The World's Source For Fuzzy Logic Solutions
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 |
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 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.

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

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.)

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.)

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.
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 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.)

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