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-
- Commands
-
- The commands that are found on the menus do many things. The commands all
- have help topics. Read the topic for information on each.
-
- Some types of commands deserve special mention:
-
- RESIDENT commands are commands that stay in place until you change to
- another resident command. There is always a default resident command
- when working on a drawing.
-
- The resident commands are: ADD, AGET, CGET, CPUT, CPY, FGET, FPUT, GET,
- MOV, PBEG, PEND, PTXT, PUT, QMOV, WGET and WMOV.
-
- WINDOW commands are commands that change the window display. These
- commands are nestable within a resident command. For example, you can
- reposition the window display an unlimited number of times while you
- still have the second point of a MOV pending.
-
- The window commands are: ARROWS, CNTR, DGRD, DRAW, FIT, GRID, OPEN,
- RDRW, VIEW, WGRD, RSTR, SAVE, XPND and ZOOM.
-
- DOS commands are commands that run other programs with LASI as the
- shell. These commands can cause "out of memory" errors if you don't
- have enough RAM available.
-
- The DOS commands are: DOS, HCPY, PLOT, TLC IN, TLC OUT and help <F1>.
-
-
- Other commands are either self-executing or may request additional
- information before executing. In System Mode information is requested at
- the left of the screen. In Cell Mode information is usually requested on
- the last line. Any default values, shown in parentheses, will be retained
- by pressing <enter>.
-
-
- Important: Any command that is expecting a cursor input point can be
- aborted by selecting the same command or a new command. Window commands
- can be aborted within a resident command without aborting the resident
- command.
-
- Cursor
-
- Except for numerical inputs, you do almost everything with the mouse when
- you use LASI. Positioning the cursor and clicking the mouse buttons
- inputs most all the necessary information.
-
- The cursor is a small cross that may have other figures added to it. When
- on a menu, a box will appear that indicates which command will be chosen.
- When using drawing commands dotted lines or a dotted rectangular window
- will appear.
-
- When a cursor input is expected, the point needed will be shown at the
- top of the screen after the command name. Most commands take one or two
- points.
-
- The cursor moves in a definite grid. When a command is chosen, the cursor
- is set to move either in the unit grid or in one of a number of preset
- working grids. The working grids are entered using the SET command, and
- are changed with the WGRD command. The cursor's grid type may change from
- command to command or during a command, but it may always be toggled from
- one type of grid to the other by hitting the <esc> key on the keyboard.
-
- Form
-
- The information on how to configure LASI is contained in a file named
- FORM.DBD. This file must be in each drawing directory. You write it using
- a text editor in standard DOS text format.
-
- The FORM parameters are keywords followed by "=" and then the FORM
- variable. These may be in any order, or be omitted. If the file FORM.DBD
- is missing or a parameter is omitted a default minimum parameter is used.
-
- The present FORM parameters are:
-
- hdisk=C:,D:,etc. (\LASI directory hard disk letter name)
- rdisk=D:,etc. or blank (RAM disk letter name)
- fdisk=A: or B: (floppy disk letter name)
- rank=2-15 (maximum rank available)
- box=4000 max. (maximum number of boxes per cell)
- path=4000 max. (maximum number of paths per cell)
- vtx=32000 max. (maximum number of vertices per cell)
- cell=500 to 8000 max. (maximum number of cells per cell)
- hcopy=XXXX (name of bitmap program to be used)
- plot=XXXX (name of plotter support program)
-
-
-
- The "hdisk=" parameter is the letter name of the hard disk where the
- \LASI directory is located and is used to find certain files.
-
- The "rdisk=" parameter is the letter name of a RAM disk that was setup in
- memory. See the RAMDISK topic for more information.
-
- The "fdisk=" parameter is the letter name of the default floppy drive
- where certain files are routinely imported and exported. See the TLC IN
- and TLC OUT topics.
-
- The parameters "box=", "path=", "vtx=", "cell=" and "rank=" allocate
- memory space. These are limited automatically individually, but you can
- run out of total memory because of the DOS 640KB limit. You may get a
- "out of memory" error. If so, downsize your allocations.
-
- Note: The automatic limit on the "cell=" allocation is dependent on the
- "rank=" parameter.
-
- If you have too little space allocated to properly load a cell file, or
- while drawing a cell exceeds the FORM allocation, you will get an
- "Insufficient FORM Space" message.
-
- The parameter of "hcopy=" is the name of the screen bitmap hardcopy
- program. See the HCPY help topic for information on these programs.
-
- Important: If you don't have a printer on the computer leave the
- hardcopy parameter "hcopy=" blank. This will prevent the system possibly
- hanging if HCPY is pushed.
-
- The parameter of "plot=" is the name of the plotter program. At the
- present there is only one plotter program LASI2HP.EXE.
-
-
- FORM is a command on the menus. It lists the FORM parameters of the
- drawing directory where you are working.
-
- The FORM command also lists the approximate amount of memory that you
- have left in conventional memory. Use this as a guide when allocating
- your FORM parameters.
-
- Hardware
-
- The LASI CAD System will run in some configuration on almost any IBM
- compatible computer with the right hardware options. The faster the PC,
- the better LASI will run.
-
-
- Required Hardware:
-
- 1. The FULL 640KB of CONVENTIONAL MEMORY
-
- The main program LASI.EXE takes a mimimum of about 180KB. Since
- drawing data is kept in conventional RAM also, you will usually get
- an "out of memory" error when allocating data space or calling
- external programs if you don't have enough memory. For this reason
- you should minimize loading of drivers and other TSR (terminate and
- stay resident) programs when running LASI.
-
- Using extended memory and DOS 5 (or newer) from either Microsoft or
- Digital Research will improve this situation because these operating
- systems move drivers to high memory.
-
-
- 2. A HARD DISK
-
- While working on a drawing, the basic drawing files (or cell files)
- need to be swapped back and forth to the disk. The hard disk should
- be as fast as possible. Each cell may use one or two files for
- storage. One cell file can be as large as 384KB, the other 64KB.
- Files this large will be rare, if not impossible due to RAM
- limitations. However, for large drawings with many cells, a total of
- several megabytes of disk space may still be needed.
-
-
- 3. An EGA or VGA ADAPTOR and COLOR MONITOR
-
- LASI.EXE uses some direct hardware access so the EGA or VGA board
- must be register compatible to the IBM standard. If you have VGA
- graphics, the VGA will default to EGA 640x350 16 color graphics mode,
- since LASI uses that mode for its graphics. Because LASI.EXE writes
- directly to the hardware, you will get faster graphics if you use a
- 16-bit graphics board, instead of an 8-bit board. In ISA (AT) type
- computers of any CPU speed, the bus speed is usually still 8MHz. A
- computer with built-in VGA may be faster, since graphics data
- transfer may not be bus speed dependent.
-
-
- 4. A MOUSE
-
- Pretty much everything is done graphically by mouse. All mouse
- function calls conform to Microsoft Mouse Protocol. LASI.EXE does
- little more than look for button pushes and return screen location.
- The cursors are drawn directly, so LASI is very mouse tolerant. Any
- mouse that has at least two buttons, has driver software that works
- with EGA or VGA, and understands some basic Microsoft mouse driver
- function calls should work with any of the LASI System programs.
-
- To use the mouse, first be sure that the mouse driver software that
- came with your mouse is installed according to your mouse's
- instructions, or you are using a driver that you know works with most
- other programs.
