Tuesday, November 7, 2017

Announcing EB GUIDE 6.5

Martin Riedl

We are delighted to announce that the next version of our multimodal tool, EB GUIDE 6.5, is now available!

While we’ve made a number of updates, here are our top five feature picks that we think you will enjoy discovering:

  • EB GUIDE’s UI gets a first major makeover since we launched EB GUIDE 6. With layouts that can be customized to suit your needs, handling large projects with hundreds of design components has never been easier.
  • A new EB GUIDE Monitor that is now based on C# and sports a flexible, clean UI
  • A skinning feature that lets you change the look and feel of your HMI with minimum effort
  • An Assets component with a resource preview that allows you to simply drag and drop images and fonts directly into the view while the Photoshop import feature enables you to recreate the structure of a Photoshop file directly in EB GUIDE. With drag-and-drop replacing the hassle of working with long drop-down lists, resource handling is easier and modeling faster.
  • Updates to the GTF that lays the foundation for future versions of the software and will allow you to easily combine multiple models into one

Sounds exciting, doesn’t it? Read on to find out more.

Flexible, modern UI

Sleeker and more flexible, the new UI gives you the option to customize your layout in the manner of your choice – using it to create a comfortable UI work environment. Work on the different parts of the same interface across multiple monitors, open one component multiple times and set different filters. Arrange menus and tools according your individual preferences by simply choosing the menu and dragging it into the position you want it to be in your layout. The flexibility of the UI allows you to concentrate / focus on the one item that you are interested in, reducing mental workload and fatigue. Icons are crisper and come with tooltips that pop up when you hover over them, components are visible simultaneously and the EB GUIDE Monitor now looks radically different from its previous avatars. Read more about the new layout here.


EB GUIDE Monitor based on C#

With EB GUIDE Monitor you can observe and control the model during simulation. It includes mechanisms for communication with the datapool, event system and the state machines of the EB GUIDE model. With previous versions of EB GUIDE Monitor, you had to choose the Connect button to run your model. On simulation, the Monitor would display all the related datapool and events in the monitor. Now the Monitor starts automatically in EB GUIDE Studio during model simulation. It also allows you to specify just the events or datapool items you want to simulate using a drop-down list.

Now based on C#, you can not only write scripts that you can use to do test automation but also connect EB GUIDE Monitor easily to Visual Studio to debug your scripts.



It is now possible to create and incorporate skins to your EB GUIDE model. Simply define values in the datapool for the EB GUIDE model using our skin support functionality. When skin support is added to a datapool item, all available skins in the EB GUIDE model are displayed in the Properties component in a table. The skin feature complements our language feature. With the skinning feature, you can have multiple skins in one model, change them at runtime and easily add or delete them. You don’t need to restart your HMI when you are switching between skins – simply switch skins during execution.


Assets component for easier handling of pictures and fonts

With the new Assets component, adding images, fonts and .ebmesh files to a view has never been easier. Simply drag the file you need from the Assets preview and drop it into the view that you are working in. When working on projects, you typically have a large number of images and fonts that you’ve probably used, and more often than not, a long list of files names to go through to pick the right one. With the Assets component, files are displayed in the Assets preview as images or as font types so you can see what you are looking for and add them to your project quickly. You can also drag and drop your files from the Assets preview directly into the Properties panel without the hassle of a drop-down list. And, of course, you can filter content as you like – either by resource type or by name.


Photoshop import

The Assets component also enables the import of Photoshop files. You can recreate the structure of a Photoshop file directly in EB GUIDE. Simply drag and drop the Photoshop file you need. The file, with its multiple layers, is displayed in the view with multiple widgets – each layer is represented by a widget. You can also extract the images from the layers, import these to EB GUIDE, and work on them. With this feature, you don’t need to have Photoshop software installed on your system – instead use EB GUIDE as your environment to work with the .psd files.


New basic widget – ellipse

With this new widget, not only can you draw basic circles and ellipses but you can also configure it draw sectors and arches. This means you can now model anything from circular or elliptic buttons up to elaborate pie charts in a breeze.


OpenGL ES 3.0 renderer

With EB GUIDE 6.5, we’ve added a brand new OpenGL ES 3.0 renderer that gives us access to the newest hardware features and capabilities. These allow us to make the renderer even more efficient using new features, such as uniform buffer objects, and more reliable due to standardization of features that were only (partially) accessible as extensions in previous OpenGL ES versions.
To learn more about the ellipse widget, the OpenGL ES 3.0 renderer and how we’ve enhanced our internal rendering API, check out resident 3D expert, Thomas Engelhardt’s blog post.


Graphic Target Framework (GTF)

The EB GUIDE GTF comes with a number of significant changes.
New datapool and event system: The foundation for the GTF improvements are new implementations for datapool and events. We’ve simplified and unified the interfaces to allow a n:m communication.

New lifecycle management: System startup and shutdown has been stripped down to make it easier for applications to react on certain system states. It’s even possible to shutdown parts of the system during runtime and restart them later.

Easier configuration: We’ve simplified the way the startup of the model needs to be specified by the integrator. In a standard use-case, there is no configuration necessary at all. But, of course, you can tweak the HMI’s startup sequence to your needs.

New SDK interfaces: With this release, we’ve finally published the API-interfaces that are needed to connect your application code to your HMI. To enable this, we revisited the proven API, streamlined some calls and added some functions to make the programmer’s life easier. To illustrate and to explain the mechanisms, we’ve provided ready-to-use models and code examples that show the different aspects and possibilities of HMI interaction. Download the SDK examples here.

IPC implementation: You can now connect multiple HMIs and easily exchange data between them. For example, it’s now possible to create a companion app for your smartphone that shows some of the data of the main HMI from your embedded device. Or your instrument cluster and infotainment head unit share common data such as date, time, country, language, skin automatically. Different modes such as direct, broadcast or multicast ensure that the different HMIs find each other automatically and start synchronization.


Start modeling now

Download the Community edition of EB GUIDE 6.5.

Read through our updated Release Notes.

Download updated user documentation.

Register for an EB GUIDE training workshop.

Visit our Download section to download custom widgets, SDK examples and our feature demo.

As always, get in touch with us if you have questions or feedback.