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drjdpowell

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Everything posted by drjdpowell

  1. I've been thinking of posting simple CAD-lite guides as an Idea on NI.com. I think it could work well as long as it is kept simple. Like snap in position only for: 1) eliminating a wire kink. 2) aligning a control/indicator to another control/indicator, regardless of distance between them (possibly include constants and control references) 3) align all BD items, but only to other items that are nearby (to reduce the number of snap-to points which would be far too large otherwise) Maybe even just do (1) and (2), since most subVI/primitive alignment involves eliminating wire bends anyway. The "snap-to" range should only be a few pixels (less than the snap-to range currently used in aligning labels). Keeping the feature quite limited will make it very intuitive and easy to use. -- James
  2. I prefer that a subVI's terminal layout roughly matches its connector pane. So in the example, "ObserverRegistry in" is on the top because it connects to the top of the subVI. In contrast, with ShaunR's example I can't tell where his seven inputs connect. I recall in the past considering displaying a VI like this, either because it was a key VI that I wished would stand out, or it just had so many inputs/outputs that it would look like spider otherwise. Can't recall if I actually used it, but in principle it is very similar to bundle-by-name or property nodes, and like them is somewhat "auto-documenting". However, like Paul, I currently find I don't have that many input/outputs in any one subVI, and they are all pretty clear, due to the nature of LVOOP-style programming.
  3. Do you mean "select the terminals" and the little pull-down menu of alignment options? Or something better? I did a little CAD work back in the day and I've always found the LabVIEW alignment tools to be slow and clunky. A relatively simple "snap to guidelines" feature (aligning in both dimensions to related objects and also aligning for straight wires) would make it easy to write code clean from the start. I can't say I care that much about the standard types either way. A string is a string. But mixing icons and smaller types means I have to go through the effort of manually changing either the standard or non-standard types. And in larger diagrams, with only a few controls/indicators, I don't see much benefit to the smaller terminals, even for standard types. But I'd be happy to meet people half way if we all want to standardize on small terminals for simple types and icons for objects, type-def clusters and enums, refnums, or anything where the small terminal doesn't convey the full type. Flipping back and forth between BD and FP just to figure out what the terminals are? Can't say I like that option for code clarity! -- James PS> haven't been keeping up the score; it's a low two digit number to a mere 3.5 unicorns.
  4. My experiment illuminated a few things: 1) for small, compact diagrams the smaller terminal size is plenty large enough to be clear, and I can see why they are an advantage to making small compact diagrams. 2) I, personally, find it less tedious to spend time making up lots of icons than carefully aligning and adjusting things into small compact diagrams. I'm perfectly happy with my previous diagram that takes up twice the space and doesn't have the terminals all lined up, yet I'll open the icon editor if I notice a few-pixel inconsistency among related icons. Your OCD may vary. 3) I really don't like the "OBJ" issue. I don't care if I can read the label; although many objects like "Observer Register" will basically never be labeled any different, "Message" objects could easily be labeled "Command", "Response", or "Ack". And the icons sometimes express cross-class relationships, such as the "envelope" icon showing the close connection between Messenger and Message objects, or other relationships among objects, subVIs, clusters, and enums. And hey, LabVIEW's not a text language, don't you know. -- James
  5. An experiment. My previous subVI redone to be more like ShaunR's style:
  6. Raw refnum data? Does the cluster also have an enum or some such that identifies what the refnum specifically is? That you use to decide internally what bit of code to execute? Your right, that's nothing like an object; it certainly doesn't need an identifying icon. I'm feeling calmer already! -- James PS> I just noticed the 3D raised effect in your subVI icons; nice!
  7. Oh, are you "paul.dct" on NI.com? See everyone, another unicorn. I must admit, I wouldn't mind the visual distinction of a control from a VI (the border around the icon, little arrow, etc.) being a little more obvious. -- James
  8. Well, I certainly can't pretend that isn't a very clear diagram. But that "refnum", that's actually a cluster, is really making my OCOOD act up! It's an Object! It's an Object! Quick, quick, open an icon editor! Aaarrrggghhhhhhhh...
