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- Jan. 3, 1994
-
- Design a Draft Manual for the Amiga
- Demonstration Version
-
- Design a Draft for the Amiga ( DAD ) was developed to assist you, the
- weaver, to to design weaves without wasting time on the repetitive steps.
- Your creativity and artistic flair can be expressed quickly without the
- drudgery of paper and pen.
-
- This demonstration Design a Draft program for the Amiga was created to
- allow you to view the ease of use, power and simplicity of this weaving
- program to assist you in deciding whether to purchase the program. The
- saving and printing functions have been removed and a message will appear
- in their place.
-
- This short file was written to assist you with the demonstration version
- only. The full version DAD program comes with an easy to read,
- comprehensive manual.
-
- To start the DAD program just click on the Start_DAD_Demo icon. The script
- will check and will inform you if you need to click on the
- Install_Libraries icon. A script will install req.library version 2.7 and
- iff.library version 22.2 in your libs: directory automatically.
-
- To help familiarize you with the program we have included a weave that can
- be recalled and worked with. The full program includes a data base of
- weaves and elements.
-
- The threading draft is shown at the bottom of the drawdown, with the
- tie-up and treadling to the right. Although this is not the conventional
- method, this is the way the actual weaving is done. I personally prefer
- to see the draft with the diagonals in the proper direction.
-
- When using the tie-ups the shafts which are tied are shown as black and
- those not tied are shown as white. Remember when using a counterbalanced
- loom that the shafts tied are lowered and the weft covers these warp
- threads. When using a jack loom the shafts tied are raised and the weft
- covers the warp threads which remain on the bottom.
-
- The program was written to be as user friendly and versatile as possible.
- All major features can be accessed through the menu at the top of the
- screen or by pressing a single key. For instance, entering the threading
- can be done through the menu or by pressing function key ' F1 '.
-
- The program is extremely powerful and can become quite complex. It can
- also be very simple to use if you are relying on the standard features.
-
-
- 2. GETTING STARTED
-
- Before discovering the wide range of features lets start by loading a
- weave.
-
- Step 1. Ensure your program disk is in a floppy drive.
-
- Step 2. Double click on the Start_DAD_Demo icon.
-
- Step 3. Version inforamtion will appear for a few seconds and then
- a blank white screen will be displayed.
-
- Step 4. Press the ` l ' ( for Load ) key
- or click the right mouse button (the menu button), go to the top
- left hand corner and slowly drag the mouse down along the
- 'project' column to the 'file weave' item, then go right and
- let the mouse button up when the ' load weave ' item is
- highlighted.
-
- Step 5. Click on ` RosePath ' than click on ` Ok ! '.
-
- Step 6. When all the names of all the weave elements are shown, click
- on the ' Load Files ' gadget to load the weave.
-
- That's it ! The RosePath drawdown has been loaded as 6 dots wide by 4
- dots high. To increase the magnification press the '+' key. The new
- magnification is shown on the top of the screen. Now try decreasing the
- magnification by pressing the '-' key.
-
- To see the RosePath drawdown displayed with the warp and weft colours
- press the '2' key. To see the RosePath drawdown displayed with the
- 3-dimensional look press the '3' through '6' keys. Finally, to see the
- cross section of the warp and weft threads press the '7' key. You can
- move up and down through the weft threads by pressing the { up } and {
- down } arrows.
-
- An alternate way of selecting the display modes is through the menu under
- 'Display' / ' Display mode' ... just hold down the right mouse button and
- let it go on the desired mode ( display modes in Appendix 4) .
-
- Uncertain of what you are seeing? Just press the ' ` ' key (top left hand
- key board under Esc) and your current status will be displayed. Note your
- number of threads, shafts, magnification and display mode. To get back to
- the main screen just press the ' ` ' or the ` q ' key or click on the
- CloseWindow gadget (click left mouse button in the top left hand
- rectangle).
-
- If you wish to see another weave prior to entering your own repeat step 4
- and select ` triplept '. Help is always available by pressing the Help
- key.
-
- Entering your own threading
-
- This time you can enter your own threading rather than one which has been
- previously saved on the disk.
