: unchecked

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-17

31. Configure the True, 1, On - Color as follows.


32. Click OK.

Gray

White

The Animations panel for the Green.BezelOuter element should now look similar to this:

33. Click OK.

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4-18 Module 4 – ArchestrA Objects and Symbols

Create the “OFF” Button


34. Duplicate the Green group and rename the new group Red.
35. Right-click on the Red group and select Substitute / Substitute Strings… to change the
captions of the button as follows. Click OK when finished.

Old New
I O

36. Right-click the Red group and select Substitute / Substitute References...to change the
button references as follows. Click OK when finished.

37. Click the Red.BezelOuter element in the Elements panel to select it.
38. Use the Fill Color down-arrow to change the Gradient Fill Color 2 to Red.
39. Click OK, then OK again.
40. Use the Line Color down-arrow to change the Gradient Fill Color 2 to Red.
41. Click OK, then OK again.
42. Click the Red.Inner.Bezel element in the Elements panel to select it.
43. Use the Fill Color down-arrow to change the Gradient Fill Color 2 to Light Red.
44. Click OK, then OK again.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-19

The DiscreteDeviceCmd symbol should now look similar to the following:

45. Double-click the Red.Inner.Label to change the text animation:


PV <> 2
46. Click OK.

47. Double-click the Red.BezelOuter element in the Elements panel and change the animation
as follows:
z Animation: Disable
z Expression Or Reference: PV == 1
z Animation: Action Scripts
z Change the last two lines of the script to:
'Command the Passive state (1).
Cmd = 1;

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4-20 Module 4 – ArchestrA Objects and Symbols

Add additional label


48. Use the Text button to create a Text element.
49. Enter “PV” as the Text.
50. Rename the new Text element StateLabel.
51. Format the StateLabel text element as follows:
z Font: Arial
z Font Size: 10
z Font Style: Bold
z Alignment: Centers
52. Double click on the StateLabel text element.
53. Add a Value Display animation configured as follows:
z States: String
z Expression or Reference: Me.PV
The Animations panel for the StateLabel element will look similar to this:

54. Click OK when finished.


55. Use the Text button to create another Text element.
56. Enter “<Tagname>” as the Text.
57. Rename the new Text element Tagname.
58. Format the Label text element as follows:
z Font: Arial
z Font Size: 12
z Font Style: Bold
z Alignment: Centers
59. Double click on the new Label text element.
60. Add a Value Display animation configured as follows:
z States: String
z Expression Or Reference: Me.Tagname
61. Click OK when finished.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-21

62. Arrange the elements as follows:

63. Click Save and Close to check in the symbol.

Embed the Symbol in the $Valve


64. Double-click the $Valve template in the Template Toolbox (under the Training Objects
toolset).
65. Select the Graphics tab.

66. Click the Add Symbol button to create a new symbol named CmdControl.
67. With CmdControl selected, click the Open button.
68. Use the Embed Graphic button to embed the DiscreteDeviceCmd symbol.

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4-22 Module 4 – ArchestrA Objects and Symbols

69. Save and Close the symbol.

70. Save and Close the $Valve template to check it in.

Test the Symbol


71. Open the Mixer window in WindowMaker.
72. Click the Embed Graphic button to open the Galaxy Browser.

73. Select the Instances and Show Hierarchical Name buttons in the toolbar.
74. Select the Mixer_XX0.Inlet1 instance.

Wonderware® Training
Lab 8 – Creating a $DiscreteDevice Two-State Command 4-23

75. Select the CmdControl symbol and click OK.

76. Place the symbol in the Mixer window.


77. Switch to Runtime to try the symbol in runtime.
When each button is depressed the center moves slightly, creating a 3-D effect:

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4-24 Module 4 – ArchestrA Objects and Symbols

– Intentionally left blank –

Wonderware® Training
Lab 9 – Creating the Mixer Display 4-25

Lab 9 – Creating the Mixer Display

Introduction

In the last lab you created a new symbol that commanded a $DiscreteDevice object to its Passive
state and First Active state. The new symbol was configured to use relative references and was
embedded in automation objects. In this lab you will create a symbol to display your mixers by
embedding the ArchestrA Symbols you created in previous labs into a new ArchestrA symbol in a
containment relationship.

Objectives
Upon completion of this lab, you will be able to:
z Configure and use embedded ArchestrA Symbols in a containment relationship

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4-26 Module 4 – ArchestrA Objects and Symbols

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Embed Symbols into Templates


a. In the Graphics tab of the $Valve template add a new symbol named Display.
b. Open the $Valve.Display symbol and embed a ValvePositioner symbol named Valve from
the ArchestrA Symbol Library.
c. Change all the Custom Properties for the Valve to Private, and the Default Value for the
Valve custom property to 0.
d. Add the following script to the $Valve.Display symbol:
z Name: CalcPosition
z Expression: Me.PV
z Trigger: DataChange
z Deadband: 0.0
z Script text:
If Me.PV == 1 Then
'Valve state is Passive (Closed)
Valve.Value = 0;
ElseIf Me.PV == 2 Then
'Valve state is Active1 (Opened)
Valve.Value = 100;
Else
'Valve state is Transition (Traveling)
Valve.Value = 50;
EndIf;
e. Check in the $Valve template.

Wonderware® Training
Lab 9 – Creating the Mixer Display 4-27

f. Continue creating templates and embedding symbols as follows:

Rename
Template New Symbol Name Symbol to embed embedded Custom Properties Configuration
symbol
$Pump Display PumpCentrifugal Pump z Set all to Private
from ArchestrA z Value Property Default Value set to
Symbol Library Me.PV.IsActive1
$Motor Display PumpVert from Motor z Set all to Private
ArchestrA Symbol z Value Property Default Value set to
Library Me.PV.IsActive1
$Totalizer Display AnalogMeterResize Meter z Set all to Private except ResizeFactor
(from Training z Change the Default Values for the Custom
Symbols) Properties as follows:
zAnalogMeter.Max: Me.EngUnitsMax
zAnalogMeter.Min: Me.EngUnitsMin
zAnalogMeter.Value: Me.PV

$Meter Display AnalogMeterResize Meter z Set all to Private except ResizeFactor


(from Training z Change the Default Values for the Custom
Symbols) Properties as follows:
zAnalogMeter.Max: Me.EngUnitsMax
zAnalogMeter.Min: Me.EngUnitsMin
zAnalogMeter.Value: Me.PV

DisplayTemperature Thermometer (from Meter z Set all to Private


Training Symbols) z Change the Default Value for the Custom
Properties as follows:
zEngUnits: Me.PV.EngUnits (Change the
mode to Expression Or Reference)
zMax: Me.EngUnitsMax
zMin: Me.EngUnitsMin
zValue: Me.PV

Embed Symbols in $Mixer


g. In the Graphics tab of the $Mixer template add a new symbol named Display.
h. Open the $Mixer.Display symbol and embed a TankCylinderVertFill symbol named Tank
from the ArchestrA Symbol Library.
i. Configure the Custom Properties of the Tank symbol as follows:
z Set all Custom Properties to Private.
z EngUnits: Me.LIT.PV.EngUnits
z Max: Me.LIT.EngUnitsMax
z Min: Me.LIT.EngUnitsMin
z Value: Me.LIT.PV

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4-28 Module 4 – ArchestrA Objects and Symbols

j. Embed the following symbols to create a $Mixer.Display similar to the figure shown next:
z Me.Agitator.Display
z Me.Inlet1.CmdControl
z Me.Inlet1.Display
z Me.Inlet2.CmdControl
z Me.Inlet2.Display
z Me.Outlet.CmdControl
z Me.Outlet.Display
z Me.Pump1.Display
z Me.Pump2.Display
z Me.Total1.Display
z Me.Total2.Display
z Me.Total3.Display
z Me.TT.DisplayTemperature

Wonderware® Training
Lab 9 – Creating the Mixer Display 4-29

k. Add a Text element and type “<Tagname>”.


l. Add a Value Display animation to the new text element and configure it as follows:
z States: Name
z Name to be displayed: Tag Name

Note: Use graphic elements or symbols from the ArchestrA Symbol Library, like the
PanelPolishedBrass to emphasize the mixer name.

m. Save and Close the symbol.


n. Check in the $Mixer template.

Test the Symbol


o. Add the Display symbol that is embedded in the Mixer_XX0 instance to the Mixer window.
p. Try opening and closing the different valves in Runtime.

See the next page for Detailed Lab Instructions

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4-30 Module 4 – ArchestrA Objects and Symbols

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Embed Symbols into Templates


1. In the Template Toolbox double-click the $Valve template and select the Graphics tab.
2. Click the Add Symbol button and name the new symbol Display.
3. Click the Open button.
4. Embed a ValvePositioner symbol from the ArchestrA Symbol Library (Valve folder) and name
it Valve.
5. Right-click the new Valve symbol and choose Custom Properties.
6. Change each Custom Property to Private.
7. Change the Default Value for the Value custom property to 0.
8. Click OK.

