Picture Editor Data Entry SW11-650
Picture Editor Data Entry SW11-650
Data Entry
SW11-650
Implementation
Engineering Operations - 2
Picture Editor
Data Entry
SW11-650
Release 610
9/99
Notices and Trademarks
TotalPlant and TDC 3000 are U.S. registered trademarks of Honeywell Inc.
Honeywell
Industrial Automation and Control
Automation College
2820 West Kelton Lane
Phoenix, AZ 85053-3028
1-800-852-3211
Table of Contents
1 INTRODUCTION
1.1 Overview
1.1.1 Display Design
1.1.2 Display Data Entry
1.1.3 Display Storage Medium
1.2 References
INDEX
INTRODUCTION
Section 1
Custom Graphic Displays can contain text, shapes, touch screen targets, and other features.
Probably most often, they are a schematic representation of the process. The Picture Editor allows
you to build and edit Custom Graphic Displays without the need for extensive programming
knowledge. This manual explains how to use the Picture Editor.
1195
1.1 OVERVIEW
• Entering display data into the system, using the Picture Editor.
Display design is described in the Picture Editor Form Instructions manual (see
References). Honeywell also provides a series of paper forms to collect the information
necessary to create a custom display. The SW88-551, Display Form is used to make a
sketch of the intended display. Forms SW88-552 through SW88-559 are used to collect
supporting information such as color, intensity, and other data needed during the data entry
session and to sketch subpictures. The Form Instructions manual describes basic objects
that can be built with the Picture Editor and explains how to use the forms. Anyone
attempting to design a Custom Graphics Display should study that manual.
The display data entry process (picture building) consists of using the keys at the Universal
Station's Engineering Keyboard to enter data and invoke the commands that put lines,
shapes, characters, etc., on the screen. This manual discusses the data entry process and
offers some tips and suggestions. Two companion publications, the Picture Editor
Reference Manual and the Actors Manual, (see References) are also useful; in fact, essential
to anyone using the Picture Editor for the first time. First time users should study the
General Data Entry and Display Editing sections of this manual before attempting to build
any displays.
Whenever you are unfamiliar with a command mentioned in this data entry manual, you
should refer to the Picture Editor Reference Manual where each command is described in
great detail. After building a few pictures, you may need only a list of the commands and
abbreviations such as is provided in Appendix A of this manual.
As you build Custom Graphic Displays, you will want to store your work. A History
Module, floppy, or cartridge disk can be used as a storage medium. Floppy and cartridge
disks must be prepared in advance, using the Command Processor functions. Refer to the
Create command in the Command Processor Operation manual (see References).
Before Custom Graphic Displays can be used in an operating system, you must enter
related pathname information into the Area Database Pathname-Catalog. This is usually
done at system configuration time, or this information can be added to a configured system
by reconstituting the Pathname Catalog Configuration Display. The procedures are
described in the Data Entity Builder Manual or the System Startup Guide (see References).
1.2 REFERENCES
This section describes the Engineering Keyboard and tells how it is used with the Picture Editor to
build Custom Graphic Displays.
The Picture Editor is a function of the Universal Personality and that personality must be
running in the Universal Station. The Universal Personality (UP) contains both engineering
and operator functions. Press the MENU key (hold down CTL and press HELP) to call up
the Engineering Main Menu.
With the main menu displayed on the screen, use the engineering keyboard’s cursor-keys to
move the cursor to the words Picture Editor; then press the SELECT key. If the system has
the touch screen option, just touch the words Picture Editor on the menu.
You can leave the Picture Editor by executing an END command or by pressing the MENU
key on the Engineering Keyboard. You can temporarily switch to the Command Processor
(e.g., to use a File Utility function) by pressing the ESC key. Pressing MENU returns the
Picture Editor.
If you are working at a Universal Work Station or Micro TDC Station, see the next
paragraph.
If you are using a Universal Work Station (UWS) or a Micro TDC Station, keep the
following differences in mind. The station must have an Engineering Keyboard connected.
You may have to press the PF1 key to enable engineering entry functions (i.e., enable
Engineering Keylock). Although these stations do not have touch screens, you will find it
easy to move the cursor with the mouse or track ball and you can use the ENTER and
SELECT keys on these devices to duplicate those same functions on the Engineering
Keyboard.
In addition to the normal letter/number keys, the following keys are used as described with
the Picture Editor (see Figure 2-1).
NOTE
DUAL-USE KEYS
The edge functions on most dual-use keys such as MENU, HOME, RED, etc., are enabled by
holding down the CONTROL key and pressing the desired key.
TAB—When a CTL key is held down, the tab function is enabled. Pressing CTL and an
arrow key moves the cursor between entry points on the screen forms. If there is no
screen form, pressing CTL and any arrow key during the Picture Editing session causes
the cursor to go to the Command Line. Within a port, holding down a CTL key and
pressing in sequence LF TAB allows you to quickly move the cursor to either end of a
line, or either end of text on a line or to the upper or lower line in a port, depending on
where you start.
CUR—When none of the CTL keys is held down, the cursor function is enabled.
Pressing an arrow key moves the cursor in any of the four indicated directions. Two
cursor keys can be simultaneously pressed to cause diagonal movement. The cursor
continues to move as long as the key or keys are held down.
The cursor appears in various forms depending on the display generator board used in the
Universal Station. A rectangle represents the screen space allocated for one alphanumeric-
character cell and moves in 1-cell increments. A cross-hair cursor provides extra
refinement for graphic work (e.g., drawing lines) and moves in 1-pixel increments. The
cursor may also appear as an arrow or, within pick (target) areas, as a bulls eye. You can
choose between a character cursor and a pixel cursor by pressing the F1 key (CTL/1). For
example, if the rectangular cursor is displayed, pressing F1 switches to the cross-hair cursor
and pressing F1 again switches back to the rectangular cursor. When a cursor key is held
down, the rectangular cursor moves across the screen in correspondingly larger steps than
the cross-hair cursor.
For systems with the touch screen option, the cursor can be moved by touching the screen.
The cursor jumps to the position indicated by your finger.
ENTER—After typing a Picture Editor command, and later after entering command-
specific information, press ENTER to signal that the last entry is complete and should be
acted upon. Thus, the ENTER key both begins and ends a command.
SELECT—When choosing coordinate points, this key signals the system to accept the
point where the cursor is positioned. Coordinate points are used to indicate the ends of
lines, the vertices of shapes, and the position where you want something to appear in the
picture (also see the DEL-key description).
DEL—To build shapes, values, variants, and other objects, you must enter one or more
coordinate points on the screen. The DEL key allows you to erase the last point entered and
re-enter a different point. If all coordinate points are successively erased, the command is
terminated.
BLINK, INTEN (Intensity), BKGD (Background), WHT (White), BLK (Black), CYAN,
BLUE, MAGN (Magenta), RED, YEL (Yellow), and GRN (Green)—are used to change
behavior attributes of the next objects or text added to the display (see the Behavior
discussion later in this section).
• enter text into the picture (using the Add Text command)
• enter command data
• fill in forms on the screen
Alphabetic characters can be entered in either upper or lower case for all of the above.
Pressing the Delete Character key deletes the character under the cursor.
1. Move the cursor to the beginning of the text you want to copy or delete.
2. Hold down CTRL and press DEL LINE. This places an invisible marker at the
cursor location to mark the start of the text block.
3. Move the cursor to the end of the text you want to copy or delete.
4. To delete only, press DEL LINE, and the text disappears.
5. To copy, first delete the text as described in steps 1 through 4. The deleted text is
held in temporary memory. Without moving the cursor, press INS LINE to make
the text reappear. The text is now ready to copy elsewhere.
6. To insert, move the cursor to the position where you want to add the text, then press
INS LINE. You can repeatedly insert the text block until you choose another text
block to delete or copy.
HOME—This key moves the cursor to the top left corner of the display.
MENU (CTL/HELP)—Pressing this key signals the system that you want to leave the
Picture Editing session and return to the Engineering Main Menu. If current work on the
screen has not been saved, the following message appears: Modified Picture
Exists. End? Press the MENU or the ENTER key to leave the Picture Editor and
lose the modifications, or press the CANCEL key to revoke the action.
ESCAPE—This key allows you to switch to the Command Processor from the Picture
Editor (for example, to use a utility function). When you are ready to return to the Picture
Editor, press the MENU key.
HELP—Several pages of on-screen help information are available when you press this key.
You can page forward or backward through the information by pressing the PAGE FWD or
PAGE BKWD keys. To return to normal, press either the CANCEL or HELP key.
CLR ENT—If you want to clear all the information out of a port, move the cursor to that
port and press the CLR ENT key.
Figure 2-2 illustrates the Universal Station’s screen as seen during picture building. The top
two lines and the lower two lines are called communications lines. These lines appear
during the Picture Editing session but are not present at operating time (the top two lines
appear in a different format, however). The messages that appear on these lines provide
communication between the user and the Picture Editor.
The picture is built in the middle 24 lines. This area is called the edit region. As explained
later, up to 48 lines of small-size text could be entered into the edit region. Unless
otherwise stated in this manual, all discussions of lines and character cells assume large size
text (16 pixel units high and 8 pixel units wide).
80 Columns
640 Pixels
Date/Time/Stn #
Pathname XXX (Behavior/Priority) Roll Factor Cursor Pos. Net
384 Pixels
24 Lines
EDIT REGION
Roll Factor—Roll factor is a number that tells where the edit region is located with respect
to the bottom left-hand corner of the drawing area (see Figure 2-3). The numbers are shown
as follows:
R-XXX,YYY where XXX and YYY are the current X-Y roll coordinates in large size
character units. (A large-size character unit is 8 pixels wide and 16 pixels high. It can
contain one large-size text character.)
