Fontforge PDF
Fontforge PDF
Fontforge PDF
Published : 2013-01-31
License : None
1
BEFORE YOU BEGIN
1. INTRODUCTION
2. WHAT IS A FONT?
3. TRUSTING YOUR EYES
4. PLANNING YOUR PROJECT
2
1. INTRODUCTION
T his book has been produced to help make the process of type
design available to anyone. T ype design is visually complex as well as
highly technical. However it is easier to begin making type now than
ever. Partly this is because of free access to excellent tools such as
FontForge. It is certainly a fairly ideal platform in which to begin. T hat
said, FontForge is not just a beginner's tool. It is also highly capable and
is rapidly improving at the time this book is being written.
T his book is partly meant to offer technical help and partly meant to
offer general insights into planning a type design project, and also
offers advice about how to make your workflow more efficient.
T he authors of this book hope that you not only benefit from using it
but that you contribute to making better by giving feedback or even
by contributing content and fixes to future editions.
3
2. WHAT IS A FONT?
What makes typefaces different from handwritting, calligraphy,
lettering, and logos?
T he single biggest issue that makes type design different is the need
for every glyph in the typeface to work with every other glyph. T his
often means that the design and spacing of each part of the typeface
ends up being a series of careful compromises. T hese compomises
mean that we can best think about typeface design as the creation a
wonderful collection of letters but not as a collection of wonderful
letters. In other words we must think about the group and how it will
perform together and prioritize this over any question of what is
wonderful in a single letter.
T his need to prioritize with the system rather than with any single part
also leads to a need to analyse our design process on the level of the
system. Characteristics which span letters become the things we want
to focus on particularly at the begin of the design process.
T he other oddity in type design is that to very large extent the forms
we are designing are already significantly established. Our task as type
designers is not so much to create an utterly new form but rather to
create a new version of an existing form. T his can perplex new type
designers. Finding the just right amount to change in order to excite
but not to alienate a reader is a tricky thing. Often designers get stuck
in letter-specific thinking. T his mistake can be easily avoided if you
realize from the start that what is most meaningful in a typeface are
the parts of it that repeat the most. T his typeface design is mostly
about designing the characteristics applied not just to the common
forms we all recognize but to the characteristics that occur the most
often.
Construction
4
T he letters on the left come from Playfair, which has a large x-height
relative to its cap-height. T he letters on the right are from EB
Garamond, which has a smaller x-height. In the sample above, the size
of the H has been adjusted so that they match.
Ascender Height
Descender depth
Like ascenders, descenders that are long can feel elegant. Long
ascenders and descenders can also be difficult to manage.
WIDTH
5
T he width of a type design will alter not just how it feels but also what
it is useful for. T he example on the right is from a text face. T he
example on the left is from a display design meant to be eye catching.
Letters that are more narrow than the text face example are also
possible and can be used to save space or to fit more text in a smaller
space.
Weight
Slant
Contrast
Angle of contrast
6
In the below image, we see that the thin parts of the lower case letter
o shapes are different. In the glyph on the left, the thin points lie on a
perfectly vertical axis. In the glyph on the right the axis is diagonal.
Weight distribution
If your font uses very little or even no contrast, this question is not
relevant. Most fonts, however, have at least some degree of contrast.
In these cases, you have a wide variety of options to choose from
when it comes to how to distribute the weight in your font.
Vertical
Horizontal
Bottom-heavy
7
Top-heavy
Irregular
Stems
It is easy to assume that your stems will simply be straight and that
there are no real questions to to worry about. But both the weight
and the shape of your stems are things you can and should make
deliberate choices about.
Joins
Bowls
8
Terminals
Speed
T he n on the left seems to be written much faster than the one on the
right. Speed is discussed in more detail in the chapter on italics.
Regularity
9
T he following characteristics are not present in all type designs,
however they are variables that may be a part of your design. If this is
the case, it is worth considering the degree to which they will play a
role as a variable.
Flourish
Notice that in the font on top the flourish is more present in the
capital letter and the second one the flourish is more in the lowercase.
Decoration
Dimension
10
3. TRUSTING YOUR EYES
Font design is the process of iteratively testing the individual choices
that collectively add up to a complete design. You will be testing your
font to see if the combination of decisions you have made:
As you test the design, trust your eyes. Much of type design requires
that you make letters similar and that you repeat forms.
It is tempting to assume that if you measure the parts and the spaces
between the glyphs, then you will get reliable results. While very useful,
this approach has real limitations. You should expect to make
adjustments if something looks wrong to you. Furthermore, you should
feel confident that making changes until it "looks right" is the correct
thing to do.
EXAMPLES OF ILLUSIONS
Some illusions involve the perceived weight of lines, some involve the
perceived length of lines, and others involve the eye's perception of
shapes.
Diagonal thickness
Similarly, if you have bars of the same width and one of them is set at
a diagonal, the diagonal bar will seem slightly heavier than the vertical
bar and slightly thinner than the horizontal. If you want it look right,
you will have to adjust it to be lighter like the horizontal example, but
just a little less.
Glyphs in which this illusion may be relevant are quite numerous but
include k, K, N, Q, R, v, V, w, W, x, X, y, Y, 7 , 2, &, ł, Ł, ø, Ø,√, ⁄, ‹, ›, «, »,
½,⅓,¼, ≤, ≥, and ×.
Longer shapes need to slant less than short shapes in order to give
the appearance of same slant.
T he image below has diagonal lines that are all at the same angle. T he
long one appears to be at a different angle.
11
In this next example, the slant of the longer line has been adjusted:
Next, in this image of an actual italic, you can see this principle applied
to real type.
Crossing diagonals
12
In the example above, the X on the left has two unadjusted bars
crossing each other. T he example on the right has been adjusted so
that they appear to be aligned.
As you can see in this outline view, the X that appears visually aligned
involves an offset.
Perceived height
In the image above, the top three shapes are unadjusted -- that is,
they have identical heights. T he three shapes on the bottom have
been adjusted so that appear more similar in height.
T his illusion is relevant for any glyphs that have parts which are either
round or pointy. Examples include O, Q, C, S, A, V, W, and so on.
13
TEST FOR FITNESS OF PURPOSE
Just as you are able to see illusions and correct for them, you are also
able to see if a font is working for the specific use (or uses) you may
have in mind. You should also trust that you are able to see if the font
works well for these purposes.
What will these tests be like? T he tests will be simple at first, allowing
you to test the first design choices. As your design becomes more
complete, your tests will need to keep pace and let you evaluate the
relative success or failure of the newest choices you have made -- or,
even better, to compare two (or three, or more ... ) options you are
considering.
Sometimes you will find you have to double back and change a design
choice you thought was already working well. T his is normal. Making a
font requires balancing many variables, and surprises often occur. T he
more you design fonts, the less often you will be surprised but
surprises cannot be eliminated.
Near the end of the process, if the font will be used in a simple way,
the tests may also have stayed simple. However, if a font will be used
in many ways or in a wide range of printing or screen environments,
then it should be tested across that range of situations. Similarly, a
font that will be used in complex documents should be tested in
documents that simulate that use.
It can save you design time to have a well defined idea of the final use
you intend. However, this is not always possible and your ideas may
evolve. T he key thing is to think about and define this use as
completely as you can, then to ensure that your tests keep pace with
the questions you are asking yourself in the design process.
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4. PLANNING YOUR PROJECT
Now that you have a sense of the variables that a font can have, you
may want decide whether your project will have only one font, if it will
be a collection of more than one related fonts, if it will be a (now
traditional) four-style type family, or if it will be something even larger.
While there are reasons that typical pattens in families exist, you may
find you want a very different kind of grouping.
GLYPH COVERAGE
A font is still a font even if it has only one glyph in it. But a font can
also have a few hundred or even thousands of glyphs. If your project
is self-initiated, then this choice is ultimately arbitrary. You may decide
you only want capitals, or that you want to include the glyphs found in
the other fonts you use. If you are doing work for a client, you may
want to clarify which language or languages the font is is meant to
support. Your goal could also be to extend an existing font, adding a
few glyphs to make it work in one or more additional languages.
Depending on the size and composition of the family you are planning,
you may find that it saves time to make interpolatable instances of
glyphs, not only so you can interpolate intermediate styles, but to aid
making design choices about those typographic variables that shift
across the members of a family. For a refresher on the variables you
should be considering, see the chapter "What is a font? "
15
GETTING TO KNOW
FONTFORGE
5. INSTALLING FONTFORGE
6. USING THE FONTFORGE DRAWING
TOOLS
7. DRAWING WITH SPIRO
16
5. INSTALLING FONTFORGE
FontForge is free and open source software. For you as the user, this
means two important things. First, it means that you can download
and install FontForge wherever you like, as many times as you like, and
use it with no restrictions.
T o round out the installation methods, we'll see how to grab the very
latest source code from github and compile and install it on your
machine. You might like to compile from the github sources if there are
some features or stability updates that you know are available or
perhaps there are fixes to problems that you have reported which are
not available in any release yet. T his section also includes some
additional information on how to report crashes to the FontForge
mailing list so that you may help the software continue to improve for
all of it's users.
After issuing the yum install you should be able to run FontForge from
your menu or directly from the konsole or gnome-terminal by issuing
the fontforge command.
Use the command below if you also want to install the debugging
information for FontForge from the Fedora repository. Note that this
might require hundreds of megabytes of download if you do not
already have many of the dependent debuginfo packages installed.
# debuginfo-install fontforge
DEBIAN / UBUNTU
sudo apt get install fontforge
FROM GITHUB
Github is a website which allows developers to quickly contribute to
the source code of a project. Users can also connect to the source
code from the github project to get the very latest code available for
a project. While many folks think that contributing to an open source
project requires you to have software development skills, you can also
make major contributions by reporting back errors in the software.
