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keys.msg
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1996-11-15
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347 lines
************ IMPLICIT FUNCTIONS OF THE KEYBOARD ************
FLASH! IS A SOPHISTICATED MENU DRIVEN SOFTWARE THAT DOES NOT
REQUIRE KEYBOARD COMMAND ENTRY. TO INCREASE THE SPEED WITH
WHICH DRAWINGS ARE DRAWN SPECIFIC TASKS HAVE BEEN ASSIGNED
TO CERTAIN KEYS.
<end>
FOR EXAMPLE, TO ZOOM UP YOU PRESS KEY "3" AT ANY TIME INDEP-
ENDENT OF THE FUNCTION BEING USED. USING THE NUMERIC KEYPAD
OF THE KEYBOARD, PRESSING "3" IS VERY QUICK AND EFFECTIVE.
SOON YOU WILL LEARN TO KEEP THE LEFT HAND ON THE NUMERIC
KEYPAD PRESSING THE PROPER NUMBER. LET US LOAD A DRAWING
AND DEMONSTRATE THE FUNCTION OF VARIOUS KEYS.
<end>
OK! NOW PRESS "1" TO CALL THE MENU (GROUPS AREA MENU). THE
FUNCTION BAR INDICATES THAT WE ARE IN THE GROUPS AREA.
<end>
PRESSING "." ERASE THE MENU, OR ANY SUBMENUS.
<end>
.
<end>
PRESS "2" TO ZOOM DOWN (THE IMAGE APPEARS SMALLER).
PRESS "3" TO ZOOM UP (THE IMAGE APPEARS LARGER).
<end>
2
<end>
2
<end>
NOW PRESS "3" ON THE NUMERIC KEYPAD TO ZOOM UP.
<end>
3
<end>
3
<end>
3
<end>
AT THE END OF THIS TUTORIAL YOU MAY USE THE COMMAND "MANUAL"
AND STUDY THE ON-LINE-MANUAL & SUBMENU "KEYS" TO LEARN MORE
ABOUT THE FUNCTIONS OF THE KEYBOARD KEYS NOT DISCUSSED HERE.
<end>
PRESSING KEY "5" SWITCHES BETWEEN THE CONSTRUCTION AREA AND
THE GROUPS AREA. THE SHAPE OF THE CURSOR CHANGES FROM A
CROSS TO A SQUARE IN GROUPS AREA. ALSO THE FUNCTION BAR
INDICATES THE CURRENT AREA. LET US PRESS "5" A FEW TIMES.
ALSO NOTICE THE TABLE & CHAIRS IN GROUPS AREA REMAIN SOLID
WHEN FUNCTION BAR INDICATES GROUPS AREA, & DOTTED OTHERWISE.
<end>
5
<end>
5
<end>
5
<end>
KEY "7" ACTIVATES THE ORTHO MODE IN WHICH LINES ARE DRAWN
AT EXACTLY EVERY 45 DEGREES (SEE KEY "7" IN MANUAL). 4 DOTS
AROUND THE CURSOR INDICATE ORTHO IS ON. LET US PRESS "7".
<end>
7
<end>
LET US SEE THE DIFFERENCE IF "7" IS ON VERSUS OFF.
<end>
NOTICE THE HORIZONTAL, VERTICAL, AND 45 DEGREE LINES.
TO TURN OFF ORTHO LET US PRESS "7". THE 4 DOTS AROUND THE
CURSOR DISAPPEAR AND LINES AT ANY ANGLE MAY BE DRAWN.
LET US TURN OFF ORTHO BY PRESSING "7" ON THE NUMERIC KEY PAD.
<end>
7
<end>
*********************** IMPORTANT ***********************
KEY "7" (ORTHO MODE) MUST BE TURNED OFF AS SOON AS IT HAS
SERVED IT'S PURPOSE EACH TIME. KEY "7" TOGGLES ON/OFF.
