// Help file syntax
// This is the help file for C.a.R., used inside the program
// for context sensitive help, and also to extract HTML
// pages using the Translator program contained in C.a.R.
// Refer to the Wiki for more information.

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C.a.R.

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C.a.R. obsahuje __kontextovpomoc__ ktor mono vyvolat kedykolvek pocas pouvania programu. Poskytuje pomoc ohladom prve aktvneho nstroja. Teraz ctate webov strnky extrahovan automaticky z tejto kontextovej pomoci. Na tchto strnkach njdete zoznam __klcovchslov__ a zoznam tm pomoci. Navye je k dispozcii vyhladvanie, jednak na tchto strnkach ako aj v systme pomoci samotnho programu. 

Viac informci o C.a.R. zskate ak sa pozriete na tutorily na tchto slovenskch strnkach, alebo ak preskmate originlne anglick alebo nemeck strnky programu, kde sa nachdzaj prklady aplikci programu a tie mnostvo ukok. Okrem toho je k dispozcii diskusn frum na Yahoo, Wiki ohladom C.a.R. a dokonca aj mnohojazycn casopis CarZine. Ak chcete ete viac informci o programe, skste vyhladvanie na webe.

Vela spechov pri pouvan C.a.R. vm el autor

Rene Grothmann

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Kontextov pomoc

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Pomocou __kontextovej pomoci__ zskate rady pre prcu s prve pouvanm nstrojom, alebo rady tkajce sa vami naposledy uskutocnenej cinnosti. Ak naprkad chcete zskat pomoc ohladom nstroja na tvorbu makier, vyberte ho a potom stlacte ikonku __Kontextovpomoc__. Okno s pomocou mete zatvorit stacenm tej istej ikonky, alebo ho mete jednoducho nechat otvoren. V takom prpade ho umiestnite vedla okna C.a.R. aby ste mohli vidiet naraz obe okn. Okno si bude pamtat svoju polohu aj velkost.

V hornej casti tohoto okna s pomocou sa nachdza polcko so zoznamom svisiacich __tm__.

Tie mete vyhladvat pomocou __klcovchslov__ alebo lubovolnch inch slov v sbore. Ak zadte pri vyhladvan "makro", systm njde "Makro", a tie slov obsahujce "makro". Vsledky vyhladvania sa zobrazia v polcku so zoznamom. Ak je vyhladvanie spen, tak sa v okne otvor prv z njdench tm.

Vetko dobr pri prci s C.a.R. vm el

Ren Grothmann

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Pomoc online

__Domovskstrnku__ C.a.R. njdete na "www.z-u-l.de". Mete tam njst nov verzie programu, prpadne si tam mete popozerat rzne ukky pouitia programu. Ak ste si naintalovali verziu programu s dokumentciou a chcete aby sa tto dokumentcia otvrala priamo z menu, mete si zistit cestu k nej na vaom poctaci a zadat ju C.a.R. ak kliknete na "Nastavit prehliadac strnok" v menu pomoci a zadte tam vau cestu namiesto webovej adresy domovskch strnok. Inak bude C.a.R. otvrat domkumentciu z mojej webovej strnky. 

Na Yahoo groups som zaloil dve diskusn skupiny s tmou C.a.R. Jedna z nich je v nemcine a druh v anglictine. Diskusn skupinu v anglictine njdete pomocou odkazu "support" na domovskej strnke C.a.R. Jestvuje tie Wiki pre C.a.R., kde mete sami prispiet k vvoju programu.

Samozrejme, moete ma nakontaktovat pomocou __emailu__. Moju emailov adresu njdete na mojich skromnch osobnch strnkach, na ktor je na domovskej strnke C.a.R. "www.z-u-l.de" odkaz. 

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__Licencia__ programu C.a.R.

C.a.R. je __volne pouiteln a riteln program__ publikovan pod licenciou GPL (General Public License). Mte ho volne a bez poplatkov pouvat. Ak ho budete rit dalej, muste uviest prinajmenom odkaz na oficilne strnky programu. 

Cez domovsk strnky programu si mete stiahnut aj zdrojov kd programu, ktor mete nsledne sami menit. Avak pozmenen zdrojov kd, ktor zmente vy, alebo ktokolvek in, mus aj nadalej zostat voln. Pri ren vaej novej verzie ste povinn poskytnt spolu s programom aj jeho zdrojov kd. Naviac, ste povinn uviest aj odkaz na pvodn verziu programu. Uistite sa, e tto cast dokumentcie sa ri spolu s vaimi sbormi.

Rovnak licencia sa vzahuje aj na dokumentciu.

Ak chcete na tomto programe zarobit peniaze, mete to urobit, ak poskytnete dodatocn sluby, ako napr. knihy o programe, rzne nvody, tutorily a pod. Program mete tie zahrnt do komercnej distribcie softvru, napr. do __Linuxovej__ distribcie. Chcel by som tu poiadat, aby ste mi v takom prpade dali vediet, a poslali vzorku vho produktu, ak je to mon.

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Pouvatelsk rozhranie

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Obsah okna programu C.a.R. Zobrazuje geometrick kontrukciu. Pohlad na kontrukciu mono menit pomocou __poknaklvesnici__. Priblit alebo vzdialit mono kontrukciu pomocou klves __+/-__. Druhou monostou je pouitie nstroja pre pribliovanie/vzdalovanie a posvanie kontrukcie pomocou myi (ikonka s lupou). Tretou monostou je pribliovat/vzdalovat kontrukciu pomocou __kolieskanamyi__ a posvat ju tak, e __pravmtlacidlommyi__ tukneme niekde do przdnej plochy vkresu a pri jeho dran budeme myou tahat.

Nad kontrukciou sa nachdza __panel nstrojov s ikonkami__. Ak zastavte kurzorom myi nad ktoroukolvek ikonkou a pockte aspon 2 sekundy, zobraz sa __text s popisom toho, co ikonka rob__. Ikony je mon koncentrovat do jednoriadkovho panelu nstrojov. Pri dvojriadkovom paneli nstrojov obsahuje jeho doln cast nstroje na kontrukciu a horn cast obsahuje nstroje, ktormi sa daj menit nastavenia programu a nastavenia zobrazovania kontrukcie.

Panel nstrojov me obsahovat aj __panelmakier__.

Pod kontrukciou sa nachdza __stavovriadok__, ktor zobrazuje dleit textov informcie. Ak program be v __nevizulnommde__, je tento riadok nahraden riadkom pre textov vstup.

Na lavej strane okna me byt pomocou klvesy F11 zobrazen voliteln __zoznamobjektov__. Mono ho nakonfigurovat tak, aby zobrazoval len ist typy objektov. Kliknite nan __pravmtlacidlommyi__ a zobrazia sa vm dalie monosti tohto zoznamu. Ak dvojkliknete na riadok s nejakm objektom, budete mct tento objekt upravit. Ak chcete upravit naraz niekolko objektov, najprv ich vyberte za scastnho stlacenia __CRTL__ alebo __IFT__ klvesu ako zvycajne.

Zoznam objektov mono rozrit alebo zit, ak kliknete na jeho prav okraj a potiahnete doprava alebo dolava. 

Menu obsahujue mnostvo dalch monost, ako je nactavanie a ukladanie sborov. Njdete v nom aj __klvesovskratkyknstrojom__.

Pozrite tie: Zoznam objektov, My, Panel nstrojov, Klvesnica

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Panel nstrojov

Kliknutm na ikonku ju vyberiete. Ak podrte nad ikonkou chvlu my, dozviete sa viac o jej vzname. Zobraz sa mal polcko s textovm popisom.

Existuj rzne druhy ikoniek.

Ikonky po vybrat ktorch treba ete klikanm myou pecifikovat, co presne maj robit: Prikladmi takch ikoniek s ikonka Bod alebo ikonka ښecka, ikonka definujca makro, ci ikonka pre pribliovanie a vzdalovanie.

Ikonky, ktormi sa menia predvolen nastavenia: Naprklad ikonka pre nastavenie predvolenej farby objektu, alebo ikonka na nastavenie tvaru bodu.

Ikonky na zmenu vzhladu: Naprklad ikonka na zobrazenie mrieky, alebo ikonka na zobrazenie ukrytch prvkov.

Ikonky, ktor uskutocnia nejak cinnost: Naprklad ikonka pre pravu komentra alebo ikonka na zmazanie naposledy vytvorenho objektu.

Panel nstrojov mete nakonfigurovat pomocou menu "Nastavenia/Upravit panel nstrojov". Mete vybrat alebo zruit vber ktorejkolvek ikonky. Navye mete predvolit, aby sa ikonky zobrazovali len v jednom riadku. V takom prpade sa v paneli nstrojov zobrazia len tie najnutnejie nstroje. Ak je program v normlnom mde, mono nstroje, ktor nie s vybrat stle pouit pomocou klvesnice alebo cez poloky menu.

