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Introduction to Arena
Welcome to Arena, Systems Modelings newest innovation in simulation software. Arena is an
easy-to-use, flexible package that allows you to create a model of a real or proposed system in order to
describe observed behavior and/or predict future behavior before investing any time or money.
Because we rarely can experiment like this on actual systems, simulation with Arena has become an
important decision-making tool for many companies.
Arena utilizes a one-step approach to simulation modeling, incorporating both graphical animation and
model logic into a single step. An Arena model is constructed by simply placing and connecting
modules in the model window. The user then enters the appropriate data in the modules dialogs,
checks for errors, and runs the simulation.
This process is made even easier by Arenas unique Application Solution Template technology. By
loading an AST, Arena can be tailored to a specific application area such as manufacturing, health
care, high speed packaging lines, computer networks, and many others. ASTs present the modeler
with concepts, graphics, and terminology that are familiar and focused to his or her application, helping
to bring simulation to a wide range of users.
If you are new to Arena or to simulation, you may want to access our Example models. These models
are fully detailed, well-animated, and ready to run. Simply open one of the files and click on go to learn
how a good model is structured. Or view them as inspiration for building your own models!.
The Main Screen
The first thing that you will see when you start Arena is the opening window containing the main menu
bar. It is from here that all functions and features of Arena can be accessed. This window contains
many components basic to most Microsoft Windows programs, including a window frame; title bar;
control-menu box; minimum, maximum, and restore buttons; and menu bar. From this window, you are
able to open multiple windows and arrange them on the desktop as desired.
Toolbar Basics and the Model Window
Selecting File, New will open up a new model window. When this is open, you will notice that all of the
toolbars are automatically displayed for your use. The function of each of these toolbars is explained in
the appropriate section. These toolbars include Standard, View, Arrange, Animate, Color, Draw, Run,
Run Interaction, and Integration.
All of the toolbars in Arena are tear off toolbars. When the toolbar is aligned around the edge of either
of the four sides of the window, it is referred to as being docked. When a toolbar is torn off, it is called
a palette. When choosing a new location, you may change the toolbar orientation from vertical to
horizontal or vise versa by using the shift key while the toolbar is still selected. You may prohibit the
toolbar from docking even though it may be located close to an edge by using the control key while
dragging the toolbar.
Arenas toolbars are convenient in that specific ones appear only when you are in a window where
those specific toolbar functions can be used. So, if a particular function cannot be used with the active
window (i.e., it is unnecessary), the toolbar disappears, providing more workspace. This feature can be
manipulated as desired by using the Toolbar option located on the View menu of the main menu bar.
The Standard Toolbar
The Standard toolbar is displayed by default across the top of the application window, below the menu
bar. The Standard toolbar provides quick mouse access to many tools used in Arena. They include
items from the File menu (New, Open, Save, and Print), as well as items from the Edit menu (Cut,
Copy, Paste, Undo, Redo).
To hide or display the Standard toolbar, choose Toolbar from the View menu and click Standard.
Click To
Remove selected data from the document and store it on the clipboard.
.
The View toolbar is displayed by default across the top of the application window, below the menu bar.
The View toolbar provides quick mouse access to many of the View menu commands.
To hide or display the View toolbar, choose Toolbar from the View menu and click View.
Click To
Zoom in on the current window contents.
Zoom out on the current window contents.
View all items in the current window.
Go back to the previous view of the current window.
View a specific region of the current window.
Turn Grid display on or off.
Turn Snap feature on or off.
Turn various layers on or off.
The Arrange Toolbar
The Arrange toolbar is displayed by default across the top of the application window, below the menu
bar. The Arrange toolbar provides quick mouse access to many tools used in Arena from both the
Arrange menu and the Module menu.
To hide or display the Arrange toolbar, choose Toolbar from the View menu and click Arrange.
Click To
Bring the selected object(s) to the front of the stack.
Send the selected object(s) to the back of the stack.
Group selected objects.
Ungroup selected objects.
Flip selected objects across the vertical axis.
Flip selected objects across the horizontal axis.
Rotate selected objects.
Connect modules or operand window objects.
The Main Screen
The first thing that you will see when you start Arena is the opening window containing the main menu
bar. It is from here that all functions and features of Arena can be accessed. This window contains
many components basic to most Microsoft Windows programs, including a window frame; title bar;
control-menu box; minimum, maximum, and restore buttons; and menu bar. From this window, you are
able to open multiple windows and arrange them on the desktop as desired.
Toolbar Basics and the Model Window
Selecting File, New will open up a new model window. When this is open, you will notice that all of the
toolbars are automatically displayed for your use. The function of each of these toolbars is explained in
the appropriate section. These toolbars include Standard, View, Arrange, Animate, Color, Draw,
Run, Run Interaction, and Integration.
