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- ≡≡
- Basic Information
-
-
- Introduction
-
- LASI (LAyout System for Individuals(ists))
-
- (Pronounced "LAZY")
-
- Version 4.3
-
-
- The LASI CAD System was originally written several years ago for the
- author's own professional use to do IC and semiconductor device layout on
- a personal computer. Since then it has been continuously improved, taking
- advantage if new hardware and software. It has also been used for
- hybrids, printed circuit boards, schematic diagrams and other precision
- drawing applications. LASI has become particularly valuable to students,
- schools, universities, or anyone who doesn't have the funding for more
- elaborate drawing systems.
-
- LASI is intended to be friendly and intuitively obvious, which makes it
- easy to learn and operate by occasional users. Once the basics are
- understood, the commands usually require little additional explanation.
- Most commands operate on the drawing globally, so that there are no
- special editing procedures for different parts of a drawing. There are no
- hierarchical command structures with pull down menus. All commands are
- essentially random access through menus at the side of the display and
- may be easily aborted. Information is usually entered by mouse or
- keyboard. When a command is executed, the program is designed so that the
- results are displayed as soon as possible, to give good operator
- interaction.
-
- Drawings made using LASI can be translated to other drawing systems by
- utility programs. Presently, LASI drawings can be translated to and from
- Calma Stream Format (GDSII) and Caltech Intermediate Format (CIF).
- Drawings can translated into Hewlett-Packard Graphics Language (HP-GL),
- for plotting, and SPICE circuit analysis files can be made from schematic
- or layout drawings for schematic capture or IC simulation.
-
-
- LASI is intended to be propagated by software alone. There is therefore
- no printed manual. This LASI Help and Information program LHI.EXE
- displays all the documentation, and individual topics can be printed if
- desired. If a printed manual is needed, a program MANUAL.EXE is supplied
- that builds a manual complete with index from any LASI help file (files
- with .HLP extension).
-
-
- You should read the remaining Basic Information topics. After that, you
- can work your way through the General Information topics.
-
- If you are in a hurry to run LASI, it is recommended that you read the
- Hardware General Information topic to see if your PC is capable of
- running LASI adequately, and then go to the Quick Start topic.
-
- If you are new to LASI you should use the demonstration IC layout as a
- tutorial, if it has been included on the distribution disk, or is
- available on the network where you downloaded LASI. By working with a
- simple layout, you will get a good idea of how LASI works.
-
- If you have been using LASI version 3.X or 4.0, you MUST read the
- Converting Versions topic. You should also read the System Log, to see
- what changes have been made since the last release.
-
- What's New
-
- LASI version 4.3 is something of an evolutionary change over previous
- versions of LASI. It contains no major changes, but has some bugs fixed
- and several improvements added:
-
- 1. Most of the LASI programs are now compiled using Microsoft C/C++ 8.0
- (Visual C++) right off the CD-ROM. This has resulted in significantly
- smaller size for the main programs LASI87.EXE and LASIA.EXE.
-
- 2. There is an improved keyboard entry editor.
-
- 3. The Cell Mode display has been redesigned slightly to display more
- information more logically.
-
- 4. The VIEW and OPEN layer parameters may now be different for different
- ranks of Cell Mode.
-
- 5. The TLYR and TWTH commands for text have been replaced by context
- sensitive LAYR and WDTH commands.
-
- 6. There is a timed cursor position report that improves mouse response
- on slow computers.
-
- 7. The mouse sensitivity can be changed by the SET command.
-
- 8. The distance measuring marker can be toggled on and off.
-
- 9. There are now fancy menu buttons. (If you don't like the buttons, read
- the FORM File help topic.)
-
- 10. The CTRL-C interrupt has been disabled, so that you can't lose your
- latest drawing work by accidentally pressing CTRL-C and jumping back
- to MS-DOS.
-
- 11. The latest version of LASICKT.EXE the schematic capture program that
- appeared in later versions of 4.2 is included. A whole new version of
- LASI2CSF.EXE is also included that has more convenient setup and
- faster conversion. You should erase any old LASI2CSF.SET files.
-
- 12. There is now a single conversion program 4TO43.COM that allows you to
- modify drawings done with previous versions of LASI 4 to LASI 4.3.
-
- 13. When using selection commands such as GET, PUT, WMOV, etc. on path
- vertex points and text reference points, the point now needs only to
- be on the boundary of the cursor window and not fully enclosed by it.
-
- 14. Help files have been rearranged so that they may be called from the
- program that they try to help.
-
- Installing LASI
-
- The following information outlines the installation procedures for
- installing LASI on any PC. If you are reading this, you probably have
- done the basic installation already. The information is given here so
- that you can verify that installation has been done correctly.
-
- The system files are distributed in compressed form. The distribution
- will be either a High-Density 5.25" or 3.5" floppy disk version
- consisting of a self-extracting executable file named LASI43.EXE, or a
- network version consisting of files compressed into three ZIP files
- LASI43?A.ZIP, LASI43?B.ZIP and LASI43?C.ZIP, where "?" represents the
- revision number digit (1-9).
-
- If distributed on floppy disk, an installation program INSTALL.EXE should
- have been included. If distributed on a network, a README.TXT file,
- containing installation instructions should have been included within
- each ZIP file.
-
- The system files are listed in the System Contents help topic. If for
- some reason you obtain LASI as individual files, you should check to see
- if you have a complete set of files. All files should have the SAME DATE
- to insure compatibility.
-
- LASI will be ready to run with just the basic installation. When you are
- more familiar with LASI's workings you can do the advanced installation.
-
-
- Installation procedure for networked ZIP compressed files:
-
- 1. Make a subdirectory named "\LASI4" on your hard disk under the root
- directory.
-
- 2. Using PKUNZIP 2.0 or similar program, uncompress and copy the ZIP
- files LASI43?A.ZIP, LASI43?B.ZIP and LASI43?C.ZIP into the \LASI4
- subdirectory.
-
- 3. Add the path "disk:\LASI4" to DOS using the DOS "PATH=" Command, where
- "disk" is the hard disk's letter name.
-
-
- Installation procedure for self-extracting floppy disk version:
-
- 1. Run the installation program INSTALL.EXE
-
- INSTALL.EXE will determine the floppy drive that you are using and will
- ask for the hard drive where you want LASI to install. It will then ask
- if you want the LASI files to be installed.
-
- If there is a demonstration present on the distribution disk, INSTALL
- will ask if you want to include it. If you are new to LASI you should
- install the demonstration, otherwise you can skip it.
-
- INSTALL will create a subdirectory named \LASI4 on your hard disk, if
- it has not yet been created, and will extract and copy the system files
- to that subdirectory. It will also create a subdirectory \LASI4\DEMO if
- you install the demonstration.
-
-
- 2. Add the path "disk:\LASI4" to DOS using the DOS "PATH=" Command, where
- "disk" is the hard disk's letter name.
-
- Hint: It is usually easiest to add "\LASI4" to the "PATH=" command in
- your AUTOEXEC.BAT file.
-
- Quick Start
-
- If you are eager to try out LASI here is what to do:
-
- 1. Install a mouse and its driver software if you havn't already.
-
- You must have an active mouse to operate LASI.
-
- 2. Create a "drawing directory" on the hard disk where you installed the
- system files and make that directory your default directory.
-
- DO NOT make drawings in the \LASI4 directory.
-
- 3. Copy the FORM.DBD file from the \LASI4 directory to the drawing
- directory.
-
- The FORM.DBD distributed with the system files is a "generic" version
- and should work with most hardware.
-
- 4. Run LASI by simply typing "lasi".
-
- The main drawing program should come up in "System Mode". You can get
- HELP on any COMMAND by putting the MOUSE CURSOR on a MENU BUTTON and
- then pressing F1.
-
- You are now free to experiment on your own!
-
- Converting Versions
-
- Version 3 to Version 4
-
- If you have not been using LASI version 3, or do not have drawings made
- using it, you can skip these instructions.
-
- LASI version 4 has many new features over version 3. You should read the
- System Log topic for a listing of the major changes. Drawings should be
- converted to version 4, since version 3 is no longer supported.
-
- 1. Version 4 of LASI now keeps its files in the directory "\LASI4". It is
- important that the MS-DOS PATH be changed to include "\LASI4" and not
- "\LASI" as was previously used, since many of the new files have the
- same name as the old.
-
- 2. As a protection, the file name extensions were changed so that
- internal files are invisible to the wrong version. You need to convert
- your internal files (.BPV and .CEL) to version 4 files (.BP4 and
- .CL4). To do this quickly, the program 3TO4.COM has been supplied. To
- convert your files simply run 3TO4.COM while logged into a drawing
- directory. 3TO4.COM will act only on the files in that directory and
- will create new files and leave the old files unchanged.
-
- 3. The file CONSTS.DBD used in version 3 was replaced by the file
- CONSTS4.DBD. The new file contains more information in a different
- order than the old CONSTS.DBD file. You may leave the old file in your
- drawing directory so that you can use version 3 again for some reason.
-
- 4. The CELLS.DBD file was replaced by the CELLS4.DBD file This is really
- the same file, but the name has been changed to prevent the wrong
- version of LASI from writing to it.
-
- 5. FORM.DBD in version 4 contains new parameters. LASI version 3 is
- however smart enough to read for parameter titles so that, if
- necessary, version 3 can read through a version 4 FORM.DBD file and
- pick out only what it needs.
-
-
- Version 4 to Version 4.3
-
- Version 4.3 will work on drawings made with previous versions 4 of LASI.
- The only real difference is that the CONSTS4.DBD file has been modified.
- It is NOT true that older versions of LASI will work with drawings made
- with version 4.3.
-
- Briefly, here are some of the major changes that were made to versions 4
- of LASI:
-
- 1. Version 4.1 of LASI allowed basic cells to be taken from a common pool
- located on the same PC or from a Local Area Network. Read the General
- topics Pooling, Pooling Old Cells, Attached Cells and the ATTACH and
- IMPORT Command help topics.
-
- 2. Version 4.1 made 64 layers available instead of the previous 32.
-
- 3. Version 4.2 had a memory manager and no longer read the FORM.DBD file
- in a drawing for the "box=", "path=", "vtx=", "cell=" and "rank="
- parameters. These can be erased from the FORM.DBD file, unless you
- think you might go back to previous versions of LASI.
-
- 4. Version 4.2 required that all cells with rank greater than 1 have a
- CL4 file. This file may be missing if you were using an older version
- of LASI and had no lower rank cells in a cell. If you run LASI and the
- CL4 file is missing LASI will now create one. It will however indicate
- that a cell file is missing with an "Unable to Load File(s)" message,
- or when you draw a cell a lesser cell will be replaced by a dotted
- outline. To fix this problem, simply go in and out of Cell Mode on the
- cell that lacks a CL4 file.
-
- 5. Version 4.3 makes many convenience changes. Read the FORM File, Key
- Assignment, Keyboard Input, Making Measurements and SET, VIEW and OPEN
- Command help topics.
-
-
- If you run LASI 4.3 with an old CONSTS4.DBD file, LASI will tell you that
- it is incorrect.
-
- If you run LASI with the CONSTS4.DBD file missing from the drawing
- directory, LASI will create a new file automatically with default
- parameters.
-
- If you don't want to rewrite your parameters, you may run the 4TO43.COM
- program in a drawing directory. This program determines which version of
- LASI you were using, checks for correctness, and rewrites the CONSTS4.DBD
- file, adding the new parameters.
-
- Terms of Distribution
-
- The LASI System can be copied and distributed by anyone. For floppy
- distribution, the self-extracting executable LASI43.EXE, the installation
- program INSTALL.EXE and any optional files should be copied directly from
- the distribution disk.
-
- If LASI is placed on a bulletin board or network, or widely distributed
- in any other way (on a CD-ROM for example), THE AUTHOR SHOULD BE INFORMED
- OF ITS LOCATION. LASI has been found all over the country, mostly in
- duplicates or old versions. If you are going to distribute LASI, always
- contact the author for the newest version.
-
- If you obtained LASI from a network, usually Internet, it should come
- divided into three ZIP files LASI43?A.ZIP, LASI43?B.ZIP and LASI43?C.ZIP.
- For distribution on a network or bulletin board, all three files should
- be uploaded. Any optional files may be included on the network
- separately. DO NOT put any additional files into any of the three LASI
- ZIP files.
-
- On rare occasion, distributing on a CD-ROM for example, the three ZIP
- files may be condensed into a single ZIP file, or all files may be
- expanded into a single directory. If this is done, care must be taken
- that all files be included. The README.TXT file is duplicated in all
- three ZIPs.
-
- Files should NOT be distributed individually, since all the files are
- intended to work with each other in the same distribution. Files should
- all have the SAME DATE.
-
- LASI43.EXE or all three ZIP files will fit on a single 5.25" or 3.5"
- High-Density floppy disk. Breaking the file set into individual files is
- strongly discouraged because of the possibility of losing files or mixing
- file dates.
-
- A person distributing LASI is allowed to charge a fee that will cover
- their distribution costs (labor, floppy, packing, postage, etc.). Any
- fees are ultimately left to the spirit of LASI as being free for personal
- and educational use.
-
- Terms of Licensing
-
- The LASI System has been written over a period of several years, mostly
- for the author's own professional use in making integrated circuits, and
- therefore was not intended as profit-making software.
-
- For this reason, LASI is NOT SHAREWARE in the usual sense; that is,
- everybody is expected to pay if they use the software. LASI is free for
- educational use in order to foster IC design as a heuristic exercise and
- a true art. It is also free for non-profit applications by individuals.
-
- However, if LASI is used to MAKE A PROFIT, then a VOLUNTARY license fee
- of $99 PER COMPUTER on which it is installed is requested. This license
- is for a period of ONE YEAR and should be made payable to the author.
-
- When LASI is licensed, FREE UPDATES including any NEW PROGRAMS will be
- provided during the license period, and will continue to be provided if
- the license is renewed.
-
- This fee is not just to ease the conscience of someone making a profit
- and using LASI for free, but helps to pay for improving LASI with new
- hardware and software and sending out updates to everyone. The fee is not
- expected to be a compensation for the endless hours of coding and
- debugging that have gone into producing LASI.
-
- Terms of Liability
-
- The LASI System is constantly being revised and is distributed on an
- "as is" basis. Since the programs are quite complicated, software bugs
- may be found, often when someone does something that only rarely would be
- done. IF YOU THINK YOU HAVE FOUND A REAL BUG, REPORT IT TO THE AUTHOR.
- The bug will be fixed, and you will receive a corrected version.
-
- Neither the author nor any person distributing the LASI System assumes
- any responsibility for whomever uses the programs or for how the programs
- are used. Also, neither the author nor any person distributing the
- software assumes any liability for any losses monetary or otherwise
- incurred related to the use of the programs.
-
- Getting Updates
-
- Licensed users will receive free updates during their license period.
- Additionally, an attempt will be made to keep known users updated with
- the latest version by informing them that a new version is available,
- where (on a network) it is available, or by just sending out new floppy
- disks.
-
- If dangerous bugs are discovered an attempt will be made to notify or
- send corrected programs to known users.
-
- The author maintains a database of know users, but unknown secondary
- users should be kept updated by those who gave them the software.
-
- Updating secondary users is a responsibility that should be taken
- seriously. People have been found using ancient versions of the programs,
- which have since been debugged, greatly improved, or completely revised.
-
- To prevent continuously notifying or sending updates to anyone who really
- isn't using LASI, There is a CUTOFF PERIOD OF ONE YEAR, after which
- updates will have to be requested.
-
- As a general rule, to be sure that you have the most current software
- contact the author directly.
-
- If you have a V.32bis modem and preferably PROCOMM software, you may
- download the latest version by FIRST CALLING THE AUTHOR at the number
- listed below. Downloading takes about 20 minutes.
-
- Final Comment
-
- With the proper software, personal computers have easily become adequate
- for small to medium sized IC layout applications. LASI can give everyone
- a personal computer based work station. This is particularly true for
- students learning IC technology. In fact, it is the intention of the
- author to eventually develop LASI as a complete educational software
- system for use in IC design courses.
-
- Although it may be used that purpose, LASI was not really intended for
- doing routine IC or ASIC design. Instead, LASI was developed as a
- "fundamental" drawing system, which can generate arbitrary shapes that
- might be needed in any kind of application, new or old. It was also
- intended for people who think in a particular spatial way, as anyone
- working with it will soon realize.
-
- Actually, LASI was really intended to put some fun and relaxation into
- doing layout tasks by allowing a person to work when and where they want,
- and therefore, it is believed, do better more creative work.
-
- Anyone using LASI for fun or profit is encouraged to contact me with any
- suggestions or requests for additional utility or conversion programs.
-
-
- Dave Boyce
-
- Author of LASI:
- Dr. David E. Boyce
- IC Technologies Consultant
- 143B Bergdorf Rd., RR1
- Parish, NY 13131, USA
- 315-625-7291
-
- General Information
-
- About LASI Programs
-
- For those interested in the technical side of LASI, here are some brief
- details:
-
- Although the LASI uses mostly integer math, some floating-point math is
- used during the drawing process. For this reason, the main drawing
- program is compiled in two different versions:
-
- 1. For use with a coprocessor, it is compiled with inline coprocessor
- instructions, making LASI87.EXE.
-
- 2. For use without a coprocessor, it is compiled with alternate floating-
- point math function calls, making LASIA.EXE.
-
- These main drawing programs are written in C and assembly language. The
- source code consists of 4 separate modules containing, briefly:
-
- 1. The main(), System Mode command and utility functions (C)
- 2. The Cell Mode command functions (C)
- 3. The drawing, file and hardware functions (C)
- 4. The elementary graphical functions (Assembly)
-
- For maximum speed, the elementary graphical functions are written in
- assembly language. The C modules are complied using Microsoft C/C++ 8.0
- in the Large Model, and the assembly is compiled using Microsoft Macro
- Assembler 6.1. The four object codes are linked together to build the
- main drawing programs.
-
- To start LASI you actually run the small C program LASI.EXE. This program
- determines if there is a coprocessor present, and then writes over itself
- with LASI87.EXE or LASIA.EXE.
-
-
- Most of the more complicated utility programs, such as LASI2CSF.EXE, are
- also written using C/C++ 8.0, while some of the simpler utility programs,
- such as CMDLAYER.EXE are written in Microsoft BASIC 7.1. Most programs
- are compiled using alternate floating-point math function calls, so they
- will all run the same with or without a coprocessor.
-
- Advanced Installation
-
- Once you have mastered getting LASI up and running and probably know what
- you are doing, you can "customize" LASI to your particular hardware or
- drawing style. To do this you can set certain parameters in the FORM.DBD
- file as follows:
-
- 1. If you have an appropriate line printer or plotter, set the FORM.DBD
- file's "hcopy=" and "plot=" parameters to allow hard copies and plots
- to be made. Use EDLIN.COM or MS-DOS 5's EDIT to change the FORM.DBD
- file, to prevent any word processor formatting characters from being
- inserted into the FORM.DBD file. Read the FORM File topic and the HCPY
- Command topic.
-
- 2. If you have extended memory, install a RAM disk by putting the driver
- into your CONFIG.SYS file. Turn on the RAM disk provision by setting
- the "rdisk=" parameter in the FORM.DBD file to the letter of the RAM
- disk. Read the Using RAM Disk topic.
-
- 3. Once you have been using LASI for some time you will have some
- favorite commands that you use often. You can write these into the
- FORM.DBD file under the "fkey=" parameter, and further customize LASI
- to your own way of working. Read the Key Assignment topic.
