EntitySystem

The EntitySystem object allows the state for a group of objects to be assigned.

An EntitySystem’s state is set to ‘Working’ if any of the objects in the system are working, and to ‘Idle’ if all the objects are idle.  An optional keyword StateExpression allows user-defined states to be assigned to the EntitySystem depending on the states of the individual object in the system.

EntitySystem Inputs

Keyword

Description

Key Inputs

 

Description

A free-form string describing the object.

StateExpression

An expression returning a string that sets this object's present state.

If left blank, the state will be set to Working if any of the entities specified by the WatchList input are working.  It will be set to Idle if all of the entities in the WatchList are idle.

WatchList

A list of objects to monitor.  The system's state will be re-calculated whenever one of the WatchList objects changes state.

Options

 

AttributeDefinitionList, CustomOutputList

See Section 6.2.

Maintenance

 

WorkingStateList

See Section 10.2.

Graphics

 

Position, Alignment, Size, Orientation, Region, RelativeEntity, DisplayModel, Show, Movable, VisibleViews, DrawRange

See Section 11.1.

EntitySystem Outputs

Output Name

Description

Entity and DisplayEntity

 

Name, ObjectType, SimTime, Parent, Attributes, Custom Outputs, Position, Size, Orientation, Alignment, GraphicalLength, ObserverList, NextList, PreviousList

See Section 10.1.

StateEntity

 

State, WorkingState, WorkingTime, StateTimes, TotalTime

See Section 10.3.

StateUserEntity

 

Idle, Working, Setup, Maintenance, Breakdown, Stopped, Utilisation, Commitment, Availability, Reliability

See Section 10.3.

EntitySystem

 

EntityList

Entities included in this system. Consists of the entities in the WatchList for which a state can be obtained.