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SECTION: 3.4.52.A
Appendix B: Macro commands starting with A.
This Section, Overview, Steps, Details, and Commands A.

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This Section.

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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Overview of Appendix B: Macro commands.

DANCAD3D (tm) macro commands can used to write a macro "program" that will operate DANCAD3D (tm) automatically. DANCAD3D (tm) can also automatically generate an output macro file of these commands while you use the programs menus. Appendix B lists detailed information about many of the individual macro commands.

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Steps to use Macro commands.

Steps to use Appendix B: Macro commands.

  1. Read this section to learn what commands are available.

  2. Use [W]rite from DANCAD3D (tm)'s main menu to write or edit macros.

  3. Use the automatic [O]utput macro feature to automatically code these macro commands to a file while you use the menu commands.

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Detailed discussion of Appendix B: Macro commands.

This Appendix B contains information on the DANCAD3D (tm) macro programming commands that are available for your use in writing automatic CAD, CAE, or CAM programs. See the pages in this Web site that link to this page for additional information.

Click here to go to the Macro Keywords A to Z list.
Click here for more information about Appendix B.
Click here for more information about Appendix C: Macro Math and Strings.
Click here for more information about Writing macro code.
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Appendix B: Macro Commands that start with A.

Below are details about macro commands that start with A.

Click here to go to the Macro Keywords A to Z list.
Click here for more information about Appendix B.
Click here for more information about Appendix C: Macro Math and Strings.
Click here for more information about Writing macro code.
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ALTER

PURPOSE:      To change x, y, z, color, width,  shape,  or style value
              of a line by the line's array number.  The array numbers
              are consecutive when the lines are  loaded,  entered  or
              appended.

MAIN MENU:    [N] [A]

KEYWORD:      ALTER

PARAMETERS:   11

TYPE:         i......... Line number 1 to MaxLines, depends on memory.
              r......... X1 -1E18 to 1E18.
              r......... Y1 -1E18 to 1E18.
              r......... Z1 -1E18 to 1E18.
              r......... X2 -1E18 to 1E18.
              r......... Y2 -1E18 to 1E18.
              r......... Z2 -1E18 to 1E18.
              i......... Color -127 to 127.
              i......... Thickness 0 to 255.
              i......... Shape 0 to 255 (Encoded, see Appendix N.)
              i......... Style 0 to 255 (Encoded, see Appendix N.)

FORMAT:       ALTER i r r r r r r i i i i

EXAMPLE:      ALTER 747  0 0 4  367 0 9  1 1 0 0

              INIT
              LOAD 3D D:\P_365\EX_123.3D
              LET |L -> LINES
              APPEND 0 0 0 0 0 0 1 1 0 0
              APPEND 0 0 0 0 0 0 1 1 0 0
              LET |X = 47      |LET Y = 96

              :LABEL
               ALTER [ |L + 1 ] [ |X * -1 ] |Y 0 |X |Y 0 1 1 0 0
               ALTER [ |L + 2 ] |X [ |Y * -1 ] 0 |X |Y 0 1 1 0 0
              LET |X = [ |X - 1 ]           LET Y = [ |Y - 1 ]
              IF [ |X + |Y ] > 0 THEN GOTO :LABEL

HINT:         This  command is useful for having a few lines change in
              an  element  from  frame  to  frame.  See also the macro
              command LET for LET |var -> LINES to get  a  pointer  to
              the line segment numbers in DANCAD3D (tm)'s workspace.

Click here to go to the Macro Keywords A to Z list.
Click here for more information about Appendix B.
Click here for more information about Appendix C: Macro Math and Strings.
Click here for more information about Writing macro code.
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ANIMATE

PURPOSE:      To animate a sequence of numbered frame files stored  on
              a  fast harddisk or RAM disk.  There is a pop-up options
              menu to  run  the  animation  at  different  speeds  and
              directions  as  well  as  single step.  While in ANIMATE
              press [Return] to pop-up the menu.  ANIMATE was  updated
              in v2.7A to support color frames in EGA,  VGA,  and SVGA
              video modes.  Also changed in v2.7A is that ANIMATE  can
              be  started  from  TEXT_MODE  and  detect the video mode
              required for many of the Pixel frame file types, see the
              information below.  In v2.7G  ANIMATE  was  expanded  to
              support VESA 15 bpp, 16 bpp, 24 bpp "true-color", and 32
              bpp  video  modes,  and  some  delay options were added.
              XMODES were added in v3.7N.

MAIN MENU:    [F] [A]

KEYWORD:      ANIMATE

PARAMETERS:   2 or more for XMODES see below,

TYPE:         f......... Name of the pixel frame file set.  Frames are
                         numbered  by the file extension starting with
                         FILENAME.1 and going up to FILENAME.999.
              i......... Initial setting for the inner-frame delay ms.
                         0 to 32767 milliseconds, e.g. 41 or 83.

