Toshiba STE 58762 Welding System User Manual

Toshiba STE 58762 Welding System User Manual | Manualzz

STE 58762

INSTRUCTION MANUAL

INDUSTRIAL ROBOT SR SERIES

ROBOT LANGUAGE MANUAL

Notice

1. Make sure that this Instruction Manual is delivered to the final user of the Toshiba Industrial Robot.

2. Please read this manual before using the Toshiba Industrial

Robot.

3. Please read the “Safety Manual” also.

4. Keep the manual nearby for further reference during use of the robot.

TOSHIBA MACHINE CO.,LTD.

1998- 3

STE 58762

Copyright 1997 by Toshiba Machine Co., Ltd.

All rights reserved.

No part of this document may be reproduced in any form without obtaining prior written permission from the Toshiba Machine Co., Ltd.

The information contained in this manual is subject to change without notice.

- -

STE 58762

PREFACE

This manual explains the SCOL robot language, commands and programming procedures as they apply to Toshiba SR Series industrial robots.

SCOL stands for "Symbolic Code Language for Robots" and is a robot language made up of various commands used to control the robot. By using these commands, it is possible to create programs to make the robot do what you want.

This manual is directed at those who have never written a robot program, and at those who have much programming experience. However, this manual only covers SCOL robot language. For information on Toshiba SR Series industrial robots themselves, please refer to the following manuals:

This Manual is organized as follows:

[1. An Outline of Robot Language]

This chapter explains the connection between robot language and robot movement, and presents a rough outline of commands used in robot language. Be sure to read this chapter in order to get a grasp of the fundamentals of robot language.

[2. Writing Programs in Robot Language]

This chapters describes various rules for writing a program with robot language. Be sure to read this chapter before starting to write your own programs.

[3. Explanation of Robot Commands]

Here we describe in detail what each command means and does. These commands are listed in alphabetical order for your convenience. This chapter will come in useful when you write programs on your own.

[4. Program Examples]

In this chapter, we explain various programming examples. Be sure to use this chapter for reference when writing your own programs.

- -

STE 58762

[5. Programming Hints and Warnings]

This chapter explains timing considerations, things not to do, and things to watch out for when writing a program. Be sure to read it before beginning work on your own program. Also, be sure to look this chapter over should your program not be working the way you intended.

- -

STE 58762

TABLE OF CONTENTS

CHAPTER 1 AN OUTLINE OF ROBOT LANGUAGE

1.1 ROBOT MOVEMENT ・・・・・・・・・・・・・・・・・・・・・ 1-1

1.2 ROBOT LANGUAGE ・・・・・・・・・・・・・・・・・・・・・ 1-3

1.3 TYPES OF COMMANDS ・・・・・・・・・・・・・・・・・・・ 1-5

CHAPTER 2 WRITING PROGRAMS IN ROBOT LANGUAGE

2.1 PROGRAM CONFIGURATION ・・・・・・・・・・・・・・・・ 2-1

2.1.1 2-1

2.2 CHARACTER SET ・・・・・・・・・・・・・・・・・・・・・・ 2-3

2.3 IDENTIFIERS ・・・・・・・・・・・・・・・・・・・・・・・・ 2-4

2.4 VARIABLES AND CONSTANTS ・・・・・・・・・・・・・・・・ 2-5

2.4.1 2-5

2.4.2 2-7

2.5 MATHEMATICAL FUNCTIONS ・・・・・・・・・・・・・・・・ 2-12

2.6 LABELS ・・・・・・・・・・・・・・・・・・・・・・・・・・ 2-19

2.7 REMARKS AND COMMENTS・・・・・・・・・・・・・・・・・ 2-20

- -

STE 58762

2.8 PROGRAMS ・・・・・・・・・・・・・・・・・・・・・・・・ 2-21

Program Declaration・・・・・・・・・・・・・・・・・・・・ 2-21

2.8.3 2-24

CHAPTER 3 EXPLANATION OF ROBOT COMMANDS

3.1 COMMAND EXPLANATIONS ・・・・・・・・・・・・・・・・・ 3-1

3.2 EXPLANATION OF COMMANDS ・・・・・・・・・・・・・・・ 3-7

CHAPTER 4 PROGRAM EXAMPLES

CHAPTER 5 PROGRAMMING HINTS AND WARNINGS

5.1 PROGRAM EXECUTION TIMING ・・・・・・・・・・・・・・・ 5-1

5.1.1

Arm Movement and Signal I/O Timing ・・・・・・・・・・・

5-1

5.2 THINGS NOT TO DO WHEN PROGRAMMING ・・・・・・・・・ 5-7

5.3 THINGS TO WATCH OUT FOR WHEN WRITING A PROGRAM・・ 5-8

Types of Commands・・・・・・・・・・・・・・・・・・・・ 5-8

5.3.4 5-22

5.3.7 5-30

5.3.8 5-31

- -

STE 58762

APPENDIX A LIST OF COMMANDS ・・・・・・・・・・・・・・・・・ 6-1

APPENDIX B LIST OF RESERVED WORDS ・・・・・・・・・・・・・ 6-4

APPENDIX C CONTENTS OF LIBRARY FILE (SCOL.LIB)・・・・・・・・ 6-5

APPENDIX D DOMAINS AND RANGES OF CALCULATOR FUNCTIONS ・・ 6-8

APPENDIX E HOW TO READ SYMBOLS ・・・・・・・・・・・・・・・ 6-9

- -

STE 58762

CHAPTER 1

AN OUTLINE OF ROBOT LANGUAGE

This chapter describes the connection between robot language and robot movement, and presents a rough outline of commands used in robot language.

1.1 ROBOT MOVEMENT

Robots do work in place of people. For example, let’s say that somebody has to attach a part to a workpiece coming down a conveyor. The employee takes a part from a parts bin and attaches the part to a workpiece transported to his or her station by a conveyor. If we were to set up a robot to do this work instead, we would have an arrangement something like that shown in Figure 1.1.

