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MPINO STUDIO 2 Phase 8 · Activity Bar and Side Panels

This page explains how to open and use Explorer, Ladder Settings, Libraries, and Symbols from the Activity Bar.

Workflow for understanding the Activity Bar and side panels

1. Opening Views from the Activity Bar

The Activity Bar is the vertical row of icons at the left edge of the window. An icon opens a left side panel, the bottom panel, or a separate window according to its function.

Seven Activity Bar icons from Explorer through Settings

Marker Tool Opens in Purpose
Explorer Left side panel Shows the project file, board, Arduino Code files, and ladder tabs.
Ladder Settings Left side panel Shows the current board's pin mapping and memory areas.
Ladder Pin Map Settings Separate window Changes the LD-address-to-Arduino-pin mapping. See Phase 7 · Ladder Pin Map Settings.
Library Left side panel Searches, installs, removes, and imports libraries.
Symbols Movable independent window Assigns symbols and comments to PLC memory addresses.
Serial Monitor Bottom panel Opens or closes the Serial Monitor tab. See Phase 6 · Connect the Serial Monitor for connection and transfer procedures.
Settings Separate window Opens Preferences. See Phase 7 · Preferences.

Explorer, Ladder Settings, and Library share the same side-panel area. Selecting one while the panel is closed opens it. Selecting another changes the panel. Selecting the active icon again closes the panel. Ctrl + B also toggles the side panel.

The Serial Monitor icon follows the same pattern for the bottom panel. It opens the Serial Monitor when the panel is closed, switches to it when another bottom tab is active, and closes the bottom panel when the Serial Monitor is already selected.

2. Explorer

Explorer lists the files and ladders in the current project. Selecting an item changes the center editor to that Arduino Code file or ladder logic.

Explorer showing the project file, board, Code, and Ladder groups

Marker Item What it shows or does
File The name of the open .mp2 project file. Before saving, it displays Untitled.
Board The board selected for the current project.
Change board Opens the board-selection window. See Phase 7 · Change Board for the checks required after changing it.
Code Lists Arduino Code files. Select a file name to open its code editor.
Ladder Lists the project's ladder logic. Select a name to open that ladder editor.

A dot appears beside the Explorer title after the project changes and disappears after it is saved. Projects with expansion modules also show Option modules and the X, Y, F, and K module counts below Board.

The + at the right of Code or Ladder creates an item. See Phase 5 · Create and Manage Code Files for creating, renaming, deleting, and reordering files and ladders.

3. Ladder Settings

Ladder Settings is a read-only panel for checking the current board's LD addresses, Arduino pins, and configured PLC memory counts.

Ladder Settings showing Pin Mapping and Memory Area

Marker Item How to read it
Current board The board whose pin and memory information is displayed.
Pin Mapping Select the heading to collapse or expand the LD-to-Arduino pin list.
LD and Arduino LD is the address used in ladder logic. Arduino is the Arduino pin mapped to that address.
Unused pin A dimmed row is disabled in the current pin map.
Memory Area Select the heading to collapse or expand the P, M, D, C, T, and R memory counts.
Count, unit, and SRAM Shows each area's count and bit, word, or float unit. The bottom line shows estimated SRAM used by PLC memory and total board SRAM.

Pin Mapping and Memory Area collapse independently. Collapse Memory Area while reading the long pin table, or collapse Pin Mapping when you need the memory counts in one view.

Use Ladder Pin Map Settings on the Activity Bar to change LD addresses or enable states. The editing steps are in Phase 7 · Ladder Pin Map Settings. Use Settings → Memory Area Settings to change memory counts. See Phase 2 · Memory Regions for the memory counts and address ranges.

4. Library

The Library panel searches and installs online libraries, includes selected installed libraries in the project, and imports libraries from folders, source files, or ZIP files.

Search and Install

Library panel with search results for Servo

Marker Item Action
Search Enter a library name or search term. Results update after you stop typing.
Find Reloads the online library index. Use it when the first search returns no results.
Filters Compatible only shows results marked for the current board. Installed libraries shows only locally installed items.
Compatibility badge Compares the current board architecture with the library metadata.
Install or Remove An uninstalled item shows Install; an installed item shows Remove.

Enter the library name and select Install on the required result. The button changes to Remove when installation completes. If the list still shows the old state, select Refresh to reload installed libraries and Arduino Code completion.

The compatibility badge is guidance based on the architectures declared by the library. A compatible result can still build or behave differently when the library depends on specific pins, timers, or MCU features.

Manage Installed Libraries and Include Them in a Project

Installed library with version, Deploy, View, and Remove controls

Marker Item Action
Installed libraries Replaces search results with libraries installed on this PC.
Version Shows the installed library version.
Deploy Includes the selected library in the saved project file.
View Opens the library's installation folder.
Remove Deletes the library from the user library folder.

When Deploy is selected, saving the project copies the current contents of that library folder into the .mp2 file. The included library is available when the project is opened on another PC. If that PC already has a library with the same name, its locally installed copy takes priority.

Libraries supplied by MPINO Studio 2 do not show Deploy because the receiving installation provides the same library. Including many libraries increases the project-file size.

See Phase 7 · General Preferences to change the user library folder.

Import an Offline Library

Refresh, folder access, and folder or file/ZIP import controls

Marker Item Action
Library tools Refresh reloads changes in library folders. Open folder opens the user library folder.
Import Opens the list of import methods.
From folder Selects a library folder containing library.properties and source files.
From file/ZIP Selects individual .h, .cpp, or .c files, or ZIP libraries.
Selected format Processing
Library folder Imports the entire folder as one library.
Individual source files Prompts for the library name, then groups the selected files under that name. The name cannot contain \ / : * ? “ < > &#124;.
ZIP file Reads the library structure inside the ZIP. Multiple ZIP files can be selected together.