THIS IS EASY TO FORGET. MAKE AN EXTRA EFFORT TO REMEMBER
TO TURN OFF "7" AFTER USE.
<end>
KEY "9" FORCES THE CURSOR TO CAPTURE INTERSECTIONS, CORNERS,
AND END POINTS OF GEOMETRIC SHAPES. LET US PRESS "9" ON
THE NUMERIC KEYPAD AND ACTIVATE THE CAPTURE, OR HOOKS.
<end>
9
<end>
THE 4 HOOKS SURROUNDING THE CURSOR FORM AN IMAGINARY SQUARE
ZONE. THE HOOKS FORCE CURSOR TO CAPTURE THE POINT NEAREST
TO THE CURSOR'S CENTER EACH TIME THE CURSOR IS ACTIVATED.
THIS POINT IS FORMED BY AN INTERSECTION, A CORNER, OR AN
END POINT OF A LINE.
<end>
WITH THE KEY "9" ON LET US CAPTURE SOME POINTS, THEN WITH
ZOOM WE SHALL INSPECT THE ACCURACY WITH WHICH THOSE POINTS
WERE CAPTURED.
<end>
LOOK AT THE CURRENT POSITION OF THE CURSOR. A RUBBER BANDING
LINE IS ATTACHED TO IT. ALSO A CORNER MADE BY TWO GREEN
LINES IS WITHIN THE IMAGINARY ZONE OF THE HOOKS. WITHOUT
ZOOMING, OR MOVING THE CURSOR LET US ACTIVATE THE CURSOR.
<end>
LET US ZOOM UP USING KEY "3" OF THE NUMERIC KEYPAD TO
SEE THE RESULTS OF THE CAPTURE UP CLOSE.
<end>
THE YELLOW LINE HAS BEEN PRECISELY CONNECTED TO THE CORNER
MADE BY THE TWO GREEN LINES. NOTICE THAT THE WHITE RUBBER
BANDING LINE IS STILL ATTACHED TO THE CURSOR. LET US DEMO-
NSTRATE OTHER EXAMPLES. WATCH CLOSELY AS AN INTERSECTION
IS CAPTURED BY THE CURSOR FIRST ATTACHING THE YELLOW LINE
TO THAT INTERSECTION. NEXT AN END POINT IS CAPTURED.
<end>
*********************** IMPORTANT ***********************
KEY "9" (ORTHO MODE) MUST BE TURNRD OFF AS SOON AS IT HAS
SERVED IT'S PURPOSE EACH TIME. KEY "9" TOGGLES ON/OFF.
THIS IS EASY TO FORGET. MAKE AN EXTRA EFFORT TO REMEMBER
TO TURN OFF "9" AFTER USE.
<end>
TO SEND THE CURSOR TO THE MID POINT OF A LINE PRESS "*"
WHILE KEY "9" (CAPTURE OR HOOKS) IS ON. LET US CHANGE
THE ACTIVE COLOR TO RED AND DEMONSTRATE THE MID POINT
UTILITY.
<end>
TURN ON THE HOOKS (PRESS "9").
<end>
9
<end>
PLACE THE CURSOR ON A LINE AND PRESS "*". WE SHALL SEE THAT
THE RUBBER BANDING LINE (WHITE), ATTACHED TO THE CURSOR,
ATTACHES ITSELF TO THE MID POINT OF THAT LINE.
NOW LET US MOVE THE CURSOR OVER A LINE.
<end>
*
<end>
THE RED LINE IS ATTACHED TO THE MID POINT OF THE YELLOW LINE
LET US TRY THIS FUNCTION AGAIN. WITH HOOKS ON (KEY "9")
MOVING THE CURSOR OVER THE LONGEST YELLOW LINE ON THE SCREEN
SUCH THAT THE IMAGINARY SQUARE FORMED BY THE HOOKS CROSS THE
YELLOW LINE.