9. Right-click the canvas and select Scripts.

Wonderware® Training
Lab 9 – Creating the Mixer Display 4-31

10. Add the following script to the $Valve.Display symbol:


z Name: CalcPosition
z Expression: Me.PV
z Trigger: DataChange
z Deadband: 0.0
z Script text:
If Me.PV == 1 Then
'Valve state is Passive (Closed)
Valve.Value = 0;
ElseIf Me.PV == 2 Then
'Valve state is Active1 (Opened)
Valve.Value = 100;
Else
'Valve state is Transition (Traveling)
Valve.Value = 50;
EndIf;
11. Click OK to close the Edit Scripts window.
12. Save and Close the Display symbol.
13. Check in the $Valve template.
14. Using steps 1-8 as a guide, continue to embed the following symbols into templates:

Rename
Template New Symbol Name Symbol to embed embedded Custom Properties Configuration
symbol
$Pump Display PumpCentrifugal Pump z Set all to Private except InletActive
from ArchestrA z Value Property Default Value set to
Symbol Library Me.PV.IsActive1
$Motor Display PumpVert from Motor z Set all to Private
ArchestrA Symbol z Value Property Default Value set to
Library Me.PV.IsActive1
$Totalizer Display AnalogMeterResize Meter z Set all to Private except ResizeFactor
(from Training z Change the Default Values for the Custom
Symbols) Properties as follows:
zAnalogMeter.Max: Me.EngUnitsMax
zAnalogMeter.Min: Me.EngUnitsMin
zAnalogMeter.Value: Me.PV

$Meter Display AnalogMeterResize Meter z Set all to Private except ResizeFactor


(from Training z Change the Default Values for the Custom
Symbols) Properties as follows:
zAnalogMeter.Max: Me.EngUnitsMax
zAnalogMeter.Min: Me.EngUnitsMin
zAnalogMeter.Value: Me.PV

DisplayTemperature Thermometer (from Meter z Set all to Private


Training Symbols) z Change the Default Value for the Custom
Properties as follows:
zEngUnits: Me.PV.EngUnits (Change the
mode to Expression Or Reference)
zMax: Me.EngUnitsMax
zMin: Me.EngUnitsMin
zValue: Me.PV

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4-32 Module 4 – ArchestrA Objects and Symbols

Embed Symbols in $Mixer


15. In the Template Toolbox open the configuration for the $Mixer template and select the
Graphics tab.
16. Click the Add Symbol button and name the new symbol Display.
17. Click the Open button.
18. Embed a TankCylinderVertFill symbol from the ArchestrA Symbol Library (Vessels folder)
and name it Tank.
19. Configure the Custom Properties of the Tank symbol as follows:
z Set all Custom Properties to Private.
z Change the Default Values for the Custom Properties as follows:
z EngUnits: Me.LIT.PV.EngUnits
z Max: Me.LIT.EngUnitsMax
z Min: Me.LIT.EngUnitsMin
z Value: Me.LIT.PV
20. Click OK to close the Edit Custom Properties window for the Tank.
21. Use the Embed Graphic button to open the Galaxy Browser.
22. Select Relative References in the toolbar.
23. Embed the following symbol:
z Me.Agitator.Display

Wonderware® Training
Lab 9 – Creating the Mixer Display 4-33

24. Continue to embed symbols to create a $Mixer.Display similar to the figure shown next:
z Me.Agitator.Display
z Me.Inlet1.CmdControl
z Me.Inlet1.Display
z Me.Inlet2.CmdControl
z Me.Inlet2.Display
z Me.Outlet.CmdControl
z Me.Outlet.Display
z Me.Pump1.Display
z Me.Pump2.Display
z Me.Total1.Display
z Me.Total2.Display
z Me.Total3.Display
z Me.TT.DisplayTemperature

Note: Use the Pipes from the ArchestrA Symbol Library to connect all symbols.

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4-34 Module 4 – ArchestrA Objects and Symbols

25. Add a Text element with the text Tagname.


26. Rename the new Text element Label.
27. Change the Alignment property to Centers.
28. Change the Font size to 24.
29. Double click on the Label text element in the Elements panel.
30. Add a Value Display animation and configure it as follows:
z States: Name
z Name to be displayed: Tag Name

Note: Use graphic elements or symbols from the ArchestrA Symbol Library, like the
PanelPolishedBrass to emphasize the mixer name.

31. Save and Close the symbol.


32. Check in the $Mixer template.

Wonderware® Training
Lab 9 – Creating the Mixer Display 4-35

Test the Symbol


33. Open the Mixer window in WindowMaker.
34. Delete all symbols currently in the Mixer window.
35. Click the Embed ArchestrA Graphic button to open the Galaxy Browser and select both the
Instances and Show Hierarchical Name in the toolbar.
36. Add the Display symbol embedded in the Mixer_XX0 instance.
37. Switch to WindowViewer to try the symbol on runtime.
38. Try opening and closing the different valves.

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Wonderware® Training
Section 2 – Advanced Editing 4-37

Section 2 – Advanced Editing

Section Objectives
z Identify and explain advanced animation techniques

This section introduces advanced ArchestrA Symbol editing techniques.

Advanced Animation Techniques


The following advanced animation techniques will be discussed in this section:
z Show Symbol and Hide Symbol animations
z OwningObject property of a symbol

Show Symbol and Hide Symbol Animations


You can configure an element with a Show Symbol or Hide Symbol animation. A Show Symbol
animation shows a specified symbol at a specified position when the run-time user clicks on the
element. The symbol will display independent of any InTouch Window. A Hide Symbol animation
can be configured to close the current symbol or to close a symbol that is shown by a specified
element.

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4-38 Module 4 – ArchestrA Objects and Symbols

Show Symbol
A Show Symbol animation pops-up a specified symbol independent of any InTouch Window at a
specified position when the run-time user clicks on the element. In the Edit Animations window
for the element, add the Show Symbol animation and configure the options:

z The symbol that will appear in the new window when the element is clicked on
z If the new window has a title bar and if so what the name is
z What type of window the symbol will display in
z In what position the window will display
z The window size (set width and height or a scale relative to the symbol or desktop)
z Identify a shortcut key to Show the symbol, if any

Wonderware® Training
Section 2 – Advanced Editing 4-39

Hide Symbol
In the Edit Animations window for the element, add the Hide Symbol animation and configure
the options:

z The symbol that will close, either the one that was shown by the element, or a symbol that
was shown by a specified element
z Identify a shortcut key to close the symbol, if any
Please see the Creating and Managing ArchestrA Graphics User’s Guide for additional information

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4-40 Module 4 – ArchestrA Objects and Symbols

OwningObject
The Owning Object property of a symbol is a runtime property that is used to dynamically change
the references within a symbol from one instance to another. The Owning Object property can be
used as the ArchestrA object reference to replace all "Me." references in expressions and scripts.
The object name can be set either using the tagname or hierarchical name of an
AutomationObject.

Wonderware® Training
Lab 10 – Switching between Mixers using a Tabbed Display 4-41

Lab 10 – Switching between Mixers using a


Tabbed Display

Introduction

In the last lab you created a symbol to display your mixers by embedding the ArchestrA Symbols
you created in previous labs into a new ArchestrA symbol in a containment relationship. In this lab
you will modify the $Mixer symbol to include a tabbed display as shown below, allowing you to
display data from different mixers.

Objectives
Upon completion of this lab, you will be able to:
z Use the Owning Object property of a symbol to dynamically change the references within
a symbol from one instance to another

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4-42 Module 4 – ArchestrA Objects and Symbols

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Create a Tabbed Display


a. Click on the Add Symbol button in the Graphics tab of the $Mixer template to add a new
symbol named TabbedDisplay.
b. Open the new TabbedDisplay and embed a NavDisplayTabs4 symbol named Tabs.
c. Configure the Custom Properties of the Tabs symbol as Private except TabCount.
d. Embed a PanelBrushed symbol named Panel.
e. Embed the Me.Display symbol, using Relative References.
f. Rename the new symbol Mixer.
g. Add the following script to the $Mixer.TabbedDisplay symbol (add the script to the canvas):
z Name: SwitchMixer
z Expression: Tabs.SelectedTab
z Trigger: DataChange
z Deadband: 0.0
z Code text:
Mixer.OwningObject = Tabs.SelectedTab;
h. Check in the $Mixer template.

Test the Symbol


i. Open the Mixer window in WindowMaker and delete all symbols currently in the Mixer
window.
j. Add the TabbedDisplay symbol embedded in the Mixer_XX0 instance to the Mixer window,
substituting your student number for XX.
k. Change the symbol Custom Properties as follows: Tabs.TabCount: 2
l. Right-click on the symbol and choose Substitute / Substitute Strings, changing the strings
as follows:

Current String New String


Tab1 Mixer_XX0
Tab2 Mixer_XX1

m. Switch to WindowViewer to try the symbol in Runtime. Click on each of the tabs to see the
data from both mixers.

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 10 – Switching between Mixers using a Tabbed Display 4-43

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Create a Tabbed Display


1. In the Template Toolbox double-click the $Mixer template to open the configuration editor.
2. Select the Graphics tab.
3. Click on the Add Symbol button to add a new symbol named TabbedDisplay.
4. Click the Open button.
5. Use the Embed Graphic button to embed a NavDisplayTabs4 symbol named Tabs (found in
ArchestrA Symbol Library / Buttons / Navigation)
6. Configure the Custom Properties of the Tabs symbol as Private except TabCount.
7. Click OK.
8. Embed a PanelBrushed symbol named Panel from the ArchestrA Symbol Library.
9. Click the Embed Graphic button to open the Galaxy Browser
10. Select Relative References in the toolbar, and embed the Me.Display symbol.
11. Rename the new symbol Mixer.

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4-44 Module 4 – ArchestrA Objects and Symbols

12. Right-click on the canvas and select Scripts to add the following script to the
$Mixer.TabbedDisplay symbol:
z Name: SwitchMixer
z Expression: Tabs.SelectedTab
z Trigger: DataChange
z Deadband: 0.0
z Code text:
Mixer.OwningObject = Tabs.SelectedTab;

Wonderware® Training
Lab 10 – Switching between Mixers using a Tabbed Display 4-45

The $Mixer.TabbedDisplay symbol should now look similar to the following:

13. Save and close the symbol.


14. Check in the $Mixer template.

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4-46 Module 4 – ArchestrA Objects and Symbols

Test the Symbol


15. Open the Mixer window in WindowMaker.
16. Delete all symbols currently in the Mixer window.
17. Click the Embed ArchestrA Graphic button to open the Galaxy Browser and select
Instances and Show Hierarchical Name in the toolbar.
18. Add the TabbedDisplay symbol embedded in the Mixer_XX0 instance to the Mixer window.
19. Double-click on the symbol and change its Custom Properties as follows: Tabs.TabCount: 2
20. Right-click on the symbol and choose Substitute / Substitute Strings.
21. Click the Next Page button.
22. Change the strings as follows:

Current String New String


Tab1 Mixer_XX0
Tab2 Mixer_XX1

Wonderware® Training
Lab 10 – Switching between Mixers using a Tabbed Display 4-47

23. Switch to WindowViewer to try the symbol on runtime. Click on each one of the tabs to see
the data from both mixers.

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Wonderware® Training
Lab 11 – Creating a Popup Symbol 4-49

Lab 11 – Creating a Popup Symbol

Introduction

In the last lab you modified the $Mixer symbol to include a tabbed display allowing you to display
data from different mixers. In this lab you will create and configure a symbol that will display a
popup status window (another symbol) when activated by the user.

Objectives
Upon completion of this lab, you will be able to:
z Use the Show Symbol animation to make one ArchestrA Symbol cause another ArchestrA
Symbol to display in a popup dialog box.