17
Part of this book discusses the use of spiro curves in font design. If
you do not wish to use that functionality you can skip the installation
of libsprio and carry on with the subsequent steps to install FontForge
itself from github.
OK, so now you might have installed libspiro onto your machine and
are ready to install FontForge from it's sources on github. T he github
download should be about 50Mb in size.
$ git clone https://github.com/fontforge/fontforge.git
$ cd ./fontforge
$ ./autogen.sh
Preparing the fontforge build system...please wait
$ make
$ sudo make install
$ sudo ldconfig
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6. USING THE FONTFORGE
DRAWING TOOLS
Designing a font in FontForge will involve using a number of tools and
utilities, starting with the set of drawing tools that enable you to draw
your glyphs on screen. T hey may feel familiar to users with experience
in vector graphics, but there are enough differences that some
orientation is a good idea for all new users.
From the Font Window, double-click one of the glyph boxes to launch
the Glyph Window.
Note: T he numbers along the top where the x and y axis intersect
indicate the current (x,y) location of your cursor on the canvas,
followed by the location of the most recently selected point. T he third
number is the relative position of your cursor to the selected point.
T he fourth number is the distance between your cursor and the
selected point. Fifth is the angle from the selected point to the cursor
(relative to the baseline). Next is the current magnification level,
followed by the name of the active layer.
Point and zoom behave similarly to the equivalent tools in any other
application. T he pointer is the main selection tool, used to select
points, paths, and other objects on canvas. In addition to activating the
pointer tool in the toolbox, you can also momentarily switch to the
pointer tool while any other tool is active, simply by holding down the
Control key.
T he zoom tool easily lets you zoom in, but it is a bit more difficult to
zoom out again. T o zoom out, go to the View menu and select Zoom
out or Fit.
T he freehand tool allows you to sketch out irregular paths. Select the
freehand tool from the toolbox by clicking on this icon:
Move the freehand tool to the drawing area, hold your mouse button
down, and move your mouse around to draw. Switch back to the
pointer tool, and you can select points on the path you have drawn.
When you select one of the points on the path, it will turn into a yellow
circle. If the selected point is on a curve, it will display its control points
with a magenta handle and a cyan handle. You can grab either handle
and drag it around to change the shape of the curve.
19
T o add a point to a path, first select any of these tools, then click on
the path and give it a little push. You will get a new point on the line.
T he Curve point tool is used to add a point in a curved segment. T he
HVCurve point tool constrains the new points that to add so that they
have either horizontal or vertical control points. T his is important for
setting up extrema points. T he Corner point tool allows you to make a
sharp bend in the path. T he T angent point tool allows you to
transition from a straight segment to a curved segment along the
path.
T he pen tool allows you to add a point on the curve and drag out its
control points.
Spiro
Selecting the Spiro tool puts you into Spiro drawing mode. Spiro
drawing allows you to draw curves that reflow as you reposition the
nodes. Some people prefer this to the standard approach (known as
Bézier editing), but if you are used to Bézier editing you might find it
does some unexpected things.
Knife
T he knife tool allows you to cut splines in two. T his comes in handy if
you have drawn a shape, but only need part of it.
Ruler
Note: For all of the T ransform tools, if you double-click on the tool,
you can enter numeric values.
T he scale tool lets you freehand rescale an object. Holding down the
Shift key allows you to scale an object while constraining it to the
proportional ratio.
Note: After flipping a point you will probably want to apply Element >
Correct Direction.
T he skew tool lets you horizontally skew the selection either clockwise
or counterclockwise (withershins is how the dialog refers to
counterclockwise).
20
Clicking the chevron area on these tools will give you the option to
switch to the alternate tool. If you double-click on either of the tools,
you can open the shape type's options.
Layers
T he FontForge canvas has three layers by default: the Guide layer, the
Background layer, and the Foreground layer. Guide layers are used to
insert guides (such as x-height or cap-height guides). Foreground layers
and background layers are both used for drawing, but only the
topmost foreground layer will be rendered into your final font.
T he eye icon indicates whether each layer is visible, and you can click
to toggle the eye to make a layer invisible. T he C (or Q) indicates
whether you're using Bézier or Quadratic curves.
BASIC DRAWING
Next you should walk through some of the basic drawing workflows
you will use over and over.
Correct Direction
21
1. Start by using the Rectangle tool to draw a rectangle within the
drawing area of the Glyph window.
2. Next, use the Ellipse tool to draw an ellipse within the rectangle
you just drew.
Remove Overlap
22
1. Add a star that overlaps the corner of the rectangle.
2. Select the star and the earlier shape. You only need to select one
point of each overlapping shape, but it is okay to select extra
points.
3. Go to Element > Overlap > Remove overlap. You will see that
your two shapes have become one.
Add a Point
Using the pen tool, click and hold in the middle of a line segment.
Keeping the mouse button clicked, drag the mouse to change the
shape.
Tangent points
23
next step: extending control points.
T o do so, choose Element > Get Info, which opens the Point Info
Window. From the Location tab in that window, go to the Next CP field
set and set the Distance to a large number such as 7 5. Click OK. You
will see that the curve now smoothly enters the straight line.
Transformation
Now select about a quarter of the shape -- the star and part of the
ellipse in the middle.
Choose the 3D Rotate tool, mouse to the middle of the selected area,
and slowly click and drag until you see something you like, then release.
Here is an example of 3D Rotate used on the practice image:
24
So far you have used the Freehand drawing tool to draw a line. If you
double-click the Freehand tool, you get the Freehand dialog shown
here, which contains a drawing window. T his is where you select pen
shape and size. T his dialog also appears when you choose the Expand
Stroke option in the Element menu.
Now draw a line with the Freehand drawing tool. When you release the
mouse button, the new path is automatically stroked with the shape
you chose in the Freehand dialog, as shown here.
KEEP DRAWING
You should continue to experiment with the drawing tools until you
feel comfortable that you can use them to draw and transform
whatever shapes you need. At this point, you are equipped to start
constructing the components of glyphs, but you should also take time
to look at FontForge's other set of tools, Spiro drawing mode. Spiro
drawing is distinct enough from Bézier curve editing that it requires an
explanation of its own.
25
7. DRAWING WITH SPIRO
Spiro is a toolkit for designing curves in an alternate method to the
more traditional Bézier curves. Although it is optional, FontForge can
be installed to include a Spiro mode that offers you tools to create
these specific types of curves. See the chapter of Installing FontForge
for more detail on how to install Spiro tool support.
Spiro drawing is different, but it can create curves in a way that Bézier
tools cannot, and it can solve problems that other drawing methods
cannot. Spiro can be a very cool tool to use. Please experiment!
Many of the same drawing tools are available in Spiro mode as those
described in the "Using the FontForge drawing tools" chapter, but
some of them work very differently when you are in Spiro mode.
Going through the exercise of drawing an 'S' with Spiro will make you
comfortable with Spiro.
Start off with a G4 point at the topmost point of your 'S,' followed by
a corner point, then another corner point. Work clockwise around the
shape of the letter.
Follow this with a G4, a previous constraint point, and a next constraint
point.
26
Next, add another G4 point, followed by two more corner points.
27
T hen, add one more G4 point, and, finally, close the shape at the
starting point by clicking on it using the G4 point tool.
Now you almost have an 'S'! Begin nudging the points around to get
your S to look the way you like it.
Don't worry -- Spiro sometimes does some funny things. Just hit Undo,
or keep nudging the points to get things back on track.
T oggle out of Spiro mode back into Bézier mode. You will notice there
are a lot of points on the resulting curve - you -may want to clean
some of them up.
28
T o clean up those extra points, go to the Element menu and select
Simplify > Simplify. T hen go to Element > Add Extrema. Finally, go to
Element > Round > To Int. After these clean up operations, you will see
something like this:
You can continue to experiment with Spiro mode to get a feel for how
it differs from Bézier drawing. T he terminology is different, but as is
the case with FontForge's other drawing and adjustment tools, practice
makes perfect.
29
WORKFLOW
8. CREATING 'O' AND 'N'
9. WORD SPACE
10. CREATING YOUR TYPE'S DNA
11. CAPITAL LETTERS
12. LINE SPACING
13. PUNCTUATION AND SYMBOLS
14. COMPLETING THE LOWER CASE
15. NUMERALS
16. BOLD
17. ITALIC
18. SPACING, METRICS, AND KERNING
19. MAKING SURE YOUR FONT WORKS:
VALIDATION
20. THE FINAL OUTPUT: GENERATING
FONT FILES
30
8. CREATING 'O' AND 'N'
T here are many approaches to designing a font. It can be helpful to
deconstruct the larger processes involved in order to get started
quickly, and to provide a solid basis for a whole font's worth of
characters. A popular and valuable approach to this is to design the 'o'
and 'n' characters first, nailing down essential elements of form, space
and balance, before bringing them together for the formation of other
characters. Creating the lowercase 'o' and 'n' characters can provide us
with some of the fundamental forms and structures that will underpin
all other characters that are needed.
Although the design of the 'o' may seem like quite a simple thing, all
the characteristics mentioned in the "What is a font? " chapter come
into play. T he choice you make about each characteristic should be a
deliberate choice.
In the same way as the effect of the underhang has optical impact in a
font design, an area of overshoot is needed to provide the illusion of
alignment at the x-height and at the cap-height (see below).
In addition, the white inside the 'o' should be utilized when designing
the spacing of our font; the 'o' sets up the reference rhythm of spaces
used between all other glyphs in the font too. T hese two values are
very related, so essentially you will need to design the amount of white
space that are the side bearings of your 'o' as well. As a general
principle, with the exception of slanted or italic fonts, the 'o' should
have the same amount of space on the left and right sides, and the
white space between a string of 'o' characters should balance the white
space inside the 'o's.
