FlexSim Knowledge Base
Announcements, articles, and guides to help you take your simulations to the next level.
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Railworks 24.0.1 is now available (02 April 2024). This version of RailWorks is intended for use with FlexSim 2024. Railworks 2023.0 will become LTS, for any use cases with updated bug fixes use the latest 23.0 version available. If you are using RailWorks with FlexSim 2023 (LTS), please use RailWorks version 23.0.6 (LTS). If you are using RailWorks with FlexSim 2023 Update 2, please use RailWorks version 23.2.3. All versions can be found in the Downloads section of your FlexSim account on the 3rd party modules tab. Please do not hesitate to report any bugs, usability improvements and feature requests to [email protected]. Signal: New feature in railworks This new feature adds a 3D object called Signalized Rail, a track with signals that can control train traffic with precise speed changes, sight and safety distances for rail reservations and signal advances. You can configure signal aspects, sight distance and train safety distance with just this object.For more information read 3Dobjects. Importance of the Signal A signal in a railroad system is a way of controlling train traffic speeds, ensuring safety and maximizing the flow. There are different types of signals for different cases and countries, the most common being speed control signals on sections to prevent train collisions. These signals change their appearance in order to indicate a reduction in speed, and can have different aspects for different speed changes. This type of sign is the new railworks feature. About Railworks The FlexSim Brazil RailWorks module consists of premade custom objects, designed to represent a real environment for the Rail problem modeling, with less configuration. Our approach is to unite 3D modeling with the Process Flow functionality, allowing object configuration and visualization through the native 3D FlexSim solution, and the rail system events to be triggered by the Process Flow, using not only defaults FlexSim Process Flow activities, but also new ones developed by our team. Release Notes View the full release notes in the online documentation. RailWorks 24.0.1 (02 April 2024) Bug-Fixes All bug fixes in RailWorks 23.2.3 below. Features New object:Introducing signalized rails - tracks equipped with signs at their ends for improved traffic control and safety at critical network points. Learn more about signaled rails and practice using them on the 3D objects page. Feature:Take control of your rail network with the new rail signaling control feature. Configure aspect signals, customize their colors, set speed correspondences, and define safety or sighting distances for a more realistic train operation experience. Feature: New picklist options to set destination in MoveTrain and MoveWagon activities. RailWorks 23.2.3 (18 March 2024) Bug-Fixes All bug fixes in RailWorks 23.0.6 below. MoveWagon Label Control Improvements: Enhanced the user interface for the MoveWagon label control. OnPass Speed Alteration Fix: Compositions with wagons attached change speeds correctly and consistently. AssingTo labels on MoveWagon Fix: The creation of a new label works with individual wagons on MoveWagon. RailWorks 23.0.6 (18 March 2024) Bug-Fixes Consistent Parked Wagons Positioning: Wagons now position themselves alongside other wagons more consistently. Rail Reservation Logic Optimized: Improved logic for rail reservation to ensure smooth operation. Refined Rail Control Point Triggers: More precise behavior for RailControlPoint's onPass, onContinue, and onArrival triggers. Smoother Undo Functionality: Improved responsiveness and reliability of the undo function (Ctrl+Z). Automatic Brakes Optimized: Automatic brakes now stop on the correct rail for better train control. Wagon Creation Streamlined: Wagon creation now adapts its position automatically when placed on multiple rails. Copy & Paste Errors Resolved:Fixed exceptions that occurred during copy and paste operations. Train Creation Collisions Addressed: Inconsistent collisions during train creation have been eliminated. Enhanced Locomotive Interaction: Improved interaction between compartments and leading locomotives for more realistic behavior. Departure Rail Control Point Fix: Fixed an issue where moving a wagon wouldn't release the departure Rail Control Point. Automatic Braking Refined: Improved automatic braking for scenarios with low acceleration and high speeds. Multiple Rail Braking Enhanced: Resolved issues with braking zones spanning multiple rails. Limited Station Parking: Locomotives destined to a Station no longer allowed to enter while occupied. Better Composition Positioning on Curved Rails: Movement on CurvedRails is now smoother. Added Locomotive and Wagon icons to FlowItemBin. Modelling fixes: Preventive fixes to improve modelling experience. Performance Enhancements Faster Rail Connections: Optimized rail automatic connection for improved performance. MoveWagon Streamlined: Object selection offers more consistent behavior when detaching wagons from larger compositions. Streamlined ConnectPoint Creation: Made changes to ConnectPoint creation for better performance. Optimized Pathfinding: Enhanced path discovery algorithms to improve overall performance. Status Window Consolidation: Review and behavior correction of status bubble on flowitems and task executers.
