mp studio manual v150ilogics.synology.me/mps/mp studio/mp studio 한글... · 2020. 8. 20. ·...

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MP STUDIO MANUAL -1- MP STUDIO MANUAL V1.6.0 아이로직스에서 자체개발한 으로 프로그램할 수 MP STUDIO PLC(MPS MPA) LADDER LOGIC 있는 소프웨어입니다. 제품군은 케이스 마감 없이 형태와 딘레일에 체결이 가능하도록 가이드 및 클립으로 MPS PCB 구성되어 있는 제품으로서 자사에서 제공하는 소프트웨어로 으로 프로그램 MP STUDIO LADDER LOGIC 할 수 있는 저렴한 입니다 양산성이 필요한 제품에 추천드립니다 PLC . . 제품군은 케이스 마감 있는 형태로 딘레일에 체결이 가능합니다 제품군보다는 다소 가격이 MPA . MPS 높지만 케이스가 마감이 있고 노이즈 캔슬링 기능을 강화하였고 디지털 입 출력의 다양성과 고성능의 / 아날로그 입력 비트 을 사용할 수 있습니다 (15 ) . 제품명 구분 방법 [ ]

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  • MP STUDIO MANUAL

    - 1 -

    MP STUDIO MANUALV1.6.0

    는 아이로직스에서 자체개발한 와 에 으로 프로그램할 수MP STUDIO PLC(MPS MPA) LADDER LOGIC㈜

    있는 소프웨어입니다.

    제품군은 케이스 마감 없이 형태와 딘레일에 체결이 가능하도록 가이드 및 클립으로MPS PCB

    구성되어 있는 제품으로서 자사에서 제공하는 소프트웨어로 으로 프로그램MP STUDIO LADDER LOGIC

    할 수 있는 저렴한 입니다 양산성이 필요한 제품에 추천드립니다PLC . .

    제품군은 케이스 마감 있는 형태로 딘레일에 체결이 가능합니다 제품군보다는 다소 가격이MPA . MPS

    높지만 케이스가 마감이 있고 노이즈 캔슬링 기능을 강화하였고 디지털 입 출력의 다양성과 고성능의/

    아날로그 입력 비트 을 사용할 수 있습니다(15 ) .

    제품명 구분 방법[ ]

  • MP STUDIO MANUAL

    - 2 -

    알림▣

    본 사용설명서는 제품군을 프로그램하고 디버깅할 수 있는 를 사용하는MPS, MPA , MP STUDIO

    방법을 간략히 설명한 매뉴얼입니다.

    저희가 취급하고 있는 제품군은 와 가 있습니다MPS, MPA MPINO, MPAINO .

    개발자의 도움이 되고자 블로그를 운영하고 있습니다.

    링크: https://blog.naver.com/ilogics

    주의사항▣

    본 사용설명서는 의 기능변경으로 인하여 내용이 변경될 수 있습니다MP STUDIO , .

    본 제품은 프로그램 다운로드 및 모니터링 디버깅 을 지원합니다 반대로 제품으로부터 프로그램을( ) .⦁

    다시 로 업로드하는 기능을 지원하지 않습니다 어떠한 방법으로도 업로드를 받을 수 없으니PC .

    프로그램의 최종버전을 잘 보관해주시기 바랍니다.

    폐사의 제품을 사용하다 발생한 손해 및 손실에 대하여 폐사는 민 형사적 법적 책임이 없음을,⦁

    명시합니다 폐사의 제품을 사용하기 전에 충분한 안전검사 및 테스트를 마치고 인적 물적 사고가. /

    발생할 수 있는 장비에는 차 안전장치를 설치하여 사용해주시기 바랍니다2 .

    ● 사용 전에 안전을 위한 주의사항의 반드시 읽고

    정확하게 사용하여 주십시오.

    ● 사용설명서를 읽고 난 뒤에는 제품을 사용하는 사람이항상 볼 수 있는 곳에 잘 보관하십시오.

    제품군MPS, MPA 제품군MPINO, MPAINO

    프로그램 작성 툴 MP STUDIO ARDUINO IDEMPINO STUDIO

    프로그램 언어 LADDER LOGICARDUINO IDE : ARDUINO C

    MPINO STUDIO :ARDUINO C + LADDER LOGIC

  • MP STUDIO MANUAL

    - 3 -

    INDEX▣

    간단 사용법1. ·························································································································································· 7메모리2. ···································································································································································· 8

    데이터 메모리2.1. ··········································································································································· 8사용자 정의 메모리2.2. ····································································································································· 9

    비트 접점3. ···························································································································································· 10접점 설명3.1. ······················································································································································· 10

    접점 및 접점3.2. N.O N.C ··································································································································· 11코일출력3.3. ························································································································································· 12반전접점3.4. ························································································································································· 13상승 하강 검출접점3.5. / ····································································································································· 14비교 접점3.6. ····················································································································································· 15자기유지 접점3.7. ··············································································································································· 17특수 비트 메모리3.8. ········································································································································· 18

    4. MP STUDIO ···················································································································································· 19사용한 데이터 확인4.1. ··································································································································· 20데이터 메모리 설정4.2. ································································································································· 21심볼 설정4.3. ····················································································································································· 22데이터 테이블4.4. ············································································································································· 23프로그램 메모리 용량4.5. ······························································································································· 24문자열 검색4.6. ················································································································································· 25옵션4.7. ······························································································································································· 26펌웨어 버젼확인 및 다운로드4.8. ················································································································· 28래더 접점 생성4.9. ··········································································································································· 29래더 펑션블럭 생성4.10. ································································································································ 31래더 편집 기능4.11. ········································································································································ 32모니터링4.12. ···················································································································································· 36강제4.13. I/O ····················································································································································· 37

    4.13.1. FORCE ················································································································································· 374.13.2. LOAD ··················································································································································· 384.13.3. CLEAR ·················································································································································· 38

    초기화4.14. EEPROM ······································································································································· 38사용법 제품의 초기설정값 적용법4.15. EEPROM ( ) ·················································································· 38

    펑션 블럭5. ···························································································································································· 40비교 펑션블럭5.1. ············································································································································· 42수학 펑션블럭5.2. ············································································································································· 43

    5.2.1. ADD ······················································································································································· 445.2.2. SUB ························································································································································ 45

  • MP STUDIO MANUAL

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    5.2.3. MUL ······················································································································································· 465.2.4. DIV ························································································································································· 475.2.5. INC_I ······················································································································································ 485.2.6. DEC_I ····················································································································································· 49카운터 펑션블럭5.3. ········································································································································· 50

    5.3.1. CTU ························································································································································ 515.3.2. CTD ························································································································································ 535.3.3. CTUD ····················································································································································· 555.3.4. HCNT ····················································································································································· 575.3.5. HRST ······················································································································································ 58타이머 펑션블럭5.4. ········································································································································· 59

    5.4.1. TON (On Delay Timer) ····················································································································· 605.4.2. TOFF (OFF Delay Timer) ··················································································································· 615.4.3. TPL ( Pulse Timer ) ··························································································································· 625.4.4. TMON ( Monostable Timer ) ········································································································· 63변환 펑션블럭5.5. ············································································································································· 64

    5.5.1. H2D (Hexadecimal To Decimal) ····································································································· 655.5.2. D2H (Decimal To (Hexadecimal ) ·································································································· 66

    반전 명령어5.5.3. INV ( ) ······························································································································ 67부호 반전 변환5.5.4. NEG ( ) ······················································································································· 68

    로직 컨트롤 펑션블럭5.6. ····························································································································· 695.6.1. JMP ························································································································································ 705.6.2. JMPN ····················································································································································· 715.6.3. MCS ······················································································································································· 725.6.4. MCSCLR ················································································································································ 73워드로직 펑션블럭5.7. ····································································································································· 74

