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Unity Training course V2.0 - Module 3.9 : Language ladder 1
Module 3.9
IEC Language : Ladder
Unity Training course V2.0 - Module 3.9 : Language ladder 3
Overview
 The structure of a Ladder Diagram Section corresponds to a rung for relay
switching.
 The left power rail is located on the left-hand side of the LD editor. This left
power rail corresponds to the phase (L ladder) of a rung. With LD
programming, in the same way as in a rung, only the LD objects which are
linked to a power supply, or connected with the left power rail, are
"processed". The right-hand power rail corresponds with the neutral wire.
However, all coils and FFB outputs are linked with it and this creates a power
flow.
 Complies with the IEC 61131-3 standard
 A group of objects which are all linked together and have no links to other
objects (excluding the power rail) is called a network or a rung.
Unity Training course V2.0 - Module 3.9 : Language ladder 4
Overview (cont)
 The LD programming language is cell oriented, i.e. only one object can be
placed in each cell.
 One LD Section consists of a single paged window.
 This page has a grid that divides the section into rows and columns.
 A width of 11-64 columns and 17 - 2000 lines can be defined for LD sections.
 The Process Sequence of the individual objects in an LD section is determined
by the data flow within the section. Networks connected to the left power rail are
processed from top to bottom (link with the left power rail). Networks that are
independent of each other within the section are processed in order of
positioning (from top to bottom).
Unity Training course V2.0 - Module 3.9 : Language ladder 6
LD Section Example
Unity Training course V2.0 - Module 3.9 : Language ladder 7
Execution Sequence
 Rungs are executed from top to
bottom and from left to right (see
opposite example)
 The execution sequence is indicated
by the execution number (number in
the top right corner of the FFB frame).
 Note: The execution numbers for
Contacts and Coils is not normally
shown. They are shown only to
provide a better overview.
 See Comments for complete
description of the Execution
Sequence.
Unity Training course V2.0 - Module 3.9 : Language ladder 9
Change Execution Sequence
 The order of execution in networks and the execution order of
objects within a network are defined by a number of rules.
 In some cases, the execution order suggested by the system should
be changed.
 The procedure for defining/changing the execution sequence of
networks is as follows:
 Using Links Instead of Actual Parameters
 Network Positions
 The procedure for defining/changing the execution sequence of
objects within a network is as follows
 Positioning of Objects
See Examples of these Rules under Comments
Unity Training course V2.0 - Module 3.9 : Language ladder 13
Ladder Diagram Links
 Links are connections between LD objects
(contacts, coils and FFBs etc.). There are 2
different types of Links:
 Boolean Links - consist of one or more
segments linking Boolean objects
(contacts, coils) with one another. There
are 2 types of Boolean links as well:
– Horizontal Boolean Links - enable
sequential contacts and coil
switching.
– Vertical Boolean Links - enable
parallel contacts and coil switching.
 FFB Links - FFB connections are
combinations of horizontal and vertical
segments that connect FFB
inputs/outputs with other objects.
Unity Training course V2.0 - Module 3.9 : Language ladder 16
Creating a Ladder Diagram Section
Unity Training course V2.0 - Module 3.9 : Language ladder 17
Programming Objects
 There are 3 methods of accessing
Ladder Diagram Programming
Objects:
 Click “Edit”, then “New”…….
Unity Training course V2.0 - Module 3.9 : Language ladder 18
Programming Objects - The Toolbar
 There are 3 methods of accessing
Ladder Diagram Programming Objects:
 Click “Edit”, then “New” …….
 Use the Ladder Diagram Objects Toolbar
Unity Training course V2.0 - Module 3.9 : Language ladder 19
Programming Objects
 There are 3 methods of accessing Ladder Diagram Programming Objects:
 Click “Edit”, then “New” …….
 Use the Ladder Diagram Objects Toolbar
 Place the cursor on any empty Logic Editor cell, then Right Click to
select Object groups
Unity Training course V2.0 - Module 3.9 : Language ladder 20
Programming Objects - Toolbar
Unity Training course V2.0 - Module 3.9 : Language ladder 21
Ladder Control Elements
 Control Elements are used for executing jumps within an LD Section
and for returning from a sub-routine(SRx) or derived function block
(DFB) to the main program. Control Elements take up one cell.
