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- ALTAMIRA
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- A Graphics Editor for the IBM PC
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- by Brodie Lockard
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- MANUAL FOR Altamira GRAPHICS EDITOR
- Version 1.0
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- 1 - Introduction........................................1
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- 2 - Getting Started, Help, Getting Out, and Printing....2
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- 3 - Moving the Cursor, and Object Commands..............3
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- 4 - Manipulation Commands...............................6
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- 5 - Additional Commands and Tips........................9
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- 6 - Macros.............................................11
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- 7 - Files..............................................15
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- 8 - Colors, Palettes, and Customizing the Defaults.....16
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- 9 - Translating Designs, Bitmaps, and User Support.....17
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- 10 - Command Summary....................................19
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- 11 - Glossary...........................................20
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- (C) Copyright 1985 by Brodie Lockard. All rights reserved.
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- These programs are provided on an "as is" basis without warranty of
- any kind, expressed or implied, including but not limited to the
- implied warranties of merchantability and fitness for a particular
- purpose. The entire risk as to quality and performance of these
- programs is with you. Should the program prove defective, you assume
- the entire cost of all necessary repair, servicing, or correction.
- In no event will the author be liable to you for any damages,
- including any lost profits, lost savings, or other incidental or
- consequential damages arising out of the use or inability to use these
- programs, even if the author has been advised of the possibility of
- such damages.
-
-
-
- 1 - INTRODUCTION
-
-
- Welcome to ALTAMIRA! This user-supported software is for anyone who
- wants to draw pictures or diagrams on their IBM PC, or experiment with
- the color graphics capabilities of the machine. It is not a business-
- graphics package, nor a scientific graphing tool. You will not find
- bar graphs, exploding pie-charts or log-log scales in here. But you
- will find the tools to do many fun and useful things: with ALTAMIRA
- you can design logos, create posters and cards, plan a garden, make
- maps, draw floor plans, or just create beautiful pictures.
-
- ALTAMIRA was written for the IBM PC, and it will run on some
- PC-compatible machines (the Zenith Z150, for example). Specifically,
- you need an IBM or compatible color/graphics adapter, a color monitor,
- one double-sided disk drive, 128K of memory, and DOS 2.0. If you have
- 192K of memory, you'll be able to make more detailed displays. You can
- use this program with a monochrome monitor running off the color/
- graphics adapter, but you won't be able to take advantage of some of
- the features. ALTAMIRA runs on the IBM Enhanced Graphics Adapter in
- 320x200 4-color mode.
-
- ALTAMIRA makes it possible for you to draw pictures on your computer's
- screen by moving a cursor to indicate where you want to put lines,
- circles, boxes, and so on. Once you draw an object, you can change its
- color, change its size, rotate it, move it, copy it to another place on
- the screen, or erase it. All control is via the keyboard, so you don't
- need a mouse, joystick, lightpen or touch screen. The cursor keys move
- the cursor, and single-key commands draw the objects.
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- The objects you can draw include boxes, filled boxes, lines, dotted
- lines, dashed lines, vectors, dots, circles, dashed circles, filled
- circles, arcs, polygons, horizontal and vertical hatching, ellipses,
- filled ellipses, and text. You can also change the screen's background
- color, change the distance the cursor moves at each step, and
- manipulate groups of objects. You can save your design in a file, add
- to it from another file, or display one design on the screen while
- editing another one. You can set up your own initialization file so
- that ALTAMIRA always starts out the way you want it to. Finally,
- designs can be saved as bitmaps, or translated into Pascal so they can
- be included in your own programs (if you have Turbo Pascal version 2.00
- or higher).
-
- Inspiration for ALTAMIRA comes from many sources, but in particular
- from the ID/SD graphics editor on the Control Data PLATO (C) system.
- I have often wished the PLATO system had color, but I have also often
- wished the IBM PC had 512x512 resolution. I would like to thank Hector
- Mandel of Urbana, Illinois for sharing his INKEY.COM program, without
- which ALTAMIRA would have been much more troublesome to write.
-
- Altamira is the site of a cave near Santillana del Mar in northeast
- Spain. Paleolithic cave paintings discovered there in 1879 are
- acknowledged to be one of the summits of prehistoric art.
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- -1-
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- 2 - GETTING STARTED, HELP, GETTING OUT, AND PRINTING
-
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- GETTING STARTED
- To begin using ALTAMIRA, type "AM" at the DOS prompt, and press ENTER.
- (If your system has only 128K of RAM, type "AM128" at the DOS prompt
- and press ENTER.) You will be asked whether you already have a design.
- Press "n" and you will be in the editor. The dot in the middle of the
- screen is the cursor. The numbers at the top right of the screen tell
- you where the cursor is. The screen is 320 dots wide, and 200 dots
- high. The bottom left dot is 0,0; the top right dot is 319,199.
-
- Two sample picture files have been included for you to play around
- with: TREK.DES and USAMAP.DES. If you want to try editing these
- designs, press "y" when you start editing, and type in the name of the
- file, without the extension (e.g., "TREK").
-
- You can move the cursor by pressing the white keypad number keys at the
- right of your keyboard.
-
- If you're using a monochrome monitor with the color/graphics adapter,
- rename the file MONO.DEF to be ALTAMIRA.DEF before you begin.
-
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- HELP
- While you're editing, pressing "?" will show you a summary of commands.
- Try a few of these commands by pressing the command's letter (e.g., "l"
- for line). The object will be drawn wherever the cursor is. See
- sections 3-5 for details on how these commands work.