    5.7.1. MOV ······················································································································································ 755.7.2. SHL ························································································································································ 765.7.3. SHR ························································································································································ 775.7.4. WAND ··················································································································································· 785.7.5. WOR ······················································································································································ 795.7.6. WXOR ···················································································································································· 80아날로그 펑션블럭5.8. ····································································································································· 81

    아날로그 입력5.8.1. ADC ( : DC 0~5V, DC 0~10V, 0~20mA) ·························································· 82아날로그 입력5.8.2. ADC2 ( : 4~20mA, DC 1~5V) ·············································································· 83아날로그 출력5.8.3. DAC ( ) ························································································································· 84펄스 출력5.8.4. PWM ( ) ······························································································································· 85주파스 펄스출력5.8.5. FPWM ( ) ············································································································· 86

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    제한된 펄스개수 출력5.8.6. NPWM ( ) ······································································································ 87펄스출력 정지5.8.7. POFF ( ) ······················································································································· 89

    시리얼통신 펑션블럭5.9. ································································································································· 90시리얼 통신박식의 종류5.9.1. ··················································································································· 90시리얼 통신의 설정5.9.2. ··························································································································· 91시리얼 통신 모드5.9.3. ······························································································································· 92

    송신5.9.4. PUT ( ) ············································································································································ 93수신5.9.5. GET ( ) ············································································································································ 94

    송신버퍼개수5.9.6. PUTLEN ( ) ····················································································································· 95수신버퍼개수5.9.7. GETLEN ( ) ····················································································································· 96

    연결 외부기기 연결6. HMI / ···························································································································· 976.1. MODBUS RTU ············································································································································ 97

    설정6.1.1. MODBUS ···································································································································· 97패킷 구성6.1.2. MODBUS RTU ················································································································· 97

    펑션코드6.1.3. ··············································································································································· 986.1.4. CRC ························································································································································ 986.1.5. START ADDRESS ································································································································· 98

    의 시작 어드레스6.1.6. HMI ························································································································ 99의 에서 사용할 경우6.1.7. M2I HMI ········································································································· 100

    의 패킷6.1.8. MODBUS ······························································································································ 1016.2. COMFILE HMI ·········································································································································· 107

    설정6.2.1. MP STUDIO ····························································································································· 107설정6.2.2. COMFILE HMI ························································································································· 107

    6.2.3. Example ·············································································································································· 1096.3. CNET (XBC/LINK) ····································································································································· 1166.3.1. XBC ······················································································································································ 1166.3.2. LINK ····················································································································································· 116

    를 사용할 경우6.3.3. M2I ·························································································································· 117를 사용할 경우6.3.4. EasyView ················································································································· 125

    7. I2C ···································································································································································· 1377.1. ISTA ···························································································································································· 1387.2. IWR ····························································································································································· 1397.3. IRD ······························································································································································ 1407.4. ISTP ····························································································································································· 1417.5. ISR ······························································································································································· 1427.6. I2C Example ············································································································································· 143

    8. Library ······························································································································································· 1468.1. DS3231 (Real Time Clock) ···················································································································· 146

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    8.1.1. DS3231_WR (DS3231 Write) ·········································································································· 1478.1.2. DS3231_RD (DS3231 Read) ··········································································································· 148

    8.2. CLCD (Character LCD / PCF8574) ······································································································ 149주소8.2.1. CLCD ········································································································································· 149

    8.2.2. CINI (CLCD Initialize) ······················································································································ 1508.2.3. CLOC (CLCD Location) ··················································································································· 1518.2.4. CSTR (CLCD String) ························································································································· 1528.2.5. CINT (CLCD Integer) ······················································································································· 1538.2.6. CHEX (CLCD Hexadecimal) ············································································································ 1558.2.7. CCLS (CLCD Clear) ··························································································································· 1568.2.8. CCON (CLCD Cursor ON) ·············································································································· 1578.2.9. CCOF (CLCD Cursor OFF) ·············································································································· 1588.2.10. CLON (CLCD Light ON) ··············································································································· 1598.2.11. CLOF (CLCD Light OFF) ··············································································································· 1608.2.12. CPUT (CLCD PUT) ·························································································································· 1618.2.13. CGET (CLCD GET) ·························································································································· 163

    8.3. FND (7SEGMENT) ···································································································································· 1648.3.1. FINI (FND Initialize) ························································································································· 1658.3.2. FINT (FND Integer) ·························································································································· 1668.3.3. FDATA (FND DATA) ························································································································ 168

    시계표시8.3.4. FND ··································································································································· 170

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    1. 간단 사용법

    디바이스를 선택합니다.①

    통신포트를 선택합니다 통신포트는 윈도우의 장치관리자에서 확인할 수 있습니다. .②

    접점 단축키 를 눌러 입력접점 생성 후 디지털입력 포트번호 을 입력합니다 이후NO : (F2) , "P0" . ,③

    접점 단축키 를 눌러 출력접점 생성 후 디지털출력 포트번호 을 입력합니다 디지털COIL : (F9) , “P32" .

    입력포트 의 입력이 있을 때 디지털 출력포트인 를 시키는 프로그램입니다P0 , P32 ON .

    접점 단축키 를 눌러 입력접점 생성 후 초에 한번 되는 특수비트 을 입력합니다NO : (F2) , 1 ON “@100" .④

    이후 펑션블럭을 생성하기 위해 왼쪽에 위치한 펑션블럭 툴박스에서 에 위치한, Math "ADD

    를 더블클릭하거나 키보드의 키를 눌르고 를 입력하여 펑션블럭을 생성 한후Integer" " [ ” “ADD" ,

    과 에 각각 을 입력하고 에 를 입력합니다 초마다 의 값이 씩IN1 IN2 "D0", "1" OUT "D0" . 1 D0 1

    증가시키는 프로그램입니다.

    작성한 프로그램을 키보드 를 입력하거나 단축 아이콘을 이용하여 다운로드 합니다“Ctrl + T” .⑤

    입 출력 및 메모리의 상태를 키보드 을 입력하거나 단축아이콘을 이용하여/ “Ctrl + M”⑥

    모니터링 디버깅 합니다( ) .

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    2. 메모리

    2.1. 데이터 메모리

    데이터 메모리의 영역은 로 구성되어 있습니다P, M, D, C, T .

    메모리 구성①

    메모리로서 제품군의 디지털 입력 및 출력를 제어합니다P : PORT , MPS, MPA .✎

    대부분 디지털입력은 디지털출력은 으로 구성되어 있습니다P0~P31, P32~P63 .

    메모리로서 로 진수 포인트명으로 사용합니다M : BIT , M0 ~ M9, M10, M11... 10 .✎

    메모리로서 로 진수 포인트명으로 사용합니다D : WORD , D0 ~ D9, D10, D11... 10 .✎

    카운터 메모리로서 로 진수 포인트명으로 사용합니다C : , C0 ~ C9, D10, C11... 10 .✎

    타이머 메모리로서 로 진수 포인트명으로 사용합니다T : , T0 ~ T9, T10, T11... 10 .✎

    메모리 구조②

    메모리는 로 구성되어 있습니다BIT, BYTE, WORD, DOUBLE WORD .

    는 또는 을 표현할 수 있는 메모리의 최소 단위입니다BIT 0 1 .✎

    는 를 표현할 수 있으며 개의 로 구성됩니다BYTE -128 ~ +127 , 8 BIT .✎

    는 를 표현할 수 있으며 개의 로 구성됩니다WORD -32,768 ~ + 32,767 , 2 BYTE .✎

    는DOUBLE WORD✎ -2,147,483,648 ~ +2,147,483,647를 표현할 수 있으며 개의 로, 2 WORD

    구성됩니다 더블워드는 워드 메모리에 를 붙여 사용합니다. D .

