HP 3000 Manuals

Menus [ COBOL/HP-UX Operating Guide for the Series 700 and 800 ] MPE/iX 5.0 Documentation


COBOL/HP-UX Operating Guide for the Series 700 and 800

Menus 

Animator menus are organized to provide rapid access to the most commonly
used functions.

You can access Help menus from any Animator menu by pressing F1=help.
This calls the help screen for the option from which it is called.

The menus described in this section appear in alphabetical order
according to their menu name, which is displayed on the left-hand side of
the information line.

Alter-window Menu 

The Alter-window menu is accessed by pressing Alt+F10 from the Query menu
under the Query-Data menu in Animator.

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Figure 4-2. Alter-window Menu It enables you to move and resize monitors using the cursor keys. Animator Main Menu The Animator Main menu is displayed when Animator is started (unless you have set the Zoom Animator directive, in which case the program executes immediately). The Main menu (see Figure 4-1 ) provides access to both direct functions and submenus. The direct functions allow you, with a single keystroke, to execute the program and to reposition the program text on your screen. To select a submenu or a function, use the appropriate function key or letter. To select the Alternate menu or the Control menu available in Advanced Animator, press the Alt or Ctrl keys respectively. See Appendix N , UNIX Key Usage Chart for details. Breakpoints Menu The Breakpoints menu is accessed by pressing B on the Animator Main menu.
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Figure 4-3. Breakpoints Menu You can set breakpoints in your program to halt execution when you are using Go or Zoom mode. They are useful for debugging programs quickly when you have some idea of where a problem lies. This menu displays options that allow you to: * set a breakpoint at the statement at the current cursor location * set a breakpoint at the statement at the current cursor location and zoom execution. This breakpoint is then automatically unset (not available with base Animator) * cancel either a single breakpoint at the current cursor location or all breakpoints throughout the program * set a conditional breakpoint * examine the set breakpoints * automatically execute a specified COBOL statement at a breakpoint * set the frequency with which a breakpoint is activated Recompiling a program causes breakpoints to be lost. If you leave Animator without unsetting a breakpoint, the breakpoint will be set next time you Animate the program, unless you have recompiled it. You can set up to 100 breakpoints in each program. When a breakpoint is reached, you will see the message: Breakpoint encountered at the bottom of your screen. Note that the Animator file-name on the status line is not updated when a Breakpoint is encountered during GO mode. Environment Menu The Environment menu is accessed by pressing E on the Animator Main menu.
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Figure 4-4. Environment Menu The Environment function allows you to set parameters to control some general execution aspects of the program you are executing. These include: * specifying the name of a program at which to interrupt execution * setting a level below which PERFORMs and CALLs are executed as single steps (Threshold) * setting a conditional program break which causes execution in Go or Zoom mode to halt when the condition is encountered (Until) * turning off the sliding of watch windows across the screen. This is useful for speeding up the display on serial terminals. Go Menu The Go menu is accessed by pressing G on the Animator Main menu.
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Figure 4-5. Go Menu The Go function automatically executes each statement in the program one by one, displaying the source code on the screen as it is executed. Go mode is an automatic Step mode; you do not have to press a key to execute each statement as you do in Step mode. You can set the Go execution speed by pressing a key in the range 0 to 9, where 0 is the slowest. You can also set the speed of execution from the Animator Main menu by pressing a number in the range 0 to 9 before selecting the Go function. The current speed is shown on the Information Line. The default speed is 5. Locate-declaration Menu The Locate-declaration menu is accessed by pressing L on the Animator Main menu.
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Figure 4-6. Locate-declaration Menu The Locate-declaration function finds the location in the source code where a data item, file-name, or procedure is declared. From the Locate-declaration menu you can locate an item either by using the cursor as a pointer or keying in the name of the item you wish to locate. The cursor control keys can be used to position the cursor in the program text or monitor window. Data items and file-names may be located from either their monitor windows or name in the text. Procedure-names may be located from their names within the program text. Perform-level Menu The Perform-level menu is accessed by pressing P on the Animator Main menu.
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Figure 4-7. Perform-Level Menu The Perform-level function lets you zoom through performed paragraphs, in-line PERFORM statements and called subprograms. This is useful if you are looking for a bug and are sure it isn't in a particular PERFORM range or subprogram. The perform functions allow you to Zoom through the code specified by a PERFORM or CALL statement, or the code that completes such a statement if you have already begun to execute it. Query Menu. The Query menu appears after you have selected the item to be queried. The data-name appears on the information line; the value of the data item appears at the bottom of the screen.
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Figure 4-8. Query Menu The Query menu is actually a set of two menus: an ASCII (text) menu and a Hex menu. You switch between them using a toggle key. The ASCII menu is the menu which first appears after selecting the data item to be queried. Selecting the Hex function invokes the Hex menu. On this menu, the Hex function is replaced by a Text function which switches back to the Text menu. On the Hex menu, the content of the queried data item appears on the left of the monitor window in hexadecimal form. The corresponding ASCII representation appears on the right. The bottom line of the screen is used in place of the monitor window in base Animator. Alternate and Control menus are available from the Query menu, allowing you to create and save lists of test data, and to monitor queried data items respectively. The Query Alternate menu (not available in base Animator) also allows you to modify the size, shape and position of a data monitor by displaying the Alter-window menu. Query-Data Menu The Query-data menu is accessed by pressing Q on the Animator Main menu. This menu as it appears in Animator is shown in Figure 4-9 and in the base Animator in Figure 4-10 .
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Figure 4-9. Query Menu - Animator
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Figure 4-10. Query Menu - Base Animator The Query-data menu functions enable you to look at and change the contents of data items. From this menu and its submenus, you can query data items, create a file containing a list of data values, and monitor data items. Following a successful query, the Query submenu appears on the screen with the queried data name on the information line and the value of the data item in a window or at the bottom of the screen. If you are using Animator, you should be aware that recompiling a program causes monitors to be lost. If you leave Animator without unsetting a series of monitors, the monitors will all be set the next time you Animate the program unless you have recompiled it. Reset-execution Menu. The Reset-execution menu is accessed by pressing R on the Animator Main menu.
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Figure 4-11. Reset-execution Menu The Reset function allows you to alter the sequence of program execution by changing the current statement, which is the statement that will be executed next. You can simply skip one statement, reset to the current cursor position, reset at the next (higher) Perform level, or reset at the start of the program. Reset does not change the values of any data. Text Menu The Text menu is accessed by pressing T on the Animator Main menu. The Text function enables you to split, join, and redisplay the screen.
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Figure 4-12. Text Menu


MPE/iX 5.0 Documentation