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DAD_Demo_Manual
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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.
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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 !
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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
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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.
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__________________________________
| |
| 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
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