    메모리M③

    메모리 아래는 메모리를 기준으로 표시하였습니다D, C, T ( D )④

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    2.2. 사용자 정의 메모리

    사용자가 정의하는 메모리입니다 별도의 창에서 정의하지 않고 프로그램에서 을 접두어로. #, ##, ###

    하여 원하는 이름을 사용하시면 됩니다.

    데이터 타입은 아래와 같이 접두어에 의해 정의됩니다.

    비트# :

    워드## :

    더블워드### :

    이름 비트 메모리 사용 예# :①

    그림 비트 메모리를 사용< 2-2-1 # >

    그림 비트 메모리를 상승검출접점에 사용< 2-2-2 # >

    이름 워드 메모리 사용 예## :②

    그림 워드 메모리를 사용< 2-2-3 ## >

    접점에 의해 초에 한번씩 펑션에서 사용자 워드 메모리인 카운터 에 씩@100 N.O 1 ADD_I “## ” 1

    증가시킵니다 카운터가 를 초과하면 디지털출력포트인 모터가 되어 모터가 동작하는. ## 5 , P32: ON

    예입니다.

    사용자 정의 메모리는 툴에서 데이터 메모리 설정창에서 사용할 수 있는 메모리 수를MP STUDIO

    확인 및 변경할 수 있습니다.

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    3. 비트 접점

    3.1. 접점 설명

    아이콘 이름 설 명 단축키

    접점N.O

    (Normal Open)

    평상시에는 끊어져있다가 접점값이,

    일때 연결이 되는 접점"HIGH" ,F2

    접점N.C

    (Normal Close)

    평상시에는 연결되어있다가 접점값이.

    일때 연결이 끊어지는 접점“HIGH" ,F3

    가로 연결선 가로 방향으로 접점을 연결해주는 선 F5

    세로 연결선 세로 방향으로 접점을 연결해주는 선 F6

    SET COIL 입력조건이 성립이 되면 를 출력, "HIGH" F7

    RESET COIL 입력조건이 성립이 되면 를 출력, “LOW" F8

    COIL입력조건이 되면 를 출력하고 조건이, “HIGH" ,

    되지 않으면 를 출력하는 코일, "LOW"F9

    접점NOT입력조건이 일 경우 연결이 된다"LOW" , .

    입력조건이 일 경우 연결이 끊긴다“HIGH" , .F10

    접점Positive Edge입력조건이 에서 로 변할 때“LOW" ”HIGH" ,

    한 스캔동안만 연결되고 끊기는 접점F11

    접점Negative Edge입력조건이 에서 로 변할 때“HIGH" ”LOW" ,

    한 스캔동안만 연결되고 끊기는 접점F12

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    3.2. 접점 및 접점N.O N.C

    접점N.O①

    접점으로서 평상시에는 열려있다가 접점비트가 되면 닫히는 접점입니다Normal Open , ON .

    디지털 입력포트 가 이되면 디지털 출력포트 이 되고 디지털 입력포트P00 ON , P20 ON

    가 되면 디지털 출력포트 이 되는 프로그램을 모니터링하면 아래와P00 OFF , P20 OFF

    같습니다.

    입력이 되었을 때< P00 OFF > 입력이 되었을 때< P00 ON >

    디지털 입력포트 또는 이 되었을 때 비트메모리를 시키고P00 P01 ON , M0 ON , M0

    비트메모리가 이 되면 디지털 출력포트 을 시키는 프로그램을 모니터링 하면ON , P20 ON

    아래와 같이 표시됩니다.

    입력이 되었을 때< P01 OFF > 입력이 되었을 때< P01 ON >

    접점N.C②

    접점으로서 평상시에는 닫혀있다가 접점비트가 되면 열리는 접점입니다Normal Close , ON .

    디지털 입력포트 가 되면 비트메모리가 되고 디지털 입력포트 가P00 OFF , M0 ON P00

    되면 비트메모리가 되는 프로그램을 모니터링하면 아래와 같습니다ON , M0 OFF .

    입력이 되었을 때< P00 OFF > 입력이 되었을 때< P00 ON >

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    3.3. 코일출력

    코일SET①

    코일이 되면 접점비트를 시킵니다ON , ON .

    디지털 입력포트 가 이되면 디지털 출력포트 이 되고 이후 디지털 입력포트P00 ON , P20 ON ,

    가 도 디지털 출력포트 이 계속 되는 프로그램을 모니터링하면 아래와P00 OFF , P20 ON

    같습니다.

    입력이 되었을 때< P00 ON > 입력이 되어도 출력유지< P00 OFF >

    코일RESET②

    코일이 되면 접점비트를 시킵니다ON , OFF .

    디지털 입력포트 가 되면 디지털 출력포트 을 시키고 이후 디지털P00 ON , P20 ON ,

    입력포트 이 되면 디지털 출력포트 을 시키는 프로그램을 모니터링하면P01 ON , P20 OFF

    아래와 같습니다.

    입력이 되었을 때< P00 ON > 입력이 되었을 때< P01 ON >

    코일③

    코일의 출력조건이 되면 출력비트를 시키고 코일의 출력조건이 되면 출력비트를ON ON , OFF

    시킵니다OFF .

    디지털 입력포트 가 이되면 디지털 출력포트 이 되고 디지털 입력포트P00 ON P20 ON ,

    가 되면 디지털 출력포트 이 되는 프로그램을 모니터링하면 아래와 같습니다P00 OFF P20 OFF .

    입력이 되었을 때< P00 OFF > 입력이 되었을 때< P00 ON >

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    3.4. 반전접점

    입력된 상태를 반전시키는 접점입니다.

    디지털 입력포트 가 이되면 디지털 출력포트 이 되고 디지털 입력포트P00 ON , P20 OFF

    가 되면 디지털 출력포트 이 되는 프로그램을 모니터링하면 아래와 같습니다P00 OFF , P20 ON .

    입력이 되었을 때< P00 OFF > 입력이 되었을 때< P00 ON >

    동작중일 때에는 그린램프을 시키고 동작중이 아닐 경우 옐로우램프가 켜지는 프로그램입니다ON .

    입력이 되었을 때< P00 ON > 입력이 되었을 때< P01 ON >

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    3.5. 상승 하강 검출접점/

    상승 검출접점①

    입력된 상태가 이 되었을 때 한 스캔 한 번 만 되는 접점ON , ( ) ON

    디지털입력 스위치입력이 되었을 때 한 번만 카운트 워드메모리를 증가시킵니다 상승P0: ON , D0: 1 .

    검출접점 가 없다면 디지털입력 스위치입력이 되고 있는 동안 워드메모리는 계속#Edge1 , P0: ON D0

    씩 증가하게 됩니다 상승검출접점 을 사용함으로서 디지털입력 스위치입력이 되고1 . #Edge1 , P0: ON

    있어도 상승검출접점 뒤에 있는 펑션블럭은 한번만 실행되어 카운트 워드메모리는 이ADD D0: 1

    됩니다 이후 디지털입력 스위치입력을 시키고 다시 시켰을 때 카운트는 가 됩니다. , P0: OFF ON D0: 2 .

    그림 입력이 되었을 때< 3-5-1 P0 OFF >

    그림 입력이 되었을 때< 3-5-2 P0 ON >

    검출접점은 비트 메모리 자원을 사용해야 합니다 때문에 비트 또는 사용자 비트 메모리를 입력해야. , M

    합니다 위 프로그램에서는 사용자 비트 메모리를 사용하였습니다 별도의 이름을 입력하지 않으면. . ,

    사용자 비트 메모리로 자동 입력됩니다.

    하강 검출접점②

    입력된 상태가 이 되었다가 되었을 때 한 스캔 한 번 만 시키는 접점입니다ON OFF , ( ) ON .