-
- Under the 'Threading' menu column select 'Enter threading' (or press F1).
- Press the Del (delete) key 8 times or until there are no threads
- remaining. Press the following numbers; '1', '2', '3', '4'. You'll
- notice you have entered a straight draw. A faster way to enter the
- straight draw would be to hold down the left 'Alt' key and press the ' l '
- (L - for line) key. To produce a mirror image just hold down the 'Alt'
- key and press 'm' .
-
- If you have difficulty remembering the various key combinations just press
- the 'Help' key and a screen of useful information will be displayed.
- Pressing 'Help' again or clicking on the CloseWindow gadget (top left)
- will bring you back.
-
- Now that you have had the quick tour the detailed information will be
- presented on each function. You can also just proceed to work with the
- program ... the Help key will assist and you can't break anything !
-
- 3. THREADING
-
- Select the threading function by pressing ' F1 ' or by selecting ' Enter
- threading ' under the ' Threading ' menu column. A rectangle containing
- information will open up on the screen called the "Threading requestor".
- The top bar of the requestor contains the name or identifies the type of
- operation. Different information can be entered into the requestor by
- clicking the left mouse button when the cursor is within the required box.
-
- Number of Threads - refers to the total number of threads currently in the
- memory of the computer. This data is automatically recorded by the
- computer.
-
- Number of Shafts - refers to the number of shafts being used. The number
- may be entered or revised by the weaver, or is filled in based on the
- threading loaded from disk. To enter, click inside the box (right mouse
- button), enter the number of shafts and press return ( see Appendix 3 for
- information on using text requesters ) . If the revised number is less
- and the loss of some shafts will mean some of the threading will be
- deleted, the weaver will be warned and offered the choice of aborting or
- proceeding.
-
- Current Thread - Refers to the thread the weaver is currently working
- with. The computer will update this number. It may also be revised by
- the weaver within the limits of the entered number of threads.
-
- Shaft for current thread - Refers to the shaft that the current thread
- utilizes. This information is maintained by the computer.
-
- Message Line - The computer displays a message advising the weaver of the
- last action taken by the program, such as " Current thread changed to 30
- ".
-
- Entering The Threading
-
- 1. Enter or revise the number of shafts by entering the number either
- from the key pad or the top row of the key board. After clicking in the
- box, existing numbers can be deleted with the 'Del' key or the backspace
- key ( see Appendix 3 for information on using text requesters ) . The
- maximum number of shafts is 16.
-
- 2. Enter the shaft number for each of the threads. Two digit numbers or
- those over nine are entered by holding down the shift key and pressing the
- single digit number ( e.g. enter shift 4 for 14).
-
- To delete a thread press the 'Del' key. To change to a different thread
- than that currently displayed the right and left cursor keys may be used.
- The weaver may also click the right mouse button when the sprite ( the
- threading hook ) is pointing to the desired thread. The weaver will
- notice the current thread has a dotted rectangle displayed around it.
-
- The DAD program has many powerful features to aid in the entry of
- threading. The basic features are identified simply by pressing the
- 'Help' key. The "Help Screen" can the be closed by pressing the 'Help'
- key a second time or by clicking on the close gadget in the upper left
- corner. For the demonstration manual version the list of the features
- will not be included.
-
- To move to a different thread
-
- Depending on the horizontal magnification, the number of threads that can
- be displayed on the screen at any one time varies ... at magnification 3
- the number of threads displayed would be about 200. To move to a thread
- off the screen the appropriate cursor key is used ... to move ten at a
- time the shift key is held and to move to the end the left Alt key is held
- down.
-
- A cursor key 1 space
-
- & hold shift key move 10 spaces
-
- & hold left Alt move to last thread
-
- Left mouse button move to selected thread
-
- FUNCTIONS
-
- ` key Current Status
-
- Delete key delete thread under pointer
-
- Alt - a add new thread under pointer
- (hold left 'Alt' and press 'a')
-
- + / - increase or decrease magnification
-
- Alt - r repeat threading pattern
-
- Alt - m mirror threading pattern
-
- Alt - o oops .. restore threading pattern
-
- Alt - s show threads in memory
-
- Alt - l insert line of threads (shift for reversed)
-
- Alt - e erase all threads
-
- UNIT ACTION Holding the Left mouse button down while moving sideways will
- highlight a unit of threads. The weaver can also highlight a unit of
- threads as follows:
-
- Alt - u Start a unit - unit mode turned on.
