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Table of Contents
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.
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.
| Marker | Tool | Opens in | Purpose |
|---|---|---|---|
| ① | Explorer | Left side panel | Shows the project file, board, Arduino Code files, and ladder tabs. |
| ② | Ladder Settings | Left side panel | Shows the current board's pin mapping and memory areas. |
| ③ | Ladder Pin Map Settings | Separate window | Changes the LD-address-to-Arduino-pin mapping. See Phase 2 · C Region and Board Pin Mapping. |
| ④ | Library | Left side panel | Searches, installs, removes, and imports libraries. |
| ⑤ | Symbols | Movable independent window | Assigns symbols and comments to PLC memory addresses. |
| ⑥ | Serial Monitor | Bottom panel | Opens or closes the Serial Monitor tab. See Phase 6 · Connect the Serial Monitor for connection and transfer procedures. |
| ⑦ | 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.
| Marker | Item | What it shows or does |
|---|---|---|
| ① | File | The open .mp2 project file. A project without a saved path displays Not saved instead. |
| ② | Board | The board selected for the current project. |
| ③ | Change board | Opens the board-selection window. See Phase 7 · Change Board for the checks required after changing it. |
| ④ | Code | Lists Arduino Code files. Select a file name to open its code editor. |
| ⑤ | 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.
| Marker | Item | How to read it |
|---|---|---|
| ① | Current board | The board whose pin and memory information is displayed. |
| ② | Pin Mapping | Select the heading to collapse or expand the LD-to-Arduino pin list. |
| ③ | LD and Arduino | LD is the address used in ladder logic. Arduino is the Arduino pin mapped to that address. |
| ④ | Unused pin | A dimmed row is disabled in the current pin map. |
| ⑤ | Memory Area | Select the heading to collapse or expand the P, M, D, C, T, and R memory counts. |
| ⑥ | 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. Use Settings → Memory Area Settings to change memory counts. Address rules and both settings are described in Phase 2 · Memory Regions.
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
| Marker | Item | Action |
|---|---|---|
| ① | Search | Enter a library name or search term. Results update after you stop typing. |
| ② | Find | Reloads the online library index. Use it when the first search returns no results. |
| ③ | Filters | Compatible only shows results marked for the current board. Installed libraries shows only locally installed items. |
| ④ | Compatibility badge | Compares the current board architecture with the library metadata. |
| ⑤ | 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
| Marker | Item | Action |
|---|---|---|
| ① | Installed libraries | Replaces search results with libraries installed on this PC. |
| ② | Version | Shows the installed library version. |
| ③ | Deploy | Includes the selected library in the saved project file. |
| ④ | View | Opens the library's installation folder. |
| ⑤ | 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
| Marker | Item | Action |
|---|---|---|
| ① | Library tools | Refresh reloads changes in library folders. Open folder opens the user library folder. |
| ② | Import | Opens the list of import methods. |
| ③ | From folder | Selects a library folder containing library.properties and source files. |
| ④ | 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 \ / : * ? “ < > |. |
| 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
| Marker | Item | Action |
|---|---|---|
| ① | New symbol | Enter the address, symbol, and optional comment, then select Add. |
| ② | Memory tabs | Separate symbols into P, M, D, C, T, and R areas. The number beside each letter is the count in that area. |
| ③ | Sort | Switches between By address and By symbol. It changes only the displayed order. |
| ④ | Import and Export | Exchanges the symbol list as CSV or XLSX. |
| ⑤ | Symbol table | Shows address, symbol, and comment. Select a cell to edit it in place. |
| ⑥ | 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
- Enter the address, symbol, and optional comment in the top row.
- Select Add or press
Enter. - 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 |
| Marker | Item | What to check |
|---|---|---|
| ① | Entered values | Rejected values remain in the fields so that they can be corrected. |
| ② | 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.
| 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
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. |
Related Documentation
- Phase 2 · Understand Memory — memory areas, pin mapping, and shared memory
- Phase 5 · Editing Arduino Code — code files and completion
- Phase 6 · Serial and Ladder Monitoring — bottom panel and connection
- Phase 7 · Menus and Preferences — board, pin map, and app settings
← Phase 7 · Menus and Preferences | Back to the MPINO STUDIO 2 User Manual