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- GETTING OUT
- To get out of the editor, press "Q", or ESC, and then "y". If you've
- created a design, you will be asked whether you want to save it. If
- you don't, press "n". If you do, press "y" and then enter the name of
- a file in which to save your design. Do not include an extension in
- the file name you enter (see section 7 for details).
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- PRINTING
- If you have DOS 2.0 and a printer that does graphics, you can print any
- of your designs by following these steps:
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- 1. Use the GRAPHICS.COM routine that came on your DOS disk (type
- "graphics" at the DOS prompt, and press ENTER).
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- 2. Go into ALTAMIRA, and display your design on the screen.
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- 3. Make sure your printer is on, and press SHIFT-PrtSc.
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- 3 - MOVING THE CURSOR, AND OBJECT COMMANDS
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- MOVING THE CURSOR
- The cursor is the little dot in the center of your screen when you
- begin editing. Move it by pressing the white keypad number keys at the
- right of your keyboard. If you hold down a keypad key, the cursor will
- move continuously. You can move the cursor in bigger steps by using
- the keypad keys while holding down a SHIFT key, or by "locking" the
- keypad with the NumLock key. Initially, pressing a shifted cursor key
- will move the cursor 10 dots. If you want to change this distance,
- press "j" and enter the new distance.
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- The shifted keypad-5 key will return the cursor to the center of the
- screen (160,100), and shifted keypad-. (keypad-period) will put the
- cursor at the bottom left of the screen (0,0). CTRL-Home will mark the
- cursor's current position as a "homebase." CTRL-End will return the
- cursor to its most recent homebase. If you move the cursor off one
- side of the screen, it will "wrap around" and appear on the other side.
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- OBJECT COMMANDS
- ALTAMIRA lets you put objects on the screen by typing commands on the
- keyboard. Once the objects are on the screen, you can change their
- colors, move them around, and so forth (see Manipulation Commands).
- This section lists the commands for producing these objects. A * next
- to a command means that the command requires two points--for example,
- two opposite corners of a box must be indicated for the box to be
- drawn. For *ed commands, first press the command letter (e.g., "b" for
- box), then move the cursor to the second point needed, and press either
- SPACE or ENTER (whichever you like) to complete the object. Here is a
- summary of the commands for drawing objects. Details are on page 4.
-
- Command Object Required point(s)
- ------- ------ ---------------
- . dot only one
- l line end point
- d dotted line end point
- | dashed line end point
- V vector end point
- *b box opposite corners
- *f filled box opposite corners
- *h horizontal hatching opposite corners
- *v vertical hatching opposite corners
- *a arc end points, intersection point
- *o circle center, any edge point
- *O filled circle center, any edge point
- *keypad0 dashed circle center, any edge point
- *e ellipse center, a point showing width & height
- *E filled ellipse center, a point showing width & height
- gray* repeat last obj. 2nd point of whatever last object was
- , repeat current obj. 2nd point of whatever current object is
- *z polygon center, any vertex
- t text starting point of text
- p reset point only one
- g grid only one
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- -3-
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- Objects will be drawn in the color of the cursor. You can change the
- cursor's color with the "c" command (see below).
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- The last two commands in the list, "reset point" and "grid," do not
- actually create objects. The l, d, | and V commands will take the
- cursor's current position as the second endpoint, and will assume the
- first endpoint to be the location where something was last drawn. If
- you want to establish a different first endpoint, without actually
- drawing an object, press "p". The "g" command draws a grid on the
- screen, starting at the cursor position and continuing horizontally and
- vertically, to the edges of the screen. The lines are spaced according
- to how far the cursor is set to jump ("j" command). This grid is not a
- real object; it is only for judging distances and planning displays,
- and it will disappear if you replot the screen.
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- For arcs, you must supply three points: a starting point, an ending
- point, and a third point for the arc to intersect. Press "a" at the
- starting point, and SPACE or ENTER at the other two points. Large arcs
- can be very slow to draw; smaller arcs are not too bad. The program
- therefore only allows arcs up to a certain size. Arcs with a radius
- greater than 600 will not work, though an attempt will be made to draw
- them using lines.
-
- When you press "e" or "E" for an ellipse, the cursor's position will be
- stored as the ellipse's center. You should then move the cursor as far
- sideways, and as far up or down, as you want the ellipse to extend, and
- press ENTER. For example, pressing "e" with cursor at 100,100 and then
- ENTER with the cursor at 130,110 will produce an ellipse with its
- center at 100,100, its left and right edges at 70,100 and 130,100, and
- its top and bottom edges at 100,110 and 100,90.
-
- To enter text, press "t", type in the text, and press ENTER. ALTAMIRA
- was not designed with text in mind, and its text capabilities are
- somewhat limited. There is a limited amount of space allotted for
- text, but you can Duplicate any existing text as much as you like. In
- the graphics mode that ALTAMIRA uses, text can only be positioned
- within 40 columns and 25 rows. You cannot position text at any dot you
- like--eight dots one way or another is as precise as you can get. Be
- careful, therefore, when you move text around on the screen. Also note
- that you cannot move text off the screen. It will either wrap around,
- or wedge itself into one corner of the screen, but it will always be
- displayed, unless you DELete it. Text cannot be Sized or Rotated, but
- it can be Colored, Moved, DELeted and Duplicated (see the next
- section).
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- The "repeat last object" command will create whatever object you last
- drew, using the cursor's position as a reference point. If you just
- drew a box with its second corner at 50,50, moving the cursor to
- 100,100 and pressing the gray* key will produce a box of the same size
- and thickness, with its second corner at 100,100. Its color will be
- determined by the cursor's current color. There is also a "repeat
- current object" command. See the next section for an explanation of
- the "current object."