Parts feeder

Wokpiece

Conveyor

Fig. 1.1 Assembly work

Here, the robot grabs a part from the parts feeder and attaches the part to a workpiece coming down the conveyor. considering this work from the point of view of the robot (and not, for example, from the point of view of the parts feeder or conveyor), we would come up with a diagram like that of

Figure 1.2. In this Figure, the robot first moves straight down from Point B to Point A, where it grabs a part. After grabbing the part, the robot moves back up from Point A to Point B. From

Point B, the robot moves the part to Point C, which is directly above the part attachment location

Point D. The robot then drops down from Point C to Point D, and attaches the part to the workpiece. When the robot is finished attaching the part, it moves back up to Point C, and then finally back to Point B. This completes one work cycle.

- -

STE 58762

A: Position where robot grips a part.

B: Position just above A

Fig. 1.2 Robot movement

C: Position just above D

D: Position where a part is mounted.

- -

STE 58762

1.2 ROBOT LANGUAGE

Robots do assembly work and other tasks in place of people.

However, someone still has to teach the robot what to do.

Robots will only do what you tell them to do, and it's important to tell them exactly what you want it to do.

Telling a robot what to do is called "teaching." Making a robot do what you taught it to do is called

"playback." Of course, this only applies to what are called "playback robots," which repeat (or playback) the movements you instructed the robot when teaching. Toshiba SR Series robots are playback robots.

There are various ways to teach a robot what to do. One way is to physically move the robot through the work cycle (while, of course, the robot is in the teaching mode). The robot remembers the locations where it was moved and, in the playback mode, retraces this path and performs the work. This is the usual method for teaching painting robots and spot welding robots.

However, things get more complicated when dealing with peripheral devices (such as a parts feeder or a conveyor belt). In such a case, you must coordinate the movements of the robot with the movements of the peripheral devices. In the previous example, we talked about a robot attaching a part to a workpiece coming down a conveyor line. However, what if we want to attach different parts to different workpieces? What do we do if the robot misattaches the part and we want to try again?

In order to tell the robot what to do, we need to express robot actions in terms the robot understands. This is the purpose of robot language. A robot language is nothing more than a set of words describing robot actions. An arrangement of these words used to control the movement of the robot is called a program. Writing a program is called programming.

There are various robot languages in existence. However, SR Series robots use SCOL (Symbolic

Code Language for Robots), a language developed specifically for robots. Therefore, we will limit our discussion of robot languages to SCOL in this Manual.

- -

STE 58762

If we were to write a program in SCOL for the previous example (in which we attach a part from a parts feeder to a workpiece on a conveyor), it would look like this:

PROGRAM ASSEMBLY

MOVE B

OPEN1

Move to Point B.

Open Hand 1.

Move to Point A. MOVE A

CLOSE1

DELAY

MOVE B

MOVE C

0.5 Wait 0.5 seconds before grabbing the part.

Move to Point B.

Move to Point c.

MOVE D

OPEN1

DELAY

MOVE C

0.5

Move to Point D.

Open Hand 1.

Wait 0.5 seconds before letting go off the part.

Move to Point c.

Move to Point B.

END

MOVE B

The word PROGRAM marks the beginning of a program and the word END marks the end of a program. The name of this particular program is ASSEMBLY. The commands should not be too hard to understand. MOVE A means to move to Point A. OPENi and CLOSE 1 mean to, respectively, open and close Hand 1. (There are two hands.) DELAY 0.5 means not to do anything for 0.5 seconds. Furthermore, the locations of Points A, B, C and D are defined (taught) beforehand by physically guiding the robot (in the teaching mode) to these points. (To put it another way, the location of these points is not defined by the program itself.)

By arranging a series of commands in the order that you want things done, SCOL allows you, the programmer, to express just what the robot is supposed to do in terms that the robot understands.

- -

STE 58762

1.3 TYPES OF COMMANDS

In the previous section, we saw how SCOL is used to express the action of the robot.

Here, we explain a little bit more about SCOL commands themselves.

In addition to commands like "MOVE A" which actually move the robot, there are many other commands which do such things as send signals to other equipment (such as conveyors, parts feeders, process computers, etc.) or direct the robot to do the same thing over and over again.

Table 1.1 presents a list of SCOL commands.

All SCOL commands can be roughly classified into one of six categories.

(1) Movement control commands

These commands move the robot. Commands which temporarily stop the robot, interrupt movement, or restart the robot are also included in this category. Commands which actually move the robot are called movement commands.

(2) Program control commands

Program control commands control the execution of the program by doing such things as executing certain parts of the program in accordance with external signals or causing portions of the program to be carried out repeatedly.

(3) I/O (Input/output) control commands

These commands are used to read in (input) or send out (output) signals to and from external equipment, such as the teach pendant. Data input/output of hand open/close communication channel are included in the I/O control command.

(4) Movement condition commands

These commands are used to specify the configuration and speed of various joints of the robot while it is moving.

These commands are used to invoke (use) mathematical functions such as the trigonometric functions (sin, cos, etc.) and the square root function.

- -

STE 58762

(6) Movement reference commands

These commands are used to reference and check the movement of the robot. For example, these commands could be used to determine what percentage of a certain motion has been completed at a certain time. By including these commands in your program, you can set timers and make sure robot motions do not interfere with each other.

These commands are meant to be used in combination with other commands in your program. By skillfully placing such commands in the right places, you can, for example; (1) Get the robot to send out a signal to an external device when the robot has completed 70% of a certain motion. (2)

Should one motion not follow another motion within a certain period of time, have the program branch off to an error loop.

Movement control commands (1) Move the robot.

(2) Temporarily stop the robot.

(3) Move the robot hand.

(4) Interrupt or restart operation.

Program control commands (1) Monitor external signals, timers, etc.

MOVE, MOVES, MOVEC,

MOVEA, MOVE1, READY

DELAY

OPEN1, OPENI1, OPEN2,

OPENI2, CLOSE1, CLOSEI1,

CLOSE2, CLOSEI2, UP,

DOWN, TURNL, TURNR

BREAK, RESUME, PAUSE

ON ~ DO ~,

IF ~ THEN ~ ELSE,

WAIT, IGNORE

PROGRAM, GOTO, RCYCLE,

RETURN, FOR ~ NEXT, STOP,

END

TASK, KILL, SWITCH

REMARK

I/O control commands to aid in program debugging and modification.