-
-
- Optional but Desirable:
-
- 1. EXTENDED MEMORY above the 640KB conventional memory
-
- In addition to using less conventional memory if a newer DOS is used,
- drawing speed may be improved by using extended memory for a RAM
- disk. The amount of additional memory is dependent on the amount of
- data in the layout drawings that you make. Experience will determine
- how much memory you need. See the RAMDISK topic.
-
-
- 2. PRINTER (Dot Matrix or Laser)
-
- Hard copies of the screen can be made directly from LASI.EXE. Making
- hardcopies is very handy to examine and keep track of your drawings.
-
-
- Not Needed:
-
- A MATH COPROCESSOR (80287, 80387, etc)
-
- In fact, LASI.EXE will not use it. Most of the math is done in
- integer form, which is handled by the CPU directly. A certain amount
- of floating point arithmetic is done, but seems to have only a slight
- effect on speed.
-
- Keys
-
- <enter> redraws the screen completely.
- <arrows> move the drawing window in that direction.
- <esc> toggles the cursor grid, aborts drawing and changes pages.
- <tab> does an APUT.
- <c> toggles the path center line on an off.
- <x> or <y> opens a PKE entry.
- <z> sets the measurement reference point.
- <space> gives a measurement from the reference point.
-
- <F1> calls HELP.
- <F2> calls a onetime GET.
- <F3> calls a onetime PUT.
- <F4> calls a onetime FGET.
- <F5> calls a onetime FPUT.
- <F6> calls a onetime CGET.
- <F7> calls a onetime CPUT.
- <F8> calls a onetime MOV.
- <F9> calls a onetime CPY.
- <F10> calls a onetime ADD.
-
- Measuring
-
- The position of the cursor in the work area is continuously read out at
- the top of the screen. The coordinates are either in working grid units
- or in the smallest possible grid unit, the unit grid. You may toggle
- between these by hitting the <esc> key.
-
- There is no ruler but distances can be measured graphically. The <z> key
- zeroes the measurement system to the current cursor grid point. The
- current cursor grid may be the working grid or it may be the unit grid,
- depending on the resident command and if the cursor grid has been toggled
- by the <esc> key.
-
- If the space bar is then pressed, a measurement from the zero point will
- be displayed at the bottom of the screen. The second point will be
- gridded to the present cursor grid.
-
- Menus
-
- Most operations are done by selecting a command from a menu on the side
- of the screen. The mouse cursor will turn into a box around the command
- that will be chosen. Clicking the right mouse button activates the
- command.
-
- In Cell Mode there are two menus that contain the Cell Mode commands. To
- flip between them, simply tap the right mouse button in the drawing area,
- not in the menu area.
-
- In Cell Mode the current resident command is shown at the top center of
- the screen.
-
-
- The colors usually mean something. Generally the cyan commands affect
- boxes and paths, the yellow affect cells, an the green both, with many
- exceptions. Commands intended to stand out are generally red. Some
- commands are colored just to give good contrast.
-
- Modes
-
- There are two modes, System Mode and Cell Mode.
-
- System Mode is a housekeeping mode which has commands for overall
- manipulation of cells and the control of certain drawing parameters.
-
- Cell Mode is the mode where actual drawing is done.
-
- Cell Mode has up to 15 ranks. The rank of Cell Mode is obtained from
- the cell being drawn. Each Cell Mode rank keeps separate parameters,
- such as window size and position, in order to simplify moving between
- different ranks of cells while working on a drawing.
-
- The maximum number of ranks is set in the FORM.DBD file.
-
- All Cell Modes are identical except for the ranking.
-
- Both modes have a menu of commands on the side of the screen. The
- commands are explained under their own help topics.
-
-
- When LASI is started it goes to System Mode.
-
- Using the SYS command that appears in the Cell Mode menu is the normal
- way to reenter System Mode from Cell Mode.
-
- Using the CELL and LIST commands which appear in both mode menus is
- normal way to enter Cell Mode.
-
- Cell Mode also may be entered directly by adding the name of a cell to
- the command line when starting LASI.
-
-
- Example: "lasi flipflop" when typed in DOS runs LASI and
- enters into the cell named "FLIPFLOP".
-
-
- See the commands: CELL, LIST and SYS.
-
- MS-Windows
-
- LASI will run under Microsoft's Windows 3.0 as a Non-Windows Application.
- Each drawing can be setup as an application by creating a PIF file for
- it. When creating the PIF file with the PIF editor you should enter the
- "Program Filename" as disk:\LASI\LASI.EXE, where "disk" is the disk where
- LASI is installed. (same as the "hdisk=" parameter) You should enter the
- drawing directory as the PIF's "Start-up Directory". An appropriate
- "Window Title" should also be added to the PIF. Otherwise, the defaults
- in the PIF editor can be generally be kept, but some experimenting might
- be necessary, particularly for "Memory Requirements".
-
- Since LASI is a DOS program and is rather computationally intensive, it
- will run best in Real or Standard Mode, where it will run as a single
- activity. It probably will not run well in 386 Enhanced Mode, where it
- will have to share time with other programs. It must always be run as a
- Full Screen program. It will also be memory limited to DOS's 640KB. You
- may have to downsize your allocations in the FORM file, or you may run
- out of memory when running programs like TLC.EXE from LASI.
-
- It helps to install HIMEM.SYS and use only part of any extended RAM for
- your RAM disk (use RAMDISK.SYS), leaving room for Windows to use part of
- extended memory for its own use.
-
- Installing the disk cache SMARTDRV.SYS can also improve disk speed so
- that a RAM disk may be unnecessary. See the RAMDISK topic.
-
- To those who are happily running LASI under DOS, running it under Windows
- seems to have little advantage. You might like to experiment however to
- see if there are any benefits in your particular case.
-
- Objects
-
- A drawing is built of things called OBJECTS. A LASI drawing has a
- hierarchy, and objects are given a RANK in this hierarchy.
-
- The lowest rank (0) objects are the basic constructions, BOXES, PATHS
- and POLYGONS.
-
- The higher rank (1-15) objects are the CELLS, which are the basic
- structures of a drawing. Any cell can contain one or more objects of
- lesser rank.
-
- All the cells in a drawing are called the CELL COLLECTION.
-
-
- Boxes
-
- Boxes are objects that have the properties of four sides, each
- orthogonal to the adjacent, and a layer. Only the position of the sides
- and the layer may be changed.
-
-
- Paths
-
- Paths are a set of vertices in some order which display as a set of
- endwise merged rectangles, all with the same width, but usually
- different lengths.
-
- A path with a zero width is called a polygon (poly).
-
- A polygon is special case of a path, and the term "path" can be used to
- refer to either, except in the case where a zero width path is
- explicitly indicated.
-
- A polygon need not be closed. A line of zero width however usually does
- not reproduce anything useful in an integrated circuit, so polys will
- usually be closed intentionally.
-
- Vertices may have their position changed, and the vertices of a path
- may be added or deleted. The width or layer of the path may be changed.
-
- Paths with a positive width are drawn with their ends flush with their
- end vertices, while paths with negative widths are drawn with their
- ends spaced out half the width from the vertices. Paths with negative
- width are discouraged and are provided only for CALMA compatibility.
-
- A path with width can have no more than 250 vertices. A polygon can
- have no more than 500 vertices.
-
- There are 32 layers available for boxes and paths numbered 1-32.
-
-
- Cells
-
- All drawing is done on cells. A cell has a NAME by which it is called
- for drawing or for insertion into other cells. The name must be
- acceptable as a DOS filename, since cell files will be made using that
- name. A cell is named when it is created, but it may be renamed. A rank
- is also assigned when a cell is created and cannot be changed.