31
Once you are happy with the form and spacing of a string of your
lowercase 'o' character, the next step of this approach is to create a
suitably shaped, balanced, and well-spaced lowercase 'n,' then to inject
it into your string of 'o' characters.
Now, garnering the methods you have used to create an 'n' and 'o'
character, you are ready to expand the lowercase character set. T he
qualities of the stem and curve components of the 'n' and 'o' will
inform the way you may form other characters. If we study the
characters below from Open Sans, we can see the relationships
between the formal aspects of separate characters and how they can
be repeated, with some adjustments, to form the components of our
font.
32
9. WORD SPACE
It may sound funny to pay special attention to the word space.
However it is one of the most commonly used parts of a type design.
A word space that is too wide or too narrow can ruin the design of a
font. It is not too soon to begin considering the words space as soon
as you have the "n" and "o". T he choice you make at this point should
be returned to and potentially adjusted at each major section of the
design process.
Above top is an example if a word space that is much too tight, and
below that the word space is too wide.
If your type is meant to be used at large sizes then the word space
can be smaller. If the font is meant to be used at very small sizes you
should make the width a wider than normal.
Research shows that a word space that is too big is more tollerable
than one which is too small so If you are unsure you may want to err
in that direction. Similarly well run scientific studies have shown that
younger children in particular benefit a little from larger word spaces
than would be seen as typographically normal for adult readers.
Linda Reynolds and Sue Walker (2004) 'You can't see what the words
say': word spacing and letter spacing in children's reading books',
Journal of Research in Reading, vol 27 , no.1, pp. 87 -98
33
10. CREATING YOUR TYPE'S
DNA
After you have completed good solid design and spacing of the 'o' and
'n', the next thing to do is to begin populating the font with letters
whose structural characteristics provide useful DNA for making many
of the other letters in the font.
What else do we need for the foundation of our design? First, let us
look at what we have with our 'n' and 'o.'
Although the 'o' is especially useful for working out the basic spacing, it
is not going to help us design other characters; not necessarily even
the 'b' or 'd'.
T he letter 'n', on the other hand, is very useful because it helps making
the m, h, and u. T he other factor that we need to concern ourselves
with in choosing letters for our foundation is how frequently the letter
is used. A letter that is used a lot will help us make test words. Some
of the letters may be chosen almost exclusively for this second
reason.
While it may be easiest to simply use one of the above sets of letters,
you can also build your own.
If you do the latter, what set of letters should you pick to add to "n"
and "o"? Consider the following.
d - T he shape of 'd' can let you know quite a lot about the design of
b, p and q.
h - While 'h' can be built fairly rapidly from the 'n,' it also provides
variety to the texture you want to test by offering an ascender.
i - Like 'e' the letter 'i' is also fairly common, and it has the benefit of
letting you know a little bit about what 'j' is like. T he shape of 'i' is also
partly inferable from the shape of 'n.'
v - T he letter 'v' is useful for anticipating what the 'y' and 'w' may be
like.
One you have these letters, it will be useful to spend time refining
them by testing words that are made from them. As before with the
'n' and 'o' a great deal of attention should be paid to the spacing of
the letters and the relationships of the counters to these spaces.
"Adhesion T ext" was the first resource of this kind. It was made by
Miguel Sousa: http://www.adhesiontext.com/
34
11. CAPITAL LETTERS
Making the capital letters should follow a pattern very similar to the
making of the lower case letters. You begin by designing key letters
whose shapes and characteristics lend themselves to the design of
chararacters which share a common shape. Just like with lower case
letters the frequency with which letters are used also remain an
important factor in the choice of the letters.
T he first two letters to design are "H" and "O". T he design these
letters should not just be in relation to each other but should also
relate to the existing lower case letters.
Depending on the style of the font you are making you may find that
the capital letters require more variation in width than you have in the
lower case letters. T he width of the E S and P may be substantially
narrower than the H or may be similar.
35
T he shape of O can tell you quite a lot about the C, G and Q. T he
shape of H tells you a bit about about I and J and the left side of B D E
F K L P R.
It also tells you a little about T and U. T he shape of A can tell you
quite a lot about the shape of V.
36
37
12. LINE SPACING
When you have the word space and the n and o set you can begin to
look at the line spacing. However, a full and final decision about line
spacing isn't possible until you have Capital letters and some
punctuation.
As a general rule, most new font designers tend to err on the side of
having too little line spacing in their font, so if you are unsure, adding
additional space is usually a good idea.
One strategy to test whether your font's line spacing is proper for
accented characters is to employ sample text from several languages.
Now switch to the "OS/2" tab. On almost all computers, your font's line
spacing will be determined by the Ascent and Descent values that you
enter in this tab, under the Metrics heading.
38
T here are three sets of values: Win Ascent and Descent, T ypo Ascent
and Descent, and HHead Ascent and Descent. You should set all the
Ascents to be the same as the Ascent value you noted in the General
tab. Next, you shold set all of the Descents to be the same as the
Descent value you noted in the General tab, with one important
exception: you must make the T ypo Descent number negative. Leave
the value the same, but put a minus sign in front of it. Finally, uncheck
all of the "is offset" options.
T hese settings will give you a sensible starting point. You can now
proceed to test your font with this line spacing and make incremental
adjustments until you arrive at eye-pleasing result.
If you find your linespacing is too tight and you don't want to or can't
make the verical metrics larger you can scale the glyphs down to gain
more space for linespacing.
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13. PUNCTUATION AND
SYMBOLS
Punctuation and other typographics symbols have a history of their
own, separate and apart from the development of the alphabet. But
you will find that the same design process still applies, including reusing
and adapting component elements, and iteratively testing your design
choices.
T he shape of this glyph is often taken from the dot over the 'i,' which
is sometimes called the tittle. After you copy the dot, you may want
to make it a little larger. T esting several different sizes in printed text
or on screen is advisable.
Once you establish a size that you are happy with, this dot can be
used as the basis for a wide variety of other punctation, including
these glyphs: ; : ? ! ¡ ¿ · …
T he image below shows two of the most common forms that the
comma may take.
T he top of the comma is often slightly lighter than the period, because
if it is the same it can look too heavy. In the sample image, the comma
on the right is a good example of this compensation being applied.
Another common mistake to watch out for with this glyph is making it
too short
When you have your comma it will be fairly easy to make the semi
colon (;).
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T he question mark can also be quite difficult to make, because it
requires you to balance an open curve over the dot below.
ADDITIONAL SYMBOLS
Simple or vertical quotes -- ' and " -- are distinct from typographic
quotes: ‘ ’ and “ ” ‚ „ .
Simple quotes can follow the shape of the bar over the dot in
the exclamation mark, but they can also be designed separately.
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Brackets [ ] are relatively simple to make because they are so boxy in
shape. Neverthess their design should reflect the choices you have
made in the rest of the typeface.
T he main question to decide is how tall and deep they will be. T he
convention is that they should exceed the height of the capitals very
slightly and descend below the baseline to approximately 3/4 of the
depth of your lower case descenders.
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14. COMPLETING THE LOWER
CASE
You may have noticed in fonts you've seen before that, while each
letter has its own shape, they all relate to each other. By carefully de-
constructing a few glyphs, you gain the building blocks of nearly all the
others.
T heir shapes indicate that they belong in the same group, even though
they are subtly different. T he terminals are one of the identifying
traits of a font, and generally are repeated on many of the letter
forms.
T he 'i' can be derived from the stem of the 'n.' T he l'' can be made
from the stem of the 'n' with some adjustments.
Open the letter 'd''s glyph window by double-clicking below the 'd' in
the font view. From the font view, copy the 'o' and paste it into the
letter 'd''s glyph window. T hen do the same for the 'h'. At this point
you can delete the part of the h that you're not going to use. Position
the remaining pieces together so they resemble a 'd.'
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Clearly, there's more work to be done here. We'll make some
adjustments. Narrow the right side of the o where it meets the stem.
T o improve the optical spacing and allow the shape to look more
balanced, make a little room at the serif by adding a point to the stem
and pushing the bottom points to the right.
Now that you know how to assemble from existing parts, you can
make other similar letters. Keep in mind the subtleties that make each
letter individual, yet still part of a family.
Now that you have the d, by flipping and rotating you can make a
reasonable b, p, and q. Again, be aware of how the serifs and the
contrast differ in each letter. Your font doesn't have to do this exactly
the same way, but it's one of the things you should think about.
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Make the g
You can start with the q, stretching and altering the tail, to make the
single bowl g. No shapes closely resemble the binocular g. T he
binocular g usually needs to be noticbly lighter in oreder to look right
when set with other letters.
On to f and t
Creating the c from the e involves deleting the crossbar and adding
the terminal at the top. T he upper terminal of the c can be similar to
the upper terminals of other letters such as the a, and f, and r. T he
terminals of the c can also form the basis for the s. T he e can also
influence the proportions of your a.
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v, w, x, y, and z
T hese letters are somewhat difficult because they don't have forms
that are related to the other letters. T his means you have to just jump
in and draw the v. Make the down-stroke as thick as your thick stems,
and make the upstroke as thin as the thinner strokes in your other
letters. Once you have the v, you have a basic plan for the w and y.
For x and y, focus on matching the contrast of the rest of the design
while compensating for the illusions that occur in diagonal and crossing
diagonal forms.
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15. NUMERALS
Numerals are often difficult for font designers -- and for several
reasons. One is that numerals have a very large number of curves.
Another is that numerals often use conventions in their shapes that
are different from (or are even in violation of) the visual conventions
seen in the rest of the font design. Furthermore, numerals can have
very large number of stokes (like 8 and 5 do), or they may have large
white spaces (like 1, 7 , and sometimes 2 and 4). Both situations can be
hard to manage. Finally, there is the problem of how to make sure
your zero looks different from the capital O.
