Copyright (C) 1986-2008 by Daniel H. Hudgins, All Rights Reserved.
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The text in this section was derived from the v2.5 CAD manual, and has been updated somewhat, but differences between different releases of v2.5, v2.6 and v2.7 may mean that some of the information may not apply to the version you are using. Some adjustment may be required for versions prior or subsequent to v2.7A.
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DANCAD3D (tm) can read an ASCII text file, which is also referred to as a *.TXT type file in some text editors, of macro commands and operate, from those macro commands, to produce drawings, animated cine films, and tool path files automatically. This section gives detailed information about some of the macro commands that DANCAD3D (tm) can use. The automatic output macro feature of DANCAD3D (tm) also uses these macro commands. You can read about what some of the macro commands you find in your output macros do in this section.
The macro files normally have the file extension *.MAC, so you may need to rename them *.TXT if you need to edit or view them in programs other than DANCAD3D (tm). Normally you would use DANCAD3D (tm)'s [W]rite command to edit macro files, and DANCAD3D (tm)'s [R]un command to run, or execute, the macro file.
Steps to use Appendix B: Macro commands:
Read this section to learn what commands are available.
Use [W]rite from DANCAD3D (tm)'s main menu to write or edit macros.
Use the automatic [O]utput macro feature to automatically code these macro commands to a file while you use the menu commands.
This Appendix B contains information on the DANCAD3D (tm) macro programming commands that are available for your use in writing automatic CAD (Computer Aided Drafting), CAE (Computer Aided Engineering), or CAM (Computer Aided Manufacturing) programs. DANCAD3D (tm) will read an ASCII text file of these commands and act on them just as if you were entering the commands from the menus. Moreover macros can call macros that can call other macros until you run out of free memory. There may be enough free memory under DANCAD3D (tm) to have several nested macros, depending on the video mode used, and how much system memory you have free. Macros can also do loops (i.e. repeat sections of the macro.) Starting with v2.0 conditional branching is supported with the IF THEN GOTO construct. Variables are supported and trigonometric, or other, equations can be automatically evaluated.
DANCAD3D (tm) can generate macro files automatically as a record of the values and filenames you enter from the menus as you work with the program. This automatic macro generation gives you excellent protection against mistakes, since you can edit and run the output macro up to the point that the error occurred and then continue on from that point. To turn on the automatic macro generation simply select [A] or [O] from the main menu and answer the prompts (you can also select [O]utput from the drawing editor's [F]iles sub-menu to access the automatic [O]utput macro feature.) You can read and edit the automatic output macro by selecting [W]rite from the main menu and reading the macro file like any other text file.
One of the biggest advantages of writing a macro is the ability to edit and rerun the macro if you make a mistake or want to change the way the elements are arranged. Macros save time in the long run (the short run too.) By using the mathematical evaluation and assignment support you can write complex simulations and display 3D or 4D functions. In 4D simulations the forth dimension is time and would be made up of animated frames.
The macro commands let you write a script like file that you can develop for a particular application. Commands INPUT and INPUT$ are available to let you write user prompts into the macro script so that when you run the macro you can just enter values at the macro's prompts without having to alter the macro's code to change the result. Remember that a DOS batch file can start a macro application from the DOS command line.
EXAMPLE: REM This is a DOS batch file named GO.BAT or something.
DANCAD3D SOMENAME.MAC
REM SOMENAME.MAC would be the name of your application.
REM The application would use the INPUT command to get user
REM input, and OUTPUT or FILES COPY command to display data.
On the macro command description pages the word at the top of each macro command description is the macro command's name, or "keyword".
PURPOSE: Tells you what the command does.
MAIN MENU: Tells you what keys to press to get the equivalent
command from the main menu. [?] means to pick one of the
menu options listed on the screen. [?...] means that you
need to pick one or more menu options listed on the
screen before you get to the next prompt in the series of
key commands, such as when you enter the Drawing Editor,
there you are asked to pick the view such as [F]ront or
[T]op then (in v2.7A) you are asked if you want to turn
the automatic output macro feature on, but only if the
automatic output macro feature is off, so since these
answers change and the [?...] indicates that you need to
pick those options that would be appropriate for your use
at that time which might be different at another time.
KEYWORD: Tells you what combinations of letters will trigger
automatic recognition of the command. Only the first few
letters of some commands are required for some commands
so some abbreviations of the command keyword may be
shown. Commands can be typed in upper and or lower case.
All commands start with the first letter after a space or
at the start of a new line of code in the macro file.
