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#!CSeaGreen #!N  #!Rall609 Interactors and Control Panels #!N #!EC 
#!N #!N Interactors are special two-part modules. To incorporate an interactor 
into your visual program, you select the preferred type of interactor 
from the Interactor category, place it on the VPE  #!F-adobe-times-medium-i-normal--18*   canvas 
#!EF just like any other module, and connect it to the 
appropriate input tab or tabs on other modules. The interactor module 
that appears on the canvas is called a "stand-in." To use 
the interactor interactively, you also place an instance of the interactor 
in a Control Panel window. The interactor in the control panel 
represents the actual manipulator used by the user exploring the data. 
When a value is set by a user, it becomes the 
new output of the interactor stand-in and is thereby fed to 
the modules connected to the stand-in's output. Interactors have different appearances 
depending on its type; numeric (integer or scalar) interactors can be 
made to look like dials or sliders, while string interactors give 
you a place to type in a string. List interactors let 
you keep a list of items: there are lists of strings, 
vectors, values, integers, and scalars. #!N #!N It is good "programming" 
practice to set interactor minima, maxima, and increments to reasonable values. 
For example, a Scale module will accept a value of 0.0, 
but the effect will be to make the scaled object disappear! 
That is usually not desirable; set the minimum permitted scale value 
to be a positive value greater than 0.0 if you do 
not want to confuse users of your visual program. #!N #!N 
Some interactors can be used in a different mode than interactive: 
these are called  #!F-adobe-times-medium-i-normal--18*   data-driven interactors #!EF . Scalar, Integer, and 
Vector interactors, (and their respective List types) all have input tabs 
of their own. By default, all the numeric interactors have arbitrary 
ranges preset to -1,000,000 to +1,000,000. Clearly, these will rarely be 
the appropriate ranges for your data. As part of good interactive 
visual program design, you, the visual program author, would like to 
restrict these ranges to the "correct" values for the input data 
sets. But if you are building a visual program for use 
by others, you won't know in advance the ranges of data 
sets the user will import. If you build your visual program 
such that the data Field (the output of Import, for example) 
connects to the input tab on one of these interactors, the 
correct maximum and minimum values will be automatically set the first 
time the visual program is executed, and they will be updated 
appropriately as the input data set changes. Thereafter, the user cannot 
accidentally exceed the range of values by turning a dial or 
sliding a slider too far in one direction or the other. 
#!N #!N Data-driven interactors can be directly driven by Compute functions 
that might in turn be connected to a Sequencer or other 
data Fields or data components in a Field. As just a 
simple example, a Sequencer could emit a series of integers from 
0 to 360; a Compute can turn the integers into floating-point 
angles in the range from 0.0 to 1.0 then make this 
new number the first component of a 3-vector ("[a/360.0, 1.0, 1.0]"); 
then Convert can change this HSV vector into RGB. Connect the 
output of Convert to a Vector Interactor and feed the interactor 
output to Color. The result is that the Sequencer will make 
the color of an object attached to this Color module pass 
through the entire spectrum of hues; simultaneously, you can watch the 
RGB values change on the Vector interactor in the Control Panel. 
#!N #!N You can have as many Control Panels associated with 
a visual program as you like. Furthermore, a handy feature is 
that the same "stand-in" (the Interactor module that appears in the 
visual program) can have multiple interactor instances associated with it. This 
means you can have both simple Control Panels and elaborate Control 
Panels with commonly needed interactors appearing in both. When you do 
set things up like this, you will notice that the multiple 
instances of the interactors will always maintain the same value: as 
you change the value in one Control Panel(s), the associated interactor(s) 
in the other Control Panel will stay in perfect agreement. #!N 
#!N Control Panels can be named and accessed by name. This 
allows you to set up hierarchies or even rings of Control 
Panels. You might choose to make a simple panel with only 
the most commonly used interactors, then create additional panels with less-used 
interactors. The main panel can then be set up to access 
the subpanels by name, using the Control Panel's  #!F-adobe-times-bold-r-normal--18*   Panels #!EF 
menu. Select  #!F-adobe-times-bold-r-normal--18*   Open Control Panel by Name #!EF to see 
the list of other Control Panels accessible by the current panel. 