Designation Representation Description
Jump NEXT
When the status of the left link is 1, a jump is made to a label (in the current section).
To generate an unconditional jump, the jump object must be placed directly on the left power rail.
To generate a conditional jump, a jump object is placed at the end of a series of contacts
Tag LABEL:
Tags (jump targets) are indicated as text with a colon at the end.
This text is limited to 32 characters and must be unique within the entire section. The text must conform to
general naming conventions.
Jump labels can only be placed in the first cell directly on the power rail.
Note: Jump labels may not "cut through" networks, i.e. an assumed line from the jump label to the right edge
of the section may not be crossed by any object. This also applies to Boolean links and FFB links.
Return RETURN
Every subroutine and every DFB (derived function block) is exited after being processed, i.e. it returns to the
main program called.
If the subroutine/DFB is left prematurely, the return to the main program can be forced by the return object.
If the status of the left link is 1, a return from the subroutine or DFB (derived function block) to the main
program is carried out.
Return objects can only be used in DFBs or SR subroutines. They cannot be used in the main program.
To generate a conditional return, a return object is placed at the end of a series of contacts
Unity Training course V2.0 - Module 3.9 : Language ladder 22
Operation & Compare Blocks
 In addition to the objects defined in IEC 61131-3 there are two other
blocks for executing ST instructions and ST expressions and for
simple compare operations. These blocks are only available in the
LD programming language. They are called:
 OPERATE Block
 COMPARE Block
Unity Training course V2.0 - Module 3.9 : Language ladder 23
Operate Blocks
 Operate Blocks are only available in the LD programming language.
They are used to execute an ST instruction. When the status of the
left link is a 1, the ST instruction in the block is executed.
 All ST instructions are allowed except the control instructions:
– RETURN, IF, FOR
– JUMP, CASE, etc.)
 For Operate Blocks, the state of the left link is passed to the right link
(regardless of the result of the ST instruction).
 Operate Blocks can be placed in any free cell. An Operate
Block requires 1 line and 4 columns.
 If an Operate Block is placed in a cell that is already occupied
by an object, an error message is returned.
Unity Training course V2.0 - Module 3.9 : Language ladder 26
Compare Blocks
 Compare Blocks are only available in the LD programming language.They are
used to execute a compare expression (<, >, <=, >=, =, <>)in the ST
programming language. (Note: the same functionality is also possible using ST
expressions)
 If the state of the left link is a 1 and the result of the comparison is a 1, the state
of the right link is a 1.
 Compare blocks can be placed in any free cell except the last cell directly on the
right power rail.
 A compare block requires 1 line and 2 columns.
 If a compare block is placed in a cell that is already occupied by an object, an
error message is returned.
 A placed compare block automatically creates a connection with its neighboring
objects on the left and right if they are of the BOOL data type and there are no
free cells between them. See Additional Comments
Unity Training course V2.0 - Module 3.9 : Language ladder 29
Edge Detection Objects
 Different implementation (system call versus FB call) of LD objects
request the usage of StateRam variables (0x/1x registers).
 Under the condition that several write access to the 0x/1x
register are possible in a scan a different online behavior may
apply.
– Affected objects: contact with raising edge
– contact with falling edge
Unity Training course V2.0 - Module 3.9 : Language ladder 30
Example of Edge Detection Objects
 Initial values: %QX1 equals FALSE. %QW=1
Unity Training course V2.0 - Module 3.9 : Language ladder 31
Ladder Diagram
 Respect a grid representation for all objects including links and short
circuits This is exaggerated example)
Unity Training course V2.0 - Module 3.9 : Language ladder 32
Eliminate crossings
Unity Training course V2.0 - Module 3.9 : Language ladder 33
Avoid islands with short-circuits and links :
 Select coils are attached to right power rail
 Vertical shorts have same thickness as horizontal links
Unity Training course V2.0 - Module 3.9 : Language ladder 34
Avoid link crossing and backward
connections
 Backward Connection needs crossing, since selected coil must be
attached to power rail.

