TILShell 3.0
Editors


[Togai Name]

The World's Source For Fuzzy Logic Solutions




The basic steps in designing a fuzzy system in TILShell are very similar to those for designing any type of controller or information processing system. The inputs and outputs of the system must be defined, and the relationships between the inputs and outputs must be defined according to a user-defined set of specifications.

After identifying the inputs and outputs of your system, add the appropriate number of variables using one of the TILShell project editors. Then add the necessary rulebases or other processing units, and connect the variables as either inputs or outputs of the processing units.

Once the structure of your system has been defined in one of the project editors, define membership functions for the variables using the Var/Member Editor. Then define the rules in your rulebases using either the Rulebase Matrix Editor or Rulebase Table Editor. Finally, if necessary, define any other processing units in the FPL Text Editor.

Once your system has been defined, use the debugging and tuning tools and the simulation facility to fine-tune your system. If your application will eventually be embedded on a microcontroller or installed on another computer system, you can set up an online session to make any necessary adjustments while the system is running on the external processor.

 

Select one of the following editors for an overview of its operation:

Project Manager Project Editor Variables and
Membership Function Editor
Rulebase Editors FPL Text Editor Split Window Editor



Project Manager

The Project Manager is a "top level" editor in TILShell. It works with objects in your project in a manner similar to the way the Windows File Manager handles files.

The Project Manager is used to:

Add new objects to the system you are designing.

Edit existing objects in your system.

View the system from an FPL object viewpoint.

Select the operating mode of TILShell.

Select which FPL compiler to use to create a source code translation of the project.

Print objects in your fuzzy system as FPL text.

Change the name of an object.

Change the color or define a comment for an object.

 

An example Project Manager window is shown below. Click on any of the object elements listed in this sample Project Manager for information on that object type.



The Project Manager


Graphical Project Editor

The Graphical Project Editor is the main "top level" editor in TILShell. It provides a block diagram view of the fuzzy system and allows you to create and manipulat FPL objects.

The Graphical Project Editor is used to:

Define inputs and outputs to and from the system you are designing.

Define processing objects.

Define the overall flow of information.

View the project as a block diagram.

Change the name of an object.

Change the color or define a comment for an object.

The Graphical Project Editor is also used to access the other object editors of TILShell. For example, if you double-click on a variable, an instance of the Var/Member Editor will open, enabling you to modify the different fields for the variable.

A typical Graphical Project Editor window is shown below. Click on one of the objects to obtain more information about that object.



The Graphical Project Editor

There are seven objects available which can be used in the Project Editor



Variables and Membership Function Editor

The Var/Member Editor is the primary editor for creating and editing membership functions in TILShell. It is both a graphical object editor for editing Var and Create new membership functions.

Edit existing membership functions.

Define the nature (shape) of a membership function.

Set the representation (crisp or fuzzy) for a variable.

Set the storage type for a variable.

Set the range (Universe of Discourse) of a variable.

Set the map size and data type for a fuzzy variable.

Set an initial values and default output values for variables.

Select the Inference/Defuzzification Method to be used.

Watch the belief values for the membership functions during simulation or debugging.

 

An example Var/Member Editor is shown in the graphic below. (There are no clickable targets on this graphic.)



The Var/Member Editor


Rulebase Editors

Two Rulebase Editors (Table and Matrix) are available for defining fuzzy rulebases in TILShell. The Rulebase Editors are used to edit Rulebase objects and to observe the behavior of rules during debugging.

The Rulebase Editors are used to:

Edit rules in a rulebase.

Add new rules to a rulebase.

Delete rules from a rulebase.

Change the weight of a rule.

Enable and disable rules in a rulebase.

Observe the behavior of rules in a rulebase during debugging.

 

The Rulebase Table Editor, as shown below, allows you to enter rules in a spreadsheet-like format. It allows you to edit the rules in standard FPL syntax and also to enter non standard rules. (There are no clickable targets on this graphic.)



Rulebase Table Editor


The Rulebase Matrix Editor allows you to view, edit, and debug rules in a matrix format. The rows and columns of the matrix correspond to the membership functions for two input variables of the fuzzy rulebase. The entries in the cells of the matrix correspond to the output membership function for one of the output variables of the fuzzy rulebase.

An example of the Rulebase Matrix Editor is shown below. (There are no clickable targets on this graphic.)



Rulebase Matrix Editor


When you open a RULEBASE object, either the Rulebase Table Editor or the Rulebase Matrix Editor is opened, depending on which is set as the preferred editor.

FPL Text Editor

The FPL Text Editor is the generic editor for all FPL objects. While it does not provide the speed and convenience of a graphical editor, it allows the direct entry of an exact FPL text description for any FPL object.

An example of the FPL Text Editor is shown below. (There are no clickable targets on this graphic.)



The FPL Text Editor


Split Window Editor

The Split Window Editor is the default editor for Model and Procunit objects. It functions like the FPL Text Editor, but the window is split into two editing sections: the Init and Body sections. To move back and forth between the two sections, click on the section you want to edit with the mouse. Once you have selected the section you want, the editor functions similar to the FPL Text Editor.

The difference between the Split Window Editor and the FPL Text Editor is that the Split Window Editor is used to enter code for Model and Procunit objects, which use the FPL Script Language rather than basic FPL.

An example of the Split Window Editor is shown below. (There are no clickable targets on this graphic.)



Split Text Editor


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