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KingSCADA Quick Start Manual How to create a new project


KingSCADA Hardware Requirements (recommended): Processor Pentium IV and above CPU speed 2GHz and above 32 bit CPU 2GB RAM and above 20G HDD and above

KingSCADA System Requirements: Support for Windows 32 bit operation system (English, Chinese, Japanese, Korean and Chinese-traditional characters) Windows 2000, SP4 Windows XP, SP3 Vista Windows 2003 Server, SP2 ( or R2 ) Windows 2008 Server Window7 (Professional and Ultimate)

Download the installation package from our website: http://www.wellintech.com/index.php/downloads-main/kingscada-weblinks or install the product from CD-ROM.

Set up KingSCADA main program for data acquisition and display

Fig. 1 Installation Selections

Click Basic Information, to see the Installation Statement to show how to install the software.
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Click Install KingSCADA, and follow the installation setup steps to setup the main program. Click Install KingSCADA Drivers to install the I/O drivers on your PC. Click Install KeyDriver to install the hardware key driver, if you have one. Click Install KingSCADA OPCServer to allow KingSCADA to be accessed by 3rd-party applications through OPC. After installing KingSCADA, you can find it in the Start Menu on your system.

Fig. 2 Find KingSCADA in Start Menu

Create a new project using KingSCADA


Step1: Open the interface of KMaker Click All Programs->KingSCADA->KMaker through the Start menu in Fig. 2.

Note: If a license is not available, click Yes to enter the demo mode which offers 2 hours for development and runtime environment.
Fig. 3 Start KMaker without license

KSMakeris the development environment for KingSCADA, interface as below:

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Fig. 4 KingSCADA development environment interface

Step2: Create a new solution Create new solution or new project through menu File->New Solution as Fig.5 shown, or through the tool bar button New as Fig. 6 shown.

Fig. 5 New Solution using File-> New Solution

Fig. 6 New Solution using quick button

Configure new project setting as Fig. 7 shown.

Enter a project name of MyFirstKSProject and click OK. A new project is created and a new folder with the project name is created at the location path.

Fig. 7 Create a new project


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Note:

If your input name is invalid, after clicking OK, you

will get an alert window to tell you the reason shown as Fig4.

Step3: Create a tag under Tag Dictionary Tags in the projects can be used to get values from hardware devices. used in making the picture. Dictionary.

Fig. 8 Alert message window

They also can be internal variables

To create a new tag inside the project, expand Database, and select the Tag

Use the New button at the top left of the Content Display Area, or right click any tag in

the list to create new tag. See Fig. 9 and Fig. 10.

Fig. 9 Create a new tag using toolbar button

Fig. 10 Create a new tag using right click menu

Several settings are needed to define a tag: (See Fig. 11) 1. 2. 3. Tag name: A valid name is needed;

Choose the data type from the drop-down list; Choose a tag type (Basic means simple one value

tags; Struct means a group of tags with a fixed structure; Pointer means a reference to another tag.) 4. For other settings please see the help document.

Step4: Create a new picture

Fig. 11 Tag properties setting

Pictures are used to display data to and interact with the user. To create a new picture in KMaker, expand View and choose Window, and click New button at the top left of the Content Display Area, as Fig. 12 shown, or switch to the Graphy environment to create the picture.
Fig. 12 Create a new picture in the project

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After clicking the New button, you will see a picture properties setting window as in Fig. 13. 1. 2. 3. 4. Enter a valid name for the new picture, Set Picture view as you need; Set Picture style as you need; Set Advance setting as you need.

such as FirstPicture;

Note: The default settings are shown in Fig. 13.


Fig. 13 Configure the properties of the picture

Step5: Draw an object on the picture After creating the picture, draw an object on the picture. Click the Rectangle in the toolbox. Left click and drag with the mouse to locate and size a rectangle as desired. See Fig. 14. Objects can be configured through the Properties window, see Fig. 15.
Fig. 14 Draw an object the picture

Fig. 15 Configure the objects through Property window

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Insert a Text object on the picture, input Volts = # v. See Fig. 16. Note: The character # can be regarded as a wildcard, if a data output animation is added onto this object, and then # will display the value of the tag.
Fig. 16 Insert a Text object onto the picture

Step6: Add an animation to output the value of the tag To add an animation to the Text object, double click the object or right click it and get the menu and choose Links Config, then get the Edit Animations window as shown in Fig. 17. 1. Select an animation: Click +, and choose Value Output -> AnalogOutput as in Fig. 17. 2. Choose a tag for the link: Click button or double click the text box, see Fig. 19, and get the tag list in Fig. 19.

Fig. 17 Edit Animation-1

Fig. 18 Edit Animation-2

3. Choose a tag in the tag list: Tag1, see Fig. 19.

to meet the requirement of the data type, choose an integer tag

4. Set output style for runtime display: Choose Number, the value will be displayed as a number, set the format of it, see Fig. 20. Or choose Text, the value will be displayed as a text, see Fig. 21. 5. After finish the setting, click OK to save the animation.

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Fig. 19 Edit Animation-3

Fig. 20 Edit Animation-4

Fig. 21 Edit Animation-5

Step7: Save and run the project Save the picture after all of the operations, using File->Save or File->Save all, or using the toolbar button Save or Save all as shown in Fig. 22.

Fig. 22 Save the Picture

Fig. 23 Switch to Runtime

Switch to the runtime environment by clicking View to run the project. See Fig. 23. If there is no license available, please click Yes to enter a demo mode of the runtime. See Fig. 24.

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Fig. 24 Switch to Runtime

Fig. 25 Open a Picture in Runtime

In runtime environment, use the menu Picture -> Open Picture to open a picture, see Fig. 25, and then choose a picture in the Open picture window as shown in Fig. 26. The picture is displayed as shown in Fig. 27.

Fig. 26 Choose a Picture to open

Fig. 27 Display the Picture in Runtime

Additional1: Insert a genius onto the picture Additionally, a genius can be also inserted onto the picture. See Fig. 28.

Fig. 28 Insert a Genius through toolbar Close the runtime environment by clicking the X at the upper right of the runtime. In the Graphy Editor choose a genius from the library. For example, select Temperature Gauge under the folder Predefined->Sign. See Fig. 29.

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Fig. 29 Insert a Genius onto the Picture

Select the genius on the picture, and click the Links tab at the right edge of the Graphy Editor. Select the Value property and click the button that appears. Select a tag, and click OK to finish the configuration. See Fig. 30.

Fig. 30 Link the Genius with a Tag Save the picture and switch to runtime environment by clicking the View button on the KMaker window, see Fig. 31.

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Fig. 31 Genius in Runtime

Additional2: Set the initial picture for the runtime environment In KMaker, there are many settings to configure the properties of the runtime system. Expand the projects Setting folder. Double click View Settings, and choose the Main Picture Setting tab. Choose a picture as the default picture for the runtime environment, so that this picture is shown when runtime system starts. See Fig. 32.

Fig. 32 View Setting (Main Picture Setting)

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