From: Dave D. <djd...@us...> - 2010-03-30 15:48:01
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Update of /cvsroot/jmri/help/en/package/jmri/jmrit/beantable In directory sfp-cvsdas-3.v30.ch3.sourceforge.com:/tmp/cvs-serv4369 Modified Files: AddEditAction.shtml SectionTable.shtml TransitAddEdit.shtml TransitAddFrame.jpg TransitEditFrame.jpg TransitTable.shtml ViewSpecialActions.jpg ViewSpecialActions.shtml Log Message: Update Section/Transit documentation for revised Actions for automatic running Index: ViewSpecialActions.jpg =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/ViewSpecialActions.jpg,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 Binary files /tmp/cvsg5JeaB and /tmp/cvsZwdQSl differ Index: TransitAddEdit.shtml =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/TransitAddEdit.shtml,v retrieving revision 1.4 retrieving revision 1.5 diff -C2 -d -r1.4 -r1.5 *** TransitAddEdit.shtml 11 Oct 2009 19:25:38 -0000 1.4 --- TransitAddEdit.shtml 30 Mar 2010 15:47:52 -0000 1.5 *************** *** 34,38 **** the Transit Table, and click the <b>Add...</b> button at the bottom of the table to bring up the Add/Edit Transit window.</p> ! <img src="TransitAddFrame.jpg" height="390" width="681"> <li><p>Enter a <b>System Name</b>, according to the JMRI convention. Since Transits are internal objects, the first letter should be "I" (for internal). The second --- 34,38 ---- the Transit Table, and click the <b>Add...</b> button at the bottom of the table to bring up the Add/Edit Transit window.</p> ! <img src="TransitAddFrame.jpg" height="384" width="678"> <li><p>Enter a <b>System Name</b>, according to the JMRI convention. Since Transits are internal objects, the first letter should be "I" (for internal). The second *************** *** 69,77 **** </li> <li><p>If you will be using this Transit to run an automatic train, click the ! <b>View Special Actions</b> button to set up any <b>Special Action</b> needed ! when a train is in the specified Section. You can add Special Actions now, or ! you can edit this Transit at a later time to set up Special Actions. More information is provided in the <a href="ViewSpecialActions.shtml"> ! View Special Actions help file</a>.</p> </li> </li><li><p>Click the <b>Create</b> button at the bottom of the window. --- 69,77 ---- </li> <li><p>If you will be using this Transit to run an automatic train, click the ! <b>View/Add/Edit Actions</b> button to set up any <b>Action</b> needed ! when a train is in the specified Section. You can add Actions now, or ! you can edit this Transit at a later time to set up Actions. More information is provided in the <a href="ViewSpecialActions.shtml"> ! View Actions help file</a>.</p> </li> </li><li><p>Click the <b>Create</b> button at the bottom of the window. *************** *** 96,100 **** be the same as that shown above, except the System Name will be fixed, and the <b>Create</b> button will be replaced with an <b>Update</b> Button.</p> ! <img src="TransitEditFrame.jpg" height="389" width="680"></li> <li><p>Make whatever changes or additions you need to the information in the window. Note that the System Name of the edited Transit may not be --- 96,100 ---- be the same as that shown above, except the System Name will be fixed, and the <b>Create</b> button will be replaced with an <b>Update</b> Button.</p> ! <img src="TransitEditFrame.jpg" height="384" width="678"></li> <li><p>Make whatever changes or additions you need to the information in the window. Note that the System Name of the edited Transit may not be Index: TransitEditFrame.jpg =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/TransitEditFrame.jpg,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 Binary files /tmp/cvsDXEvQE and /tmp/cvs5YgFBp differ Index: TransitTable.shtml =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/TransitTable.shtml,v retrieving revision 1.6 retrieving revision 1.7 diff -C2 -d -r1.6 -r1.7 *** TransitTable.shtml 11 Oct 2009 19:25:38 -0000 1.6 --- TransitTable.shtml 30 Mar 2010 15:47:52 -0000 1.7 *************** *** 24,28 **** <div id="mainContent"> ! <H1>The Transit Table </H1> <H2>What is a Transit? --- 24,28 ---- <div id="mainContent"> ! <H1>Transits and the Transit Table </H1> <H2>What is a Transit? *************** *** 45,55 **** operator reversing the direction of a train.</P> <p>Transits support both manual and automatic operation of trains. When a train ! is running in automatic mode, Transits provide for <b>Special Actions</b> to be ! performed when a train reaches a designated Section in the Transit. A ! Special Action may be initiated by a number of events, for example, when the train enters a Section, or when the train stops. A variety of actions are possible, such as pausing the train for a user-designated ! number of fast clock minutes, reverting to manual mode for local manual operation, ! or sounding the horn on a sound decoder.</p> <H2>How are Transits Activated and Used? </H2 --- 45,55 ---- operator reversing the direction of a train.</P> <p>Transits support both manual and automatic operation of trains. When a train ! is running in automatic mode, Transits provide for <b>Actions</b> to be ! activated when a train reaches a designated Section in the Transit. A ! Action may be initiated by a number of events, for example, when the train enters a Section, or when the train stops. A variety of actions are possible, such as pausing the train for a user-designated ! number of fast clock minutes (a station stop), reverting to manual mode for local manual ! operation, or sounding the horn on a sound decoder.</p> <H2>How are Transits Activated and Used? </H2 *************** *** 65,75 **** linked to a train to create an Active Train. When an Active Train is created, a Transit is selected, a Train is selected, and a starting Block (train location ! at start) and ending Block (train location when travel is complete) are ! specified. This process results in an <b>Active Train</b>, which can then be ! dispatched. A Transit may be in only one Active Train at a time. When an Active Train is done, its Transit is <i>deactivated</i>, and may be reused for a subsequent Active Train.