#!N #!N It is very important to create sensible labels for 
the interactors in your Control Panels. Data Explorer will automatically assign 
a name to a new interactor that reflects the name of 
the module and input to which you have attached the interactor 
stand-in in the visual program. However, this name tends to be 
too generic, especially if you have several interactors connected to several 
similar modules. For example, you connect a Scalar Interactor to the 
"value" input of an Isosurface module. The interactor label in your 
control panel will acquire the title  #!F-adobe-times-bold-r-normal--18*   Isosurface value #!EF . 
But if you also place another Scalar connected to a different 
Isosurface, you will end up with two interactors with identical names. 
So it is incumbent upon you, the visual program author, to 
change the names of your interactors to reflect their function in 
your visual program. See  #!Lbuico,dxall380 h Using Control Panels and Interactors  #!EL  and  #!Linterac,dxall409 h Using Interactors  #!EL  for the instructions on 
using Control Panels and Interactors. #!N #!N A very handy interactor 
is the Selector. This interactor lets you construct a pop-up menu 
containing one or more string items each associated with a value, 
either a scalar (including integer scalar), vector or a string. Selector 
has two outputs, the value and the string you have entered. 
This allows you to present a menu that describes clearly what 
choices the user has, and when the user picks an item, 
Selector outputs both the value (through its left-hand output tab) and 
the string choice (through the right-hand output tab). The right-hand output 
can be attached to modules that accept string input. Remember Format? 
You can use this technique to change a caption depending on 
the user's current Selector choice. #!N #!N If you use integers 
as the "values" in your Selector, the left-hand output will be 
the currently selected integer. You can direct this numeric output of 
Selector to any module that takes an integer; a common use 
is to connect the integer output of Selector to a Switch 
module. #!N #!N The Switch module (in the Structuring category) uses 
a number to pick which of several inputs to pass to 
its output. Suppose you have connected an Isosurface to the first 
"input" (the second tab) of Switch and a ShowConnections to the 
second "input" (third tab). You have also constructed a Selector menu 
to offer the three choices: 0 = Both off; 1 = 
Show Isosurface; and 2 = Show Connections. The left-hand output of 
Selector is connected to the first tab (the "selector") of Switch. 
Now when the user chooses item 1 on the menu in 
the Selector interactor (located on a control panel, of course), the 
number 1 is emitted and received by Switch. Switch then lets 
the isosurface pass through. One more trick: you may want to 
allow both the Isosurface and the ShowConnections images to appear at 
the same time. Use a Collect module just before the Switch. 
Attach the Isosurface output both to Switch input 1, and to 
Collect; similarly, attach the ShowConnections output to Switch input 2 and 
to the Collect. Now add a fourth choice to the Selector 
menu: 3 = Show both. Attach the output of Collect to 
"input" 3 of Switch, and you have provided this new capability 
to the user. By the way, the value "0" will always 
turn off all output from the Switch; you do not need 
to provide a "0" valued choice if that is not appropriate; 
in other words, if you always want Switch to pass at 
least one item. #!N #!N The default settings for Selector are 
0 = off, 1 = on. You may find this handy 
as you begin to develop more complicated visual programs containing a 
number of objects in the Image window. As you develop each 
"subnet" (that is, a branch of the visual program that yields 
a particular visual object), attach it to a Switch and add 
an on-off Selector. Change the label of the Selector interactor in 
the Control Panel to identify the object it controls. Run the 
output of each Switch to a Collect (add inputs to Collect 
as needed), then to Image. This way, you have a whole 
panel of Switches, allowing you to turn off and on each 
object in the scene. This will decrease the amount of time 
you wait for all objects to be rendered if you know 
that certain ones are OK but wish to test new ones 
in the scene. This technique is easier than connecting and breaking 
wires, too. #!N #!N #!N  #!F-adobe-times-medium-i-normal--18*   Next Topic #!EF #!N #!N 
 #!Lall610,dxall611 h Transmitters and Receivers  #!EL  #!N  #!F-adobe-times-medium-i-normal--18*   #!N 

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