Architect. User s Manual

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Transcription:

Architect User s Manual DOC. NO. UM-PT202-03 Version 1.11 January 2013

TABLE OF CONTENTS Chapter 1: Introduction...1 Features... 1 System Requirements... 2 Installing the Software... 2 Opening the Software... 6 Chapter 2: Architect Interface...7 Main Menu... 7 File Menu...7 Define Menu...8 Setup Menu...9 Build Menu...9 Tool Menu... 10 View Menu... 10 Window Menu... 10 Help Menu... 11 Toolbars...11 Main Toolbar...11 Node Toolbar...13 Windows...13 Chapter 3: Creating a New Project...14 Step 1: Configure Project Settings...14 General Page... 14 AID Setup Page... 15 Record Page... 15 Font Tool Page... 15 Barcode Page... 15 Bluetooth Page... 16 Lookup Page... 16 Step 2: Create Nodes...17 Note Node...17 Display Node... 17 Input Node... 20 Operand Node... 26 Program Node... 29 Transmit Node... 30 Bluetooth Trans... 31 Step 3: Create Links... 32 Step 4: Create the Record File... 35 Step 5: Compile and Simulate... 38 Compile the Project... 38 Simulate the Application... 39 Step 6: Configure the Communication Settings... 40 Step 7: Download the Application to the Terminal... 41 Chapter 4: Sample Project... 42

How to Make This Project... 43

Introduction ARCHITECT USER S MANUAL 1 Chapter 1: Introduction Architect is a Windows-based software program use to create and directly upload applications for use with PT-20 series Terminals. Its user-friendly interface provides users the simplicity in designing a project suitable for their business needs. It is similar to drawing objects and lines on a piece of paper. Architect is designed for novice and advanced users. Unlike customary methods, basic programming is required to develop an application. But with Architect s node functions, novice users can develop an application. For more advanced users, the program node offers versatility that allows users to define basic commands to execute. Architect incorporates a systematic project flow: create, design, compile, simulate and download. Features Reduces operation cost. There is no need to purchase a separate compiler. User-friendly. Architect uses nodes and drag-and-drop functions to create and define project properties. Systematic flow. Projects can be easily understood and maintained. Uses Basic language. To cope with more complex business demands, Architect supports Basic programming input and utilizes Basic Interpreter to compile applications. Comes with additional tools. Architect also comes with a built-in Simulator and PT FileManager. For more details, 1

Introduction 1 ARCHITECT USER S MANUAL see Simulator on page 39 and PT File Manager on page 41. System Requirements Before you start installing the software, make sure that your computer meets the following system requirements: IBM Intel 80586 or above Microsoft Windows XP / 2000 / Vista 64 MB RAM 5 MB hard disk space for software installation NOTE: Install Basic Interpreter in the Terminal to ensure compatibility when running projects created with Architect. Installing the Software 1. Insert the installation CD in your CD-ROM drive and locate the setup file. 2. Double-click Architect Vxxx.exe. The window on the below appears. 2

Introduction ARCHITECT USER S MANUAL 1 3. The setup wizard will check your computer and display the window below. Click Next. 4. Read the License Agreement. Click I accept the terms of the license agreement, then click Next. NOTE: The installation will be cancelled if you click I do not accept the terms of the license agreement. 3

Introduction 1 ARCHITECT USER S MANUAL 5. Enter User Name and Company Name information, then click Next. 6. Select the type of installation, then click Next. 4

Introduction ARCHITECT USER S MANUAL 1 7. Click Install to begin installation. 8. The progress window appears. 5

Introduction 1 ARCHITECT USER S MANUAL 9. When setup is complete, click Finish to exit the wizard. Opening the Software After installing the software, two shortcut icons should appear on your desktop, Architect and PT FileManager. To run Architect, double-click the desktop icon. If the shortcut icons do not appear on the desktop, click the Start button >All Programs or Programs > Argox Applications >Terminal >Architect. 6