The viewable screen area is 80 columns wide by 28 lines long but, as Figure 2-3 illustrates,
the total available drawing area is much larger. The picture is built in the 80-column by 24-
line edit region, which can be moved anywhere in the full drawing area by executing the Set
Roll command or the Page/Disp keys.
C-XX, YY where XX and YY are the current X-Y cursor coordinates in pixel units.*
Net—Current network-mode status. When the status is N-ON the log builder has access to
the network to check type-information about the variables you enter. When the status is N-
OFF, network access is disabled. The Set Network command is used to make the switch.
* Pixel units are the smallest possible points of light on the screen (like a dot over the letter i).
Command Line—Picture Editor commands appear on the command line as you type them
on the engineering keyboard. Command entry is explained in the next section of this
manual. At the right end of the command line, the wait message appears when the Picture
Editor is busy, such as during Write/Read/Compile commands.
Prompt and Error line—Many commands require additional input, so this line is used to
request coordinate or other information when it is needed. For example, invoking the Add
Line command causes the Picture Editor to print the message Enter Line Coordinates on the
prompt/error line.
The edit region is the current work area available to draw the picture (80 columns by 24
lines). As shown by Figure 2-3, the total available drawing surface is much larger than the
edit region, but only 28 lines by 80 columns can be seen on any one monitor at a time. It is
likely that you will at least want to use the area occupied by the upper communications
lines. The communications lines are not present at operating time. You can use the Set
Roll command to move the edit region over the total drawing area. Think of the edit region
as a window through which you can draw.
At operating time, the lower communication lines are not present and the picture effectively
moves down two lines to fill that part of the screen. The upper communication lines are
replaced by a standard 2-line format with the date/time and a prompt area. Therefore, at
operating time, the picture contains 26 lines (versus 24 lines at build time), so you may
want to roll the edit region up and draw in the area that is normally under the upper
communication lines.
Picture Editor commands are entered through the Engineering Keyboard by typing the
name or an abbreviated form of the name on the command line (see Figure 2-2) and then
pressing the ENTER key. For example to enter the Add Line command, position the cursor
to the left end of the command line and type ADD LINE. Either upper-case or lower-case
letters can be used. Press the ENTER key to activate the command.
Multiple commands can be entered by separating the command names with a semicolon.
Each command is executed in order. For example, SELECT;COPY;SELECT;SCALE.
Most commands have an abbreviated form that can be used instead of the full command.
Appendix A contains a list of the commands and their abbreviations.
Errors—If you see that the command is incorrectly typed before pressing the ENTER key,
use the cursor keys to back up. Then type over the incorrect part of the command.
If you incorrectly type a command (or an unacceptable form of the command) and press the
ENTER key, the Picture Editor prints an error message on the screen and the incorrect part
of the command is changed to red. The command is not executed. To recover, retype the
command information correctly; then press the ENTER key.
240 Columns
1920 Pixels
1344 Pixels
84 Lines
Drawing Area
80 columns
24
Edit Region
lines
1198
Many commands require that you enter one or more screen coordinates. For example,
coordinates for the ends of a line during the Add Line command.
Coordinates can be entered in several ways:
1. By moving the cursor to the desired screen location with the cursor keys, then
pressing the SELECT key.
2. By touching the screen at the desired points (if the Universal Station has the touch
screen option). This is equivalent to moving the cursor and then pressing the
SELECT key as a single operation.
3. By typing the X-Y coordinates (usually, in pixel units) on the command line
following the command. For example
Before data entry time, each custom graphic display should be sketched on an SW88-551
or similar Display Form, such as shown by Figure 2-4. The circles with pointers are not
part of the picture. The letter-number code inside each circle is called a key and refers to a
specific entry on a specific support form that provides details about that object (distinct
parts of the picture such as text and shapes are referred to as objects). For example, Key
T-1 refers to Item 1 on the Target Form. Also note that the Display Form is labeled
Drawing 1 and you will want to make sure that the Target Form you use to build this object
references Drawing 1. Sometimes there will be subpicture drawings in the same package
and each of these may also have support forms. In such cases, the subpicture drawing
should have a different number and the support forms would refer to that number. Building
individual types of objects (shapes, targets, text, etc.) is discussed in detail later in this
publication.
S-1 CB-2
B-5
Off
Gas
xxx Mcf/Hr
B-3
V-1
S-2
Tower SD-2
T-181 Overhead
VR-1
Tails
xx psi
Gas
Product Heater
xxx Kcf/Hr
F-181 V-1 B-2
17515
Simple sketches that have colors or other characteristics written beside the objects on the
paper Display Form do not require support forms (at least not for that characteristic).
Some designers may make copies of the main Display Form and use only one type of key
on each form; therefore, one Support Form would apply to each Display Form.
Even if one of the alternate methods is used, you will be able to build the display, as long as
the designer has provided all the details and you understand what is wanted. This manual
presumes that the circle and pointer method was used and that there is one main Display
Form accompanied by a packet of support forms.
If a color palette number was entered on the form you should enter a SET PALETTE nn
command with the palette number substituted for nn. If you need to return to the default
palette, execute a SET PALETTE 0 command.
2.5.2 Text
After executing the Add Text command, text can be typed in from the Engineering
Keyboard. Text can fall only within character-cell boundaries (this is called character
resolution). Two text sizes are available; large and small.
• Large size text is five pixels wide by nine pixels high on a cell that is eight pixels
wide by 16 pixels high.
• Small size text is five pixels wide by seven pixels high on a cell that is eight pixels
wide by eight pixels high.
The default text size is large, but you can change from one text size to the other with the Set
Text size command (this affects the next text you type). The size of existing text can be
changed with the Add Textsize command. You can correct typing errors or change the
letters in existing text with the Modify Text command.
Each rectangle on the Display Form represents a large character cell and is twice as high as
it is wide (see Figure 2-4). Dotted lines do not appear on the screen, but text is still
arranged in the line-and-column format shown on the Display Form.
2.5.3 Graphics
Graphic objects (Lines, Solids, and Bar Charts) can be drawn anywhere in the edit region.
The graphic drawing procedure is described elsewhere in this publication and generally
involves using the cursor to specify vertices of shapes or end points of a line. Graphic work
generally requires finer resolution, called pixel resolution (pixel means picture element).
The F1 Key (CTL/1) on the Engineering Keyboard allows you to switch between character
and pixel resolution if necessary. The Picture Editor tries to provide the right cursor for the
command being executed.
Some objects (Values, Variants, and some Subpictures) have characteristics similar to text
because they call text into the picture; therefore, they must be located on cell boundaries.
This is discussed more later.
Certain objects require that you type in detailed information. In such cases, the Picture
Editor presents a form on the screen. The commands that cause screen forms to appear are:
Figure 2-5 illustrates a typical Screen Form. Specifications are typed into the boxed areas
of the form (e.g., Cyan, No Blink, Full). The forms usually contain default specifications.
You can accept the default specifications or you can type over them to make changes.
For the example shown in Figure 2-5, If, Then, Else statements are also required and these
are unique for each situation. The statements in this illustration are indented, but this isn’t
necessary (however, it is easier to tell what is intended). In any case, the information
should be provided to you on support forms for the object you are building. When the
Screen Form is completely filled in, press the ENTER key.
An additional Screen Form may be presented in some cases, which requests the variable
type and/or format for some process point that you entered on a Screen Form. When this
information is necessary, you should find it on the Paper Support Form that first mentioned
that point. If necessary, refer to Appendix A in the Picture Editor Reference Manual for
format and type information.
Screen Form comments—You can type comments directly into the screen forms for bar
charts, values, variants, conditional behavior subpictures and targets. The comment must
be within braces { }. For example: {This is a comment}. Comments do not show on the
screen at run time.
In general, you can place a comment anywhere that spaces, commas, braces or semicolons
are allowed. Examples of what you can do are on some of the screen forms that follow.
You can page forward and continue your entry, but do not break up identifiers or key
words (e.g., an IF, THEN statement) between two pages.
Date/Time
Conditional Behavior
Behavior For Bad Value BLACK NO BLINK NO REVERSE FULL
ADD CONDITION
Enter Condition Information
2.5.5 Behavior
The behavior characteristics are color, intensity, reverse field, and blink. When starting a
Picture Editor session, the initial settings are
• Full Intensity
• No Blink
• No Reverse
• Cyan
The next object you add to the picture will have the current behavior characteristics (as
shown by the 3-letter code on the second line from the top of the picture).
You can change the current behavior settings (i.e., behavior for the next object you add) by
• executing a Set Behavior command (followed by a list of characteristics)
• pressing the desired behavior keys on the Engineering Keyboard
The Display Editing section tells how to change behavior of existing objects.
In Figure 2-4, the keys with B prefixes refer to a Behavior Form, SW88-552. Figure 2-6
shows the item identified by Key B-1 and the Behavior Support Form referenced by that
key. Key B-1 is the first item on the form and tells you to build the furnace outline in blue,
no blink, no reverse video field, with half intensity.
The procedure for drawing shapes is explained later in this manual but remember that you
will set the current behavior before drawing the object. The abbreviations are defined at the
bottom of the form (also in Appendix A of this manual) and can be used with the behavior
commands. Also notice that the common behavior section of the Behavior Form tells you
to build the connecting pipes as green, no blink, no reverse, half intensity. Common
behavior means that all of the same type objects in the display (e.g., all text, all pumps, all
pipes, etc.) should be built with the color, intensity, etc., as specified for common behavior.