</p> ! <p>A train usually starts from a Block outside of the Transit, but connected ! to a Block within the Transit. Optionally a train may start from a Block within a Section in the Transit. A train moves through a Transit in only one direction--defined by the order in which Sections are included in the Transit. Trains move from lower --- 65,75 ---- linked to a train to create an Active Train. When an Active Train is created, a Transit is selected, a Train is selected, and a starting Block (train location ! at start) and ending Block (train location when travel is complete) are specified, along ! with options. This process results in an <b>Active Train</b>, which can then be ! dispatched. A Transit may be used by only one Active Train at a time. When an Active Train is done, its Transit is <i>deactivated</i>, and may be reused for a subsequent Active Train.</p> ! <p>A train may start from a Block outside of the Transit, but connected ! to a Block within the Transit, or a train may start from a Block within a Section in the Transit. A train moves through a Transit in only one direction--defined by the order in which Sections are included in the Transit. Trains move from lower *************** *** 83,91 **** consists of <i>allocating</i> Sections, one by one, to the Active Train. The actual dispatching may be done by a dispatcher sitting at the computer running JMRI, ! or automatically by the computer. If a requested Section is currently in use, a request for assignment is placed in the dispatcher's queue. When a Section is freed, the queue is scanned for the highest priority train requesting it.</p> ! <p><b>Note: Automated dispatching and automatic running of Active Trains are not ! currently supported!</b> They will be in a future version of JMRI.</p> <H2>Using the Transit Table to Set Up Transits </H2 --- 83,91 ---- consists of <i>allocating</i> Sections, one by one, to the Active Train. The actual dispatching may be done by a dispatcher sitting at the computer running JMRI, ! or semi-automatically by the computer. If a requested Section is currently in use, a request for assignment is placed in the dispatcher's queue. When a Section is freed, the queue is scanned for the highest priority train requesting it.</p> ! <p><b>Note: Automated dispatching of Active Trains is not ! currently supported by Dispatcher.</b></p> <H2>Using the Transit Table to Set Up Transits </H2 *************** *** 142,145 **** --- 142,156 ---- information on setting the continuous running option, visit the help file for the <a href="../dispatcher/NewTrain.shtml">Activate New Train</a> window.</p> + <H2>Specifying Actions for Automatic Running + </H2> + <p>Transits support a variety of <b>Actions</b> that automatically happen when a train is + run through the Transit in Automatic mode. One or more <b>Actions</b> may be specified + with each Section in the Transit. <b>Action</b> are initiated when their associated + Section in the Transit is entered by the automatically running train.</p> + <p>Each <b>Action</b> has two parts: a <i>When</i> part, that specifies + when the <b>Action</b> is to be performed, and a <i>What</i> part, that specifies what + task is to be performed. A commonly used Action, for example, is "When the train starts, + turn on its headlight." More information on Actions is located in the Actions + <H2>Saving Transits to Disk </H2> Index: SectionTable.shtml =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/SectionTable.shtml,v retrieving revision 1.5 retrieving revision 1.6 diff -C2 -d -r1.5 -r1.6 *** SectionTable.shtml 25 May 2009 15:37:58 -0000 1.5 --- SectionTable.shtml 30 Mar 2010 15:47:52 -0000 1.6 *************** *** 24,34 **** <div id="mainContent"> ! <H1>The Section Table </H1> <H2> What is a Section? </H2> <P>A <b>Section</b> is a group of one or more connected <b>Blocks</b> that may be ! allocated to a train traveling in a given direction. A Block may be ! in multiple Sections. All Blocks contained in a given Section must be different. Blocks are kept in order--the first block is connected to the second, the second is connected to the third, etc. That means a Block in a Section must be connected --- 24,40 ---- <div id="mainContent"> ! <H1>Sections and the Section Table </H1> <H2> What is a Section? </H2> <P>A <b>Section</b> is a group of one or more connected <b>Blocks</b> that may be ! allocated to a train traveling in a given direction. Sections were created to solve ! the direction problem that can occur when using Blocks directly. A Section has only ! two directions, "forward" or "reverse". Sections can be traversed by a train in either ! direction. Section direction is independent of the direction set for the locomotive by ! a throttle. In addition to solving the direction problem, Sections offer the user ! other useful features.</p> ! <p>Sections can be considered an extension of Blocks. Many Sections contain only one ! Block. All Blocks contained in a multi-Block Section must be different. Blocks are kept in order--the first block is connected to the second, the second is connected to the third, etc. That means a Block in a Section must be connected *************** *** 37,66 **** not contain any reverse loops.</P> <p>Sections and their associated <b><a href="TransitTable.shtml">Transits</a></b> ! are designed to be used for dispatching, either manual dispatching (by a dispatcher ! sitting at a panel), or automatic dispatching by the computer. Dispatching may be ! used for trains run by engineers with a throttle, and/or for trains run ! automatically by the computer.</p> ! <P>A Section has a <b>direction</b> defined by the sequence in which Blocks are ! added to the Section. A train may run through a Section in either the <b>forward</b> ! direction (from first block to last block) or <b>reverse</b> direction (from last ! block to first block). If a Section has only one Block, the "direction" of that ! Section is defined when setting up its <b>Entry Points</b> (see below).</p> ! <P>A Section has two or more <b>Entry Points</b>. An Entry Point defines a ! connection to a Block outside of the Section. Entry Points are derived from Paths of ! Blocks in the Section--Paths that represent connections to Blocks not contained in ! the Section. Entry Points are grouped according to whether entering ! the Section at that Entry Point will result in a train traveling in the "forward" direction, or whether entering at that Entry Point will result in a train traveling in the "reverse" direction.