| STE 58762   INSTRUCTION MANUAL   INDUSTRIAL ROBOT SR SERIES   ROBOT LANGUAGE MANUAL   Notice   1.   Make sure that this Instruction Manual is delivered to the final user   of the Toshiba Industrial Robot.   2. Please read this manual before using the Toshiba Industrial   Robot.   3. Please read the “Safety Manual” also.   4. Keep the manual nearby for further reference during use of the   robot.   TOSHIBA MACHINE CO.,LTD.   1998- 3   Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   PREFACE   This manual explains the SCOL robot language, commands and programming procedures as they   apply to Toshiba SR Series industrial robots.   SCOL stands for "Symbolic Code Language for Robots" and is a robot language made up of various   commands used to control the robot. By using these commands, it is possible to create programs   to make the robot do what you want.   This manual is directed at those who have never written a robot program, and at those who have   much programming experience. However, this manual only covers SCOL robot language. For   information on Toshiba SR Series industrial robots themselves, please refer to the following   manuals:   - - - Introductory Manual   Start-up Manual   Operating Manual   This Manual is organized as follows:   [1. An Outline of Robot Language]   This chapter explains the connection between robot language and robot movement, and presents a   rough outline of commands used in robot language. Be sure to read this chapter in order to get a   grasp of the fundamentals of robot language.   [2. Writing Programs in Robot Language]   This chapters describes various rules for writing a program with robot language. Be sure to read   this chapter before starting to write your own programs.   [3. Explanation of Robot Commands]   Here we describe in detail what each command means and does. These commands are listed in   alphabetical order for your convenience. This chapter will come in useful when you write programs   on your own.   [4. Program Examples]   In this chapter, we explain various programming examples. Be sure to use this chapter for   reference when writing your own programs.   ii   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   [5. Programming Hints and Warnings]   This chapter explains timing considerations, things not to do, and things to watch out for when   writing a program. Be sure to read it before beginning work on your own program. Also, be sure   to look this chapter over should your program not be working the way you intended.   iii   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   TABLE OF CONTENTS   CHAPTER 1 AN OUTLINE OF ROBOT LANGUAGE   1.1   1.2   1.3   1-1   ROBOT MOVEMENT ・・・・・・・・・・・・・・・・・・・・・   ROBOT LANGUAGE ・・・・・・・・・・・・・・・・・・・・・   TYPES OF COMMANDS ・・・・・・・・・・・・・・・・・・・   1-3   1-5   CHAPTER 2 WRITING PROGRAMS IN ROBOT LANGUAGE   2.1   2-1   PROGRAM CONFIGURATION ・・・・・・・・・・・・・・・・   2.1.1   2.1.2   2.1.3   2-1   2-1   2-2   Files ・・・・・・・・・・・・・・・・・・・・・・・・・・   Program ・・・・・・・・・・・・・・・・・・・・・・・・・   Positional Data ・・・・・・・・・・・・・・・・・・・・・・   2.2   2.3   2.4   2-3   2-4   2-5   CHARACTER SET ・・・・・・・・・・・・・・・・・・・・・・   IDENTIFIERS ・・・・・・・・・・・・・・・・・・・・・・・・   VARIABLES AND CONSTANTS ・・・・・・・・・・・・・・・・   2.4.1   2.4.2   2.4.3   2.4.4   2-5   2-7   2-10   2-11   Scalar Data ・・・・・・・・・・・・・・・・・・・・・・・   Vector Data ・・・・・・・・・・・・・・・・・・・・・・・   System Variables ・・・・・・・・・・・・・・・・・・・・・   System Constants・・・・・・・・・・・・・・・・・・・・・   2.5   2-12   MATHEMATICAL FUNCTIONS ・・・・・・・・・・・・・・・・   2.5.1   2.5.2   2-13   2-18   Computational Expressions・・・・・・・・・・・・・・・・・   Logical Expressions ・・・・・・・・・・・・・・・・・・・・   2.6   2.7   2-19   2-20   LABELS ・・・・・・・・・・・・・・・・・・・・・・・・・・   REMARKS AND COMMENTS・・・・・・・・・・・・・・・・・   iv   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.8   2.8.1   2-21   PROGRAMS ・・・・・・・・・・・・・・・・・・・・・・・・   2-21   2-22   2-24   2-25   2-28   Program Declaration・・・・・・・・・・・・・・・・・・・・   Subprograms・・・・・・・・・・・・・・・・・・・・・・・   Library ・・・・・・・・・・・・・・・・・・・・・・・・・   Multitask Processing・・・・・・・・・・・・・・・・・・・・   Global Variable Definition・・・・・・・・・・・・・・・・・・   2.8.2   2.8.3   2.8.4   2.8.5   CHAPTER 3 EXPLANATION OF ROBOT COMMANDS   3.1   3.2   3-1   3-7   COMMAND EXPLANATIONS ・・・・・・・・・・・・・・・・・   EXPLANATION OF COMMANDS ・・・・・・・・・・・・・・・   CHAPTER 4 PROGRAM EXAMPLES   CHAPTER 5 PROGRAMMING HINTS AND WARNINGS   5.1   5-1   PROGRAM EXECUTION TIMING ・・・・・・・・・・・・・・・   5.1.1   5.1.2   5.1.3   5-1   5-3   5-4   Arm Movement and Signal I/O Timing ・・・・・・・・・・・   Synchronization of Arm Movement and Program Execution・・・   DELAY Command and WAIT Command ・・・・・・・・・・・   5.2   5-7   5-7   5-8   THINGS NOT TO DO WHEN PROGRAMMING ・・・・・・・・・   5.2.1   Variables・・・・・・・・・・・・・・・・・・・・・・・・・   5.3   THINGS TO WATCH OUT FOR WHEN WRITING A PROGRAM・・   5.3.1   5.3.2   5-8   Types of Commands・・・・・・・・・・・・・・・・・・・・   Robot Coordinate Systems・・・・・・・・・・・・・・・・・   Short-Cut Movement・・・・・・・・・・・・・・・・・・・・   Robot Configuration・・・・・・・・・・・・・・・・・・・・   Data Blocks・・・・・・・・・・・・・・・・・・・・・・・・   Global Data Block・・・・・・・・・・・・・・・・・・・・・   Robot Movement Speed・・・・・・・・・・・・・・・・・・   Robot Acceleration・・・・・・・・・・・・・・・・・・・・   5-10   5-16   5-22   5-24   5-27   5-30   5-31   5.3.3   5.3.4   5.3.5   5.3.6   5.3.7   5.3.8   v - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   APPENDIX A   APPENDIX B   APPENDIX C   APPENDIX D   APPENDIX E   6-1   LIST OF COMMANDS ・・・・・・・・・・・・・・・・・   LIST OF RESERVED WORDS ・・・・・・・・・・・・・   CONTENTS OF LIBRARY FILE (SCOL.LIB)・・・・・・・・   DOMAINS AND RANGES OF CALCULATOR FUNCTIONS ・・   HOW TO READ SYMBOLS ・・・・・・・・・・・・・・・   6-4   6-5   6-8   6-9   vi   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   CHAPTER 1   AN OUTLINE OF ROBOT LANGUAGE   This chapter describes the connection between robot language and robot movement, and presents   a rough outline of commands used in robot language.   1.1 ROBOT MOVEMENT   Robots do work in place of people. For example, let’s say that somebody has to attach a part to a   workpiece coming down a conveyor. The employee takes a part from a parts bin and attaches the   part to a workpiece transported to his or her station by a conveyor. If we were to set up a robot to   do this work instead, we would have an arrangement something like that shown in Figure 1.1.   Parts feeder   Wokpiece   Conveyor   Fig. 1.1 Assembly work   Here, the robot grabs a part from the parts feeder and attaches the part to a workpiece coming   down the conveyor. considering this work from the point of view of the robot (and not, for example,   from the point of view of the parts feeder or conveyor), we would come up with a diagram like that of   Figure 1.2. In this Figure, the robot first moves straight down from Point B to Point A, where it   grabs a part. After grabbing the part, the robot moves back up from Point A to Point B. From   Point B, the robot moves the part to Point C, which is directly above the part attachment location   Point D. The robot then drops down from Point C to Point D, and attaches the part to the   workpiece. When the robot is finished attaching the part, it moves back up to Point C, and then   finally back to Point B. This completes one work cycle.   1-1   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   B: Position just above A   C: Position just above D   D: Position where a part is mounted.   A: Position where robot grips a part.   Fig. 1.2 Robot movement   1-2   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   1.2 ROBOT LANGUAGE   Robots do assembly work and other tasks in place of people.   However, someone still has to teach the robot what to do.   