Date

Drawings of SILENT violin

Paul Gubbels
 

I notice that some need an explanation of what a silent violin is.

Well, its a violin without an closed wooden sound body (dont know the
correct English word)

Sound is like an old transitorradio

It has the contours of a normal violin and a normal neck.

It is used for study purposes.



Drawings of a normal violin are welcome too.



Paul






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Re: Mach 2- Mach 3

kenlambert2003
 

--- In mach1mach2cnc@..., art <fenerty@...> wrote:

Hi Ken:


if I switch from mach 2 to mach 3 do I have to totally reprogram my
machine?

Unfortunatley, yes. The setup files are not compatable..
And I have a problem on my machine comp , I did a program for
some parts and it runs fine on my office comp and runs fine with NC
backplotter program but when I load it in my machine comp it
throws in
a big loop from no where . I use a thumb drive for file transfer
and I
tested to make sure the file wasn't corrupt on the thumb drive It
is
kinda puzzling sense all the other ones seem to work fine, any
Ideas
on either question would be helpful. Kenneth

Make sure you use 1.90.xx versions, many fixes have been added
over
the last coupel months for radius comp thanks to ROb having used
it quite
abit.
As problems are found in comp they are fixed, and the last round
of fixes
seemed to have
worked out pretty well. I do recommend 1.90.xx for Radius
compensation
users..

Thanks
Art


do you think I should update to mach 3? i have mach 2 on my main
computer and it shows to cut this part just fine in simulation but i
am not sure of the version , I will check it and see , my machine
comp is not online so it may need updated thanks





www.machsupport.com - Web site Access
Yahoo! Groups Links


Re: Version 1.90.040 Online../glut32.dll

afn09556
 

Hi, Carl

I posted the file you need in Files LazyCam folder it's glut32.dll.

Download it to your Mach3D1,90.040 folder where the lazycam and Mach
Icon's are that's the file you need.

Hope this helps, Chip

--- In mach1mach2cnc@..., "carlcnc" <carlcnc@...> wrote:

Art
all I find on the web for glut32.dll is really aimed at those of you
who know what you are doing,ie. terms like "build" "compile" etc
they mean zip[pun intended] to an old carpenter like me.
how do us "un-initiated" simple users get this file in /on our
system so we can play with the LazyCam 2.5??
thanks
Carl


Lazycam Ver 2.51

afn09556
 

Hi, Art and Brian

Lazycam layer control, nice from Layer Control on off generate's
g-code for layer that's on. Shading of layer's in pulldown nice, is it
intended to not turn off layer's when g=code is generated.

Lot's of progress really nice.

Hear are some item's to look at though.

File: Test55.dxf located in Yahoo Files Lazycam Folder.

Load Options, Keep Layer as is (Checked).

Click on Box to move leadin then click on Bull's eye Origin to move
leadin, Errors to error report Lazycam shuts down.
If I zoom in some times I can move origin or leadin/start but not
offtin and if I reset origin with Layer/Object Property Drawing Origin
enter new value, Liadin can be moved then the origin can be moved with
min xy button or origin value change but not with mouse click and move.

Click on Triangle set to outside leadin right side of triangle leadin
is inside also on outside leadin rt.side is inside. There backward's

Posting Option: unchecked Spindle speed, It gen's spindle g-code

Posting Option: unchecked Z plasma, No display of Cut for first cut
due to No G01 generated.

Posting Option: unchecked Spindle and Z plasma, No display of Cut for
first cut due to No G01 generated.

No direction arrow's for Cir's

One other item if you load a DXF with lines and curves continues from
start to end it generates leadin points at each change even though
it's a continues cut, is there a way to remove them.

Thank's Chip


Re: Version 1.90.040 Online../glut32.dll

 

Art
all I find on the web for glut32.dll is really aimed at those of you
who know what you are doing,ie. terms like "build" "compile" etc
they mean zip[pun intended] to an old carpenter like me.
how do us "un-initiated" simple users get this file in /on our
system so we can play with the LazyCam 2.5??
thanks
Carl


Re: Loosing pulses- Correction

John
 

A few more observations from testing the old model of CNC4PC card.

1. Some pin outputs perform much better than others. For example I
tested the same servopack with same cables and same motor on two
different pins. On one case after several experiments I lost no
pulses on the other I lost about 2 or 3 for every thousand.

2. I use a Dell Dimension and the logic ground pins 18-25 on the
parallel port are definitely connected to the earth. This completely
screws up the Yaskawa recommendations to segregate Earth ground from
signal ground.

3. The suggestion to use a UPS will help isolate the logic ground
from Earth and prevent ground loops IF one cuts down the earth pin on
PC plug that connects to the UPS. This ofcourse will cause your
electrician and your insurance and other safety authorities to
frown!!!

3. Digikey sells a true optoisolator that can isolate ground loops
for DB25 connectors but unfortunately it has only four channels and
it good only for serial ports.

4. Yaskawa allows to jog the motor using a hand terminal. Things work
fine but when I put the osciloscope on any terminal pin including
earth ground and signal ground I get this huge pulses at ~17KHz even
when the motor is stoped. I can pick this huge pulses with the scope
even on a thick copper wire that I am using to connect to earth! When
one hooks up all 5 motors on the breakout out board the pulse stream
combinations that I pick from the ground terminal can be seen filling
the whole scope screen.

The fact that I am losing pulses only on a few channels and not on
all of them may indicate that the performance of the old CNC4PC card
is marginal and the improved model may do the trick. I also ordered
200 ferrite clipons!
John



--- In mach1mach2cnc@..., Steve Blackmore <steve@...>
wrote:

On Mon, 29 May 2006 10:12:42 -0000, you wrote:

I did not know some computers did not have the ground connected
earth
in the power supply. Do you think this could help John?
It may, but impossible to say without knowing how everything is
wired
including the mains supply and going over everything with a meter.

Always helps diagnosing this sort of problem to do a hand drawn
schematic and then go over every connection and device.

If it's really "noise" it can only come down a wire or be EMI/RFI
induced.

I told him
previously that it could be interesting to use a UPS o a really
good
voltage regulator in the computer (and breakout board), but the
way I
see it, the problem is really related to how the servos drivers
are
hooked up.
I may be.

I also have a fully optoisolated board that isolates the grounds
(from the computer), but in any case the grounding issue will end
up
in the board. If someone thinks using one of these boards could
be a
solution, I could send one for testing.
The board I made for my lathe is totally isolated on inputs/outputs
including grounds. I deliberately did it to try and fix a noise
problem,
which in the end turned out to be a faulty driver, but it did prove
that
whatever was making the stepper move was not coming in from the PC
side.

I had convinced myself it was "noise" and wasted hours and lots of
money
on what was a 5 minute fix!

But on the bright side, there are now no connections anywhere on my
lathe or mill that connect data,signal or power grounds to earth.
Both
machines have earth bonding. All mains inputs to PC, VFD's etc all
have
filters on. 5V & 12V power supplies are double insulated with no
connection to earth either.

Steve Blackmore
--


Finding files for use with VCarve Wizard

mikeg53549
 

I know a few of you men including Art got a copy of VCarve Wizard, what
program(s) are you using to make the .EPS files to use with this
program suite? Very nice software but I need to make my own designs,
artsy kind of stuff. Carving letters is not a problem here. Also
looking for someone that has this program suite in the Wisconsin area.


Re: Mach Turn

 

Hey Steve,

Thanks for posting the example. That is what I wanted to show
him....I had just never done it!

Mike

--- In mach1mach2cnc@..., "John Stevenson" <john@...>
wrote:


Now you are talking about me. I need a simple package for
turning wood columns
and spindles. I am building a 4 axis mill and the software
problem is that I
need to do rope twists. Think threading with threads up to 6"
wide and a pitch
of 3" to 18". The thread tool path is simplified because the
profile will be
cut with custom router bits though I suspect that the thread
cutting wizards can
be modified to do the spiral cuts and the slot cutting wizard
could do the
fluting cuts. Any suggestions appreciated all the packages I
have looked at way
too much extra baggage attached.
Art Ransom

Art, Unless I'm missing somthing quite obvious then what you need
to do can be done by hand easier than a program.

