Lighthouse For Windows (610-2617W) Entering Information Faxback Doc. # 19268 LISTS MENU The information in Lighthouse for Windows is entered in under the Lists menu. It comes in 4 categories: Module, Scene, Schedule, and Events. Module information is information about each group of modules on a given unit code. A scene is an action to be taken by a module or group of modules, or even several groups of modules, in some cases. Schedules are groups of events which can be downloaded into the X-10 Home Control Interface. If you take a scene and apply a time of day to it, the result is an event. The process goes as follows: 1. Module information is put into the program. 2. Scenes are defined, using the module data. 3. Schedules are defined. 4. Events are defined for each schedule. 5. A schedule is downloaded into the interface. PROGRAMMING MODULE INFORMATION To begin with, we must enter the information about the modules we have in the house. This is done under the "Lists" menu. Point and click on the Lists menu, then select "Unit" list from the menu. The unit list window appears. There are three categories listed at the top of the window: Unit, Name and Desc. Unit is for the house and unit code for the various modules and groups of modules we are defining for the program. Name is a label which will be used when we define scenes. Description is an arbitrary field to make plain what each unit is for. DEFINING A MODULE To define a module or group of modules, point and click on the "New" button at the bottom of the Unit list window. The Setup New Unit windows will appear. The cursor will be flashing in the name box to prompt you for a label for this unit. Choose a name of eight characters or less that is somewhat descriptive of the function of the module(s) in question. Hit the Tab key. The cursor is now flashing in the Desc box. Put a fuller description of what the modules do in this box. Hit the Tab key. The Dimmer capability caption is now outlined. Point and click on the box, if the modules in question have dimmer capability, so that a check mark appears. If the modules in question do not have dimmer capability, then do not point and click on the box. Press Tab. The House code box is the next destination. Point and click on the dial until "A" is chosen. Press Tab. We are now ready to choose a Unit code. Point and click on the Unit code dial until the Unit code you have assigned for the module(s) is indicated. Press Tab. You are now ready to indicate the initial condition of the module(s) in this unit. Normally this is off, indicated by leaving the switch icon at the bottom position. To change this to on, point at the switch icon and press and hold down the left mouse button. Slide the pointer up until On appears in the upper box in the switch area. If you have turned on dimmer capability, the switch slides through various intensity levels, indicated by percentages appearing in the upper box in the switch area. If you wish to test the unit definition you have just completed, do so by choosing an initial condition besides off, and pointing and clicking on the Test button in the switch area. If the light or appliance does not respond, check you definition and the settings on the module or group of modules in question, and retry. When the results are satisfactory, set the initial condition the way you want, and press Tab until the OK button is highlighted. Press Enter, or point and click on the OK button. You will now find that unit on the unit list. Repeat this procedure for each of the units you wish to define. NOTE: You will note that the unit code is automatically advanced one each time we define a new unit. The program can control up to 256 units, one for each of the unit codes and each of the house codes. The interface buttons control only [8][16] units at a time. Which ones will depend on which house code the interface is set to. DEFINING SCENES Now, it is time to start defining scenes. Scenes are the things we wish to have take place. The list we made up and called a plan contains the information for creating the scenes we need. If you recall, the first thing to take place during the day was for the bedroom lights to come on. The bedroom lights coming on constitutes a scene. Likewise the kitchen lights coming on and the coffee pot being started constitute scenes. To define scenes, point and click on the Lists menu, then choose Scene list from the choices. The Scene list window will appear. At first, there are no scenes defined. To define a new scene, click on the New button. The Setup New Scene window will appear. The window contains buttons for each of the units we defined, containing their names. It also contains buttons for the house code, as well as OK, Cancel, Help, and Undo buttons. Then there is the box with the speed buttons in it. It contains a box labeled Current house code only, and buttons labeled Reset, All Off, All On, and Test. Current House Code Only Box The Current house code only box, if checked, restricts the action of these buttons to the units on the house code shown on the House code dial shown in the lower left corner of the window. If we had kept defining units a little longer, we would have eventually changed to house code "B" to cover definitions, and if we have enough definitions, we would go through the letters to the letter "P", where we would finally run out of definitions. It is better to leave this box checked, as you only see the buttons on the current house code, and turning everything on or off, or resetting a scene to initial conditions, could have strange results if you have several house codes in your definitions. If, however, you are sure about wishing to perform one of the actions defined by one of the speed buttons all throughout a given scene, click on the box so that the checkmark disappears. Reset Button The Reset button resets all the units in the scene to initial conditions if the Current house code only box is unchecked, or resets all the units on the current house code to initial conditions, if the Current house code only box is checked. This can be a real help if you are defining a particularly complicated scene, and become confused to make some errors. Just click on this button as a means of starting over. It will clear things back to initial conditions, removing any switch icons from below the unit buttons. All Off Button The All off button sets all units off, subject to the condition of the Current house code box, as mentioned above. You might want to create a scene to simulate a power failure, called blowfuse, in which all lights and appliances are turned off. If you do, and you have units on more than one house code, don't forget to turn off the Current house code only box, or it might not do what you want. All On Button The All on button turns all units on. This is subject to the same conditions as the above two buttons, regarding the Current house code only box. Test Button Test is a way of finding out just how well your scene is working. If you click on this button, the scene is downloaded to the interface and activated. If it doesn't do what you want, back to the drawing board. Now, lets define some scenes. The first thing that happens in our hypothetical household, each day, is the bedroom lights come on. Now, the bedroom lights are called brlamp in out unit list. Find the button called brlamp and point and click on it. A "zippered" switch icon appears, indicating that this unit has dimmer capability. In the morning, it would be nice to wake up to lights that don't come on all the way, as your eyes are used to the dark at that point, most of the year. On the other hand, in the evening, your eyes are used to the light, and so it would be better to have the lights come on all the way. So, we will define two scenes in which the bedroom lights come on. One each for 50% and 100% brightness. We'll call the first scene bed50. Click on the Scene name box, so that the cursor is blinking in it. Type in bed50. Now point at the switch icon where the actual switch appears and press and hold the left mouse button and drag the switch up until the box changes to 50%. Now point and click on the OK button. There is now a scene by the name of bed50 defined. Point and click on New, again. If the cursor isn't already blinking in the Scene name box, point and click on it so that it appears there. Type in bed100. Point and click on brlamp. This time drag the switch up to the top, so the box says 100%. Now point and click on OK. Now there is a scene called bed100 defined. As sure as things go on, they need to be turned off, so we must define a scene in which the bedroom lights are turned off. Point and click on New, again. When the Setup New Scene window comes up, point and click on the Scene name box so that the cursor is blinking in it. Type in bedoff. Point and click on brlamp. The switch is already in the off position, so all we need to do is point and click on OK. There is now a scene called bedoff defined. Follow a similar procedure to define on and off scenes for each of the other devices, turning those with dimmer capability to 100%. SCHEDULES AND EVENTS DEFINED Now, we must organize these various scenes into a coherent schedule, by seeing to it that they happen at certain times on certain days of the week. In order to do this, we must first create and name a schedule for the program to refer to. We will then add events to the schedule. A "schedule" is a storage area for a list of events. "Events" are defined by taking the scenes we defined earlier and applying a time and set of days of the week to them. To do this, point and click on the Lists menu and choose Schedule list. The Schedule list window will appear. Point and click on the New button. The Setup New Schedule window will appear. The cursor will be blinking in the Name box. Type in "general" for the name. You will see two times in the box, labeled Sunrise and Sunset. These are supplied for allowing you to set events to happen relative to these times of day, rather then at an absolute time. Use the mouse, by point and clicking, and the delete and backspace and number keys to change these to 6:00 am and 7:30 pm, respectively. Now, point and click on the OK button. We now have a place to put the events which make up our schedule. To do this, point and click on the Events button. The Event List For general window will pop up. Point and click on the New button. The Setup New Timer Event window