You can see that we have already defined quite a few skills in the skills grid. You may need to
create quite a few more to cover all the skills you require in your plant.
To add a skill, just click on the top row – as indicated by the call-out in the screen shot. All
grids used in this maintenance module (where adding rows is allowed) uses this technique.
You can abandon an addition whilst still on the row by pressing [ESC] (the escape key on
your keyboard).
You can remove a skill by selecting its row and then pressing CTRL-DELETE (hold down the
control key and press your delete key).
When you first add a new skill, you just give it a code (which needs to be unique) and a
description. The code can be up-to 50 characters and the description up-to 250. You cannot
initially define the Primary Resource to which the skill relates. This is because after initially
creating a skill, you need to create a sub-list of the resources to which the skill relates – given
that many skills will be useful across more than one of your defined resources. Once you have
defined the resources that the skill can be applied to, you can optionally choose which of these
is designated the primary resource. Defining a primary resource for a skill will cause the
allocation engine to try harder to allocate a primary skill if possible.
You will notice the + sign (its actually called a glyph) to the left of the Skill codes. The grid
that we use (from DevExpress) uses the + glyph to indicate the presence of sub-grids.
You click on the + glyph to expand the row so that it shows the sub grids that exist below the
main row.
Here's what you see when you expand the skill row: