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Introduction November 2020

Malz++Kassner CAD6 Introduction · Malz++Kassner GmbH in Germany. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including

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Page 1: Malz++Kassner CAD6 Introduction · Malz++Kassner GmbH in Germany. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including

Introduction November 2020

Page 2: Malz++Kassner CAD6 Introduction · Malz++Kassner GmbH in Germany. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
Page 3: Malz++Kassner CAD6 Introduction · Malz++Kassner GmbH in Germany. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including

Conventions 3

Malz++Kassner CAD6 Introduction

Conventions in this Introduction

Very important: You should really read this! „Options“ When referring to elements in dialog boxes, the

element names are displayed in quotation marks (e.g. “Options” button).

Shape > Modify Objects A declaration (...>...) means a menu command. For

example Shape > Modify Objects means the command “Modify Objects” of the “Shape” menu.

This introduction is based on CAD6studio.

Publisher: Malz++Kassner GmbH Authors: Sven Nowak Leopoldstraße 7a Stefan Malz 38100 Braunschweig Olaf Kassner Germany Phone +49 531 400 137 Fax +49 531 400 138 www.CAD6.com post@malz–kassner.com

This CAD6 introduction, as well as the materials and data delivered with it, have been created with the utmost care. However, we cannot guarantee that the manual is completely free of error. Accordingly, we cannot take liability for any direct or indirect damages. No guarantee for errors and omissions.

Copyright Malz++Kassner GmbH. All rights reserved. Malz++Kassner is a registered trademark of Malz++Kassner GmbH in Germany. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or information storage or retrieval system, with the express written permission.

All trademarks are property of their respective owners.

Printed in Germany

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4 Contents

Malz++Kassner CAD6 Introduction

Contents 1 General ................................................................................................ 5

1.1 Installation ............................................................................................. 5 1.2 Unlocking & Activating CAD6 ................................................................. 5 1.3 CAD6 Windows ....................................................................................... 6 1.4 Choosing commands in CAD6 .............................................................. 13

2 Draw Objects ....................................................................................... 14 2.1 Enter Points via Mouse Control ............................................................ 14 2.2 Snap Points ........................................................................................... 15 2.3 Snapping and Grid ................................................................................ 17 2.4 Coordinate Entry via Keyboard ............................................................ 18 2.5 Construction Aid ................................................................................... 19 2.6 Using Digitizers ..................................................................................... 23

3 Modify Objects ..................................................................................... 24 3.1 Object Selection .................................................................................... 24 3.2 Point Selection ...................................................................................... 25 3.3 Permanent Selection ............................................................................ 26 3.4 Selection Filter ...................................................................................... 27 3.5 Edit Properties ...................................................................................... 29 3.6 Modify Objects ...................................................................................... 33

4 Coordinate System, Scale, and Unit ....................................................... 35 4.1 General .................................................................................................. 35 4.2 View ....................................................................................................... 36 4.3 Scales, Units, and Dimensions ............................................................. 37 4.4 Create a User-Defined Coordinate System .......................................... 38 4.5 Several Units ......................................................................................... 38 4.6 Origin ..................................................................................................... 39

5 Templates ........................................................................................... 40 5.1 Pages ..................................................................................................... 40 5.2 User-Defined Templates ....................................................................... 42

6 Surfaces and Curves ............................................................................. 43 6.1 Definition ............................................................................................... 43 6.2 Generate Surface .................................................................................. 44 6.3 Assemble Surface ................................................................................. 47 6.4 Assemble Curve .................................................................................... 48

7 Libraries .............................................................................................. 49 7.1 Basics .................................................................................................... 49 7.2 Library Management ............................................................................ 51 7.3 Block Operations .................................................................................. 52

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General 5

Malz++Kassner CAD6 Introduction

1 General 1.1 Installation After you successfully downloaded the installation data for Malz++Kassner CAD6 from www.CAD6.com, simply start the respective file (e.g. MKCAD6English_64bit.exe). After a moment the installation program starts. Then follow the instructions on the screen. If you’re using a 64-bit operating system and still have a 32-bit application installed, the update process will install the new 64-bit application parallel to the old 32-bit application. When first started, the 64-bit application will once copy the 32-bit application’s current settings. Afterwards, the 32-bit application can be uninstalled.

1.2 Unlocking & Activating CAD6 CAD6 can be tested in full functional range for 30 days. The trial version corresponds exactly to a purchased full version, but it is limited. So you have the chance to test exactly a product you may use later. When you have purchased Malz++Kassner CAD6, you obtain an unlock code. With this code you can unlock your program. Afterwards you have to activate the program within 30 days. The activation is only possible for the computer, where you have installed and unlocked the program. For the activation we need your computer ID which consists of your customer ID, your hard drive ID and your network interface card ID. Find the computer ID and all necessary information for the activation process in the dialog Help > Activation / Dongle. You can convey the computer ID in written form, by telephone, or comfortable online. After the conveyance of your computer ID you obtain the activation key immediately. Enter this key in the dialog Help > Activation / Dongle and press the key “Activate”. Now your CAD6 is unlocked and activated. The activation is also possible by means of a dongle. Please refer to the latest CAD6 Product Information for details. If you’re using a CAD6team license, you don’t need to activate or use a dongle.

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6 General

Malz++Kassner CAD6 Introduction

1.3 CAD6 Windows The user interface of CAD6 has a lot of windows for simplifying the mouse handling. For users who prefer other methods and dispense with such additives or just want a bigger drawing area, all windows can be enabled or disabled by the Windows menu. If the option “Save” of the dialog Edit > Options > Windows is specified the position of the respective window is saved when leaving the program. The next time that the program is started, it appears in the same place on the screen. The position is saved relative to the whole screen. The parameter of each window can be adjusted with Edit > Options > Windows. CAD6 Windows Overview: 1. Overview Window Basically, the overview window offers the same possibilities than a ”normal” drawing window does. But in addition to that, the overview window can be scaled and placed anywhere on screen, and it can be configured to use a simplified display that leaves out or simplifies some object types. Finally, the automatic window update after each operation can also be disabled in order to save time.