<end>
PRESS "*" THEN MOVE CURSOR TO OTHER LINES AND CAPTURE THEIR
MID POINTS.
<end>
LET US TURN OFF THE CAPTURE (HOOKS) BY PRESSING "9".
<end>
KEY "0" DISCONNECTS THE RUBBER BANDING LINE ATTACHED TO THE
CURSOR. PRESS "0" AND WATCH THE WHITE RUBBER BANDING LINE
DISAPPEAR.
<end>
0
<end>
LOOK AT THE CURSOR COORDINATES TO THE RIGHT AND BELOW THE
CURSOR. THEIR VALUES WERE SET TO ZERO WHEN "0" WAS PRESSED
TO DISCONNECT THE RUBBER BANDING LINE. THIS LEADS US TO
DISCUSS ONE OF THE MOST FREQUENTLY USED FEATURES OF FLASH!
FLASH! MEASURES DISTANCES & ANGLES EFFORTLESSLY. DISTANCES
ARE MEASURED IN UNITS INDICATED ON STATUS LINE (METER).
<end>
TO MEASURE A DISTANCE BETWEEN TWO POINTS, MOVE CURSOR TO
THE FIRST POINT AND PRESS "0". THE COORDINATES CURRENTLY
READ X= -0.65 AND Y= -0.15 METERS. PRESS "0".
<end>
0
<end>
THE X & Y COORDINATES ARE SET TO ZERO. MOVE CURSOR TO THE
SECOND POINT AND READ THE X & Y DISTANCES. REMEMBER THAT
THE TOP NUMBER REGISTERS THE HORIZONTAL MOVEMENT OF THE
CURSOR AND THE BOTTOM NUMBER THE VERTICAL.
<end>
THE LENGTH OF THIS LINE IS 1.65 METERS. THE CURSOR WAS NOT
MOVED VERTICALLY, THEREFORE, THE VERTICAL MOVEMENT IS ZERO.
NOW LET US MOVE THE CURSOR BELOW THE FIRST POINT THEREBY
MEASURING THE LENGTH OF THE VERTICAL LINE.
<end>
THE GREEN VERTICAL LINE IS 0.75 METERS LONG. THE MINUS
SIGN INDICATES THE FACT THAT THE CURSOR IS PHYSICALLY BELOW
THE 0,0 POINT. LEFT AND DOWN MOVEMENTS OF CURSOR IS
NEGATIVE, WHILE UP AND RIGHT MOVEMENT OF CURSOR IS POSITIVE.
<end>
WE HAVE MEASURED BOTH HORIZONTAL AND VERTICAL DISTANCES.
NOW LET US MEASURE THE LENGTH OF A LINE AT AN ANGLE AND
THE VALUE OF THAT ANGLE.
<end>
TO MEASURE THE LENGTH AND ANGLE OF THE GREEN LINE LET US
PRESS KEY "F8". THIS CHANGES THE CURSOR READ OUT FROM
CARTESIAN (AKA RECTANGULAR, X & Y) TO POLAR.
<end>
F8
<end>
NOTICE THE LETTER "P" NEXT TO THE LOWER CURSOR COORDINATE.
"P" STANDS FOR POLAR. THE TOP NUMBER REGISTERS THE DIST-
ANCE BETWEEN TWO POINTS, AND THE LOWER NUMBER THE ANGLE
BETWEEN SAME POINTS.
NOW LET US MOVE THE CURSOR TO THE LOWER RIGHT CORNER OF THE
GREEN LINE AND PRESS "0".
<end>
0
<end>
THE COORDINATES ARE SET TO ZERO. NOW MOVE THE CURSOR TO
THE OTHER END OF THE LINE AND READ THE COORDINATES.
<end>
THE LENGTH OF THE LINE (UPPER NUMBER) IS 2.12 METERS, AND
THE ANGLE BETWEEN TO POINTS FROM AN IMAGINARY HORIZONTAL
IS +135 DEGREES IN THE COUNTER CLOCKWISE DIRECTION.
