GE FGB-M05 User Manual

Page 21

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Rev. May 2001

GraviMaster-FGB-M05 (S)

Page 20

Gravimetric

Blender

3.1.2 User control

The user-interface consists of several screens which can be selected by a menu. A screen

consists of objects only one object in a screen is active (selected). By using the

↓ en ↑

arrow keys the actual selected object can be changed. Pressing <ENTER> activates the

selected

object.

Button

After activating the button a command (or set of commands) is (are) executed. The name of

the button represents the functionality of the button.

Number

input

fi eld

When a number input fi eld is selected it can be activated by either the <ENTER> key or

just typing the numbers. The activated input fi eld shows a cursor at the position where

the next number will be placed. To deactivate (leave) the input fi eld use one of the the

following keys <ENTER>, <ESC>,

↓ or ↑

Text

input

fi eld

The text input fi eld is equal to a number input fi eld but it also accepts characters. Because

the

keyboard

doesn’t have character-keys a special method is implemented to enter

characters.

To enter a character in a text inputield fi rst activate the object with the <ENTER> key.

When the input fi eld is activated a cursor is shown at the fi rst position. At this moment it

possible to select a character with the <+> and <-> keys. After a character is chosen the

next position can be selected with the

→ arrow key.

Option

fi eld

Option

fi elds are objects with a toggle function (yes/no) or (true/false). When the button

according to the option fi eld is activated the value is toggled. The actual value of the option

fi eld is displayed by a cross. When the cross is visible the object has the value ‘yes’ or

‘true’ otherwise the value is ‘no’ or ‘false’.

Optionlist
Optionlist

fi elds are fi elds that can contain a limited set of values. The optional values

become visible as the object is activated. Now the required value can be selected by using

the

↑ and ↓ key and select it with <ENTER>.

3.2 Recipes

Recipes constitute the core of the controller. They contain all information about the

material to be produced. By the menu (F1) ‘recipes / edit recipes’ it is possible to add

recipes to the controller. One recipe consists of one or more (max 12) components which

can be changed independently.

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