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If are helping "Beta Test" you should report bugs and feel free to ask questions about the program's commands, it is best to e-mail me at tempnulbox (at) yahoo (dot) com and put "DANCAD3D (tm) 24x7 SUPPORT SUBMISSION" in the email subject line so your mail is not deleted as junk. See Section: 8 for more information about support related issues. I want you to ask questions so long as they are on the subject and relate to the current program's commands. If you do not get some kind of reply assume I did not get your message and resend. All submissions and correspondence become the sole property of Daniel H. Hudgins to do with as he sees fit, so stay on subject.

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

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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 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 G.

Below are details about macro commands that start with G.

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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GOTO

PURPOSE:      Branch to a label in a DANCAD3D (tm) macro program file.
              Produces an unconditional branch when used alone,  or  a
              conditional branch when used with IF THEN.  See also the
              macro LOOP command.

MAIN MENU:    NA

KEYWORD:      GOTO  (Only spelled out in full.)

PARAMETERS:   1

TYPE:         w......... Label starting with a colon.

FORMAT:       GOTO w

EXAMPLE:      GOTO :SKIP          ; Unconditional branch.
              :ERROR
               BEEP
              :SKIP
              LOCATE 1 15 INPUT |VECTORX
              IF |VECTORX < |PI THEN GOTO :ERROR ; Conditional branch.

HINT:         See the LOOP command if you want to  go  to  a  label  a
              fixed  number  of  times.  The label that is branched to
              should only be used once to mark one particular point in
              a macro file,  but it is  all  right  for  several  GOTO
              commands  to be used to branch to that single label.  Be
              careful that a given label is spelled the  same  in  all
              places.

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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GRAPH

PURPOSE:      To clear and set your computer's graphics screen  before
              calling DISPLAY.  You should also use GRAPH to  set  the
              graphics  video  mode before using the SAVE PIXEL,  LOAD
              BMP,  and other macro commands that display in,  or save
              from,  the graphics screen.  See also macro command TEXT
              to reset the text video  mode  after  using  a  graphics
              video  mode.   The  graphics  mode  codes  that  can  be
              selected depend on what video modes the  graphics  video
              board  in  the computer being used supports.  Some video
              modes listed only work in version v3.7N or later.

MAIN MENU:    NA

KEYWORD:      GRAPH  or  GRAPH_MODE

PARAMETERS:   1, 2, or 4

TYPE:         w......... Graphic mode codes for "any" video board.
                         B&W for Black and White.
                         MONO for monochrome, like B&W.
                         COLOR for default color mode when available.
                         BMP for saving 24 bpp BMP file.
                         F0B24 same as BMP in some versions.

                         Graphic mode codes for CGA video board.
                         C640M2 640 by 200 pixels monochrome.
                         C320C4 320 by 200 pixels 4 colors.

                         Graphic mode codes for Hercules (tm) video.
                         H720M2 720 by 348 pixels monochrome.

                         Graphic mode codes for EGA video board.
                         E640M2 640 by 350 pixels monochrome.
                         E640M16 640 by 350 pixels 16 gray scale.
                         E640C16 640 by 350 pixels 16 color palette.

                         Graphic mode codes for VGA and SVGA video board.
                         V640M2 640 by 480 pixels monochrome.
                         V640M16 640 by 480 pixels 16 gray scale.
                         V640C16 640 by 480 pixels 16 color palette.
                         V320M256 320 by 200 pixels 256 gray palette.
                         V320P256 320 by 200 pixels 256 photo colors.
                         V320C256 320 by 200 pixels 256 drawing color.

                         Graphic mode codes for VGA and SVGA Digital Cinema.
                         V320X200M16 320 by 200 pixels 16 gray scale.
                         V640X200M16 640 by 200 pixels 16 gray scale.
                         V640X350M16 640 by 350 pixels 16 gray scale.
                         V640X480M16 640 by 480 pixels 16 gray scale.
                         V320X200M256 320 by 200 pixels 256 gray palette.
                         V320X200P256 320 by 200 pixels 256 photo colors.

                         Graphic mode codes for just SVGA video board.
                         S640M256 640 by 480 pixels 256 gray palette.
                         S640P256 640 by 480 pixels 256 photo colors.
                         S640C256 640 by 480 pixels 256 drawing color.

                         S800M16 800 by 600 pixels 16 gray scale.
                         S800C16 800 by 600 pixels 16 color palette.
                         S800M256 800 by 600 pixels 256 gray palette.
                         S800P256 800 by 600 pixels 256 photo colors.
                         S800C256 800 by 600 pixels 256 drawing color.

                         S1024M16 1024 by 768 pixels 16 gray scale.
                         S1024C16 1024 by 768 pixels 16 color palette.
                         S1024M256 1024 by 768 pixels 256 gray palette.
                         S1024P256 1024 by 768 pixels 256 photo colors.
                         S1024C256 1024 by 768 pixels 256 drawing color.