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4-50 Module 4 – ArchestrA Objects and Symbols

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Configure a Popup Symbol for the $WinPlatform


a. Open the $TWinPlatform template and add a new symbol named Faceplate.
b. Embed the WinPlatformDisplay symbol from the ArchestrA Symbol Library into the
$TWinPlatform.Faceplate symbol.
c. In the $TWinPlatform template, create a new symbol called Display.
d. In the new $TWinPlatform.Display symbol change the Smoothing property to True.
e. Embed the PC1 graphic from the ArchestrA Symbol Library / Widgets.

f. Change the PC1 symbol TreatAsIcon property to True.


g. Add a Show Symbol animation to the PC1 symbol configured as follows:
z Reference: Me.Faceplate
h. Check in the $TWinPlatform template.

Test the Symbol


i. Embed the Display symbol from the TWinPlatform instance in the Menu window in
WindowMaker as shown in the next graphic.

j. Switch to WindowViewer to try the symbol on runtime.

Optional step:
k. Repeat all the previous steps to create a display symbol with a popup faceplate for the
$InControl template.

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 11 – Creating a Popup Symbol 4-51

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Configure a popup symbol for the $WinPlatform


1. In the Template Toolbox double-click on the $TWinPlatform to open the configuration editor.
2. Select the Graphics tab.
3. Click the Add Symbol button and name the new symbol Faceplate.
4. Click the Open button.
5. Use the Embed Graphic button to embed the WinPlatformDisplay symbol from ArchestrA
Symbol Library / Displays.
6. Save and close the symbol.
7. Click the Add Symbol button again to create a new symbol named Display.
8. Click the Open button.
9. Use the Embed Graphic button to embed a PC1 symbol named PC from the ArchestrA
Symbol Library / Widgets.

10. Change the PC symbol TreatAsIcon property to True.

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4-52 Module 4 – ArchestrA Objects and Symbols

11. Add a Show Symbol animation to the PC symbol configured as follows:


z Reference: Me.Faceplate

12. Save and close the $TWinPlatform.Display symbol.


13. Check in the $TWinPlatform template.

Test the Symbol


14. Open the Menu window in WindowMaker.
15. Click the Embed ArchestrA Graphic button to open the Galaxy Browser.
16. Select Instances and Show Hierarchical Name in the toolbar.
17. Add the Display symbol embedded in the TWinPlatform instance.
18. Place the Display symbol in the third panel of the Menu window.
19. Resize the Display symbol to fit on the third panel, if needed.

Wonderware® Training
Lab 11 – Creating a Popup Symbol 4-53

20. Switch to WindowViewer to try the symbol on runtime.


21. Click on the computer icon to show the TWinPlatform.Faceplate symbol.

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4-54 Module 4 – ArchestrA Objects and Symbols

Optional
22. Repeat all the previous steps to create a display symbol with popup faceplate for the
$InControl template.

Note: Be sure to replace the Me.topic.* references in the faceplate to Me.tagname.*.

Wonderware® Training
Section 3 – Quality and Status Display 4-55

Section 3 – Quality and Status Display

Section Objectives
z Describe the application of the Status element

This section describes the Status element and its application in monitoring data status and quality
in runtime.

The Status Element


The Status element allows you to monitor the status and quality of any data point in the galaxy
and add a graphical feedback to your symbol. The following Status Styles will be monitored:
z Communication Error
z Configuration Error
z Pending
z Operational Error
z Software Error
z Security Error
z Warning
z Bad
z Uncertain
z Initializing

The Status element can be found along with the other graphic elements in the Tools panel of
the ArchestrA Symbol Editor. To add a Status element to you symbol, just select it and draw it in
the canvas like you will do with any other element. More than one Status element can be added to
a single ArchestrA Symbol.

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4-56 Module 4 – ArchestrA Objects and Symbols

Graphical feedback is provided for all the Status Styles by:


z A configurable icon displayed on runtime in place of the design Status element icon. By
default, a new galaxy comes with pre-configure icons for the Status display.
z A graphic override for all the texts, fills, lines and outlines characteristic of the elements
under scope (see below). By default, no overrides are configured.
The graphical feedback can be configured in the ArchestrA IDE through the Galaxy menu under
Configure / Quality and Status Display. Each Status Style can have any combinations of
overrides configured.

Wonderware® Training
Section 3 – Quality and Status Display 4-57

A Legend displays all the icons and overrides that will display in runtime:

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4-58 Module 4 – ArchestrA Objects and Symbols

Status elements are configured through the Edit Animations dialog box in a pre-built DataStatus
animation. You can associate the Status element to:
z Graphics tab: References and/or expressions in other graphic elements in the symbol. A
Status element can only monitor graphic elements that are at the same hierarchical level.
If there is a need to monitor graphic elements in different hierarchical levels (groups or
paths), a dedicated Status element must be added for that level (group or path).

Wonderware® Training
Section 3 – Quality and Status Display 4-59

z Expression tab: specific references and/or expressions from your application, including,
but not limited to: references to an attribute in the galaxy, custom properties for the
symbol, properties of embedded symbols, and expressions.

In this example the Status animation indicates there is a Configuration Error:

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Wonderware® Training
Module 5

Alarm Visualization
Section 1 – ArchestrA Alarming Review 5-3
Section 2 – Alarm View Controls 5-7
Lab 12 – Building an Alarm Display 5-11
5-2 Module 5 – Alarm Visualization

Module Objectives
z Review the basics about alarm generation in ArchestrA
z Explain and demonstrate alarm suppression
z Introduce the Alarm ActiveX Object
z Use the Alarm Database Logger Utility to store information about alarms

Wonderware® Training
Section 1 – ArchestrA Alarming Review 5-3

Section 1 – ArchestrA Alarming Review

Section Objectives
z Review the concept of alarms and events
z Review how ArchestrA handles alarms and events

This section provides a brief review of the concept of alarms and events and how ArchestrA
handles them.

What is an Alarm/Event
The alarm and event capabilities in the system provide for users to automate the detection,
notification, historization and viewing of either application (process) alarms and events or system/
software alarms events. Alarms and events occur in the runtime system. Events and alarms are
different and the system distinguishes between the two. An event is simply an occurrence of a
condition at a certain point in time. Alarms represent the occurrence of a condition that is
considered abnormal (generally bad) in nature and requiring immediate attention from a user.
Examples of alarms include:
z A process measurement has exceeded a predefined limit, such as a high temperature
alarm.
z A process device is not in the desired state, such as a pump that should be running has
stopped.
Examples of events include:
z The system engineer has changed the runtime system configuration; for example,
deployment of a new AutomationObject.
z A platform has come back online after it had a failure or shutdown.
The following items are not considered alarms or events:
z Configuration actions within the Galaxy Repository; for example import or check-out.
z A message sent to the system logger (SMCLogger). Note, sometimes certain software
events may log a message in addition to generating an event, but this is ancillary. Logger
messages are not events.

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5-4 Module 5 – Alarm Visualization

How does ArchestrA handle alarms?

The Platform as an Alarm Provider


A Platform can act as a single Alarm Provider that provides alarms to the InTouch Distributed
Alarm subsystem. A boolean checkbox is provided in the Platform AutomationObject indicating
whether it subscribed to Areas or not for alarm and event reporting.
The platform is responsible for routing all alarms and events for all Areas subscribed to by that
Platform to InTouch’s distributed alarming infrastructure. An alarm generated by App Server
contains fields that are generated by the alarm functions inside the AutomationObject. Those fields
are mapped to fields in InTouch as follows:

Alarms:
ArchestrA field InTouch Dist Alarms Mapping
Timestamp of alarm event Time
Tagname Name
Common message text string. Comment
Area Alarm group
Common name for alarm primitive Alarm Type (string)
(e.g. “PV.HiAlarm”)
New alarm state (ack, rtn, etc.) State
Priority = 1-999 Priority
Value (mxValue) Value
Limit (mxValue) Limit
Category Class
Category SubClass

InTouch as an Alarm Consumer


The InTouch Alarm Client can be configured to subscribe to alarms and events generated by
Alarm Providers. The Alarm Provider is specified by providing the node name and provider name
of the provider. For ArchestrA, only one provider exists per Platform (node). In addition, the
InTouch Alarm client can be configured to subscribe to only selected Alarm Areas for the provider
based on its query filters.

Alarm Acknowledgement from Distributed Alarming


The InTouch Alarm Client can acknowledge unacknowledged alarms that are reported by the
Platform. The Platform receives the acknowledge request and forwards it to the target
AutomationObject’s acknowledge attribute for the alarm. Security is used as part of this set (it is a
UserSetAttribute). An optional comment can be entered when the acknowledge is requested.

Alarm Enable/Disable
The InTouch Alarm Client can enable/disable alarming on any AutomationObject. The platform
receives the enable request and forwards it to the target AutomationObject’s AlarmMode attribute.
Security is used as part of this set (it is a UserSetAttribute).

Wonderware® Training
Section 1 – ArchestrA Alarming Review 5-5

How does ArchestrA handle Events?


A Platform is an Event Provider that provides events to the InTouch Distributed Alarm subsystem.
This provider routes all events that are generated by AutomationObjects hosted by that Platform to
Application Server.
The following tables define how the fields in those events are mapped to fields in the Distributed
Alarm subsystem.

System Events:
Distributed Alarm subsystem
ArchestrA field
Mapping
Type (or Category) = System Type = SYS
Timestamp Time
Tagname Name
Tag description Comment
Area Alarm group
System event description Event Type – if string, or use
(“started”, “stopped”) Comment field
N/a State = none (preferred) or
“UNACK_RTN”
N/a Priority = 1
N/A Provider = Galaxy
N/A Event Class = EVENT

Security Audit (includes User Data Change) Events:


Distributed Alarm subsystem
ArchestrA field
Mapping
Type = Operator Change Type = OPR
Timestamp Time
Tag.primitive.attribute Name
Tag description Comment
Area Alarm group
View engine name
Operator 1 name RequestingEngineName +
Operator name
Operator 2 name N/A
Old value Limit
New value value
N/a State = none (preferred) or
“UNACK_RTN”
N/a Priority = 999
N/A Provider = Galaxy
N/A Event Class = EVENT

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5-6 Module 5 – Alarm Visualization

Application Data Change Events:


Distributed Alarm subsystem
ArchestrA field
Mapping
Type = Data Change Type = LGC
Timestamp Time
Tag.primitive.attribute Name? Or name+comment?
Tag description Comment
Area Alarm group
View engine name Platform (the PC’s node name)
Old value Limit
New value Value
N/a State = none (preferred) or
“UNACK_RTN”
N/a Priority = 999
N/A Provider = Galaxy

Displaying alarms/events in InTouch


The Current Alarm Display is an ActiveX Control delivered with InTouch. The InTouch
AlarmDBView ActiveX is used to display historical alarm and event information that has been
logged by the InTouch Alarm Logger. These two controls will be discussed in Section 2, “Alarm
View Controls.”