(1) Input and output of externa l signals.

DIN, DOUT,

PULOUT, RESET,

BCDIN, BCDOUT

PRINT, INPUT

Movement condition commands

(2) Input and output of commu nication data.

(1) Specify conditions for controlling robot movement.

CONFIG, ACCUR, ACCEL,

DECEL, SPEED, PASS,

TORQUE, GAIN, ENABLE,

SETGAIN, DISABLE, NOWAIT,

PAYLOAD, FREELOAD,

SWITCH

- -

Calculator functions

STE 58762

Movement reference commands

(1) Perform calculations for real numbers. involving positional and coordinate data.

SIN, COS, TAN, ASIN, ACOS,

ATAN, ATAN2, SQRT, ABS,

SGN, INT, REAL, LN, MOD,

LOGIO, EXP, AND, OR, NOT

HERE, DEST, POINT, TRANS

DIM, AS

(1) Check robot movement. MOTION, MOTIONT, REMAIN

(2) Check system movement. REMAINT, TIMER, MODE

(3) Assign a coordinate

system.

TOOL, BASE, WORK

Define GLOBAL, END

(2) Restore an updated value in the program file.

RESTORE

- -

STE 58762

CHAPTER 2

WRITING PROGRAMS IN ROBOT LANGUAGE

In Chapter 1, we got a rough idea of what a robot language is and how it works. Now, in Chapter

2, we will describe how to write a program in robot language.

2.1 PROGRAM CONFIGURATION

Below we present a general outline of program configuration with the SCOL language.

2.1.1 Files

In order to get the robot to perform a task, you need both a program written in robot language and positional data for use by the program. That is, for each job you want the robot to do, you have to have a matched set of a program (or programs) and data. This matched set is called a file.

Program editing, execution, saving and loading are all done in units of files.

2.1.2 Program

A program is an arrangement of words in robot language that tell the robot what you want it to do.

A program may "call" (use) other programs from inside of the original program. The original program is referred to as the main program. These other programs are called subprograms since, from the point of view of the main program, they are secondary. It is often convenient to make sub- programs for sequences that are used often or for sequences that are more or less selfcontained. These subprograms can then be called when you need them. Subprograms save you the trouble of having to write the same thing many times and, if used properly, can make your job a lot easier.

You can include many programs in a single file. Unless you specify differently (in the command lines at beginning of the file), the robot will assume that the first program in your file is the main program. In order to call a subprogram, the subprogram must be in the same file as the main program. Also, just because you may have several programs lined up in the file does not necessarily mean that all the programs will be executed. As far as the robot is concerned, its job is over when the main program is completed (i.e., when the robot reaches the final END statement of the main program), and if the other programs have not been called by that time they will never be called.

A plural number of programs can be executed at the same time, using the TASK command

(multitask execution). For details of the multitask execution, see Para. 2.8.

- -

STE 58762

Programs are edited with the teach pendant using the controller screen editor function. For information on how to use the screen editor, see the "operating Manual."

2.1.3 Positional Data

Positional data for use in a program (or programs) must be placed in the same file as the program

(or programs). Positional data in a file can be accessed (used) by all programs in that file.

However, positional data in a file cannot be accessed by any programs not in that file.

Positional data is "fed" to the robot using the data editor function of the controller. See the operating Manual for information on how to use the data editor.

- -

STE 58762

2.2 CHARACTER SET

The SCOL character set is made up of alphanumeric characters and the following special symbols.

Alphanumeric characters

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z a b c d e f g h i j k l m n o p q r s t u v w x y z

1 2 3 4 5 6 7 8 9 0

Special symbols

“ ‘ ( ) + - * / , . < > =

! [ ] ( ) % ^ & ?

With the exception almost all of the small letters, these characters and symbols can all be input from the teach pendant. When executing a program, the robot makes no distinction between capital letters and small letters. For reading method of symbols, see "Appendix E."

- -

STE 58762

2.3 IDENTIFIERS

In the SCOL robot language, identifiers are used to express commands, program names, variable names, and labels (which are used to specify program branches). Identifiers must start with an alphabetic character, although alphabetic characters, numerals, or any combination of the two may follow. There is no particular limit on length, although the robot will only differentiate the first ten alphanumeric characters. The robot does not care whether you use capital or small letters, since it will treat them the same anyway.

For example, as far as the robot is concerned, all four of the following are the same:

T O S H I B A R O B t o s h i b a r o b

T O S H I B A R O B O T t o s h i b a r o b o t

With a few exceptions, small letters cannot be input from the teach pendant. Also, you cannot use any special symbols or include any spaces in the names for identifiers. (Instead, special symbols or spaces are used to separate identifiers.) For example, the robot will consider the following as different:

T O S H I B A R O B O T

T O S H I B A R O B O T

“TOSHIBA ROBOT” will be interpreted as two different identifiers, i.e., TOSHIBA and ROBOT.

Some identifiers have already been defined by the SCOL language itself. These are called reserved words, and you as the programmer cannot use them for any other purpose except for that already defined. (For example, PROGRAM is a reserved word used to tell the robot when a program will follow. Therefore you cannot, for example, go and call one of your variables

PROGRAM since the robot will have no idea of what you are talking about.)

A list of reserved words is shown in Appendix B. In addition to SCOL commands, you will find words used in the computer system and words set assigned for future expansion.

Do not use identifiers with the same name for different meanings. For example, if you decide to call your program GEORGE, do not go and name any variables GEORGE. If you do, you may get an error when you try to execute your program. At the very least, you will be sorry when it's time to debug your program.

- -

STE 58762

2.4 VARIABLES AND CONSTANTS

Not all data takes the same form, and these different forms of data are called data types. Scalar type (integer type, real number type and character string) and vector type (position type, coordinate type and load type) can be used in the SCOL language. Variables are divided into global variable and auto variable according to the definition method. All taught data and variable defined in the area between GLOBAL and END are called the global variable. These variables can be referred and changed from any part of the program. For all data types of global variables, the array can be declared. For descriptions of global variable and array, see Para. 2.8.5.