    디지털입력 스위치입력이 되다가 되었을 때 한 번만 카운트 워드메모리를P0: ON OFF D0: 1

    증가시키는 프로그램입니다.

    그림 입력이 되었을 때< 3-5-3 P0 ON >

    그림 입력이 되었을 때< 3-5-4 P0 OFF >

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    중간코일로 사용하는 방법③

    검출접점은 입력조건이 되었을 때 자신은 계속 이 되고 출력은 번만 시키는 접점입니다ON , ON 1 ON .

    때문에 아래와 같이 중간코일로 사용할 수 있습니다, .

    디지털입력 시작스위치가 되면 상슴검출접점 이 이 됩니다 은P0: ON :#Edge1 ON . #Edge1

    시작스위치가 되는동안 계속 이 되어 집니다 하지만 시작스위치가 계속 이 되어도P0: ON ON . , P0: ON

    상승검출접점의 출력상태는 시작스위치가 이 되었을 때 한번만 이 되고 됩니다P0: ON ON OFF .

    접점은 시작스위치가 되는동안 계속 이 되고 시작스위치가 되는동안 계속#Edge1 P0: ON ON P0: OFF

    되기 때문에 중간코일의 역할을 수행할 수 있습니다OFF .

    번째 줄의 접점 은 번째 줄의 상승검출접점 에 의해 되어 디지털출력3 N.O :Edge1 1 :#Edge1 ON

    동작램프를 시킵니다P33: ON .

    3.6. 비교 접점

    메모리 값을 비교하여 참일 경우에 상태 값을 시킵니다ON .

    접점 명 펑션블럭 설 명

    D0 > D1 HIGHER_I 가 보다 클 경우 접점 신호D0 D1 , ON

    D0 < D1 LOWER_I 가 보다 작을 경우 접점 신호D0 D1 , ON

    D0 >= D1 SHIGHER_I 가 보다 크거나 같을 경우 접점 신호D0 D1 , OND0 => D1

    D0

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    접점 또는 접점에 비교문을 사용할 수 있습니다N.O N.C .

    디지털입력 스위치가 이 되면 워드메모리에 을 저장하고 스위치가 되면P0: ON D0 6 , P0: OFF D0

    워드메모리 을 저장합니다 이후 워드메모리값이 보다 클 경우 디지털출력 모터출력을11 . , D0 10 P32:

    시키고 워드메모리값이 보다 작거나 같으면 모터출력을 시키는 프로그램입니다ON D0 10 P32: OFF .

    그림 입력이 되었을 때< 3-6-1 P0 ON >

    심볼 또는 사용자 워드 메모리 이름을 사용할 수도 있습니다 심볼을 사용할 경우 아래와 같이.

    사용하시기 바랍니다.

    그림 비교접점에 심볼 사용< 3-6-3 >

    그림 비교접점에 사용자 워드 메모리 사용< 3-6-4 >

    그림 입력이 되었을 때< 3-6-2 P0 OFF >

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    3.7. 자기유지 접점

    프로그램 작성①

    전기회로로 보는 모터동작 회로[ ] 래더언어로 보는 모터동작 프로그램[ ]

    을 누르면 모터가 동작합니다 이후 을 누르면 모터는"START BUTTON" , . , “STOP BUTTON" ,

    정지합니다 의 접점은 코일과 동시에 됩니다. "MOTOR" N.O "MOTOR" ON .

    ② 동작순서

    버튼을 누르지 않고 있으면 코일은 조건을, “MOTOR" ON성립하지 않으므로 되고 있다OFF .

    접점인 을 누르면 은N.O "START BUTTON" ,"START BUTTON"되고 이후에 접점인 은 버튼을 누르ON N.C “STOP BUTTON"

    지 않을 때는 연결된 접점이므로 된다 따라서, ON . ”MOTOR"코일은 된다ON .

    을 누르다가 띄우면 은"START BUTTON" , “START BUTTON"된다 하지만 코일이 되어 동시에 된OFF . , "MOTOR" ON , ON

    접점이 되어 있어”MOTOR" N.O ON , "MO코일은 계속 되어진다TOR" ON .

    접점인 은 누르지 않을 때는 계속N.C “STOP BUTTON" ON되어 있다 이후 정지하고 싶을 때 누르면 이어진 선이 끊. , ,기면서 코일을 시키며 동시에”MOTOR" OFF , "MOTOR" N.O접점도 되어진다OFF .

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    3.8. 특수 비트 메모리

    특수접점 메모리는 접점 또는 접점에서만 사용할 수 있습니다N.O N.C .

    @BEGIN 에 전원이 투입된 이후 첫 스캔동안만 됩니다: MEGAPLC OnN .

    항@ON, TRUE : 상 상태의 특수 메모리입니다ON .

    @OFF, FALSE 항상 상태의 특수 메모리입니다: OFF .

    @(n) 의 시간의 간격으로 스캔동안 됩니다 은 단위: n 1 ON . (n 10ms )

    시간의 종류는n 최대 개8 까지 사용할 수 있습니다.

    초마다 펑션블럭이 실행되어1 ADD의 값이 씩 증가합니다D0 1 .

    래더 프로그램[ ] 작동 설명[ ]

    @F(n) 의 시간의 간격으로 를 반복합니다 은 단위: n ON/OFF . (n 10ms )

    시간의 종류는n 최대 개8 까지 사용할 수 있습니다.

    초동안 코일이 초동안2 P32 ON, 2코일이 됨을 반복합니다P32 OFF .

    래더 프로그램[ ] 작동 설명[ ]

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    4. MP STUDIO

    그림< 4-1 MP STUDIO >

    단축 아이콘의 기능중 일부를 아래에 표시하였습니다.

    그림 단축아이콘< 4-2 >프로그램에서 사용한 데이터 메모리를 확인할 수 있는 기능입니다.①

    프로그램을 다운로드하기 전에 반드시 확인해 주세요 프로그램을 다운로드 하게 될, .②

    제품의 제품명을 선택하는 기능입니다.

    입 출력포트 또는 데이터 메모리의 심볼을 설정할 수 있는 기능입니다/ .③

    작성한 프로그램을 제품군에 다운로드하는 기능입니다MPS .④

    프로그램을 다운로드하기 전에 반드시 확인해 주세요 컴퓨터와 제품군을 연결한, . MPS⑤

    케이블의 다운로드 포트 및 제품군의 통신설정을 할 수 있는 기능입니다USB MPS .

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    4.1. 사용한 데이터 확인

    프로그램 작성 창에서 사용하고 있는 데이터 메모리를 확인할 수 있습니다.

    그림 비트 및 워드 메모리 사용< 4-1-1 M D >

    위와 같이 프로그램을 하였을 경우 비트 메모리의 사용한 데이터 메모리가 아래처럼, M

    표시됩니다.

    또한 워드 메모리의 사용한 데이터 메모리가 아래처럼 표시됩니다, D .

    그림 비트 메모리 사용한 데이터 확인< 4-1-2 M >

    그림 워드 메모리 사용한 데이터 확인< 4-1-3 D >

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    4.2. 데이터 메모리 설정

    데이터 메모리 영역 및 정전유지 영역을 설정할 수 있습니다.

    데이터 메모리의 영역 크기를 조절할 수 있습니다 위 그림의 데이터M, D, C, T . M, D①

    메모리는 각각 워드 영역으로 를512 M0~M8191 , D0 ~ D511, C0 ~ C512, T0 ~ T512

    사용할 수 있습니다.