Wonderware® Training
Section 2 – Alarm View Controls 5-7

Section 2 – Alarm View Controls

Section Objective
z Introduce the InTouch ActiveX Alarm controls

In this section you will learn about the Real-time and Historization alarm ActiveX controls available
in InTouch.

Introduction
InTouch provides four ActiveX Controls used to visualize Real-time and Historization alarms:
z Alarm Viewer Control
z Alarm Database View Control
z Alarm TreeView Control
z Alarm Pareto
These controls have properties, methods, and events that can be modified while an application is
running to change the behavior of the control.
Once the control format has been designed, a user may have the ability to make the following
adjustments to manipulate the data they are viewing during Runtime, such as sorting and resizing
columns, updating the display, and running a query.
For detailed information on how to configure these controls please see the InTouch Alarms and
Events Guide.

Using Alarm Viewer Control ActiveX Methods


You use the Alarm Viewer control ActiveX methods in scripts to:
z Acknowledge alarms
z Suppress alarms
z Get information about an alarm
z Run alarm queries
z Move and freeze the display
z Sort alarm records
z Select specific alarms
z Show the shortcut menu, About dialog box, and Alarm Statistics dialog box
For more information about calling methods, see the InTouch HMI Scripting and Logic Guide.

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Alarm Viewer ActiveX Control (AlarmViewerCtrl)


The Alarm Viewer ActiveX Control is a real-time alarm view control which allows you to view and
acknowledge all locally and remotely generated alarms.

Alarm DB View ActiveX Control (AlmDbViewCtrl)


The Alarm DB Viewer ActiveX Control allows you to view recorded alarms from the alarm
database.

Note: Real-time alarms are recorded in a database using the Alarm DB Logger utility.

Wonderware® Training
Section 2 – Alarm View Controls 5-9

Alarm Tree View ActiveX Control (AlarmTreeViewCtrl)


The Alarm Tree View ActiveX Control is a real-time control that lets you see and select current
alarm sources and alarm areas in a tree view.

Alarm Pareto ActiveX Control (AlarmPareto)


The Alarm Pareto ActiveX Control lets you see historized alarms in an alarm database in a Pareto
distribution view.

Note: Real-time alarms are recorded in a database using the Alarm DB Logger utility.

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5-10 Module 5 – Alarm Visualization

Place an Alarm ActiveX Control in a Window

Using WindowMaker, in the Wizards/ActiveX Toolbar, click the Wizards button to display
the Wizard Selection dialog box giving you access to the ActiveX Controls category where all
the alarms ActiveX controls are pre-installed. Selecting the desired ActiveX control and then
clicking the OK button will allow you to paste the control in the Window similar to pasting
embedded symbols in a Window.

Note: ActiveX controls can only be used directly within WindowMaker. ArchestrA Symbols cannot
use ActiveX controls.

Resize the control, and double-click it to access configuration options detailed in the InTouch
Alarms and Events Guide.

Wonderware® Training
Lab 12 – Building an Alarm Display 5-11

Lab 12 – Building an Alarm Display


Introduction
In this lab, you will create and configure a designated alarm window to enable acknowledgement
of alarms and visualization of events, as shown below.

Objectives
Upon completion of this lab you will be able to:
z Use and configure the InTouch alarm ActiveX controls to visualize real-time and history
alarms.

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5-12 Module 5 – Alarm Visualization

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Add Real-Time Alarm Visualization


a. Place the AlarmViewerCtrl control in the Alarms window and configure it as follows:
z ControlName: AlarmViewer
z Alarm Query: \Galaxy!ControlSystem \Galaxy!Production

Note: Be sure to add a space in the above Alarm Query between the m and the \.

b. Place the AlarmTreeViewerCtrl control in the Alarms window to the left of the
AlarmViewerCtrl and configure it as follows:
z ControlName: AlarmTreeViewer
z Alarm Query: \Galaxy
c. Add a Click Event named FilterAlarms to AlarmTreeViewerCtrl with the following script:
DIM query AS MESSAGE;
query = #AlarmTreeViewer.GetAlarmQueryFromSelection();
IF query <> "" THEN
#AlarmViewer.AlarmQuery = query;
#AlarmViewer.Requery();
ENDIF;
d. Add the following buttons and animate them as shown:

Button
Animation Animation Script
Name
ACK All Touch Pushbuttons / #AlarmViewer.AckAll( "Acknowledge ALL alarms in
Action the client control." );
View Touch Pushbuttons / #AlarmViewer.QueryType = "Summary";
Summary Action
#AlarmViewer.Requery();
View Touch Pushbuttons / #AlarmViewer.QueryType = "Historical";
Historical Action
#AlarmViewer.Requery();

Add History Alarm Visualization

Note: Configure the Alarm DB Logger Manager utility to record all alarms in your Galaxy. Use
your local SQL Server and the default database name of WWALMDB. (Your instructor will provide
you with the password for the sa account).

e. Place the AlmDbViewCtrl control near the bottom-left corner of the Alarms window.
f. Configure it as follows, and test the connection:
z ControlName: AlarmDbView
z Server Name: (local)

Wonderware® Training
Lab 12 – Building an Alarm Display 5-13

z Database Name: WWAlmDb


z User: sa
z Password: (your instructor will provide this information)
z Auto Connect: checked
g. Place the AlarmPareto control next to the AlarmDBView control.
h. Configure it as follows, and test the connection:
z ControlName: AlarmPareto
z Server Name: (local)
z Database Name: WWAlmDb
z User: sa
z Password: (your instructor will provide this information)
z Auto Connect: checked

Test Alarm Visualization


i. Test the Real-Time and History alarm controls in WindowViewer.

See the next page for Detailed Lab Instructions

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5-14 Module 5 – Alarm Visualization

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Add Real-Time Alarm Visualization


1. Open the Alarms window in WindowMaker.

2. Click the Wizards… button in the Wizards/ActiveX Toolbar.


3. Select the AlarmViewerCtrl control from the ActiveX Controls category and click the OK
button.

Wonderware® Training
Lab 12 – Building an Alarm Display 5-15

4. Place the control in the Alarms window as shown:

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5-16 Module 5 – Alarm Visualization

5. Double-click the new AlarmViewerCtrl to open its properties window and configure it as
follows.
z In the Control Name tab:
z ControlName: AlarmViewer

z In the Query tab:


z Alarm Query: \Galaxy!ControlSystem \Galaxy!Production

Note: Be sure to add a space in the above Alarm Query between the m and the \.

Click the OK button when you are finished configuring the AlarmViewer properties.
6. Click the Wizards… button in the Wizards/ActiveX Toolbar.
7. Select the AlarmTreeViewerCtrl control from the ActiveX Controls category and click the
OK button.

Wonderware® Training
Lab 12 – Building an Alarm Display 5-17

8. Place the control in the Alarms window to the left of the AlarmViewerCtrl.
9. Double-click the control to open its properties window and configure it as follows:
z In the Control Name tab:
z ControlName: AlarmTreeViewer
z In the Query tab:
z Alarm Query: \Galaxy
z In the Events tab:
z Click: FilterAlarms (click the OK button to create the script)

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5-18 Module 5 – Alarm Visualization

10. Type the following script in the ActiveX Event Scripts window:
DIM query AS MESSAGE;
query = #AlarmTreeViewer.GetAlarmQueryFromSelection();
IF query <> "" THEN
#AlarmViewer.AlarmQuery = query;
#AlarmViewer.Requery();
ENDIF;
11. Click the OK button to close the ActiveX Event Scripts window.

12. Click the OK button to close the AlarmTreeViewer Properties window.

13. Use the Button tool in the Draw Object Toolbar to draw a button below the AlarmViewer
control.

Wonderware® Training
Lab 12 – Building an Alarm Display 5-19

14. Right-click on the button and select Substitute / Substitute Strings… and replace Text with
Ack All.
15. Double-click on the Ack All button to add animation.
16. In the Touch Pushbuttons section, click the Action button.
17. Enter the following script in the Touch -> Action Scripts window:
#AlarmViewer.AckAll( "Acknowledge ALL alarms in the client control." );
18. Click the OK button to close the window.
19. Click the OK button to close the animations dialog box.
20. Using the previous steps, Duplicate the Ack All button and create two more buttons as
follows:

Button
Animation Animation Script
Name
View Touch Pushbuttons / #AlarmViewer.QueryType = "Summary";
Summary Action
#AlarmViewer.Requery();
View Touch Pushbuttons / #AlarmViewer.QueryType = "Historical";
Historical Action
#AlarmViewer.Requery();

Test Real-Time Alarm Visualization


21. Switch to WindowViewer to try the alarm controls.

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5-20 Module 5 – Alarm Visualization

Add History Alarm Visualization


22. Configure the Alarm DB Logger Manager utility to record all alarms in your galaxy. Use your
local SQL Server and the default database name of WWALMDB. Use the following query for
the Alarm Query field:
\Galaxy!ControlSystem \Galaxy!Production

Note: Please refer to the note at the end of this lab if you need assistance with configuration of
the Alarm DB Logger Manager utility.

23. In the Alarms window in WindowMaker, click the Wizards… button in the Wizards/ActiveX
Toolbar.
24. Select the AlmDbViewCtrl control from the ActiveX Controls category and click the OK
button.
25. Place the control near the bottom-left corner of the Alarms window.
26. Double-click the control to open its properties window and configure it as follows:
z In the Control Name tab:
z ControlName: AlarmDbView
z In the Database tab:
z Server Name: (local)
z Database Name: WWAlmDb
z User: sa
z Password: (your instructor will provide this information)
z Auto Connect: checked
27. Click the Test Connection button to verify the configuration.

Note: If you receive an error message, check your configuration and/or ask your instructor for
assistance.

28. Click the OK button.

29. Click the OK button to close the AlmDbView Properties window.


30. Click the Wizards… button in the Wizards/ActiveX Toolbar.
31. Select the AlarmPareto control from the ActiveX Controls category and click the OK button.
32. Place the control next to the AlarmDbView control.

Wonderware® Training
Lab 12 – Building an Alarm Display 5-21

33. Double-click the control to open its properties window and configure it as follows:
z In the Control Name tab:
z ControlName: AlarmPareto
z In the Database tab:
z Server Name: (local)
z Database Name: WWAlmDb
z User: sa
z Password: (your instructor will provide this information)
z Auto Connect: checked
34. Click the Test Connection to verify the configuration.