The work area in the controller is used for all data. The defined value is substituted for the global variables value at the start of the program, except for the array without a specific initial. If the value is entered for the variable during program execution, only the work area is changed. If the power of controller is turned off, execution file is reselected or the file is edited, work area is reset by the variable’s initial value saved in the file and the changed value is lost accordingly. This is also applicable for change of the taught data. If the data in the file is to be overwritten, the RESTORE command should be executed in the program.

2.4.1 Scalar Data

There are three types of scalar data, i.e., integers, real numbers and character strings. Scalar type auto variables can only be used in the program in which they were declared. That means that if you use a variable with the same name in another program, the two variables will be completely independent and have nothing to do with each other. Therefore, when passing data from one program to another, make it a point to, if possible, redefine the variable as the scalar type global variable or declare the arguments in the program. (If you did not understand this too well, refer to

Section 2.8 "Programming.")

(a) Constants

SCOL can handle integer values ("whole numbers") in the range of - 2147483648 to + 2147483647.

When an integer is used as a constant in a program, if it is positive, directly describe the value; if it is negative, describe the value following the - symbol. Examples are:

0

234

-39208

5963

- -

STE 58762

(b) Variables

Variables are distinguished by identifiers and can be in the range of - 2147483648 to +

~147483647, just as above. The data type of a variable is determined by the data type of the first number you assign to that variable. For example, if the first thing you assign to a variable is an integer, all other numbers substituted into that variable will become integers. That means that if you later try to insert a real number into this variable, the controller will chop off all the decimal places and treat what is left as an integer.

The variable comes in two types; the global variable which is valid in the entire program and the general variable which is valid in a part of the program. The global variable can be changed from any part of the program.

Logical values are used in the program when making conditional judgments. Logical expressions and commands such as DIN (which check input signals) return logical values.

A logical value may have one of two values; TRUE or FALSE. Internally, logical values are treated as integers with 1 being TRUE and 0 being FALSE.

Note)

(Strictly speaking, 0 is considered as FALSE and everything else is considered as TRUE.)

With SCOL, numbers are treated as real types with the exception of certain special cases.

(a) Constants

SCOL can handle real numbers having an absolute value in the range of approximately 5.87 x 10

-3.9

to 6.80 x 10

38

. This range can also be expressed as 2

-127

to ((2

23

- 1) x 2

106

). The number significant digits for the mantissa [the mantissa is the part of the number to the right of the decimal point) is approximately 7 in Base 10. (The precision is 2

23

).

When a real number is used in the program, if it is positive, directly describe the value; if it is negative, describe the value following the - symbol.

When the decimal part is 0, it is omissible. However, when the decimal point is omitted, the data are treated as integer type data. In addition, since the integer part cannot be omitted, even if the absolute value of a numeric value is less than 1, it is necessary to designate 0 to the integer part.

- -

STE 58762

Example)

1234.567

-28.16

0.00985

1234567.

-369.

As mentioned above, the precision of the computer is somewhat limited when handling decimal values. Usually this is no problem if the number of decimal places is reasonable. Therefore, when working with the robot, try to use the following as the minimum set units.

Distance (x, y, and z data) 0.001 mm

Angles (C data) 0.001 deg.

Rates (Speed, torque, etc.) 1%

(b) Variables

Inertia 0.01kg.m

Variables are distinguished by identifiers and have the same range as listed above for constants.

The data type of a variable is determined by the data type of the first number you assign to that variable. For example, if the first thing you assign to a variable is a real number, that variable will become a real type.

(3) Character strings

Character strings can only handle constants. They are expressed by placing one or more characters between quotation marks. In the example below, the character string is SCOL

MESSAGE.

Example) "SCOL MESSAGE"

2.4.2 Vector Data

As opposed to scalar-type data which only holds one data element, vector-type data holds multiple data elements. There are three types of vector data in SCOL; positional vectors, coordinate vectors and load vectors.

Vectors hold one to five data elements. With commands such as POINT and TRANS which create vector-type data, elements are expressed by enclosing them in brackets {___}. With commands such as MOVE and TORQUE which use vector type data, elements are assigned and expressed by enclosing them in slightly different brackets {___}.

- -

STE 58762

Vector type data other than the vector type global variable such as data taught by the data editor are temporarily stored in the working area of the controller. The data are not created in the file.

The vector type variable can be used only in the declared program. Thus, even if the same variable is used in another program, the content of the former does not accord with that of the latter.

When data are passed from one program to another program, the passed data should be redefined as the vector type global variable or it should be an argument. For details of arguments, see "2.8.2

Subprograms."

(1) Positional data

Positional data is used by the robot to describe positions. Positional vectors have the following format.

(X, Y, Z, C, T, <configuration>)

X, Y, Z, C and T are coordinate values represented by real numbers. Units are in millimeters or degrees.

<Configuration> holds an integer from 0 to 2 that describes the set-up configuration of the system.

0 ... Free (Set-up of the system is undefined)

1 ... Left hand system

(2) Coordinate data

Coordinate data is used by the robot to specify coordinate systems. Coordinate vectors have the following format:

(X, Y, z, C)

X, Y, Z and C are coordinate values represented by real numbers. Units are in millimeters or degrees.

Coordinate vectors allow one to convert between different coordinate systems as shown in Figure

2.1. In the figure, we have an original coordinate system X, Y and Z. Then, with data provided by a coordinate vector (x, y, z, c), the original coordinate system is shifted parallel along its axes by the amounts x, y and z. This forms a new coordinate system centered about 0'. Once this is done, we twist the new coordinate system around the Z' axis by an amount c. We are now finished orientating our new coordinate system.

- -

STE 58762

What we did above was take an original coordinate system (centered about 0), applied a coordinate vector (x, y, z, c) to it, and came up with a new coordinate system (centered about 0'). In short, coordinate vectors allow us to convert between different coordinate systems.

Z

Z’

Y’

Y X’

O’ z y x X

O

Fig. 2.1 Coordinate transformation

(3) Load data

Load data is used to define the physical loads acting on the end effector (hand) of the robot. Load vectors have the following format.

{<Mass>, <Center of gravity offset>}

<Mass> is the mass of the load acting on the tip of the robot hand. Units are in kg.