-
- Alt - q quit unit mode (whether started by dragging
- mouse or Alt-u).
-
- Alt - c copy the highlighted unit of threads into memory.
-
- Alt - x cut the unit of threads and save into memory.
-
- Alt - i insert unit of threads in memory
-
- 4 - TIE UP
-
- The tie-up requestor is selected by pressing ' F3 ' or from the menu item '
- Enter tie-up '.
-
- The tie- up opens with any tie- up that may be in memory (if none the
- display will be blank). If the number of treadles has not yet been
- selected the first step is to enter or revise the number of treadles by
- clicking in the box, entering the number and pressing the enter key.
-
- Shafts are shown from bottom to top with shaft 1 on the bottom to the
- highest utilized shaft number on the top. Treadles are shown from left to
- right.
-
- TIED Shaft / Treadle connections are coloured
-
- UNTIED Shaft / Treadle connections are white
-
- CLEAR Clear all ties - untie all Shaft / Treadle connections
-
- SET Set all ties - tie all Shaft / Treadle connections
-
- RESTORE Restore ties to when tie-up function selected
-
- HELP Display the help screen
-
- NUMBER Enter desired number of treadles
-
- The connections are tied / untied by clicking in the appropriate box with
- the left mouse button.
-
- End the tie-up function by clicking in the CloseWindow gadget (upper left
- corner). The tie-up displayed in the tie-up requestor is saved in memory
- when the requestor is closed.
-
- Three different tie-ups can be produced by the program - select them from
- the menu under Tie-up / Select Tie-up. The tie- ups are based on the
- number of shafts in memory.
-
- 3. TREADLING
-
- This time you can enter your own treadling rather than one which has been
- previously saved on the disk. Notice entering treadling is very similar
- to entering threading.
-
- Under the 'Treadling' menu column select 'Enter treadling' with the mouse
- menu button ( or press F3 ). A rectangle containing information will open
- up on the screen called the "Treadling requestor". The top bar of the
- requestor contains the name or identifies the type of operation.
- Different information can be entered into the requestor by clicking the
- left mouse button when the cursor is within the required box ( Appendix
- 3.).
-
- For the demonstration manual version if you have difficulty remembering
- the various key combinations just press the 'Help' key and a screen of
- useful information will be displayed. Pressing 'Help' again or clicking
- on the CloseWindow gadget (top left) will bring you back.
-
- Depending on the vertical magnification, the number of picks that can be
- displayed on the screen at any one time varies. To move to a pick off the
- screen the appropriate cursor key is used ... to move ten at a time the
- shift key is held and to move to the end the left Alt key is held down.
-
- Now that you have entered the threading, tie-up and treadling you will see
- the drawdown displayed on the screen. Before getting into the details on
- displaying your work you would be shown how to save your work. For the
- demonstration version no saving of your work is possible.
-
- 6. LOADING
-
- Each element of the drawdown (e.g. the threading, tie-up or treadling)
- can normally be saved to and loaded from the disk. If you own a hard
- drive as part of the start up procedures you will have decided where to
- place your program and data files
-
- Loading The Threading
-
- The threading can be loaded from the disk in a manner similar to the
- saving operation. Select Load Threading from the menu or depress Ctrl
- (the control key) and press F1. A file requester will open up and a
- different drawer selected if the default DAD_DRAWER :THREADING drawer does
- not contain the file you are seeking.
-
- Double click on the desired file name or enter the name in the File gadget
- and press return. If the selected file is not a threading a warning will
- be displayed and the file will not be loaded. If successful the main
- screen will display the threading that has just been loaded.
-
- Saving and Loading Other Elements
-
- The other elements such as the tie-up and treadling may be saved and
- loaded in a similar manner. The shortcut key combinations are outlined in
- Appendix 1.