Figure 1.1: View Window

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General 7

Malz++Kassner CAD6 Introduction

2. Panel The panel is located on the left of the Malz++Kassner CAD main window. It consists of many buttons used for operating various functions. In addition the buttons show the status of the corresponding functions. In general the setting can be changed by clicking on the button with the left mouse button. Clicking on the buttons with the right mouse button calls a context menu where you can e.g. alter the parameters which apply to the function or changes the display parameters for the panel. The second large button of the panel shows the symbol of the currently active command. If the command has parameters, this is indicated by an orange spanner, and the corresponding dialog can be opened by clicking on the symbol or by pressing the “N” key.

Figure 1.2: Panel 3. Status Window The status window can be placed anywhere on the screen. It has two functions: Firstly it displays coordinates, the current command, and details of the expected entry. Secondly it is used for the direct entry of coordinates. The way in which the status window functions depends on the position of the mouse pointer or crosshair and the stage of command input.

Figure 1.3: Status Window

Clicking the mouse button in the status window or pressing the key “F8” calls the coordinate entry directly (see chapter 2.4).

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8 General

Malz++Kassner CAD6 Introduction

4. Command Bar The command bar contains several groups of buttons, each of which containing a useful set of related commands and settings. Those button group can be switched on and off individually. Furthermore, additional buttons and separators can be added. Click with the right mouse button into the window to display the context menu in which to determine (among other settings) the button groups that shall be displayed in the command bar. Some buttons groups are used to alter properties. During standard operation, these buttons will directly affect the current properties of pen “*Standard”. When drawing without the use of pens, the command bar offers the fastest way to select the desired properties.

This button is used to select a line pattern. When left-clicking it a list of all currently defined line patterns appears.

These buttons are used to select the line width. They do always display the line width in millimeters (independent of the current unit setting)! Clicking with the left mouse button selects the line width, clicking with the right mouse button displays a dialog window where the line width assigned to that button can be edited.

These buttons are used to select the line color. Clicking with the left mouse button selects the line color, clicking with the right mouse button displays a dialog window where the line color assigned to that button can be edited.

These buttons are used to set the filling mode. The available filling modes are (in this order): “Outline”, “Filling”, “Filling & Outline”, “Eraser”, “Eraser & Outline”.

These buttons are used to select the fill color. Clicking with the left mouse button selects the fill color, clicking with the right mouse button displays a dialog window where the fill color assigned to that button can be edited.

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Malz++Kassner CAD6 Introduction

During the execution of the command Modify Objects, the command bar works differently. Pressing property buttons in the command bar will now directly alter the properties of the currently selected objects! Since multiple objects with different properties might be selected, the property button of the command bar will not be displayed permanently pressed. This would lead to the incorrect assumption that the button state visualizes the objects properties, which is not the case. 5. Ruler

Figure 1.4: Ruler

Usually each drawing window has a ruler, which runs along the left and upper edge of the window. Above all, it serves the purpose of orientation when working with coordinates. You can read from the ruler the current position of the origin and the coordinates of the crosshair. When working with more than one drawing window, the ruler also shows which window is ”active”. The ruler of the active window is displayed normally, but the ruler of an inactive window is shown in a wan color. A drawing window can be activated by clicking on its ruler with the left mouse button. Clicking with the right mouse button calls a list with coordinate systems, in which the coordinate system for that window can be set up.

In the upper left corner of the ruler, the number of the window is shown. This field shows which window is active. Clicking on this field with the left or right mouse button has the same effect as clicking on the ruler.

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10 General

Malz++Kassner CAD6 Introduction

6. Block List The block list contains 200 buttons which can be associated with blocks. This makes it easy to access frequently used blocks rapidly. Left-clicking on a button allows to place the associated block in the drawing. This operation can be repeated until the right mouse button is clicked. Right-clicking allows the button allocation to be changed. It calls the “Insert Block” dialog. The values specified here are saved separately for each button, so the same block may be saved several times with different parameters (for example rotation angle). The content and form of the buttons in the block list are changed by using the command Options > Block List.

Figure 1.5: Block List

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Malz++Kassner CAD6 Introduction

7. Toolbox The toolbox window contains up to 1,000 buttons which can be associated with program commands. This enables frequently used commands to be accessed easily. Clicking briefly on one of the buttons with the left mouse button chooses the command associated with that button. Clicking and holding down for 1/2 second or more the left mouse button on a tool window button calls a sub menu. This submenu contains all the commands from the same submenu where the button's command is located in. Another command can be chosen from this submenu; this command will be allocated to the button and immediately carried out. Clicking the right mouse button on a tool window button calls the Popup Menu where the allocation of the button can be changed (see 9).

Figure 1.6: Toolbox

8. Guide Window The guide window displays some hints based on the currently active command and the expected point entry. They show you all available options, how you can alter settings that influence the current command (especially the key sequences), and what the application is expecting from you.

Figure 1.7: Guide Window

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12 General

Malz++Kassner CAD6 Introduction

9. Popup Menu The popup menu is a graphical menu which uses icons to represent commands. It always appears at the position of the mouse pointer and can be opened according to the settings of the dialog Edit > Options > Mouse Button Usage. The popup menu is structured in the same way as the standard menu, it has the same menu entries. Choosing a command has the same procedure as using the standard menu. The menu is chosen from the upper area; the menu entries and submenus appear in the central area. Choosing a menu entry execute that command, or in the case of a submenu entry, the commands of the submenu appear in the lower area. Submenu icons have small solid orange triangle in the lower right corner of submenu icons to help distinguish them. Submenu icons always show the ”most important” command from that submenu. A command, menu or submenu is chosen by clicking on its icon with the left mouse button. The choice of command can be cancelled by pressing ESC or clicking the right mouse button on the Popup Menu. The title bar of the Popup Menu shows the description of the command or menu covered by the mouse pointer. Help on this command can be called by pressing the Key “F1”.