Pomocou menu "Nastavenia/pecilne nastavenia" mono predvolit aby sa panel nstrojov zobrazoval pod kontrukciou.

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Obmedzen panel nstrojov

Existuje obmedzen forma panelu nstrojov, ktor sa uklad spolu s kontrukciou. Ked sa takto kontrukcia nacta, pouvatel bude mat k dispozcii na paneli len ikonky, ktor sme pred uloenm vybrali.

Ikonky, ktor sa objavia je mon vybrat v menu "Nastavenia/Obmedzen sbor ikon". Tam mete odobrat nepotrebn ikonky, prpadne vetky nstroje, ktor by mohli byt pre iaka pri kontrukcii mtce a zavdzajce.

Ak sa chcete vrtit spt k plnmu panelu nstrojov, odznacte v menu "Nastavenia/Obmedzen sbor ikon", alebo nactajte nov kontrukciu.

Navye jestvuje pecilny panel nstrojov pre zaciatocnkov. Niektor nstroje, ktor by pre nich mohli byt mtce s z neho vynechan. Zaciatocnci by mali zacat v tomto mde.

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My

Pomocou lavho tlacidla myi sa vytvraj objekty. Druh objektu zvis na prve
aktvnom nstroji. 

Pri mnohch nstrojoch sa ocakva, e pouvatel vyberie viac ako jeden objekt. V takom prpade je prv bod zvraznen cervenou farbou, zatialco nstroj cak na zadanie dalch bodov.

Ak je v kontrukcnom kroku potrebn zadat priamku, polpriamku alebo secku, mete kliknt kdekolvek na tieto objekty.

ak mu byt objekty pod kurzorom myi, pouit v aktulnom kontrukcnom kroku, bud zvraznen ltou farbou. Tak sa vber sprvnych objektov stva jednoduchm.

Ak nie je vber objektu kliknutm jednoznacne urcen, program zobraz dialg so zoznamom monch objektov. Z tochto zoznamu mono iadan objekt vybrat dvojklikom, alebo tak, e ho vyberiete a stlacte tlacidlo OK, prpadne pomocou klvesnice. Body bud oznacen ciernou farbou, priamky, polpriamky a secky cervenou, uhly (a dalie objekty) zelenou a krunice modrou. Toto dialgov okno mono vypnt. Program potom bude vdy automaticky vyberat najbli z objektov.

Dleitou vlastnostou programu je, e ked program ocakva od pouvatela vber u jestvujceho bodu a pouvatel klikne do przdneho miesta, tak sa tento bod vytvor automaticky. Navye sa bud automaticky vytvrat priesecnky ak na ne pouvatel klikne. Ak pouvatel vytvor nov bod kliknutm na priamku, polpriamku, secku alebo krunicu, bude novovytvoren bod k tomuto tvaru automaticky viazan. 

Ked je pri kontrukcii krunice, secky alebo uhla stlacen klves IFT, program bude predpokladat, e objekt m byt fixovan a zobraz dialgov okno objektu. V tomto okne me pouvatel zadat poadovan hodnotu pre objekt, alebo jednoducho ho me zavriet a ponechat mu jeho aktulnu hodnotu.

Pri stlacenom pravom klvese mono tahanm myou posvat objekty. Je to alternatva k nstroju posvania v paneli nstrojov. Mono tak tie menit polohu menoviek objektov. Okrem toho kliknutie pravm tlactkom na objekt spsob zobrazenie dialgovho okna nastaven pre tento objekt. Ak pravm tlacidlom myi klikneme na menovku objektu, ale neposvame ju, skoc menovka do jej predvolenej polohy. Ak mme pri kliknut pravm tlactkom na menovku objektu stlacen klves IFT, budeme mct menovku presunt na ktorkolvek miesto vkresu. Inak bude jej poloha obmedzen do blzkosti objektu.

Pri scastnom stlacen klvesu CTRL a pravho tlacidla myi, mono upravovat podmienky tkajce sa vlastnost objektu.

Ak stacme klves CTRL spolu s klvesom IFT a klikneme pravm tlactkom myi na objekt, objekt skryjeme. Krunice a priamky sa najprv stan ciastocn a a potom skryt.

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Obrzky v pozad

C.a.R. doke za kontrukciou zobrazit obrzok. Tento obrzok me byt ist stav kontrukcie alebo me st o obrzok nahrat zo sboru.

Obrzok v pozad moo umestnit na stred, natiahnut aby vyplnil obrazovku, alebo nm mono kontrukciu vydldit. Jestvuje pecilne nastavenie, ktorm sa prispsob velkost okna kontrukcie velkosti obrzku, ked sa obrzok nacta. 

Ak sa velkost obrzku presne zhoduje s velkostou okna, bude pri HTML exporte uloen aj odkaz na obrzok. Velkost vytvorenho appletu sa potom bude zhodovat s velkostou obrzku. Obrzok mus byt umiestnen v priecinku kde bude applet.

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Vlastnosti objektov

Pomocou kliknutia pravm tlactkom alebo pomocou nstroja na pravy zobrazte dialgov okno vlastnost objektu. Vcina nastaven je pre vetky objekty spolocn.

 - meno
 - popis
 - jednotka
 - farba
 - hrbka
 - stav ohladom skrytia
 - zobrazovanie mena
 - zobrazovanie hodnoty
 - velk alebo tucn psmo
 - stav ohladom umiestnenia v pozad
 - stav ohladom priehladnosti
 - bod preruenia

Men objektov mu pozostvat skoro zo vetkch znakov. Ak obsahuj "~", bude sa zobrazovat len cast mena pred vlnovkou. Tak mono zdanlivo rovnakm menom oznacit viacero objektov. Meno mus byt jedinecn. Popisy s vytvran automaticky, ale mono ich zmenit. Ak s zmenen, pouvatel sa me vrtit k automatickmu popisovaniu, ak zad przdny riadok.

V zobrazen kontrukcie me byt vyuit druh meno objektu, rzne od internho mena. Toto je uitocn, ak chceme na popis kontrukcie pouit LaTeX-ovsk skript ohranicen $...$. Druh meno me obsahovat vrazy v %...%, ktor s vyhodnocovan pocas behu programu. Retazce v tvare %=s% bud nahraden aktulnym menom objektu "s". Retazce v tvare %~s% bud nahraden rovnicou objektu s.

Niektor objekty maj velkost a jednotky. Zmena velkosti funguje len pre fixn objekty. Jenotkou me byt akkolvek text zapsan po velkosti. Pre uhly pouvajde symbol pre stupen.

Nastavovanie hrbky funguje pre rzne objekty rzne. Biela hrbka znamen, e objekt bude neviditeln, ale nie jeho menovka. Objekty mono skryt, alebo plne skryt. V druhom prpade sa k nim mono dostat len cez panel s popisom kontrukcie.

Zobrazenie mena a hodnoty me byt skombinovan ako v "s=2". Ak je meno ukoncen podciarknkom ako v "P_", bude symbol "_" vynechan a nezobraz sa "=".

Niektor objekty ako naprklad krunice a uhly mu byt vyplnen. Navye mono pre vpln tchto objektov zapnt alebo vypnt priehladnost. Zvycajne sa v pozad nachdzaj iba vyplnen objekty, ale do pozadia mono presunt aj dalie objekty. Vimnite si, e pouitm podmienenho formtovania me byt dosiahnut pecifick poradie objektov na pozad.

Body preruenia maj svoj vznam pre prehrvanie kontrukcie a pre animciu bodov preruenia.

Vimnite si tie tlacidl v dolnej casti dialgovho okna vlastnost. Naprklad v prpade bodov mono pecilnym tlacidlom nastavit objekt, na ktor maj byt viazan. V prpade fixnch uhlov a krunc tm njdete tlacidlo pre nastavenie ich velkosti. Po jeho stlacen sa dialgov okno zavrie a pouvatel mus vybrat objekty alebo velkosti z kontrukcie.

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Latex

C.a.R. pouva HotEqn na zobrazenie rovnc pomocou znackovacieho jazyka LaTeX. Ak ho chcete pouit, uzavrite text v $...$. LaTeXovsk znackovanie mono pouit v riadkoch textovch objektov, v menovkch vrazov, alebo v mench objektov. Je uitocn aj pri zobrazen pecilnych mien (pomocou druhho mena) ako naprklad $P_1$.