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When presenting and/or demonstrating a FlexSim model, it is often useful to have the model running in a loop that uses a flypath for a motion path. That way, you can more easily talk to the model while it runs, or leave it running unattended on repeat. The model below provides the code and settings needed to do that. In order to add this capability to your model, you will need to add a few things: A user event called EndTime. This setting will affect how long the model runs before resetting and running again. The First Event Time setting is where you can enter the number of seconds before this happens. The Event Code setting is where you can add custom code from the attached example model, found in the "event" tab. Model trigger code within OnRunStart and OnRunStop. This code can be found in the attached example model. A global variable called demo_mode. This can be set to 1 to enable the demo mode functionality, or set to 0 to disable it. Running the model with demo mode disabled is the same as how the model normally functions. Thanks to @Phil BoBo for helping to develop a solution for this. Also, the model requires FlexSim 23.2 or newer to work properly. presentation_demo_mode.fsm
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27 July: Bug fix releases 22.0.7, 23.0.3 and 23.0.1 are now available. FloWorks 23.1.0 is now available (12 April 2023). This version of FloWorks is intended for use with FlexSim 2023 Update 1. If you are using FloWorks with FlexSim 2022, please use FloWorks version 22.0.6. If you are using FloWorks with FlexSim 2023 (LTS) please use FloWorks version 23.0.2. All versions can be found in the Downloads section of your FlexSim account on the 3rd party modules tab. Please do not hesitate to report any bugs, usability improvements and feature requests to [email protected]. About FloWorks FloWorks is a 3rd party module developed and maintained by Talumis BV ( talumis.com). It provides faster and more accurate modelling and calculation of fluid systems than the default FlexSim fluid library. It is especially useful within the oil, gas, and bulk industry both for production and supply chain optimization. This module requires a FloWorks license with active maintenance. For any questions, please email [email protected]. Release notes View the full release notes in the online documentation. FloWorks 23.1.1 All bug fixes in FloWorks 23.0.3 below. FloWorks 23.1.0 (12 April 2023) Segmented Pipe: removed virtual content and fixed properties Changed default content of flow tanks and mixer from 50,000 to 1,000. All bug fixes in FloWorks 23.0.2 below. FloWorks 23.0.3 Bug fix: Module dependency shows invalid module version number All bug fixes in FloWorks 22.0.7 below. FloWorks 23.0.2 (12 April 2023) Moved flow control to toolbox Support time series, level triggered event and workability in Tools.create and Tools.get Added context menu option to disable time series in toolbox Added dot syntax to create flow controls, get the default flow control, and request recalculation of a flow control's network All bug fixes in FloWorks 22.0.6 below. FloWorks 22.0.7 Bug fix: Multi-product FlowTank blocks simulation when layer is small but nonzero, due to rounding error. FloWorks 22.0.6 (12 April 2023) Bug fix: Loading Arm processing time defaults to 10. Bug fix: fixed length³ to volume conversion for models in non-metric units Bug fix: fixed error message "FlowConveyor content changes are not allowed" Bug fix: flow conveyor density calculation was incorrect with non-metric units Bug fix: icon grid was not filtering correctly when A-connecting Bug fix: flow conveyor properties panel fixed Bug fix: added vertices editor to polygon flow tank quick properties Bug fix: after the first vessel, vessels were positioned incorrectly in the loading point Bug fix: quick properties now shows "Max. rate" for Loading Arm and "Max. inflow" for Flow Sink. Bug fix: removed duplicate Input / Output / Content change events from event selection list Bug fix: corrected input / output in on change event at end of warmup Bug fix: on empty and on full event would sometimes fire twice
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Attached is a simple example of using the GIS Module. It contains a GIS Map with 8 Cities represented as points connected by driving routes. gis_example.fsm The model's Process Flow randomly generates tokens, which create items to be carried by trucks from one city to another. After a delay, the item is removed from the model. This very simple example demonstrates how to use the GIS Module to model movement of items from sources to destinations without any FixedResource objects. All the logic can be done through Process Flow to control what happens in the model. This model also demonstrates the Min Scale and Max Scale properties of a GIS Map object. By default, as you zoom the 3D view in and out, the 3D shapes on a GIS map scale so that they remain the same size on the screen, like abstract flat billboard images. When you zoom far out, because the items remain the same size, they seem really big relative to the map. Similarly, when you zoom far in, because the items remain the same size, they seem really small relative to the map. The Map object has Min Scale and Max Scale properties to cap the scaling up and down of objects as you zoom in and out, so that they will only scale up to a certain size and only scale down to a certain size. This makes it so they scale within a certain range, but don't get too big or too small. If you set both of these values to a particular number, then they will not scale at all, but rather be that particular size.
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FlexSim's Webserver is a query-driven manager and communication interface for FlexSim. It allows you to run FlexSim models through a web browser like Google Chrome, FireFox, Internet Explorer, etc. Since the FlexSim Web Server is a basic service to allow FlexSim to be served to a browser, you may decide you want a way to proxy to this service through a full service web server that you can control security and authentication through. This guide will walk you through proxying to the FlexSim Web Server through Nginx web server. Install the FlexSim Web Server Program Download and install the FlexSim Web Server from https://account.flexsim.com Edit C:\Program Files (x86)\FlexSim Web Server\flexsim webserver configuration.txt Change the port from 80 to 8080 Start the FlexSim Web Server by double clicking flexsimserver.bat Test the server by going to http://127.0.01:8080 It should look like this: Install Nginx Reverse Proxy From a browser, visit http://nginx.org/en/download.html Download latest stable release for Windows Extract the downloaded nginx-<version>.zip Rename the unzipped nginx-<version> folder to nginx Copy the nginx folder to C:\ Double click the C:\nginx\nginx.exe