Robots will only do what you tell them to do, and it's   important to tell them exactly what you want it to do.   Telling a robot what to do is called "teaching." Making a robot do what you taught it to do is called   "playback." Of course, this only applies to what are called "playback robots," which repeat (or   playback) the movements you instructed the robot when teaching. Toshiba SR Series robots are   playback robots.   There are various ways to teach a robot what to do. One way is to physically move the robot   through the work cycle (while, of course, the robot is in the teaching mode). The robot remembers   the locations where it was moved and, in the playback mode, retraces this path and performs the   work. This is the usual method for teaching painting robots and spot welding robots.   However, things get more complicated when dealing with peripheral devices (such as a parts   feeder or a conveyor belt). In such a case, you must coordinate the movements of the robot with   the movements of the peripheral devices. In the previous example, we talked about a robot   attaching a part to a workpiece coming down a conveyor line. However, what if we want to attach   different parts to different workpieces? What do we do if the robot misattaches the part and we   want to try again?   In order to tell the robot what to do, we need to express robot actions in terms the robot   understands. This is the purpose of robot language. A robot language is nothing more than a set   of words describing robot actions. An arrangement of these words used to control the movement   of the robot is called a program. Writing a program is called programming.   There are various robot languages in existence. However, SR Series robots use SCOL (Symbolic   Code Language for Robots), a language developed specifically for robots. Therefore, we will limit   our discussion of robot languages to SCOL in this Manual.   1-3   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   If we were to write a program in SCOL for the previous example (in which we attach a part from a   parts feeder to a workpiece on a conveyor), it would look like this:   PROGRAM ASSEMBLY   MOVE B   OPEN1   MOVE A   CLOSE1   DELAY   MOVE B   MOVE C   MOVE D   OPEN1   DELAY   Move to Point B.   Open Hand 1.   Move to Point A.   Close Hand 1.   Wait 0.5 seconds before grabbing the part.   Move to Point B.   Move to Point c.   Move to Point D.   Open Hand 1.   0.5   0.5   Wait 0.5 seconds before letting go off the part.   Move to Point c.   Move to Point B.   MOVE C   MOVE B   END   The word PROGRAM marks the beginning of a program and the word END marks the end of a   program. The name of this particular program is ASSEMBLY. The commands should not be too   hard to understand. MOVE A means to move to Point A. OPENi and CLOSE 1 mean to,   respectively, open and close Hand 1. (There are two hands.) DELAY 0.5 means not to do   anything for 0.5 seconds. Furthermore, the locations of Points A, B, C and D are defined (taught)   beforehand by physically guiding the robot (in the teaching mode) to these points. (To put it   another way, the location of these points is not defined by the program itself.)   By arranging a series of commands in the order that you want things done, SCOL allows you, the   programmer, to express just what the robot is supposed to do in terms that the robot understands.   1-4   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   1.3 TYPES OF COMMANDS   In the previous section, we saw how SCOL is used to express the action of the robot.   Here, we explain a little bit more about SCOL commands themselves.   In addition to commands like "MOVE A" which actually move the robot, there are many other   commands which do such things as send signals to other equipment (such as conveyors, parts   feeders, process computers, etc.) or direct the robot to do the same thing over and over again.   Table 1.1 presents a list of SCOL commands.   All SCOL commands can be roughly classified into one of six categories.   (1)   Movement control commands   These commands move the robot. Commands which temporarily stop the robot, interrupt   movement, or restart the robot are also included in this category. Commands which actually move   the robot are called movement commands.   (2)   Program control commands   Program control commands control the execution of the program by doing such things as executing   certain parts of the program in accordance with external signals or causing portions of the program   to be carried out repeatedly.   (3)   I/O (Input/output) control commands   These commands are used to read in (input) or send out (output) signals to and from external   equipment, such as the teach pendant. Data input/output of hand open/close communication   channel are included in the I/O control command.   (4)   Movement condition commands   These commands are used to specify the configuration and speed of various joints of the robot   while it is moving.   (5)   Calculator commands   These commands are used to invoke (use) mathematical functions such as the trigonometric   functions (sin, cos, etc.) and the square root function.   1-5   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   (6)   Movement reference commands   These commands are used to reference and check the movement of the robot. For example,   these commands could be used to determine what percentage of a certain motion has been   completed at a certain time. By including these commands in your program, you can set timers   and make sure robot motions do not interfere with each other.   These commands are meant to be used in combination with other commands in your program. By   skillfully placing such commands in the right places, you can, for example; (1) Get the robot to send   out a signal to an external device when the robot has completed 70% of a certain motion. (2)   Should one motion not follow another motion within a certain period of time, have the program   branch off to an error loop.   Type   Purpose   Commands   Movement control commands (1) Move the robot.   MOVE, MOVES, MOVEC,   MOVEA, MOVE1, READY   (2) Temporarily stop the robot.   DELAY   (3) Move the robot hand.   OPEN1, OPENI1, OPEN2,   OPENI2, CLOSE1, CLOSEI1,   CLOSE2, CLOSEI2, UP,   DOWN, TURNL, TURNR   BREAK, RESUME, PAUSE   (4) Interrupt or restart operation.   Program control commands   (1) Monitor external signals,   timers, etc.   ON ~ DO ~,   IF ~ THEN ~ ELSE,   WAIT, IGNORE   (2) Control program execution.   PROGRAM, GOTO, RCYCLE,   RETURN, FOR ~ NEXT, STOP,   END   TASK, KILL, SWITCH   REMARK   (3) Make remarks (comments)   to aid in program debugging   and modification.   I/O control commands   (1) Input and output of externa DIN, DOUT,   l signals.   PULOUT, RESET,   BCDIN, BCDOUT   (2) Input and output of commu PRINT, INPUT   nication data.   Movement condition   commands   (1) Specify conditions for   controlling robot movement.   CONFIG, ACCUR, ACCEL,   DECEL, SPEED, PASS,   TORQUE, GAIN, ENABLE,   SETGAIN, DISABLE, NOWAIT,   PAYLOAD, FREELOAD,   SWITCH   1-6   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Type   Purpose   Commands   Calculator functions   (1) Perform calculations for real SIN, COS, TAN, ASIN, ACOS,   numbers.   ATAN, ATAN2, SQRT, ABS,   SGN, INT, REAL, LN, MOD,   LOGIO, EXP, AND, OR, NOT   HERE, DEST, POINT, TRANS   (2) Perform calculations   involving positional and   coordinate data.   DIM, AS   (3) Use an array.   Movement reference   commands   (1) Check robot movement.   (2) Check system movement.   (3) Assign a coordinate   system.   