Conditional behavior is a mechanism that allows the object to change its behavior,
depending on process conditions. For example, a motor symbol could turn red and blink to
indicate overheating. The display-building section of this manual explains how to add
conditional behavior to existing shapes, text, etc.
With this command, you can add comments to a picture. The comments do not show up at
operating time. You can enter several pages of comments if necessary.
When the picture is saved, the comments are stored with the source file. To read the
comments previously stored with a picture, read the picture onto the screen and enter the
Define Comment command.
Also, refer to subsection 2.5.4.2 for comments in screen forms.
B-1
Drawing Drawing
Key Color Blink Norm./ Inten-
Rev. sity Items
Behavior
2.6 PRIORITY
Color priority should have been considered by the display designer, but if not, some
problems can occur at data-entry time. Color-priority order is listed in Table 2-2. When
graphical objects with different colors overlap, the color higher on the list predominates.
For example, white shapes would cover blue shapes where they overlap, and blue shapes
would cover red shapes where they overlap. As explained elsewhere in this manual, when
text and graphic objects overlap, text of any color can be given priority over graphic
objects.
Table 2-2 — Color Priority
Note that if you are working within any of the palettes other than the default palette, the
color priority is still determined by the key that produces the color. For example, in palette
14, purple covers blue, brown covers cyan, etc. (see Appendix A, subsection A.1.5).
When graphic objects and typed characters overlap in the picture, there are three parts to
consider: the character, the cell surrounding the character, and the graphic object. As
shown in Figure 2-7b, the graphic object (a line representing a pipe in this case) overlaps
the background cell but not the character. You can change the current priority so that
graphic objects overlap both text and cell (Figure 2-7c), or neither one, as shown in Figure
2-7a. On the command line, type Set Priority ppp where ppp is one of the priority
choices: FBG, FGB, or GFB. When entering the Picture Editor, or after a New command,
the priority is FGB as shown by Figure 2-7b. The current priority code is shown on the
second line from the top of the screen. None of the paper form entries will tell you what
priority to use; the sketch itself must show how the designer wants the finished display to
appear.
F B G
If a custom display database (DDB) is needed, it can be built with the TDC 3000 Text
Editor. The main display form shows the file name and an attached sheet will provide the
text that must be entered. The Text Editor Operation manual, SW11-506 explains how to
use the Text Editor. If the file has already been built, it may be provided to you on a floppy
or cartridge disk and you can use it as is, or edit it as described below.
• Get the file name from the main display form (e.g., DBFILE1.df).
• Enter the Command Processor by either selecting it from the Engineering Main
Menu or, if you are presently using the Picture Editor, by pressing the ESC key.
• Enter EDIT nnnn.df
where nnnn is the pathname of the file. The file extension df is required (e.g., EDIT
$F1>DDBS>DBFILE1.DF). The example assumes a floppy or cartridge disk ($f1)
with the volume name DDBS. If this is a new file you will get a message that the
file was not found, but will be created. If you are editing an existing file, it is read
in and displayed.
• Enter the statements. The general format is name: type, index, disposition;
For example: BOOL50: Boolean, 500, Local;
Here are the main rules that you need to know for data entry—
All of the rules are listed in the Actors Manual (Appendix A). An example DDB file is
shown in Figure 2-8. Note that it illustrates correct and incorrect entries.
When the statements have all been typed in, check carefully for spelling errors, proper
placement of the colons, commas, semicolons and braces. Save the file (press F1, then
press F2). You should get the message: File was updated, nn lines
written. If you escaped from the Picture Editor, press MENU to return.
Once the file is built, a Load command (explained in Section 4) is executed to declare and
define those variables for use with the custom graphic display you are building.
As you build a custom graphic display, you will need to correct and adjust objects in the picture.
Later, it may be necessary or desirable to change the display because the process has changed, or
because there is a better way to illustrate something. For these reasons, you need to be familiar
with the principle editing commands.
In addition, you need to be familiar with the Select/Deselect commands because they are
used with all of the above. Some other commands discussed in this section include the
Read/Write/Compile, the New/End commands, and some special commands. Remember
that this manual focuses on when to use the commands, and all commands mentioned here
are fully described in the Picture Editor Reference Manual in the Implementation/
Engineering Operations - 2 binder.
Many commands are designed to affect only selected objects. This means that before you
can use those commands, you must first select the objects you wish to manipulate (more on
this later). For example, if a picture contains solid objects, line objects, and text, it is
possible to select one, several, or all objects in the picture. Then, for example, you might
invoke a Move command to move only the selected object or objects. Either manipulating
a selected object or using the Deselect command reverses the selection process.
Objects can be selected by either of two methods:
• with the Select command as described later or
• when the Picture Editor is waiting for a command to be entered—
just touch two points on the screen (if the system has a touch screen). The Picture
Editor draws a box that includes the two points. Objects that intersect or are
enclosed by the box are Selected
or, enter each of the points by positioning the cursor on the screen then press the
SELECT key.
Figure 3-1 illustrates use of the Select command. After entering the Select (or Deselect)
command, you must specify two coordinate points on the screen by moving the cursor to
each location and pressing the Select key or, if the touch screen option is present, just touch
the screen at each location. If you make a mistake, use the DEL key to remove a coordinate
and then re-enter it. After both coordinates are entered, the Picture Editor draws a box that
passes through them. Objects within or intersected by the select box are selected. Selected
objects are displayed as white and blinking. Note that both coordinates can be at the same
location and thus produce the smallest possible select-box.
In Figure 3-1 everything is selected except the text-string PSI. If you want to be more
selective, you can specify a smaller box or use more than one Select command. Specifying
the same location for both points creates the smallest possible box.
Probably a better way to select specific objects in the picture is to use qualifiers with the
Select command. For example, by using the command Select Solid, only the pump would
be selected by the box in Figure 3-1.
Date/Time
1st Selection
Select Box
Drawn By The
Picture Editor
2nd Selection
SELECT
Enter Select Coordinates
These commands are invoked as described for the Select/Deselect commands, but the result
is different and the intent is to select/identify all objects with common attributes as
described below.
Select Behavior command—When any object in the picture is selected, all objects with
the same literal behavior are automatically selected as well.
Select Priority command—When any object in the picture is selected, all objects with the
same specified priority are also automatically selected.
Select Inherit command—All objects in the picture that are intersected by a select box
and that have inherited behavior are selected. Inherited behavior is discussed in
connection with subpictures elsewhere in this manual.
Select Subpicture name command—Where name is the file name of the subpicture.
When this command is executed, all subpictures with that name are selected. Any
variants that refer to the subpicture are also selected.
These two commands are used in a similar way. One or more objects can be moved to
another location in the edit region with the Move command; one or more objects can be
copied to another location in the edit region with the Copy command. Before invoking
either a Move or Copy command, the affected objects must first be selected. The procedure
used to specify distance and direction is the same in both cases. After invoking a Move or
Copy command, the Picture Editor requests two coordinate entries, which you specify with
the cursor and Select key or, if the touch screen option is present, by touching the desired
location on the screen. The first cursor entry is the tail and the second entry is the head of a
vector. You can think of the vector as an imaginary arrow. The direction of the arrow
represents the direction that the object will be moved or copied. The distance between the
two coordinates represents the distance the object(s) will be moved or copied.
Figure 3-2 shows how a solid object is being moved in the distance and direction indicated
by the arrow. If no qualifier is used, all selected objects in the edit region are moved or
copied. In Figure 3-2 even if both objects are selected, only the solid object is moved
because a Move Solid command is used.
*
Identical Conditional Behavior means that the same Add Condition command was used for all objects in the set.
Both the Move and Copy commands can be used with the following qualifiers:
NOTE
Lines, Solids, and Bar Charts can be moved anywhere in the edit region. Text, Values, Variants,
Targets, and Subpictures have a text size attribute. Therefore, depending on that attribute, they
can be moved or copied to large or small text boundaries only. The Special Considerations part
of Section 3.3.5.and the Move/Copy commands in the Picture Editor Reference Manual (see
References) discuss the details.
Date/Time
999.5 Klb/Hr
2 nd Selection
MOVE SOLID
ENTER MOVE COORDINATES
3.1.3 Scale
The Scale command allows you to reduce or enlarge an object, or flip the object about its
horizontal or vertical axis. Solid and line objects can be rotated. If the bounding-box
technique is used, scaled objects can also be moved. Targets cannot be scaled and objects
that contain text cannot be scaled.
To build more precise shapes, especially if the shape has a curved surface, you can draw the
shape much larger than normal and then reduce it with the Scale command. Figure 3-3
illustrates a pump drawing that was both reversed and reduced.
The object or objects to be scaled must first be selected. As a practical matter, it is best to
scale one object at a time.
Date/Time
SCALE
Invoking a Scale command causes the Picture Editor to prompt: Enter Scale
Bounding Box. If you press the ENTER key, a form appears on the screen (see Figure
3-4). The X-scale factor and the Y-scale factors tell how much to enlarge/reduce the
selected objects in the X (horizontal) or Y (vertical) directions. For example, an X-scale
Date/Time
SCALING FACTORS
Right-Left Reflection NO
Top-Bottom Reflection NO
SCALE
Enter Scale Factor Information
After invoking the Scale command, the Picture Editor responds, Enter Scale
Bounding Box. The size of the bounding box determines how the objects are scaled,
and the location of the bounding box determines where the objects are moved.
To create the bounding box, move the cursor to the first position and press the SELECT
key. If the touch screen option is present, just touch the screen at the desired location. A
cross appears on the screen to mark this location. Move the cursor to the next location and
press SELECT (or use the touch screen). As the second location is entered, the Picture
Editor draws a box that includes the two locations. Pressing the DEL key at this point
erases the last coordinate entered and you can then respecify it.
