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Teil B The Graphics Editor

B.1 Overview
The Graphics Editor is used to input and modify (i.e. edit) two and
three dimensional graphics elements like points, lines, polygons
etc. The Graphics Editor is employed in several applications, but
the following detailed description of the Graphics Editor is appli-
cation-independent.

This document contains the following chapters:


B.2 Interaction of Application and Graphics Editor (s. 3)
B.3 Screen Elements (s. 6)
Toolbar
Layer buttons
Coordinate fields
Context menus of the graphics display area
The Input context menu
The Modify context menu
The Point Input context menu
B.4 Input of Graphics Objects (s. 44)
Introduction
Point input methods
Polygons
Circles and circular arcs
Dimension lines
Labels
B.5 Modifying Graphics Objects (s. 66)
Introduction
Selection
Working with attributes dialogues
B.6 The Help System (s. 79)
B.7 Options (s. 83)
Input Options
Colours and line types
Automatic save
B.8 Import of DXF Data (s. 94)
B.9 Key Combinations (s. 100)
B.2 Interaction of Application with Gra-
phics Editor

B.2.1 Introduction
The Graphics Editor described here is employed by various ap-
plications to input and modify graphics objects with the corres-
ponding attributes:

Control of
Application

Layer buttons of
Graphic Editor
Active Graphic
Editor Window
Toolbar of
Graphic Editor

Status line
of Application
B.2.2 The application window

B.2.2.1 The control of the application


The control of the application with the menu and button bars is
different from application to application. Normally it does not inc-
lude any functions of the Graphics Editor.

B.2.2.2 The application status line


The application status line, which after first opening the Graphics
Editor also contains its Coordinate Input Fields.

B.2.2.3 The window of the Graphics Editor


With the functions in the menu ’File’ one or more Graphics Editor
windows can be opened. With the functions in the menu ’Win-
dow’ one can change from a working area of the application to
one of the open windows, minimize or maximize the windows,
and arrange in various ways.

B.2.2.4 Toolbar of the Graphics Editor


As soon as the first Graphics Editor window has been opened
there appears on the left side of the application window a Toolbar.
It is common to all open Graphics Editor windows, whereby its
state is adjusted to the current active Graphics Editor window.
The upper buttons for inputting graphics objects are controlled
from inside the application:
 The state of the application decides which buttons are active
and which are not.
 The state of the application decides which specific graphics
objects are created by the buttons, since, e.g., the applica-
tion recognizes several different polygon objects. The but-
tons on the toolbar always look the same - no matter what
the state of the application -, but have different help symbols
on the mouse pointer.
B.2.2.5 The layer buttons
In each opened Graphics Editor window on the right side there
is a zone that can be increased in size with the Layer Buttons for
controlling the visibility of the layers. In most cases the visibility
of the layers is controlled from the application according to its re-
quirements. When printing, however, they are important to be
able to create the individual graphics.
B.3 Screen Elements
Toolbar
Layer buttons
Coordinate fields
Context menus of the graphics area

B.3.1 Introduction
In addition to the left mouse button, with which you can handle
menus, tabsheets and buttons, the right mouse button also
has a very important function: calling the context menus. The
functions of the Graphics Editor for instance are reachable al-
most exclusively via the context menus of the graphics area.
Some important functions are also reachable via the buttons of
the Toolbar. The layer buttons and the title bars of the layer
groups are also furnished with a context menu.

B.3.2 Toolbar
The Graphics Editor inserts a toolbar on the left side of the appli-
cation window. This contains three groups of buttons for the most
important functions of the Graphics Editor:

Input of graphics objects like points, lines, rectangles, poly-


gons etc.
Selection mode (S. 8)
Zoom functions
Undo/Redo function
Settings
Working planes (S. 10)
B.3.2.1 Graphics objects
The upper part of the toolbar of the Graphics Editor contains the
buttons for inputting graphics objects. If one clicks on one of
these buttons, this must remain pressed until the graphics object
has been completely input or the action is cancelled using the
’Esc’ key.
The functions for inputting graphics objects can be called not only
using the toolbar but also using the Context Menu of the Graphics
Area.
Multiple Input If one wants to input sequentially several graphics objects of the
same type, one has to doubleclick on the corresponding button.
After completing the input of a graphics object the function is au-
tomatically restarted and one can input the next graphics object.
With ’Esc’ one can finish the multiple input of graphics objects.
Application- The application that the Graphics Editor uses for the input deci-
dependence des whether the buttons are active or inactive and which specific
graphics objects are created with these buttons. If the application
is, e.g., in the state ’Load Input’, then with the buttons ’Point’ and
’Line’, respectively, point or line loads are input.
B.5.2Starts the input of a point
Starts the input of a line
Starts the input of a rectangle or a parallelogram. For parallel-
ograms one can choose between four different input methods,
by clicking on the small triangle in the bottom right corner of the
button. If one clicks on another part of the button the last used
input type will be used. For all types of rectangle one must always
input two points. The direction of the sides of the parallelogram
corresponds to the current Input Directions of the Graphics Edi-
tor.
Starts the input of a polygon Polygon
Starts the input of a double-line polygon
Starts the input of a Circle or a Circular Arc. One can choose bet-
ween three possible input methods, by clicking on the small trian-
gle in the bottom right corner of the button. If one clicks on an-
other part of the button the last used input type will be used.
Starts the input of a Dimension Line. Dimension lines can only
be input in the Layer Group ’User’. Dimension lines are associa-
tive, i.e. in moving dimensioned objects the associated dimen-
sion lines are adjusted.
Starts the input of a Label. Labels can only be input in the layers
of the Layer Group ’User’.

B.3.2.2 Selection mode


With the button shown on the left you can choose between two
different selection modes. In the normal selection mode - with a
depressed button - only the Construction Points (S. 58) of a gra-
phics object are visible and selectable, if the graphics object itself
is selected (p. 66). With a depressed button the construction
points of the graphics objects are always visible and selectable.
With the button shown on the left using Polygon Selection (p. 69)
graphics objects - in contrast to normal selection with a rectan-
gular window - can be selected.
B.3.2.3 Zoom functions
The middle part of the toolbar of the Graphics Editor contains the
zoom functions. These can be called not only from the toolbar,
but also from the Context Menu of the Graphics Area and using
Key Combinations. Some zoom functions can only be executed
using key combinations together with the mouse.
Redraws the graphics area with all visible Layers. Redrawing
may be necessary after deleting graphics objects or hiding indivi-
dual layers. Key combination: F2
Switches on and off the filling of graphics objects on the screen.
Increases the display size by 20%. The size of the display can
also be increased using the key combination Ctrl+Shift by mo-
ving the mouse to the right with pressed left mouse button. Using
the key combination Ctrl+Shift moves the mouse pointer to the
adjacent button.
Reduces the display by 20%. The size of the display can also be
reduced using the key combination Ctrl+Shift by moving the
mouse to the left with pressed left mouse button. Using the key
combination Ctrl+Shift moves the mouse pointer to the adjacent
button.
Increases the display of a part of the graphics area by choosing
a rectangular part with the mouse (drag with mouse button pres-
sed). Key combination: F4
Undoes the last increase of the display (select rectangular part
with the mouse). Key combination: Shift+F4
Centres the visible graphics objects in the graphics area. Key
combination: F3
Note: Moving the visible part of the graphics can only be done
using the key combination Ctrl+Shift by moving the mouse with
the left button depressed. This moves the mouse pointer to the
adjacent button.

B.3.2.4 Undo / Redo functions


With the Undo function any number of changes to graphics ob-
jects can be undone stepwise. Key combination: Ctrl+Z
With the Redo function changes made using the Undo function
can also be reversed. Key combination: Ctrl+Y

B.3.2.5 Settings
Opens the dialogue with the Input Options of the Graphics Editor.
Switches between 2D and 3D views. In the 3D view additional
buttons appear to manipulate the 3-dimensional graphics object.

B.3.2.6 Working planes


Introduction
In the input and modifying of three-dimensional graphics objects
so-called working planes can be defined. If such a working plane
is activated, one can work within this plane in a two-dimensional
uv-coordinate system. The working planes are independent of
the chosen view, i.e. you can work in an arbitrary 3D view in a
working plane. Graphics objects outside the active working plane
are shown in a light colour and can no longer be selected and mo-
dified. When working in a working plane you have the advantage
that all graphics objects and all construction tools (point input me-
thods) of the two-dimensional input are available.

Graphics object outside the wor−


king plane

Graphics object in the


active working plane

Working plane symbol

Management of working planes


With the button shown on the left you can activate or deactivate
the Working Plane last used.
With the button shown on the left you can open the dialogue for
the management of the Working Planes.
define new working plane
delete marked working plane
modify marked working plane

no working plane active, work in 3D

active working plane

properties common to all working planes

To define a new working plane click after inputting a title on the


button with the red arrow. Then in the graphics area you have to
grab three existing points to define the plane. The local uv-coor-
dinate system is determined as follows:
 With the first point you define the origin of the uv-coordinate
system
 The direction of orientation of the three points defines the vie-
wing direction in the working plane when working in a 2D
view.
 The u-axis is always parallel to the global x-y plane (horizon-
tal)

 The origin of the local uv-coordinate system can be changed


later by moving the working plane symbol. The orientation can
be changed using the Modify context menu of the working plane
symbol.

Modifying the working plane symbols


Each Working Plane defined in the dialogue ’Working Planes’
has an associated graphics object, the so-called working plane
symbol. All working plane symbols are located in their own layer
in the layer group ’Editor’ on the right side of the Graphics Editor
window. Using this layer button you can switch the working plane
symbols on and off.
The working plane symbols are special graphics objects, which
can however be usually selected and modified like normal gra-
phics objects. With a selected working plane symbol you obtain
the following Modify context menu:

activate working plane,


work in a 2D view
activate working plane,
work in a 3D view
deactivate working plane
change the orientation of the local
uv−coordinate system of the working
plane .

The functions Move, Duplicate, Cut, Delete and Copy are the
same as with normal graphics objects contained in the context
menu.
Doppelklick The entry written in bold letters in the Modify context menu is ex-
ecuted when you click twice with the left mouse button on the
working plane symbol. The pre-set values are ’Activate Plane in
3D’ and ’Deactivate Planes’, respectively.
When duplicating and pasting a working plane symbol the title
of the original working plane a consecutive two digit number is
appended.
working planes created by duplicating the
working plane symbols ’Plane’
B.3.2.7 Projection control
The buttons for the projection control are only visible if the 3D-
Button (S. 10) is depressed.
Parallel perspective
The projection shows how the points of the graphics objects are
displayed on the output medium (screen, printer, clipboard, me-
Point perspective tafile etc.).
For plotting 3D graphics objects a parallel perspective, a point
Eccentric perspective
perspective or an eccentric perspective can be chosen. One
can switch from one to the other using the buttons shown on the
left.
In the following the terms vertical and horizontal are often used.
By vertical directions parallel to the global z-direction are meant
and by horizontal directions in planes parallel to the global xy-
plane.

Parallel perspective

plane of picture

projection
direction frame of picture

Z
Y

Z
Y
X

The structure is depicted by parallel rays in the freely selectable


projection direction projected onto the plane of the ’picture’ that
lies normal to it. The rectangular frame of the picture (=border of
the output medium) is placed automatically such that a vector
points vertically upwards in the global z-direction in the picture.
If the projection direction coincides with the global z-direction,
then the picture frame can be arbitrarily rotated.
In this way we force vertical lines of the graphics objects also to
be represented vertically on the output medium, and the ability
of an object to rotate arbitrarily, as is usual for instance in CAD
systems in mechanical engineering, is deliberately restricted.

Point perspective
The following figure shows the representation of the point per-
spective and defines the terms used for this purpose:

camera axis
S P
v v
B

fictitious camera

É
R P: projection point = object
location of observer

É
P v
v: projection direction
S
B: plane of figure
P R: figure frame = picture
d
screen border
S: object centre
Picture of an object with the
d: distance P-S
fictitious camera
To get a better understanding of the control parameters for per-
spective drawing we imagine a fictitious camera, as sketched in
the above figure. The points of intersection of the rays fromall ob-
ject points P with the plane of the picture produce the picture. If
one moves the camera another picture is obtained.
Both the picture plane and the picture area of the camera are rec-
tangular. The freedom of movement of the camera is restricted
to the extent that the bottom edge of this rectangle is always hori-
zontal (indeterminate in the case of a vertical projection direc-
tion). Thus this is of importance because the picture frame, which
is represented by the border of the screen, is always parallel to
the camera rectangle.
P

ÉÉ É
ÉÉ
ÉÉ v
P
É v
S

Variation of the Variation of the distance of


projection direction the observer to the object

Eccentric perspective
In general in the case of perspective architectural drawings it is
usual that vertical lines of a structure are also shown vertically on
the drawing. Keeping to this rule is also strongly recommended
here. It is fulfilled if the projection direction is left as horizontal.
By means of a corresponding camera eccentricity (see below)
the viewing point on the structure can be changed in the height.

É
P v

É S

An eccentric camera position results if the camera axis does not


pass through the centre of the object. A vertical eccentricity is
above all of importance in obtaining a higher or lower viewing
point, keeping a horizontal projection direction. Horizontal ec-
centricities are hardly of significance. Instead of them one would
normally perform a horizontal rotation of the projection direction.
The buttons for projection control
The projection direction is changed in such a way that the struc-
ture rotates itself in the figure about an axis in the global z-direc-
tion in the sense of the right hand rule. The steepness of the pro-
jection direction with respect to a horizontal plane remains un-
changed.
As above, but with a rotation in the opposite direction.
The steepness of the projection direction , i.e. its angle with re-
spect to the horizontal, is changed. The observer views from furt-
her up on the structure. For the eccentric perspective the vertical
camera eccentricity is changed.
As above, but with a reversed sign.
If you keep the above four buttons depressed for a longer time,
the projection direction changes until you release the button. The
rotation angle of an individual step can be influenced using the
input field shown.
The projection direction can also be rotated using the key combi-
nation Ctrl+Alt by moving the mouse with a depressed left mouse
button. By using the key combination Ctrl+Alt the mouse pointer
changes to the curved arrow shown on the left. A horizontal mo-
vement of the mouse pointer causes a rotation about a vertical
axis, and a vertical movement of the mouse pointer causes a ro-
tation about a horizontal axis.
To reduce the distance between the observer and the object. The
shorter this distance the stronger are the effects of the point per-
spective, while an increasing distance gradually leads to a paral-
lel perspective. This button is not active for the parallel perspec-
tive.
To increase the distance between the observer and the object.
This button is not active for the parallel perspective.
Projektion in the x-, y- and z-directions, respectively, (with rever-
sed sign, if simultaneously the <Shift>key is pressed).
After changing the projection direction with the above three but-
tons, with this button you can go back to the last general projec-
tion direction.
With this button you can open the management of views. There
you can save your own views under any name and use them
again later. Views contained in brackets cannot be deleted or mo-
dified. By double-clicking on an entry in the list, you can import
the settings for this view into the Graphics Editor.

Saves the current projection settings in the marked


view
Creates a new view

The marked view is deleted

The marked view can be modified (e.g. change of title)

Button to switch the rendering on and off (photo realistic repre-


sentation) of the graphics objects. Is not available in all applica-
tions.
This button opens the dialogue with the rendering properties.
B.3.3 Layer buttons
Introduction
Layer groups
Layer group ’User’
Layer buttons

B.3.3.1 Introduction
On the right side of the Graphics Editor window are the applica-
tion-specific layer buttons. The applications structure their gra-
phics objects in layer groups, layers and sublayers.
One can visualize one layer as a transparent sheet on which the
graphics objects contained in the layer are drawn. The individual
sheets are now removed, laid one on top of each other in the se-
quence in which the layer is activated or are removed when swit-
ching off.
By clicking on the layer buttons the visibility of individual layers
can be controlled. By means of the context menus of Layer
Groups and Layer Buttons one can control other attributes, e.g.
the selectability of layers.
The width of the area needed by the layer but-
tons can be changed using the separator (i.e.
separation bar) placed between the graphics
area and the the layer buttons.

B.3.3.2 Layer groups


The layer groups are identified by a title at the top and have at
the bottom a separator with which one can vary the height of the
layer group. Both the title as also the parts of the layer group not
occupied by the layer buttons have a context menu with the func-
tions of the layer group:

Close
Allows one to close (c.f. minimize) the layer group so that only
its title is visible. This is useful if one cannot see the layer groups
below due to having very many layer buttons or with a small
screen resolution. One can also limit the space requirements of
just one layer group by moving the separator at the bottom of the
layer group. An open layer group can also be closed by double-
clicking on its title.

Size adjustment
This adjusts the size of a layer group so that all layer buttons con-
tained in it are displayed. One can also adjust the size require-
ments of a layer group by moving the separator at the bottom of
the layer group. By doubleclicking on the title the size of a closed
layer group can also be adjusted.

All layers visible


Opens all the layers of a group. The visibility of individual layers
can be controlled using the layer buttons.

All layers invisible


Closes all group layers. The visibility of individual layers can be
controlled using the layer buttons.
New layer
This function is not available for all layer groups. It permits a new
layer to be created within a layer group. The layers created in this
way are numbered sequentially by the computer program and
can be given a title.

Labels visible/ invisible


The labels of graphics objects are switched on and off in all layers
of the group. Using the context menu of the layer buttons you can
also control the labelling of the individual layers.

B.3.3.3 The layer group ’User’


The layer group ’User’ can be customized to ones own specific
needs. A new layer can be created in this layer group and layers
no longer required can be deleted. In order to insert dimensions,
labels and other graphics objects in this layer, one has to activate
a Layer with the Layer context menu. To do this move the mouse
pointer to the corresponding layer button and press the right
mouse button. Then choose in the context menu shown lower left
the item ’Active’. To create a new layer use the menu shown lo-
wer right in the context menu of the layer group.
Active
By activating this item the corresponding layer becomes active
as also the buttons of the toolbar for inputting graphics objects.

Delete contents
The contents of this layer are deleted, but not the layer itself.
There is no Undo operation for this function.

Delete
Deletes the layer and all its graphics objects. There is no Undo
for this function.

B.3.3.4 Layer buttons


The layer buttons are used mainly for activating and deactivating
the individual layers. In the context menu of each button there are
other useful functions. The scope of the context menu may be
different for some layers of the application from the context menu
shown below.

Visible
This menu item is only included in the context menu for the sake
of completeness, since the visibility of the layer directly above the
button can be controlled.
Grabbable
If this menu item is not active then the graphics objects of this
layer, even for activated snap points and snap lines, can no lon-
ger be grabbed. This menu item, however, is normally active.

Selectability
If this menu item is not active the graphics objects of this layer
cannot be selected any more, yet may still be visible and grabba-
ble. This menu item however is normally active. See also Select.

Labels visible
The labels of graphics objects of this layer can be switched on
and off.

Exclusively visible
On activating this menu item only the graphics objects of this
layer are still visible, and all other layers remain invisible, until the
function is deactivated. The function can be helpful temporarily
if one only wants to see objects from a particular layer, without
having to close all other layers.

Exclusively selectable
On activating this menu item only the graphics objects of this
layer are selectable, and all other layers remain unselectable un-
til the function is deactivated. The function can be helpful tempo-
rarily if one only wants to select using a window objects from a
particular layer, without having to select objects from other
layers. See also Select.

Select
Selects all graphics objects of the layer. See also Select.

Deselect
Deselects all graphics objects of the layer. See also Select.
Sublayer visibility
This menu item only appears if the layer contains several sub-
layers. Shown is a list of all sublayers in which one can choose
which sublayers should be visible.

Sublayer selectability
This menu item only appears if the layer contains several sub-
layers. A list of all sublayers is shown, in which you can choose
which sublayer should be selectable.
B.3.4 Coordinate fields
The coordinate fields of the Graphics Editor are located in the
Status line, at the bottom of the application.
The input fields serve, on the one hand, to display the coordina-
tes when moving the mouse pointer in the graphics area and, on
the other, to input coordinates, angles and distances.

Coordinate fields

When inputting values in the coodinate fields it should be noted


that this is done using the Input Key and not the tabulator as for
input fields in dialogue windows.
The number of the coordinate fields and their labelling is adjusted
by the Graphics Editor depending on the requirements. Thus,
e.g., with relative point input in the 3D mode there are three coor-
dinate fields with the labels dx, dy and dz.

See also:
Point Input Methods
B.3.5 Context menus of the graphics area
The graphics area has three different context menus, which can
be called by pressing the right mouse button in the graphics area:
Input context menu
Modify context menu
Point Input context menu
Which of the three context menus is shown on pressing the right
mouse button depends on the state of the Graphics Editor:
The Input context menu is shown if no graphics objects are selec-
ted, and the Modify context menu is shown if at least one gra-
phics object is selected. The Point Input context menu is only
shown if one is in a Point Input Method on inputting a graphics
object.

B.3.6 The Input context menu


In the following the individual functions of the displayed Input
context menu are described. This context menu only appears
when one clicks on the right mouse button in the graphics area
and no graphics object has been selected. If there are selected
graphics objects and the Modify context menu appears, choose
in it the function ’Deselect’, and click the right mouse button once
more.
Input Graphics Objects

B.3.6.1 Input graphics objects


With the upper group of functions in the Input context menu one
starts the input of graphics objects. These functions are also con-
tained in the Toolbar of the Graphics Editor. Depending on the ap-
plication and its state not all functions are always available to in-
put graphics objects. In addition, the graphics objects to be input
are usually not simply drawing elements but actual objects like,
e.g., recesses or loads, which are then listed as such in the con-
text menu:
If for dimensioning, labelling or extending a drawing or for auxi-
liary construction lines one has activated a layer from the Layer
Group ’User’, the upper part of the Input context menu contains
the functions to create the standard drawing objects of the Gra-
phics Editor:

B.3.6.2 Activating the labelling layer


With this function one can activate a layer of Layer Group ’User’,
in order to be able to create Standard Drawing Objects.