-
- Loading Weaves
-
- The combination of threading, tie-up and treadling can normally be saved
- to disk by accessing the ` File Weave ' menu item or by press ' l' for
- load or ` s ' for save. In addition to the names for the threading,
- tie-up and treadling, the following information will be saved if it is
- available:
-
- * warp
- * weft
- * magnification - at time of saving weave
- * palette
-
- For the demonstration version no other information will be provided on
- filing.
-
- Saving and Loading other Information
-
- To save you time the DAD program uses the filing of information
- extensively so you do not need to do duplicate entry of your creative
- work. Directions for using the remaining functions will include the
- method for filing.
-
- 7. STATUS
-
- The current status of the program can be displayed from the main screen by
- pressing the " ` " key ( top left key ) or from the Project menu.
-
- The number of threads, shafts, treadles and picks in memory will be
- displayed. The file names for elements will be displayed based on the
- last saving / loading operation. Be aware that any changes made to the
- elements subsequent to the filing operation will be displayed rather the
- information from the time of filing.
-
- CLEAR
-
- Clicking on the CLEAR gadget will clear or erase the relevant data from
- memory - not from the disk. ALL CLEAR will clear all data for the
- elements from memory including the file names.
-
- Display Weave Elements
-
- Clicking on the Display Weave Elements gadget will display the names of the
- file names for the weave elements that are in memory.
-
- Display Mode
-
- The current display mode will be displayed. The display mode can be
- changed by entering the appropriate number ( see Appendix 4 ) in the
- requester box and pressing Return.
-
- Magnification
-
- The current vertical and horizontal magnifications are displayed. Either
- can be changed ( maximum magnification is 16 ) .
-
- Auto Threading / Treadling
-
- The threading and treadling can be automatically repeated in order to fill
- the main screen with the draw down. Small red lines appear beside the
- threading and / or treadling at the end of each repeat. The actual number
- of repeats is based on the number of threads / picks and the
- magnification.. Activating automatic threading and / or treadling will
- disable the relevant sliders - you can't move around the view of a draw
- down that is also being automatically repeated.
-
- Change the Automatic setting to ON or OFF by clicking on the gadget.
-
- Shown as Treadled
-
- Change the ` shown as treadled ' feature to ON or OFF by clicking on the
- gadget.
-
- When in ` shown as treadled ' mode the draw down will be continuously
- update to reflect the changes made to the treadling. Activating automatic
- threading and / or treadling will be turned off.
-
- To exit Status window, press the ` key or "q" or click the close gadget.
-
- 8. PRINT FUNCTIONS
-
- All printer functions require your printer to be properly connected to
- your Amiga including having the proper settings made in the Preferences
- selections.. The DAD Amiga printer options are numerous and very
- powerfull ... but not included in the demonstration version.
-
- Record Card
-
- Access by pressing ` r ' or from the menu. You normally have the choice
- of printing just the Record Card or the Record Card and the Draw Down. If
- you select both the function will start with a screen dump as noted above
- under Print Screen.
-
- The Record Card Form will be displayed with your name and the computers
- date filled out. All other information can be completed by you and
- printed out and saved (to be re loaded and edited to save time in the
- future. All of the features of text requesters are operative ( Appendix 3
- ) such as right Amiga-x to erase all current text. Remember if the box
- expects numbers and you enter letters ( for eg. ONE REPEAT is a number )
- or you exceed the limit the screen will flash.
-
- CLEAR Click on to clear all information entered on the Form.
-
- SAVE Click on to save the Record Card Form to the RECORD_CARDS drawer.
- This feature is disabled.
-
- LOAD Click on to select a previously saved Record Card Form which can be
- edited than printed or re saved.
-
- PRINT Click on to print out the Record Card Form in the regular version.
- If you had the draw down printed the form will appear below it on the same
- page ... as noted under Print Screen information above the print out will
- depend on your Preferences selections.
-
- To exit click the CloseWindow gadget ...
-
-
- 9. Entering the Warp Threads
-
- In the previous chapters you learned how to enter the threading, the
- tie-up and the treadling. The names of these element files was than saved
- as a weave. Printing the draw down was explained. This section will
- explain entering the colour of the warp threads that are displayed in
- display mode # 2.