-
- Attached Cells
-
- A cell that is kept in a common cell pool that is shared among several
- drawings is called an ATTACHED cell. The attached cell will be draw
- normally, but will follow certain rules and will have some special
- properties:
-
- ■ Attached cells are protected and may NOT be changed using Cell Mode.
-
- ■ Attached cells must have the same physical scaling as the drawing.
-
- ■ Attached cells must fit within the memory available for allocation by
- the memory manager for boxes, paths and vertices.
-
- ■ Attached cells may NOT be renamed with the RENAM command.
-
- ■ Attached cells are searched for in the pool directory only, while
- normal cells are searched for in the drawing directory only. If a cell
- file (BP4) is not found, a "null" cell is drawn. LASI draws a null cell
- as a dotted outline. A null cell is different from a cell that has
- nothing in it in that there is no BP4 file for a null cell.
-
- ■ Attached cells may be added to the drawing directory in two ways:
-
- 1. You can use the System Mode IMPORT command and give the imported cell
- the SAME NAME. This copies the cell's BP4 file to the drawing
- directory and turns the attached cell into a normal cell.
-
- 2. You can use the IMPORT command and give the copied cell a NEW NAME.
- This is preferred if you are going to modify the cell and use it in a
- few places.
-
-
- ■ Attached cells may be smashed using the SMSH command. This effectively
- adds an attached cell's boxes, paths and text to the current cell.
-
- ■ Attached cells may be used in the MAKE command. They will be added to
- the new cell as would any other cell, but they will still be attached
- cells.
-
- ■ The commands OUTL, FULL, INFO and SHOW work on attached cells.
-
- ■ If you are using a RAM disk, the first time you draw a attached cell it
- will be copied to the RAM disk. It will still remain protected but will
- draw faster.
-
- ■ Attached cell names appear in red in the LIST command cell listing.
-
-
- Cells with rank greater than 1 may be attached, but only the boxes, poly
- and paths will be drawn and the cell will be forced to rank 1. The reason
- for this is that LASI uses pointers to cells in its cell placement data.
- These pointers would be different for different drawings. The TLCIN.EXE
- program must be used to install any cells containing other cells. More
- often, cells containing other cells are usually drawing specific and
- would not be shared with other drawings anyway.
-
- Archiving
-
- It is highly recommended that you keep current backups or archives of
- your drawings. You should use the TLC external data format. The TLC
- format is written in ASCII text, and is very forgiving. It may in fact be
- written or repaired using a text editor.
-
- To dump a complete drawing you only need to run TLCOUT.EXE in a drawing
- directory, or alternately, to dump only a certain cell, give it the name
- of the that cell and TLCOUT.EXE will make all the required cells. Backup
- TLC files may be written directly to a floppy disk if they will all fit,
- or they can be written to a hard disk and then to one or more floppy
- disks.
-
- Once TLC files are made, a complete drawing or individual cells can be
- reconstructed if necessary.
-
- It might be said that TLC is the true way of storing LASI drawings. The
- internal data files (BP4 and CL4 files) are really a convenience to
- reduce the startup time for LASI.
-
- Read the TLC Conversion topic.
-
- Backups
-
- LASI contains an amount of protection against drawing loss. It will write
- your latest drawing files to your hard disk at certain times so that if
- the computer is turned off or fails, or you simply make a mistake or
- change your mind, your drawing will survive.
-
- Whenever you exit Cell Mode all files are updated on the hard disk. This
- includes the BP4 and CL4 files for the particular cell and the CELLS4.DBD
- and CONSTS4.DBD files. This happens even if you are using a RAM disk for
- temporary file storage.
-
- There are two files CELLBKUP.BP4, CELLBKUP.CL4 that store your cell as it
- was when you enter Cell Mode. These may be used to return a cell to the
- same state that it was when you entered Cell Mode.
-
- Also, there are two files SORTBKUP.BP4 and SORTBKUP.CL4 that are updated
- when you use the SORT command. You may use these files to restore if you
- make a major mistake. These files are also updated by a timed automatic
- sort that protects your drawing even if you leave it unattended for a
- while and someone comes by and turns off the computer.
-
- Finally, there are two files DSBKUP.BP4 and DSBKUP.CL4 that are updated
- whenever you use the DEL or the SMSH command. You may recover from an
- accidental delete or smash using these files.
-
- Command Menus
-
- Most operations are done by selecting a command from a menu on the side
- of the screen. Placing the mouse cursor on a button depresses the button.
- Clicking the right mouse button activates the command.
-
- In Cell Mode there are two different menus. To flip between them, simply
- click the right mouse button with the cursor in the drawing window, not
- in the menu area.
-
- In Cell Mode the current resident command is shown at the bottom left of
- the screen.
-
- The colors usually mean something. Generally the cyan commands affect
- boxes, paths and text, the yellow affect cells, and the green both, with
- many exceptions. Commands intended to stand out are generally red. Some
- commands are colored just to look pretty or give good contrast.
-
- Command Types
-
- The commands that are found on the menus do many things. The commands all
- have help topics in Command Information.
-
- The System Mode commands either operate immediately or request additional
- information to be typed in. The commands may be aborted or continued to
- completion.
-
- Cell Mode commands may be grouped into four types:
-
- 1. RESIDENT commands are commands that stay in place until you change to
- another resident command. There is always a default resident command
- when working on a drawing.
-
- Examples of resident commands are: ADD, GET, PUT, CGET and CPY.
-
- 2. ONE-TIME commands are commands that abort any other commands that may
- be in progress, but are not retained.
-
- Examples of ONE-TIME commands are: SORT, FILL, LAYR, and OBJ.
-
- 3. WINDOW commands are commands that change the window that is displayed.
- These commands are nestable within a resident command. For example,
- you can reposition the window an unlimited number of times while you
- still have the second point of a MOV pending. The command listed at
- the bottom of the display changes color to tell you that you are in a
- nested command that is asking for an input.
-
- The window commands are: ARROWS, CNTR, DGRD, DRAW, FIT, GRID, OCTO,
- OPEN, RDRW, VIEW, WGRD, RSTR, SAVE, XPND and ZOOM.
-
- 4. DOS commands are commands that run other programs with LASI as the
- shell. These commands can cause "out of memory" or "not available"
- errors if you don't have enough RAM available.
-
- The DOS commands are: DOS, HCPY, PLOT, TLC-IN, TLC-OUT and help F1.
-
- In System Mode, information is requested at the left of the screen. In
- Cell Mode information is usually requested on the last line. Any default
- values will be retained by pressing ENTER or ESC.
-
- Usually, ENTER continues the command and ESC aborts the command.
-
- Important: Any command that is expecting a cursor input point can be
- cancelled by selecting the same command, a new command or by pressing
- ESC. Window commands can be cancelled within a resident command without
- cancelling the resident command.
-
- Common Problems
-
- When LASI is started it checks for the FORM.DBD file, the CONSTS4.DBD
- file, the CELLS4.DBD file and the Text Font File (usually TXT.DBD). It
- also checks the hardware for the mouse and the kind of video adapter you
- have. If there is a problem LASI should tell you. This may not be perfect
- and if you crash first suspect the CONSTS4.DBD file. It may be incorrect.
- Simply erase it from your drawing directory. LASI will make a new one.
- CONSTS4.DBD files made with older versions of LASI are not guaranteed to
- work with newer versions of LASI.
-
- If you crash or you get a "Not Available" message, when running programs
- such as TLCIN.EXE, TLCOUT.EXE or LASI2PGL.EXE with the LASI drawing
- program as the shell, you probably have run out of conventional memory.
-
- LASI checks memory, and refuses to execute if it thinks that there is too
- little available, but it is not perfect because it really doesn't know
- how much memory a program needs. DOS eventually determines this.
-
-
- The LASI System is a very complex and evolving system. It is possible
- that situations will occur with different hardware and software
- environments that will cause difficulties. Once authentic problems are
- reported they are usually fixed. Consult the author or your source of
- this software for the latest version.
-
- Drawing Display
-
- When operating in Cell Mode the drawing area occupies most of the screen.
- The command menu appears on the right of the screen, and status
- information is displayed on the top and bottom of the screen.
-
-
- ┌─ Cell(Rank)──── Information ────────────────────────┬─────────┐
- ├─ View(layers)── Open(layers)─────────── Indicators ─┤ │
- │ │ │
- │ │ │
- │ │ │
- │ │ │
- │ Drawing Area │ Menu │
- │ │ Area │
- │ │ │
- │ │ │
- │ │ │
- ├─ Command (point) ──── Cursor Position ──────────────┤ │
- └─ wGrd ─── dGrd ─── Obj ─── Layr ─── Wdth ───────────┴─────────┘
- (Input and Messages)
-
-
- The upper top line shows the name of the cell and its rank on the left.
- Near the center is an area where information is displayed that remains
- until some status is changed.
-
- The lower top line shows the layers that are viewed and open for
- modification, and at the extreme right, the status of the cell outline
- name, the path center line, the text reference keyboard toggle and
- distance marker switches. (Read Key Assignment and the OUTL, DRAW and
- TEXT Commands.)
-
- The upper bottom line shows the name of the current command and the point
- to be inputted. Commands usually display in cyan, but nested "window"
- commands display in red.
-
- The upper bottom line also shows the current position of the mouse
- cursor. The lowercase "w" or "u" prefixing X or Y indicates that the
- cursor is in the "working" or the "unit" grid.
-
- The lower bottom line normally displays the working and dotted grids, the
- name or type of object that will be added with the ADD command, the layer
- if the object is a box or path, and the width of the path.
-
- The lower bottom line also serves as an input line for keyboard inputs
- and direct X and Y coordinate inputs.
-
- The bottom line displays temporary messages and certain warning messages
- that may be sent to indicate a problem, for example, "RAM Disk Full or
- Unavailable ...", which can occur quite often.
-
- Drawing Speed
-
- On a fairly slow computer, drawing a large number of cells can take a
- considerable amount of time. LASI has several features to allow you to
- work on larger drawings more effectively. These are as follows:
-
- 1. Pressing the ESC key or clicking the right mouse button causes a
- drawing sequence to abort in two stages. The first stage forces cells
- to be drawn as lightly dashed outlines. The second stops the present
- cell's boxes and paths from being drawn. You don't have to draw
- completely if you only want to locate a certain area. Just find where
- the area is, abort further drawing and ZOOM in.
-
- 2. Cells may be replaced by their outline, which draws almost instantly.
- Read the OUTL and FULL Command topics.
-
- 3. Objects that are too small to draw may be skipped by setting the
- resolution properly. Read the SET Command topic.
-
- 4. Objects that are out of a drawing window are remembered and are
- skipped for certain commands.
-
- 5. The cell files may be (and should be) automatically transferred to a
- RAM disk. Read the RAM Disk topic.
-
- Note: If you speed up drawing using first method, active box sides and
- active vertices are still drawn or marked, and active cells are still
- drawn as filled outlines. This is to indicate where an active object is
- located.
-
- Error Messages
-
- Most messages are self-evident and appear in the dialog area in System
- Mode, on the bottom line in Cell Mode, or on the top of the screen in
- both modes when DOS calls are made. Some error messages are less obvious
- and may be explained as follows:
-
- "Out of Object Memory!" means that you have completely run out of
- memory avaiable to hold the objects of a cell. Use some method to get
- more conventional memory on your PC, or better, use more cell nesting
- to reduce the parts count in a cell.
-
- "Unable to Load File(s)!" means that you are not able to load a cell
- file, usually because you have too little memory space available. This
- also indicates that a cell file (BP4 or CL4) may be missing, or you are
- trying to load a pooled cell.
-
- "Box/Path/Vertex/Cell Limit!" means that you are trying to add an
- object that exceeds the maximum number for its type.
-
- "Not Available!" means that LASI will not act as a "shell" to execute
- other programs ("child" processes).
-
- "Rank Error!" means that you are trying to add a cell that has rank
- greater than or equal to the cell on which you ar working.
-
- "File Error!" means that a file error occurred at the DOS system level.
- Usually you tried to erase a file that did not exist, or you tried to
- rename a file that didn't exist or had a name conflict.
-
- "No Object!" means that you are trying to set an object to be added
- that cannot be found in the cell list.
-
- "Not Enough Space to Smash CELLNAME!" means that there isn't enough
- memory to hold the objects that would result if a cell is smashed.
-
- "RAM Disk Full or Unavailable ... Using Hard Disk!" means that you
- either have set a RAM disk in the FORM.DBD file that doesn't exist, or
- the RAM disk has run out of space for new files or new filenames. You
- should erase old files from your RAM disk or, if possible, reconfigure
- it in the DOS CONFIG.SYS file to provide more file space or a larger
- directory.
-
- File Types
-
- The LASI drawing program uses several files when it is run. These are:
-
- DBD (drawing basic data) files
-
- CELLS4.DBD is the master list of cells used by LASI to know which cells
- it has to use in a drawing. The position of a cell in the file is an
- index used by LASI to keep track of which cells are used in other
- cells.
-
- FORM.DBD contains the configuration information used by LASI when it
- starts. Read the FORM File topic.
-
- CONSTS4.DBD is a file that is maintained by LASI itself, and contains
- the information (or constants) that determine the immediate settings of
- many parameters. Although it is ASCII this file should not be edited.
-
- TXT.DBD is a generic Text Font File. This file is a binary file that
- contains patterns for the text characters. This file was generated by
- the MAKETXT.EXE utility and can only be modified using that utility.
- Otherwise, the user is free to make his own fonts following the
- directions under the topic Text Generation.
-
-
- Cell Data Files
-
- Cell data files are named with the name of a cell with a BP4 or a CL4
- extension.
-
- BP4 files are internal binary files that contain information on boxes,
- paths, text and vertices. These files are maintained by LASI and other
- utilities and are not to be externally edited.
-
- CL4 files are internal files that contain information on which cells
- are contained in other cells. Rank 1 cells do not produce these files.
- These files are not to be externally edited.
-
- FORM File
-
- The configuration information for each drawing is in the FORM.DBD file.
- This file MUST be in each drawing directory. You write it using a text
- editor in standard DOS text format. The FORM.DBD file is an IMPORTANT
- file because it is used by the LASI drawing program and most of the
- UTILITY PROGRAMS to configure to the particular drawing environment.
-
- The FORM parameters are keywords followed by "=" and then the FORM
- variable. These may be in any order, or be omitted. If a parameter is
- omitted a default parameter is used if possible.
-
- The present FORM parameters are:
-
- hdisk=C:,D:,etc. (\LASI4 directory hard disk letter name)
- rdisk=D:,etc. or blank (RAM disk letter name)
- fdisk=A: or B: (floppy disk letter name)
- hcopy=XXXX (name of bitmap program to be used)
- plot=XXXX (name of plotter support program)
- text=XXXX (path\name of Text Font File)
- vmode=vga,ega,svga,mono,lcd (forces the display mode)
- pool=pool directory (path\name of cell pool directory)
- fkey=command line (progressively assigns F-keys)
-
- ■ "hdisk=" sets the letter name of the hard disk where the \LASI4
- directory is located and is used to find certain files.
-
- ■ "rdisk=" sets the letter name of a RAM disk that was created in memory.
- Read the Using RAM Disk topic for more information.
-
- ■ "fdisk=" variable sets the letter name of the default floppy drive
- where certain files are routinely imported and exported. Read the
- TLC-IN and TLC-OUT topics.
-
- ■ "hcopy=" is the name of the screen hardcopy program. Read the HCPY
- Command topic for information on these programs.
-
- Important: If you don't have a printer on the computer leave the
- hardcopy parameter "hcopy=" blank. This will prevent the system from
- possibly hanging up if HCPY is pushed.
-
- ■ "plot=" is the name of the plotter program. At the present there is
- only one plotter program LASI2PGL.EXE.
-
- ■ "text=" is the path\name of the Text Font File. If this parameter is
- left blank or if it is left out of the FORM File altogether, the
- default "\LASI4\TXT.DBD" will be assumed. Note that this variable may
- contain a DOS path. This allows you to make your own Text Font Files
- and put them in any directory.
-
- ■ "vmode=" overrides various switches and the automatic sensing of VGA or
- EGA hardware. This can take multiple arguments separated by spaces or
- commas. The arguments are:
-
- ∙ "vga" or "ega" force 640x480 or 640x350 16 color graphics mode.
-
- ∙ "svga" forces 800x600 16 color VESA standard graphics mode. You must
- have the hardware or the driver software that conforms to the VESA
- standard or you will probably crash.
-
- ∙ "mono" redefines the color palette to black, gray, white and bright
- white for use with monochrome monitors and laptops.
-
- ∙ "lcd" increases the thickness of the cursor so that it is more
- visible on a slowly changing LCD display.
-
- ∙ "box" changes the command botton style back to the old white box
- around the command name.
-
- Example: vmode=svga,mono
-
- Sets the display to 800x600 monochrome display mode.
-
-
- ■ "pool=" sets the directory where pooled cells are stored. If the pool
- directory is on a different disk than the drawing directory, precede
- the directory name with the disk letter. Omit "\" from the end of the
- pool directory name. If you don't have a pool directory leave this
- parameter blank or erase it from FORM.DBD altogether.
-
- ■ "fkey=" parameters progressively assign a command line to a function
- key, starting with F2 (F1 is always HELP.) through F10, SHIFT-F1
- through SHIFT-F10, CTRL-F1 through CTRL-F10 and ALT-F1 through ALT-F10.
- Read the F-keys topic for more details.
-
-
- FORM is a command on the menus. It lists the FORM parameters of the
- drawing directory where you are working.
-
- Hardcopy
-
- Hardcopies of the drawing display can be made by calling screen bitmap
- printing programs. These are small programs that are included with the
- LASI System. These hardcopy programs can send the bitmap data directly to
- a printing device or can produce a file for later printing.
-
- Any hardcopy program is installed by including its name in the "hcopy="
- parameter in the FORM.DBD file. Hardcopy programs are always kept in the
- \LASI4 directory. When LASI calls a hardcopy program, it attaches that
- path to the filename.
-
- Presently there are 2 hardcopy programs in the \LASI4 directory:
-
- 1. DMHCPY.COM makes a black and white copy of the screen in standard
- Epson FX or LQ dot matrix format.
-
- There are 4 arguments (upper or lowercase) that may be appended to the
- "hcopy=dmhcpy" parameter in the FORM.DBD file:
-
- "F" which causes a bitmap data file to be produced
-
- "Q" which causes LQ format to be produced
-
- "H" which causes a heavier copy to be made by duplicating any dots
- printed
-
- "G" which turns on "generic" printer codes that will work with almost
- any IBM/Epson printer. Aspect ratios will be not be 1:1.
-
- These arguments may be in any order.
-
- For example, "hcopy=dmhcpy h q f" produces a file with heavy printing
- for an LQ type printer.
-
- If you are making a data file, a small window will open and close in
- the lower left of the screen requesting a file name.
-
- If you produce files in the Epson FX printer format. You can build
- single or multiple sheet fax files for transmission using an Intel
- SatisFAXion board. You can also translate the files into other formats
- using a converter such as HIJAAK.
-
- If you are operating in VGA graphics mode, the hardcopy that you get
- will have a correct 1:1 aspect ratio, that is, if you don't use the "G"
- argument.
-
- 2. LJHCPY.COM makes a black and white copy on a LaserJet or a DeskJet
- type printer. The bitmap is produced at 75 dots/in. LJHCPY.COM
- produces a data file if a command line argument "F" (or "f") is
- appended to the "hcopy=ljhcpy" parameter in the FORM.DBD file. This
- data file may converted to other formats, or copied to a LaserJet for
- printing later.
-
- Read the HCPY Command topic.