file to launch Nginx Test Nginx by going to http://127.0.0.1 It should look like this: Configure Nginx to proxy to the FlexSim Web Server Open C:\nginx\conf\nginx.conf in a text editor Find the section that says: location / {    root html;    index index.html index.htm; } Edit out the root and index directives and add a proxy_pass directive so it appears like this: location / {       proxy_pass http://127.0.0.1:8080;    #root html;    #index index.html index.htm; } Save the nginx.conf file Reload Nginx to Apply the Changes Open a command line window by pressing Windows+R to open "Run" box. Type "cmd" and then click "OK" From the command line windows, type the following to change to the nginx directory: C:\nginx>cd C:\nginx and press enter Now, type the following to reload Nginx: C:\nginx>nginx -s reload Test the FlexSim Web Server Being Proxied by Nginx From a browser window again go to http://127.0.0.1 You should now see the FlexSim Web Server interface proxied through Nginx Now that you have the FlexSim Web Server proxied through Nginx, you may decide you want to configure Nginx to handle security, authentication and customization. Since this is out of the scope of this guide, you can find details on the Internet that can guide you to setting these customizations up. A few resources you may consider: https://forum.nginx.org https://stackoverflow.com
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This article explores creating Fluid Tanks from a Basic FR and Process Flow. This turned out to be a lot more complicated than I thought. If you need fluid objects in FlexSim, use the standard fluid objects in the library or buy FloWorks. The approach in this article requires a lot of up-front work just to get started, and you probably want to spend that time configuring well-tested objects instead of cutting your own path. This article is directed at two audiences: Those who don't want to use the fluid library or FloWorks (they have elected the way of pain) Those who like learning from example models If you are still interested, read on! TankDemo_10.fsm Kinetic Tracked Variables Tracked Variables hold a number. As you change the value, the Tracked Variable tracks the min, max, average, etc. You can optionally track the history of the value over time (this history) or the amount of time spent at specific values (the profile). You can also listen to when a Tracked Variable changes. A special kind of Tracked Variable is a Kinetic Tracked Variable (KTV). A KTV lets you set a rate. The rate is the ratio of the change in value divided by the change in model time units. If you set a rate, the KTV records when you set the rate and the initial value. In this way, you can as a KTV for its value at any point and get the exact continuous value. KTVs are the heart of this model. You can use a KTV as a label value. Each tank has a label called "Level" that is a KTV that holds the level of the tank. They are also used to represent the progress of a transfer of fluid between tanks. Custom Draw The fluid tanks you see in the model are BasicFR objects. The shape of the object is set to a cylinder. The color of the object determines the color of the fluid. To draw the changing fluid level, the OnDraw trigger of the tanks use the Level label to determine the height of the fluid. Then the OnDraw trigger draws a cylinder covering the remainder of the tank. Because the draw code accesses the Level label's value, the cylinder will change as the value of the Level label changes. Tank: An Object Process Flow Most of the logic in this model is defined in an Object Process Flow called Tank. I used an Object Process Flow so that it would be easy to attach other objects to the flow to imbue them with fluid tank logic. In a way, it's like defining a programming class. When you attach an object, you create an instance of that class. The Tank flow defines behavior for a general fluid tank: A Tank can have fluid transferred in, out, or both A transfer indicates a source tank and a destination tank, and amount, and a rate. If the source tank is null, then the fluid is generated in the tank. If the destination tank is null, fluid is consumed in the tank. A tank can have as many active transfers as the user adds to it. There's not an accompanying concept of "pipes" in this setup. Each transfer changes the rate of the Level KTV for each tank. If the tank gets full, input transfers are paused until the the tank empties below a threshold (95% of its capacity). If the tank gets empty, output transfers are paused until the tank fills above a threshold (5% of its capacity). If the tank is stopped, both input and output transfers are paused until the tank is resumed. The Model Logic The model logic is contained in the process flow called Process Flow. It picks a random recipe from the Recipes table and uses that to create transfers into the Mixer tank. Once those transfers are complete, the Mixer tank empties itself. When it's completely empty, the tank produces an item. Then that process repeats. By using an Object Process Flow, the logic for "how to tanks work in general" is separated from "what are the tanks doing." Pros and Cons The main con is that you would need to implement this logic yourself rather than starting with an object. This includes finding and fixing bugs. I have found and fixed many bugs in this demo model, but I'm fairly confident there are more. It turns out creating an object is tricky. However, there are a few pros: Compared to the fluid library, there is no ticker. The fluid library relies on a ticker to handle changes in level. This approach uses KTVs instead. KTVs are newer than the fluid library. A ticker adds a frequent event to the model and loops through fluid objects checking for changes. It is possible that the approach in this article is more accurate and faster to run. It's also possible that it's slower, due to the number of process flow activities. Compared to FloWorks, there is no monetary cost. This may actually be a con as time spent developing logic is an expense. This approach will take 10x longer or worse to get right. Your future self will thank you for just buying it. You have full control over the behavior. If you don't like how something works, or you want to add additional logic, the logic is all available for you to edit. Again, this might be a con, because you have to fix bugs as you make them. Conclusion Overall, this demo model shows lots of FlexSim features working together. That is valuable in itself. As a replacement for fluid objects, this demo model isn't a great route, unless you have very specific needs. As I built this model, I realized that I was probably solving the same set of issues that the developers of the fluid library were solving. What I thought was going to be somewhat simple turned out more complicated. I still think this is doable, but I'd look at other options very carefully first.