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- -4-
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- Some commands will ask for additional information. All of these
- commands have default values which will be used if you press ENTER
- without typing anything. For instance, once you've set the points for
- a box, you'll be asked how thick you want the box to be, in dots. If
- you just press ENTER, a value of one will be used automatically. If
- you feel unsure about any of these commands, give them a try and they
- should become more clear.
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- 4 - MANIPULATION COMMANDS
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- THE CURRENT OBJECT
- The program always considers some object to be the "current object."
- This object can be used as a reference point for various commands. You
- can see which object is the current one at any time by pressing "=".
- Objects are stored in the order they're drawn: the first object you
- draw is object #1, the second is #2, and so on. The current object is
- object #1 until you change it, as you can do with the following
- commands.
-
- The white - and + keys move the "current" marker backward and forward
- one, respectively. The gray - and + keys make the current object the
- first and last object, respectively. The number keys across the top of
- the keyboard, 1234567890, move forward 1 to 10 objects, and these keys'
- controlled counterparts, CTRL-1 through CTRL-0, move backward 1 to 10
- objects. Typing "G" will let you set the current object to whichever
- object you like, by number. When you change the current object, the
- new current object will flash, and its name and final coordinates will
- be displayed for reference. The "#" key tells how many objects there
- are, the maximum number of objects allowed, and the number of the
- current object. For example, "25/2000 objects, Current=10" means there
- exist 25 objects out of a possible 2000, and the current object is
- object #10. There is a maximum of 2000 objects in AM; a maximum of
- 1000 objects in AM128.
-
-
- MANIPULATION COMMANDS
- Once you have some objects on the screen, you can manipulate them in
- various ways. To manipulate objects, first indicate what you want to
- do with them, by pressing one of the following keys:
-
- M move C color DEL delete D duplicate S size R rotate
-
- Then, indicate which objects you want to manipulate, by pressing one of
- the following keys:
-
- 0 objects of color 0 (the background color)
- 1 objects of color 1
- 2 objects of color 2
- 3 objects of color 3
- A all objects
- C the current object
- # several objects, starting at the current one
- (you're asked how many)
- BACKSPACE abort the manipulation
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- You will be prompted for any necessary information, as follows (press
- ENTER alone for default values).
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- -6-
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- Move "Moving" (Default=No Change)
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- Move the cursor in whatever direction, and for whatever
- distance, you want to move the objects, and then press ENTER or
- SPACE. For example, if the cursor is at 100,100 when you press
- "M", and at 120,30 when you press ENTER, the objects will be
- moved right 20 dots and down 70 dots.
-
- WARNING: If you move something off of the screen, it will still be
- there, as long as you don't move it too far. The area you have to
- work in is bordered by lines at -3200 below and to the left, and 3200
- above and to the right. If you manipulate an object into one of these
- borders, it will get smashed and you will probably have to redraw it.
- Since 3200 is ten times the width of the actual screen, you shouldn't
- have to worry much about these borders.
-
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- Color "What color(0123)?" (Default=No Change)
-
- Press the number, 0, 1, 2 or 3, that you wish to be the new
- color of the selected objects. Note that color 0 is the
- background color, so pressing 0 will change the objects' color
- to that of the background, usually making them invisible.
-
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- DELete "Press y to delete (y/n)"
-
- This prompt is just to keep you from unintentionally deleting
- something. Press "y" to delete the selected objects; press "n"
- (or anything else) to change your mind.
-
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- Duplicate "Duplicating" (Default=Directly on top of original objects)
-
- Move the cursor in whatever direction, and for whatever
- distance, you want to move the duplicate objects in relation to
- the original objects, and then press ENTER or SPACE. For
- example, if the cursor is at 100,100 when you press "D", and at
- 120,30 when you press ENTER, the objects will be moved right 20
- dots and down 70 dots. If there is not enough room to
- duplicate all of the chosen objects, you will be given the
- chance to cancel the duplication by pressing "c". See the
- warning above under Move.
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- Size "Change X's size by what (-10..10)?" (Default=1)
- "Change Y's size by what (-10..10)?" (Default=1)
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- Enter two numbers, one at a time, to indicate by what
- proportion you wish to change the objects horizontally (X), and
- vertically (Y). Negative numbers flip the objects around. For
- example, entering 2 and -.75 will double the objects' width,
- squash them to 3/4 of their current height, and flip them
- upside-down. Entering -1 and 1 will not change their size, but
- will reverse them left-to-right. Take care not to Size things
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- -7-
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- too extremely (see the warning above under Move). When you
- Size something, ALTAMIRA tries to keep the result on the
- screen, towards the bottom left. Circles, ellipses and
- polygons may sometimes extend past the screen's edge, and on
- rare occasions, with extreme sizes, sets of objects may go off
- the screen completely. If this happens, try Moving the objects
- down and left, carefully, until you get them back in sight.
- Note that Sized objects will sometimes become a bit
- distorted--lines may become jagged and so on. This effect is a
- limitation of a 320x200 screen, and regretfully cannot be
- avoided.
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- Rotate "Rotate how many degrees (0..359)?" (Default=0)
-
- Enter the number of degrees you want to rotate the objects
- counterclockwise. The objects will be rotated around the
- cursor's current position. You can think of this manipulation
- as sticking a pencil into the screen where the cursor is, and
- pivoting the objects around the pencil. Note that because of
- the way they're drawn, some objects cannot be rotated: boxes,
- fills, horizontal and vertical hatching, ellipses, filled
- ellipses, and text are unaffected by this manipulation. If you
- think you'll need to rotate a box, use four lines instead.
