Boxing Products

When you need to create boxes of product the size of which may change based on the product type, and to complete customer orders when order quantity may not equal full box sizes.

Boxing Products model image

Where to Find the Model Object

The following model object can be found in the model objects directory:

  • High Volume Production \ Boxing Products

Difficulty Level

  • Ease of Use: Moderate
  • Ease of Modification: Moderate

How to Use the Model Object

  1. Open Your Model: Open your model or create a new blank model.
  2. Insert the Model Object into Your Model
    1. Locate the model object Boxing Products and select the insert button.
    2. Move the cursor to the point of insertion and left mouse-click. The upper left corner of the model object will be inserted at the location of the mouse-click.
  3. Connect to Your Model
    1. Connect a percentage route from your model to feed Storage2 with items.

      If there are item rejects happening in the model, they must happen before this point.from your model to storage2 in Boxing Products

    2. Connect a percentage route from Box Weigh to the rest of your model.from box weigh to the rest of your model in Boxing Products
  4. Define Values: Define the values for attributes a_ItemOrderQtya_IntItemCode, and a_ItemsPerBox based on the information provided under the heading Attributes below. The values for these attributes must be provided to each entity before an entity reaches Storage2.define attributes in Boxing Products
  5. Update Objects: Change the names of Storage2 to what maybe appropriate for your model.
  6. Completion: The model object is now integrated into your model, you should now be able to save and then simulate the model.

Controls Usage

Attributes:

  1. a_ItemOrderQty: Defined via the scheduled arrivals, the number of items that need to be ordered. Must be provided by the user via the scheduled arrival for the Initializer entity.
  2. a_IntItemCode: Defined via the scheduled arrivals, the value for this should change for every unique item, starting from 1 and then incrementing by 1. Must be provided by the user via the scheduled arrival for the Initializer entity. If there is only 1 type of item moving forward the value for this should be set to 1.
  3. a_Dir Determines: the initializer entity direction. Must not be changed by the user.
  4. a_CreateQty: Determines the quantity that needs to be created. Must not be changed by the user.
  5. a_RemainderQty: Used to calculate the leftover quantity to add to the last box.
  6. a_ItemsPerBox: Defined via the scheduled arrivals. This attribute is used to provide the items to pack in a box. Must be defined by the user.

Variables:

  1. v_IntCounter1: Counter used internally for managing which item code to run. Must not be changed by the user.
  2. v_ItemRejectQty#: Reject quantity counter for item 1. In the model object the rejects happen at ‘Product Weigh’ and ‘Tamper Seal Check’, user can change the names of the activities to suit their modeling scenario, the activity ‘Product Weigh’ must always be the first reject place as it has different code then ‘Tamper Seal Check’, if there are more than two places where rejects happen then the activity ‘Tamper Seal Check’ can be copy/pasted. If there are no rejects in the system both the activities can be deleted.
  3. v_ItemCodeCounter1: Item code counter to check for the IntItemCode and send relevant items forward. Must not be changed by the user.
  4. v_GateCounterItems1: Gate to count how many items are sent forward to boxing. Must not be changed by the user.
  5. v_TotalItemsSentForBoxing1: Counts the total item that have been sent for boxing. Must not be changed by the user.
  6. v_BoxBatchSize1: Stores the value of the current batch size. Must not be changed by the user.
  7. v_TotalBoxesPacked#: Counts total boxes packed. Must not be changed by the user.
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