                         S1280M16 1280 by 1024 pixels 16 gray scale.
                         S1280C16 1280 by 1024 pixels 16 color palette.
                         S1280M256 1280 by 1024 pixels 256 gray palette.
                         S1280P256 1280 by 1024 pixels 256 photo colors.
                         S1280C256 1280 by 1024 pixels 256 drawing color.

                         S1600M16 1600 by 1200 pixels 16 gray scale.
                         S1600C16 1600 by 1200 pixels 16 color palette.
                         S1600M256 1600 by 1200 pixels 256 gray palette.
                         S1600P256 1600 by 1200 pixels 256 photo colors.
                         S1600C256 1600 by 1200 pixels 256 drawing color.

                         S1920M16 1920 by 1440 pixels 16 gray scale.
                         S1920C16 1920 by 1440 pixels 16 color palette.
                         S1920M256 1920 by 1440 pixels 256 gray palette.
                         S1920P256 1920 by 1440 pixels 256 photo colors.
                         S1920C256 1920 by 1440 pixels 256 drawing color.

                         S2048M16 2048 by 1536 pixels 16 gray scale.
                         S2048C16 2048 by 1536 pixels 16 color palette.
                         S2048M256 2048 by 1536 pixels 256 gray palette.
                         S2048P256 2048 by 1536 pixels 256 photo colors.
                         S2048C256 2048 by 1536 pixels 256 drawing color.

                         VESA to set a 15, 16, 24, or 32 bpp VESA mode.
                         SEEK to search for a 15, 16, 24, or 32 bpp VESA mode.
                         LIST to pick a 15, 16, 24, or 32 bpp VESA mode.

                         VESA is followed by one number:
                         i = the VESA video mode code in decimal,
                             i.e. base 10, e.g. 274 and such.
                             Note that the VESA mode numbers are not
                             the same on all video boards, and if you select
                             the wrong code number your monitor may
                             burn out or overheat and catch on fire.
                             Check the manufactures information on your
                             video board and monitor to see what
                             video mode code numbers are safe to use.

                         SEEK is followed by four numbers:
                         i = SEEK mode, e.g. mode 0 in v2.7G.
                         i = X pixels in video mode to seek.
                         i = Y pixels in video mode to seek.
                         i = bpp, bits per pixel, 15, 16, 24, or 32.

                         LIST is followed by one number:
                         i = LIST mode, e.g. mode 0 in v2.7G.

FORMAT:       GRAPH w
              or
              GRAPH VESA i
              GRAPH SEEK i i i i
              GRAPH LIST i

EXAMPLE:      GRAPH B&W            ; Set graphic screen for DISPLAY.
              GRAPH COLOR          ; On HGC video COLOR is like B&W.
              GRAPH V320M256       ; 256 gray palette on VGA.
              GRAPH S640C256       ; 256 color palette on SVGA.
              GRAPH VESA 274       ; 24 bit color mode.
              GRAPH SEEK 0 640 480 24 ; Seek VESA mode by attributes.
              GRAPH LIST 0         ; Display a list of VESA modes.

              { for the BMP mode some disk variables need to be used before the video mode is set }
              LET B24OVER_.VAR =   1             ; anti-aliasing oversample value
              LET B24UNDER.VAR =   1             ; sub-pixel undersample value
              LET B24XPIX_.VAR = 800             ; x pixels value
              LET B24YPIX_.VAR = 600             ; y pixels value
              LET B24DITHE.VAR =   4             ; tone dithering value
              LET$ B24BACK_.VAR = ""             ; no background when making background
              LET$ B24NAME_.VAR = "BACKGROU.BMP" ; name for 24 bit BMP file to output to
              GRAPH_MODE BMP ; set video mode for CRT BACKGROUND
              CRT BACKGROUND 21 1 2 4            ; make background image.
              TEXT                               ; restore text mode.
              { and in another example for the BMP or F0B24 mode, }
              ; Example macro to save 24 bit BMP file, see INFOV27F.TXT.
              WYSIWYG 1
              LET  B24OVER_.VAR = 4               ; anti-aliasing oversample value
              LET  B24UNDER.VAR = 2               ; sub-pixel undersample value
              LET  B24XPIX_.VAR = 800             ; x pixels value
              LET  B24YPIX_.VAR = 600             ; y pixels value
              LET  B24DITHE.VAR = 4               ; tone dithering value
              LET$ B24BACK_.VAR = "MYPHOTO.BMP"   ; background 24 bit BMP image
              LET$ B24NAME_.VAR = "MYCGI.BMP"     ; name for 24 bit BMP file to output to
              GRAPH_MODE BMP
              LET LS0ZFAR_.VAR =  -7.75           ; far lambert lighting point
              LET LS0ZNEAR.VAR =  +5.50           ; near lambert lighting point
              LET LS1XDEG_.VAR =   0              ; light source x rotation
              LET LS1YDEG_.VAR = -75              ; light source y rotation
              LET LS1ZDEG_.VAR = -45              ; light source z rotation
              LET LS0LAMB_.VAR =  0.85            ; lambert brightness
              LET LS0REFL_.VAR =  0.8             ; lambert reflection brightness
              LET LS1BRIG_.VAR =   1              ; light source brightness
              LET LS1REFL_.VAR =   1              ; light source reflection brightness
              # 1 DISPLAY -20 -20 0 -10 240 74 0 0 ; make the 24 bit BMP file
              TEXT                                ; restore text mode.