In those numerals with a dense number of strokes (such as 8), you may
find that designers allow the stroke widths to become a little thinner
than is typical of the letters in the font. A similar approach can be seen
the design of the double story g.
In the case of distinguishing the zero from the capital O, there are a
wide range of solutions -- such as making the zero narrower than the
O, or a zero that is perfectly round, or perhaps (especially in a
monospace font) having a slash through the zero.
Having the zero narrower than the capital O while sharing its height is
the common approach. T his approach is typical of lining numerals.
Lining numerals are the most common style for numerals. Examples of
fonts that use this approach include: many Garamonds, Futura, and the
Google web font Open Sans. Below is Open Sans showing the zero,
capital O, zero and then other numerals.
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RANGING OR OLD STYLE NUMERALS
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16. BOLD
When we talk about the style "bold," we are really talking about a
broader variable, which is weight. Weight can include anything from
very very thin hairline letters to enormously heavy letters. T his
variable is used in text typography to create strong separation
between bodies of text, and it is used in graphic design either to draw
attention to a word or short texts, or to give text a specific feeling
(rather than to contrast it with other text).
While you may want to do a wide range of things with weight it is likely
that your first experience with adjusting weight will be to try to create
a bold to accompany your regular text weight.
Because you are using FontForge you have a distinct advantage. Unlike
many font editing programs, the results you get from FontForge style
filter may actually be suitable for use -- moreso than the ones you
would get in commercial type design software. T his is because the
algorithm it uses is exceptionally sophisticated.
FONT INTERPOLATION
FontForge does have a function to interpolate between separate fonts
(see the the Interpolate Fonts function from the Element menu). Font
interpolation is a technique that can be used for creating intermediate
weights from two other weights. T herefore one way of deciding about
the weight of your bold is to create a bold which is definitely heavier
than you need, then to interpolate several different weights between
this overly bold design and your regular.
Using this technique you can more rapidly find the weight you feel is
most appropriate for your project. T he same technique can be applied
to help decide about even heavier weights such as the "heavy" and
"black," as well as lighter ones like "book" and "thin" styles.
By this logic, it may seem like the best and most efficient way of
making a regular weight and all the other weights you may need, would
be to make a very thin and a hyper-bold font, then generate
everything you need from these. However, the result of that approach
is likely to be excessively bland. Instead, it is often the case that each
significant change in weight will require its own master design from
which other middle weights can be made.
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17. ITALIC
Italics are probably the most misunderstood style in type design, but
they are also the style with the greatest potential excitement and fun
due to the large number of variables for you the designer to play with.
Italics are different from bolds in that they are not meant to appear
to have a different weight than the regular. Instead, they are meant to
offer a different texture than the regular. Greater intensity in this
difference will mean that the italic is especially useful for creating a
sense of contrast with the regular. T his stronger effect is useful for
highlighting single words or short passages of text. In contrast, a less-
different texture is often useful in situations where you are setting
multiple lines, whole paragraphs, or even even pages in an italic.
SLANT
T he variable most commonly associated with italics is slant. Indeed,
when a web browser is asked for an italic in a CSS rule and there is no
Italic, it will simply slant the regular to create a synthetic or faux italic.
It is probably not surprising that when people first begin designing
type they also consider this approach. T he origins of this idea go back
to the mid-20th Century and modernism as it was applied to design.
T his is why the first italics seen in typefaces such as Helvetica were
also slanted versions of the regular.
Some italics have no slant. No, really! T hese italics are called upright
italics. However it is likely that if your design has only one italic in it
that you will choose for that italic to have some degree of slant. In
general, italics tend to slant between 4-14 degrees. Most contemporary
fonts slant between 6-9 degrees.
ITALIC CONSTRUCTION
T he term "italic" does not in fact refer to the slant seen in in many
italics designs but instead refers instead to a style of writing which
became popular in 14th century Italy. T his style of writing was a faster
and a connected form of writing which uses a different construction
for its letters than is seen in regular. T his different construction or
pattern of strokes is what type designers are referring to when they
say they have designed a "real" or "true" italic. T his construction has
many sub characteristics that you may choose to include in an italic
design.
Triangular counters
When designing your italic, you can very effectively tune the effect
your italic gives by making relatively small adjustments to the height of
the joins. Subtle changes can give surprisingly large results. Still, not all
italic fonts take advantage of this variable.
Many italic fonts make use of asymmetical serifs, in the form of in- or
out-strokes, or both. When only one is used, it is more common to use
the outstroke and to have an upright style applied where the instroke
might have been. T he intensity of the effect that instroke and
outstroke has can be controlled by the weight of the strokes and by
adjusting how long they are. Like triangular counters, a great part of
their utility and power comes from the fact that so many letters use
them.
Condensation
Italics are normally somewhat less wide or more condensed than the
regular style. Because condensation is a feature seen across all of the
letters in the italic, it is a very powerful variable. T his variable can be
employed in both a gross and subtle manner. If you choose to use this
variable, it is necessary to adjust the weight of the strokes to make
the italic appear to be the same or nearly the same weight as the
regular design. T he more condensed your italic is, the more you will
need to make this adjustment.
MIXING VARIABLES
Most italics use all of the variables listed above in various proportions.
You may find that it is useful to look at a range of italic designs and
analyse which variables are being used and in what strength. When you
do this, you will notice that none of the variables are used at full
strength. Instead, one of the variables tends to lead, with some limited
use of the others. T he stronger the use of the variables the more
contrast your italic will have from the regular.
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In is also notable that in the last ten years we have seen an increasing
number of type designers choose to offer not just one italic in their
type families, but two or even more. It is also notable that dictionaries
sometimes make use of more than one style of italic.
When they were first made for printing, italics were not thought of as
part of the same type design or type family. T his idea is one which
became standard over the 19th and 20th Centuries. Even the idea of
mixing italics with regular was not part of the original idea behind this
script. T he first italic fonts were used to set entire books, instead of
the upright roman style. It is probably safe to assume that the role of
the italic will continue to evolve.
51
18. SPACING, METRICS, AND
KERNING
T he spaces between characters are an important, integral part of the
design of a font. Designing a font's letter spacing should be carried out
as an integral part of the whole process of designing a font. Good
spacing is necessary for a font to function well.
T he space between any two glyph has two components; the space
after the first glyph, and the space before the second glyph. T hese
spaces between glyphs are composed of the 'side bearings' from each
glyph pair. Each glyph has a left side bearing and a right side bearing, in
the example below of the lowercase 'a' of 'Open Sans' the right
sidebearing has a value of 166 units, and the left sidebearing has a
value of 94 units.
GENERAL PRINCIPLES
As a general principle symmetric characters such as 'A' 'H' 'I' 'M' 'N' 'O'
'T ' 'U' 'V' 'W' 'X' 'Y' 'o' 'v' 'w' 'x' will have symmetric side bearings, e.g. a
the left and right side bearings of an 'H' will be the same value. Note
though that this is not a hard and fast rule, but a general one.
As you space the characters that you design, you should trust your
eyes. T he bottom line is to 'design - look - adjust - look again'.
For the absolute beginner; do not assume that reliable results are
achieved by relying on the measured space. For example, whilst the
measurements between two characters may be unequal, the eye can
see them as equal. An obvious example of this can be seen when
attempting to space the characters 'H' and 'O'. So for the example
below, the side bearings of the 'H' and 'O' are equal, but look unequal.
In the lower line, the side bearings are not equal but the spacing
appears balanced.
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METRICS
'Center in Width' - T his centers the current glyph within its current
width.
- 'Advance Width Only' - in this mode metrics view may only be used
to adjust the advance widths of glyphs.
- 'Both' - In this mode metrics view will adjust either the advance width
or kerning values.
'Set Width' - this command allows you to change the width of the
current glyph.
'Set LBearing' - allows you to change the left side bearing value.
'Set RBearing' - allows you to change the lright side bearing value.
Once both the 'n' and 'o' are adequately spaced their sidebearings can
be used to create the sidebearings for an array of other characters,
for example;
- the right side bearing of the 'o' can be used for the right side bearing
of the 'c', 'd', 'e', and 'q'.
- the left side bearing of the 'o' can be used for the left side bearing
of the 'b' and 'p'.
- the right side bearing of the 'n' can be used for the left side bearing
of the 'h' and 'm'.
- the left side bearing of the 'n' can be used for the left side bearing
of the 'b', 'h', 'k', 'm', 'p' and 'r'.
Note - the above should be used as a guide only that can be used as a
super effective starting point for finding correct values for these side
bearings.
From here it makes sense to then space the rest of the side bearings
of the lowercase characters against strings of 'n' and 'o' characters, as
seen in the diagram above. Again, trust your eyes to reach correct
balance of characters.
UPPERCASE CHARACTERS
Uppercase characters can be spaced using the same principles as
above. For example, start with the string 'Hooooo' and adjust the right
side bearing of the 'H' untill it feels balanced against the string of 'o'
characters. With the left side bearing of the 'H' being equal to the right
side bearing, the uppercase 'O' can then be spaced against the 'H' (see
below).
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From here all other characters can be spaced against the characters
which have already been spaced. It should be noted that this method
can be used as a good starting point for spacing a font, but it is likely
that more minute fine tuning of spacing will also be needed to achieve
higher levels of good letter spacing. Other strings of characters that
are usefull in this can be arrays such as 'naxna', 'auxua', 'noxno',
'Hxndo'.