-
- The entry of the ` colour of the warp threads ' or ` warp ' to be short is
- very similiar to entering the threading. In fact it is easier ! For the
- demonstration version please just use the Help key.
-
- The title Selection of Warp Threads is shown when you select the funtion
- from the menu under Threading / Enter Warp or pressing F4.
-
- The colour for the warp threads is entered by pressing the number key ...
- numbers over 9 are entered by holding down the shift key and pressing the
- single digit ( for eg. shift-4 to enter 14 ). Colour numbers can also
- entered by clicking on the desired colour square with the left
- mousebutton.
-
- A different number of warp colour threads can be and often will be entered
- than the number of warp threads. The warp colour threads are
- automatically repeated when the draw down is displayed ( display mode #2 )
- so you could enter just one warp colour thread and all warp threads shown
- in the colour draw down would have that colour. The threading is shown
- when entering the warp colour threads so your entry can be matched to
- relevant threads.
-
- As described in Appendix 4 on Display Modes the coloured weft can be seen
- when there is a threading, tie-up, treadling, warp and finally a weft in
- memory.
-
- 10. Entering the WEFT Threads
-
- Now that you have entered treadling and learned to enter warp colour
- threads understanding the entry of weft colour threads should be easy.
- The only differences between the entry of warp colour threads and the
- entry of weft colour threads are :
-
- * weft go along the vertical and warp go along the horizontal
- * weft colour threads obviously relate to the current treadling
-
- You access the weft colour thread function from the menu under Treadling /
- Enter Treadling or by pressing F2.
-
- Help is immediately available by pressing the Help key ... the only differences
- in entry from entering warp colour threads is the Direction Arrow refers to the
- up / down cursor keys rather than the left / right.
-
- 11. BLOCK THREADING AND TREADLING
-
- The block threading and treadling functions allow to substitute units of
- threads or treadling into a block draft ... this permits rapid
- development and entry of large drafts. For example :
-
- Block Threading A B A A B B
-
- Thread unit A 1 2 3 4
-
- Thread unit B 1 2 3 2 3 4
-
- Threading after Substitution = 1 2 3 4 1 2 3 2 3 4 1 2 3 4 1 2 3 4 1 2 3 2
- 3 4 1 2 3 2 3 4
-
- The subject of Block Substitution is covered in many weaving texts and a
- thorough understanding can not be provided in this manual.
-
- Block threading and treadling Units
-
- The units are entered as standard threading / treadlings. The threading /
- treadlings are than saved to different drawers ... BLOCK_THREADING_UNITS
- or BLOCK_TREADLING_UNITS. Obviously you can load any threading from the
- standard THREADING drawer and than save it to the BLOCK_THREADING_UNITS
- drawer. The reason for using different drawers is the need for clarity in
- the naming of element files - a short threading could be called Rosepath
- in the THREADING drawer and yet be filed as MultiRose-part5 in the
- BLOCK_THREADING_UNITS drawer.The naming of files is left to you.
-
- It is important to realize the substitution letter does not match the name
- of the file that the letter represents - there is no need to save units as
- letters ... it may actually make your filing system more complex . More
- on this after substitution is explained.
-
- Entering Block Threading
-
- Access the block threading function from the menu or by pressing F6.
-
- The entry of block threading is the same as the entry of threading with
- one difference - letters are used rather than numbers. For instance, if
- you enter 4 as the number of blocks than blocks A through D can be
- entered. As usual the Help key will provide you with instructions on
- entering the block threading. After exiting with ` q ' or by clicking the
- close gadget the block threading can be saved for future use.
-
- Entering Block Treadling
-
- Entering block treadling is similiar to entering treadling with the
- exceptions noted above under block threading .
-
- Load Block Threading and Treadling
-
- Your previously saved block threading and treadling can normally be easily
- loaded from disk by holding down the Ctrl key and pressing F6 ( block
- threading ) or F7 ( block treadling ) .... but not in the demonstration
- version.
-
- A requestor will appear with the question " Do you wish to load the
- following threading units " ( or " treadling units " ) . The reason for
- this question is explained in the following section.