    사용자 정의 메모리 영역의 크기를 조절할 수 있습니다 위 그림의 사용자 정의 메모리.②

    영역은 워드로서 사용자 정의 워드 메모리를 개 사용할 수 있습니다128 , “##” 128 . “#”

    사용자 정의 비트 메모리는 비트 만큼 사용할 수 있습니다 카운터와 타이머128 * 16 . (

    펑션블럭은 개의 사용자 비트 메모리를 사용합니다 즉 타이머 펑션블럭을 개 사용했다면2 . , 2

    비트의 사용자 메모리를 자동으로 사용하게 됩니다4 .)

    통신포트의 송 수신 버퍼의 크기를 조절할 수 있습니다 위 그림은 통신채널 의 버퍼를/ . 1~3③

    각각 워드로 설정하였으며 워드는 송신버퍼 수신버퍼 워드로 균등분배128 , 128 64, 64

    되어 할당됩니다.

    정전유지 영역을 설정할 수 있습니다 정전유지 영역으로 설정한 데이터 메모리는. MPS④

    제품군의 전원이 차단되어도 을 이용하여 데이터 메모리의 값을 기억하게 됩니다EEPROM .

    의 수명은 최소 번 이상 저장하게 되면 해당 섹션이 깨질 수 있습니다EEPROM 100,000 .⑤

    때문에 너무 빈번한 저장을 하지 말아야 합니다 그래서 마다 변경되는 타이머의 값은, . 10ms

    을 설정하여 에 저장하는 시간을 제한할 수 있습니다 을 으로Interval EEPROM . Interval 100

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    설정하면 초에 한번 씩 정전유지 영역을 에 저장합니다 단 정전유지 영역의1 EEPROM . ,

    메모리 값의 변동이 없을 경우 시간이 되어도 저장하지 않습니다Interval .

    디지털출력이 으로 시작되는 제품의 경우 이전 버전 사용 에 체크를 해야 합니다P20 “ I/O ” .⑥

    디지털출력 포트를 로 통일시키면서 디지털출력 포트의 숫자가 변경되었습니다 때문에P32 . ,

    디지털출력 포트가 으로 시작하는 기존 제품을 사용할 경우 이 옵션을 체크해야 합니다P20 .

    사용가능한 데이터 메모리의 영역 크기가 표시됩니다 위 그림은 워드를 추가로. 344⑦

    사용할 수 있습니다.

    4.3. 심볼 설정

    데이터 메모리의 심볼을 설정할 수 있습니다.

    심볼을 설정하면 래더 프로그램 창에서 와 같은 주소 를 입력하지, P0, D0 (Address)

    않고 심볼을 입력하여 프로그램할 수 있으며 래더 프로그램 창에 와 이, Address Symbol

    표시됩니다.

    추가하고자 하는 옵션 을 기입하고 키보드의 를Address, Symbol, Comment( ) “ENTER"①

    누릅니다 이때 에 입력된 메모리의 종류에 따라 탭에 자동분류됩니다. , Address P,M,D,C,T .

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    메모리의 종류별로 구분하여 볼 수 있도록 제공하는 탭입니다 메모리 탭을 선택하면. “M “②

    메모리의 심볼만이 하단에 표시됩니다M .

    등록되어 있는 심볼이 표시되며 더블클릭하여 수정할 수 있고 맨 하단의 빈칸에 새로운,③

    옵션 을 기입하여 새로운 심볼을 추가할 수 있습니다Address, Symbol, Comment( ) .

    심볼은 아래와 같은 특징이 있습니다.

    대 소문자를 구분하지 않습니다/ .

    띄어쓰기가 허용됩니다.

    첫글자는 로 시작할 수 없습니다“@” .

    와 같은 부등호를 사용할 수 없습니다“”, “=” .

    4.4. 데이터 테이블

    에서 실행 데이터 테이블을 실행하면 나타나는 테이블 입니다MP STUDIO -> .

    데이터 테이블은 데이터 메모리를 테이블로 작성하여 모니터링할 수 있습니다.⦁

    자주 확인해야 할 데이터 메모리 또는 프로그램이 길이서 한 화면에 보이지 않는 데이터⦁

    메모리를 테이블 화면으로 모니터링 할 수 있습니다.

    에 데이터 메모리를 입력하고 단축 아이콘을 누르거나 단축키를ADDRESS "M" Ctrl+M⦁

    사용하여 데이터 메모리의 값을 확인할 수 있습니다.

    키를 누르면 선택하고 있는 줄이 삭제됩니다DEL , .⦁

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    4.5. 프로그램 메모리 용량

    제품군은는 의 프로그램 메모리가 내장되어 있습니다MPS 126KB .⦁

    작성가능한 최대 프로그램 메모리의 용량과 프로그램 작성 창에서 사용한 프로그램 메모리⦁

    용량을 확인할 수 있습니다.

    래더 프로그램을 모두 완성하고 진행해 주시기 바랍니다.⦁

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    4.6. 문자열 검색

    에서 검색 문자열 검색을 실행하거나 키를 눌러 문자열 검색을 할 수MP STUDIO -> Ctrl + F

    있습니다.

    검색할 문자열을 찾을 내용 의 박스에 입력하여 다음 찾기 를 실행하면 문자를 검색하여“ ” “ ”⦁

    검색된 위치로 화면이 이동됩니다.

    대 소문자 구분 항목을 체크하면 검색할 문자열의 대문자 소문자를 구분하여 검색하게“ / ”⦁

    됩니다.

    단어 단위로 항목을 체크하지 않을 경우 를 검색하면 래더“ ” “Motor”⦁

    프로그램창에 일 경우도 검색을 하지만 체크할 경우 래더 프로그램창에 인“Motor2” , “Motor”

    경우만 검색하고 의 경우는 검색하지 않게 됩니다“Motor2” .

    찾을 내용 과 바꿀 내용 에 각각 문자열을 입력하고 바꾸기 를 실행하면 래더“ ” “ ” “ ”⦁

    프로그램에서 문자열을 검색하면서 실행할때마다 문자열 하나씩 변경합니다 모두. “

    바꾸기 를 실행하면 래더 프로그램에서 검색된 모든 문자열을 변경합니다” .

    위로 검색 옵션은 문자열을 검색할 때 아래에서 위로 검색하겠다는 것입니다“ ” .⦁

    체크를 하지 않을 경우 위에서 아래로 검색하게 됩니다, .

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    4.7. 옵션

    에서 설정 옵션을 실행합니다MP STUDIO -> .

    그리드 가로 크기

    래더 프로그램 그리드의 가로 크기를 설정할 수 있습니다.⦁

    그리드 세로 크기

    래더 프로그램 그리드의 세로 크기를 설정할 수 있습니다.⦁

    그리드 가로 개수

    래더 프로그램 그리드의 가로 개수를 설정할 수 있습니다.⦁

    헤더 글꼴

    래더 프로그램의 가로 행값이 표시되는 숫자의 글꼴을 설정할 수 있습니다.⦁

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    그리드 글꼴

    래더 프로그램에서 사용되는 글꼴을 설정할 수 있습니다.⦁

    그리드 배경 색상

    래더 프로그램의 배경 색상을 설정할 수 있습니다.⦁

    그리드 테두리 색상

    래더 프로그램의 그리드의 테두리 색상을 설정할 수 있습니다.⦁

    다이어그램 색상

    래더 프로그램의 접점과 펑션의 색상을 설정할 수 있습니다.⦁

    텍스트 색상

    래더 프로그램에서 사용되는 글꼴 및 모니터링을 실행하여 나타나는 변수값의⦁

    색상을 설정할 수 있습니다.