HotEqn nedoke zobrazit vetko to, co samotn LaTeX. Avak toho, co doke je dost. Podporovan je zobrazovanie grckych mien (\alpha, \beta, ...) ako aj mnoho pecifickch symbolov, napr. (\nabla). Tie s podporovan znacky \percent a
\dollar, ktor sa nenachdzaj v normlnom LaTeXu. Samozrejme s podporovan doln (x_n) aj horn indexy (x^2) a tie zlomky (\frac{1}{x} alebo \dfrac). Podporovan s tie velk opertory ako znacka integrcie a znacka sumcie (\int_a^b), a tie limity (\lim_{x \to \infty}).

Navye uitocn s aj velk ztvory (\left[ a \right]). Podporovan je aj Latexovsk prostredie array (\begin{array}{cc}2&3\\3&4\end{array}). Binomick koeficienty sa zobrazia pomocou \choose a tie sa d pouit \atop ({2 \atop 3}).

Viac informci o HotEqn zskate z HTML dokumentcie.

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Priehladnost

Ak mte naintalovan Javu 1.2 alebo noviu verziu, budete mct vyuit priehladn objekty. Na starch verzich Javy sa to ned. 

Priehladnost nie je podporovan ani pri exportovan do EPS a PDF.

Vyplnen objekty sa za normlnych okolnost vykreslia v pozad. Toto sprvanie sa d pre kad objekt individulne vypnt (a znovu zapnt) pomocou jeho dialgovho okna vlastnost. V takom prpade sa bud objekty ukladat nad seba v porad v akom boli kontruovan.

Priehladnost me byt nastaven u kadho objektu zvlt, pomocou jeho dialgvho okna vlastnost.

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Body

Bod mono vytvorit rznymi nstrojmi. Nstroj na vytvorenie bodu za normlnych okolnost vytvor voln (pohybliv) bod. Ak mme pri vytvran bodu stlacen klves IFT, vytvoren bod bude fixn, pricom jeho zafixovanie bude popisovat vraz v jeho  dialgovom okne vlastnost.

Ak klikneme na priesecnk dvoch krunc alebo podobnch objektov, automaticky sa vytvor priesecnk. Za normlnych okolnost je potvrdzovac dialg takhoto vytvrania bodov vypnut. Samozrejme, priesecnky nie s voln, ale ich poloha zvis na objektoch, ktor sa pretnaj.

Body mu byt viazan na krunice a priamky, polpriamky, secky a dalie objekty ako s stopy, kuelosecky a funkcie. Ak chcete takto viazan bod vytvorit, kliknite na dan objekt kurzorom myi pri predvolenom nstroji na vytvranie bodov. Mono zapnt potvrdzovanie takhoto vytvrania.

Pohybovat mono aj fixnmi (zafixovanmi) bodmi, ak sa vraz popisujci ich polohu vztahuje len na samotn tak bod a na iaden in objekt (@-odkazy sa nertaj). V takomto prpade sa poloha bodu prepoctava pomocou vrazu. Toto je uitocn, ked treba obmedzit pohyb bodov.

Tak ako in objekty, mono aj voln body tahat hned potom, co s vytvoren. Pocas tahania sa bude zobrazovat menovka, pokm tto monost nevypnete.

Vid tie: Samoodkazovanie, Priesecnky, Body na objektoch

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Body na objektoch

S to body, ktor s viazan na priamku, polpriamku, secku, krunicu, automatick stopu, graf funkcie alebo parametrick krivku. Ak budeme objektom na ktor s viazan pohybovat, bude sa ich poloha spojito menit. Pomocou dialgovho okna vlastnost mono bod z danho objektu uvolnit a viazat na in objekt.

Viazan body sa daj vytvorit bud pomocou nstroja na vytvorenie bodu tm, e klikneme na priamku alebo podobn objekt, alebo pomocou pecilneho nstroja. Navye kad bod mono naviazat na objekt neskr, pomocou dialgovho okna vlastnost. Stac ukoncit dialgov okno stlacenm tlacidla VIAZAT NA OBJEKT a potom tuknt na poadovan objekt.

Body mu byt na objekty viazan dvoma spsobmi. Bud sa sna bod udrat si svoju absoltnu polohu na vkrese, alebo sa sna udrat si svoju relatvnu polohu voci danmu objektu objektu. Prednastaven udriavanie relatvnej polohy mono vypnt tak, e v dialgovom okne vlastnost bodu zrume zakrtnutie "fixn". 

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Priamky a polpriamky

Priamkou chpeme priamku prechdzajcu dvoma bodmi, rovnobeku alebo kolmicu, prpadne druh rameno fixnho uhla. 

Rozdiel medzi priamkou a polpriamkou nespocva len v ich zobrazen v programe. Kolmice a priesecnky sa sprvaj v prpade priamok a polpriamok rzne. Konkrtne priesecnk s polpriamkou jestvuje len vtedy, ak na nej le. Nestac aby leal na priamke, ktorej je dan polpriamka scastou. Kolmica na polpriamku z danho bodu nebude jestvovat, ak jej priesecnk s priamkou, na ktorej polpriamka le, nebude na polpriamke. Toto sprvanie je mon zmenit odznacenm zakrtnutia "Obmedzen/" v dialgovom okne vlastnost kolmice.

Vimnite si, e nstroje na vytvranie kolmc, fixnch uhlov a rovnobeiek vytvraj nov priamky alebo polpriamky.

Vid: secky

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secky

secka je cast priamky leiaca medzi dvoma bodmi priamky. Vimnite si, e prednastaven sprvanie sa programu je tak, e priesecnk s seckou existuje len vtedy, ak le medzi krajnmi bodmi secky.

Dlku usecky mono fixovat, ak m jeden voln koncov bod. Ak chcete tak secku vytvorit pomocou nstroja pre vytvorenie secky, podrte pri volbe druhho krajnho bodu secky klves IFT, alebo zafixujte velkost secky v dialgovom okne jej vlastnost.

secky mono zobrazit ako vektory. Nastavuje sa to v dialgovom okne vlastnost secky.

Vid tie: Priamky a polpriamky

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Krunice

Program podporuje tri typy krunc. Krunice so stredom M prechdzajce cez bod A, krunice so stredom M a polomerom AB a fixn krunice. Kad typ m svoj vlastn nstroj. Prv typ predpoklad zadanie dvoch bodov, druh troch a tret len jednho bodu.

Kreslenie krunice me byt obmedzen tak, e sa vykresl len cast oblka medzi dvoma danmi bodmi krunice. V tomto prpade je mon nastavit, aby oblk nebol nikdy vc ako 180 (t.j. aby sa vykreslil krat oblk medzi vybranmi bodmi krunice). Koncov body vyberiete pomocou tlacidla v dialgovom okne vlastnost krunice. To, ci je oblk vc, alebo men ako poloblk nastavme stlacenm tlacidla VYTVRAT UHLY VACSIE AKO 180 v dialgovom okne vlastnost krunice.

Krunice mu byt vyplnen. Oblky mono vyplnit dvoma spsobmi. Bud sa vypln kruhov odsek alebo kruhov vsek dan oblkom.

Je mon nastavit, aby sa nevykreslovala cel krunica, ale len t jej cast, ktor je v kontrukcii potrebn. Takto ombedzen krunice sa vykreslia ako mal oblciky prechdzajce cez vetky body, ktor sa ku krunici vztahuj.


Vid tie: Fixn krunice

.fixedcircle
.related circle reorder expressionsyntax properties point transparency
Fixn krunice

U fixnch krunc nie je definovan bod na polomere. Ak chcete takto krunicu vytvorit, drte stlacen klves IFT, ked vyberte bod na krunici (ten sa nsledne nevytvor). Alebo pouite nstroj na vytvranie fixnch krunc. Pri jeho pouit sa otvor dialgov okno nastaven krunice, kde mete zadat vraz pre polomer fixnej krunice. Ak krunicou hned po jej vytvoren potiahnete, dialgov okno sa neotvor a bude pouit aktulna velkost krunice. 

Fixn krunice mono nastavit tak, aby sa ich polomer rovnal vzdialenosti dvoch danch bodov A, B, ak pouijeme pre ich polomer vraz d(A,B). Alebo meme stlacit tlacidlo NASTAVIT VELKOST... v dialgovom okne nastaven. 

Velkost fixnch krunc mono menit aj tahanm myou, ak zrume nastavenie "fixn/" v dialgovom okne vlastnost.

.intersection
.related point properties segment selectintersection
Priesecnky

Priesecnk mono vytvorit pomocou nstroja pre vytvorenie bodu, tak e klikneme na priesecnk, alebo pouitm pecilneho nstroja pre priesecnk. Nstroj pre priesecnk je za normlnych okolnost ukryt, kede vo vcine prpadov mono pouit nstroj na vytvranie bodov.

