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-
- ***KnitConv Introduction***
-
- A companion program for !EasyKnit, !KnitConv is a file conversion
- utility which manipulates EasyKnit files in a variety of ways.
- KnitConv requires RISC OS 3.1 or above in order to operate.
-
- It allows you to :
- 1. Create a Grid only EasyKnit file from a Grid and Picture
- file, reducing the file size for storage. Useful after the stitch
- grid has been appropriately filled and the Picture is not needed.
-
- 2. Capture the EasyKnit Edit window as a Sprite file in low or
- high resolution and with 16 or 256 colours. (see Creating
- sprites p. 9)
-
- 3. Convert pattern blocks designed on an EasyKnit grid into
- Double Jacquard patterns utilising the standard, elongated,
- or jigsaw method of translation.
- Experienced computer users should find the prompts supplied by the
- program to be enough to get started. If you need a bit more help,
- EasyKnit can provide it through the computer’s interactive help
- system. A click on the help button in the program’s KnitConv
- window will start it up for you. (see Diagram 1 ).
-
-
- ***Using !KnitConv***
-
- The basic steps in the use of KnitConv are:
-
- 1. Prepare a suitable EasyKnit file using the !EasyKnit
- program. eg. a pattern block designed on a blank grid for
- conversion to a Double Jacquard pattern.
- 2. Load the KnitConv program onto the icon bar by double
- clicking on its icon in a filer window, then open KnitConv’s
- KnitConv window by clicking on it’s icon bar icon.
- 3. Open the menu by clicking on the pop-up menu button in
- the KnitConv window (diagram 1 p. 3) and choose the
- conversion process you wish to perform from the list of
- those available.
- 4. Drag the EasyKnit file you want to convert from the filer
- window onto the KnitConv icon bar icon or into the
- program’s KnitConv window.
- 5. Provide a suitable name for the processed file then drag the
- file icon from the Save area (diagram 1 p. 3) of the
- KnitConv program’s KnitConv window to a directory
- viewer.
-
- This will initiate the conversion process and, after a short delay while
- processing is carried out, the new file will be created in the filer
- window.
- The program will then be reset and will wait for another processing
- option to be chosen.
-
-
- ***The KnitConv window***
-
- Double click on KnitConv’s icon in a filer window to load it onto the
- icon bar and then click on its icon bar icon to open !KnitConv’s
- KnitConv window. (see diagram 1).
- The Save area, which is initially greyed out will be ungreyed when it
- becomes appropriate.
-
- <insert Diagram 1.>
-
- 1. Click on the help button to start the computer’s interactive
- help system. This will provide information about whatever is
- under the pointer as it is moved around within the program’s
- windows and menu structure.
- 2. This panel displays information about the currently chosen
- process or, initially, asks you to choose the process you
- wish to perform.
- 3. Click on this pop-up menu button to open a list of available
- processes to choose from.
- 4. This is the Prompt panel, It serves as a reminder of what
- you should do next as you operate the KnitConv program.
- 5. This is the Save area. It remains greyed out until a process
- has been chosen and the file to convert has been dragged in.
- It then shows a suitable file icon for the kind of file to be
- created and allows you to provide it with a relevant name.
- Once named, dragging the file icon to a filer window will
- initiate the processing and after a short delay the newly
- created file will appear in the filer window.
-
- ***The Colour Picker window***
-
- The Colour picker window appears automatically if the program
- needs to have nominated one of the colours available in the file to be
- processed. eg. When producing a jig-saw type of double jacquard
- pattern the program needs to know which colour should be treated
- as the background yarn colour in order to produce the correct result
- for the output file. (see diagram 2).
-
- <insert diagram 2.>
-
- The Colour Picker window is similar in operation to the colour
- picker window in EasyKnit. The panel at the top describes the
- decision the program is asking to have made for it.