HERE IS A GRAPHIC REPRESENTATION OF THE 135 DEGREES.
<end>
PRESS "F8" AGAIN TO CHANGE THE COORDINATE SYSTEM BACK TO
CARTESIAN (RECTANGULAR).
<end>
F8
<end>
TO MANUALLY ENTER SPECIFIC VALUES FOR CURSOR MOVEMENTS
KEY "F10" IS USED. F10 ALLOWS MOVEMENT OF THE CURSOR FOR A
PRECISE DISTANCE IN ANY DIRECTION.
HERE IS AN EXAMPLE OF A RECTANGLE DRAWN TO SIZE.
<end>
LET US DRAW A RECTANGLE OF FOLLOWING DIMENSIONS: 1.0 METER
HORIZONTALLY (X=1.0) AND 0.5 METER VERTICALLY (Y=0.5).
FIRST ACTIVATE THE CURSOR TO IDENTIFY THE FIRST CORNER OF
THE RECTANGLE BY ACTIVATING CURSOR ANYWHERE ON THE SCREEN.
<end>
NOTICE THAT ACTIVATING THE CURSOR AUTOMATICALLY SETS THE
COORDINATES TO ZERO. NOW LET US MOVE THE CURSOR AND SEE THE
RUBBER BANDING RECTANGLE EMERGE.
<end>
PRESS "F10" AND ENTER VALUES X=1.0 AND Y=0.5.
<end>
F10
<end>
A 1. X .5 METER RECTANGLE IS DRAWN IMMEDIATELY. USING "F10"
THE CURSOR MOVES A SPECIFIC DISTANCE RELATIVE TO THE LAST
POINT AT WHICH THE COORDINATES WERE SET TO ZERO.
<end>
THE OVERVIEW SCREEN DISPLAYS THE IMAGE OF THE ENTIRE DRAWING
AND KEY "F1" UPDATES IT.
<end>
PRESS "F1" TO UPDATE AND SEE THE OVERVIEW SCREEN.
DURING THIS TUTORIAL THE OVERVIEW SCREEN AUTOMATICALLY
DISAPPEARS.
<end>
F1
<end>
LIKE A TOGGLE SWITCH, KEY "6" DISPLAYS THE OVERVIEW SCREEN
AND THE WORK SCREEN. LET US SEE HOW THIS WORKS.
<end>
CURRENTLY WE ARE LOOKING AT THE WORK SCREEN. IF KEY "6" IS
PRESSED THE DISPLAY CHANGES TO THE OVERVIEW SCREEN.
<end>
IN A MOMENT WE SHALL LOOK AT THE OVERVIEW SCREEN. NOTICE
A WHITE RECTANGLE THAT CAN BE MOVED AND PLACED ANYWHERE
ON THE OVERVIEW SCREEN.
<end>
6
<end>
PRESS "6" AND MOVE THE WHITE RECTANGLE TO AN EMPTY PART OF
THE SCREEN SUCH AS THE LOWER LEFT CORNER.
<end>
PRESSING "6" A SECOND TIME DISPLAYS THAT EMPTY PART OF THE
SCREEN ON THE WORK SCREEN.
<end>
6
<end>
NOW THAT WE ARE LOOKING AT AN EMPTY PART OF THE SCREEN LET
US DRAW SOME LINES, THEN UPDATE THE OVERVIEW SCREEN TO SEE
THESE LATEST LINES. REMEMBER "F1" UPDATES THE OVERVIEW.
<end>
NOW LET US PRESS "F1" AND UPDATE THE OVERVIEW SCREEN, THEN
PRESS "6" AFTER PLACING THE WHITE RECTANGLE AT A NEW SPOT
ON THE OVERVIEW SCREEN.
