Using Reference Objects

Reference objects are referred to by other objects, parts, or links in which the Object Reference is entered as the value of an attribute. The GUI Control Type section in Chapter 1 introduces the type for class attributes and the use of Input Assistant to enter the value.

An Object Reference typed attribute identifies, within its definitions, all possible classes of reference objects. This implies that the name of the reference object entered may be ambiguous in all the reference objects derived from these possible classes. When ambiguous object name occurs, you need to enter the entire object name path rather than just the name of the object. An object name path contains the whole class path and the object name with an underscore '_' in-between. The recommended ways of creating a reference object and its reference are:

There are domain-specific classes of reference objects defined by your simulator that may or may not be selected. Here we describe them in general. Please look into your simulator's documentation for specific details.

Collection Objects

The definition of cell and array attributes can be found in the end of the GUI Control Types section. A Collection object contains a list of cell attributes, which can be of different GUI control types. All the attributes are defined by the simulation developer; there is no intrinsic attribute defined by SansGUI.

Graphics Objects

Graphics objects are similar to Collection objects and, in addition, can be viewed in 3-dimensional scenes with Graphics Windows. A Graphics Window can be opened in two ways:

SansGUI supports hardcopy printing, copying to windows clipboard, and exporting to bitmap (.BMP) or JPEG (.JPG) image file formats of graphic scenes in Graphics Windows. All these functions can be performed by selecting the corresponding menu items in the right-click context menu within the Graphics Windows. Please refer to Point of Attraction 5: Solid in the SansGUI Getting Started guide, the Class Graphics section of the SansGUI Reference Manual, and your simulator documentation for more operational details.

In addition, please take a look at 3D Graphics Rendering Options in the Tuning Environment Parameters section in the Customizing SansGUI Environment chapter of this manual.

Matrix Objects

A Matrix object contains three cell attributes for the specification of the matrix and an array attribute defined by the simulation developer.

You can use the matrix Object Properties dialog to enter the matrix. The first tab in the Properties dialog shows the specification of the matrix. The Data sheets are appended to the end, depending upon the Number of Sheets value. The array attribute may have a measuring unit associated with it. You can select a preferred unit from the Specification sheet in the Properties dialog. When the unit is changed, all the data in the matrix will be recalculated.

Table Objects

A Table object may be row or column oriented, meaning that its table attributes are aligned along the rows or columns, respectively. A row oriented table has its attributes listed in the row headers at left and a column oriented table has its attributes listed in the column headers at top. There are two intrinsic attributes:

There are also simulator defined attributes, which are used as table headers. The indicators, units, and data arrays associated with the attributes for data editing are similar to those of cell attributes.


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