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module 3.9 IEC Language ladder.ppt

  • 1. Unity Training course V2.0 - Module 3.9 : Language ladder 1 Module 3.9 IEC Language : Ladder
  • 2. Unity Training course V2.0 - Module 3.9 : Language ladder 3 Overview  The structure of a Ladder Diagram Section corresponds to a rung for relay switching.  The left power rail is located on the left-hand side of the LD editor. This left power rail corresponds to the phase (L ladder) of a rung. With LD programming, in the same way as in a rung, only the LD objects which are linked to a power supply, or connected with the left power rail, are "processed". The right-hand power rail corresponds with the neutral wire. However, all coils and FFB outputs are linked with it and this creates a power flow.  Complies with the IEC 61131-3 standard  A group of objects which are all linked together and have no links to other objects (excluding the power rail) is called a network or a rung.
  • 3. Unity Training course V2.0 - Module 3.9 : Language ladder 4 Overview (cont)  The LD programming language is cell oriented, i.e. only one object can be placed in each cell.  One LD Section consists of a single paged window.  This page has a grid that divides the section into rows and columns.  A width of 11-64 columns and 17 - 2000 lines can be defined for LD sections.  The Process Sequence of the individual objects in an LD section is determined by the data flow within the section. Networks connected to the left power rail are processed from top to bottom (link with the left power rail). Networks that are independent of each other within the section are processed in order of positioning (from top to bottom).
  • 4. Unity Training course V2.0 - Module 3.9 : Language ladder 6 LD Section Example
  • 5. Unity Training course V2.0 - Module 3.9 : Language ladder 7 Execution Sequence  Rungs are executed from top to bottom and from left to right (see opposite example)  The execution sequence is indicated by the execution number (number in the top right corner of the FFB frame).  Note: The execution numbers for Contacts and Coils is not normally shown. They are shown only to provide a better overview.  See Comments for complete description of the Execution Sequence.
  • 6. Unity Training course V2.0 - Module 3.9 : Language ladder 9 Change Execution Sequence  The order of execution in networks and the execution order of objects within a network are defined by a number of rules.  In some cases, the execution order suggested by the system should be changed.  The procedure for defining/changing the execution sequence of networks is as follows:  Using Links Instead of Actual Parameters  Network Positions  The procedure for defining/changing the execution sequence of objects within a network is as follows  Positioning of Objects See Examples of these Rules under Comments
  • 7. Unity Training course V2.0 - Module 3.9 : Language ladder 13 Ladder Diagram Links  Links are connections between LD objects (contacts, coils and FFBs etc.). There are 2 different types of Links:  Boolean Links - consist of one or more segments linking Boolean objects (contacts, coils) with one another. There are 2 types of Boolean links as well: – Horizontal Boolean Links - enable sequential contacts and coil switching. – Vertical Boolean Links - enable parallel contacts and coil switching.  FFB Links - FFB connections are combinations of horizontal and vertical segments that connect FFB inputs/outputs with other objects.
  • 8. Unity Training course V2.0 - Module 3.9 : Language ladder 16 Creating a Ladder Diagram Section
  • 9. Unity Training course V2.0 - Module 3.9 : Language ladder 17 Programming Objects  There are 3 methods of accessing Ladder Diagram Programming Objects:  Click “Edit”, then “New”…….