When the ENTER key is pressed, selected objects are moved into the area defined by the
bounding box. Figures 3-5 and 3-6 illustrates the process.
Date/Time
1st Selection
Bounding
Box
2nd Selection
SCALE
Enter Scale Bounding Box
Date/Time
Modify commands allow you to change an existing object in some way. You can change
text or you can change the coordinates for objects where coordinates were specified. Other
objects are modified by changing their screen forms. The Modify command can be used
alone if only one object is selected, or with a qualifier (line, text, value, etc.) as described
below. In all cases, the object must be selected before invoking the particular modify
command.
The Modify Line command allows you to change the end-points of a line or multisegment
line (usually in the form of a hollow shape). The Modify Solid command allows you to
change the vertices of a solid object. The Modify Bar and Modify Target commands allow
you to change the coordinate entry points and to change entries on the associated screen
forms.
3.1.4.2 Text
Use the Modify Text command to change the letters in selected text. As an alternative, you
can remove the old text with a Delete Text command and then type in whatever you want
by using an Add Text command. Use the Add Textsize command to change the size of
existing selected text.
The following commands cause the Picture Editor to present the Screen Form for that
object. You can then type over any previous form entry.
• Modify Condition (the object must be selected with the Select Condition command)
• Modify Value
• Modify Variant
• Modify Bar
• Modify Target
• Modify Subpicture (parameters only)
• Define nnnn
Most Delete commands allow you to remove some existing object(s) from the picture.
Objects to be deleted must first be selected. Delete can be used alone (to delete all selected
objects) or with one of the qualifiers listed below to delete only a specific type of object:
Bar Solid
Target Subpicture
Line Text
Value Variant
• Delete Behavior replaces existing literal behavior of a selected object with the
current literal behavior.
• Delete Condition replaces existing conditional behavior of a selected object with the
current literal behavior.
• Delete Inherit replaces existing inherited behavior of a selected object with the
current literal behavior.
• Delete Priority replaces the existing priority of a selected object with the current
priority.
The Add priority command (followed by a specified priority) allows you to change the
text/graphics priority of a selected object, or objects, to some other (specified) priority.
Example: ADD PRIORITY GFB.
As you create pictures and subpictures (explained elsewhere) you will want to store and
read them back. Before a display can be used at operating time, it must be compiled. The
Read, Write, and Compile commands are similar in that they all use a pathname to address
the storage area.
3.2.1 Pathnames
The display designer should have assigned a pathname for each display and written it on the
SW88-551 Display Form. This is the pathname you will need to use when storing and
compiling the display. You may also need to make up pathnames for any subpictures,
especially those you want to keep as library items. If so, pathname rules are explained in
the Set Pathname command description.
The current pathname is used as the default pathname when entering the Picture Editor,
otherwise, the pathname is established by executing a Set Pathname command. The
pathname appears on the second line from the top of the screen. You can change all, or any
part, of the pathname with another Set Pathname command. Write, Read, or Compile
commands automatically use this pathname unless you specify otherwise. As explained
later, you can append a full or partial pathname change to the Write, Read, and Compile
commands. The parts of the pathname are as follows:
dddd>vvvv>ffff
If the Logical Device identifier is the word NET, the storage area is in the History Module.
If it is $Fnn, the storage area is removable media (floppy or cartridge disk) and nn is the
disk drive number. Examples are:
NET>HMV1>FRED
$F4>V123>FRED
The Write command is used to store the current picture (often called a schematic). The
Read command copies back a stored picture.
The Compile command has two uses. One use is to check subpictures for errors (discussed
under the heading Building Subpictures in the next section). The compile command also
creates an object file for use by the Operating Personality. The Verify command is used to
clean up problems that prevent a picture from compiling. If you cannot compile a picture,
especially one that was revised, execute a Verify (or a Verify Prompt) command to type
check all of the variables in the picture.
In all cases, the current pathname, as shown on the second line from the top of the screen, is
used to address the source file. If the current pathname is not the one you wanted, you can
execute a Set Pathname command to change it, or you can specify a full or partial pathname
with the Write/Read/Compile commands. For example, if you wish to change only part of
the pathname, you can specify that part. Examples are:
You should write pictures to a temporary storage area as you build and refine them. This
creates a source file (for example SAM.DS). Source files can be read back into the Picture
Editor and modified or compiled later. If the system has an operating History Module
(HM), you can compile the pictures to a volume on the HM (but you should still have a
backup copy of the source files on a floppy disk or cartridge). The compile command
creates both a source (.DS suffix) and an object file (.DO suffix) file. When you get the
final picture built and compiled we suggest that you use the Command Processor to copy
the source file to a floppy or cartridge for backup. By doing so, the date/time on your
object file and on your backup source file are the same.
As long as you have a backup copy of the source files (presumably on a removable media),
you can use the Command Processor to delete each picture’s source file from the operating
volume(s), if necessary, to save room.
CAUTION
The picture you want to compile must be on-screen when you execute the Compile command.
The specified source file is overwritten with whatever is currently on the screen. When you
change a picture that previously compiled OK, consider first compiling to a temporary file so that
if the changed picture contains errors, the old source is preserved.
You can compile to a user volume or to an Area Database volume (&Dnn). If the system
does not have a History Module, picture files are usually compiled to the Area Database
volume (&Dnn). If you get the error message “Abstract Overflow”, when attempting to
compile, the picture contains too many objects. You may want to split the information into
two or more pictures.
If you need to compile a number of pictures, you may want to use the Multiple Compile
command. This command is especially useful when you need to revise a lot of schematics.
You need to tell the system where the compiled pictures are stored by an entry in the Area
Database Pathname Catalog. The Pathname Catalog allows you to specify search paths to
wherever the picture and Free Format Log files are stored (for example, to different
directories or media). You must enter a search path or paths to your compiled schematics.
You can also enter file names for up-to-200 pictures and logs that you want to keep in
resident US memory. The system tries to load as many of the specified picture files as
possible in US memory. Refer to the Area Form Instructions for more information.
When loading a US with the Operator or Universal Personality, the system searches each
path specified in the Pathname Catalog for the schematics and logs that you want in
resident US memory and attempts to load them in the order specified. At operating time,
when a schematic is called, the system checks resident memory first and then, if necessary,
searches each path for the schematic. The Title Summary Display shows which schematics
actually became memory resident.
The default US schematic memory size is 72 K words. You may be able to increase the
amount of US memory allocated for custom schematics if necessary to fit in more or larger
schematics. The total memory space available should be at least as large as the largest
schematic. After a schematic is compiled, you can use the Command Processor to list its
.DO file to determine the size. The configuration entry for External Schematic Memory is
described in the Network Configuration Form Instructions.
Search paths and file names should be entered in the Area Pathname Catalog at
configuration time if known. Tasks 23 and 29 in the System Startup Guide, Cartridge
Drive in the Implementation/Startup & Reconfiguration - 1 binder, describe this process.
If there are later changes to the Pathname Catalog, it can be reconstituted, changed, and
reloaded. The Data Entity Builder manual in the Implementation Engineering Operations -
1 binder describes the process. If you change the External Schematic Memory size for a
configured US node, use the reconfiguration instructions provided in Table 7-42 of the
Network Configuration Form Instructions manual to load the change into the US.
After the system is configured and operating, you can make changes to a picture but you
must recompile it. If the picture file is memory resident, you must either invoke the Area
Change function or reload all affected Universal Stations.
For the example given, HMV1 and HMV2 would be user volumes on different HMs.
Alternatively, you could compile the same picture to each destination. The potential
problem is that because file names are stored with a date/time stamp it might be
confusing to determine which ones are the same version at some later date. Press the
ESCAPE key to use the Command Processor functions. Press MENU to return to the
Picture Editor.
When you complete a Picture Editor session, and after the current work has been stored or
compiled, you can return to the engineering menu by executing the End command. If
current work on the screen has not been saved, the following message appears: Modified
Picture Exists. End? Press the ENTER key to leave the Picture Editor and lose
the modifications, or press the CANCEL key to revoke the action.
If, during a Picture Editor session, you want to clear the screen and start over, execute a
New command. Except for the pathname, all current settings revert to their default values.
If you are using the Picture Editor at a Universal Station that is not connected to an active
network, you should execute the command: SET NETWORK OFF. Otherwise, the system
will try to check variable types through the network. When the network becomes available,
reverse the effect by executing the command: SET NETWORK ON. Network access status
is shown as N-ON or N-OFF on the second line from the top of the screen.
3.4.2 PRINT
If you want to make a record of the contents of a picture make sure the printer is ready, then
use the command PRINT $Pn zzzz (n is the printer number and zzzz is an option). This
command is used to print a complete listing of the objects and text in the picture, including
their coordinates, color, priorities, behaviors, and actors (PRINT $Pn DEBUG). Other
options allow you to print only selected items in the picture (PRINT $Pn SEL), or only
symbols in the picture (PRINT $Pn SYM), or only comments to the picture (PRINT $Pn
COMMENT).
You can also print the same items to a file (PRINT <Pathname> zzzz) and read the file with
the text editor.
You can use the Multiple Print command to print numerous pictures to a file. This
command could be useful to document your schematics, especially when many are revised.
The command SET GRID ON causes a grid to be superimposed over the edit region. The
grid helps you to align objects in the picture and to draw straight lines that connect objects.
The command SET GRID OFF removes the grid from the display. Grid lines are spaced 5
lines/columns apart and numbered every 10 characters (see Figure 3-7).