</P> ! <p> Sections are designed so that a Section of sufficient length may be allocated ! to more than one train provided the trains are traveling in the same direction. ! There must be at least one block between trains traveling in the same direction ! in a Section. Note: Allocating a Section to two trains at the same time is not ! currently supported by <A HREF="../dispatcher/Dispatcher.shtml">Dispatcher.</a></p> <H2> Requirements for using Sections </H2> <P>Sections may be used with a Panel Editor panel, with a Layout Editor panel, with a CTC machine, or directly without any panel provided. Sections build on JMRI's ! Blocks and Paths structure. So Before attempting to create any Sections, you should have Blocks and Paths fully initialized for your layout. (An easy way to automatically initialize your Blocks and Paths is to sketch out a Layout Editor panel --- 43,75 ---- not contain any reverse loops.</P> <p>Sections and their associated <b><a href="TransitTable.shtml">Transits</a></b> ! are designed to provide support for dispatching, either manual dispatching (by a ! dispatcher sitting at a panel), or automatic dispatching by the computer. Dispatching ! is the temporary allocation of Sections for the exclusive use of trains, either ! run by engineers with a throttle, and/or run automatically by the computer. Support for ! dispatching is provided by <A HREF="../dispatcher/Dispatcher.shtml"><b>Dispatcher</b></a>, ! which also provides for set up and running of trains automatically.</p> ! <P>A Section's <b>direction</b> is defined by the sequence in which Blocks are ! added to a multi-Block Section. For a single Block Section the direction is chosen ! arbitrarily when the Section is created. A train may run through a Section in either ! the <b>forward</b> direction (from first block to last block) or <b>reverse</b> ! direction (from last block to first block). If a Section has only one Block, the ! <b>direction</b> of that Section is chosen when setting up its <b>Entry Points</b> ! (see below).</p> ! <p>A Section has one or more <b>Entry Points</b>. An Entry Point defines a ! connection from a Block inside the Section to a Block outside of the Section. Entry ! Points are set up using Paths of Blocks in the Section--Paths that represent connections ! to Blocks not contained in the Section. Entry Points are grouped according to whether ! entering the Section at that Entry Point will result in a train traveling in the "forward" direction, or whether entering at that Entry Point will result in a train traveling in the "reverse" direction.</P> ! <p> Sections are designed to be allocated to one train at a time. If a portion of ! connected track is long enough to support multiple trains simultaneously traveling in ! the same direction, one following the other, that connected track should be divided into ! two or more Sections, if the user wants to run following trains in that area.</p> <H2> Requirements for using Sections </H2> <P>Sections may be used with a Panel Editor panel, with a Layout Editor panel, with a CTC machine, or directly without any panel provided. Sections build on JMRI's ! Blocks and Paths structure. So before attempting to create any Sections, you should have Blocks and Paths fully initialized for your layout. (An easy way to automatically initialize your Blocks and Paths is to sketch out a Layout Editor panel *************** *** 79,97 **** signals installed. If signals are installed, the direction sensors included in Sections provide an easy way to set up simple APB signaling (see below).</p> ! <H2> Support for Optional Sensors </H2> <P>Optionally each Section may have two <i>direction sensors</i>, one for the forward direction and one for the reverse direction. These are normally internal Sensors, bearing system names that begin with IS. They automatically follow the state of their ! Section, i.e. when the state of the Section is FORWARD, the Forward Sensor is ! <b>INACTIVE</b> and the Reverse Sensor is <b>ACTIVE</b>. These sensors may be used ! to force signals for travel in their respective directions to <b>RED</b> when they ! are ACTIVE. When a Section is FREE, both of its direction Sensors are ACTIVE. Tools ! are provided to automatically add direction sensors to signal logic (<a href="#tools"> ! see below</a>). </P> <P>Also optionally each Section may have two <i>stopping sensors</i> that indicate when a train in the Section has reached the end of the Section by traveling in ! the forward direction or in the reverse direction. For manual dispatching, these ! sensors may be displayed on a panel to indicate to the dispatcher when a train has reached the end of its allocation. For automatic running, these sensors may be used to stop a train before it reaches the end of its allocated Section, and --- 88,114 ---- signals installed. If signals are installed, the direction sensors included in Sections provide an easy way to set up simple APB signaling (see below).</p> ! <H2> Support for Optional Direction and Stopping Sensors </H2> <P>Optionally each Section may have two <i>direction sensors</i>, one for the forward direction and one for the reverse direction. These are normally internal Sensors, bearing system names that begin with IS. They automatically follow the state of their ! Section. A Section has three states, <b>FREE</b> (not allocated to a train), <b>FORWARD</b> ! (allocated for travel in the forward direction), and <b>REVERSE</b> (allocated for travel in ! the reverse direction. When the state of the Section is <b>FREE</b> both direction ! sensors are set <b>ACTIVE</b>. When the state of the Section is <b>FORWARD</b>, the ! forward direction sensor is <b>INACTIVE</b> and the reverse direction sensor is ! <b>ACTIVE</b>. Similarly, when the state of the Section is <b>REVERSE</b>, the forward ! direction sensor is <b>ACTIVE</b> and the reverse direction sensor is <b>INACTIVE</b>. ! These sensors may be used in signal logic to force signals for travel in the direction ! opposite to the allocated direction to <b>RED</b>. Tools are provided here in the ! Section Table to automatically add add direction sensors to signal logic or to ! automatically remove all direction sensors from signal logic, (<a href="#tools"> ! see below</a>). Alternatively, if <A HREF="../dispatcher/Dispatcher.shtml"><b>Dispatcher</b></a> ! is being used, it can add direction sensors to signal logic as needed.