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nexedi
dream
Commits
1b82966b
Commit
1b82966b
authored
Aug 15, 2014
by
Georgios Dagkakis
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Plain Diff
Dismantle to work with state variables
parent
7abdc079
Changes
3
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Showing
3 changed files
with
31 additions
and
26 deletions
+31
-26
dream/simulation/Assembly.py
dream/simulation/Assembly.py
+4
-4
dream/simulation/CoreObject.py
dream/simulation/CoreObject.py
+7
-5
dream/simulation/Dismantle.py
dream/simulation/Dismantle.py
+20
-17
No files found.
dream/simulation/Assembly.py
View file @
1b82966b
...
...
@@ -150,10 +150,10 @@ class Assembly(CoreObject):
self
.
timeLastFrameWasFull
=
self
.
env
.
now
self
.
nameLastFrameWasFull
=
self
.
getActiveObjectQueue
()[
0
].
name
s
tartWorkingTime
=
self
.
env
.
now
s
elf
.
timeLastProcessingStarted
=
self
.
env
.
now
self
.
totalProcessingTimeInCurrentEntity
=
self
.
calculateProcessingTime
()
yield
self
.
env
.
timeout
(
self
.
totalProcessingTimeInCurrentEntity
)
#hold for the time the assembly operation is carried
self
.
totalWorkingTime
+=
self
.
env
.
now
-
s
tartWorkingTime
self
.
totalWorkingTime
+=
self
.
env
.
now
-
s
elf
.
timeLastProcessingStarted
self
.
isProcessing
=
False
self
.
outputTrace
(
self
.
getActiveObjectQueue
()[
0
].
name
,
"ended processing in "
+
self
.
objName
)
...
...
@@ -319,11 +319,11 @@ class Assembly(CoreObject):
# if the object is blocked add the blockage time
if
self
.
isBlocked
:
self
.
totalBlockageTime
+=
self
.
env
.
now
-
self
.
timeLast
EntityEnd
ed
self
.
totalBlockageTime
+=
self
.
env
.
now
-
self
.
timeLast
BlockageStart
ed
# if the object is processing add the working time
if
self
.
isProcessing
:
self
.
totalWorkingTime
+=
self
.
env
.
now
-
self
.
timeLast
FrameWasFull
self
.
totalWorkingTime
+=
self
.
env
.
now
-
self
.
timeLast
ProcessingStarted
self
.
totalWaitingTime
=
MaxSimtime
-
self
.
totalWorkingTime
-
self
.
totalBlockageTime
...
...
dream/simulation/CoreObject.py
View file @
1b82966b
...
...
@@ -200,10 +200,12 @@ class CoreObject(object):
# removes an Entity from the Object the Entity to be removed is passed
# as argument by getEntity of the receiver
# =======================================================================
def
removeEntity
(
self
,
entity
=
None
):
def
removeEntity
(
self
,
entity
=
None
,
resetFlags
=
True
,
addBlockage
=
True
):
# reset flags
if
resetFlags
:
self
.
isBlocked
=
False
self
.
isProcessing
=
False
if
addBlockage
:
# add the blocking time
self
.
addBlockage
()
...
...
dream/simulation/Dismantle.py
View file @
1b82966b
...
...
@@ -134,12 +134,17 @@ class Dismantle(CoreObject):
self
.
getEntity
()
#get the Frame with the parts
self
.
timeLastEntityEntered
=
self
.
env
.
now
startWorkingTime
=
self
.
env
.
now
self
.
isProcessing
=
True
self
.
totalProcessingTimeInCurrentEntity
=
self
.
calculateProcessingTime
()
#hold for the time the assembly operation is carried
yield
self
.
env
.
timeout
(
self
.
totalProcessingTimeInCurrentEntity
)
self
.
isProcessing
=
False
self
.
totalWorkingTime
+=
self
.
env
.
now
-
startWorkingTime
self
.
timeLastEntityEnded
=
self
.
env
.
now
startBlockageTime
=
self
.
env
.
now
self
.
timeLastBlockageStarted
=
self
.
env
.
now
self
.
isBlocked
=
True
self
.
completedJobs
+=
1
#Assembly completed a job
self
.
waitToDispose
=
True
self
.
waitToDisposePart
=
True
#Dismantle is in state to dispose a part
...
