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  1. Hi, You can create a state variable and assign a processing time to it by sampling from a distribution. Then use the same state variable for assigning both the processing time at the server and travel time for the time path. You can assign a value to the state variable when it enters the input node of the server and since there is no waiting at the server, one entity would immediately enter processing station and the other entity would enter the TimePath and both would take the same time to reach the output node of the server. Thanks
  2. From the Source creation point, you could have two paths - the first path connects to a TransferNode, where the second path connects to a 'StopOver' Server, for example. The Selection Weight property for the path to the StopOver server would be 0.05 (5% of entity flow), whereas the Selection Weight property for the path to the TransferNode would be 0.95 (95% of entity flow). From the StopOver server, you could connect a path to that same TransferNode. From the TransferNode, set the Destination Type to 'Specific' and the Node Name to the destination node state of the entity.
  3. Has anyone experienced the following problem with the Dropoff Step? When trying to execute the step, the following message is received: "Transporter 'TransporterName' failed to drop off a rider at node 'NodeName'. No eligible drop-off requests." The strange thing is that the same logic with the same vehicle, works 100% when dropping off entities at another node. Other transporters dropping off entities at this particular node also work 100%. I have already re-generated the applicable vehicle, node, path, logic, etc. without any success. Any ideas?
  4. HI I am a fairly new user and please forgive my confusion. I am working on a project where there are different vehicles coming on different times throughout the night. (for resurfacing etc) I created Arrival table correctly, entered date time values accordingly. The quantity of each vehicle type required is 1. Routing Logic is defined too. I used a Token process as well to guide source. BUT for some reason, when I run the model, all vehicles leave the source at once and then 1st vehicle type keep coming after every hour. BTW it works well if I use no Nodes and simple Source to Sink Path, However, when there are nodes, it mess up and all vehicles leave source at once. Can anyone please tell me what am I doing wrong ? Huge thanks in advance P.S I have attached my current model as well 4 vehicles on time (trying).spfx
  5. I have a situation where I have entities at a single source that are transferred to their destination by a vehicle. Each vehicle delivers 1 entity per trip. The destination is dictated by the entity's state variable ModelEntity.DropOff (if=1, then drop off at server 1, if=2, drop off at server 2, etc..). The vehicle path is the same for all vehicles (pick-up, then server 1, then server 2, etc.... return home) until they drop off their entity. Once they drop off their entity, they immediately return home to pick up another entity. With support's help, I have the model working fine except for the drop-off part (right now vehicles pick-up an entity, follow a nodelist, and dropoff entities at random destinations in the nodelist, and return home to pick up another) . I cannot figure out how to tell a vehicle to drop off a particular entity at a particular destination based on the attributes of the riding entity. Any help would be appreciated. Thanks, Scott
  6. To help speed up a large batch of operations on a model, I would suggest trying the IModel.BulkUpdate routine. It may help. However, batch removals are hard. Our current code path always tries to keep the errors and error window up to date, which means on every deletion we basically notify every object in the model that something was deleted and give it an opportunity to say "Hey, wait! I was referencing that! Now I need to generate an error..." There may be ways to speed up the removal of a majority of objects from a model, but that is something we'd have to schedule internally on our feature backlog.
  7. That's not really the problem, basically I want to measure the statistics associated with the queues formed by vehicles [buses] in servers (not by entities [passengers]). If you check again the model, Station 1 and Station 2 are not measuring anything in the Results tab. If you activate the option aforementioned, vehicles arrive to the servers and are parked into the "processing buffer", but the entities are not boarding/alighting the vehicles due to they never pass through the basic and transfer connected by paths. Just in case, paths between the input@sink and output@source nodes (i.e. path 2 and path6) are used just for letting that the bus can continue with the sequence established in Sequence Table 1. I hope that you could understand now the issue explained before, thanks again for your attention.
  8. Hi folks! I'm trying to model a production line with one worker and several stations that he visits/uses. The process is in a specific order (ie, the entities move in a direct path) but the worker is free to float between stations as needed. The situation I'm facing now is that some stations require him during the beginning and ending, excluding processing time, and other use him the whole time. I have a station that he is called to be at, and he goes and completes the task, then exits the station leaving the entities, goes to finish another task, and then returns to the original station to pick up the entities he left before. How do I make him take those entities to their next location before leaving? I've tried setting the "task selection strategy" to "largest priority" and assigning higher priority to the entities at the original station, but it's not working. Any help would be very appreciated! Thanks PS, does anyone have any thoughts/preferences between using processes to seize the worker and delay during the task versus using the station's secondary resources to call him? They seem to be the same thing to me and I was just wondering if there are any tips/tricks/reasons to use one over the other? Double thanks!