- Click on the colour panel, or its colour name to select the relevant
- choice then confirm it by clicking on the Continue button. The
- program will then be able to proceed as required.
- If you click on the Cancel button, the Colour Picker window will
- close and the program will revert to waiting for a process to be
- chosen.
-
- The program will not open the colour picker window if it finds that
- one of the colour panels has one of the following (case sensitive)
- names:
- bkgnd Bkgnd
- background BkGnd
- Background BackGround
- main Main
-
- It will use the named colour, if one is found, as the background
- colour. Otherwise the Colour picker window will open and you will
- be asked to confirm the colour to be used.
-
-
- ***Menus and Dialogue Boxes***
-
- This section of the manual provides a description of the various
- menus and dialogue boxes used by the program. Menu items with a
- rightward pointing arrow lead to sub-menus which have a range of
- options associated with the menu entry. Moving the pointer off to
- the right of an arrow will open that option’s sub-menu allowing more
- detailed choices to be made.
-
- *Icon bar menu*
-
- This menu is associated with the program’s icon bar icon.
-
- The Icon bar/Info option leads to a standard
- information box giving details about the KnitConv
- program.
-
- Icon bar/Quit is the standard method of discarding
- the program from memory when no longer required.
-
-
- *Processes menu*
-
- The Processes menu is associated with the pop-up menu button in
- KnitConv’s main window. It can be opened by clicking with the Select or
- Menu mouse buttons while the pointer is over the pop-up button.
-
- Processes/Remove picture
- Choose this process to remove the Picture file from a Grid and
- picture EasyKnit file after the stitch grid has been filled and the
- Picture file is no longer required. This reduces the size of the file for
- storage purposes but is an irreversible step. The Picture cannot be
- recombined with the filled grid. Once the grid has been filled the
- picture becomes redundant and if you are unlikely to want to edit the
- grid with the help of the Picture file in the future, then it can safely
- be removed. The file produced as a result of this process is a Grid
- Only type EasyKnit file which can be used as normal by EasyKnit.
-
- Processes/Make sprite
- Choose this option to create the EasyKnit file’s Edit window as a
- Low resolution, 16 colour sprite file, or preferably, move the pointer
- off to the right over the arrow to open the Sprite sub-menu allowing
- more control over the output sprite. (see Creating sprites below).
-
- Processes/Double Jacquard
- Choose this option to create a standard Double Jacquard pattern.
- Moving off to the right over the arrow opens the Jacquard sub-menu
- allowing the other available Jacquard processing options to be
- chosen. (see Jacquard processes below for more info.)
-
- Processes/Make sprite/Sprite menu
- For more information about making the best use of the options in
- this menu see the section Creating sprites below.
-
- Sprite/Low res
- Choose the Low res option to create a rectangular pixel mode sprite.
- This uses less memory than a square pixel mode sprite but can lead to a
- loss of detail in the image produced and consequent lack of crispness.
-
- Sprite/High res
- Choose the High res option to create a square pixel mode sprite.
- This requires more free memory than a Low res sprite but is better at
- preserving image detail.
-
- Sprite/16 Colours
- Choose the 16 Colours option if the all the colours in the file to be
- processed were created using the 16 colour area of EasyKnit’s
- Colour picker window. If a picture file is included in the input file
- then it will only reproduce correctly if all its colours are also defined
- using the 16 colour palette.
- If the Picture or EasyKnit file contain colours defined using the 256
- colour palette then use the 256 Colours option to ensure accurate
- colour reproduction.
- The 16 Colour option creates a sprite which requires less memory
- than a 256 colour sprite and is preferable unless some colours to be
- used are defined using the 256 colour palette.
-
- Sprite/256 Colours
- Choose the 256 Colours option if the incoming EasyKnit file or a
- Picture file held within it contain colours defined using the 256 colour
- palette to ensure accurate colour reproduction.
- This option creates a sprite which requires more memory than a 16
- colour sprite and is necessary if any colours in the input file are
- defined using the 256 colour palette.