-
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- FILE MANIPULATIONS
- Several options involving files are available by pressing "F":
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- 1 Save this design in a file.
- 2 Read a design from a file, and add it to this design.
- 3 Leave this design on the screen, but switch to editing another one.
- 4 Save your current macros in a file.
- [Macros are explained in section 6.]
- 5 Append a file of macros to the current ones.
- 6 Translate this design into Pascal. [See section 9.]
- 7 Save this design as a bitmap.
- 8 Return to editing your design.
- 9 Leave the program.
-
- These options should be self-explanatory, with one exception. There is
- not an option to explicitly stop editing your current design and switch
- to another. To do this, either DELete all your objects, or if you want
- to save them, press "F", choose option 1, and then DELete them; then
- press "F" and choose option 2. Option 3 lets you display one file
- while editing another (for example, you might want to see the floorplan
- of a house's second story, while editing the floorplan of the first
- story). Note that after choosing this option, if you do anything to
- replot the screen, the design you are not editing will not be redrawn.
- See section 7, Files, for more details.
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- 5 - ADDITIONAL COMMANDS AND TIPS
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- There are a number of other commands which don't quite fall under
- Object Commands or Manipulation Commands. Here they are.
-
-
- ? See the help page, a summary of the commands available.
-
- Q Quit the program. You can also quit by pressing ESC, CTRL-C, or
- CTRL-Break.
-
- L Move the status line to another line (1-25). This is the line that
- shows the cursor coordinates and prompts. Press ENTER to leave it
- alone.
-
- X Toggle the display of the cursor X,Y coordinates. If you don't want
- the position of the cursor to be displayed, press X.
-
- n Replot the screen.
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- N Redraw all the objects, but without erasing the screen first.
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- c Change the color of the cursor. You'll be asked which color you want
- (0-3).
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- B Change the color of the background. You'll be asked which color you
- want (0-15).
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- T Change the color of the text used in prompts and for the cursor
- coordinates. You'll be asked which color you want (0-3).
-
- P Change the current palette. You'll be asked which palette you want
- (0-3).
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- (To exit the c, B, T, and P commands without changing anything, press
- ENTER or BACKSPACE. See section 8 for more information about colors.)
-
- j Change the distance the cursor moves with each press of a shifted
- keypad key. This number is initially 10. Press ENTER alone to exit
- without changing anything.
-
- SPACE or ENTER Clear the status line. If you're drawing a *ed object
- (e.g., a Box or a Circle), pressing SPACE or ENTER will complete the
- object. If you're not drawing a *ed object, these keys will clear
- the status line.
-
- BACKSPACE Erase/Abort. BACKSPACE will erase the last object you drew.
- If you are in the midst of drawing an object which requires
- more than one point, BACKSPACE will get you out of that midst
- (abort the object).
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- INS Insert an object just before the current object. This command is
- useful when you want to add an object but you don't want it to be
- the last object. Press INS and then add your object. If the
- current object is, say, #9, the object you insert will become #9,
- and the current object marker is moved to object #10. The current
- object therefore stays the same, so that you can insert several
- objects in a row without worrying about where the current object
- marker is. Just press INS before you add each object, and they'll
- be inserted in the order you create them.
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- TIPS
- Take some time to plan your display before you start creating it. Make
- use of the grid command to estimate dimensions and proportions. You
- can make your display much easier to change if you draw related objects
- in the same color. Objects of the same color can be manipulated
- together without disturbing the rest of the display. Take advantage of
- this feature, and use the Color command to group objects together.
-
- The combination of current object, manipulating by #, and the INSert
- command also makes it easy to change displays after they're created.
- Learn how these commands work, and make use of them. Macros can save
- you a lot of repetitive effort. After you feel comfortable with the
- rest of the commands, read about macros in section 6 and try them out.
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- 6 - MACROS
-
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- When you are creating designs, you may have reason to repeat a certain
- set of objects over and over. You can do this with the Duplicate
- command, but if you have to duplicate things many times this approach
- can be tedious, and it takes up a lot of space (see section 7, Files).
- Both of these problems can be solved by using macros.
-
- Macros in ALTAMIRA are much like macros in word processing packages and
- other software. If you are drawing, say, the floor plan of a building,
- you may need to redraw some things many times--doorways, windows,
- stairs, and so on. You can save yourself a lot of work by drawing a
- window once, and recording it as a macro. Then whenever you need to
- draw a window, you can tell ALTAMIRA "put this macro here," rather than
- redrawing the whole window each time.
-
-
- HOW MACROS WORK
- Once you have drawn the set of objects you wish to record as a macro,
- press "m". The menu "Macros: Edit/Record/Draw/Size/Line/Zap/<-" will
- appear on the status line. Press "R" to Record a number of objects as
- a macro, starting at the current object, and enter the number (one
- macro can contain a maximum of 30 separate objects, or 20 separate
- objects if you're using AM128). The macro will be recorded, and you
- can continue editing.
-
- To put a macro into your design after it has been recorded, you must
- know where the macro has been stored. You can be using up to 90
- different macros at any time, and each macro has a number from 1 to 90
- associated with it. When you record a macro, it's stored in the next
- available slot, so the first macro you record will be macro #1. Once
- it's recorded, you can put it into your design by pressing "m" (for
- "macro"), then "D" (for "Draw"), and then entering "1".
-
- When you record a macro, its objects are stored in relation to the
- point 0,0. When you draw a macro, its objects are drawn in relation to
- where the cursor is. So if you draw a macro with the cursor at 20,10,
- its objects will show up 20 points to the right, and 10 points above
- where they were when you recorded them. It is therefore usually best
- to draw your macros toward the bottom left corner of the screen. Try a
- couple and you'll see what I mean.