Figure 1.8: Popup Menu

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Malz++Kassner CAD6 Introduction

1.4 Choosing commands in CAD6 Basically in CAD6 there is the order “command - entry”. For example contrary to a standard text processing program for the operation “copy selected objects” the command Edit > Copy is specified before the objects to be copied will be selected. For some users it may be unaccustomed but especially in the range of CAD this method turns out to be very useful. If you get used to this method the operations will be much easier and faster. All specified commands remains active so long as a new one is selected. The name of the current active command and the next expected input is displayed in the status window. CAD6 has number of possibilities to select a command. The first mentioned and best known method is the Windows standard menu, which is located under the caption of the application window. The menu entries are arranged logically, so that the commands can be found easily. Another possibility to select a command is the popup menu mentioned in chapter 1.3. Right clicking on the drawing area opens the menu and accordingly right clicking on the menu itself closes the popup window. The popup menu is a graphical menu which uses icons to represent commands. The advantage of this kind of command selection is that the selection proceeds in the region of the mouse cursor, so that it is not necessary to leave the drawing area for command selection. Under certain circumstances it might be annoyed to leave the drawing area for a new command selection. CAD6 is distinguished with an additional keyboard command selection. Frequently used command can be selected per key press. If both entry mediums are used parallel, the operation is much faster as single entry methods. The standard key assignment has turned out to be very useful. If another assignment is preferred the dialog window Edit > Options > Key Assignment allows an individual adjustment. In addition to all mentioned possibilities there is a “command queue” which stores the last 20 commands. The last selected command appears on the first position of the queue list. If the same commands are used consistently, this method offers a fast selection. The command queue can be opened by Edit > Command Queue or by pressing the key “H”.

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14 Draw Objects

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2 Draw Objects This chapter explains methods of CAD6 for drawing objects and in addition it points at typically posed problems and the corresponding solutions of Malz++Kassner CAD6.

2.1 Enter Points via Mouse Control The simplest way to position an object on the drawing area is to use the mouse. A sample: The command Draw > Circle > Circumcircle expects the entry of three points. The selected command as well as the expected entry is indicated in the status window. At each case the points can be positioned successively by a left mouse click. The current cursor position is displayed in the status window. Commands with several entries shows a preview with the dimension of the object corresponding to the current cursor position. In order to reverse the previous entry the ESC-key can be used to retry the entry. Clicking the right mouse button canceled the command completely.

Figure 2.1: Enter Points via Mouse Control

Mouse operations can be handled easily but do not allow exact entries without any auxiliary options. For example if you would try to draw the circle of Figure 2.1 accurate to a millimeter (without the auxiliary functions snapping and grid) it becomes apparent that the mere mouse control can only be used for improper operations. The following chapters show solutions for this problem.

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Malz++Kassner CAD6 Introduction

2.2 Snap Points What is snapping? In order to explain the purpose of snapping, a little example is given: Draw two lines by using Draw > Line > Point - Point. The end point of the first line should be equal to the start point of the second one. You will see, that it is impossible to click the same point. Even when it looks like, a higher zoom level will show that the points are not identical. What we need is a method to tell the program that the next entry should be the end point of the first line, even if it is impossible to click the same point. This method is called Snapping. Definition: The Snapping is a method to detect exactly a certain point of a object, although the mouse click is merely around. Which points are detected is determined previously by user. Terms and Symbols:

The so-called crosshair determines the snap radius. Inside of this radius points of an object are sought and are snapped if available. Snap Modes: The snap modes determines which kind of points are snapped by the program. The modes can be specified by Extra > Snap Modes, by the panel, or by the alphanumeric keyboard (see 1.4). If a snap mode is set, its panel symbol appears colored, otherwise normal (see below).

Snap Mode “Midpoint”: This snap mode uses center points as snapping references. These can be the midpoints of lines or the center points of circles, circle parts, ellipses and ellipse parts. If snapping and this snap modes are active, instead of entering a point, a (partial) object is identified whose center point is then worked out.

Snap Mode “Quadrant”: This snap mode enables quadrant points to be used as snapping references. With circles and circle parts these are the points on the circle which lie at angles of 0°, 90°, 180° and 270° relative to the circle's center. With ellipses, they lie at the four ends of the positive and negative half axes. If snapping is on and this snap mode is active, instead of entering a point, a (partial) object is identified whose quadrant points are then worked out.

Snap Mode “Edge”: With this snap mode points can be placed exactly on the edge of an object. If snapping and this snap mode are active, instead of entering a point, a (partial) object is identified on whose edge a point is placed.

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Snap Mode “Corner/Endpoint”: This snap mode can be used to insert snapping reference points at the corners and ends of objects. These are the end points of lines, curves, circular and elliptical arcs, dimension lines and hatching lines, as well as corner points within curves, surfaces, circular sectors, circular segments, elliptic sectors and elliptic segments.

Snap Mode ”Intersection”: This snap mode can be used to place snapping reference points at intersections within objects. If the "Construction Aid" snap mode is active at the same time, snapping reference points can also be placed at the intersections of objects with the Construction Aid and (if present) reference objects.

Snap Mode “Construction Aid”: This snap mode can be used to insert snapping reference points at intersections of Construction Aid objects and intersections of reference objects with Construction Aid objects. If "Intersection" snap mode is also active, snapping reference points can also be inserted at the intersection of objects with the Construction Aid.

Snap Mode “Marking”: Snapping reference points can be placed on top of markings using this command.

Snap Mode “Other Point”: Snapping reference points can be placed at other points using this command. "Other Points" are all definition points which cannot have snapping reference points placed on them with other snap modes, for example the angel points of Bézier curves, end points of ellipse's half axes, position points of dimensions, the corners of multiple line text frames, etc.

Snap Mode “Relative”: Snapping reference points can be placed at a specific offset to a given point. After entering the reference point (either directly or using another snapping mode), entry fields appear in the status line, allowing to enter the offset.

This message appears if no point could be snapped inside the crosshair radius.

This message appears if a point could be snapped successfully. In this special case, a point at the corner or end of an object was snapped.

Please note: Be aware which snap mode is currently active and which kind of point are you going to snap! For example, if you want to snap the intersection of two lines and the snap modes “Intersection” and “Edge” are active, the program could snap the edge of one of the lines instead the intersection. Under certain circumstances the mistake doesn’t catch the user’s eye at once. The “dangerous” snap modes are “Midpoint”, “Quadrant”, and “Edge”.

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Malz++Kassner CAD6 Introduction

2.3 Snapping and Grid A further possibility to position objects is given by using the grid. The drawing area are divided in an user defined X-Grid and Y-Grid. The position entries are dragged on this grid, e.g. a grid of 1 inch drags all entries to a multiple of 1 inch. This method gives the warranty that all entered coordinates have not decimal places. All grid values are related to the origin. There are two kinds of grids, the Display Grid and the Position Grid. Both grids are adjustable in the same way. The display grid is only used as an optical utility, e.g. for realizing proportions and the like. The position grid works in the manner explained above, i.e. it drags position entries on its grid. The position grid is not displayed. In order to enable/disable the grids, use View > Coordinate Systems > Display Grid active / Position Grid active, respectively. If a grid is set to active, it is indicated by a check mark in the menu. Alternatively the key “F3” (Display Grid) or key “F4” (Position Grid) can be used. In order to adjust the desired resolution of the grids, either the commands View > Coordinate Systems > Edit Display Grid / Edit Position Grid or a right click on the symbols of the panel opens the respective dialog. The grid type depends on the specifies coordinate system (see chapter 4).