KERNING
Kerning is the adjustment of the spacing between specific character
pairs. Kerning enables individual spacing of character pairs that is
applied in addition to the spacing provided by a character's side
bearings. Common examples of character pairs where kerning is often
needed to improve spacing would be 'WA', 'Wa', 'T o', 'Av'. In the
examples below, we can see that without kerning the spacing between
the letter pairs 'T -o' and 'V-a' are too wide, whereas with kerning the
space between these character pairs is much more balanced with the
feel of the spacing of the rest of the font.
- 'Kerning Only' - in this mode the metrics view may only be used to
adjust kerning.
- 'Both' - In this mode metrics view will adjust either the advance width
or kerning values.
'Kern Pair Closeup' - T his command provides the user with a dialog
from which you can adjust already existing kerned pairs or create new
pairs (see below).
54
Just like with adjusting side bearing values, kerning values can be quickly
and accurately edited in FontForge by using the 'up', 'down', 'left' and
'right' keys of a keyboard. T he 'up and 'down' keys are used to
incrememt / decrement values and 'alt+up', 'alt+down', 'alt+left' and
'alt+right' are used for navigating around the different value fields of
the metrics window.
T he Element > Font Info > Lookups tab provides an interface to class
kerning in FontForge. T he same interface is also got at via the
It brings up a dialog showing all the GPOS lookups (of which kerning is
one) and their subtables. See screenshot below;
T o create a new kerning lookup click on 'Add Lookup' and choose 'Pair
Position (kerning)' as the lookup type and give the lookup its own,
unique name (see below).
55
Each set of kerning classes lives in its own subtable. T o create a
subtable, click on 'Add Subtable'. When you create a kerning subtable
you will be asked whether you want a set of individual kerning pairs or
a matrix based on classes. If you chose classes you will be presented
with a following dialogue where you can create your classes. Note that
you can choose to enable FontForge to 'guess' or 'autokern' the
kerning values between the classes you are creating in the dialogue. If
using FontForge to guess kerning values you will undoubtedly need an
amount of trial and error and experimentation, but it can make sense
to use the autokern function as a starting point to kerning your font.
For example in the screenshot above, 2 classes have been created; one
class containing the 'T ' character, and one class containing the 'o'
character. On clicking 'ok' in the above dialog, you will be presented
with the following window where you can fine tune the amount of
kerning between these two 'T ' and 'o' classes.
MANUAL KERNING
56
If autokerned values need to be adjusted (and they will!) then this can
be done in a number of ways.
- using the 'Kern Pair Closeup' command from the Metrics menu.
57
19. MAKING SURE YOUR FONT
WORKS: VALIDATION
In a perfect world, your font would be ready to build and install on any
modern computer without any special effort, but reality is messier --
particularly during the design process. Fonts can have technical errors
that prevent them from working or displaying correctly. For example,
curves that intersect themselves will not render correctly because they
do not have a "inside" and "outside." T he various font file formats also
expect glyphs to adhere to certain rules that simplify placing the text
on screen, and fonts that break the rules can cause unexpected
problems. An example of this type of issue is that all of the points on
a curve should have coordinates that are integers. Finally, there are
stylistic errors that are not technically incorrect, but that you will still
want to repair -- such as lines that are intended to be perfectly
horizontal or vertical, but are accidentally slightly off-kilter.
FontForge offers tools that you can use to locate (and, in many cases,
repair) all three categories of problem. Validating your font to
eliminate these errors will thus not only ensure that it can be installed
and enjoyed by users, but will ensure that finished project exhibits
polish.
FIND PROBLEMS
T he first tool is called Find Problems, and is found under the Element
menu. You must first select one or more glyphs -- either from in the
font view, the outline view, or the metrics view -- then open the Find
Problems tool. T he tool presents you with an assortment of potential
problems in eight separate tabs.
You can select which problems you are interested in looking for by
checking the checkbox next to each, and in some cases providing a
numeric value to check the font against. When you click the OK button,
the tool will examine all of the selected glyphs, and report any
problems it finds in a dialog box.
T he problems that the Find Problems tool can look for are sorted into
these eight groups:
In the "Points" tab, select the Non-Integral Coordinates test. T his test
makes sure that all of the points in each glyph (including both on-curve
points and control points) have integer coordinates. Not every font
output format requires this behaviour, but some do.
In the "Paths" tab, select the options Open paths and Check outermost
paths clockwise. T hese are both mandatory features in all fonts; the
first looks for any curves that are not closed shapes, and the second
makes sure that the outer curves of every glyph are traced in
clockwise order. It is a very good idea to check Intersecting paths as
well; although modern font formats can support two intersecting
paths, curves that insect with themselves are not allowed. In addition, if
a glyph has any self-intersecting paths then FontForge cannot perform
the Check outermost paths clockwise test.
58
In the "Refs" tab, select all six tests. T hese checks all relate to
references, in which a glyph includes paths from another glyph. For
example, an accented letter includes a reference to the original
(unaccented) letter, plus a reference to the accent character. All of the
tests in the "Refs" tab are mandatory for at least one common output
format, and all are good ideas.
Similarly, select all of the tests in the "AT T " tab. T hese tests look for
missing glyph names, substitution rules that refer to non-existent
glyphs, and other problems related to glyph names or OpenT ype
features. T he problems they guard against are uncommon, but all will
cause the font to be considered invalid by one or more computer
system, so they are worth including.
Make life easier for your users: test for good behaviour
T he tests listed above will ensure that your font installs and renders
correctly according to the rules set out by the various font formats,
but there are a handful of others tests you should consider adding --
especially at the end of the design process -- simply because they
check for common conventions followed by most modern typography.
In the "Points" tab, select Control points beyond spline. T his test will
look for control points lying beyond the endpoints of the curve
segment on which they reside. T here is rarely a reason that a control
point should lie outside of the curve, so these instances usually signify
accidents. It is also a good idea to select Points too far apart, which will
look for points that are more than 327 67 units away from the next
nearest point. T hat distance is larger than most computers can deal
with internally, and a point that far away is almost certainly
unintentional (for comparison, a single glyph tends to be drawn on a
grid of about 1000 units), so removing such points is important.
In the "Paths" tab, both the Check Missing Extrema and More Points Than
[val] tests can be valuable. T he first looks for points at the extrema --
that is, the uppermost point, lowest point, and leftmost and rightmost
points of the glyph. Modern font formats strongly suggest that each
path have a point at each of its horizontal and vertical extrema; this
makes life easier when the font is rendered on screen or on the page.
check will look for missing extrema points. T he second test is a sanity
check on the number of points within any one glyph. FontForge's
default value for this check is 1,500 points, which is the value suggested
by the PostScript documentation, and it is good enough for almost all
fonts.
As its name suggests, the "Random" tab lists miscellaneous tests that
do not fit under the other categories. Of these, the final three are
valuable: Check Multiple Unicode, Check Multiple Names, and Check
Unicode/Name mismatch. T hey look for metadata errors in the mapping
between glyph names and Unicode slots.
Many of the other tests in the Find Problems tool can be useful to find
and locate inconsistencies in your collection of glyphs; things that are
not wrong or invalid, but that you as a designer will want to polish. For
example, the Y near standard heights test in the "Points" tab compares
glyphs to a set of useful vertical measurements: the baseline, the
height of the "x" glyph, the lowest point of the descender on the letter
"p", and so on. In a consistent typeface, most letters will adhere to at
least a couple of these standard measurements, so the odds are that
a glyph that is nowhere near any of them needs a lot of work.
You can use other tests to locate on-curve points that are too close
to each other to be meaningful, to compare the side bearings of
similarly-shaped glyphs, and to perform a range of other tests that
reveal when you have glyphs with oddities. Part of the refinement
process is taking your initial designs and making them more precise;
like other aspects of font design, this is an iterative task, so using the
built-in tools reduces some of the repetition.
VALIDATE FONT
FontForge's other validation tool is the whole-font validator, which runs
a battery of tests and checks on the entire font. Because the validator
is used to examine a complete font, you can only start it up from the
font view window; you will find it in the Element menu, under the
Validation submenu. T he validator is deigned to run just those tests
that examine the font for technical correctness -- essentially the tests
described in the "test for required features" section above. But it does
execute the tests against the entire font, and it does so far more
rapidly than you can step through the process yourself using the Find
problems tool.
59
T he first time you run the validator during a particular editing session,
it will pop up a dialog box asking you whether or not it should flag
non-integer point coordinates to be an error. T he safe answer is to
choose "Report as an error," since sticking with integral coordinates is
good design practice. When the validator completes its scan of the
font (which will be mere seconds later), it will open up a new dialog box
named Validation of Whatever Your Font Name Is. T his window will list
every problem the validator found, presented in a list sorted by glyph.
But this window is not merely a list of errors: you can double-click on
each item in the list, and FontForge will jump to the relevant glyph and
highlight the exact problem, complete with a text explanation in its
own window. You can then fix the problem in the glyph editor, and the
associated error item will immediately disappear from the validator's
error list. In many cases, the error will be something FontForge can
automatically repair; in those cases the explanation window will have a
"Fix" button at the bottom. You can click it and perform the repair
without additional effort.
For some problems, there is no automatic fix, but seeing the issue on-
screen will help you fix it immediately. For example, a self-intersecting
curve has a specific place where the path crosses over itself -- it may
have been too small for you to notice at a glance, but zooming in will
allow you to reshape the path and eliminate the problem.
For other problems, there may not be one specific point at which the
error is located. For example, if a curve is traced in the wrong direction
(that is, counterclockwise when it should be clockwise), the entire curve
is affected. In those instances where FontForge cannot automatically
fix the problem and there is no specific point on the glyph for the
validator to highlight, you may have to hunt around in order to
manually correct the problem.
Finally, there are some tests performed by the validator that might
not be a problem from the final output format you have in mind -- for
example, the non-integral coordinates test mentioned earlier. In those
cases, you can click on the "ignore this problem in the future"
checkbox in the error explanation window, and suppress that particular
error message in future validation runs.