-
- Hardware
-
- The LASI will run in some configuration on almost any IBM compatible
- computer with common basic hardware options. In fact, it is the
- philosophy of LASI not to require the latest, fastest or any special
- hardware. LASI will run on an old AT type computer (or even painfully
- slow on an XT type), but a faster computer is always an advantage. LASI
- will run quite nicely on a 386 or 486 "average" PC with clock speed of 25
- MHz or more.
-
- This is the minimum hardware required:
-
- 1. 640K of conventional memory
- 2. A hard disk
- 3. VGA or EGA adaptor and color monitor (see below)
- 4. A mouse
- 5. A math coprocessor (see below)
-
-
- 640K of Conventional Memory
-
- The LASI drawing program takes a minimum of about 240K. Drawing data is
- kept in conventional memory also, so if you don't have full memory, the
- size of your drawing will be excessively memory limited. You will also
- not be able to run certain programs from LASI.
-
- Using extended memory and MS-DOS 5 or 6 from Microsoft or DR-DOS 6.0
- from Digital Research will improve this situation because these
- operating systems move drivers to high memory.
-
- Read the Allocating Memory topic for more information on use of memory.
-
-
- Hard Disk
-
- While working on a drawing, the basic drawing files (or cell files)
- need to be swapped back and forth to the disk. The hard disk should be
- as fast as possible. Each cell may use one or two files for storage.
- One cell file can be as large as 384K, the other 64K. Files this large
- will be rare, if not impossible due to RAM limitations. However, for
- large drawings with many cells, a total of several megabytes of disk
- space may still be needed.
-
-
- EGA or VGA Adaptor with Color (or Monochrome) Monitor
-
- LASI uses some direct hardware access so the EGA or VGA board must be
- register compatible to the IBM standard. If you have VGA graphics, the
- VGA will default to VGA 640x480 16 color graphics mode. If you have EGA
- you will default to 640x350 graphics mode. You may override the
- automatic default by setting a "vmode=" parameter in the FORM File.
-
- If you have a VGA board and a monitor capable of 800x600 16 color
- graphics, you can run LASI in that mode by setting "vmode=svga" in the
- FORM File. You must have a board that is VESA (Video Electronics
- Standards Association) compatible with supplemental driver software
- (furnished by the board's maker), or the board must have a BIOS that is
- directly compatible with the VESA standard. Most new boards will meet
- one of these requirements.
-
- If you have a monochrome monitor with a gray scale VGA display, you can
- redefine the color palette to black, gray, white and bright white by
- adding "mono" to the "vmode=" parameter in the FORM File. You may have
- to trick your VGA board into thinking that it has a color monitor by
- grounding the ID bit 0 (pin 11 on the 15 pin D connector).
-
- Laptop computers with a VGA display will also run LASI. A possible
- problem when using a laptop is that the LCD display isn't fast enough
- to track the mouse cursor. To improve this, the cross shaped mouse
- cursor may be expanded to more pixels to improve the cursor's
- visibility if "lcd" is added to the "vmode="parameter.
-
- Because LASI writes directly to the hardware, you will get faster
- graphics if you use a 16-bit graphics board, instead of an 8-bit board.
- In ISA (AT) type computers of any CPU speed, the bus speed is usually
- still 8 MHz. This limits the drawing speed of LASI and most of any
- other graphical software, including Windows or OS/2.
-
- Some video boards come with a version of their BIOS (the programming
- that lets DOS connect to the actual hardware) that can be loaded into
- RAM and not read from a ROM. This should be used if memory space
- permits, particularly if LASI writes text slowly or if the mouse seems
- to act lethargic.
-
- There are also some new bus architectures that raise the bus speed when
- servicing video, or have an independent high-speed bus, such as the
- VESA Local Bus (VL-Bus) or the PCI bus. If your graphics board can work
- at a higher speed or is VESA Local Bus compatable, your LASI drawing
- speed will greatly improve.
-
- If you are buying a computer to run LASI (or anything else), it is
- recommended you get one with a VESA Local Bus or the PCI bus. Some
- manufacturers have their own proprietary bus; it is likely that these
- will die out. Note also that "accelerated" video boards are available,
- but are often designed to speed up Windows or specific CAD systems,
- like AutoCAD, using special driver software. These may not help LASI
- very much.
-
-
- Mouse
-
- Pretty much everything is done graphically by mouse. All mouse function
- calls conform to Microsoft Mouse Protocol. LASI does little more than
- look for button pushes and return screen location. The cursors are
- drawn directly, so LASI is very mouse tolerant. Any mouse that has at
- least two buttons, has driver software that works with EGA or VGA, and
- understands some basic Microsoft mouse driver function calls (numbers
- 0-5, 10 and 11) should work with any of the LASI System programs.
-
- To use the mouse, first be sure that the mouse driver software that
- came with your mouse is installed according to your mouse's
- instructions, and that you know that the mouse works with most other
- programs. Using current Microsoft mouse driver software and a Microsoft
- compatible mouse is usually best.
-
- LASI reads "mickeys" directly (actual movement count) and moves the
- cursor accordingly. Certain mouse driver sensitivity switches (/H /V)
- won't work when this is done, but sensitivity can be set with the SET
- command. Read the SET command topic.
-
-
- Math Coprocessor (80287, 80387, etc)
-
- Most of the math is done in integer form, which is handled by the CPU
- directly. A certain amount of floating point arithmetic is also done.
- If you run LASI.EXE, it will examine your hardware and overlay either
- LASI87.EXE or LASIA.EXE. If you try to run LASI87.EXE without a
- coprocessor, the program will return a system error. If you don't have
- a coprocessor and can't afford one, LASIA.EXE will always run, but it
- draws about half as fast in certain situations as LASI87.EXE and uses a
- little more memory.
-
-
- Optional but desirable:
-
- 1. Extended memory
- 2. A printer (dot matrix or laser)
-
-
- Extended Memory
-
- In addition to using less conventional memory if a newer DOS is used,
- drawing speed may be improved by using extended memory for a RAM disk.
- The amount of additional memory is dependent on the amount of data in
- the layout drawings that you make. Experience will determine how much
- memory you need. Read the Using RAM Disk topic.
-
-
- Printer
-
- Hard copies of the screen can be made directly from LASI. Making
- hardcopies is very handy to examine and keep track of your drawings.
- Hardcopy support is provided for Epson Generic, FX and LQ type printers
- and H-P LaserJet type printers. Most printers seem to conform to these
- standards. Read the HCPY Command topic. If your printer doesn't work
- contact the author to see if anything can be done about it, providing
- you have technical information available on your printer and you know
- that it is capable of bitmap graphics.
-
- Help on Help
-
- If you are reading this help topic you are probably running the LASI Help
- and Information program LHI.EXE. LHI is called from LASI by pressing F1.
- If the mouse cursor is on a COMMAND NAME the name will be passed to LHI
- and that command's help information will come up immediately.
-
- LHI.EXE will also accept optional DOS command line arguments as follows:
-
- lhi [disk\path\filename] [topic1 or topic2] [topic2]
-
- [Disk\path\filename] is the full name of the help file to read. The
- filename must contain the extension ".HLP" or the argument will be
- considered as a topic argument. Leaving this argument out causes a
- default to "\LASI4\LHI.HLP".
-
- The [topic1 or topic2] argument is the topic for the first search. This
- may be a primary topic such as "Command Information" or a secondary topic
- such as "Copy". If the topic is more than one word enclose it in double
- quotes ("") as DOS requires.
-
- The [topic2] argument is the subtopic of topic1. This is only necessary
- if topic2 appears as a subtopic of topic1 in more than one place in the
- help file. For example, if "Introduction" appears more than once, you
- must specify the primary topic as topic1 and then "Introduction" as
- topic2.
-
- All arguments may be upper or lower case.
-
- Key Assignment
-
- Some keys on the keyboard are permanently assigned:
-
- CTRL-END exits to DOS from Cell or System Mode.
- ENTER enters information and does a DRAW command.
- DIRECTION ARROWS move the drawing window in that direction.
- TAB toggles the cursor between a small cross and crosshairs.
- A toggles the cursor between working and unit grid.
- C toggles the path center line on and off. (retained)
- N toggles the outline name on and off.
- T toggles the text reference point on and off. (retained)
- D toggles the distance marker on and off.
- X or Y opens a PKE entry.
- Z sets the measurement reference point.
- SPACE gives a measurement from the ref point.
- ALT while pressed changes the cursor between working and unit grid.
-
- ESC has multiple uses:
-
- 1. Press ESC to abort most commands at any stage of completion.
-
- 2. Press ESC to abort drawing at various stages. Read the Drawing Speed
- topic for details.
-
- 3. Pressing ESC causes a default value to be retained in any input that
- has a default value shown in the white box, even if a new value has
- been typed.
-
- 4. ESC returns a NULL (no characters) to such questions as the name of a
- cell and therefore aborts the process.
-
-
- F1 always calls HELP.
-
- The remaining function keys are USER DEFINABLE.
-
- F2-F10, SHIFT-F1 through SHIFT-F10, CTRL-F1 through CTRL-F10 and ALT-F1
- through ALT-F10 may be defined by writing a command with any arguments
- into the FORM.DBD file.
-
- To assign the keys you simply write the command after an "fkey="
- parameter in the FORM.DBD file. Keys are assigned progressively and the
- exact assignment can be checked by the FORM command.
-
- A command must be a command from the Cell Mode menus and must be followed
- by any arguments separated by commas.
-
- Examples: "fkey=view,1-4 10 12"
- makes those layers visible.
-
- "fkey=wmov,0,0,100,100,0,0,10,0"
- moves objects in the 0,0 to 100,100 rectangle
- 10 physical units to the right.
-
- The command line may be upper or lower case and no longer than 80
- characters. Any coordinates are in physical units. Any text generated in
- this way will be created with case preserved.
-
- Commands assigned to function keys are executed on a ONE-TIME basis even
- though normally the command may be a resident type of command.
-
- Function keys work differently in System Mode, so no System Mode command
- may be assigned to a function key. Certain commands in Cell Mode work
- differently also and may no be assigned to function keys. These are LIST,
- CELL, SYS and UNDO.
-
- LASI should be smart enough to request additional arguments in the normal
- way if you list too few in the key assignment, or throw away any extras
- if you have too many. Coordinates are always requested in pairs.
-
- Keyboard Input
-
- When LASI needs typed input from the keyboard, whether it be alpha or
- numeric, a simple line editor is used to enter the information. This line
- editor works as follows:
-
- ■ A prompt will be displayed on the screen followed by a white input box
- that may contain the default value of the input.
-
- ■ An empty box contains only the underscore cursor at the left.
-
- ■ To erase and retype a line when an input is first requested, press any
- key except SPACE or BACKSPACE as the first character.
-
- ■ To add or subtract characters at the end of a line when an input is
- first requested, press SPACE or BACKSPACE.
-
- ■ To delete the entire line at any time press DELETE.
-
- ■ To enter a value press ENTER.
-
- ■ To keep the initial default at any time, press ESC or press ENTER with
- the input box empty.
-
-
- The newer utility programs (LASI2CSF.EXE, LASICKT.EXE, etc.) that have
- setup pages also use this line editor.
-
- Local Area Network
-
- It should be possible to use the cell pooling feature of LASI 4.3 to
- provide a common pool of basic cells over a Local Area Network (LAN)
- consisting of several PCs or work stations.
-
- Put the network server disk directory prefix in the "pool=" parameter in
- the FORM.DBD file. LASI will then load an attached cell's BP4 file from
- the server. If you are using a RAM disk locally, the file will then be
- stored on the RAM disk the first time you draw it, and will remain there
- until you quit LASI.
-
- You can also make a permanent copy of a pooled cell from the network
- using the IMPORT command.
-
- For transferring cells with rank greater than 1, you must use TLCIN.EXE.
- In that case, the "fdisk=" parameter in FORM.DBD can be set to the server
- directory prefix with TLC files in that directory on the server. Any
- files transferred by TLC will become normal cells not attached cells.
- Care also must be taken not to write back to the server, since TLC works
- both ways.
-
- Managing Objects
-
- So that it can be accessed rapidly, the data for LASI drawing objects is
- kept in what is known as conventional memory, the memory up to 640K
- bytes. The LASI main program is loaded at some low address determined by
- the DOS system. The main program will use about 200K, and the remaining
- memory space can be used for object data.
-
- Conventional Memory Map:
- Object Data Area small prgms.
- DOS+TSRs LASI (free in System Mode) or more data
- ├───────────┼────────────┼────────────────────────┼──────┤
- 0K <Minimum> <≈200K > <≈320K> <64K> 640K
-
-
- LASI has to perform the following tasks to control object data:
-
- 1. When LASI loads a cell, it has to clear the memory in the Object Data
- Area of any previous cell object data and load the object data for the
- new cell if it will fit, and fail gracefully if it will not.
-
- 2. Since commands work globally, LASI has to keep the data for all the
- different types of objects immediately available in memory.
-
- 3. If objects are added, LASI has to allocate more memory if necessary,
- and fail gracefully if none is available.
-
- 4. While drawing cells that contain other nested cells, LASI must also
- swap in and out object data at different levels of nesting, and still
- retain necessary basic data.
-
- Doing all this is obviously not a trivial job, at least to do it
- efficiently. LASI 4.3 has a set of interacting functions that do all this
- and form what is usually called a "object manager". The manager works
- transparently, and may only be noticed on some slower computers when its
- additional layer of programming abstraction makes things run a little
- more slowly.
-
- Specifically, the object manager controls the memory used for box, path,
- vertex and cell object data records.
-
- LASI stores paths or polggons and their vertices as separate records, and
- therefore allocates space in memory for them separately. This is because
- there is no good relation between the number of paths you use and the
- number of vertices that you put into the paths. To be efficient, path
- data is packed together and vertex data is packed together. Read the
- Objects topic, and if curious, read the LASIDSS.HLP file for the data
- record format.
-
- Memory is allocated in 8K blocks, without regard to the type of object.
- You can therefore have one cell that has many paths with many vertices,
- and another cell that has many boxes, all in the same drawing, and LASI
- will accommodate. Memory will be adjusted to the objects that you use.
-
- There are limits on the number of a type of object that may be used in a
- single cell. These limits are as follows:
-
- Boxes = 13104 max.
- Paths = 10920 max.
- Vertices = 32736 max.
- Cells = 10920 max. (no dependence on level or rank)
-
- If you use any object up to its limit, you probably are not using cell
- nesting very efficiently. You will discover that using many objects in a
- single cell slows down some operations considerably.
-
- When drawing, you may add objects to a cell until the maximum limit for
- each type of object is reached, or you may simply run out of object
- memory altogether. In either case, a message will tell you what has
- happened, and the event should be harmless.
-
- You will also discover that there isn't enough conventional memory to
- reach maximum limits simultaneously. This should not be a problem because
- you should have broken up a cell into lesser cells long before you reach
- that situation.
-
- When you start LASI in System Mode, the maximim amount of available
- memory will be displayed in the Environment area. When in Cell Mode, the
- INFO command shows how much memory is still free. Unless you make cells
- with thousands of objects, you will probably not use much memory, and you
- won't have to worry about it.
-
- The actual memory available is dependent on the hardware and software
- configuration of your computer. It is possible that cells that "fit" on
- one computer will not "fit" on another. It is therefore important that
- you make as much memory initially available as possible. When to start a
- program that manages objects, either LASI or one of the utility programs,
- the available memory is shown. Use this number for comparison.
-
- DOS needs at least 64K available to load almost anything at first. (It
- can then give memory back.) If you fill your memory, you won't be able to
- call some other small programs from LASI, such as the screen hardcopiers,
- or even HELP. To make the most memory space available, you should
- minimize the "resident" programs (TSRs) and drivers that you install when
- booting up your computer, or you should move them to "high memory", 640K
- to 1024K.
-
- The newer DOS's you can load much of your resident software into high
- memory. Read the MS-DOS 5 or 6 topic.
-
- You can also gain quite a bit of memory by using one of the better memory
- managers such as QEMM-386 or 386MAX, which move TSRs and drivers into
- high memory more effectively than DOS 5. MS-DOS 6 has MEMMAKER which does
- the same as QEMM-386 and 386MAX and will probably do quite nicely.
-
- Making Measurements
-
- The position of the cursor in the drawing window is continuously read out
- at the bottom of the screen. The coordinates are either in working grid
- units or in the smallest possible grid unit, the unit grid. You may
- switch between these by pressing the A or ALT keys.
-
- There is no ruler, but distances can be measured graphically. The Z key
- zeroes the measurement reference to the current cursor grid point. The
- current cursor grid point may be either in the working grid or the unit
- grid, depending on the resident command or if the cursor grid has been
- switched by the A or ALT keys.
-
- If the SPACE bar is then pressed, a measurement from the zero point will
- be displayed at the bottom of the screen. The second point will be
- gridded to the present cursor grid.
-
- If the D key is pressed, the distance marker will be toggled on and off.
- A "D" will be displayed in the upper right of the screen to indicate that
- the marker is ON.
-
- Note: You can hold down the SPACE bar and move the mouse. This will give
- a continuous readout of the distance from the reference.
-
- Mouse Cursor
-
- LASI is designed to be very mouse intensive. Positioning the cursor and
- clicking the mouse buttons chooses the commands and inputs most all the
- graphical information. The exceptions being when a literal or numerical
- input is required, or when a specially assigned key is used.
-
- The mouse cursor is usually a small cross that may have other figures
- added to it as follows:
-
- ■ When a commands expects a distance displacement, a dotted line or
- vector will appear.
-
- ■ When a command expects to select or "get" something, a dotted
- rectangular area will appear. A point is defined to INTERSECT the area
- if it is ON or WITHIN the boundaries.
-
- ■ When a BOX is to be added, the dotted rectangle previews the box.
-
- ■ When a path is to be added, one or two dotted lines preview or "rubber
- band" the new path.
-
- The cursor can be toggled between the small cross and crosshair lines by
- pressing the TAB key. The cursor automatically turns back to the small
- cross if not on the drawing window.
-
- When a cursor input is expected, the point needed will be shown at the
- bottom of the screen after the command name. Most commands take one or
- two points.
-
- The cursor moves in discrete steps. When a command is chosen, the cursor
- is set to move either in the unit grid or in one of a number of preset
- working grids. The working grids are entered using the SET command, and
- are changed with the WGRD command. The cursor's grid type may change from
- command to command or during a command, but it may always be toggled from
- one type of grid to the other by pressing either the A or the ALT key on
- the keyboard.
-
- Certain cell commands use a DOUBLE CLICKING of the left mouse button to
- change the way that the command acts on cells. If you click twice
- rapidly, the cells that overlap the mouse cursor points will be affected.
- If you wait a bit between clicks, only the cells that have their areas
- fully enclosed by the mouse cursor window will be affected.
-
- The time between mouse clicks is set as the number of "ticks" using the
- SET command in Cell Mode. Each tick is about 1/20 sec. Adjust this to
- your own comfort. The number of ticks is saved and returned when you
- restart LASI.
-
- Hint: If you want to turn off double clicking entirely, set the number
- of ticks to 0. If you always want double clicking actions, set the
- number of ticks to a large number, such as 32000.
-
- In Cell Mode, as you move the cursor, position reports are made at the
- bottom of the display. If these are printed too often on a computer with
- slow video, the cursor will be "bouncy" and hard to control. You can use
- the SET command to set the number of ticks between position reports. The
- number is an integer and will usually be set 0 to 10. Start with 0 and
- increase this number for a better cursor feel.
-
- Objects
-
- A drawing is built of things called OBJECTS. In a drawing objects are
- placed in a hierarchy, the position of an object in this hierarchy is
- called its RANK.