              For XMODE 1:

              XMODE..... XMODE shift keyword.
              i......... Mode code for XMODE, 1 for mode one.
              c......... S L P D frame filename numbering mode type.
              i......... Frame delay 0 to 32767 ms, try 41 ms.
              i......... Start frame number.
              i......... Last frame number.
              f......... Filename of frame set.

              For XMODE 2 and XMODE 3:

              XMODE..... XMODE shift keyword.
              i......... Mode code for XMODE, 2 or 3.
              c......... S L P D frame filename numbering mode type.
              r......... Frames per second, try 24.000.
              i......... Frame recover limit, try 32.
              i......... Frames per foot, try 16 for 35mm film.
              i......... WAV samples per frame, 2000 for 48000 and 24 fps.
              i......... SMPTE lock frame offset, try 1hr=86400 for 24fps.
              i......... Display frame offset, try 0.
              i......... Manual trigger offset, try 0 to -3.
              i......... Auto trigger offset, try 0.
              i......... Trigger mode 0 to 4.
                         0=None, press [Backspace] or [Space] to restart.
                         1=Tap [Ctrl] to start when you hear start slate.
                         2=Pulse automatic parallel port circuit beep start.
                         3=Master SMPTE LTC output to WAV player computer.
                         4=Slave SMPTE LTC input from WAV player computer.

                         Trigger mode 0 is for MOS or silent editing.

                         Trigger  modes  1 and 2 require a start slate
                         or beep in the sound WAV  file,  trigger  for
                         mode  1 you tap a key when you hear the start
                         sound,  and 2 uses the circuit that  sends  a
                         pulse  to  the  parallel  port  for automatic
                         start from the start tone or slate sound.

                         Trigger modes 3 and 4 require some SMPTE  LTC
                         hardware hooked up to your computer.  Trigger
                         mode  3  lets  you  use  the  Pick  and  View
                         commands in the  Kinema  Edit  list,  or  the
                         ANIMATE  command,  to  drive  the  WAV player
                         running on  another  computer  (or  the  same
                         computer  but  that  is not recommended),  so
                         that when you stop and start the  sound  will
                         sync automatically.  Trigger mode 4 is like 3
                         but the other way around,  when you start and
                         stop the WAV  player,  i.e.  Magix  (tm),  it
                         sends  SMPTE  LTC  time  code  to the ANIMATE
                         command and the  ANIMATE  command  shows  the
                         corresponding   SMPTE   LTC  time  code.   In
                         Trigger mode 4 you can also slave  more  than
                         one computer together to get different frames
                         to  show  in  sync,  like  for  multi  camera
                         shooting,  or  to  run  the  frames  from  an
                         external SMPTE LTC generator or tape playback
                         sync track, and such.

              If Trigger mode is 0 to 2 then:
              i.......... Trigger spacing 0 to 99999999.
              i.......... Trigger skip 0 to 24.
              i.......... Parallel Port to use, 1 to 3.
              i.......... Parallel Port enable, 0 or 1.

              If Trigger mode is 3 or 4 then:
              i.......... SMPTE hardware type code, 1=Telcom T102 (tm).
              i.......... Serial COM port, 1=COM1, 2=COM2, 3=COM3, 4=COM4.
              i.......... BAUD rate, 9600 or 19200.
              i.......... SMPTE sync source, 1=Crystal 2=Video signal.

              If Trigger mode is 3 then:
              i.......... Sound advance frames for run-up.


              For all Trigger modes:
              i......... Start frame number.
              i......... Last frame number.
              i......... Key frame number.
              i......... Force key frame mode 0 or 1.
              f......... Filename of frame set in mode 2 or
                         Filename for *.PFL frame list in mode 3.

              After ANIMATE finishes XMODES 2  and  3  it  saves  some
              values to the disk in the program directory,

              HTKFRMAT.VAR = 1.00 (then version for the return values)
              SHOTTYPE.VAR = S, L, P, or D for filename number type.
              SHOTNAME.VAR = Filename for frame set or frame list.
              HEADFRAM.VAR = Head frame number marked while in ANIMATE.
              TAILFRAM.VAR = Tail frame number marked while in ANIMATE.
              KEYFRAME.VAR = Key frame number marked while in ANIMATE.

              These  frame numbers and info can be read by an external
              program,  the macro,  or another macro to  do  something
              with  the  frames  or  to record data about the shot and
              such.

FORMAT:       ANIMATE f i or ANIMATE XMODES n ...

