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No simulator is started automatically by the SimUI in this way. The user must start a simulator by selecting Open from the File menu, as stated in the text area of the main window (see Figure 510), or by using the Open quick button.
A simple way to generate a simulator, start the SimUI and open the simulator is to click the Simulate quick button in the Organizer.

The main window of the graphical user interface consists of the following parts (see Figure 510):
Figure 510 : The Main Window. ----- (fig) -----
Commands cannot be entered in this area, but a command given on the input line or through the use of the command buttons is echoed after the displayed prompt:
Command :
The 100 latest commands entered on the input line are saved in a history list. The history list can be traversed by using the <Up> and <Down> keys on the input line.
When <Return> is pressed anywhere on the input line, the complete string is saved in the history list and is moved to the text area. The command is then executed.
Figure 511 : A Typical Selection Dialog. ----- (fig) -----The value can also be entered or edited on the text input line below the list in the dialog. For those commands that take an optional variable component, the component must be entered on the text input line after the selected variable name, since it will not be asked for in a dialog. If a `?' is entered instead of a variable component, an additional dialog is opened in which the component can be selected. See the discussion of `?' in "ExamineVariable" on page 1801.
The definition of the buttons and button groups are stored in a button definition file (see "Definition Files" on page 1864). New buttons can be added and existing ones deleted or redefined by using the Group menu in a button module.
To examine a button's definition without executing the command, the left mouse button is pressed on the button and the mouse pointer is moved outside the button. The command definition then appears in the status bar, but the command is not executed.
If a button's definition contains parameters, the parameter values are prompted for in dialog boxes before the command is executed, in the same way as described for commands entered from the input line. See "Parameter Dialogs" on page 1841.
When no more parameter values are requested, the string shown on the input line saved in the history list and is moved to the text area. The command is then executed.
Figure 512 : A Button Module.
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Each module consists of a title bar and a number of command buttons arranged in rows and columns. The title bar displays:
Figure 513 : Adding a New Button.
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For the syntax of a button definition, see the subsection "Button and Menu Definitions" on page 1865.
--------------------------------------------------------------------- Note: Several buttons are allowed to have the same name within the same module. When editing the button definition or when deleting the button, it is always the first occurrence that will be deleted or mod ified. ---------------------------------------------------------------------
Figure 514 : Editing a Button.
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---------------------------------------------------------------------- Note: If several buttons have the same button label, it is always the first button found that will be edited, independently of the selection. ----------------------------------------------------------------------
Figure 515 : Deleting a Button.
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---------------------------------------------------------------------- Note: If several buttons have the same button label, it is always the first button found that will be deleted, independently of the selection. ----------------------------------------------------------------------
Figure 516 : Renaming a Module.
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---------------------------------------------------------------------- Note: The buttons in the button modules are specified in the button defini tion file. If the default button file is not used, the button modules may be different than described here. See "Button and Menu Defi nitions" on page 1865 for more information. ----------------------------------------------------------------------
Figure 517 : The General Module.
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----------------------------------------------- Button Monitor command ----------------------------------------------- Exit Exit Version ShowVersions Info Help News News Command ? (Interactive Context Sensitive Help) -----------------------------------------------
Figure 518 : The Environment Module.
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-------------------------- Button Monitor command -------------------------- Send To OutputTo Send Via OutputVia Send None OutputNone Start StartSDTEnv --------------------------
Figure 519 : The Execute Module.
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------------------------------------ Button Monitor command ------------------------------------ Go Go Forever GoForever Transition NextTransition Into Symbol StepSymbol Over Symbol NextSymbol Into Stmt StepStatement Over Stmt NextStatement Finish Finish Until Time ProceedUntil Until Trace NextVisibleTransition Until Timer ProceedToTimer Script IncludeFile Break Pressing <Return> ------------------------------------
Figure 520 : The View Module.
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----------------------------------- Button Monitor command ----------------------------------- Scope Scope Set Scope SetScope Up Up Down Down Call Stack Stack Ready Q ListReadyQueue Now Now Process List ListProcess Process ExaminePId Input Port ListInputPort Signal ExamineSignalInstance Timer List ListTimer Timer ExamineTimerInstance Variable ExamineVariable -----------------------------------
Figure 521 : The Change Module.
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--------------------------------- Button Monitor command --------------------------------- Ready Q RearrangeReadyQueue State Nextstate Create Create Stop Stop Input Port RearrangeInputPort Del Signal RemoveSignalInstance Set Timer SetTimer Reset Timer ResetTimer Variable AssignValue Send OutputInternal ---------------------------------
Figure 522 : The Show Module.
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------------------------------- Button Monitor command ------------------------------- Next Symbol ShowNextSymbol Prev Symbol ShowPreviousSymbol C Line ShowCLineNumber Coverage PrintCoverageTable -------------------------------
Figure 523 : The Trace Module.