Ok say you need a rope twist of 6 twists with a 12" pitch and the
toatl length is 24" or two pitches.

Also assuming pre turned blank the you need some thing like

N10 X0. Y0. Z1. A0. [DEFAULT START POINT ]

N20 M03 [ START SPINDLE OF ROUTER ON Z ]

N30 Z-0.5 F12 [ LOWERS TOOL INTO WORK 0.5" AT FEED OF 12" PER MIN

N40 X24.0 A720.0 F25 [ TRAVEL 24" IN X WHILST DOING TWO TURNS OF A ]

N50 Z1. [ MOVE Z TO SAFE Z]

N60 Z0. A0.0 [MOVE BACK TO START ]

You now have to tell A to move to 60.0 for the next twist, then
zero the a xis and repeat.

John S.


Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..

Rich Wildey
 

Hi...

Just as an FYI - I have the same problem after upgrading to the .040 release today.

I will check on the web for the ALL as suggested..

Thx.

Rich.

To: mach1mach2cnc@...: fenerty@...: Mon, 29 May 2006 17:40:11 -0300Subject: Re: [mach1mach2cnc] Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..Hi Chip: Hmm. Weird. I guess me and brian missed that because we have glut. In the meantime, a google search will let you download glut.dll, its a normal Windows DLL that the web will provide, Ill check on the static bindings for LCam to be sure it gets compiled in in future..Thanks,Artwww.artofcnc.caVideos And Support Forums Map: Original Message ----- From: "afn09556" <afn09556@...>To: <mach1mach2cnc@...>Sent: Monday, May 29, 2006 5:25 PMSubject: [mach1mach2cnc] Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..> Hi, Art and All>> Just downloaded V.040 Lazycam won't run, Error Msg. glut32.dll not> found. Re-installed dident help.>> Thank's, Chip>>> --- In mach1mach2cnc@..., art <fenerty@...> wrote:>>>> Hello All:>>>> Version 1.90.040 is online. This'll be along one.. and a full systems>> check of the new SDK..>>>> 1) LazyCam 2.5 is in this release. From this release forward,> release notes>> will accopany each LazyCam release, but this version is aimed at> fixinf a>> plethora of small items in previous releases. Chain selection,> layering and>> such have all had fixes done to them. A new LazyCam video will hit> tomorrow>> or so..>>>> 2) PlugIn availablility. PlugIns are located in the C:&#92;Mach3&#92;PlugIns> folder.>> Included is a basic configurable JoyStick plugin. The menu item>> Operator/Plugins will allow fo rcnfiguring and turning PlugIns on or> off.>>>> 3) Mach3 - SDK (Software Developers Kit) is online in the downloads> section.>> ITs in the MAch4 section, but is actually the Mach3 SDK.>>>> SDK:>>>> There is a new video online showing how to use the SDK , and it> has a>> blank skeleton for starting a PlugIn project, as well as the source> code of>> the new JoyStick PlugIn. The Video is truly required watching for> aspiring>> PlugIn developers. The projects included will start anyone off in the>> Plug-In realm. A few notes on PlugIns, and MacroPump PlugIns.>>>> PlugIns can be redundant (multiple versions) , so it is possible> to have>> up to 100 MacroPumps running at once, all doing Various Jobs. It is> simple>> to turn on , or off, (see the new operator menu item..PlugIn> control) any>> plugIn or number of plugins. If one should decide to use SDK PlugIns as>> MacroPumps, they will run faster, be much more robust, and are> easily turned>> on, or off, during a Mach3 session in real time. As such, if your a C>> programmer using Visual Studio youll probably find they are pretty> easy to>> write. However, if your a VB programmer or Borland user, Im afraid I> cannot>> help much, I use only VS2003 these days. BUT, the interface should> respond>> in a similar way.>>>> The JoyStick example PlugIn is not a full blown Whizz-bang> control, it>> gives basic and configurable access to a joystick to show> programmers HOW to>> do such a job. (But I find it usefull, so the JoyStick plugin is in the>> release verison, you dont need the SDK to get it. )>>>> PlugIns can do almost anything within reason, including movement,> Jogging,>> GCode moves, monitoring or changing of DRO's, buttons, ect.. Almost> anythign>> in the VB scripter can be done in one way or another, and they run 1000>> times faster than a Script does. A MacroPump implemented in a PlugIn> can be>> expected to do a much more reliable job at a much faster rate. A> PlugIn is>> free to instantiate its own threading system, so the upper limit of> a loop>> can easily be made higher, and run at speeds up to 100 times a> second. Be>> aware that the timing considerations are unknown at this time in> terms of>> effects to MAch3's timing. The driver will be unaffected though by any>> timing constraints from the plugins. At worst, you will slow down> the GUI.>>>> I have used quite a few SDK's over the years, and I always find> them very>> difficult to start up, so I have included 2 example projects, one a> blank>> starter folder for rolling your own plugin, the other a developed> JoyStick>> control to show how to use the skeleton. The Video though, is pretty> much>> required watching to get full advantage. Please remember an> important point,>> an SDK is for programmers, it is not for the faint of heart, or> those that>> want to simply add a fast macropump script. (Unless they are qualified>> programmers. :) ) It is out of the scope of such things for me to> support>> all types of interface C++ questions on how to set a variable and> such , to>> use the SDK, it should be second nature to you what the difference> between>>>> Engine->Axis[0].MaxVelocity = 3 and>> Engine.Axis[0].MaxVelocity = 3 IS.>>>> DLL's are not great PlugIn type environments, you cannot bind a> C++ class>> across the DLL boundies without reducing them to COM expansions ,> and this>> is out of the scope of adidng a plugIn capability. I decided to go with>> Function Pointers for getting access to the Mach3 Core for such> things as>> GetDRO() and SetDRO(), but Ive tried to make the function pointer> interface>> fairly transparent to the user of the SDK, so calls like SetDRO( 2,> 1.3345)>> are the norm. You can ignore the mechanics of how those calls> actually make>> it to Mach3, unless you use Borland or CV compilers, in which case> youd have>> to investigate the Pointer passing methods I have used. Since the> Classes>> cannot be exported properly to the SDK, I have made the pointers to> those>> classes available to the PlugIn. You may use the pointers for all> structures>> and variables, but one rule remains in effect, you cannot call a Class>> function from the SDK. For example, you can use>>>> if( TrajectoryPlanner->RegenNeeded ) DoFoo(); where DoFoo() is a local>> function, but you cannot do.. TrajectoryPlanner->RunFile();, I have> made the>> variables and structures available, hundreds of them, but the functions>> remain inviolate to the PlugIns, no internal Mach functions can be> called,>> except as from local PlugIn Fucntions such as DoButton( 801) . The> codes>> correspond to the Wiki published codes for the Led's, buttons, and> DRO's.>> Your compiler will complain terribly if you try to call a function.> The .h>> files included with the projects are there to allow for comments to> show up>> and Variable lists to show up as shown in the video, but you may as> well>> ignore the Function declarations.>>>> It is in the domain of the Author of a PlugIn to determine if he> releases>> the source code for his work, most of mine will be Open Source, and> will>> serve as examples of how I attach to various subsystems within> Mach3. Over>> time, this will hopefully provide an example library of things a> plugin will>> do. The programmer is expected to name his work, so we know what the> plugin>> does, and Id appreciate if all plugins put a version number of what> Mach3>> version they were created with in the name. (Something I didnt do,> but will>> in future. ) A name return (shown in the video) of soemthing like..>> "JoyStick- A.Fenerty May2006 Ver.1.90.40" would be great and I will>> personally name mine in a similar fashion from this point forward,> that way>> if one is troublesome, it give us some hint as to what>> version the plugin originally worked in, and help me keep all of them>> working by allowing me to troubleshoot why a particular one may or> may not>> function.>>>> I will try very hard to answer any developers questions as to "What>> variable would tell me "this" or "that" , but Id appreciate if the> questions>> are not too low level like "How do I make a variable in C", this SDK> is, as>> I said, for people that know how to program. I will be adding systemic>> variables to allow a plugin to turn off behaviour like stopping the> screens>> from opening at all, to allow for MAch3 to be used as an invisable> back end>> to any movement application, and such things will appear over time. The>> PlugIn SDK itself will likely need very few updates, as I have> included a>> hug amount of power in it as it stands. (Just be carefull what you> attempt.>> :-)>>>> The Video shows how to easily debug and trace whats going on, the>> examples show how to Jog and such, though Im sure they will generate> a lot>> of questions. I will likely be slowly removing some Mach3 functions and>> changing them to PlugIns, things like THC control, woudl be much better>> handled as plugins, and the more I remove from Mach, the more stable> and>> faster it becomes. (and smaller), so many things in my opinion woudl> be best>> taken out and placed as plugin's. This would also clean up the> screens quite>> a bit and give a central location that easy to remeber for> configuring such>> things.>> My vision of the way Id like things to work is to have a webpage> full of>> plugins that add things like THC, JoySticks, USB controllers, G100, TCP>> hardware,gamepads, Ipacs.. etc..etc.. etc.. thus leaving the core> modules>> as sparse as possible and leaving any side-effects to affect just the>> plugins in use. As I say, there is a tremendous amount of power in> this, but>> Ill add more as required to give access to all fucntions and> variables I>> can, this is just the start of a long road of additions to give a> diverse>> assortment of hardware. Its pretty easy for example, to add a USB> printer>> port for IO. (I think Ill order one of those Ebay 10$ cables that go> from>> db25 to USB so I can add a bit more IO at a low price.>>>> On a side note, any programmer usually hates for others to see his> source>> code. Moreso for a person like myself who is not a trained> programmer, I am>> a self-taught hacker, so anyone who finds my code rather simplistic and>> see's me making improper assumptions, please feel free to suggest to> me how>> I can do it better. I learn as I go in most things, and C++ , though> Ive>> been at it awhile now, is a complex environment and theres alot of> ways to>> do things, I rarely follow convention simply because I dont know>> conventions. I do it as I see it fitting into the solution I require.>> (Consider that a disclaimer as to the sometimes implausable way I> program.>> As of now, my code will be laying about alot.. I shudder in> embarassment.>> :-) )>>>> For the programers among you, have fun, welcome to the core.... :)>>>> Thanks,>> Art>> www.artofcnc.ca>>>> Videos And Support Forums >> Users Map: >>>>>>>>>>> www.machsupport.com - Web site Access> Yahoo! Groups Links>>>>> www.machsupport.com - Web site Access
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Re: Mach Turn