-
- Block Substitution Threading
-
- After you have either loaded or entered a block threading you can select
- Threading / Block Threading / Select threadings for blocks from the menu.
- If there are threading units in memory a requester will open with the
- question " Do you wish to USE the 2 ( eg. # of units in memory )
- threading units stored in memory or DELETE the threading units from memory
- ? ". If you retain the units they can still be modified or replaced ...
- to be explained in a moment. The threading units are actually stored in a
- temporary file in a drawer called RAM:THREADING_UNITS.
-
- The number of units are then displayed and you may make or load the
- specific threading units. If there are threading units in memory the
- number of threads will be shown along with the file name ( if the unit was
- loaded rather than entered ) . An X will also be displayed in the DONE
- column.
-
- Load threading unit
-
- Click on the LOAD icon to load a threading unit. Note that the threading
- file name will be stored along with the block threading if you save the
- block threading after starting the substitution - for instance if you load
- ` 4line ' as block B and later save the block threading the file name `
- 4line ' will be saved. On loading the block threading the program will
- look for ` BLOCK_THREADING_UNITS / 4line ' during loading by looking in
- the same path as your SHORT_DRAFT_THREADINGS drawer.
-
- CONVERT
-
- When there is a block threading unit loaded for each block the CONVERT
- gadget will become operative - it will no longer be ghosted. The DAD
- program will display " Do you wish to perform the following conversion ?
- " along with the number of threads required after the conversion . If you
- select CONVERT THREAD UNITS the program will attempt to convert all the
- threading blocks to the individual threads and notify you when complete.
- The FINISH gadget wil no longer be ghosted and if click will return you to
- the main screen ( so will the WindowClose gadget ).
-
- The converted threading will than be in memory and can be worked with or
- saved. If the block threading is saved any file names of threading units
- that were loaded will be saved with the block threading file.
-
- Display Block Draw Down
-
- After a block threading and a block treadling are in memory you may select
- the Display / Display Block Display mode from the menu to see them along
- with a draw down based on a straight tie-up.
-
-
- 12. BLEND DRAFTS
-
- The Blend drafts function can be accessed by pressing ` F8 ' or under the
- Project menu. A window will open up to permit the loading of two 4 shaft
- drafts and the development of a new draft from them. The new blended
- draft will allow the threading of the loom once with the production of the
- two original patterns.
-
- Note that upon starting most gadgets are ghosted ... inoperative. For
- instance, you can LOAD the first threading but can not DISPLAY it. The
- file names will be displayed after the drafts have been loaded ; the
- blended file name will be displayed after the blended file has normally
- been saved.
-
- LOAD
-
- Click to load a 4 shaft weave. The information detailing the draft will
- be shown and a choice of continuing offered. If another draft is loaded
- after a blended draft has been developed the memory on the blended weave
- is lost.
-
- DISPLAY
-
- Click to display the identified draw down.
-
- TEST
-
- Click to test the combination of draft1 and draft2 - various information
- will be provided. if you wish to shorten the blended draft that would be
- developed revise the appropriate threading to reflect the suggested ` test
- numbers '.
-
- BLEND
-
- Click to begin blending the two drafts. You will be notified if a twill
- can be produced and asked if a twill should be inserted between the
- treadlings. Similiar to testing you will be told if a blended draft can
- not be produced within the size limits of the progarm.
-
- SAVE
-
- If successful the blended draft will be produced and can normally be saved
- to disk by clicking on SAVE.
-
- CLEAR
-
- Click on to clear all current information. You may exit the blend a draft
- function without clearing the data.
-
- As usual, return to the main screen by pressing ` q ' or use the
- CloseWindow gadget.
-
- Help is available by using the Help key.
-
- 13. WEAVE ANALYSIS
-
- Start Weave Analysis by pressing ' F9 ' or by accessing under the Project
- menu.
-
- The Weave Analysis function will allow you to go backwards ! Enter a draw
- down pattern and the program will attempt to compute the threading, tie-up
- and treadling. The elements can than be revised or saved upon returning
- to the main screen.
-
- Entering Draw Down Pattern
-
- Consistent with the main screen the starting corner is lower right, square
- ` A ..A ". Note the rows are labeled with the letters ` A ' through ` T '
- and the columns are ` A ' through ` w '. Messages are displayed at the
- top of the window.
