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Symbol Factory .NET, “Bands” are a set of conditions that will trigger an animation when those conditions are met. For example, you can have an animation that blinks the symbol a green color with the value of property AnalogIntValue1 goes above 50. Or, you can have an animation that colors the symbol a solid red if the value of a discrete tag goes high.
Bands are great at setting up alarm conditions such as “HiHi”, “Hi”, “Normal”, “Lo”, and “LoLo”, as the example below shows:
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Here, each Band represents an alarm condition that changes when the value of a property in the component (in this example, AnalogValue1), reaches or exceeds the breakpoints. So, for example, a “HiHi” alarm will change the symbol to “Blink Solid” the color “Red” when the value of property “AnalogValue1” meets or exceeds “90”.
Different Types of Bands
There are four types of bands:
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- None - no animation will be done on this symbol.
- AnalogColorFill - Animations are based upon the changing of the property AnalogValue1. This is a floating point (or Real) value.
- DiscreteColorFill - Animations are based upon the changing of the property DiscreteValue, which is part of the Bands collection for each symbol. This is a discrete (or boolean) value.
- AnalogIntegerColorFill - Animations are based upon the changing of the property AnalogIntValue1. This is an integer value.
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Number of Bands
Initially, when you first change your AnimationMode from “None” to something else, you are given seven bands. You can change this value by clicking on the up or down arrows within the BandCount field.
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The number of bands that you can have is limited to 50. Normally, this should be sufficient for your needs. However, if you feel that you need more, please open a support ticket with us and we’ll review your requirements.
The Bands Themselves.
Finally, you can then define your bands to show your animations.
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There are three areas you can define for an animation:
- Style - this defines how the animation will actually animate. This includes blinking, solid or shaded color.
- Color - this defines the color of the animation.
- Breakpoints - this defines at which point the value of AnalogIntValue1, AnalogValue1, or DiscreteValue will activate the animation.
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