1 INTRODUCTION
The software described in this manual is intended to be used in the ESO VLT project by ESO and authorized external contractors only.
While every precaution has been taken in the development of the software and in the preparation of this documentation ESO assumes no responsibility for errors or omissions, or for damage resulting
from the use of the software or the information contained herein.
1.1 PURPOSE
This document is the user manual to build VLT Graphical User Interfaces (GUI)
In addition to the Introduction section, this manual contains the following sections:
VLT Look & Feel. Describes how to apply the ESO/GUIF Common Conventions taking into account the presentation requirements specific to telescope and instruments.
1.2 SCOPE
The document is limited to the following parts :
- VLT Look & Feel. Describes how to apply the ESO/GUIF Common Conventions taking into
account the presentation requirements specific to telescope and instruments.
- User Interface libraries : These libraries contain a set of class widgets and general purpose procedures.
- The tool to design VLT control panels. This part describes how to use the version 2.11 of the Tcl/Tk Panel Editor.
1.3 APPLICABLE DOCUMENTS
The following documents, of the exact issue shown, form a part of this document to the extent specified herein. In the event of conflict between the documents referenced herein and the contents of this document, the contents of this document shall be considered as a superseding requirement.
1.4 ABBREVIATIONS AND ACRONYMS
The following abbreviations and acronyms are used in this document:
1.5 GLOSSARY
Dynamic Symbol
An object used to change the outlook of graphics to external data, such as current values in the database.
Hot-Spot
Following the RTAP terminology, it is an area of the schematic containing a symbol where the user can click on to call another panel.
Schematic
A collection of graphic primitives and symbols which represent models of a system and can be displayed in a window.
Symbol
A collection of graphical primitives and dynamics which represent one piece of equipment or a functional part of the system. Complex Symbols can be made of other more elementary ones.
Widget
A widget is a graphic device capable of receiving input form the keyboard and the mouse and communicating with a application or another widget.
1.6 STYLISTIC CONVENTIONS
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