ZIP files and individual source files cannot be selected together. Import the ZIP files first, then open From file/ZIP again for the individual source files.

Source files copied directly into the library root may be excluded from builds and completion because they do not form a library folder. Import them through Import → From file/ZIP, then select Refresh.

5. Symbols

A symbol is a readable name assigned to a PLC memory address. For example, assigning Motor to M0 displays Motor in the ladder and lets Arduino Code access the same M0 memory through that name.

Symbols Window

Symbols window with entry fields, memory tabs, and the symbol table

Marker Item Action
New symbol Enter the address, symbol, and optional comment, then select Add.
Memory tabs Separate symbols into P, M, D, C, T, and R areas. The number beside each letter is the count in that area.
Sort Switches between By address and By symbol. It changes only the displayed order.
Import and Export Exchanges the symbol list as CSV or XLSX.
Symbol table Shows address, symbol, and comment. Select a cell to edit it in place.
Delete Deletes the row immediately without a confirmation dialog.

The Symbols window can be moved over the editor. Select Symbols on the Activity Bar again to close it. The Arduino Code and ladder editors remain available while the window is open.

Add, Edit, and Delete

  1. Enter the address, symbol, and optional comment in the top row.
  2. Select Add or press Enter.
  3. After a successful addition, the matching memory-area tab opens and focus returns to the address field.

Select an address, symbol, or comment in the table to edit it. Press Enter or move focus away to apply the value. Press Esc to restore the value that was present before editing.

Deletion takes effect without confirmation. Adding, editing, deleting, and ladder-cell changes caused by an address change are not part of ladder Ctrl + Z undo history.

Address and Symbol Name Rules

Item Rule Valid example Invalid example
Address One of P, M, D, C, T, or R followed by a non-negative integer. P0, M10, D25, R3 D0.1, WM0, A0, M-1
First character A letter or _. Motor, _Ready 1Motor, -Ready
Entire symbol Cannot have address syntax or begin with @. StartBtn, Temp_1 M10, @ON
Duplicates Addresses and names must each be unique. ASCII letter case is ignored for duplicate names. Motor, Start Motor and motor together

Duplicate Motor name rejected in the Symbols window

Marker Item What to check
Entered values Rejected values remain in the fields so that they can be corrected.
Error message Explains why the symbol cannot be added or edited. An invalid row is not partially registered.

Address Changes and Ladder Updates

Changing the address of a registered symbol opens a confirmation dialog when ladder cells use the old address. The dialog gives the number of cells that will also change.

Confirmation for changing the M0 symbol and two ladder cells to M2

Changed item Result Confirmation
Symbol name Changes the name displayed in the ladder. The physical address stored in ladder cells remains the same. Not shown.
Symbol address Changes the symbol's physical address and rewrites ladder cells that use the old address as a variable. Shows the affected count when one or more ladder cells use the address.

Cancelling an address change leaves both the symbol and ladder cells unchanged. An address with no affected ladder cells changes without a confirmation dialog.

Import and Export

Function Formats Processing
Export .xlsx, .csv Saves the current list with Address, Symbol, and Comment columns.
Import .xlsx, .csv Replaces the entire current list with the file contents. Addresses are converted to uppercase; symbol names and comments retain their characters.

If any imported row violates the address or name rules or contains a duplicate, the entire import stops and the current symbol list is preserved. Import does not append rows, so export the current list first when it must be retained.

Use a Symbol in Ladder and Arduino Code

Motor assigned to M0 and shared by Ladder and Arduino Code

Ladder cells store the physical address. A symbol is the readable name displayed for that address, so renaming a symbol does not change the memory behavior of the ladder.

Symbols that can be used in Arduino Code are connected during the build as follows.

// Symbols: M0 = Motor, M10 = Start
if (Start) {
  Motor = true;
}

An Arduino Code symbol must be a C identifier: it begins with an ASCII letter or _ and continues with ASCII letters, digits, or _. C/C++ keywords, the P, M, D, C, T, and R memory array names, and Arduino or generated names such as setup, loop, and digitalWrite are excluded from Arduino Code aliases. Korean or Japanese names remain available in ladder logic, but Arduino Code must use their physical addresses.

See Phase 2 · Sharing Memory between Arduino Code and Ladder Logic for the shared-memory structure.

6. Troubleshooting

Symptom Check Action
The side panel does not appear after selecting an Activity Bar icon. Check whether the same icon was selected twice or the panel was closed with Ctrl + B. Select the required Explorer, Ladder Settings, or Library icon once.
No library search results appear. Check the network, search term, and Compatible only filter. Select Find to refresh the index, clear the filter, and search again.
An installed or imported library is missing from the list. Check that the operation finished and that the expected user library folder is selected. Select Refresh to reload the list and completion.
ZIP and source files cannot be imported together. Check whether the selection mixes ZIP with .h or .cpp files. Import the ZIP files and individual source files in separate operations.
A symbol cannot be added or edited. Read the error below the Symbols table and check duplicates. Correct the highlighted address or name, then add or apply it again.
A ladder-cell count appears while changing a symbol address. The count is the number of ladder cells using the old address as a variable. Review the new address and affected count, then select Change or Cancel.
Existing symbols changed after import. Import replaces the entire list instead of merging it. Add required existing symbols to the import file, or export the old list before importing.
Arduino Code cannot use a symbol name. Check C identifier syntax and conflicts with keywords or built-in names. Rename it to a unique name beginning with an ASCII letter or _, or use the physical memory address.

← Phase 7 · Menus and Preferences | Phase 9 · Troubleshooting → | Back to the MPINO STUDIO 2 User Manual

en-us_products/mpino_studio2/activity_bar.txt · Last modified: by 127.0.0.1

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