Sunday, August 1, 2010

Mousepads

Engelbart's original mouse did not require a mousepad;[35] the mouse had two large wheels which could roll on virtually any surface. However, most subsequent mechanical mice starting with the steel roller ball mouse have required a mousepad for optimal performance.

The mousepad, the most common mouse accessory, appears most commonly in conjunction with mechanical mice, because in order to roll smoothly, the ball requires more friction than common desk surfaces usually provide. So-called "hard mousepads" for gamers or optical/laser mice also exist.

Although most optical and laser mice do not require a pad, some users find that using a mousepad provides more comfort and less jitter of the cursor on the display.[citation needed] Whether to use a hard or soft mousepad with an optical mouse is largely a matter of personal preference. One exception occurs when the desk surface creates problems for the optical or laser tracking, for example, a transparent or reflective surface. Other cases may involve keeping desk or table surfaces free of scratches and deterioration; when the grain pattern on the surface causes inaccurate tracking of the cursor, or when the mouse-user desires a more comfortable mousing surface to work on and reduced collection of debris under the mouse

Mouse speed

The computer industry often measures mouse sensitivity in terms of counts per inch (CPI), commonly expressed less correctly as dots per inch (DPI) – the number of steps the mouse will report when it moves one inch. In early mice, this specification was called pulses per inch (ppi).[13] If the default mouse-tracking condition involves moving the cursor by one screen-pixel or dot on-screen per reported step, then the CPI does equate to DPI: dots of cursor motion per inch of mouse motion. The CPI or DPI as reported by manufacturers depends on how they make the mouse; the higher the CPI, the faster the cursor moves with mouse movement. However, software can adjust the mouse sensitivity, making the cursor move faster or slower than its CPI. Current software can change the speed of the cursor dynamically, taking into account the mouse's absolute speed and the movement from the last stop-point. In most software[specify] this setting is named "speed", referring to "cursor precision". However, some software[specify] names this setting "acceleration", but this term is in fact incorrect. The mouse acceleration, in the majority of mouse software, refers to the setting allowing the user to modify the cursor acceleration: the change in speed of the cursor over time while the mouse movement is constant.

For simple software, when the mouse starts to move, the software will count the number of "counts" received from the mouse and will move the cursor across the screen by that number of pixels (or multiplied by a rate factor, typically less than 1). The cursor will move slowly on the screen, having a good precision. When the movement of the mouse passes the value set for "threshold", the software will start to move the cursor more quickly, with a greater rate factor. Usually, the user can set the value of the second rate factor by changing the "acceleration" setting.

Operating systems sometimes apply acceleration, referred to as "ballistics", to the motion reported by the mouse. For example, versions ofWindows prior to Windows XP doubled reported values above a configurable threshold, and then optionally doubled them again above a second configurable threshold. These doublings applied separately in the X and Y directions, resulting in very nonlinear response.[34] Starting with Windows XP and for many OS versions for Apple Macintosh, computers use a ballistics calculation that compensates for screen-resolution in a slightly different way, which affects the way the mouse feels.[citation needed] Ballistics are further affected by the choice of driver software.

Buttons

Mouse buttons are microswitches which can be pressed ("clicked") in order to select or interact with an element of a graphical user interface.

The three-button scrollmouse has become the most commonly available design. As of 2007 (and roughly since the late 1990s), users most commonly employ the second button to invoke a contextual menu in the computer's software user interface, which contains options specifically tailored to the interface element over which the mouse cursor currently sits. By default, the primary mouse button sits located on the left-hand side of the mouse, for the benefit of right-handed users; left-handed users can usually reverse this configuration via software.

Multiple-mouse systems

Some systems allow two or more mice to be used at once as input devices. 16-bit era home computers such as the Amiga used this to allow computer games with two players interacting on the same computer. The same idea is sometimes used in collaborative software, e.g. to simulate a whiteboard that multiple users can draw on without passing a single mouse around.

Microsoft Windows, since Windows 98, has supported multiple simultaneous pointing devices. Because Windows only provides a single screen cursor, using more than one device at the same time generally results in seemingly random movements of the cursor. However, the advantage of this support lies not in simultaneous use, but in simultaneous availability for alternate use: for example, a laptop user editing a complex document might use a handheld mouse for drawing and manipulation of graphics, but when editing a section of text, use a built-intrackpad to allow movement of the cursor while keeping his hands on the keyboard. Windows' multiple-device support means that the second device is available for use without having to disconnect or disable the first.