-
- Cell ranking is strictly enforced so that computer memory usage is
- better controlled and ambiguous constructions (i.e. cells in
- themselves) are avoided.
-
- In general, the overall layout drawing will be the highest ranking
- cell. There however may be many cells of that rank, for perhaps
- different versions of the same integrated circuit.
-
- Cells have a feature that they may be drawn fully or may shown as
- only a rectangular outline. Cells that are not currently being worked
- may then be outlined to speed up redrawing. See the OUTL topic.
-
- PKE
-
- Parallel Keyboard Entry can be done anytime a command is requesting a
- coordinate point normally inputted by the mouse. To activate PKE hit
- either the <x> or <y> keys. The coordinates that will be inputted will
- appear in the lower left corner of the screen. The <x> or <y> key clears
- that particular coordinate to zero. The new value may then be typed into
- that coordinate. Corrections may be made using the <backspace> key, or
- the value may be cleared to zero by rehitting the <x> or <y> keys.
-
- To enter the coordinate hit <enter>. This also clears the pending PKE
- entry. If there is a pending PKE entry the coordinates will always appear
- in the corner of the screen.
-
- To remove a pending PKE entry, click on any menu button using the mouse,
- except any of the nestable window commands. Hitting a non-numerical key
- will also clear any pending entry.
-
- Some commands that require a incremental input (MOV for example) accept
- only one PKE entry instead of two mouse cursor inputs.
-
- Problems
-
- If you crash when starting LASI, or entering Cell Mode in particular,
- your CONSTS.DBD file may be incorrect. Simply erase it from your drawing
- directory. LASI will make a new one. Older CONSTS.DBD files made with
- older versions of LASI are not guaranteed to work with newer versions of
- LASI.
-
- If you crash or you get an "out of memory" message, particularly when
- running a "child" program from LASI such as TLC.EXE or LASI2HP.EXE, you
- probably have run out of conventional memory. Downsize the allocated
- space for boxes etc. to reduce your memory requirements by changing the
- numbers in the FORM.DBD file.
-
- The LASI System is a very complex and evolving system. It is possible
- that situations will occur with different hardware and software
- environments that will cause difficulties. Once authentic problems are
- reported they are usually fixed. Consult the author or your source of
- this software for the latest version.
-
- RAMdisk
-
- Drawing speed can be greatly improved if a RAM disk is used. Cell files
- that normally would be kept on a hard disk can be placed on a RAM disk by
- using the MS-DOS VDISK.SYS or RAMDRIVE.SYS drivers, or similar software.
- LASI will automatically swap cell files to a RAM disk when it draws, and
- then restore them to the hard disk when it is finished.
-
- To use a RAM disk you must first create the RAM disk during DOS bootup
- time by adding the driver to your CONFIG.SYS file. The RAM disk should be
- located in extended memory.
-
- To have LASI recognize a RAM disk, the "rdisk=" parameter of the FORM.DBD
- file must be the letter name of the RAM disk. For example, if the RAM
- disk installs as disk E:, then "rdisk=E:" would be the parameter.
-
- If you have no RAM disk installed, set the "rdisk=" parameter to the
- letter name of your drawing directory disk, or simply leave the "rdisk="
- parameter blank, since the drawing directory is on the default disk
- drive.
-
- The RAM disk must be large enough to hold all the cell files in a
- drawing. Computers with a megabyte or more of additional memory above
- 640KB are needed for most real work. When creating the RAM disk the
- driver's parameters must be set to hold both the amount of memory and the
- number of files expected.
-
- When LASI is run, it presently does not erase the RAM disk files. Old
- files may therefore clutter your RAM disk. Since it is not too hard to
- erase the wrong disk, possibly your hard disk, it is recommended that you
- make a batch file (.BAT) to erase the RAM disk when beginning a new
- drawing, load a mouse driver, if needed, and then run LASI. Of course,
- whenever you turn off the computer power, the RAM disk is erased anyway.
-
- If you do run out of RAM disk space a warning will appear on the screen.
- LASI will try to preserve your drawing by switching to the hard disk if
- it finds that the RAM disk is full. Drawing will slow down noticeably in
- that case. In particular, if the basic objects (boxes and paths) are no
- longer swappable to the RAM disk, you will see the hard disk being
- accessed if you are drawing a cell that contains other cells. If this
- happens, this condition will be held until you exit Cell Mode. You should
- exit LASI, increase your RAM disk space, if possible, and rerun LASI.
-
- Using a disk caching driver can also speed up the redrawing of cells just
- as using a RAM disk. The disadvantages are that you will occasionally go
- to the hard disk if you lose a file from the RAM cache, and you will use
- more RAM in the DOS program area below 640KB unless you cache uses higher
- memory for its manager. The advantage is that you will not have to worry
- about running out of RAM disk space.
-
- Any disk cache driver, such as SMARTDRV.SYS from Microsoft, should work.
- Installing the disk cache in extended memory just as with a RAM disk is
- preferred, and the cache size should be as large as is needed to get a
- good hit ratio.
-
- To use a cache set the "rdisk=" parameter in FORM.DBD to the same drive
- letter name as your drawing directory or leave it blank.
-
- Starting
-
- The LASI System files are distributed in compressed form. The
- distribution should consist of a self-extracting executable file LS.EXE,
- and an installation batch file LSINSTAL.BAT.
-
-
- To install the LASI System on a hard disk:
-
- 1. Run the installation batch file.
-
- This will create a subdirectory named "\LASI" on your hard disk, if it
- has not yet been created, and will extract and copy the system files to
- that subdirectory.
-
- 2. Add the path "disk:\LASI" to DOS using the "PATH" DOS Command,
- where "disk" is the hard disk's drive letter name.
-
- Putting the path in your AUTOEXEC.BAT file is easiest.
-
-
- To start a drawing:
-
- 1. Create a "drawing directory" as an independent directory.
-
- The drawing directory should be named for the drawing to be made. Each
- different drawing is kept on the hard disk by isolating it in its own
- directory. DO NOT make drawings in the \LASI directory.
-
- 2. Copy the FORM.DBD and TXT.DBD files to the drawing directory.
-
- The FORM.DBD file custom configures LASI to the specific hardware and
- allocates memory. The TXT.DBD file provides the particular text font to
- be used in the drawing. The FORM.DBD and TXT.DBD files are always kept
- in a drawing directory so they can be different for each drawing.
-
- 3. Edit the FORM.DBD file.
-
- The FORM.DBD file is important since it configures your drawing to your
- hardware. You can usually use the default values in the original
- distribution FORM.DBD at first, but you eventually will need to change
- FORM.DBD using a editor such as EDLIN.COM. Read the FORM help topic.
-
-
- Make the drawing directory your current directory, and run the program
- LASI.EXE. The program will start in System Mode. When you first start a
- drawing you should check the scale using the SCALE command to see if the
- parameters are correct.
-
- Hint: If you have a similar drawing in another directory and you have
- already defined the hardware and drawing parameters, you can copy the
- CONSTS.DBD, the FORM.DBD and the TXT.DBD files into the new directory.
- This will save you the trouble of redefining things over again.
-
- Universe
-
- The drawing area is 65536 units in each direction since positions are
- determined by a 16 bit integer. If objects are moved they may exceed the
- signed integer limits of -32768 to 32767 basic units. Objects that move
- beyond the limits go through "integer infinity" and reappear from the
- opposite direction.
-
- If this happens, you will find that objects, particularly paths, can be
- very distorted.
-
- To correct this, move the objects back so that all points are in the same
- universe.