 

Art do you have any prints of what you want....or is that what the
cad is for? I'd be willing to help if I can. I have Rhino, and
Bobcad/cam V 17 for cad. I use Madcam for cam. If you are using a
form cutting bit like Magnate sells you can pretty easily write the
code by had.

If you don't have cad of any kind, contact Robert Schutz at ob.com
and see what kind of package deal he would give you on Rhino and
Madcam. Madcam does not currently have automatic 4th axis but is is
quite easy to rotate the parts in Rhino for indexing. I am told that
automatic 4th axis is coming, but no date. Updates are free, support
is free and good. BTW Robert is a reseller, but normally has some of
the best prices around.

Mike

--- In mach1mach2cnc@..., "Art Ransom" <akransom@...>
wrote:

I have the Legacy 1500 but it is too limited for what I want to
do. I plan on using the Magnate router bits, The problem is Cad
software I need to design parts for CNC version of the Legacy.
Art Ransom
Lancaster , Texas
akransom@...
www.turningaround.org
----- Original Message -----
From: guzakaka
To: mach1mach2cnc@...
Sent: Monday, May 29, 2006 9:11 AM
Subject: [mach1mach2cnc] Re: Mach Turn


Hi Art R.,

Depending on the radius of the rope itself, Legacy Tool ( if
memory
serves correctly) uses specially made router bits for making rope
turnings. Check out Magnate Tools at www.magnate.net for some of
those bits. If they will work then the spindles can be made by
writing the code by hand, should you choose to do so!

Mike

--- In mach1mach2cnc@..., "Art Ransom" <akransom@>
wrote:
>
> Now you are talking about me. I need a simple package for
turning
wood columns and spindles. I am building a 4 axis mill and the
software problem is that I need to do rope twists. Think
threading
with threads up to 6" wide and a pitch of 3" to 18". The thread
tool
path is simplified because the profile will be cut with custom
router
bits though I suspect that the thread cutting wizards can be
modified
to do the spiral cuts and the slot cutting wizard could do the
fluting cuts. Any suggestions appreciated all the packages I
have
looked at way too much extra baggage attached.
> Art Ransom
> Lancaster , Texas
> akransom@
> www.turningaround.org
> ----- Original Message -----
> From: John Stevenson
> To: mach1mach2cnc@
> Sent: Monday, May 29, 2006 7:26 AM
> Subject: Re: Re: [mach1mach2cnc] Re: Mach Turn
>
>
>
> > Lester Caine wrote:
> >
> > >
> > >I'm not seeing it, but it may be because I'm using the UK
site
link.
> > >
> > >I'll just include that vague note in my comparison grid
for
now, but it
> > >would be nice to get some real figures for the lower end
products :)
> > >
> > >
> > >
> > Lester. I think that the base 2.5d milling package is
around
the £900
> > mark. XR2 Express I think it's called. Other versions
add
either 3d
> > toolpaths, Solidmodelling or both. I use the full blown
package.
> >
> > Wayne...
> >
>
> Which would get you Dolphin's Mill, Turn and CAD.
> The Mill and Turn are very good for what they were designed
for,
2.5D.
> If you want 3D then Partmaster won't cut it as they
specifically
say it's 2.5D
>
> I often wonder though at newbies who say they wnat a full 3D
blown package.
> Given a learning curve x 5 over 2.5D and the fact that 90% of
all
milled parts are still made up of 2.5D operations, I wonder if
they
ever use the program to it's full potential.
>
> John S.
>
>
>
> www.machsupport.com - Web site Access
>
>
>
> SPONSORED LINKS Craft hobby Hobby and craft supply Cnc
controller
> Mach2 Machine controller
>
>
> ----------------------------------------------------------------
----
----------
> YAHOO! GROUPS LINKS
>
> a.. Visit your group "mach1mach2cnc" on the web.
>
> b.. To unsubscribe from this group, send an email to:
> mach1mach2cnc-unsubscribe@...
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> c.. Your use of Yahoo! Groups is subject to the Yahoo!
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of Service.
>
>
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>
>
>
>







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New section added (Dedicated to SDK plugin development)

 



In an attempt to try and keep all SDK plugin develpoment discussion in the one section and build a resource for others, I have created a new catagory in the online forum. It may take a habit change in order to remember to use it, however in the long run it will become a great place, as a database of questions and answers, and will reduce the need for the same questions to be answered repeatedly.

Regards Benny


Shameless Plug: Selling nice small mill - perfect for Mach conversion

 



I bought this but never got around to converting it. Pretty nice
setup, I think. A friend also bought one at the same time, and we
plan on converting his.

I am including schematics, so conversion to Mach should not be that
tough.


Re: Mach 2- Mach 3

art
 

Hi Ken:


if I switch from mach 2 to mach 3 do I have to totally reprogram my
machine?