Figure 2.2: Edit Display/Position Grid

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2.4 Coordinate Entry via Keyboard The previous chapters outlines many methods for the point entry by means of auxiliary functions. A direct, numeric coordinate entry is explained in this chapter. The coordinate are entered in the status window by Extra > Coordinate Entry or by pressing key “F8”. By mouse or tabulator the desired entry field can be edited. Pressing the ENTER key the coordinate entry is applied to the current selected object. Pressing the ESC key cancelled the entry. The following figures show all possible coordinate entries: 1. Coordinate Entry without Reference Point:

Figure 2.3: Coordinate Entry without Reference Point

2. Coordinate Entry with Reference Point:

Figure 2.4: Coordinate Entry with Reference Point

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Malz++Kassner CAD6 Introduction

2.5 Construction Aid A further major auxiliary function of CAD6 is the construction aid. In order to explain the purpose, here is a little geometric class example: A square and a circle are drawn on a sheet of blank paper. The both objects should have the same center point. The diameter of the circle should be equal to the side length of the square. We can solve the problem by grooving the peak of a compasses in the midpoint of the square. The compasses width must correlate with the side length of the square. There are some possibilities to calculate the center point, e.g. you can size the side length by a ruler and mark the point at the half of the edge at each case. By joining each markings with the markings of the opposite side, the midpoint can be calculated. A further possibility to calculate the center point of the square is to calculate the intersection of the bisector of the angles. However the points are calculated, construction aids are essential. An effective CAD System should have the same construction aid methods. Of course bisectors of angles or mid-perpendicular must not be calculated by user, but calculated by the program. All construction aid can be showed or hidden and can be saved. Everything described in the previous chapters can be applied to the construction aids, e.g. snapping, grid and the like. Find some examples in the following.

There are many methods in CAD6 working with construction aid. It is impossible to outline all methods in an introduction. This chapter gives you an idea only, how to work with construction aid objects. Sample 1: Starting with the simple example from above. A square and a circle are drawn and both objects should have the same center point. The diameter of the circle should be equal to the side length of the square. Firstly a square is drawn by Draw > Polygon > Rectangle. Due to the fact that the rectangle is a square, all edges must have the same side length. One possibility to draw this object is to position the start point in the origin and the end point with an identical X/Y coordinate. The next steps describe the methods for the determination of the center point (see above). Of course in practice only one way would be necessary.

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The mid-perpendicular can be drawn by Construction > Construction Aid Endless Line > Mid-Perpendicular. The program needs a reference line to carry out the command. For this sample there is both a vertical and a horizontal Mid-Perpendicular, so that the command must be used two times. Was the entry correct, the result on the display must be the same as in Figure 2.5.

Figure 2.5: Construction Aid Mid-Perpendicular(Sample 1)

The problem is already solved but for the sake of completeness the second solution is displayed in Figure 2.6:. The bisector of the angles between two reference lines are drawn by Construction > Construction Aid Endless Line > Bisector of Angle.

Figure 2.6: Construction Aid Bisector(Sample 1)

Now it is very easy to position the circle in the middle of the square. The snapping modes “Construction Aid”, “Intersection”, and “Edge/Endpoint” must be activated. The circle is drawn by Draw > Circle > Center - Point on Circle. The center point is the snapped intersection of the construction aid. The intersection of the mid-perpendicular and the square is the exact diameter of the circle. Was the entry correct, the result on the display must be the same as in Figure 2.7.

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Malz++Kassner CAD6 Introduction

Figure 2.7: Snapping of Construction Aid Objects (Sample 1)

By pressing the key “F9” the construction aid objects can be enabled/disabled. Sample 2: The second example shows an application with the construction aid object circle. The midpoint of a circumference should be calculated. This is the center point of the circle which runs through the corner of the triangle (so-called circumference).

Figure 2.8: Working with Construction Aid (Sample 2)

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22 Draw Objects

Malz++Kassner CAD6 Introduction

The circumference is drawn by Construction > Construction Aid Circle > Circumcircle. The three required points are the corner points of the triangle (see Figure 2.9). The snap mode “Construction Aid” and “Corner/Endpoint” should be activated.

Figure 2.9: Construction Aid Circular Arc (Sample 2)

Finally the center point of the circle must be calculated and marked by Construction > Marking. The snap mode “Construction Aid” and “Mid-Point” should be activated. The result can be audited by drawing the perpendiculars of the triangle (see sample 1).

Figure 2.10: Construction Aid Marking (Sample 2)

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2.6 Using Digitizers Working with Malz++Kassner CAD can be made a lot easier by using a digitizer (also known as a ”graphics tablet” or simply a ”tablet”). A digitizer allows faster and more accurate input than a conventional mouse and the digitizer's large input area can also be used to select commands.

For further information find the chapter “Using Digitizers” in the CAD6 Reference.

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3 Modify Objects 3.1 Object Selection This chapter outlines the modification of already created objects. Independent of the chosen command using for modifying there are basic procedures. Already mentioned in chapter 1.4, the command must be specified before the object can be selected. There are different methods of selection, which depends on the application. Find the object selection methods in the following:

While reading this chapter CAD6 should be opened and the methods of the object selection should be reproduced. A number of objects should be spread out arbitrary on the drawing area. These objects can be selected exemplarily. The selection can be cancelled by right clicking or pressing the ESC key. 1. Selection of a single object A single object can be selected by a left mouse click. 2. Selection of several objects Several objects can be selected by left mouse clicks while pressing the CTRL key permanently. The selection of an object can be withdrew by a second left mouse click. By releasing the CTRL key the object selection is completed.