-
- Distortions can always be corrected by a linear move if done immediately.
- More than one "infinity" in sequence may not be correctable.
-
- Commands affected: CPY, FLP, MOV, ORIG, QMOV, ROT, STEP, WMOV
-
-
- Abrt
-
- ABRT aborts the current Cell Mode cell.
-
- This command will restore either the original cell that existed when
- the mode was entered or the cell as it was when the last SORT command
- was done.
-
- Answering anything other than "o" or "s" to the "Aborting ..."
- question aborts the ABRT command.
-
-
- Using the ABRT command along with the SORT command provides and "undo"
- feature. See the SORT topic.
-
- Add
-
- ADD adds an object to the drawing.
-
- The object to be added is set initially by OBJ and is indicated at
- the bottom of the screen.
-
- A box requires two points at diagonally opposite corners.
-
- A path takes a vertex from each cursor input. A path adds a new
- vertex after the first active vertex found in the order in which the
- path is drawn.
-
- A cell is added with its origin at a single cursor input point.
-
-
- The cursor will indicate the adding action that will take place. On
- boxes, the box outline will be shown in dots. On paths, segments will be
- previewed as dotted lines. Cells are added as a single point.
-
- ADD may be called on a onetime basis by hitting the <F10> key.
-
- Aget
-
- AGET (all get) is a combination of FGET and CGET.
-
- It acts on cells, boxes and paths in the same way as those commands.
-
- It is useful if you want to activate a number of objects of different
- types to do some operation on all of them simultaneously.
-
-
- AGET is useful if you are MOVing, CPYing or FLPing large sections of a
- drawing because you can see just which object are active before the
- operation.
-
- Aput
-
- APUT (all put) makes all boxes, paths and cells inactive.
-
- This command is for making sure that all objects are inactive.
-
- The active object count is cleared directly by this command.
-
-
- APUT may be called by hitting <tab>.
-
- Arc
-
- ARC calls the arc generator.
-
- An arc is generated starting at the first active vertex found on a
- path and is swung around an arc center point to an end point.
-
- The center and end points are single cursor input points.
-
- The number of segments and the direction of generation (cw or ccw)
- must be entered as requested.
-
- To start an arc from nothing you must first add a single active
- vertex and then call the generator. The arc takes its width and layer
- from the original path object or "arc seed".
-
- Arc internal points are made to the nearest unit grid.
-
- Arc end points are snapped to the nearest working grid.
-
- Hint: You can speed up generation by hitting <esc> or clicking the right
- mouse button, bypassing drawing.
-
- Arrows
-
- Up, down, left and right arrows pan the drawing window.
-
- The window is moved by a certain fraction of its width in the
- indicated direction.
-
- The display is redrawn.
-
-
- The arrow keys on the keyboard perform this same function to be
- consistent with other drawing systems.
-
- See DRAW.
-
- Bexp
-
- BEXP expands the sides of boxes by a given distance.
-
- A negative distance shrinks the box sides.
-
- This command operates only on active box sides.
-
-
- See PSIZ.
-
- Cap
-
- CAP calls the capacitance calculator.
-
- You will be asked for the capacitance per physical unit^2. Capacitance
- MAY NOT be entered in exponential form.
-
- At the command prompt "[/]", you must fit the rectangular cursor area
- to the area to be measured by clicking the left mouse button at
- diagonally opposite corners.
-
- The area's capacitance and the sum of previous capacitances will be
- displayed at the bottom of the screen.
-
- To end measuring, click the mouse on any menu button except the window
- commands or hit any key except <z> and <sp>.
-
-
- This command may be used as an area parameter calculator. For example,
- you can calculate the area of an integrated circuit by setting the
- capacitance per area to 1.
-
- Ccel
-
- CCEL changes any active cells into the specified cell.
-
- This command will not work in a rank 1 cell.
-
- Attempting to change to an unknown cell or a cell too high in rank
- will abort the command.
-
-
- Abort CCEL by hitting <enter> only.
-
- Cell
-
- CELL exits Cell or System Mode and reenters Cell Mode.
-
- A cellname must be provided.
-
- If you execute CELL in Cell Mode, the first active cell that is found
- in the drawing becomes the default cellname. If there is a default
- cellname, you will be transferred to that cell directly.
-
- If no cellname is found, you will be asked for one.
-
- If a cell is a new one, the rank will also be requested.
-
- To create a new cell you must use this command.
-
-
- If a mistake is made, or you want to go to System Mode enter a blank
- cellname or give a blank rank.
-
- Cget
-
- CGET (cell get) makes cells active.
-
- The active cell turns bright white on all layers.
-
- There is no dependence on VIEW or OPEN.
-
- If a cell's outline overlaps the rectangular cursor window the cell
- will become active.
-
-
- CGET may be called on a onetime basis by hitting <F6>.
-
- Clrs
-
- CLRS enters into the Layer Attribute Display and allows the color of a
- layer to be set.
-
- The number of the layer is shown in the layer color.
-
-
- To exit, press <enter> only to the "Color Layer" question.
-
- Clyr
-
- CLYR changes the layer of active boxes or paths.
-
- If the value entered is not 1 through 32, the command will abort.
-
- The default layer is the layer cerrently set by the LAYR command.
-
- Boxes must have ALL sides active to change layer.
-
- Paths with ANY active vertex change layer.
-
-
- See LAYR.
-
- Cntr
-
- CNTR centers the drawing window.
-
- The new center is a single cursor input point.
-
- The display is redrawn.
-
-
- See DRAW.
-
- Copy
-
- COPY allows cells to be copied or appended to other cells.
-
- The source cell must be in the drawing cell collection.
-
- If a destination cell doesn't exist, it will be created.
-
- If the destination cell exists the source cell will be appended.
-
- Inter-rank copying is permitted. If the source cell contains cells that
- have rank equal to or greater than the destination cell, then those cells
- will not be copied. Boxes and paths are always copied.
-
- Appended objects appear as active objects in the destination cell. This
- allows you to move the appended parts if they overlay any previous
- objects. When you first enter Cell Mode when doing this procedure, the
- status at the bottom will not indicate any active objects. Ignore it.
-
- If the source or destination cells are incorrect, or if copying will
- overflow the allocation in FORM of any objects, the copy will be aborted
- and a message will be shown.
-
- Cput
-
- CPUT (cell put) makes cells inactive.
-
- This the inverse of CGET, and works the same way.
-
-
- CPUT may be called on a onetime basis by hitting <F7>.
-
- Cpy
-
- CPY copies active objects.
-
- The displacement is determined by a 2-point cursor input.
-
- The original objects are made inactive and the copies are made
- active.
-
- Boxes are copied if ALL sides are active.
-
- Cells are copied if they are active.
-
- Vertices of paths are copied only if they are active. To copy a path
- completely it must be fully active. This feature allows you to copy
- sections of paths.
-
- CPY accepts a single PKE entry.
-
-
- CPY may be called on a onetime basis by hitting the <F9> key.
-
- Cut
-
- CUT breaks a path into two separate paths at an active vertex.
-
- This command works if there is ONLY ONE active vertex.
-
- The last vertex at the cut point of the newly created path is made
- active.
-
-
- Use this command to break paths into segments to create new
- constructions, and to make shorter paths and poly that will be more
- manageable in your drawing or to other drawing systems.
-
- Cwth
-
- CWTH changes the width of paths.
-
- The default width is the width currently set by the WDTH command.
-
- Paths with ANY active vertex change width.
-
-
- See WDTH.