MOTION, MOTIONT, REMAIN   REMAINT, TIMER, MODE   TOOL, BASE, WORK   Others   (1) Define a variable.   GLOBAL, END   (2) Restore an updated value in RESTORE   the program file.   1-7   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   CHAPTER 2   WRITING PROGRAMS IN ROBOT LANGUAGE   In Chapter 1, we got a rough idea of what a robot language is and how it works. Now, in Chapter   2, we will describe how to write a program in robot language.   2.1 PROGRAM CONFIGURATION   Below we present a general outline of program configuration with the SCOL language.   2.1.1 Files   In order to get the robot to perform a task, you need both a program written in robot language and   positional data for use by the program. That is, for each job you want the robot to do, you have to   have a matched set of a program (or programs) and data. This matched set is called a file.   Program editing, execution, saving and loading are all done in units of files.   2.1.2 Program   A program is an arrangement of words in robot language that tell the robot what you want it to do.   A program may "call" (use) other programs from inside of the original program. The original   program is referred to as the main program. These other programs are called subprograms since,   from the point of view of the main program, they are secondary. It is often convenient to make   sub- programs for sequences that are used often or for sequences that are more or less self-   contained. These subprograms can then be called when you need them. Subprograms save you   the trouble of having to write the same thing many times and, if used properly, can make your job a   lot easier.   You can include many programs in a single file. Unless you specify differently (in the command   lines at beginning of the file), the robot will assume that the first program in your file is the main   program. In order to call a subprogram, the subprogram must be in the same file as the main   program. Also, just because you may have several programs lined up in the file does not   necessarily mean that all the programs will be executed. As far as the robot is concerned, its job is   over when the main program is completed (i.e., when the robot reaches the final END statement of   the main program), and if the other programs have not been called by that time they will never be   called.   A plural number of programs can be executed at the same time, using the TASK command   (multitask execution). For details of the multitask execution, see Para. 2.8.   2-1   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Programs are edited with the teach pendant using the controller screen editor function. For   information on how to use the screen editor, see the "operating Manual."   2.1.3 Positional Data   Positional data for use in a program (or programs) must be placed in the same file as the program   (or programs). Positional data in a file can be accessed (used) by all programs in that file.   However, positional data in a file cannot be accessed by any programs not in that file.   Positional data is "fed" to the robot using the data editor function of the controller. See the   operating Manual for information on how to use the data editor.   2-2   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.2 CHARACTER SET   The SCOL character set is made up of alphanumeric characters and the following special symbols.   Alphanumeric characters   A B C D E F G H I J K L M N O P Q R S T U V W X Y Z   a b c d e f g h i j k l m n o p q r s t u v w x y z   1 2 3 4 5 6 7 8 9 0   Special symbols   “ ‘ ( ) + - * / , . < > =   ! [ ] ( ) % ^ & ?   With the exception almost all of the small letters, these characters and symbols can all be input   from the teach pendant. When executing a program, the robot makes no distinction between   capital letters and small letters. For reading method of symbols, see "Appendix E."   2-3   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.3 IDENTIFIERS   In the SCOL robot language, identifiers are used to express commands, program names, variable   names, and labels (which are used to specify program branches). Identifiers must start with an   alphabetic character, although alphabetic   characters, numerals, or any combination of the two may follow. There is no particular limit on   length, although the robot will only differentiate the first ten alphanumeric characters. The robot   does not care whether you use capital or small letters, since it will treat them the same anyway.   For example, as far as the robot is concerned, all four of the following are the same:   T O S H I B A R O B   t o s h i b a r o b   T O S H I B A R O B O T   t o s h i b a r o b o t   With a few exceptions, small letters cannot be input from the teach pendant. Also, you cannot use   any special symbols or include any spaces in the names for identifiers. (Instead, special symbols   or spaces are used to separate identifiers.) For example, the robot will consider the following as   different:   T O S H I B A R O B O T   T O S H I B A R O B O T   “TOSHIBA ROBOT” will be interpreted as two different identifiers, i.e., TOSHIBA and ROBOT.   Some identifiers have already been defined by the SCOL language itself. These are called   reserved words, and you as the programmer cannot use them for any other purpose except for that   already defined. (For example, PROGRAM is a reserved word used to tell the robot when a   program will follow. Therefore you cannot, for example, go and call one of your variables   PROGRAM since the robot will have no idea of what you are talking about.)   A list of reserved words is shown in Appendix B. In addition to SCOL commands, you will find   words used in the computer system and words set assigned for future expansion.   Do not use identifiers with the same name for different meanings. For example, if you decide to   call your program GEORGE, do not go and name any variables GEORGE. If you do, you may get   an error when you try to execute your program. At the very least, you will be sorry when it's time to   debug your program.   2-4   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.4 VARIABLES AND CONSTANTS   Not all data takes the same form, and these different forms of data are called data types. Scalar   type (integer type, real number type and character string) and vector type (position type, coordinate   type and load type) can be used in the SCOL language. Variables are divided into global variable   and auto variable according to the definition method. All taught data and variable defined in the   area between GLOBAL and END are called the global variable. These variables can be referred   and changed from any part of the program. For all data types of global variables, the array can be   declared. For descriptions of global variable and array, see Para. 2.8.5.   The work area in the controller is used for all data. The defined value is substituted for the global   variables value at the start of the program, except for the array without a specific initial. If the   value is entered for the variable during program execution, only the work area is changed. If the   power of controller is turned off, execution file is reselected or the file is edited, work area is reset by   the variable’s initial value saved in the file and the changed value is lost accordingly. This is also   applicable for change of the taught data. If the data in the file is to be overwritten, the RESTORE   command should be executed in the program.   