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Showing results for '"pull system"'.
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Most simulations are "push" -- as soon as a part is done, it pushes on to the next server where it waits for processing. It sounds like here you are looking for a "pull" system -- each part remains where it is at until it is pulled forward to the next server. There are several ways to implement a push system - detailed process logic is probably the most difficult. A better choice is generally to use a resource or event to control the timing. Exactly where parts wait can have a significant effect on the logic required. For example should the part be blocking its current server? wait in its output buffer? wait somewhere else? When you have parts waiting in multiple areas it gets a bit more complicated. --SimBit CONWIP is not exactly what you are looking to do, but it does illustrate how to use events to implement a pull system. --SimBit OverflowWIP illustrates using resources to pull appropriate parts from one of two locations to one of two locations, as needed. --Because you have parts waiting in multiple areas to go to multiple areas, you might want to use a slightly more advanced feature named CustomRoutingGroups. There is a SimBit of the same name. Esentially you will create a RoutingGroup (an element) to define what choices an entity can consider, ranking, and the conditions under which it moves forward. Then for each related node (like the two enfriados outputnodes, you specify EntityDestination to be that custom routing group. One key is to make sure you use the Blocked Destination Rule of Select Available Only -- this forces the entity to wait at the node until it is "pulled" forward to an available server or queue location. For any of these approaches I suggest you read up on it in help or a textbook, then review the SimBit. Happy modeling!