Me st o priesecnky medzi priamkami, krunicami, grafmi funkci, parametrickmi krivkami a automatickmi stopami, ktor s do kontrukcie importovan ako normlne objekty. Ak robme kontrukciu na papieri, nezd sa nm casto e vytvorenie priesecnka je nieco, comu sa treba nejako obzvt venovat. Vznikaj sam od seba. Poctac vypocta vetky mon priesecnky. To, e musme priesecnky na poctaci explicitne skontruovat, kontrukciu vrazne sprehladnuje.

Je mon vytvorit aj priesecnky medzi kueloseckami a stopami. Upozornujeme, e vpocet takchto priesecnkov me byt casovo nrocn. Ak vytvorte privela komplikovanch priesecnkov, spomal to vau kontrukciu.

Vid tie: Vber priesecnkov

.selectintersection
.related intersection point
Vber priesecnkov

Dve krunice sa mu pretnt v dvoch bodoch. Ak pouijeme nstroj pre vytvorenie priesecnka a postupne vyberieme dve krunice, program vytvor naraz oba ich priesecnky. Ak potrebujete len jeden, ten druh jednoducho skryte. Ak je pouit automatick vytvranie priesecnkov, nebude druh priesecnk vytvoren.

Jestvuje jeden problm ohladom spsobu, akm program zoradzuje dva priesecnky dvoch krunc (alebo krunice a priamky). Na rozdiel od inch programov to tento program rob predpovedatelnm spsobom. Ak v prpade krunc vyberiete krunice v opacnom porad, poradie priesecnkov sa vymen. Poradie priesecnkov priamky a krunice zvis na smere priamky (t.j. na porad vytvorenia jej definujcich bodov). Skste posunt priamkou tak, aby u krunicu nepretnala, a potom ju vrtte spt. Poradie priesecnkov bude rovnak.

Niekedy je potrebn priesecnky urcit presnejie. To sa d urobit tak, e jednmu priesecnku "povieme" aby bol rzny od nejakho inho danho bodu. Priesecnky bud potom zoraden tak, e vybrat priesecnk bude od tohto bodu dalej. Dialgov okno pre priesecnky obsahuje ecilne polcko, kde sa tento bod d zadat, a tie tlacidlo, pomocou ktorho ho mono zadat interaktvne.

Takto typ priesecnkov sa vytvra automaticky, ak dal priesecnk je bod leiaci na obvode oboch krunc a ak je tento bod viditeln.

Mete tie nastavit, aby priesecnkom bol bod, ktor je najbliie k nejakmu danmu bodu. 

Mono nastavit, aby sa poradie vberu krunc prepnalo automaticky. Tak ako pri automatickch stopch kontrukcia vtedy prebehne cez vetky stavy.


.parallel plumb midpoint
.related line point properties
Rovnobeky, kolmice, stredy

Mono ich chpat ako "skratky" pre vykonanie klasickch kontrukci. Prv dva nstroje vytvraj priamky. Tret vytvor samozrejme bod.

Kolmice na secky prestan existovat, ak ich priesecnk s priamkou, na ktorej le secka, je mimo secky. Toto sprvanie je mon vypnt v dialgovom okne vlastnost.


.move
.related circle angle background mouse
Posvanie objektov

Tento nstroj posva body. Je to alterantva k posvaniu bodov pravm tlacidlom myi. Tie nm mono tahat fixn uhly a fixn krunice, pokm tieto objekty nie s upevnen. Ak takto upevnen objekty chcete uvolnit, podrte pocas tahania stlacen tlacidlo CTRL. 

Hned po tom, co vyberiete nstroj pre posvanie objektov, prpadne potom, co ho resetujete stlacenm klvesu ESC, bud vetky objekty, ktormi mono pohybovat oznacen cervenou farbou a bud blikat.

Je mon pohybovat naraz viacermi objektami. Ak to chcete urobit, podrte pritom ako ich vyberte myou stlacen klves SHIFT, a pustite ho po vybrat poslednho bodu.

Ak je pri posvan stlacen klves SHIFT, bude posvanie obmedzen na oblast, v ktorej s vetky priesecnky platn. V appletoch mono toto sprvanie prednastavit pomocou parametra "restrictedmove".

Ak je pri posvan stlacen klves CTRL, zostane str stav kontrukcie pocas posvania zobrazen v pozad.

.tracker
.related point animate background mouse objecttracker
Manulne sledovanie stopy bodu a priamky

Tento nstroj vykresluje stopy pohybujcich sa bodov a priamok. V prpade pohyblivho bodu sa vykresluje jeho trajektria. V prpade pohybujcej sa priamky sa vykresluje krivka, ku ktorej je sledovan priamka v kadej svojej polohe dotycnicou (tzv. oblka systmu priamok). 

Najprv je potrebn vybrat jeden alebo viacero bodov, ktor maj byt sledovan. Potom mono pomocou lavho tlacidla myi posvat nejakm bodom, posuvnkom, alebo inm pohyblivm objektom, ktor ovplyvnuje polohu sledovanho bodu. Tm sa vytvor jeho stopa. Ak chcete vybrat viac ako jeden objekt, ktor sa bude sledovat, podrte pri vyberan objektov stlacen klves SHIFT. 

Farba stopy bude rovnak ako farba sledovanch objektov a stopa zostane viditeln, pokm sa nevyberie in kontrukcn nstroj, alebo pokm sa stopa neresetuje tlacidlom ESC.

Stopy bodov a priamok mono pomieat. Stopy priamok mono vytvorit z priamok, polpriamok a seciek.

Ak chcete, aby stopa zostala nastlo v kontrukcii, muste pouit nstroj na automatick sledovanie stopy.

Vid tie: Automatick sledovanie stopy bodu a priamky


.objecttracker
.related tracker point animate
Automatick sledovanie stopy bodu a priamky

Tento nstroj vykresluje stopy zvislch bodov a priamok (podobne ako nstroj pre manulne sledovanie stopy) tak, e animuje pohyb jednho nezvislho bodu pozdl priamky alebo po krunici, rchlostou, ktor me pouvatel ovldat. Najprv vyberte jeden alebo viacero zvislch bodov alebo priamok, ktor chcete sledovat. Ak chcete sledovat pohyb viacerch objektov, drte pri ich vbere stlacen klves SHIFT. Potom mete vyberat nezvisl bod na priamke alebo na krunici, prpadne posuvnk, vraz, alebo priamku ci krunicu. Ak ste vybrali priamku alebo krunicu, muste ete na nej urcit nezvisl bod, ktor sa po nej bude pohybovat. Poctac bude pohybovat nezvislm bodom, alebo posuvnkom, prpadne bude menit vraz, a bude vykreslovat automaticky stopy vybranch zvislch objektov.

Ak by prv sledovan zvisl objekt prestal byt platn (napr. by to bol priesecnk, ktor prestal byt platn) pohyb nezvislho bodu sa automaticky obrti. V prpade, e by prv sledovan zvisl objekt prestal byt platn, pretoe prestali jestvovat priesecnky dvoch krunc, bude sa potom, co sa automaticky zmen smer pohybu nezvislho bodu sledovat pohyb druhho priesecnka. Tm pdom kontrukcia prebehne cez vetky mon stavy.

Rchlost animcie mono zvcit alebo zmenit pomocou klvesu SHIFT a pravej alebo lavej pky klvesnice. Opakovan klikanie lavm tlacidlom myi prepna animciu medzi tromi reimami: animcia a viditeln stopa, animcia a skryt stopa, stopa bez animcie. V poslednom reime mono nezvisl bod tahat pomocou lavho tlacidla myi. Dalie body mono hocikedy tahat pomocou pravho tlacidla myi, ale pocas takhoto tahania bude stopa skryt a animcia pozastaven. 

Ak je kontrukcia nahrat v okamihu, ked je tento nstrok aktvny, bude aktvny aj pri jej optovnom nactan.

Ak chcete zastavit animciua odstrnit stopy, vyberte z palety nstrojov lubovoln in nstroj.

Permanentn stopy

Ak chcete aby zostala prv stopa v kontrukcii nastlo, stlacte kombinciu klvesov SHIFT a ENTER, alebo vyberte nstroj automatickho sledovania stopy so stlacenm klvesom CTRL. Vytvor sa nov objekt, pricom sa pouije aktulna hodnota farby a hrbky ciary. Stopu mono nsledne upravit rovnakm spsobom ako akkolvek in objekt. Je mon vytvorit priesecnky medzi takto vytvorenou stopou a inmi objektami a tie je mon na stopu umiestnovat body.

Stopy vytvoren tmto spsobom s prepoctavan pri kadej zmene v kontrukcii, co me na starch poctacoch program spomalit. Je preto mdre, ak pocet stp obmedzme a ak ombedzme aj ich dlky, aby sme odlahcili procesoru poctaca. Navye je mon odkrtnutm, prpadne zakrtnutm polcka v dialgovom okne vlastnost stopy prepoctavanie stopy vypnt, prpadne znovu zapnt.

Vid tie: Manulne sledovanie stopy bodu a priamky


.animate
.related circle line
Animcia

Tento nstroj me animovat pohyb jednho bodu pozdl jednej alebo niekolkch seciek alebo krunc. Najprv vyberte bod, pohyb ktorho sa m animovat, potom postupne vyberajte secky alebo krunice. Ich vber ukoncte tak, e na posledn objekt kliknete dvakrt (dvojkliknete).

Ak chcete animciu ukoncit, kliknite niekde do kontrukcie. Ak chcete obrtit smer animcie, kliknite myou pri stlacenom klvese SHIFT. Kombincia klvesov SHIFT a +/- men rchlost animcie. 

Animcie sa ukladaj do sboru s kontrukciou. Ak je animcia pouit v applete, bude interakcia pouvatelov s appletom vylcen.

Ak kliknete do kontrukcie a mte stlacen klves SHIFT, zmente tm smer pohybu bodu po secke, krunici alebo po oblku.


.angle
.related circle properties fixedangle
Uhly

Normlne uhly slia iba na oznacenie a nemu byt pouit na kontrukciu. Poradie zadvania bodov je A, V, B, kde V je vrchol.

Uhly mono zobrazit v troch rznych velkostiach. Ak vyberiete najvciu velkost, bude oblcik uhla zacnat v bode A.

Uhly mu obsahovat vo svojich mench grcke psmen. Ak chcete aby meno obsahovalo napr. alfa, zadajte \a, \A a.t.d. Mete pouit vetky znaky Unicode pomocou \0XXXX, kde XXXX je lubovoln hexadecimlne cslo. Uhly, ktorch velkost je 90, alebo maj meno zacnajce "." bud v prpade, e je zapnut zobrazovanie velkosti, oznacen bodkou. Uhly mu byt vyplnen. Rovnak efekt mono dosiahnut pomocou pouitia druhho mena (aliasu).

Sprvanie uhlov je prednastaven tak, e nikdy nie s vcie ako 180. Na porad zadania bodov A a B nezle. Avak toto sprvanie je mon vypnt v dialgovom okne vlastnost uhla.

Tak ako u inch objektov, ak zvolte neviditeln hrbku, bude zobrazen menovka uhla ale samotn uhol nie.

Vid tie: Fixn uhly

.fixedangle
.related circle reorder expressionsyntax properties angle
Fixn uhly

Fixn uhly nemaj tret definujci bod, ale maj fixn velkost. Tento typ uhla sa viac podob na polpriamku ako na uhol. Je mon vytvrat priesecnky s ramenom uhla bez definujceho bodu alebo nan umiestnovat body.

Fixn uhly mono vytvorit tak e pri kliknut urcujcom polohu tretieho definujceho bodu mme stlacen klves SHIFT. Mono ich tie vytvorit pomocou pecilneho nstroja pre fixn uhol. Tento nstroj automaticky otvor dialgov okno nastaven, kde pouvatel me zadat lubovoln vraz pre velkost uhla. Ak uhol hned po vytvoren potiahneme, dialgov okno sa neotvor. 

Velkost fixnch uhlov mono menit pomocou pravy ich troch definujcich bodov. D sa to urobit tak, e vyberiete tlacidlo NASTAVIT VELKOST v dialgovom okne nastaven a vyberiete tri body A, V, B, kde V je vrchol uhla. Velkost uhla mete menit aj pomocou lubovolnho vrazu.

U fixnch uhlov mono lahko zmenit aj orientciu. Takto nie sme obmedzen len na kladn orientciu, ale meme pouvat aj zporn. Navye, ak je velkost uhla obmedzen od 0 do 180 (co je prednastaven sprvanie), a ak jeho definujce body vyberieme v takom porad, e rameno VB mono z ramena VA zskat otocenm okolo bodu V o zporn uhol bude fixn uhol AVB orientovan v zpornom zmysle. V dialgovom okne nastaven je pecilna ikonka, ktorou mono uhol invertovat.

Vid tie: Uhly

.area
.related point properties background
Vyplnen mnohouholnky

Tento nstroj vytvra zo zadanch vrcholov vyplnen mnohouholnk. Treba zadat krajn body a dvojkliknt na posledn bod. Strany s skryt, ak m mnohouholnk v dialgovom okne nastaven vybrat neviditeln hrbku.

Hodnotou vyplnenho mnohouholnka je jeho obsah. Znamienko hodnoty zvis na orientcii jeho vrcholov. 


.expression
.related angles circles properties reorder expressionsyntax
Vrazy

V C.a.R. mono aritmetick vrazy pouit na nastavenie

 - sradnc bodov
 - dlok seciek
 - polomerov krunc
 - velkost uhlov

Naviac mono zobrazit hodnoty vrazov v kontrukcich. Ak chcete umiestnit vrazy na obrazovku pouite nstroj na vrazy. Na posvanie vrazu posli prav tlacidlo myi. V dialgovom okne vrazu treba zadat platn vraz. Vrazy mu obsahovat vysvetlujci text a mu alebo nemusia zobrazovat svoju vypoctan hodnotu. 

Skryt vrazy s uitocn na vpocet hodnt, ktor chceme pouit v kontrukcii neskr. 

Hodnotu vrazu mono nastavovat aj posuvnkom. V takom prpade bude mct pouvatel posvat zlava doprava bod, cm sa bude nastavovat hodnota premennej. Posuvnk m minimlnu a maximlnu hodnotu, ktor me premenn dosiahnut.

Vo vysvetlujcom texte vrazu je mon pouit LaTeX-ovsk znacky. V takom prpade je ich potrebn uzavriet medzi $...$.

Vid tie: Syntax vrazov

.expressionsyntax
.related fixedangles fixedcircles point properties reorder function
Syntax vrazov

Meno 
 Prklad 
 Popis 
 
+, -, *, /,^ alebo ** 
 3.5*3+3/(4-5^2) 
 Elementrne matematick opercie. 
 
Meno objektu 
 AB/CD 
 Meno secky, krunice, uhla a dalch vrazov. Objekt nesmie zvisiet na aktulnom objekte. Ak chcete odkazovat na objekty ich menom, pouite syntax @meno alebo @"meno". Toto vak nebude fungovat pri makrch. Ak sa objekt nenjde, vznikne chyba.
 
Funkcia 
 sin(a) 
 Funkcie abs, sign, sin, cos, tan, arcsin, arccos, arctan, sqrt, exp, log, round, ceil, floor, deg, rad, sinhyp, coshyp, angle180 a angle360.
 Vimnite si, e trigonometrick funkcie ocakvaj argument v stupnoch. Ak chcete pouit radiny, muste ich premenit na stupne. Pouite funkciu deg(x), alebo funkcie rsin, rcos, rtan, rarcsin, rarccos, rarctan.
 
Pouvatelsk funkcia
 f(a)
 Vpocta hodnotu pouvatelom definovanej funkcie pre a.

Pi 
 pi 
 Kontanta Pi. 
 
x,y,z 
 x(P), y(P) , z(P)
 x-ov a y-ov sradnica bodu, prpadne z-hodnota bodu.
 
d 
 d(P,Q) 
 Vzdialenost dvoch bodov. 
 
d 
 d(x) 
 Pocta zmeny vrazu x. Ak x je bod, pocta jeho pohyby.
 
sum
 sum(x,f)
 Spocta x. Ak je f zporn alebo neplatn, hodnota sumy sa nastav na nulu.
 
a 
 a(P,Q,Z) 
 Velkost uhla PQZ. 

scale 
 scale(x,a,b) 
 Pocta relatvnu polohu x v intervale <a,b), ak je x v tomto intervale. Inak sa stane vraz neplatnm.

if 
 if(e,e1,e2)
 Vrti e1, ak plat e, inak e2. 

invalid
 invalid 
 Vrti neplatn vraz.

&&,||,! ! 
 (x<4 && y<4) 
 Logick vrazy. && znamen konjunkciu, || disjunkciu, 1 je pravda, 0 je nepravda. 

