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ARINC 661
ARINC 661 is a standard which aims to normalize the definition of a Cockpit Display System (CDS), and the communication between the CDS and User Applications (UA) which manage aircraft avionics functions. The GUI definition is completely defined in binary Definition Files (DF). The CDS software is constituted of a kernel which is able to create the GUI hierarchy specified in the DF during initialization, thus not needing to be recompiled if the GUI definition changes. History and adoption in industry The first version of the standard was adopted in 2001. Its first use was for Airbus A380 CDS development. The first supplement was adopted in 2003, and added new widgets. The second supplement was adopted in June 2005, and added supplementary widgets. Third supplement has been adopted in 2007. Supplement 4 was adopted in 2010. The standard is known today to be used for Airbus A380 and A400M CDS development, and also Boeing 787 CDS development. AgustaWestland company use ARINC 661 ...
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Avionics
Avionics (a blend word, blend of ''aviation'' and ''electronics'') are the Electronics, electronic systems used on aircraft. Avionic systems include communications, Air navigation, navigation, the display and management of multiple systems, and the hundreds of systems that are fitted to aircraft to perform individual functions. These can be as simple as a searchlight for a police helicopter or as complicated as the tactical system for an airborne early warning platform. History The term "avionics" was coined in 1949 by Philip J. Klass, senior editor at ''Aviation Week & Space Technology'' magazine as a portmanteau of "aviation electronics". Radio communication was first used in aircraft just prior to World War I. The first Airborne radio relay, airborne radios were in zeppelins, but the military sparked development of light radio sets that could be carried by heavier-than-air craft, so that aerial reconnaissance biplanes could report their observations immediately in case ...
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Cockpit Display System
The Cockpit display systems (or CDS) provides the visible (and audible) portion of the Human Machine Interface (HMI) by which aircrew manage the modern Glass cockpit and thus interface with the aircraft avionics. History Prior to the 1970s, cockpits did not typically use any electronic instruments or displays (see Glass cockpit history). Improvements in computer technology, the need for enhancement of situational awareness in more complex environments, and the rapid growth of commercial air transportation, together with continued military competitiveness, led to increased levels of integration in the cockpit. The average transport aircraft in the mid-1970s had more than one hundred cockpit instruments and controls, and the primary flight instruments were already crowded with indicators, crossbars, and symbols, and the growing number of cockpit elements were competing for cockpit space and pilot attention. Architecture Glass cockpits routinely include high-resolution multi-color ...
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Swing (Java)
Swing is a GUI widget toolkit for Java. It is part of Oracle's Java Foundation Classes (JFC) – an API for providing a graphical user interface (GUI) for Java programs. Swing was developed to provide a more sophisticated set of GUI components than the earlier Abstract Window Toolkit (AWT). Swing provides a look and feel that emulates the look and feel of several platforms, and also supports a pluggable look and feel that allows applications to have a look and feel unrelated to the underlying platform. It has more powerful and flexible components than AWT. In addition to familiar components such as buttons, check boxes and labels, Swing provides several advanced components such as tabbed panel, scroll panes, trees, tables, and lists. Unlike AWT components, Swing components are not implemented by platform-specific code. Instead, they are written entirely in Java and therefore are platform-independent. In December 2008, Sun Microsystems (Oracle's predecessor) released ...
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Look And Feel
In software design, the look and feel of a graphical user interface comprises aspects of its design, including elements such as colors, shapes, layout, and typefaces (the "look"), as well as the behavior of dynamic elements such as buttons, boxes, and menus (the "feel"). The term can also refer to aspects of a non-graphical user interface (such as a command-line interface), as well as to aspects of an API – mostly to parts of an API that are not related to its functional properties. The term is used in reference to both software and websites. Look and feel applies to other products. In documentation, for example, it refers to the graphical layout (document size, color, font, etc.) and the writing style. In the context of equipment, it refers to consistency in controls and displays across a product line. Look and feel in operating system user interfaces serves two general purposes. First, it provides branding, helping to identify a set of products from one company. Second, it in ...
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Widget Toolkit
A widget toolkit, widget library, GUI toolkit, or UX library is a library or a collection of libraries containing a set of graphical control elements (called ''widgets'') used to construct the graphical user interface (GUI) of programs. Most widget toolkits additionally include their own rendering engine. This engine can be specific to a certain operating system or windowing system or contain back-ends to interface with more multiple ones and also with rendering APIs such as OpenGL, OpenVG, or EGL. The look and feel of the graphical control elements can be hard-coded or decoupled, allowing the graphical control elements to be themed/ skinned. Overview Some toolkits may be used from other languages by employing language bindings. Graphical user interface builders such as e.g. Glade Interface Designer facilitate the authoring of GUIs in a WYSIWYG manner employing a user interface markup language such as in this case GtkBuilder. The GUI of a program is commonly constructed in a ...
