Peter Lorenz German smaller fonts Simulation und Animation

Intention and Content

Working on the lecture notes of the Simulation and Animation course presented here begun in 1995. For usage in different environments it is bilingual. On the top and the end of each page is a button for switching to the German version.

Intention Top

Students of the course Simulation and Animation

Finishing the course they should be able based on available documentations, software systems and the WWW-support

Basic Software Top Line

The introduction course uses free student versions of the following software:

Proof Animation™ P5 is a 2D-Animation system, which can be used in connection with any program in order to demonstrate the movement of objects as well as to describe the development of parameter values of the modeled system. It is a post-run animation system, which processes operation representations (Animation Trace Files or ATF-files) created by other programs, e.g. simulation programs, as input and generates animated images.

Proof Animation 3D (P3D) is the relatively new 3D-extension of P5. 3D models of scenes and object classes can be build or imported and moved using ATF files.

GPSS/H is a software system for discrete, transaction based simulation. GPSS/H is a very fast simulation system with small runtimes for big models. Therefore it can handle large series of replications with updated random numbers or parameters. Within this course GPSS/H is used as simulation system for designing models and writing animation trace files.

SLX (Simulation Language with eXtensibility) is an extensible and very fast simulation system suitable for extreme requirements on speed and capability, The basics of SLX are easy to learn and understand for users with experience in the C programming language.

For the presented systems there are student versions available. All systems are products of Wolverine Software Corporation. They can be downloaded from Wolverines Web site.

GPSS/H, P5, P3D and SLX are MS-Windows applications. To follow the examples in this script and to be able to do the assignments, they have to be installed on the your local computer.

Students at the University of Magdeburg can additionally run the professional version of GPSS/H on a server.

Table of Contents Top Line

Global Outline
Content
1.Introduction to Modeling, Simulation and Animation.
2.Proof Animation™.
3.GPSS/H as a Programming language.
4.GPSS/H Queueing Models.
5.GPSS/H Controling Concepts.
Appendix/Index
Quizzes
Exams
Schedule
1. Introduction to Modeling, Simulation and Animation
1.1.Models and Modeling
1.2.Simulation
1.3.Animation
1.4.History of S&A at the University of Magdeburg
2. Proof Animation™
2.1.2D-Animation with Proof 5
2.2.3D-Animation with Proof 3D
2.3.Debugging
2.4.Presentations
2.5.Magdeburg's Animation Gallery
3. GPSS/H as a Programming language
3.1.Constants and Ampervariables
3.2.Expressions
3.3.Statements
3.4.Input and Output
3.5.Standard Attributes
3.6.Functions
3.7.Variables
3.8.Random Numbers
3.9.
4. GPSS/H Queueing Models
4.1.Transactions and Facilities
4.2.Blocks, Control Statements and Compiler Commands
4.3.Queues and Storages
4.4.Logic Switches and Branches
4.5.Transaction Attributes
4.6.Searching, Counting and Classifying
5. GPSS/H Controling Concepts
5.1.GPSS/H Macros and Subroutines
5.2.GPSS/H's Internal Control
5.3.Preemption and User Chains
5.4.Assembly Sets and Groups
5.5.Controling Experiments
Appendix
Blocks
Control Statements
Standard Attributes
Classes of Model Elements
Program Examples
Presentation Commands
Debugging GPSSH

Summary of the Chapters Top Line

1. Introduction to Modeling, Simulation and Animation

Fundamental terms of Modeling, Simulation and Animation are introduced here. Presented aspects and themes: History of Modeling, Modeling and Simulation, Simulation and Animation, Pro and Contra the method of modeling, Goals of using models, Analogue conclusions for transfering results and recognitions from model experiments ti the original systems.

2. Proof Animation™

The introduction to 2D-Animation uses Proof Animation™ P5. By using this system true to scale images or layouts of real systems can be drawn in an interactive and intuitive way and saved in Layout files (name.LAY). Classes of objects can be defined within the layout file as well.

In Animation Trace Files (name.ATF) it's possible to describe the creation and movement of objects of these classes. ATFs are text files which can be generated by using any software (e.g. a text editor, Basic, Java, C or almost every simulation system).

Paths, Messages, Bars and Plots are special classes of objects available in Proof Animation™ which can be specified in the layout file and be modified by statements in the trace file.

Finally, Proof Animation™ has its own Presentation Mode to embellish completed animations with images and offer menues for selecting desired scenes.

3. GPSS/H as a Programming language

GPSS is a classic simulation system designed already at the beginning of the 60's. Here it is introduced as a system which can be universally used and which is not bound to a certain area of usage.

In this chapter GPSS/H, a exdended and enhanced GPSS version, is be introduced. The introduction is here restricted to the included basic programming language. This easy, Basic-like language is first of all used to write Animation trace files for simple examples and assignments. Later on, it will mainly be used to control simulation experiments.

4. GPSS/H Queueing Models

This chapter is focussed on the original orientation of GPSS, the modeling of queueing systems and queueing nets. Transactions, Facilities, Queues and Storages are introduced as classes of model elements. Blocks describe the ways of Transactions through a system.

Again the generation of Animationtracefiles is explained helping to understand the functionality of queueing systems and queueing nets and making visible the flow of Transactions.

5. GPSS/H Controling Concepts

GPSS is far more today than a Simulation system only for Queueing models. It is a universal Simulation system, able to model any system, no matter how complicated the system is itself. This chapter deals with an introduction to user chains and group concepts, to the macro- and subroutine technique and to its internal control system.


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