drvnbysound said:I'm with DEL as well here... I don't need to know about the inner workings of the rules engine and don't get bogged down with said details. That's the job of the hobbyist and tinkerer
I'm glad that you're not my doctor.
Mike.
drvnbysound said:I'm with DEL as well here... I don't need to know about the inner workings of the rules engine and don't get bogged down with said details. That's the job of the hobbyist and tinkerer
mikefamig said:I'm glad that you're not my doctor.
Mike.
WHENEVER KitchenLight (Counter 2) CHANGES TO 1
THEN TURN FamilyRmCeiling [3 (A3)] OFF,
WHENEVER KitchenLight (Counter 2) CHANGES TO 0
THEN TURN FamilyRmCeiling [3 (A3)] ON,
WHENEVER Dinner Lights (Task 3) IS ACTIVATED
THEN TOGGLE KitchenLight (Counter 2)
d.dennerline said:I would be wonderful if Elk created a virtual ElkRP system emulator (similiar to Android emulator), so you could debug your rules by invoking different triggers. The biggest challenge with ElkRP is there are many different ways to formulate rules to do identical things. Unfortunately, when sometime works it’s too painful to try different constructs because ElkRP does not have official variable argument logging support (i.e., printf() debugging) .
Work2Play said:I don't know the specific answers to your question from #3, but your post below about the execution of the F4 button does make a little sense to me. If rules are executed in order and your trigger is also a condition with multiple rules that follow the same trigger/condition logic, it makes sense that there'll be a collision.
If Garage is armed, disarm it
followed by:
If Garage is Disarmed, Arm it
If a single pass is made through the rules per trigger event, then one way or another either on arm or disarm you're going to cause double execution - depending on which one happens first. The way around this is the addition of a phantom trigger as you discovered... so it becomes
If Garage is Armed, turn on Out 100 for 1 second
If Garage is Disarmed, Turn on Out 101 for 1 second
When Out 100 Turns off, Disarm Garage
When Out 101 Turns Off, Arm Garage
It's extra rules of course but it's how you avoid the collisions.
I've done other rules where the order was very important because of how the M1 evaluates conditions - as far as I can tell it executes in order so if the criteria in one rule is affected by an action of the one above you can alter the results.
It would be nice to have better documentation; and back in the day, Spanky was a regular here and provided great information. However the company has been through some changes and we are where we are at least for the time being.
mikefamig said:OK then it has nothing to do with the lifespan of the event or how long the output is turned on as I suspected. It is turning out an output that causes a new event that causes another pass and then finally triggers the desired action. I did not understand it that way.
Mike.
drvnbysound said:Ok, yeah... I thought that logic was apparent, but I guess not
That is the same with full blown access systems (though they're not rated for life safety applications, per se, but can be used as the head end for monitoring said equipment) and their operation is far more complex.RAL said:It surprises me that for a system like the M1, that can be used for life and property protection, this documentation doesn't seem to exist.
Don't get me wrong - I like the M1, but it sure would be nice if they provided better documentation for it.
drvnbysound said:Here's ~90 minutes of instruction:
DELInstallations said:A single panel is about $2K-5K+ the related peripherals, not including the server and software/license. If I can't get it with a product like that (and a few trainings that are upwards of $5-10K each and the certs) I can't see it happening on the sub $500 M1....what they could do, however, is provide SDK's that may provide some insight to 3rd parties.