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20. THE FINAL OUTPUT:
GENERATING FONT FILES
Although you can do a wide range of testing within FontForge itself,
you will need to generate installable font files in order to perform real-
world testing during the development process. In addition, your
ultimate goal is of course to create font that you can make available in
an output format for other people to install and use. You will use the
Generate Fonts tool (found in the File menu) to build a usable output
font regardless of whether you are making it for your own testing
purposes or to publish it for consumption by others, but you will want
to employ a few extra steps when building the finished product.
You can use the Validate Font tool found in the Element menu to do
this (see the chapter on validating fonts for a more detailed
explanation), or you can select all of the glyphs (hit Control-A or
choose "Select" -> "Select All" from the "Edit" menu) then run a few
commands to apply some basic changes in bulk. Be sure to save your
work before you proceed any further, though: some of the changes
required to validate your font for export will alter the shapes of your
glyphs in subtle ways.
For OpenT ype fonts, first correct the direction of all of your paths. Hit
Control-Shift-D or choose "Correct Direction" from the "Element"
menu. Next, check to make sure that you have not left any unclosed
paths. Choose "Find problems" from the "Element" menu, select the
Open paths option in the "Paths" tab, and click OK to run the test. Once
your font passes the test without errors, you are ready to generate
OpenT ype output.
For T rueT ype fonts, a few additional steps are required. You should
first correct the direction of all of your paths as described above.
Next, adjust all points to have integer coordinates: either hit Control-
Shift-_ (underscore), or choose To Int from the "Element" -> "Round"
menu. Finally, open the "Find problems" tool, select the Open paths test
as described above, and also select all of the tests in the "Refs" tab.
After you can run these tests without errors, you will then need to
convert your paths to quadratic curves. Open the "Font Info" window
from the "Element" menu. Click on the "Layers" tab, and check the All
layers quadratic option. Click OK at the bottom of the window, and you
are ready to generate T rueT ype output.
Open the Generate Fonts window by choosing it from the "File" menu.
T he top half of the window shows the familiar file-chooser options --
a list of the files found in the current directory, a text-entry box for
you to enter a filename, and buttons to navigate to other folders and
directories if necessary. T his is strictly a means to help you quickly find
the right place to save your output file, or to choose an existing font
file if you intend to overwrite a previous save. All of the options you
need to look at are found in the bottom half of the window.
61
On the left-hand side is a pull-down menu from which you select the
format of the font you wish to generate. You should choose either
TrueType or OpenType (CFF), as discussed earlier. On the right-hand side,
make sure No Bitmap Fonts is selected. On the line below, make sure No
Rename is selected for the "Force glyph names to:" option. You can
check the "Validate Before Saving" option if you wish (to potentially
catch additional errors), but this is optional. Leave the "Append a
FONT LOG entry," "Prepend timestamp," and "Upload to the Open Font
Library" options unchecked.
Click the "Generate" button, and FontForge will build your font file. You
can load the font in other applications and run any tests, but when you
are ready to return to editing, remember to re-open the saved version
of your font that you created before generating your .ttf or .otf
output.
Remove overlaps
You should also simplify your glyphs where possible -- not eliminating
details, but eliminating redundant points. T his reduces files size slightly
for every glyph, which adds up considerably over the entire set of
characters in the font.
From the "Element" menu, choose "Simplify" -> Simplify (or hit Control-
Shift-M). T his command will merge away redundant on-curve points in
all of the selected glyphs. In some cases, there will be only a few points
removed, in others there may be many. But it should perform the
simplification without noticeably changing the shape of any glyphs. If
you notice a particular glyph that is altered too much by Simplify, feel
free to undo the operation. You can also experiment with the Simplify
More command also located in the same menu; it offers tweakable
parameters that could prove helpful.
In any event, after you have completed the simplification step, you will
need to add any missing extrema points. Choose Add Extrema from
the "Element" menu (or hit Control-Shift-X). As discussed earlier, it is a
good idea to place on-curve points at the extrema of every glyph as
you edit. Nevertheless, you must still perform this step when preparing
for final output generation because the Simplify step will occasionally
remove an extrema point.
Validate
62
Your font should pass the required validation tests before you
generate your final output. As with the rounding-points-to-integer-
coordinates step, though, sometimes the other preparatory operations
can introduce errors, so it is always a good idea to run the whole-font
validator at this stage before building the final output. T he chapter on
FontForge's validation tools will give you more detail on what to check.
FontForge allows you to hint your font (and even provides an Autohint
function), but in practice this step is not strictly necessary. Modern
operating systems often have better grid-fitting functionality built into
their text rendering engines than you can create yourself without
expending considerable time and effort. In fact, Mac OS X and Linux
both ignore any hints embedded in the font file itself. If you do decide
your font needs hinting for the benefit of Windows users, your best
bet is to build the font without embedded hints, then use a specialized
application such as ttfautohint to add hinting after the fact.
Last but certainly not least, once your font has been thoroughly
prepared technically for export, you should pause and update the font
metadata, making sure that important metadata information is
included, and that it is up to date.
First, if this is the initial release of your font, open the Font Info dialog
from the "Element" window, and select the "PS Names" tab. Fill in the
font's Family Name and Weight first, then copy that information into
the "Name for Humans" box. Although using version numbers is not
required, it is extremely helpful for you as a designer to differentiate
between different revisions of your work. Enter "1.0" as the "Version"
number if you are not sure. Next, visit the "T T F Names" tab and enter
the same information.
As is the case with version numbers, it is helpful in the long run for you
to make log entries for each revision. Go to the "FONT LOG" tab and
write a brief sentence or two explaining what changes if any have gone
into the revision that you are building for release. If this is your initial
log entry, you should also describe your font and its purpose in a
sentence or two.
Fonts, like all creative works, need to have a license, so users will know
what they are and are not allowed to do. FontForge has a button in
the "T T F Nmes" tab labeled "Add SIL Open Font License." T he Open
Font License (OFL) is a font license designed to allow you to share your
font with the public with very few restrictions on how where it is used,
while still protecting you as the designer from having others take
credit for your work or creative derivatives of your font that wil be
confused for the original. Clicking the button will add "License" and
"License URL" strings to the T T F Names metadata. If you have another
license you would prefer to use instead of the OFL, enter it in the
"License" field instead.
63
If you have made significant changes to other features of your font, it
is a good idea to double-check the other font-wide settings in the Font
Info window, and make sure everything is still up to date. Line spacing
information, for example, is found in the "OS/2" tab under "Metrics."
T he process for generating the font output files is the same when you
are building the final release as it is when you are building a quick-and-
dirty copy for testing, but you will want to pay closer attention to
some of the options.
Open the Generate Fonts window by choosing it from the "File" menu.
Again, the top half of the window allows you to choose the directory
and file name to give to your output file -- just be careful that you do
not overwrite a previous save.
In the left-hand side pull-down menu, select the format of the font you
are generating, either TrueType or OpenType (CFF), as discussed earlier.
On the right-hand side, make sure No Bitmap Fonts is selected. On the
line below, make sure No Rename is selected for the "Force glyph
names to:" option. You can check the "Validate Before Saving" option
if you wish (to potentially catch additional errors), but this is optional.
Leave the "Append a FONT LOG entry," "Prepend timestamp," and
"Upload to the Open Font Library" options unchecked.
Click the "Generate" button, and FontForge will build your font file. One
final ord: it is important not to overwrite the saved version of your
FontForge work with the modifications you made in this section solely
to generate your .ttf or .otf output. For example, you lose a lot of
individual glyph components when you perform the Remove overlaps
operation. But the next time you resume work on your font, you will
definitely want to pick up where you left off in the original, individual-
glyph-component-filled version.
Congratulations are in order! You have now created your first font. All
that remains now is for you to share your work: upload it to the web,
post it to your blog, and go tell your friends.
Without doubt, you will be back and continue revising and refining your
typeface -- after all, as you have seen, font design is an highly iterative
process. But be sure that you pause and take this moment to enjoy
what you have accomplished first.
64
APPENDICES
21. WHEN THINGS GO WRONG WITH
FONTFORGE ITSELF
22. GLOSSARY
23. FURTHER READING
65
21. WHEN THINGS GO WRONG
WITH FONTFORGE ITSELF
If you find FontForge crashing whilst in use you might like to send
information to the fontforge developer mailing list at
https://lists.sourceforge.net/lists/listinfo/fontforge-devel. T his way, a
software developer might be able to work out where the code is going
wrong and apply a fix. You can then either patch your local FontForge,
or just grab the sources from github as detailed in the Installing
chapter to get an updated FontForge free of the defect you reported.
T o help developers find out what is going wrong, they will want a
backtrace from your session. T he backtrace includes a list of which
program functions have called which other ones to get to where the
program has stopped working. T he backtrace is most useful if it also
contains the line numbers of the functions. Because the backtrace will
make reference to source files and line numbers, don't forget to also
tell the developers which version of FontForge you are using.
Optionally, you might also like to mention what you were doing leading
up to the crash.
Then once you issue the debugger the run command, FontForge will open
on screen;
( g d b ) ru n
Starting program: /usr/local/bin/fontforge
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib64/libthread_db.so.1".
Copyright (c) 2000-2012 by G eorge Williams.
Executable based on sources from 14:57 G M T 31-Jul-2012-M L-TtfDb-D.
Library based on sources from 14:57 G M T 31-Jul-2012.
From here you can use FontForge in the usual way, but with the
advantage of being able to effectively capture and report any issues
that FontForge may have.
One major difference that running FontForge inside gdb makes is how
a crash is made apparent. Without gdb, when FontForge crashes it will
disappear from your screen. When you are running FontForge inside
gdb however, a crashed FontForge will remain open along with its
windows and user interface.
