Program Editor User Manual
Program Editor User Manual
USER MANUAL
1st Edition
NACHI-FUJIKOSHI CORP.
PPM AS
CUS-08,PPM-24-07-14, FG v2.0.0
Table of Contents
1 Introduction 2
1.1 What is Program Editor? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 How do I get Program Editor? . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Accessing Program Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2 Program Editor 4
2.1 Robot Program List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Action Buttons in Program Selection view . . . . . . . . . . . . . . . . . . . . . 5
3 Editing a program 6
3.1 Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.2 Action Buttons in Program Editor view . . . . . . . . . . . . . . . . . . . . . . . 8
3.3 Function Selection view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.4 Specifying the token values for a function . . . . . . . . . . . . . . . . . . . . . 12
4 References 13
1
page 2 of 13 1 INTRODUCTION
1 Introduction
Please note: This is a user manual for the Program Editor feature of FlexGui. It is recom-
mended to read the FlexGui User Manual before reading this manual.
Each Program Editor-Fidget (see figure 1) is running a separate instance of Program Editor,
which allows the user to easily work with several programs at the same time. The differ-
ent instances shares a clip board, which permits quick paced and uncomplicated copying
between programs.
2 Program Editor
Closing the program editor can be done at any time by clicking the -button, found in the
upper right corner of all the views in the Program Editor.
When Program Editor is opened the first time, a view similar to the one shown in figure 2
(the actual amount of programs, as well as the program numbers, may differ) should be
shown. This view lists all of the programs saved on the robot. The programs will be sorted
numerically, ranging low to high. The user will be able to select any program in the list,
or create a new one by clicking New. When a program is selected the user can Edit the
program, Delete the program or Duplicate the program. If the number of total programs
exceeds the two columns à eight programs, new columns will appear to the right and the
user will be able to reach them by scrolling in the desired direction (to scroll press down
and drag to the opposite direction). There can only be one selected program at a time.
As depicted in figure 2 the program "MC70-01.010" is selected, as indicated by the orange
background color.
Please note that there is a transparent robot icon next to all of the programs, except for one
where the icon is opaque (in figure 2 this would be program MC70-01.001). This opaque
robot icon indicates that the program is currently active on the robot. The program that is
currently active on the robot can not be edited.
page 5 of 13 2.2 Action Buttons in Program Selection view
As depicted in figure 3, the buttons have two states. A button is either enabled (black color,
see "New" in figure 3), or disabled (gray color, see Edit, Delete and Duplicate in figure 3).
Table 1 lists the functionality for each button in the Program Selection view.
Button Function Enabled condition
New By pressing this button the user will be required to input a None.
desired program number. By default, the first free (rang-
ing low to high) program number will be entered. After
confirming the entered number, an empty program with
the given number will be added to the list. Please note
each program needs to have a unique program number.
Edit Whenever a program is selected, it can be edited by click- A program is selected
ing the edit button. This will open the Edit Program view, (highlighted) in the list.
which will be explained in detail later. Note that clicking a
selected program again will open the editor.
Delete Pressing delete while a program is selected will delete A program is selected
the program. and the enable-button
on the Teach-Pendant
is held down.
Duplicate Will copy the selected program to a desired program A program is selected
number. in the list.
Table 1: Action Buttons in the Program Selection screen
page 6 of 13 3 EDITING A PROGRAM
3 Editing a program
Whenever a new program is created, or an existing program is edited, the user will be taken
to the Edit Program view, depicted in figure 5. Users will be able to create a program in its
entirety by using this view and its features.
Editing programs in Program Editor is mainly going to consist of three steps: selecting a
program, inserting a new step and editing the inserted step. This cycle is depicted in figure
4
3.1 Steps
Each line in figure 5 represents a step in the robot program. To select a certain step, simply
click the step where there is a token. As depicted in figure 5 step four is selected. The step
background will be orange for the selected step.
page 8 of 13 3 EDITING A PROGRAM
• Step number: each step has its own unique number that can be refered to.