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---------------------------------- Button Monitor command ---------------------------------- Set SetTrace Level List ListTraceValues Graph SetGRTrace Graph List ListGRTraceValues MSC SetMSCTrace MSC List ListMSCTraceValues Start MSC StartInteractiveMSCLog Stop MSC StopMSCLog Batch MSC StartBatchMSCLog ----------------------------------
Figure 524 : The Breakpoint Module.
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-------------------------------- Button Monitor command -------------------------------- Transition BreakpointTransition Output BreakpointOutput Variable BreakpointVariable Symbol BreakpointAt Remove RemoveBreakpoint List ListBreakpoints --------------------------------
The menu bar contains the following menus:
Figure 525 : The File Menu.
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After user confirmation, the currently running simulator is stopped, the Watch window is updated, and the text area is cleared from previously executed commands.
The command is dimmed if no simulator has been opened.
Figure 526 : Saving Changes to Definition Files.
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If the Save button is clicked in any of these dialogs, a file selection box will be opened to specify the file name.For more information on the SimUI's definition files, see "Definition Files" on page 1864.
Figure 527 : The View Menu.
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Figure 528 : The Buttons Menu.
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For more information on the SimUI's button definition file mentioned in the menu commands below, see "Definition Files" on page 1864.
Figure 529 : The Log Menu.
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Stop Command Log stops the command logging to the file. The appropriate menu choice is displayed depending upon the current state of the log.
Figure 530 : The Create/Append Log Dialog.
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Stop Complete Log stops the complete logging to the file. The appropriate menu choice is displayed depending upon the current state of the log.
Figure 531 : The Help Menu.
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In addition to the generic Help menu choices On SDT, On <Tool> and About <Tool>, the SimUI's Help menu has two other menu choices:
Figure 532 : The Command Window.
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The Command window is updated automatically whenever the monitor becomes active and after each monitor command. See "Activating the Monitor" on page 1786 for information on when the monitor becomes active. The window can also be updated manually with a menu command.Any number of commands can be defined to be executed in the Command window. Each command is executed in a scrollable module in the window.
New commands can be added to the window and existing commands can be changed. The commands to execute are by default ListProcess and ListReadyQueue. The set of commands to execute are stored in a command definition file (see "Definition Files" on page 1864). The default command definition file can be changed with The Preference Manager.
Figure 533 : A Command Module.
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Each module consists of a title bar and a scrollable text area for the command output. The title bar displays:
Figure 534 : The File Menu.
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------------------------------------------------------------------ Note: Command names in a command definition file are case sensitive. If a command in an appended file already exists in the Command win dow, but with different case, the command will be duplicated. ------------------------------------------------------------------
Figure 535 : The Command Menu.
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Figure 536 : The Watch Window.
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The Watch window is updated automatically after each monitor command. The window can also be updated manually with a menu command.The variables to display are selected with a menu command. The set of selected variables are stored in a variable definition file (see "Definition Files" on page 1864).
Figure 537 : The File Menu.
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Figure 538 : The Watch Menu.
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Figure 539 : Adding a Variable.
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Figure 540 : Deleting a Watch Variable.
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----------------------------------------------------------------- Note: When a file is read, no checks are made upon the relevance or cor rectness of the definitions contained in the file. -----------------------------------------------------------------
:[COLLAPSED] <group name> <button label> <definition> <button label> <definition> . . .The <group name> is the string shown in the title bar of the button module. If the group name is prefixed with the string COLLAPSED, the button module is initially collapsed. The <button label> is the label of the button in the button module. The <definition> is the monitor command that will be executed when the button is pressed. The syntax of a button definition is the same as when entering a command textually to the monitor.
A menu has the following syntax:
:MENU <menu name> <menu choice> <definition> <menu choice> <definition> . . .The <menu name> is the name of the menu shown in the menu bar. The <menu choice> is the name of the menu choice in the menu. The <definition> is the monitor command that will be executed when the menu choice is selected.
In the monitor command definition, a `?' as parameter will not work, but a hyphen `-' can be used to signify the default value. Missing parameters at the end of the command will open dialogs for those parameters.
Example 53 : Multiple Commands in Simulator next-transition ; out-via probe -This button definition executes the next transition and then sends the signal Probe from the environment.
<command> <command> . . .The <command> is the monitor command that will be executed in the command module. The syntax of a command definition is the same as when entering a command textually to the monitor. All parameter values must be specified explicitly or with the default value `-', i.e. `?' is not allowed, and no parameters may be missing. Command names are case sensitive.
------------------------------------------------------------ Note: Care should be taken when deciding what command to execute; commands belonging to the Execute group should be avoided. ------------------------------------------------------------
(<process>) <variable> (<process>) <variable> . . .The <process> is the name of the process, possibly augmented with an instance number separated with a space or colon. The <variable> is the name of the variable in that process. Names are not case sensitive.
Example 54 : Variable Definitions in Simulator (Main) Count (game:1) guess
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