  9. If I count right that's 9.5 to 1.5 (2.5 if you count AQ). Let's look at one of my more recent subVIs: I choose this one because it has 8 total controls/indicators, which is more than most. The first thing this illustrates is that I use a lot of LVOOP objects, of more than one type, and a little thing that says "OBJ" really isn't that useful for easily identifying the object. The second thing is that in subVIs, the terminals are all (or mostly) the inputs and outputs of the VI, and I place them on the outside, with plenty of space for a larger icon. Even if the icons were just bigger versions of the smaller terminals, I would still consider them superior, because inputs and outputs should stand out and draw the eye. This example also shows what is probably the highest density of Front Panel terminals on any of my VIs. My User Interface VIs tend to use event structures and subpanels and a relatively small number of "big" controls/indicators. "Big" in the sense that they do a lot, like a Multi-column Listbox with an extensive list of Right-Click Menu options, or a Text box that holds a summary of a large amount of information, or an Xcontrol. So I seldom have a need to pack controls in densely. In fact, the terminal icons are sometimes just sitting, unwired, near the event structure, acting more as graphical documentation than actual code. This documentation is important, because most UI control/indicators are major parts of the VI, and I want their presence to stand out on the diagram. To be devils advocate, if your fighting for space to fit yet another not-very-important indicator nested somewhere deep in a tight diagram, then your not coding as clearly as you could. -- James
  10. Oh dear, 5 to 1 against so far. Surely there are some more unicorns? Additional question (motivated by the ni.com discussion): do you think having both forms leads to confusion, and would you be in favor of LabVIEW being changed to allow only one form? For the purposes of this question, assume the form to be chosen is the other one from the one you like. -- James
  11. I was just reading some opinions on NI.com about whether it is better to show FP terminals on the block diagram as full-sized 32x32 icons or as the smaller 16x32 terminals. I wondered what people on LAVA think. Do you use one type or the other and how strongly do you feel about it? Personally I (moderately strongly) prefer icons. -- James
  12. Are you sure you're actually using the "task" configured in MAX, rather than creating a new task programatically? Is "BDHSIO" the name of your MAX task, or is it the name of a channel? If it is a channel, you are creating a new task with the default sampling rate.
  13. Hi todd, I can't comment on everything you and Daklu have been discussing, but let me make some comments on your design so far. I would suggest that, whatever design for a parallel process you decide on, use the same one for both "Instruments" and "Tests". They are both "actors"/"active objects"/"slaves"/whatever. Currently, you have a totally different method for running tests (dynamic launch after "Set Control Value") and running instruments (class method on-diagram), which means you basically have to debug two different, quite advanced and complex, designs. Settle on one design that works for both and perfect it. For example, I've been developing a design I call "Parallel Process". I have a parent class that contains the "Launch" (Create) VI that dynamically launches a VI, sets it up with a command messenger (message queue) and wraps that queue inside the parent object. All my... let's standardize and call them "actors"... inherit from this class (I have a few templates that I copy from). As each actor is standardized, each is created by the same parent "Launch.vi", and once that VI is debugged I never have to worry about the details of dynamic launching. And the child actor classes are very simple; generally with no additional private data items, no additional methods or overrides, and only one VI (the one that is dynamically launched) copied from a template. The complicated stuff is all in the parent class. Note that once you have the basics of a VI dynamically launched and running in parallel, sitting behind a command queue, you have all the ability to customize it. Your "Create Test.vi" could (after launching) send your Test a message containing a cluster of "Instrument" proxy objects (ie. objects that contain the command queues of your instruments). Your "Create InstrumentA.vi could send messages containing the information needed to configure InstrumentA. Regardless of what design you go with, try to get complicated stuff like dynamic launching and messaging standardized into clean reusable components (such as in a reuse library or a parent class) so that you can deal with the complexity once and then not have to worry about again. A second comment I have is about running multiple "Tests" in parallel, which I get the impression you're trying to do. If that is the case, it may be a good idea to add the ability for a Test to "lock" an instrument so that it can't be simultaneously used by other Tests, to prevent potentially dangerous conflicts. This is something for which a parent "Instrument" class (child of your "Actor" class) might be useful. The locking could use a semaphore or similar feature contained in the parent class. -- James I stole this idea it for my own messaging system within about 10 minutes after downloading LapDog. I would also note that Daklu treats timeouts in a similar way: outputting a "Timeout" message rather than having an extra timeout-boolean output. I really great idea. -- James
