QUEST User Interface
The QUEST user interface consists of three main windows (see the image).
The left hand window is the Navigator, which is used to view the list of models in a database as well as to access the different information components of a model. Select the “Database” tab at the bottom of the navigator window to see the list of databases. Individual models can be read into QUEST from a database so they can be viewed or modified. Each model, once loaded, can be accessed by selecting its named tab at the bottom of the navigator window. The Help tab in the Information window displays information about the entry selected in the Navigator, including a preview of the model automatically taken when it was last saved or generated. Double-click on a section entry in the Navigator window to make changes to that section.
The upper right window is the Main working window. This window will change to show the machine model, lists of questions, dialog panels, macros, etc., resulting from selections made in the Navigator. Most of your interaction with QUEST will occur in the main window. You can press the F1 function key to obtain context sensitive on-line help on how to use the main window.
The lower right window is the Information window. This window holds various types of information, each of which can be accessed by selecting one of the organizational tabs arranged along the bottom edge of the window. Most of the time, QUEST will automatically select the proper tab for you based on the last feature or action requested. The tab names and their purpose are as follows:
The Help tab provides detailed help when the Main window focus is on a question, or when a section is selected in the Navigator window.
The Build tab lists informational and diagnostic messages when they occur. You can often double-click on a diagnostic message to address the problem in the Main window.
The Finder tab lists the results of the last search operation. Use the Tools»
Finder menu-bar selection (Ctrl Shift F shortcut) to find questions, dialogs and macros containing text matching a “search” string (press F1 to obtain help on search features). Double-click on any line listed in the Finder tab to change the Main window focus to the selected item. Use F4 and Shift F4 to sequentially shift the Finder tab focus (and indirectly the Main window focus) forwards and backwards through the list of items found. The Diffs tab lists the differences between two selected models. Use the Tools»
Diffs menu-bar selection (Ctrl I shortcut) to identify the objects to compare (press F1 to obtain help on comparison features). You can double-click on any line with a solid arrow to change the Main window focus to the selected item. Various right-mouse context menu functions are also available in the Diffs tab to help view the comparison results. The Axes tab contains sliders that can be used to exercise the axes of the model. It also has buttons to exercise the spindle(s) and reset axes to their default state.
The menu-bar at the top of the application window provides access to QUEST functions. Not all menu actions are available at all times. For example, some database actions are only available when a database or model is selected in the navigator. Other menu actions are related to the macro and dialog editors. These actions will only be available when a macro or dialog is being edited. Keyboard shortcuts are available for some common menu actions (the shortcut key is listed in the menus to the right of the menu item).
The most common menu actions are also available through toolbar shortcuts (the little icons arranged below the menu-bar). Toolbars are dockable, meaning that they can be dragged to any side of the application window, or even be made to appear as a separate window. Like the menu-bar selections they represent, toolbar icons may not be selectable at all times.
The right-mouse button can be used to bring up a pop-up menu (context sensitive menu), listing the most common menu choices that can be made in the current window or on the item last selected. Pop-up menus also provide access to modal display and processing options. This feature is highly recommended, since it lists the most common actions based on the current context.
The vertical splitter bar can be used to increase or decrease the width of the Navigator window. The horizontal splitter bar likewise determines how the main working window and informational window share the full application window height. You can double-click on the splitter bar to quickly reset it to its last position.
Interface differences between Developer and Run-time Environments
The Virtual Machine interface used in QUEST is nearly identical to the one used in GENER and CERUN, with the following differences.
QUEST supports a single Virtual Machine simulation window only.
QUEST does not include the Tools/
Holders/ Heads dialog, nor does it include the Parts/ Fixtures dialog, nor is it concerned with Fixture/ Length/ Diameter compensations defined in the simulation Controller, nor concerned with setups as defined in the simulation Manager. These types of information are stored (using GENER or CERUN) in the verification setup (.vsw) file associated with the part program. QUEST is primarily concerned with machine components and kinematics, which are stored in the database (.dbf) file as a part of the model. QUEST also stores the preferred Grid setup, Lighting arrangement and predefined camera positions with the model. Selecting the Reset button in Lighting and Grid dialogs inside QUEST resets to safe defaults.
GENER and CERUN on the other hand cannot change the model or its kinematics. They use the Grid, Lighting and camera definitions from the model as default values. Changes made in GENER and CERUN to these features are saved in the verification setup (.vsw) file. Selecting the Reset button in Lighting and Grid dialogs inside GENER and CERUN resets these functions to their model defaults.
QUEST shares the same “heads-up” display dialog as GENER and CERUN. The HUD schemes are stored in the Windows Registry. QUEST is only concerned with the current selected HUD colors and fonts, which it uses during interactive component creation. You can edit or change schemes from within QUEST (as you would from GENER and CERUN).