As of 2009, Linux distributions and other operating systems that use X.Org, such as OpenSolaris and FreeBSD, support unlimited numbers of cursors and keyboards through Multi-Pointer X.

There have also been propositions of having a single operator use two mice simultaneously as a more sophisticated means of controlling various graphics and multimedia applications.[33]

Operation

A mouse typically controls the motion of a cursor in two dimensions in a graphical user interface (GUI). Clicking or hovering (stopping movement while the cursor is within the bounds of an area) can select files, programs or actions from a list of names, or (in graphical interfaces) through small images called "icons" and other elements. For example, a text file might be represented by a picture of a paper notebook, and clicking while the cursor hovers this icon might cause a text editing program to open the file in a window. (See also point-and-click)
Users can also employ mice gesturally; meaning that a stylized motion of the mouse cursor itself, called a "gesture", can issue a command or map to a specific action. For example, in a drawing program, moving the mouse in a rapid "x" motion over a shape might delete the shape.
Gestural interfaces occur more rarely than plain pointing-and-clicking; and people often find them more difficult to use, because they require finer motor-control from the user. However, a few gestural conventions have become widespread, including the drag-and-drop gesture, in which:
The user presses the mouse button while the mouse cursor hovers over an interface object
The user moves the cursor to a different location while holding the button down
The user releases the mouse button
For example, a user might drag-and-drop a picture representing a file onto a picture of a trash can, thus instructing the system to delete the file.
Other uses of the mouse's input occur commonly in special application-domains. In interactive three-dimensional graphics, the mouse's motion often translates directly into changes in the virtual camera's orientation. For example, in the first-person shooter genre of games (see below), players usually employ the mouse to control the direction in which the virtual player's "head" faces: moving the mouse up will cause the player to look up, revealing the view above the player's head. A related function makes an image of an object rotate, so that all sides can be examined.
When mice have more than one button, software may assign different functions to each button. Often, the primary (leftmost in a right-handedconfiguration) button on the mouse will select items, and the secondary (rightmost in a right-handed) button will bring up a menu of alternative actions applicable to that item. For example, on platforms with more than one button, the Mozilla web browser will follow a link in response to a primary button click, will bring up a contextual menu of alternative actions for that link in response to a secondary-button click, and will often open the link in a new tab or window in response to a click with the tertiary (middle) mouse button.
Different ways of operating the mouse cause specific things to happen in the GUI:
Click: pressing and releasing a button.
(left) Single-click: clicking the main button.
(left) Double-click: clicking the button two times in quick succession counts as a different gesture than two separate single clicks.
(left) Triple-click: clicking the button three times in quick succession.
Right-click: clicking the secondary button.
Middle-click: clicking the ternary button.
Drag: pressing and holding a button, then moving the mouse without releasing. (Use the command "drag with the right mouse button" instead of just "drag" when you instruct a user to drag an object while holding the right mouse button down instead of the more commonly used left mouse button.)
Button chording (a.k.a. Rocker navigation).
Combination of right-click then left-click.
Combination of left-click then right-click or keyboard letter.
Combination of left or right-click and the mouse wheel.
Clicking while holding down a modifier key.
Standard semantic gestures include:
Rollover
Selection
Menu traversal
Drag and drop
Pointing
Goal crossing

USB

The industry-standard USB protocol and its connector have become widely used for mice; it's currently among the most popular types.[32]

Apple Desktop Bus

In 1986 Apple first implemented the Apple Desktop Bus allowing the daisy-chaining together of up to 16 devices, including arbitrarily many mice and other devices on the same bus with no configuration whatsoever. Featuring only a single data pin, the bus used a purely polled approach to computer/mouse communications and survived as the standard on mainstream models (including a number of non-Apple workstations) until 1998 when iMac began the industry-wide switch to using USB. Beginning with the "Bronze Keyboard" PowerBook G3 in May 1999, Apple dropped the external ADB port in favor of USB, but retained an internal ADB connection in thePowerBook G4 for communication with its built-in keyboard and trackpad until early 2005.