    모니터링 색상

    래더 프로그램에서 모니터을 실행하여 표시되는 변수값의 색상을 설정할 수 있습니다.⦁

    커서 색상

    래더 프로그램에서 사용되는 커서의 색상을 설정할 수 있습니다.⦁

    선택한 그리드 색상

    래더 프로그램에서 커서 이외에 선택한 그리드의 색상을 설정할 수 있습니다.⦁

    헤더 텍스트 색상

    래더 프로그램의 가로 행값이 표시되는 숫자의 색상을 설정할 수 있습니다.⦁

    입력텍스트박스 설정

    래더 프로그램에서 키를 누르면 나타나는 입력텍스트박스의 배경색상 및Enter⦁

    글씨색상을 설정할 수 있습니다.

    툴박스 색상

    펑션 블럭이 표시되는 툴박스의 배경색상 및 글씨색상을 설정할 수 있습니다.⦁

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    4.8. 펌웨어 버젼확인 및 다운로드

    펌웨어 버젼확인

    의 전원을 투입하고 다운로드 케이블을 와 연결합니다MEGAPLC PC .⦁

    를 실행합니다MP STUDIO .⦁

    프로그램 다운로드 항목을 참고해서 다운로드 포트설정을 확인합니다.⦁

    메뉴의 실행에서 펌웨어 버전 을 실행합니다“ ” .⦁

    펌웨어 다운로드

    의 전원을 투입하고 다운로드 케이블을 와 연결합니다MEGAPLC PC .⦁

    를 실행합니다MP STUDIO .⦁

    프로그램 다운로드 항목을 참고해서 다운로드 포트설정을 확인합니다.⦁

    메뉴의 실행에서 펌웨어 다운로드 를 실행합니다“ ” .⦁

    팝업된 탐색기에서 새로운 펌웨어 파일을 선택하여 다운로드를 실행합니다.⦁

    펌웨어 버젼확인 및 다운로드에 실패할 경우 프로그램 다운로드 항목을 참고해서 포트⦁

    확인 및 케이블 확인을 해보시기 바랍니다.

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    4.9. 래더 접점 생성

    커서를 접점을 생성할 위치로 마우스또는 키보드로 옮깁니다.

    키 또는 단축아이콘 접점F2 N.O을 클릭하면 접점이 생성됩니N.O다.

    키를 누르고 주소값 또는ENTER심볼을 입력한뒤 또는 키를ENTER TAB누릅니다.커서를 한칸 오른쪽으로 옮기고키를 누르면 가로 연결 접점이F5

    생성됩니다.

    키를 누르면 코일 접점이 생성F9됩니다.

    키를 누르고 주소값 또는Enter심볼을 입력하고 또는 키를ENTER TAB누릅니다.

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    커서를 세로 연결 접점을 만들 곳으로옮깁니다.

    키를 눌러 세로 연결 접점을F6만듭니다 커서의 오른쪽 하단이 세로.연결 접점의 시작 부분입니다.

    자기유지접점을 만들면,시작버튼을 누르면 모터가 계속동작하는 프로그램이 완성됩니다.

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    4.10. 래더 펑션블럭 생성

    펑션블럭을 삽입할 위치로 커서를 옮기고 펑션블럭 툴박스에서 생성할 펑션블럭을 더블클릭

    합니다.

    또는 펑션블럭을 삽입할 위치에서 키보드의 키를 누르면 입력박스가 생성됩니다"[" .

    입력박스에서 펑션블럭의 이름을 입력하고 버튼을 누르면 해당 펑션블럭이 생성됩니다OK .

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    4.11. 래더 편집 기능

    그리드 삭제

    삭제하고자 하는 그리드에 커서를 옮기고 키를 눌러 삽입한 접점을 삭제할 수 있습니다Del .

    만약 선택한 그리드에 세로연결접점이 있다면 처음 키를 누르면 가로 접점이 삭제되고 두, Del

    번째 키를 누르면 세로접점이 삭제됩니다Del .

    선택한 그리드 삭제

    마우스를 클릭한 상태에서 마우스를 움직이면 한 개 이상의 그리드를 선택할 수 있습니다.

    또는 키를 누른 상태에서 방향키로 여러 개의 그리드를 선택할 수 있습니다 여러 개의, Shift .

    그리드를 선택하고 키를 누르면 선택된 그리드의 점점이 모두 삭제됩니다Del .

    선택한 그리드의 외곽 그리드에 접점이 두개 이상 존재한다면 그리드 삭제 항목처럼 세로,※

    접점은 두번의 키를 누를때 삭제 됩니다Del .

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    그리드 이동

    커서로 이동시키고 싶은 그리드를 커서로 선택하거나 여러 개의 그리드를 선택하고, Ctrl +

    방향키를 누르면 선택한 그리드가 방향키의 방향으로 한칸 이동 됩니다 이때 움직여진 방향의. ,

    선택되지 않은 그리드는 삭제 됩니다.

    오른쪽으로 그리드 이동[ ]

    라인 삭제

    삭제하고자 하는 라인의 그리드를 커서로 선택하고 키를 누르면 선택한 라인의 열이, Ctrl + D

    삭제 됩니다.

    라인 삽입

    라인을 삽입하고자 하는 라인의 그리드를 커서로 선택하고 키를 누르면 선택한, Ctrl + L

    라인에 새로운 라인이 삽입 됩니다.

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    그리드 삽입

    커서 기준으로 오른쪽을 한 칸씩 이동시키는 기능입니다 그리드를 삽입할 그리드를 선택하고. ,

    키를 누르면 선택한 그리드의 오른쪽 접점들이 한칸씩 오른쪽으로 이동하게 됩니다Ctrl + Insert

    그리드 삭제

    그리드 삽입의 반대되는 기능입니다 그리드를 선택한 후 키를 누르면 선택한. Ctrl + Delete

    그리드가 삭제 되고 선택한 그리드 오른쪽 접점들이 한칸씩 왼쪽으로 이동하게 됩니다.

    그리드 복사

    복사할 그리드를 선택하고 키를 누르면 버퍼에 선택한 내용이 복사가 됩니다Ctrl + C .

    그리드 잘라내기

    잘라내기할 그리드를 선택하고 키를 누르면 버퍼에 선택한 내용이 복사가 되고Ctrl + X ,

    선택한 내용은 삭제됩니다.

    그리드 붙여넣기

    그리드 복사 또는 그리드 잘라내기를 하여 버퍼에 저장한 내용을 붙여넣을 그리드를 선택한

    후에 키를 누르면 됩니다 이때 여러 개의 그리드가 선택되어 있을 경우 왼쪽 상단이Ctrl + V . ,

    붙여넣기의 시작점이 됩니다.

    그리드 부분 선택

    그리드를 부분적으로 선택하여 삭제 복사 붙여넣기 이동을 할 수 있습니다/ / / .

    키를 누르고 부분적으로 선택할 그리드릴 마우스의 왼쪽키로 선택을 합니다 모두 선택을Ctrl .

    하였으면 누르고 있던 키를 뗍니다Ctrl .

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    실행취소

    래더를 편집하다 전에 프로그램 했던 내용을 복구하고 싶을때 키를 누르면 이전에Ctrl + Z

    프로그램한 내용을 하나씩 복구합니다 번 항목에서 실행취소를 하게 되면 번 항목으로. 2 , 1

    복구가 됩니다.

    재실행

    실행취소를 실행하여 복구했던 프로그램을 실행취소 하기 이전의 프로그램으로 복구합니다.

    위에서 실행취소 하여 복구된 번 항목에서 재실행을 하게 되면 번 항목으로 다시1 , 2

    복구됩니다.

    코멘트

    변수값을 입력해야 하는 접점을 제외한 그리드에 키를 입력 후 코멘트 앞부분에 를Enter “//”

    붙여 코멘트를 작성할 수 있습니다 두번째 모터. Ex) //

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    4.12. 모니터링

    모니터링 단축아이콘 또는 키를 사용하여 모니터링 시스템을 사용할 수 있습니다Ctrl+M .

    모니터링을 이용하여 제품의 메모리 정보를 실시간으로 확인할 수 있습니다MPS, MPA .

    그림 모니터링< 4-12-1 >

    빈 그리드에 메모리 주소를 입력하여 데이터 값을 확인할 수 있습니다.

    그림 빈공간에 모니터링 사용< 4-12-2 >

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    4.13. 강제 I/O

    의 실행 강제 메뉴에서 강제로 및 을 제어할 수 있습니다MP STUDIO -> I/O INPUT OUTPUT .

    ⚫ 디지털입력 접점을 의 디지털입력포트에 전기적인 신호와 상관없이 시킬 수PLC ON/OFF

    있습니다.

    디지털출력 접점을 프로그램과 상관없이 시킬 수 있습니다ON/OFF .⚫통신포트설정에서 다운로드 포트가 제어하고자 하는 와 연결된 포트로 설정되어 있어야PLC COM⚫

    합니다.

    강제 설정은 의 전원이 꺼졌다 켜져도 계속 유지됩니다I/O PLC .⚫

    4.13.1. FORCE

    설정한 강제 의 정보를 로 전송합니다I/O PLC .

    위 그림은 디지털입력 를 의 디지털입력 포트의 입력과 상관없이 무조건 시키도록:P0 PLC ON⚫체크하였으며 버튼을 누르면 에 적용됩니다, FORCE PLC .

    반대로 에 체크를 하고 버튼을 누르면 는 무조건 가 됩니다OFF FORCE P0 OFF .⚫

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    위 그림은 디지털출력 를 의 프로그램과 상관없이 무조건 시키도록:P32 LADDER LOGIC ON⚫체크하였으며 버튼을 누르면 에 적용됩니다, FORCE PLC .

    4.13.2. LOAD

    에 설정되엉 있는 강제 정보를 읽어와서 각각의 체크박스에 표시합니다PLC I/O P0~P63 .

    4.13.3. CLEAR

    현재 체크되어 있는 강제 체크박스를 모두 해제시킵니다I/O .

    4.14. 초기화EEPROM

    의 실행 초기화 메뉴에서 를 초기화 할 수 있습니다MP STUDIO -> EEPROM EEPROM .

    비휘발성 메모리인 를 으로 초기화 시킵니다EEPROM(4k Byte) 0 .⚫통신포트설정에서 다운로드 포트가 초기화 하고자자 하는 와 연결된 포트로 설정되어PLC COM⚫

    있어야 합니다.

    을 초기화 하는데 최대 약 초가 걸리며 그동안 오동작 방지를 위해 는EEPROM 35 , MP STUDIO⚫다른 동작을 못합니다.

    의 은 초기값이 이 아닌 난수입니다 을 사용하고자 할 경우PLC EEPROM 0 . EEPROM , EEPROM⚫초기화를 실행하여 개발한 제품의 초기값을 으로 만들 수 있습니다0 .

    4.15. 사용법 제품의 초기설정값 적용법EEPROM ( )

    의 초기값을 으로 만들지 않고 데이터 메모리 하나를 기준으로 그 값이 유저가 선택한EEPROM 0⚫특정값 이 아니면 초기값을 메모리에 저장시키고 이면 저장하지 않도록 하여 프로그램(Ex. 100) D 100

    다운로드할 때 한번만 에 초기값을 집어 넣도록 하는 방법을 사용할 수 있습니다EEPROM .

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    설정 데이터메모리에서 정전유지 영역의 사용을 체크하고 범위를 로MP STUDIO -> -> D 0~2

    설정합니다.

    을 아래와 같이 가 이 아닐 때 초기값을 에는 에는 로 만들고 다시LADDER LOGIC D0 100 D1 1, D2 2

    를 으로 만듭니다D0 100 .

    위와 같이 할 경우 처음에는 가 이 아니여서 과 는 각각 과 가 되고 는 이, D0 100 D1 D2 1 2 D0 100

    됩니다 이후 전원이 재투입되어서 프로그램이 동작하게 되면 는 에 의해 이 읽혀지. , D0 EEPROM 100

    므로 과 의 초기값은 과 가 아니게 됩니다 과 의 값은 터치디스플레이 등에서 별도로D1 D2 1 2 . D1 D2

    설정한 값이 읽히게 됩니다.

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    5. 펑션 블럭

    비트연산 이외에 다양한 연산 및 기능을 펑션블럭을 통하여 사용할 수 있습니다.⚫

    펑션블럭은 펑션블럭의 왼쪽의 접점상태가 이 될 때 실행되며 일때는 실행하지 않습니다ON , OFF .⚫또한 펑션블럭 실행결과를 펑션블럭의 오른쪽으로 또는 로 출력됩니다, ON OFF .

    대부분의 펑션블럭은 실행조건의 접점상태가 실행결과의 접점상태로 출력되지만 비교펑션 타이머, , ,⚫카운터 등은 실행결과가 실행출력됩니다 또한 실행중 오류가 발생할 경우 로 실행출력합니다. , , OFF .

    예를들어 펄스출력 펑션블럭 의 채널입력 매개변수에 워드 메모리 를 입력해놓았는데, (PWM) D0( ) ,

    가 일 경우 범위를 넘었을 경우 실행출력은 로 출력됩니다D0 100 OFF .

    펑션블럭의 기능은 각각의 펑션블럭 설명 페이지에서 상세히 확인하실 수 있습니다.⚫

    펑션블럭▢

    그림 펑션블럭< 5-3 >

    단축키는 입니다 키 우측에 위치하는 키입니다“ [ ” . P .⚫단축키를 입력하면 생성되는 입력박스에서 펑션블럭 이름만을 입력하거나 펑션블럭과⚫

    파라미터 모두를 입력하면 펑션블럭이 생성됩니다.

    펑션블럭 이름과 매개변수 모두 입력했을 경우▢

    각각의 파라미터는 해당 파라미터 위에서 키를 눌러 파라미터값을 변경할 수"ENTER"⚫있습니다.

    그림 가로형 펑션블럭 입력박스< 5-4 > 그림 가로형 펑션블럭< 5-5 >

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    펑션블럭 이름만 입력했을 경우▢

    그림 가로형 펑션블럭 입력박스< 5-6 > 그림 가로형 펑션블럭< 5-7 >

    각각의 파라미터는 해당 파라미터 위에서 키를 눌러 파리미터값을 입력해야"ENTER"⚫합니다.

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    5.1. 비교 펑션블럭

    비교 펑션블럭은 입력 파라미터 과 를 비교하여 결과를 에 로IN1 IN2 ENO ON/OFF⚫출력합니다.

    ___________________________________________________________________________________

    비교접점 비트접점 과 같은기능입니다( ) .⚫

    펑션블럭 설 명= 값과 값이 같을 때 가 됩니다IN1 IN2 , ENO ON . 값과 값이 다를 때 가 됩니다IN1 IN2 , ENO ON .> 값이 값보다 클 때 가 됩니다IN1 IN2 , ENO ON .< 값이 값보다 작을 때 가 됩니다IN1 IN2 , ENO ON .>= 값이 값보다 크거나 같을 때 가 됩니다IN1 IN2 , ENO ON .

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    5.2. 수학 펑션블럭

    수학 펑션블럭의 종류⚫

    펑션블럭 설 명ADD 값과 값을 덧셈하여 으로 출력합니다IN1 IN2 OUT .SUB 값과 값을 뺄셈하여 으로 출력합니다IN1 IN2 OUT .MUL 값과 값을 곱셈하여 으로 출력합니다IN1 IN2 OUT .DIV 값과 값을 나눗셈하여 으로 출력합니다IN1 IN2 OUT .INC_I 값을 증가시킵니다IN 1 .DEC_I 값을 감소시킵니다IN 1 .