Figure 3.1: Objects before and after the Selection

3. Selection of objects inside a section A rectangular section can be selected by pressing the SHIFT key permanently. All objects inside the section will be selected provided that the objects are completely inside the section, i.e. the object must not be protruded. 4. Selection of objects inside a group Individual objects within groups can be selected by pressing the ALT key permanently. When pressing the SHIFT or CTRL key simultaneously, you can combine this with multiple object selection and selection of a section, respectively. 5. Selection of all objects By Extra > Identify > Identify All or by pressing the key “F10” all objects can be selected at the same time.

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6. Previous identification By Extra > Identify > Previous identification or by pressing the key “F11” all objects can be selected at the same time, which are identified for the previous procedure. In order to explain the manner of this command, a little example is given: A number of objects are wrapped into a block by using Library > Block > Create (Insertion Point) (see chapter 7.3). The objects are identified and a reference point are entered. In order to delete these objects after the creation, the command Shape > Delete Objects must be specified. By pressing the key “F11” all objects are deleted which are involved during the block creation, i.e. a new identification is unnecessary. 7. Clear the selection of the single objects The identification methods according to 3., 4., and 5. can be inverted by a left mouse click so long as the CTRL key is pressed permanently.

3.2 Point Selection One or more points can be moved by the commands of Shape > Move Set of Points. These commands affect a compression or a dilation of the identified objects. The following figure shows the effects of the command Shape > Move Set of Points > Offset applied on the corner points (blue marked) of simple objects.

Figure 3.2: Moving points affect stretching and shorting effects

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Depends on the application CAD6 has got several commands for moving definition points: 1. Shape > Move Set of Points > Offset: This command can be used to move several definition points related to a reference point and a target point. 2. Shape > Move Set of Points > Perpendicular / Parallel: This command can be used to move several definition points related to the perpendicular/parallel of a specified reference object. 4. Shape > Move Set of Points > Relative Values: This command can be used to move several definition points determined by entering a numeric value. 5. Shape > Move Set of Points > Single Point: This command can be used to move individual object definition points. Using this function objects which cannot be manipulated with the "normal" manipulation commands (e.g. Move and Rotate) can be manipulated.

The duplicate function does not work with this command. The object itself is always changed. A copy is not made automatically, and if needed it must be created explicitly.

3.3 Permanent Selection Objects can also identified permanently, .i.e. the identification remains so long as it is cleared explicitly. A permanent selection is set by Extra > Permanent Selection > Set. The selection of several objects is cleared by Extra > Permanent Selection > Clear. In connection with “Identify All” (key “F10”) the identification of all permanent selected objects can be cleared. By using Extra > Permanent Selection > Invert the selection can be transferred into the opposite selection state. Permanent selection has two uses: Firstly, a group of objects can be marked by the permanent selection. It can then be used later as the basis for normal object selection. This can be done by Extra > Use Permanent Selection or by pressing the key “F12”. Secondly, this kind of selection can be used in connection with drawing settings (View > Drawing Settings > Screen). There are settings which can be applied to all objects or to permanent selected objects. Thirdly the selected group of objects can be used as an additional object selection alongside the normal, directly selected objects. This is the case with the command Multiple Copy > Markings.

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3.4 Selection Filter In very large drawings with a lot of different and abutting objects it can be very difficult to identify several objects. But if these objects has got the same properties or the same type, it is possible to identify the objects on the basis of their commonness by using the selection filter. A little example explains the purpose: Initial situation: You have got a drawing from a colleague for reengineering. The drawing has got 10.000 objects. All object types were used and details can only be recognized by using big zoom levels. You realize, that your colleague has used a wrong line pattern and a wrong line color for one special line type. The drawing has got 150 line of this type, evenly spread all over. A very toilsome method were a identification of each line, in order to change the properties. This way is very unhandy and uncomfortable. A better way were a selection of these objects via one key press. This can be realized by the selection filter. The selection can be filtered by the properties of the objects. By Extra > Selection Filter-Parameter the parameter of the filter can be adjusted.

Figure 3.3: Edit Selection Filter

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Figure 3.3 shows the needed setting for the mentioned example. Provided that the selection filter is set (Extra > Selection Filter) only the lines are selected which have the pattern type “Dashed Line Wide”, the line width “0.25 mm”, and the line color “blue”. For example if you want to change the object properties to “Dashed-Dot Line Wide”, line width “1.0 mm” and line color “red”, you have to adjust these settings in the dialog Shape > Edit Properties (see chapter 3.5). The command Extra > Identify > Identify All is limited to the filtered objects. Do not forget to inactivate the selection filter for following operations.

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3.5 Edit Properties Each object has an own property set consisting of among other things line width, line pattern, line color, fill color, and fill mode. These properties determine the appearance of the objects on the screen well as on the output. The property set is established by an object creation and can be modified continuously. In the following the term property is enhanced to direct property and indirect property. An object has got direct properties. In certain circumstances these properties can be overlaid by indirect properties. To simplify matters in a first step only the direct properties are explained by examples. Firstly a line is drawn by Draw > Line > Point - Point. Secondly the command Shape > Edit Properties is specified. If the line is selected the dialog of Figure 3.4 appears.

Figure 3.4: Edit Properties

The first three properties “Page”, “Layer”, and “Pen” can be ignored in a first step. The other properties affects the appearance of the object directly. In order to modify the line

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color or fill color the respective colored button is clicked. The modification of the color can be handled in a second dialog. Closing the dialog with “OK”, all settings will be applied to the object. Each property has a “Fix”-Flag. If this Flag is set, an overlay is blocked by the respective object property. In this example, the pen, the line color, and the line width are modified.

Figure 3.5: Edit Properties (Sample)

A further method to modify the appearance of an object is the overlay of indirect properties. This way is much complicated. If you comprehend this method the property handling is more flexible and more efficient. Indirect properties can be applied to an object in two different ways:

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1. Layers In addition to the property set, an objects has a reference to a layer. A layer has got the same property set as each other object. The properties of an object are not only determined by its property set but also by the transmitted properties of the layer. The properties of a layer do not alter the properties of an object but the object properties are overlaid. This means that altering the layer properties changes the appearance of the objects. In this connection it is very important to understand that the property set of the object remains unchanged. The technical terminology for this connection is property transmission. In order not to transmit the properties of the layer the objects can refused the transmission by marking the several “Fix”-flags of Shade>Edit Properties. Screen Properties and Output Properties A layer consists of two property sets, one for the screen and another for the output (e.g. printer). Both can be applied to an object, therefore the appearance of an object can be different on each medium. For example if you have a colored screen but only a black and white plotter it would make sense to use two different property sets. Edit Layers The dialog View > Layers > Edit has a list of predefined and user-defined layers.

