NNetSimu user interface

This page lists all elements of the NNetSimu user interface. For descriptions of the interplay of these elements follow the links, e.g. in chapter "user activities".

User activities
While working with NNetSimu, the user essentially performs two activities:
 * 1) Editing models
 * 2) Analysing the dynamice behaviour of models

Windows
The user interface provides several windows, where these tasks take place
 * Main window - here the editing of models takes place and the model can be watched when running
 * Mini window - shows a miniaturized view of the model
 * Description window - for editing a description of the model
 * EEG monitor window - analyze dynamic behavour of the model in detail
 * Parameter window - some global parameters of the model
 * Cursor window - mainly used by the SW developer, not by the end user
 * Performance window - mainly used by the SW developer, not by the end user

Main menue

 * File submenue
 * New model: The current model is replaced by a standard model consisting of an input line, an output line and a pipe connecting them.
 * Open model: The current model is replaced by an existing model that is in a model file with the extension .mod.
 * Add model: A model in a .mod file is added to the existing model. Only the (input) neurons and dendrites of the selected model are used. Any other objects (model description, parameter values, EEG signals, etc.) are ignored.
 * Save model: The current model is saved under its name.
 * Save model as: The current model is written to a new file. The original file from which the model was read, remains unchanged.
 * Run script: A script file is executed. This feature is currently for testing purposes only.
 * Exit: The program exits.
 * Edit submenue
 * Undo button
 * Redo button
 * Action submenue
 * View submenue
 * Options submenue
 * Help submenue

Context menues
Context menues are activated with a right mouse click and provide quick access to frequently used commands. The commands shown in a context menue depend on the object under the mouse cursor and other factors. E.g. if the cursor is over a neuron, only commands applicable to neurons are shown.

Status bar
The status elements from left to right
 * A display of elapsed time in model time. Depending on the set slow motion level, this time runs considerably slower than the real time.
 * Buttons to
 * run the model in single steps (clock rate of model calculation),
 * start the model and
 * stop the model
 * The display of the current slow-motion level.
 * Buttons to make the simulation slower or faster.
 * An area where messages can be displayed.

Mouse operations

 * The left mouse button can be used in different windows to move single objects, or groups of objects.
 * The right mouse button is used for two operations
 * Open context menue
 * Define rectangle for a selection

Double click on left mouse button

 * With a double click the selection status of single nobs can be toggled. See Select/deselect.

Mouse wheel
The mouse wheel is used to
 * Zoom in the main window or to
 * Change the size of objects:
 * EEG sensors can be made larger or smaller
 * Selections can be blown up or shrunk (not yet implemented)

Optical and acoustic feedback
The NNetSimu editor uses visual and acoustic effects to make it easier for the user to orientate and provide feedback on operations performed.

As visual feedback, the object the mouse cursor is pointing to is highlighted by changing its color. The context menue that is activated with the right mouse button always refers to this object. There are situations, such as close-to-one or even overlapping objects, in which it would be difficult to uniquely recognize the selected object without this visual feedback.

If objects are to be connected to each other, for example, the loose end of a dendrite should be connected to a neuron, two different color markers are necessary. The object moved by the mouse cursor, in this case the end of the dendrite, is highlighted as described in the previous paragraph. Once this object is over another object to which it can dock, the target object is marked in a different, more conspicuous color. This target is only marked if docking is really possible. This allows the user to detect unauthorized operations early.