Unfortunatley, yes. The setup files are not compatable..
And I have a problem on my machine comp , I did a program for
some parts and it runs fine on my office comp and runs fine with NC
backplotter program but when I load it in my machine comp it throws in
a big loop from no where . I use a thumb drive for file transfer and I
tested to make sure the file wasn't corrupt on the thumb drive It is
kinda puzzling sense all the other ones seem to work fine, any Ideas
on either question would be helpful. Kenneth

Make sure you use 1.90.xx versions, many fixes have been added over
the last coupel months for radius comp thanks to ROb having used it quite abit.
As problems are found in comp they are fixed, and the last round of fixes seemed to have
worked out pretty well. I do recommend 1.90.xx for Radius compensation users..

Thanks
Art








www.machsupport.com - Web site Access
Yahoo! Groups Links


Re: Mach4 feed rate problem

art
 

Hi Johnny:

Its likely a setup issues. Im finding thast seemingly certain mixtures of accel/vel seem to create the trouble. Havent had ti here as yet, but all development has ceased until the Next firmware is out and the G100 switches to a plug-in for Mach3. Actually, the plugin work has already begun.
Screwmapping and softlimits ar enot yet active, they will be pretty much last before activation.

I suspect highly speeds of 1600IPM are the cause of some math issues in there, but Ill track them down as soon as the plugin gets goin, this entails a cleanup and rewrite to make it all neatly tie together. Does it do this if you program it for 400IPM or so? We're seeing very accurate Feedrate s here in all tests..

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:

----- Original Message -----
From: "Johnny" <nukeitout@...>
To: <mach1mach2cnc@...>
Sent: Monday, May 29, 2006 4:46 PM
Subject: [mach1mach2cnc] Mach4 feed rate problem


I am having a few problems with Mach4 and the Grex.

I am running a program at 80 inches/min. The feed rate I see is
147.76 inches/min. I don't have my feed rate overridden, it is set at
100%. When I jog it jogs at full rapid no matter what my jog feed
rate is set on. The rapid it jogs to is 1432 inches/min which is
higher than my maximum jog rate of 795 in/min.

I don't currently have my Grex hooked up to my machine. I can see the
toolpath being followed in Mach4 and it seems to be doing a fine job
of it. I have checked the location of where the computer told it to
go and where it actually is and it is not off.

I have the Grex set up like I would put it on my machine. I have my
rapid moves set to 795inch/min, axis accel to .0703, and 3556
steps/unit for each axis.

Am I having problems because I have the settings to high for the beta
version?

My machine is capable of moves up to 1600 inches/min with less than a
second to reach full speed (yes, I'm using servos).

The soft limits don't work. Are they turned on yet?

The screwmapping doesn't seem to be turned on either.

Please advise. I can't wait to get this control onto my machine. I'm
using Mach2 now and can't fully exploit my machine capabilities.

Thanks in advance and have a great week,

Johnny






www.machsupport.com - Web site Access
Yahoo! Groups Links


Re: rpm macropump

 

Hi Gary,

You can't use the existing RPM DRO. Hou will need to use the screen
builder to add in a new DRO and write the RPM from the ModIO to that.

Cheers,

Peter.


gary burke said:

Right now all i want to do is read in the rpm and desplay the rpm in the
rpm dro.
but i have tryed to just put a value like 3000 into setoemdro(39,rpm) i
think 39 was the # but i never get the dro to change... enless i am
using the wrong value.

thanks gary



Peter Homann <groups@...> wrote:
Hi Gary,

I'm no MacroPump writer :-(, but I'll give it a go.

What do you want to do with the RPM once the MacroPump reads it from the
ModIO?

Cheers,

Peter.

gorf242003 said:
does anyone have a macropump to read and write to the rpm dro, i have
tryed but no luck writing to the dro, must be doing something wrong
but am lost as to what...

thanks gary







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Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..

 

Hi, Art, Lazy cam now works with the glut32.dll , but it still crashes when using a bmp file, says MachManip MFC application has encountered a problem and needs to close, then Lazy Cam shuts down.

art <fenerty@...> wrote: Hello All:

Version 1.90.040 is online. This'll be along one.. and a full systems
check of the new SDK..

1) LazyCam 2.5 is in this release. From this release forward, release notes
will accopany each LazyCam release, but this version is aimed at fixinf a
plethora of small items in previous releases. Chain selection, layering and
such have all had fixes done to them. A new LazyCam video will hit tomorrow
or so..

2) PlugIn availablility. PlugIns are located in the C:&#92;Mach3&#92;PlugIns folder.
Included is a basic configurable JoyStick plugin. The menu item
Operator/Plugins will allow fo rcnfiguring and turning PlugIns on or off.

3) Mach3 - SDK (Software Developers Kit) is online in the downloads section.
ITs in the MAch4 section, but is actually the Mach3 SDK.

SDK:

There is a new video online showing how to use the SDK , and it has a
blank skeleton for starting a PlugIn project, as well as the source code of
the new JoyStick PlugIn. The Video is truly required watching for aspiring
PlugIn developers. The projects included will start anyone off in the
Plug-In realm. A few notes on PlugIns, and MacroPump PlugIns.

PlugIns can be redundant (multiple versions) , so it is possible to have
up to 100 MacroPumps running at once, all doing Various Jobs. It is simple
to turn on , or off, (see the new operator menu item..PlugIn control) any
plugIn or number of plugins. If one should decide to use SDK PlugIns as
MacroPumps, they will run faster, be much more robust, and are easily turned
on, or off, during a Mach3 session in real time. As such, if your a C
programmer using Visual Studio youll probably find they are pretty easy to
write. However, if your a VB programmer or Borland user, Im afraid I cannot
help much, I use only VS2003 these days. BUT, the interface should respond
in a similar way.

The JoyStick example PlugIn is not a full blown Whizz-bang control, it
gives basic and configurable access to a joystick to show programmers HOW to
do such a job. (But I find it usefull, so the JoyStick plugin is in the
release verison, you dont need the SDK to get it. )

PlugIns can do almost anything within reason, including movement, Jogging,
GCode moves, monitoring or changing of DRO's, buttons, ect.. Almost anythign
in the VB scripter can be done in one way or another, and they run 1000
times faster than a Script does. A MacroPump implemented in a PlugIn can be
expected to do a much more reliable job at a much faster rate. A PlugIn is
free to instantiate its own threading system, so the upper limit of a loop
can easily be made higher, and run at speeds up to 100 times a second. Be
aware that the timing considerations are unknown at this time in terms of
effects to MAch3's timing. The driver will be unaffected though by any
timing constraints from the plugins. At worst, you will slow down the GUI.

I have used quite a few SDK's over the years, and I always find them very
difficult to start up, so I have included 2 example projects, one a blank
starter folder for rolling your own plugin, the other a developed JoyStick
control to show how to use the skeleton. The Video though, is pretty much
required watching to get full advantage. Please remember an important point,
an SDK is for programmers, it is not for the faint of heart, or those that
want to simply add a fast macropump script. (Unless they are qualified
programmers. :) ) It is out of the scope of such things for me to support
all types of interface C++ questions on how to set a variable and such , to
use the SDK, it should be second nature to you what the difference between

Engine->Axis[0].MaxVelocity = 3 and
Engine.Axis[0].MaxVelocity = 3 IS.