will appear. The first thing we must do is decide which scene is to take place. In this case, the first thing on the list is "bedroom lights on". In the morning, this corresponds to the bed50 scene, which turns on the bedroom lights to 50% intensity. As it so happens, this is the name of the scene which appears in the Scene name box. If you need to pick another scene from the list, point and click on the downward pointing arrow at the right side of the Scene name box. A list of scene names will drop down. Point and double click on the name of the scene you want to include in the event. Its name now appears in the Scene name box. Next, it is necessary to assign a time of day. This can be a specific time of day, or a certain number of minutes after sunrise and sunset. Click on the diamond by the choice you want. Then point and click on the time box(es)by that choice, and edit them as you see fit. Choose Specific time, and change the time to 6:00 am. Next, choose whether there are to be "security variations". With security variations, the event will take place at the scheduled time on the first scheduled day, and between the hour given and the next hour on subsequent days. In this case, we will not select security variations. To select this option, just point and click on the box to the left of Security variations in the window. Now we're going to decide what days mom and dad have to get up at 6:00 am on. Initially, the choice is everyday, but lets give them Sunday off. Point and click on the Selected days diamond. The abbreviations for the names of the days are no longer grayed out. Point and click on the boxes by the abbreviations for each day, except Sun. A checkmark appears in each box, except the one for Sunday. That event is now complete. Add it to the schedule by clicking on the OK button. Now you will see this event in the Event List for general window. A similar procedure can be used for adding each event to the schedule. SCHEDULE DOWNLOADED INTO INTERFACE All of this, of course will be worse than useless if the correct time and day aren't downloaded into the interface. To do this, point and click on the Controller menu and select Set clock. Enter the correct time and day, if they are not there already. Point and click on the OK button. OTHER MENUS This is the main action in Lighthouse for Windows, but there are other menus, as well. The following constitutes a brief tour of them. Reports Menu We'll start with the Reports menu. Point and click on this menu. You are presented with 3 choices: Unit report, Scene report, and Schedule report. These choices put windows on the screen with expanded versions of the information that you put in under the Lists menu. You may think this is redundant, but you may have also noticed that you cannot print the information out under the Lists menu. When you call up a report, the Print option under the File menus is no longer grayed out. Point and click on the Schedule report option, a Schedule Report window will appear. If you now point and click on the File menu, and choose the Print option under that menu, and point and click on OK when the Printer Settings window appears, a report will be printed on your printer, provided that it is properly connected, turned on, and on line, and the correct printer driver and port were chosen in windows. Window Menu The Window menu provides the same functions under Lighthouse for Windows as it does under Program Manager. Only, in this case, it is used to arrange the various report and list windows that might be open at the same time. Help Menu The Help menu opens a Help window, a window for using help, and a window giving information about the version of Lighthouse for Windows we are using. Controller Menu The Controller Menu contains four options: Get status, Set base house code, Set clock, and Download. "Get status" loads the information about the status of the various devices from the interface. "Set base house code" allows you to change the house code programmed into the interface. "Set clock" allows you to set the internal clock of the interface to the correct day and time. "Download" is grayed out, unless the Schedule window is open. It then can download the schedule you want to use into the interface. File Menu The File menu contains 5 options: Close/Open, Preferences, Print, Printer setup, and Exit. If you chose Close/Open, it Closes or Opens the database file, so that you can edit your information. If the database file is closed, only the File, Controller, and Help menus appear at the top of the Lighthouse for Windows. Preferences opens the Preferences window, where you can choose the port the Controller is attached to, whether or not to open the database file automatically when the program is started, whether or not to keep the same Lighthouse for Windows windows open the next time the program is loaded, whether to allow more than one window with the same report or list to be open at the same time, and what directory will contain the database file. Print we have encountered earlier. Printer setup allows you to reconfigure your printer, if necessary. Exit allows you to leave Lighthouse for Windows. This conclude our discussion of Lighthouse for Windows. (CS 1/4/96)