-
- The lowest rank (0) objects are the basic constructions, BOXES, PATHS,
- POLYGONS and TEXT.
-
- The higher rank (1-15) objects are the CELLS, which are the basic
- structures of a drawing. Any cell can contain one or more objects of
- lesser rank.
-
- All the cells in a drawing are called the CELL COLLECTION.
-
-
- Boxes
-
- Boxes are objects that have the properties of four sides, each
- orthogonal to the adjacent, and a layer. Only the position of the sides
- and the layer may be changed.
-
-
- Paths
-
- Paths are a set of vertices in some order which display as a set of
- endwise merged rectangles, all with the same width, but usually
- different lengths.
-
- A path with a zero width is called a polygon (poly for short).
-
- A polygon is special case of a path, and the term "path" can be used to
- refer to either, except in the case where a zero width path is
- explicitly indicated.
-
- A polygon need not be closed. A line of zero width however usually does
- not reproduce anything useful in an integrated circuit, so polygons
- will usually be closed intentionally.
-
- Vertices may have their position changed, and the vertices of a path
- may be added or deleted. The width or layer of the path may be changed.
-
- Paths with a positive width are drawn with their ends flush with their
- end vertices, while paths with negative widths are drawn with their
- ends spaced out half the width from the vertices. Paths with negative
- width are discouraged and are provided only for Calma compatibility.
-
- A path with width can have no more than 250 vertices. A polygon can
- have no more than 500 vertices.
-
-
- Text
-
- Text is a form of path that instead of displaying vertices, displays a
- string of text characters linearly. Text is stored as a special path,
- and many of the commands that affect paths work on text objects. Text
- can have a layer and a size which corresponds to a path's width.
-
-
- There are 64 layers available for boxes, paths and text, numbered 1-64.
-
-
- Cells
-
- All drawing is done on cells. A cell has a NAME by which it is called
- for drawing or for insertion into other cells. The name must be
- acceptable as a DOS filename, since cell files will be made using that
- name. A cell is named when it is created, but it may be renamed. A rank
- is also assigned when a cell is created and cannot be changed, although
- a cell can be copied to a different rank. The term "cellname" may be
- used to refer to the name of cells in general.
-
- Cell ranking is strictly enforced so that computer memory usage is
- better controlled and ambiguous constructions (i.e. cells in
- themselves) are avoided.
-
- In general, the overall layout drawing will be the highest ranking
- cell. There however may be many cells of that rank, for perhaps
- different versions of the same integrated circuit.
-
- Cells have a property known as AREA. The area of a cell is the region
- within the rectangle that fully encloses all the objects that make up
- the cell. A cell's OUTLINE is the perimeter of the area, or simply the
- enclosing rectangle. Cells may be drawn in full, or may be drawn as
- only their outline. Cells in a part of a drawing that is not currently
- being worked on may be outlined to improve clarity and to speed up
- redrawing.
-
- When a cell is drawn as its outline it may be manipulated as though it
- was drawn fully. However, when cells are outlined, double clicking the
- mouse has no effect on the action of a command. An outlined cell must
- always be fully enclosed by the mouse cursor window to have any action.
- Read the Mouse Cursor General topic and the individual command topics.
-
- Operating Modes
-
- LASI runs from DOS in two operating modes, System Mode and Cell Mode:
-
-
- LIST ┌<----------┐
- ┌─────────┐ "lasi" ┌─────────┐ CELL ┌─────────┐ |
- │ │-------->│ System │----->│ Cell │ |
- │ DOS │ │ │ │ │-->┘
- │ │<--------│ Mode │<-----│ Mode │
- └─────────┘ QUIT └─────────┘ SYS └─────────┘
- | |
- └---------------------------------->-┘
- "lasi cellname"
-
-
- System Mode is a housekeeping mode which has commands for overall
- manipulation of cells and the control of certain drawing parameters.
-
- Cell Mode is the mode where actual drawing is done. When Cell Mode is
- entered a cell drawing is opened for creation or modification. Cell Mode
- has the following properties:
-
- ■ Cell Mode has up to 15 ranks.
-
- ■ The rank of Cell Mode is obtained from the cell being drawn.
-
- ■ Each Cell Mode rank keeps separate parameters, such as window size and
- position, in order to simplify moving between different ranks of cells
- while working on a drawing.
-
- ■ All Cell Modes are identical except for the ranking.
-
- ■ Both modes have a menu of commands on the side of the screen. The
- commands are explained under their own help topics.
-
- ■ When LASI is started it goes to System Mode.
-
- ■ Using the SYS command that appears in the Cell Mode menu is the normal
- way to reenter System Mode from Cell Mode.
-
- ■ Using the CELL and LIST commands which appear in both mode menus is
- normal way to enter Cell Mode and open another cell.
-
- Cell Mode may be entered directly from DOS (as shown above) by adding the
- name of a cell to the command line when starting LASI.
-
- Example: "lasi flipflop" when typed in DOS runs LASI and
- enters into the cell named "FLIPFLOP".
-
- Read the CELL, LIST and SYS commands.
-
- PKE Coordinate Input
-
- Parallel Keyboard Entry can be done any time a command is requesting a
- point normally inputted by the mouse. To start a PKE entry press either
- the X or Y keys. The coordinate pair will appear in the lower left corner
- of the screen.
-
- Pressing the X or Y key clears that coordinate to zero and a new value
- may then be typed into that coordinate. Coordinate values may contain a
- decimal point, a minus sign or "E" if the number is in exponential form.
- Corrections may be made by pressing X or Y again, clearing the value to
- zero, or by using the BACKSPACE key.
-
- To enter the coordinate pair press ENTER.
-
- To abort a pending PKE entry, click on any menu button using the mouse,
- except any of the window commands, or press ESC.
-
- Note: Some commands that require an incremental input and not an
- absolute position (MOV for example) accept only a single PKE distance
- entry instead of two mouse cursor inputs.
-
- Pooling
-
- In version 4.3 of LASI, rank 1 cells may be kept in a common "pool". This
- pool is a drawing directory that contains cells that might be used in
- many different layouts, such as logic elements or standard transistors.
- The basic cell BP4 file is taken either from the default drawing
- directory or the pool drawing directory.
-
- Cell Source Diagram:
-
- ┌───────────┐ Attached Cell
- BP4 │ POOL │----->-┐
- File └───────────┘ | Attach
- | | Command
- | | ┌───────────┐
- | IMPORT ├--->│ Drawing │
- | Command | └───────────┘
- V |
- ┌───────────┐ |
- BP4 │ Draw Dir. │----->-┘
- File └───────────┘ Normal Cell
-
-
- The pool directory is set with the "pool=" parameter in the FORM.DBD
- file. The pool variable is the name of the directory where pooled cells
- are stored.
-
- Example: "pool=c:\ourpool" would be a line in FORM.DBD
-
- If the pool directory is on a different disk than the drawing directory,
- precede the directory name with the disk letter. Omit "\" from the end of
- the pool directory name.
-
- The cells are "attached" to a drawing using the ATTACH command in System
- Mode.
-
- The attached cells may be included in a drawing by first making them the
- object to be added with the OBJ command and then adding with the ADD
- command. Once added the attached cells may be manipulated like any other
- normal cell.
-
- Read the Attached Cells topic and the ATTACH and IMPORT Command topics.
-
- Pooling Old Cells
-
- It is fairly easy to replace cells made with previous versions of LASI
- with cells from a common pool. First, the cells to be replaced must be
- placed in the POOL directory cell collection. The easy way to do this is
- to use the TLC program to first produce TLC files and then use the TLC
- program to transfer the TLC files to internal form in the POOL directory.
-
- After you are sure that the cells are in the pool, you can run LASI
- version 4.3 in the DRAWING directory and use the ATTACH command on the
- cells to be taken from the pool.
-
- Once you have decided that all is correct, and you expect to never need
- the cell in the drawing directory again, you can simply erase the unused
- BP4 files from the DRAWING directory using DOS's file delete.
-
- Do NOT use the KILL command to erase cells, because this removes cells,
- normal or attached, completely from a drawing.
-
- If you happen to run the 4.0 version of LASI on a drawing containing
- attached cells, the results that you get when drawing will be somewhat
- unpredictable. Whatever is in the buffers at the time will be drawn in
- place of the attached cell. This does no harm to the drawing data unless
- you go into Cell Mode on one of the attached cells. Doing this will
- generate a BP4 file in the DRAWING directory, and the parameters of the
- cell in the cells list (CELLS4.DBD) will be rewritten.
-
- Fortunately, if you run LASI 4.3 again on the drawing data, the attached
- cell will be rerecognized and the pool cell will reappear. To correct any
- problem of wrong data in the cells list you can simply reATTACH the cell.
- You can also cautiously delete any false BP4 files that may have been
- placed in the DRAWING directory.
-
- Starting a Drawing
-
- This is an elaboration on Quick Start. If you have run LASI you already
- know how to get LASI up and working, here are more details that you would
- normally go through when really using LASI seriously.
-
-
- To start a drawing:
-
- 1. Create a "drawing directory" as an independent directory.
-
- The drawing directory should be named for the drawing to be made. Each
- different drawing is kept on the hard disk by isolating it in its own
- directory. The drawing directory will contain certain .DBD files
- (drawing basic data) and the "internal" files (.BP4 and .CL4) for the
- cells that you create.
-
- NEVER make drawings in the \LASI4 directory.
-
- 2. Copy a FORM.DBD file to the drawing directory.
-
- The FORM.DBD file customizes LASI to the specific hardware and software
- you are using. The FORM.DBD is local to a drawing directory so it can
- be different for each drawing. You may copy a FORM file from another
- drawing or use the generic one that comes with the system files. Read
- the FORM File topic for a description of the different parameters.
-
- 3. Edit the FORM.DBD file if necessary.
-
- The FORM.DBD file is important since it configures your drawing to your
- hardware. You can usually use the default values in the original
- distribution FORM.DBD at first, but you eventually will need to change
- FORM.DBD using a editor such as EDLIN.COM or EDIT from MS-DOS 5 or 6.
- Once you establish a "normal" FORM.DBD file, you can just copy it from
- drawing to drawing.
-
- 4. Make the drawing directory your default directory and run LASI.EXE.
-
- The program will start in System Mode. When you first begin a drawing
- you should check the scale using the SCALE command and decide if the
- parameters are what you want. The scale really only relates the
- physical units in which you do a drawing to the basic units in which
- the drawing is actually stored. If you do not use the appropriate
- scale, you may create cells that have too little resolution, or too
- much resolution, and the overall size of your drawing will be too
- small.
-
- Note: The RESIZE.EXE utility program allows the resolution or basic
- units used to draw cells to be changed later, but it is better to set
- the correct scale in the beginning.
-
- 5. If you are using the cell pooling feature of LASI 4.3 attach any
- pooled cells that you think you might need.
-
- You can always attach cells, but bringing in basic cells is a good
- place to start.
-
- 6. Use the CELL command to go to Cell Mode and create new cells.
-
- Start by drawing the lowest rank cells that will be used as building
- blocks for higher rank more complex cells, and eventually the overall
- layout. Generally, repetitive structures should be made as individual
- cells and used to build other cells. However, too few boxes or paths
- can be a waste of a cell. With experience you will develop a feel of
- how to partition your cell structuring.
-
- Hint: If you have a similar drawing in another directory and you have
- already defined the hardware and drawing parameters, you can copy the
- CONSTS4.DBD file into the new directory. This will save you the trouble
- of redefining things over again. The CELLS4.DBD file is NEVER copied
- from drawing to drawing since it serves as a cell reference list that
- is different with each drawing. For the same reason, you MAY NOT copy
- BP4 and CL4 files between drawings.
-
- Undoing
-
- Whenever you enter into Cell Mode or use the SORT, DEL or SMSH command, a
- backup copy of the drawing is stored on the hard disk. To retrieve the
- stored backup, you use the UNDO command.
-
- If you don't sort, and you leave LASI unattended, after a certain amount
- of time, LASI will automatically sort and backup cell drawing data on its
- own.
-
- Read the SORT, DEL, SMSH and UNDO Command topics.
-
- Universe
-
- The drawing area is 65536 units in each direction since positions are
- determined by a 16 bit integer. This drawing space might be called the
- drawing's universe.
-
- If objects are moved they may exceed the signed integer limits of -32768
- to 32767 basic units. Objects that move beyond the limits go through
- "integer infinity" and reappear from the opposite direction.
-
- If this happens, you will find that objects, particularly paths, can be
- very distorted. To correct this, move the objects back so that all points
- are in the same universe.
-
- Distortions can always be corrected by a linear move if done immediately.
- More than one "infinity" in sequence may not be correctable.
-
- Commands affected: CPY, FLP, MOV, ORIG, WMOV, QMOV, CMOV, ROT, STEP
-
- Using MS-DOS 5 or 6
-
- Using DOSSHELL found in MS-DOS 5 or 6 (if you like it) is an easy way to
- setup drawings when using LASI. You can make each drawing a Program Item
- either by itself or as a part of a Program Group. Set the "Commands"
- property to "lasi.exe" and the "Startup Directory" to the drawing
- directory.
-
- The ability to MS-DOS 5 or 6 to load drivers into the upper memory area
- (640K to 1MB) on a 80386 or 80486 computer should be used to save
- conventional memory. This will give you more memory for a larger number
- of LASI objects. If you have some extended memory, even on a 80286
- computer, you can still gain more memory by installing HIMEM.SYS and
- putting "DOS=HIGH" in the CONFIG.SYS file.
-
- Using DOS's FASTOPEN.EXE can help the drawing speed by reducing the time
- that LASI takes to swap data in and out, either to RAM disk or hard disk.
- You should experiment to find which DOS features work best.
-
- MS-DOS 6 has a program MEMMAKER.EXE that finds places to move TSR
- programs out of conventional memory. This should be used if at all
- possible because it will automatically make more memory available to
- LASI.
-
- If you are using another DOS such as DR-DOS, similar advice applies.
-
- Using a RAM Disk
-
- Drawing speed can be greatly improved if a RAM disk is used. Cell files
- that normally would be kept on a hard disk can be placed on a RAM disk by
- using the MS-DOS VDISK.SYS or RAMDRIVE.SYS drivers, or similar software.
- LASI will automatically swap cell files to a RAM disk when it draws, and
- then restore them to the hard disk when it is finished.
-
- To use a RAM disk you must first create the RAM disk during DOS bootup
- time by adding the driver to your CONFIG.SYS file. The RAM disk should be
- located in extended (or expanded) memory.
-
- To have LASI recognize a RAM disk, the "rdisk=" parameter of the FORM.DBD
- file must be the letter name of the RAM disk. For example, if the RAM
- disk installs as disk E:, then "rdisk=E:" would be the parameter.
-
- If you have no RAM disk installed, set the "rdisk=" parameter to the
- letter name of your drawing directory disk, or simply leave the "rdisk="
- parameter blank, since the drawing directory is on the default disk
- drive.
-
- The RAM disk must be large enough to hold all the cell files in a
- drawing. Computers with a megabyte or more of additional memory above
- 640K are needed for most real work. When creating the RAM disk the
- driver's parameters must be set to hold both the amount of memory and the
- number of files expected.
-
- When LASI is run, it presently does not erase the RAM disk files. Old
- files may therefore clutter your RAM disk. Since it is not too hard to
- erase the wrong disk, possibly your hard disk, it is recommended that you
- make a batch file (.BAT) to erase the RAM disk when beginning a new
- drawing, load a mouse driver, if needed, and then run LASI. Of course,
- whenever you turn off the computer power, the RAM disk is erased anyway.
-
- If you do run out of RAM disk space a warning will appear on the screen.
- LASI will try to preserve your drawing by switching to the hard disk if
- it finds that the RAM disk is full. Drawing will slow down noticeably in
- that case. In particular, if the basic objects (boxes, paths and text)
- are no longer swappable to the RAM disk, you will see the hard disk being
- accessed if you are drawing a cell that contains other cells. If this
- happens, you should exit LASI, increase your RAM disk space, if possible,
- and rerun LASI.
-
- Important: If you do not use a RAM disk, run a disk organizing program
- such as DISK OPTIMIZER or SPEEDISK from Norton's Utilities on your hard
- disk often. If cell files become highly fragmented, the drawing time
- for LASI can become incredibly long. MS-DOS 6 now includes DEFRAG.EXE
- which is a cut-down version of SPEEDISK. Running any of these programs
- frequently can greatly improve drawing speed.
-
- Using a Disk Cache
-
- Installing a software disk caching driver can also speed up the redrawing
- of cells just as using a RAM disk. The disadvantages are that you will
- occasionally go to the hard disk if you lose a file from the RAM cache,
- and you will use more RAM in the DOS program area below 640K unless your
- cache uses high memory for its manager. The advantage is that you will
- not have to worry about running out of RAM disk space.
-
- Any disk cache driver, such as SMARTDRV from Microsoft, should work.
- Installing the disk cache in extended memory just as with a RAM disk is
- preferred, and the cache size should be as large as is needed to get a
- good hit ratio. If you run Windows, you probably have SMARTDRV already
- installed, in fact, SMARTDRV.EXE 4.0 that comes with Windows 3.1 or
- SMARTDRV 5.0 that comes with DOS 6.2 are quite good.
-
- To use a cache set the "rdisk=" parameter in FORM.DBD to the same drive
- letter name as your drawing directory or leave it blank.
-
- Many of the newer hard disks have caches in their hardware already. You
- may find that the hardware cache is adequate and that a software cache is
- not necessary. The best thing to do is to experiment.
-
- Using MS-Windows
-
- LASI will run under Microsoft's Windows 3.1 as a DOS Application. Each
- drawing can be setup by first creating a "LASI" Program Group and
- installing it as a Program Item using the Program Manager. When creating
- the Item you should enter and appropriate "Description" and a "Command
- Line" as disk:\LASI4\LASI.EXE, where "disk" is the disk where LASI is
- installed. You should enter the particular drawing directory as the
- "Working Directory".
-
- Since LASI is a DOS program and is rather computationally intensive, it
- will run best in Standard Mode, where it will run as a single activity.
- It probably will not run well in 386 Enhanced Mode, where it may have to
- share time with other programs. It must always be run as a Full Screen
- program. It will also be memory limited to DOS's 640K.
-
- It helps to install HIMEM.SYS and use only part of any extended RAM for
- your RAM disk (use RAMDISK.SYS), leaving room for Windows to use part of
- extended memory for its own use.
-
- Installing the disk cache SMARTDRV.SYS can also improve disk speed so
- that a RAM disk may be unnecessary. Read the Using RAM Disk topic.
-
-
- LASI is a DOS program with its own graphical interface. Although its
- displays may not be as elaborate as Windows displays, LASI functions
- quite a bit faster overall, particularly on slower computers. To those
- who are happily running LASI under DOS, running it under Windows seems to
- have little advantage; it in fact wastes memory. You might like to
- experiment however to see if there are any benefits in your own
- individual case.
-
- Command Information
-
-
- Add
-
- ADD adds an object to the drawing.
-
- ■ The object to be added is set by the OBJ command and is indicated at
- the bottom of the screen.
-
- ■ A box requires two coordinate points at diagonally opposite corners.
-
- ■ A path (poly) takes a vertex from each coordinate input.
-
- ■ A path adds a new vertex after the first active vertex found in the
- order in which the path is drawn.
-
- ■ A cell is added with its origin at a single coordinate point.
-
- The cursor will indicate the adding action that will take place. For
- boxes, the box outline will be shown in dots. For paths, segments will be
- previewed as dotted lines. Cells add as a single point.
-
- aGet
-
- AGET (all get) is a combination of FGET and CGET.
-
- ■ This command acts on cells, boxes, paths and text in the same way as
- those commands.
-
- AGET is useful if you are MOVing, CPYing or FLPing large sections of a
- drawing because you can see just which object are active before the
- operation, and unlike WGET it will not distort paths.
-
- aPut
-
- APUT (all put) makes all boxes, paths, text and cells inactive.
-
- ■ This command is for making sure that ALL objects are inactive.
-
- APUT is a handy command to make objects inactive with a single mouse
- button click.
-
- Arc
-
- ARC calls the arc generator.
-
- Rules for making arcs:
-
- ■ An arc is generated starting at the first active vertex found on a
- path, and is swung around an arc center point to an end point.
-
- ■ The radius of the arc is a linear function of the angle and the
- difference in radius between the start and end points.
-
- ■ The center and end points are single coordinate input points.
-
- ■ The number of segments and the direction of generation (cw or ccw) must
- be entered when requested.
-
- ■ To start an arc from nothing you must first add a single active vertex
- and then call the generator. The arc takes its width and layer from the
- original path object or "arc seed".
-
- ■ Arc internal points are added on the nearest unit grid.
-
- ■ Arc end points are added on the nearest working grid.
-
- Hint: If you are generating an arc with many vertices, you can speed up
- the process by pressing ESC or clicking the right mouse button, which
- causes drawing to be bypassed.
-
- Arrows
-
- Up, down, left and right arrows pan the drawing window.
-
- ■ The drawing window is moved by a certain fraction of its width in the
- arrow's direction.
-
- ■ The display is redrawn.
-
- The arrow keys on the keyboard perform this same function to be
- consistent with other CAD systems.
-
- Read DRAW.
-
- Attach
-
- ATTACH installs a cell from a common cell pool in a drawing's cell
- collection.
-
- ■ ATTACH will first search to find if a cell already exists in the
- drawing. If one is found you will be ask if you want to continue. If a
- cell is not found, it will be immediately added to the cell collection.
-
- ■ ATTACH will turn a normal cell into an attached cell, but the attached
- cell must exist in the pool directory.
-
- ■ Higher rank cells may be attached but you will only get the boxes,
- paths and text of the cell, and the cell will changed to a rank 1 cell.
-
- ■ If the "pool=" parameter in FORM.DBD is missing or blank, the ATTACH
- command will not work.
-
- Read the Attached Cells General topic.
-
- Cap
-
- CAP calls the capacitance calculator.
-
- To measure capacitance:
-
- 1. You first must enter the capacitance units/physical area unit. This
- will usually be in pF/um2.
-
- 2. After you enter the capacitance per unit area, all paths with ANY
- active vertex will be measured automatically, and the total
- capacitance will be displayed. To compensate for corners, half the
- width is subtracted from each segment length.
-
- 3. After all paths are measured, all boxes with ANY active sides will be
- measured automatically, and the total capacitance of the paths and
- boxes will be displayed.
-
- 4. The command will then go into manual mode. Any polygons or areas in
- cells that should be included in the capacitance can then be manually
- measured.
-
- 5. When in manual mode, at the command prompt "[/]", you must fill the
- area to be measured with rectangular cursor areas by clicking the left
- mouse button at diagonally opposite corners of the areas.
-
- 6. An area's capacitance and the sum of previous capacitances will always
- be displayed at the bottom of the screen.
-
- 7. To end measuring, click the mouse on any menu button except a window
- command, or press ESC.
-
- Note: Measured areas are indicated by a lightly dotted fill. To measure
- an irregular area manually you simply click small rectangular areas
- until the total area is filled with minimum overlaps.
-
- This command may be used as an area parameter calculator. For example,
- you can calculate the area of an integrated circuit by setting the
- capacitance per area to 1.
-
- cCel
-
- CCEL changes any active cells into the specified cell.
-
- ■ This command will not work in a rank 1 cell.
-
- ■ Attempting to change to an unknown cell or a cell too high in rank will
- abort the command.
-
- Cancel CCEL by pressing ENTER only or ESC.
-
- Cell
-
- CELL exits Cell Mode or System Mode and (re)enters Cell Mode.
-
- From System Mode:
-
- ■ You will be asked for a cellname.
-
- ■ If a new cellname is not in the cell collection, the rank will also be
- requested and you will create a new cell.
-
- From Cell Mode:
-
- ■ The first active cell that is found in the drawing becomes the default
- cellname, and you will automatically exit and reenter Cell Mode with
- that cell.
-
- ■ If no default cellname is found, you will be asked for one.
-
- ■ If a new cellname is not in the cell collection, the rank will also be
- requested and you will create a new cell.
-
- In either mode, press ENTER only or ESC to the cellname or rank question
- and you will go to System Mode.
-
- Note: You can also enter Cell Mode in two other ways:
-
- 1. You can use the LIST command and click the left mouse button on the
- name of a cell.
-
- 2. You can go directly to a cell from DOS by typing the cellname on the
- command line after "lasi" when starting the program.
-
- cGet
-
- CGET (cell get) makes cells active.
-
- ■ A cell can be made active in two ways:
-
- 1. If the rectangular cursor window completely encloses the cell's area,
- the cell will become active.
-
- 2. If the left mouse button is double clicked while making the cursor
- window, a cell will become active if the cells's area overlaps the
- cursor window. This does not work if the cell is drawn only as an
- outline.
-
- ■ An active cell turns bright white on all layers.
-
- ■ An active cell drawn as an outline turns bright white and is filled
- with dots.
-
- ■ There is no dependence on VIEW or OPEN.
-
- ■ If a cell is not found in the cursor window a cellname will be asked.
-
- CGET only works on the top level of cells and has no effect on boxes,
- paths or text.
-
- Clrs
-
- CLRS enters into the Layer Attribute Display and allows the color of a
- layer to be set.
-
- ■ The number of the layer is shown in the layer's color.
-
- To exit, press ESC to the "Color Layer" question.
-
- cLyr
-
- CLYR changes the layer of boxes, paths or text.
-
- ■ If the value entered is not 1 through 64, the layer will be reasked.
-
- ■ Boxes must have ALL sides active to change layer.
-
- ■ Paths must have ANY vertex active to change layer.
-
- ■ Text will change layer if active.
-
- Read LAYR.
-
- cMov
-
- CMOV (cell move) moves cells directly.
-
- ■ A cell can be moved in two ways:
-
- 1. A cell will be moved if the rectangular cursor window completely
- encloses the cell's area.
-
- 2. If the left mouse button is double clicked while making the cursor
- window, the cell will be moved if the cell's area overlaps the cursor
- window. This does not work if the cell is drawn only as an outline.
-
- ■ The first two cursor points form the cursor window.
-
- ■ The next two cursor points determine the distance to be moved.
-
- ■ The move part of the command accepts a single PKE distance entry.
-
- CMOV only works on the top level of cells and has no effect on boxes,
- paths or text.
-
- Cntr
-
- CNTR centers the drawing window.
-
- ■ The new center is a single point input from the mouse or a PKE
- coordinate entry.
-
- ■ The display is redrawn.
-
- Read DRAW.
-
- Copy
-
- COPY allows NORMAL cells to be copied or appended to other NORMAL cells.
-
- Rules for COPYing:
-
- ■ The source cell must be a NORMAL cell (not attached) in the drawing
- cell collection.
-
- ■ If the destination cell has a NEW NAME, a new cell will be created.
-
- ■ If the destination cell already exists, the source cell will be
- APPENDED to the existing cell.
-
- ■ If either the source or destination cells are attached cells, the
- command will abort.
-
- Inter-rank copying is permitted. If the source cell contains cells that
- have rank equal to or greater than the destination cell, those cells will
- not be copied. Boxes, paths and text are always copied.
-
- Appended objects appear as active objects in the destination cell. This
- allows you to move the appended parts if they overlay any previous
- objects.
-
- If the source or destination cells are incorrect, or if copying will
- overflow the maximum number of any objects, the copy operation will be
- cancelled and a message will be shown.
-
- Since COPY may be used to append to existing cells, it may be used as a
- means to copy parts of one cell into another. This is done by first using
- the MAKE command to create a temporary cell. Read the MAKE Command Topic.
-
- Also read the IMPORT Command Topic.
-
- cPut
-
- CPUT (cell put) makes cells inactive.
-
- ■ This the inverse of CGET, and works the same way.
-
- ■ If a cell is not found in the cursor window a cellname will be asked.
-
- Read APUT.
- Cpy
-
- CPY copies active objects.
-
- ■ The displacement is determined by a 2-point coordinate input.
-
- ■ The original objects are made inactive and the copies are made active.
-
- ■ Boxes are copied if ALL sides are active.
-
- ■ Cells are copied if they are active.
-
- ■ Vertices of paths are copied only if they are active. To copy a path
- completely it must be fully active (use FGET). This feature allows you
- to copy sections of paths.
-
- ■ Text is copied if it is active.
-
- ■ CPY accepts a single PKE distance entry.
-
- Read STEP.
-
- Cut
-
- CUT breaks a path into two separate paths at an active vertex.
-
- ■ This command works if there is ONLY ONE active vertex.
-
- ■ The last vertex at the cut point of the newly created path is made
- active.
-
- Use this command to break paths and polygons into smaller segments to
- create new constructions, and to make shorter paths and polygons that
- will be more manageable for translation into other CAD systems.
-
- cWth
-
- CWTH changes the width of paths and the size of text.
-
- ■ Paths with ANY vertex active will change width.
-
- ■ Text that is active will change its size to the new width.
-
- Read WDTH.
-
- Dash
-
- DASH enters into the Layer Attribute Display and allows the type of dash
- to be set for a layer.
-
- ■ The pattern of the dash number is shown by the sample lines.
-
- ■ The dash number of the layer is shown above the corresponding colored
- layer number.
-
- To exit, press ESC to the "Dash Layer" question.
-
- Del
-
- DEL deletes objects or parts of objects.
-
- ■ An object's layer must be VIEWed and OPENed to be deleted.
-
- ■ Boxes are deleted if ALL sides are active.
-
- ■ Active vertices of paths are deleted.
-
- ■ Text is deleted if it is active.
-
- ■ Paths with one or no vertices on any layer are deleted.
-
- ■ Cells that are active are deleted without regard to the layers that
- they contain and the setting of the VIEW and OPEN commands.
-
- Note: Using DEL does NOT give back object memory that has been
- automatically allocated by the memory manager. If you make a large
- number of deletions and want to free memory, exit the current cell and
- then reenter it. The easy way is to use LIST and click on the current
- cell marked with the "*".
-
- Important: Before any object is deleted, the hard disk files DSBKUP.BP4
- and DSBKUP.CL4 are updated. If you make a mistake and delete the wrong
- thing, you can use the UNDO command to restore the drawing.
-
- dGrd
-
- DGRD sets the dot grid.
-
- ■ The dot grid is in physical units.
-
- ■ The dot grid may be any acceptable size and can be toggled on and off
- with the GRID command.
-
- ■ If the grid is smaller than the resolution set by the SET command it
- will not be drawn.
-
- ■ The present dot grid will be shown at the bottom of the screen.
-
- ■ Each cell rank may have a different DGRD setting.
-
- DOS
-
- DOS temporally runs other programs from the DOS command line.
-
- ■ At least 64K of memory must be available for this command to work.
-
- ■ The DOS command from System Mode makes more memory available than the
- DOS command from Cell Mode because System Mode deallocates drawing
- space. If you use too much memory you may get an "Not Available"
- message.
-
- ■ Certain DOS command line operations may be done, DIR for example.
-
- ■ Certain small programs may be run if they can load into available
- memory.
-
- DO NOT run LASI utility programs from this command since the drawing
- information may not be current on the hard disk.
-
- Draw
-
- DRAW erases the drawing window and redraws the current cell.
-
- ■ Drawing of boxes, paths and text takes place in ascending layer order.
-
- ■ Lesser cells are drawn starting at the lowest rank and are overlayed
- upward.
-
- ■ The boxes, paths and text of the current cell always overlay all layers
- of any lesser cells.
-
- ■ If during redraw a cell's objects exceed the memory available, or a
- cell's BP4 or CL4 files are not found, a dotted outline will be
- substituted for the cell.
-
- ■ Paths with widths near the unit grid limit may appear distorted. This
- is because all drawing points are set in the unit grid.
-
- ■ If you try to draw a path or poly with a vertex count exceeding the
- limits of 250 and 500 respectively, the path or poly may not draw
- completely or fill correctly, but drawing will fail gracefully.
-
- ■ Paths may be drawn with or without a dashed center line. To toggle the
- center line on and off press the C key. A "C" displayed in the upper
- right of the screen indicates that center lines are ON.
-
- Read the Drawing Speed General topic for useful information.
-
- fGet
-
- FGET (full get) makes a box or path fully active.
-
- ■ A box is made fully active if ANY side is made active.
-
- ■ A path is made fully active if ANY vertex is made active.
-
- ■ FGET is the same as GET for text.
-
- ■ This command allows the entire box or path to be operated on by any
- subsequent command if only a part is accessible.
-
- If you want to delete a box or path completely use this command first.
-
- Fill
-
- FILL enters into the Layer Attribute Display and allows the type of fill
- to be set for a layer.
-
- ■ The pattern of the fill number is shown by the sample boxes.
-
- ■ The fill number of the layer is shown above the corresponding colored
- layer number.
-
- ■ Boxes, paths and closed polygons will be filled with the chosen fill
- pattern.
-
- ■ The fill of all layers may be temporally turned off by answering "off"
- to the "Fill Layer" question. Calling FILL again will turn the fill
- back on.
-
- To exit, press ESC to the "Fill Layer" question.
-
- Fit
-
- FIT sets the size of the drawing window so that it will show all of the
- objects in a cell.
-
- ■ There is no dependence in VIEW or OPEN.
-
- ■ The display is redrawn.
-
- ■ If there are no objects present, fit will expand the drawing window to
- the maximum size permitted or the whole "universe".
-
- Read DRAW and the Universe General Topic.
-
- Flp
-
- FLP flips objects.
-
- ■ Flipping in either X or Y determined by a 2-point coordinate input.
-
- ■ The larger dimension of the cursor input determines the flip axis.
-
- ■ The cursor will show the approximate flip axis.
-
- ■ Boxes flip if ALL sides are active.
-
- ■ ALL vertices of a path flip if ANY vertex is active.
-
- ■ Text will flip if active.
-
- Note: FLP and ROT do no commute. That is, the order in which these
- commands are used is important. Objects FLPed and ROTed in different
- orders are not the same.
-
- Read ROT.
-
- Form
-
- FORM displays the settings in the FORM.DBD file.
-
- ■ The parameters and their variables are shown on the first page.
-
- ■ The function key assignments are shown on the next two pages or until
- there are no more assignments.
-
- ■ Press ESC or click the right mouse button to goto the next page.
-
- Read the FORM File topic in General Information.
-
- fPut
-
- FPUT (full put) makes boxes, paths and text fully inactive.
-
- ■ This is the inverse of FGET.
-
- ■ A box is made fully inactive if ANY side is made inactive.
-
- ■ A path is made fully inactive if ANY single vertex is made inactive.
-
- ■ FPUT is the same as PUT for text.
-
- Use this command to make fully inactive a box or path when only a part of
- the box or path is displayed.
-
- Full
-
- FULL removes cells from being drawn as an outline.
-
- ■ Cells are changed from being drawn as an outline if a cell's area is
- completely enclosed by the rectangular cursor window.
-
- ■ If a cell is not found in the cursor window a cellname will be asked.
-
- Read OUTL.
-
- Get
-
- GET makes single parts of boxes and paths active.
-
- ■ The layer must be VIEWed and OPENed.
-
- ■ Box sides are made active if they intersect the rectangular cursor
- window.
-
- ■ Path vertices are made active if they intersect the cursor window.
-
- ■ Text is made active if its reference point intersects the cursor
- window.
-
- When made active:
-
- ■ Box sides turn bright white.
-
- ■ Vertices are marked and segments of paths that will move as a unit turn
- bright white.
-
- ■ Text turns bright white.
-
- GET is the default command when LASI is started.
-
- Grid
-
- GRID toggles the dot grid on and off.
-
- ■ The menu button intensifies to indicate that the grid is on.
-
- ■ The dot grid will not be drawn if the spacing is less that the drawing
- resolution set using the SET command.
-
- Read SET and DGRD.
-
- Hcpy
-
- HCPY expands the screen and calls a hardcopy program that makes a bitmap
- copy of the screen on a printer or to a file.
-
- When HCPY is called the screen will redraw to full size. The system will
- wait for a key to be pressed:
-
- ■ Press ENTER if you want to add the name, date and time to the screen
- and start a hardcopy.
-
- ■ Press CTRL-ENTER if you want to make a hardcopy of the screen without
- the name, date and time.
-
- ■ Press ESC anytime if you want to abort hardcopying.
-
- Note: At least 64K of remaining memory is necessary to run a hardcopy
- program. If there isn't, the hardcopy will not execute and you will
- return to LASI Cell Mode.
-
- Read the Hardcopy General topic.
-
- Info
-
- INFO identifies an active object or gives drawing information.
-
- ■ Objects are taken in the order: box/path/cell.
-
- ■ Only the first active object found is reported.
-
- ■ For a box the layer is shown.
-
- ■ For a path the layer and the width are shown.
-
- ■ For text the layer and size are shown.
-
- ■ For a cell the name, number, position and orientation are shown.
-
- ■ No active object gives tells the amount of memory that is still free.
-
- Read SHOW.
-
- Import
-
- IMPORT allows ATTACHED cells to be brought into a drawing as NORMAL
- cells.
-
- Rules for IMPORTing:
-
- ■ The source must be an ATTACHED cell in the drawing cell collection.
-
- ■ If the destination cell has the SAME NAME as the source cell, the cell
- becomes a NORMAL cell and replaces all occurrences of its use in all
- other cells.
-
- ■ If the destination cell has a NEW NAME, a NEW NORMAL cell will be
- created with the new name.
-
- ■ The destination will always become a rank 1 cell.
-
- ■ If the source cell is not attached, the destination cell is already
- present or is an attached cell with a different name, the command will
- be aborted.
-
- ■ Cells never export back to the pool.
-
- If imported to the SAME NAME, a BP4 file will be copied from the pool to
- the drawing directory. You would use this procedure if you want to
- replace all occurrences of an attached cell in other cells with a normal
- cell that may be modified. You can then RENAM the normalized cell, and
- ATTACH the original cell again to make other modified versions.
-
- If the destination has a NEW NAME, a new normal cell will be created and
- the attached cell will remain unaffected. You can then modify the new
- cell and use it where desired.
-
- Notice that the difference between these two procedures is that in the
- first procedure the attached cell is replaced automatically wherever it
- is used. In the second procedure you generate an independent cell and you
- must replace any occurrences of the attached cell individually.
-
- If the source or destination cells are incorrect, or if importing will
- overflow the memory available, the import operation will be cancelled and
- a message will be shown.
-
- Read the COPY Command topic.
-
- Join
-
- JOIN connects two paths head to tail to form a new single path.
-
- Rules for JOINing:
-
- ■ This command works only if there are exactly two active vertices which
- are the beginning and end of a path.
-
- ■ If the active vertices are beginning and end of the same path and the
- path is not already closed, a segment will be added to close the path
- and both vertices will be made inactive.
-
- ■ If the active vertices are beginning and end of different paths and the
- vertices are at the same location, the paths will be merged into a
- single path, one vertex will be deleted, and one vertex will be made
- inactive.
-
- ■ If the active vertices are beginning and end of different paths and the
- vertices are at different locations, a segment will be added, the paths
- will be merged into a single path, and both vertices will be made
- inactive.
-
- Use this command to condense paths to reduce data, and to make closed
- polygons out of open polygon segments.
-
- Kill
-
- KILL removes a cell from the drawing
-
- ■ Cells are removed from the drawing's cell collection.
-
- ■ KILLed cells are removed from any other cells.
-
- ■ The cell internal files at the DOS system level are erased.
-
- Important: It is recommended that you keep an archive of your cells
- using the TLCOUT.EXE utility program. This is the only way that you can
- recover a cell that has been accidentally KILLed.
-
- Layr
-
- LAYR sets the default layer of boxes, paths or text to be ADDed.
-
- ■ If the RESIDENT Command is TEXT when LAYR is called, the default layer
- of text to be ADDed will be set, otherwise, the default layer of boxes
- or paths to be ADDed will be set.
-
- ■ If the value entered is not 1 through 64, the layer will be reasked.
-
- Read CLYR.
-
- List
-
- LIST lists the cells in the cell collection.
-
- ■ This command appears in both System and Cell Modes.
-
- ■ The mouse will also be active and the cursor can be positioned on the
- name of any of the cells listed. If the left mouse button is clicked on
- the cellname, Cell Mode will be entered for that cell.
-
- ■ If the left mouse button is clicked in a location that will not select
- a cell, it will be ignored.
-
- ■ Pressing ESC or clicking the right mouse button will step to the next
- page or will exit to the present mode.
-
- ■ Attached cell names appear in red in the cell list.
-
- The list of cells has a history feature. The number that appears in front
- of a cellname indicates the inverse order in which the cells were last
- opened. That is, number 1 is the last cell you worked on, number 2 the
- second to last, and so on. This allows you to go through a sequence of
- deeply nested cells, and then randomly return to a higher ranked cell.
-
- Rules for cell history:
-
- ■ If a cell is opened again, previous events for that cell are purged
- from the history.
-
- ■ An asterisk indicates the current cell.
-
- Hint: LIST is the fastest way to change from cell to cell because you
- don't have to type or even precisely remember a cellname.
-
- Make
-
- MAKE makes a new cell from the active cells, boxes, paths and text.
-
- Rules for MAKE:
-
- ■ Boxes, paths and text are copied if ANY part is active.
-
- ■ The rank of the new cell will be one higher than the highest rank of
- any active cells.
-
- ■ The name must not already be in the cell collection. If it is, the
- prompt will be reasked. No name at all or ESC will cancel MAKE.
-
- Note: When MAKE makes a new cell it first determines the area or outline
- of the current cell on which you are working. It then uses this area as
- the area of the new cell. It also uses the current origin as the origin
- of the new cell. Normally, you will enter into Cell Mode with the new
- cell and reposition the origin with the ORIG command. When Cell Mode is
- then exited the correct area will be recalculated.
-
- Hint: When MAKE is used to create a new cell, its name is at the end of
- the cell list. Use LIST to go to the new cell to make any changes.
-
-
- MAKE can be used to copy all or part of one cell to another cell. First
- make a temporary cell and then go to System Mode and COPY the temporary
- cell to the destination cell. When you enter the destination cell the you
- will find the temporary cell appended to it. You can later KILL the
- temporary cell. Notice that you are in effect placing all or part of a
- cell on a "clipboard" and then inserting the objects on the clipboard
- into another cell. This is a common procedure used with many types of
- data exchange.
-
- Mov
-
- MOV moves the active sides of boxes, active vertices, active text and
- active cells.
-
- ■ The distance is determined from a 2-point coordinate input.
-
- ■ The cursor will show the approximate move.
-
- ■ MOVs are always done in multiples of the working grid, unless you press
- the A or ALT keys to switch to the unit grid.
-
- ■ MOV accepts a single PKE distance entry.
-
- Read WMOV, QMOV and CMOV.
-
- Obj
-
- OBJ sets the name or type of object to be added.
-
- ■ Responding with "b" will make boxes and "p" will make paths.
-
- ■ For adding a cell give the NAME of the cell.
-
- Note: Boxes, paths and cells are treated equally as far as adding is
- concerned. However, boxes, paths and text are "basic" objects while
- cells are compound objects. Generally, there are different commands for
- these different types of objects.
-
- Octo
-
- OCTO is a toggle that enables octagonal cursor mode on certain commands.
-
- ■ The menu button intensifies to indicate that octagonal mode is on.
-
- ■ When octagonal mode is on, the cursor movement vector is snapped to the
- nearest 45 degrees. The commands ADD (for paths), MOV, WMOV, QMOV, CMOV
- and CPY are affected.
-
- This command is used to restrict drawing so that only 45 and 90 degree
- angles are allowed, which preserves drawing neatness and conforms to
- certain physical artwork generation requirements.
-
- Open
-
- OPEN sets the layers that can have their boxes, paths and text made
- active.
-
- ■ Boxes, paths and text that are not OPENed are blocked from the GET,
- FGET, WMOV, QMOV, PBEG and PEND commands.
-
- ■ Cell commands like CGET, CPUT or CMOV are not affected.
-
- ■ Each cell rank may have different OPEN parameters.
-
- VIEW and OPEN accept layer inputs that can be single layers in any order,
- or a dash (-) can be used to indicate all inclusive layers between the
- end layers. A dash alone will give all layers from 1 to 64.
-
- Orig
-
- ORIG relocates the coordinates of all objects in a cell drawing so that
- the single cursor input point is the 0,0 position.
-
- ■ This command allows objects to be constructed almost anywhere on the
- drawing window and then be repositioned as desired.
-
- ■ The working grid is the default grid, but may be changed to the unit
- grid with the A or ALT keys.
-
- Set you cell origin as soon as you make a cell, or you may have to
- relocate the cell each time it is used in higher ranking cells.
-
- Outl
-
- OUTL sets cells to draw as an outline.
-
- ■ A cell can be turned into an outline in two ways:
-
- 1. Cells are changed to outlines if a cell's area is completely enclosed
- by the rectangular cursor window.
-
- 2. If the mouse is double clicked while making the cursor window, cells
- will be outlined if the cell's area overlaps the cursor window.
-
- ■ An outlined cell will be drawn as a white rectangle with the name of
- the cell in text in the lower left corner. An active cell in outline
- will be drawn as a bright white rectangle filled with dots.
-
- ■ The cell's name can be toggled on and off by pressing the N key. An "N"
- displayed in the upper right of the screen indicates that names are ON.
-
- ■ If a cell is not found in the cursor window a cellname will be asked.
-
- You can greatly speed up an overall redraw by setting the cells in an
- region where you are not currently working to outline. When a cell is set
- to outline, retrieval of the cell's files from a disk is unnecessary and
- drawing the internal parts of a cell is skipped.
-
- Read FULL.
-
- OvSz
-
- OVSZ expands the sides of boxes, paths and closed poly by a certain
- distance.
-
- Rules for OVSZing:
-
- ■ A negative distance shrinks the sides.
-
- ■ Only active box sides are oversized.
-
- ■ All sides of paths or closed polygons are oversized if ANY vertex is
- active.
-
- ■ The oversizing algorithm used must identify a polygon as having a
- rotational angle of +/-360 deg. If this cannot be done, the poly will
- be unchanged.
-
- ■ If a poly contains adjacent sides that are folded back 180 deg on each
- other, the results will be undefined since the direction of folding
- cannot be identified.
-
- Note: Acute angles on closed poly are not oversized correctly. You need
- to insert an additional vertex at an acute angle to prevent the peak of
- an acute angle from extending beyond the oversize distance.
-
- Read PSIZ.
-
- pBeg
-
- PBEG makes the first vertex of a path active.
-
- ■ This command works if ANY vertex of a path intersects the rectangular
- cursor window.
-
- ■ PBEG is useful when the JOIN command is to be used.
-
- Read PEND.
-
- pEnd
-
- PEND makes the last vertex of a path active.
-
- ■ This command works if ANY vertex of a path intersects the rectangular
- cursor window.
-
- ■ This command is useful both to find the end of a path and to reopen a
- closed path.
-
- Read PBEG.
-
- Plot
-
- PLOT calls the plotting program.
-
- ■ A plot will be made of the last cell as it was shown in the drawing
- window.
-
- ■ The drawing window center X,Y and width, and the cellname are passed to
- the plotting program.
-
- ■ The plotting program is named in the FORM "plot=" parameter.
-
- ■ Presently, the only plotting program is LASI2PGL.EXE.
-
- It is possible that you will not have enough contiguous memory available
- to run a plot program from LASI. If this happens, the program will not
- execute and you will return to LASI. To remedy this situation, either add
- more RAM, if possible, and remove or move to high memory any unnecessary
- resident programs (TSRs), if they are being kept in conventional memory .
- If this fails, run the plotting program by itself. Read LASI2PGL help
- for how to do this.
-
- pRev
-
- PREV reverses the order of the vertices in a path.
-
- ■ ALL paths that have ANY active vertex will be reversed.
-
- ■ The original active vertex remains active.
-
- Reversing the order allows vertices to be added to either the beginning
- or end of a path. It also allows paths to be JOINed properly.
-
- pSiz
-
- PSIZ changes the size of a path while still preserving its shape.
-
- ■ The multiplier is 1 for no change, and can be any number that will not
- cause the path to overflow the drawing area.
-
- ■ The geometric center of the path is kept constant.
-
- ■ If a small path is resized or if it is made too small, it may change
- shape due to the limited resolution of the unit grid.
-
- ■ PSIZ acts on paths that have ANY vertex active.
-
- Use PSIZ to make different sizes of complex polygon figures such as
- symbols or lettering.
-
- Read OVSZ.
-
- Put
-
- PUT makes single parts of boxes, paths and text inactive.
-
- ■ This is the inverse of GET and works the same way.
-
- Read FPUT and APUT.
-
- qMov
-
- QMOV (quick move) functions like the sequence GET, MOV, PUT.
-
- ■ Box sides are moved if they INTERSECT the rectangular cursor window.
-
- ■ Vertices of paths move if they intersect the cursor window.
-
- ■ Text is moved if the reference point intersects the cursor window.
-
- ■ Box, path and text layers must be VIEWed and OPENed.
-
- ■ The move part of this command accepts a single PKE distance entry.
-
- QMOV is useful for making small vertex movements and small box side
- movements when the path or box is only partly accessible.
-
- Read WMOV.
-
- Quit
-
- QUIT exits from the LASI drawing system to DOS.
-
- ■ All current information about the drawing is saved on the hard disk in
- the drawing directory.
-
- ■ The condition of DOS when LASI was entered is restored.
-
- The drawing may be reentered by running LASI.EXE again. However, the
- cells that may have been stored on a RAM disk will be unknown to LASI and
- will have to be relearned by drawing them once.
-
- CTRL-END has the same effect as QUIT.
-
- ReNam
-
- RENAM changes the name of a cell.
-
- ■ Cellnames must conform to DOS filename rules.
-
- ■ This command will not work if the new name is the name of a cell that
- already exists in the cell collection or is a reserved name such as "b"
- or "p".
-
- To give a cell another cell's name in a cell collection, you must first
- RENAM or KILL the original cell and then RENAM the cell.
-
- Res
-
- RES calls the resistance calculator.
-
- To measure resistance:
-
- 1. You first must enter the sheet resistance in resistance units/square.
- This will usually be ohms/square.
-
- 2. You will next be asked for the End Compensation. This is the number of
- squares to be added or subtracted to compensate for any effects of
- resistor heads. This depends on how you draw your resistors and can be
- a fractional number.
-
- 3. After you enter the sheet resistance, if a path with ANY active vertex
- is found, the path will be automatically traced from beginning to end
- and the total resistance will be displayed. To compensate for corners,
- half the width is always subtracted from each segment length.
-
- 4. After a SINGLE path is measured the command will enter manual mode.
-
- 5. If no path has been found, you will have to manually enter the
- resistor width, otherwise, the path width is taken as the resistor
- width.
-
- 6. In manual mode, at the "<-->" command prompt, the width of the
- resistor must be measured by a 2-point coordinate input or a single
- PKE distance entry.
-
- 7. At the command prompt "R-->", you can then calculate resistance by
- making 2-point coordinate distance measurements along the length of a
- resistor. The distance will be displayed by a dashed line, and the
- incremental resistance and the total resistance will be displayed at
- the bottom of the screen.
-
- 8. To end measuring, click the mouse on any menu button except a window
- command, or press ESC.
-
- Note: To automatically measure a path, it must be a path in the present
- cell. Paths that are visible but are part of a cell within the present
- cell must still be manually measured.
-
- This command can be used as a ratio parameter calculator. For example, to
- measure a MOS gate size, set the sheet resistance to 1. Measure the gate
- width as the resistor width and the gate length as the resistor length.
-
- rDrw
-
- RDRW redraws the drawing with the layers in descending order.
-
- ■ The drawing order rules for lesser cells of DRAW apply to RDRW.
-
- This command is useful if you want to overlay fills so that objects that
- would normally be covered by objects on higher layers remain visible.
-
- Read DRAW.
-
- Rot
-
- ROT rotates objects.
-
- ■ Rotation is around a single cursor input point.
-
- ■ Boxes, text and cells rotate +/-90, 180 deg.
-
- ■ Paths rotate through any angle.
-
- ■ Boxes rotate if ALL sides are active.
-
- ■ ALL vertices of a path rotate if ANY vertex is active.
-
- ■ Text and cells rotate if they are active.
-
- Note: Sometimes a rotated path may not be exactly identical to an
- original if it has been rotated and then rotated back. This is caused
- by rounding coordinates to the unit grid each time a rotation is done.
-
- Read FLP.
-
- Rstr
-
- RSTR restores a drawing window.
-
- ■ RSTR does not accept keyboard entries in the usual way, that is,
- terminated by ENTER. It requires only a number key to be pressed.
-
- ■ Only the keys 0-9 will execute the command, otherwise the window number
- will be reasked.
-
- ■ Window 0 is always the previous window.
-
- ■ Windows 1-9 should have been saved using the SAVE command.
-
- ■ The restored drawing window is immediately redrawn.
-
- ■ Press ESC to abort RSTR.
-
- Note: RSTR has a LAST WINDOW FEATURE. Whenever a window is changed, the
- previous window remembered. Reclicking the right mouse button will
- cause the original window to be restored.
-
- Save
-
- SAVE saves a drawing window.
-
- ■ The windows are numbered 1-9.
-
- ■ SAVE does not accept keyboard entries in the usual way, that is,
- terminated by ENTER. It requires only a number key to be pressed.
-
- ■ Only the keys 1-9 are acceptable window numbers, otherwise, the window
- number will be reasked.
-
- ■ Press ESC to abort SAVE.
-
- The windows saved are global, that is they are independent of the Cell
- Mode rank that you are in. The windows are stored in the CONSTS4.DBD file
- when you quit LASI, and are returned when you rerun the program.
-
- Scale
-
- SCALE is used to set the name of the physical scale units of the drawing
- and the number of basic units per physical unit.
-
- Rules for setting scales:
-
- ■ The scale units name can be anything, but for integrated circuits "um"
- and "mil" are preferred because some utility programs use these units.
-
- ■ Only the first 5 characters will be accepted for the scale name.
-
- ■ The number of basic units per physical unit will usually be an integer
- greater than 1, but fractional scales are permitted.
-
- The scale that is set by this command really only relates the basic units
- in which a drawing is internally done to the inputs that you give to
- certain questions and to dimensions that you see externally. All inputs
- and outputs are converted by the scale to and from basic units.
-
- When setting up a scale, you should determine the maximum size that your
- drawing could be and then set your scale so that the maximum number of
- basic units (65536) is slightly larger than that size. For example, a
- typical integrated circuit will fit in 16 mm, which would result from
- using a scale of 4 basic units/micron, or .25um drawing resolution.
-
- Set
-
- SET allows you to change certain parameters and the actions of certain
- commands.
-
- Presently these parameters can be set:
-
- 1. The Resolution of the drawing.
-
- Resolution = size of drawing window / minimum size of figure.
-
- Resolution affects the following:
-
- ∙ Boxes are not drawn if both dimensions are less than the minimum size.
-
- ∙ Paths or poly are not drawn if the distance from the minimum vertex to
- the maximum vertex in both dimensions is less than the minimum size.
-
- ∙ Paths are drawn as lines if their width is less than the minimum size.
-
- ∙ Text is not drawn if its size is less than the minimum size.
-
- ∙ The dot grid is not draw if its spacing is less than the minimum size.
-
- Note: Normally, a resolution of 200-500 is about right for standard VGA.
- Usually there is no need to make the resolution greater than the number
- of pixels across the drawing window. Occasionally, some small figures
- may disappear if the resolution is too low. If this is a problem set
- the resolution higher.
-
- 2. The Text Spacing Ratio. This is the fraction of the size of text
- characters with which the characters are spaced. The value is clamped
- between .5 and 2.
-
- 3. The number of Double Click Ticks that determine the mouse button
- double click interval. The number is an integer and is clamped between
- 0 and 32767. A tick is about 1/20 sec.
-
- 4. The number of Position Report Ticks that determine how often cursor
- position reports are made in Cell Mode. The number is an integer and
- will usually be set 0 to 10.
-
- 5. The Mickey Multiplier or mouse sensitivity for the x and y-axes
- respectively. Set these numbers to whatever feels best with your
- mouse. The range is .1 to 10; 0 defaults to 1.
-
- 6. The Auto Sort Time. The time before an automatic SORT and backup takes
- place can be set. The time can be from 1 to 32767 minutes.
-
- 7. The number of Working Grids that you intend to use can be set so that
- you won't have to step through extra working grids with the WGRD
- command.
-
- 8. The Size of the Working Grids in physical units can be set. You must
- enter all the grids, but pressing ENTER or ESC keeps the default value
- in the white box.
-
- Press ESC to exit SET anywhere in the sequence.
-
- Show
-
- SHOW gives information about an object.
-
- In System Mode, SHOW gives the following information about a cell:
-
- ■ The cell's rank, number in the cell collection and if it is attached.
-
- ■ The cell's outline boundaries as found in the cell collection list.
-
- ■ The number of cells, boxes, paths (includes text) and vertices in the
- cell.
-
- ■ A listing of the named cell's lesser cells.
-
- ■ The number of boxes and paths (includes text) on the layers.
-
- In Cell Mode, SHOW gives information on the first active object that it
- finds in the order. box/path/cell:
-
- ■ For a box, the positions of the sides and the layer are shown.
-
- ■ For a path, the vertex positions, the layer, the width and an active
- vertex mark "*" are shown.
-
- ■ For text, the reference point, the layer, the size and the characters
- will be shown.
-
- ■ For a cell, the information is similar to the System Mode SHOW, but
- also includes the position and orientation of the cell.
-
- ■ No active object gives the amount of memory still free.
-
- Press ESC or click the right mouse button to continue or exit from SHOW.
-
- Smsh
-
- SMSH smashes any active cells, text or boxes into their component objects
- and adds them to the current cell. The original active objects are
- deleted.
-
- Rules for SMSHing:
-
- ■ Cells are smashed down one rank at a time. You may have to do multiple
- smashes if you want to reduce higher rank cells all the way to boxes,
- paths and text.
-
- ■ Text is smashed into poly objects that replace the original text. These
- poly are the same as any other poly, and may be rotated to any angle or
- given width to make paths. Smashing text can increase the number of
- paths and vertices considerably if you are not careful.
-
- ■ Boxes must have all sides active. A box will be replaced by a five
- vertex polygon with the same dimensions.
-
- Note: If you try to SMSH any object that will cause any of your object
- limits to be exceeded, or if you run out of memory, the object will not
- be smashed but will remain intact and active. You will get a message
- for each object component that cannot be added. If you are smashing
- text or boxes you may get a partial poly conversion, but the original
- object will remain.
-
- Important: Before any object is smashed, the hard disk files DSBKUP.BP4
- and DSBKUP.CL4 are updated. If you make a mistake and smash the wrong
- thing, you can use the UNDO command to restore the drawing.
-
- Sort
-
- SORT cleans, sorts and stores a backup of the drawing.
-
- ■ Boxes which have two or more sides superimposed are deleted.
-
- ■ Sequential vertices with the same coordinates are deleted.
-
- ■ Paths with one or no vertices are deleted.
-
- ■ Boxes, paths and text are sorted in ascending order of their
- Y-position.
-
- ■ Cells are sorted by their position in the CELLS4.DBD file.
-
- ■ BP4 and CL4 files of the current cell are updated on the hard disk.
-
- ■ The backup files SORTBKUP.BP4 and SORTBKUP.CL4 are updated on the hard
- disk. If the UNDO command is used, these may be used to restore the
- cell to what it was when the last sort was done.
-
- ■ You may stop a long sort by pressing the SPACE bar. Eventually, when
- objects are in good order, sorting will be fast.
-
- Note: The SORT command will be executed automatically if you do not
- click either mouse button before the Auto Sort Time times out. This
- feature protects your drawing if you leave it unattended.
-
- Hint: Sorting should be done periodically while working on a drawing.
- This not only cleans any defective objects, but also improves drawing
- speed by ordering the cells.
-
- Step
-
- STEP steps active objects into an Nx by Ny two-dimensional array.
-
- ■ Nx and Ny are presently limited to 1024 max.
-
- ■ Stepping distances in X and Y are determined by a 2-point coordinate
- input. This may also be entered as a single PKE distance entry.
-
- ■ The original active objects are copied repeatedly just as though the
- CPY command was used. The final copied objects remain active, while all
- previous copies become inactive.
-
- ■ Stepping can be ended by pressing the SPACE bar.
-
- Note: Care should be used with this command because you can easily fill
- up your cell's object capacity if you don't watch your numbers. If this
- happens press SPACE to end stepping.
-
- Sys
-
- SYS exits directly from Cell Mode to System Mode.
-
- ■ All active objects are made inactive.
-
- ■ The current cell is saved on the hard disk in the drawing directory.
-
- Note: Any cells that may have been put on a RAM disk remain known to
- LASI when you go to System Mode. You lose these only when you QUIT.
-
- Text
-
- TEXT generates a text object.
-
- To generate text you must provide the following:
-
- 1. The reference point, a single coordinate input point, which is the
- lower left corner of the character field where the first text
- character is to be placed.
-
- 2. The text character string of up to 40 characters terminated by ENTER.
-
- The string of text should appear in the drawing made from polygons. The
- layer and size of the characters will be taken from the current text
- layer and text size settings, that may be set using the LAYR and WDTH
- commands. The CLYR and CWTH commands may be used to change the text layer
- and size.
-
- Text Properties:
-
- ■ Text is always left justified and appears on a single line. There is no
- text editor, so you must delete and rewrite any text.
-
- ■ You can make the text active using the GET or FGET commands.
-
- ■ You may copy, rotate, flip and move the text using the CPY, ROT, FLP
- and the several types of move commands.
-
- ■ Text size will always be in integral multiples of 15 basic units. This
- is to prevent distortion of the characters.
-
- ■ A text object is seen by LASI as a single point, the reference point,
- and behaves just like a one-vertex path object, except that it is not
- automatically deleted by SORT and DEL commands.
-
- ■ The T key toggles the reference point between visible (a small diamond,
- same color as text) and invisible. A "T" displayed in the upper right
- of the screen indicates that reference points are visible.
-
- Hint: To make text characters that are to appear permanently on any IC
- masks, first make text of the appropriate size and then SMSH the text.
- Since any characters must have a width that will reproduce on the
- masks, you will first have to give the smashed poly some width with the
- CWTH command, and then modify the paths using the MOV, CUT, JOIN, etc.
- commands to make the characters look better.
-
- Read the Text Generation help category for more information.
-
- TLC-In
- TLC-Out
-
- TLC-IN and TLC-OUT are commands that call the TLCIN.EXE and TLCOUT.EXE
- programs which convert internal cell data TO and FROM transportable (TLC)
- format. "In" means convert TLC files FROM some source TO internal form in
- your present drawing. "Out" means convert FROM internal form in your
- present drawing TO some destination in TLC format.
-
- With either command, the default source or destination disk drive is the
- floppy drive that is in the "fdisk=" parameter in the FORM.DBD file. Any
- acceptable drive or path may be entered in place of that drive.
-
- If you want to refer to TLC files in the current drawing directory enter
- a period "." to the drive question.
-
- You may specify up to 10 cellnames separated by spaces.
-
- TLC-OUT without any cellname(s) dumps to the destination disk ALL drawing
- cells as TLC files along with the CELLS.REF file.
-
- TLC-IN without any cellname(s) retrieves ALL cells by reading the
- CELLS.REF file on the Source disk and translating TLC files into internal
- file form (BP4 & CL4 files).
-
- These commands have considerable power since you can also specify the
- name of any system disk device as the source or destination. You can also
- give a path as part the disk specification, so that cell files can be
- TAKEN FROM or SENT TO other directories other than your drawing
- directory.
-
- Unless you are familiar with the use of DOS paths and remember just where
- you put things, you can get into trouble this way by mixing up the cells
- in different drawings.
-
-
- Note: These commands really only run TLCIN.EXE or TLCOUT.EXE as a child
- process from LASI. It is possible that you might run out of memory, and
- the program will return a "Not Available" or other error message. If this
- happens, you must run TLCIN.EXE or TLCOUT.EXE alone in memory. Read the
- TLC Conversion help category for instructions on running the TLC
- converters.
-
- Undo
-
- UNDO aborts the current Cell Mode cell.
-
- ■ This command will restore either the original cell that existed when
- the mode was entered or the cell as it was when the last SORT, DEL or
- SMSH command was done.
-
- ■ Answering anything other than "o", "s" or "d" to the "Restore ..."
- question cancels the UNDO command.
-
- Read the SORT, DEL and SMSH topics.
-
- View
-
- VIEW sets the layers that will be drawn on the display.
-
- ■ Boxes, paths and text that are not VIEWed are blocked from the GET,
- FGET, WMOV, QMOV, PBEG and PEND commands.
-
- ■ Any active boxes or vertices will be drawn as bright white line
- segments or as bright white vertex marks regardless of the VIEW
- setting. This allows you to see where any active object are located,
- which still will be affected by MOV, CPY, ROT, FLP or DEL commands.
-
- ■ Each cell rank may have different VIEW parameters.
-
- VIEW and OPEN accept layer inputs that can be single layers in any order,
- or a dash (-) can be used to indicate all inclusive layers between the
- end layers. A dash alone will give all layers from 1 to 64.
-
- Read OPEN.
-
- Wdth
-
- WDTH sets the default width of paths or text to be ADDed.
-
- If the RESIDENT Command is TEXT when WDTH is called, the size of text to
- be ADDed will be set, otherwise, the default width of paths to be ADDed
- will be set.
-
- For Paths:
-
- ■ The present range of acceptable widths is 2 to 1024 basic units.
-
- ■ If a pathwidth is entered that is unacceptable, then the prompt will be
- repeated with the default value in white box.
-
- ■ A width of 0 is also acceptable. This produces paths of zero width or
- polygons (poly).
-
- A positive width causes the end of a path to be flush with its
- coordinate. A negative width produces a path whose end extends half the
- width beyond the coordinate. This is for Calma compatibility. Use of
- negative widths is generally discouraged.
-
- For text:
-
- ■ The size will be adjusted so that it is a integer multiple of 15 basic
- units.
-
- Read CWTH.
-
- wGet
-
- WGET (window get) is a combination of GET and CGET.
-
- ■ Cells, boxes, paths and text are affected the same way as those
- commands.
-
- WGET is useful if you are MOVing large sections of a drawing because you
- can see just which object are active before the operation. WGET makes
- active single sides of boxes and single vertices of paths, which are then
- pulled with active cells when MOVing is done.
-
- Read AGET.
-
- wGrd
-
- WGRD steps through the list of working grids.
-
- ■ The working grids should have been entered using the SET command.
-
- ■ The present working grid will be shown at the bottom of the screen.
-
- ■ Each cell rank may have a different working grid.
-
- Note: WGRD when assigned to a function key accepts a numerical argument.
- For example, a parameter in the FORM.DBD file "fkey=wgrd,10" assigns a
- function key so that when the key is pressed the working grid is set to
- 10 physical units. However, if "fkey=wgrd" is the parameter, you will
- be prompted for a working grid to be set.
-
- Read SET and the FORM File General topic.
-
- wMov
-
- WMOV (window move) moves boxes, paths and cells.
-
- ■ The sides of boxes are moved if they are ENCLOSED by the rectangular
- cursor window.
-
- ■ Text and vertices of paths move if they intersect the cursor window.
-
- ■ Cells are also moved, but only if the cursor window completely encloses
- the cell's area. The cell may be drawn fully or be in outline.
-
- ■ The first two coordinate points form the cursor window.
-
- ■ The next two coordinate points determine the distance to be moved.
-
- ■ Box and path layers must be VIEWed and OPENed.
-
- ■ The move part of this command accepts a single PKE distance entry.
-
- WMOV is useful for stretching large sections of drawings orthogonally,
- for selectively doing box side movements and for quickly doing small
- vertex movements.
-
- Xpnd
-
- XPND expands the width of the drawing window.
-
- ■ The new window width is multiplied by 2.
-
- ■ The display is redrawn.
-
- Continuously XPNDing will eventually cause the window to expand to the
- maximum size permitted or the whole "universe".
-
- Read DRAW and the Universe General topic.
-
- Zoom
-
- ZOOM reduces the drawing window size.
-
- ■ The new drawing window will be the best fit of the rectangular cursor
- window.
-
- ■ The display is redrawn with the new drawing window.
-
- ■ ZOOM works over a 1000:1 range.
-
- Hint: To ZOOM to a minimum window at a certain position, click the mouse
- on that same position twice. This will zoom to the default minimum
- window size centered at the cursor position.
-
- Read DRAW.
-
- Text Generation
-
- Introduction
-
- Text is generated by LASI version 4 by storing strings of ASCII
- characters as though they were a type of path. A reference point is
- stored as the first vertex, and then subsequent vertices contain up to 4
- ASCII character bytes. When a string of text is drawn, it is expanded
- much like a path, except that the characters are drawn in sequence from
- predefined polygon patterns. A string of text can be thought of as a
- single path segment, where the character size is equal to the path width
- and the length is determined by the number of characters.
-
- Each character is defined in the Text Font File. (TXT.DBD is the generic
- file supplied with the system.) This file may have any name other that
- TXT.DBD, but this name must be installed the FORM.DBD file using the
- "text=" parameter. Otherwise the default "TXT.DBD" is assumed. Read the
- FORM File General topic.
-
- The Text Font File is a binary file which contains a single record of 128
- bytes for each of 96 characters. The characters may be drawn and modified
- using LASI itself. This file is loaded permanently into memory when LASI
- is started, so that text drawing can be done without slow disk access.
-
- When entering text, a position is requested and the size and layer are
- taken from the current text size and text layer default settings. The
- text string is then simply typed in and terminated by ENTER. Like paths,
- text layer, size, orientation and position can be changed using the same
- commands that are used for paths.
-
- The Text Font File
-
- The Text Font File is ninety-six 128 byte records long. Each record
- corresponds to an ASCII character starting at decimal 32 (space) and
- ending at decimal 127 (delete, non-printing). When LASI draws a
- character, the correct record is found and the information is used to
- draw polygons in the drawing.
-
- The records may be randomly written using the MAKETXT.EXE program by
- simply typing the desired character and then giving the name of the cell
- which contains the character drawing.
-
- The vertices of the path pattern are written in a single byte of a record
- in the form of the X-coordinate as the upper 4 bits and the Y-coordinate
- as the lower 4 bits (nibbles). The coordinates may then be only the
- numbers 0-15. The coordinate combination (15,15) is however prohibited
- because it is used to indicate the end of a path.
-
- A record therefore contains vertex coordinate bytes from 0-254, with 255
- decimal (or FF in hex) bytes marking the end of a path. The remaining
- bytes in a record are always filled with FF bytes to prevent further
- paths being made as the record is read.
-
- The maximum number of vertices that a record can hold is dependent on the
- number of independent paths, but can be determined from:
-
- total no. vertices = 128 - total no. paths
-
-
- There can be any character drawing in the font pattern corresponding to a
- given typed character. In fact, different Text Font Files (with different
- names) can be kept for different uses, and they can be conveniently
- "turned on" by naming them in the "text=" parameter of the FORM File.
-
- The Character Field
-
- Characters start as little cells containing a drawing of a character. The
- data format of the character drawing is quite different from a cell. A
- character is drawn as a rank 1 cell using paths (of 0 width) on a 16x16
- (0-15) field of basic drawing units. The paths may be on any layer. The
- lower left corner of the field is position 0,0. The vertices of the paths
- fall on the basic unit grid points. The vertices may be on any grid point
- except 15,15.
-
-
- 15
- . . . . . . . . . . . . . . . x 15 (15,15 not used)
- . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . .
- . . . . . . . . _ . . . . . . .
- . . . . . . . / . \ . . . . . .
- . . . . . . / . . . \ . . . . .
- . . . . . / . . . . . \ . . . .
- . . . . / . . . . . . . \ . . .
- . . . / . . . . . . . . . \ . . ^
- . . . | _ _ _ _ _ _ _ _ _ | . . |
- . . . | . . . . . . . . . | . . Y
- . . . | . . . . . . . . . | . .
- . . . . . . . . . . . . . . . .
- (origin) 0 . . . . . . . . . . . . . . . .
- 0
- X -->
-
- Character Drawing Field in basic units (Letter A Shown)
-
-
- Once a character cell is drawn, the program MAKETXT.EXE is used to
- install the character in the Text Font File.
-
- Note: The CHARS.ZIP file that should have been included with LASI 4.3
- contains TLC files of all the characters in TXT.DBD.
-
- Usefulness of Text
-
- Text is usually used to mark your drawings with information such as the
- names of cells or component names and values. Text will be translated
- with the other drawing data into text in other drawing systems. Text may
- also be used as a pattern for putting writing on IC masks by smashing the
- text using the SMSH command and giving the resulting polygons some width.
-
- Text objects have a very useful property. Text can be considered as a
- NAME with a LOCATION. You can therefore use text to mark connection
- points to cells or subassemblies. You can then search for those points by
- NAME and obtain a physical location on a drawing. This can be used to do
- automatic cell placement and interconnection. This means that you can do
- actual layout from wiring lists used by Spice type programs.
-
- Inversely, you can also write programs that locate NODES by POSITION in
- LASI layouts or schematic drawings and associate TEXT with the NODE. You
- can therefore write wiring lists for Spice directly from drawings that
- contain NODE NAMES and DEVICE NAMES written ON the drawing. The utility
- program LASICKT.EXE works this way.
-
- TLC Conversion
-
- Introduction
-
- TLC (Transportable LASI Cells) is a form of LASI cell data that is used
- for drawing cell data storage and interchange. TLC files are ASCII
- sequential files written in a well documented form. TLC files are easily
- readable by programming languages including BASIC and C. TLC is
- convenient for writing special programs to be used with LASI such as
- drawing transformation utilities or translators from other drawing
- systems. (CIF2TLC.EXE, TLC2CIF.EXE and CSF2TLC.EXE are examples.)
-
- Each TLC file contains the information needed to construct a single cell.
- The file contains information on the boxes, paths, text and cells in a
- cell. It does not contain information on how to make any cells that may
- be used within a cell. To build a complete drawing you need a COMPLETE
- set of TLC files.
-
- By definition, cell files in TLC are called EXTERNAL files, while cell
- files used by LASI directly (BP4 and CL4) are called INTERNAL files. TLC
- files have the extension .TLC in DOS. Internal files are designed for the
- computers convenience, while external files are designed for human
- convenience.
-
- The program TLCIN.EXE converts external TLC files to internal BP4 and CL4
- files. The program TLCOUT.EXE converts internal files to external TLC
- files.
-
- Using TLC is the ONLY WAY that cells can be installed in a LASI drawing
- from an external source. This is because the internal files use a pointer
- to refer to a cell to save memory space. This pointer is the position in
- the CELLS4.DBD file of a given cell's information, which cannot be
- changed without changing all cell references. The programs TLCIN.EXE and
- TLCOUT.EXE take referencing into account and adjust accordingly.
-
- Since each cell has its own TLC file, and a TLC file may not really
- contain all the information to construct a cell if it has lesser cells
- within it, the TLC files for the lesser cells will have to be present for
- conversion to internal form using TLCIN.EXE. When converting to external
- form, the TLCOUT.EXE converter program is smart enough to make the TLC
- files of any lesser cells automatically.
-
- When conversion from external to internal is being done, the lesser cells
- will also be made in internal form if they are not already present in the
- drawing cell collection. You may optionally also replace any cells that
- are already there with new ones.
-
- Since TLC produces a set of files that construct a drawing, TLC files may
- be conveniently "ZIPPED" together into a "package" using PKZIP or similar
- compressor. The ZIPPED files may be used as drawing archives, or they may
- be sent by floppy disk or modem to other locations to share drawings
- among LASI users.
-
- Conversion Errors
-
- It is possible that files may be missing, incorrect or there may not be
- enough memory when converting. TLCIN.EXE and TLCOUT.EXE will try to
- construct a drawing as best as possible by making a FALSE CELL. A false
- cell is a cell containing only the name of the cell enclosed in double
- angle brackets in text on layer 64. The rank of a false cell will always
- be 1, so that it will always appear in other cells. If a false cell is
- made, TLC will indicate the error, and continue as well as it can.
-
- Since it has rank 1, the false cell will contain no other cells. However,
- if the error is corrected, and TLCIN or TLCOUT is used to overwrite the
- false cell, normal cell nesting will be constructed. The false cell may
- be thought of as a token or placeholder for the missing cell where it is
- used in other cells. TLCIN or TLCOUT will always try to replace the token
- cell with the actual cell in the drawing cell collection once the correct
- information is available to make the actual cell.
-
- Pooled Cells
-
- When converting internal files to TLC files, TLCOUT.EXE will look for an
- ATTACHED cell that may be used in a drawing in the POOL directory as
- listed in the FORM.DBD file. If it doesn't find it, it will produce a
- token TLC file consisting of the name of the cell in text. It will not
- look for an attached cell in the drawing directory.
-
- When converting from TLC form, TLCIN.EXE will put ALL cells in the
- DRAWING directory since it has no knowledge (nor should it) of any cells
- that may have come from a pool. Keep this in mind if you are converting
- into a drawing.
-
- Conversion Options
-
- The TLCOUT.EXE program has 2 Conversion Options:
-
- 1. Convert ALL Cells to TLC:
- ALL Cells are converted from the source to the destination. This is
- the standard drawing dump to TLC form.
-
- 2. Convert NAMED Cells to TLC:
- NAMED cells are converted to TLC from the source to the destination.
- Cells that are needed to construct a cell of greater rank are also
- converted as an option.