PARAMETERS: Gives a list of how many parameters MUST follow the
command keyword in your macro. All parameters must be
stated and separated by a space!
TYPE: Tells you the type and range of each parameter.
r................... Real number.
i................... Integer number.
p................... DOS path.
f................... Filename. The programs now create a
number of temporary files that have
filenames that start with DAN*.* so
you should not name any of your
files starting with the letters DAN
since the file might get
overwritten, particularly files in
the same directory my programs are
in or directories used by any files
accessed by my programs or that have
files made by my programs in them.
If you want to edit or overwrite any
of the files in the distribution you
have you should set aside a back-up
copy since replacements for any of
the files in the distribution you
have may not be available,
especially in the future. Be
careful not to overwrite any
important files since the MACRO
commands do not check for
overwriting, they just do it,
therefore you should make back-up
copies of your important files
before running macro files since the
macro file may contain commands that
might overwrite some files.
t................... DANCAD3D (tm) data filetype.
s................... String of characters.
w................... Word, one or more characters or letters.
l................... Letter.
FORMAT: Shows how to enter the command for correct processing.
EXAMPLE: These show how you would type the command and the
command's parameters into your macro file.
NOTE: Something special you should know about.
HINT: Gives you a useful suggestion on using the command.
NA means that it doesn't apply in that case.
The ^ in front of a menu letter tells you to hold down [CTRL] key like you would the [Shift] key and press the letter key shown.
You must leave a space between all commands and parameters! You must state all of the parameters that go with each command. Press ^[X] ([Ctrl] and [X]) to Break a running DANCAD3D (tm) macro file and return to the main menu.
Only the first three letters of some of the program commands are used. So you can use the abbreviations shown after KEYWORD: in the descriptions. Using the abbreviations, omitting comments and putting loops in separate files might speed-up your macro program execution. Also using a small RAM disk to hold disk based variables and macro files with rapid loops may speed the execution.
Points in a macro file's code can be marked with a user defined label. A label used in a program must be a continuous bunch of letters without spaces. To avoid a label being mistaken for a command the label must start with an colon symbol : (e.g. :My_Loop or :L1 .) The label must appear the same in both places (the point in the code that you will branch to and the LOOP or GOTO reference to that point.) A single spelling of a label must not be used to mark more than one branch to point in the currently running macro file. Branching only occurs within the currently running macro file (pass a value in a variable if you need to back out of nested macros, e.g. IF |BACKOUT THEN GOTO :END.) The LOOP command can also branch to a label used by GOTO commands in the currently running macro. GOTO by itself (i.e. without IF THEN) is used for unconditional branching. IF THEN GOTO is used for conditional branching.
If you get a "Too Many Files Open" error when nesting the RUN command add FILES=20 to your DOS CONFIG.SYS file. The DOT and JET commands, and some others use large blocks of memory and therefore should not be called from deeply nested loops (i.e. sub-macros within sub-macros.)
The case (i.e. upper or lower) of the commands, variables, filenames and other parameters does not matter and is ignored. Actually all letters are converted to upper case by the command processor, so don't use the case to try to make a label or parameter unique.
You can put more than one command on a line of text in a macro file as long as you leave spaces between everything (with the exception of the commands like LETTERING, ; or ECHO that use the line of text up to the carriage return.) The built in text editor, [W]rite from the main menu, strips all ^Z's (ASCII #26) from the file to be edited. If you use another text editor and experience problems with your macros you should load the problem macro file into the [W]rite command and inspect the macro text then save the macro (overwrite the original file) to make sure there are no control Z's in the file (in some text editors the control Z will look like a small arrow pointing right.) The control Z is the end of file marker and can be accidentally read into the middle of your macro file if you do a block copy from disk with some other companies text editors (that is, an end of file marker will be put in the middle of your macro file, so that the bottom of the macro will not execute since the macro processor reads any control Z as the end of the file.) If you only use DANCAD3D (tm)'s [W]rite command to edit your macro files you should not have any problems with control Zs.
Click on the Macro command keyword to read more information about that macro command. This list may not list some of the commands generated by the macro [O]utput feature in the version that you have, check this list again to see if any changes have been made.
ALTER___________________Change a line segments point and attribute data.
ANIMATE_________________Play a set of pixel frames on screen as a movie.
APPEND__________________Add a line segment to last element in workspace.
ARRAY___________________Lets you read a value from an array file made by EXPAND_ARRAY.
BEEP____________________Make a audio tone on speaker, see also SIGNAL.
BEGIN___________________Start a new element in the workspace to APPEND to.
BETWEENS________________Expand a element set to fill in between points.