Note: If you receive an error message, check your configuration and/or ask your instructor for
assistance.

35. Click the OK button when the successful connection is confirmed.


36. Click the OK button to close the AlarmPareto Properties window.

Test History Alarm Visualization


37. Switch to WindowViewer to try the alarm controls.

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5-22 Module 5 – Alarm Visualization

Note: Instructions to complete step 22:


To configure the Configure the Alarm DB Logger Manager utility to record all alarms in your
galaxy, do the following:

1. Click Start / All Programs / Wonderware / InTouch / Alarm DB Logger Manager


2. Click Settings and configure the Alarm DB Logger Manager - Configuration dialog box as
shown. Your instructor will provide the password for the sa User Name.
3. Click Create.

4. Click OK at the Success dialog box.


5. Click Next.
6. Enter the following Alarm Query:
\Galaxy!ControlSystem \Galaxy!Production
7. Click Next.
8. Click Finish.
9. Click Start.
10. Close the Alarm DB Logger Manager window.

Wonderware® Training
Module 6

History Visualization
Section 1 – ArchestrA Historization Review 6-3
Section 2 – ActiveFactory Controls 6-7
Lab 13 – Building a History Display 6-15
6-2 Module 6 – History Visualization

Module Objectives
z Review the basics about historical data generation in ArchestrA
z Introduce the ActiveFactory.NET controls
z Explain and demonstrate historical data retrieval from the Historian

Wonderware® Training
Section 1 – ArchestrA Historization Review 6-3

Section 1 – ArchestrA Historization Review

Section Objectives
z Familiarize you with the background concept of Historization
z Discuss details of historizable configuration

This section reviews the concepts of historization covered in the Wonderware System Platform 3.0
Part 1 course.

Historization Background
The history system supports historization of process data in distributed history architecture.
One or more Historian products can be installed on the same network as the Application Server
Galaxy. The Galaxy can be configured to store history data into one or more of those Historians.
Since the Engines use push technology to historize, the Historian box does not have any
ArchestrA software requirements.
Each Engine in the Galaxy is configured with the location of the Historian storage node to which its
history data is to be sent. This configuration is stored in an attribute within the Engine.
Wonderware Historian requires a Historian tag to be configured in its database for each attribute to
be historized by an AutomationObject. Thus, there is a one-to-one relationship between a
historized object and a tag in Wonderware Historian.
When an AutomationObject starts up it registers its configuration data with Historian using a
Historian supplied interface. If the Historian tag already exists, it means this object has been
previously registered. If the Historian tag does not exist, it is created automatically. In either case,
the object receives back a unique identifier (handle) for that tag. This is a push-style configuration
model, meaning the configuration data for each historized property of an object is dynamically, and
automatically, pushed to Historian.
For storage, the story is similar. When an object decides to store a new VTQ to Historian, it pushes
that storage update message, with the new VTQ, to Historian using a Historian supplied interface.
The history primitive uses the previously-returned unique identifier for the Historian tag that
corresponds to the historized property to identify the tag being stored.

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6-4 Module 6 – History Visualization

History Configuration

Historizable Data Types for Attributes


Attributes of the following data types support historization:
z Float (numerical)
z Double (numerical)
z Integer (numerical)
z Boolean (non-numerical)
z String – Unicode (non-numerical)
z CustomEnum (non-numerical) maps to Historian Integer
z ElapsedTime (numerical) maps to Historian Float, converted to seconds.
Entire arrays or portions of arrays are not supported. All numerical attributes are sent to the
Historian in the engineering units form exposed by the attribute, and Historian does not scale the
value. Additionally, the historized object does all change detection and value deadbanding.

Configuration of a non-numerical Attribute for Historization


For an object that has non-numerical historizable attributes, the ArchestrA IDE user can enable
history for each attribute. No other configuration data is provided by the user since these attributes
are historized upon change of value. Also, a change in data Quality, regardless of whether the
Value changed too, always causes a new record to be historized/stored.

Configuration of a numerical Attribute for Historization


For an object that has numerical historizable attributes, the ArchestrA IDE user can enable history
for each attribute. Once enabled, certain configuration settings can be specified. These settings
determine how often data is historized.
The following configuration settings can then be specified:
z Value Deadband – the threshold value (measured in engineering units) that the absolute
value of the difference between the new and last-stored values must differ before storing
the new value to history. A value of 0 is valid and is the default and means that some
change is required prior to storing the value. A change in Quality always causes a new
record to be stored, regardless of whether the Value has changed.
z Force Storage Period – this is the time interval, in seconds (floating point), at which the
value must be stored regardless of the value deadband setting. In addition to the Value
Deadband setting, the value will be stored continuously at this interval. A value of 0
disables this feature.
z Trend Hi – specifies the initial maximum trend value for clients.
z Trend Lo – specifies the initial minimum trend value for clients.

Dynamic, Automatic Configuration of Wonderware Historian at Object Deploy Time


When an AutomationObject is deployed that has been historized, the object causes a dynamic
reconfiguration of the Historian product. Each historized property causes a new tag to be created
and configured automatically in Historian at deployment time. The Historian storage system to be
configured is configured in the engine object itself.
If the link to the Historian product is down at deploy time, the attempt to dynamically reconfigure
Historian is achieved at the time the Historian link is recovered. In other words, automatic retry is
built in.

Wonderware® Training
Section 1 – ArchestrA Historization Review 6-5

Reconfiguration of Historian at Object Redeploy Time


When an AutomationObject that has been historized is redeployed, the object causes a
reconfiguration of any changes that were caused by the redeploy to be changed in the Historian
product automatically. For example, if the engineering units string for the tag changes from “Deg F”
to “Deg C” upon a redeploy, the Historian configuration database must reflect this change.

Reconfiguration of Historian at Object Undeploy Time


When an AutomationObject is undeployed that has been historized, object does not cause any
dynamic reconfiguration of the Historian product. In other words, the Historian tag and all its
history is left in the Historian historian. This means the history data can still be examined in the
future even if the AutomationObject is no longer deployed.

Historian Installation and Deployment


Wonderware Historian is installed and deployed using its standard mechanism. Historian can be
deployed on any PC in the Galaxy, or on a PC outside the Galaxy but on the local network.
Historian requires a SQL Server Database for its configuration data. This SQL Server Database
can be the same or different one used by the Galaxy Repository. More than one Historian can be
utilized by a single Galaxy. However, a single engine sends its history to only one Historian. A
single Historian can receive historical data from a single Galaxy only.

NaN Handling
For Float and Double attributes, a potential value is the IEEE NaN encoding for the float or double
representation. NaN values can be generated for attributes that are to be historized. These NaNs
will be accompanied by a Bad OPC Data Quality. In any case, NaN is a valid value that can be
generated for floats and doubles. Unfortunately, Historian clients do not handle NaN properly.
Therefore, ArchestrA will convert the NaN value to a Null value representation just prior to sending
to Historian.

Historian Quality Mapping


The Application Server Data Quality is somewhat different than the Historian data quality. The plan
is for Historian to support the OPC Quality definition. Thus, the 16-bit value for the OPC Data
quality is sent to Historian. Within those 16-bits, the low order byte is the standard OPC part.
Wonderware reserves the high order byte. The Good, Bad, Initializing (which is a form of Bad) and
Uncertain states are in the low order byte per the OPC standard.
Any change in the OPC Quality, regardless of whether the Value component has changed, will
cause storage of a new record to Historian. This means that a point that has an identical value
over some period of time with varying qualities will have multiple records stored to Historian. The
quality stored in Historian is to be the actual quality of the attribute in Application Server with no
modification. However, Historian may insert “artificial” quality (e.g. 24) and null value in the
database when certain situations such as disconnects occur. It does this in cooperation with the
ActiveFactory clients to project the right information on the client.

Historian Timestamp mapping


The timestamp to be sent to Historian for each attribute value/quality update is sent by the object
in the VTQ packet. Both Application Server and Historian use UTC time.

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6-6 Module 6 – History Visualization

– Intentionally left blank –

Wonderware® Training
Section 2 – ActiveFactory Controls 6-7

Section 2 – ActiveFactory Controls

Section Objectives
z Introduce the aaHistClientTrend, aaHistClientQuery, aaHistClientTagPicker,
aaHistClientTimeRangePicker, aaHistClientActiveDataGrid, and
aaHistClientSingleValueEntry Controls

This section introduces the ActiveFactory .NET controls available for use in ArchestrA Symbols.

ActiveFactory Controls
ActiveFactory provides some of its applications and functionality as .NET controls. Using the Client
Controls functionality of ArchestrA, ActiveFactory .NET controls can be imported into the galaxy as
Client Controls to be embedded into ArchestrA Symbols.
The installation of ActiveFactory will automatically install the .NET controls available. Using the
ArchestrA IDE, the .NET controls can be imported into the Galaxy from the following default
location: C:\Program Files\Common Files\ArchestrA.
For more information about Client Controls and how to import them, see Module 3, “Advanced
Features,” Section 5, “Advanced Features.”
The following are the only ActiveFactory .NET controls supported:
z aaHistClientTrendControl
z aaHistClientQueryControl
z aaHistClientSingleValueEntryControl
z aaHistClientTagPicker
z aaHistClientTimeRangePicker
z aaHistClientActiveDataGridControl

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6-8 Module 6 – History Visualization

aaHistClientTrendControl
The aaHistClientTrend control allows you to run the ActiveFactory Trend program (or a functional
subset) from within the Wonderware InTouch HMI software or a .NET container like Visual Basic
.NET or Internet Explorer.
Trend is a client application that allows you to query tags from a Historian database and plot them
on a graphical display. Trend supports two different chart types: a regular trend curve and an XY
scatter plot.
After you add tags to a trend chart, you can manipulate the display in a variety of ways, including
panning, zooming, and scaling. You can customize any trend by configuring display options and
set general options for use with all trends.

Wonderware® Training
Section 2 – ActiveFactory Controls 6-9

aaHistClientQueryControl
The aaHistClientQuery control allows you to run the ActiveFactory Query program (or a functional
subset) from within the Wonderware InTouch HMI software or a .NET container like Visual Basic
.NET or Internet Explorer.
Query is a client application that allows you to retrieve data from a Historian database or any SQL
Server database and return the results in a table format. If you are querying the Historian
database, you can choose from a number of predefined query types and easily select the options
for each type, eliminating the need to know SQL syntax. The SQL query is created for you.
You can also write custom queries if you know SQL syntax and the schema of database you are
using.