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This model, developed by @Jacob W2, demonstrates a method of using a kinetic tracked variable to measure process completion on a processor. This allows a processor to have a dynamic processing time, which isn’t possible using the standard processor logic. This is all handled though the use of an object process flow that easily allows other processors to be used in a similar fashion. Kinetic tracked variable.fsm This is the basic layout for the model: a source, a basic fixed resource, and a queue. A basic fixed resource is used in lieu of a processor because it has no innate logic that needs to be dealt with. This is the object flow layout. It’s fairly simple, but handles all of the logic we will need for the processor to work. The “Model Start Logic” container allows the first item to enter the processor. The “Item Control” section is the main feature of the model. A token is created whenever an item enters the processor. A process time label is created on the token, which sets when the process will be completed. This value should be set in model time units. For example, if a part takes one minute to complete and the model time is in units of seconds, the value should be 60. The Initialize Tracked Variable custom code activity is what actually creates the tracked variable that represents the processing progress. First, a treenode has to be created for the label, and then the tracked variable needs to be initialized with the correct type; in this case, a kinetic level tracked variable. A token is then created in the Variable Rate Loop. This token is used to set the processing rate. First, the token will set an initial rate for the tracked variable, and then after a random delay, it will set a new rate for the part processing. It continues to loop until released by its parent token. While the token for tracking the rate is looping, the token in the “Item Control” container is at the Wait for Event activity watching the tracked variable that we created. Once the tracked variable reaches the value of the process time label, the token releases the item from the processor, and then readies the processor for the next item through a custom code activity. The tracking rate token is then released to a delay and sink activity block, and the original token is then sent to a sink activity. When another item arrives, a new token is created in the “Item Control” container, and the process outlined above is repeated. This application of kinetic tracked variables can be extended to a more complex model that has varying process times based on the availability of operators. More specifically, this model allows operators to be added to the process dynamically when they are available, and the number of operators working on the process directly affects the processing time. KTV_Operators.fsm This model layout contains two sources, two basic fixed resources, and two queues in parallel. It also contains five operators, which are grouped according to their shift. A kinetic tracked variable is once again used to represent the processing time or completion rate of an item, and the rate changes dynamically based on the number of operators working on the job at a time. The logic is contained in an object process flow, which is attached to the two basic fixed resources. The first of the three main containers, “Create Tracked Variable and Wait,” creates the tracked variable for the processing time and waits for processing to be complete. The second container acquires the operators from a list based on the current shift. The last container controls operator movement and changes the processing rate. This logic allows operators to come and go during shifts. The rate can be changed dynamically. As illustrated with the above examples, kinetic tracked variables are a powerful and versatile tool, allowing a greater level of control and customization over your model.
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ContinuousUtilization_4.fsm In the attached model, you'll find a Utilization vs Time chart driven by a Statistics Collector and a Process Flow. This article is an alternative approach to the chart shown here: https://answers.flexsim.com/content/kbentry/158947/utilization-vs-time-statistics-collector.html Thanks @Felix Möhlmann for putting that article together. The concept in this model is very similar, but this is a different approach. There are pros and cons to each method. This method offers some performance improvements at the cost of writing more FlexScript code. This method also doesn't handle Warmup time, where the other method does. The general idea in this model is to keep a history of state changes for the previous hour (or other time interval). The history adds new info as states continue to change and drops old info as it "expires" by being older that the time interval. I chose to use a Bundle (stored on a token label) for the history. Bundles are optimized to add data to the end. If a bundle is paged (they are by default), then they are also optimized to remove data from the beginning. [Begin Technical Discussion - TLDR; Bundles are fast at removing the first row and adding new rows] A paged bundle keeps blocks of memory (pages) for a certain number of rows. If a page fills up, it allocates another page. It keeps track of the location in the page for the next entry. Similarly, it keeps track of the location of the first entry on the start page. If you remove the first row, that start location is moved forward on the page. If the start location gets to the end of a page, that page is dropped and the start location moves to the next page. [End Technical Discussion] The Process Flow maintains the history table. Whenever the object's state changes, the Process Flow adds a new entry to the history table. This part is straightforward. The tricky part is properly "expiring" the data. To do this, a second set of tokens wait for the last of the oldest data to expire. When the oldest set of data should expire, the tokens remove any rows that are too old and then wait for the next oldest row. If there are no expired rows, the tokens wait for one "time interval" and then check again. This is because if there is no expired data, data can't expire for at least one time interval. In this way, the history table is always kept up to date. The Statistics Collector is configured to post-process the history table. It calculates the total utilization, including the state that the object is currently in, as well as the state being "phased out" from the history table. The Statistics Collector can do this calculation at any point in the model. So the sampling interval (called Resolution in the model) is independent from the time window.
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Changing the packing method for task executers can be tricky and also can vary widely between types. In this article we'll explore the default packing method for each TE and how to alter it to suit the model's needs. Attached is a model which demonstrates the default packing method and the comparison. The model is also the best place to get premade code for the ASRS, the crane, and the Robot: TEStackingNew.fsm Default Stacking on Task Executers There are two types of default stacking methods on the TE's. AGV's, operators, forklifts, ASRS, and basicTE's all use a simple up and down stacking method: The other TE's (elevator, robot, and crane) don't separate the boxes at all so they all look like they're on top of each other (this is because they're mostly meant to only carry one item at a time): Changing the Stacking Pattern: AGV, Operator, & BasicTE: For these objects, changing the stacking method is relatively simple. Add 5 labels to the object: numx, numy, xshift, yshift, and zshift Add an OnLoad trigger in the properties panel Set the trigger by going to Visual->Set Location Type in this code current.xshift+item.size.x*((item.rank-1)%current.numx) -current.yshift+item.size.y*(Math.floor(((item.rank-1)/current.numx)%current.numy) - (current.numy-1)/2) current.zshift+item.size.z*Math.floor((item.rank-1)/current.numx/current.numy) The only thing that differs between these 3 objects are the label values. The labels "numx" and "numy" sets the number of objects in the x direction and how many in the y direction. For example a 3x3 grid on the AGV would set "numx" be 3 and "numy" be 3 xshift yshift zshift AGV 1 .5 .5 Operator .75 .29 1.10 BasicTE 0 0 .85 Elevator, Robot, & Crane: These objects are very similar to the TE's above. You'll follow the same steps above, except on the On Load trigger, choose to just paste custom code in the box. They have slightly different code (due to the different direction/ways of stacking) that you can copy from the model above. However, you will still add the labels to the TE's. You can set them using labels like these: xshift yshift zshift Elevator .7 1 .095 Robot .34 .35 .2 Crane .2 .5 -.25 Forklift: This is the easiest object to change because it is already built into the TE. To change the stacking pattern just add an OnEntry trigger and select Transporter Stacking Method, then just change the values to be what you would like. ASRS: For this one, you can change the stacking method by editing the model tree. The steps to change it are simple but specific: Open the model tree for the object by right clicking and selecting Explore Tree Find the behaviour node beneath the ASRS Node Add an node underneath called "eventfunctions" Beneath the node you just created add a node called "OnPreDraw" Paste in that node the code below (you can edit this to alter the stacking method how you would like): inheritcode(); TaskExecuter current = c; Object followingObj = first(current); double numx = 1; double numy = 4; double xshift = .95; double yshift = 1.45; double zshift = .1; while(objectexists(followingObj)){ double x = xshift+followingObj.size.x*((followingObj.rank-1)%numx); double y = -yshift+yloc(node(">visual/drawsurrogate/Lift/Slide", current))+followingObj.size.y*(Math.floor(((followingObj.rank-1)/numx)%numy) - (numy-1)/2); double z = zshift+followingObj.size.z*Math.floor((followingObj.rank-1)/numx/numy); double xFactor = 0.5; double yFactor = 0.5; double zFactor = 0; setloc(followingObj, x, y, z, xFactor, yFactor, zFactor); followingObj = next(followingObj); } Some things to keep in mind: Each TE is completely customizable by the user so the offset I considered to look right may not look right to you, the good thing is it's very changeable!