</P> <P>Also optionally each Section may have two <i>stopping sensors</i> that indicate when a train in the Section has reached the end of the Section by traveling in ! the forward direction or in the reverse direction. Stopping sensors should be physical ! sensors on the layout, for example infrared point detectors. For manual dispatching, ! these sensors may be displayed on a panel to indicate to the dispatcher when a train has reached the end of its allocation. For automatic running, these sensors may be used to stop a train before it reaches the end of its allocated Section, and *************** *** 116,120 **** to use to keep track of your Sections. It is for information only.</LI> <LI>Click the <b>Delete</b> button in a specific row to delete the Section in that row. ! Remember to remove any Transits associated using this Section. Any Transit that uses a deleted Section will be broken! Use this button with caution!</LI> <LI><b>First Block</b> - This column displays the first block in the Section. --- 133,137 ---- to use to keep track of your Sections. It is for information only.</LI> <LI>Click the <b>Delete</b> button in a specific row to delete the Section in that row. ! Remember to remove any Transits using this Section. Any Transit that uses a deleted Section will be broken! Use this button with caution!</LI> <LI><b>First Block</b> - This column displays the first block in the Section. *************** *** 122,127 **** entry.</LI> <LI><b>Last Block</b> - This column shows the final block in the Section. ! Since a section may contain only one block, this entry may be the same as the Begin ! Block entry.</LI> <LI>Click the <b>Edit</b> button in a row to view or change entered information for a Section. System name cannot be changed. User name may be changed, --- 139,144 ---- entry.</LI> <LI><b>Last Block</b> - This column shows the final block in the Section. ! Since a section may contain only one block, the Last Block may be the same as the First ! Block.</LI> <LI>Click the <b>Edit</b> button in a row to view or change entered information for a Section. System name cannot be changed. User name may be changed, *************** *** 147,153 **** Similarly moving from a higher-numbered block to a lower-numbered block is REVERSE travel. For Sections with only one block, it doesn't make any difference which ! direction through the Section is designated FORWARD, as long as ! ! <p>All Entry Points must be consistent. That is: <UL> <LI>REVERSE and FORWARD directions of travel must be opposite.</li> --- 164,169 ---- Similarly moving from a higher-numbered block to a lower-numbered block is REVERSE travel. For Sections with only one block, it doesn't make any difference which ! direction through the Section is designated FORWARD, as long as Entry Point travel ! directions are consistent. That is: <UL> <LI>REVERSE and FORWARD directions of travel must be opposite.</li> *************** *** 157,161 **** in the same direction as entering at all other REVERSE Entry Points.</li> </UL> ! <p><b>WARNING: if Entry Points are not consistent strange behavior may result when using the Section.</b></p> <a name="tools"><H2> Section Table Tools --- 173,177 ---- in the same direction as entering at all other REVERSE Entry Points.</li> </UL> ! <p><b>WARNING: If Entry Points are not consistent strange behavior may result when using the Section.</b></p> <a name="tools"><H2> Section Table Tools *************** *** 172,176 **** not check if the FORWARD and REVERSE directions are correctly set for each Entry Point</b>, but that feature is a planned future addition. After testing is ! complete a message is displayed giving the results of the testing. Detailed error messages, if any, are placed in the JMRI error log.</p> </li> --- 188,192 ---- not check if the FORWARD and REVERSE directions are correctly set for each Entry Point</b>, but that feature is a planned future addition. After testing is ! complete, a message is displayed giving the results of the testing. Detailed error messages, if any, are placed in the JMRI error log.</p> </li> *************** *** 189,196 **** in the REVERSE direction, the reverse direction sensor is set INACTIVE, and the forward direction sensor is set ACTIVE, allowing signals to clear travel in the ! REVERSE direction, but to block travel in the FORWARD direction. Setting of direction sensors is done automatically by software in <A HREF="../dispatcher/Dispatcher.shtml">Dispatcher</a> that allocates Sections.</p> <p> This tool should only be used after all Sections have been defined and all signal head logic has been set up. A Layout Editor panel is required, because --- 205,217 ---- in the REVERSE direction, the reverse direction sensor is set INACTIVE, and the forward direction sensor is set ACTIVE, allowing signals to clear travel in the ! REVERSE direction, but to block travel in the FORWARD direction. Setting the state of direction sensors is done automatically by software in <A HREF="../dispatcher/Dispatcher.shtml">Dispatcher</a> that allocates Sections.</p> + <p>Note: Dispatcher can place direction sensors in SSL signal logic automatically + when a train is activated. Dispatcher will place direction sensors if it is provided + with a Layout Editor panel and allowed to use its connectivity (required for automatic + running). This allows using direction-based signaling even if the panel is stored + with these sensors removed from signal logic.</p> <p> This tool should only be used after all Sections have been defined and all signal head logic has been set up. A Layout Editor panel is required, because *************** *** 198,202 **** heads need which direction sensor. If a direction sensor is already in the Simple Signal Logic (SSL) for a signal head, it is not duplicated. However, if ! an incorrect direction sensor is in the SSL, it is not removed. (Use the tool described below to remove direction sensors.) After placing direction sensors is complete a message is displayed giving results. Detailed --- 219,223 ---- heads need which direction sensor. If a direction sensor is already in the Simple Signal Logic (SSL) for a signal head, it is not duplicated. However, if ! an incorrect direction sensor is present in the SSL, it is not removed. (Use the tool described below to remove direction sensors.) After placing direction sensors is complete a message is displayed giving results. Detailed *************** *** 210,214 **** removes all sensors that are contained in this list from the Simple Signal Logic (SSL) of all signal heads. This tool cancels the effect of the <b>Set Direction ! Sensors in Logic...</b> tool, and in addition removes any defined direction sensors that might be in an incorrect SSL. If errors were noted while setting direction sensors using the above tool, then corrected, running this tool before attempting --- 231,237 ---- removes all sensors that are contained in this list from the Simple Signal Logic (SSL) of all signal heads. This tool cancels the effect of the <b>Set Direction ! Sensors in Logic...</b> tool, removes any direction sensors that may have been placed ! by <A HREF="../dispatcher/Dispatcher.shtml">Dispatcher</a>, and in addition removes ! any defined direction sensors that might be in an incorrect SSL. If errors were noted while setting direction sensors using the above tool, then corrected, running this tool before attempting Index: ViewSpecialActions.shtml =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/ViewSpecialActions.shtml,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 *** ViewSpecialActions.shtml 11 Oct 2009 19:15:57 -0000 1.1 --- ViewSpecialActions.shtml 30 Mar 2010 15:47:52 -0000 1.2 *************** *** 24,104 **** <div id="mainContent"> ! <H1>Special Actions</H1> ! <H2>What are Special Actions?</H2> ! <p>Special Actions are things that can be initiated automatically as a train ! running in automatic mode traverses the layout. One or more Special Actions may be ! requested for each Section in a Transit. If a Section is in a Transit multiple ! times, different Special Actions may be specified for each occurence of the ! Section. Special Actions only apply to automatically running trains with a ! <i>virtual engineer</i>. If running trains in automatic mode is of interest read on. If your trains will only be run manually with a human engineer, ! Special Actions aren't used.</p> ! <p>Special Actions are in addition to the <i>standard actions</i> that also ! happen automatically when a train runs in automatic mode. Some standard actions are things like following signals and using stop sensors, that are specified with each Section. <i>Standard actions</i> occur automatically whenever a Section is traversed in automatic mode. Other <i>standard actions</i> include automatically ! requesting allocation of Sections, and automatically releasing Sections when ! they are no longer needed.</p> ! <p>Special Actions are tied to Sections, but are specified at the Transit level to provide maximum user flexibility. A Section is a piece of physical track, that may, for example, be used by passenger trains, through freight trains, or ! locals. Each of these uses may need different Special Actions in a specific Section. For example, a passenger train may make a station stop in a particular Section, whereas a through freight train may go straight through. Placing ! Special Actions in Transits allows Active Trains traveling the same path ! through the layout to have different Special Actions.</p> ! <h2>Requesting a Special Action</h2> ! <p>A Special Action is requested by specifying <i>what</i> action to be ! initiated and <i>when</i> that action is to be initiated. Any <i>when</i> event may be combined with any <i>what</i> action, providing a wide variety of Special ! Actions. Currently available <i>when</i> events are:</p> <p><ul> ! <li><b>Entry to Section</b> - When the automatic train enters the current Section. ! <li><b>Exit from Section</b> - When the automatic train exits the current Section. This means when the last detectable car leaves the Section, and the Section is unoccupied. ! <li><b>Entry to Block in Section</b> - When the automatic train enters a specified Block in the Section. For Sections with only one Block, this is ! equivalent to <b>Entry to Section</b>.</li> ! <li><b>Exit from Block in Section</b> - When the automatic train exits a specified Block in the Section. This means when the last detectable car leaves the specified Block, and the Block is unoccupied. For Sections with only one ! Block, this is equivalent to <b>Exit from Section</b>.</li> ! <li><b>When Train Stops</b> - When the automatic train stops. This may be used, for example, for stopping the bell in a sound decoder or initiating other actions when the train stops at a station.</li> ! <li><b>When Train Starts</b> - When the automatic trains starts up after having been stopped. This may be used, for example, to initiate actions when a train starts up after a station stop.</li> ! <li><b>When Sensor goes Active</b> - When the specified Sensor moves to the active state. The specified Sensor may be either internal or hardware, and must be in the Sensor Table. This might be used, for example, with a hardware Sensor ! connected to a fascia push button to resume automatic operation after being in ! manual mode, when the user pushes the fascia button to indicate manual operation ! work has been completed. It can also be used to trigger actions using ! position sensors on the layout.</li> ! <li><b>When Sensor goes Inactive</b> - When the specified Sensor moves to the inactive state. This is the same as above, but with the opposite sensor state. ! Use the one that best fits your hardware.</li> ! <li><b>When Train is Within the Section</b> - When the last detectable car enters ! the Section, and the previous Section goes unoccupied.</li> </ul></p> <p>An optional delay, specified in milliseconds, is available for each <i>when</i> event. No delay is the default. If an optional delay time is not entered (or a ! delay time of zero is entered), the action will be initiated immediately after the <i>when</i> event occurs. If a delay time is specified, the program will wait ! for the specified time after the <i>when</i> event occurs before initiating the action.</p> <p>Currently available <i>what</i> actions are: <p><ul> ! <li><b>Pause</b> - Stop the train for a specified number of fast clock minutes. This item may be used to request a station stop.</li> <li><b>Set Maximum Speed</b> - Set the maximum speed to a specified percentage --- 24,106 ---- <div id="mainContent"> ! <H1>Actions</H1> ! <H2>What are Actions?</H2> ! <p><b>Actions</b> are tasks that can be initiated automatically as a train, running in ! automatic mode, traverses the layout following a ! <b><a href="TransitTable.shtml">Transit</a></b>. One or more <b>Actions</b> may ! be requested for each <b><a href="SectionTable.shtml">Section</a></b> in a Transit. ! If a Section is in a Transit multiple times, different ! <b>Actions</b> may be specified for each occurrence of the ! Section. <b>Actions</b> only apply to trains run automatically under ! <b><a href="../dispatcher/DispatcherFrame.shtml">Dispatcher</a></b> ! by a <i>virtual engineer</i>. If running trains in automatic mode is of interest read on. If your trains will only be run manually with a human engineer, ! <b>Actions</b> aren't used.</p> ! <p><b>Actions</b> are in addition to the <i>standard actions</i> that ! happen automatically when a train runs in automatic mode. Standard actions are things like following signals and using stop sensors, that are specified with each Section. <i>Standard actions</i> occur automatically whenever a Section is traversed in automatic mode. Other <i>standard actions</i> include automatically ! requesting allocation of Sections, and automatically changing locomotive speed ! according to signal restrictions.</p> ! <p><b>Actions</b> are tied to Sections, but are specified at the Transit level to provide maximum user flexibility. A Section is a piece of physical track, that may, for example, be used by passenger trains, through freight trains, or ! locals. Each of these uses may need different <b>Actions</b> in a specific Section. For example, a passenger train may make a station stop in a particular Section, whereas a through freight train may go straight through. Placing ! <b>Actions</b> in Transits allows Active Trains traveling the same path ! through the layout to have different <b>Actions</b>.</p> ! <h2>Requesting an Action</h2> ! <p>An Action is requested by specifying <i>what</i> action to be ! performed and <i>when</i> that action is to be performed. Any <i>when</i> event may be combined with any <i>what</i> action, providing a wide variety of Special ! Actions. An Action is initiated when the train enters the Section with the Action ! request. To decide when to perform the Action after the Section is entered, the ! program looks at the <i>when</i> event. Currently available <i>when</i> events are:</p> <p><ul> ! <li><b>On Section Entry</b> - When the automatic train enters the current Section. ! <li><b>On Section Exit</b> - When the automatic train exits the current Section. This means when the last detectable car leaves the Section, and the Section is unoccupied. ! <li><b>On Block Entry</b> - When the automatic train enters a specified Block in the Section. For Sections with only one Block, this is ! equivalent to <b>On Section Entry</b>.</li> ! <li><b>On Block Exit</b> - When the automatic train exits a specified Block in the Section. This means when the last detectable car leaves the specified Block, and the Block is unoccupied. For Sections with only one ! Block, this is equivalent to <b>On Section Exit</b>.</li> ! <li><b>On Train Stop</b> - When the automatic train stops. This may be used, for example, for stopping the bell in a sound decoder or initiating other actions when the train stops at a station.</li> ! <li><b>On Train Start</b> - When the automatic trains starts up after having been stopped. This may be used, for example, to initiate actions when a train starts up after a station stop.</li> ! <li><b>On Sensor ACTiVE</b> - When the specified Sensor moves to the active state. The specified Sensor may be either internal or hardware, and must be in the Sensor Table. This might be used, for example, with a hardware Sensor ! connected to a fascia push button to trigger an action. It could also be used to ! trigger actions using hardware position sensors on the layout. With internal ! sensors it can provide a link to Logixs.</li> ! <li><b>On Sensor INACTIVE</b> - When the specified Sensor moves to the inactive state. This is the same as above, but with the opposite sensor state. ! Use the one that best fits your hardware or Logix.</li> </ul></p> <p>An optional delay, specified in milliseconds, is available for each <i>when</i> event. No delay is the default. If an optional delay time is not entered (or a ! delay time of zero is entered), the action will be performed immediately after the <i>when</i> event occurs. If a delay time is specified, the program will wait ! for the specified time after the <i>when</i> event occurs before performing the action.</p> <p>Currently available <i>what</i> actions are: <p><ul> ! <li><b>Pause Train</b> - Stop the train for a specified number of fast clock minutes. This item may be used to request a station stop.</li> <li><b>Set Maximum Speed</b> - Set the maximum speed to a specified percentage *************** *** 108,162 **** does not affect the current speed of the train if it is less than the specified maximum speed.</li> ! <li><b>Set Train Speed</b> - Set the current train speed to the target value. ! The change will not occur instantaneously. The current speed will be changed to ! the target speed in a manner determined by the program. The target speed may be ! either lower or higher than the current value.</li> ! <li><b>Ramp Train Speed</b> - Set the current train speed to the target value ! by ramping to the target value over a specified time period. The target speed ! may be either lower or higher than the current value.</li> <li><b>Go to Manual Mode</b> - Drop out of automatic mode to allow a human ! engineer to perform work with a manual throttle. The train will remain in ! manual mode until the following action occurs.</li> ! <li><b>Resume Automatic Operation</b> - Resume automatic operation after ! having been in manual mode to allow a human user to work with a manual ! throttle.</li> ! <li><b>Start Bell Ringing</b> - Start bell ringing on a sound decoder. This item will turn throttle function 1 on.</li> ! <li><b>Stop Bell Ringing</b> - Stop bell ringing on a sound decoder. This item will turn throttle function 1 off.</li> ! <li><b>Sound Horn</b> - Sound the horn of a sound decoder for a specified time. This item is equivalent to holding down throttle function 2 for the specified time.</li> ! <li><b>Patterned Sound Horn</b> - Sound the horn in a manner specified by ! a pattern. The pattern consists of short and long blasts, specified as "s" ! and "l" in the pattern. For example a pattern of "lsl" specifies long-short- ! long. The user sets the duration of the short and long blasts.</li> ! <li><b>Set Decoder Function</b> - Press the specified decoder function button. ! The function button is specified by the user.</li> ! <li><b>Set Sensor Active</b> - Set a specified Sensor active. The specified Sensor must be in the Sensor Table. If the specified Sensor is already in the ! active state, it is toggled. This action may be used, for example, with an ! internal sensor to trigger a Logix or a Route, or to set a Light. It offers ! access to a wide variety of actions not included here.</li> ! <li><b>Set Sensor Inactive</b> - Set a specified Sensor inactive. The specified ! Sensor must be in the Sensor Table. This is equivalent to the action above, ! except with a different target Sensor state.</li> </ul></p> ! <h2>The View Special Actions Window</h2> ! <p>The <b>View Special Actions</b> window displays Special Actions that are ! currently set, and provides for adding, editing, or deleting Special Actions. ! The View Special Actions window (example below) is displayed for a specific ! Section in a Transit by pressing the <b>View Special Actions</b> button on that Section's row in the <b>Add/Edit Transit</b> window.</p> <img src="ViewSpecialActions.jpg" height="363" width="765"></li> ! <p>For all Special Events that have been created, the <i>when</i> event and the <i>what</i> action are described in the <b>When</b> and <b>Action Requested</b> ! columns. To add a new Special Action, click <b>Add New Action</b> to bring up the <b><a href="AddEditAction.shtml">Add/Edit Action</a></b> window. To edit an ! existing Special Action, click the <b>Edit</b> button in its row. To delete an ! existing Special Action, click the <b>Delete</b> button in its row. ! The order of the Special Actions is not important.</p> ! <p>When the Special Actions are completely defined, click the <b>Done</b> button. </p> --- 110,182 ---- does not affect the current speed of the train if it is less than the specified maximum speed.</li> ! <li><b>Set Train Speed</b> - Set the current train speed to the target percentage. ! The throttle will send the new speed to the locomotive immediately. How long it takes ! the train to reach the new speed after that depends upon the locomotive decoder. ! The new speed may be either lower or higher than the previous value, but will not be ! allowed to exceed the maximum speed.</li> ! <li><b>Ramp Train Speed</b> - Set the current train speed to the target percentage ! by ramping to the target value using the default ramp rate of the automatically ! running train. If the default ramp rate of the train is RAMP_NONE, this action is ! equivalent to <b>Set Train Speed</b>. The new speed may be either lower or higher ! than the previous value, but will not be allowed to exceed the maximum speed.</li> <li><b>Go to Manual Mode</b> - Drop out of automatic mode to allow a human ! engineer to perform work with a manual throttle. This action supports the scenario ! where a train might be run automatically to a work site, where a human operator ! takes over to perform work, after which automatic running is continued. The train ! will remain in manual mode until directed by the dispatcher to resume automatic ! operation. An optional <b>Done Sensor</b> allows an operator remote from the ! dispatcher to notify the dispatcher that work has been completed and automatic ! running can be resumed. When the <b>Done Sensor</b> goes active, the status of ! the train is changed from WORKING to READY. For more information on this action, ! see <b><a href="../dispatcher/DispatcherFrame.shtml">Dispatcher</a></b>. <b>Note:</b> ! When the train is in manual mode, the computer does not have a throttle for the ! train available, so delayed actions that happen then and require a throttle are ! ignored. </li> ! <li><b>Set Locomotive Light</b> - Sets the locomotive light either <i>On</i> or ! <i>Off</i> as selected.</li> ! <li><b>Start Bell</b> - Start bell ringing on a sound decoder. This item will turn throttle function 1 on.</li> ! <li><b>Stop Bell</b> - Stop bell ringing on a sound decoder. This item will turn throttle function 1 off.</li> ! <li><b>Sound Horn</b> - Sound the horn (whistle) of a sound decoder for a specified time. This item is equivalent to holding down throttle function 2 for the specified time.</li> ! <li><b>Pattern Sound Horn</b> - Sound the horn (whistle) in a manner specified by ! a user-entered pattern. The pattern consists of short and long blasts, specified as ! "s" and "l" in the pattern. For example a pattern of "lsl" specifies long-short-long. ! The user sets the duration of the short and long blasts. The short blast ! duration is used as the wait time between blasts. Actual times realized will ! depend on the sound decoder and how busy the computer is. The horn/whistle is ! assumed to be throttle function 2.</li> ! <li><b>Set Decoder Function</b> - Sets the specified decoder function either ! <i>On</i> or <i>Off</i> as selected. This works for both sound decoders and ! decoders without sound.</li> ! <li><b>Set Sensor ACTIVE</b> - Set a specified Sensor active. The specified Sensor must be in the Sensor Table. If the specified Sensor is already in the ! active state, it is first toggled to the inactive state, then set active. This ! action may be used, for example, with an internal sensor to trigger a Logix, set ! a Route, or to set a Light. It offers access to a wide variety of actions not ! included here, such as running scripts or playing sounds.</li> ! <li><b>Set Sensor INACTIVE</b> - Set a specified Sensor inactive. The specified ! Sensor must be in the Sensor Table. If the specified Sensor is already in the ! inactive state, it is first toggled to the active state, then set inactive. This ! is equivalent to the action above, except with a different target Sensor state.</li> </ul></p> ! <h2>The View Actions Window</h2> ! <p>The <b>View Actions</b> window displays Actions that are ! currently set, and provides for adding, editing, or deleting Actions. ! The View Actions window (example below) is displayed for a specific ! Section in a Transit by pressing the <b>View/Add/Edit Actions</b> button on that Section's row in the <b>Add/Edit Transit</b> window.