NNetSimu user interface

Windows

 * Main window
 * Mini window
 * Cursor window
 * Parameter window
 * Performance window
 * Description window
 * Monitor window

Main menue

 * File submenue
 * New model: The current model is replaced by a standard model consisting of an input neuron, an output neuron and a dendrite.
 * 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. If any objects are selected, only commands applicable to the selection 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

 * Move with left mouse button. The left mouse button can be used to move single objects, groups of objects or the entire model.
 * To move the model as a whole
 * Move the mouse cursor to a location where there are no objects (neuron, etc.)
 * press and hold the left mouse button
 * move the mouse cursor. The entire model moves with the mouse cursor.
 * When the desired position is reached, release the left mouse button
 * Move individual neurons or dendrite branches:
 * Move the mouse cursor to the object to be moved
 * when the object is detected, its color changes as optical feedback
 * press and hold the left mouse button
 * move the mouse cursor. The selected object moves with the mouse cursor. Objects that are directly connected to the moving object are dragged along. Dendrite branches usually change their direction and length.
 * When the desired position is reached, release the left mouse button
 * Move a group of objects
 * Define the desired group of objects as a selection (see 4.9)
 * Move the mouse cursor to a location where there are no objects (neuron, etc.)
 * press and hold the left mouse button
 * move the mouse cursor. The selected objects move with the mouse cursor.
 * When the desired position is reached, release the left mouse button
 * Open context menue with right mouse button
 * Select/deselect objects with left double click
 * Zoom with mouse wheel

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 color of the selected object that the mouse cursor is pointing to changes. The context menu 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 color-coded as described in the previous paragraph. Once this object is over another object to which it can dock, the target object is highlighted in a different, more conspicuous color. This target is only marked if docking is really possible. This allows the user to detect early, when he is about to perform an unauthorized operation, e.g. to connect an incoming dendrite to an input neuron.