Architect Interface ARCHITECT USER S MANUAL 2 Chapter 2: Architect Interface This chapter describes the Architect user interface: main menu, toolbars and windows. It is important to be familiar with these functions to maximize the features of Architect. Main Toolbar Nodes Toolbar Main Menu Project window Status Bar The Archichtect Application Interface Main Menu The main menu appears at the top of the application window. It consists of the following menu items: File, Define, Setup, Build, Tool, View, Window and Help File Menu Submenu Shortcut Key Description New Ctrl + N Creates a new project. Open Ctrl + O Opens an existing project. 7

Architect Interface 2 ARCHITECT USER S MANUAL Submenu Shortcut Key Description Close Closes the current project. Save Ctrl + S Saves the project. Save As Saves the project to a new file. Print Ctrl + P Prints the visual representation of the project. Print Preview Print Setup Exit Define Menu Previews the visual representation of the project. Sets printer properties. Closes the software program. The Define Menu is used to create and setup records and nodes of the project. It consists of the following submenu: Project, Note, Display, Input, Operand, Program, Transmit, BT Trans and Link. To view and modify the project and record settings, click Define > Project. See Creating a New Project on page 14 for more information. To add nodes, click Define > the node you want to add. After you select any of these items, move the mouse pointer to the project window, notice that the mouse icon corresponds to the node that you selected, then click on the area where you want to place the node. See Step 1: Configure Project Settings on page 14 for more information. 8

Architect Interface ARCHITECT USER S MANUAL 2 Setup Menu The Setup Menu is used to configure file records and communication settings. Submenu Description New Record Record Setting Communicate Creates a new file to save the data records. See Step 4: Create the Record File on page 35. Views and modifies existing record settings. See Step 4: Create the Record File on page 35. Configures the communication port where the Terminal is connected and sets baud rate. See Step 6: Configure the Communication Settings on page 40. To access these items, click a submenu to open its window. Build Menu The Build Menu is used to compile a project and create batch files. Compile Submenu Batch Build Build Security Description Compiling means to process an information to form usable codes that the Terminal understands. After a project has been compiled it is now an application. To compile a project, click Build > Compile. An Output window appears to list any errors. See Compile the Project on page 38 for more information. Build the project for faraway user. Data encryption while compile project. 9

Architect Interface 2 ARCHITECT Tool Menu USER S MANUAL The Tool Menu is used to simulate and download an application. Submenu Description Simulator Download Download BI Loads the Simulator to test how the application will run on the Terminal. Opens the PT FileManager to download the application to the Terminal. Opens the PT FileManager to download the Basic Interpreter file. See Step 5: Compile and Simulate on page 38. View Menu The View Menu allows you to display or hide the following: Toolbar, Node Toolbar, Status Bar, Output, and Language. When you click on an item, a checkmark appears indicating that the item has been selected to be displayed on the Architect application window. To hide it, uncheck the item. Window Menu The Window Menu allows you to define how you want the project windows to be displayed. It has the following options: Cascade: Displays project windows on top of the other. 10

Architect Interface ARCHITECT USER S MANUAL 2 Tile: Displays project windows on a tile format without overlapping each other. Opened projects are listed here. A checked file name indicates that the project is activated. Help Menu The Help Menu contains help topics and the software version of Architect. Toolbars The Toolbars act as shortcuts for common functions. Main Toolbar Icon Operation Description New Creates a new project. Open Save Print Print Preview New Record Record Setup One-byte Font Two-byte Font Build Opens an existing project. Saves the project. Prints the visual representation. Previews how the visual representation will be printed. Creates a new record file. Views and modifies record settings. Selects a one-byte font format. Selects a two-byte font format. Activates the compiler to compile the project. 11

Architect Interface 2 ARCHITECT USER S MANUAL Icon Operation Description Simulator Communication Download BI Download Help Activates the Simulator to test how the application will run on the Terminal. Sets the communication port and the baud rate where the Terminal is connected. Activates the PT FileManager to download the Basic Interpreter file. Activates PT FileManager to download the application to the Terminal. Displays the software version. 12

Architect Interface ARCHITECT USER S MANUAL 2 Node Toolbar Understanding the functions of these nodes is vital in designing a project. Icon Node Description Note Create a note node. The note created will not be displayed on the Terminal Display Create a display node. See Display Node on page 17. Input Create an input node. See Input Node on page 20. Operand Create an operand node. See Operand Node on page 26. Program Create a program node. See Program Node on page 29. Transmit Create a transmit node. See Transmit Node on page 30. BT trans. Create a Bluetooth Transmission node on page 31. Link Create a link node. See Step 3: Create Links on page 32. Windows There are two types of windows in Architect : Project Window: The interface where you design a project. It consists of START and END points. Dotted lines appear as grid on the window. Output Window: The output window displays any information, errors or warnings when you compile a project. See Compile the Project on page 38. 13

Creating a New Project 3 ARCHITECT USER S MANUAL Chapter 3: Creating a New Project Follow the steps below to create a new project: Step 1: Configure Project Settings. See below. Step 2: Create Nodes. See page 17. Step 3: Create Links. See page 32. Step 4: Create the Record File. See page 35. Step 5: Compile and Simulate. See page 38. Step 6: Configure the Communication Settings. See page 40. Step 7: Download the Application to the Terminal. See page 41. Step 1: Configure Project Settings To open the settings page, click Define > Project or double click on a blank area on the project window. General Page Define the color of each node as you want it to appear on the project window. 1. Click on a color to open the color palette and select the desired color. To apply the default setting, click [Default]. 2. Define Programming Keys P1 & P2,if project requested Check to display the status bar on the display node screen as it appears on the Terminal screen. See page 18. 3. Click [OK]. 14

Creating a New Project ARCHITECT USER S MANUAL 3 AID Setup Page Use the AID Setup page to configure and require users to enter the Agency ID (AID) or password on the Terminal before accessing the application. 1. Select Check AID to enable the function. 2. Enter the AID or Password. 3. Type your own error message or use the pre-defined message. 4. Click [OK]. Record Page See Step 4: Create the Record File on page 35. Font Tool Page Use the Font Tool page to make the font image in project, if you use font file in Program Node. Barcode Page Use the Barcode page to configure the general barcode settings of the project. Options vary depending on the barcode type selected on the left panel. 15

3 ARCHITECT USER S MANUAL Bluetooth Page Use the Bluetooth page to configure the general Bluetooth settings of the connect device. Lookup Page Use the lookup page to setup the lookup file. 16

Creating a New Project ARCHITECT USER S MANUAL 3 Step 2: Create Nodes A node referes to a function or an operation that the Terminal executes. Architect supports eight kinds of nodes: Note, Display, Input, Operand, Program, Transmit, BT Trans. and Link. Note Node A Note node allows users to add comments that are shown on the project window. This node does not affect the project and is not displayed on the Terminal screen. This node is useful for adding notes about the project for future reference or maintenance. To add a Note node, do the following: 1. From the Node toolbar, click the Note node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 3. Click on an area to place the note. The Note screen appears. 4. Type your comments. To change the font, style, size and color, click [Advance]. 5. Click [OK]. The note is displayed on the project window. Display Node NOTE: To move the note, click and drag the node to your desired position. Use the Display node to design text layout and contents to be displayed on the Terminal screen. To create a display screen, do the following: 1. From the Node toolbar, click the Display node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 17

Creating a New Project 3 ARCHITECT USER S MANUAL 3. Click on an area to place the display node. 4. The Display screen appears. Page Tabs See page 20. Screen window Click here to add text. 5. On the Display page, click anywhere inside the Screen window, the Edit screen appears. Indicates the X (horizontal) and Y (vertical) position of the mouse pointer on the Terminal screen. The values change as the mouse moves around window. The Terminal s Status Bar, as it appears on the Terminal screen. Screen Window 18

Creating a New Project ARCHITECT USER S MANUAL 3 6. To add text, click [Add Text]. The Text Input screen appears. Type the text on the Text Data window and modify the font type, size, and color if necessary. Type text here. Displays current font settings. Select available font settings here. Select to modify font type, size, and color. Click [OK]. Move the mouse pointer within the Screen window and click on an area to place the text. 7. To show other input value, click [Add Object]. Select the desired object from the box, and click [OK]. Move the mouse pointer within the Screen window and click on an area to place the object. The object s position is indicated by. 8. Click [OK] when done. 9. On the Display tab, click either of the following: Display in (time) second: To specify the amount of time to display the text. Any key to next object: To display the text until a key is pressed. 10. Click [OK]. A display node is shown on the project window. 19