<, >, <=, >=, ==, ~= 
 x<y 
 Porovn csla. ~= znamen "pribline rovn". 

integrate
 integrate(f,a,b)
 integrate(f)
 Vypocta urcit integrl funkcie f od a do b pomocou Romberg metdy. f
mus byt objekt funkcie (pavdepodobne skryt). Pouva y-ov zloku funkcie. Ak f zobrazuje iba body, je spoctan Riemannovsk suma. Ak f je parametrick, vypocta plochu vntri krivky, alebo jej dlku, ak nie je funkcia vyplnen.

zero
 zero(f,a,b)
 Njde nulov bod funkcie f v intervale a, b. Znamienko hodnoty funkcie v bodoch a a b mus byt rzne. Procedra pouva metdu secnc.

diff
 diff(f,a)
 Numerick hodnota derivcie f v bode a. Aproximuje ju vrazom (f(h)-f(-h))/(2h)

min,max
 min(f,a,b)
 Vypocta polohu minima (maxima) funkcie f medzi a a b.

this
 x(this)
 Vztahuje sa na objekt obsahujci tento vraz.
 
windoww,windowh,windowcx,windowcy
 Vracia rozmery a sradnice stredu aktulnej obrazovky.
 
pixel
 Vracia pocet pixelov na jednotku dlky sradnc. Nepouvat pri tlaci.
 
simulate
 simulate(e,x,f)
 Nastav vraz e na hodnotu x, prepocta kontrukciu s touto novou hodnotou a vrti hodnotu f. V lubovolnom case mono vypoctat len jednu simulciu, cie simulcie nemono vnrat. Namiesto e mono pouit vraz, fixn uhol, alebo fixn krunicu.

.text
.related replay comment properties latex
Text

Zobaz v kontrukcii viacriadkov text. Text mono menit pomocou internho editora.V tomto editore sa nachdza klasick tlacidlo, ktorm mono vyvolat dialgov okno vlastnost objektu.

Ak chcete vytvorit v texte riadok napsan hrubm, velkm prpadne hrubm a velkm psmom, dajte na zaciatok riadku znaky *, **, alebo ***. Ak chcete pouit prkazy LaTeXu, uzavrite riadok, alebo jeho cast (casti) medzi znaky dolra $...$. Naviac mete pouit vrazy uzavret medzi %..%. Tieto vrazy sa pred zobrazenm vyhodnotia a v texte sa zobraz vsledok vyhodnotenia. Retazce v tvare %=s% bud nahraden aktulnym menom objektu "s" a retazce v tvare %~s% bud nahraden rovnicou objektu s.

Skryt texty sa objavia v reime prehrvania. To umonuje zobrazovanie loklnych komentrov kontrukcnch krokov, ktor neskr zmizn.

.quadric
.related properties point transparent
Kuelosecky

Kuelosecky s mnoiny bodov, ktor s rieeniami rovnc, ktor s vytvoren linernou kombinciou clenov x^2, y^2, x, y, xy a 1 (kvadratickch funkci dvoch premennch). Kuelosecku mono jednoznacne urcit piatimi bodmi. Jednoducho ich treba vybrat.

Ak chcete upravit vlastnosti krivky, kliknite na nu pravm tlactkom a pouite obycajn dialgov okno vlastnost. Po kliknut na tlacidlo hodnota sa zobraz rovnica kuelosecky.

Na kuelosecky je mon umiestnovat body a tie je mon vytvrat prieniky kueloseciek s dalmi objektami.


.hide
.related construction properties mouse
Ukrvanie objektov

Pomocou tejto funkcie je mon ukrvat objekty, alebo uryt objekty znovu zviditelnit. Ak chcete nejak ukryt objekt zviditelnit, stlacte tlacidlo (prepnac) na zobrazenie vetkch ukrytch objektov a kliknite nan. Objekty mono ukrvat aj tak, e na ne klikneme pravm tlacidlom myi a drme pri tom stlacen klves CTRL. V tomto prpade po prvom kliknut prejd krunice, priamky, polpriamky a secky do prechodovho stavu a po druhom kliknut sa ukryj.

Ak pri vbere objektu na urytie mme stlacen tlacidlo SHIFT, bude objekt ukryt plne. V takom prpade ho je mon zviditelnit jedine pomocou zoznamu objektov v popisnom okne kontrukcie.

Pomocou menu UPRAVIT/SKRYT DUPLIKTY je mon ukryt vetky duplicitn objekty. Viditelnmi zostan potom len tie, ktor boli vytvoren najneskr. Bud drte pri vbere nstroja na ukrytie stlacen klves CTRL, alebo pouite menu UPRAVIT/SKRYT DUPLIKTY.


.rename
.related properties
Premenovat v abecednom porad

Tento nstroj umonuje premenovat priamky na a, b, c, ..., body na A, B, C, ..., a uhly na \a, \b, \c, ..., pomocou jednoduchho klikania myou. Ak je vybrat tento nstroj a ak klikneme na nejak objekt, bude pomenovan nasledujcim, ete nepouitm psmenom v abecednom porad.

Ak budete pri klikan na body drat stlacen klves SHIFT, bud body na ktor klikte pomenovan A, B, C, ..., aj napriek tomu, e u predtm boli v kontrukcii tieto psmen pouit. V takom prpade bud automaticky premenovan. Od zaciatku mono zacat tak, e stalcte klves ESC.

Mimochodom, ak potrebujete pouit napr. psmeno "a" pre dva rzne objekty, pouite "a-1" a "a-2". Bude zobrazen len cast mena objektu pred pomlckou. Druhm rieenm je pouit alias (druh meno).

.delete undo back
.related construction
Zmazat posledn objekt

Tento nstroj vymae naposledy vytvoren objekty a vetky skryt objekty pred nimi. Vrtite ich spt, ak kliknete na nstroj VRTIT SPT NAPOSLEDY VYMAZAN OBJEKTY.

Jestvuje aj dal nstroj, ktor zmae lubovoln objekt a vetky objekty, ktor na nom zvisia. Aj tu plat, e ich vrtite spt, ak stlacte nstroj VRTIT SPT NAPOSLEDY VYMAZAN OBJEKTY.


.function
.related expressionsyntax properties
Funkcie a krivky

Program doke zobrazit grafy funkci a parametrickch kriviek. Graf funkcie je mon vytvorit pomocou poloky menu alebo stlacenm ikonky. V dialgovom okne, ktor sa objav, zadajte zaciatocn a koncov hodnotu premennej parametra a tie velkost kroku. Ak chcete, mete pouit na oznacenie premennej parametra lubovoln retazec. Predvolen hodnota je "x".

Ak vytvrate graf funkcie, ponechajte polcko VRAZ PRE X przdne a do polcka VRAZ PRE Y zadajte "f(x)". Pritom "f(x)" mus byt platn vraz.

Ak vytvrate graf parametrickej krivky, budete potrebovat zadat dva vrazy, jeden do polcka VRAZ PRE X a druh do polcka VRAZ PRE Y.

Program bude postupne zvcovat hodnotu premennej parametra od zaciatocnej hodnoty po koncov hodnotu pri danom kroku. Ak je funkcia pri danom kroku parametra platn, bude do kontrukcie vykreslen secka do sstavy sradnc pouvanej v kontrukcii. 

Funkcie mono pouvat pri definovan inch funkci. V takom prpade sa vypocta hodnota VRAZu PRE Y.

Funkcie a krivky mu byt vyplnen. V prpade parametrickej krivky je stredom 0, ale to mono zmenit. Urobte to tak, e v dialgovom okne vlastnost stlacte tlacidlo NASTAVIT STRED.

Funkciu f mono zredukovat na sriu bodov. Ak bude takto funkcia mat byt dotatocne vyplnen, bude pouit Riemannova step funkcia.


.defaults
.related line angle colors
Prednastaven nastavenia

Je mon nastavit prednastaven nastavenia farby, vzhladu a niektorch dalch vlastnost novovytvorench objektov. Konkrtne:

 - farbu objektov
 - hrbku objektov
 - tl bodov
 - ciastocn zobrazovanie krunc
 - ciastocn zobrazovanie priamok
 - zobrazovanie seciek ako pok
 - zobrazovanie mena
 - zobrazovanie hodnoty
 - pouvanie dlhch mien
 - velk a hrub psmo
 - pouvanie uhlov vcch ako 180
 - nastavenie nepriesvitnosti objektov

Tieto prednastaven nastavenia s dostupn cez menu a tie ako nstroje v paneli nstrojov.

.edit
.related mouse properties
Edit Objects

This tool edits the properties of one or more objects. To select
several objects, hold the SHIFT key. The edit dialog for more than one
objects has fields in an invalid state. Only the changed fields will
be used to update the objects.

If the CTRL key is pressed when the tool is selected, the last
object will be edited.

If the CTRL key is pressed, when an object is selected with the right
mouse button, an editor for the conditional formats of objects opens.
For colors, thickness and other properties, it is possible to define
conditions to activate these properties. This is useful for special
effects. Each property can have a condition and it will be enabled
when this condition evaluates to true, which is any value other then
0.