DLL's are not great PlugIn type environments, you cannot bind a C++ class
across the DLL boundies without reducing them to COM expansions , and this
is out of the scope of adidng a plugIn capability. I decided to go with
Function Pointers for getting access to the Mach3 Core for such things as
GetDRO() and SetDRO(), but Ive tried to make the function pointer interface
fairly transparent to the user of the SDK, so calls like SetDRO( 2, 1.3345)
are the norm. You can ignore the mechanics of how those calls actually make
it to Mach3, unless you use Borland or CV compilers, in which case youd have
to investigate the Pointer passing methods I have used. Since the Classes
cannot be exported properly to the SDK, I have made the pointers to those
classes available to the PlugIn. You may use the pointers for all structures
and variables, but one rule remains in effect, you cannot call a Class
function from the SDK. For example, you can use

if( TrajectoryPlanner->RegenNeeded ) DoFoo(); where DoFoo() is a local
function, but you cannot do.. TrajectoryPlanner->RunFile();, I have made the
variables and structures available, hundreds of them, but the functions
remain inviolate to the PlugIns, no internal Mach functions can be called,
except as from local PlugIn Fucntions such as DoButton( 801) . The codes
correspond to the Wiki published codes for the Led's, buttons, and DRO's.
Your compiler will complain terribly if you try to call a function. The .h
files included with the projects are there to allow for comments to show up
and Variable lists to show up as shown in the video, but you may as well
ignore the Function declarations.

It is in the domain of the Author of a PlugIn to determine if he releases
the source code for his work, most of mine will be Open Source, and will
serve as examples of how I attach to various subsystems within Mach3. Over
time, this will hopefully provide an example library of things a plugin will
do. The programmer is expected to name his work, so we know what the plugin
does, and Id appreciate if all plugins put a version number of what Mach3
version they were created with in the name. (Something I didnt do, but will
in future. ) A name return (shown in the video) of soemthing like..
"JoyStick- A.Fenerty May2006 Ver.1.90.40" would be great and I will
personally name mine in a similar fashion from this point forward, that way
if one is troublesome, it give us some hint as to what
version the plugin originally worked in, and help me keep all of them
working by allowing me to troubleshoot why a particular one may or may not
function.

I will try very hard to answer any developers questions as to "What
variable would tell me "this" or "that" , but Id appreciate if the questions
are not too low level like "How do I make a variable in C", this SDK is, as
I said, for people that know how to program. I will be adding systemic
variables to allow a plugin to turn off behaviour like stopping the screens
from opening at all, to allow for MAch3 to be used as an invisable back end
to any movement application, and such things will appear over time. The
PlugIn SDK itself will likely need very few updates, as I have included a
hug amount of power in it as it stands. (Just be carefull what you attempt.
:-)

The Video shows how to easily debug and trace whats going on, the
examples show how to Jog and such, though Im sure they will generate a lot
of questions. I will likely be slowly removing some Mach3 functions and
changing them to PlugIns, things like THC control, woudl be much better
handled as plugins, and the more I remove from Mach, the more stable and
faster it becomes. (and smaller), so many things in my opinion woudl be best
taken out and placed as plugin's. This would also clean up the screens quite
a bit and give a central location that easy to remeber for configuring such
things.
My vision of the way Id like things to work is to have a webpage full of
plugins that add things like THC, JoySticks, USB controllers, G100, TCP
hardware,gamepads, Ipacs.. etc..etc.. etc.. thus leaving the core modules
as sparse as possible and leaving any side-effects to affect just the
plugins in use. As I say, there is a tremendous amount of power in this, but
Ill add more as required to give access to all fucntions and variables I
can, this is just the start of a long road of additions to give a diverse
assortment of hardware. Its pretty easy for example, to add a USB printer
port for IO. (I think Ill order one of those Ebay 10$ cables that go from
db25 to USB so I can add a bit more IO at a low price.

On a side note, any programmer usually hates for others to see his source
code. Moreso for a person like myself who is not a trained programmer, I am
a self-taught hacker, so anyone who finds my code rather simplistic and
see's me making improper assumptions, please feel free to suggest to me how
I can do it better. I learn as I go in most things, and C++ , though Ive
been at it awhile now, is a complex environment and theres alot of ways to
do things, I rarely follow convention simply because I dont know
conventions. I do it as I see it fitting into the solution I require.
(Consider that a disclaimer as to the sometimes implausable way I program.
As of now, my code will be laying about alot.. I shudder in embarassment.
:-) )

For the programers among you, have fun, welcome to the core.... :)

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:



www.machsupport.com - Web site Access



SPONSORED LINKS
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---------------------------------
YAHOO! GROUPS LINKS


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Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..

afn09556
 

Hi, Art

Found it, glut32.dll, load's now.

Thank's, Chip

--- In mach1mach2cnc@..., art <fenerty@...> wrote:

Hi Chip:

Hmm. Weird. I guess me and brian missed that because we have glut.
In the
meantime, a google search will let you download glut.dll, its a normal
Windows DLL that the web will provide, Ill check on the static
bindings for
LCam to be sure it gets compiled in in future..

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:
----- Original Message -----
From: "afn09556" <afn09556@...>
To: <mach1mach2cnc@...>
Sent: Monday, May 29, 2006 5:25 PM
Subject: [mach1mach2cnc] Re: Version 1.90.040 Online.. SDK and new
LazyCam..also new video..


Hi, Art and All

Just downloaded V.040 Lazycam won't run, Error Msg. glut32.dll not
found. Re-installed dident help.

Thank's, Chip


--- In mach1mach2cnc@..., art <fenerty@> wrote:

Hello All:

Version 1.90.040 is online. This'll be along one.. and a full
systems
check of the new SDK..

1) LazyCam 2.5 is in this release. From this release forward,
release notes
will accopany each LazyCam release, but this version is aimed at
fixinf a
plethora of small items in previous releases. Chain selection,
layering and
such have all had fixes done to them. A new LazyCam video will hit
tomorrow
or so..

2) PlugIn availablility. PlugIns are located in the C:&#92;Mach3&#92;PlugIns
folder.
Included is a basic configurable JoyStick plugin. The menu item
Operator/Plugins will allow fo rcnfiguring and turning PlugIns on or
off.

3) Mach3 - SDK (Software Developers Kit) is online in the downloads
section.
ITs in the MAch4 section, but is actually the Mach3 SDK.

SDK:

There is a new video online showing how to use the SDK , and it
has a
blank skeleton for starting a PlugIn project, as well as the source
code of
the new JoyStick PlugIn. The Video is truly required watching for
aspiring
PlugIn developers. The projects included will start anyone off in the
Plug-In realm. A few notes on PlugIns, and MacroPump PlugIns.

PlugIns can be redundant (multiple versions) , so it is possible
to have
up to 100 MacroPumps running at once, all doing Various Jobs. It is
simple
to turn on , or off, (see the new operator menu item..PlugIn
control) any
plugIn or number of plugins. If one should decide to use SDK
PlugIns as
MacroPumps, they will run faster, be much more robust, and are
easily turned
on, or off, during a Mach3 session in real time. As such, if your a C
programmer using Visual Studio youll probably find they are pretty
easy to
write. However, if your a VB programmer or Borland user, Im afraid I
cannot
help much, I use only VS2003 these days. BUT, the interface should
respond
in a similar way.

The JoyStick example PlugIn is not a full blown Whizz-bang
control, it
gives basic and configurable access to a joystick to show
programmers HOW to
do such a job. (But I find it usefull, so the JoyStick plugin is
in the
release verison, you dont need the SDK to get it. )

PlugIns can do almost anything within reason, including movement,
Jogging,
GCode moves, monitoring or changing of DRO's, buttons, ect.. Almost
anythign
in the VB scripter can be done in one way or another, and they
run 1000
times faster than a Script does. A MacroPump implemented in a PlugIn
can be
expected to do a much more reliable job at a much faster rate. A
PlugIn is
free to instantiate its own threading system, so the upper limit of
a loop
can easily be made higher, and run at speeds up to 100 times a
second. Be
aware that the timing considerations are unknown at this time in
terms of
effects to MAch3's timing. The driver will be unaffected though
by any
timing constraints from the plugins. At worst, you will slow down
the GUI.