-
- Once you have recorded three or four macros, it's going to be hard to
- remember which is which. If you press "m" and then "E", you will be
- taken to the Macro Editor, where you can organize your macros--copy
- them, delete them, move them around, and revise them. The editor is a
- 9x10 grid, showing all of your current macros in their appropriate
- boxes, at 1/10 scale. (This explanation will make a lot more sense if
- you go into ALTAMIRA and record a few macros, then go into the Macro
- Editor, and try the following commands as you read about them. The
- following explanation assumes you are using Palette #0.)
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- When you're in the Macro Editor, one of the boxes around one of the
- macros will be red, instead of brown. This macro is the "current
- macro," and its number is shown at the screen's top right. To change
- which macro is the current one, use the cursor keys as usual. The
- shifted cursor keys move the red box to the four sides, and four
- corners, of the grid. Besides moving the red box (and current macro)
- around, you have the following options. These options are listed at
- the top of the screen, and are accessed by pressing E, Del, M, C, Z, or
- ENTER.
-
- Edit - Edit a macro. If there is room, the current macro will be
- added, object by object, to your current design. You can
- then edit these objects as you wish, and record them into
- another macro slot. The original macro will not be changed.
-
- DELete - Delete a macro. The current macro will be deleted.
-
- Mark - Mark a macro for copying. The current macro will be outlined
- in green, and become the "marked" macro.
-
- Copy - Copy the marked macro. If there's anything in the current
- macro, it will be deleted, and the marked macro will be
- copied into the current one. Use M, C and DEL to move macros
- around in the grid.
-
- Zap - Delete ALL the macros you're using. You'll be asked for
- confirmation.
-
- ENTER - Leave the Macro Editor and return to the regular editor.
-
- Macros can be Moved, Colored, DELeted, Duplicated, and Sized. They
- cannot be Rotated. To rotate a macro, go into the Macro Editor, Edit
- the macro, and rotate its objects together. You can then save the
- objects as another macro if you wish. Macros cannot contain other
- macros or text. Note that though a macro is made up of individual
- objects, the macro itself is a single object. So if you're
- manipulating a number of objects, be sure to count a macro as only one
- object, no matter how many individual objects it may contain. Also
- note that a macro's objects may be of the same, or of different colors.
- If all the objects in a macro are of the same color, the macro is
- considered to be of that color. If a macro contains objects of
- different colors, then the macro itself has no definite color, and it
- will not be affected when you manipulate a group of objects by color.
- Nor can individual objects within the macro be manipulated by color, as
- this would break up the macro.
-
- There are four other options available when you press "m" from within
- the regular editor. BACKSPACE merely clears the status line (hit
- BACKSPACE if you've pressed "m" by accident). "Z" will delete all of
- the present macros, just as in the Macro Editor (you'll be asked for
- confirmation). "L" is explained on the next page. "S" will let you
- set the X and Y sizes for the macros you draw. Besides having a
- position, macros have an X-size and a Y-size. The X-macro-size and
- Y-macro-size are both set to 1 by default, but you can change these
- sizes so that when you draw a macro it will be bigger, or smaller, than
-
- -12-
-
-
-
- when you recorded it. If you want to draw a macro and make it half as
- wide and twice as high as when you recorded it, press "m", and then
- "S", enter .5 and 2, and then draw the macro where you want it. To
- return to "normal" sized macros, press "m", then "S", and then enter 1
- and 1.
-
-
- SHORTCUTS
- There is a handy shortcut to drawing macros and keeping track of their
- numbers. Instead of having to enter the Macro Editor to see which
- macro has what number, you can view ten of your macros on the screen
- while you're in the regular editor. Pressing the F1 key will display
- macros 1-10 at the bottom of the screen. Pressing F2 will display
- macros 11-20, and so forth, up to F9 (F10 does nothing since there are
- only 90 macros). The shifted function keys, SHIFT-F1 through
- SHIFT-F10, will draw the first through tenth macro of the set which is
- currently displayed on the screen. So if you press F3, macros 21-30
- will be displayed on the screen; if you then press SHIFT-F5, macro #25
- will be drawn wherever the cursor is. F1 followed by SHIFT-F9 will
- produce macro #9. F8 followed by SHIFT-F8 will produce macro #78. If
- you want the line of ten macros to be displayed somewhere other than
- the bottom of your screen, press "m" and then "L", and type in a number
- from 1 to 10. Entering 1 will display the line at the top of the
- screen; entering 10 will display it at the bottom; other numbers
- display it in between.
-
- There is one further shortcut still. A set of ten macros need not be
- displayed for the shifted F-keys to work. When a shifted F-key is
- pressed, the current macro is checked to see which row of ten macros
- it's in (1-10, 11-20, etc.). This row, and the shifted F-key, are used
- to determine which macro to draw. So if you left the red box in the
- Macro Editor at macro #47 (row 5), pressing SHIFT-F6 will produce macro
- #46--the sixth macro in the fifth row. Furthermore, pressing an
- unshifted F-key moves the current macro into the appropriate row. (If
- this is confusing, don't let it worry you--it's just a shortcut. You
- can always use "m", "E" to check which macro number you want, and then
- use "m", "D" in the regular editor.)
-
-
- A FEW MORE DETAILS ABOUT MACROS
- When you draw a macro, its number, location, and size are stored. If
- you then change that macro, the new version will be displayed EVERY
- PLACE you had the old one, in whatever size the old one was drawn. So
- if you record and draw a few macros, and then go into the Macro Editor
- and move them around, your design will change accordingly. For this
- reason, it is wise to plan and record as many of your macros as
- possible before using any of them. Also note that once a macro is
- recorded, the objects which went into it can be deleted, and the macro
- will remain intact.