NOTE:         In version 2.6 the EGA color mode will become B&W if you
              save the pixel screens and reload them.  Also in version
              2.6 the ANIMATE command will show the EGA  color  frames
              in  B&W.  The  CGA  color mode will reload as the 320 by
              200 by 4 color mode if  GRAPH  COLOR  is  issued.  Issue
              GRAPH  B&W  before loading CGA B&W frames to display the
              full 640 by 200 resolution.  So  that  your  macros  are
              more  transportable  no  error is reported if you select
              the COLOR option when the macro is  run  on  a  Hercules
              (tm) monochrome type video mode video board, the results
              will always be 720 by 348 monochrome though.  In v2.6 if
              you want to record the 16 color EGA screen you can use a
              cine camera with color film and the macro SIGNAL command
              to advance the camera one frame at a time.  In v2.7G The
              EGA  16  color or gray mode Pixel files display in color
              or gray when reloaded.  Versions subsequent to v2.7G may
              use  some  different  video  mode   codes,   check   for
              information relating to the version you currently have.

HINT:         When  you  use the main menu [P]review command while the
              [O]utput  macro  is  active  the prompt that asks you to
              select the graphics mode  will  automatically  code  the
              corresponding GRAPH or GRAPH_MODE macro command into the
              output  macro  file.  The graphics mode prompt that asks
              you to select a graphics mode may not come  up  in  some
              versions  of  the  program  when only monochrome mode is
              available,  because there would be  only  one  mode  you
              could  enter.  See  also the TEXT macro command to reset
              the TEXT video mode, especially after using GRAPH BMP or
              GRAPH F0B24 or the VESA 15,  16,  24,  or 32  bpp  video
              modes.  Although  any  of the video modes will work with
              the Kinema Edit list,  some may be too large to load  at
              24  fps  sync  sound speed on your computer.  One of the
              special "Digital Cinema" video mode codes  listed  above
              may  allow the image frames to be loaded at or near sync
              sound speed, the Pick and View commands can skip a frame
              or two occasionally because the harddisk access speed is
              inadequate or  other  system  glitches.  Using  a  solid
              state  harddisk  may  give  smoother  frame loading than
              using  a  mechanical  harddisk.   Some  of   the   lower
              resolution  SVGA  video  modes  may  be  usable with the
              Kinema Edit list, such as 320x240x16 or 320x400x16,  but
              you will have to use the LIST option with the video mode
              prompt  or  this GRAPH_MODE command to see if your video
              board supports such video modes.

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.
Click here to go back to the top of this page.

GRAPHING

PURPOSE:      To  make  a  Graph  plotting  lines   and   or   symbols
              automatically from data files.  The Graph is  output  to
              an  ASCII  drawing  file.  The ASCII drawing file can be
              loaded into the drawing workspace to be viewed,  printed
              out,  or  converted into a BMP image file.  See also the
              Files  Utilities  ASCII  Graphing  command  in  the  CAD
              program menus.  This command was added in v2.7I.

MAIN MENU:    [F] [U] [A] [G]

KEYWORD:      GRAPHING

PARAMETERS:   1 or 2

TYPE:         i......... Graphing mode code 0 for GRAPHING command.

              or

              i......... Graphing mode code 1 for GRAPHING command.
              f......... Filename for *.GTF graphing template file.

FORMAT:       GRAPHING i

              or

              GRAPHING i f

EXAMPLE:      GRAPHING 0                       ; Make template file.
              GRAPHING 1 GRAPHING\FILENAME.GTF ; Make Graph file.

NOTE:         This  macro  command  for  the graphing command works by
              reading a template file.  The template file  is  created
              by  using  the  program menus.  Since the template files
              may vary from one program revision to another, it may be
              best to execute a graph template  in  the  same  program
              version that created the template file.

              The  name  of the new graphing macro command is GRAPHING
              and it is followed by  a  graphing  mode  command  code.
              After  the graphing mode command code there may be other
              parameters depending on the  graphing  mode  code  being
              used.