B.3.6.3 Paste

Introduction
With this function the graphics objects in the clipboard of Win-
dows are pasted in the figure. This function is only active if there
are graphics objects in the clipboard, which were stored there by
this Graphics Editor using the functions copy or cut of the Modify
Context Menu (S. 32). Other graphics formats of the clipboard
are not read.
The graphics objects in the clipboard know their ’original layer’
and are normally - independent of the layer that is currently ac-
tive - pasted again in this layer. The applications for their specific
graphics objects can define exceptions: e.g. loads from a particu-
lar layer (Load Case) can be pasted into another layer.
Changing graphics object types
With the function ’Paste’ you can convert the graphics objects to
be pasted in the clipboard into another graphics object type and
paste them in their layer. For example you can change a line from
an imported DXF Layer into an application-specific line load.
Only graphics object types of the same kind can be converted,
i.e. line to line, polygon to polygon, etc..
Short description:
1. Select the graphics objects to be converted
2. With the function ’Copy’ copy the graphics objects to
the clipboard
3. Open the property dialogue of the graphics object type
that is to be created
4. In the dialogue define the desired properties
5. Select the function ’Paste’
On pasting - provided graphics objects are converted - a war-
ning is issued, in order to avoid inadvertent conversion. Graphics
objects, which, depending on the object type, cannot be conver-
ted, are pasted to their ’original layer’.

B.3.6.4 Export
With the function ’Export’ / ’Clipboard’ you can copy the current
contents of the graphics area or a part of it into the clipboard of
Windows. Thus you can paste the graphics into another applica-
tion - e.g. into a word processor.
In contrast to the function ’Copy’ in the Modify Context Menu des-
cribed below, here we do not have to select any graphics objects.
Depending on the Cubus application it is possible that some gra-
phics objects from results cannot be selected. Such graphics can
only be transferred to other aplications using the function ’Export’
/ ’Clipboard’ described here.
As an alternative to exporting graphics to other applications, with
the function ’Export’ files in WMF, EMF or DXF format can also
be created.
The menu ’Export’ is also available in the File menu of the Menu
bar.

B.3.6.5 Select all


With this function one selects the graphics objects of all visible
and selectable layers of all layer groups. One can activate this
Ctrl+A function with the key combination Ctrl+A. By means of the con-
text menu of the Layer Buttons one also has the possibility of se-
lecting all graphics objects of a single layer. See also Select.

B.3.6.6 Grabbing

’Grabbing’ is the Graphics Editor function which permits one to


place new graphics objects exactly on existing graphics objects
or snap to the points of a regular grid. These options are descri-
bed in detail in the dialogue window Input Options.

B.3.6.7 Input options


With this menu one can open the dialogue window Input Options.
One can also do this, however, using the button of the Toolbar
shown on the left.
B.3.6.8 Coordinates, distances
With the menu item ’Coordinates’ one can open the dialogue win-
dow shown below. With this one can inspect the coordinates of
input points or the distance and the direction between two given
points.
After opening the dialogue window the Graphics Editor - as may
be seen from the help text on the mouse pointer - is in the ’Coor-
dinates Inspection Mode’. Thus, straightaway one can choose
the first point in the graphics area in order to display its coordina-
tes.
One can close the ’Coordinates Inspection Mode’ at any time
using the key Esc and open it again using the button with the red
mouse pointer.
If using the dialogue window one requires a particular coordinate,
distance and direction for an input, one can copy the contents of
the corresponding input field via its context menu into the clipbo-
ard and insert at the required place.
B.3.7 The Modify context menu
Modifying graphics objects is carried out basically as follows:
First select the graphics objects to be modified and then by pres-
sing the right mouse button within the graphics area call the Mo-
dify context menu and choose there the desired function.
The contents of the Modify context menu depend on the selected
graphics objects. Only those menu items are active, which are
admissible for all selected graphics objects or are meaningful.
The menu items in the top three sections of the context menu are
general functions and the menu items that follow are added by
the selected graphics objects.
In the following only the general functions of the Modify context
menu are described. The special functions of the individual gra-
phics objects are described in Modifying Graphics Objects.

object-dependent functions
B.3.7.1 Attributes
By means of the menu item ’Attributes’ of the Modify context
menu one opens the attributes dialogue of the selected graphics
objects. If one has selected graphics objects with different attri-
butes dialogues, this menu item is not active.

B.3.7.2 Move
Short description:
 select graphics objects
 choose ’Move’ in the Modify context menu
 choose Move Point with the left mouse button
 place Move Point with point input methods
With the menu item ’Move’ of the Modify context menu one can
move a single selected graphics object or several selected gra-
phics objects together as a group.
If one has only selected a single point object, one can place it di-
rectly in a new location with the usual Point Input Methods. Both
with higher graphics objects like lines, rectangles and polygons
and with several selected graphics objects, before moving one
Move Point chooses the so-called Move Point with the mouse. Then the
Move Point is placed to the new location - and with it all selected
graphics objects - with the usual Point Input Methods.

A D

C B

Observe the mouse pointer symbol on choosing the Move Point


and press the left mouse button only when the mouse pointer
symbol ’Grab Point’ is shown. Otherwise, a warning signal is gi-
ven and one has to repeat the choice. In addition to the mouse
pointer symbol ’Grab Point’ a small square is shown at the loca-
tion of the grabbed point. This is useful, above all with graphics
objects having several points lying close together.
In the above example A and B are the construction points and
Anchor points C and D support points of the rectangle. The graphics objects of
the applications can have additional support points, which can be
used as Move Points.
For the choice of the Move Point one has the following three pos-
sibilities:
 a selected point object
 a construction point of a selected graphics object
 a handle of a selected graphics object

B.3.7.3 Moving labels#1


In the case of graphics objects, which are labelled with additional
text, with this function you can move the label. After using the
function ’Move Label’ not the graphics object is selected, but the
construction point of the label.
Also with the normal function ’Move’ described above you can
move a label to another position. To do this you first have to select
the labelled graphics object and then the construction point of the
label and then move the latter.
Construction points of the
graphics object
Construction point of the label
B.3.7.4 Rotating
Short description:
 select graphics objects (S. 66)
 select ’Rotate’ in the Modify context menu
 define the Rotation Point (2D) or the Rotation Axis (3D) with
1 or. 2 points, respectively. To input the points you can use
the normal Point Input Methods.
 type in the rotation angle in the Status line and finish using
Enter (positive value = anticlockwise)
With the menu entry ’Rotate’ in the Modify context menu you can
rotate selected graphics objects to rotate a point or an axis of ro-
tation. If you rotate a copy of the selected graphics objects and
you want to keep the original graphics objects, then when selec-
ting the function ’Rotate’ in the context menu you have to keep
the Shift-key depressed.

B.3.7.5 Mirroring
Short description:
 select graphics objects
 in the Modify context menu choose ’Mirror’
 choose a mirroring axis with the left mouse button
 define the mirroring axis (2D) and the mirroring plane (3D)
with 2 and 3 points, respectively. To input the points you can
use the normal Point Input Methods.
With the menu item ’Mirror’ in the Modify context menu you can
mirror selected graphics objects about an axis or about a plane.
If you want to rotate a copy of the selected graphics objects and
keep the original graphics objects, then in selecting the function
’Mirror’ in the context menu you have to keep the Shift-key de-
pressed.
B.3.7.6 Stretching
Short description:
 select (S. 66) points of graphics object
 select ’Stretch’ in the Modify context menu
 determine affinity plane or affinity axis
 select point to be displaced
 move displacement point using the usual Point Input me-
thods
With the menu item ’Stretch’ in the Modify context menu you can
stretch a series of graphics objects. Therefore not the graphic
objects but their construction points must be selected. It is
a question of an affine transformation, which is defined by the in-
put of an affinity plane (3D) or an affinity axis (2D) and a stretch
vector as follows:
 The stretch vector sets the displacement of an arbitrary point
and defines in this way the displacement direction and the
displacement ratio. The latter is the same as the quotient
P0Pe/P0P, where P0 is the intersection of the straight lines
P,Pe with the affinity plane (see Fig. 1).
 Each selected point moves in the displacement direction de-
fined above and with a displacement ratio according to its di-
stance from the affinity plane (measured along the displace-
ment direction).
 Points in the affinity plane are not displaced.
 The starting point of the displacement vector may not lie in
the affinity plane.
Affinity Displacement
plane vector
Pe

P0

Points selected
to be displaced

Fig. 1 Stretching of graphics objects

B.3.7.7 Duplicate
With ’Duplicate’ in the Modify context menu you can duplicate an
individual, select (S. 66) graphics object or a whole group of se-
lected graphics objects. The dialogue window ’Duplicate’ con-
tains several tabsheets, with which you can duplicate in different
ways. The three ways ’Move’, ’Rotate’ und ’Fill’ are described be-
low.

In all duplication variants you have the possibility, already during


the input, in the dialogue to display a preview of the duplicate.
Use the function ’Centre’ in the toolbar of the Graphics Editor, if
in the preview you do not want to see all duplicates. The duplica-
tes are created when you close the dialogue with the ’OK’ button.

Duplicating in the Move tabsheet:


With this duplication variant you can either set the displacement
vector between the duplicates or - for non-uniform spacing - the
displacement vector and the spacings.
D3

D2

D1

O
d If the above option field is active, you can set the number of dupli-
dy cates as well as the displacement vector {dx,dy,dz} between the
d
dx individual duplications using the input felds or take it from the gra-
d phics area, by inputting two points.
D3

D2
D1
If the above option field is active, you can create duplicates with
non-uniform spacing. Input the desired spacings, separated by
O a blank. Multiple spacings with the same spacing can be defined
d3
dy d2
by placing the number and the ’*’ character before them. The vec-
tor {dx,dy,dz} to be input defines here only the direction, its length
dx d1 being of no significance.
By clicking on the button shown on the left you can input the vec-
tor between the duplicates with the Graphics Editor: The start
and end points of the vector are input using the usual Point Input
Methods.

Duplicate in the Rotate tabsheet


In this duplicate variant you can in addition to the displacement
vector between the duplicates also set an angle of rotation df
between the duplicates. In this way the graphics objects to be du-
plicated, always with reference to their original position, are firstly
displaced and then rotated.
Both the displacement vector and the rotation point (2D) or the
rotation axis (3D) can be defined using the input fields or using
the Graphics Editor with the button shown on the left, whereby
the usual Point Input Methods are used (grabbing, absolute, rela-
tive etc.).

Duplicate in the Fill tabsheet:


In this duplicate variant the position of the first duplicate (Point
B) and of the last duplicate (Point C) as well as the total number
of duplicates have to be defined. To ensure that the position of
the duplicate is defined exactly, firstly a reference point has to be
determined on it or on the original object (Point A) (see following
example).

With the button shown on the left you start the input of the points
A, B and C, whereby the usual Point Input Methods are used (see
following example).
With the first two control fields in the tabsheet ’Fill’ one can define
whether a duplicate should be created at the start point (B) and
at the end point (C). The points A and B - depending on the case
under consideration - can also coincide. In this case it is highly
unlikely that at the start point one wants to create a duplicate or
delete the original.