-
- Clicking on a square with the ` point of the cursor arrow ' will set it
- ... clicking on it again will unset it or turn it off. While your entire
- pattern can be entered using this simple method, the following entry
- functions are available to speed entry. Note that editing is based on
- rows of the pattern ... for the demonstration version use the Help key for
- further information.
-
- Analyze the Pattern
-
- Click the ANALYZE icon to Analyze the pattern you have entered for the
- Draft. Messages are displayed and the threading, treadling and tie-up are
- developed. If the rows are all different from each other and most of the
- columns are used a draft may not be possible as more than 16 shafts or 18
- treadles are required. Messages will inform you on the requirements for
- your pattern. The program will include all columns where 1 or more
- squares are set ... check to ensure there are not squares inadvertently
- set outside of the planned pattern.
-
- Save or Load to Disk
-
- SAVE/LOAD Load the Pattern from Disk ... does not include the
- threading, tie-up or treadling. Pattern is filed in the
- ANALYSIS drawer.
-
- SAVE_DRAFT Would save the threading, treadling, tie-up and weave to disk.
-
- As usual , press Help for help and press ` q ' to quit function and return
- to main screen.
-
- 14. Calculations
-
- Enter the calculations function under the Project menu ( no hot key ! ).
-
- The Calculation Function will allow you to calculate the warp and weft
- requirements for your projects.
-
- The unit of measure can be set to centimeters versus inches by clicking on
- unit mode gadget. The initial setting can be changed in the Configuration
- function.
-
- Note the conversions are automatically provided at the bottom.
-
- The SETT CALCULATOR is optional .. it may assist you in determining the
- number of ends per inch / centimeter, the first entry under both Warp and
- Weft.
-
- The actual number of ends per inch must be determined by the weaver.
- Sampling is the only way to assess the correct number of ends. The number
- of ends per inch is required.
-
- The maximum number of projects is 4 and the number of repeats is
- unlimited. If there is only one project enter 1 ( versus leaving it blank
- ). The length of each project and the number of repeats of each project
- must be entered.
-
- Having entered the information noted above a set of measurements for the
- warp will be displayed below. Entering the number of picks per inch will
- result in the display of the weft requirements ( uses same basic
- dimensions entered for the warp requirements ).
-
- Shrinkage allowances and loom waste are optional entries. Shrinkage is
- entered as a percentage figure ( for eg. enter 10 if there is an
- expectation that the fabric will be 10 % reduced in size ) .
-
- PRINTOUT Click to have the calculation sent to the printer in the normal
- program version ( sorry ).
-
- As usual, return to the main screen by pressing ` q ' or use the
- CloseWindow gadget. Help is available by using the Help key.
-
- 15. Configuration
-
- In the Configuration Window you may set several factors to your preferred
- settings for program In the Configuration Window you may set several
- factors to your preferred settings. If the settings are saved they will
- be set when the program opens up.
-
- For the demonstration version the settings are saved in the DAD_Demo_Disk:s
- Drawer in a file called DAD.configuration.
-
- Destination Name name of the drawer that contains the program file
- drawers.
-
- palette_name name of the palette file loaded on start up
- VertMag initial vertical magnification
- HoriMag initial horizontal magnification
-
- PRINTOUT USING PREFERENCE SETTINGS
-
- - click to toggle between user setting and preference settings.
-
- MEASUREMENT UNIT - click to toggle between centimeters and inches.
-
- LOAD Load Configuration from s: drawer
-
- SAVE Save Configuration from s: drawer ... you do not need to
- save to make configuration active for the current session. This
- save works and saves to the DAD_Demo_Disk.
-
- As usual , press Help for help and press ` q ' to quit function and return
- to main screen.
-
-
- Design a Draft Manual for the Amiga
- APPENDICES
- Demonstration Version
-
- APPENDIX 1. Hot Keys
- APPENDIX 2. Text Requesters
- APPENDIX 3. Display Modes
-
- Other Appendices not required for this demonstration version ... for
- instance the information explaining how to easily save your drafts and than
- quickly include them in paint programs, DeskTop Publishing, Videos and
- other Amiga programs.