-
- Dash
-
- DASH sets the layers that will have lines dashed.
-
- Setting to layer 0 turns off all dashes.
-
-
- VIEW, OPEN and DASH accept layer inputs that can be single layers in any
- order, or a dash (-) can be used to indicate all inclusive layers between
- the end layers. A dash alone will give all layers from 1 to 32.
-
- Del
-
- DEL deletes objects or parts of objects.
-
- An object's layer must be VIEWed and OPENed to be deleted.
-
- Boxes are deleted if ALL sides are active.
-
- Active vertices of paths are deleted. If only one vertex remains then
- an entire path is deleted.
-
- Cells that are active are deleted without regard to the layers that
- they contain and the status of the VIEW and OPEN commands.
-
-
- When deleting a large number of vertices expect a short delay because the
- computer has to do a lot of sorting.
-
- Dgrd
-
- DGRD sets the dot grid.
-
- The dot grid is in physical units.
-
- The dot grid may be any acceptable size and can be toggled on and off
- with the GRID command.
-
- If the grid is smaller than the resolution set by the SET command it
- will not be drawn.
-
- The present dot grid will be shown at the bottom of the screen.
-
-
- See SET.
-
- DOS
-
- DOS temporally exits to the operating system.
-
- Certain DOS command line operations may be done.
-
- Certain small programs may be run.
-
- DO NOT run LASI utility programs from this command.
-
-
- Return to LASI with the word "EXIT"
-
-
- If you use too much memory you may get an "out of memory" message.
-
- Draw
-
- DRAW redraws the drawing area on the screen.
-
- Drawing of boxes and paths takes place in ascending layer order. Lesser
- cells are drawn starting at the lowest rank and are overlayed upward.
- The boxes and paths of the current cell always overlay all layers of
- any lesser cells.
-
- Hitting the <esc> key or clicking the right mouse button causes the
- redraw to abort in two stages. The first abort stops cells being drawn.
- The second stops the present cell's boxes and paths from being drawn.
-
- If during redraw a cell to be drawn exceeds the space allocation set
- with the FORM file, a message will be printed and redrawing will abort.
-
- Paths with widths near the unit grid limit may appear distorted. This
- is because all drawing points are set in the unit grid.
-
- Note: If you try to draw a path or poly with a vertex count exceeding
- the the limits of 250 and 500 respectivly, the object may not draw or
- fill correctly, but drawing will fail gracefully.
-
- Fget
-
- FGET (full get) makes a box or path fully active.
-
- A box is made fully active if ANY side is made active as would be
- done using GET.
-
- A path is made fully active if ANY vertex is made active as would be
- done using GET.
-
- This command allows the entire box or path to be operated upon by any
- subsequent command if only a part is accessible.
-
- If you want to delete a box or path completely use this command
- first.
-
-
- FGET may be called on a onetime basis by hitting the <F4> key.
-
- Fill
-
- FILL enters into the Layer Attribute Display and allows the type of fill
- to be set for a layer.
-
- The pattern of the fill number is shown by the sample boxes.
-
- The fill number of the layer is shown above the corresponding colored
- layer number.
-
- Boxes, paths and closed polygons will be filled with the chosen fill
- pattern.
-
- The fill of all layers may be temporally turned off by answering
- "off" to the "Fill Layer" question. Calling FILL again will turn fill
- back on.
-
-
- To exit, press <enter> only to the "Fill Layer" question.
-
- Fit
-
- FIT sets the size of the drawing window so that it will show all of the
- objects in a cell.
-
- There is no dependence in VIEW or OPEN.
-
- The display is redrawn.
-
-
- If there are no objects present, fit will expand the window to the
- maximum size permitted or the whole "universe".
-
-
- See DRAW and UNIVERSE.
-
- Flp
-
- FLP flips objects.
-
- Flipping in either X or Y determined by a 2-point cursor input.
-
- The larger dimension of the cursor input determines the flip axis.
-
- The cursor will show the approximate flip axis.
-
- Boxes flip if ALL sides are active.
-
- ALL vertices of a path flip if ANY vertex is active.
-
-
- Note: FLP and ROT do no commute. That is, the order in which these
- commands are used is important. Objects FLPed and ROTed in different
- orders are not the same.
-
- See ROT.
-
- Fput
-
- FPUT (full put) makes boxes and paths fully inactive.
-
- This is the inverse of FGET.
-
- A box is made fully inactive if ANY side is made inactive.
-
- A path is made fully inactive if ANY single vertex is made inactive.
-
- Use this command to make fully inactive an object when only a part of
- the object is accessible.
-
-
- FPUT may be called on a onetime basis by hitting the <F5> key.
-
- Full
-
- FULL removes cells from being drawn as an outline.
-
- Only active cells are changed.
-
- Cells are redrawn fully as inactive.
-
-
- See OUTL.
-
- Get
-
- GET makes single parts of boxes and paths active.
-
- The layer must be VIEWed and OPENed.
-
- Box sides are made active if they pass anywhere within the
- rectangular cursor window.
-
- Path vertices are made active if they are within the cursor window.
-
- When made active:
-
- Box sides turn bright white.
-
- Vertices are marked and segments of paths that will move as a unit
- turn bright white.
-
-
- GET may be called on a onetime basis by hitting the <F2> key.
-
- Grid
-
- GRID toggles the dot grid on and off.
-
- The menu button intensifies to indicate that the grid is on.
-
-
- See SET and DGRD.
-
- Hcpy
-
- HCPY expands the screen and calls a bitmap program that runs as a child
- process and makes a bitmap of the screen.
-
- Any bitmap program is installed by including its name as the FORM
- "hcopy=" parameter in the FORM.DBD file.
-
- Presently there are 10 hardcopy programs in the \LASI directory:
-
- BWEGA.COM makes a black and white copy of the screen in a 60 dot per
- inch standard IBM (or Epson FX) format, using "standard" control codes.
-
- HBWEGA.COM makes a heavy copy of the screen in black an white. It
- duplicates the pixels both horizontally and vertically to give a more
- solid line. This takes about 4 times more time as BWEGA.COM.
-
- BWEGALQ.COM which is the same as BWEGA.COM but is to be used with Epson
- LQ type printers that have a 1/180 inch line step.
-
- HBWEGALQ.COM which is the same as HBWEGA.COM but is to be used with
- Epson LQ type printers that have a 1/180 inch line step.
-
- COEGA.COM makes a color copy of the screen on an Epson JX-80, EX-800 or
- other printer that uses the same codes.
-
- HCOEGA.COM makes a heavy copy of the screen in color. It duplicates the
- pixels both horizontally and vertically to give a more solid line. This
- takes about 4 times more time as COEGA.COM.
-
- LJEGA.COM makes a black and white copy on a LaserJet or DeskJet
- Printer. The bitmap is produced at 75 dots/in. In order to preserve the
- aspect ratio with EGA, periodically dots are duplicated horizontally.
-
- LJFILE.COM is similar to LJEGA.COM but produces a file in LaserJet
- printer format. This is useful if you want to send hardcopies in a
- batch to a LaserJet printer.
-
- FXFAX.COM is similar to BWEGA.COM but dumps to LPT3 which is usually
- used by an Intel SatisFAXion board for pop-up faxing. With this program
- and a SatisFAXion board you can send faxes of your screen directly.
-
- FXFILE.COM is similar to BWEGA.COM but produces a file in the Epson FX
- printer format. You can dump the bitmap to a file and build single or
- multiple sheet fax files for transmission using a SatisFAXion board.