<Center of gravity offset> is the amount representing the distance between the center of gravity applied to the tip of the robot hand and the center of the tool flange of the robot (unit: mm).

- -

STE 58762

2.4.3 System Variables

The SCOL language provides special variables that are used in the programs to specify and referent robot operating conditions. These variables are called system variables. Just like other variables, you can refer to these variables in the program, change their value, etc. However, you have to be careful when setting or substituting values into system variables since doing this will directly effect robot operating conditions.

A list of system variables is presented below in Table 2.1.

Table 2.1 List of system variables

CONFIG

ACCUR

ACCEL

DECEL

SPEED

PASS

TORQUE

GAIN

TOOL

BASE

Robot configuration

Positioning accuracy

Acceleration (during acceleration)

Deceleration (during deceleration)

Speed of movement

Short-cut movement parameter

Maximum torque on each axis

Servo gain on each axis

Tool coordinates

Base coordinates

0, 1, 2

0, 1

0 ~ max%

0 ~ max%

0 ~ max%

0 ~ 100%

0 ~ max%

0.1

0

1

100

100

100

100

300

1

Integer type

Integer type

Integer type

Integer type

Integer type

Integer type

Vector type

Vector type

TIMER Timer

ERROR Error information

PLAYLOAD Load on the robot

SWITCH Multitask

TID

0.1

-

0 ~

1 ~

Note: Maximum values are set separately for each system.

0

0

0

-

Coordinate type

Coordinate type type

Integer type

Load type

Integer type

- -

STE 58762

Should you change the contents of a system variable related to movement control, that change will not take effect until the next motion; it will have no effect at all on a motion in progress at the time;

However, by using a WITH construct, it is possible to temporarily set a system variable with regards to one motion command. For example:

MOVE Al WITH SPEED = 50

Furthermore, be warned that SCOL does not check to see whether a value substituted into a system variable is within the permissible range. Should the value not be in the permissible range,

SCOL will do one of two things:

• Should you try to insert a value less than the minimum permissible value, the minimum permissible value will be entered in its place.

• Should you try to insert a value greater than the maximum permissible value, the maximum permissible value will be entered in its place.

Refer to Chapter 3 for details on how to use system variables.

2.4.4 System Constants

In order to make programs easier to read (and thereby debug), SCOL provides the system constants shown in Table 2.2. These names can be substituted into the program in place of numbers in order to make it easier to see what you are doing. However, be sure to use them only in the locations specified in the Comments column of Table 2.2. If you use them in other locations, trying to debug your program can become a real nightmare.

Table 2.2 List of system constants

Name Value

FREE

LEFTY

RIGHTY

COARSE

FINE

OFF

ON

0

1

2

0

1

0

1

In the system variable CONFIG

In the POINT command

In the system variable ACCUR

In the system variable GAIN

In the SETGAIN command

CONT

CYCLE

SEGMENT

0

1

2

In the MODE command

- -

STE 58762

2.5 MATHEMATICAL FUNCTIONS

This section describes the mathematical functions provided by SCOL for substitution, calculation and judgement.

With SCOL, mathematical functions can either be used independently or included in a command.

A mathematical function included in a command may be a computational expression (in which the result of a calculation is substituted into a variable), or a logical expression (such as greater-or-lessthan constructs and true/false constructs).

Mathematical functions provided by SCOL are shown in Table 2.3.

Note that 0/0 will return a -1, and 0 ^ 0 will return a 1. One would normally expect these operations to return an error, but be careful because they don't.

Table 2.3 Mathematical functions

Type Operand Function Example

Arithmetic functions

Relational function

Logical operands

^

-

*, /

+, -

MOD

=

= =

< >, > <

<

>

< =, = <

> =, = >

AND

OR

NOT

Functions SIN

COS

TAN

ASIN

ACOS

Exponentiation

Minus sign

Multiplication, division

Addition, subtraction

Remainder

Substitution

Equal

Not equal

Less than

Greater than

Less than or equal

Greater than or equal

Logical product

Logical sum

Negation

Sine

Cosine

Tangent

Arcsine

Arccosine

A ^ B (A to the B power)

-A

A * B, A / B

A + B, A – B

A MOD B (The remainder when A is divided by B.)

A = B (Puts the value of B into A.)

A = = B

A < > B, A > < B

A < B

A > B

A < = B, A = < B

A > = B, A = > B

A AND B

A OR B

NOT A

SIN (A)

COS (A)

TAN (A)

ASIN (A)

ACOS (A)

- -

STE 58762

Type Operand Function

Functions ATAN Arctangent

ATAN2

SQRT

Arctangent

Square root

ABS

SGN

INT

Absolute value

Sign

Changes number to an integer.

REAL

LN

LOG10

EXP

Changes number to a real number.

Natural logarithm

Common logarithm

Exponential to base e.

Example

ATAN (A)

ATAN2 (A, B) (Arctangent of A / B)

SQRT (A)

ABS (A)

SGN (A)

INT (A)

REAL (A)

LN (A)

LOG10 (A)

EXP (A)

Parentheses ( ) may be used inside the expressions.

2.5.1 Computational Expressions

In the SCOL language, the results of computations on the right side of an equal sign are placed in the register (variable) on the left. Variables and constants may be used in the expressions.

(1) Order of computational priority

The SCOL language uses the same order of priority used by almost all other computer languages.

Specifically;

• When there are brackets, operations inside the brackets are done first.

• Otherwise, operations are performed in the order of: 1.

Assignment of negative signs, 2. Exponentiation, 3.

Multiplication and division, 4. Addition and subtraction

• Should the order of priority be otherwise the same, priority is assigned from the left of the expression to the right.

For example: a = b + c * d / (e - f) - g,

- -

STE 58762

The order of computation for the above expression is:

1.Calculate e - f.

2.Calculate C * d.

3.Divide C * d by e - f.

4.Add the above result to b.

5.Subtract g from the above result. e-f c * d

(c * d) / (e - f) b + (c * d) / (e - f)

(b + (c * d) / (e - f)) - g

Table 2.4 presents the order of computational priority for various operations.