• Instruction name: the function of each step is determined by its instruction name.
• Instruction tokens: the amount of tokens is related to the instruction name, and can
range from zero to double digits. Each token can be edited, copied and overwritten
individually. To select a token, the specific step needs to be selected. The selected
token will have a different background color than the other tokens in the same step.
Note how the buttons are split in two groups. The group to the left interacts with existing
lines or tokens, while the group to the right is for inserting new lines. In order to interact with
a line or token, the specific line or token needs to be selected. A line can be selected by
clicking it, and a token by clicking it while the line is selected. Lines can be inserted using
one of two methods:
1 Select the line above the desired insert spot, then click the Insert-button. The new
line should appear below the selected line.
2 Lines can be inserted using the drag and drop method, dragging the Insert-button
over the desired spot. The new line will be inserted above the drop location.
page 9 of 13 3.2 Action Buttons in Program Editor view
In figure 8, the token being pasted is a token with an accuracy-value, which means it can
only be pasted where this is an acceptable input type. All tokens that does not match with
the type of the one being pasted, will turn orange and the ones matching will turn blue - as
depicted in figure 8. Finally, hovering a valid token slot with a pasted token value will turn
the token that is about to be replaced white. The pasted token value will have no interaction
with invalid token slots.
page 11 of 13 3.3 Function Selection view
Figure 9 shows the Alphabetic view in the Function Selector. This view can be split into
three main sections:
Top The first section is the one at the very top, where the user can choose between four
different ways of displaying the functions.
Middle The second section is in the middle. At the top of this section the user can scroll
horizontally between the letters of the alphabet, then click any letter to jump straight
to functions starting with that letter. The user can also scroll the user list vertically to
manually search the functions.
Bottom The last section of the page is found on the very bottom, where a brief instruction
description will be provided.
page 12 of 13 3 EDITING A PROGRAM
Figure 10 depicts a typical token editor view. In this particular case, the condition of an IF
function is edited. The bar on the top of the view, right under the buttons, allows the user to
jump to a desired step simply by clicking the step (If there is more than one step, in the view
depicted on figure 10 there is only one step). Steps not shown can be reached by scrolling,
or by navigating with the arrow keys on the teach pendant.
Under the scroll bar there is a preview of how the token will appear. Beneath this preview, a
certain amount of buttons will be shown. These buttons will help the user specify the value
and value type of the function. Each button will represent one of three things:
• A button may specify the value of a token, in this case the buttons reading 2 and 0
are such buttons.
• A button may specify the value type of a token, in this case the buttons reading Lo-
calInt and Number are such buttons.
• A button may specify a condition, e.g. =, > or =<.
Complex expression... will be available when the user is editing a condition, and allows
for manual input instead of using the predefined values the buttons mentioned above pro-
vides. This feature is ment for experienced users and is not required to use to generate a
functioning program.
The last two buttons on this view are the Previous and Next buttons. These are used to
navigate through the token steps.
The Token hint will provide the user with a brief description of the token, if there is one
available.
4 References
Following is a table listing all the different tables and views in the Program Editor. The user
may use these tables if questions ever arises to the functionality of a button or a view, to
quickly find the button or view in question.
List of Tables
1 Action Buttons in the Program Selection screen . . . . . . . . . . . . . . . . . 5
2 Action Buttons in the Program Editor. . . . . . . . . . . . . . . . . . . . . . . . 9
List of Figures
1 Program Editor Fidget. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
2 Program Selection view. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3 The action buttons in the Program Editor view. . . . . . . . . . . . . . . . . . . 5
4 Program Editor Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
5 Program Editor view. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
6 Detailed step description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
7 Buttons available in the Program Editor view . . . . . . . . . . . . . . . . . . . 8
8 Pasting a token. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
9 Alphabetic view of the Function Selector. . . . . . . . . . . . . . . . . . . . . . 11
10 Token editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
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