Date/Time
20
10
10 20 30 40 50 60 70
SET GRID ON
When you start the Picture Editor, the default text size is large. The command: Set
Textsize Small changes the current text size to small. This command is like a toggle
switch and affects the next text objects and most other objects that you subsequently enter
into the picture. Existing objects in the picture are not affected. To switch again, you can
execute the command: Set Textsize Large. Look at the letters on the 2nd line from the top
of the screen at any time to determine the current text size.
Large and small text is discussed in subsection 2.5.2 of this manual. Except for lines,
solids, and bars, all other picture objects have an attribute known as text size. The things to
remember when building pictures are—
• Check and, if necessary, set the current text size before building the object.
• The current text size determines the text size attribute of text, values, and variants
when these objects are added to the picture.
• Targets always have their text size attribute set to large.
• The text size for a Subpicture is large if it contains any object with a text size of
large; otherwise it is small.
Other than the obvious size difference in text, the main consideration is where you can
locate objects in the picture. Objects with a text size of large can originate on large
character cell boundaries only, but objects with a text size of small can originate on either
large or small character cell boundaries. This of course affects the move and copy
functions because objects can be moved only in the appropriate increments, 8 pixels, or 16
pixels. If you try to put an object at a point between the appropriate boundaries for its text
size, the Picture Editor will move it to the nearest legitimate boundary.
If you need to change the text size of an existing object, select the object and execute the
Add Textsize Large/Small command.
The Select String command gives you a way to search through a picture for a string of text,
usually on a screen form. The command is used only at build time and you must specify
the part of the picture you want to search. If the text string is found, it, or the object that
contains it is selected (i.e., it turns white and blinks). Example: SELECT "A101" 0 0
300 200 searches the picture within the X Y X Y coordinates for every occurrence of the
string A101. There are some search options; for example, SELECT "*.SP" 0 0 300
200 will search for every use of the parameter .SP. The Picture Editor Reference Manual
explains the options.
This section deals with the process of building a complete Custom Graphic Display and assumes
that you are familiar with the general procedures and editing techniques described in previous
chapters.
Each display is different and probably will not contain every object that the Picture Editor
is capable of drawing. You must carefully examine the drawing and identify what it
contains. Unless you are familiar with the drawing, the keys (circles with pointers) are
probably the best way to identify the objects. Of course, the keys really refer to an entry on
a specific support form (see Table 2-1).
B and CB keys refer to behavior and conditional behavior respectively. Because these are
characteristics, not objects, B and CB keys could point to a variety of objects but especially
to text and shapes. Some examples should clarify the examination process. In Figure 4-1,
Keys B-1 and CB-1 point to parts of the furnace, which is obviously a hollow shape. Key
B-2 points to text; Key S-2 points to a subpicture; and Key VR-1 points to a variant. Key
BR-1 points to a bar chart in the bottom of Tower T-181. The upper part of the tower is a
hollow shape described by Key B-7 and the lower part of the tower is a solid shape
described by Key B-8. Hash lines are used here and on the condenser indicated by Key B-9
to indicate a solid object.
If you find it difficult to align objects in the picture, or to draw connecting lines at right
angles, turn on the grid overlay with the SET GRID ON command.
NOTE
If you do not have a formal set of drawings and would like to try drawing a simple picture,
the System Startup Guides contain a step by step procedure to build a simple picture. All you
need is a Universal Station/GUS with the Universal Personality running.
S-1 CB-2
B-5
Off
Gas
xxx Mcf/Hr
B-3
V-1
S-2
Tower SD-2
T-181 Overhead
VR-1
Tails
xx psi
Gas
Product Heater
xxx Kcf/Hr
F-181 V-1 B-2
17515
There is a preferred order for building Custom Graphic Displays. Of course, there are
exceptions, but generally you should build objects that are higher on the following list
before objects that are lower on the list. The list, in order of what should be drawn from
first to last is
• Subpictures
• Shapes and Bar Charts
• Solid Shapes
• Variants
• Values
• Lines (pipes)
• Text
• Targets
• Conditional Behavior
NOTE
Before building any object check its behavior and text-size requirements, then set the current
behavior/size.
If a Custom DDB File name is listed on the main display form, that file should be loaded before
attempting to build any object that refers to a variable in the file. Type LOAD nnnn, where nnnn
is the pathname. For example:
LOAD $F1>DDBS>DBFILE1
where:
DDBS is the volume name of a cartridge or zip disk that contains a custom DDB file named
DBFILE1.
If there are no errors, the file will load. The file should have been built as described in section
2.8 of this manual. Once the Load command is successfully executed, the variables declared in
that file stay in memory until you load another DDB file or leave the Picture Editor. If you get the
message SYNTAX ERROR DETECTED, use the text editor as described in section 2.8 to
correct the errors and then load the file. Also, remember that If you need to edit a picture
previously built with a custom DDB file, you must load the DDB file before doing so.
CAUTION
While building a picture it is common to compile the work, go to the operating personality and
check the work. Then, if changes are needed, return to the Picture Editor, edit the picture, re-
compile it and go back to check it on the operating side again. With Release 510 and later
software the last viewed schematic object file is kept in US memory. This benefits normal
operation but can confuse the picture builder because the last compiled version of the picture is
not in US memory; typically, it is on the HM (determined by the pathname used to compile).
The solution is to clear the schematic object file from US memory so that the latest version is
loaded when you call for the schematic. There are two ways to do this:
One is by selecting the CLEAR SCREEN target on the system Menu.
The other is to invoke the CLR_SCRN actor.
It doesn’t matter what is on the screen but invoke one of the screen clearing functions at the US
where you want to view the picture while the operating personality functions are running. You
might want to put the CLR_SCRN actor on a configurable button for use while building pictures.
Subpictures are built first because they are used throughout the display. You may also have
some subpictures to build that are not directly indicated on the Display Form, but are shown
on the SW88-557, Subpicture Form. Start building the main picture by adding the largest
objects first.
Shapes and bar charts are usually dominant parts of the picture and determine spacing to
other objects. Variants tend to be small shapes and therefore come next. Values take up
different amounts of horizontal space, depending on the size of the number that they
generate. Values must be placed into the picture for spacing, before proper placement of
labels or engineering units can be determined. The shapes can now be connected with lines,
and then text can be added. At this point, targets can be positioned over objects or text, or
wherever needed, and finally, conditional behavior can be added to those objects that
require it.
Subpictures are simply pictures that you build for use in other displays. Usually, the same
subpicture is used repeatedly. Subpictures can contain shapes, targets, text, etc. Pictures of
valves and pumps are frequently built for use as subpictures and adjusted with the Scale
command to whatever size is needed. These pictures are built and stored much like any
other picture and become subpictures when added to another display. To avoid confusion,
they are referred to as subpictures throughout this discussion. You may want to build
simple subpictures for a shape library. In that case, study the Subpicture section of the
Picture Editor Reference Manual (see References).
Build each subpicture as it is shown on the SW88-557 (S) Form, using the techniques
already described and the techniques described in the following sections (i.e., shapes,
values, variants, etc.). There will probably be keys on the S Form that refer to support
forms for behavior, values, etc. Instead of using a separate support form for very simple
objects, the designer might have indicated the behavior (colors, intensity, etc.) right on the
Subpicture Form. Figure 4-2 illustrates the paper Subpictures Form (S Form).
After building each subpicture, add an origin (see the Set Origin command). Later, when
you add the subpicture to a display, a message will appear on the prompt line: Enter
Subpicture Coordinates. The coordinates you specify correspond to the subpicture’s origin
(but the origin does not appear in the picture). You can place the origin anywhere, but
typically it is placed on or near the object (or at the point the subpicture connects to
something else in the main picture). For Change Zones, the origin should be located in the
bottom left-hand corner.
Subpictures can be stored with a Write command, at any time, as you work on them, but
when you think a subpicture is finished try to compile it. Refer to the Compile command
and use the pathname indicated on the Subpicture Form. If the subpicture has errors, it will
be redrawn with the faulty objects selected. When you have corrected the errors, the
subpicture should compile unless it contains parameters (discussed more later in this
section). In that case, you will get the message, Cannot Compile Subpicture and
you should then use a Write command to store it. There is no requirement to compile the
subpicture; the purpose is to check it for errors before it is used. Note that the compile
command automatically writes to a source file as part of the command execution.
If several different sizes and orientations are needed, you can scale or otherwise modify the
object as needed and use a different filename to store each version. You can scale and flip a
subpicture horizontally or vertically even after it is added to a picture, but if you need to
rotate a line or solid object, you must do it in the source picture (i.e., the picture you build
for use as a subpicture).
-S-
SUBPICTURES FORM SW88-457
Drawing No. 3 Palette No. Date
CB-1
V-1
xxx
psi
SUBPICTURE
Inherited Behavior ?
Item Parameter Prompt
PUMP &A.STATUS POINT ID?
If the S Form indicates that the subpicture should have inherited behavior, select it and
execute an Add Inherit command before storing it. Inherited behavior allows you to change
the subpicture’s behavior after it is added into the main picture.
4.1.1.2 Parameters
If the S Form lists one or more parameters, you must specify some expression in the
subpicture as a parameter (this is automatically taken care of as you enter information from
the Subpicture Support Forms). Parameters begin with an & character (e.g., &A.Press).
When you store a subpicture with a parameter, the Picture Editor presents a form on the
screen requesting a prompt word-string for each parameter (see Figure 4-3). Refer to the S
Form and type in the prompt word-string for each parameter. Figure 4-2 shows an example
where the words Point ID? were used as the prompt word-string.
