Console House UDS 4 Mode Dokumentacja Strona 14

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AE/LZB 119 1892 R1A DESCRIPTION
14
Enhanced Audio Enclosure, and mouse/track-ball generated
headset sidetone volume change messages which must pass
only to the Enhanced Audio Enclosure.
The Dispatch Manager also receives many different
type data messages from the Communications Interface.
Examples of messages which pass from the CIM through
Communications Interface to the Dispatch Manager include
radio-originated call messages, entity database transfer
messages, entity privilege list database transfer messages,
auxiliary input/output data messages and CEC/IMC network
status messages. Examples of messages which pass from the
Enhanced Audio Enclosure through the Communications
Interface to the Dispatch Manager include PTT key/unkey
messages, headset connected/unconnected messages, audio
level messages, and dispatch keyboard keystroke messages.
Communications Interface
The Communications Interface program provides data
support to the Dispatch Manager program for both the PC-
to-CIM and the PC-to-Enhanced Audio Enclosure serial data
links. Basically, it is a control data message translator and
router with three (3) main input/output data paths. The
Dispatch Manager program automatically starts this program
when it starts.
For console diagnostic/troubleshooting periods, the
Communications Interface program also includes a simple
built-in real-time data message monitor. This monitor
displays receive and transmit serial data link messages in a
hexadecimal (base 16) format. To enhance user monitoring,
receive data messages are displayed in a different color from
transmit data messages on the same serial link. Displayed
data messages can also be logged to the PC’s hard disk drive
in the hexadecimal format for non-real-time monitoring.
Graphical User Interface (GUI)
The Graphical User Interface on-line program controls
all console screen information displayed on the monitor.
Since the monitor is the console’s only visual output
indication device, it is the key hardware component to the
GUI’s design. As previously described, the GUI also
receives user input mouse/track-ball (and/or touch-screen)
actions from the Windows NT operating system and
processes them as needed. Normally, when the Dispatch
Manager program starts it automatically starts this program;
however several different start-up options are possible.
Figure 2 thru Figure 5 are screen snap-shots from
typical dispatch sessions. Call-outs above and below each
screen identify major display items which are controlled by
the GUI.
At console start-up, the GUI reads a screen initialization
file stored on the PC’s hard disk drive to configure the
screen accordingly. This screen initialization file is highly-
configurable thus allowing a great deal of customization to
the console’s GUI appearance. However, a separately
purchased software configuration program—the User-
Definable Screen (UDS) Configurator program—is required
to generate custom screen configurations/initialization files;
see page 17 for additional details. Figure 2 is a snap-shot of
the factory-supplied screen configuration (subject to change)
and Figure 3, Figure 4 and Figure 5 are snap-shots of
custom screen configurations which were generated with the
UDS Configurator program. Each figure shows only one
module page within the respective screen configuration.
After the GUI initializes the screen at start-up, it
switches to a normal operating mode in which it processes
incoming messages from the Dispatch Manager and
mouse/track-ball (and/or touch-screen) actions from the
operating system. As needed, it acts accordingly by updating
the screen via the operating system and/or by sending
corresponding data messages to the Dispatch Manager.
When needed, the GUI also periodically updates non-user
influenced areas on the screen such as the clock/time panel.
As previously stated, Figure 2 shows the factory-
supplied screen configuration (subject to change). This
configuration consists of a total of eight (8) module pages as
indicated by the number of buttons on the page button panel.
Module page A contains fourteen (14) standard
communication modules; page A is the currently chosen
module page. All standard communication modules on this
page are programmed per the entity names/aliases displayed
in the modules’ title bars, and the Dispatch Menu command
panel is chosen. Other notable items in this screen snap-shot
include a current console transmission on entity
POLICE 1” programmed in module A1 per the “XMT
indication in the module, and a simultaneous incoming
radio-originated call from unit “JONES_SG” on entity
POLICE 4” programmed in module A4. In this example
EDACS radio system, entities “POLICE 1” thru
POLICE 7” are EDACS trunked talk groups, entities
FIRE 1” and “FIRE 2” are conventional channels and
entities “RESCUE 1thru “RESCUE 5” are also EDACS
trunked talk groups.
Primary GUI display items are described briefly in the
following text. If necessary, refer to the console’s
Operator’s Manual for additional details on these items or
on secondary display items which are not discussed such as
the pop-up (“general”) dialog boxes:
Module Pages—Each module page can contain
one or more standard communication modules,
RSM modules, RTT modules and/or auxiliary
input/output (I/O) modules. Modules are
considered dynamic display items because they
appear and disappear when the chosen module page
changes; they are set-up on a per module page
basis. Module page selection is performed by the
page button panel located on the console’s screen
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