-
- Sprite/Include picture
- Chose the Include picture option if you wish to have the Picture file
- contained within the input file included in the image generated. The
- Picture file will appear behind the grid of stitches and will show
- through any unfilled stitches but will be covered by filled grid
- stitches.
- If this option is left unticked, any Picture file present in the input file
- will be ignored.
-
- Sprite/Scale
- Move off to the right from the Sprite/Scale option to open the
- Scale dialogue box.
-
- Set the values in the two icons to the correct ratio to alter the size of
- the produced sprite. eg. 1:1 gives a sprite which is the same size as
- the original Edit window, 2:1 gives a sprite which is twice the size of
- the original, 3:4 gives a sprite which is three quarters the size of the
- original etc.
-
- Processes/Double Jacquard/Jacard menu
-
- Jacquard/Standard
- The Standard option produces a normal Double Jacquard pattern. For each
- row of input, each colour-row of the output pattern appears twice.
-
- Jacquard/Elongated
- The Elongate option produces an Elongated Jacquard pattern. For
- each row of input, each colour-row of the output pattern appears
- once and the machine uses its elongate button to advance the
- punchcard on alternate rows.
-
- Jacquard/Jigsaw
- The Jigsaw option produces a Jigsaw Jacquard pattern. The input
- rows are examined in sequential pairs to determine the colour order
- of the output rows of the pattern.
-
-
- ***Creating sprites***
-
- KnitConv has various options available when creating sprites, the
- options are there to assist users to produce the best quality result
- within the memory limitations of their computer and the capability
- of their printer.
-
- Hopefully the following discussion will shed some light on the
- numerous things which need to be taken into account when using
- KnitConv to produce the EasyKnit Edit window as a sprite file and
- assist you in creating the best possible results.
-
- *About sprites*
-
- A sprite is a method of storing and manipulating graphical images in
- a computer. A sprite is in fact a very similar arrangement to a filled
- EasyKnit grid. It consists of a regular block of pixels layed out in an
- array of rows and columns, each pixel is similar to the individual
- stitches making up an EasyKnit grid, though a pixel’s size is fixed and
- its shape can be square or rectangular depending on its screen mode.
- Each pixel can be individually set to be shown in one of a range of
- colours available for a sprite created in that screen mode. eg. In a 16
- colour sprite, each pixel can be any one of the 16 possible colours
- available in the 16 colour palette. Similarly pixels in 256 colour sprites
- can display any of the colours available in the 256 colour palette.
- Sprites can also be created in screen modes with 2, 4, 32 thousand
- and 16 million colours available to them. We are primarily concerned
- with 16 or 256 colour sprites as these have the same colours available
- to them as are available for use within EasyKnit.
-
- Users of computers with small amounts of RAM in their machines
- may well be limited regarding the Scale setting and, therefore, the
- size of sprite for which KnitConv can find enough free memory to
- create a sprite of a large grid. If the program tells you that there is
- not enough free memory available to create the desired sprite then
- you should try to maximise the amount of free RAM available for
- use by quitting any unnecessary applications from the icon bar and/
- or creating the sprite at a reduced Scale setting so that its creation
- requires less memory.
-
- Some very large grids may not be possible to create at all on low
- memory machines due to the fact that if the scale setting for creating
- the sprite is reduced to a low point where the sprite produced will fit
- within the available memory then you may find that some of the
- detail, particularly fine details like the gridlines, can end up being
- missed out during creation of the sprite, thus rendering the image
- useless. The only solution to this problem is to add extra RAM
- capacity by purchasing a memory upgrade for your computer.
- Sprite files can be viewed and edited by the Paint program supplied
- with the computer. Double click on a sprite file icon in a filer window
- to load it into Paint.
-
- When Paint loads a sprite file it opens a Sprite file window
- containing a miniature version of the sprite image. Double click on
- the miniature image to open a sprite window containing the full
- version of the sprite which can be edited as required.