2.4.1 Scalar Data   There are three types of scalar data, i.e., integers, real numbers and character strings. Scalar type   auto variables can only be used in the program in which they were declared. That means that if   you use a variable with the same name in another program, the two variables will be completely   independent and have nothing to do with each other. Therefore, when passing data from one   program to another, make it a point to, if possible, redefine the variable as the scalar type global   variable or declare the arguments in the program. (If you did not understand this too well, refer to   Section 2.8 "Programming.")   (1) Integer data   (a) Constants   SCOL can handle integer values ("whole numbers") in the range of - 2147483648 to + 2147483647.   When an integer is used as a constant in a program, if it is positive, directly describe the value; if it   is negative, describe the value following the - symbol. Examples are:   0 234   -39208   5963   2-5   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   (b) Variables   Variables are distinguished by identifiers and can be in the range of - 2147483648 to +   ~147483647, just as above. The data type of a variable is determined by the data type of the first   number you assign to that variable. For example, if the first thing you assign to a variable is an   integer, all other numbers substituted into that variable will become integers. That means that if   you later try to insert a real number into this variable, the controller will chop off all the decimal   places and treat what is left as an integer.   The variable comes in two types; the global variable which is valid in the entire program and the   general variable which is valid in a part of the program. The global variable can be changed from   any part of the program.   (c) Logical values   Logical values are used in the program when making conditional judgments. Logical expressions   and commands such as DIN (which check input signals) return logical values.   A logical value may have one of two values; TRUE or FALSE. Internally, logical values are treated   as integers with 1 being TRUE and 0 being FALSE.   Note)   (Strictly speaking, 0 is considered as FALSE and everything else is considered as TRUE.)   (2)   With SCOL, numbers are treated as real types with the exception of certain special cases.   (a) Constants   Real data   SCOL can handle real numbers having an absolute value in the range of approximately 5.87 x 10-3.9   to 6.80 x 1038. This range can also be expressed as 2-127 to ((223 - 1) x 2106). The number   significant digits for the mantissa [the mantissa is the part of the number to the right of the decimal   point) is approximately 7 in Base 10. (The precision is 223).   When a real number is used in the program, if it is positive, directly describe the value; if it is   negative, describe the value following the - symbol.   When the decimal part is 0, it is omissible. However, when the decimal point is omitted, the data   are treated as integer type data. In addition, since the integer part cannot be omitted, even if the   absolute value of a numeric value is less than 1, it is necessary to designate 0 to the integer part.   2-6   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Example)   1234.567   -28.16   0.00985   1234567.   -369.   As mentioned above, the precision of the computer is somewhat limited when handling decimal   values. Usually this is no problem if the number of decimal places is reasonable. Therefore,   when working with the robot, try to use the following as the minimum set units.   Distance (x, y, and z data)   Angles (C data)   Time   0.001 mm   0.001 deg.   0.01 sec.   1%   Rates (Speed, torque, etc.)   Mass   0.01 kg   Inertia   0.01kg.m   (b) Variables   Variables are distinguished by identifiers and have the same range as listed above for constants.   The data type of a variable is determined by the data type of the first number you assign to that   variable. For example, if the first thing you assign to a variable is a real number, that variable will   become a real type.   (3) Character strings   Character strings can only handle constants. They are expressed by placing one or more   characters between quotation marks. In the example below, the character string is SCOL   MESSAGE.   Example) "SCOL MESSAGE"   2.4.2 Vector Data   As opposed to scalar-type data which only holds one data element, vector-type data holds multiple   data elements. There are three types of vector data in SCOL; positional vectors, coordinate   vectors and load vectors.   Vectors hold one to five data elements. With commands such as POINT and TRANS which create   vector-type data, elements are expressed by enclosing them in brackets {___}. With commands   such as MOVE and TORQUE which use vector type data, elements are assigned and expressed by   enclosing them in slightly different brackets {___}.   2-7   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Vector type data other than the vector type global variable such as data taught by the data editor   are temporarily stored in the working area of the controller. The data are not created in the file.   The vector type variable can be used only in the declared program. Thus, even if the same   variable is used in another program, the content of the former does not accord with that of the latter.   When data are passed from one program to another program, the passed data should be redefined   as the vector type global variable or it should be an argument. For details of arguments, see "2.8.2   Subprograms."   (1) Positional data   Positional data is used by the robot to describe positions. Positional vectors have the following   format.   (X, Y, Z, C, T, <configuration>)   X, Y, Z, C and T are coordinate values represented by real numbers. Units are in millimeters or   degrees.   <Configuration> holds an integer from 0 to 2 that describes the set-up configuration of the system.   0 ... Free (Set-up of the system is undefined)   1 ... Left hand system   2 ... Right hand system   (2) Coordinate data   Coordinate data is used by the robot to specify coordinate systems. Coordinate vectors have the   following format:   (X, Y, z, C)   X, Y, Z and C are coordinate values represented by real numbers. Units are in millimeters or   degrees.   Coordinate vectors allow one to convert between different coordinate systems as shown in Figure   2.1. In the figure, we have an original coordinate system X, Y and Z. Then, with data provided by   a coordinate vector (x, y, z, c), the original coordinate system is shifted parallel along its axes by the   amounts x, y and z. This forms a new coordinate system centered about 0'. Once this is done,   we twist the new coordinate system around the Z' axis by an amount c. We are now finished   orientating our new coordinate system.   2-8   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   What we did above was take an original coordinate system (centered about 0), applied a coordinate   vector (x, y, z, c) to it, and came up with a new coordinate system (centered about 0'). In short,   coordinate vectors allow us to convert between different coordinate systems.   Z Z’   Y’   Y X’   O’   z y x X O Fig. 2.1 Coordinate transformation   (3) Load data   Load data is used to define the physical loads acting on the end effector (hand) of the robot. Load   vectors have the following format.   {<Mass>, <Center of gravity offset>}   <Mass> is the mass of the load acting on the tip of the robot hand. Units are in kg.   <Center of gravity offset> is the amount representing the distance between the center of gravity   applied to the tip of the robot hand and the center of the tool flange of the robot (unit: mm).   