Menus [ Micro Focus COBOL System Reference, Volume 1 ] MPE/iX 5.0 Documentation
Micro Focus COBOL System Reference, Volume 1
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
Data-name menu in Animator.
It is shown in Figure 4-3
Figure 4-3: Alter-window Menu
It enables you to move and resize monitors using either the mouse or
cursor keys.
Not available in base Animator.
Alternate Menu
Advanced Animator, which is supplied with add-on products, also provides
an Alternate menu (see 4-4) which gives access to the facilities of
Analyzer and Structure Animator. See the documentation for your add-on
product for details of these facilities.
Figure 4-4: Advanced Animator Alternate Menu
To access the Alternate menu, hold down the Alt key when viewing the
Animator Main menu.
UNIX users should see the appendix UNIX Key Usage Chart for details of
the actual keystrokes required.(UNIX)
Not available with base Animator or Animator.
Animator Main Menu
The Animator Main menu is displayed when Animator is started (unless the
Zoom Animator directive has been set, in which case the program executes
immediately).
The Main menu (shown earlier in this chapter in Figure 4-1 for Animator
and in Figure 4-2 for the base Animator) provides access both to direct
functions and to submenus. The direct functions enable 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
highlighted key required.
Breakpoints Menu
The Breakpoints menu (see Figure 4-5) is accessed by pressing B on the
Animator Main menu.
Figure 4-5: Breakpoints Menu
You can set breakpoints in your program to halt execution when you are
using Go or Zoom mode (Break Zoom is not available in base Animator).
They are useful for debugging programs quickly when you have some idea of
where a problem lies.
This menu displays options that enable you to perform the following
functions:
* 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.
Control Menu
Advanced Animator, which is supplied with add-on products, also provides
a Control menu, which gives access to some additional facilities such as
scrolling functions, which enable rapid movement of the program text, and
a text string search function. See the documentation for your add-on
product for details of these facilities.
To access the Control menu (see Figure 4-6) hold down the Ctrl key when
viewing the Animator Main menu.
UNIX users should see the appendix UNIX Key Usage Chart for details of
the actual keystrokes required.(UNIX)
Figure 4-6: Advanced Animator Control Menu
The Application-view function can be accessed from here;
this provides information about other programs in your application. See
the description of Application-view for more details. (DOS, Windows and
OS/2)
Not available in base Animator or Animator.
Environment Menu
The Environment menu (see Figure 4-7) is accessed by pressing E on the
Animator Main menu.
Figure 4-7: Environment Menu
The Environment menu provides functions which enable 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).
NOTE The functions Flash(step/zoom) and Mon-slide(on/off) are not
available in base Animator and do not appear on the menu.
Go Menu
The Go menu (see Figure 4-8) is accessed by pressing G on the Animator
Main menu.
Figure 4-8: 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 from 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 from 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, shown in Figure 4-9, is accessed by pressing
L on the Animator Main menu.
Figure 4-9: Locate-declaration Menu
NOTE The Up-perform-level and Down-perform-level functions are not
available and do not appear on the menu for base Animator or for
Micro Focus COBOL for UNIX.
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 can be
located from either their monitor windows or name in the text. Procedure
names can be located from their names within the program text.
Perform-level Menu
The Perform-level menu, shown in Figure 4-10 is accessed by pressing P on
the Animator Main menu.
Figure 4-10: Perform-Level Menu
The Perform-level function enables you to 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 enable 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.
You can animate programs with up to a maximum of 254 levels of PERFORM
nesting. If your program exceeds this level, then Animator will only
Step, even if Zoom mode is specified.
Query Menu
The Query menu, is accessed by pressing Q on the Animator Main menu.
This menu as it appears in Animator is shown in Figure 4-11 and in the
base Animator in 4-12.
Figure 4-11: Query Menu - Animator
Figure 4-12: Query Menu - Base Animator
The Query 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 Data-name 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 the monitor to be lost. If you leave Animator without unsetting
the monitor, the monitor will be set the next time you Animate the
program, unless you have recompiled it.
NOTE When animating an .EXE, .DLW or .DLL program that contains a
PROCEDURE DIVISION USING statement with a USING item that has not
been passed from another program, if you try to query the item, a
protection violation will occur under Windows or OS/2 and memory
can be corrupted under DOS. To prevent this, compile the program
for animation with the PARAMCOUNTCHECK Compiler directive.
Query Data-name Menu.
The Query Data-name menu, shown in Figure 4-13, 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 in a window (for
Animator) or at the bottom of the screen (base Animator).
Figure 4-13: Query Data-name Menu
On Animator, this menu provides functions which enable you to display the
contents of the queried data item; if the data item exceeds 200 bytes on
Animator or 80 bytes on base Animator, then only the first 200 and 80
bytes are displayed for Animator and base Animator respectively). From
this menu, you can also view the data item in both hexadecimal and text
(ASCII) format together and clear or alter the contents of the data item.
The Query Data-name 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
bottom left of the screen in hexadecimal form. The corresponding ASCII
representation appears on the bottom right.
There are Alternate and Control menus available from the Query Data-name
menu which enable you to create and save lists of test data, and to
monitor queried data items respectively.
The Query data-name Alternate menu also enables you to set up and change
a list of values for the queried data item to be used for successive runs
of the program. You can also define a list for one or more data items in
the program; change the size and shape of the queried data item or change
its position on the screen.
Reset-execution Menu
The Reset-execution menu, shown in Figure 4-14 is accessed by pressing R
on the Animator Main menu.
Figure 4-14: Reset Execution Menu
The Reset function enables 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, shown in Figure 4-15, is accessed by pressing T on the
Animator Main menu.
Figure 4-15: Text Menu
The Text function enables you to split, join, and redisplay the screen.
MPE/iX 5.0 Documentation