  14. I don't do a lot of thinking about "design patterns" when I'm coding either. Instead LVOOP extends my ability to think things like "these operations are closely related, I ought to make a simple class and inherit from it". That statement is not more complex than inter-loop communication. As I indicated before, I think one is better off just starting to use LVOOP as "type-def clusters+" and start exploring a (very small amount of) inheritance, LONG before ever reading about a "design pattern". Even now, the only "named" design patterns I've used are the "Decorator Pattern" and the "Command Pattern". Technically, I've probably used a few others, but independently of actually reading about them as "Patterns" (as, probably, have you). -- James
  15. I don't use your method, but mainly because I do use two closely-related methods that "bracket" yours. One is to extract important information from commands and keep it is a named cluster in a shift register. On timeout, the appropriate action is expected based on this information. This is more flexible than yours as the retained information can be from all the past commands, rather than just the last one. The other is to use a Notifier: wait of notification, and on timeout get the last notification. This is the same as using yours with a single-element lossy queue. I use this design when there is only one "command" (ie. the parameters controlling what to do on timeout). So, your method is more capable that the later (can use alternate queue characteristics and multiple "commands") but less capable than the former (only save the last message). The problem is I can't think of a use case where I would want more than my notifier design, yet only care about remembering the last command on timeout. -- James
  16. Hi todd, I'm having a hard time following what your doing. It sounds complicated, but things always sound complicated when one is can't tell what's going on. I'm not sure what exactly you are "classing" and calling your "instrument. So let me sketch out how I see things. The design I normally use is this: There is a communication reference (often a queue) that allows communication with a loop (on diagram or in a subVI). This loop contains information about, and methods to act on, a real-world instrument. Now, there is more than one place to use a LVOOP class in the above design, and more than one thing that can be referred to as "the instrument class". The place I think your using is the latter part: the information about, and methods to act on, the real-world instrument. That's a perfectly good place to use a class, the most obvious place, and useful for various reasons, but I would never want to use that class as "the instrument" in the higher-level code. The entire structure is "the instrument", and the communication reference out front is a "reference to the instrument". If you look at my designs, the LVOOP classes with instrument names are actually just wrappers of a communication reference (or references). And these are effectively by-reference objects; they can be easily passed around and used in multiple places (no problem with branched wires). They serve as a proxy for, and encapsulate, the entire structure of communication, loop, data/methods, and real-world hardware. To interact with the "instrument", I send a message to this proxy object (or call a class method that sends a predefined message), which passes the message to the loop, which performs the appropriate action on the internal data or communicates with the real-world instrument. If I have second, by-value class for the instrument data and methods, it is accessed only internal to the loop, and never "passed across BD lines". If your trying to pass this by-value object between different loops, that sounds like a rather complicated and troublesome thing to do. -- James
  17. One thing to think about is the possibility of organizing instruments into "subsystems", so the higher level program controls subsystems and each subsystem deals with a limited number of instruments that work together. Then no part of the program is trying to juggle too many parts, and you can test the subsystems independently. It depends if your application can be organized into subsystems ("VacuumSystem", "PowerSystem"). I think that is called the "Facade Pattern" in OOP. Personally, I usually find it worthwhile to give each instrument a VI running in parallel that handles all communication with it. Then any feature like connection monitoring (as Daklu mentioned) can be made a part of this VI; this can include things like alarm conditions, or statistics gathering, or even active things like PID control (the first instrument I ever did this way was a PID temperature controller). Think of this as a higher-level driver for the instrument, which the rest of the program manipulates. You can use a class to represent or proxy for each subsystem or instrument; this class would mainly contain the communication method to the parallel-running VI. Daklu's "Slave loop" is an example. You can either write API methods for this class (as Daklu does) or send "messages" to this object (which I've been experimenting with recently).
  18. I agree, there are more significant differences than communication method. A "server" stands ready to respond to requests from a "client"; a "subject" notifies its "observers" of what it's doing (but is not acting on requests and is entirely unaffected by the observation). A "slave" serves, and is entirely dependent on, one master. "Producer" and "consumer" are dependent on each other and have no separate identity. There all essentially pieces of code exchanging information, but the particular metaphors chosen carry useful, if imprecise, meaning. -- James
  19. Ah yes, the "Decorator Pattern". I like using it but it is a royal pain if your class has a lot of methods, and that limits its use. Direct inheritance is easier. Instead of accessors, you could alternately make a "Create" method that accepts a MessageQueue object as input. Then you can provide a PrefixedMessageQueue constant as input and it will initialize the internal queue. Then PrefixedMessageQueue never needs to directly access the data items of MessageQueue (I think; I'm still waiting for a replacement of my development computer that broke weeks ago, so I can't experiment). You can, of course, make the "Create" method protected and wrap it in a "Create PrefixedMessageQueue" method that doesn't accept a class input, thus maintaining your current public API. -- James
  20. I wouldn't use the "master/slave" pattern provided, but I do use an alternate structure where a slave loop performs an action continuously, with control parameters provided in a Notifier. The difference being, the loop relies on the "Get Notifier Status" function rather than "Wait on Notification". Admittedly, I could probably do the same thing with a one-element lossy queue. -- James
  21. My understanding of "Master/Slave" is from electronic hardware, where often groups of identical or similar units are "slaved" together, with one being designated the "master" and all "slaves" being controlled through it. For example, 10 power supplies might be slaved together such that adjusting the voltage of the master adjusts the voltages of all of them. Generalizing the pattern, I'd say the key feature is that the "master" fully controls the "slaves", control of the slaves is only through control of the master, and a slave only has one master. Both NI examples seem like they could fall into that classification of "master/slave". If one were to modify the Producer/Consumer example to have multiple Producers (which one can do because of the communication buffering) then it would no longer be master/slave. Another aspect is how you look at the relationship; is the Producer loop exerting control of the Consumer (sending "commands") or is it providing a service ("data")? Master/Slave is about control. -- James
  22. A third option would be to put the functionality into your MessageQueue class. Make a "PrefixedMessageQueue" child class with a "Prefix" data item, an extra "Specify Message Prefix" method, and an override of "Enqueue Message" that adds the prefix to the message name before calling the parent method. Use this child for the master's incoming queue and, just before passing it to each individual slave, call the "Specify Message Prefix" method with prefixes such as "SerialDevice:DeviceB:" or whatever. The advantage of this method is that you only have to create the child class once, rather than modifying each slave to have a name property, or making a separate adapter class for each slave class. -- James
  23. Why not? He's got his hard hat on. I disagree, Shaun. Those confusing lists on wikipedia don't seem to contain any design patterns that solve problems caused by OOP. Take the "Creational patterns" list, for example. "Lazy Initialization", "Pool", and "Prototype" are things that aren't OOP specific (they can be done in non-OOP LabVIEW) and aren't solving OOP problems. The Factory/Builder ones seem more OOP specific, but they aren't solving OOP problems, they're doing things not easily done without OOP (one could argue against their usefulness, but they are optional, and one doesn't need to learn them to use OOP to improve ones LabVIEW). "Singleton", as you say, is more easily done in non-OOP LabVIEW, but I would suggest that that leads to it being used far too often. How many "Action Engines" actually have a real reason to be Singletons? The advantage of the "Singleton pattern" for the LabVIEW programmer is consciously thinking about where NOT to use it. I do admit that one can take OOP and become an Architecture Astronaut, and I've certainly seen code that is well beyond my ability to understand, but there is plenty of down-to-earth advantages below the stratosphere. Just simple inheritance, by itself, is a great advantage. -- James
  24. Only, presumably, if the team agree that OOP is a reasonably good set of rules. I doubt ShaunR will be much impressed with this argument.
  25. Are you sure? Have you ever used the "design pattern" of having a type-def cluster and a set of subVIs that act on that cluster? With the cluster going in the top left terminal and out the top right? Because that is the basic design pattern that is LVOOP. Looking at a long list of impenetrable "design patterns" makes OOP look like its impossibly hard to start with, but actually it's very easy to start using as a cleaner, better way to do this important pattern you already do in LabVIEW. I recall in a conversation somewhere with someone saying that a big advantage of LVOOP is the ability to customize the appearance of the wires. Some people thought they must be joking, but I understood and agreed completely. LVOOP formalizes and supports the "type-def cluster" design pattern. A less-common LabVIEW pattern is to allow the same set of subVIs to act on related, but different, "things". If I recall correctly, ShaunR uses this pattern in his Dispatcher/Transport code to allow use of either TCP, UDP or Bluetooth as a communication method in a common set of VIs. I don't remember the method he uses (there is more than one way), but this is another design pattern that LVOOP makes cleaner and also more powerful (through "inheritance"). Inheritance is harder to get comfortable with, admittedly, but that's because this design pattern is harder to grasp regardless of how it's done. LVOOP makes it easier to do and more widely applicable (and thus you can make use it more often). Starting with those two patterns (or even just the top one) which you are likely already using is an easy way to get started on LVOOP. -- James
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