CAUTION
If a subpicture contains more than one parameter and you repeatedly delete/modify the
subpicture parameters, it is possible for the prompt word strings to become out of sync with their
associated parameters. When you store the subpicture, check the dialog box carefully to see if
each prompt string is correctly associated with its parameter. One way to make this easier is to
enter the parameter at the extreme right end of the port when you type in the prompt.
Date/Time
Subpicture HPUMP
WRITE HPUMP
Enter Prompt Questions
1212
The Add Subpicture command is used to add subpictures to Custom Graphic Displays. If
the subpicture is on the volume specified by the current pathname (at the top of the screen),
you can call for it by the filename (e.g., ADD SUB HPUMP). If not, you can specify a full
or partial pathname (e.g., ADD SUB $F1>VOL1>HPUMP).
After invoking this command, use the cursor to indicate where you want the subpicture’s
origin (the origin does not show at operating time). If the Subpicture contains a parameter,
the Picture Editor will present a form with the prompt word-string that you entered when
storing the subpicture (see Figure 4-4). The word-string used in this example was Point ID?
(see Figure 4-3). You must answer the question by typing in whatever is listed as the
response for that subpicture’s prompt on the Subpicture Detail Form (paper Form SD).
Date/Time
Point id?
1213
These are predesigned subpictures built with software. They cannot be built or changed
with the Picture Editor, but they can be used in a Custom Graphics Display much like any
other subpicture. When added to a picture, the image can be enlarged, reduced, flipped
horizontally or vertically, but not rotated (refer to the Scale command). Application
subpictures can also be combined with other items into another subpicture.
The Picture Editor Reference Manual lists the standard application subpictures, shows
where each origin is located, and provides other details. If an application subpicture is
called for, add it to the display with the command: Add Subpicture nnnn, where
nnnn is the name of the application subpicture. Check through the packet of paper forms
for any special instructions about this type object.
A copy of the subpicture is stored with every picture that it is added to. The same is true if
a subpicture is referenced (called for) on a Variant Screen Form. Thereafter, if the
subpicture is changed, you must delete the subpicture image wherever it was used in every
picture. Also delete every reference to that subpicture on variant screen forms (use the
Modify Variant command). This action eliminates the subpicture copy stored with the
picture. Then add the changed subpicture back to the picture(s) and variant screen forms.
An easier way to change a subpicture is with the Replace Subpicture command. With
R600, this command has been modified to replace only the selected instances of the
indicated subpictures, but the command will replace all instances of the indicated
subpicture if no instances are selected. Refer to the Picture Editor Reference Manual for
additional information. The following examples show how it is used.
Example 1—In the schematic PLANT1 there is a subpicture named PUMP1. You must
modify that subpicture by adding a line to it. The subpicture does not contain any
parameters. The procedure is as follows—
1. Read in the source file for the subpicture you want to modify (e.g., PUMP1).
2. Modify the subpicture (e.g., add the line).
3. If you don’t need the original subpicture, write to the same source file (e.g.,
PUMP1), otherwise, write to a different file. Lets assume that you do want
both subpictures and decide to save the modified subpicture as PUMP2.
4. Read in the schematic that contains the subpicture(s), e.g., PLANT1.
5. To replace the old subpicture PUMP1 with the modified subpicture PUMP2,
type in the command: REPLACE SUB PUMP1 PUMP2
Only selected instances of subpicture PUMP1 is replaced by subpicture PUMP2. Note that
you will only get the “Duplicate Subpicture Exists” message, if you select a
subset of the subpicture PUMP1 and try to replace it with a modified version of subpicture
PUMP1 without giving the modified version of subpicture PUMP1 a new name.
Example 2—The schematic PLANT1 contains one or more subpictures named GUAGE1.
You must change subpicture GUAGE1 by adding a value with a parameter. It may or may
not contain other values. The procedure is—
An error file will be produced indicating errors if the number and types of the parameters of
the subpictures don't match or if the subpicture or file names are invalid. The original
source file will be replaced with the modified source file only if no errors occur on the
Replace Subpicture commands. If no errors occur on the replace, allow compile (if
indicated in the text file).
No parameter form will be provided for the user to modify in the automatic mode. A
manual mode indicator, in the input text file, will bring up the parameter form for the
subpicture and wait for the user to enter any changes to the subpicture parameters. The
subpicture replace mode will remain in manual until the input file indicates to change the
mode to automatic.
Hollow shapes are built with the Add Line command. After invoking this command, the
Picture Editor asks you to specify coordinates for the line end-points. Figure 4-5 shows
how the cursor is used to enter a series of end-points. As you can see, the points outline a
pump. Straight lines connect the points as the SELECT key is pressed, to form a hollow
shape. Press the ENTER key to complete the drawing.
3rd
= selected coordinates
Solid shapes are built much like hollow shapes. (See Figure 4-6.) Solid shapes on the
paper Display Form contain crosshatched lines or shading to indicate that they are solid.
Invoke the Add Solid command and use the cursor to specify the vertices of the object.
When the ENTER key is pressed, the first and last vertex are connected and the object is
filled in with color.
When building either solid or hollow shapes, you can correct any mistakes you make while
entering the coordinates, by pressing the DEL key and re-entering the coordinate.
4th Vertex
4.1.2.3 Symmetry
To get perfect symmetry, draw half the object, copy it a short distance away, reverse its
orientation with the Scale command, and move the two objects together. Figure 4-7 shows
this idea. After you have done this a few times try lumping the commands together, for
example, SELECT;COPY;SELECT;SCALE;SELECT;MOVE.
4.1.2.4 Templates
If you have already drawn a shape similar (at least in part) to the one you want to draw,
consider using the existing shape as a template or guide. For example, suppose that you
have a subpicture of a circle and need to draw an object that contains a circle or at least a
circular surface. Add the circular subpicture to the picture you are drawing, using the Add
Line command, draw over as much of the circle as needed and, finally, delete the
subpicture. What remains is a line with the desired curvature. In Figure 4-8, a few lines
with exaggerated lengths are used to show this idea. Of course, many short lines would
yield a smoother arc.
Alternatively, you could use a marking pen to draw the object on a clear plastic sheet and
tape the sheet to the screen for use as a template.
Existing
Subpicture
Bar charts are designated by BR-keys on the paper Display Form. Bars can be either
horizontal or vertical and, like many other Picture Editor objects, are built by specifying
two locations with the cursor. The important thing to remember here is that the Picture
Editor builds the bar to its full-scale length. You can enter multiple bars with a single
command, by specifying additional pairs of locations. The Picture Editor draws a rectangle
around each pair of entries, and presents a screen form for each bar. Fill in the screen
form(s) using information provided on the paper BR Form. You cannot see the bar chart
change its length until operating time.
Date/Time
ADD VARIANT
Enter Variant Coordinates
When all locations have been entered, the Picture Editor presents a screen form for each
variant. Refer to the paper VR Form and enter the information as listed for each variant. If
subpictures named in the variant statements are stored on the volume specified by the
current pathname (at the top of the screen) you can enter the subpicture’s filename (e. g.
HPUMP) as it is shown on the paper form. If not, you can either change the default
pathname, or just enter a full or partial pathname to the subpicture. For example, if the
required subpicture HPUMP is stored on a floppy disk volume named SUB1, and that
floppy disk is in the drive $F2, you should type in $F2>SUB1>HPUMP instead of
HPUMP. You do not need to go back and delete the added pathname components.
The Picture Editor may or may not request a variable type, but if it does, this information
should also be entered as it appears on the VR Form.
When all the form entries are completed, one of the subpictures, text strings or, in R610,
values appear in the picture. If parts of the picture near the variant are blanked out, one of
the subpictures, text strings or values may be too large. Subpictures called by a variant
clear out a rectangular area equal to or somewhat larger than the subpicture. If this causes a
problem, try adjusting the subpicture’s origin with the SET ORIGIN command to obtain a
better fit.
Note that Variants and subpictures have an attribute known as text size. If the variant has a
text size of small, it cannot call in a subpicture with a text size of large. Also note that
objects with a text size attribute can start on only the appropriate character cell boundaries
(i.e., every 8 x 16 or 8 x 8 pixels). For more information see the Picture Editor Reference
Manual.
If a subpicture name was previously entered on a variant screen form and you now want to
make a change to that subpicture, refer to Changing Subpictures section in this document.
You may find it helpful to make a scratch-pad note of the cursor-position numbers on the
second line from the top of the screen when you press the SELECT key to mark the value
locations. All of the value locations can be entered with a single command and they are
marked with a cross, as shown in Figure 4-9. When all locations are specified, the Picture
Editor presents a form that must be filled out to describe each value. Refer to the paper
Value (V) Form and enter the expression. The Picture Editor may also prompt for the
format and variable type. If so, enter this information as listed on the V Form for that value
object.
When all form entries have been completed, values are represented something like those in
Figure 4-10, depending on the format. At this time, values appear as a string of identical
characters equal to the field width of the final object. If the format is Real, a string of Rs is
used, if the format is Integer, a string of I’s is used, etc. In any case, you can now determine
where text (e.g., PSI) should be entered in relation to the value. Text is entered with the
Add Text command.
Date/Time
RRRRRRRRRR
IIIIIIIIII
BBBBBBBB
ADD VALUE
Enter Value Coordinates
Any text that is yet to be entered should go into the picture now. The current text size is
shown by the size of the letters on the 2nd line from the top of the display (e.g., FGB). If
you want to change the current text size, use the Set Textsize command. Then invoke the
Add Text command, position the cursor to the desired locations and type from the
Engineering Keyboard. Color and other behavior traits can be changed while entering text,
by pressing the appropriate behavior keys.