B C

A Preview of the duplicates (grey)

Object to be duplicated

B.3.7.8 To the front / to the back


With the two menu items ’To the Front’ and ’To the Back’ in the
modify context menu one can change the order of drawing selec-
ted graphics objects within the same Sublayer. This may be ne-
cessary if a larger filled graphics object covers a smaller one. In
this case select the larger graphics object and choose the menu
item ’To the Back’.

B.3.7.9 Cut
With the menu item ’Cut’ in the Modify context menu one can
move selected graphics objects to the clipboard. One can also
execute the function using the key combination Ctrl+X.
In contrast to the function ’Delete’ one can reinsert graphics ob-
jects removed with ’Cut’ using the function ’Paste’ - possibly into
another layer.
Besides the Graphics Editor format the graphics objects can also
be saved to the clipboard in the WMF format and can therefore
also be exported to other applications.

B.3.7.10 Delete
With the menu item ’Delete’ in the Modify context menu one can
delete selected graphics objects. One can also execute the func-
tion using the Delete key.
In contrast to the function ’Cut’ deleted graphics objects are not
saved in the clipboard. One can however, at any time, restore de-
leted graphics objects with the function ’Undo’.

B.3.7.11 Copy
With the menu item ’Copy’ in the Modify context menu one can
copy selected graphics objects to the clipboard. One can also ex-
ecute the function using the key combination Ctrl+C.
One can restore the graphics objects from the clipboard with the
function ’Paste’ - possibly into another layer.
Besides the Graphics Editor format the graphics objects can also
be saved to the clipboard in the WMF format and can therefore
also be exported to other applications.

B.3.7.12 Deselect
With the menu item ’Deselect’ in the Modify context menu one
can cancel the selection of all selected graphics objects. The
Graphics Editor also executes this function when one clicks with
the left mouse button on an empty spot in the graphics area wi-
thout pressing Shift.
This can be useful if one wants to call the Input Context Menu,
which however is not shown because there are still selected gra-
phics objects.
B.3.7.13 Modify selection
With this menu item ’Modify Selection’ in the Modify context
menu one obtains a list of all selected graphics objects:

This list can be useful in various situations:


 to check a performed selection
 to deselect the unwanted graphics objects after a performed
selection.
In the 1st column of the list are the names of the selected objects
and in the columns 2-4 are the Layer Groups, Layers and Sub-
layers, in which the graphics objects are to be found. The column
width can be changed using the separator in the title line.
In this dialogue window one can mark one or more rows (graphics
objects) and select or deselect them with the existing buttons.
Here selecting signifies that only the marked graphics objects re-
main selected and all unmarked ones deselected. Deselected
means that all marked graphics objects are deselected. The se-
lection and deselection is carried out immediately with every click
on the button and the list is updated.
Several individual rows are marked keeping the Ctrl key depres-
sed. With a depressed Shift key one can mark a whole range of
rows, by marking the first and last rows of the range.

B.3.8 The Point Input context menu


The Point Input context menu appears during the input of gra-
phics objects, provided one is in the Point Input Method ’Free’
and one presses the right mouse button in the graphics area.
With this context menu one can change the point input me-
thod. By typing the underlined letter in the context menu one can
also change the point input method by means of the keyboard.

With the last menu item in the Point Input context menu one can
call the dialogue window Input Options and change there, e.g.,
the direction of the input coordinate axes or the origin of the coor-
dinates.
B.4 Input of Graphics Objects
Introduction
Point Input methods
Grafics objects
Polygons
Circles and circular arcs
Dimension lines
Labelling

B.4.1 Introduction
Graphics objects are points, lines, rectangles, polygons, dimen-
sion lines, texts etc.. In the input of a graphics object one starts
either with the buttons of the Toolbar of the Graphics Editor or
using the Input context menu of the graphics area.
Context menu In order to display the Input context menu, move the mouse poin-
ter into the graphics area and press the right mouse button. The
Input context menu only appears if no graphics objects have
been selected.
If the context menu for the Input of graphics objects does not ap-
pear, but instead that for Modifying graphics objects, then one or
more graphics objects have been selected. In this case use the
menu item ’Deselect’ in this context menu and press again the
right mouse button to show the correct context menu.

Toolbar
Context Menu
The basic operation in the input of graphics objects is the input
of points. Thereby one can choose between different Point Input
Methods like ’absolute’, ’relative’, ’normal’ etc.. The two or more
points which one inputs to create a line, a rectangle or a polygon
remain visible as small squares and can subsequently be modi-
fied.
Mouse pointer In the input of graphics objects, besides the help text which
help text shows what sort of graphics object one is inputting, it is shown
which Point Input Method was chosen and which action the Gra-
phics Editor expects one to take:

In the above example one sees which point of a rectangle was


input and that the point input method ’relative’ is being used. Next
one must choose the reference point for relative input using the
mouse and afterwards type in the numerical value.
Abort An incomplete input of a graphics object can be aborted at any
time using the Esc key. In the input of a graphics object, which
involves several steps, using the Esc key one always gets back
to the previous step.
B.4.2 Point input methods
Free
Absolute
Relative
Polar
Middle
Point of intersection
Normal
X-direction
Y-direction
Point input on
auxiliary help line

B.4.2.1 Introduction
If during the input of a graphics object a point has to be input there
are three ways of proceeding. One can, e.g., locate it with the
mouse or type in its coordinates. Below the different point input
methods are described.
At the start of each point input one is in the point input method
’Free’. Then either by means of the context menu of the graphics
area shown below or using the keyboard one can change to one
of the point input methods also described below and then exit this
using the Esc key. When using the keyboard to change, type in
the letter underlined in the context menu.
Instead of ’x’ and ’y’ there may also be ’u’ and ’v’, if you have acti-
vated a Working Plane (p. 10).

B.4.2.2 Point input method ’Free’


With the point input method ’Free’ one can create a point at the
position of the mouse pointer by pressing the left mouse but-
Coordinates ton.When moving the mouse pointer in the graphics area one can
read the current coordinates of the mouse pointer in the coordi-
nate fields of the Graphics Editor and with the coordinate rulers
at the bottom and on the left side of the Graphics Editor. The
coordinate fields are located in the Status line of the application.

x-coordinate axes
mouse pointer with help text

coordinate rulers
coordinate fields

Grabbing When moving the mouse pointer in the graphics area its appea-
rance changes if it is within the grabbing distance (hot zone) of
an existing graphics object or of a grid point:

normal mouse pointer

point grabbed

line grabbed

grid point grabbed

If the mouse pointer takes on one of the above three forms, the
point to be input is placed exactly on the grabbed graphics object
or the grid point by pressing the left mouse button.
Besides the actual Construction Points graphics objects can
contain additional so-called Handles, which they can grab in the
input of new graphics objects with the point input method ’Free’.
The different grab modes can be activated and deactivated in the
dialogue ’Input Options’, in the Input Context Menu and by
means of the Keyboard. In the same dialogue one can also confi-
gure the grid and the grab radius.

See also:
Input of graphics objects
Point input methods, overview
B.4.2.3 Point input method ’Absolute’
With the point input method ’Absolute’ one can input a point with
the x, y and z components of its coordinates. Alternatively, the
individual components can be input using the keyboard or using
the mouse using existing points in the graphics area. Use the
Context Menu of the graphics area, type in ’A’ or begin by typing
in the x component, in order to enter this point input method. With
the Esc key one can exit the point input method ’Absolute’ and
reenter the point input method ’Free’.
Coordinate fields The coordinate fields in the Status line of the application do not
have to be activated by clicking with the mouse. On changing to
the point input method ’Absolute’ the first coordinate field is auto-
matically activated. On finishing the input of a component with
the Input key the next coordinate field is activated or the point
input is closed. With the Esc key one gets back to the input of the
previous component or back to the point input method ’Free’.
Instead of inputting coordinates using the keyboard, one can also
pick up the individual or all components of a coordinate of existing
Grab points on the graphics area using the mouse. If one moves the
mouse pointer over the graphics area over an existing point, on
the mouse pointer there appears the symbol ’Grab Point’ and the
x, y or z component of this point is copied to the active coordinate
field. If the mouse pointer symbol ’Grab Point’ is shown one can
confirm that the component has been copied by pressing the left
mouse button. Using the Esc key one gets back to the input of
the previous component or back to the point input method ’Free’.

See also:
Example
Input of graphics objects
Point input methods, overview

Example of point input ’Absolute’


One has already input 3 points of a polygon and wants to input
the point C with the x coordinate of A and the y coordinate of B.
 Type ’A’, in order to change to the point input method ’Abso-
lute’.
 Move the mouse pointer near to the point A until the vertical
help line is shown and then press the left mouse button.
 Move the mouse pointer near to the point B until the horizon-
tal help line is shown and then press the left mouse button.

B.4.2.4 Point input method ’Relative’


With the point input method ’Relative’ one can input a new point
relative to an existing point. Use the Context Menu of the gra-
phics area or type an ’R’, in order to change to this point input me-
thod.
First with the left mouse button one chooses an existing point in
the graphics area, from which the input should be carried out (Re-
lative Point). This point is marked by a red triangular symbol (Re-
lative Symbol). Then input dx, dy and if needed dz. Always end
the input of the individual components with the Input key. With
the Esc key one goes back to the input of the previous compo-
nent or back to the point input method ’Free’.
In choosing a Relative Point one must ensure that the left mouse
button in not pressed until the mouse point is placed sufficiently
close to the point to be chosen and the adjacent mouse point
symbol appears. Otherwise a warning signal is given and one
must repeat the choice.
y For two dimensional input the components dx and dy are measu-
red in the possibly rotated Input Coordinate System of the Gra-
phics Editor.
x
In special situations (see Example) one can move the Relative
Point between the input of the individual components, by choo-
sing another point in the graphics area using the left mouse but-
ton.

See also:
Example
Input of graphics objects
Point input methods, overview

Example of point input ’Relative’


One has already input 3 points of a polygon and wants to input
the point C, which lies 2m to the right of B at the level of A.
 Type ’R’, to change to the point input method ’Relative’.
 Choose the point B as Relative Point and type 2 for dx and
press the Input key.
 Choose the point A as a new Relative Point and press the In-
put key (dy=0 does not need to be typed in, since the default
values of dx, dy and dz are always 0).

A C

B.4.2.5 Point input method ’Polar’


With the point input method ’Polar’ one can input - starting from
an existing point - a new point in polar coordinates, i.e. with a di-
rection and a distance. Use the Context Menu of the graphics
area or type ’P’, in order to change to this point input method.
1. Reference point
Firstly, choose using the left mouse button a point in the graphics
area, from which the input should be carried out (Reference
Point). This point is marked by a red triangular symbol (Relative
Symbol).

2. Direction
y Secondly, type in the direction and close with the Input key or
grab the direction of an existing line. When grabbing move the
mouse pointer onto the line, so that the mouse pointer symbol
w ’Grab LIne’ is shown. Together with the mouse pointer symbol
x ’Grab Line’ a help line is drawn through the reference point. Then
press the left mouse button.

3. Distance
Thirdly, input the distance from the reference point to the new
point and close with the Input key or place the point at an arbitrary
place on the help line. This is analogous to the previous proce-
dure with the point input methods ’Normal’, ’X-direction’ and
’Y-direction’ and is described under Point Input on a Help Line.
With the Esc key, depending on the state, one goes back to the
input of the direction or back to the point input method ’Free’.

See also:
Example
Input of graphics objects
Point input methods, overview

Example of point input ’Polar’


One has already input the points A and B of a polygon and wants
to input the next polygon side parallel to an existing line (D- E).
The end point C also lies on an existing line (E- F) .
 Type ’P’, in order to change to the point input method ’Polar’.
 The Relative Symbol should already be placed at point B,
since the last input point is automatically the reference point.
Otherwise, choose the point B as reference point.
 Instead of typing in the direction w, choose the line (D- E). A
help line appears through the reference point with the direc-
tion w, as soon as the mouse pointer is sufficiently close to
the line (see figure below).
F
1. Help line
C

A B
E

Input field for the distance

Input field for the direction


 Move the mouse pointer onto the line (E- F). If it is sufficiently
close to the line a second help line appears and the black tri-
angular symbol appears at the intersection of the two help li-
nes (see figure below).
 Choose the line (E- F). The polygon point C is introduced at
the intersection of the help lines.
 Close the polygon input by choosing the last polygon point
(C).
F

2. Help line

B.4.2.6 Point input method ’Middle’


With the point input method ’Middle’ one can input a point at the
point midway between two existing points. Use the Context
Menu of the graphics area or type ’M’, in order to change to this
point input method.

Choose in succession two existing points. After having chosen


the first point this is marked by a red triangular symbol. If one now
moves the mouse pointer over another point there appears in the
middle between this and the marked point a black triangular sym-
bol. The new point is introduced here, provided one chooses the
point beneath the mouse pointer.

In choosing a Middle Point one must ensure that the left mouse
button is not pressed until the mouse point is placed sufficiently
close to the point to be chosen and the adjacent mouse point
symbol appears. Otherwise, a warning signal is given and one
must repeat the choice.

See also:
Input of graphics objects
Point input methods, overview
B.4.2.7 Point input method ’Intersection’
With the point input method ’Intersection’ one can input a point
at the intersection of two existing lines or their extensions. Use
the Context Menu of the graphics area or type ’S’, in order to
change to this point input method.
Choose in succession two existing lines. If one moves the mouse
pointer over a line, a first help line appears, running over the
whole graphics area. After the choice of the first line its help line
continues to exist. On moving the mouse pointer over the second
line a second help line appears. In the point of intersection of the
two help lines a black triangular symbol is displayed. The new
point is introduced at this location, provided one chooses the line
beneath the mouse pointer.
In choosing a line one must ensure that the left mouse button is
not pressed until the mouse point is placed sufficiently close to
the line to be chosen and the adjacent mouse point symbol ap-
pears. Otherwise, a warning signal is given and one must repeat
the choice.

See also:
Input of graphics objects
Point input methods, overview

B.4.2.8 Point input method ’Normal’


With the point input method ’Normal’ (perpendicular) one can in-
put a line or the side of a polygon normal to any existing line. This
method cannot be used for the first point of a line or of a polygon.
Use the Context Menu of the graphics area or type ’L’, in order
to change to this point input method.
Firstly, choose the line normal to which the line or polygon side
is to be input or the move direction is to be normal. A normal help
line, which aids this choice, is displayed over the whole graphics
area.
Then place on the previously defined help line the end point of
the line or polygon side to be input or the Move Point. This is ana-
logous to the procedure with the point input methods ’Polar’,
’X-direction’ and ’Y-direction’ and is described under Point Input
on a Help Line.
In grabbing a point or a line one must ensure that the left mouse
button is not pressed until the mouse pointer is placed sufficiently
close to the desired point or line, respectively, and that the adja-
cent mouse pointer symbol appears. Otherwise, a warning signal
is given and one must repeat the choice..

See also:
Input of graphics objects
Point input methods, overview

B.4.2.9 Point input method X-direction


With the point input method ’X-direction’ one can input a point
with the same x-coordinate as the point input of the same gra-
phics object immediately beforehand. The x-direction thereby
corresponds to the x-axis of the Input Coordinate System of the
Graphics Editor and not the global x-axis. For the first point of
a graphics object this method cannot be used. Use instead the
Context Menu of the graphics area or type in ’X’, in order to
change to this point input method. Afterwards the procedure is
the same as for the point input methods ’Polar’ and ’Normal’ and
is described under Point Input on a Help Line. The point input me-
thod ’X-direction’ is a simplified variant of the point input method
’Polar’, by which one can also freely choose between the refe-
rence point and the direction.

See also:
Input of graphics objects
Point input methods, overview

B.4.2.10 Point input method Y-Direction


Analogous to the point input method ’X-direction’. Use instead
the Context Menu of the graphics area or type in ’Y’, in order to
change to this point input method.
See also:
Input of graphics objects
Point input methods, overview

B.4.2.11 Point input on a Help Line


With the point input methods ’Polar’, ’Normal’, ’X-direction’ and
’Y-direction’ as well as the input of circular arcs a point must be
placed using the mouse on a previously defined help line. Alt-
hough the mouse pointer can move freely over the whole gra-
phics area, on pressing the left mouse button the point is introdu-
ced at the black triangular marker on the help line.
 If one chooses an existing point, the position of the marker
is given by the normal projection of the coordinates of this
point onto the help line.
 If one chooses an existing line, the position of the marker is
given by the intersection of this line and the help line.
 In all cases the position of the marker is given by the normal
projection of the mouse pointer position onto the help line.
The position of the black triangular marker is continually adjusted
when one moves the mouse pointer. Therefore, it may happen
that the marker jumps and then stays still again or even disap-
pears from the graphics area. The marker is situated always ex-
actly in the position at which the point would be introduced by
pressing on the left mouse button. If, e.g., the mouse pointer mo-
ves along a line, the marker stays at the intersection of this line
with the help line. But as soon as one leaves the Grab Range, the
marker moves. The same is also true for the grab range of a
point.
Ensure when choosing a point or a line that the left mouse button
is not pressed until the mouse point is precisely over the point to
be chosen or it is over the desired line and the adjacent mouse
pointer symbols appear. In choosing a line - as long as it is within
the grab range - in addition a second help line appears. If the two
help lines do not intersect within the graphics area, one does not
see the black triangular marker.
B.4.3 Graphics objects
Introduction
Construction points
Handles

B.4.3.1 Introduction
With the Graphics Editor the following graphics objects can be
input and modified:
 Points
 Lines
 Rectangles and parallelograms
 Polygons
 Double line polygons
 Circles and circular arcs
 Dimension lines
 Texts
The input of the complicated graphics objects is described in the
following chapters. All graphics objects are defined by the input
of one or more so-called ’Construction Points’ (p. B.4.3.2). In ad-
dition to these construction points from the graphics objects so-
called ’Handles’ (p. 58) can be made available. A rectangle for
example always has two construction points and at least two ad-
ditional handles:
construction points
handles

selected rectangle with visible


construction points
not selected rectangle
Drawing the graphics objects, the position and number of con-
struction points and the additional handles is application-inde -
pendent: i.e. a column is input as a point, displayed as a rectan-
gle and has 8 additional handles in the corners and in the axis
points.

B.4.3.2 Construction points


The graphics objects are defined by the input of one or more con-
struction points. These are only visible if the graphics object is
selected (S. 66) (see above figure). With a selected graphics ob-
ject you can select its construction points and then modify (move,
delete, etc.). The position and number of construction points is
independent of object and application.

B.4.3.3 Handles
Handles of graphics objects are useful when moving existing and
in the input of new graphics objects. The handles however can-
not be selected and modified. The position and the number of
handles depends on the application.

When moving
When Moving (p. 33) a graphics object or a group of graphics ob-
jects the first step is to choose a displacement point and in a se-
cond step to place this at the new position. In the choice of the
displacement point besides the construction points the handles
of the graphics objects to be moved are available.

When inputting
In the input of new graphics objects with the normal Point Input
Methods (S. 46) besides construction points also the handles
can be used as an input aid: when Grabbing points, when Picking
components of coordinates etc..
B.4.4 Polygons

B.4.4.1 Start input


The input of a polygon is started using the adjacent button or
using the Context Menu of the graphics area. Polygons are crea-
ted by the successive input of points, whereby the Point Input
Method may vary from point to point.

B.4.4.2 Correction
With the Esc key one can delete the input polygon points in re-
verse order, without having to abort the polygon input. This is
very useful if inadvertantly one places a polygon point incorrectly.
Of course one can carry out the correction after completing the
polygon input by moving the incorrectly placed point.
The Undo function cannot be used during the polygon input to de-
lete a mistake with a point. If it is used after completing the poly-
gon input it serves to delete the whole input polygon.

B.4.4.3 Completion
The polygon input is completed as follows: In order to create a
closed polygon, input a point again at the start of the polygon.
The polygon input is then automatically closed. In order to com-
plete the input of an open polygon, one has to input the last point
twice. Ensure that the option “Grab Point” is activated and that
the adjacentmouse pointer symbol is displayed, when one inputs
the point to complete the polygon input.
You can also end the polygon input using the keyboard with the
Q-key or using the context menu:
See also:
Input of graphics objects
Point input methods, overview

B.4.5 Circles and circular arcs

B.4.5.1 Introduction
In the input of circular arcs three different input methods are avai-
lable. In the toolbar of the Graphics Editor always only the last
used input method is shown in a button. One can, however, use
another input method by clicking on the small triangle in the right
bottom corner of the button and then choose the desired input
method. After completion of the input, the circular arcs are con-
verted to a polygon with a freely choosable degree of subdivision.
Circular arc defined by 3 points
Circular arc defined by 2 points and centre of circle
Full circle defined by centre of circle and a point on the circum-
ference
One can also start the input of circular arcs using the Context
Menu of the graphics area.

B.4.5.2 Circular arc defined by 3 points


One can input the 3 points necessary for the definition of the
circle with the usual Point Input Methods ’Free’, ’Absolute’, ’Rela-
tive’ etc..
1. Input the start point of the circular arc. A blue square
marks the input point.
2. Input the end point of the circular arc. A second blue
square marks the input point. To aid the input of a 3rd
point an auxiliary help circle appears.

3. Input a 3rd point to define the circle.

4. Select one of the two possible circular arcs, by moving


the mouse pointer into the corresponding segment of
the circle and press the left mouse button. The seg−
ment in which the mouse pointer is currently located
is displayed hatched.

5. Choose the degree of subdivision for converting the


circular arc to a polygon. At the start point of the circu−
lar arc a red triangular symbol is displayed. The di−
stance of the mouse pointer from this symbol corres−
ponds to the side length of the polygon to be created.
When one moves the mouse pointer in the direction of
the symbol the side length of the polygon gets shorter.
In addition, in the mouse pointer help text the number
of polygon sides is displayed.
B.4.5.3 Circular arc defined by 2 points and
centre of circle
The points needed for the definition of the circle can be input with
the usual Point Input Methods ’Free’, ’Absolute’, ’Relative’ etc..
1. Input the start point of the circular arc. A blue square
marks the input point.
2. Input the end point of the circular arc. A second blue
square marks the input point. To aid the input of the
centre of the circle an auxiliary help circle and a help
line appear.

3. Either input the centre of the circle on the help line


with the mouse or type in the desired radius in order
to define the circle. The input of the centre of the circle
with the mouse corresponds to the Point Input on a
Help Line. On moving the mouse pointer one can read
the actual radius in the input field in the Status line .
4. Select one of the two possible circular arcs, by moving
the mouse pointer into the corresponding segment of
the circle and press the left mouse button. The seg−
ment in which the mouse pointer is currently located
is displayed hatched.
5. Choose the degree of subdivision for converting the
circular arc to a polygon. At the start point of the circu−
lar arc a red triangular symbol is displayed. The di−
stance of the mouse pointer from this symbol corres−
ponds to the side length of the polygon to be created.
When one moves the mouse pointer in the direction of
the symbol the side length of the polygon gets shorter.
In addition, in the mouse pointer help text the number
of polygon sides is displayed.

B.4.5.4 Circular arcs defined by centre of


circle and a point on the circumference
The points needed for the definition of the circle can be input with
the usual Point Input Methods ’Free’, ’Absolute’, ’Relative’ etc..
1. Input the centre of the circle. A blue square marks the
input point.

2. Input a point on the circumference. pIf one wants to


specify the radius of the circle, one can do it using the
point input methods ’Relative’ or ’Polar’ starting from
the centre of the circle.
3. Choose the degree of subdivision for converting the
circular arc to a polygon. At the start point of the circu−
lar arc a red triangular symbol is displayed. The di−
stance of the mouse pointer from this symbol corres−
ponds to the side length of the polygon to be created.
When one moves the mouse pointer in the direction of
the symbol the side length of the polygon gets shorter.
In addition, in the mouse pointer help text the number
of polygon sides is displayed.

B.4.6 Dimension lines


The input of a dimension line is started using the adjacent button.
For this button to be active one has to activate a layer of the layer
group ’User’ using the Layer context menu. A dimension line is
input as follows:
 Click on the button ’Dimension Line’.
 Define the direction of the dimension line, either by choosing
an existing line with the mouse or by typing in an ’x’ or a ’y’
from the keyboard. A help line with the chosen direction is
displayed.
 Position the help line with the mouse.
 With the mouse choose in succession all points that have to
be dimensioned. The sequence in choosing the points is
unimportant. Ensure that when selecting the points the left
mouse button is not pressed until the adjacent mouse pointer
symbol ’Grab Point’ appears.
 Close the input of the dimension line with the ’Esc’ key.
With the Modify context menu one can move the dimension line
afterwards or add it to points to be dimensioned or delete it.

B.4.7 Labels
The input of the labels is started with the adjacent button. For this
button to be active one has to activate a layer of the layer group
’User’. One can do this either with the function e in the Layer con-
text menu or using the function ’Activate Layer Label’ in the Input
context menu of the graphics area. A label is input as follows:
 Click on the button ’Text’.
 An attributes dialogue window appears, in which one can in-
put text oneself and display the attributes.
 Click on Paste and place the label object in the graphics area
using the usual Point Input Methods.
B.5 Modifying Graphics Objects
Introduction
Selection
Working with attributes dialogues

B.5.1 Introduction
The method of working with the Graphics Editor is object-orien-
ted, i.e. one always first selects the graphics objects to be modi-
fied and then the Graphics Editor provides a context menu, which
only contains those functions which are possible for the chosen
graphics objects.
Selection is generally with the left mouse button. With subse-
quent pressing of the right mouse button within the graphics area
the Modify Context Menu appears, in which one can choose the
desired function.

B.5.2 Selection
Introduction
Select individual graphics objects
Select with a window
Select with a polygon
Select with the context menus
Select with the keyboard
Select using search criteria
Modify selection
Cancel selection

B.5.2.1 Introduction
Selection means choosing one or more graphics objects for a
subsequent action. Selected graphics objects are displayed in
the same colour. The pre-setting for this colour is red. For gra-
phics objects to be selectable at all, their layer must be selecta-
ble. Graphics objects that cannot be selected however can still
be grabbable (S. 30).
The selectability of graphics objects is controlled from application
to application: thus e.g. in the input of graphics objects in a speci-
fic layer all other layers are set to non-selectable. The selection
and modifying of graphics objects of the specific layer is thus sim-
plified.

Selection mode
With the button shown on the left you can choose between two
different selection modes. In the normal selection mode - when
the button is not depressed - the Construction Points’
(p. B.4.3.2) of a graphics object only are visible and selectable,
if the graphics object itself is selected. For example, to be able
to select an end point of a line, first the line must be selected,
whereby its two end points are displayed as small squares and
thus are also selectable.
With a depressed button the Construction Points’ (p. B.4.3.2) of
the graphics objects are always visible and selectable.

Exclusive selection
Exclusive selection: without Shift key. All graphics objects al-
ready selected are automatically deselected.

Additive selection
Additive selection: with pressed Shift key. The newly selected
graphics objects are added to those already selected and al-
ready selected graphics objects are delected by a repeated se-
lection.

Preselection
In order to simplify selection, the Graphics Editor offers the possi-
bility of activating two different preselection modes:
 Preselected Graphics Objects: graphics objects, for which
the mouse pointer is within the grabbing range, are displayed
in the preselected colour.
 Preselect Hint: If the mouse pointer is within the grab range
of a graphics object, information on this graphics object is
shown at the mouse pointer.

 If you only want to modify a single graphics object, you do not


need to select it first using the left mouse button and then acti-
vate with the right mouse button. With the right mouse button
you can directly open the context menu if the graphics object
is preselected.

B.5.2.2 Select individual graphics objects


Move the mouse pointer to the selected graphics object and
press the left mouse button. Selection is actually performed on
releasing the mouse button.
When selecting, in order to allow one not to have to place the
mouse pointer exactly over the graphics objects, these usually
have a grab region or hot zone (grab radius, grab range), which
is effectively a few pixels more than its dimensions. The size of
the Grab Radius can be changed in the dialogue Input Options.

B.5.2.3 Select using a Window


In order to select several graphics objects at once, by dragging
with the left mouse button pressed one can produce a rectangu-
lar window. If the preselection mode ’Preselected Graphics Ob-
jects’ has been activated, one can already see when producing
the selection window which graphics objects are selected on re-
leasing the mouse button. As in the selection of individual ob-
jects, one can also select with a window exclusively and additi-
vely.

Window from left to right


On dragging from left to right those graphics objects are selected
which lie completely within the selection window.

Window from right to left


On dragging from right to left those graphics objects are selected
which lie partially or completely within the selection window.
B.5.2.4 Select with a polygon
With the button shown on the left you can select graphics objects
using a polygon. After clicking on this button by clicking with the
left mouse button in the graphics area you can draw a polygon.
There are three different ways of doing this: an open polygon, a
closed polygon in the clockwise direction and a closed polygon
in the anti-clockwise dirction.
3 3

4 2

5 1
2 2 1 4 5

Open polygon: Closed polygon in Closed polygon in anti−


All graphics objects are clockwise direction: clockwise direction:
selected which are inter− All graphics objects are All graphics objects are se−
sected by the polygon selected which lie com− lected which lie completely
line. pletely within the poly− or partially within the poly−
gon. gon.
When inputting the polygon using the Esc-key the last point to
be input can be deleted again. The polygon input can be finished
by inputting again the first or the last polygon point.

B.5.2.5 Select with the context menus


The Input context menu of the graphics area contains the func-
tion ’Select All’ and the context menu of the layer buttons con-
tains the menu ’Select’. In the same context menu there is also
for selecting purposes the useful function ’Exclusively Selecta-
ble’.

B.5.2.6 Select with the keyboard


With the key combination Ctrl+A one selects all Visible and Se-
lectable graphics objects.
B.5.2.7 Seleting by means of search criteria
Property dialogues may, at the bottom of the dialogue, contain
the button shown on the left, with which you can select graphics
objects using Search Criteria (p. 78).

B.5.2.8 Modify selection


The Modify context menu of the graphics area includes the func-
tion ’Modify Selection’, with which all selected graphics objects
are listed in a dialogue window.

B.5.2.9 Cancel selection


Cancelling a selection is called ’deselecting’. This function is con-
tained in the Modify Context Menu of the graphics area. One can
also deselect by clicking with the left mouse button on an empty
part of the graphics area without pressing Shift.
B.5.3 Working with attributes dialogues
Introduction
Contents and position
Opening the attributes dialogue
Closing the attributes dialogue
Inspecting the attributes
Different attribute values
Modify attributes
Introduce new graphics objects
Save and fetch dialogue default values
Range of values of input fields
Invalid input values
Select graphics objects using search criteria

B.5.3.1 Introduction
The attributes dialogues required for the input or modification of
graphics objects are described in detail in the individual applica-
tions, which use the Graphics Editor. The functionality and the
use of the attributes dialogues, however, is largely application-
independent.

B.5.3.2 Contents and position


The contents of an open attributes dialogue are continuously ad-
justed to the selected graphics objects. Since each graphics ob-
ject type has its specific attributes dialogue, an open attributes
dialogue only responds to ’its own’ graphics objects.
One can freely move the attributes dialogues around the screen
even during the selection of graphics objects. For small screen
resolutions this can be useful, since the attributes dialogue co-
vers a part of the graphics area.
On closing an attributes dialogue both its position and also its
contents are saved. If one reopens the attributes dialogue it ap-
pears in the same position and if no graphics objects are selected
its contents correspond to the last input attributes.
B.5.3.3 Opening the attributes dialogues
The attributes dialogues can be opened in three different ways:
 By doubleclicking on a graphics object. The first click selects
the graphics object and the second one opens the attributes
dialogue.
 Select the graphics objects whose attributes one wants to in-
spect, press the right mouse button and choose in the Modify
Context Menu the function ’Attributes’.
 Open the attributes dialogue using the button in the control
field of the Application.
Usually only one attributes dialogue is open. Open a new attribu-
tes dialogue of another graphics object type and the already
open attributes dialogue is automatically closed.

B.5.3.4 Closing the attributes dialogues


The attributes dialogues can be closed as follows:
 using the button ’Close’ in the title line of the attributes dialo-
gue
 by opening another attributes dialogue
 with the Esc key
 with the key combination Alt+F4
In the last two cases the attributes dialogue has to be the active
window of the application.
On closing an attributes dialogue messages can be shown in a
dialogue:
 If one has modified an input field before closing, but has not
yet left it and if the input value is either outside the Admissible
Values for this field or is Invalid.
 If one has modified the attributes dialogue, but has neither
used ’Use’ nor ’Insert’, the dialogue shown below appears.
Thus one avoids forgetting to save the changes to the selec-
ted graphics objects in the attributes dialogue.

