MiceOnABeam Product Documentation

Modified: 10/27/2011 7:03 PM
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Main Program Menu

File Menu

Opens a State Editor for a new script model, after first prompting for a script name. If a script of the same name has already been opened in the program, a number will be appended to the name to make it unique.

Opens a State Editor for a previously saved script model. A dialog is opened-up where a saved script can be selected. The file type for saved script models is .dat. The default location for the dialog can be set via the setting Default Design Location within the General panel of the Options dialog of the main Tools menu.

Closes the script model of the currently active State Editor. If the editor to be closed is the top-level State Editor for a script, then all related State Editors for the script will be automatically closed as well. If the script model has been modified since the last save, then the user will be prompted to save the script model before the editor is closed.

Note that an asterisk "*" will be shown in the title bar of each State Editor, if the script model has been modified since the last save. If this is the first time the script model has been saved, then the Save As dialog will be presented to the user.

Saves the script model of the currently active State Editor. If this is the first time the script model has been saved, then the Save As dialog will be presented, otherwise the script will be saved to the file shown in parentheses on the title bar of the top-level State Editor for the script.

Whenever saving a previously-saved script model, the existing file will first be renamed to become the backup file. So for example, AScriptFileName.dat will become AScriptFileNameBAK.dat.

Saves the script model of the currently active State Editor to a new file selected by the user in the Save As dialog. If an existing file is selected then a dialog will appear asking whether to replace it. The default location for the dialog can be set via the setting Default Design Location within the General panel of the Options dialog of the Main Program's Tools menu.

Not yet implemented.

Exits the MiceOnABeam program. If there any open State Editor's on script models which have been modified since the last save, then a dialog will be presented asking whether to save each script model before the program is closed.

Edit Menu

MiceOnABeam has a comprehensive Undo/Redo system, allowing all graphical and semantic changes to a script model to be undone, or re-done as desired. Selecting Undo, will undo the last operation. Selecting Redo, will redo the last undone operation.

The program can undo the last ten changes.  Note that several operations will clear the undo/redo buffers, including opening, closing or saving a script model, or resizing a State Editor.

Copies the selected modeling components first to an internal copy buffer (not the system Clipboard), and then deletes them. Transitions which are connected to other components which are not part of the selection, will not be included in the copy.

LSL code can be cut, copied and pasted only via their respective context-menu items within a Code Editor.

Copies the selected modeling components to an internal copy buffer (not the system Clipboard). Transitions which are connected to other components which are not part of the selection, will not be included in the copy.

LSL code can be cut, copied and pasted only via their respective context-menu items within a Code Editor.

Pastes the previously copied modeling components to a position adjacent to the latter. To paste at a particular spot within the State Editor, position the cursor where you want to paste, and then use the Paste menu item within the State Editor's context menu. In this way you can also copy and paste modeling components from one State Editor to another.

►Note that copied components will be renamed if there is a corresponding component with the same name within the State Editor. As well, if the copy buffer contains "one-of" components that already exist in the destination State Editor (such as Shallow History, Deep History, Final State or Terminate Point), then these components and their connected transitions will not be included in the paste.

LSL code can be cut, copied and pasted only via their respective context-menu items within a Code Editor.

Deletes the currently selected objects in the currently active Script Editor.

Selects all contained objects in the currently active Script Editor.

Opens up the Search Dialog to do a scoped search of the script model. The search starts with the state corresponding to the Script Editor, and proceeds through all nested components down to the leaf components of the model. For full details see Search Dialog.

View Menu

Opens the Component Library browser on the "Library" folder (contained by default in your My Documents\MiceOnABeam folder). Parts of script models can be saved in the library to serve as templates or even design patterns and later dragged from the Component Library browser and copied into other models. See Component Library for full details.

►To refresh the contents of the Component Library browser select Refresh from browser's context menu.

Script Menu

The raison d'être for the program.  Generates a complete ready-to-run LSL script for the model of the currently active State Editor. A window opens up containing the generated LSL code. By pressing the Copy button, the code will be copied to the system clipboard, and can then be subsequently pasted directly into a script editor within your virtual world. The Save button can be used to save the generated code in a text file.

This version of the Generate LSL menu item temporarily adjusts the Code Generation Options and disables Performance Analysis resulting in more compact and optimized LSL code generated. Note that while debugging your scripts (especially if you're using an external LSL simulator) the non-optimized version may be desirable. However the optimized version should almost always be used to generate the final, tested script for the SL environment.

The short-cut Control-g invokes this menu item which will generate the LSL code for the current model and automatically copy the code to the system's clipboard, bypassing the displaying of the generated code in a window. This can help save time in the script development process by enabling you to move more rapidly between making model changes within MiceOnABeam and testing out the resulting script within your virtual world environment.

►Note that when using the short-cut or this menu item directly, the code optimization flag will be set depending on the type of code generation that was most recently done. When MiceOnABeam is first started up, the optimize flag is set false.

Opens a dialog to rename the script.  Note that the name of a script is independent of the name of the file to which the script is saved.

Opens a dialog to set the version number of the script. The script's version number is used for informational purposes only, and will be included within the header of the generated code for the script.

Opens up the Custom Globals dialog. Custom Globals consist of a sequence of LSL variable and function declaration statements and Compiler Directives, that can be manually entered into the MiceOnABeam model. These declarations are global to the generated code and can be accessed from within any model components that provide for user-entered code.

In most cases, it is advisable to take advantage of the State Variables & Functions feature, whereby access to variables and functions is limited to the scope of the states (and contained states) in which they were defined.

However there are cases, where a large number of global variables or functions are required, and they are intended in any case to be global to the entire script. In these situations, entering these variables and functions through the user interface provided for State Variables & Functions might prove to be unwieldly and counter-productive, so the Custom Globals facility is provided to address this.
Opens up the Comment editor. An overall description for the script can be entered here as a comment which is shown when the file is viewed in the Component Library Browser. As well the comment is included within the header of the generated code for the script.


Tools Menu

Opens up the Options dialog allowing the user to change various settings associated with the program. For further details please Options.

Opens up the LSL Actions Editor where you can create your own configurable LSL Actions. For further details please Creating Your Own Custom LSL Action.

Reloads the built-in LSL Actions from the MiceOnABeam installation directory.

In the Professional version of MiceOnABeam, if the Import User LSL Actions File option has been enabled in the Components & LSL Actions pane of the the Tools/Options menu, then the custom LSLActions.xml file in your MiceOnABeam directory will be loaded as well.

Window Menu

Takes any minimized State Editor window icons, and arranges them at the bottom of the main program window.

Arranges all open State Editor windows in an overlapping way starting from the top-left of the main program window.

Arranges all open State Editor windows horizontally in a non-overlapping way, within the main program window.

Arranges all open State Editor windows vertically in a non-overlapping way, within the main program window.

Redraws all open State Editor windows.

Closes all State Editor windows, except the top-level State Editors.

Help Menu

Opens the online wiki documentation for the MiceOnABeam program, within the system's default web browser.

Toggles the display of help pop-ups.

When enabled, short help descriptions are available for the fields in the various MiceOnABeam editors as well as for all menus. To display the help text simply move the cursor over the field or menu item of interest.

Opens a dialog containing version, copyright and support information for the MiceOnABeam program.

 

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