All text of the same size can be entered with a single Add Text command if desired, but
observe the following precautions. A text object is considered a group of characters that
touch horizontally (including space characters). Note that if you use the cursor-positioning
keys instead of the space bar to separate words or characters, they are then separate text
objects. This is important when you want an entire string of text to have the same behavior.
Do not use the insert character key (INS CHAR) with the Add Text command; refer to the
Modify Text command if corrections are needed.
Date/Time
Fourth
Second Point
Point
First
Point Third
Point
ADD TARGET
Enter Target Coordinates
Standard change zones are a combination of one or more targets and a 3-line by 80-column
subpicture called CHG_ZONE. The origin for the Change Zone subpicture is usually
placed in the lower left-hand corner of the edit region and the subpicture occupies the lower
three lines of the picture. Related targets can be built anywhere else in the picture. This
subpicture is supplied on the &DSY volume, therefore if you add it to a picture, the
command is typically ADD SUB NET>&DSY>CHG_ZONE. Refer to the Call Up Change
Zone actor in the Actor’s Manual for construction details and information about a variation
that uses the change zone object file as an overlay. Custom change zones are unique and
you must build the subpictures.
4.1.9 Overlays
A standard overlay display, as the name implies, is intended to be electronically
superimposed over another display called the base display or base picture. The two pictures
must be built and stored under different file names. Merging of the pictures takes place in
the operating personality. The two pictures will probably be sketched on separate forms;
however, to be certain they will fit together properly, you may want to build the composite
picture and separate the overlay part as described in the following paragraphs.
Example—Figure 4-12a shows an example of a base display. Figure 4-12b shows the
overlay display, and Figure 4-12c is a composite of the two (you may not receive the
composite sketch). Build the base picture first and compile it (e.g., COM
NET>HMV1>D122). Next, add the overlay items (values, targets, etc.). In this example,
some of the text goes in the overlay and some goes in the base picture. The same goes for
the targets. Continue until the composite picture is built. You might want to store a copy
of this on a floppy disk (e.g., WRITE $F1>VOL1>TEMP1).
Select and delete all objects that occur in the base picture only (e.g., SEL LINE;DEL
LINE;SEL SUB;DEL SUB). In the example, all line objects and subpictures can be deleted
with one command by selecting the entire picture, but be careful when selecting items that
appear in both pictures, such as text and targets in this case. Finally, only the overlay
picture is left on the screen and all objects are in their proper locations. Compile the
overlay picture under the proper pathname (e.g., COM NET>HMV1>D123).
With the base picture and overlay built and compiled, the work is completed.
AIR
V16 STATUS = CLOSED
FUEL BTMS
P401
SHOW
DETAIL
T7
F101
SCRUBBER
S3
P402
LEVEL = XXX%
FL0W = XXX GPM
STATUS = XXXXXX
MANUAL AUTO
LEVEL = XXX%
LEVEL = 15%
FL0W = 47 GPM
AIR
V16 STATUS = CLOSED
FUEL BTMS
P401
SHOW
MANUAL AUTO
T7 DETAIL
LEVEL = 90%
F101
SCRUBBER
S3
Multiple Serial Overlays are built in a way similar to that described above. The main
difference is that numerous overlay pictures can be built for use with a base schematic.
Each overlay will probably occupy only a slice of the picture and is called into the picture
by a target or configurable button. You must be careful to build objects in each overlay
between the specified X-Y coordinate sets. The area in a schematic that was occupied by a
Multiple Overlay is cleared if another Multiple Overlay is called in. For that reason you
would not normally build anything in this area of the base schematic. Figure 4-13
illustrates one way to use Multiple Serial Overlays.
BASE
SCHEMATIC Upper Right
X -Y Coordinates
Lower Left
X -Y Coordinates
OVERLAY 1
OVERLAY 2
OVERLAY 3
The left edge of the main display form may contain an entry for the Define command(s). If
so, with the custom graphic display on screen, type in the Define command (e.g., DEFINE
INITIAL) and press ENTER. The Picture Editor presents a screen form like a Target
screen form. Type in the actor(s) listed with the command and press ENTER. If you have
to modify a Define command, just enter the Define command again exactly as before.
Retype the actors as you want them or leave a blank action field to delete the Define
command.
The following table lists all of the Picture Editor commands. Most commands consist of
two parts as defined where the prefix and suffix intersect in the table. For example, Add
Line. For those commands, such as scale, that do not need a suffix, the first column of the
index is blank.
COMMAND
Suffix
Subpicture
Pathname
Comment
Collection
Condition
Behavior
Textsize
Compile
Network
Variant
Priority
Target
Inherit
Origin
Value
String
Solid
Print
Grid
Text
Roll
Line
Bar
File
Prefix
Add X X X X X X X X X X X X X
Compile X X
Copy X X X X X X X X X
Define X X
Delete X X X X X X X X X X X X X
Deselect X X X X X X X X X X X X X
End X
Listeq X
Load X X
Modify X X X X X X X X X X
Move X X X X X X X X X
Multiple X X
New X
Print X
Read X X
Replace X
Scale X X X X X X
Select X X X X X X X X X X X X X X
Set X X X X X X X X X
Verify X
Write X X
13785
SUGGESTION
If you find the number of abbreviations for each of the following functions somewhat
overwhelming, choose one abbreviation for each prefix, suffix, etc., and cross out the rest.
Prefixes
Add A
Compile COMP COM
Copy COP C
Define *
Delete DEL D
Deselect DES DS
End E
Load LD L
Modify MOD M
Move MOV
New N
Print *
Prompt P
Read REA RD R
Replace REPL REP RE
Scale SC
Select SEL
Set S
Verify VER V
Write W
* No abbreviation
Suffixes
Assoc A
Bar (No
abbreviation)
Behavior BEH B BEHAVE
Collection COLLECT COL C
Condition COND C
Disp_Back DISP_B DB
Disp_Fwd DISP_F DF
Final FIN F
Grid GRI GR G
Help H
Inherit INH IN I
Initial INIT I I
Line LIN L
Network NET N
Origin ORIG OR O
Page_Back PAGE_B PB
Page_Fwd PAGE_F PF
Palette PALET PAL
Pathname PATH P NAME
Priority PRI PR
Roll ROL R
Solid SOL
String (No
abbreviation)
Subpicture SUBPIC SUB S
Target TARG TAR
Text TEX T
Textsize SIZE TS
Value VAL V
Variant VAR
Field State
Reverse REV Blink BLI
No Reverse NO REV NR NR No Blink NO BLI NB NB
Box B
Entity_ID ENTITY ENT
Enumeration ENUM E
Hollow HOL H HOLL
Horizontal HORIZ HOR H
Integer INT I
Invisible INVIS I IN
Large L
Logical L B BOOLEAN
Network NET N
Multiple Compile MCOMP MCOM MC
Multiple Print MPRINT MPRN MPR MP
Parameter PARAM P
Real (Number) NUM R
SD_ENUM SD_ENM
Small S
Solid SOL S
String S
Unknown U
Vertical VERT VER V
Variable VAR V
The following list provides a very brief explanation of the major Picture Editor commands.
Many of the commands can also be used with qualifiers. Refer to the Picture Editor
Reference Manual for a detailed description of all the commands.
ADD
Set commands typically direct the Picture Editor to change some standard management
protocol in the display.
SET
• Behavior Sets behavior for the next object added to the picture.
• Collection Allows change of update rate for picture variables.
• Grid Superimposes/removes a grid over the drawing area.
• Network Enables/disables variable type-checking through the network.
• Origin Sets a reference point in the subpicture.
• Palette Determines the background tint and colors available to build with.
• Pathname Specifies the storage device and file name for the picture.
• Priority Determines what is covered when text and graphics overlap.
• Roll Rolls the edit region over the drawing area.
• Textsize Specifies the current text size.
Select commands direct the Picture Editor to select objects in the display for subsequent
manipulation by other commands.
SELECT
Qualifiers for use with both Select and Deselect are, Line, Solid, Text, Value, Bar, Target,
Variant, Subpicture, Inherit.
A.1.4.4 Manipulation
These commands direct the Picture Editor to perform some action on existing display
objects. Refer to the Picture Editor Reference Manual for qualifiers that can be used with
these commands.
These commands deal with storing or retrieving pictures and miscellaneous functions.
Unless a source file is named, Read and Write access the file specified in the current
pathname.
• Print Prints a text record of some part, or all of the picture currently
on the screen.
• Read Reads in a previously built picture from a source file.
• Write Stores the picture currently on the screen in a source file.
• Compile Stores the current picture in a source file; then creates an
object file; flags errors.
• Multiple Compile Compiles all of the source files on a list. Provides a results
file.
• Multiple Print Prints all of the files on a list to a specified file. Provides a
results file.
• New Clears the screen.
• End Used to end the Picture Editor session and return to the
Engineering Main Menu.
• Verify Cleans up problems in a picture that may not allow it to
compile.
