Is it possible to programatically create labels in AutoCad? - label

Our engineering department wastes a great amount of time reviewing drawings for errors. The majority of these problems involve human errors in labeling (ie. two rooms have the name 01-01-00-RM). Our IT department has come up with a partial solution by automation the room names. However, the engineers still have to type this into AutoCAD.
Is there any way to create labels in AutoCAD based on another file (ie. an Excel/CSV document)? Ideally, one would create a group in a layer and enforce that all elements be unique, then have them retrieve their values from a document.
EDIT
Some screenshots of the labels. Note, for company reasons, I can't put full PDF screenshots up.
First image showing compact label next to a camera. This was on a floor plan overlay.
Second image showing the full lable next to a camera. This was in the block diagram

Yes it's possible, there some different paths:
Lisp: very common on AutoCAD environment and allow some basic (and not so basic) automations.
VBA/COM: can be used from inside AutoCAD or by external process, just need to CreateObject("Application.AutoCAD") and program the steps
.NET or C++: in-process automation that allow powerful customization, up to a major remodeling of AutoCAD.
So, depending on your expertise, you may choose different approaches. It may also combine with batch processing via AutoCAD Console.
Find more at http://www.autodesk.com/developautocad and at the blog http://adndevblog.typepad.com/autocad

If the labels were blocks with attributes then you could use the ATTOUT and ATTIN commands in Express tools to export / import them in to/out of Excel. Watch for cell formatting in Excel - eg. numbers like 1/2 turn into dates if you leave the formatting as "General".
Programmatically this is reasonably trivial if the data is structured. An AutoCAD drawing is actually a hierarchical object database so everything in it is addressable, finding it is often the hardest part. If you have an AutoCAD installation handy, have a look into a drawing with MGDDBG to get an idea of the database structure.

Related

How to annotate the area of a polyline in autocad command / macro

Does anyone know of macro or custom command I can make to quickly annotate the area of a polyline in autocad?
I'm doing a project where I need to measure the lot and house size of several city blocks. I've got a drawing going but I don't want to measure and write out the area of each site, that will take to long. I've seen custom commands in the past that quickly do this kind of thing but I don't know how to make my own.
And I'm desperately avoiding doing it by hand one at a time as most likely I will need to make adjustments to my design later on.
The best method I can think of is to utilize the MTEXT command and use a FIELD to link the Area of the Polyline to the MTEXT box.
Type FIELD at the command line, choose Object, select your Polyline and you will see the Area property.
Here is a link on the CADTutor site that covers it a bit more in depth along with a link to a forum post that has this automated via a Lisp routine.
http://www.cadtutor.net/forum/archive/index.php/t-46628.html

Any tips to achieve replication of paper form in vb form and then print and save

I'm looking for a tips that I can use to make the following as easy and/or re-usable as possible.
I need to recreate a paper based form in vb6, allow the user to fill in values and then be able to both print out and save the completed form.
I'm thinking of scaning the form and saving it as a jpeg.
Using this jpg as the picture in a picture box.
Overlaying it with checkboxes/textboxes etc.
Saving the values of the various controls to the database
etc.
It seems like a lot of work for just 1 form and not very re-usable.
is there a better way?
Well, if what you want is "easy" - there isn't any tool which will do everything you want automatically. There are tools to turn paper forms into PDFs - but you would still have to do the database work yourself.
As for "re-usable" - I suppose creating a simple web application will fulfill this criteria, because your users wouldn't have to install your application.

Qt, CEGUI or wxWidgets for a text game GUI?

I tried to sign up, but I was unable; perhaps a problem from my side. Hopefully I'll get an answer as anonymous.
I apologize for the grammar/syntax, but English isn't my native language.
Recently I lost my job, so I have enough spare time to try something fun. I decided to create a simple text RPG game for me and some friends. It will very close to the board games like Talisman, Dungeon Run, and HeroQuest, using dice and a simple attribute/skill system. So no 3d graphics. The only 2d element, if I decide to include it, will be a map
that will allow the hero to move between locations. Currently I'm using Windows XP SP3, for the game I use wxDev-C++, and although cross platform would be cool, I don't really care.
I have some experience in C++ (currently using wxDev-C++), but I'm far from being called an expert or even a great programmer. I was about to start writing parts of the code, but I decided to check if creating a GUI for the game is possible. In some forums, many suggested I use Qt, CEGUI or wxWidgets, but most examples I saw are grey boxes that are
indifferent at best, when I want something that fits better in a fantasy setting. I don't claim I would do better, but I want a GUI that is more fantasy related.
What I want from the GUI:
1. A "cool" Gui with decent graphics. I could even create an image to serve as a mask in Photoshop, but the GUI builder will have to support imported images.
2. A relatively large textbox in the middle (with a scrollbar) that will display die rolls, damage and options.
3. The ability to display dynamically values (like the change in the health after each action without requiring to refresh manually)
4. Display an icon or a small image of the character in the area where I display stats/abilities.
5. Open new windows created with tha same GUI builder to allocate points, buy/sell things and open a map.
About the map in the game: I decided to create a map in photoshop. When the hero decides to move to another location, a new window will open showing the map. I thought of 2 possible ways to move between locations: 1) Create hotspots on the image and select one by clicking on the name of the location.(I dare not think about the complexity of this so we
move to idea #2) and 2) Have the image as a backgroung to a grid with vertical and horizontal coordinates. When the hero selects a new area to visit, he clicks on the area, but what he really does is click on the grid, which returns the two values (x,y) of the location and informs the game about the area the hero wants to visit.
Yeah, yeah, I know it's too much, so what I'm most interested in are the 1-3. I know that even if they are possible, it will propably take forever, but as I said I have spare time, and I like learning new things. I apologize for the size of the post, but I decided to post as many info as possible so you know what I want.
If any of you has used Qt, CEGUI or wxWidgets could you tell which covers most of my criteria? I saw some great stuff build with CEGUI, but I don't know if it is too hard to learn?
Thank in advance.
I know my answer comes pretty late, I only recently started using stackoverflow fairly recently, but maybe this response will help anybody.
CEGUI fully supports skinning widgets using XML. Our CEED editor (WYSIWYG) fully supports layout editing, but the skinning editor (LNF editor) is not finished as of now (11.11.2014), the development version supports exchanging images however and changing sizes and proportions, but more advanced adjustments have to be done in XML.
CEGUI has an imageset editor, fully supported by the CEED editor. Creating imagesets (sets of named subimages, with position and dimension inside a big texture atlas) is supported there. Additionally there is a way to create imagesets from just a bunch of jpg/png/... files using a tool. You would have to ask for specifics in the forum though because it is not integrated into CEED yet.
So basically with CEGUI you are free to make whatever fantasy GUI you want. Skinning simple elements like buttons and progress bars isn't much work in XML anyways. Without the finished editor, some more advanced widgets are more work to skin, but many skins have already been created done this way and some of them are even publically available in the forum and in the CEGUI stock files.
StaticText widgets supports what you want, you can even use images in there or change fonts and colours in the text if you want. Scrollbars are supported too.
I am not sure what you mean by this. You have to specify this.
A simple "Generic/Image" widget is available in CEGUI for this purpose. You can use precreated images or even RTT textures.
You can create and destroy windows in CEGUI without issues.
Regarding the map: I m not sure what you mean, but getting the position of a click in respect to an image (representing the map) is possible in CEGUI.
CEGUI is not particularly hard to learn. There is always the forums and the chat if you got questions. For an Open Source project it is quite well documented so if you read all of the API docu, and look at the supplied samples in the sample browser, you should already get quite far. And for everything additional there is the forum (search), the IRC chat and a community wiki (mind the targeted versions of an article there though)
For a project like yours, CEGUI seems perfectly suited (this is what it was created for in the first place). Qt is not really optimal for games for numerous reasons. wxWidgets I have never used.

Image/form to Pascal/Delphi code converter?

Does anyone knows about any editor allowing to visually design a form (by form I do not mean DFM or Delphi form, but a "paper form", like those pre-printed forms that you fill with some info) and that generates pascal commands to draw that form in a Printer (or Image) canvas?
What I want is an easy way to draw/design this form visually, composed just by lines and text, and a way to convert this to Pascal commands that when run, will draw that form in a Canvas (Image or Printer), respecting the original layout and scale, doesn't matter the Canvas DPI where it is being drawn.
Update: Maybe I wasn't clear enough about what I need and why I need it. I developed an Open Source component called TFreeBoleto (freeboleto.sf.net). It is used to generate and print bank billets (a common method for billing people in Brazil). Right now, the component uses a TBitmap image containing the "billet" mask, and TextOut methods for the dynamic areas (ie: billet number, customer name, etc). It is fine when looked in the screen, but some people complains that the quality of the printed image is not good. The component uses a BltTBitmapAsDib procedure to maximize the quality of printing, but some people still think it is not good enough. So, my idea was to avoid using a bitmap image as the form layout, and draw everything direct in the canvas (both form and printer). Check here for a sample of what a bank billet looks like.
Of course ReportBuilder and/or FastReport could solve the problem, but they are not free, so I cannot include it in the component. I need "native" solution that any standard Delphi install would be able to compile.
You might get what you want out of the Fast Reports Report Designer which is a commercial reporting system for Delphi. Remember that a report is just a page. That page can be shown on the screen or printed on the printer.
You also might find that something like TRichView helps you.
Whether using TRichView in particular or not, I would look into using HTML to do what you want. I would use HTML+CSS to do both a screen and printer layout, that can also be viewed on the web. For simple text layout plus text boxes I think even bare HTML and HTML tables might be sufficient. To visually design simple text pages, using a Delphi application, I would use TRichView.
In both cases, you would be creating documents, not code. To create code that creates a page, without using any document system, would be very difficult indeed, and I am not sure what you would really do with that code, since you would need a compiler or interpreter to convert that code into something that you could use. Please clarify what you mean by "creating code", and what syntax you would want that code to be using. If HTML is code in your definition of "code" then maybe HTML is the best kind of "code" for your problem.
I do my form-work with WPTools. It is also a commercial product. The core is a very good wordprocessor and form-designer. The engine can render text and forms to any canvas (screen, printer, also create pdf) and is highly flexible. Output is mainly rtf and html.
I also see no advantage in creating pascal code to redraw the form. What you need, i think, is a good WYSIWYG-editor which creates a document that fits your needs.
Check out ReportBuilder # http://www.digital-metaphors.com/
It is a commercial reporting tool for Delphi - around a long time, very high quality, with all native Delphi source code packaged with it. I am using it for an important commercial project right now and I recommend it highly (I'm not working for them.) I've used MANY Delphi reporting tools over the years and this one is the best IMO.
RBuilder also has extensive support for paper form emulation see:
http://www.digital-metaphors.com/products/report_design/form_emulation.html
I haven't worked with that feature, but you can download a full-featured demo and try it.
Yoy can use Adobe Acrobat (full version) to create forms.
Then you can use free Acrobat Reader to display and print forms or other COM object in your application.
I think it is best solution for you.
PS
All tools for reports that are included in Delphi are free for you to design form and are free to distribute if user only preview and print already designed reports.
The same is valid for Adobe Acrobat (you may distribute forms) but you have added that you need to print form and some text over form. Maybe it is easier if you use reports but it is possible to do the same using PDF.
Most report engines are not open source but are free to distribute. There is many components for creating PDF - paid (one time), free, as well as open source.
PPS
I have read your updete for second time. Since you are using TBitmap and you can to TextOut so: You can use TMetafile. There is many editors for metafiles and it is free to distribute metafiles.

How to make my applications "skinnable"?