  9. Hello, I have created a sub-model with two servers connected by a path that will process n types of entities (i.e. different products that share a work station). In the main model these entities have a table reference assignment (specified at the source) that allows different processing times in each server in the model. If these entities enter the sub-model how can I allow for different processing times? Since there is no source in the sub-model I do not see a way to assign the a reference table (normally done in the source). Thank you for any ideas!
  10. Thanks Willem This solution worked for the bidirectional path as well provided I allowed passing as you suggest Disappointing result however is that the workers are now stacked on top of each other so it is not evident from the animation that there is more than one worker at the Server The other animation issue I'm trying to work through is that when the workers return to the home node they to not re-enter the queue but stay on the path at the node ~ again stacked on top of each other Any additional advice would be welcome Regards Dennis
  11. I am trying to introduce workers into a model for the first time and have set up: # a pool of 5 workers at a home node # a second node at the server a bi-directional path between these two nodes I've inserted add-on processes into the "entered" and "exited" fields for the server to seize and release workers. This works fine if the number of workers is set to one but if I call two or more workers they will move to the server but then stall the DefaultEntities at the input node to the server rather than processing them What am I missing Thanks Dennis
  12. Hi Dennis, Make use of two unidirectional paths and set allow passing to true. This should solve your problem. There is a probably constraint on the bidirectional path which doesn't allow workers to reach the node. Hope this helps, Willem
  13. The primary movement constraint that Simio supplies for you is the various types of Links. Simio provides the option to prevent entities from running into each other. There are a number of SimBits to help understand the options, including Path Selection Rule. If you use bidirectional paths, it is often easy to get into deadlocking situations. Ways to avoid this include limit path capacity to 1, or perhaps having zones with limited capacity. Or instead consider a pair of opposing unidirectional paths.
  14. Thanks for your reply! I'm not sure whether sharing the model is the easiest way to do this. There is a lot of logic outside of this path walking behavior incorporated in the model that will not make it easy to understand it right away What would you specifically like to see? Regarding the picture: you see a top-view of a warehouse: the straight lines are the aisles (bi-directional paths) and the blue 'dots' on the isles are the workers (you see three of them blocked in the upper left part of the screen). In between the aisles you see drawings of cabinets and pallets without any meaning in the model. The long straight aisles are actually multiple paths connected by basic nodes (not visible in the picture). The workers are being told to move to one of these nodes by a 'move' step to simulate the picking of a specific product in the warehouse. After the move request, workers use the ' travel' step for physical movement. They use the warehouse path network as a guidance for their walk (path width set to 0.1m for example).
  15. After playing around the model g1h2j3 uploaded, I figured out that the problem is not the vehichle being an entity. The problem is the path directions. a) The problem is not related to vehicle because "Can transfer in & out of objects" property of the vehicle is false (or off). This means it is not allowed to transfer into sink object via its external node. b) the problem: The vehicle takes two the entities from two sources to deliver to the related sink objects. Due to path design, it has to pass over input@sink2 for two times (one while delivering entity (the green one) for sink2 and again one for coming from sink1 (after delivering the yellow one)) which causes two entity creation of source2 for one transfer. Solution: I redesigned the paths and it worked appropriately. see attached file... ExampleArrivalMode.spfx
  16. Hi, The execute step you use to run your car's acceleration increment process is not a "continue" process so the token that enters the execute step in the "EntryRoundaboutOrStop" process waits for the executed process to complete (ie. your acceleration to reach its maximum) before continuing. Because this is done on the "OnEntered" it causes your vehicle to wait at the node for all the processes run by the OnEntered add-on process to complete. This differs from using the "OnExited" add-on process which doesn't wait for it's processes to complete (due to the literal departure from the node onto a path/station being required to execute the "OnExited" add on process). I suspect having used the OnExited instead of the OnEntered in your previous model is what caused the acceleration to work properly. I hope this helps. Michael
  17. Is there anyone who have faced the similar situation. There is a kind of roller conveyor, on which the entity can have bi-direction. Normally, it will move forward, but once there is a empty space detected, the control system will move the conveyor back to fill the empty space...that means, it will not allow empty space on the conveyor , as entity are coming onto the conveyor not continuously... Is there a workaround for this or already a enhancement for the existing conveyors? In this situation, we need to use conveyor object,as we have to define cells on the conveyor.so could not use a bidirectional path or timepath.... Any help are appreciated...thanks.
