flexsim流体实体使用手册.docx

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flexsim流体实体使用手册

Fluid Library ConceptsThe FlexSim Fluid Library consists of twelve objects. These objects are designed to aid in simulating systems that move material as a fluid. The material does not necessarily need to be liquid, but can be nearly anything that is measured by weight or volume. In contrast, the standard FlexSim library is designed to move material that is in discrete amounts (boxes, pieces, etc). There are fluid objects that are designed to be used as an interface between the other fluid objects and the discrete objects. They allow the modeller to turn flowitems into fluid and fluid into flowitems.?Because of the discrete event nature of FlexSim, the fluid objects are not what might be considered continuous objects. Instead, they break time down into small sections called ticks. The length of a tick is called the tick time. At the end of each tick, all of the fluid objects in the model evaluate how much material they received and sent during the tick. Material only moves at the end of each tick. As the tick time gets longer, the model will run faster, but may lose accuracy. As the tick time gets lower, the model will slow down, but may be more accurate. It is the modellers responsibility to make sure that the tick time for the model is small enough that the simulation is still accurate.?The amount of material that moves between objects at the end of each tick is based on the input and output rates defined on each object, as well as the amount of material that is available to move and the amount of space available to move it to. The fluid objects have a standard way of moving material between themselves. The input and output rates are each defined using three values: the objects maximum total rate, the maximum port rate, and a scaling factor for each port. The objects maximum rate is the maximum amount that will be allowed in or out through all of the ports combined in a single time unit (not a single tick). Because fluid movement is evaluated one port at a time, t

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