- Press Menu when the pointer is over the sprite file window and
- choose the Display/Full info option, then if necessary, click on the
- sprite file window’s toggle size icon (top right), to allow you to find
- out more information about the type of sprite contained in the sprite
- file, such as its screen mode, (which defines whether it is a 16 or a 256
- colour sprite and the shape of its pixels) and its width and height in
- pixels and the number of bytes of memory needed for the sprite.
- (divide the number of bytes required to hold the sprite by 1024 for an
- accurate measure of its size in kilobytes, or divide by 1000 for a rough
- estimate).
-
-
- ***Choosing the number of Colours***
-
- It is possible in KnitConv to create a sprite as:
-
- a low resolution sprite of 16 colours, (mode 12)
- a low resolution sprite of 256 colours, (mode 15)
- a high resolution sprite of 16 colours, (mode 20)
- a high resolution sprite of 256 colours, (mode 21)
-
- Modes 12 and 15 are created from rectangular pixels while modes 20
- and 21 use square shaped pixels. The square pixel modes are capable
- of resolving finer details and produce crisper looking sprites than the
- rectangular pixel modes but it does require more RAM to create and
- thereafter to utilise them in other programs.
-
- A 256 colour sprite of a given size in pixels requires twice as much
- memory as a 16 colour sprite of the same size if both sprites are
- created in a screen mode which has square shaped pixels or in a
- screen mode with rectangular shaped pixels.
-
- When displayed on the screen, a sprite created in a rectangular pixel
- mode will require half the amount of memory needed for a square
- pixel mode sprite of the same physical size on the screen.
-
- The 16 colours available for use in a 16 colour sprite are also present
- scattered among the wider range of colours available in a 256 colour
- sprite. This means that a sprite created in KnitConv as a 256 colour
- sprite but which uses only those colours available to a 16 colour
- sprite will look identical to a sprite created by KnitConv as a 16
- colour sprite but the 256 colour version will need twice as much free
- memory to create and manipulate.
-
- This is obviously wasteful of precious memory for no real gain so if
- all the colours used in the EasyKnit file you wish to capture as a
- sprite have been chosen from the 16 colour part of the Colour picker
- window then you should use the 16 Colour option in KnitConv’s
- Sprite menu when creating the sprite.
-
- When the computer is asked to represent one of the colours defined
- from the 256 colours part of the colour picker window, in a sprite
- with only 16 colours available, the computer decides which of the 16
- colours available is closest to the colour in question and uses its
- choice to represent that colour. Since 8 of the 16 colours available
- are black, white or intermediate shades of grey, this process rarely
- produces a usable result. The colours in the original file are badly
- corrupted in the output sprite rendering it unusable for most
- purposes.
-
- If any of the colours defined in the input EasyKnit file have been
- chosen from the 256 colours part of the colour picker window then it
- is necessary to select the 256 Colours option in KnitConv’s Sprite
- menu to ensure correct representation in the output sprite of the
- colours used in the input file.
-
- Similarly, if the input file contains a Picture file and the picture file
- or parts of it are visible in the Edit window to be captured as a sprite
- and the picture file uses colours defined from a 256 colour palette,
- then you will need to use the 256 Colours menu option to get the
- colours to reproduce correctly. (tick the Include picture menu option
- if you wish to have the Picture file included).
-
- If the EasyKnit file colours have been defined from the 16 colour
- part of the Colour picker window but the picture file is a 256 colour
- file it is still possible to produce a 16 colour sprite from it but only if
- the picture file is not to be included in the output.
-
-
- ***Viewing 256 colour sprites***
-
- Your computer may well be configured to start up in a 16 colour
- screen mode when first switched on. If this is the case then if you
- want to view the result of creating a 256 colour sprite on screen then
- you must remember to switch into a 256 colour screen mode first
- otherwise the colours in the sprite, although correct, will look on the
- screen as if they are wrong. Changing to a 256 colour screen mode
- will rectify this apparent problem.