              When the graphing mode code is 0 some text menus come up
              that let you  create  a  graphing  template  file,  i.e.
              GRAPHING\FILENAME.GTF, by entering values manually.

              GRAPHING 0

              When the graphing mode code is 1  the  program  reads  a
              valid  graphing template file and tries to make an ASCII
              drawing file of the prescribed graph.

              GRAPHING 1 GRAPHING\FILENAME.GTF

              The LOAD ASCII file command can then be used to load the
              graphing drawing saved in the ASCII  drawing  file  that
              was  made.   The  name  of  the  ASCII  output  file  is
              prescribed in the graphing template file, see above,  so
              to  change  the  ASCII output filename for the graph you
              need to use mode 0 with the GRAPHING macro  command,  or
              use  the Files Utilities ASCII Graphing menu command off
              of DANCAD3D.COM (tm)'s main menu.

              The  original  data  file type used by DANGRAPH.COM v1.x
              used the text file format,  text line 1 had the name  of
              the  data  set  or filename,  line two had the number of
              data points,  and the subsequent lines had the  graphing
              point  data  in the format that each line had two spaced
              numbers,  the number on the left had the x value and the
              number on the right had the y value, so the total number
              of  text  lines  in  the data file would be two plus the
              number of data points.

              [name of DANGRAPH.COM v1.x data file]
              [number of data points]
              [x for point 1] [y for point 1]
              [x for point 2] [y for point 2]
              [x for point 3] [y for point 3]
              [x for point n] [y for point n]

              For example, the graphing point data would be written in
              a DANGRAPH.COM (tm) *.DTA data file using the format:

              SOMEDATA.DTA
              6
              1.1 3.6
              1.2 3.4
              1.3 3.7
              1.5 3.8
              1.8 3.5
              2.1 3.2

              In this example only 6 data points to plot are recorded,
              in actual *.DTA files to plot the number of data  points
              could be fewer or much greater.

              The *.DTA graphing point data files could be made  using
              the [W]rite command,  some other text file editor, or by
              writing a computer program in some language.

              To  make  inputting the graphing point data easier,  the
              new graphing command can also accept  graphing  data  in
              the  DANCAD3D.COM  (tm)  v2.7 ASCII file type.  When you
              draw the data you should draw it as a set of dots, or if
              you draw the data as a set of connected lines you should
              draw the last data point also as a dot since only the x1
              and y1 values are used for the graphing data, the x2 and
              y2 line end point data is not read for making the graph.

              The  same data as in the example DANGRAPH.COM (tm) *.DTA
              file above in an ASCII  drawing  data  file  would  look
              like:

              ENTER
              1.1 -3.6 0  1.1 -3.6 0  1 1 0 0
              1.2 -3.4 0  1.2 -3.4 0  1 1 0 0
              1.3 -3.7 0  1.3 -3.7 0  1 1 0 0
              1.5 -3.8 0  1.5 -3.8 0  1 1 0 0
              1.8 -3.5 0  1.8 -3.5 0  1 1 0 0
              2.1 -3.2 0  2.1 -3.2 0  1 1 0 0
              0 0 0  0 0 0  0 0 0 0

              Note that the sign of the y values in the ASCII file  is
              not  the  same  as in the *.DTA file type,  keep this in
              mind if you manually edit the ASCII data in the  [W]rite
              command.  The  ASCII  file  type  can be loaded into the
              drawing editor,  and the [P]ull point command  might  be
              used to move the data points around.

              The way the graphing point data is to be plotted in  the
              final  graph  is  regulated  by  the  GRAPHING\*.GTF  or
              "Graphing Template File" that you need to  create  using
              the graphing menu commands before you generate the graph
              drawing  file.  The  graph  drawing file is output as an
              ASCII drawing file, and can be loaded into the workspace
              for inspection by using the LOAD ASCII command.

              The  specifics  of  the  values  in  the  *.GTF graphing
              template file may change in various  program  revisions,
              so  be  sure  to check the data entry values in the menu
              commands in the version you are using.

              The  *.GTF graph template file is in ASCII text,  and so
              can be edited with the Write command, or you could write
              a  program  to  automatically  generate   *.GTF   files,
              although  I do not recommend doing so since the contents
              of the *.GTF file may change from one  program  revision
              to another.

HINT:         You should use the menu form  of  the  GRAPHING  command
              located  in  the Files Utilities ASCII sub-menu with the
              automatic output macro turned on (see Output in the  CAD
              main  menu)  to generate macro code for use of the macro
              GRAPHING command,  then edit the output  macro  code  as
              needed  with  the  Write command.  See file INFOV27I.TXT
              and SECTION:  3.3.7.9 for  more  information  about  the
              GRAPHING command.

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.
Click here to go back to the top of this page.

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