Creating a New Project 3 ARCHITECT USER S MANUAL Other Display Node Settings Other Display node settings can be changed using the different tab pages. Page Tab General Page Comment Page Display Page Link Page Description Type your preferred node name. Type any comments or notes for this node. The information here will not be shown nor affect the Terminal. As described above, tap here to add text to be displayed on the Terminal. Shows and lets you adjust how the nodes are connected. See Step 3: Create Links on page 32. Input Node An Input node allows users to select the device source, the data type, range and initial values of input. The data gathered from this function can be saved to a record file. See Step 4: Create the Record File on page 35. To add an Input node, do the following: 1. From the Node toolbar, click the Input node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 3. Click on an area to place the node. The Input screen appears. 4. On the Display page, define the prompt message to be displayed on the Terminal. See page 18, steps 5 to 9. 5. Drag to adjust the position of the display text and the input location. 20

Creating a New Project ARCHITECT USER S MANUAL 3 NOTE: The position of the input location is where the input text will appear on the Terminal screen when input is finished. 6. Click the Input tab. Configure the settings then click [OK]. The picture below shows the Input Device page. Click an item here to configure. Device Click Device to select the input device. Options are: Keypad: Select to use keypad as the input source. Scanner: Select to use scanner as the input source. Check the ENTER to confirm in Scanner to require users to press the ENT key on the Terminal after scanning a barcode. Keypad & Scanner: Select to use keypad or scanner as the input source. Date & Time: When you select Date & Time, the Format parameters appears on screen. Select the format you prefer. Setting Click Setting to define the data type and its limitations which is allowed for input. This function verifies the type of input received from the Terminal and is used to control 21

Creating a New Project 3 ARCHITECT USER S MANUAL the program flow. When the settings are met, the Node status is set as True. Otherwise, the Node status is set as Fail. NOTE: For more information about the link and node status, see page 31. Click the button to select the type of input data. Available parameters here may vary depending on the Data Type selected. Data Type: Select the type of input data required. Option Example Description String a, A, 1a Alphanumeric characters can be entered. Float 2.5, 12.65 Digits with a decimal point can be entered. Only a maximum of 6 decimal digits can be entered. Integer 5, 4, 0 Numeric characters without fractional or decimal points can be entered 2147483647-2147483648. Password ky1212 A password entry is required. 22

Creating a New Project ARCHITECT USER S MANUAL 3 Bound: Set the limit of input entry. Length Range Option Description Check the box to enable the set length function, then enter the allowable length of characters. This function is available only for String and Integer. Check the box to enable the set range function, then enter the allowable range of digits. This function is available only for Integer. Password: Enter the required password here. This parameter is shown only when Password data type is selected. Initial Value Click to select the type of initial value from the list. Click Initial Value then the box to select the type of value from the list. Available options and their parameters may vary depending on the data type selected. None Constant Initial Value Description No initial value is set. Select this option to enter a specific value. 23

Creating a New Project 3 ARCHITECT USER S MANUAL Initial Value From Data Node Description Select this option to set the value of another node as the initial value. Lookup File Select this option to set the initial value from a key node entry or file. Formula Select this option to set the initial value from the result of a formula equation. Enter the formula after Variable =. 7. To compare input entries, click the Check up tab 24

Creating a New Project ARCHITECT USER S MANUAL 3 This function compares the input entry from the Terminal to a field in a file or a condition set by the user. When the check up condition is met, the Node status is set as True. Otherwise, the Node status is set as Fail. NOTE: For more information about Node status, see page 32. The parameters shown on the screen varies depending on the option selected. Check up Option None Lookup in file Lookup in Record Condition Define Description Does not perform the check up function. Select this option to compare the input to a field in a record file. Click [Search] to select the file. Select the Location in the terminal from the list. Select the Separator among the list. Enter the Field No. to compare. Select this option to compare the input to a field of a record. Select the record and the field from the list. Select this option to compare the input based on the condition defined by the user. Enter the condition after Result =. Other Input Node Settings Page Tab General Page Comment Page Description Type your preferred node name. Type any comments or notes for this node. The information here will not be shown nor affect the Terminal. 25