I have used quite a few SDK's over the years, and I always find
them very
difficult to start up, so I have included 2 example projects, one a
blank
starter folder for rolling your own plugin, the other a developed
JoyStick
control to show how to use the skeleton. The Video though, is pretty
much
required watching to get full advantage. Please remember an
important point,
an SDK is for programmers, it is not for the faint of heart, or
those that
want to simply add a fast macropump script. (Unless they are
qualified
programmers. :) ) It is out of the scope of such things for me to
support
all types of interface C++ questions on how to set a variable and
such , to
use the SDK, it should be second nature to you what the difference
between

Engine->Axis[0].MaxVelocity = 3 and
Engine.Axis[0].MaxVelocity = 3 IS.

DLL's are not great PlugIn type environments, you cannot bind a
C++ class
across the DLL boundies without reducing them to COM expansions ,
and this
is out of the scope of adidng a plugIn capability. I decided to
go with
Function Pointers for getting access to the Mach3 Core for such
things as
GetDRO() and SetDRO(), but Ive tried to make the function pointer
interface
fairly transparent to the user of the SDK, so calls like SetDRO( 2,
1.3345)
are the norm. You can ignore the mechanics of how those calls
actually make
it to Mach3, unless you use Borland or CV compilers, in which case
youd have
to investigate the Pointer passing methods I have used. Since the
Classes
cannot be exported properly to the SDK, I have made the pointers to
those
classes available to the PlugIn. You may use the pointers for all
structures
and variables, but one rule remains in effect, you cannot call a
Class
function from the SDK. For example, you can use

if( TrajectoryPlanner->RegenNeeded ) DoFoo(); where DoFoo() is a
local
function, but you cannot do.. TrajectoryPlanner->RunFile();, I have
made the
variables and structures available, hundreds of them, but the
functions
remain inviolate to the PlugIns, no internal Mach functions can be
called,
except as from local PlugIn Fucntions such as DoButton( 801) . The
codes
correspond to the Wiki published codes for the Led's, buttons, and
DRO's.
Your compiler will complain terribly if you try to call a function.
The .h
files included with the projects are there to allow for comments to
show up
and Variable lists to show up as shown in the video, but you may as
well
ignore the Function declarations.

It is in the domain of the Author of a PlugIn to determine if he
releases
the source code for his work, most of mine will be Open Source, and
will
serve as examples of how I attach to various subsystems within
Mach3. Over
time, this will hopefully provide an example library of things a
plugin will
do. The programmer is expected to name his work, so we know what the
plugin
does, and Id appreciate if all plugins put a version number of what
Mach3
version they were created with in the name. (Something I didnt do,
but will
in future. ) A name return (shown in the video) of soemthing like..
"JoyStick- A.Fenerty May2006 Ver.1.90.40" would be great and I will
personally name mine in a similar fashion from this point forward,
that way
if one is troublesome, it give us some hint as to what
version the plugin originally worked in, and help me keep all of them
working by allowing me to troubleshoot why a particular one may or
may not
function.

I will try very hard to answer any developers questions as to "What
variable would tell me "this" or "that" , but Id appreciate if the
questions
are not too low level like "How do I make a variable in C", this SDK
is, as
I said, for people that know how to program. I will be adding
systemic
variables to allow a plugin to turn off behaviour like stopping the
screens
from opening at all, to allow for MAch3 to be used as an invisable
back end
to any movement application, and such things will appear over
time. The
PlugIn SDK itself will likely need very few updates, as I have
included a
hug amount of power in it as it stands. (Just be carefull what you
attempt.
:-)

The Video shows how to easily debug and trace whats going on, the
examples show how to Jog and such, though Im sure they will generate
a lot
of questions. I will likely be slowly removing some Mach3
functions and
changing them to PlugIns, things like THC control, woudl be much
better
handled as plugins, and the more I remove from Mach, the more stable
and
faster it becomes. (and smaller), so many things in my opinion woudl
be best
taken out and placed as plugin's. This would also clean up the
screens quite
a bit and give a central location that easy to remeber for
configuring such
things.
My vision of the way Id like things to work is to have a webpage
full of
plugins that add things like THC, JoySticks, USB controllers,
G100, TCP
hardware,gamepads, Ipacs.. etc..etc.. etc.. thus leaving the core
modules
as sparse as possible and leaving any side-effects to affect just the
plugins in use. As I say, there is a tremendous amount of power in
this, but
Ill add more as required to give access to all fucntions and
variables I
can, this is just the start of a long road of additions to give a
diverse
assortment of hardware. Its pretty easy for example, to add a USB
printer
port for IO. (I think Ill order one of those Ebay 10$ cables that go
from
db25 to USB so I can add a bit more IO at a low price.

On a side note, any programmer usually hates for others to see his
source
code. Moreso for a person like myself who is not a trained
programmer, I am
a self-taught hacker, so anyone who finds my code rather
simplistic and
see's me making improper assumptions, please feel free to suggest to
me how
I can do it better. I learn as I go in most things, and C++ , though
Ive
been at it awhile now, is a complex environment and theres alot of
ways to
do things, I rarely follow convention simply because I dont know
conventions. I do it as I see it fitting into the solution I require.
(Consider that a disclaimer as to the sometimes implausable way I
program.
As of now, my code will be laying about alot.. I shudder in
embarassment.
:-) )

For the programers among you, have fun, welcome to the core.... :)

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:







www.machsupport.com - Web site Access
Yahoo! Groups Links





Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..

art
 

Paul:

Great to hear the first compilation worked. Let me know how you make out, I suspect a serial MPG is a great project..

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:

----- Original Message -----
From: "Paul Hvidston" <paul@...>
To: <mach1mach2cnc@...>
Sent: Monday, May 29, 2006 5:16 PM
Subject: Re: [mach1mach2cnc] Version 1.90.040 Online.. SDK and new LazyCam..also new video..


Art,

This is going to be SO COOL! I've installed and rebuilt the joystick
demo on my development system and all went well. Have not delved into
the plugin architecture much yet, but it looks quite simple. Bravo!
Currently watching your SDK video...

Since I've done an Atmel AVR-based MPG rate divider already, I think
I'll throw together a serial MPG just to test.

Best regards and a giant THANKS to Art for opening up Mach,

Paul H.
ACKSYS Engineering

art wrote:
Hello All:

Version 1.90.040 is online. This'll be along one.. and a full systems
check of the new SDK..
<SNIP>
Thanks,
Art
www.artofcnc.ca


www.machsupport.com - Web site Access
Yahoo! Groups Links





Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..

art
 

Hi Chip:

Hmm. Weird. I guess me and brian missed that because we have glut. In the meantime, a google search will let you download glut.dll, its a normal Windows DLL that the web will provide, Ill check on the static bindings for LCam to be sure it gets compiled in in future..

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:

----- Original Message -----
From: "afn09556" <afn09556@...>
To: <mach1mach2cnc@...>
Sent: Monday, May 29, 2006 5:25 PM
Subject: [mach1mach2cnc] Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..


Hi, Art and All

Just downloaded V.040 Lazycam won't run, Error Msg. glut32.dll not
found. Re-installed dident help.

Thank's, Chip


--- In mach1mach2cnc@..., art <fenerty@...> wrote:

Hello All:

Version 1.90.040 is online. This'll be along one.. and a full systems
check of the new SDK..

1) LazyCam 2.5 is in this release. From this release forward,
release notes
will accopany each LazyCam release, but this version is aimed at
fixinf a
plethora of small items in previous releases. Chain selection,
layering and
such have all had fixes done to them. A new LazyCam video will hit
tomorrow
or so..

2) PlugIn availablility. PlugIns are located in the C:&#92;Mach3&#92;PlugIns
folder.
Included is a basic configurable JoyStick plugin. The menu item
Operator/Plugins will allow fo rcnfiguring and turning PlugIns on or
off.

3) Mach3 - SDK (Software Developers Kit) is online in the downloads
section.
ITs in the MAch4 section, but is actually the Mach3 SDK.