-
-
- The TLCIN.EXE program has 2 Conversion Options:
-
- 1. Convert ALL Cells from TLC:
- This requires that the CELLS.REF file exist at the source. The names
- of all the cells at the source are simply read from the CELLS.REF file
- in that location and are converted as if they had been named
- individually in Option 2 below. If the CELLS.REF file is missing at
- the source then Option 2 only may be used.
-
- 2. Convert NAMED Cells from TLC:
- NAMED cells are converted to internal files. The CELLS4.DBD file at
- the destination is augmented with the NAMED cell. If lesser cells are
- needed they are also converted from the source TLC into internal files
- at the destination. If the cells are not present at the destination
- they will be converted automatically. If the lesser cells are present
- at the destination you will have the option to replace them with new
- ones. Therefore, to fully reconstruct a cell from TLC, all lesser
- cells must be present either in the source or destination cell
- collections in TLC or internal form.
-
- When converting back from TLC form, the TLCIN program knows if a cell is
- in the destination by reading the CELLS4.DBD file. TLCIN will replace the
- named cell but will OPTIONALLY replace lesser cells, the cells within the
- named cell. If any cells do not exist in the drawing cell collection they
- will be made.
-
- If the CELLS4.DBD file is not present at the destination, then one will
- be created.
-
- To convert a complete layout drawing from TLC using TLCIN, you start with
- a blank directory, and name the main drawing cell to be converted, or use
- the CELLS.REF file as above. The TLCIN program then reconstructs the
- whole drawing by making all lesser cells first, and then the named main
- cell.
-
- In all options the CONSTS4.DBD file of the source or destination
- directory is left unaffected. If a drawing is reconstructed from TLC, you
- must load your favorite CONSTS4.DBD file, or let LASI provide a default
- one when it starts up.
-
- Running TLCIN or TLCOUT
-
- When running either TLC program you pass parameters as arguments on the
- DOS command line. Arguments are separated by one or more spaces.
-
- The FIRST is the SOURCE path, the disk name or "." for the current
- directory.
-
- The SECOND is the DESTINATION path, the disk name or "." for the current
- directory.
-
- The NEXT parameters are needed only if the NAMED cell option is used, and
- is a list of up to 10 cellnames to be converted.
-
- Hint: Run the TLCIN or TLCOUT without any arguments to get HELP.
-
- Important: If you use POOLED cells and run TLCOUT, the FORM.DBD file
- must be present in the source directory. TLCOUT.EXE needs this
- information to find the cells.
-
-
- Things to remember when converting:
-
- The first TWO parameters MUST be present on the command line or you
- will get the help message.
-
- For either option 1 above, the file CELLS4.DBD or CELLS.REF must be in
- the source directory.
-
- If there are no NAME parameters, option 1 is assumed.
-
- The CELLS.REF File
-
- As TLC makes it, the CELLS.REF file is a copy of CELLS4.DBD.
-
- You may change the CELLS.REF file to convert modified lists of cells into
- Internal form.
-
- To remove a cell, delete the cell's name and the data line that follows
- it in the CELLS.REF file.
-
- To add a cell, insert the cell's name on a single line and then the
- cell's rank on the next line. You don't need any additional data on the
- second line.
-
- The entry on the first line of the CELLS.REF file is the number of cells
- in the file. If you add or delete cells, you should adjust this number.
- When TLC converts to Internal form using CELLS.REF, it counts either to
- the number of cells it reads on the first line or to the end of the file,
- whichever comes first.
-
- Do all this with a text editor that produces standard DOS text files.
-
- TLC Format
-
- Cell files in TLC have a record structure. There are presently five kinds
- of records: Header, Cell, Box, Path and Text.
-
- The records for the objects in the cell are preceded by an "equals code"
- consisting of two characters: the first is "=" and the second is "H",
- "C", "B", "P" an "T" for Header, Cell, Box, Path or Text respectively.
- The TLC program then looks for the type of object to be made and acts
- accordingly. If at some time in the future, other objects are added to
- LASI, similar code will be used.
-
- If a data error is encountered during translation, it is possible that
- one or two objects may be incorrectly reconstructed from TLC. The equals
- code will try to resynchronize the data and correct translation will then
- resume. The Header record contains an object count and this is compared
- to the actual number of objects made, and miscounts are indicated by the
- TLC program as errors.
-
- All records, including the Header, may be written in any order in a file.
-
- When writing programs in C that read TLC files, try to read the file line
- by line using fgets() and then parse the line using strtok(). This helps
- to resynchronize if there is a data error.
-
- Records in Detail
-
- Header Record: <nl>= carriage return + linefeed <sp>= space
-
- 1= =H<nl>
- 2= Name of Cell (DOS file name)<nl>
- 3= Version of LASI (literal)<nl>
- 4= Version of TLC (literal)<nl>
- 5= Basic Units per Physical Unit<nl>
- 6= Name of Physical Unit (literal)<nl>
- 7= Date of Cell Conversion (literal)<nl>
- 8= Time of Cell Conversion (literal)<nl>
- 9= Rank of Cell<sp>
- 10= Left Outline Boundary in basic units<sp>
- 11= Bottom Boundary in basic units<sp>
- 12= Right Boundary in basic units<sp>
- 13= Top Boundary in basic units<nl>
- 14= Number of Boxes<sp>
- 15= Number of Paths<sp>
- 16= Number of Vertices<sp>
- 17= Number of Cells<nl>
-
- Note: Versions must begin with a numeric character
-
- Cell Record Entries:
-
- 1= =C<nl>
- 2= Name of Lesser Cell<nl>
- 3= Orientation (see below)<sp>
- 4= X Position in basic units<sp>
- 5= Y Position in basic units<sp>
- 6= reserved (presently zero)<nl>
-
- Property Number: (0-15)
- 16 bit integer, all bits 0 except:
-
- Bit 4,
- 0= draw cell fully
- 1= draw cell outline
-
- Orientation:
- Bit 3,
- 0= cell not flipped
- 1= cell is flipped in X before rotation
-
- Bits 2 and 1,
- 0,0 = no rotation
- 0,1 = 90 deg rotation CCW
- 1,0 = 180 deg rotation CCW
- 1,1 = 270 deg rotation CCW
-
- Box Record Entries:
-
- 1= =B<nl>
- 2= Layer of Box<sp>
- 3= X of Lower Left Corner in basic units<sp>
- 4= Y of Lower Left Corner in basic units<sp>
- 5= X of Upper Right Corner in basic units<sp>
- 6= Y of Upper Right Corner in basic units<nl>
-
- Path/Poly Record Entries:
-
- 1= =P<nl>
- 2= Layer of Path/Poly<sp>
- 3= Width in basic units<sp>
- 4= No. of Vertices in path/poly<nl>
- 5= Vertices in basic units in the form:
- X1<sp>Y1<sp>X2<sp>Y2<sp>X3<sp>Y3<sp>X4<sp>Y4<sp>X5<sp>Y5<nl>
- .......Xn-1<sp>Yn-1<sp>Xn<sp>Yn<nl>
-
- (Groups of 5 coordinates separated by <sp> ended by <nl>,
- always with <nl> after Last Coordinate Pair)
-
- Text Record Entries:
-
- 1= =T<nl>
- 2= Layer of Text<sp>
- 3= Size in basic units<sp>
- 4= No. of Vertices used by text (includes Ref Point)<sp>
- 5= Orientation 0-7 (same as cells)<nl>
- 6= X Ref Point in basic units<sp>
- 7= Y Ref Point in basic units<nl>
- 8= ASCII character text string<nl> (u/l case, up to 32 characters)
-
- System Contents
-
- LASI System Files
-
- LASI.EXE LASI boot program
- LASI87.EXE Main drawing program for coprocessor
- LASIA.EXE Main drawing program without coprocessor
- LASI2CSF.EXE LASI to Calma Stream (GDSII) converter
- LASIDRC.EXE LASI layer logic design rule checker
- LASICKT.EXE LASI SPICE code generator
- CSF2TLC.EXE Calma Stream (GDSII) to TLC converter
- LHI.EXE LASI help and information reader
- LASI2PGL.EXE Hewlett-Packard HP-GL plotter utility
- MAKETXT.EXE Text font file maker utility
- MANUAL.EXE Manual printer utility
- TLCIN.EXE Transportable cell file "in" converter
- TLCOUT.EXE Transprorable cell file "out" converter
-
- CELLSORT.EXE Cell sorting utility
- CMDLAYER.EXE Drawing global layer copy/move/delete utility
- RESIZE.EXE Resizing utility
- SNAP.EXE Cell grid snapping utility
- TILT.EXE Drawing tilting 3-D presentation utility
- UNDUP.EXE Drawing duplicate object remover utility
-
- TLC2CIF.EXE LASI TLC format to CIF format converter
- CIF2TLC.EXE CIF format to LASI TLC format converter
-
- 3TO4.COM LASI vers 3 to vers 4 converter
- 4TO43.COM LASI 4.? to 4.3 CONSTS4.DBD file converter
- DMHCPY.COM Screen hardcopy for dot matrix FX or LQ type printers
- LJHCPY.COM Screen hardcopy for LaserJet type printers
-
- FORM.DBD Generic configuration file
- TXT.DBD Generic text character file
-
- LHI.HLP LASI help and information text file
- LASIDRC.HLP LASIDRC help text file
- LASICKT.HLP LASICKT help text file
- LASI2PGL.HLP LASI2PGL help text file
- LASI2CSF.HLP LASI2CSF help text file
- LASIDSS.HLP Data structure help text file
-
- INSTALL.EXE Install program for LASI
- DEMO.EXE Self-extracting demonstration files
- DEMO.ZIP Demonstration files for network distribution
- CHARS.ZIP Text character cell collection (use PKUNZIP 2.0)
-
- System Log
-
- System Update Log for Version 4
-
- Changes in Version 4.0:
-
- The LASI drawing programs have been completely rewritten in a combination
- of C and Assembly Language. Many new features have been added:
-
- 1. Text objects, which retain the ASCII character identity and which use
- much less memory than the previous text that was generated from poly
- objects. The new text is treated as a modified poly object and may be
- rotated and reflected using the same commands. Since it keeps its
- ASCII identity, the new text may be translated as true text into other
- drawing systems.
-
- 2. New internal data format, which uses less memory and loads faster. A
- conversion program 3TO4.COM is supplied to change the old format into
- the new format.
-
- 3. VGA 640x480 pixel display mode support, with automatic VGA sensing,
- but an optional EGA 640x350 display mode.
-
- 4. User definable function keys that allow any command formerly needing
- mouse or keyboard input to be executed by simply pressing a function
- button. (40 keys, F1-10, SHIFT F1-10, CTRL F1-10, ALT F1-10)
-
- 5. An oversize command OVSZ that replaces the BPEXP.EXE program
- previously supplied, that allows boxes, poly and paths to be expanded
- or compressed by a constant distance.
-
- 6. Different dashed line patterns that are assigned as an attribute to
- each drawing layer.
-
- 7. A drawing cell collection that can now hold 500 different cells in
- place of 255 as with previous versions.
-
- 8. New hardcopy programs that work with VGA or EGA automatically.
-
- 9. A WGRD command that when assigned to a function key accepts working
- grid size arguments.
-
- 10. A CMOV command that moves cells only.
-
- 11. Improved RES and CAP commands with automatic measuring.
-
- 12. Different text fonts may now be included in the FORM File.
-
- 13. The cursor can now be toggled between a small cross and crosshairs.
-
- 14. LASI.EXE now works only with a coprocessor. Another version LASIA.EXE
- is supplied for non-coprocessor computers.
-
- 15. TLC.EXE now generates token files for missing or incorrect cells.
-
- 16. outlined cells now have their name in the lower left corner
-
- 17. OUTL and FULL commands now work directly, not only on active cells,
- and these commands are now resident commands.
-
- 18. A cells history feature has been added that allows you to retrace a
- series of nested cells.
-
- 19. The JOIN command now closes open polygons.
-
- 20. The working and unit cursor grids can be toggled by pressing the A
- key or the ALT key.
-
- 21. The effect of the cursor window on certain cell commands can be
- changed by double clicking the mouse.
-
- 22. The Calma conversion programs LASI2CSF.EXE and CSF2TLC.EXE now have
- more elaborate text conversion facilities.
-
- 23. The SMSH command now works on text and boxes.
-
- 24. The Calma Stream converter now allows open polygons to be converted
- optionally to closed boundaries or zero width paths.
-
-
- Changes in Version 4.1:
-
- 1. Rank 1 cells can now be taken from a common "pool" directory and be
- used in any drawing. Using this feature several PCs can be NETWORKED
- together with common access to basic cells.
-
- 2. The ATTACH and IMPORT commands have been added to be used with cells
- from the "pool".
-
- 3. Missing cell files (BP4 and CL4) now cause a dotted outline to be
- drawn.
-
- 4. VESA compatible VGA 800x600 16 color graphics mode is now supported.
-
- 5. A monochrome gray scale mode has been added for VGA monochrome
- monitors and laptop computers with VGA displays.
-
- 6. There are now 64 layers (1-64) available.
-
- 7. The design rule checking program LASIDRC.EXE is now included.
-
- 8. The help program LHI.EXE can now do searches for individual topics.
-
- 9. The mouse now uses direct movement information so that the cursor
- should work properly in all display modes regardless of the mouse
- driver you use.
-
- 10. Most commands now abort if ESC is pressed.
-
- 11. A sort and backup of a drawing is done after a certain amount of time
- if LASI is left unattended.
-
- 12. A backup of a cell drawing is made if any deleting or smashing is
- done.
-
- 13. The OCTO command no longer cancels any command in progress.
-
- 14. Help on a command may now called directly by putting the mouse cursor
- on a command button and pressing F1.
-
- 15. The program MANUAL.EXE has been added that prints a manual.
-
- 16. The T key now toggles the text reference point on and off.
-
- 17. The CPYLAYER.EXE, MOVLAYER.EXE and DELLAYER.EXE utility programs have
- been condensed into a single CMDLAYER.EXE utility program.
-
- 18. There are now indicators on the display for the N,C and T toggle
- keys.
-
- 19. The TILT.EXE utility program now replaces paths with a polygon
- boundary so that it can correctly tilt the image.
-
- 20. The LASIDRC.EXE program has had its inter-layer and coverage tests
- enhanced so that they can check for intersections and incomplete
- coverage.
-
- 21. The two versions of the drawing program (now called LASI87.EXE and
- LASIA.EXE) are now run through the boot program LASI.EXE which
- determines if a coprocessor is present.
-
- 22. All line printer outputs from any utility programs are now always
- directed to LPT1 and produce CR-LF character sequences for new lines.
-
- 23. The number of active paths is now listed on the display.
-
- 24. The "vmode=" parameter in the FORM.DBD file now accepts multiple
- arguments for more versatile display configurations.
-
- Changes in Version 4.2
-
- 1. All object data memory is controlled by a "object manager" which is
- used by LASI itself and many of the utility programs.
-
- 2. The parameters in the FORM file to allocate memory for objects are no
- longer needed.
-
- 3. The connection between the number of cells and the rank depth has been
- eliminated.
-
- 4. Certain cell editing commands now operate on cells by NAME.
-
- 5. The TLC.EXE program has been replace by two new programs TLCIN.EXE and
- TLCOUT.EXE which work faster and are object managed.
-
- 6. The design rule checker LASIDRC.EXE has been replaced by a new version
- that is a generalized programmable version of the old design rule
- checker.
-
- 7. The ABRT command is now called UNDO.
-
- 8. The TLYR and TWTH commands have been added to set text and path layers
- and widths independently.
-
- 9. The CTRL-END key combination now saves all files and causes an exit to
- DOS from Cell or System Modes.
-
- 10. Typed inputs now have a field box that limits the number of
- characters that can be entered.
-
- 11. The program LASICKT.EXE has been added which analyzes schematics or
- layouts done by LASI and produces SPICE circuit files from them.
-
- 12. The demonstration layout (condensed in DEMO.EXE or DEMO.ZIP) has been
- included in the main distribution and has been modified to demonstrate
- SPICE file generation using LASICKT.EXE.
-
- Changes in Version 4.3
-
- 1. C language programs are now compiled using Microsoft C/C++8.0.
-
- 2. A new version of LASI2CSF.EXE has been included, that is smaller,
- faster, and has hopefully has a more intuitive setup.
-
- 3. Most of utility program help information can now be called from the
- program itself.
-
- 4. The keyboard input editors on LASI and utility programs have been made
- more convenient.
-
- 5. Menu buttons have been made more graphical.
-
- 6. The information display in Cell Mode has been revised.
-
- 7. Ctrl-C no longer aborts LASI back to MS-DOS.
-
- 8. Distance measuring has been changed slightly so that the marker can be
- toggled on and off.
-
- 9. The mouse sensitivity can now be changed in Cell Mode with the SET
- command.
-
- 10. Cursor position reporting time can now be changed in Cell Mode with
- the SET command.
-
- 11. The VIEW and OPEN parameters may now be different for each cell rank.
-
- 12. The TLYR and TWTH commands in LASI 4.2 have been replaced by new
- context sensitive LAYR and WDTH commands.
-
- 13. A new single conversion program 4TO43.COM updates previous
- CONSTS4.DBD files.
-
- 14. The boundaries of the mouse cursor window now work on path vertex
- points and text reference points.
-
- Suggestion Box
-
- Suggestions from Users of LASI
-
- Unlike commercial software, that may be designed by committee, LASI
- receives feedback from its users. Since LASI is rather democratic (within
- limits), people are encouraged to contribute ideas of their own, or, even
- better, to write programs for themselves that do useful things. Contact
- the author with your ideas or requests.
-
- These are some of the ideas for LASI improvements or for special programs
- that operate in the LASI drawing environment, listed somewhat in order of
- priority. Some are fairly ambitious. These changes and new programs are
- more or less in progress. Expect to see these in future releases of LASI.
-
-
- 1. Arrays of Cells - In many applications such as MOS power devices or
- imaging arrays, a large number of repetitions of a cell may be used.
- This would be better handled by using an extended cell object which
- consists of a 2-dimensional rectangular array of a single cell.
-
- 2. A 32-bit LASI - another version of the LASI (Version 5, "LASI PRO")
- that uses 32-bit position information instead of 16-bit. This would
- give almost unlimited precision and drawing size, but would use more
- memory and run slightly slower. This would be compatible with 16-bit
- LASI drawings but may lose resolution if translated back to 16-bit.
- TLC would be used as the common data format. The additional memory
- required may make using EMS or XMS necessary.
-
- 3. Use of XMS or EMS Memory - the memory management in LASI 4.3 can be
- modified to swap blocks of data to extended (XMS) or expanded (EMS)
- memory to increase its data capacity. However, experience seems to
- indicate that large amounts of "flat" data are not really necessary,
- since a hierarchical drawing structure is a more efficient way to
- handle large numbers of objects. Using EMS or XMS has certain
- drawbacks such as "lost" memory areas if correct exit procedures are
- not followed, as well as slower drawing operations. EMS or XMS will be
- added only if there is a user demand for it.
-
- 4. Automatic Placement and Interconnect - a utility program that takes
- connection information from lists used by simulation programs (SPICE)
- and uses the node property of LASI text to place and interconnect
- cells. This will probably only work well on standardized ICs such as
- ASICs and some simpler analog and digital circuits. The program would
- however produce a starting point from which "human layout techniques"
- would be used to complete an IC.
-
- 5. Device Model Extraction - a utility program that measures various
- electrical device model parameters from the actual device layout
- drawing and produces a Spice .MODEL definition from it. This would then
- be used with LASICKT.EXE or directly in a Spice analysis. Doing this
- would require considerable interaction with the user and knowledge of
- the intricacies of the process used to make any device or IC. Contact
- the author if you have any interest in this.
-
-