I want to create a system call which gives the number of times every system call was done, since a certain switch was tripped. I.e, I want to define a certain variable (let's name it 'counting'). When the variable 'counting' is on ('counting' is being switched between 0 for OFF and 1 for ON by a different system call, but leave THAT thing for now), I want my system call to print a list of all the system calls and the number of times they have been done, since "counting" was last set to ON (a value of 1). If the variable 'counting' is set to OFF, then I want this system call to display no list, or just display some message that "Counting hasn't started yet" or "Counting has not been turned on" or whatever. How can I proceed with this?
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is there any easy way to detect that agent stopped on a roller conveyor because there are other agents ahead? I tried to use dynamic variable and conditional event but it is consuming too much performence. I don´t want to go for dynamically checking condition (with cyclic event) because I have some bad experience with it.
Thanks!
Try this:
Create a LinkedList<YourAgentType> agentsOnConveyor.
Whenever an agent enters the conveyor, call agentsOnConveyor.addLast(agent). When it leaves, call agentsOnConveyor.removeFirst(agent).
Now you have a linked representation of the agents on the conveyor.
Last, you use the "on stopped" field in the conveyor and pass the message "upstream" through the linked list, i.e. use a for-loop from the first to the last entry and send them a msg "conveyor stopped".
You may still need to check if the individual agent is moving itself or has also stopped, but it might put you on a working path
In the default settings it is possible to set a time in the queue after which an agent leaves the queue via outTimeOut. However, only a fixed time can be entered in the corresponding field, e.g. 12 hours. Is there a possibility to link these 12 hours with a condition? In my case, the agent should only leave the queue after 12 hours via outTimeOut if a certain condition is also met. In my case, if a variable varIN == 1.
Collect the time in queue statistics for each agent. Create a parameter called entryTime. When they enter the block, set agent.entryTime=time();
You can create an event that iterates through the queue every 1 second and removes the agents that meet your conditions from the queue (by using remove(Agent agent) function). That means if (time()-agent.entryTime>12)&&(agent.varIN==1), you will remove that agent.
Loop will look like this:
for (int i=0; i< yourQueue.size(); i++) {
YourAgentType currentAgent = ((YourAgentType)yourQueue.get(i));
if ((time()-currentAgent.entryTime>12)&&(currentAgent.varIN==1)){
yourQueue.remove(currentAgent);
}
}
You can use a function (returning a double) to define and calculate the most complex logic you like. If you provide an argument of type Agent (or the specific agent type flowing through the blocks), it can even account for your agent characteristics.
In the queue block timeout, simply call the function.
The "Assembler" should stop working for 2 hours after 10 assemblies are done.
How can I achieve that?
There are so many ways to do this depending on what it means to stop working and what the implications are for the incoming parts.. but here's one option
create a resourcePool called Machine, this will be used along with the technicians:
on the "on exit" action of the assembler do this (I use 9 instead of 10 because the out.count() doesn't count until the agent is completely out, so when it counts 9, it means that you have produced 10)
if(self.out.count()==9){
machine.set_capacity(0);
create_MyDynamicEvent(2, HOUR);
}
In your dynamice event (that you have to create) you will add the following code:
machine.set_capacity(1);
A second option is to have a variable countAssembler count the number of items produced... then
on exit you write countAssembler++;
on enter delay you write the following:
if(countAssembler==10){
self.suspend(agent);
create_MyDynamicEvent(2, HOUR,agent);
}
on the dynamic event you write:
assembler.resume(agent);
Don't forget to add the parameter needed in the dynamic event:
Create a variable called countAssembler of type int. Increment this as agents pass through the assembler. Also create a variable called assemblerStopTime. You also record the assembler stop time with assemblerStopTime=time()
Place a selectOutputOut block before the and let them in if countAssembler value is less than 10. Otherwise send to a Wait block.
Now, to maintain the FIFO rule, in the first selectOutputOut condition, you need to check also if there is any agent in the wait block and if the current time - assemblerStopTime is greater than 2. If there is, you free it and send to the assembler with wait.free(0) function. And send the current agent to wait. You also need to reset the countAssembler to zero.
Computer System Architecture - Morris Mano In chapter 5 section 7 figure 5-13
When IEN it checks whether "FGI" or "FGO" are set to 1 then an interrupt cycle happens, but as I know is when FGI = 1 it means that information in INPR cannot be changed, and FGO is the reverse to that which means that when FGO is set to 1 then information in AC will be transferred to OUTR 'OUTR can be changed' so the question here shouldn't the condition of applying interrupt cycle happen when "FGI" = 0 or "FGO" = 1 since INPR or OUTR can be changed under these conditions which now make since to execute an interrupt?
Either flag being 1 logically means a device is "ready", but what "ready" means differs for input and for output devices. In either case, flag being 1 means that the processor can or should now take action.
FGI=1 means the input device is ready, but that really means a new input is available (e.g. the user typed a key on a keyboard) and the processor should accept it. FGO=1 prevents the input device(s) from overwriting a prior input held in INPR that the processor hasn't accepted yet. When the processor accepts the input, FGI goes to 0 unlocking the INPR register, and that allows the input device to write again, which it will eventually do when the user presses another key (sending FGI back to 1 to signal the processor).
FGO=1 means ready for output, which really means the last output has been fully accepted by the device, so the OUTR register is unlocked for the processor to write a new data (character for the console). FGO=0 prevents the processor from writing OUTR as the output device hasn't accepted the last one yet.
The interrupt service routine should check each flag, and if FGI=1 then accept an input (INPR->AC) and move it into a buffer for the user program to read when it is ready. Whereas if FGO=1, then move an output character from memory buffer into the AC, and then do AC->OUTR, also lowering FGO to 0, which will preclude the processor writing until that data has been accepted by the device.
So, FGI=0 means that the processor has accepted the prior INPR value provided by the input device, and there is no new character as yet but the register is unlocked so the device can write at will.
FGO=0 means that the processor has written a value to the OUTR register, but the output device hasn't accepted that yet, so the register should be considered locked.
So the problem is:
How can I change the amount in "Resource Sets" programmatically? I'am planning on changing this value back and forth from 1 and 2 given some conditions during the simulation run.
Amount I want to change is marked in yellow below.
Emile answer is right, but if you insist in using what you are using, you can click on the equal sign and make it a function:
and in the function (which i made take a random number between 1 and 2, but you can do what you want), you use the following (the function returns a type ResourcePool[][])
ResourcePool[][] rp = new ResourcePool[1][num];
for(int i=0;i<num;i++){
rp[0][i]=resourcePool;
}
return rp;
In your case, it seems you are using one resource alternative only.
Why don't you choose units of the same pool, then the number of units to be seized becomes dynamic.