Creating a New Project 3 ARCHITECT USER S MANUAL Page Tab Check Up Page Link Page Description Allows you to enter conditions to compare with the input entries. See step 7 above. Shows and lets you adjust how the nodes are connected. See Step 3: Create Links on page 32. Operand Node The Operand node is use to calculate mathematical equations and compare the results. To create an operand node, do the following: 1. From the Node toolbar, click the Operand node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 3. Click on an area to place the node. The Operand screen appears. 4. On the Display page, define the prompt message to be displayed on the Terminal. See page 18, steps 5 to 10. 5. Drag to adjust the position of the display text and the operand location. NOTE: The position of the operand location icon resulting value will appear on the Terminal screen. is where the 26

Creating a New Project ARCHITECT USER S MANUAL 3 6. Click the Operand tab. Configure the settings. The picture below shows the Operand Setting page. Setting Select whether the resulting value of the operation will be an Integer or Float. Initial Value Click Initial Value then the box to select the type of value from the list. Available options and their parameters may vary depending on the data type selected. None Constant Initial Value Description No initial value is set. Select this option to enter a specific value. From Data Node Select this option to set the value of another node as the initial value. Formula Select this option to set the initial value from the result of a formula equation. Enter the formula after Variable =. 27

Creating a New Project 3 ARCHITECT USER S MANUAL Logistics Click Logistics then select the operation to perform from the list. Operations include: addition (+), subtraction (-), multiplication (*), division (/), or a user-defined equation. Select operation here. With Constant Select to enter a constant value. With Node Click here to select the node to use as an operand. 7. To add comparison conditions, click the Compare tab. Select and define the condition. Options are: None Greater than (>) Greater than or equal to (>=) Less than (<) Less than or equal to (<=) Equal to (==) Not equal to (!=) User Define: Enter a user-defined equation. NOTE: The result of this function can be used to control the program flow. Other Operand Node Settings Page Tab Description General Page Comment Page Link Page Type your preferred node name. Type any comments or notes for this node. The information here will not be shown nor affect the Terminal. Shows and lets you adjust how the nodes are connected. See Step 3: Create Links on page 32 28

Creating a New Project ARCHITECT USER S MANUAL 3 Program Node The Program node is designed for users with programming knowledge. With this node, users can define and execute PT- Basic commands. To create a program node, do the following: 1. From the Node toolbar, click the Program node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 3. Click on an area to place the node. The Program screen appears. 4. On the Program tab, type the Basic commands to execute. PRINT "Input price" GOSUB FN_GetPrice Type the Basic commands here. For example, to execute another node, named GetPrice, type the command GOSUB FN_GetPrice. For more information about the Basic commands, refer to the Basic Interpreter documentation. 5. Click [OK] when done. Other Program Node Settings Page Tab Description General Page Comment Page Type your preferred node name. Type any comments or notes for this node. The information here will not be shown nor affect the Terminal. Link Page Shows and lets you adjust how the nodes are connected. See Step 3: Create Links on page 32 29

Creating a New Project 3 ARCHITECT Transmit Node USER S MANUAL The Transmit node is used to call up remote link while running an application in the Terminal. To create a transmit node, do the following: 1. From the Node toolbar, click the Transmit node icon. 2. Move the mouse pointer to the project window. 3. Click on an area to place the node. The Transmit screen appears. 4. On the Transmit tab, select the Port and Baud rate. 5. Click [OK] when done. Other Transmit Node Settings Page Tab Description General Page Comment Page Link Page Type your preferred node name. Type any comments or notes for this node. The information here will not be shown nor affect the Terminal. Shows and lets you adjust how the nodes are connected. See Step 3: Create Links on page 32. 30

