#!F-adobe-helvetica-medium-r-normal--18* #!N #!CSeaGreen #!N #!Rcreatvp Creating a Visual Program #!N #!EC #!N #!N To create a visual program, use the Visual Program Editor (VPE) window, in which you place and connect tools and specify values for those tools. #!Luse366,dxall337 f Figure 66 #!EL illustrates the VPE window and a sample visual program. #!Cbrown #!N #!F-adobe-times-medium-r-normal--18* #!Ruse366 #!N #!N Graphics omitted from Online Documentation. Please see the manual. #!N Figure 66. VPE Window #!EF #!N #!EC #!N #!N The title bar of the VPE displays the name of the current visual program file. On the left side of the window are two palettes. The top palette contains tool categories. When you select a category from the top palette, the bottom palette displays the tool names in that category. The large area on the right side of the window is called the #!F-adobe-times-medium-i-normal--18* canvas #!EF . You place tools on the canvas to construct a visual program. #!N #!N In some cases, the visual program may be too large to be displayed all at once on the canvas. On the right and bottom sides of the canvas are #!F-adobe-times-medium-i-normal--18* scroll bars #!EF , which allow you to move the display to different parts of the visual program. To display a different part of the visual program, click on the arrows at the end of the scroll bars, or click and hold the button on the bar between the arrows and move it until the desired portion of the visual program is displayed. Scroll bars may also appear in the tool palettes, if the list of categories or tools are too long to fit. #!N #!N When you place a tool onto the canvas, it is represented by an icon. #!Ltooli67,dxall337 f Figure 67 #!EL illustrates an example of a #!F-adobe-times-medium-i-normal--18* tool icon #!EF . #!Cbrown #!N #!F-adobe-times-medium-r-normal--18* #!Rtooli67 #!N Graphics omitted from Online Documentation. Please see the manual. #!N #!N Figure 67. Example of a Tool Icon #!EF #!N #!EC #!N #!N The tool icon, which has a highlighted border when selected, consists of a rectangle displaying the name of the tool, plus one or more tabs on the top, the bottom, or the top and the bottom of the rectangle. The rectangle is the active area and is used for selecting and moving the tool. The tabs on the top represent inputs to the tool, and the tabs on the bottom represent outputs. It is possible for a tool to have either no inputs or no outputs. Some of a tool's input tabs may be hidden (i.e., not displayed). It is possible to reveal the hidden tabs or hide additional tabs. It is also possible to add or remove input tabs for tools that allow a variable number of inputs. On many tools, one or more of the inputs are highlighted with a different color, indicating that the input is required. These tabs are discussed in more detail in #!Lsetval,dxall340 h Specifying Values for a Tool's Inputs #!EL . #!N #!N The basic steps in creating a visual program are: #!N #!I0 #!N #!F-adobe-times-medium-r-normal--18* #!N #!N #!I30 #!N 1. Select and place the desired tools on the canvas. #!N #!I30 #!N 2. Connect tool outputs to inputs. #!N #!I30 #!N 3. Set values for the tools. #!N #!I30 #!N 4. If you plan to change input parameters frequently while viewing an image (e.g., an isosurface value), then you should build a Control Panel and set interactors (see #!Lcpi,dxall381 h Building Control Panels #!EL and #!Linterac,dxall409 h Using Interactors #!EL ). #!N #!I0 #!N #!EF #!N #!N #!N #!N #!F-adobe-times-medium-i-normal--18* Next Topic #!EF #!N #!N #!Lptocanv,dxall338 h Placing Tools on the Canvas #!EL #!N #!F-adobe-times-medium-i-normal--18* #!N
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