StateMachine
Top_SM_Diagram
new block definition
Idle
A state of the state machine
StateActivation
State Machine activations
Action
State activations
Initialize
State activations
InitialEventExtract
new block definition
InitialEventExtract2
new block definition
activatedSetSignal
Set signal name
activatedGetSignal
Get signal name
GetEvent
Get Event (Activation signal) when activated
SetEvent
Set Event (Activation signal)
IsEventActive
Is Event active
Constant
This block is a constant value generator.
1shot
Output is 1 for one event when input transitions from zero to non-zero, 0 otherwise
onequal
Set to 1 when current value == previous value
onfall
Set to 1 when current value < previous value
onrise
Set to one when current value > previous value
toggle
new block definition
Counter
Counter block with counting based on events and reset
SM_Time
Timer: time can be reset and checked by events
TimerEx
Timer block.
Timer
Timer block
TimerEx2
Timer block.
Timer2
Counter block with counting based on events
GetPreviousSignalValue
Get signal name
IfThenElse
The IfThenElse block redirects its activation signal to one of its output activation ports, creating synchronism between its outgoing event and activating event. The activation port the block selects depends on the value of the regular input: when the value is larger than zero, the block selects the first output activation port, otherwise the block selects the second port.
SwitchCase
This block directs the incoming event to one of the output activation ports depending on the value of the regular input.
IfExpressions
This block implements the conditional construct if-then-elseif-...-else-end. One and only one of the output activation ports is fired synchronously when the block is activated.
InitialEvent
This block generates an activation signal at the initial time.
StateNumber
This block provides the state number of the active state.
Animate
Placed in a State Machine diagram, it animates the state activations