As you can see in the example backtrace FontForge has crashed inside
the copy() function. T he copy() function was itself called from the
KCD_AutoKernAClass function. T he backtrace will tell a software
developer the exact lines these calls were made, and also use the tip
that the parameter passed to copy() was invalid (out of bounds) to
work out what the code is doing wrong.
Program received signal SIG SEG V, Segmentation fault.
0x00007ffff74a7c01 in ?? () from /lib/x86_64-linux-gnu/libc.so.
(gdb) bt
#0 0x00007ffff74a7c01 in ?? () from /lib/x86_64-linux-gnu/libc.so.6
#1 0x00007ffff6389a80 in copy (str=0x900000008
) at memory.c:82
#2 0x00007ffff7a4aeb5 in KCD_AutoKernAClass
(kcd=kcd@entry=0xe80c40, index=2, is_first=is_first@entry=1)
at kernclass.c:236
#3 0x00007ffff7a51405 in KCD_FinishEdit (g=0xeb0fe0, r=1, c=,
wasnew=1) at kernclass.c:2020
#4 0x00007ffff5effe2d in GME_SetValue (gme=gme@entry=0xeb0fe0,
g=0xe94760) at gmatrixedit.c:988
#5 0x00007ffff5f00554 in GME_FinishEdit (gme=0xeb0fe0) at
gmatrixedit.c:997
#6 0x00007ffff5f01c1a in GMatrixEditGet (g=g@entry=0xeb0fe0,
rows=rows@entry=0x7fffffffcf78)
at gmatrixedit.c:2214
#7 0x00007ffff7a4ea3c in KCD_Expose (event=0x7fffffffd1e0,
pixmap=0x83ae00, kcd=0xe80c40)
at kernclass.c:1446
#8 kcd_e_h (gw=0x83ae00, event=0x7fffffffd1e0) at kernclass.c:1762
#9 0x00007ffff5eabe8f in _GWidget_Container_eh
(gw=gw@entry=0xe7f040, event=event@entry=0x7fffffffd1e0)
at gcontainer.c:269
#10 0x00007ffff5eac385 in _GWidget_TopLevel_eh (event=0x7fffffffd1e0,
gw=0xe7f040) at gcontainer.c:734
#11 _GWidget_TopLevel_eh (gw=0xe7f040, event=0x7fffffffd1e0) at
gcontainer.c:606
#12 0x00007ffff5ef86ce in GXDrawRequestExpose (gw=0xe7f040,
rect=0xef72b0, doclear=)
at gxdraw.c:2687
66
#13 0x00007ffff5eea075 in gtextfield_focus (g=0xef72a0,
event=0x7fffffffd2e0) at gtextfield.c:1888
#14 0x00007ffff5eaa857 in _GWidget_IndicateFocusGadget (g=0xe94760,
mf=mf@entry=mf_normal)
at gcontainer.c:143
#15 0x00007ffff5eaac97 in GWidgetIndicateFocusGadget (g=) at
gcontainer.c:155
#16 0x00007ffff5f02b1e in GME_StrSmallEdit (event=0x7fffffffd670,
str=0xe10e60 "A", gme=0xeb0fe0)
at gmatrixedit.c:890
#17 GMatrixEdit_StartSubGadgets (gme=gme@entry=0xeb0fe0, r=1,
c=c@entry=0, event=event@entry=0x7fffffffd670)
at gmatrixedit.c:1472
#18 0x00007ffff5f03d69 in GMatrixEdit_MouseEvent (event=0x7fffffffd670,
gme=0xeb0fe0) at gmatrixedit.c:1499
#19 matrixeditsub_e_h (gw=, event=0x7fffffffd670) at gmatrixedit.c:1735
#20 0x00007ffff5eabd98 in _GWidget_Container_eh (gw=0xeeb2e0,
event=0x7fffffffd670) at gcontainer.c:393
#21 0x00007ffff5ef6555 in dispatchEvent (gdisp=gdisp@entry=0x769a50,
event=event@entry=0x7fffffffd9b0)
at gxdraw.c:3475
#22 0x00007ffff5ef7d1e in GXDrawEventLoop (gd=0x769a50) at
gxdraw.c:3574
#23 0x00007ffff7ad353a in fontforge_main (argc=, argv=) at startui.c:1196
#24 0x00007ffff736676d in __libc_start_main () from /lib/x86_64-linux-
gnu/libc.so.6
#25 0x00000000004006e1 in _start ()
(gdb) quit
A debugging session is active.
Quit anyway? (y or n) y
Use the quit gdb command to exit from gdb and to close the crashed
FontForge. If you can send a good backtrace to the fontforge
developers then you can help to improve the stability of the program
for everybody! Don't feel shy about reporting these issues, a crash
that doesn't get reported is a crash that is far less likely to be fixed.
67
22. GLOSSARY
A
Abjad
Abjad is the technical term for the type of writing system used by
Semitic languages (Hebrew, Arabic, etc.), where there are glyphs for all
the consonants but the reader must be prepared to guess what vowel
to add between two consonants.
Both Hebrew and Arabic have optional vowel marks and are called
"impure" abjads. Ancient Phoenician had nothing but consonants and is
a "pure" abjad.
Abugida
Accent
See Diacritics
Advance Width
T he distance between the start of this glyph and the start of the next
glyph. Sometimes called the glyph's width. See also Vertical Advance
Width.
Alphabet
Arm
Ascender
A stem on a lower case letter which extends above the x-height. "l"
has an ascender.
See also X-height, Cap-height, Descender, Overshoot, Baseline
Anchor Class
Ascent
ATSUI
B
Baseline
68
Bézier curve or Bézier splines
Bézier curves are described in detail in the Bézier section of the main
manual.
Bidi
Black letter
Bold
A common font style. T he stems of the glyphs are wider than in the
normal font, giving the letters a darker impression. Bold is one of the
fewLGC styles that translate readily to other scripts.
Bowl
Bopomofo
Boustrophedon
Writing "as the ox plows", that is alternating between left to right and
right to left writing directions. Early alphabets (Old Canaanite, and the
very early greek writings (and, surprisingly, fuþark)) used this. Often the
right to left glyphs would be mirrors of the left to right ones. As far as
I know, no modern writing system uses this method (nor does
OpenT ype have any support for it). See Also Bidi.
C
Cap-height
CFF
Character
Character set
CID
CID-keyed font
A PostScript font in which the glyphs are index by CID and not by
name.
CJK
CJKV
69
Chinese, Japanese, Korean, Vietnamese. T hese four languages require
fonts with a huge number of glyphs.
Condensed
A condensed font is one where the space between the stems of the
glyphs, and the distance between glyphs themselves has been reduced.
Conflicting hints
If a glyph contains two hints where the start or end point of one is
within the range of the other then these hints conflict. T hey may not
be active simultaneously.
Counter
D
Descender
A stem on a lower case letter which extends below the baseline. "p"
has a descender.
See also X-height, Cap-height, Ascender, Overshoot, Baseline
Descent
Device Table
Diacritics
Many lanaguges use letters which have have marks above or below
them of even crossing the letters. T hese marks are called diacritics.
Sometimes they are also caleed "accents" although this is a less
precise term. Examples of these letters include À à å Å Ü ü Ø ø Ç ç.
Didot point
Distortable font
See Multi-Master
E
em
A linear unit equal to the point size of the font. In a 10 point font, the
em will be 10 points. An em-space is white-space that is as wide as the
point size. An em-dash is a horizontal bar that is as wide as the point
size.
em unit
en
Encoding
Eth -- Edh
T he old germanic letter "ð" for the voiced (English) "th" sound (the
sound in "this" -- most English speakers aren't even aware that "th" in
English has two sounds associated with it, but it does, see also T horn)
70
Even-Odd Fill rule
T o determine if a pixel should be filled using this rule, draw a line from
the pixel to infinity (in any direction) then count the number of times
contours cross this line. If that number is odd then fill the point, if it is
even then do not fill the point. T his method is used for fonts by
postscript rasterizers after level 2.0 of PostScript. See Also Non-Zero
Winding Number Fill.
Extended
An extended font is one where the space between the stems of the
glyphs, and the distance between glyphs themselves has been
increased.
In font design, the extrema of a glyph are the top-most and bottom-
most points of the outline, as well as its left-most and right-most
points. Making sure that a glyph has on-curve points at all of its
extrema is important, because it simplifies text rendering when the
font is used.
F
Features (OpenType)
When creating fonts for complex scripts (and even for less complex
scripts) various transformations (like ligatures) must be applied to the
input glyphs before they are ready for display. T hese transformations
are identified as font features and are tagged with (in OpenT ype) a 4
letter tag or (in Apple) a 2 number identfier. T he meanings of these
features are predefined by MicroSoft and Apple. FontForge allows you
to tag each lookup with one or several features when you create it (or
later).
Feature File
Feature/Settings (Apple)
T hese are roughly equivalent to OpenT ype's Features above, they are
defined by Apple.
Font
A collection of related fonts. Often including plain, italic and bold styles.
FreeType
Fuþark (Futhark)
G
Ghost Hint
Glyph
71
Grid Fitting
Gothic
Graphite tables
T his sounds rather like OpenT ype -- except that OpenT ype depends
on the text layout routines knowing a lot about the glyphs involved.
T his means that OpenT ype fonts cannot be designed for a new
language or script without shipping a new version of the operating
system. Whereas Graphite tables contain all that hidden information.
Grotesque
H
Han characters
Hangul
Hanja
Hints
T hese are described in detail in the main manual. T hey help the
rasterizer to draw a glyph well at small pointsizes.
Hint Masks
Hiragana
One of the two Japanese syllabaries. Both Hiragana and Katakana have
the same sounds.