All of the toolbars in Arena are tear off toolbars. When the toolbar is aligned around the edge of either
of the four sides of the window, it is referred to as being docked. When a toolbar is torn off, it is called
a palette. When choosing a new location, you may change the toolbar orientation from vertical to
horizontal or vise versa by using the shift key while the toolbar is still selected. You may prohibit the
toolbar from docking even though it may be located close to an edge by using the control key while
dragging the toolbar.
Arenas toolbars are convenient in that specific ones appear only when you are in a window where
those specific toolbar functions can be used. So, if a particular function cannot be used with the active
window (i.e., it is unnecessary), the toolbar disappears, providing more workspace. This feature can be
manipulated as desired by using the Toolbar option located on the View menu of the main menu bar.
The Animate toolbar consists of 21 buttons. These buttons are broken down into six categories: waiting
areas, locations, paths, status displays, pictures, and promote path (see table).
To hide or display the Animate toolbar, choose Toolbar from the View menu and click Animate.
Categories Buttons
Waiting Areas
Queue, Storage, Parking Area, Seize Area
Locations Station, Intersection
Paths Routes, Segments, Distances, Networks
Status Displays
Variables, Levels, Clocks, Dates, Histograms, Plots
Pictures
Entities, Transporters, Resources, Globals
Promote Path
Promote Path.
Color Toolbar
The Color toolbar contains a palette of colors to use for drawing. The color selection combo box above
the palette determines whether the color selection applies to the object's line, fill, text or window
background. By default, the palette contains 16 colors; you can change the number of rows via the
Tools, Options dialogs Toolbars tab.
The colors in the Color toolbar can be customized by double-clicking on a specific color in the palette.
This action brings up a custom color dialog where you may choose a color or define a custom color.
After you have defined the color, use Add to Custom Colors to copy the color to a Custom Color box.
Then select the new color and click OK. The newly-defined color will replace the previous color that
appeared in the palette. This replacement applies to the current palette only. Objects that were created
with the old color are not modified. You may add and remove colors as you wish without affecting
existing object colors.
If you have modified the colors in the Color toolbar, you may save them by choosing the File, Save
Color Palette menu option. These can then be reloaded with the File, Open Color Palette option.
Loading a new palette does not change the color of existing objects. It simply provides a different set of
colors to be used when creating new objects.
The Draw and Color Toolbars
The Draw toolbar is used to add static graphics and text to your model window. It contains buttons
representing the object type and object characteristics. To hide or display the Draw toolbar, choose
Toolbar from the View menu and click Draw.
Draw objects that are available include line, polyline, arc, bezier curve, box, polygon, ellipse, and text.
Selecting the type of object to be drawn is done by clicking on the desired button.
Three object categories are discussed in the following sections:
Object Characteristics
Object Colors (Color Toolbar)
Object Placement
object Characteristics
Two combo boxes in the Draw toolbar are used to define the characteristics of draw objects (other than
text). The first contains a drop-down list of line widths and line styles.
The second contains a drop-down list of hatch patterns for filled objects.
The Draw toolbar also provides two buttons for the display of draw objects during a simulation run:
The Edit menu contains options for object selection and deselection, and cut, copy, paste, object
duplication and deletion. The clipboard is a temporary storage area into which you can cut or copy a
selected object or objects from the active window. Toolbar buttons for cutting, copying, and pasting
objects appear on the Standard toolbar.
The following items are available through the Edit menu:
Undo Reverses the changes made to a window.
Redo Reverses any UNDO actions made in a window.
Cut Moves the selected object to the clipboard.
Copy Copies the selected object to the clipboard.
Paste Pastes a clipboard object to a window.
Paste Link Pastes a link to the source document.
Duplicate
Duplicates a selected object in a window.
Delete
Deletes a selected object from a window.
Select All
Selects all objects in the active window.
Deselect All Deselects all objects in the active window.
Find Searches for specified text in the active document.
Properties Displays the object name.
Links Displays/allows modification of all linked objects.
Insert New Object Inserts an object created by another application.
Object
Edits an OLE object.
The Run menu contains options for changing run options, running the simulation model and interacting
with the simulation run.
The Go, Step, Fast-Forward, Pause, Start Over and End commands are also located on the Run
toolbar. The Check Model, Command, Break, Trace, Watch and Report commands are located on the
Run Interaction toolbar.
The Run Menu includes the following commands:
Go
Initiates or continues a simulation run.
Step Moves entities through one simulation step at a time.
Fast-Forward
Initiates/continues a simulation run without animation.
Pause
Interrupts a simulation run.
Start Over Re-initializes the model to its starting conditions.
End Terminates a run session.
Check Model
Performs a checking process on the model.
Review Errors
Allows review of errors/warnings found during checking.
View Results
Displays the results of the current or last performed simulation run.
