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Welcome to this tutorial on Mitsubishi HMI Graphic Operation Terminal or GOT.
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We are going to discuss about Lamps on GOT.
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With Mitsubishi GOT there three types of lamps.
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These are the Bit Lamp, Word Lamp and Lamp Area.
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The Bit Lamp turns ON/OFF the lamp according to the ON/OFF status of a bit device.
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Bit devices are those output coils or bit switches.
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The Word Lamp enables changing lamp color according to the word device value.
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Example of word devices are data registers.
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The lamp color depends on the value of the data register.
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The Lamp Area enables changing of colors of objects enclosed in the area when a bit device is activated.
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Now we we will make an example of a bit lamp.
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We will add the device address Y0.
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The bit status of the Bit lamp is ON and OFF.
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We can change the color of each bit status.
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A text can be added on the bit lamp to describe its status.
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We will add a bit switch to activate the output.
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The second type of lamp is the Word Lamp.
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The shape of the lamp can be changed from basic figure
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to parts from Library.
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Word devices are usually data registers. Here we will use D0.
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That is based on the ladder program.
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We will add 3 states. The first state is 0 and we will make it Red.
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It will indicate OFF status of the pump.
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State no. 1 will be Green and will indicate Run status.
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Then we change the range value equal (==) to 1.
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That means if the value of D0 is equal to 1, the pump is running.
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For state no. 2 we will make it Yellow with Blink to indicate fault.
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The range value will be equal to 2.
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These values were taken from D0 values.
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When the value of D0 is 0, the pump is in stop status.
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When the value of D0 is 1,the pump is in run status.
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That is, if M1 is ON, a value of 1 is moved to D0.
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When a fault occurs, when X2 or X3 is closed, M2 will be ON,
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a value of 2 will be moved to D0.
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We will add some bit switch to control the pump.
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We now have the Bit Lamp and the Word Lamp.
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This is ON/OFF control.
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When we press this switch, the lamp color changed from red to green.
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We can see here that Y3 is ON
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and X14 is closed.
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When we press the switch again, the lamp will turn OFF.
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That is the operation of Bit Lamp.
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There are only two states, either ON or OFF.
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This is the Word Lamp.
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We have configured this to operate in three states: OFF, RUN and TRIP.
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When we are in RUN status the color will change to green.
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That is because a value of 1 is moved to D0.
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Supposing a fault has occured,
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you will notice the color has changed to yellow and it blinks.
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That is because the data register D0 value became 2,
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when M2 was activated due to closing of X2 which is the overload contact.
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That is how Bit Lamp and Word Lamp works.
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Now we will discuss how to use the Lamp Area.
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First we will add some objects to the screen design area.
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Then we will add a Lamp Area.
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We will enclose these objects inside the Lamp Area.
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We will leave the round object half covered by the Lamp Area.
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Click on the Lamp Area boundary to open the setting.
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The Lamp Area has two color setting.
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We will put Y3 as the device address.
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This means if Y3 is ON, the lamp Area will be activated.
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Observe what will happen to the objects' colors when Y3 is turned ON.
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You will notice that these objects exchanged its colors.
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For the round object only half of the area has changed its color.
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That is, only the part that is inside the Lamp Area will be affected.
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While this one has no effect because its color is not included
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in the color setting of the Lamp Area.
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In short only the color that is inside the Lamp Area
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and is the same with the color setting will be changed.
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That is all for now for the basics on how to use the Lamps
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of the Mitsubishi Graphic Operation Terminal (GOT).