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User Interface Markup Language
A user interface markup language is a markup language that renders and describes graphical user interfaces and controls. Many of these markup languages are dialects of XML and are dependent upon a pre-existing scripting language engine, usually a JavaScript engine, for rendering of controls and extra scriptability. The concept of the user interface markup languages is primarily based upon the desire to prevent the " re-invention of the wheel" in the design, development and function of a user interface; such re-invention comes in the form of coding a script for the entire user interface. The typical user interface markup language solidifies often re-used program or script code in the form of markup, making it easier to focus upon design of a user interface in an understandable dialect as opposed to focus on function. User interface markup languages, like most markup and programming languages, rely upon sub-application runtimes to interpret and render the markup code as program c ...
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Text Box
type=search placeholder=An example text box, which can be used to search the English Wikipedia. A text box (input box), text field or text entry box is a control element of a graphical user interface, that should enable the user to input text information to be used by a program. Human Interface Guidelines recommend a single-line text box when only one line of input is required, and a multi-line text box only if more than one line of input may be required. Non-editable text boxes can serve the purpose of simply displaying text. A typical text box is a rectangle of any size, possibly with a border that separates the text box from the rest of the interface. Text boxes may contain zero, one, or two scrollbars. Text boxes usually display a text cursor (commonly a blinking vertical line), indicating the current region of text being edited. It is common for the mouse cursor to change its shape when it hovers over a text box. Standard functionality Typical implementations allo ...
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Label (control)
A label is a graphical control element which displays text on a form. It is usually a static control; having no interactivity. A label is generally used to identify a nearby text box or other widget. Some labels can respond to events such as mouse clicks, allowing the text of the label to be copied, but this is not standard user-interface practice. Labels usually cannot be given the focus Focus, or its plural form foci may refer to: Arts * Focus or Focus Festival, former name of the Adelaide Fringe arts festival in South Australia Film *''Focus'', a 1962 TV film starring James Whitmore * ''Focus'' (2001 film), a 2001 film based .... There is also a similar control known as a link label. Unlike a standard label, a link label looks and acts like a hyperlink, and can be selected and activated. This control may have features such as changing colour when clicked or hovered over. References Graphical control elements {{GUI-stub ...
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Menu Bar
A menu bar is a graphical control element which contains drop-down menus. The menu bar's purpose is to supply a common housing for window- or application-specific menus which provide access to such functions as opening files, interacting with an application, or displaying help documentation or manuals. Menu bars are typically present in graphical user interfaces that display documents and representations of files in windows and windowing systems but menus can be used as well in command line interface programs like text editors or file managers where drop-down menu is activated with a shortcut or combination key. Implementations Through the evolution of user interfaces, the menu bar has been implemented in different ways by different user interfaces and application programs. Macintosh In the Macintosh operating systems, the menu bar is a horizontal "bar" anchored to the top of the screen. In macOS, the left side contains the Apple menu, the Application menu (its name ...
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Button (computing)
In computing, the term button (sometimes known as a ''command button'' or ''push button'') refers to any graphical control element that provides the user a simple way to trigger an event, like searching for a query at a search engine, or to interact with dialog boxes, like confirming an action. Overview A typical button is a rectangle or rounded rectangle, wider than it is tall, with a descriptive caption in its center. The most common method of pressing a button is clicking it with a pointer controlled by a mouse, but other input such as keystrokes can be used to execute the command of a button. However, a button is not always restricted to a rectangular shape. The sole requirement of button interaction is that the user can execute a command by a click action. Thus pictures and background areas can be programmed as buttons. When pressed, in addition to performing a predetermined task, buttons often undergo a graphical change to mimic a mechanical button being depressed. Dep ...
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List Box
A list box is a graphical control element that allows the user to select one or more items from a list contained within a static, multiple line text box. The user clicks inside the box on an item to select it, sometimes in combination with the or in order to make multiple selections. "Control-clicking" an item that has already been selected, unselects it. A list box is called select or select1 in the XForms standard. Select is used for allowing the user to select many items from a list whereas select1 only allows the user to select a single item from a list. HTML In web forms, the HTML elements and are used to display a listbox: List item 1 List item 2 List item 3 List item 4 List item 5 List item 6 See also * Drop down list - Like a list box, but not permanently expanded to show the elements of the list. *Combo box - Like a drop down list, but users also can make entries not on the list. *Scrollbar A scrollbar is an interaction technique or widget in w ...
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Container (data Structure)
In computer programming, a collection is a grouping of some variable number of data items (possibly zero) that have some shared significance to the problem being solved and need to be operated upon together in some controlled fashion. Generally, the data items will be of the same type or, in languages supporting inheritance, derived from some common ancestor type. A collection is a concept applicable to abstract data types, and does not prescribe a specific implementation as a concrete data structure, though often there is a conventional choice (see Container for type theory discussion). Examples of collections include lists, sets, multisets, trees and graphs. Fixed-size arrays (or tables) are usually not considered a collection because they hold a fixed number of data items, although they commonly play a role in the implementation of collections. Variable-size arrays are generally considered collections. Linear collections Many collections define a particular linear ordering, ...
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