Figure 3.6: Edit Layers

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If a layer name is selected the description field of Figure 3.6 shows the properties which are transferred to all objects of this layer provided that the transferring is not blocks by the object. Display/Output of the Layer In order to turn on/off the layers the check boxes “Display” and “Output” must be marked/unmarked. The markings apply for the currently selected layer. For a better overview two symbols show if a layer will be displayed/output. The symbol “sun” shows if a layer will be displayed on the screen and the symbol “printer” shows if the layer will be output. Define a new layer A new layer can be defined by clicking on “New”. A dialog appears in which the name of the new layer is entered. In order to create a subfolder edit “Folder\”, e.g. “New Folder\New Layer”. Property Set of the Layer By clicking the button “Screen/Output” the dialog “Edit Screen/Output Properties” appears in which the properties can be edited. A property is only transmitted if the “Transmit”-flag is specified.

To optimize the overview the screen properties can be equated with the output properties. Therefore the check box “Properties for Screen and Output Identical” must be marked and the properties to be retained must be chosen. All changes of the settings are applied by pressing “Activate” or “Close”. 2. Pens The handling of the pens are akin to the layers. A pen has a display and output property set as well. It is important to distinguish that a pen does not transmit any properties. A object takes on the properties of the pen provided that the transferring is not blocks by the object. The pen settings can be adjusted by View > Pens > Edit analogically to the layer settings. A pen cannot transmit its properties. A object assimilates the properties from the pen. Therefore no “Transmit”-flags are needed 3. Pages By assigning objects to specific pages, they will only be visible and printed if the assigned page is currently active. This can e.g. be used to handle different, overlapping drawing frames.

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3.6 Modify Objects The chapter 3.5 outlines how to modify the properties of an object, such as color, pattern etc. The geometrical characteristics of an objects can also be modified, such as size, position etc. This chapter explicates the standard methods using for modifying geometrical characteristics. Please note that the command must be specified before you can identify objects. Find most commands in the menu Shape > Objects: ...Delete This command can be used to delete selected objects and instances from the drawing. ...Modify This command can be used to modify objects and instances directly with the mouse. All basic operations like moving, scaling, rotation and distortion are available. By clicking the symbols on the edge of the object marking, respective commands can be executed. The user get a preview of all operations. By clicking the right mouse button or pressing the ESC key the command will be cancelled.

Figure 3.7: Modify Objects

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...Move / Copy > ... This command can be used to move or copy objects and instances in the drawing. All objects are copied by activating the duplicate function. Extra interesting is the movement that is specified numerically by the “Move/Copy” command “Relative Values”. ...Scale >... This command can be used to scale objects and instances in the drawing (i.e. change their size). ...Rotate >... This command can be used to rotate objects and instances in the drawing. ...Mirror >... This command can be used to mirror objects and instances in the drawing. Among other things the mirroring can be managed at a straight line. ...Distort >... This command can be used to distort objects and instances in the drawing. ...Align >... This command can be used to center objects and instances horizontally on the page. They are moved horizontally so that they are the same distance from the left and right edges of the page. All chosen objects and instances are treated as a single item, i.e. they are all moved by the same amount. his command can be used to center objects and instances horizontally relative to a rectangular frame. They are moved horizontally so that they are the same distance from the left and right edges of the frame. All chosen objects and instances are treated as a single item, i.e. they are all moved by the same amount. This command can be used to align objects and instances horizontally along a straight line. They are moved horizontally so that they end at the given reference line. Each chosen object and instance is treated separately, i.e. is moved by an individual amount. This command can be used to align or center objects and instances related to the page, to a rectangular frame, or a straight line. For centering all chosen objects and instances are treated as a single unit, that is they are all moved by the same amount. For aligning each chosen object and instance is treated separately, i.e. is moved by an individual amount.

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4 Coordinate System, Scale, and Unit 4.1 General The coordinate systems determine the parameters which the program uses to process drawing data mathematically. You can set the coordinate system parameters via a dialog called with the command View > Coordinate Systems > Edit.

Figure 4.1: Edit Coordinate System

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4.2 View The view and the scale of a coordinate system can be adjusted in the left section of the “Edit Coordinate System”.

Figure 4.2: Edit Coordinate System

CAD6 distinguishes between four different views. The coordinate display is chose form the list “Display”. This determines whether the objects should be displayed “normally” or “distorted”. The objects and instances in the drawing are distorted, so that the respective view of an isometric/dimetric representation appears undistorted. These both display methods make a 3D-view possible in a simple way. Furthermore three distinguished views can be related. Cartesian The objects and instances are shown undistorted. The aspect ratios and angles used on

screen are the same as those used for output. Isometric

Dimetric 1 Dimetric 2

The objects and instances in the drawing are distorted, so that the respective view of an isometric/dimetric representation appears undistorted. These both display methods make a 3D-view possible in a simple way. Furthermore three distinguished views can be related.

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It is very helpful to work with several overview windows. Each one can display a different 3D-views.

The rotation angle for the coordinate system can be entered in this edit box „Rotation“. One the most important components of a coordinate system are the scale. The scale determines the ”real” size of an object, i.e. how large a drawn object is supposed to be in the model world.

4.3 Scales, Units, and Dimensions The most important components of a coordinate system are the scale and the units. The scale determines the ”real” size of an object, i.e. how large a drawn object is supposed to be in the model world. Using a scale of 1:20 means that an object whose length is 10 cm on the paper is supposed to have a length of 200 cm in reality. The view of a coordinate system can be adjusted by the dialog “View” (see chapter 4.2). Above all, scales are influencing dimensions, i.e. dimension statements within a drawing. Dimension do always show the ”real” size of an object based on the scale, and not its size on the paper. This is why each dimension is directly linked to a coordinate system, out if which is determines the scaling information. In addition, it uses the desired length and angle units stored in the coordinate system for the dimension. If dimensions are to be linked to a specific coordinate system, this can either be done in advance by means of the Lettering > Dimension Parameters command, or afterwards by means of the Shape > Edit Properties command. The unit of a coordinate system can be adjusted in the right section of the “Edit Coordinate System” dialog. The scale and the units do not only influence dimensions placed in the drawing, but all types of measurement, both during user entry (e.g. numerical input of a length) and during screen output (e.g. the coordinate display in the status window). The user can choose measurement units (e.g. cm instead of mm) by typing the abbreviation for that unit after the figure. You can use this procedure in all dialogs. You can combine different units in the same calculation, e.g. “1 m + 13 cm”.