Table 2.4 Order of computational priority

High

Low

Parenthesis

Assignment of vector elements

Assignment of negative signs and negations

Exponentiation

Multiplication, division, remainder

Addition, subtraction

Comparison

Equality, inequality

Logical product, logical sum

Substitution

( )

.

-, NOT

^

*, /, MOD

+, -

<, >, < =, > =,

= <, = >

= =, < >, > <

AND, OR

=

Note:

Explanation of grouping convention:

Left to right ... 1 + 2 - 3 is interpreted as (1 + 2) - 3.

Right to left ... NOT-3 is interpreted as NOT (-3).

Left to right

Left to right

Right to left

Left to right

Left to right

Left to right

Left to right

Left to right

Left to right

Right to left

- -

STE 58762

(2) Computation of scalar type data

Scalar type data can be used in calculations in combination with computational operands.

However, should even one number in an expression be a real number, the output of that expression will also be a real number. Also, the following functions will all return a real number.

SIN, COS, TAN, ASIN, ACOS, ATAN, ATAN2, SQRT, REAL, LN, LOG10, EXP

When the variable on the left side of the equation is an integer type and the output of the calculation is not an integer, the output will be converted into an integer before being assigned to the variable.

Do not forget, however, that all decimal points are chopped off when a real number is converted to an integer. On the other hand, when converting from an integer to a real number, the number of significant digits is limited. When you want to make it clear what kind of data type you are dealing with, use the INT or REAL command.

Note that character strings cannot be used in calculations. Calculations may be carried out between the elements of vector-type variables and scalar data. In this case, an element specifier is appended to the end of a vector-type variable to specify the element which is involved in the calculation. The value of the element is then drawn out from the vector-type variable and used in the calculation.

As element specifiers, ".X", ".Y", ".Z", ".C" and ".T" may be used. You may also numerically specify the element position with ".1", ".2", ".3", ".4" and ".5."

Examples:

A = POINT1.X/25

GAIN={GAIN. l,GAIN.2,0,0,0}

Note)

You can only use this to return the value of an element from the inside of a vector-type variable.

You cannot change the value of the element itself.

- -

STE 58762

(3) Computation of vector-type data

You can add and subtract corresponding elements of two vectors. Computation is a possib1e only between the same type variables. The <CONFIG> element is not involved in the calculations but rather takes the value of the variable substituted into it.

Example:

Given the following two position vectors and two coordinate vectors;

P1: (10, 20, 30, 40, 50, RIGHTY)

P2: (-5, 10, -15, 20, -25, LEFTY)

C1: (100, 50, -50, 0)

C2: (12, 34, 56, 78) and performing the following operations,

P3 = P1 - P2

C3 = C1 - C2 we obtain:

P3: (15, 10, 45, 20, 75, RIGHTY)

Notes)

The <CONFIG> element in P3 is indeterminant.

(4) Substitution into vector data types

The following methods are available to substitute (insert) a constant, a variable or the result of a computation into an element of vector-type data.

(a) Commands to convert a row of scalar-type data into vector-type data

A POINT command and a TRANS command are available to convert rows of scalar data into a vector data. POINT converts scalar data into positional vector data, and TRANS converts scalar data into coordinate vector data. For details on how to use these commands, see "Chapter 3."

- -

STE 58762

Examples:

P1 = POINT(P2.X, P2.Y, P2.Z + 50, 0, 0)

C1 = C2 + TRANS(100, 100)

The more alert reader may have noticed that something is missing in the second example. That is, although the TRANS command is used to create coordinate vector types (which have four elements), only two numbers (100 and 100) have been assigned in the command. This will not cause any problems, however, since missing numbers will be assumed to be "0". Here, the second example will be considered as:

C1 = C2 + TRANS(100, 100, 0, 0)

As you will recall, positional and coordinate vectors have the following format:

Positional data POINT (X, Y, Z, C, T <CONFIG>)

Coordinate data TRANS (X, Y, Z, C)

X, Y, Z, C and T are coordinate values represented by real numbers. Units are in millimeters or degrees.

<CONFIG> stands for "configuration" and holds an integer from 0 to 2 that is used to describe the set-up of the system.

0 ... Free (Set-up of the system is undefined)

1 ... Left hand system

2 ... Right hand system

Any omitted elements are taken as "0".

Note 1:

In order to make it clear just what kind of data type you are using, always try to use the POINT command when creating positional type data and the TRANS command when creating coordinate type data.

Note 2:

When position data which have not been taught are used in a program of the robot language, the position data are temporarily stored in the controller memory. Thus, when the program is reset, the position data are cleared. The position data are only valid in the program which uses data.

Therefore, to use the position data in a subprogram, it is necessary to pass it as an argument. For details of arguments, see "2.8.2 Subprograms."

- -

STE 58762

Note 3:

The substitution and reference to the array type data (type of variable name [index number]) are dealt in the same manner as the original data type (scalar type and vector type) of the array type data.

2.5.2 Logical Expressions

With SCOL, logical expressions can be used in combination with the commands IF, WAIT and ON.

Also, six relational operands are available (<, >, < = (or = <), > = (or = >), < > (or > <), and = =).

Also, logical expressions may be combined using the logical operands AND, OR and NOT. Scalar constants, scalar variables and the results of calculations may be used as data in logical expressions.

When evaluating equivalence, use the "= =" sign and not the "=" sign. When comparing real numbers, differences of 0.001 or less will be ignored.

Logical expressions will return an integer value of 1 if true and 0 if false.

Examples:

1) IF K = =K2 * K3 THEN K = K2

ON MOTION > = 50 DO DOUT (1,2)

2) IF J1 THEN GOTO BRANCH1 ELSE GOTO BRANCH2

Let's take a look at the third example. If J1 is an integer 0 (or a real number with an absolute value less than or equal to 0.001), the comparison will be considered as

FALSE. The program will then branch off to BRANCH2. Should J1 be anything other than an integer 0 (or a real number with an absolute value more than 0.001), the comparison will be considered as TRUE and the program will branch off to

BRANCH1.

- -

STE 58762

2.6 LABELS

With the SCOL language, program branches are specified by labels placed at the beginning of the branch destination. When labelling a statement as a branch, put a colon at the end of the identifier.

When directing the program to branch to another location with the GOTO command, do not put a colon at the end of the identifier.

Program branching may only be carried out within a single program. You cannot branch from one program to another. Also, you may use the same labels in different programs, but you cannot use the same label in a single program.

Examples:

GOTO LOOP1

- -

STE 58762

2.7 REMARKS AND COMMENTS

The SCOL language allows you add comments to your program in order to make it easier to understand (and debug). Comments can be entered by using the teach pendant to type in whatever you want to say. However, you have to use one of the following formats so that your comments do not get mixed in with the program itself.

(1) REMARK command

You can write what you want to say after a REMARK command. The computer will ignore everything from the REMARK command to the end of the line. This keeps your comments separate from the program.

Example:

(2) Single quotation mark

REMARK THIS PROGRAM WAS WRITTEN BY ME

Everything written after a single quotation mark (') until the end of the line will be ignored by the program. The nice thing about this method is that you can write comments on the same line as a command to keep track of what is going on.

Example)

MOVE P1 'THIS COMMAND MOVES THE ROBOT TO P1

However, the ' mark does not have to follow a command. The following will also work:

'THIS IS A MEANINGLESS EXAMPLE

- -

STE 58762

2.8 PROGRAMS

This section describes SCOL programs.

2.8.1 Program Declaration

A program has to have the following basic structure. If it does not, it is not a valid program.

PROGRAM <name of your program>

Contents of your program

END

A program is made up of everything from the PROGRAM statement to the END statement.

Write a program name after the PROGRAM statement. For example, if you want to call your program "George," write PROGRAM GEORGE (and not PROGRAM <GEORGE>.) (Note, however, that the program name becomes an identifier). Put the contents of your program between the PROGRAM statement and the END statement.

Example)

PROGRAM SAMPLE

REMARK SAMPLE

SPEED=20

MOVE Al

DELAY 0.5

MOVE A2

DELAY 0.5

END

'Program name "SAMPLE"

'Comment

'Set the movement speed to 20% of the maximum speed.

'Move the robot to position Al.

'Wait for 0.5 sec.

'Move the robot to position A2.

'Wait for 0.5 sec.

'End of program

As shown in the example, the body of the program is composed of statements made up of an arrangement of SCOL commands. A new line is created every time you push the "RETURN" (or

"ENTER") key when writing (or editing) the program. Up to 130 characters can be contained in a single line. You may add spaces as you wish in order to make the program neater and easier to read. Note how comments are entered with ' marks.

Note)

No spaces can be placed between characters structuring a word of a command and identifier.

- -

STE 58762

2.8.2 Subprograms

You can call up a subprogram by just writing its name in the main program.

Example:

Here is a main program which calls a subprogram called SUB1.

PROGRAM MAIN

REMARK *** SAMPLE 1 ***

SUB1

END

Here is the subprogram which has been named SUB1.

PROGRAM SUB1

REMARK *** SUBPROGRAM NO. 1 ***

Body of subprogram

RETURN

END

A RETURN command should inserted in subprograms to send control back to the main program.

If you forget to write RETURN, SCOL will forgive you and pretend that there is a RETURN command in front of the END statement.

When wishing to pass data between subprograms and the main program, you have to first specify arguments for the subprogram. Arguments are like little "mailboxes" to which values passed between the programs are sent and received. And, before using these mailboxes, you have to put a name on each one so the postman knows whose mail goes where. When writing a subprogram

(not a main program), the program statement should be written like this:

PROGRAM <program name> (<names of arguments>)

After writing the program name, write the names of the arguments inside of brackets. Use commas to separate the names of the arguments. (You cannot specify more than ten arguments for a single subprogram.) For example, the main program will have the statement:

SUB EXAMPLE (A, B, C)

- -

STE 58762

When calling the subprogram from the main program, write (in the main program) the name of the subprogram and the data you wish to pass over to that subprogram. For example, the corresponding subprogram will have the statement:

PROGRAM SUBEXAMPLE (M1, M2, M3)

The subprogram SUBEXAMPLE will now do whatever it does while treating A as M1, B as M2, and

C as M3.

Note that variables changed in the subprogram will automatically change the corresponding value in the main program. For example, if M3 were to change in the subprogram SUBEXAMPLE, C will also change simultaneously in the main program.

Example:

Main program

PROGRAM MAIN

REMARK *** SAMPLE 2 ***

K1 = 15

K2 = 28

SUB2(K1, K2, K)

END

PRINT K

Sub program

PROGRAM SUB2(N1, N2, N3)

REMARK *** SUBPROGRAM NO. 2 ****

N3 = N1 + N2

END

RETURN

In the above example, three arguments are being passed off between the main program and subprogram. Specifically, K1 of the main program is passed over as N1 of the subprogram.

Similarly, K2 of the main program is passed over as N2 of the subprogram. The subprogram adds

N1 and N2, and puts the result in a variable called N3. When this happens, the value of K in the main program also changes (since K and N3 correspond to each other).

- -

STE 58762

When you execute this program, K1 will be passed off as 15 (to N1 of the subprogram) and K2 will be passed off as 28 (to N2 of the subprogram). The subprogram will add these together and call the result (which is 43) N3. The K variable of the main program will also change to 43. The

RETURN command will send control back to the main program, and the PRINT K statement will be executed. This will cause the number "43" to be displayed on the teach pendant.

Note that subprograms may not call themselves. Also, should you call a subprogram which is in another file, the controller will not understand you and instead will treat the name of that subprogram as an error.

Note 1) An expression itself, result of vector data expression such as position data and vector data element can be designated as an argument.

Note 2) When a constant is used as an argument, it cannot be substituted into a variable according to a subprogram.

Note 3) For a variable which is an argument to a subprogram, a value should be substituted into the variable before the subprogram is executed.

2.8.3 Library

The SCOL language does not allow you to use subprograms which are not in the same file as the main program. However, by putting especially useful subprograms in the library file (SCOL.LIB), you can access these subprograms from all files.

Many useful subprograms have already been inserted in the library file including subprograms to get the system ready and subprograms to operate the hand. Appendix C shows the contents of the library file SCOL.LIB provided as standard on the robot controller system disk.

