04-14-2010 05:56 PM
elset191 wrote:
Value(Signaling) is in the property node, not the event structure. I think you are losing it.
Is it Monday? I've totally lost it on that one. DUH....
04-15-2010 12:00 AM
04-15-2010 04:00 AM
eximo wrote:
Yes, but when I did that, it triggered continuously, which defeated the purpose of the event structure.
04-15-2010 08:22 AM
These two examples contain what I'm trying to accomplish, but neither work.
Altenbach if you would have a peak at them.
One triggers continuously, the other never triggers the event.
The approach is simple.
Press button
button activates timer
timer expires
event triggers and depress button
But I can't figure out how to do that using an event loop
04-15-2010 08:28 AM
04-15-2010 08:32 AM
In the one where you do use the Value signalling node, you fail to reset the the elapsed time timer, so the timer remains true, and you constantly retrigger the event structure. (In your other VI, you have failed to use value (signalling).
One other thing I noticed is that you have a property node for Value for Artifact Bump rather than Value (signalling).
I suggest you run your VI with execution highlighting turned on so you can understand how it is working now. I think you are making this way more complicated. Why do you have two event cases, one for Artifact Bump and one for Time has elapsed? There purposes seem to intermesh in a way that looks like it could cause a firestorm of events begin generated.
There is another way you could handle value changes, put the value (signalling) node in a case structure so that it only gets written to when True. If you only want the first False to True transition, you can store the value in a shift register and use boolean functions so that True is only returned if the previous iteration is False (NOT True) AND the current iteration is True.
04-15-2010 08:54 AM
04-15-2010 08:56 AM
04-15-2010 08:58 AM
This is part of a much larger and more complicated program, hence why it is complicated.
If I used shift registeres to monitor when the value changed, and then used a true false to make sure I only capture when the value is going from negative to positive, I can't see a reason to use the event structure at all. The whole point of using the event structure is that it does that.
04-15-2010 09:00 AM
That doesn't work at all, the artifact should remain on until the time has elapsed, and the timer should not be automatically reseting, it should only reset when the artifact is initially pressed.
This triggers continuously and continuously resets the timer.