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Model Builder Operation and Key Strokes
Function Keys[F1]
The [F1] key cycles through various bits of information pertaining to objects in a list. For example: If viewing the Control list pressing [F1] cycles through the object type, the ethernet packet, packet offset, and any controls that are connected to all the objects in that list. Continuing to press [F1] brings you back around to the original screen.
[F2]
Pressing the [F2] key displays the pull-down menu for each of the Controls, Signals, Feeders, Functions and Soundfiles lists. If available, this key option will appear on the lower edge of each window.
The [F2] key is available in many individual objects, as well. For example: When viewing a Control object, pressing [F2] will display the contents of the buffer assigned to that object. This is much more convenient than backing out of the model, and referencing the Host Interface menu for buffer data.
[F3]
The [F3] key freezes the DSP and ethernet card(s). The word "Freeze" will appear in the upper right corner of the screen when in this condition. Pressing [F3] again will release the freeze condition.
While in "Freeze", you may still move through the model and add, delete and/or modify objects. The effects of changing the model will not be evident until the freeze condition is released.
Use the freeze condition if sound suddenly starts blaring out of speakers or headsets.
NOTE: If you are using RMS' virtual screen utility, pressing [F3] locally on the DACS' keyboard will break the ethernet connection to the RMS server; the DACS will not respond to any remote commands until the freeze condition is released by pressing [F3] locally on the DACS' keyboard.
[F4]
The [F4] key marks objects in a list for copying or moving. More than one object can be marked at a time, and the resulting group may be copied, moved or deleted en masse.
[ESC]
Pressing the [ESC] key backs out of an object or list, bringing you to the next higher level in the model heirarchy. Pressing the [ESC] key repeatedly will eventually display the main menu.
Model Builder NavigationMoving Through Menus
There are two ways to navigate through Model Builder:
Once the desired screen or object has been accessed, use the [PageUp] and [PageDown] keys to cycle through the multiple pages of some objects. Multipage objects will display "Page X of Y" on the bottom edge of that window.
Accessing Objects in a List (Controls, Signals, Feeders, etc.)
Connection Types
Model Builder uses the following conventions to denote the type of object that can be connected to a field:
Control Object:------------ Signal Object;------------ Feeder Object^----------- Function Object>F(x)= Soundfile or Soundfile Library"------------
Highlighting any of these fields in an object, and pressing [Enter] will bring up the corresponding list of objects for that object type. More on this topic in the "Connecting Objects within Model Builder" section below.
Saving Models
NOTE: There is no Auto-save feature in Model Builder.
As with all software development, you are encouraged to save early and save often. The "Save" and "Save As" options are available under the model configuration window. Model names are limited to 8 characters, with no spaces " ". You can use an underscore character "_" instead of a space.
If you save a model without specifying a path, then the it is saved in the current working directory, usually c:\mbuilder\user\models. You may specify a different location in which to save the model simply by typing in the desired path (.e.g, c:\mbuilder\otherdir\mdlname).
If you leave a model without first saving it (by way of loading a new model or quitting Model Builder), then all changes are lost.
This can be Bad
You can lose a lot of work by quitting and not saving first.
This can be Good
You can make a lot of changes for experiment's sake, quit, then reload your original model with no harm done. This is especially helpful if you are examining at a model that someone else created, enabled a lot of things or modified a lot of parameters, and do not want the changes to be permanent.
NOTE: Simply typing the name of your model in the "Filename" field will not save your model. This will, in fact, cause Model Builder to attempt to load a file of that name. If the model does not already exist, then a model load error will return, and the current model will stop running.
Loading ModelsLoading Models using the Configuration File
The easiest and most common way to load models is to use the configuration file. Model Builder will start and load the "default.cfg" file automatically. The command placed in "default.cfg" for loading models is:
model1=xxxxxxxx.mdl model2=yyyyyyyy.mdl model3=zzzzzzzz.mdl... where "xxxxxxxx" et al are the names of the models you wish to load.