B.5.3.5 Inspect attributes


With an open attributes dialogue one can freely Select in the gra-
phics area. As soon as the selection of a graphics object causes
changes relevant for the attributes dialogue, the contents of the
attributes dialogue are adjusted. Relevant are those graphics ob-
jects, whose attributes dialogue agrees with the opened attribu-
tes dialogue.

The attributes dialogues contain, besides the attribute values,


the following additional information:
 In the title line one sees the graphics object type to which the
attributes dialogue responds.
 On the button ’use’ one sees in brackets the number of rele-
vant selected graphics objects.
 From the Display of the option, control and input fields one
sees if the relevant selected graphics objects have different
attribute values.

B.5.3.6 Different attribute values


If the relevant selected graphics objects have different attribute
values then the corresponding control element in the attributes
dialogue has an undefined value and is also displayed in a spe-
cial way:
 Option fields are displayed in grey instead of in black letters
and none of the option fields is activated.
 Control fields have a grey instead of a black background.
 Input fields contain ’***’.

B.5.3.7 Change attributes


One can change the attribute values of the selected graphics ob-
jects by overwriting with changed attribute values of the attribu-
tes dialogue, by clicking on the button ’Apply’. The button ’Apply’
is only active if at least one graphics object has been selected
and the attributes dialogue has been changed.
Control elements with an Undefined Value, however, do not over-
write the corresponding attribute value of the selected graphics
objects, i.e. the different values of the graphics objects remain
the same for these attributes.
If one modifies the attributes dialogue, the word ’modified’ ap-
pears in its title, the changed control elements are displayed in
blue letters and the button ’Use’ becomes active. If one reverses
the changes, the letters of the corresponding control elements
become black again. The word ’modified’ only disappears if the
attributes dialogue returns to its initial state.

If by mistake one has changed a control element having an unde-


fined value, one cannot reset it to its previously undefined value.
In this case one has to leave the attributes dialogue using the but-
ton ’Close’ in the title line and open it again.

B.5.3.8 Paste new graphics objects


With the button ’Paste’ in the attributes dialogue one can start the
input of a new graphics object. One can also start the input, ho-
wever, using the Toolbar or the Input Context Menu of the Gra-
phics Editor. If one has to input several identical graphics objects
then advantageously one uses the multiple input feature of the
toolbar.
The attributes set in the attributes dialogue are used to create the
new graphics objects. The attributes dialogue, therefore, may
not contain any Undefined or Invalid values or values Violating
the Range of Values. If this is the case a dialogue appears with
an error message.
B.5.3.9 Dialogue default values
Using the menu ’Options’/’Dialogue Settings’ one can save the
current settings of an attributes dialogue and fetch them again
later. The dialogue settings are saved in the tabsheet Database
of ’Windows’ under their user names within the current applica-
tion. The functions to save and fetch dialogue default values can
also be called with the key combinations Ctrl+F9 or Ctrl+F10.

B.5.3.10 Range of values of input fields


The input fields can have an unlimited range of values. If one vio-
lates this range of values during input, on exiting the input field
or on closing the attributes dialogue an error message is given:

The error message gives information on the admissible range of


values of the input fields. The name of the input field is - in inver-
ted commas - likewise contained in the error message. Note
whether the given limits are contained in the range of values ( <=
) and not ( < ).
B.5.3.11 Invalid input values
The input fields allow the input of a text, an integer or a decimal
number. The last two types of input field check the validity of the
input when the input field is exited or on closing the attributes dia-
logue and produce if necessary an error message:

The name of the input field is shown in inverted commas followed


by the input value.
B.5.3.12 Selection using search criteria
Property dialogues can contain at the bottom the button on the
left with which you can select graphics objects based on search
criteria. When clicking on this button all input, option and control
fields are set to an undefined state. In this state the input fields
contain three stars and the options and control fields are dis-
played in a light grey colour:

The dialogue is ready to input the search criteria. If you change


the input, options or control fields, it loses its undefined state and
is considered as part of the search criterion. Changed fields can-
not be reset selectively to the undefined state again, since this
is only possible for the whole dialogue by deactivating and reacti-
vating the search function.
After defining the search criteria you can start the search using
the button shown on the left. If graphics objects are found they
are selected. On the use button of the property dialogue behind
the word ’Use’ you can see in brackets the number of the selec-
ted graphics objects.
The method of selection using search criteria described here is
always an additional selection, i.e. graphics objects already se-
lected remain selected.
B.6 The Help System

B.6.1 Introduction
The help system uses the document viewing program World-
View, to view help documents. With WorldView one can view
whole collections of documents, search for words or sentences
and provide the documents with comments.

B.6.2 Viewing help documents


There are many ways of starting WorldView from the Cubus
application, in order to show help documents:
 Context-sensitive help using the key F1: move the mouse
pointer over the element (button, input field, popup menu
etc.), for which help is needed and press the key F1.
 In the property dialogues, usually bottom right there is a but-
ton with a question mark. By clicking on this button you obtain
either directly a help document or a small dialogue with up to
three buttons to select the following topics:

- help on the active property dialogue


- working with property dialogues
- help on the use of the Help system

 In the menu ’Help’ of the application several help documents


are listed. If one chooses one of these items the correspon-
ding document is shown.

B.6.3 Navigating in document collections


If one has opened the document viewing program WorldView
with one of the above methods, then one has the possibility of
navigating in the available document collections.
Hypertext links
Accessing documents
Full text search in a document collection

B.6.3.1 Hypertext links


The documents contain so-called hypertext links, by means of
which one can conveniently navigate the whole document collec-
tion. By clicking on the hypertext buttons with the left mouse but-
ton one can jump to another page in the current document or to
a page in another document in the same collection. The following
hypertext buttons are available:
 Small blue squares at the beginning of a line, mostly for lists
and lists of contents
 Blue, underlined Words in the text
 Blue arrows pointing to the right , mostly for the des-
cription of dialogues and menus
 Blue arrows pointing upwards on the right side beside
the section titles. Using these hypertext buttons one jumps
to the beginning of the current chapter.

 With the button in the button bar of WorldView one can


go back through all previous hypertext links in reverse order,
i.e. one can go back to previously shown pages. One can
also execute the function ’Back’ using the key combination
Ctrl+Z.
B.6.3.2 Accessing documents
Click on the button shown on the left or use the menu ’File’ /
’Open Collection’ and mark the desired collection in the dialogue
window ’Open Collection’:

Then click on ’OK’, to open the collection window, which allows


one to access the documents contained in the collection.
B.6.3.3 Full text search in document collec-
tions
Open - as described in the section ’Accessing Documents’ - the
collection window of the desired document collection. In the lo-
wer part of this dialogue window one has the possibility of giving
search definitions, in order to search the whole collection for this
particular text. The documents in which the search was success-
ful are listed in the collection window. Open a document and jump
with the help of the buttons, shown alongside on the left in the
button bar of WorldView from one found item to another.
In order to carry out a new search, click on the buttons shown on
the left.

B.6.4 Help on WorldView


Use the menu ’Help’ in in the menu bar of WorldView to obtain
a detailed description of WorldView.
B.7 Options

B.7.1 Input options

B.7.1.1 Introduction
The input options of the Graphics Editor comprise the three
areas:
Coordinate system
Grabbing graphics objects during input
Preselect
and are summarized in a dialogue. Open by means of the Input
Context Menu of the graphics area or the Toolbar of the Graphics
Editor. One can leave the dialogue open during the input of gra-
phics objects, in order to change quickly to the input coordinate
system or the grab mode.
B.7.1.2 The tabsheet ’Coordinates’

Introduction
The Graphics Editor distinguishes between two different coordi-
nate systems, the global coordinate system and the local input
coordinate system. The graphics objects are defined basically in
the global coordinate system. The input of graphics objects, ho-
wever, is done in the local input cordinate system. With the tabs-
heet ’Coordinates’ of the menu window ’Input Options’ one can
configure the input coordinate system. At the beginning the two
coordinate systems are identical.
Origin
In the zone ’Origin’ of the tabsheet ’Coordinates’ one can define
the position of the input coordinate system with respect to the
global coordinate system. Using the button shown on the left one
can also grab the position of the origin of an existing graphics ob-
ject of the graphics area. The default values for the x and y com-
ponents are both 0.00.

Directions
In the zone ’Directions’ of the tabsheet ’Coordinates’ one can de-
fine the direction of the x and y coordinate axes with respect to
the global coordinate axes. Using the button shown on the left
one also can grab the directions of graphics objects of the gra-
phics area or define them as at right angles to the second coordi-
nate axis.

Save
In the zone ’Origin / Directions’ of the tabsheet ’Coordinates’ one
can save the current settings of the coordinate system in 1 of 3
tabsheets and revert to these settings later. Using the button ’De-
fault Value’ one can reverse the settings to the default values, i.e.
the local and global coordinate systems are then identical once
again.

Coordinate axes and rulers


In the lowest part of the tabsheet ’Coordinates’ one can configure
the visibility of the coordinate axes of the local input coordinate
system as well as the coordinate rulers of the global coordinate
system on the left and at the bottom of the graphics area.
B.7.1.3 The tabsheet ’Grabbing’

Introduction
The grab functions of the Graphics Editor allows one to place gra-
phics objects even with the mouse exactly on graphics objects
or on the points of a regular grid, without having to type in coordi-
nates. The graphics objects usually have a grab range (hot
zone), which is just a little greater than their effective dimensions
by a few pixels - the so-called grab radius. If one is inputting gra-
phics objects in the Point Input Mode ’Free, then the mouse poin-
ter indicates when one is within the grab radius of a graphics ob-
ject or a grid point:
nothing grabbed, usual mouse pointer

point grabbed

line grabbed

grid point grabbed


If the mouse point takes on one of the last three forms, the point
to be input is placed exactly on the grabbed graphics object or
on the grid point when using the left mouse button.

Grab modes
With the upper three option fields of this tabsheet one can set
which of the three grab modes should be active. With the grab
mode ’Points’ besides the construction points of the graphics ob-
jects also their Handles are grabbed. With the grab mode ’Lines’
besides the purely line objects also the lines of rectangles, poly-
gons etc. can be grabbed. With the grab mode ’Grid’ the points
of the arbitrarily set grid can be grabbed.
One can also switch the grab modes on and off using the Input
Context Menu or the Key Combinations Ctrl+P, Ctrl+L and
Ctrl+G.

Grid
With the grab mode ’Grid’ switched on, the points of a regular grid
are shown over the whole graphics area. The grid simplifies the
input of regular structures. One can set the grid point spacing in
the x and y directions using the two input fields ’dx’ and ’dy’. With
the button next to the input fields one can grab the values of dx
and dy and also existing points of the graphics area. The x and
y directions are here the local input directions of the Graphics
Editor, which one can set in the tabsheet ’Coordinates’.