-
-
-
-
-
-
-
- -13-
-
-
-
- If you Size a macro after drawing it, it may not end up just where you
- expect. When ALTAMIRA sizes macros it tries to keep them in the same
- place. This works well for Sizing single macros, but if you Size a
- macro together with some individual objects, or with some other macros,
- they will probably end up spread apart from each other. You can always
- Move them individually after you Size them.
-
- You may wish to have several macro sets, depending on what kind of
- design you're making. YOU MUST SAVE YOUR MACROS IN A FILE IF YOU WISH
- TO USE THEM AGAIN. This can be done via "F" in the regular editor.
- When you return to editing a design that contains macros, you must have
- the correct macro file loaded, or your macros will not be displayed
- correctly. If you have no macro file loaded, macros will not be
- displayed at all. Don't panic, they're still there--they're just not
- being shown. See section 7, Files.
-
-
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-
-
-
-
- -14-
-
-
-
- 7 - FILES
-
-
- If you want to save a design you've made, you can do so at the end of
- the editing session, or at any time while editing by pressing "F". If
- you edit a file that already exists, that file will not be changed
- unless you save a design in it later.
-
- Designs are actually saved in file pairs: one file for the design, and
- another file for text, if there is any in your design. Any file name
- you specify is given a .DES extension for the design file, and a .TXT
- extension for the text file. (Therefore, the file name you enter
- cannot contain a period.) For instance, if you call a file pair
- "myfile", a file called MYFILE.DES will be created to store your
- design. If the design includes any text, a second file called
- MYFILE.TXT will be created to store that text. If your design contains
- text, be careful to keep the .TXT file on the same disk with the .DES
- file. If you don't, the text in your design won't be displayed
- correctly.
-
- If you are using macros in your design, YOU MUST SAVE THOSE MACROS IN
- A FILE IF YOU WISH TO USE THEM AGAIN. Press "F" and choose option 5,
- "Save your current macros in a file." The file name you enter will be
- given a .MAC extension automatically, so do not include a period or
- extension in your file name. Whenever you edit a design that uses a
- certain set of macros, the correct macros must be loaded from the
- appropriate file. Load a file of macros by pressing "F" and choosing
- option 6, "Append a file of macros to the current ones." The file of
- macros whose name you enter (don't type in the ".MAC" extension) will
- be added to the macros you are currently using, starting at the end of
- the current macros. If the macros you're reading in are supposed to
- start at number one, you should Zap your current macros before
- appending. (If you want to save your current macros, do so before you
- Zap them.)
-
- When you leave the program, if you have made changes to your macros
- since you last saved them, you will be warned and given the chance to
- save them in a file.
-
- Designs are stored in a compact format to save space, so .DES, .TXT and
- .MAC files cannot be edited except through ALTAMIRA. The more objects
- you have in a design, the bigger the .DES file will be. Similarly, the
- more macros you have in a design, the bigger the .MAC file will be.
- But, because macros' numbers are significant, when you save a file of
- macros, every macro is saved from #1 up to the macro with the largest
- number, even if some of those macros are empty. Therefore (although
- empty macros don't take up much space), you can save a little space on
- your disk by keeping your macros' numbers low. .TXT files are of
- constant size, no matter how much is in them.
-
- Designs can also be saved in bitmap form, or in Pascal source code
- form, for use in your own programs. See section 9 for details.
-
-
-
-
- -15-
-
-
-
- 8 - COLORS, PALETTES, AND CUSTOMIZING THE DEFAULTS
-
-
- The colors ALTAMIRA uses are chosen from a palette of three foreground
- colors and one background color. The foreground colors are
- predetermined by the palette, but the background color can be any of
- the 16 colors which can be shown on the IBM PC using the standard IBM
- color/graphics adapter. There are four palettes available, numbered
- 0-3. Within a palette, the background color is color number 0, and the
- other three colors are numbered 1-3, as follows:
-
- Color number: 0 1 2 3
-
- Palette 0 Background Green Red Brown
- Palette 1 Background Cyan Magenta LightGray
- Palette 2 Background LightGreen LightRed Yellow
- Palette 3 Background LightCyan LightMagenta White
-
- When ALTAMIRA starts up, it looks for a file called ALTAMIRA.DEF, and
- uses the numbers there to determine certain things like the color of
- the cursor. If no file called ALTAMIRA.DEF exists on the default disk
- drive, the program uses internal values. The ALTAMIRA.DEF file that
- came with this package looks like this:
-
- 0: Palette Number (0-3) | COLOR CODES:
- 1: Text Color (0-3) |
- 0: Background Color (0-15) | 0 Black 8 DarkGray
- 1: Cursor Color (0-3) | 1 Blue 9 LightBlue
- 3: Help text color #1 (0-15) | 2 Green 10 LightGreen
- 6: Help text color #2 (0-15) | 3 Cyan 11 LightCyan
- 160: Initial cursor position (X) | 4 Red 12 LightRed
- 100: Initial cursor position (Y) | 5 Magenta 13 LightMagenta
- 1: Status line (1-25) | 6 Brown 14 Yellow
- 10: Macros line (1-10) | 7 LightGray 15 White
- 1: Show cursor position? (1=yes 0=no) |___________________________
- 10: Shifted keypad keys jump this many dots (1-100)
- 2: Version of Turbo Pascal (C) you're using
-
- If you want ALTAMIRA to start up with different values, use your
- favorite text editor to change this file. The program only looks at
- the numbers in front of the colons, on the first thirteen lines. The
- rest of the file is there only for reference. Read the charts
- carefully, and be careful changing these values! Inappropriate values
- can have strange results. For instance, if you change Palette Number
- to 1, and Background Color to 3, the cursor and the background will
- both be cyan, and you won't be able to see the cursor. If there are
- any real errors in your ALTAMIRA.DEF file, internal values will be
- used. Most of these values can be changed from within the editor.