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4.4 Create a User-Defined Coordinate System By using “New”, the name of a user-defined coordinate system can be edited, which appears the dialog list. After creation the new coordinate system gets the default settings for the scale, unit, etc. of the main program. The steps of chapter 4.1 - 4.3 must be performed.

The name of the coordinate system has not influence on the settings of the coordinate system, i.e. changing the name causes no modification of the scale.

4.5 Several Units Each drawing can have several coordinate systems defined within it. The Figure 4.3 shows two lines of a drawing. Although the dimension of the lines are different, when printing each lines have got a length of 100 mm. The lower line was drawn in another scale (Scale 1:25, mm) as the other one (Scale 1:1, mm). All dimensions are related to the current scale.

Figure 4.3: Dimensions with two different Scales

Changing the coordinate system does not affect already existed dimensions, i.e. the original scale are preserved. If the dimension is to change, the object properties of the dimension must be changed explicitly.

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4.6 Origin The origin of the drawing is the origin of the coordinate system as well. All coordinate entries as well grid setting are related to this point. The origin can be adjusted in the right section of the “Edit Coordinate System” dialog.

Figure 4.4: Edit Coordinate System

The origin can be changed to a predefined position, or can be edited explicitly (see Fehler! Verweisquelle konnte nicht gefunden werden.). By using View > Coordinate Systems > Origin the origin can be edited via left mouse click.

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5 Templates 5.1 Pages Due to the fact that the output of a CAD drawing is mostly more important than the display on the screen, it makes sense to arrange the drawing area in output sections. The arrangement are so-called pages, which format and orientation can be adjusted by user. All objects inside the page are output by the print process. By using View > Pages > Edit the page can be adjusted.

Figure 5.1: Edit Page

It is possible to use more than one page, so that the drawing can be managed page-oriented right from the beginning. Pages have the advantages that the user has an imagination of the position of the objects while drawing. The following example shows a typical application for a drawing with several pages. The run of a street are printed using for pinning on a board. The expense of paper should be as little as possible. Due to the fact that the orientation and position of a page can be adjusted, it is easy to arrange the pages (see Figure 5.2).

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Figure 5.2: Sample for working with several pages

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5.2 User-Defined Templates Drawing depended settings are saved with the drawing data. In order to save or open specific settings the file options can be adjusted. Find the options in the “Save Dialog” or “Open Dialog”. All settings are considered by default. To avoid data leakage only experienced user should change the default settings.

Figure 5.3: File Options

A new drawing is based on a template file, i.e. all settings such as layer definitions and line pattern definition are taken on. A template file is included in delivery of CAD6. This file based on customer preferences. Should this template file not answer the customer purpose, it is possible to create an user-defined template file. By using View > Template > Save as all current settings of a drawing can be saved as a template file. Both objects and instances can be added as well. By using View > Template > Save As Default a user-defined template can be saved as default. Otherwise each creation of a new file provides an opportunity to specify a template, therefore it is possible to manage more than one template.

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6 Surfaces and Curves 6.1 Definition Surface: A surface consists of one or more curves and is closed. i.e. the start point and the end point have the same coordinate. This means not an optical identity, the points must be numerical identical. If a rectangle consists of four lines and it is ensured that all start and endpoint are identical, CAD6 would consider this contour as four independent objects. By using trimming functions it is possible to generate a surface from several contour elements or create a surface object in the first place (e.g. Draw > Polygon > Rectangle). In addition to the contour a surface has got a filling. The filling can consists of both a fill color and a hatching. Curve: A curve consists of several curves. The start point and the endpoint can have the same coordinate but it is not a must. In no case a curve has got a filling.

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6.2 Generate Surface Example: A rectangle is generated from four lines (see chapter 6.1). The initial objects are shown in Figure 6.1. For the sake of a better overview the marking points are displayed.

Figure 6.1: Generate Surface (Sample 1)

By using Trimming > Surface/Curve > Generate Surface all involved objects for the generation can be specified. After choosing the objects, several reference points can be entered, one after another. These points can be entered using the mouse, by clicking anywhere in the drawing. A reference point specified the area that is used for the surface. In the current example the correct reference point is a point somewhere in the middle of the closed area. By right clicking the command are terminated and the surface are generated. The following figure shows the result of a correct input.

Figure 6.2: Result Surface (Sample 1)

Note that all lines which have been involved during the generation process must be deleted to get the result of Figure 6.2. Use the command Shape > Delete Objects and identify all previous selected objects by using “F11” (Previous Identification). The next example illustrates the positioning of the reference points and shows how a reference point affects the surface to be generate.

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The position of a reference point determents how the surface are generated. Each reference point should be positioned next to the contour element that is involved by the generation. Is the reference point positioned outside of the closed contour, the surface is generated related to the surrounding frame of the drawing.

Figure 6.3: Generate Surface (Sample 2)

A last example simply explains the reference point handling. Imagine emptying a can of paint at the reference point. The paint spreads out in all directions until it reaches an object. The result is one area which is covered in paint, and one area which is not. The boundary between these two areas is the outline of the newly-generated surface. A further and often used application is the generation of a single surface based on a combination of several surfaces. The next example shows that kind of entity. The rectangle are created by using Draw > Polygon > Rectangle and the circles by using Draw > Circle > Center - Point on Circle. For a better overview each single surface has been assigned a fill color by changing the object properties.

Figure 6.4: Generate Surface (Sample 3)

CAD6 has got a variety of methods to combine several surfaces to a single surface.

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1st Method: The command Trimming > Surface/Curve > Difference can be used to combine two surfaces. The result is the same as the difference of two surfaces according to the group theory. Choose for the first objects the surrounding surface and for the second object the enclosed object. The status bar shows the expected user input. Retry the command for each single surface. 2nd Method: After choosing the command Trimming > Surface/Curve > Generate Surface, all involved objects have to be identified, inclusive of the surrounding polygon. A reference point must be set on every single surface. The entry can be terminated by clicking the right mouse button. Although it seems that only one object is displayed the source objects are still exiting in the background. Erase these objects by using Shape > Delete Objects and identifying all previous selected objects (“F11”). 3rd Method: The command Trimming > Surface/Curve > Combine Outlines combines the contours of all identified surface to a single surface. Independent of the used method the result is one surface (see Figure 6.5). For a better illustration the surface is filled either.