SIMAN View Generates and displays SIMAN model and experiment.
SIMAN Write Generates SIMAN model and experiment.
Command Opens window for interacting with simulation run.
Break Opens window for controlling model execution.
Trace Provides viewing options during simulation run.
Watch
Allows monitoring of variable/expression values.
Report
Allows examination of model components.
Setup Provides setup options for running simulation.
Increase Speed
Increases frequency of animation updates.
Decrease Speed
Speed Factor
Customers arrive at the system, are processed by the server, then depart the system. This generic
system could represent many different types of activities. For example, this could represent a ticket
counter at an airport at which travelers, represented as entities in the model, arrive to purchase tickets
from a ticketing agent (server). Likewise, this same system could represent a milling machine in a
manufacturing facility. In this case, the entities in the model correspond to the parts being processed,
and the server corresponds to the milling machine.
To model this system in Arena, we perform the following tasks:
Next we will place the Server module. There are actually two different Server modules in the Arena
template: one is a simple server (Server), the other is a more advanced version (AdvServer). The one
we want for this problem is the simple server (named Server). Select this module from the panel and
place it in the workspace to the right of the Arrive module. You may have to adjust its position by
dragging it by its handle.
Note that the Server module has some graphical objects that appear with the module handle (see
figure below). These graphical objects are built into the module and provide a default animation of its
behavior. These objects are shown in the figure below and include a queue, resource, and station
marker.
The queue is used to animate the entities that are waiting to be processed by the server. We will need
to stretch the default queue object to make it long enough to display the maximum number of waiting
entities. To do this, click on the queue object to select it. This displays two boxes that are called the
resize handles for the queue. Next, drag the left resize handle of the queue to lengthen the queue object
to approximately three times its original size. This stretched queue object will now provide ample space
for animating the waiting entities during the simulation.
The resource picture is used to animate the changing status of the Server resource. The resource is
currently shown in its idle state. During the simulation, this picture will alternate between idle and busy
to reflect the changing status of the server. While this picture provides a default animation, we can
easily replace the default resource picture with other pictures to represent workers, machines, etc.,
accurately. For now, we will use this default picture.
Arrive module definition
The final module needed to represent the customer flow through this system is the Depart module.
Select this module from the panel and place it to the right of the Server module.
Routing Entities Between Modules
To represent the movement of customers between modules, we will draw route paths between the
animation station markers. To add a route, first click on the Route icon in the Animate toolbar. The
route dialog is displayed; accept all defaults by clicking on the OK button. The cross hair cursor is used
to draw the path to be followed by entities. First, we will draw the path from Arrive to Server. Click
inside the Arrive modules station marker, move the cross hairs to the left-most Server module station
marker, and click the mouse again (inside the station marker) to complete the path. To draw the path
from Server to Depart, repeat these steps (start by clicking on the Route icon in the Animate toolbar).
The resulting model should appear as below.
At this point, we have completely modeled the system, but we have not yet specified parameters for
controlling the execution of the simulation run or drawn the picture to be used for animating entities. To
do this, select the Simulate module from the Common panel and place it in the lower left corner of the
workspace. Next, open the dialog for this module by double-clicking on the Simulate module handle.
Enter values for the project title, analyst name and date, and specify a length of replication of 480.
We will use the default values for all remaining entries. After you have completed the edits, click on the
OK button to close the dialog.
Note that this module has a red box that appears just above its handle. This red box is the default
picture that is used to animate the entities in the system during the simulation. This picture can be
changed using Arenas picture editor, which is described in the Animating Models section. For this
example, we will use the default picture.
Before continuing, this is a good time to save the model. To do so, click on the Save button in the
Standard toolbar or select the File, Save menu item. A dialog will appear prompting you for a file name.
Enter a valid file name (e.g., test.doe) and click OK.
Running the Model
We are now ready to run our example problem. To do so, click on the Go button on the Run toolbar.
This action will cause the run session to begin. After Arena checks your model for errors, an animated
simulation is initiated. (Note that objects such as the module handles are hidden during the run so that
you are viewing only the animation objects.) The status of the run during execution is shown in the status
region of the window.
Route Dialog
The characteristics of a route are defined by clicking on the route button from the Animate toolbar. You
can edit the route characteristics when the dialog first appears before placing the object, or by
double-clicking on an existing route.
The prompts shown in the route dialog are as follows:
Snap Mode Uses either the center of the station or the exact mouse position in the station area for the
route's endpoints.
Free Path
Determines whether or not stations are automatically added to each end of the route if
they don't already exist.
Rotate Determines picture orientation along the route.
Flip Determines picture orientation along the route.
# Points
Specifies the number of points defining the route.
Color Sets the route color.
After accepting the dialog, you may begin to place the route. For help in this area, refer to Placing
Paths.