BLOCK___________________Read a text file and make formatted lettering.
CENTER__________________Change an elements center point.
CHECK_SUM_______________Checks a file to see if it compares with sum value in macro.
CLEAN___________________Remove fractional part of point data.
CONVERT_________________Convert filetypes such as BMP and JET page files.
COPY____________________Make a copy of an element in the workspace.
CORRECT_________________Adjust and verify triangle elements for hidden line display modes.
CRT_____________________LINE, BOX, RECTANGLE, BACKGROUND, NEGATIVE directly on the CRT screen.
CURVE_FIT_______________A smooth curved line through set of points.
CYCLIZE_________________Loads a "cycle" element file at points in an element to follow as template.
DELAY___________________Pause the macro for so many milliseconds.
DELETE__________________Remove a line segment from the workspace.
DISPLAY_________________Display lines in the workspace on the video screen.
DIVIDE__________________Divides triangles to make sorting better for display.
DIVIDED_NAME____________Like LONG_NAME macro command but for Divided numbered file names.
DOT ADD_________________Add lines from workspace to a DOT page file.
DOT BLANK_______________Make a DOT page file blank.
DOT COMBINE_____________Combine two DOT page files.
DOT MAKE________________Make a new DOT page file to ADD lines to.
DOT NEGATIVE____________Invert the value of pixels in the DOT page file.
DOT PRINT_______________Print out a DOT page file on the current DOT printer.
DOT SHADE_______________Put a pattern on a DOT page file, see also DOT COMBINE.
DOT WORKSPACE___________Print out elements in the workspace directly to printer.
DRILL_POINTS____________Finds "drill" points on traced or imported symbols.
DUMP____________________Does a screen dump using DOS GRAPHICS.COM command.
ECHO____________________Display a text message on the video screen.
ENTER___________________Enters line data to make an element, see also BEGIN and APPEND.
ERASE___________________Removes, destroys, an element in the workspace.
EXPAND_ARRAY____________Like BETWEENS but for a variable array.
EXPORTFILE______________Make a text or binary file from within a macro.
FAN_TRIANGLES___________An aid in drawing triangle elements for hidden line display modes.
FILES CONVERT___________Converts some file types.
FILES COPY______________Copies a disk file.
FILES ERASE_____________Erase a file on a disk drive.
FILES MAKE______________Make a disk directory.
FILES RELEASE___________Erase a numbered set of files.
FILES REMOVE____________Remove a directory from a disk, must be empty first.
FILES RENAME____________Rename a file on a disk drive.
FILL_TRIANGLES__________Aid for making 3D surface tool path with radius compensation.
FIT_SIZE________________Fit, adjust, size of element into a rectangle area.
FIXED___________________Formats a number variable for better display.
FLIP____________________Flip and element in the workspace, use to mirror.
GOTO____________________Moves interpreter to a label in a running macro, see also IF THEN.
GRAPH_MODE______________Sets current video graphics mode and clears the screen.
GRAPHING________________Macro version of GRAPHING command to make Log and Linear graphs.
HALT____________________Halts the macro program.
HELIX___________________Makes a Helix, Spiral, Taper, G14/G15, or Facing element, and such.
IF______________________IF this THEN that, conditional branch on numeric value.
IF$_____________________IF this THEN that, conditional branch on string value.
INITIALIZE______________Clears the workspace of all lines and elements.
INPUT___________________Lets user assign a number to a numeric variable.
INPUT$__________________Lets user assign a string to a string variable.
INSERT__________________Insert a line into an element, see also APPEND.
JET ADD_________________Add lines from workspace to a JET page file.
JET BLANK_______________Make a JET page file blank.
JET COMBINE_____________Combine two JET page files.
JET FATTEN______________Fatten areas or lines in JET page file.
JET MAKE________________Make a new JET page file to ADD lines to.
JET NEGATIVE____________Invert the value of pixels in the JET page file.
JET PRINT_______________Print out a JET page file on the current JET printer.
JET SHADE_______________Put a pattern on a JET page file, see also JET COMBINE.
JET TRACE_______________Trace a JET page file to make an *.ASC file of lines.
JET WORKSPACE___________Print out elements in the workspace directly to printer.
JOIN____________________Joins two elements logically into one element.
LATHE___________________Turns a profile into a round 3D shape.
LET_____________________Assigns a numeric variable.
LET$____________________Assigns a string variable.
LETTERING_______________Makes a lettering element from a string of text.
LINETYPE________________Alters just the line attributes, see also ALTER.
LINK____________________Connects lines and fills in gaps in line or tool path elements.