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Introducing FlexSim Galaga! GALAGA.fsm This is an example of how a game could be made in FlexSim. Feel free to download the model and try it out (FlexSim Version is 23.1). Or if you are interested, see below for how the game works. How it works FlexSim Galaga uses Process Flow to perform all logic that occurs in the game. It also takes advantage of Global Variables to keep track of game data as the game is played. This allows one token to set a variable, for example WaveCounter, and that same value can be referenced anywhere in the model. Player Movement and Inputs I used the function iskeydown() for all player inputs. A token loops through a Custom Code activity that continuously checks for which keys are being pressed and makes the corresponding changes in the model. An example of this for player movement looks like this: if (iskeydown(65) && te.location.x > -90){ // left A te.location.x = te.location.x - 10; } if (iskeydown(68) && te.location.x < 90){ // right D te.location.x = te.location.x + 1 For shooting, similar code is written and assigns a label to the player. This label is used for the token to act differently depending on what the player has bought from the shop. The shop inputs are similar and check if the player has enough money for the selected item in the shop. (See the process flow activities 'Shoot Inputs' and 'Shop Inputs' for how this is done.) Wave Health and Speed As the game plays out, waves get more difficult and arrive faster. Each enemy ship has a certain health value and money value that the player earns when destroying it. These values come from the Global Table WaveHealth. After 50 waves, this table is repeated to spawn new waves. This can go on forever in Endless Mode or this table can be modified during the Model run by buying Extreme Mode. The game starts with Waves that last 20 seconds. To make the waves arrive faster over time, this code lowers the WaveDuration from 20 to 15 to 10 etc. every 12 waves. 5 seconds is the fastest wave time and doesn't get any faster. if (WaveCounter % 12 == 0){ if (WaveDuration > 5){ WaveDuration = WaveDuration - 5; } } Enemy Ships and "Collision" Logic When enemy ships are created, they are added to a Global Map called ColShipMap. The key is the column number the ship is in (1-20) and the value is an array of all ships in that column. This makes it easy to check if a shot has hit a ship. While shots are moving the token they are associated with constantly checks the distance between the shot and any ships in that column (thanks to ColShipMap). The column the shot belongs to is calculated based on the x location of where it is created. When the distance between the shot and a ship in that column is close enough, labels are changed on the token so the game knows which ship was hit and to decrease the health or destroy the object entirely. double x = token.shot.getLocation(1, 0, 0).x; // inverse of token.item.location.x = ((index - 1) * 10) - 95; int index = (x + 95) / 10 + 2; token.Index = index; Array spaceships = ColShipMap[index]; Vec3 shotPos = token.shot.as(Object).getLocation(0.5, 0.5, 0); for (int i = 1; i <= spaceships.length; i++){ double spaceshipY = spaceships.location.y; if (Math.fabs(spaceshipY - newY) < 2) { token.Hit = 1; token.target = spaceships; token.SpliceIndex = i; break; } } Display There are several Billboard objects in the model that toggle depending on the state of the game. (switch_hideshape() is used to make them appear like they are flashing) Feel free to look in the process flow for when these occur, but the overall purpose is to inform the player of what is happening in the game. Note: If you zoom out and want to re-center the model for an optimal display. Open properties and click on the view called 'Menu.' Then close the properties window. All other windows like the Toolbox are closed to make game visuals better. Feel free to look into the Process Flow or Model Triggers for anything I didn't mention. Enjoy!