2-9   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.4.3 System Variables   The SCOL language provides special variables that are used in the programs to specify and   referent robot operating conditions. These variables are called system variables. Just like other   variables, you can refer to these variables in the program, change their value, etc. However, you   have to be careful when setting or substituting values into system variables since doing this will   directly effect robot operating conditions.   A list of system variables is presented below in Table 2.1.   Table 2.1 List of system variables   Name   CONFIG   ACCUR   ACCEL   DECEL   SPEED   PASS   TORQUE   GAIN   TOOL   Description   Robot configuration   Positioning accuracy   Acceleration (during acceleration)   Deceleration (during deceleration)   Speed of movement   Short-cut movement parameter   Maximum torque on each axis   Servo gain on each axis   Tool coordinates   Effective values Initial value   Data type   Integer type   Integer type   Integer type   Integer type   Integer type   Integer type   Vector type   Vector type   Coordinate type   Coordinate type   Coordinate type   Real type   0, 1, 2   0, 1   0 1 0 ~ max%   0 ~ max%   0 ~ max%   0 ~ 100%   0 ~ max%   0.1   100   100   100   100   300   1 0 0 0 BASE   Base coordinates   Work coordinates   Timer   Error information   WORK   TIMER   ERROR   PLAYLOAD Load on the robot   SWITCH   TID   0.1 sec.   - - Integer type   Load type   Integer type   Integer type   0 ~   0, 1   1 ~   0 1 - Multitask   Note:   Maximum values are set separately for each system.   2-10   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Should you change the contents of a system variable related to movement control, that change will   not take effect until the next motion; it will have no effect at all on a motion in progress at the time;   However, by using a WITH construct, it is possible to temporarily set a system variable with regards   to one motion command. For example:   MOVE Al WITH SPEED = 50   Furthermore, be warned that SCOL does not check to see whether a value substituted into a   system variable is within the permissible range. Should the value not be in the permissible range,   SCOL will do one of two things:   • • Should you try to insert a value less than the minimum permissible value, the minimum   permissible value will be entered in its place.   Should you try to insert a value greater than the maximum permissible value, the maximum   permissible value will be entered in its place.   Refer to Chapter 3 for details on how to use system variables.   2.4.4 System Constants   In order to make programs easier to read (and thereby debug), SCOL provides the system   constants shown in Table 2.2. These names can be substituted into the program in place of   numbers in order to make it easier to see what you are doing. However, be sure to use them only   in the locations specified in the Comments column of Table 2.2. If you use them in other locations,   trying to debug your program can become a real nightmare.   Table 2.2 List of system constants   Name   FREE   Value   0 Comments (Locations for use)   In the system variable CONFIG   LEFTY   RIGHTY   COARSE   FINE   1 2 0 1 In the POINT command   In the system variable ACCUR   OFF   ON   PAI   0 1 In the system variable GAIN   In the SETGAIN command   Pi value   3.141593   CONT   CYCLE   SEGMENT   0 1 2 In the MODE command   2-11   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.5 MATHEMATICAL FUNCTIONS   This section describes the mathematical functions provided by SCOL for substitution, calculation   and judgement.   With SCOL, mathematical functions can either be used independently or included in a command.   A mathematical function included in a command may be a computational expression (in which the   result of a calculation is substituted into a variable), or a logical expression (such as greater-or-less-   than constructs and true/false constructs).   Mathematical functions provided by SCOL are shown in Table 2.3.   Note that 0/0 will return a -1, and 0 ^ 0 will return a 1. One would normally expect these operations   to return an error, but be careful because they don't.   Table 2.3 Mathematical functions   Type   Arithmetic   functions   Operand   Function   Exponentiation   Minus sign   Example   A ^ B (A to the B power)   ^ - -A   *, /   +, -   MOD   Multiplication, division   Addition, subtraction   Remainder   A * B, A / B   A + B, A – B   A MOD B (The remainder when A is   divided by B.)   A = B (Puts the value of B into A.)   A = = B   A < > B, A > < B   A < B   = = =   < >, > <   < Substitution   Equal   Not equal   Relational   function   Less than   > Greater than   Less than or equal   Greater than or equal   Logical product   Logical sum   Negation   A > B   < =, = <   > =, = >   AND   OR   NOT   SIN   A < = B, A = < B   A > = B, A = > B   A AND B   A OR B   NOT A   Logical   operands   Functions   Sine   SIN (A)   COS   TAN   ASIN   ACOS   Cosine   Tangent   Arcsine   Arccosine   COS (A)   TAN (A)   ASIN (A)   ACOS (A)   2-12   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Type   Functions   Operand   ATAN   Function   Arctangent   Example   ATAN (A)   ATAN2   SQRT   ABS   SGN   INT   Arctangent   Square root   Absolute value   Sign   Changes number to an INT (A)   integer.   ATAN2 (A, B) (Arctangent of A / B)   SQRT (A)   ABS (A)   SGN (A)   REAL   Changes number to a   real number.   REAL (A)   LN   LOG10   EXP   Natural logarithm   Common logarithm   Exponential to base e.   LN (A)   LOG10 (A)   EXP (A)   Parentheses ( ) may be used inside the expressions.   2.5.1 Computational Expressions   In the SCOL language, the results of computations on the right side of an equal sign are placed in   the register (variable) on the left. Variables and constants may be used in the expressions.   (1) Order of computational priority   The SCOL language uses the same order of priority used by almost all other computer languages.   Specifically;   • When there are brackets, operations inside the brackets are done first.   • Otherwise, operations are performed in the order of: 1.   Assignment of negative signs, 2. Exponentiation, 3.   Multiplication and division, 4. Addition and subtraction   • Should the order of priority be otherwise the same, priority is assigned from the left of the   expression to the right.   For example:   a = b + c * d / (e - f) - g,   2-13   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   The order of computation for the above expression is:   1.Calculate e - f.   e-f   2.Calculate C * d.   c * d   3.Divide C * d by e - f.   4.Add the above result to b.   5.Subtract g from the above result.   (c * d) / (e - f)   b + (c * d) / (e - f)   (b + (c * d) / (e - f)) - g   Table 2.4 presents the order of computational priority for various operations.   Table 2.4 Order of computational priority   Priority   High   Operation   Operand   ) Grouping convention   Left to right   Left to right   Right to left   Left to right   Parenthesis   ( . Assignment of vector elements   Assignment of negative signs and negations   Exponentiation   -, NOT   ^ Multiplication, division, remainder   Addition, subtraction   *, /, MOD   +, -   Left to right   Left to right   Comparison   <, >, < =, > =,   = <, = >   = =, < >, > <   AND, OR   = Left to right   Equality, inequality   Logical product, logical sum   Substitution   Left to right   Left to right   Right to left   Low   Note:   Explanation of grouping convention:   Left to right ... 