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6-10 Module 6 – History Visualization

aaHistClientTagPicker
The aaHistClientTagPicker control allows you to view the hierarchy of objects in the Wonderware
Historian database (for example, tags, InTouch nodes, events, and so on) in a hierarchical format.
Unlike the other ActiveFactory controls, the aaHistClientTagPicker control does not provide a user
interface to select and connect to a Historian. A programmatic interface needs to be added to
allow this functionality.
The following code can be used in a script to allow a user to log on to the Historian located in the
localhost:
aaTagPicker1.Servers.Add( "localhost" );

Wonderware® Training
Section 2 – ActiveFactory Controls 6-11

aaHistClientTimeRangePicker
The aaHistClientTimeRangePicker control allows you to select a time duration based on a start
time, duration and/or end time.

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6-12 Module 6 – History Visualization

aaHistClientActiveDataGrid Control
The aaHistClientActiveDataGrid control can execute any SQL query from any Wonderware
Historian or Microsoft SQL Server database and return the results in a grid.

Note: The aaHistClientActiveDataGrid does not support data definition or data manipulation
queries.

Unlike the other ActiveFactory controls, the aaHistClientActiveDataGrid control does not provide a
user interface to select and connect to a SQL Server or specify the query that will feed data to the
grid. A programmatic interface needs to be added to allow this functionality.
The following code can be used in a script to connect to the localhost Historian as aaUser and
query history data for the SysTimeSec tag:

aaTagPicker1.Servers.Add( "localhost" );
aaHistClientActiveDataGrid1.ServerName = "localhost";
aaHistClientActiveDataGrid1.UserName = "aaUser";
aaHistClientActiveDataGrid1.Password = "pwUser";
aaHistClientActiveDataGrid1.DatabaseName = "Runtime";
aaHistClientActiveDataGrid1.SQLString = "SELECT * FROM History
WHERE Tagname = 'SysTimeSec'";
aaHistClientActiveDataGrid1.Connected = 1;

Wonderware® Training
Section 2 – ActiveFactory Controls 6-13

aaHistClientSingleValueEntry Control
Use the aaHistClientSingleValueEntry control to manually add a tag value to the Wonderware
Historian database.

InTouch 10.0 for System Platform


6-14 Module 6 – History Visualization

– Intentionally left blank –

Wonderware® Training
Lab 13 – Building a History Display 6-15

Lab 13 – Building a History Display

Introduction
In this lab, you will import an ActiveFactory trending .NET control, create a new symbol using the
imported .NET control, and use the new symbol in the History window to display history production
data as shown below.

Objectives
Upon completion of this lab you will be able to:
z Import and use .NET controls within ArchestrA symbols
z Use ActiveFactory Trend as part of an HMI application

InTouch 10.0 for System Platform


6-16 Module 6 – History Visualization

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Import ActiveFactory Trend .NET Control


a. Import the ActiveFactory Trend .NET control aaHistClientTrendControl.dll (Galaxy / Import /
Client Control…) found at C:\Program Files\Common Files\ArchestrA.
b. Assign the aaTrendControl client control to the Training Symbols toolset.

Create Trend Symbol


c. Create a new symbol in the Training Symbols toolset named Trend.
d. In the Trend symbol, embed a NavDisplayTabs4 symbol named Tabs from the ArchestrA
Symbol Library / Buttons / Navigation.
e. Configure the new Tabs symbol Custom Properties as follows:
z DefaultTabNr: 0
z TabCount: 2
z Set all of the Custom Properties to: Private
f. Substitute / Substitute Strings in the Tabs symbol as follows:

OLD New
Tab1 Mixer 1
Tab2 Mixer 2

g. Embed an aaTrendControl client control under the Tabs element named aaTrend.
h. Configure the Trend symbol with the following Trigger type: On Show script:
aaTrend.TagPickerVisible = False;
aaTrend.AddServerEx("localhost","aaUser","pwUser",True);
Tabs.DefaultTabNr = 1;
i. Add a new script named AddMixerTags configured as follows:
z Expression: Tabs.SelectedTabNr
z Trigger: DataChange
z Deadband: 0.0
aaTrend.Trend.TrendItemsList.Clear();
If Tabs.SelectedTabNr == 1 Then
aaTrend.AddAnyTag("localhost","LIT_001.PV");
aaTrend.AddAnyTag("localhost","TT_001.PV");
ElseIf Tabs.SelectedTabNr == 2 Then
aaTrend.AddAnyTag("localhost","LIT_002.PV");
aaTrend.AddAnyTag("localhost","TT_002.PV");
EndIf;
j. Embed the Trend symbol in the History window, switch to runtime and test the tabs.

See the next page for Detailed Lab Instructions

Wonderware® Training
Lab 13 – Building a History Display 6-17

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Import ActiveFactory Trend .NET Control


1. In the ArchestrA IDE, select Galaxy / Import / Client Control… from the menu bar.
2. Navigate to C:\Program Files\Common Files\ArchestrA and select the
aaHistClientTrendControl.dll file.
3. Leave the defaults settings in the Import Preferences dialog and click the OK button.

4. After the .NET control has been imported, click the OK button.

InTouch 10.0 for System Platform


6-18 Module 6 – History Visualization

5. Assign the aaTrendControl client control to the Training Symbols toolset.

Create Trend Symbol


6. Create a new symbol in the Training Symbols toolset named Trend.
7. Double-click the new symbol to edit it with the ArchestrA Symbol Editor.
8. Use the Embed Graphic button to embed a NavDisplayTabs4 symbol from the ArchestrA
Symbol Library / Buttons / Navigation.
9. Rename the new symbol Tabs.
10. Configure the new Tabs symbol as follows and click OK:
z DefaultTabNr: 0
z TabCount: 2
z Set all of the Custom Properties to: Private

11. Right-click the Tabs element and select Substitute / Substitute Strings.
12. Rename as follows:

OLD New
Tab1 Mixer 1
Tab2 Mixer 2

Wonderware® Training
Lab 13 – Building a History Display 6-19

13. Click the OK button.


14. Use the Embed Graphic button to embed an aaTrendControl client control from the
Training Symbols toolset in the Trend symbol under the Tabs element.
15. Rename the new client control aaTrend.
16. Right-click on the canvas and select Scripts… in the context menu.
17. Select On Show in the Trigger type drop-down box.
18. Enter the following script:
aaTrend.TagPickerVisible = False;
aaTrend.AddServerEx("localhost","aaUser","pwUser",True);
Tabs.DefaultTabNr = 1;
19. Click the + button to add a new script named AddMixerTags configured as follows:
z Expression: Tabs.SelectedTabNr
z Trigger: DataChange
z Deadband: 0.0
z Enter the following script:
aaTrend.Trend.TrendItemsList.Clear();
If Tabs.SelectedTabNr == 1 Then
aaTrend.AddAnyTag("localhost","LIT_001.PV");
aaTrend.AddAnyTag("localhost","TT_001.PV");
ElseIf Tabs.SelectedTabNr == 2 Then
aaTrend.AddAnyTag("localhost","LIT_002.PV");
aaTrend.AddAnyTag("localhost","TT_002.PV");
EndIf;
20. Click the OK button.

21. Save and close the new Trend symbol.

InTouch 10.0 for System Platform


6-20 Module 6 – History Visualization

Test
22. Open the History window in WindowMaker.
23. Use the Embed ArchestrA Graphic button to embed the new Trend symbol from the
Training Symbols toolset.
24. Switch to WindowViewer to try the symbol in runtime.
25. Click on each of the tabs to see data from each mixer.

Wonderware® Training
Module 7

Security
Section 1 – ArchestrA Security Review 7-3
Lab 14 – Security 7-9
Section 2 – Bulletproofing the Application 7-17
7-2 Module 7 – Security

Module Objectives
z Review the ArchestrA security model
z Explain applying customized security options to an application

Wonderware® Training
Section 1 – ArchestrA Security Review 7-3

Section 1 – ArchestrA Security Review

Section Objectives
z Review ArchestrA Security concepts

This section provides a brief review of ArchestrA Security.

ArchestrA-Based Security
The ArchestrA security system is a global function that applies to every object in the Galaxy
database. It is a relationship-based security system between users and the objects and functions
of the Galaxy. ArchestrA security is designed to allow system administrators to easily define users
and assign the operations they are allowed to perform. The security permissions are defined in
terms of the operations the users can perform using automation objects.
Key Points
ArchestrA-based security is based on security roles (configuration, system administration, and
run-time permissions) and security groups, which determine a particular security role’s run-time
permissions on an object-level basis.
When you configure a node to use ArchestrA security, the InTouch HMI uses methods and dialog
boxes from Application Server for logon and logoff operations. Users are configured on the
Application Server IDE.
ArchestrA-based security includes advanced security mechanisms that also affect InTouch, such
as:
z Secured Write: writing data to a Galaxy attribute from InTouch requires operators to re-
enter their passwords to complete the writeback.
z Verified Write: writing data to a Galaxy attribute from InTouch requires operators to re-
enter their passwords and also authorization of a second operator to complete the
writeback.
For more information, see the InTouch® HMI Application Management and Extension Guide.

InTouch 10.0 for System Platform


7-4 Module 7 – Security

System Tags in InTouch Related to Security


The following system tags are available to deal with security.

Tagname Type Valid Values Access


$AccessLevel System Integer 0-9999 Read Only
$ChangePassword System Discrete 1 or 0 Read Write
$InactivityTimeout System Discrete 1 or 0 Read Only
$InactivityWarning System Discrete 1 or 0 Read Only
$Operator System Message 16-characters max Read Only
$OperatorName System Message 131-characters max Read Only
$OperatorEntered System Message 16-characters max Write Only
$PasswordEntered System Message 16-characters max Write Only
$VerifiedUserName System Message 16-characters max Read Only

InTouch Script Functions


The following InTouch functions are available to work with ArchestrA security from an InTouch
script:
z Logoff
z AttemptInvisibleLogon
z ChangePassword
z InvisibleVerifyCredentials
z LogonCurrentUser
z PostLogonDialog
Logoff() Function
Logs off the currently logged on user and sets the current user status to the default None operator.