- The program will ask for the name of the bitmap file to be generated.
-
- When HCPY is called the screen will redraw to full size. The system will
- wait for a key to be hit:
-
- ∙ Hit <enter> if you want to add the name, date and time to the screen
- and start a hardcopy.
-
- ∙ Hit <ctrl><enter> if you want to make a hardcopy of the screen
- without the name, date and time.
-
- ∙ Hit <esc> anytime if you want to abort hardcopying.
-
- Iden
-
- IDEN identifies an active object.
-
- Objects are taken in the order: box/path/cell.
-
- Only the first active object found is reported.
-
- For a box, the layer is shown.
-
- For a path, the layer and the width are shown.
-
- For a cell, the name, position and orientation are shown.
-
- No active object gives a parts count of the current cell.
-
-
- See SHOW.
-
- Join
-
- JOIN connects two paths head to tail to form a new single path.
-
- This command works only if there are exactly two active vertices
- which are the end and beginning of two different paths.
-
- It will not work on the same path to close its ends.
-
- If the active vertices are beginning and end but are not at the same
- location, a segment will be added. If a segment is added then both
- vertices will remain active.
-
- If the vertices are at the same point, one of the vertices will be
- deleted and the remaining vertex will remain active.
-
-
- Use this command to condense paths to reduce data, and to make closed
- poly constructions out of poly segments.
-
- Kill
-
- KILL removes a cell from the drawing
-
- Cells are removed from the drawing cell collection.
-
- KILLed cells are removed from any other cells.
-
- The cell internal files at the DOS system level are erased.
-
-
- Important: If you expect to KILL cells often, it is recommended that you
- keep an archive of your cells using the TLC Utility Program. This is the
- only way that you can recover a cell KILLed accidentally.
-
- Layr
-
- LAYR sets the layer of boxes or paths to be ADDed.
-
- If the value entered is not 1 through 32, the command will abort.
-
-
- See CLYR.
-
- List
-
- LIST lists the cells in the cell collection.
-
- This command appears in both System and Cell Modes.
-
- The mouse will also be active and the cursor can be positioned on the
- name of any of the cells listed. If the left mouse button is clicked
- on the cellname, Cell Mode will be entered for that cell.
-
- If the left mouse button is clicked in a location that will not
- select a cell, it will be ignored.
-
- Hitting <esc> or clicking the right mouse button will step to the
- next page or will exit to the present mode.
-
-
- Hint: LIST is the fastest way to change from cell to cell because you
- don't have to type or even precisely remember a cellname.
-
- Make
-
- MAKE makes a cell from the active cells, boxes and paths.
-
- Boxes and paths are copied if ANY part is active.
-
- The rank will be one higher than the highest rank of any cells.
-
- The name must not already be in the cell collection. If it is, the
- prompt will be reasked. No name at all will abort MAKE.
-
-
- When MAKE makes a new cell it first determines the outline of the current
- cell on which you are working. It then uses this outline as the outline
- of the new cell. It also uses the current origin as the origin of the new
- cell. Normally, you will enter into Cell Mode with the new cell and
- reposition the origin with the ORIG command. When Cell Mode is then
- exited the correct outline will be recalculated.
-
- Hint: When MAKE is used to create a new cell, its name is at the end of
- the cell list. Use LIST to go to the new cell to make any changes.
-
- Mov
-
- MOV moves the active sides of boxes, active vertices, and active cells.
-
- The distance is determined from a 2-point cursor input.
-
- The cursor will show the approximate move.
-
- MOVs are always done in multiples of the working grid, unless you hit
- the <esc> key to switch to the unit grid.
-
- MOV accepts a single PKE entry.
-
-
- MOV may be called on a onetime basis by hitting the <F8> key.
-
- Obj
-
- OBJ sets the name or type of object to be added.
-
- Responding with "b" will make boxes and "p" will make paths.
-
- For adding a cell give the name of the cell.
-
-
- Note: Boxes, paths and cells are treated equally as far as adding is
- concerned. However, boxes and paths are "basic" objects while cells are
- compound objects. Generally, there are different commands for these
- different types of objects.
-
- Octo
-
- OCTO is a toggle that changes to octagonal mode on certain commands.
-
- The menu button intensifies to indicate that octagonal mode is on.
-
- When on, the commands ADD (for paths), MOV, WMOV, QMOV and CPY
- perform their functions to the nearest 45 deg. of any cursor
- displacement inputs.
-
- The larger component of the displacement is always taken as the
- dominant component and the other component is taken as equal or zero
- depending on the displacement angle.
-
-
- This command is used to restrict drawing so that only 45 and 90 degree
- angles are present to preserve drawing neatness and to conform to
- physical artwork generation requirements.
-
- Open
-
- OPEN sets the layers that can have their boxes and paths made active.
-
- Boxes and paths that are not OPENed are blocked from the GET, FGET,
- WMOV, QMOV, PBEG and PEND commands.
-
-
- VIEW, OPEN and DASH accept layer inputs that can be single layers in any
- order, or a dash (-) can be used to indicate all inclusive layers between
- the end layers. A dash alone will give all layers from 1 to 32.
-
- Orig
-
- ORIG relocates the coordinates of all objects in a drawing so that the
- single cursor input point is the 0,0 position.
-
- This allows objects to be constructed almost anywhere on the drawing
- area and then be repositioned as desired.
-
- The working grid is the default grid, but may be changed to the unit
- grid with the <esc> key.
-
-
- PKE coordinate entry can also be used with this command.
-
- Outl
-
- OUTL sets cells to draw as an outline.
-
- Only active cells are changed.
-
- Cells are redrawn as inactive outlines.
-
- An inactive cell in the outline state will be drawn as a white
- rectangle the size of the cell's outline.
-
- An active cell in the outline state will be drawn in bright white and
- filled with dots.
-
-
- If you are not working on a certain area of a drawing you can greatly
- speed up the overall redraw by setting the cells in that area to outline.
- When a cell is set to outline, retrieval of the cell's files from a disk
- is unnecessary.
-
- See FULL.
-
- Pbeg
-
- PBEG makes the first vertex of a path active.
-
- This command works if ANY vertex of a path falls within the
- rectangular cursor window.
-
-
- This command is useful when the JOIN command is being used.
-
- See PEND.
-
- Pend
-
- PEND makes the last vertex of a path active.
-
- This command works if ANY vertex of a path falls within the
- rectangular cursor window.
-
-
- This command is useful both to find the end of a path and to reopen a
- closed path.
-
- See PBEG.
-
- Plot
-
- PLOT calls the plotting program.
-
- A plot will be made of the last cell as it was shown in the drawing
- window.
-
- The drawing window center and width and the cellname are passed to
- the plotting program.
-
- The plotting program is named in the FORM table. See the FORM topic.
-
- The only present plotting program is LASI2HP.EXE.
-
-
- It is possible that you will not have enough contiguous memory available
- to run a plot program. This is because DOS does not condense memory when
- called for a child process, which is how a plot program is run from LASI.
- If this happens, either buy more memory, rearrange your memory usage or
- reduce the amount of memory used by LASI in the "box=", "path=", "vtx="
- and "cell=" FORM parameters. If this fails, run the plotting program by
- itself. Read LASI2HP.HLP for how to do this.
-
- Prev
-
- PREV reverses the order of the vertices in a path.
-
- A path must have at least one active vertex.
-
-
- Reversing the order allows vertices to be added to either the beginning
- or end of a path. It also allows paths to be JOINed properly.
-
- Psiz
-
- PSIZ changes the size of a path while still preserving its shape.