SDK:

There is a new video online showing how to use the SDK , and it
has a
blank skeleton for starting a PlugIn project, as well as the source
code of
the new JoyStick PlugIn. The Video is truly required watching for
aspiring
PlugIn developers. The projects included will start anyone off in the
Plug-In realm. A few notes on PlugIns, and MacroPump PlugIns.

PlugIns can be redundant (multiple versions) , so it is possible
to have
up to 100 MacroPumps running at once, all doing Various Jobs. It is
simple
to turn on , or off, (see the new operator menu item..PlugIn
control) any
plugIn or number of plugins. If one should decide to use SDK PlugIns as
MacroPumps, they will run faster, be much more robust, and are
easily turned
on, or off, during a Mach3 session in real time. As such, if your a C
programmer using Visual Studio youll probably find they are pretty
easy to
write. However, if your a VB programmer or Borland user, Im afraid I
cannot
help much, I use only VS2003 these days. BUT, the interface should
respond
in a similar way.

The JoyStick example PlugIn is not a full blown Whizz-bang
control, it
gives basic and configurable access to a joystick to show
programmers HOW to
do such a job. (But I find it usefull, so the JoyStick plugin is in the
release verison, you dont need the SDK to get it. )

PlugIns can do almost anything within reason, including movement,
Jogging,
GCode moves, monitoring or changing of DRO's, buttons, ect.. Almost
anythign
in the VB scripter can be done in one way or another, and they run 1000
times faster than a Script does. A MacroPump implemented in a PlugIn
can be
expected to do a much more reliable job at a much faster rate. A
PlugIn is
free to instantiate its own threading system, so the upper limit of
a loop
can easily be made higher, and run at speeds up to 100 times a
second. Be
aware that the timing considerations are unknown at this time in
terms of
effects to MAch3's timing. The driver will be unaffected though by any
timing constraints from the plugins. At worst, you will slow down
the GUI.

I have used quite a few SDK's over the years, and I always find
them very
difficult to start up, so I have included 2 example projects, one a
blank
starter folder for rolling your own plugin, the other a developed
JoyStick
control to show how to use the skeleton. The Video though, is pretty
much
required watching to get full advantage. Please remember an
important point,
an SDK is for programmers, it is not for the faint of heart, or
those that
want to simply add a fast macropump script. (Unless they are qualified
programmers. :) ) It is out of the scope of such things for me to
support
all types of interface C++ questions on how to set a variable and
such , to
use the SDK, it should be second nature to you what the difference
between

Engine->Axis[0].MaxVelocity = 3 and
Engine.Axis[0].MaxVelocity = 3 IS.

DLL's are not great PlugIn type environments, you cannot bind a
C++ class
across the DLL boundies without reducing them to COM expansions ,
and this
is out of the scope of adidng a plugIn capability. I decided to go with
Function Pointers for getting access to the Mach3 Core for such
things as
GetDRO() and SetDRO(), but Ive tried to make the function pointer
interface
fairly transparent to the user of the SDK, so calls like SetDRO( 2,
1.3345)
are the norm. You can ignore the mechanics of how those calls
actually make
it to Mach3, unless you use Borland or CV compilers, in which case
youd have
to investigate the Pointer passing methods I have used. Since the
Classes
cannot be exported properly to the SDK, I have made the pointers to
those
classes available to the PlugIn. You may use the pointers for all
structures
and variables, but one rule remains in effect, you cannot call a Class
function from the SDK. For example, you can use

if( TrajectoryPlanner->RegenNeeded ) DoFoo(); where DoFoo() is a local
function, but you cannot do.. TrajectoryPlanner->RunFile();, I have
made the
variables and structures available, hundreds of them, but the functions
remain inviolate to the PlugIns, no internal Mach functions can be
called,
except as from local PlugIn Fucntions such as DoButton( 801) . The
codes
correspond to the Wiki published codes for the Led's, buttons, and
DRO's.
Your compiler will complain terribly if you try to call a function.
The .h
files included with the projects are there to allow for comments to
show up
and Variable lists to show up as shown in the video, but you may as
well
ignore the Function declarations.

It is in the domain of the Author of a PlugIn to determine if he
releases
the source code for his work, most of mine will be Open Source, and
will
serve as examples of how I attach to various subsystems within
Mach3. Over
time, this will hopefully provide an example library of things a
plugin will
do. The programmer is expected to name his work, so we know what the
plugin
does, and Id appreciate if all plugins put a version number of what
Mach3
version they were created with in the name. (Something I didnt do,
but will
in future. ) A name return (shown in the video) of soemthing like..
"JoyStick- A.Fenerty May2006 Ver.1.90.40" would be great and I will
personally name mine in a similar fashion from this point forward,
that way
if one is troublesome, it give us some hint as to what
version the plugin originally worked in, and help me keep all of them
working by allowing me to troubleshoot why a particular one may or
may not
function.

I will try very hard to answer any developers questions as to "What
variable would tell me "this" or "that" , but Id appreciate if the
questions
are not too low level like "How do I make a variable in C", this SDK
is, as
I said, for people that know how to program. I will be adding systemic
variables to allow a plugin to turn off behaviour like stopping the
screens
from opening at all, to allow for MAch3 to be used as an invisable
back end
to any movement application, and such things will appear over time. The
PlugIn SDK itself will likely need very few updates, as I have
included a
hug amount of power in it as it stands. (Just be carefull what you
attempt.
:-)

The Video shows how to easily debug and trace whats going on, the
examples show how to Jog and such, though Im sure they will generate
a lot
of questions. I will likely be slowly removing some Mach3 functions and
changing them to PlugIns, things like THC control, woudl be much better
handled as plugins, and the more I remove from Mach, the more stable
and
faster it becomes. (and smaller), so many things in my opinion woudl
be best
taken out and placed as plugin's. This would also clean up the
screens quite
a bit and give a central location that easy to remeber for
configuring such
things.
My vision of the way Id like things to work is to have a webpage
full of
plugins that add things like THC, JoySticks, USB controllers, G100, TCP
hardware,gamepads, Ipacs.. etc..etc.. etc.. thus leaving the core
modules
as sparse as possible and leaving any side-effects to affect just the
plugins in use. As I say, there is a tremendous amount of power in
this, but
Ill add more as required to give access to all fucntions and
variables I
can, this is just the start of a long road of additions to give a
diverse
assortment of hardware. Its pretty easy for example, to add a USB
printer
port for IO. (I think Ill order one of those Ebay 10$ cables that go
from
db25 to USB so I can add a bit more IO at a low price.

On a side note, any programmer usually hates for others to see his
source
code. Moreso for a person like myself who is not a trained
programmer, I am
a self-taught hacker, so anyone who finds my code rather simplistic and
see's me making improper assumptions, please feel free to suggest to
me how
I can do it better. I learn as I go in most things, and C++ , though
Ive
been at it awhile now, is a complex environment and theres alot of
ways to
do things, I rarely follow convention simply because I dont know
conventions. I do it as I see it fitting into the solution I require.
(Consider that a disclaimer as to the sometimes implausable way I
program.
As of now, my code will be laying about alot.. I shudder in
embarassment.
:-) )

For the programers among you, have fun, welcome to the core.... :)

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map:







www.machsupport.com - Web site Access
Yahoo! Groups Links





Re: Version 1.90.040 Online.. SDK and new LazyCam..also new video..

afn09556
 

Hi, Art and All

Just downloaded V.040 Lazycam won't run, Error Msg. glut32.dll not
found. Re-installed dident help.

Thank's, Chip


--- In mach1mach2cnc@..., art <fenerty@...> wrote:

Hello All:

Version 1.90.040 is online. This'll be along one.. and a full systems
check of the new SDK..