LOAD 2D_________________Load a DANCAD3D (tm) 2D-Real file into the workspace.
LOAD 3D_________________Load a DANCAD3D (tm) 3D-Quick file into the workspace.
LOAD ASCII______________Load a DANCAD3D (tm) ASCII file into the workspace.
LOAD BMP________________Load a standard BMP file into the graphics screen.
LOAD CONFIG_____________Load a configuration file before loading a file.
LOAD DXF________________Load AutoCAD (tm) DXF entities LINE, 3DLINE, and 3DFACE (experimental).
LOAD DRILL______________Load a subset of PCB DRILL file as workspace lines.
LOAD ELEMENTS___________Load a set of 3D-Quick files as separate elements.
LOAD FONT_______________Load a DANCAD3D (tm) *.FON font into font table for use.
LOAD GCODE______________Load a subset of G and M codes as line segments in workspace.
LOAD HPGL_______________Load a subset of HPGL commands into the workspace as lines.
LOAD OBSOLETE___________Load drawing data files with format from older versions.
LOAD PIXEL______________Load a DANCAD3D (tm) pixel file into the video screen.
LOAD REAL_______________Load a Real-3D file. This is ONLY to move data from v1.xx.
LOAD STL________________Load a ASCII type STL standard file (sub-set only).
LOAD TABLE______________Load a set of ASCII character files into font table.
LOAD WAV________________Load a *.WAV file as element(s) in the drawing workspace.
LOAD WORKSPACE__________Load a set of ASCII character files into the workspace.
LOCATE__________________Position the text cursor on the video screen.
LONG_NAME_______________Sets up a special long filename variable for loops and file sets.
LOOP____________________Branch to a label to repeat part of a macro, see also GOTO.
MAGNIFY_________________Make an element look bigger or smaller, change element size.
MATCHING________________Helps display, match, and mix oil paint's color for robotic painting.
MEDIAN__________________Center an element on a point, with options.
MODIFY__________________Change just one line attribute at a time.
MUTATE__________________Type conversion to and from line or triangle elements.
NAME____________________Sets up a special filename variable for loops and file sets.
NIPKOW BMP2NIP__________Converts BMP image files to NIP image files.
NIPKOW NIP2BMP__________Converts NIP image files to BMP image files.
NIPKOW NIP2WAV__________Converts NIP image files to video WAV sound file.
NIPKOW WAV2NIP__________Samples video WAV sound file to NIP image files.
NIPKOW WAV2WAV__________Modulates and demodulates WAV files to WAV files.
NUMERIC_________________Obsolete, see also SAVE ASCII.
OFFSET__________________Move or "translate" and element in the workspace.
OPTIMIZE________________Rearrange line order for faster plotting on CAM machines.
OUTPUT__________________Display a numeric variable on the video screen.
OUTPUT$_________________Display a string variable on the video screen.
PADDED_NAME_____________Like LONG_NAME macro command but for Padded numbered file names.
PALETTE_________________Options for setting the screen colors to line or "pen" colors.
PLOT____________________Plot to a pen plotter, postscript (tm), HPGL2, or disk.
PLOTTERIZE______________Add tool "up" and "down" plotter motions to a tool path element.
POLYGON_________________Make a polygon or "circle like" element.
PURGE___________________Removes some duplicate line segments.
RADIUS_COMP_____________Tool radius compensation for 2D tool path elements.
RANDOM__________________Puts a random number in a numeric variable.
RELEASE_________________Remove or erase a disk variable.
REMARK__________________How to put a remark in macro code.
REVERSE_________________Reverse the order of lines in an element.
REVERT__________________Revert triangles, normals, or attributes in an element for editing.
ROTATE__________________Rotate, or turn around, an element in the workspace.
RUN_____________________Run a sub-macro from inside a macro.
SAVE 2D_________________Save a DANCAD3D (tm) 2D-Real file from the workspace.
SAVE 3D_________________Save a DANCAD3D (tm) 3D-Quick file from the workspace.
SAVE ASCII______________Save a DANCAD3D (tm) ASCII file from the workspace.
SAVE BMP________________Save a standard BMP type file from graphics display screen.
SAVE DXF2D______________Save 2D lines using AutoCAD (tm) DXF LINE entity (experimental).
SAVE DXF3D______________Save 3D lines using AutoCAD (tm) DXF 3DLINE entity (experimental).
SAVE DXF3DFACE__________Save 3D triangles using AutoCAD (tm) DXF 3DFACE entity (experimental).