-
- The multiplier is 1 for no change, and can be any number that will
- not cause the path to overflow the drawing area. The geometric center
- of the path is kept constant.
-
- If a small path is resized or if it is made too small, it may change
- shape due to the limited resolution of the unit grid.
-
- PSIZ acts on paths that have ANY vertex active.
-
-
- Use PSIZ to make different sizes of complex polygon figures such as
- symbols or lettering.
-
- Ptxt
-
- PTXT causes the text generator to be called.
-
- You will be asked for the following:
-
- The reference point, a single cursor input point, which is the lower
- left corner of the character field where the first text character is
- to be placed.
-
- The text size, which is the physical size to which you want the
- character field to be scaled.
-
- The spacing, which is the physical size of the step between character
- fields.
-
- The text string terminated by <enter>.
-
-
- The string of text should appear in the drawing made from path objects.
- The layer and width of the path objects will be taken from the current
- LAYR and WDTH settings. See the MAKETXT.HLP file for more information.
-
- Put
-
- PUT makes single parts of boxes and paths inactive.
-
- This is the inverse of GET.
-
-
- PUT may be called on a onetime basis by hitting the <F3> key.
-
- Qmov
-
- QMOV (quick move) functions like the sequence GET, MOV, PUT.
-
- The command works on box sides that pass through the cursor window,
- and on vertices that are enclosed by the cursor window.
-
- Box and path layers must be VIEWed and OPENed.
-
- The move part of this command accepts a single PKE entry.
-
-
- QMOV is useful for making small vertex movements and small box side
- movements when the path or box is only partly accessable.
-
- Quit
-
- QUIT exits from the LASI drawing system to DOS.
-
- All current information about the drawing is saved on the hard disk
- in the drawing directory.
-
-
- The drawing may be reentered by running LASI.EXE again. However, the
- cells that may have been stored on a RAM disk will be unknown to LASI and
- will have to be relearned by drawing them once.
-
- Renam
-
- RENAM changes the name of a cell.
-
- Cellnames must conform to DOS filename rules.
-
- This command will not work if the new name is the name of a cell file
- that already exists in the directory or is a reserved name such as
- "b" or "p".
-
-
- This is useful when you KILL a cell and want to replace it with another
- cell that is to have the original cell's name.
-
- Res
-
- RES calls the resistance calculator.
-
- You will be prompted for the sheet resistance first. Resistance MAY NOT
- be entered in exponental form.
-
- At the "<-->" command prompt the width of the resistor must be measured
- by a 2-point cursor input or a PKE distance entry.
-
- At the command prompt "R-->", You can then calculate resistance by
- making cursor distance measurements along the length of the resistor.
- The incremental resistance will be readout along with the sum of the
- previous amounts of resistance. A resistor can be measured by summing
- each of its segments, measuring a corner as half its length.
-
- To end measuring, click the mouse on any menu button except the window
- commands or hit any key except <z> and <sp>.
-
- This command can be used as a ratio parameter calculator. For example, to
- measure a MOS gate size, set the sheet resistance to 1. Measure the gate
- width as the resistor width and the gate length as the resistor length.
-
- Rdrw
-
- RDRW is the same as DRAW except that layers are drawn in reverse
- decending order.
-
- The drawing order rules for lesser cells of DRAW apply to RDRW.
-
-
- This command is useful if you want to overlay fills so that objects that
- would normally be covered by objects on higher layers remain visible.
-
-
- See DRAW.
-
- Rot
-
- ROT rotates objects.
-
- Rotation is around a single cursor input point.
-
- Boxes and cells rotate +/-90, 180 deg.
-
- Paths rotate through any angle.
-
- Boxes rotate if ALL sides are active.
-
- ALL vertices of a path rotate if ANY vertex is active.
-
-
- Note: Sometimes a rotated path may not be exactly identical to an
- original if it has been rotated and then rotated back. This is caused by
- rounding coordinates to the unit grid each time a rotation takes place.
-
- See FLP.
-
- Rstr
-
- RSTR restores drawing window.
-
- The windows are numbered 1-9.
-
- The window should have been previously saved using the SAVE command.
-
- The saved window is immediately redrawn.
-
- Only the keys 1-9 will execute the command, otherwise the window
- number will be reasked.
-
-
- Note: RSTR has a last window feature. Reclicking the right mouse button
- or hitting <esc> will cause the previous window to be restored.
-
- Save
-
- SAVE saves a drawing window.
-
- The window is numbered 1-9.
-
- Only the keys 1-9 are acceptable window numbers, otherwise, the
- window number will be reasked.
-
- No <enter> is necessary.
-
-
- The windows saved are global, that is they are independent of the Cell
- Mode rank that you are in. The windows are stored when you leave LASI and
- are restored when you reenter the drawing.
-
- Scale
-
- SCALE is used to set the name of the physical scale units of the drawing
- and the number of basic units per physical unit.
-
- The physical units can be anything, but for integrated circuits "um"
- and "mil" are preferred because some utility programs use these
- units.
-
- The number of basic units per physical unit will usually be an
- integer greater than 1, but fractional scales are permitted.
-
- The scale that is set by this command really only relates the basic units
- in which a drawing is internally done to the inputs that you give to
- certain questions and to dimensions that you see externally. All inputs
- and outputs are converted by the scale to and from basic units.
-
- When setting up a scale, you should determine the maximum size that your
- drawing could be and then set your scale so that the maximum number of
- basic units (65536) is slightly larger than that size. For example, a
- typical integrated circuit will fit in 16 mm, which would result from
- using a scale of 4 basic units/micron, or .25um drawing resolution.
-
- Set
-
- SET allows you to change certain parameters and the actions of certain
- commands.
-
- Presently 3 parameters can be set:
-
- 1. SET sets the resolution of the drawing in (screen width/size of
- figure) units.
-
- ∙ Boxes are not drawn if both dimensions are less than the resolution.
-
- ∙ Paths or poly are not drawn if the distance from the minimum vertex
- to the maximum vertex in both dimensions is less than the resolution.
-
- ∙ Paths are drawn without width if their width is less than the
- resolution.
-
- ∙ The dot grid is not draw if it is less than the resolution.
-
- ∙ Normally, resolution of 100 is about right.
-
-
- 2. The number of working grids that you intend to use can be set so that
- you won't have to step through extra working grids with the WGRD
- command.
-
-
- 3. The size of the working grids in physical units can be set. You must
- enter all the grids, but hitting <enter> keeps the default value in the
- parentheses.
-
- Show
-
- SHOW gives information about an object.
-
- In System Mode, SHOW gives a listing of the named cell's lesser cells
- and the number of boxes and paths on the layers.
-
- In Cell Mode, SHOW gives information on the first active object that
- it finds in the order: box/path/cell.
-
- For a box, the positions of the sides and the layer are shown.
-
- For a path, the vertex positions, the layer, the width and an active
- vertex mark " " are shown.
-
- For a cell, the information is similar to the System Mode SHOW, but
- also includes the position and orientation of the cell.
-
- No active object gives a parts count of the current cell.
-
-
- Hit <esc> or click the right mouse button to continue or exit from SHOW.
-
- Smsh
-
- SMSH smashes any active cells into their component objects (boxes, paths
- and lesser cells) and adds them to the cell being worked.
-
- The original active cells are deleted.
-
- Cells are smashed down one rank at a time. You may have to do
- multiple smashes if you want to reduce higher rank cells to boxes and
- paths only.