-
- *Setting the scale factor*
-
- The setting in the Scale dialogue box allows you to alter the overall
- width and height of the sprite created. A setting of 1:1 creates a
- sprite which is the same size as the Edit window, (this may well be
- larger than the screen size). Setting the scaling ratio to 1:3 reduces the
- size of the sprite created to be one third as large as the Edit window.
- Setting the ratio to 4:1 creates a sprite which is 4 times larger than
- the input Edit window.
-
- If you prefer to work with percentages rather than fractions in the
- Scale box, simply set the figure in the second writable icon to be
- 100. The figure in the first icon can then be set to the percentage
- figure required. eg 66:100 is the same as a setting of 66%.
- The scaling procedure used by KnitConv utilises the computer’s built
- in sprite scaling routines. These are not very sophisticated and while
- creating a sprite at 1:1 or increasing the sprite’s size to greater than
- that of the Edit window poses no problems, there is a limit to how
- much you can reduce the size of the sprite using a scale setting
- which is less than 1:1 before you start to loose significant detail. The
- gridlines being narrow are particularly prone to disappearing from
- the created sprite if the scale of the output is reduced by too much.
- This can happen because of the way in which the computer creates
- the scaled sprite. When you create a sprite at a scale setting of 1:1,
- each row of pixels which make up the Edit window as it appears on
- the screen is recreated as a row of pixels in the sprite file. Thus an
- exact copy of the Edit window is created as a sprite file. However,
- when you reduce the scale setting from 1:1 to say 1:3 then the
- computer simply ignores 2 rows of pixels out of three in the Edit
- window writing every third row to the output sprite. No account of
- the information stored in the ignored rows is taken, so if two of the
- rows which are being ignored happen to be used to represent one of
- the gridlines then that gridline will not appear in the sprite created.
- The precise setting of the Scale factor at which this will happen
- depends on the overall size of the grid and the size of the stitches
- which make it up. Trial and error is the only way to find out if a given
- scale setting is capable of producing an acceptable result.
-
-
- ****Coping with large sprites****
-
- It may be that you find that the smallest scale setting by which you
- can reduce the size of the created sprite, and still have all the
- necessary detail present in it, produces a sprite which uses up most
- of the free memory available in your machine. This may mean that
- you have difficulty utilising the sprite in other programs.
- eg. if you wanted to add some text lables to the sprite image and then
- to place the combined sprite plus tables diagram into the middle of a
- page of text in a word processing program before printing out a copy
- of the page, you could find that once the word processing program
- has been started up and grabbed the amount of memory it needs to
- run, there is then insufficient free memory left to load the sprite file
- into the word processing program and print it out.
-
- In this situation you may well still be able to generate the desired
- printout if you proceed as follows.
-
- Ensure that you save any files you have been working on, then reset
- your computer (press ctrl break) to ensure that you have no
- unnecessary modules taking up space in the module area.
- Load the KnitConv program onto the icon bar.
-
- Create as large a sprite as memory will allow and save it to a disc.
- Quit the KnitConv program then load the ChangeFSI program
- (supplied with your computer) onto the icon bar.
-
- Use ChangeFSI’s sprite scaling routines to reduce the size, and thus
- the memory requirement of the sprite created above.
-
- ChangeFSI’s sprite scaling routines are much more sophisticated than
- those used by KnitConv. They do take into account the information
- available in all the rows of the input sprite to produce a dithered
- output sprite. This dithering process is much more efficient at
- maintaining the fine details in a sprite image which is being created at
- a reduced scale.
-
- The dithered sprite produced by allowing ChangeFSI to reduce the
- size of the sprite on the disc is more likely to have survived the
- scaling process intact whilst its memory requirement will have been
- reduced, perhaps by enough to allow it to be combined with the text
- and printed, than would have been the case if the scaling had been
- performed solely by KnitConv.