I
Ideographic character
Italic
Italic differs from Oblique in that the transformation from the plain to
the slanted form involves more than just skewing the letterforms.
Generally the lower-case a changes to a, the serifs on lower-case
letters like i (i) change, and the font generally gains a more flowing
feeling.
J
Jamo
72
Kanji
Katakana
Kerning
When the default spacing between two glyphs is inappropriate the font
may include extra information to indicate that when a given glyph (say
"T ") is followed by another glyph (say "o") then the advance width of
the "T " should be adjusted by a certain amount to make for a more
pleasing display.
In the days of metal type, metal actually had to be shaved off the slug
of type to provide a snugger fit. In the image on the side, the "F" on
the left has had some metal removed so that a lower case letter could
snuggle closer to it.
Kern pair
Kerning by classes
T he glyphs of the font are divided into classes of glyphs and there is a
large table which specifies kerning for every possible combination of
classes. Generally this will be smaller than the equivalent set of kerning
pairs because each class will usually contain several glyphs.
Knuth, Donald
L
Left side bearing
Lemur
Ligature
Linespace
LGC
Latin, Greek, Cyrillic. T hese three alphabets have evolved side by side
over the last few thousand years. T he letter forms are very similar
(and some letters are shared). Many concepts such as "lower case",
"italic" are applicable to these three alphabets and not to any others.
(OK, Armenian also has lower case letters).
M
Manyogana
Monospace
A font in which all glyphs have the same width. T hese are sometimes
called typewriter fonts.
Multi-layered fonts
(FontForge's own term) PostScript type3 fonts and SVG fonts allow for
more drawing possibilities than normal fonts. Normal fonts may only
be filled with a single color inherited from the graphics environment.
T hese two fonts may be filled with several different colors, stroked,
include images, have gradient fills, etc.. FontForge can be configured to
support these fonts (it does not do so by default because this takes
up more memory).
$ configure --with-type3
$ make
$ make install
73
A multiple master font is a PostScript font schema which defines an
infinite number of related fonts. Multiple master fonts can vary along
several axes, for example you might have a multiple master which
defined both different weights and different widths of a font family, it
could be used to generate: T hin, Normal, Semi-Bold, Bold, Condensed,
Expanded, Bold-Condensed, etc.
Adobe is no longer developing this format. Apple has a format which
acheives the same effect but has not produced many examples.
FontForgesupports both.
N
Namelist
T o determine if a pixel should be filled using this rule draw a line from
here to infinity (in any direction) and count the number of times
contours cross this line. If the contour crosses the line in a clockwise
direction add 1, of the contour crosses in a counter clockwise direction
subtract one. If the result is non-zero then fill the pixel. If it is zero
leave it blank. T his method is used for rasterizing fonts by truetype
and older (before version 2) postscript.
O
Ogham
OpenType
OpenType Tables
Oblique
Oblique differs from Italic in that the transformation from the plain to
the slanted form involves a mathematical or mechanical skewing the
letterforms.
Overshoot
In order for the curved shape of the "O" to appear to be the same
height as the flat top of the "I" it tends to "overshoot" the cap-height
(or x-height), or undershoot the baseline by about 3% of the cap-
height (or x-height). For a triangular shape (such as "A") the overshoot
is even greater, perhaps 5%.
T hese guidelines are based on the way the eye works and the optical
illusions it generates and are taken from Peter Karow's Digital Formats
for T ypefaces, p. 26).
P
Panose
FontForge only knows about the classification scheme for Latin fonts.
Other schemes exist for other scripts.
PfaEdit
T his was the early name for FontForge. T he original conception was
that it would only edit type1 ASCII fonts (hence the name), it quickly
metamorphosed beyond that point, but it took me three years to
rename it.
Phantom points
74
In a truetype font there are a few points added to each glyph which
are not specified by the contours that make up the glyph. T hese are
called phantom points. One of these points represents the left side
bearing, and the other the advance width of the glyph. T ruetype
instructions (hints) are allowed to move these points around just as
any other points may be moved -- thus changing the left-side-bearing
or the advance width. Early versions of T rueT ype supplied just these
two phantoms, more recent versions also supply a phantom for the
top sidebearing and a phantom for the vertical advance width.
Pica
Pica point
Point
T his has the interesting side effect that a font designed for European
usage should have a smaller proportion of the vertical em given over
to the text body. I believe that computer fonts tend to ignore this, so
presumably european printers now set with more leading.
Originally fonts were not described by point size, but by name. It was
not until the 17 30s that Pierre Fournier that created the point system
for specifying font heights. T his was later improved upon by François
Didiot (whence the name of the point). In 187 8 the Chicago T ype
Foundry first used a point system in the US. In 1886 the US point was
standardized -- the pica was defined to be 35/83cm, and the pica
point defined to be 1/12th of that.
Point Size
In traditional typography a 10pt font was one where the block of metal
for each glyph was 10 points high. T he point size of a font is the
unleaded baseline to baseline distance.
Point of inflection
PostScript
T ype 1: T his is the old standard for PostScript fonts. Such a font
generally has the extension .pfb (or .pfa). A type 1 font is limited
to a one byte encoding (ie. only 256 glyphs may be encoded).
T ype 2/CFF: T his is the format used within OpenT ype fonts. It is
almost the same as T ype 1, but has a few extensions and a more
compact format. It is usually inside a CFF wrapper, which is
usually inside an OpenT ype font. T he CFF font format again only
allows a 1 byte encoding, but the OpenT ype wrapper extends
this to provide more complex encoding types.
T ype 3: T his format allows full postscript within the font, but it
means that no hints are allowed, so these fonts will not look as
nice at small point-sizes. Also most (screen) rasterizers are
incapable of dealing with them. A type 3 font is limited to a one
byte encoding (ie. only 256 glyphs may be encoded).
T ype 0: T his format is used for collecting many sub-fonts (of
T ype 1, 2 or 3) into one big font with a multi-byte encoding, and
was used for CJK or Unicode fonts.
T ype 42: A T rueT ype font wrapped up in PostScript. Sort of the
opposite from OpenT ype.
CID: T his format is used for CJK fonts with large numbers of
glyphs. T he glyphs themselves are specified either as type1 or
type2 glyph format. T he CID font itself has no encoding, just a
mapping from CID (a number) to glyph. An set of external CMAP
files are used to provide appropriate encodings as needed.
Python
75
A computer programming language that emphasizes code readability.
R
Reference
S
Sans Serif
See Serif.
Script
Serif
Back two thousand years ago when the Romans were carving their
letters on stone monuments, they discovered that they could reduce
the chance of the stone cracking by adding fine lines at the
terminations of the main stems of a glyph.
T hese fine lines were called serifs, and came to have an esthetic
appeal of their own. Early type designers added them to their fonts
for esthetic rather than functional reasons.
Other writing systems (Hebrew for one) have their own serifs. Hebrew
serifs are rather different from latin (cyrillic, greek) serifs and I don't
know their history. Hebrew serifs only occur at the top of a glyph.
SFD
SFNT
T he name for the generic font format which contains T rueT ype,
OpenT ype, Apple's bitmap only, X11's bitmap only, obsolete 'typ1' fonts
and Adobe's SING fonts (and no doubt others). T he SFNT format
describes how font tables should be laid out within a file. Each of the
above formats follow this general idea but include more specific
requirements (such as what tables are needed, and the format of each
table).
SIP
SMP
Spline
SSP
State machine
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A state machine is like a very simple little program, they are used on
the mac for performing contextual substitutions and kerning. T he
state machine dialog is reachable from Element->Font Info->Lookups.
Stem
A stem is the part of the letterwhich is verical. T he I and l are all stem
except for serifs. T he H consists of two stems and a crossbar. Other
glyphs with stems include B b F f k k P p R r 1 and 4.
Strike
Style
In LGC alphabets an italic (or oblique) style has arisen and is used for
emphasis.
SVG
Syllabary
T
Terminal
TeX
A typesetting package.
Thorn
T he germanic letter "þ" used for the unvoiced (English) "th" sound (as
in the word "thorn"), I believe this is approximately the same sound
value as Greek T heta. Currently a corrupt version of this glyph
survives as "ye" for "the". See also Eth.
True Type
TrueType Tables
Type 1
Type 2
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Type 3
Type 0
Type High
In the days of metal type this was the height of the piece of metal --
the distance from the printing surface to the platform on which it
rested.
Typewriter
See Monospace.
U
Unicode
Undershoot
See Overshoot.
UniqueID
UseMyMetrics
V
Vertical Advance Width
W
Weight
T he weight of a font is how thick (dark) the stems of the glyphs are.
T raditionally weight is named, but recently numbers have been applied
to weights.
T hin
100
Extra-Light
200
Light
300
Normal
400
Medium
500
Demi-Bold
600
Bold
7 00
Heavy
800
Black
900
Nord
Ultra
White space
T he white space of the type design includes the space between lines
of text, the space between the letters, the word space and the spaces
inside the letters. It is a broad and encompassing term.
Width
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T his is a slightly ambiguous term and is sometimes used to mean the
advance width (the distance from the start of this glyph to the start
of the next glyph), and sometimes used to mean the distance from the
left side bearing to the right side bearing.
X
X-height
T he height of a lower case letter above the base line (with a flat top
like "x" or "z" or "v" as opposed to one with a curved top like "o" or
one with an ascender like "l") .
XUID
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23. FURTHER READING
Detail in T ypography (Paperback)
ISBN: 97 89063692247
ISBN: 9063692234
T hinking with T ype: A Critical Guide for Designers, Writers, Editors, &
Students (Design Briefs)
ISBN: 97 81568984483
ISBN: 1845110285
T ype Designs
AF Johnson (Author)
ISBN: 37 21203488
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T he Unicode Consortium (Author)
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