The Editor window is invoked by pressing Edit button (the Controller module) or by choosing an appropriate menu-item: Modules/Editor. After that the Editor window appears (see Fig 6.5).
There are four areas of the Editor window: the menu, the tool-bar, the workspace and the status-bar.
The menu allows to close the Editor Edit/Close and to get manual about Editor capabilities and features Help/Manual.
The tool-bar controls a mode of the workspace. The mode could be select, properties, create or delete and it is selected by pressing the appropriate button from the tool-bar. There could be one mode selected at a time. The pressed button says which mode is selected.
The menu and the tool-bar are detachable components the same as Controller's tool-bars and menus.
The modes are discussed below:
Furthermore, after creation of an object, the Editor Properties window appears automatically.
To disconnect or to reconnect an object point at a chosen object's ``left connector'', press the left button and drag. Appropriate message: ``Reconnecting object'' appears on the status-bar. If you release the button when the pointer points to the other ``left connector'' then objects would be reconnected, if the pointer does not point any ``left connector'' then the connection would be deleted.
The Editor is in properties mode and the object number 0 is clicked. What does ``object number'' mean? All objects have two special attributes displayed at the top: a type and a number. A type describes if object is an attribute, then ``ATR'' is displayed, or an action, then ``ACT'' is displayed. A number is just a unique number, within the project, the object could be identified by.
As it can be seen in Fig 6.8, graphical objects are similar to decision tables. There are two kinds of objects: attributes and actions. They are arranged in tables.
Each attribute table is treated as a decision table. Each column represents an attribute and possible values being related to this attribute. Each row can be connected to the other table (graphical object) which results with logical AND between attributes. If there is more then one column in the table, all attributes in the table are treated to be in relation logical AND to one another. In this case each row stands for logical AND among attributes being related with appropriate values in the row.
Each column of an action table consists of the name of the action and the value the action should be set. There could be more then one action (many columns), but only one value per action is allowed, there will be only one row.
The Editor Properties window contains the same information which is displayed as the graphical objects (attribute/action names, values). What is more, the window allows to modify names and values. In Fig 6.8 there is the Properties window for the object number 0. In this window there is a spreadsheet like table with all the names and the values. To modify a name or a value the appropriate field have to be clicked. Then the current name appears in the text widget located above. In this text widget, a name can be modified then. To apply changes to the object, click Apply button, to close the widow, loosing every change made, click Close button.
The example in Fig 6.8 is discussed in Section 6.2.4