Is there some standard way to make my applications skinnable?
By "skinnable" I mean the ability of the application to support multiple skins.
I am not targeting any particular platform here. Just want to know if there are any general guidelines for making applications skinnable.
It looks like skinning web applications is relatively easy. What about desktop applications?
Skins are just Yet Another Level Of Abstraction (YALOA!).
If you read up on the MVC design pattern then you'll understand many of the principles needed.
The presentation layer (or skin) only has to do a few things:
Show the interface
When certain actions are taken (clicking, entering text in a box, etc) then it triggers actions
It has to receive notices from the model and controller when it needs to change
In a normal program this abstraction is done by having code which connects the text boxes to the methods and objects they are related to, and having code which changes the display based on the program commands.
If you want to add skinning you need to take that ability and make it so that can be done without compiling the code again.
Check out, for instance, XUL and see how it's done there. You'll find a lot of skinning projects use XML to describe the various 'faces' of the skin (it playing music, or organizing the library for an MP3 player skin), and then where each control is located and what data and methods it should be attached to in the program.
It can seem hard until you do it, then you realize it's just like any other level of abstraction you've dealt with before (from a program with gotos, to control structures, to functions, to structures, to classes and objects, to JIT compilers, etc).
The initial learning curve isn't trivial, but do a few projects and you'll find it's not hard.
-Adam
Keep all your styles in a separate CSS file(s)
Stay away from any inline styling
It really depends on how "skinnable" you want your apps to be. Letting the user configure colors and images is going to be a lot easier than letting them hide/remove components or even write their own components.
For most cases, you can probably get away with writing some kind of Resource Provider that serves up colors and images instead of hardcoding them in your source file. So, this:
Color backgroundColor = Color.BLUE;
Would become something like:
Color backgroundColor = ResourceManager.getColor("form.background");
Then, all you have to do is change the mappings in your ResourceManager class and all clients will be consistent. If you want to do this in real-time, changing any of the ResourceManager's mappings will probably send out an event to its clients and notify them that something has changed. Then the clients can redraw their components if they want to.
Implementation varies by platform, but here are a few general cross-platform considerations:
It is good to have an established overall layout into which visual elements can be "plugged." It's harder (but still possible) to support completely different general layouts through skinning.
Develop a well-documented naming convention for the assets (images, HTML fragments, etc.) that comprise a skin.
Design a clean way to "discover" existing skins and add new ones. For example: Winamp uses a ZIP file format to store all the images for its skins. All the skin files reside in a well-known folder off the application folder.
Be aware of scaling issues. Not everyone uses the same screen resolution.
Are you going to allow third-party skin development? This will affect your design.
Architecturally, the Model-View-Controller pattern lends itself to skinning.
These are just a few things to be aware of. Your implementation will vary between web and fat client, and by your feature requirements. HTH.
The basic principle is that used by CSS in web pages.
Rather than ever specifying the formatting (colour / font / layout[to some extent]) of your content, you simply describe what kind of content it is.
To give a web example, in the content for a blog page you might mark different sections as being an:
Title
Blog Entry
Archive Pane
etc.
The Entry might be made of severl subsections such as "heading", "body" and "timestamp".
Then, elsewhere you have a stylesheet which specifies all the properties of each kind of element, size, alignment, colour, background, font etc. When rendering the page or srawing / initialising the componatns in your UI you always consult the current stylesheet to look up these properties.
Then, skinning, and indeed editing your design, becomes MUCH easier. You simple create a different stylesheet and tweak the values to your heat's content.
Edit:
One key point to remember is the distinction between a general style (like classes in CSS) and a specific style (like ID's in CSS). You want to be able to uniquely identify some items in your layout, such as the heading, as being a single identifiable item that you can apply a unique style to, whereas other items (such as an entry in a blog, or a field in a database view) will all want to have the same style.
It's different for each platform/technology.
For WPF, take a look at what Josh Smith calls structural skinning: http://www.codeproject.com/KB/WPF/podder2.aspx
This should be relatively easy, follow these steps:
Strip out all styling for your entire web application or website
Use css to change the way your app looks.
For more information visit css zen garden for ideas.
You shouldn't. Or at least you should ask yourself if it's really the right decision.
Skinning breaks the UI design guidelines. It "jars" the user because your skinned app operates and looks totally different from all the other apps their using. Things like command shortcut keys won't be consistent and they'll lose productivity. It will be less handicapped accessible because screen readers will have a harder time understanding it.
There are a ton of reasons NOT to skin. If you just want to make your application visually distinct, that's a poor reason in my opinion. You will make your app harder to use and less likely that people will ever go beyond the trial period.
Having said all that, there are some classes of apps where skinning is basically expected, such as media players and imersive full screen games. But if your app isn't in a class where skinning is largely mandated, I would seriously consider finding other ways to make your app better than your competition.
Depending on how deep you wish to dig, you can opt to use a 'formatting' framework (e.g. Java's PLAF, the web's CSS), or an entirely decoupled multiple tier architecture.
If you want to define a pluggable skin, you need to consider that from the very beginning. The presentation layer knows nothing about the business logic but it's API and vice versa.
It seems most of the people here refer to CSS, as if its the only skinning option.
Windows Media Player (and Winamp, AFAIR) use XML as well as images (if neccesary) to define a skin.
The XML references hooks, events, etc. and handles how things look and react. I'm not sure about how they handle the back end, but loading a given skin is really as simply as locating the appropriate XML file, loading the images then placing them where they need to go.
XML also gives you far more control over what you can do (i.e. create new components, change component sizes, etc.).
XML combined with CSS could give wonderful results for a skinning engine of a desktop or web application.

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