</p> <img src="ViewSpecialActions.jpg" height="363" width="765"></li> ! <p>For all Actions that have been created, the <i>when</i> event and the <i>what</i> action are described in the <b>When</b> and <b>Action Requested</b> ! columns. To add a new Action, click <b>Add New Action</b> to bring up the <b><a href="AddEditAction.shtml">Add/Edit Action</a></b> window. To edit an ! existing Action, click the <b>Edit</b> button in its row. To delete an ! existing Action, click the <b>Delete</b> button in its row. ! The order of the Actions is not important.</p> ! <p>When the Actions are completely defined, click the <b>Done</b> button. </p> Index: TransitAddFrame.jpg =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/TransitAddFrame.jpg,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 Binary files /tmp/cvs2cgKEE and /tmp/cvspvAgup differ Index: AddEditAction.shtml =================================================================== RCS file: /cvsroot/jmri/help/en/package/jmri/jmrit/beantable/AddEditAction.shtml,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 *** AddEditAction.shtml 11 Oct 2009 19:22:30 -0000 1.1 --- AddEditAction.shtml 30 Mar 2010 15:47:52 -0000 1.2 *************** *** 24,47 **** <div id="mainContent"> ! <H1>Add/Edit Special Action</H1> <H2>The Add/Edit Action Window</H2> ! <p><b><a href="ViewSpecialActions.shtml">Special Actions</a></b> are things that can be initiated automatically as a train running in automatic mode traverses the layout. The Add/Edit Action window (see below for "Add" version) provides for ! creating new Special Actions and for editing current Special Actions. The "Edit" version of this window is the same as the one shown below, except the <b>Create New Action</b> button is replaced by an <b>Update Action</b> button and the ! selections and data are filled in to current values of the Special Action being edited.</p> <img src="AddEditAction.jpg" height="236" width="307"></li> ! <p>A Special Action is defined by specifying <b>What</b> action is requested and <b>When</b> that action should be initiated.</p> <p>To specify the <b>When</b> part, select an option in the <b>When</b> popup menu, and fill in any data that might be required. Data item fields or menus will appear when the item needing them is selected. Each data item is supplied ! with a text description that may be summoned by hovering the cursor over the ! field. Each <b>When</b> option is described in more detail in the ! <b><a href="ViewSpecialActions.shtml">View Special Actions help file</a></b>.</p> <p>An optional delay, specified in milliseconds, is available for each <b>When</b> option. No delay is the default. If an optional delay time is not entered (or a --- 24,47 ---- <div id="mainContent"> ! <H1>Add/Edit Action</H1> <H2>The Add/Edit Action Window</H2> ! <p><b><a href="ViewSpecialActions.shtml">Actions</a></b> are tasks that can be initiated automatically as a train running in automatic mode traverses the layout. The Add/Edit Action window (see below for "Add" version) provides for ! creating new Actions and for editing current Actions. The "Edit" version of this window is the same as the one shown below, except the <b>Create New Action</b> button is replaced by an <b>Update Action</b> button and the ! selections and data are filled in to current values of the Action being edited.</p> <img src="AddEditAction.jpg" height="236" width="307"></li> ! <p>An Action is defined by specifying <b>What</b> action is requested and <b>When</b> that action should be initiated.</p> <p>To specify the <b>When</b> part, select an option in the <b>When</b> popup menu, and fill in any data that might be required. Data item fields or menus will appear when the item needing them is selected. Each data item is supplied ! with a text description (tooltip) that may be summoned by hovering the cursor over ! the item. Each <b>When</b> option is described in more detail in ! <b><a href="ViewSpecialActions.shtml">Actions</a></b>.</p> <p>An optional delay, specified in milliseconds, is available for each <b>When</b> option. No delay is the default. If an optional delay time is not entered (or a *************** *** 53,70 **** popup menu, and fill in any data that might be required. Data item fields will appear when the item needing them is selected. Each data item is supplied ! with a text description that may be summoned by hovering the cursor over the ! field. Each <b>What</b> action is described in more detail in the ! <b><a href="ViewSpecialActions.shtml">View Special Actions help file</a></b>.</p> ! <p>When the Special Action is completely defined, click the <b>Create New Action</b> button (or the <b>Update Action</b> button if editing). Any required data will be validated. If a problem is found, a message will appear, and the Add/Edit Action window will remain to allow correction of the problem. If everything checks out, the Add/Edit Action window will disappear and the new (or ! edited) Special Action will appear in the <b>View Special Actions</b> window. ! </p> <p> Click the <b>Cancel</b> button to dismiss the Add/Edit Action window without ! creating a new Special Action or completing the edit of an existing Special Action. Closing the Add/Edit Action window is equivalent to clicking the <b>Cancel</b> button.</p> --- 53,69 ---- popup menu, and fill in any data that might be required. Data item fields will appear when the item needing them is selected. Each data item is supplied ! with a text description (tooltip) that may be summoned by hovering the cursor over ! the item. Each <b>What</b> action is described in more detail in ! <b><a href="ViewSpecialActions.shtml">Actions</a></b>.</p> ! <p>When the Action is completely defined, click the <b>Create New Action</b> button (or the <b>Update Action</b> button if editing). Any required data will be validated. If a problem is found, a message will appear, and the Add/Edit Action window will remain to allow correction of the problem. If everything checks out, the Add/Edit Action window will disappear and the new (or ! edited) Action will appear in the <b>View Actions</b> window.</p> <p> Click the <b>Cancel</b> button to dismiss the Add/Edit Action window without ! creating a new Action or completing the edit of an existing Action. Closing the Add/Edit Action window is equivalent to clicking the <b>Cancel</b> button.</p> |