-
- There is of course still a limit to the amount of reduction possible
- without loss of image detail but ChangeFSI should produce better
- results in this regard than KnitConv.
-
-
- ***Scaling a sprite using ChangeFSI***
-
- Ensure that you have a copy of the sprite file to be scaled visible
- in a filer window on the screen.
-
- Locate your copy of the ChangeFSI program and load it onto the
- icon bar by double clicking on its filer window icon.
- Press Menu over ChangeFSI’s icon bar icon and open the Scaling
- submenu by moving the pointer off to the right of the arrow from
- the Scaling menu option.
-
- Click on the Custom button to ensure it is selected then enter the
- scaling setting required. eg. to reduce the size of the input sprite to
- one third the size of the original, the Scaling dialogue box should
- look something like this:
-
- <insert diagram 3>
-
- Open the Processing menu option and ensure that none of the
- options in the Processing dialogue box are ticked. If any are ticked,
- clicking on them using the Adjust mouse button will untick them
- whilst keeping the menu structure open.
-
- This ensures that the sprite does not undergo any transformations
- other than the scaling required.
-
- Open ChangeFSI’s Sprite Output dialogue box and ensure that the
- Colour button is selected.
-
-
- <insert Diagram 4>
-
- Tick the Old mode option and type in the mode number the sprite to
- be reduced was created in. ( this can be found by loading the sprite into
- Paint and pressing Menu over the sprite file window which opens then go
- off the Sprite ‘sprite’s filename’ option then off the Info option ).
- All of the necessary options regarding how we want the input sprite
- to be processed by ChangeFSI have now been set so drag the sprite
- file icon of the sprite to be reduced from the filer window to
- ChangeFSI’s icon bar icon.
-
- This will cause ChangeFSI to process the sprite file and open a
- viewing window containing the reduced sprite on the screen.
- If the input sprite has been reduced successfully with no loss of detail
- then pressing menu over the viewing window to open the Save
- Image submenu will allow you to save the new sprite file to your
- filer window.
-
- If the viewing window reveals that the input sprite has been reduced
- too far and has lost some of its gridlines then open ChangeFSI’s
- Scaling options dialogue box by pressing Menu over ChangeFSI’s
- icon bar icon and going off the Scaling option and alter the figures
- to reduce the amount by which the input is scaled. eg. 1:2 instead of
- 1:3
-
- Then click on the Reprocess option in ChangeFSI’s icon bar menu
- to replace the sprite in the viewing window with a new version
- created using the new scaling factor.Each time the Reprocess option
- is chosen, ChangeFSI reloads the sprite file from the filer window
- and creates the contents of the viewing window using the currently
- set processing options.
-
- This process of altering the scale setting in the dialogue box then
- clicking on Reprocess to make the changes take effect can be
- repeated as many times as necessary until you have created the
- smallest possible sprite which still contains all the image data. Then
- you can save the result from the menu available in the viewer
- window.
-
-
- ***Jacquard processes***
-
- The input block is created as a block of cells, 24 stitches wide, (the width of the
- punchcard), and in this case 14 rows high. It is important to design the block carefully
- so that when it is repeated above or below, and if necessary to either side as well, the
- pattern created meets and is continued across the join correctly. see diagram 5, or
- load the file PatBlock1 into EasyKnit to see an example of a suitable block.
-
- <insert Diagram 5.>
-
- Any unfilled rows at the top of the block (rows 15-20 in this example)
- are ignored by the Jacquard conversion process but for accurate
- translation, the block must start on the bottom row of the grid and
- contain no unfilled stitches.
-
- As an example of the result of analysing a pattern block using each
- of the Double Jacquard translations available, this block will be used
- as the input file for conversion using each of the available translation
- methods in turn.