1 + 2 - 3 is interpreted as (1 + 2) - 3.   Right to left ... NOT-3 is interpreted as NOT (-3).   2-14   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   (2) Computation of scalar type data   Scalar type data can be used in calculations in combination with computational operands.   However, should even one number in an expression be a real number, the output of that expression   will also be a real number. Also, the following functions will all return a real number.   SIN, COS, TAN, ASIN, ACOS, ATAN, ATAN2, SQRT, REAL, LN, LOG10, EXP   When the variable on the left side of the equation is an integer type and the output of the calculation   is not an integer, the output will be converted into an integer before being assigned to the variable.   Do not forget, however, that all decimal points are chopped off when a real number is converted to   an integer. On the other hand, when converting from an integer to a real number, the number of   significant digits is limited. When you want to make it clear what kind of data type you are dealing   with, use the INT or REAL command.   Note that character strings cannot be used in calculations. Calculations may be carried out   between the elements of vector-type variables and scalar data. In this case, an element specifier   is appended to the end of a vector-type variable to specify the element which is involved in the   calculation. The value of the element is then drawn out from the vector-type variable and used in   the calculation.   As element specifiers, ".X", ".Y", ".Z", ".C" and ".T" may be used. You may also numerically specify   the element position with ".1", ".2", ".3", ".4" and ".5."   Examples:   A = POINT1.X/25   GAIN={GAIN. l,GAIN.2,0,0,0}   Note)   You can only use this to return the value of an element from the inside of a vector-type variable.   You cannot change the value of the element itself.   2-15   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   (3) Computation of vector-type data   You can add and subtract corresponding elements of two vectors. Computation is a possib1e only   between the same type variables. The <CONFIG> element is not involved in the calculations but   rather takes the value of the variable substituted into it.   Example:   Given the following two position vectors and two coordinate vectors;   P1: (10, 20, 30, 40, 50, RIGHTY)   P2: (-5, 10, -15, 20, -25, LEFTY)   C1: (100, 50, -50, 0)   C2: (12, 34, 56, 78)   and performing the following operations,   P3 = P1 - P2   C3 = C1 - C2   we obtain:   P3: (15, 10, 45, 20, 75, RIGHTY)   C3: (88, 16, -106, -78)   Notes)   The <CONFIG> element in P3 is indeterminant.   (4) Substitution into vector data types   The following methods are available to substitute (insert) a constant, a variable or the result of a   computation into an element of vector-type data.   (a) Commands to convert a row of scalar-type data into vector-type data   A POINT command and a TRANS command are available to convert rows of scalar data into a   vector data. POINT converts scalar data into positional vector data, and TRANS converts scalar   data into coordinate vector data. For details on how to use these commands, see "Chapter 3."   2-16   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Examples:   P1 = POINT(P2.X, P2.Y, P2.Z + 50, 0, 0)   C1 = C2 + TRANS(100, 100)   The more alert reader may have noticed that something is missing in the second example. That is,   although the TRANS command is used to create coordinate vector types (which have four   elements), only two numbers (100 and 100) have been assigned in the command. This will not   cause any problems, however, since missing numbers will be assumed to be "0". Here, the   second example will be considered as:   C1 = C2 + TRANS(100, 100, 0, 0)   As you will recall, positional and coordinate vectors have the following format:   Positional data POINT (X, Y, Z, C, T <CONFIG>)   Coordinate data TRANS (X, Y, Z, C)   X, Y, Z, C and T are coordinate values represented by real numbers. Units are in millimeters or   degrees.   <CONFIG> stands for "configuration" and holds an integer from 0 to 2 that is used to describe the   set-up of the system.   0 ... Free (Set-up of the system is undefined)   1 ... Left hand system   2 ... Right hand system   Any omitted elements are taken as "0".   Note 1:   In order to make it clear just what kind of data type you are using, always try to use the POINT   command when creating positional type data and the TRANS command when creating coordinate   type data.   Note 2:   When position data which have not been taught are used in a program of the robot language, the   position data are temporarily stored in the controller memory. Thus, when the program is reset, the   position data are cleared. The position data are only valid in the program which uses data.   Therefore, to use the position data in a subprogram, it is necessary to pass it as an argument. For   details of arguments, see "2.8.2 Subprograms."   2-17   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   Note 3:   The substitution and reference to the array type data (type of variable name [index number]) are   dealt in the same manner as the original data type (scalar type and vector type) of the array type   data.   2.5.2 Logical Expressions   With SCOL, logical expressions can be used in combination with the commands IF, WAIT and ON.   Also, six relational operands are available (<, >, < = (or = <), > = (or = >), < > (or > <), and = =).   Also, logical expressions may be combined using the logical operands AND, OR and NOT. Scalar   constants, scalar variables and the results of calculations may be used as data in logical   expressions.   When evaluating equivalence, use the "= =" sign and not the "=" sign. When comparing real   numbers, differences of 0.001 or less will be ignored.   Logical expressions will return an integer value of 1 if true and 0 if false.   Examples:   1)   2)   IF K = =K2 * K3 THEN K = K2   ON MOTION > = 50 DO DOUT (1,2)   IF J1 THEN GOTO BRANCH1 ELSE GOTO BRANCH2   Let's take a look at the third example. If J1 is an integer 0 (or a real number with an   absolute value less than or equal to 0.001), the comparison will be considered as   FALSE. The program will then branch off to BRANCH2. Should J1 be anything   other than an integer 0 (or a real number with an absolute value more than 0.001),   the comparison will be considered as TRUE and the program will branch off to   BRANCH1.   2-18   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.6 LABELS   With the SCOL language, program branches are specified by labels placed at the beginning of the   branch destination. When labelling a statement as a branch, put a colon at the end of the   identifier.   When directing the program to branch to another location with the GOTO command, do not put a   colon at the end of the identifier.   Program branching may only be carried out within a single program. You cannot branch from one   program to another. Also, you may use the same labels in different programs, but you cannot use   the same label in a single program.   Examples:   LOOP1: MOVE P1   GOTO LOOP1   2-19   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.7 REMARKS AND COMMENTS   The SCOL language allows you add comments to your program in order to make it easier to   understand (and debug). Comments can be entered by using the teach pendant to type in   whatever you want to say. However, you have to use one of the following formats so that your   comments do not get mixed in with the program itself.   (1) REMARK command   You can write what you want to say after a REMARK command. The computer will ignore   everything from the REMARK command to the end of the line. This keeps your comments   separate from the program.   Example:   REMARK THIS PROGRAM WAS WRITTEN BY ME   (2) Single quotation mark   Everything written after a single quotation mark (') until the end of the line will be ignored by the   program. The nice thing about this method is that you can write comments on the same line as a   command to keep track of what is going on.   Example)   MOVE P1   'THIS COMMAND MOVES THE ROBOT TO P1   However, the ' mark does not have to follow a command. The following will also work:   'THIS IS A MEANINGLESS EXAMPLE   2-20   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.8 PROGRAMS   This section describes SCOL programs.   2.8.1 Program Declaration   A program has to have the following basic structure. If it does not, it is not a valid program.   PROGRAM <name of your program>   Contents of your program   END   A program is made up of everything from the PROGRAM statement to the END statement.   Write a program name after the PROGRAM statement. For example, if you want to call your   program "George," write PROGRAM GEORGE (and not PROGRAM <GEORGE>.) (Note,   however, that the program name becomes an identifier). Put the contents of your program   between the PROGRAM statement and the END statement.   Example)   PROGRAM SAMPLE   REMARK SAMPLE   SPEED=20   MOVE Al   'Program name "SAMPLE"   'Comment   'Set the movement speed to 20% of the maximum speed.   'Move the robot to position Al.   'Wait for 0.5 sec.   DELAY 0.5   MOVE A2   DELAY 0.5   'Move the robot to position A2.   'Wait for 0.5 sec.   END   'End of program   As shown in the example, the body of the program is composed of statements made up of an   arrangement of SCOL commands. A new line is created every time you push the "RETURN" (or   "ENTER") key when writing (or editing) the program. Up to 130 characters can be contained in a   single line. You may add spaces as you wish in order to make the program neater and easier to   read. Note how comments are entered with ' marks.   Note)   No spaces can be placed between characters structuring a word of a command and identifier.   2-21   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.8.2 Subprograms   You can call up a subprogram by just writing its name in the main program.   Example:   Here is a main program which calls a subprogram called SUB1.   PROGRAM MAIN   REMARK *** SAMPLE 1 ***   SUB1   END   Here is the subprogram which has been named SUB1.   PROGRAM SUB1   REMARK *** SUBPROGRAM NO. 1 ***   Body of subprogram   RETURN   END   A RETURN command should inserted in subprograms to send control back to the main program.   If you forget to write RETURN, SCOL will forgive you and pretend that there is a RETURN   command in front of the END statement.   When wishing to pass data between subprograms and the main program, you have to first specify   arguments for the subprogram. Arguments are like little "mailboxes" to which values passed   between the programs are sent and received. And, before using these mailboxes, you have to put   a name on each one so the postman knows whose mail goes where. When writing a subprogram   (not a main program), the program statement should be written like this:   PROGRAM <program name> (<names of arguments>)   After writing the program name, write the names of the arguments inside of brackets. Use   commas to separate the names of the arguments. (You cannot specify more than ten arguments   for a single subprogram.) For example, the main program will have the statement:   SUB EXAMPLE (A, B, C)   2-22   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   When calling the subprogram from the main program, write (in the main program) the name of the   subprogram and the data you wish to pass over to that subprogram. For example, the   corresponding subprogram will have the statement:   PROGRAM SUBEXAMPLE (M1, M2, M3)   The subprogram SUBEXAMPLE will now do whatever it does while treating A as M1, B as M2, and   C as M3.   Note that variables changed in the subprogram will automatically change the corresponding value in   the main program. For example, if M3 were to change in the subprogram SUBEXAMPLE, C will   also change simultaneously in the main program.   Example:   Main program   PROGRAM MAIN   REMARK *** SAMPLE 2 ***   K1 = 15   K2 = 28   SUB2(K1, K2, K)   PRINT K   END   Sub program   PROGRAM SUB2(N1, N2, N3)   REMARK *** SUBPROGRAM NO. 2 ****   N3 = N1 + N2   RETURN   END   In the above example, three arguments are being passed off between the main program and   subprogram. Specifically, K1 of the main program is passed over as N1 of the subprogram.   Similarly, K2 of the main program is passed over as N2 of the subprogram. The subprogram adds   N1 and N2, and puts the result in a variable called N3. When this happens, the value of K in the   main program also changes (since K and N3 correspond to each other).   2-23   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   When you execute this program, K1 will be passed off as 15 (to N1 of the subprogram) and K2 will   be passed off as 28 (to N2 of the subprogram). The subprogram will add these together and call   the result (which is 43) N3. The K variable of the main program will also change to 43. The   RETURN command will send control back to the main program, and the PRINT K statement will be   executed. This will cause the number "43" to be displayed on the teach pendant.   Note that subprograms may not call themselves. Also, should you call a subprogram which is in   another file, the controller will not understand you and instead will treat the name of that   subprogram as an error.   Note 1) An expression itself, result of vector data expression such as position data and vector   data element can be designated as an argument.   Note 2) When a constant is used as an argument, it cannot be substituted into a variable   according to a subprogram.   Note 3) For a variable which is an argument to a subprogram, a value should be substituted into   the variable before the subprogram is executed.   2.8.3 Library   The SCOL language does not allow you to use subprograms which are not in the same file as the   main program. However, by putting especially useful subprograms in the library file (SCOL.LIB),   you can access these subprograms from all files.   Many useful subprograms have already been inserted in the library file including subprograms to   get the system ready and subprograms to operate the hand. Appendix C shows the contents of   the library file SCOL.LIB provided as standard on the robot controller system disk.   When writing your own subprogram to add to the library file, enter the program in that file just like   you would enter any other subprogram. For information on how to enter a program into a file, refer   to the Start-up Manual and the Operating Manual. Be sure to put any newly created files at the   very end of the existing library file.   Should a subprogram in the library file and a subprogram in the main file have the same name,   the controller will execute the subprogram in the main file (and not the subprogram in the library   file). The library is reloaded at program selection.   2-24   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   2.8.4 Multitask Processing   This paragraph describes how to use the multitask function of the SCOL language together with the   relevant commands and system variables.   