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Computer mouse
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== Operation == {{Further|Point and click}} A mouse typically controls the motion of a [[pointer (user interface)|pointer]] in two dimensions in a graphical user interface (GUI). The mouse turns movements of the hand backward and forward, left and right into equivalent electronic signals that in turn are used to move the pointer. The relative movements of the mouse on the surface are applied to the position of the pointer on the screen, which signals the point where actions of the user take place, so hand movements are replicated by the pointer.<ref name="dummies">{{cite web |url=https://www.dummies.com/computers/computer-networking/networking-components/how-to-use-your-computer-mouse/ |title=How to Use Your Computer Mouse |publisher=[[For Dummies]] |access-date=2013-12-11}}</ref> Clicking or pointing (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 points at this icon might cause a text editing program to open the file in a window. Different ways of operating the mouse cause specific things to happen in the GUI:<ref name="dummies" /> * Point: stop the motion of the pointer while it is inside the boundaries of what the user wants to interact with. This act of pointing is what the "[[pointer (user interface)|pointer]]" and "pointing device" are named after. In web design lingo, pointing is referred to as "hovering". This usage spread to web programming and Android programming, and is now found in many contexts. * Click: pressing and releasing a button. ** (left) [[Point and click|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 counts as a different gesture than three separate single clicks. Triple clicks are far less common in traditional navigation. ** [[Right-click]]: clicking the secondary button. In modern applications, this frequently opens a [[context menu]]. ** Middle-click: clicking the tertiary button. In most cases, this is also the scroll wheel. ** Clicking the fourth button. ** Clicking the fifth button. ** The USB standard defines up to 65535 distinct buttons for mice and other such devices,<ref>https://www.usb.org/sites/default/files/documents/hut1_12v2.pdf (Button Page, 0x09)</ref> although in practice buttons above 3 are rarely implemented. * Drag: pressing and holding a button, and moving the mouse before releasing the button. This is frequently used to move or copy files or other objects via [[drag and drop]]; other uses include selecting text and drawing in graphics applications. * [[Mouse chording|Mouse button chording]] or chord clicking: ** Clicking with more than one button simultaneously. ** Clicking while simultaneously typing a letter on the keyboard. ** Clicking and rolling the mouse wheel simultaneously. * Clicking while holding down a [[modifier key]]. * Moving the pointer a long distance: When a practical limit of mouse movement is reached, one lifts up the mouse, brings it to the opposite edge of the working area while it is held above the surface, and then lowers it back onto the working surface. This is often not necessary, because acceleration software detects fast movement, and moves the pointer significantly faster in proportion than for slow mouse motion. * Multi-touch: this method is similar to a multi-touch touchpad on a laptop with support for tap input for multiple fingers, the most famous example being the Apple [[Magic Mouse]]. === Gestures === {{Main|Pointing device gesture}}Gestural interfaces have become an integral part of modern computing, allowing users to interact with their devices in a more intuitive and natural way. In addition to traditional pointing-and-clicking actions, users can now employ gestural inputs to issue commands or perform specific actions. These stylized motions of the mouse cursor, known as "gestures", have the potential to enhance user experience and streamline workflow. To illustrate the concept of gestural interfaces, let's consider a drawing program as an example. In this scenario, a user can employ a gesture to delete a shape on the canvas. By rapidly moving the mouse cursor in an "x" motion over the shape, the user can trigger the command to delete the selected shape. This gesture-based interaction enables users to perform actions quickly and efficiently without relying solely on traditional input methods. While gestural interfaces offer a more immersive and interactive user experience, they also present challenges. One of the primary difficulties lies in the requirement of finer motor control from users. Gestures demand precise movements, which can be more challenging for individuals with limited dexterity or those who are new to this mode of interaction. However, despite these challenges, gestural interfaces have gained popularity due to their ability to simplify complex tasks and improve efficiency. Several gestural conventions have become widely adopted, making them more accessible to users. One such convention is the drag and drop gesture, which has become pervasive across various applications and platforms. The drag and drop gesture is a fundamental gestural convention that enables users to manipulate objects on the screen seamlessly. It involves a series of actions performed by the user: # Pressing the mouse button while the cursor hovers over an interface object. # Moving the cursor to a different location while holding the button down. # Releasing the mouse button to complete the action. This gesture allows users to transfer or rearrange objects effortlessly. For instance, a user can drag and drop a picture representing a file onto an image of a trash can, indicating the intention to delete the file. This intuitive and visual approach to interaction has become synonymous with organizing digital content and simplifying file management tasks. In addition to the drag and drop gesture, several other semantic gestures have emerged as standard conventions within the gestural interface paradigm. These gestures serve specific purposes and contribute to a more intuitive user experience. Some of the notable semantic gestures include: * Crossing-based goal: This gesture involves crossing a specific boundary or threshold on the screen to trigger an action or complete a task. For example, swiping across the screen to unlock a device or confirm a selection. * Menu traversal: Menu traversal gestures facilitate navigation through hierarchical menus or options. Users can perform gestures such as swiping or scrolling to explore different menu levels or activate specific commands. * Pointing: Pointing gestures involve positioning the mouse cursor over an object or element to interact with it. This fundamental gesture enables users to select, click, or access contextual menus. * Mouseover (pointing or hovering): Mouseover gestures occur when the cursor is positioned over an object without clicking. This action often triggers a visual change or displays additional information about the object, providing users with real-time feedback. These standard semantic gestures, along with the drag and drop convention, form the building blocks of gestural interfaces, allowing users to interact with digital content using intuitive and natural movements.<ref>{{Cite book |last=Chatsonic |title=The Concept of Gestural Interfaces |publisher=[[Independent publisher|Independent]] |year=2021 |pages=1}}</ref> === Specific uses === [[File:Digitalizador de tablero.jpg|thumb|[[Digitizer mouse]] (puck)]] At the end of 20th century, [[digitizer mouse|digitizer mice]] (puck) with [[magnifying glass]] was used with [[AutoCAD]] for the [[digitization]]s of [[blueprint]]s. Other uses of the mouse's input occur commonly in special application domains. In interactive [[3D computer graphics|three-dimensional graphics]], the mouse's motion often translates directly into changes in the virtual objects' or 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. 3D design and animation software often modally chord many different combinations to allow objects and cameras to be rotated and moved through space with the few axes of movement mice can detect. When mice have more than one button, the software may assign different functions to each button. Often, the primary (leftmost in a [[handedness|right-handed]] configuration) 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 (GUI)|tab]] or [[window (computing)|window]] in response to a click with the tertiary (middle) mouse button.
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