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<title>Starting and Stepping | HiAPI-C# 2025 </title>
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<article data-uid="">
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<h1 id="starting-and-stepping">Starting and Stepping</h1>
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<p>Six buttons and four keys drive a run. What each of them does is short to say; <strong>which of them you
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can press at a given moment is the part worth learning</strong>, because the availability of a button is
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what tells you where the run actually is.</p>
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<h2 id="where-it-is">Where it is</h2>
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<p>The Execution page at <code>/execution</code>. The transport sits in the run header at the top of the Control
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Tree pane in the left dock, above the <strong>Mission</strong> and <strong>Program</strong> roots, with the run-state badge at
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its right end. It is there whatever the tree has selected — so it stays reachable while you are
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editing a Mission command — and its keys keep working while the Control Tree row is collapsed. There
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is exactly one of it on the page, and it is the thing that binds <kbd>F5</kbd> to <kbd>F8</kbd>.</p>
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<h2 id="the-six-controls">The six controls</h2>
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<table>
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<thead>
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<tr>
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<th>Control</th>
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<th>Key</th>
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<th>What it does</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Start</strong> / <strong>Resume</strong></td>
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<td><kbd>F5</kbd></td>
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<td>Starts the run, or resumes a paused one</td>
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</tr>
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<tr>
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<td><strong>Pause</strong></td>
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<td><kbd>F6</kbd></td>
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<td>Holds the run where it is</td>
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</tr>
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<tr>
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<td><strong>Run one NC line</strong></td>
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<td><kbd>F7</kbd></td>
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<td>Advances by one line of the program</td>
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</tr>
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<tr>
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<td><strong>Run one machining step</strong></td>
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<td><kbd>F8</kbd></td>
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<td>Advances by one machining step</td>
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</tr>
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<tr>
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<td><strong>Stop</strong></td>
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<td>—</td>
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<td>Ends the run</td>
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</tr>
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<tr>
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<td><strong>Reset</strong></td>
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<td>—</td>
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<td>Unwinds the session back to the start</td>
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</tr>
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</tbody>
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</table>
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<p>Start and Resume are the same button, not two: it reads <strong>Start</strong> from the beginning and <strong>Resume</strong>
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once the run is paused. The two single-advance buttons share one icon and are told apart by a small
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letter in the corner — <strong>L</strong> for a line, <strong>S</strong> for a step. Stop and Reset carry no key.</p>
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<p>Reset unwinds in the background: the button shows a spinner while it works and the rest of the
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application stays usable.</p>
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<h2 id="one-line-is-not-one-step">One line is not one step</h2>
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<p>The two single-advance buttons exist because the two units do not line up. One line of program can
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produce many machining steps — a long move at a fine machining resolution is dozens of them — while
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another line produces none at all, because a tool change or a coordinate selection is a sentence with
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no motion under it. So advancing by one line and advancing by one step land in different places.</p>
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<p>Use <strong>Run one NC line</strong> when you are following the program: it stops where the next line begins,
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which is where the program text you are reading changes. Use <strong>Run one machining step</strong> when you are
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following the cut: it stops at the next thing the machine did, which is the unit the Step Info column
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and the strip charts are keyed on. Stepping by step through a single long move is how you watch one
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cut develop; stepping by line skips straight past it.</p>
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<h2 id="what-you-can-press-and-when">What you can press, and when</h2>
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<p>The whole bar is dead until two things are true: <strong>a project is open</strong>, and <strong>the page's 3D canvas
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has connected to the service</strong>. The second one is easy to miss — the connection is what binds the
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run engine to this page, so a canvas that has dropped its connection leaves every transport button
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greyed even though the project is plainly loaded. The connection badge on the menu bar is where you
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check that.</p>
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<p>With both in place, availability follows the run state:</p>
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<table>
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<thead>
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<tr>
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<th>Control</th>
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<th>Available while the run is</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Start</strong> / <strong>Resume</strong></td>
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<td>ready, or paused</td>
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</tr>
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<tr>
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<td><strong>Pause</strong></td>
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<td>running</td>
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</tr>
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<tr>