-
- *Double Jacquard pattern using Standard method.*
-
- Input Block
- <insert diagram 5>
-
- When analysing the input pattern block to create a Standard double
- Jacquard pattern the program looks at the bottom row of the block,
- and finds the sequence in which the colours appear.
-
- This sequence is repeated in the same order throughout the analysis
- of each row of the input block.
-
- The program recreates the stitches of the first colour in the
- sequence as the bottom row of the pattern. It then repeats this row
- as the second row of the pattern.
-
- The program then uses the next colour in the sequence and
- reproduces the stitches of that colour as rows three and four.
- The program works through the sequence of colours in turn
- producing two rows of pattern for each colour. If there are no
- stitches of the colour currently under consideration, the program
- puts two blank rows into the pattern.
-
- When all the colours in the sequence for the bottom row have been
- separated and recreated, the program analyses the next row of the
- block and separates each of its colours in sequence working from the
- bottom to the top of the block.
-
-
- Double Jacquard output pattern using Standard method.
- <insert Diagram 6>
-
-
- *Double Jacquard pattern using Elongated method.*
-
- Input Block
- <insert diagram 5>
-
- When analysing the input pattern block to create an Elongated
- double Jacquard pattern the program looks at the bottom row of the
- block, and finds the sequence in which the colours appear.
- This sequence is repeated in the same order throughout the analysis
- of each row of the input block.
-
- The program recreates the stitches of the first colour in the sequence
- as the bottom row of the pattern.
-
- The program then uses the next colour in the sequence and
- reproduces the stitches of that colour as row two.
-
- The program works through the sequence of colours in turn
- producing one row of pattern for each colour. If there are no stitches
- of the colour currently under consideration, the program puts a blank
- row into the pattern.
-
- When all the colours in the sequence for the bottom row have been
- separated and recreated, the program analyses the next row of the
- block and separates each of its colours in sequence working from the
- bottom to the top of the block.
-
- When in use, the knitting machine’s Elongate button is set so that the
- punchcard is advanced every second row.
-
- This produces an identical method of knitting as a Standard Jacquard
- pattern but requires only half the number of rows of punchcard to be
- punched out.
-
- Double Jacquard output pattern using Elongated method.
- <insert diagram 7>
-
-
- *Double Jacquard pattern using Jigsaw method.*
-
- Input Block
- <insert diagram 5>
-
- When analysing the input pattern block to create a Jigsaw double
- Jacquard pattern the program needs to know which of the colours
- used in the block represents the background yarn colour.
- The input pattern block is considered in pairs of rows working from
- bottom to top. The sequence order of the non-background colour
- stitches for the first pair of rows is determined.
- The program recreates the stitches in the background colour from
- the bottom row of the pair of rows of the block as the bottom row of
- the pattern.
- It then uses the first non-background colour in the sequence
- determined for this pair of rows and recreates the stitches of that
- colour from the bottom row of the pair as the second row of the
- output pattern. The stitches of the same colour from the top row of
- the input pair is then placed in the third row of the output pattern.
- The next colour in the sequence is selected and the stitches in that
- colour from the bottom row of the input pair form the next row of
- output, followed by the stitches from the upper row of the input pair.
- When all the non-background colours used in the input pair have
- been analysed and transferred to the output pattern, the background
- colour stitches from the upper row of the input pair are placed in the
- next row of the output pattern.
- This completes the analysis of that pair of rows from the input block.
- The next pair of input rows are then analysed in a similar manner
- until the top of the input block is reached.
- If there are no stitches of a particular colour used in one of the pair
- of rows under consideration then a blank line is added to the output
- pattern in place of the missing colour.
- The order sequence in which colours are used is determined
- separately for each pair of rows and is therefore not a constant
- repetition throughout the output pattern but follows the order as
- determined by the input pair under consideration.
- Input Block
-
- Double Jacquard output pattern using Jigsaw method.
-
- <insert diagram 8>
-
- THE END