-
-
- If you try to SMSH a cell that will cause any of your cell object limits
- set under FORM to be exceeded, the cell will not be smashed but will
- remain as an intact active cell. You will get a message for each cell
- that cannot be smashed and the smashing will pause. Hit <esc> or click
- the right mouse button to continue smashing at the next cell.
-
- This can be a dangerous command.
-
- Sort
-
- SORT sorts the drawing.
-
- Boxes and paths are sorted in ascending order of their layers and
- their Y-position.
-
- Cells are sorted according to their Y-position and their order in the
- master CELLS.DBD file.
-
- Sequential vertices with the same coordinates are deleted.
-
- Boxes which have two or more sides superimposed are deleted.
-
- Files of the cell being worked are updated on the hard disk.
-
- The backup files SORTBKUP.BPV and SORTBKUP.CEL are updated on the
- hard disk. These may be used to restore the cell if the ABRT command
- is used. This allows you to "undo" what was done after the last SORT.
-
-
- Sorting should be done periodically while working on a drawing.
-
- Step
-
- STEP steps active objects into an Nx by Ny two dimensional array.
-
- Spacing is determined by a 2-point cursor input displacement Dx,Dy.
-
- The original active objects are copied repeatedly just as though the
- CPY command was used. The final copied objects remain active, while
- all previous copies become inactive.
-
- The Dx,Dy part of this command accepts a single PKE entry.
-
-
- Important: Care should be used with this command because you can easily
- fill up your cell's object capacity if you don't watch your numbers.
-
-
- Sys
-
- SYS exits directly from Cell Mode to System Mode.
-
- All active objects are made inactive.
-
- The current cell is saved on the hard disk in the drawing directory.
-
-
- Any cells that may have been put on a RAM disk remain known to LASI when
- you go to System Mode. You lose these only when you QUIT.
-
- TLC In
- TLC Out
-
- TLC IN and TLC OUT are commands that call the TLC.EXE program which
- converts internal cell data TO and FROM transportable (TLC) format. "In"
- means convert TLC files FROM some source TO internal form in your present
- drawing. "Out" means dump FROM internal form in your present drawing TO
- some destination in TLC format.
-
- Normally TLC files are put on a floppy disk. This lets you keep your
- drawing on floppy disk, and then load and save that drawing or individual
- cells as needed. It is also recommended that you keep drawing backups
- this way.
-
- With either command, the default source or destination disk drive is the
- floppy drive that is in the "fdisk=" parameter in the FORM.DBD file. Any
- acceptable drive or path may be entered in place of that drive.
-
- If you want to refer to TLC files in the current drawing directory enter
- a period "." to the drive question.
-
- You may specify up to 10 Cell Names separated by spaces.
-
- TLC OUT without any Cell Name(s) dumps to the destination disk ALL
- drawing cells as TLC files along with the CELLS.REF file.
-
- TLC IN without any Cell Name(s) retrieves ALL cells by reading the
- CELLS.REF file on the Source disk and translating TLC files into internal
- file form (.BPV & .CEL files).
-
- These commands have considerable power since you can also specify the
- name of any system disk device as the source or destination. You can also
- give a path as part the disk specification, so that cell files can be
- TAKEN FROM or SENT TO other directories other than your drawing
- directory.
-
- Unless you are familiar with the use of DOS paths and remember just where
- you put things, you can also get into trouble this way.
-
- TLC must be used if you add a cell to your drawing that was not created
- within the drawing. Cells from other drawings that need to be imported
- must be installed using TLC. The reason for this is that LASI uses
- pointers in its internal files to save space. The cell references for
- cells within other cells may be incorrect, unless correctly installed by
- TLC.
-
-
- As an example of how TLC would be used, suppose that someone sends you
- cell files made using TLC on a floppy disk. A certain cell is to be added
- to the drawing that you have. The floppy disk should have the TLC file of
- that cell and the TLC files of any cells that the cell might contain, if
- they are not already in your drawing. By using TLC IN and specifying the
- cell name, that cell will be automatically installed from the floppy disk
- along with any lesser cells that don't already exist.
-
- Similarly, if you want to send cells to someone else, you would use TLC
- OUT to a floppy disk destination, naming the cells that you want to
- export. TLC will make all lesser cells if you want it to.
-
- This cell interchange is very useful if you keep cell archives in TLC
- form on a local area network.
-
-
- Note: These commands really only call TLC.EXE as a child process from
- LASI.EXE. It is possible that you might run out of memory when using
- these commands. If that happens, you must run TLC.EXE alone in memory.
- See the file TLC.HLP for instructions on running TLC.EXE.
-
- View
-
- VIEW sets the layers that will be drawn on the display.
-
- Boxes and paths that are not VIEWed are blocked from the GET, FGET,
- WMOV, QMOV, PBEG and PEND commands.
-
-
- VIEW, OPEN and DASH accept layer inputs that can be single layers in any
- order, or a dash (-) can be used to indicate all inclusive layers between
- the end layers. A dash alone will give all layers from 1 to 32.
-
- See OPEN.
-
- Wdth
-
- WDTH sets the width of paths to be ADDed.
-
- The present range of acceptable widths is 2 to 1024 basic units.
-
- If a pathwidth is entered that is unacceptable, then the prompt will
- be repeated with the value in the default parentheses.
-
- A width of 0 is also acceptable. This produces paths of zero width or
- polygons (poly).
-
-
- A positive width causes the end of a path to be flush with its
- coordinate. A negative width produces a path whose end extends half the
- width beyond the coordinate. This is for CALMA compatibility. Use of
- negative widths is generally discouraged.
-
-
- See CWTH.
-
- Wget
-
- WGET (window get) is a combination of GET and CGET.
-
- Cells, boxes and paths are affected the same way as those commands.
-
- It is useful if you want to activate a number of objects of different
- types to do some operation on all of them simultaneously.
-
-
- WGET is useful if you are MOVing large sections of a drawing because you
- can see just which object are active before the operation. WGET makes
- active single sides of boxes and single vertices of paths, which are then
- pulled with active cells when MOVing is done.
-
- Wgrd
-
- WGRD steps through the list of working grids.
-
- The working grids should have been entered using the SET command.
-
- The present working grid will be shown at the bottom of the screen.
-
-
- See SET.
-
- Wmov
-
- WMOV (window move) moves the sides of boxes or vertices of paths enclosed
- within a rectangular cursor window.
-
- The first two cursor points form the cursor window.
-
- The next two cursor points determine the distance to be moved.
-
- A box side must be completely enclosed by the cursor window.
-
- Box and path layers must be VIEWed and OPENed.
-
- Cells are also moved, but only if the cursor window completely
- encloses the cell's outline.
-
- The move part of this command accepts a single PKE entry.
-
-
- WMOV is useful for stretching drawings orthogonally, for selectively
- doing box side movements and for quickly doing small vertex movements.
-
- Xpnd
-
- XPND expands the width of the drawing window.
-
- The new window width is multiplied by 2.
-
- The display is redrawn.
-
-
- Continuously XPNDing will eventually cause the window to expand to the
- maximum size permitted or the whole "universe".
-
-
- See DRAW and UNIVERSE.
-
- Zoom
-
- ZOOM reduces the drawing window size.
-
- The new size will be the best fit of the rectangular cursor window
- formed by a 2-point cursor input.
-
- The display is redrawn.
-
- ZOOM works over a 1000:1 range.
-
-
- Hint: To ZOOM to a minimum window at a certain position, click the mouse
- on that same position twice. This will zoom to the default minimum window
- size centered at the cursor position.
-
-
- See DRAW.
-
-
-