Discrete Simulation and Animation for Mining Engineers by John R. Sturgul

By John R. Sturgul

General goal Simulation method (GPSS) is a unique desktop programming language basically used to simulate what should be categorized as discrete platforms. A discrete approach is one the place, at any given speedy in time, a countable variety of issues can happen. the fundamental operation of a mine itself could be thought of one of these procedure.

Discrete Simulation and Animation for Mining Engineers explains the best way to version mining structures utilizing GPSS/H® and facts® via Wolverine software program company. utilising a different procedure that encourages engagement from the beginning, the textual content discusses animation first, after which slowly introduces simulation language. As each one new subject is roofed, an animation is equipped to demonstrate the main innovations.

Leveraging beneficial perception received from the author’s wide event modeling mines worldwide, the book:

  • Describes easy methods to observe discrete procedure simulation to mines
  • Shows tips on how to make these simulations come alive with animation
  • Includes real-world examples and routines that hone useful problem-solving skills

Written by means of a mining engineer for mining engineers and scholars of mining, Discrete Simulation and Animation for Mining Engineers offers a accomplished but available therapy of mine simulation and animation worthy in expanding the potency of business mining processes.

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Extra resources for Discrete Simulation and Animation for Mining Engineers

Sample text

GPSS Primer, Wiley-Interscience, New York, 1972. Griffis, M. , Optimizing haul fleet size using queueing theory, Journal of the Construction Division, vol 94, 75–87, 1968. Griffis, M. J. and Cabrera, J. , A multi-stage cyclic queueing model, International Journal of Production Research, vol 13, no 3, 255–264, 1968. Hancock, W. E. and Lyons, D. K. , Operational research in the planning of underground transport, APCOM, London, pp. 389–399, 1984. * For more early publications on the subject of queuing theory, see Sturgul’s articles “History of Mine System Simulation,” “Annotated Bibliography of Mine System Simulation,” and “Mine Simulation,” Proceedings of Internet Symposium, 1996, published by Balkema, Rotterdam, the Netherlands.

Every simulation language now has animation. For example, SIMAN has CINEMA, SLAM has SLAMSYSTEM, and GPSS/H uses PROOF. PROOF can, in fact, be used with any ASCII file and is not confined to GPSS/H. The animation allows the user to view the simulation in cartoon fashion. Not only is this an excellent way to p ­ resent the results of the simulation, but it helps to verify that the simulation is indeed correct. The work by Payne et al. (1994) in modelling the tar sands operations features animation.

Make a few other polylines of different colours on the screen. If you are like other students, you now have a screen that looks like some sort of abstract artwork with lines and shapes going every other way. Let’s fill in a few of the areas that are fully surrounded by lines. At the far right of the menu bar is an icon of a paint can that is pouring out. This is the fill icon. This icon allows you to fill in areas on the layout. It will also allow you to remove fill from a filled area. Click on the icon, and you will see the following menu: Move the menu out of the way and click on any enclosed area.

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