<end>
F1
<end>
THE ON-LINE HELP IS AVAILABLE FOR ALL FUNCTIONS AND IS
ACCESSED BY PRESSING "H" WHILE IN A PARTICULAR FUNCTION.
<end>
PRESSING "ESC" (THE ESCAPE KEY) CLOSES THE ON-LINE MANUAL.
<end>
H
<end>
HERE ARE A COUPLE OF RECTANGLES TO HELP DEMONSTRATE THE
NEXT KEYBOARD FUNCTION. PRESSING "INS" (THE INSERT KEY)
PLACES UP TO 10 WHITE MARKERS ON THE SCREEN. PRESSING
"DEL" (THE DELETE KEY) ERASES THE MARKERS.
MARKERS ARE VERY USEFUL ELEMENTS FOR QUICK ALIGNMENT OF
GEOMETRIC SHAPES. HERE ARE SOME EXAMPLES:
<end>
INS
<end>
INS
<end>
PRESS "DEL" (OR DELETE) TO ERASE THE TWO MARKERS.
<end>
DEL
<end>
MARKERS CREATE TEMPORARY POINTS, CORNERS AND, INTERSECTIONS.
<end>
INSTEAD OF DRAWING LINES TO ALIGN SHAPES ON THE SCREEN,
MARKERS CAN BE PLACED AT THE CURRENT LOCATION OF THE
CURSOR. FOR ACCURACY LET US USE KEY "9" FOR CAPTURE.
<end>
INSTEAD OF THE TWO YELLOW LINES LET US USE 2 MARKERS.
<end>
INS
<end>
INS
<end>
NOW DRAW A RECTANGLE WHOSE SIZE IS : X= -2. Y= -1.
SELECT THE RECTANGLE FUNCTION AND ACTIVATE THE CURSOR AT THE
INTERSECTION OF THE TWO MARKERS. THIS STARTS THE
RECTANGLE.
<end>
PRESS "F10" AND ENTER X= -2. (TWO METERS TO THE LEFT) AND
Y = -1. (ONE METER BELOW).
<end>
NOW LET US ERASE THE MARKERS BY PRESSING "DEL" (DELETE).
<end>
THE YELLOW RECTANGLE IS PERFECTLY ALIGNED WITH THE OTHERS.
<end>
AS YOU RECALL, THERE ARE TWO TABLES ON EACH OF WHICH FLASH!
CAN DRAW AND KEEP RESIDENT AN INDEPENDENT DRAWING.
KEY "F12" VISUALLY, BUT NOT PHYSICALLY, SUPERIMPOSES THE
CONTENTS OF THE TWO TABLES. ON THE STATUS BAR NOTICE THAT
THE CURRENT TABLE IS TV01.
<end>
TO DISPLAY THE OTHER TABLE (WHEN NOT IN ANY FUNCTION) SIMPLY
PRESS "/" ON THE NUMERIC KEYPAD. LET US LOOK AT TV02.
<end>
/
<end>
TV02 IS EMPTY. LET US DRAW A SIMPLE PLAN.
<end>
NOW PRESS "F12" TO SUPERIMPOSE THE IMAGES OF BOTH TABLES.
<end>
F12
<end>
NOTICE THAT THE COLOR OF THE TABLE BUTTON ON THE STATUS LINE
IS CHANGED TO YELLOW INDICATING TABLES ARE SUPERIMPOSED.
<end>
TV21 (ON THE STATUS LINE) INDICATES THAT TV2 IS ACTIVE AND
TV1 IS PASSIVE. IF REVERSED THE STATUS WOULD BE TV12,
MEANING TV1 IS ACTIVE AND TV2 PASSIVE.
TO DEMONSTRATE THE INDEPENDENCE OF TABLES LET US MOVE THE
PLAN ON TV02.
<end>
PRESS "F12" TO TURN OFF SUPERIMPOSED TABLES.
<end>
END OF TUTORIAL 008
<end>