-
- ***************************************************************************
- APPENDIX 1. Hot Keys
-
- The following functions can be accessed from the main screen using ' hot
- keys' or by pressing the combination of keys as shown below :
-
- FUNCTION KEY OPERATION LOAD KEY No SAVE Key in Demo
-
- F1 threading SHIFT
- F2 treadling
- F3 tie-up
- F4 warp
- F5 weft
- F6 block threading
- F7 block treadling
- F8 blend drafts
- F9 weave analysis
- F10 palette
-
- l / s load / save weave
- p / r print screen / record card
- q quit
-
-
- General movement for threading and treadlng are as follows :
-
- A cursor key 1 space
-
- & hold shift key move 10 spaces
-
- & hold left Alt move to last thread
-
- Left mouse button move to selected thread
-
- Help is a key away - just press the Help key !
-
- ***********************************************************************
-
- APPENDIX 2. Text Requesters
-
- Requesters are used throughout the DAD program and can be identified
- because of the box that is seen. You must click the left mouse
- button when the cursor is in the box to start entering and finish by pressing
- Return ( must to leave the box ).
-
- The program will sometimes expect only numbers to be entered and there is
- a limit to the number of characters that can be entered - the screen will flash if
- too many characters are entered or if letters versus numbers are entered.
-
- The box or text will be highlighted when the box is selected ... remember to
- press Return to continue with program. The specific character that you click
- on will be highlighted and editing will occur from that point in the string.
-
- Some shortcuts to entering:
-
- * DEL erase text highlighted by the cursor
-
- * Backspace erase the character to the left of cursor
-
- * right Amiga-x erase all text in the box
-
- * right Amiga-q for some boxes will restore original text
-
- * shift -left cursor move cursor to beginning of line
-
- * shift -right cursor move cursor to end of line
-
- * shift -DEL erase all characters to right of cursor
-
- * shift - Backspace erase all characters to left of cursor
-
- ***************************************************************************
-
- APPENDIX 3. Display Modes
-
- There are several different views that are available of the draft in
- memory. The program will automatically select the display mode appropriate
- to the function you access. As well the display modes may be accessed by
- depress the appropriate number when on the main screen, by selecting from
- the DISPLAY menu or by entering the number on the Status screen. The
- information required to display the mode must be in memory in order for the
- selection to be accepted ... for instance, warp and weft colours must be
- in memory for the colour display mode ( #2 ) to work.
-
-
-
- Mode Number Display View
-
- 1. colour 1 on colour 2 in squares.
-
- 2. threads are coloured according to warp and weft
-
- 3. 3-dimension thread colours in colours 4 through 7
-
- 4. 3-d thread colours in colours 4 through 7 and 8 through 11
-
- 5. 3-d thread colours in colours 4 through 7 and 12 through 15
-
- 6. 3-d thread colours in colours 8 through 11 and 12 through 15
-
- 7. Cross-sectional
-
-
- 3-dimension thread colours
-
- The 3-dimension thread look is acheived by using a range of shades in 3
- bands that go from dark to light. Thus in creating a palette the colours
- for 4-7, 8-11 and 12-15 are done in the same colours ( for eg. red, blue
- and green ) with colours going from dark to light ( for eg. 4 = dark red,
- 5 = med red, 6 = light red and 7 = very light red ) . Various
- 3-dimensional palettes can be created, saved and than loaded to create
- different views of your draft.
-
- ***************************************************************************
- __________________________________
- | |
- | To order or request Information |
- | |
- | Conroy Software |
- | |
- | 18623 70 Avenue |
- | Edmonton, Alberta |
- | Canada |
- | T5T 3A6 |
- | |
- | Phone 403 - 487-5504 |
- |__________________________________|
-
- US $99 Canadian $119
-
- We hope you enjoy the demonstration version of Design a Draft, and will
- contact us directly or tell your weaving friends about the program.
-
- We encourage you to make copies of this version of Design a Draft and
- provide it to other Amiga owners or post the disk on your favourite
- bulletin boards.
-
- Linda and Charles Conroy
- ------------------------
-
-