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Good practice to reduce variance when experimenting is to separate streams of things that might vary in the model so that the random sampling is independent. An example might be that you have a number of processors who are members of the same breakdown profile (MTBF/MTTR object) where the individual breakdowns are dependant on the state of the processor. If during one scenario a processor is used more than before then it may sample the duration and next breakdown earlier, and therefore change the sequence with the other machines sampling of breakdown times, increasing variance. This is because the default setting for the MTBF time fields are using 'getstream(current)' - which means a single stream for the MTBF object, shared across all members. You could try to change this in the MTBF by using 'getstream(involved)' where 'involved' refers to the breakdown member machine. This causes other problems since if you're sampling processing times using the machine's stream too, then the amount of items processed will again change the breakdown times samples. You may judge this to be acceptable, but in a ideal world you'd still want separate streams and may want multiple streams for setup, processing, breakdowns, or subsystem failures. One way to accomplish this is by changing the way getstream() works such that it can generate a stream for any value you pass to it. That might be an object, as the current getstream() accepts, or it could be the string name of the object or it's path. It could also be an array which then opens a number of possibilities: In a breakdown you could replace getstream(current) with getStream([current,involved])   //generates a unique stream number for the MTBF/machine pair* In an Object Process Flow you could replace getstream(activity) with: getStream([current,activity]) // generates a unique stream for the instance and activity pair and works for the general process flow too. For a processing time on a processor instead of getstream(current) you could use getstream([current,"Processing"]) and getstream([current,"Setup"]) to generate two seperate sampling streams. The attached library contains an auto-installing user command that overrides getstream() to provide this functionality. The stream values save with the model. getStream-byvariant3.fsl * This implementation does have some limitations since during an experiment it does not communicate back the master model when trying to create new streams. For this reason you'll want to try and have all possible streams set up before running an experiment or avoid the type of actions that dynamically create the requirement for new streams - so that might be keeping all possible fixed resources and task executers, and hiding/removing them from groups rather than destroying them as the OnSet options of the parameters table do currently. Alternatively if you consistently name the dynamically created instances then the MTBF stream expression could be: getStream([current, involved.name]) Update: I've edited this post and library to use getStream (capital 'S') since the override parameter (var thing) doesn't stay in place and eventually causes FlexScript build errors. So with the updated library you'll need to find/replace from the model tree 'getstream' with 'getStream'.
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FloWorks 23.2.0 is now available (10 August 2023). This version of FloWorks is intended for use with FlexSim 2023 Update 2. If you are using FloWorks with FlexSim 2023 (LTS), please use FloWorks version 23.0.3 (LTS). If you are using FloWorks with FlexSim 2023 Update 1, please use FloWorks version 23.1.1. All versions can be found in the Downloads section of your FlexSim account on the 3rd party modules tab. Please do not hesitate to report any bugs, usability improvements and feature requests to [email protected]. About FloWorks FloWorks is a 3rd party module developed and maintained by Talumis BV ( talumis.com). It provides faster and more accurate modelling and calculation of fluid systems than the default FlexSim fluid library. It is especially useful within the oil, gas, and bulk industry both for production and supply chain optimization. This module requires a FloWorks license with active maintenance. For any questions, please email [email protected]. Release notes View the full release notes in the online documentation. FloWorks 23.2.0 Updated FloWorks for FlexSim 2023 Update 2. FloWorks 23.1.1 All bug fixes in FloWorks 23.0.3 below. FloWorks 23.1.0 (12 April 2023) Segmented Pipe: removed virtual content and fixed properties Changed default content of flow tanks and mixer from 50,000 to 1,000. All bug fixes in FloWorks 23.0.2 below. FloWorks 23.0.3 Bug fix: Module dependency shows invalid module version number All bug fixes in FloWorks 22.0.7 below. FloWorks 23.0.2 (12 April 2023) Moved flow control to toolbox Support time series, level triggered event and workability in Tools.create and Tools.get Added context menu option to disable time series in toolbox Added dot syntax to create flow controls, get the default flow control, and request recalculation of a flow control's network All bug fixes in FloWorks 22.0.6 below. FloWorks 22.0.7 Bug fix: Multi-product FlowTank blocks simulation when layer is small but nonzero, due to rounding error. FloWorks 22.0.6 (12 April 2023) Bug fix: Loading Arm processing time defaults to 10. Bug fix: fixed length³ to volume conversion for models in non-metric units Bug fix: fixed error message "FlowConveyor content changes are not allowed" Bug fix: flow conveyor density calculation was incorrect with non-metric units Bug fix: icon grid was not filtering correctly when A-connecting Bug fix: flow conveyor properties panel fixed Bug fix: added vertices editor to polygon flow tank quick properties Bug fix: after the first vessel, vessels were positioned incorrectly in the loading point Bug fix: quick properties now shows "Max. rate" for Loading Arm and "Max. inflow" for Flow Sink. Bug fix: removed duplicate Input / Output / Content change events from event selection list Bug fix: corrected input / output in on change event at end of warmup Bug fix: on empty and on full event would sometimes fire twice
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Attached is an example simulation of a rail hump yard. Trains in this hump yard are processed in three stages: Arrival - A train engine delivers an arriving train into the arrival area of the yard and then leaves Classification - The shunt engine takes trains from the arrival area to the hump. From there the train is uncoupled into sets of cars for classification, and each set of cars 'falls' to its designated departure train and couples to it. Departure - Once a train has been composed, it is transferred to the departure area, where it waits a random time until departure. I've tried to keep the logic as simple as possible so you can understand the process flow. I've implemented no traffic control between train engines/shunt engine, so they will occasionally run over each other. However, I have used AGV routing constraints to dynamically block off sections of track that are filled by trains, so the engines will move around them. HumpYardSample.fsm
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The following article applies to FlexSim versions 26.0 and older. For Autodesk FlexSim 2027 and onward, please visit Autodesk FlexSim 27.0 Licensing and Sign-in Experience   Pools of features, organized by version   A license is actually a set of features. Different license types are made up of different sets of features. This table shows the various features that make up different FlexSim license types (Enterprise, Educational, Runtime, etc):     Each license is set to a given version, and each of the contained features is at that version.   With that background, once a license is activated on a license server, its features are added to a pool of license features at a given version. So for instance, let's say you have the following 2 licenses activated to your license server:   Enterprise 23.0 - 2 seats Runtime 22.2 - 1 seat   Once these licenses are activated to your license server, the server actually has no idea it has 2 Enterprise and 1 Runtime. It sees only the following pools of license features:   dragdropconnect 2 seats [23.0: 2 seats] (the Runtime license didn't provide one of these) compile 3 seats [23.0: 2 seats, 22.2: 1 seat] xmlsaveload 2 seats [23.0: 2 seats] (the Runtime license didn't provide one of these) ... commercialuse 3 seats [23.0: 2 seats, 22.2: 1 seat] createobjects 2 seats [23.0: 2 seats] (the Runtime license didn't provide one of these) modeltree 1 seat [22.2: 1 seat] (not a feature of Enterprise licenses)   FlexSim software is feature-greedy   By default, when a FlexSim install contacts a license server for a license, it will try to get 1 of every feature at the software's version or later. In this way we say that FlexSim software is "greedy". For instance, under the above scenario, when you start FlexSim 22.2, the software will default to pull the following features:   dragdropconnect compile xmlsaveload stochastics consolescript nomodellimit entiretree commercialuse createobjects modeltree   The italicized features are Enterprise-specific. The bold feature is Runtime specific. The software just tries to get one of each feature, so now its feature set is a hybrid of Enterprise+Runtime. In the software it reports a "Custom" license:     If a 2nd person were to open the 22.2 software, they would get that same set, minus the one modeltree feature from Runtime, essentially giving them the 2nd Enterprise seat.   If a 3rd person tried to open the software in version 22.2, they would get a slightly hobbled version of a Runtime license, without the modeltree feature. Any in-software features that relied on that being present would be blocked.   Only checkout features for license type   The software includes an option to limit what features it will ask for:     In this way you can ensure that the right people are getting the right feature set.    
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FlexSim 2018 includes functionality for creating a custom table view GUI using a custom data source from within FlexSim. This article will go through the specifics of how to set this up. The Callbacks Custom Table Data Source defines callbacks for how many rows and columns a table should display, what text to display in each of the cells, if they're read only etc. If you require further control of your table you can use a DLL or module and sub class the table view data source in C++. An example of how this data source is used can be seen in the Date Time Source activity properties. In the above table, the data being used to display both of these tables is exactly the same. The raw treenode table data can be seen on the right. The table on the left is displaying the hours and minutes for each start and end time rather than the the start time and duration in seconds. In FlexSim 2018, there are a number of tables that currently utilize this new data source. They can be found at: VIEW:/modules/ProcessFlow/windows/DateTimeArrivals/Table/Table VIEW:/pages/statistics/ChartTemplateProperties/tabcontrol>variables/tabs/StatePieOptions/SplitterPane/States/Table VIEW:/pages/statistics/ChartTemplateProperties/tabcontrol>variables/tabs/CompositeStatePieOptions/SplitterPane/States/Table VIEW:/pages/statistics/ChartTemplateProperties/tabcontrol>variables/tabs/StateBarOptions/SplitterPane/States/Table Copying one of these tables can be a good starting point for defining your own table. The first thing you have to do in order for FlexSim to recognize that your table is using a custom data source is to add a subnode to the style attribute of your table GUI. The node's name must be FS_CUSTOM_TABLE_VIEW_DATA_SOURCE with a string value of Callbacks. Set your viewfocus attribute to be the path to your data. This may just be a variable within your table. It's up to you to define what data will be displayed. If you want to have the default functionality of the Global Table View, you can use the guifocusclass attribute to reference the TableView class. This gives you features like right click menus, support for cells with pointer data (displays sampler), tracked variables (displays edit button) and FlexScript nodes (displays code edit button). If you're going to use this guiclass, be sure to reference the How To node (located directly above the TableView class in the tree) for which eventfunctions and variables you can or should define. At this point you're ready to add event functions to your table. There are only two required event functions. The others are optional and allow you to override the default functionality of the table view. If you choose not to implement the optional callback functions, the table view will perform its default behavior (whether that's displaying the cell's text value, setting a cell's value, etc). These event function nodes must be toggled as FlexScript. The following event functions are required: ---getNumRows--- This function must return the number of rows to display in the table. 0 is a valid return value. param(1) - View focus node ---getNumCols--- This function must return the number of columns to display in the table. 0 is a valid return value. param(1) - View focus node The following event functions are optional: ---shouldDrawRowHeaders--- If this returns 1, then the row headers will be drawn. The header row uses column 0 in the callback functions. param(1) - View focus node ---shouldDrawColHeaders--- If this returns 1, then the column headers will be drawn. The header column uses row 0 in the callback functions. param(1) - View focus node ---shouldGetCellNode--- Allows you to decide whether you want to override the table view's default functionality of getting the cell node. param(1) - The row number of the displayed table param(2) - The column number of the displayed table If shouldGetCellNode returns 1 then the following function will be called: ---getCellNode--- Return the node associated with the row and column of the table. param(1) - The row number of the displayed table param(2) - The column number of the displayed table ---shouldSetCellValue--- Allows you to decide whether you want to override the table view's default functionality of setting a cell's value. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table If shouldSetCellValue returns 1 then the following function will be called: ---setCellValue--- Here you can set your data based upon the value entered by the user. param(1) - The row number of the displayed table param(2) - The column number of the displayed table param(3) - The value to set the cell ---isCustomFormat--- Allows you to decide whether you should define a custom text format for the cell. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table If isCustomFormat returns 1 then the following functions will be called: ---getTextColor--- Return an array of RGB components that will define the color of the text. Each component should be a number between 0 and 255. [R, G, B] for example red is [255, 0, 0]. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table param(4) - The text to be displayed in the cell param(5) - The desired number precision ---getTextFormat--- Return 0 for left align, 1 for center align and 2 for right align. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table param(4) - The text to be displayed in the cell param(5) - The desired number precision ---shouldGetCellColor--- Allows you to decide whether you should define a color for the cell's background. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table If shouldGetCellColor returns 1 then the following function will be called: ---getCellColor--- Return an array of RGB components that will define the cell's background color. Each component should be a number between 0 and 255. [R, G, B] for example red is [255, 0, 0]. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table ---shouldGetCellText--- Allows you to decide whether you want to override the table view's default functionality of getting a cell's text. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table If shouldGetCellText returns 1 then the following function will be called: ---getCellText--- Return a string that is the text to display in the cell. param(1) - The cell node as defined by getCellNode param(2) - The row number of the displayed table param(3) - The column number of the displayed table param(4) - The desired number precision param(5) - 1 if the cell is being edited, 0 otherwise ---shouldGetTooltip--- Allows you to decide whether a tooltip should be displayed when the user selects a cell in the table. param(1) - The cell node as defined by getCellNode param(2) - The row number of the selected cell param(3) - The column number of the selected cell If shouldGetTooltip returns 1 then the following function will be called: ---getTooltip--- Return a string that is the text to display in the tooltip. param(1) - The cell node as defined by getCellNode param(2) - The row number of the selected cell param(3) - The column number of the selected cell ---isReadOnly--- Return a 1 to make the cell read only. Return a 0 to allow the user to edit the cell. param(1) - The row number of the displayed table param(2) - The column number of the displayed table
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To go along with the launch of Flexsim 2018, we've put together a few sample models to show some of its features. Internet Cafe internetcafe.fsm This model shows off several of the new animations added to the Operator and Person flowitem. It also demonstrates how the Create Person activity can be used to attach a Person flowitem to an Instanced Process Flow. People with yellow shirts are attached to the ComputerUsers flow. They acquire a computer desk and then have an employee bring them over to their computer. Those in orange shirts are attached to the FoodCustomers flow. They buy drinks or snacks at the counter and then hang out at the tables. Casual Restaurant casualrestaurantredux.fsm Clinic clinic.fsm Grocery Store grocerystore.fsm Airport Security airportsecurity.fsm Bus Stop busstops.fsm
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The attached model provides an example of how to record and display overtime hours worked by staff in a small clinic. The following screen capture of the model after a 30 day run shows the various dashboards displaying information about the working hours of the staff in the model. The code snippet shown for the Activity Finished Trigger of the final exit activity in the patient track is used to record information on a couple global variables and then trigger a recording event on the OT_DataCollector. The code snippet is documented in detail, so hopefully you will understand what is being done. As you can see by the Data Collector properties window, nothing special is going on there except to record the two global variables named GV_Overtime_Hours and GV_TotWork_Hours. The third and final piece to the puzzle is to create some User Defined dashboard widgets to display the information captured by the data collector in a few different ways. clinic-overtime-example-with-custom-data-collector.fsm
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Attached is an example DLL Maker project that calls a Java function using the Java Native Interface (JNI) from C++. The steps for how this works are outlined below: 1. Install the Java Development Kit (JDK). In creating this example, I used OpenJDK installed via Microsoft's special Installer of Visual Studio Code for Java developers. 2. Write a Java program. In my example, I created a simple Hello class with an intMethod() as described in IBM's JNI example tutorial. 3. Compile the .java file into a .class file. I did this using the Command Prompt and executing the following command: javac Hello.java 4. Configure the DLL Maker project to include the JNI library: In VC++ Directories > Include Directories, add the following two directories: C:\Program Files (x86)\Java\jdk1.8.0_131\include C:\Program Files (x86)\Java\jdk1.8.0_131\include\win32 In Linker > Input > Additional Dependencies, add jvm.lib In Linker > Input > Delay Loaded Dlls, add jvm.dll 5. Include jni.h in your code. (Line 51 of mydll.cpp) 6. Create a JVM in your code. (Lines 61-102 of mydll.cpp) 7. Get a handle to the method you want to call and then call it. (Lines 118-126 of mydll.cpp) 8. Connect a User Command in FlexSim to fire that C++ code that executes Java code. See the dll_maker_test_model.fsm included in the attached zipped directory. * Note: this example was built with 32-bit FlexSim because the JDK I installed was 32-bit. Using a 64-bit JVM is beyond the scope of this simple example and is left as an exercise for the user.
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In this phase You will be introduced to shared assets, specifically, zones. Post Office: Phase 3 Purpose Learn about Zone Shared Asset Description Restrict access to the waiting line queue so that only 5 Customers can be present at a time. Follow Up What happens to the 'Customers' that show up when the Zone is at capacity? How can we add Customer behavior that says if the waiting line is already full, they leave the post office? Video of Post Office: Phase 3 build: If you'd like to download the completed Post Office: Phase 3 model, you will find it here.
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In this phase You will be introduced to Tasks, Tasksequences and Task Executors. In order to build Phase 2, you will need to start by having Post Office: Phase 1 pulled up in FlexSim. Tasks and Tasksequences Task A single instruction or action to be performed by a TaskExecuter object (ex. LOAD flowitem) Tasksequence A series of tasks to be performed in sequence. (example tasksequence with tasks below) Post Office: Phase 2 Purpose Modify our model to increase visual appeal. Description Create visuals so that the "Customer" flowitem looks and behaves more like a person standing in line, IE is able to walk to each location we send them to. Follow up How can the use of labels and resources help us easily add additional service desks? Video of Post Office: Phase 2 build: If you'd like to download the completed Post Office: Phase 2 model, you will find it here.
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