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<td><strong>Run one NC line</strong> / <strong>Run one machining step</strong></td>
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<td>ready, or paused</td>
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</tr>
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<tr>
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<td><strong>Stop</strong></td>
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<td>running, paused, or finished</td>
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</tr>
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<tr>
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<td><strong>Reset</strong></td>
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<td>any time a project is open</td>
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</tr>
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</tbody>
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</table>
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<p><strong>Nothing steps a moving run.</strong> Both single-advance buttons are unavailable while the run is going,
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so the way to step through something you are already watching is to pause first and then step. That
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is the single most useful thing in the table: the buttons are not refusing you, they are telling you
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the run has not stopped yet.</p>
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<p>The bar at rest, with the demo project open and nothing run yet, at <code>/execution</code>. Start, the two
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single-advance buttons and Reset are live; Pause and Stop are greyed, because there is no run to hold
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or to end — and the two single-advance buttons carry the <strong>L</strong> and the <strong>S</strong> that tell them apart. The
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badge at the right end of the run header reads <em>ready</em>, and the block on the canvas is uncut.</p>
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<p><img src="running-a-simulation-img/transport-ready.en.png" alt="The Execution page with the run header at the top of the Control Tree pane — the six transport buttons with the pause and stop buttons greyed, and a green ready badge at the right end — above the Mission root with its nine command rows, each with a checkbox and a drag handle and two of them unticked and dimmed, a + on the Mission row and on the two List rows, and the Program root listing four .ptp files and an inline entry; the Mission editor panel below reads Commands 9; the 3D canvas shows an uncut light-grey rectangular block on its grey fixture, and the Session Messages Shell tab reads No messages match the current filter"></p>
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<h2 id="reading-the-run-state">Reading the run state</h2>
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<p>The state sits at the right end of the run header, beside the transport, as a coloured badge —
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<em>ready</em>, <em>running</em>, <em>paused</em>, <em>finished</em> — pinned above the tree, so it stays in view however far you
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scroll the tree. When the left dock is narrowed the buttons scroll out of view before the badge does:
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the run state is the last thing a resize hides. The footer along the bottom of the window carries the
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session's own messages.</p>
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<p>The same page with the mission paused part way through. The badge reads <em>paused</em> in orange, Pause is
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grey, and Stop has joined the live ones — so the bar alone tells you a run is open and held.
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On the canvas the tool path the run has laid down so far is now drawn over the block, and the tabs
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under it are counting what the run has reported: <strong>Shell</strong> is badged with the eleven messages the
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load and the run have written between them and <strong>NC Diagnostics</strong> with the one the parser raised,
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while <strong>Step Diagnostics</strong> and <strong>NC Manipulation</strong> carry no badge at all.</p>
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<p><img src="running-a-simulation-img/transport-paused.en.png" alt="The Execution page with the run header at the top of the Control Tree pane — the six transport buttons with only the pause button greyed, and an orange paused badge at the right end — above the Mission root with its nine command rows and the Program root with its five entries, the Mission editor panel below reading Commands 9, the 3D canvas showing a gold disc cutter sunk into the top face of the white block on its grey fixture with a single thin tool path entering from the upper left and dropping straight down in green to it, the Session Messages Shell tab badged 11 and NC Diagnostics badged 1 over a list of system messages, and a footer reading Ready"></p>
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<h2 id="the-keys-and-where-they-stop">The keys, and where they stop</h2>
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<p><kbd>F5</kbd> to <kbd>F8</kbd> are bound only while the Execution page is the one on screen. On every
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other page <kbd>F5</kbd> is the browser's own reload, and the same is true here in two cases: when
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the button a key drives is unavailable at that moment, and when the focus is inside a text field.</p>
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<div class="WARNING">
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<h5>Warning</h5>
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<p>That exception bites hardest on <kbd>F5</kbd> during a run. Start is unavailable while the run is
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going, so the key falls through to the browser, the page reloads, and the session goes with it.
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Pause with <kbd>F6</kbd> first.</p>
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</div>
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<h2 id="see-also">See Also</h2>
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<ul>
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<li><a href="index.html">Running a Simulation</a> — the rest of running a job</li>
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<li><a href="building-a-mission.html">Building a Mission</a> — the command list this transport plays</li>
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<li><a href="watching-the-run.html">Watching the Run</a> — the canvas and the charts that fill while this plays</li>
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<li><a href="inspecting-a-step.html">Inspecting a Step</a> — the column that reads whichever step you stopped on</li>
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<li><a href="when-something-goes-wrong.html">When Something Goes Wrong</a> — what to read when the run does not do what you expected</li>
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<li><a href="../basics/the-app-window.html">The Application Window</a> — the menu bar's connection badge, and the footer this page's state is reported in</li>
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<li><a href="a-mission-that-resumes.html">A Mission That Resumes</a> — the shape a mission should have, and how it lets a stopped run restart</li>
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<li><a class="xref" href="../../anatomy/execution/execution-tool-bar.html">Execution Tool Bar</a> — the component behind these buttons: the enable rules, the status feed and the key bindings</li>
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</ul>
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</article>
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