EXAMPLE:      ANIMATE ROBOT_1 100

              NAME 1 = SPUR2 0
              LET |DELAY = 100
              ANIMATE NAME 1 HERE |DELAY

              ANIMATE XMODES 1 P 0 99999999 PIX\00000000.PIX

              ANIMATE XMODES 2 D
              24 32 16 2000 86400 0 0 0 3
              1 1 19200 1 48
              0 99999999 240 0 PIX\0.PIX

              ANIMATE XMODES 3 D
              24 32 16 2000 86400 0 0 0 3
              1 1 19200 1 48
              0 99999999 240 0 FILENAME.PFL

NOTE:         The  filename passed to ANIMATE can have an extension of
              any value since the extension is stripped  off  and  the
              pixel file set is assumed to start with .1.  This allows
              the  NAME  command  to  pass the filename to the ANIMATE
              command  without  problems.   The  video  mode  set  for
              DANCAD3D  (tm)  must be able to match the video mode set
              when the pixel files were saved. The video board type is
              selected from the small menu that  comes  up  after  the
              opening screen when you run DANCAD3D (tm) from DOS.

              If you start from TEXT_MODE the ANIMATE command will try
              to find the right graphics mode for the Pixel file.  You
              should only try to load Pixel files that where saved  in
              video  modes that your board,  monitor,  and the program
              have been set-up to use.

              The ANIMATE command has been configured to automatically
              switch the video mode to the video mode  used  when  the
              Pixel files were saved by using one of the VESA 15,  16,
              24,  or 32 bpp (bits per pixel) video  modes.  When  you
              call  the  ANIMATE  command in a macro it may be best to
              precede ANIMATE with the macro TEXT command rather  than
              the  GRAPH_MODE  VESA command to force the video mode to
              switch to the correct graphics mode based on the encoded
              video mode of the first  Pixel  file  in  the  animation
              frame  set.  The  internal  pop-up  menu  in the ANIMATE
              command switches the video board into a VGA mode so that
              the text of the  pop-up  menu  will  display  80  column
              rather than whatever the VESA mode is currently at,  the
              VESA mode is then reset after leaving the  pop-up  menu.
              A  delay  option was added before the signal tone in the
              cine film recorder output option so that the monitor can
              stabilize before the image of each frame is  exposed.  A
              post pop-up menu delay option has also been added to the
              delay  option  in  the  pop-up menu for use when using a
              monitor that goes black for a few seconds after changing
              video modes.

              In the ANIMATE command while the VESA 15, 16, 24, and 32
              bpp modes are being used the pop-up  menu  switches  the
              video  mode  temporarily.  On  some  video  monitors the
              monitor "blanks" the screen for a few seconds after  the
              video  mode  changes.  When you select the cine recorder
              exposure command from the ANIMATE  command  pop-up  menu
              you  might miss the first few frames because the monitor
              has not recovered from the video mode change  after  the
              pop-up  menu.  To try to avoid this problem I have added
              another delay value in the inner-frame delay prompt that
              lets you enter a delay value so that  the  program  will
              pause long enough for the monitor to stabilize after the
              video mode changes and thereby enable the first frame to
              be  exposed  properly  in  the cine film recorder.  This
              delay can also be used to pause the program so  you  can
              see  the  start  of  the  other  command options on slow
              monitors.  The delay value is entered  in  milliseconds,
              so a value of 5000 would be a five second pause.

              Since  the  VESA  video mode code numbers do not set the
              same video mode on all computers you will need to  check
              if  the video cards and monitors are compatible with the
              pixel files generated on one computer that you  want  to
              display  on another computer.  Since the ANIMATE command
              will automatically try to set the video  mode  that  was
              used  when  the pixel file was made,  you should not use
              the LOAD PIXEL,  ANIMATE,  or other commands that switch
              the video mode when loading pixel files if the VESA mode
              code  used  in saving the pixel file will not safely set
              that mode on the computer you are using  ANIMATE  on  to
              load  the  pixel files.  If the monitor does not support
              the video mode that the pixel file will set the  monitor
              may  lose sync,  over heat,  and possibly catch on fire.
              If the monitor loses  sync  at  any  time  turn  it  off
              immediately.

              The *.PFL Pixel frame list file is made  by  the  Kinema
              Edit  list  and  loads  frames  from  the Kinema project
              Structure,  so you cannot delete or move frames that are
              listed  in the *.PFL file if you want to view the edited
              shots listed in that *.PFL file.

              Be sure that the SMPTE hardware is powered and turned on
              before  you enter the ANIMATE command if you want to use
              Trigger modes 3 or 4 since  the  program  will  lock  up
              waiting  for  the right signals from the Serial Port and
              the Telcom T102 (tm) SMPTE LTC  reader/writer.  You  can
              tap  the  [Ctrl]  key and [Q] and [Return] and ^[X] over
              and over to try to unlock the system if  you  forget  to
              have  the  power the SMPTE LTC hardware before you enter
              the ANIMATE command.