ARCHITECT USER S MANUAL 3 Bluetooth Transmission Node The Bluetooth Transmission node is used to transfer data. To create a bluetooth transmission node, do the following: 1. From the Node toolbar, click the BT Trans. node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 3. Click on an area to place the node. The BlueTooth Transmission screen appears. 4. On the Bluetooth Transmission tab, select the Bluetooth Transmission and fill out the file name. 5. Click [OK] when done. Other Bluetooth Transmission Node Settings Page Tab Description General Page Comment Page Link Page Type your preferred node name. Type any comments or notes for this node. The information here will not be shown nor affect the Terminal. Shows and lets you adjust how the nodes are connected. See Step 3: Create Links on page 32. 31

3 ARCHITECT USER S MANUAL Step 3: Create Links After creating the different nodes, you are now ready to connect them to using the Link node. Link nodes control the program flow. There should at least be two nodes (except a note node) on the project window to create a link. The connection flow from one node to another is indicated by directional arrows. To create links, do the following: 1. From the Node toolbar, click the Link node icon. 2. Move the mouse pointer to the project window. Notice that the mouse pointer turns. 3. Click a node (except a note node) then drag the mouse to another node to connect. Drag to link Item ID to Warning1. This link node indicates that after performing the display node (Demo_Display), the input node (Item_ID) is activated. 4. A directional arrow appears to indicate link. NOTE: There should at least be two nodes on the project window to create a link node. 32

Creating a New Project ARCHITECT USER S MANUAL 3 5. To configure link conditions, double-click one of the connected node to open the node s page. Click the Link tab. Linked nodes are displayed here. Tap + to expand the list. Check to clear the Terminal screen after performing the node s function. Parameters Link In Link Out Condition Description Select condition option here. Parameters vary depending on selected condition. Check this item and select the record to save data. Lists the connected nodes that preceded the active node. Lists the connected nodes that the active node goes to after completing its process. Select an option to set conditions and determine the next process of the program. Options are: Key: Checks the key press from the Terminal. Click the Keypad textbox to activate the keypad window and enter key. Verify Node: Checks the node status. Node status can be: Pass Always, Fail, Succeed. Data Input (for Input node only): Checks the input data. Type the required data in the Input textbox. 33

Creating a New Project 3 ARCHITECT USER S MANUAL Parameters Clear when leave Write Record Description Check this item to clear the Terminal screen after performing the node s function. Check this item to save the data to a record file (.txt or.dat). Select the record from the list. See Step 4: Create the Record File on page 35. 6. Click [OK] to close the page. 34

Creating a New Project ARCHITECT USER S MANUAL 3 Step 4: Create the Record File A record is used to save input data. To create a record, do the following: 1. On the main toolbar, click the New Record icon. 2. On the left panel, click Setting. Click an option to view page. 3. Enter the required settings. Items Record name File Name Location Type the record name. Description Define the file to save the record. The file should be a data (*.dat) or a text file (*.txt) If you assign a file that exists in the PC, it will be downloaded to the Terminal. Select the location where to save the record on the Terminal. 35

Creating a New Project 3 ARCHITECT USER S MANUAL 4. On the left panel, click Field. Define the fields of the record. The screen should look something like this: Left Column Right Column Click to move the items to the left or right column. Items Left Column Right Column Overwrite record with Description Lists all the input nodes in the project. Move the input nodes to be saved as fields of the record. The data will be saved in the same sequence. Use the Up and Down buttons to sort the sequence. Check this item to overwrite the specified record field. If left unchecked, the new data will be recorded at the end of the file. 5. On the left panel, click Separator. Select how you want the fields to be separated from the list. If Length is selected, you need to set the length of each field. 36

Creating a New Project ARCHITECT USER S MANUAL 3 6. For notes and maintenance purposes, click Comment on the left panel and type your comments on the box. 7. Click [OK] when done. NOTE: To access the Record setup anytime, click the icon on the main toolbar or double-click anywhere on the project window or click Setup > Record Setting. 37

Creating a New Project 3 ARCHITECT USER S MANUAL Step 5: Compile and Simulate When the project flow is complete, compile and simulate your project to check for errors. Compile the Project Click the Build icon to compile. The Output window appears and displays any errors or warnings. If errors occur, debug your project. The picture below is an example of an output window that shows the number and the source of errors. NOTE: Double-click the error message to directly go to the source setting. When the project is compiled successfully, an application program is created. When the Output window shows the 0 error(s), 0 warning(s) message, see picture below, you are now ready to simulate the application. 38