AttemptInvisibleLogon() Function
The AttemptInvisibleLogon() function can be used in a script to log on a user to InTouch using the
supplied credentials. The user is not required to enter a password or user ID.
If the logon attempt succeeds, then TRUE is returned and the, $OperatorName, $AccessLevel,
and $Operator system tags are updated accordingly.
If the log on attempt fails, then FALSE is returned, and the currently logged on user (if any)
continues to be the current user.
The Domain argument must be an empty string. If the ArchestrA security mode is using operating
system-based security, the UserId argument should contain the fully qualified user name with
domain name or computer name.

ChangePassword() Function
Shows the Change Password dialog box, allowing the logged on operator to change his/her
password.

Wonderware® Training
Section 1 – ArchestrA Security Review 7-5

InvisibleVerifyCredentials() Function
The InvisibleVerifyCredentials() function can be used in a synchronous QuickScript to verify the
credentials of the given user without logging the user on to the InTouch HMI. If the supplied
combination of user, password, and domain are valid then the corresponding access level
associated with the user is returned as an integer. Otherwise, -1 is returned.
This function does not change the currently logged on user. The Domain argument must be an
empty string. If the ArchestrA security mode is using operating system-based security, the UserId
argument should contain the fully qualified user name with domain name or computer name.
LogonCurrentUser() Function
Logs on to InTouch with the user account that is currently logged on to the Windows operating
system. Use this function only for operating system-based security. Returns -1 and no change to
the values assigned to $Operator, $OperatorName and $AccessLevel if the logon fails.

PostLogonDialog() Function
Shows the InTouch Logon dialog box and returns TRUE.

InTouch 10.0 for System Platform


7-6 Module 7 – Security

Configuring ArchestrA Security for Symbols


You can set ArchestrA security permissions so that at design time, the user cannot:
z Import or export symbols.
z Create, modify or delete symbols in the Graphic Toolbox.
z Create, modify or delete symbols in any Automation object template.
z Create, modify or delete symbols in any Automation object instance.
z Create, modify or delete View Applications, such as the InTouch View Applications.
z Deploy or undeploy View Applications, such as InTouch View Applications.
z Edit the configuration of the Quality and Status Display.

Note: For more information on how to configure security, see the Application Server User’s
Guide.

Wonderware® Training
Section 1 – ArchestrA Security Review 7-7

InTouch 10.0 for System Platform


7-8 Module 7 – Security

– Intentionally left blank –

Wonderware® Training
Lab 14 – Security 7-9

Lab 14 – Security

Introduction
In this lab, you will establish security in the application by creating specific user accounts and roles
and applying scripting to them.

Objectives
Upon completion of this lab you will be able to:
z Use InTouch system tags and built-in script functions to interact with ArchestrA security.

InTouch 10.0 for System Platform


7-10 Module 7 – Security

Summary Lab Instructions


Following is a summary of the general steps you will complete for this lab. For detailed
instructions, please refer to the Detailed Lab Instructions on subsequent pages.

Configure Security in the Galaxy


a. Check in $MixerApplication.
b. In the ArchestrA IDE, open the Configure Security dialog box.
c. Select Galaxy authentication mode.
d. Add a new role named Training with an Access Level of 1000.
e. Add a new user named TUser and assign the user to the Training role.
f. When prompted, log in as the Administrator.

Create Security Interface


g. Open the Menu and Mixer windows.
h. Add the following text labels to the middle panel in the Menu window
z User:
z <UserID>
z <Name>
i. Add the following animation to <UserID>:
z Value Display: String configure Expression as $Operator
j. Add the following animation to <Name> to add animation.
z Value Display: String configure Expression as $OperatorName
k. Draw a button below the three text elements and change the text to Log On....
l. Add the following animation to the Log On button:
z In Touch Pushbuttons: Action button, select Condition Type: OnLeft Click/Key Down
script:
DIM result AS DISCRETE;
result = PostLogonDialog();
m. Create another button with the text Log Off configured as above but with the following script:
DIM result AS DISCRETE;
result = Logoff();

Wonderware® Training
Lab 14 – Security 7-11

n. Configure the Alarms button visibility animation as follows:


Miscellaneous: Visibility
z Expression: $AccessLevel >= 1000
z Visible State: On

Test Security
o. Switch to WindowViewer and try to interact with the mixers to test security.
p. Log in as TUser and interact with the mixers again.

See the next page for Detailed Lab Instructions

InTouch 10.0 for System Platform


7-12 Module 7 – Security

Detailed Lab Instructions


Following are detailed lab instructions for completing this lab. For a summary of instructions,
please refer to the Summary Lab Instructions on the previous page(s).

Configure Security in the Galaxy


1. Close WindowMaker to check in $MixerApplication.
2. In the ArchestrA IDE select Galaxy / Configure / Security… from the menu bar.
3. In the Authentication Mode tab, select Galaxy.
4. In the Roles tab, use the + button to add a new role named Training.
5. Change the Access Level for the Training role to 1000.
6. In the Users tab, use the + button to add a new user named TUser.
7. Change the Full name to Training User.
8. Make TUser part of the Training role.
9. Click the OK button.

Wonderware® Training
Lab 14 – Security 7-13

10. When prompted, log in as the Administrator.

Create Security Interface


11. Double-click the $MixerApplication.
12. Open the Menu and Mixer windows.
13. Use the Text tool to add a label to the second panel in the Menu window.
14. Enter User: for the text.
15. Duplicate User: and place the new text to the right of User:.
16. Right-click the new text and select Substitute / Substitute Strings… and replace User: with
<UserID>.
17. Change the text color to Yellow.
18. Duplicate <UserID> and place the new text below <UserID>.
19. Right-click the new text and select Substitute / Substitute Strings… and replace <UserID>
with <Name>.
20. Double-click <UserID> to add animation.
21. In the Value Display section, click the String button.
22. Configure Expression as $Operator.

Note: You can double-click the text box to display the Select Tag dialog box to select the
tagname instead of typing it.

23. Click the top OK button on the animations dialog box.


24. Double-click <Name> to add animation.
25. In the Value Display section, click the String button.
26. Configure Expression as $OperatorName.

Note: You will need to clear the contents of the text box first, then double-click the text box to
display the Select Tag dialog box.

27. Click the top OK button on the animations dialog box.


28. Use the Button tool in the Draw Object Toolbar to draw a button below the three text
elements.
29. Right-click on the button and select Substitute / Substitute Strings… and replace Text with
Log On....

InTouch 10.0 for System Platform


7-14 Module 7 – Security

30. Double-click on the Log On button to add animation.


31. In the Touch Pushbuttons section, click the Action button.
32. Ensure that OnLeft Click/Key Down is selected in the Condition Type drop-down box.
33. Type the following script in the Touch -> Action Scripts window:
DIM result AS DISCRETE;
result = PostLogonDialog();
34. Click the OK button on the Touch -> Action Scripts window.

35. Click the OK button in the animations dialog box.


36. Duplicate the Log On… button.
37. Right-click on the button and select Substitute / Substitute Strings… and replace Log On…
with Log Off.
38. Double-click on the Log Off button to add animation.
39. In the Touch Pushbuttons section, click the Action button.
40. Modify the script to:
DIM result AS DISCRETE;
result = Logoff();
41. Click the OK button on the Touch -> Action Scripts window.
42. Click the OK button on the animations dialog box.
43. Double-click the Alarms button.
44. In the Miscellaneous section, click the Visibility button.

Wonderware® Training
Lab 14 – Security 7-15

45. Configure as follows:


z Expression: $AccessLevel >= 1000
z Visible State: On
46. Click the top OK button on the animations dialog box.

Test Security
47. Switch to WindowViewer and try to interact with the mixers to test security.
48. Log in as TUser and interact with the mixers again.

InTouch 10.0 for System Platform


7-16 Module 7 – Security

– Intentionally left blank –

Wonderware® Training
Section 2 – Bulletproofing the Application 7-17

Section 2 – Bulletproofing the Application

Section Objective
z Explain applying customized security options to an application

This section covers customization of the runtime environment to bulletproof the application.

Customizing the Runtime Environment


Like WindowMaker, WindowViewer includes many options to customize your runtime environment.
For example, you can set the blinking speed for blinking objects, the system inactivity timeout and
warning values, and the windows that are automatically opened when WindowViewer is started
from its icon or its menu command.
Access the WindowViewer Properties from the Special / Configure / WindowViewer menu in
WindowMaker.

InTouch 10.0 for System Platform


7-18 Module 7 – Security

General tab

WindowViewer Startup area


Start up as icon does not apply to InTouch for System Platform. Always leave this checkbox
unchecked.
Transfer to WindowMaker area
Close WindowViewer: Automatically closes WindowViewer when WindowMaker is started.
If memory is not an issue, and you are using the fast switch to move between WindowViewer
and WindowMaker, this option should not be selected.
The fast switch option is selected in the WindowMaker Properties - General dialog box.
When this option is selected, the Close on Transfer to WindowViewer option located on the
WindowMaker Properties/General property sheet is automatically selected also.
Close all open windows: Automatically closes all open windows when transferring from
WindowViewer to WindowMaker. Selecting this option will free up memory on your system.

Wonderware® Training
Section 2 – Bulletproofing the Application 7-19

WindowViewer Memory area


Always load windows from disk: If a low memory situation exists, this option causes your
application windows to be loaded from disk and not saved in RAM memory when closed.
Minimum Memory to Keep Free: Enter the number of K bytes of memory to keep free for
other Windows applications.
Optimize performance for memory: Significantly increase the drawing update speed.
Significantly increases update rate for text fields. Do not use if your system is low on memory.
Inactivity area
Warning: Enter the number of seconds that can elapse with no operator activity (mouse clicks
or keystrokes) before the system discrete tag $InactivityWarning is set to 1 (True).
Timeout Enter the number of seconds that can elapse with no operator activity (mouse clicks,
keystrokes, and so on) before the system discrete tag $InactivityTimeout is set to 1 (True).
Time/Timer Control area
Tick Interval: Enter the speed interval that InTouch will use to check its internal timers.
This setting controls how fast Application While Running, Window While Showing, Condition
While On True/On False, Key and Touch Pushbutton Action While Down QuickScripts will
be executed. Scripts cannot execute faster than every 10 milliseconds on the Windows XP,
Windows NT® or Windows 2000 operating systems.
Update Time for Time Variables: Enter the frequency (in milliseconds) WindowViewer will
update the time-based system tagnames $Msec, $Second, $Minute, and so on. It is
recommended that you use the default setting of 1000 milliseconds. However, a 0 (zero) can
be entered to prevent updating of all time variables.
Miscellaneous area
Beep when objects touched: For all touch-sensitive objects to beep when selected in
WindowViewer.
Update all trends "fast" does not apply to InTouch for System Platform applications.
Debug Scripts: Writes a message to the Wonderware Logger program each time a
QuickScript is executed.
If you select the Debug menu option in the WindowViewer Properties/Window
Configuration property sheet, you will be able to turn this command on and off in runtime
from WindowViewer's Special menu.
Use old SendKeys only if you are using an international application that was developed using
InTouch Version 3.26 or earlier (This is a legacy option).
Blink Frequency area: Slow, Medium, Fast: Enter the milliseconds to use for blink animations.
I/O area: These settings do not apply to InTouch for System Platform applications.
Hotlinks area
Configure Halo options.
Keyboard area
Allows you to select the type of keyboard to be used in runtime when an input animation that
requires a require is triggered.