Program execution of single task and multitask operation is shown in Fig. 1 and Fig. 2. The   number in the figure designates the order of the program execution. Specific timing of change-   over from program to program (task change) is described later.   Program   Program 1   Program 2   Program 3   A1   B1   C1   A2   A3   A4   B2   B3   C2   Fig. 1 Single task   operation   Fig. 2 Multitask operation   In Fig. 1, program A is executed continuously from the start to the end (single task operation and no   subroutine call).   A program which uses no multitask command is executed in the manner as shown in Fig. 1 (no   subroutine call).   Execution of a program which uses the multitask command is shown in Fig. 2.   2-25   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   As shown in Fig. 2, the multitask operation is realized, changing over a plural number of individual   programs by time sharing, as if the programs were executed in parallel. The order of program   execution is shown in the following table.   Order   Program to be executed   1 2 3 4 5 6 7 8 9 10   11   12   13   : A1   B1   C1   A2   B2   C2   A3   B3   C1   A4   B1   C2   A1   : Program 1 start   Program 2 start   Program 3 start   1-cycle end of program 3   1-cycle end of program 2   Program 3 start   1-cycle end of program 1   Program 2 start   Program 1 start   Next, the start of multitask is described.   A program that can be treated as multitask is the program block containing no arguments. The   program block means an area between the PROGRAM command and END command, which   consists of the SCOL language statements. The subroutine without argument can be dealt with as   a task. The argument cannot be kept in the task.   To deal with a program as task, use the TASK command. The TASK command executes a   program specified in the argument as a task. Unless the program starts by the TASK command,   the program is not performed as a task.   The program block (statements between the PROGRAM command and the END command)   described at the head of the program file is an exception. Even if the TASK command is not used,   the program is performed as a task.   To execute the program 2 as a task in the Fig. 2, the TASK (“PROG2”) is required to be executed in   the program 1. (The program 1 is described at the head of the file, and the program starts as a   task without TASK command.)   To execute the program 3 as a task, a new task (“PROG 3”) is required to be executed in the task   (in the program 1 or 2 in this case) which has been already started.   If the task and program which have been started are reset or the task operation is released by the   SCOL language, the task is kept active.   2-26   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   The task ID (the number assigned to the task) is described.   The characteristic numbers (task ID) are assigned to the tasks which have been started by the   TASK command respectively. In the example of Fig. 2, “1” is assigned to the program 1, “2” is   assigned to the program 2 and “3” is assigned to the program 3. This task ID starts from 1 in   sequence and this ID increases one by one every time the task starts (every time the task   executes). If the task is managed by the SCOL language, this task ID is used.   To get the task ID, see the following examples.   Example: I1 = TASK (“PROG 2”)   “I1” is a desired variable of integer type. The task ID of PROG 2 can be obtained. This command   is executed in the program 1. The task ID of its own cannot be referred to in the program 2 in this   example.   Example: I2 = TID   “I2” is a desired variable of integer type. If the system variable TID is referred to, the task ID of its   own can be acquired. If this command is executed in the program 2, the task ID of its own can be   seen in the program 2 (“2” in this occasion).   If this command is executed in the program 1, the task ID of program 1 (“1” in this occasion) is   substituted for “I2”.   If the task ID other than the own task is referred to from other tasks, variables of examples 1 and 2   are required to be defined as the global variable.   Change-over of task is described.   As shown in the Fig. 2, the system executes the program 1 ~ 3 by time sharing. When this   happens, timing of program change-over depends on the following three conditions.   (1) When the program change-over is specified clearly by the SWITCH command of the SCOL.   The SWITCH command is used if the task is changed over clearly by the SCOL language.   Even if the task change-over conditions specified in the system are not satisfied while the   SWITCH command is used, the task can be changed over.   (2) When a new task starts by the TASK command of the SCOL.   If a new task starts by the TASK command, the program control is changed over to the   newly started task.   (3) When the task terminates by the KILL command of the SCOL.   If the task of its own terminates by the KILL command, the program control is changed over   to the next task.   2-27   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   (4) When the predetermined conditions specified in the system are satisfied and the program is   changed over by the system.   The task change-over conditions specified in the system are as follows:   (1) A program in a task is executed for more than 50 msec.   (2) When the data area for movement command becomes full.   Up to four data can be read beforehand by the movement command. If this internal area   for prior reading becomes full, the task is changed over.   (3) When the command requiring communication with an external device has been executed.   The INPUT, PRINT and RESTORE commands are not executed alone by the SCOL   program. They are the commands including such processing as the TP operation by an   operator and RAM file operation. If the system waits for a reply, therefore, the task is   changed over.   To avoid the task change-over by the system, set the system variable SWITCH to   “DISABLE”.   Note: If the task change-over is prohibited, only currently active program is executed and the   other task program which has already started is not executed (single task operation).   2.8.5 Global Variable Definition   If the global variable which can be referred to from the entire program is defined, obey the following   rules.   (1) Global variable declaration   If the global variable is used, the type and identifier (variable name) of the variable to be   used is required to be defined.   This definition must be performed before the first PROGRAM statement.   To define the variable A of real number type and the variable B of integer type, the definition   is as follows:   GLOBAL   A = 1.0 (This value is the initial value of the variable.)   B = 2   END   PROGRAM   : END   2-28   - - Download from Www.Somanuals.com. All Manuals Search And Download.   STE 58762   (2) Global variable declaration by type   To define the global variable of each type, use the following formats.   Integer type:   A = 1   Real number type: B = 1.0   Position type:   Array type:   C = POINT (1.0, 2.0, 3.0, 4.0, 5.0, 1)   DIM D(10) AS INT   Array of ten integer type elements is   defined. (Note 1)   DIM E(10, 3) AS REAL   DIM F(5) AS POINT   Array of 10 × 3 real number type elements   is defined.   Array of five position type elements is   defined.   Note 1: The initial value of the array type global variable is indefinite. The variable is required to   be initialized by the user program.   2-29   - - Download from Www.Somanuals.com. All Manuals Search And Download.   |