The engineering keyboard color keys select the following colors depending on the palette
number that is enabled—
Full Intensity
- Key -
Palette WHT BLK CYAN BLUE MAGN RED YEL GRN
1 White Black Cyan Blue Magenta Red Yellow Green
2 White Lt Gry Cyan Blue Magenta Red Yellow Green
3 White Med Gry Cyan Blue Magenta Red Yellow Green
4 White Wrm Gry Cyan Blue Magenta Red Yellow Green
5 White Black Cyan Blue Magenta Red Yellow Green
6 White Lt Gry Cyan Blue Magenta Red Yellow Green
7 White Med Gry Cyan Blue Magenta Red Yellow Green
8 White Wrm Gry Cyan Blue Magenta Red Yellow Green
9 White Lt Gry Cyan Blue Magenta Red Yellow Green
10 White L/I Blue Cyan Blue Magenta Red Yellow Green
11 White Med Gry Cyan Blue Magenta Red Yellow Green
12 White Wrm Gry Cyan Blue Magenta Red Yellow Green
13 White Lt Gry Cyan Blue Magenta Red Yellow Green
14 White Lt Gry Cyan Blue Magenta Red Yellow Green
15 White Med Gry Cyan Blue Magenta Red Yellow Green
16 White Lt Gry Cyan Blue Magenta Red Yellow Green
Half Intensity
- Key -
Palette WHT BLK CYAN BLUE MAGN RED YEL GRN
1 L/I White Black L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
2 L/I White Lt Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
3 L/I White Med Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
4 L/I White Wrm Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
5 L/I White Black L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
6 L/I White Lt Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
7 L/I White Med Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
8 L/I White Wrm Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
9 L/I White Lt Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
10 L/I White L/I Blue L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
11 L/I White Med Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
12 L/I White Wrm Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
13 L/I White Lt Gry L/I Cyan L/I Blue L/I Magn L/I Red L/I Yel L/I Green
14 Brown Lt Gry Blue- Sky Blue Purple Orange Lt Yel Mauve
Gray
15 Brown Med Gry Blue- Sky Blue Purple Orange Lt Yel Mauve
Gray
16 Brown Lt Gry Blue- Sky Blue Purple Orange Lt Yel Mauve
Gray
L/I = low intensity, Lt = light, Med = medium, Wrm = Warm
(Only the color abbreviations in part A.1.2 are useable in the Picture Editor.)
Note that the background color is the same as that specified for the Black key.
Abbreviations
Behavior A.1.2
Command 2.4.1, A.1.1
Miscellaneous A.1.3
Add Behavior 3.1.6
ADD Commands A.1.4.1
Add Priority 3.1.6
Adding Conditional Behavior 4.1.8
Adding Targets 4.1.7
Adding Text 4.1.6
Alternate Methods 2.5.1.2
Application Subpictures 4.1.1.4
Area Database Pathname-Catalog 1.1.3
Background
Defined, Illustrated, Priority Setting 2.6.2
Bar Charts 4.1.2.5
Behavior 2.5.5, 4.1.2.5
Add 3.1.6
Abbreviations A.1.2
Blink 2.5.5
Identical Conditional 3.1.1.2
Inherited 4.1.1.1
BKGD (Background) key 2.2
BLINK
Behavior 2.5.5
Key 2.2
BLK Key 2.2
BLUE Key 2.2
Bounding Box Method 3.1.3.2
Building Line Objects 4.1.5
Building Shapes and Bar Charts 4.1.2
Building Subpictures 4.1.1
Building Values 4.1.4
Building Variants 4.1.3
CANCEL Key 2.2
Change - see Modify
Change Zones 4.1.7.1
Changing Subpictures 4.1.1.5
Character
Cell 2.5.2
Cell/Pixel Resolution 2.5.3
Unit in Pixels 2.3.1.1
Color
Behavior 2.5.5, 4.1.6
Palette 2.6.1, A1.5
Priority 2.6.1
Command
Abbreviations A.1.1
Descriptions A.1.4
Line 2.3.1.2
Commands
Abbreviated 2.4.1, A
Add (summarized) A.1.4.1
Add Bar 2.5.4
Add Behavior 3.1.6
Add Condition 2.5.4
Add Conditional Behavior 4.1.8
Add Priority 3.1.7
Add Subpicture 2.5.4
Add Target 2.5.4, 4.1.7
Add Value 2.5.4
Add Variant 2.5.4
Compile 3.2.2
Copy 3.1.2
Custom Display Databases 2.4, 4.1
Define 4.1.10
Delete 3.1.5 - 3.1.5.1
Descriptions A.1.4
Editing 3.1
End 3.3
Entry 2.4
General Utility A.1.4.5
Index A.1
Listed A
Load 4.1, .2.8
Manipulation A.1.4.4
Modify 3.1.4 - 3.1.4.3
Move 3.1.2
Multiple Command Entry 2.4, 4.1.2.3
Multiple Compile 3.2.2
Multiple Print 3.4.2
New 3.3
Object File 3.2.2.1
Overlays 4.1.9
Print 3.4.2
Prefixes A.1.1
Read 3.2.2
Replace Subpicture 4.1.1.5
Scale 2.5.4, 3.1.3
Select/Deselect 3.1.2
Set (summarized) A.1.4.2
Set Collection 2.5.4
Set Grid 3.4.3
Set Network 3.4.1
Suffixes A.1.1
Write 3.2.2
Error Message
Incorrect Command Entry 2.4.1
Error/Prompt Line 2.3.1.2
External Custom Schematic Memory 3.2.2.1
FGB (abbreviation)
Meaning 2.3.1.1
File
Accessing A.1.4.5
Name 3.2.1
Object 3.2.2.1
Pathname 1.1.3
Source 3.2.2, 3.2.2.1
Floppy Disk
as Storage Medium 1.1.3
Foreground
Defined, Illustrated, Priority Setting 2.6.2
Forms 1.1.1, 1.2, 2.5.1.2
General Data Entry Information and Procedures 2.5
General Procedures and Techniques 2
General Utility Commands A.1.4.5
Graphics
Defined 2.5.3
Illustrated, Priority Setting 2.6.2
Grid 3.4.3
GRN (Green) Key 2.2
Hollow Shapes 4.1.2.1
HOME Key 2.2
How to Set Current Behavior 2.5.5.1
Inherited Behavior 4.1.1.1
Initial/Final Target (see Define command)
INSERT/DELETE CHARACTER Key 2.2
Introduction 1
Lines and Shapes 3.1.4.1
Line Objects, Building 4.1.5
Logical Device Identifier 3.2.1
Lower Communication Lines 2.3.1.2
MAGN (Magenta) Key 2.2
Manipulation A.1.4.4
MENU Key 2.2
Miscellaneous Abbreviations A.1.3
Modify Commands 3.1.4
Mouse 2.1.1
Move and Copy (Commands) 3.1.2
Multiple Command Entry 2.4, 4.1.2.3
Multiple Compile 3.2.2
Multiple Print 3.4.2
Multiple Serial Overlays 4.1.9.1
Net
Communication Line Entry 2.3, 3.2.1
Meaning of in Communication Line 2.3.1.1
Screen
Arrangement for Picture Editor 2.3, Figure 2-2
Coordinates 2.4.2
Forms 2.5.4
Size 2.3.1.1, Figure 2-3
Select
Behavior 3.1.1.2
Commands 3.1.1.1 - 3.1.1.2, A.1.4.3
Condition 3.1.1.2
Inherit 3.1.1.2
Key 2.1, 2.2
Priority 3.1.1.2
String 3.4.5
Subpicture 3.1.1.2
Select/Deselect Commands 3.1.1.1
Special Forms of 3.1.1.2
SET Commands (Listed) A.1.4.2
Set Grid 3.4.3
Set Network 3.4.1
Use of to change mode status 2.3.1.1
Set Origin (Command) 4.1.1
Set Pathname (Command) 3.2.1
Set Roll (Command)
to move Edit Region 2.3.1.1, 2.3.2
Set Textsize Command 2.5.2, 3.4.4
Shapes
Building 4.1.2 - 4.1.2.2.4
Hollow 4.1.2.1
Solid 4.1.2.2
Symmetry 4.1.2.3
Templates 4.1.2.4
Source File 3.2.2, 3.2.2.1
Special Commands 3.4
Special Forms of the Delete Command 3.1.5.1
Special Forms of the Select Command 3.1.1.2
Specifying Screen Coordinates 2.4.2
Storing Pictures 1.1.3, 3.2
Subpictures
Added to Display 4.1
Application 4.1.1.4
Building 4.1.1
Compiling 4.1.1
Delete 3.1.5
Inherited Behavior 4.1.1.1
Modify 3.1.4.3
Move and Copy 3.1.2
Parameters 4.1.1.2
Scaling 3.1.3 - 3.1.3.2
Selecting 3.1.1.2
Set Origin 4.1.1
Support Forms for 2.5
Using (subpictures) 4.1.1.3
Writing (storing) 4.1.1
Support Forms
Example of 2.5.5.3, Figure 2-6
Table of 2.5.1.2, Table 2-1
Use of in Building Custom Graphic 2.5.1
Symmetry 4.1.2.3
System Configuration 3.2.2.1
The Sequence of Building 4.1
TAB Key 2.2
Targets 2.5.4, 4.1.7
Templates 4.1.2.4
Text 2.5.2, 3.1.4.2
Text/Graphics Priority 2.6.2
Text Size 2.5.2, 3.4.4
Using the Engineering Keyboard 2.2
Understanding the Behavior Form 2.5.5.2
Universal Work Station 2.1.1
Upper Communication Lines 2.3.1.1
Using Subpictures 4.1.1.3
Utility, General Commands A.1.4.5
Values
Building 4.1.4
Illustrated 4.1.4, Figure 4-10
Variable Types and Formats 2.5.4.1
Variants
Building 2.5.4, 4.1.3
Command Descriptions A.1.4
Entering Locations for 4.1.3, Figure 4-9
Verify Command 3.2.2, 3.2.2.1
Volume ID 3.2.1
Write, Read, and Compile 3.2.2
X-Y Coordinates 2.4.2
YEL (Yellow) Key 2.2
Reader Comments
Title of Document:: Picture Editor Data Entry
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