  • 10. Unity Training course V2.0 - Module 3.9 : Language ladder 18 Programming Objects - The Toolbar  There are 3 methods of accessing Ladder Diagram Programming Objects:  Click “Edit”, then “New” …….  Use the Ladder Diagram Objects Toolbar
  • 11. Unity Training course V2.0 - Module 3.9 : Language ladder 19 Programming Objects  There are 3 methods of accessing Ladder Diagram Programming Objects:  Click “Edit”, then “New” …….  Use the Ladder Diagram Objects Toolbar  Place the cursor on any empty Logic Editor cell, then Right Click to select Object groups
  • 12. Unity Training course V2.0 - Module 3.9 : Language ladder 20 Programming Objects - Toolbar
  • 13. Unity Training course V2.0 - Module 3.9 : Language ladder 21 Ladder Control Elements  Control Elements are used for executing jumps within an LD Section and for returning from a sub-routine(SRx) or derived function block (DFB) to the main program. Control Elements take up one cell. Designation Representation Description Jump NEXT When the status of the left link is 1, a jump is made to a label (in the current section). To generate an unconditional jump, the jump object must be placed directly on the left power rail. To generate a conditional jump, a jump object is placed at the end of a series of contacts Tag LABEL: Tags (jump targets) are indicated as text with a colon at the end. This text is limited to 32 characters and must be unique within the entire section. The text must conform to general naming conventions. Jump labels can only be placed in the first cell directly on the power rail. Note: Jump labels may not "cut through" networks, i.e. an assumed line from the jump label to the right edge of the section may not be crossed by any object. This also applies to Boolean links and FFB links. Return RETURN Every subroutine and every DFB (derived function block) is exited after being processed, i.e. it returns to the main program called. If the subroutine/DFB is left prematurely, the return to the main program can be forced by the return object. If the status of the left link is 1, a return from the subroutine or DFB (derived function block) to the main program is carried out. Return objects can only be used in DFBs or SR subroutines. They cannot be used in the main program. To generate a conditional return, a return object is placed at the end of a series of contacts
  • 14. Unity Training course V2.0 - Module 3.9 : Language ladder 22 Operation & Compare Blocks  In addition to the objects defined in IEC 61131-3 there are two other blocks for executing ST instructions and ST expressions and for simple compare operations. These blocks are only available in the LD programming language. They are called:  OPERATE Block  COMPARE Block
  • 15. Unity Training course V2.0 - Module 3.9 : Language ladder 23 Operate Blocks  Operate Blocks are only available in the LD programming language. They are used to execute an ST instruction. When the status of the left link is a 1, the ST instruction in the block is executed.  All ST instructions are allowed except the control instructions: – RETURN, IF, FOR – JUMP, CASE, etc.)  For Operate Blocks, the state of the left link is passed to the right link (regardless of the result of the ST instruction).  Operate Blocks can be placed in any free cell. An Operate Block requires 1 line and 4 columns.  If an Operate Block is placed in a cell that is already occupied by an object, an error message is returned.
  • 16. Unity Training course V2.0 - Module 3.9 : Language ladder 26 Compare Blocks  Compare Blocks are only available in the LD programming language.They are used to execute a compare expression (<, >, <=, >=, =, <>)in the ST programming language. (Note: the same functionality is also possible using ST expressions)  If the state of the left link is a 1 and the result of the comparison is a 1, the state of the right link is a 1.  Compare blocks can be placed in any free cell except the last cell directly on the right power rail.  A compare block requires 1 line and 2 columns.  If a compare block is placed in a cell that is already occupied by an object, an error message is returned.  A placed compare block automatically creates a connection with its neighboring objects on the left and right if they are of the BOOL data type and there are no free cells between them. See Additional Comments
  • 17. Unity Training course V2.0 - Module 3.9 : Language ladder 29 Edge Detection Objects  Different implementation (system call versus FB call) of LD objects request the usage of StateRam variables (0x/1x registers).  Under the condition that several write access to the 0x/1x register are possible in a scan a different online behavior may apply. – Affected objects: contact with raising edge – contact with falling edge
  • 18. Unity Training course V2.0 - Module 3.9 : Language ladder 30 Example of Edge Detection Objects  Initial values: %QX1 equals FALSE. %QW=1
  • 19. Unity Training course V2.0 - Module 3.9 : Language ladder 31 Ladder Diagram  Respect a grid representation for all objects including links and short circuits This is exaggerated example)
  • 20. Unity Training course V2.0 - Module 3.9 : Language ladder 32 Eliminate crossings
  • 21. Unity Training course V2.0 - Module 3.9 : Language ladder 33 Avoid islands with short-circuits and links :  Select coils are attached to right power rail  Vertical shorts have same thickness as horizontal links
  • 22. Unity Training course V2.0 - Module 3.9 : Language ladder 34 Avoid link crossing and backward connections  Backward Connection needs crossing, since selected coil must be attached to power rail.