              You can use the automatic output macro feature  to  code
              the more complex ANIMATE XMODES to be more sure you have
              all the values coded, press [O] in the main menu to turn
              on the output macro command.

HINT:         To exit the ANIMATE command press [Q],  your macro  will
              then continue with the next macro command.  To quit  the
              whole  macro  press [Control] and [X] after quitting the
              ANIMATE command.  For fastest sequencing try to put  the
              file set in the root directory of your harddisk or in an
              expanded memory RAM disk.  If you use the root directory
              be  careful  that  the  total  number  of files does not
              exceed the DOS limit (can be about 511.) If  you  get  a
              disk  full  error  when  your disk is not full it may be
              from too many files in the root directory.  If your  DOS
              uses  the  SMARTDRV  command  it may help by giving your
              disk caching.  Running a hard disk optimizer may help by
              defragmenting,  use it after you have written the  pixel
              files  to  the  disk.  See also the commands SAVE PIXEL,
              LOAD PIXEL,  LOOP,  NAME,  DELAY and SIGNAL  for  making
              animated   movies.   Longer   frame  sets  than  ANIMATE
              normally displays can be displayed  by  using  the  LOAD
              PIXEL  and DELAY commands directly,  frames in a set can
              then be stored on more than one harddisk.

Click here to go to the Macro Keywords A to Z list.
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Click here for more information about Appendix C: Macro Math and Strings.
Click here for more information about Writing macro code.
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APPEND

PURPOSE:      To  add  a  line to the drawing workspace array.  Use to
              add  lines  to  the  element  with the highest number or
              following the BEGIN command to make an element one  line
              at  a  time.  Allows  you  to  write macros that produce
              shapes from mathematical formulas.

MAIN MENU:    [D] [?...] [D] [G] [./Del] [G] [0/INS]

KEYWORD:      APPEND

PARAMETERS:   10

TYPE:         r......... X1 -1E18 to 1E18.
              r......... Y1 -1E18 to 1E18.
              r......... Z1 -1E18 to 1E18.
              r......... X2 -1E18 to 1E18.
              r......... Y2 -1E18 to 1E18.
              r......... Z2 -1E18 to 1E18.
              i......... Color -127 to 127.
              i......... Thickness 0 to 255.
              i......... Shape 0 to 255 (Encoded, see Appendix N.)
              i......... Style 0 to 255 (Encoded, see Appendix N.)


FORMAT:       APPEND r r r  r r r  i i i i

EXAMPLE:      APPEND [ |X1 * |S ] |Y1 0 [ |X2 * |S ] |Y2 0  1 1 0 0
              ; Add a line in z = 0 plane with x scaled.
              ; Use BEGIN to start a new element.
              ; See also macro keyword ENTER.

              LET |X = 0      LET |Y = 0      LET |Z = 0
              LET |XOLD = |X  LET |YOLD = |Y  LET |ZOLD = |Z
              :LABEL
               LET |X = [ |X + 1 ]  LET |Y = [ SQR( |X ) / 25 ]
               APPEND |XOLD |YOLD |ZOLD |X |Y |Z 1 1 0 0
               LET |XOLD = |X LET |YOLD = |Y  LET |ZOLD = |Z
              LOOP :LABEL 24

HINT:         Use APPEND  to  create  curves  and  other  shapes  from
              formulas by keeping the last point values  in  variables
              |XOLD,  |YOLD,  and |ZOLD, then connecting the old point
              to the current point to make a chain of line segments.

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ARRAY

PURPOSE:      The ARRAY macro command can be used to access individual
              values in an array variable file.  The array file  is  a
              single file with values stored in it,  the ARRAY command
              can access each of the values by the index number to the
              array.  This is  an  alternative  to  making  a  set  of
              numbered array files for variables.  New for v2.7A.

MAIN MENU:    You may be able to read the array with the [W]rite command.

KEYWORD:      ARRAY

PARAMETERS:   4 (for read mode)

TYPE:         w......... mode = R or READ (there may be other modes later)
              f......... the filename of an number array to read from.
              f......... the filename of a number variable to put value in.
              i......... the index of member in the array, 1 to n members.

FORMAT:       ARRAY R f f i (for read mode)

EXAMPLE:      ARRAY R MYARRAY.VAR VALUE.VAR INDEX.VAR
              ARRAY R MYARRAY.VAR VALUE.VAR 467

NOTE:         This  macro  command is used with the EXPAND_ARRAY macro
              command,  or  for  reading  values  from an array for an
              animation or other macro use.  If the index  is  out  of
              range a numeric error will probably be returned, and the
              macro will be stopped with an error report.

HINT:         See also macro EXPAND_ARRAY command.

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