SAVE ELEMENTS___________Save a set of elements as 3D-Quick as separate files.
SAVE FONT_______________Save a DANCAD3D (tm) font table as a *.FON font file.
SAVE GCODE______________Save lines as a subset of G codes in a tool path file.
SAVE PIXEL______________Save a DANCAD3D (tm) pixel file from the video screen.
SAVE REAL_______________Save a Real-3D file. This is ONLY to move data to v1.xx.
SAVE STL________________Save triangles to a ASCII type STL standard file.
SAVE TABLE______________Save a font table as a set of ASCII character files.
SAVE WAV________________Save wave drawing element(s) to a *.WAV type sound file.
SAVE WORKSPACE__________Save a set of elements as a set of ASCII character files.
SAVE XASCII_____________Save an element as a XASCII type file.
SCREEN_FONT_____________Loads a *.808 or *.814 screen font file into the character table.
SELECT__________________This SELECT command selects lines in an element by attribute.
Select Element #________Select element to have a command act on, using symbol #.
SIGNAL__________________Generate an electronic signal to trigger camera or speaker.
SIMULATE________________Make a simulation of materiel removal from NC work-piece.
SORT____________________Sort triangles in a element.
SPLIT___________________Split one element into two elements.
STEREO__________________Setup stereoscopic values for DISPLAY to view 3D stereo images.
STOP____________________Stop the macro at some point, see also WAIT.
STRIP___________________Strip the comments out of a macro file for speed or space.
STROKE_PITCH____________Stroke pitch sets the dpi for thickened lines.
SLOPE___________________Slant an element for some special use.
TEXT____________________Set video board to text mode, and clear screen.
THICKEN_________________Thicken a thin flat element to make a 3D shape.
TRACE___________________Turn debugging trace on or off and set trace display delay.
UTILITY_BMP256_TO_ASCII_Makes a 2D or 3D *.ASC file from a *.BMP 8 bpp image file.
UTILITY_BMP_TO_BMP______Converts color 24 bpp to or from BMP 8 bpp & makes stereoscopic.
UTILITY_BMP256OIL_______Makes an *.ASC file from single palette number in BMP file.
UTILITY_SCREEN_TO_ASCII_Makes a 2D or 3D *.ASC file from graphics screen.
VERSION_________________Establishes version level for every macro run on v2.7A or later.
WAIT____________________Wait for user to press [Return] key.
WAV BIN2WAV_____________Encodes Binary file into serial audio in a WAV file.
WAV WAV2BIN_____________Decodes serial audio data back into a Binary file.
WEAVE___________________An aid to making 3D contour surfaces of triangles.
WINDOW__________________Rectangular window cuts part of an element out.
WORLD___________________Sets world scale for some other commands.
WYSIWYG_________________Sets WYSIWYG state for display, i.e. line attributes.
SECTION: 3.4.52.A Macro commands A (if listed currently).
SECTION: 3.4.52.B Macro commands B (if listed currently).
SECTION: 3.4.52.C Macro commands C (if listed currently).
SECTION: 3.4.52.D Macro commands D (if listed currently).
SECTION: 3.4.52.E Macro commands E (if listed currently).
SECTION: 3.4.52.F Macro commands F (if listed currently).
SECTION: 3.4.52.G Macro commands G (if listed currently).
SECTION: 3.4.52.H Macro commands H (if listed currently).
SECTION: 3.4.52.I Macro commands I (if listed currently).
SECTION: 3.4.52.J Macro commands J (if listed currently).
SECTION: 3.4.52.K Macro commands K (if listed currently).
SECTION: 3.4.52.L Macro commands L (if listed currently).
SECTION: 3.4.52.M Macro commands M (if listed currently).
SECTION: 3.4.52.N Macro commands N (if listed currently).
SECTION: 3.4.52.O Macro commands O (if listed currently).
SECTION: 3.4.52.P Macro commands P (if listed currently).
SECTION: 3.4.52.Q Macro commands Q (if listed currently).
SECTION: 3.4.52.R Macro commands R (if listed currently).
SECTION: 3.4.52.S Macro commands S (if listed currently).
SECTION: 3.4.52.T Macro commands T (if listed currently).
SECTION: 3.4.52.U Macro commands U (if listed currently).
SECTION: 3.4.52.V Macro commands V (if listed currently).
SECTION: 3.4.52.W Macro commands W (if listed currently).
SECTION: 3.4.52.X Macro commands X (if listed currently).
SECTION: 3.4.52.Y Macro commands Y (if listed currently).
SECTION: 3.4.52.Z Macro commands Z (if listed currently).