...
@@ -159,14 +164,12 @@ class Dismantle(CoreObject):
yield
self
.
entityRemoved
self
.
waitEntityRemoval
=
False
self
.
entityRemoved
=
self
.
env
.
event
()
# yield self.env.timeout(0)#(0.000000000000005)
if
self
.
frameIsEmpty
()
and
not
self
.
waitToDisposeFrame
:
self
.
waitToDisposePart
=
False
self
.
waitToDisposeFrame
=
True
# if the internal queue is empty then update the corresponding flags and proceed with getting a new entity
if
self
.
isEmpty
():
self
.
completedJobs
+=
1
#Dismantle completed a job
self
.
waitToDisposeFrame
=
False
#the Dismantle has no Frame to dispose now
break
...
...
@@ -277,10 +280,13 @@ class Dismantle(CoreObject):
activeObject
=
self
.
getActiveObject
()
activeObjectQueue
=
activeObject
.
getActiveObjectQueue
()
#run the default method
activeEntity
=
CoreObject
.
removeEntity
(
self
,
entity
)
activeEntity
=
CoreObject
.
removeEntity
(
self
,
entity
,
resetFlags
=
False
,
addBlockage
=
False
)
#update the flags
if
(
len
(
activeObjectQueue
)
==
0
):
activeObject
.
waitToDisposeFrame
=
False
self
.
isBlocked
=
False
self
.
isProcessing
=
False
self
.
addBlockage
()
else
:
if
(
len
(
activeObjectQueue
)
==
1
):
activeObject
.
waitToDisposePart
=
False
...
...
@@ -290,15 +296,12 @@ class Dismantle(CoreObject):
activeObject
.
signalGiver
()
return
activeEntity
#===========================================================================
# add the blockage only if the very last Entity (Frame) is to depart
#===========================================================================
# =======================================================================
# adds the blockage time to totalBlockageTime
# each time an Entity is removed
# =======================================================================
def
addBlockage
(
self
):
if
len
(
self
.
getActiveObjectQueue
())
==
1
:
self
.
totalTimeInCurrentEntity
=
self
.
env
.
now
-
self
.
timeLastEntityEntered
self
.
totalTimeWaitingForOperator
+=
self
.
operatorWaitTimeCurrentEntity
blockage
=
self
.
env
.
now
-
(
self
.
timeLastEntityEnded
+
self
.
downTimeInTryingToReleaseCurrentEntity
)
self
.
totalBlockageTime
+=
blockage
self
.
totalBlockageTime
+=
self
.
env
.
now
-
self
.
timeLastBlockageStarted
#===========================================================================
# actions to be taken after the simulation ends
...
...
@@ -311,12 +314,12 @@ class Dismantle(CoreObject):
#if there is an entity that finished processing in Dismantle but did not get to reach
#the following Object
#till the end of simulation, we have to add this blockage to the percentage of blockage in Dismantle
if
(
len
(
self
.
Res
.
users
)
>
0
)
and
(
self
.
waitToDisposeFrame
)
or
(
self
.
waitToDisposePart
)
:
self
.
totalBlockageTime
+=
self
.
env
.
now
-
self
.
timeLast
EntityEnded
if
self
.
isBlocked
:
self
.
totalBlockageTime
+=
self
.
env
.
now
-
self
.
timeLast
BlockageStarted
#if Dismantle is currently processing an entity we should count this working time
if
(
len
(
self
.
Res
.
users
)
>
0
)
and
(
not
((
self
.
waitToDisposeFrame
)
or
(
self
.
waitToDisposePart
)))
:
self
.
totalWorkingTime
+=
self
.
env
.
now
-
self
.
timeLast
EntityEnter
ed
if
self
.
isProcessing
:
self
.
totalWorkingTime
+=
self
.
env
.
now
-
self
.
timeLast
ProcessingStart
ed
self
.
totalWaitingTime
=
MaxSimtime
-
self
.
totalWorkingTime
-
self
.
totalBlockageTime
...
...
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