Grab radius
The grab radius denotes by how much the grab area exceeds the
effective dimensions of the graphics objects. It is given in pixels
and normally lies between 5 and 10.
B.7.1.4 The tabsheet ’Preselect’

Preselected graphics objects


’Preselected Graphics Objects’ denotes the function of the Gra-
phics Editor, which simplifies the Selection of graphics objects,
since on moving the mouse pointer one can see which graphics
object would be selected by pressing the left mouse button. Gra-
phics objects, where the mouse pointer is within the grab radius,
are displayed in the preselection colour. In the menu ’Options’ /
’Colours’ in the tabsheet ’Graphics Editor’ one can change the
default preselection colour.
With the menu ’Preselected Graphics Objects’ one has the pos-
sibility of switching this function on and off.
Preselect hint
’Preselect Hint’ denotes another function of the Graphics Editor,
which simplifies the Selection of graphics objects, since on mo-
ving the mouse pointer one can see which graphics object would
be selected by pressing the left mouse button. If the mouse poin-
ter is within the grab radius of a graphics object, information on
this graphics object is shown at the mouse pointer or in the Status
line.
With the control field ’Preselect-Hint’ you can switch this function
on and off. In the group field ’Display’ you can choose if you want
to have the Preselect-Hint displayed at the mouse pointer or in
the Status line of the application window. Depending on the appli-
cation, there are graphics objects, with which the amount of infor-
mation shown in the Preselect-Hint can be controlled: For this
purpose use the option fields in the group field ’Amount’.
B.7.2 Colours and line types

B.7.2.1 Introduction
With the dialogue ’Colours / Line Types’ one can specify the style
of graphics objects and of the elements of the Graphics Editor.
The Graphics Editor has three independent Style Tables for
display on the computer screen, on a colour printer and a b/w
printer. The changes carried out are application-specific under
their user names in the tabsheet Database of ’Windows’.
B.7.2.2 Tabsheet
The number and contents of the tabsheet of the dialogue ’Co-
lours / Line Types’ are - except for the tabsheet ’Graphics Editor’
- application-dependent. Every application inserts before the
tabsheet ’Graphics Editor’ additional tabsheets corresponding to
their requirements.

B.7.2.3 Style attributes


For each entry in the style table one can set the following attribu-
tes:
 Line colour
 Line thickness
 Line type
 Fill colour
 Fill pattern
Click on the small buttons on the right side of the preview menu
areas to change one of the attributes.

B.7.2.4 Copying a style table


With the button ’Copy’ at the bottom of the dialogue one can open
a dialogue, with which all the style attributes of the current tyle
table can be overwritten by those of another style table.

B.7.2.5 Importing default values


With the dialogue described above to import the style attributes
of another style table you can overwrite the current style table
with its present values.
B.7.3 Automatic save
Using the entry ’Automatic Save’ in the menu ’Settings’ in the
menu bar of the application you get to the dialogue:

Here you can activate or deactivate automatic saving of your in-


put data and specify the time interval of saving in minutes. When
saving the functions of the Graphics Editor are deactivated,
which however is only noticeable if you have a large amount of
data. The progress of saving is shown in the Status line at the
bottom of the application window.
Despite automatic intermediate saving of input data, on closing
the Graphics Editor you can still decide if you want to save the
changes made since the last manual save or not.
B.8 Importing DXF-Data
B.8.1 Introduction
With the import function of the Graphics Editor you can import
whole DXF files or individual layers of a DXF file in the Graphics
Editor. The imported layers are introduced in the Graphics Editor
- likewise as layers - in their own Layer Group (p. 19) with the
title ’DXF’. These imported layers, as the other layers, can be
switched on and off and also deleted again.
The buttons of the imported Layers (p. 22) are provided with a
consecutively increasing number. The layer titles from the DXF
file however are displayed at the mouse pointer, if you move it
over the buttons of the layers.
When importing DXF files the Graphics Editor can handle the fol-
lowing DXF elements: lines, polygon lines and circular arcs. Po-
lygon lines and circular arcs are ungrouped into the individual li-
nes when importing into the Graphics Editor. Element grouping
(blocks) is not supported; ungroup these beforehand in the ex-
porting application.

B.8.2 Use of imported graphics objects


B.8.2.1 As input help
The graphics objects (DXF objects) created on importing are
standard graphics objects of the Graphics Editor. You can use
them as an aid in the input of the application-specific graphics
objects. If the Grabbing Functions (p. 86) of the Graphics Editor
are active, with the mouse you can place graphics objects ex-
actly on the imported DXF objects or use the DXF objects within
the framework of the Point Input Methods (p. 46) in order to grab
coordinates and directions.
You must take care that the DXF layers are not only visible but
also grabbable. This layer property is normally active, but can be
changed using the context menu of the Layer Buttons (p. 22) for
each layer.
B.8.2.2 Converting DXF elements
The graphics objects created by importing can be partly conver-
ted directly into application-specific graphics objects. The con-
version is performed using the clipboard of Windows using Gra-
phics Editor functions ’Copy’ and ’Paste’: Select for this purpose
the DXF objects to be converted and copy them to the clipboard.
Now open the properties dialogue of the graphics objects to be
created, define the desired properties and then use the Graphics
Editor function ’Paste’ (S. 28).
Only graphics object types of the same kind can be converted,
i.e. line to line, polygon to polygon etc.. Since the Graphics Editor
only produces lines when importing, you have to convert the line
elements of a polygon to an application-specific polygon with the
Graphics Editor function ’Connect to Form Polygon’ before the
conversion.

B.8.3 Large DXF files


When importing DXF files you should ensure that with the expor-
ting application that you export only the necessary layers and
elements (e.g. no hatching and labelling).
For very large DXF files it is advisable to import only those DXF
layers into the Graphics Editor which you really need. The input
of new or the moving of existing graphics objects with active
grabbing functions can otherwise be slowed down. Also saving
your input data requires more time, depending on the size of the
imported DXF data.
Delete DXF layers that are no longer needed using the context
menu of the Layer Buttons (S. 21) or delete all DXF layers using
the context menu of the DXF layer group.

B.8.4 The import dialogue


Using the menu ’File’, ’Import’ and ’DXF’ in the menu bar of the
application you get to the following expanded dialogue.

Open a new
DXF file Functions for the pre-
view window
List of layers in the
DXF file

Preview of all active


layers

Start the import


with ’OK’
B.8.4.1 Button bar
Opening a DXF file. A File Select dialogue appears, in which only
dxf files are shown.
Draws the preview afresh on the right side of the DXF import dia-
logue. Only the layers marked in the list of DXF layers are drawn.
Centres the preview of the DXF import dialogue.

Increased size of display of the preview of the DXF import dialo-


gue by the selection of a rectangular part with the mouse (drag
with depressed left mouse button).

B.8.4.2 List of DXF layers

In the left upper part of the DXF import dialogue there is a list in
which all layers that exist in the DXF file are given together with
their title. Only the marked layers are shown in the preview or im-
ported. Use the control fields on the left side of the list to switch
off layers that are not needed.

B.8.4.3 Dimensions of the visible layers

In this part of the


DXF import dialogue the dimensionless values of the marked
DXF layer are shown. The values cannot be changed; they serve
to determine the scaling factor that might be needed and of the
displacement vector (see B.8.4.6).
B.8.4.4 Circular arc subdivision

Circles and circular arcs in the DXF file are imported by the Gra-
phics Editor as polygons. The accuracy of the approximation can
a be specified in this part of the DXF import dialogue. The smallest
a and the largest radii of the existing circular arc are shown (r min,
a r max). For both radii a subdivision angle α can be input, whereby
for intermediate radii linear interpolation is carried out. In the pre-
view the circular arcs are displayed in the approximated form, i.e.
as polygons.

B.8.4.5 Tolerance value for short lines

In this part of the DXF import dialogue you can switch on and off
the checking of lines which are too short and input the tolerance
length s. Lines, which are shorter than the tolerance length s, are
not imported. The influence of the tolerance length is considered
already in the preview.

B.8.4.6 Coordinate transformation

In this part of the DXF import dialogue you can scale and move
the graphics to be imported. Note the information in the part ’Di-
mensions of the Visible Layer’ to define the scaling factor and the
displacement vector. The coordinates in the DXF file are inter-
preted in the dimension [m] and are multiplied by the scaling fac-
tor.

In this part of the DXF import dialogue you can exchange coordi-
nate components. In the three list fields in each case the three
DXF coordinates are listed and you have to select which DXF
coordinate has to be assigned to which Graphics Editor coordi-
nate. A coordinate can also be set to zero.

In this part of the DXF import dialogue you can select an existing
Working Plane (p. 10) of the Graphics Editor, in which the DXF
elements should be imported. The DXF coordinates x and y are
then interpreted as local coordinates u and v of the working
plane.
B.9 Key Combinations
In the following table ’LMT’ and ’RMT’ denote the left and right
mouse buttons, respectively. Depending on the keyboard layout
the names for ’Shift’, ’Ctrl’, ’Delete’ etc. can vary.

Key combina- Topic Description of the Function


tion
Functions keys:
Delete Graphics ob- Deletes all selected graphics objects. The
jects operation can be reversed with the function
’Undo’.
F1 Help Context-sensitive Help for the current posi-
tion of the mouse pointer.
F2 Figure detail Redraws the current figure detail
F3 Figure detail Centres the current figure detail
F4 Figure detail Chooses figure detail with the mouse
Shift+F4 Figure detail Reverses the last increase of the display size
(F4)
F5 View Short animation for diagrams
Ctrl+F9 Attributes dia- Saves the contents of the open dialoguee as
logues default value
Ctrl+F10 Attributes dia- Reads the stored default values into the open
logues dialogue
F11 Printing Creates print entry of the whole current gra-
phics
F12 Analysis Starts an analysis (application-specific)
Mouse keys:
Ctrl+LMT Figure detail Moves the figure detail by moving the mouse
pointer over the graphics area
Shift+Ctrl+LMT Figure detail Increases the display size by moving the
mouse pointer to the right or decreases the
display by moving it to the left
Key combina- Topic Description of the Function
tion
Ctrl+Alt+LMT 3D view Rotates the graphics
Shift+LMT in Functions Before modifying the graphics object a copy
the Modify con- is made and this is modified. This applies to
text menu move, rotate, mirror and stretch
Shift+RMT Functions Repeats the last executed function of the
Graphics Editor.
Letter keys:
Ctrl+A Select Selects all selectable graphics objects
Ctrl+C Copy Selected graphics objects are copied to the
clipboard
Ctrl+G Grab Switches Grabbing of grid points on and off
Ctrl+L Grab Switches Grabbing of lines on and off
Ctrl+O Open Shows the CubusViewer to open a project
Ctrl+P Grab Switches Grabbing of points on and off
Ctrl+S Save Saves the current input
Ctrl+V Paste Pastes graphics objects from the clipboard
into the graphics
Ctrl+Y Redo Restore
Ctrl+X Cut Selected graphics objects are copied to the
clipboard and deleted from the graphics
Ctrl+Z Undo Reverse action taken
Letter keys during the point input:
A Point Input Absolute
R “ Relative
P “ Polar
M “ Middle
S “ Intersection
Key combina- Topic Description of the Function
tion
L “ Normal
U, V ” Mouse movement in u or v direction
X, Y, Z ” Mouse movement in x, y or z direction
F “ Follow polygon
Q “ To quit the input of a polygon

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