Creating a New Project ARCHITECT USER S MANUAL 3 Simulate the Application With the Simulator, you can see how the application will work when downloaded to a Terminal. Users can check the program flow and match it to the users needs and expectations. Simulating before downloading saves time for debugging at a later time. 1. Click the Simulator icon. The Simulator is activated. 2. To turn on the Simulator, click the PW key. 3. Click 1, then the ENT key to run the application. 4. The Terminal screen displays the simulated application. 5. To close the Simulator, click. NOTE: If you enabled the Write Record function, running Simulator will save the data in the record file. The record file will be saved in the install path \\Simulator\. 39

Creating a New Project 3 ARCHITECT USER S MANUAL Step 6: Configure the Communication Settings Before you download the application, you need to configure the communication port settings. 1. On the main toolbar, click the Communication icon. 2. Select the Port and the Baud rate. NOTE: The Port is where the Terminal is connected to the computer. The Baud rate set here should match the one set on the Terminal (see the terminal s user guide manual). 3. Click [OK] when done. 40

Creating a New Project ARCHITECT USER S MANUAL 3 Step 7: Download the Application to the Terminal To download the application, click the icon. The PT FileManager screen appears. The application is automatically downloaded to the Terminal. For more information about the PT FileManager, refer to the software s manual. 41

Sample Project 3 ARCHITECT Chapter 4: Sample Project USER S MANUAL Below is a sample project that generates the total cost based on the quantity and the amount of an item. Demo_Display: This is the display screen. Item_ID: This is an input node. The user enters the Item ID. If the Item ID entered is invalid, the Terminal will execute Error_ID (display node). The application will start again. Quantity: This is an input node. If the Item_ID entered is valid, the Terminal will ask the user for the Quantity. Amount: This is also an input node. After entering the quantity, the user will enter the amount of the item. Total: This is an operand node. This node multiplies the Quantity by the Amount and displays the total value. If the total value is less than 500, the ADDCharge message is displayed. If the total value is more than or equal to 500, the application will start from the Item_ID node again. 42

Sample Project ARCHITECT USER S MANUAL 4 How to Make This Project 1. Create a display node as the welcome screen. Name it Demo_Display. 2. Create an input node. Name it Item_ID. Create the display screen. Set the input settings. The input value can only be between 1-3. 3. Create a display node. Name it Error_ID. On the display page, type Stock ID error. Set the display time to 2 second. 43

Sample Project 3 ARCHITECT USER S MANUAL 4. Create link nodes. Link START to Demo_Display. Link Demo_Display to Item_ID. Link Item_ID to Error_ID. Link Error_ID to Demo_Display. Double-click Item_ID and go to the Link page. Select Link out > Error_ID. Select Condition: Verify Node = Fail. NOTE: The default Condition is Pass Always, thus it is unnecessary to change Link In > Demo Display. 5. Create an input node. Name it Quantity. Create the display text and position the input location. 6. Create another input node. Name it Amount. Create the display text and position the input location. 7. Create an operand node. Name it Total. Create the display text and position the operand location. On the Operand page, configure: Data Type = Integer; Select Initial Value > Intial = From Data Node; Copy Node = Quantity. 44

Sample Project ARCHITECT USER S MANUAL 4 Select Logistics > Operator = * (multiplication); With Node = Amount. On the Compare page, configure: Condition = <; With Constant = 500. 8. Create a display node. Name it ADDCharge. Create the display text and set the time. 9. Create link nodes. Link Item_ID to Quantity. Link Quantity to Amount. Link Amount to Total. Link Total to ADDCharge. Link Total to Item_ID. Double-click Item_ID and go to the Link page. Select Link Out > Quantity > Condition = Verify Node; Node Status = Succeed. Double-click Total and go to the Link page. Select Link Out > ADDCharge > Condition = Verify Node; Node Status = Succeed. 10. Save the project. 11. Compile and simulate. 12. Download the application to the Terminal. 45

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