- See section 5, Additional Commands.
-
- In addition to the ALTAMIRA.DEF file, this disk comes with a file
- called MONO.DEF, which contains values for running the program on a
- monochrome monitor attached to the color/graphics adapter. If you're
- using this setup, rename the MONO.DEF file to ALTAMIRA.DEF, and
- everything will be legible on your monochrome monitor.
-
- -16-
-
-
-
- 9 - TRANSLATING DESIGNS, BITMAPS, AND USER SUPPORT
-
-
- TRANSLATING DESIGNS
- ALTAMIRA is written in Turbo Pascal (C). If you want to insert a
- design you've made into another Turbo Pascal program, follow these
- steps:
-
- 1. When you get your design the way you like it, press F, choose
- option 6, and enter a filename (without an extension). A file of
- that name, with a ".TRA" extension, will be created, and filled
- with the Pascal procedure calls needed to draw your design. Don't
- worry about text or macros--everything will be translated
- correctly, as long as it's displayed on the screen correctly.
-
- 2. Insert the file's contents into a procedure in your program
- (procedure "MyDesign", for example). Also include in your program
- the necessary procedures from the file OBJECTS.PAS, which is on
- your ALTAMIRA distribution diskette. Some of these procedures call
- each other--be sure to include all the needed ones. Alternatively,
- you can include the entire OBJECTS.PAS file in your program by
- using the compiler directive {$I OBJECTS.PAS} at the top of your
- program (just before your first procedure).
-
- 3. Wherever you want to display the design in your program, be sure
- you're in GraphColorMode, and call procedure MyDesign. See the
- Turbo Pascal manual, version 2 or 3, for details about
- GraphColorMode. If you're using a palette other than #0, you'll
- need to set that with a call to Palette(X); where X is the palette
- number you want.
-
- 4. There is a messy detail in translating concerning which version of
- Turbo you have, 2.0 or 3.0. In Turbo 2.0, there is a bug in the
- DRAW command: DRAW(X1,Y1,X2,Y2,Color) does not light point X2,Y2
- when X1<>X2. The function DrawX near the top of OBJECTS.PAS
- corrects for this. However, if you have Turbo 3.0, DRAW works
- correctly and DrawX is not needed. ALTAMIRA checks the file
- ALTAMIRA.DEF to see which version you're using, and writes "Draw"
- or "DrawX" to the translation file, as appropriate. If you're
- using Turbo 2.0, you don't need to do anything. If you're using
- Turbo 3.0, you should edit ALTAMIRA.DEF to indicate that fact, and
- then edit OBJECTS.PAS to delete procedure DrawX and to replace
- each occurance of "DrawX" with "Draw". ALTAMIRA will then
- translate designs correctly for you.
-
-
- BITMAPS
- Designs can also be included in your own programs by saving them in
- bitmap format. This format takes 16K of space on a disk for any design
- (no matter how many objects are in it), and is much faster to load and
- display than inserting a .TRA file as described above. Designs are
- saved as bitmaps (with the extension ".BIT") by using file option 7 in
- the main editor ("F", then "7"). The image shown on the screen in the
- editor is exactly what will be saved, so be sure to get rid of the
- cursor and its coordinates if you don't want them there. You can do
-
- -17-
-
-
-
- this by changing the cursor color to 0, and pressing "X" to toggle the
- cursor coordinates.
-
- You can display any bitmap you've saved by including the following
- procedure in your program and defining the type STR80 = STRING[80].
- Then call
-
- DisplayBitMap('mydesign.bit',PalNum,BGColor);
-
- where 'mydesign' is the name you entered when saving your design,
- PalNum is the number of the Palette you want, and BGColor is the
- number of the background color you want.
-
-
- PROCEDURE DisplayBitMap(BitMapFile: STR80; PalNum,BGColor: INTEGER);
- TYPE GBuff = ARRAY[0..16383] OF BYTE; { graphics screen buffer }
-
- VAR BitMap : FILE;
- VisiBuf : GBuff ABSOLUTE $B800 : $0000; { screen memory }
-
- BEGIN{DisplayBitMap}
- GRAPHCOLORMODE;
- PALETTE(PalNum);
- GRAPHBACKGROUND(BGColor);
- FILLCHAR(VisiBuf,SIZEOF(VisiBuf),CHR(0)); { clear graphics buffer }
- ASSIGN(BitMap,BitMapFile);
- RESET(BitMap);
- BLOCKREAD(BitMap,VisiBuf,128); { BLOCKREAD the screen to buffer }
- CLOSE(BitMap);
- END{DisplayBitMap};
-
-
- USER SUPPORT
- If you are using ALTAMIRA and finding it of value, please consider a
- contribution, in whatever amount you feel is appropriate ($20 is
- suggested). Thanks for your support!
-
- Brodie Lockard
- 479 Santa Clara Ave.
- Redwood City, CA 94061
- (415) 368-4967
-
- You are encouraged to copy and distribute ALTAMIRA and its related
- files, to upload them to bulletin boards, and to otherwise share them,
- provided you distribute only the original files, include all the files,
- and charge no fee or consideration of any kind.
-
- The ALTAMIRA diskette is available from the above address if you send
- a formatted diskette and a stamped, addressed diskette mailer.