When writing your own subprogram to add to the library file, enter the program in that file just like you would enter any other subprogram. For information on how to enter a program into a file, refer to the Start-up Manual and the Operating Manual. Be sure to put any newly created files at the very end of the existing library file.

Should a subprogram in the library file and a subprogram in the main file have the same name, the controller will execute the subprogram in the main file (and not the subprogram in the library file). The library is reloaded at program selection.

- -

STE 58762

2.8.4 Multitask Processing

This paragraph describes how to use the multitask function of the SCOL language together with the relevant commands and system variables.

Program execution of single task and multitask operation is shown in Fig. 1 and Fig. 2. The number in the figure designates the order of the program execution. Specific timing of changeover from program to program (task change) is described later.

A1

A2

A3

B1

B2

B3

C1

C2

A4

Fig. 1 Single task operation

Fig. 2 Multitask operation

In Fig. 1, program A is executed continuously from the start to the end (single task operation and no subroutine call).

A program which uses no multitask command is executed in the manner as shown in Fig. 1 (no subroutine call).

Execution of a program which uses the multitask command is shown in Fig. 2.

- -

STE 58762

As shown in Fig. 2, the multitask operation is realized, changing over a plural number of individual programs by time sharing, as if the programs were executed in parallel. The order of program execution is shown in the following table.

Order Program to be executed

4 A2

5 B2

6 C2 1-cycle end of program 3

7 A3

8 B3 1-cycle end of program 2

10 A4 1-cycle end of program 1

12 C2

: :

Next, the start of multitask is described.

A program that can be treated as multitask is the program block containing no arguments. The program block means an area between the PROGRAM command and END command, which consists of the SCOL language statements. The subroutine without argument can be dealt with as a task. The argument cannot be kept in the task.

To deal with a program as task, use the TASK command. The TASK command executes a program specified in the argument as a task. Unless the program starts by the TASK command, the program is not performed as a task.

The program block (statements between the PROGRAM command and the END command) described at the head of the program file is an exception. Even if the TASK command is not used, the program is performed as a task.

To execute the program 2 as a task in the Fig. 2, the TASK (“PROG2”) is required to be executed in the program 1. (The program 1 is described at the head of the file, and the program starts as a task without TASK command.)

To execute the program 3 as a task, a new task (“PROG 3”) is required to be executed in the task

(in the program 1 or 2 in this case) which has been already started.

If the task and program which have been started are reset or the task operation is released by the

SCOL language, the task is kept active.

- -

STE 58762

The task ID (the number assigned to the task) is described.

The characteristic numbers (task ID) are assigned to the tasks which have been started by the

TASK command respectively. In the example of Fig. 2, “1” is assigned to the program 1, “2” is assigned to the program 2 and “3” is assigned to the program 3. This task ID starts from 1 in sequence and this ID increases one by one every time the task starts (every time the task executes). If the task is managed by the SCOL language, this task ID is used.

To get the task ID, see the following examples.

Example: I1 = TASK (“PROG 2”)

“I1” is a desired variable of integer type. The task ID of PROG 2 can be obtained. This command is executed in the program 1. The task ID of its own cannot be referred to in the program 2 in this example.

Example: I2 = TID

“I2” is a desired variable of integer type. If the system variable TID is referred to, the task ID of its own can be acquired. If this command is executed in the program 2, the task ID of its own can be seen in the program 2 (“2” in this occasion).

If this command is executed in the program 1, the task ID of program 1 (“1” in this occasion) is substituted for “I2”.

If the task ID other than the own task is referred to from other tasks, variables of examples 1 and 2 are required to be defined as the global variable.

Change-over of task is described.

As shown in the Fig. 2, the system executes the program 1 ~ 3 by time sharing. When this happens, timing of program change-over depends on the following three conditions.

(1) When the program change-over is specified clearly by the SWITCH command of the SCOL.

The SWITCH command is used if the task is changed over clearly by the SCOL language.

Even if the task change-over conditions specified in the system are not satisfied while the

SWITCH command is used, the task can be changed over.

(2) When a new task starts by the TASK command of the SCOL.

If a new task starts by the TASK command, the program control is changed over to the newly started task.

(3) When the task terminates by the KILL command of the SCOL.

If the task of its own terminates by the KILL command, the program control is changed over to the next task.

- -

STE 58762

(4) When the predetermined conditions specified in the system are satisfied and the program is changed over by the system.

The task change-over conditions specified in the system are as follows:

(1) A program in a task is executed for more than 50 msec.

(2) When the data area for movement command becomes full.

Up to four data can be read beforehand by the movement command. If this internal area for prior reading becomes full, the task is changed over.

(3) When the command requiring communication with an external device has been executed.

The INPUT, PRINT and RESTORE commands are not executed alone by the SCOL program. They are the commands including such processing as the TP operation by an operator and RAM file operation. If the system waits for a reply, therefore, the task is changed over.

To avoid the task change-over by the system, set the system variable SWITCH to

“DISABLE”.

Note: If the task change-over is prohibited, only currently active program is executed and the other task program which has already started is not executed (single task operation).

2.8.5 Global Variable Definition

If the global variable which can be referred to from the entire program is defined, obey the following rules.

If the global variable is used, the type and identifier (variable name) of the variable to be used is required to be defined.

This definition must be performed before the first PROGRAM statement.

To define the variable A of real number type and the variable B of integer type, the definition is as follows:

GLOBAL

A = 1.0 (This value is the initial value of the variable.)

B = 2

END

PROGRAM

:

END

- -

STE 58762

(2) Global variable declaration by type

To define the global variable of each type, use the following formats.

Integer type: A = 1

Real number type: B = 1.0

Position type:

Array type:

C = POINT (1.0, 2.0, 3.0, 4.0, 5.0, 1)

DIM D(10) AS INT Array of ten integer type elements is defined. (Note 1)

DIM E(10, 3) AS REAL Array of 10

× 3 real number type elements

DIM F(5) AS POINT is defined.

Array of five position type elements is defined.

Note 1: The initial value of the array type global variable is indefinite. The variable is required to be initialized by the user program.

- -

Was this manual useful for you? Yes No
Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Download PDF

advertisement