6K V1.02 03-16-91
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99 70 123 *
We've put spaces between some digits to help explain this example. You do not need any pauses
between digits when you are programming the controller.
The
password
in this example is
99
, the default password. The password tells the controller that
you are a legitimate programmer.
The
root number
is
70
. This root number tells the controller that you wish to turn on some logic
outputs.
The
data digits
are
1, 2, 3
. In this particular command, the digits 1, 2, 3 tell the controller that you
want to turn on logic outputs 1, 2, and 3.
The
terminator
is
*
, which tells the controller that you have reached the end of this particular
command. The controller always waits for the terminator before it processes a command.
If we have made no mistakes in entering this command, the controller will respond with a message
and turn on the outputs. If a mistake were made in the command, such as asking for output 0 to
turn on, then the controller would have sent an error message. None of the outputs would have
changed. If you enter a control command with an incorrect password or a non-existent root
number, the controller will not respond to the command.
3.
RESPONSE MESSAGES
Most control commands respond in some way to tell you that they were accepted, or that you made
a mistake in entering the command. The usual acknowledgement message is "OK" (sent in CW).
If another response is more appropriate, then it will be sent instead of the "OK". There are two
commonly-used error messages, sent as "? ERR 1" and "? ERR 2". They are defined as follows:
"? ERR 1"
means you have made an error in the number of keystrokes you entered for
this particular command. If the command requires 5 keystrokes, for
example, and you entered 6, then the response will be an error 1.
"? ERR 2"
means you have made an error in the data that was presented for this
particular command. If a timer, for example, has a range of 0 to 5.0
seconds, and you enter 6.0 seconds, then the response will be an error 2.
Response messages can be turned on and off.
4.
SPECIAL KEYS
There are two keys on your 12-button or 16-button DTMF keyboard that have special meanings to
the controller. They are the star (*) and pound (#) symbols. (The "#" symbol is technically called an
octothorpe . . . but we'll just call it a "pound"). These two characters are not allowed to be part of a
password or macro name, and they won't be found in root numbers or data digits.
As mentioned earlier, the star (*) digit serves as a terminator, indicating to the controller that you