Figure 6.5: Result Surface (Sample 3)

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6.3 Assemble Surface Unclosed contours can be closed by using Trimming > Surface/Curve > Assemble Surface. This means that the start point of the contour will be connect with the end point by a straight line. The only thing to do is to identify the object and carry out the command by clicking the right mouse button. Figure 6.6 shows an example. A source object is assembled to a surface. Note the directions arrows which depends on the chosen identification point.

Figure 6.6: Assemble Surface

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6.4 Assemble Curve Several curves can be combined to one curve by using Trimming > Surface/Curve > Assemble Curve. Figure 6.7 shows some examples. The numbers indicate the order of the object identification. The order determines the result.

Figure 6.7: Assemble Curve

A curve can be combined by a arbitrary number of single curves. By pressing the right mouse button the entry can be terminated and the command will be carried out.

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7 Libraries 7.1 Basics a. Library: A library is an external file (*.MKL) which is independent from the drawing.

Libraries are organized in a hierarchical structure similar to the file system. b. Block: A block is a collection of objects, such as lines, rectangles, circles, or texts.

Blocks located in a library are called external blocks. Blocks can also be located in a so-called pseudo-library named ”*Internal Blocks”. The pseudo-library ”*Internal Blocks” is not an external file, but it is located in the drawing. Consequently the blocks of the pseudo-library are called internal blocks.

c. Instance: When saving a graphical element as a block, it can frequently be used in

multiple drawings. The main advantage is that these blocks do not have to be part of each drawing, but only a reference to the block, consisting of block name and library name, is stored in the drawing. This reference is called Block Instance. Each instance can be modified in its display parameters like position, scaling, rotation, etc. When drawing a block, the program uses the block and library name to locate the block definition in the library.

d. Attributes and Variables: Blocks can contain multiple attributes. An attribute is not

visible and consists of a attribute name which identifies a specific value. This value can be a text, a number, or a URL. In addition, every instance has implicit attributes (block name, library name, position, etc.) which are always available. A variable is a character string contained in any kind of text. It begins and ends will a ~ character (Ansi 126). In between these two delimiters stands the name of the variable. This name usually corresponds with the name of an attribute of a block or an implicit attribute of a block or object. Example: The block “Resistance” shows the symbol of an electric resistance and the text “~Value~ Ohm”. The block has an attribute “Value”. During the insertion process of the instance, the attribute “Value” can be edited.

e. Transmission: A block instance can transmit its properties to its objects, provided that

the object properties are not fixed. The principle corresponds to the transmission principle of layers and pens (see chapter 3.5).

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The use of blocks is obviously an efficient concept for organizing frequently accessed graphical data. When drawing a block, the program uses the block and library name stored in the instance to locate the block definition in the library. The program then uses the graphical data in the block definition and the display parameters stored in the instance to draw the block. Since normally an instance requires much less storage than the actual block data, this concept dramatically reduces memory consumption. When creating your own libraries, you should consider the advantages and disadvantages of both block types. External libraries can easily be used by several people in different drawings. If, for example, all people in a company use the same libraries located on a central server, this helps to standardize drawings and also makes it easy to update them. Because if you replace a library with an updated version (of course the block names must remain unchanged), this update automatically will have an effect on each drawing which contains instances of blocks of that updated library once the drawing is reloaded. Of course, if you want to pass on your drawing files to another company or a client, you either have to pass on the used library files or you have to convert the external blocks into internal blocks. In general if blocks only need in one drawing it makes more sense to use internal blocks. Otherwise if blocks use in more than one drawing, if more than one user accesses the blocks, or the maintenance should make of a central place external block are recommended.

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Malz++Kassner CAD6 Introduction

7.2 Library Management In order to use a block of a specific library the library must be loaded first by using Library > Library Management.

Figure 7.1: Library Management

Among other things this dialog is used to create new libraries or load existing libraries. All changes are actually carried out by closing the dialog.

All settings are described in detail in the program reference. If the dialog is open the corresponding topic of the reference can be opened by pressing the key “F1”.

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52 Libraries

Malz++Kassner CAD6 Introduction

7.3 Block Operations A. Insert When using Library > Block > Insert, a dialog appears in which the required block can be selected. The block can be either internal or external. The view of the library list is similar to a file manager (e.g. MS Explorer).

Figure 7.2: Insert Block

All settings are described in detail in the program reference. If the dialog is open the corresponding topic of the reference can be opened by pressing the key “F1”.

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Malz++Kassner CAD6 Introduction

B. Create There are two methods to create a new block: 1. Library > Block > Create (Insertion Point) All objects and instances which are to make up the new block are chosen. Click on objects to choose them. After that, an insertion point must be entered using the mouse, by clicking anywhere in the drawing. The insertion point should be placed at a distinct place in the block, e.g. at the end point of a line or the corner point of a rectangle.

Figure 7.3: Create Block

After entering the insertion point, the “Create Block” dialog appears, in which the name of the block to be generated can be entered. For entering the block name, mark the default name “*New Block” and click on the selection again. Now it is possible to enter an arbitrary block name.

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54 Libraries

Malz++Kassner CAD6 Introduction

2. Library > Block > Create (Frame) This command can also be used to create a new block. After selecting the objects and instances which should make up the block, an area which specifies the extent of the block is entered. The area is defined by editing two corner points by clinking anywhere in the drawing. Last the reference point must be entered by clicking on an arbitrary point in the drawing. The insertion point should be placed at a distinct place in the block, e.g. at the end point of a line or the corner point of a rectangle. After entering the Generate Block dialog appears (see above).

All settings are described in detail in the program reference. If the dialog is open the corresponding topic of the reference can be opened by pressing the key “F1”. C. Edit Using Library > Block > Edit, both the hierarchic structure of the library management and the properties and attributes of the blocks can be modified. By selecting the required block/ library name and clicking the right mouse button, a popup menu appears for choosing the desired command. D. Resolve Block Instances Using Library > Block > Resolve Block Instances and identifying an instance, the instance can be resolved. This means that the objects from which the blocks are made up are inser-ted into the drawing instead of the instance. The attributes of the blocks are deleted.