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    5.2.1. ADD

    과 를 덧셈한 결과값을 에 저장합니다IN1 IN2 OUT .⚫___________________________________________________________________________________

    Example▢

    입력접점 가 되면 와 을 덧셈하여 에 저장하고 코일이:P0 ON , IN1:D0 IN2:100 OUT:D1 P32⚫됩니다ON .

    펑션블럭은 키보드의 키를 누른 후 를 입력하여 생성할 수 있습니다“ [ " ADD .⚫

    그림 펑션블럭< 5-2-1 ADD >

    모니터링을 하면 아래와 같이 결과값을 보실 수 있습니다.⚫

    그림 펑션블럭 모니터링< 5-2-2 ADD >

    파라미터는 형식으로 양수와 음수 계산이 가능합니다Signed .⚫

    과 의 파라미터의 메모리 타입은 파라미터에 의해 자동계산됩니다IN1 IN2 OUT .⚫파라미터가 더블워드일 경우 파라미터가 워드여도 자동으로 워드를 더블워드로OUT , IN1

    치환해서 계산하게 됩니다.

    Caution▢

    과 의 메모리 타입은 메모리 타입보다 작으면 안됩니다IN1 IN2 OUT .⚫메모리 타입이 워드일 경우 과 의 메모리 타입은 워드와 더블워드를 사용할 수OUT , IN1 IN2

    있습니다 메모리 타입보다 작은 바이트를 사용할 경우 음수 계산에서 오차가. OUT

    발생합니다.

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    5.2.2. SUB

    과 를 뺄셈한 결과값을 에 저장합니다IN1 IN2 OUT .⚫___________________________________________________________________________________

    Example▢

    입력접점 가 되면 과 을 뺄셈하여 에 저장하고 코일이:P0 ON , IN1:100 IN2:30 OUT:D0 P32⚫됩니다ON .

    펑션블럭은 키보드의 키를 누른 후 를 입력하여 생성할 수 있습니다“ [ " SUB .⚫

    그림 펑션블럭< 5-2-3 SUB >

    파라미터는 형식으로 양수와 음수 계산이 가능합니다Signed .⚫

    과 의 파라미터의 메모리 타입은 파라미터에 의해 자동계산됩니다IN1 IN2 OUT .⚫파라미터가 더블워드일 경우 파라미터가 워드여도 자동으로 워드를 더블워드로OUT , IN1

    치환해서 계산하게 됩니다.

    Caution▢

    과 의 메모리 타입은 메모리 타입보다 작으면 안됩니다IN1 IN2 OUT .⚫메모리 타입이 워드일 경우 과 의 메모리 타입은 워드와 더블워드를 사용할 수OUT , IN1 IN2

    있습니다 메모리 타입보다 작은 바이트를 사용할 경우 음수 계산에서 오차가. OUT

    발생합니다.

    그림 펑션블럭 모니터링< 5-2-4 SUB >

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    5.2.3. MUL

    과 를 곱셈한 결과값을 에 저장합니다IN1 IN2 OUT .⚫___________________________________________________________________________________

    Example▢

    입력접점 가 되면 과 을 곱셈하여 에 출력되고 코일이:P0 ON , IN1:10 IN2:20 OUT:D0 P32⚫됩니다ON .

    펑션블럭은 키보드의 키를 누른 후 을 입력하여 생성할 수 있습니다“ [ " MUL .⚫

    파라미터는 형식으로 양수와 음수 계산이 가능합니다Signed .⚫

    과 의 파라미터의 메모리 타입은 파라미터에 의해 자동계산됩니다IN1 IN2 OUT .⚫파라미터가 더블워드일 경우 파라미터가 워드여도 자동으로 워드를 더블워드로OUT , IN1

    치환해서 계산하게 됩니다.

    Caution▢

    과 의 메모리 타입은 메모리 타입보다 작으면 안됩니다IN1 IN2 OUT .⚫메모리 타입이 워드일 경우 과 의 메모리 타입은 워드와 더블워드를 사용할 수OUT , IN1 IN2

    있습니다 메모리 타입보다 작은 바이트를 사용할 경우 음수 계산에서 오차가. OUT

    발생합니다.

    그림 펑션블럭< 5-2-5 MUL >

    그림 펑션블럭 모니터링< 5-2-6 MUL >

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    5.2.4. DIV

    과 를 나눗셈한 몫을 에 저장하고 나머지를 에 저장합니다IN1 IN2 OUT , REM .⚫___________________________________________________________________________________

    Example▢

    입력접점 가 되면 와 를 나눗셈하여 몫을 에 저장하고 나머지를:P0 ON , IN1:203 IN2:2 OUT⚫에 저장합니다 그리고 코일이 됩니다REM . , P32 ON .

    펑션블럭은 키보드의 키를 누른 후 를 입력하여 생성할 수 있습니다“ [ " DIV .⚫

    그림 펑션블럭< 5-2-7 DIV >

    파라미터는 형식으로 양수와 음수 계산이 가능합니다Signed .⚫

    과 의 파라미터의 메모리 타입은 파라미터에 의해 자동계산됩니다IN1 IN2 OUT .⚫파라미터가 더블워드일 경우 파라미터가 워드여도 자동으로 워드를 더블워드로OUT , IN1

    치환해서 계산하게 됩니다.

    Caution▢

    과 의 메모리 타입은 메모리 타입보다 작으면 안됩니다IN1 IN2 OUT .⚫메모리 타입이 워드일 경우 과 의 메모리 타입은 워드와 더블워드를 사용할 수OUT , IN1 IN2

    있습니다 메모리 타입보다 작은 바이트를 사용할 경우 음수 계산에서 오차가. OUT

    발생합니다.

    그림 펑션블럭 모니터링< 5-2-8 DIV >

  • MP STUDIO MANUAL

    - 48 -

    5.2.5. INC_I

    값을 증가시킵니다IN 1 .⚫___________________________________________________________________________________

    Example▢

    입력접점 가 되면 를 증가시킵니다 그리고 코일이 됩니다:P0 ON , IN:D0 1 . , P32 ON .⚫

    접점이 없으면 펑션블럭은 초에 약 번 실행이 되어 는 이Positive Edge INC_I 1 1000 D0 1⚫아닌 이 됩니다 때문에 가 이 될 때 단 한번 펑션블럭이 실행되도록1000 . , P0 ON INC_I

    접점을 펑션블럭 앞에 추가하였습니다Positive Edge INC_I .

    펑션블럭은 키보드의 키를 누른 후 를 입력하여 생성할 수 있습니다“ [ " INC_I .⚫

    그림 펑션블럭 모니터링< 5-2-9 INC_I >

  • MP STUDIO MANUAL

    - 49 -

    5.2.6. DEC_I

    값을 감소시킵니다IN 1 .⚫___________________________________________________________________________________

    Example▢

    입력접점 가 되면 를 감소시킵니다 그리고 코일이 됩니다:P0 ON , IN:D0 1 . , P32 ON .⚫

    접점이 없으면 펑션블럭은 초에 약 번 실행이 되어 는 이Positive Edge DEC_I 1 1000 D0 -1⚫아닌 이 됩니다 때문에 가 이 될 때 단 한번 펑션블럭이 실행되도록-1000 . , P0 ON DEC_I

    접점을 펑션블럭 앞에 추가하였습니다Positive Edge DEC_I .

    펑션블럭은 키보드의 키를 누른 후 를 입력하여 생성할 수 있습니다“ [ " DEC_I .⚫

    그림 펑션블럭 모니터링< 5-2-10 DEC_I >

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    - 50 -

    5.3. 카운터 펑션블럭

    업카운터 다운카운터 업다운카운터 는 소프트웨어적으로 카운트 하는(CTU), (CTD), (CTUD)⚫펑션블럭입니다.

    고속카운터 는 하드웨어적으로 카운트 하는 펑션