1) LazyCam 2.5 is in this release. From this release forward,
release notes
will accopany each LazyCam release, but this version is aimed at
fixinf a
plethora of small items in previous releases. Chain selection,
layering and
such have all had fixes done to them. A new LazyCam video will hit
tomorrow
or so..

2) PlugIn availablility. PlugIns are located in the C:&#92;Mach3&#92;PlugIns
folder.
Included is a basic configurable JoyStick plugin. The menu item
Operator/Plugins will allow fo rcnfiguring and turning PlugIns on or
off.

3) Mach3 - SDK (Software Developers Kit) is online in the downloads
section.
ITs in the MAch4 section, but is actually the Mach3 SDK.

SDK:

There is a new video online showing how to use the SDK , and it
has a
blank skeleton for starting a PlugIn project, as well as the source
code of
the new JoyStick PlugIn. The Video is truly required watching for
aspiring
PlugIn developers. The projects included will start anyone off in the
Plug-In realm. A few notes on PlugIns, and MacroPump PlugIns.

PlugIns can be redundant (multiple versions) , so it is possible
to have
up to 100 MacroPumps running at once, all doing Various Jobs. It is
simple
to turn on , or off, (see the new operator menu item..PlugIn
control) any
plugIn or number of plugins. If one should decide to use SDK PlugIns as
MacroPumps, they will run faster, be much more robust, and are
easily turned
on, or off, during a Mach3 session in real time. As such, if your a C
programmer using Visual Studio youll probably find they are pretty
easy to
write. However, if your a VB programmer or Borland user, Im afraid I
cannot
help much, I use only VS2003 these days. BUT, the interface should
respond
in a similar way.

The JoyStick example PlugIn is not a full blown Whizz-bang
control, it
gives basic and configurable access to a joystick to show
programmers HOW to
do such a job. (But I find it usefull, so the JoyStick plugin is in the
release verison, you dont need the SDK to get it. )

PlugIns can do almost anything within reason, including movement,
Jogging,
GCode moves, monitoring or changing of DRO's, buttons, ect.. Almost
anythign
in the VB scripter can be done in one way or another, and they run 1000
times faster than a Script does. A MacroPump implemented in a PlugIn
can be
expected to do a much more reliable job at a much faster rate. A
PlugIn is
free to instantiate its own threading system, so the upper limit of
a loop
can easily be made higher, and run at speeds up to 100 times a
second. Be
aware that the timing considerations are unknown at this time in
terms of
effects to MAch3's timing. The driver will be unaffected though by any
timing constraints from the plugins. At worst, you will slow down
the GUI.

I have used quite a few SDK's over the years, and I always find
them very
difficult to start up, so I have included 2 example projects, one a
blank
starter folder for rolling your own plugin, the other a developed
JoyStick
control to show how to use the skeleton. The Video though, is pretty
much
required watching to get full advantage. Please remember an
important point,
an SDK is for programmers, it is not for the faint of heart, or
those that
want to simply add a fast macropump script. (Unless they are qualified
programmers. :) ) It is out of the scope of such things for me to
support
all types of interface C++ questions on how to set a variable and
such , to
use the SDK, it should be second nature to you what the difference
between

Engine->Axis[0].MaxVelocity = 3 and
Engine.Axis[0].MaxVelocity = 3 IS.

DLL's are not great PlugIn type environments, you cannot bind a
C++ class
across the DLL boundies without reducing them to COM expansions ,
and this
is out of the scope of adidng a plugIn capability. I decided to go with
Function Pointers for getting access to the Mach3 Core for such
things as
GetDRO() and SetDRO(), but Ive tried to make the function pointer
interface
fairly transparent to the user of the SDK, so calls like SetDRO( 2,
1.3345)
are the norm. You can ignore the mechanics of how those calls
actually make
it to Mach3, unless you use Borland or CV compilers, in which case
youd have
to investigate the Pointer passing methods I have used. Since the
Classes
cannot be exported properly to the SDK, I have made the pointers to
those
classes available to the PlugIn. You may use the pointers for all
structures
and variables, but one rule remains in effect, you cannot call a Class
function from the SDK. For example, you can use

if( TrajectoryPlanner->RegenNeeded ) DoFoo(); where DoFoo() is a local
function, but you cannot do.. TrajectoryPlanner->RunFile();, I have
made the
variables and structures available, hundreds of them, but the functions
remain inviolate to the PlugIns, no internal Mach functions can be
called,
except as from local PlugIn Fucntions such as DoButton( 801) . The
codes
correspond to the Wiki published codes for the Led's, buttons, and
DRO's.
Your compiler will complain terribly if you try to call a function.
The .h
files included with the projects are there to allow for comments to
show up
and Variable lists to show up as shown in the video, but you may as
well
ignore the Function declarations.

It is in the domain of the Author of a PlugIn to determine if he
releases
the source code for his work, most of mine will be Open Source, and
will
serve as examples of how I attach to various subsystems within
Mach3. Over
time, this will hopefully provide an example library of things a
plugin will
do. The programmer is expected to name his work, so we know what the
plugin
does, and Id appreciate if all plugins put a version number of what
Mach3
version they were created with in the name. (Something I didnt do,
but will
in future. ) A name return (shown in the video) of soemthing like..
"JoyStick- A.Fenerty May2006 Ver.1.90.40" would be great and I will
personally name mine in a similar fashion from this point forward,
that way
if one is troublesome, it give us some hint as to what
version the plugin originally worked in, and help me keep all of them
working by allowing me to troubleshoot why a particular one may or
may not
function.

I will try very hard to answer any developers questions as to "What
variable would tell me "this" or "that" , but Id appreciate if the
questions
are not too low level like "How do I make a variable in C", this SDK
is, as
I said, for people that know how to program. I will be adding systemic
variables to allow a plugin to turn off behaviour like stopping the
screens
from opening at all, to allow for MAch3 to be used as an invisable
back end
to any movement application, and such things will appear over time. The
PlugIn SDK itself will likely need very few updates, as I have
included a
hug amount of power in it as it stands. (Just be carefull what you
attempt.
:-)

The Video shows how to easily debug and trace whats going on, the
examples show how to Jog and such, though Im sure they will generate
a lot
of questions. I will likely be slowly removing some Mach3 functions and
changing them to PlugIns, things like THC control, woudl be much better
handled as plugins, and the more I remove from Mach, the more stable
and
faster it becomes. (and smaller), so many things in my opinion woudl
be best
taken out and placed as plugin's. This would also clean up the
screens quite
a bit and give a central location that easy to remeber for
configuring such
things.
My vision of the way Id like things to work is to have a webpage
full of
plugins that add things like THC, JoySticks, USB controllers, G100, TCP
hardware,gamepads, Ipacs.. etc..etc.. etc.. thus leaving the core
modules
as sparse as possible and leaving any side-effects to affect just the
plugins in use. As I say, there is a tremendous amount of power in
this, but
Ill add more as required to give access to all fucntions and
variables I
can, this is just the start of a long road of additions to give a
diverse
assortment of hardware. Its pretty easy for example, to add a USB
printer
port for IO. (I think Ill order one of those Ebay 10$ cables that go
from
db25 to USB so I can add a bit more IO at a low price.

On a side note, any programmer usually hates for others to see his
source
code. Moreso for a person like myself who is not a trained
programmer, I am
a self-taught hacker, so anyone who finds my code rather simplistic and
see's me making improper assumptions, please feel free to suggest to
me how
I can do it better. I learn as I go in most things, and C++ , though
Ive
been at it awhile now, is a complex environment and theres alot of
ways to
do things, I rarely follow convention simply because I dont know
conventions. I do it as I see it fitting into the solution I require.
(Consider that a disclaimer as to the sometimes implausable way I
program.
As of now, my code will be laying about alot.. I shudder in
embarassment.
:-) )

For the programers among you, have fun, welcome to the core.... :)

Thanks,
Art
www.artofcnc.ca

Videos And Support Forums
Users Map: