I have an issue with a counter in the Tia portal software.
When I hover over the CV, it says you can insert Int, DInt, SInt UInt, USint, UDint.
I want to insert a Dint value because the number can be bigger than 32767.
But when I do this, it still stops at 32767.
How is this possible?
I got the following code
V2.DI_BatchProduction is a DInt. (int32)
So why does it stops at 32767? (the max value of a int16)
Ok it seems you can tell the counter what kind of counter it is. when you click on the name of the counter you get a dropdown and you can select what kind of counter it is (see image below)
pretty strange this isn't changed automatically on the output.
Related
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.
I'm linking an arcade button connected to a USB encoder with a Max patch. The button is behaving strangely. Here's what happens:
I have the button mapped to the a key. When Max is open, this functionality breaks. Even outside of Max. Even once I close Max, I need to remap the key. I'm not using MAME or anything like that; just JoytoKey for the mapping.
This issue is negated partially through use of the HIobject. Max recognizes the button and I can use it, however it's not functioning as an on/off. Rather a bang is sent on button press and release. How do I make the button work normally (send a single bang on press, and none on release)?
Here's my patch, if it helps. I don't know how useful it is without my video files:
<pre><code>
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------
</code></pre>
It's hard to give an exact answer without knowing what your USB device outputs, however in your patch whatever exits the [hi] object goes into the [live.text] button, which is set to Button mode, always converting it to a bang.
In the patch below I set the [live.text] button to Toggle mode. I also took the liberty of cleaning some other things up.
The next thing though is that you will need to find out what part of the output of the hi object is the information you are looking for. You can do that with a [print] object. Then you can select that number with an [unpack] and select the 1's and use that to trigger [random] (see the patch below).
----------begin_max5_patcher----------
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-----------end_max5_patcher-----------
I need to use "Count Day" code for indicator.
It does work fine, but this indicator keeps previous day object till I restart MT4.
What is wrong below code?
if(day >= drowDays) {
break;}
Also you can see chart screenshot link.
You're not providing sufficient information to your problem :'(
With the limited info, what I can say is that you need to delete the graphical objects created for previous day.
Assuming your indicator will plot the latest line, then you MIGHT (again, this is a guess as there is not enough information of your code) be able to achieve it with the ObjectsDeleteAll() function at the start of your OnCalculate(). Obviously, this is not efficient, but is something you can think about.
I did some research into this and couldn't really find anything, so if this is a repetitive question I apologize. but anyway I have made a CCB file in CocosBuilder and I would like to start the timeline, for example, at one second instead of playing from the beginning. Is there a way to do this? Thanks for the help guys.
Edit: i would like this to be done in the code.
I am using 2.2.1 Cocos2DX version. I think there is no option to play it from given interval. But you can tweak yourself to get it done. (Not simple one)
You have to go to CCBAnimationManager and there you get "mNodeSequences".
It is dictionary and you get difference properties there like "rotation position etc..."
values there.
Internally AnimationManager reads this value (These values are specified in your CCB)
and puts in runAction queue.
So you have to break it as you want.(Ex. 5 min timeline you have. But you want to start
from 1 min then you have run first 1 min Actions without delay and for remaining you
have properly calculate tween intervals.
It's long procedure and needs calculation. If you don't know any other simpler way try this. If you know pls let us know (Post it).
When I create a new quote from Epicor I would like to add an item from the parts form automatically.
I am trying to do this using the following ABL code which runs when 'GetNewQuoteHed' is called:
run Update.
run GetNewQuoteDtl.
run ChangePartNumMaster("Rod Tube").
ttQuoteDtl.OrderQty = 5.
run Update.
I am getting the error:
Index -1 is either negative or above rows count.
This error occurs for each line in my ABL code.
What am I doing wrong?
That's not the proper format for a 4GL error message (nor is it at all familiar) so I'd say it is an Epicor application message. Epicor support is probably your best bet. However... Just guessing but it sounds like you might need to somehow initialize the thing that you're updating.
Agree with #Tom, but i would also say try and isolate the error and see where the error is raised as soon as you find the point the error is actually raised it is normally much easier to figure out exactly what is going wrong and how to solve it.
Working between a 0 based and a 1 based system there can be issues with the 1st or last entry depending on which way you moving. As the index for 0 based systems starts at 0 and ends at n-1 where 1 based systems start at 1 and end at n.