  18. Thanks Willem, Also I had a few other doubts that I was hoping you could clarify. Firstly, in Simio, under select add-in, I do not have the "Load Objects and Links from an external spreadsheet" option. All I have is the "Place Source, Server, Sink" option. Secondly, I am not able to set the output directory file path on Visual Studio. Can you help me out with that as well? Also, can you tell me which one is the assembly file for Simio? is it the .exe file? Guys, any help would be appreciated as I am completely new to this. Thanks.
  19. solution: 1) file ---> "entity based routing logic on the same path (1)" is the solution to the original problem... 2) file ---> "entity based routing logic on the same path" is the suggested logic to what you want to do. I believe the solution to the problem should be the second one, but still it is up to your problem's logic. choose one of them... Entity based routing logic (1).spfx Entity based routing logic.spfx
  20. That is not possible since I need to see the entity moving on a path. I am trying to point out must-have characteristics of my system so that they can be a part of the solution. I know it would be much easier if I just describe you the end result I am trying to achieve, but I can't do that since the cases I work on are military cases and it is stricly prohibited to share them. I am trying to give you as much information as possible without actually giving away the military tactics. Thanks for your assistance
  21. The second problem is easy. Simply change the Execute step option highlighted above to its default "WaitUntilProcessCompleted". For the first problem, what I said is still accurate. You can easily enable homing when idle, or you can tell it to wait somewhere when idle, but you can't automatically do both. To allow you will need to provide a path so the vehicle can actually get back to transfer node 1. And you will have to add some similar logic to send the vehicle there when it is appropriate for it to go there. All of this discussion is to allow you to model exactly the behavior you have described. But as you share more details of your objective, it looks more and more like this could be easily approximated just using automatic library behavior without all this complexity. For example, the time to "pull up the man from the deep well" might just be modeled as a loading time. Every model is an approximation and a big part of effective modeling is know the correct level at which to approximate. If you would like some advice on how I would model this, please post or email me the full details of the situation you want to model and your objectives (e.g. why are you modeling it and what do you want to learn).
  22. That works when I only have one node to make choices, but I'm trying to make a big network where I tell each entity their destiny when they're created (via a Set Node module). When I do this, it seems Simio chooses a path that minimizes distance, but taking the distance of the time paths as the length of the drawn segments...
  23. Hello, This is a Simio model of a logistics network where experiments are run with different number of facilities. I am trying to automate the model building (building the network) For instance, the users will specify the scenarios (experiments) with the desired quantity of facilities and the models will be built according to that information. I am guessing there is a way to dynamically create objects (nodes in this case), but linking those nodes and specifying the distances is challenging. Besides, when the number of facilities increase, the previous locations change as well. Therefore, the distances between the nodes change depending on the number of facilities the user specifies. I tried to set a reference property to the logical distance of the path object, but it is not allowed in Simio. I also considered using free space, but in that case, the objects in the model has to be located in specific places according to the physical appearance of the network. I thought of this as a significant disadvantage. Can this process be automated using SimioAPI extensions in Visual Studio? What type of approach would you suggest? Thank you. Selin
  24. This model is for a simulation of waste haulage. The model has two types of trucks. One big and one small running to different speeds through the same path. Because of the size of the trucks (capacity), the big truck is going to have more delay time in the resource compared to the small one. This is cyclical process where the truck is loaded, then the truck transport the load and last the truck unload and return to the resource to be loaded again. In the model I am assuming that the entities are the loads. The entity requests any truck available coming after release the load. Then, any truck (big or small) take the load to the unloading area. Now, the time this entity is going to use the resource (loader) depends on the type of the truck, so this entity is going to take more time in the resource area in a big truck. how could I make this simulation in Simio? is it possible to have resources with different time depending on the entity? I was using other software with no success so far.
  25. Lets start with what you are doing wrong with your present approach. Let's assume that at some point both units of Server 1 are busy, the other Servers are idle, and a new patient arrives. The path weights will be evaluated as follows: Path 1 (to Server4 chair) is True = 1 Path 2 (to Server5 chair) is False = 0 Path 3 (to Server6 chair) is False = 0 Path 4 (to Server1) is False = 0 Path 5 (to Server2) is True = 1 Path 6 (to Server3) is True = 1 So you have a 1/3rd chance of selection each of Server 4, 2, or 3. I think a better choice is to put all 6 possible servers in a selection list (rooms first, chairs last), then select destination from that list using a Selection Goal of Smallest Value and default Selection Expression. Make sure you leave Blocked Destination Rule of Select Available Only. And set all your Input Buffer Capacities to 0. Perhaps you don't even need the servers for the chairs. Instead set the Output Buffer of the Checkin to size 3 and let that represent your 3 chairs. That also solves the next question you were about to ask "How do I get the people to move from the chairs at the right time and into the rooms?"
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