Note: WindowViewer must be restarted to apply your changes.

InTouch 10.0 for System Platform


7-20 Module 7 – Security

Window Configuration tab


Bulletproofing refers to the ability to turn off undesired Menu Bar entries, certain keystrokes and
other settings to insure that users do not change the application’s environment, close the
application or escape from the application to other programs.
Enabling the desired options prevents users from performing potentially dangerous actions.

Menus area allows you to show or hide different menu options within WindowViewer. Take special
note on the following items:
Menu Bar: Prevents the menu bar from appearing.
WindowMaker: Prevents the operator from being able to switch to the WindowMaker program
(Selecting this option does not affect the fast switch to WindowMaker).
Logic: Prevents the operator from starting and stopping all QuickScript execution during
runtime.
You can use the system tagname $LogicRunning to allow the operator to start and stop all
QuickScripts.

Wonderware® Training
Section 2 – Bulletproofing the Application 7-21

Note: If the Allow CTRL-Break to stop scripts option is selected, the operator will be able to
stop all QuickScripts from executing, regardless of whether or not the Logic menu is
displayed.

Debug: Only to debug your application.


Window area allows you to configure the controls to be available in runtime.
Title Bar area
Title Bar Text: Enter the title to appear in your application's title bar in runtime. For example:
ABC Company, Paint APP1

Note: You cannot change the title bar if you are using a "Promotional License."

Show Application Directory in Title Bar: Include the path to the application's directory in the
title bar. For example: ABC Company, Paint APP1 - C:\DEMOAPP1
Hide Title Bar: Hide the application's title bar in runtime.
Miscellaneous area
Impossible to Close: Prevent the operator from closing WindowViewer.

Note: You must clear the Control Menu option (also called the System menu) in order to hide
the close (X) box in the upper right hand corner of the application.)

Allow CTRL-Break to stop scripts: Allow the operator to press the CTRL + BREAK key
sequence and stop the execution of all QuickScripts whenever necessary during runtime.
Asynchronous QuickFunctions that are currently executing cannot be stopped. However, new
asynchronous QuickFunctions can be prevented from executing.
Enable Fast Switch to use the “fast switch” to toggle between WindowMaker and
WindowViewer.
Disable ALT key to disable the ALT key and prevent the operator from executing menu
commands by using the ALT + accelerator key. For example, ALT + FX to exit the application.
Hide Cursor to prevent the cursor from being displayed during runtime (if a touch-screen will
be used).
Disable CTRL-ESC key to prevent the operator from accessing the Windows Start menu to
close and/or switch applications.
Disable WIN key to prevent the operator from accessing the Windows Start menu to close
and/or switch applications.
Always Maximize to keep the WindowViewer program maximized at all times.

InTouch 10.0 for System Platform


7-22 Module 7 – Security

Home Windows tab


Home Windows are windows designated in your application to open when WindowViewer first
starts.

Select the window(s) to automatically open when WindowViewer is started.

Note: The home windows selections have no effect when you use the fast switch to start
WindowViewer. Home windows are automatically opened when you start WindowViewer
directly from either its icon or its menu command.

The Managed Application tab was discussed on page 2-39 of this manual.

Wonderware® Training
Module 8

Runtime Language Switching


Section 1 – Runtime Language Switching 8-3
8-2 Module 8 – Runtime Language Switching

Module Objective
z Explain how to configure a second language for an InTouch Application
z Describe how to wwitch back and forth between the two languages in Runtime.

Wonderware Training
Section 1 – Runtime Language Switching 8-3

Section 1 – Runtime Language Switching

Section Objective
z Configure a second language for an InTouch Application.
z Switch back and forth between the two languages in Runtime.

This section describes how to configure a second language for an InTouch Application, and how to switch
languages in Runtime.

Overview
InTouch is not limited to the available InTouch languages. InTouch has the capability of building
applications that can switch to different language interfaces during Runtime. Multiple language
interfaces in one application are supported. This means that a developer can develop an InTouch
application for customers in multiple countries or for a customer whose operators speak multiple
languages. The developer configures the application with more than one language and then the
text strings shown at Runtime can be easily switched to any specified language.
After translation, Runtime Language Switching is controlled either by changing the value of the
system tag $Language to correlate with the international Locale ID, choosing the language from
the Language option of the Special pull-down menu at Runtime, or by using the QuickScript
function SwitchDisplayLanguage.
All static strings in an application can be configured for different languages, including:
z Text Labels and Button Text
z Discrete (on/off) Messages
Scripts are NOT translated: they are not accessed in Runtime. Text within ArchestrA Symbols are
also NOT translated. In this context, ArchestrA Symbols are a separate entity outside the reach of
the Runtime Language Switching functionality.
Fonts can be configured separately for each language, which may be necessary when the text
strings in one language are longer than another and do not fit within the space provided. InTouch
has the ability to mix single and multi-byte fonts in an application. In most languages, a single-byte
of data can represent a character in a font family. However, in some languages, such as Chinese,
Japanese, and Korean, two or more bytes are required to represent each character uniquely.
To enable an application for Runtime language switching, a developer defines which languages
the application will support, adds Runtime language switching trigger (such as a button that using
an Action script, when clicked, switches to a different language), and then exports an XML file of
all the text strings in the application. This file is sent for translation, where the translator can use a
common tool such as Microsoft Excel to enter the translated words and phrases. Then the
translated file is imported back into the application.

InTouch 10.0 for System Platform


8-4 Module 8 – Runtime Language Switching

Configure Language Switching


Configuring Runtime Language Switching is a simple process that must be done in the proper
order. The entire switch is triggered by a change in the value of the $Language tag. For example,
when $Language = 1033, the system will display American English. When $Language = 4105,
the system will display in Canadian English.
This module will focus on configuring the system to switch languages. You will need to translate
the words and phrases separately for the language of your choice.

Export the Dictionary


During the exporting process you will select the additional language you wish to translate into.
a. In WindowMaker, select Special / Language / Export Dictionary from the menu bar.
The Export Dictionary dialog is now visible.
b. Select the new language in the Defined Languages field using the drop-down arrow.
c. Browse to the Path where you will store your language switching dictionary files.
Note the file location. You will need it later.
InTouch automatically names the file using the number of the language you selected.

Using Microsoft Excel to Document Translation


Wonderware recommends using Microsoft Excel 2003 or XP to document the translated phrases.
Most of the labels (phrases) in your application will be exported. There may be a few you do not
find in the new language file.
a. Open the file saved earlier using Microsoft Excel.
The text labels are included in the primary language. They tend to be grouped together
according to window location, but it is difficult to see where the label came from. Scroll to the
right to view the column that gives more specific information about window location within the
InTouch application.

Note: You can send this file directory to your translator.

b. Enter the translation in the Translation column to the right of the corresponding Phrase in the
primary language.

Wonderware Training
Section 1 – Runtime Language Switching 8-5

c. Enter other translation criteria as necessary.


Some languages will be longer or shorter and may need modifications to the font size.
Some languages require a different character set of font property.

Note: If no translation or translation criteria is defined, the application will retain the primary
language and its settings.

d. Save the file as an XML Data file type.

Warning: Use the Save As command. Select the file format XML Data! Do NOT same the file
as an XML Spreadsheet or Excel will alter the schema and InTouch will not recognize the data.

e. Click Save.
The following warning appears:

f. Click Continue.
g. Close the Excel file without saving.
The file is now ready for use.

Import the Dictionary


a. In WindowMaker, select Special / Language / Import Dictionary from the menu bar.
The Import Dictionary dialog is now visible. Not the similarity to the Export Dictionary dialog.
b. Select the translated language to import in the Defined Languages field by using the drop-
down arrow.
c. Specify the Path, but not the file name.
d. Click Import and Close when finished.

InTouch 10.0 for System Platform


8-6 Module 8 – Runtime Language Switching

Create a Trigger for Language Switching


Remember that your application requires a trigger to activate language switching. Everything will
appear the same at this point. Use animation links for this.
a. In WindowMaker, open the window in which you want to create a trigger.
A button for each language used in the application is the easiest way to test this.
b. Create a button for the primary language.
c. Create another button for the second language (or more if you have more languages).

Note: You can use graphics instead of buttons for a visual clue. You might want to use the
country’s flag or a map for quick recognition of the language to switch to.

d. Create a Touch Pushbutton – Action link for the button to trigger new language and enter
the following script:
$Language=xxxx; {Use the number for the corresponding language}
For example, switching to Italian would use the following script:
$Language=1040; {Set to Italian}
e. Create a Touch Pushbutton – Action link for the button to return to the primary language and
enter the following script:
$Language=xxxx; {Use the number for the corresponding language}
For example, switching to American English would use the following script:
$Language=1033; {Set back to English}
You can also use the SwitchDisplayLanguage Miscellaneous script function. This script function
switches the display of visible, static texts in a desired language for which translated strings are
provided.
The syntax is SwitchDisplayLanguage(LocaleID);
LocaleID specifies the language in which static text strings should be displayed at runtime.
The following is an example of a script using this script function:
DIM German as INTEGER;
German=1031
SwitchDisplayLanguage(German);
where German is the language to be displayed at runtime.

Wonderware Training
Section 1 – Runtime Language Switching 8-7

Switch the Language in Runtime


a. In WindowMaker, open the window where you created the buttons to trigger language
switching.
b. Go to Runtime.
c. Click the button (or symbol) created to trigger the new language.
Note the change in the display.
d. Click the button (or symbol) created to trigger the return to the primary language.
Note the change in display again.
Now that the language(s) has been configured, you can also switch the language from the menu.
a. Select Special / Language and then the new language to switch the language from the menu.
b. Repeat this process for the primary language.

InTouch 10.0 for System Platform


8-8 Module 8 – Runtime Language Switching

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Wonderware Training

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