-
-
-
- Brodie Lockard
- August 1985
-
-
- -18-
-
-
-
- 10 - COMMAND SUMMARY
-
-
- OBJECT COMMANDS
- a arc o circle
- b box O filled circle (spot)
- . dot keypad0 dashed circle
- d dotted line t text
- | dashed line v vertical hatching
- e ellipse V vector
- E filled ellipse z polygon
- f fill , repeat current object
- h horizontal hatching gray* repeat last object
- l line F1-F9 show macros
- m macro menu SHIFT- F1-F10 draw a macro
-
-
- MANIPULATION COMMANDS
- M move D duplicate
- C color S size
- Del delete R rotate
-
-
- OTHER COMMANDS
- c change cursor color B change background color T change text color
- F file manipulations L move status line X toggle x,y
- j set jump size P change palettes g grid
- n replot N replot without erasing p reset point
- INS insert an object SPACE/ENTER clear status line <- erase last object
- ? help ESC quit
-
-
- COMMANDS FOR CHANGING/SHOWING THE CURRENT OBJECT
- # show # of objects
- = flash current object 1-0 go forward 1-10 objects
- G go to any object CTRL- 1-0 go back 1-10 objects
- gray+ go to last object + go forward 1 object
- gray- go to first object - go back 1 object
-
-
- MOVING THE CURSOR
- On the keypad: 1-9 move the cursor one dot
- SHIFT- 1-9 move the cursor ten dots
- SHIFT-5 center cursor
- SHIFT-. move cursor to 0,0
- CTRL-Home set homebase
- CTRL-End return to homebase
-
-
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-
- -19-
-
-
-
- 11 - GLOSSARY
-
-
- abort - To stop a command in the middle and not complete it.
-
- Altamira - The site of a cave near Santillana del Mar in northeast
- Spain. Paleolithic cave paintings discovered there in 1879
- are acknowledged to be one of the summits of prehistoric
- art.
-
- background color - The color of the screen, any of 16 colors numbered
- 0-15.
-
- current macro - The macro framed in red in the macro editor.
-
- current object - An object kept track of by the program and used as a
- reference point for certain commands.
-
- cursor - The dot moved around the screen to indicate where objects are
- to be drawn.
-
- default - A value used when no other value has been specified.
-
- design - A collection of objects, text, and macros.
-
- dot - The smallest part of the screen that can be colored or erased.
- In ALTAMIRA the screen is 320 dots wide and 200 dots high.
-
- file pair - Two files, one containing objects and the other containing
- text. If there is any text in a design, saving the design
- will create a file pair, instead of a single file. The
- file containing objects has a DES extension; the file
- containing text has a TXT extension.
-
- filename - A name given to a file, one to eight characters in length.
- In ALTAMIRA, the symbols must be taken from the following:
- 0 1 2 3 4 5 6 7 8 9 $ & # @ ! % ' ` ( ) - { } _ ^ ~ \
-
- filename extension - A label, one to three characters in length, which
- may be added to a filename. The filename and
- extension are separated by a period. ALTAMIRA
- uses one of five extensions, depending on what's
- in a file: BIT, DES, MAC, TRA or TXT.
-
- F-key - A function key, F1 through F10.
-
- foreground color - One of three colors determined by the palette in
- use. Objects are typically drawn in a foreground
- color.
-
- hatching - A set of evenly spaced lines.
-
- help page - A summary of the commands available. Press "?" to get
- there from the regular editor; press ENTER to leave.
-
-
- -20-
-
-
-
- initialization file - The file ALTAMIRA.DEF. When ALTAMIRA starts up,
- it uses the numbers in this file to determine
- certain things like the color of the cursor. If
- no such file exists on the default disk drive,
- internal values are used.
-
- macro - A collection of objects, treated as a single object. Macros
- have a size, a location, and an associated number between 1 and
- 90.
-
- macro editor - The portion of the program which lets you mark, copy,
- and delete individual macros. Press "m" and then "E" to
- get there from the regular editor. Press ENTER to
- return to the regular editor.
-
- manipulation command - A command to move, rotate, or otherwise change
- an object or group of objects.
-
- marked macro - The macro framed in green in the macro editor. A macro
- must be marked before it can be copied.
-
- object - A line, circle, box, or other shape drawn on the screen.
-
- object command - A command to create an object and draw it on the
- screen.
-
- palette - A predetermined set of four colors--one background color and
- three foreground colors. Four palettes are available,
- numbered 0-3. Within a palette, the foreground colors are
- fixed but the background color can be changed.
-
- PC-compatible - Able to run software originally written for the IBM PC.
-
- picture file - A file with a DES extension, containing a design.
-
- polygon - A multi-sided figure, such as a triangle or pentagon.
-
- regular editor - The portion of the program you will usually be using.
- When you're creating or manipulating objects, you're
- in the regular editor.
-
- replot - To redraw the screen.
-
- source code - The programmed instructions used by the computer to
- create a usable program.
-
- status line - The line that shows the cursor coordinates and prompts.
-
- text - Writing; words and symbols (as opposed to objects like boxes and
- arcs).
-
- translating - Changing a design into a file with a TRA extension, the
- contents of which can be included in another Pascal
- program.
-
-
- -21-
-
-
-
- Turbo Pascal (C) - The compiler used to change ALTAMIRA's source code
- into AM.COM.
-
- user-supported software - Software which can be freely copied and
- shared, but which carries a notice asking for
- a contribution to the author if the software
- is found to be useful. Such contributions
- are the only compensation the author receives
- for his or her work.
-
- vector - A line with an arrowhead on one end.
-
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- -22-
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