If no path is specified, then the model is loaded from the current working directory (usually c:\mbuilder\user\models). The user may specify a path either on the local drive (e.g., c:\otherdir\model) or the floppy drive (e.g., a:\flopdir\model), if required.
Loading Models Directly
Restoring Models
If you've made changes to the current model that aren't to your liking, you can revert to the last saved version of that model by restoring it.
Restoring Models from the Menu
Restoring Models from the "Filename" Field
Adding ObjectsAdding an Object: Menu-Driven
Adding an Object: Shortcut Keys
Example
Adding an Object from within Another Object
Model Builder allows the user to navigate throughout the model, adding and changing objects on-the-fly... without requiring the user to access the object list directly. This feature is designed to save time during model development, but may be confusing to novice users.
For example: The user creates a new "Vox" object in the "Signals" list. When presented with the "Vox" object's window, the "Vox Threshold" connection field is visible. This connection requires a Control object, as evidenced by its format:
:----------------Highlighting this field and pressing [Enter] then displays the list of Control objects, but is labelled "Controls Selection List". Pressing the [Insert] key here allows the user to create and edit a new Control object. Additionally, using the arrow keys to select an object in the Controls list, and pressing [Enter] will open that object for examination or editing. Because this "Controls Selection List" is not the "Controls List" proper, the user cannot delete objects from the list; that can only be done from the "Controls List" proper, not a "Selection List". Further highlighting objects-in-lists or fields-in-objects and pressing [Enter] will proceed linearly as far into the model as the user requires. Pressing the [ESC] key will reverse the navigation.
NOTE: Pressing [Enter] in a "Selection List" will NOT connect the highlighted object to the object-field from whence you came, it will simply open the highlighted object for inspection. Connect objects using the [TAB] key, as outlined later.
Example
This functionality provides a quick method for accessing selection lists, allowing the user to create new objects or make connections between existing objects. With out it, the user would have to back out of the model and access the "master" list every time object creation or editing was needed.
In the above discussion, the [Insert] key was used to create new objects. Note that this will place the new object at the highlighted position in the object list, and existing objects will move to positions below the new one. Using "aPpend" from the list's [F2] menu (shortcut [p]) will create the desired object at the bottom of the list.
Copying and Moving ObjectsCopying a Single Object
Copying a Block of Objects
Moving a Single Object
Moving a Block of Objects
Deleting Objects
To delete any object, you must be in the "master" list for that object, not a "Selection List". To delete a control object, you must be in the "Controls List"; to delete a signal object, you must be in the "Signals List",etc.
Deleting a Single Object
Deleting a Block of Objects
Deleting Objects or Groups that have Connected Objects
If there are any objects or functions connected to the deleted item(s), those connected objects or functions are not removed. For example: Deleting a radio object that has connections for mode, frequency, squelch, power and world position will delete that radio object from the "Signals List" only. The mode, frequency, squelch, power and world position objects will still exist on the "Controls List".
Deleted Objects by Accident? Catch-22
If any objects are deleted by accident, they can be recovered as long as the model is not saved. Use the procedure "Restoring Models" outlined above to load the last-saved version of the model. All "non-accidental" work performed since the last save will be lost, but the accidentally-deleted objects will be recovered.
Changing Values in Objects
After an object has been created, you can change its values by highlighting it in the appropriate object list and pressing [Enter]. Use the arrow keys to highlight the desired field, and do one of the following:
Connecting Objects Together within a Model
For this example, assume:
The resulting model consists of a sine wave object that is being driven by both frequency and gain objects from the controls list. The sound from this object is directed out to the highway specified by the buffer.
The Big Picture
When inside an object, make a connection by simply highlighting the field, pressing [Enter], choosing the desired connection object from the list, and pressing [TAB].
Replacing or Removing a Connection
If a connection was made in error, there are two ways to correct it:
Logic TablesLogical Conjunction (A AND B)
Logical Disjunction (A OR B)
Exclusive OR (A XOR B)
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Model Builder Stuff
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