A special condition is the z-buffer value. It determines the order
of painting. The objects with the largest z-buffer are painted first.
All objects that have a z-buffer value are painted after the background
objects, but before any other objects.

One can set the properties of several objects at once. The current
object can be referred to by the name "this".

.show
.related hide
Hide by Color

Show or hide objects with specific colors. This is used to make the
construction clearer.

.grid
.related zoom move mouse
Grid

This tool toggles the display of the coordinate system. A menu switch
determines, if a full grid is shown, or only the coordinate axis.

If the grid is on, new points and points moved by the right mouse
button snap to grid points. However, it is possible to snap with the
move tool and the left mouse button instead, changing an advanced
setting. This may be useful for constructions on Web pages with
grids.

If the grid is on while the construction is saved, it will be switched
on, when the construction is loaded.

.replay
.related htmlexport text animatebreak
Walk through constructions

This tool opens a small dialog with navigation buttons containing
buttons for forward, back, fast forward, fast rewind etc. Additionally,
breakpoints can be set with this tool. There is a button to jump to
the next breakpoint. Moreover, breakpoints are important for HTML
export in replay style.

To set a hiding breakpoint hold the shift key while setting the
breakpoint. Hiding breakpoints hide all previous objects up to the
next previous breakpoint. The construction will be split into several
parts.

Breakpoints and hiding breakpoints can also be set in the properties
dialog.

During the replay, hidden texts will be visible.

.animatebreak
.related replay
Animate breakpoints

This tool automatically goes from breakpoint to breakpoint. To increase
or decrease the speed, press shift plus the right or left key.

.draw
.related mouse
Paint with the Mouse

This tool paints sketches above the currenct construction with the
mouse in the current color. To erase the sketch, press escape or use
the menu entry. The sketch will be saved with the construction.

.zoom
.related mouse grid
Zoom with the mouse

With this tool it is poosible to zoom in and out by dragging in the
outer region of the construction, and to move the construction by
dragging the inner region of the construction.

Note that it is possible to zoom the construction at any time with a
mouse wheel, and to move the construction with the right mouse button,
dragging some empty spot.

One can also zoom with the +/- keys, and move with the arrow keys.

The current viewing window is saved in the construction file, and the
same view will be used when the construction is loaded.

.parameter
.related runmacro parametertypes target macro
Macro Parameters

Macros are an important tool for more complicated constructions.
Without macros, only simple constructions can be done. Macros collect
many constructions steps into one construction step. They behave like
subroutines in a programming language. Macros are like new, user
defined tools.

A macro needs parameter objects and target objects, just like the
segment tool takes two points as parameters and has a segment as its
target.

Macros in Z.u.L. are easily defined. Show the macro, which part of
your construction it should learn. This part is called the "pattern
construction". To create the pattern, construct some targets starting
with some given parameter objects. E.g., you could construct the
middle perpendicular line of a segment between two points, starting
with the two points.

In the first step of macro creation, the macro needs to learn your
starting points. In the next step, you press the macro tool once more
and define the targets. In the final step, the macro dialog appears
and the macro definition is finished.

Continue with: Targets

.target
.related parameter runmacro parametertypes macro
Targets

After the macro parameters have been selected, another click on the
macro tool starts the selection of the targets. Here, only those
objects are visible that are constructible from the parameters. E.g.,
the middle perpendicular of two points is visible, if the two points
have been selected as parameters. All intermediate construction steps
are visible too unless they are hidden.

Select the targets now. In the example ment?ned above, select the
middle perpendicular line.

At least one target object should always be defined. Otherwise, all
visible objects will be constructed by the macro. Moreover, targets
will get the default color and styles when the macro is used. All
other objects get the style in the definition pattern, with the
exception that black objects get the default color. Especially, all
hidden objects will be constructed in the hidden state. However, there
is an option to hide all objects that are no targets automatically,
even if they were visible in the construction. Moreover, if the macro
is used in the descriptive mode, the user can assign names only to
target objects.

Another click on the macro tool finished the definition of the macro
using a dialog. 

Continue with: Macro Definition

.macro
.related runmacro parametertypes parameter target expression fixedcircle
fixedangle hintparameters selfreference defaultmacros macroerror
Macro Definition

After all parameters and targets have been selected, another click on
the macro tool defines the macro using a dialog. 

Here, the name of the macro and a comment can be set. It is possible
to definie the user prompts for each parameter. Comments and user
prompts are important, since the user might not know, what the macro
does and what it needs. The prompts are displayed in the status line,
while the macro waits for parameters.

It is possible to fix a parameter to an object A by using "=A" for the
parameter prompt. The parameter will not be prompted, but instead an
object "A" will be used, if there is one, and if it has the correct
type.

Be default, macros hide all objects that are duplicated from existing
objects. This behaviour can be changed here.

Moreover, it is possible to ask the user for a value for either a
fixed circle, a fixed angle or an expression while the macro is
running. To do this, enter the name of the circle, the angle or
the expression into the box in the last line. The user will be prompted
with a dialog and can enter any arithmetic expression. Several comma
separated objects can be prompted from the user.

See also: Hint Parameters, Self reference

.hintparameters
.related macro
Hint Parameters

A special feature hides parameters. If a hidden point is chosen as a
macro parameter during the generation of the macro, and if that point
is associated to a point generated during the parameter selection
when the macro is used, this new point will be hidden after the macro
has been run. 

This feature makes it possible to use points as hint parameters. An
example would be a macro, which generates an equilateral triangle on a
segment. The hint would be a third click indicating either side of the
segment. In this case, an expression must be used for one of the 60
degree angles involving the third point, something like
"60*sign(180-a(P,A,B))".

.selectmacro
.related runmacro macro
The Macro Selection Dialog

The macro selection dialog contains a list of all macros. Macros may
be organized in submenus. To switch to a submenu, double click on
it. To revert to the parent directory, double click on "..". To put
the macro into a subdirectory, rename it like "subdir/macroname".
Default macros are displayed in red.

If the dialog allows multiple selections, subdirectories can be selected.
In this case, all macros in all subdirectories of this subdirectory will
be selected at once.

.runmacro
.related parameter parametertypes mouse expressionsyntax fixparameters
selectmacro
Running a Macro

If the SHIFT key is pressed when the macro run tool is selected,
the previously used macro will be selected automatically. If not,
and there is more than one macro, the macro selection dialog will
open. After the user has chosen a macro, the program will prompt for 
each parameter, and the expected object type and the prompt will be
displayed in the status line.

Macros can also be selected with the right mouse button. Choose the
macro from the list in the popup menu.

If "Space selects ..." appears in the status line, this parameter
object can be selected by pressing the space bar. This feature is
useful, if the macro is used several times.

At the end, the macro will be executed. If the macro needs a value for
a fixed circle or angle, it will prompt for this value with a dialog
box. The user can enter any arithmetic expression there.

If the full preview is turned on, the result of the macro operation
can be seen before the last parameter point is selected.

See: Macro Selection Dialog, Macro Definition

.defaultmacros
.related runmacro save
Default Macros

When starting, C.a.R. looks for a file named ".default.mcr" in the
current directory. If there is such a file, the macros contained in
this file are loaded. Note, that there is a a default macro file in
the program archive, which is used, if the program does not find
another file.

The default macros are protected. They are not deleted when a new
file is loaded and they are not saved with constructions. To delete
protected macros, use the menu entry in the macro menu, and select all
macros. 

You can create default macros yourself. Simply save a file
".default.mcr" into the current directory. If you need a special
language version, save the file as ".la_default.mcr", where "la" is
your language shortcut, of simply overwrite ".default.mcr". the
language shortcut can be found in the "about" dialog.

.macroerror
.related macro
Warning: "Object is used, but not in Macro"

This warning occurs if an object in the macro refers to an object not
contained in the macro. Usually, the reason is a @... reference in
an expression, maybe in the conditional formatting of objects. Those
references do not make objects depend on the referred object, and thus
the objects are still constructable. However, they might not work as
expected, or might even refer to wrong objects when used.

Another type of references are the bounds of circular arcs. Since those
bounds depend on the circle most of the time, the circle arc cannot depend
on the bounds to avoid circular dependencies. If you ignore the
warning, the arc will be determined by objects with the same name.

A third reason may be an intersection with circles. To choose the
intersection, the intersection may be kept different from a given point.
This might happen automatically, if the other intersection already
exists. If you ignore the warning, this intersection will be kept away
from a point with the same name, or will become an unrestricted
intersection.

To avoid the warning, add the missing object to the parameters, so that
it is included in the macro.

.localize
.related defaultmacros
Localized Help

C.a.R. already runs in many languages. However, if you want to provide
your own version, you should translate

 - ZirkelProperties.properties
 - info.txt

The properties file needs to be translated into an internal Unicode
representation by a tool named "native2ascii". It is wise to let me do
that for you. Simply send me the file. I will also include your
translation into the current distribution.

The help file should be in your local encoding.

.fixparameters
.related runmacro parameter
Fixed Parameters

You can also fix the selection of macro parameters by pressing the
SHIFT key during the selection. This will create a copy of the macro,
which is fixed in these parameters. You cannot fix all parameters
of course.

A parameter can be fixed, while the macro is defined. To do that,
"=A" is used as the prompt of the parameter. The parameter
will then be fixed to the object with name "A".

.parametertypes
.related parameter
Types of Parameters

Macro should use points as parameters simply. This makes dependencies
easier to understand and avoids many problems. But other types of
parameters are possible too.

Lines, rays, segments, and circles generate secondary parameters,
namely the two end points, or the center respectively. This simplifies
macro usage. However, the user must take care to use these parameters
in the same configuration. Two concentric circles must be concentric.
If the segments AB and BC are macro parameters, then the user must
choose segments EF and FG. In these cases, it might be better to use
points as parameters.

Lines and rays are of two types: with two defining points, and with
one defining point (e.g., parallel lines). In the macro, lines, rays,
and segments are stored as pointless lines, if their defining points
are not used in the target construction, or if they have only one
defining point. The user can then choose any line as a parameter. If
one of the two defining points is used, the user will have to choose a
line, ray or segment of the same type. Again, this is complicated, and
it may be best to use points.

.htmlexport
.related runningdemo save comment exportdialog jobexport
HTML Export

C.a.R. can generate HTML pages for your constructions. These HTML
pages contain an applet that displays the construction. In the dialog
for HTML export the appearance of the page and the applet can be set.

To set up a HTML page, a construction file has to bes created, and,
for assignments with solution pages, another one for the solution.
One needs to publish

 - the HTML page just generated, 
 - a solution page, if present,
 - style sheets, if present, 
 - the applet archive zirkel.jar,
 - the construction file. 

Note that tracks and animations are saved with the construction. They
will automatically reappear in constructions, which are displayed in
applets. In this case, there is no user interaction. So you should use
the plain or border style for these applets.

Note that tracks are displayed automatically, if they were displayed
when the construction was saved.

It is best to have only one applet on each HTML page.

See also: HTML Export dialg.

.htmlexporttemplate
.related htmlexport save comment settings
HTML Export with Templates

This is a comfortable way to export your construction to HTML. The
program loads a template for the HTML page, and fills in the necessary
information replacing all placeholders on the template page. The
dialog is much shorter, since most information is continained in
the template file, including applet size, applet and page colors,
style sheets and archive position.

The documentation of C.a.R. contains some templates to start with.
Template files use the extension "*.template". You can edit these
template files with any file or HTML editor. Foreign language users
should disable UTF-8 in the settings dialog, or they must use an
editor, capable of handling UTF properly (e.g my text editor JE, the
HTML editors of Mozilla, or Frontpage by MS, and many others). You can
base your template on the template files that come with the
documentation.

The following placeholders are recognized in template files.

#title
  Replaced by the construction title as shown in the export dialog.

#comment1,#comment2,...
  This will be replaced by the section of the construction comment
with the corresponding number. Comment sections are separated by lines
consisting of "~". Each paragraph of the comment section will be
bracketed by <p>...</p>.

#comment
  Works like text, but does not look for comment sections.

#text1,#text2,...
  Works like #comment1,... but does not generate paragraphs
<p>...</p>. The user can provide any HTML-tags he likes.

#text
  Works like #text1,... but does not look for comment sections.

#parameter
  Inserts the applet parameters: file or job, style, tools and options.

#color
  Inserts the applet parameters for colors.

#font
  Inserts the applet parameter for fonts and digits.

#codebase
  The codebase from the export dialog.

Here is a very simple template file.

  <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
  <HTML>
  <HEAD>
  <META HTTP-EQUIV="Content-Type" CONTENT="text/html; CHARSET=utf-8">
  <TITLE>
  #title
  </TITLE>
  </HEAD>
  <BODY BGCOLOR=#F0F0F0>
  <H1>
  #title
  </H1>
  <CENTER>
  <P>
  <APPLET CODE="rene.zirkel.ZirkelApplet.class" #codebase WIDTH="400" 
  HEIGHT="400" ALIGN="CENTER">
  <PARAM NAME="color" VALUE="240,240,240">
  #parameter
  </APPLET>
  </P>
  </CENTER>
  #comment
  </BODY>
  </HTML>

See also: Export Dialog

.exportdialog
.related htmlexport jobexport
Export Dialog

Applets can have several styles.

- Plain: The applet has no border. The user can only display hidden
elements and move points. One should use the same color for the page
and the applet in this case. 

- Border: The applet gets a border. 

- Border and Icons: The applet gets a border and icons. The user can
construct things. 

- Border, Icons and Status: The applet gets a status line. The status
text is displayed in the browser status line too. 

- Border, Icons and Input Line: The construction must be done in
descriptive (non-visual) mode. 

- Replay with Breakpoints: Three buttons are displayed to enable
navigation from breakpoint to breakpoint. To set the breakpoints, use
the replay tool. 

Title of Page: This is the title of your page in <H1> style.

CSS Style-Files: Cascading Style Sheets are useful to give several
pages a common appearance. If you do not use them, leave the input
empty. Use a path relative to the program archive.

Width, Height: The dimensions of the applet display.

Construction File: The name of the file containing the construction,
usually in the same directory as the HTML file. However, the file
names must be relative to the program archive. Absolute URLs and paths
are not allowed here.

Jar File: This is the program archive. The path must be relative to
the HTML page.

Colors: You can choose a color for the page background and for the
applet background. The color can be chosen with the button below.

Moreover, there are switches to save the defined colors for the
construction elements and for the construction background. The
background of the construction can be different from the background of
the applet and the background of the page.

Save Digits: Will save the settings for the number of digits. Should
be enabled.

Show Comment: This will put the comment below the applet. All browsers
should be able to handle the default UTF-8 encoding. If not switch to
the Windows encoding in the special settings.

Tools: These two icon bars let you choose the tools, which should be
displayed to the user. In any case, one should provide the undo tool.
With the special icon for two lines the user gets two lines of tools.

The user can only define macros, if you give him the macro tool. And
he can run only macros only, if this tool is available.

The icons with the question mark are switches for the object selection
dialog, the question for points on objects and for intersections.
By default, all these dialogs and questions are turned off in applets.

In the non-visual mode, the icons help the user to find the syntax.
In this mode, all construction tools work.

.jobexport
.related htmlexport exportdialog
Export Assignments

Display as Assignment: Needs to be checked to save the construction as
an assignment.

Solution File - Jump - Save - Link: These settings allow the automatic
generation of a solution page, which is a separate page to display the
solution. After the user finishes the assignment, the browser can jump
directly to the solution page. One can also set a link to this page
below the construction.

Comment: Exports the assignment comment, of course. The construction
comment is only shown on the solution page.

.runningdemo
.related htmlexport online
Creating a running demo

It is possible to get an applet to load a series of constructions and
display them to the user at a given rate. The applet syntax is quite
different and there is no automatic export.

An example of the applet code looks like this.

 <APPLET ARCHIVE="zirkel.jar" CODE="rene.zirkel.ZirkelApplet.class" 
       WIDTH="500" HEIGHT="565" ALIGN="center">
 <PARAM NAME="demo" VALUE="demo.xml">
 <PARAM NAME="color" VALUE="244,244,242">
 </APPLET>

The file "demo.xml" contains the file list. It is an XML file with a
straightforward syntax. Here is a sample.

 <?xml version="1.0" encoding="utf-8"?>
 <Demo delay="30">
 <File name="Uhr.zir" delay="20">Clockwork</File>
 <File name="Cindarella-Maschine.zir">Cindarella machine</File>
   ...
 </Demo>

The delay parameters are in seconds.

.visual
.related expressionsyntax descriptivefiles runmacro
Descriptive Constructions

In this mode, there is an input line below the construction. The
following differences apply.

 - Choosing a tool will only display an input pattern. 
 - The necessary construction parameters must be supplied by name. 
 - The name of the constructed object may be given left of an equality sign =.
 - The construction is carried out be pressing Return. 

There is a fixed syntax for the input.

 name=function(parameter,...)
 name1,name2=function(parameter,...)

The second line applies to intersection and macros with several
targets.

If the name is missing, the new object will get the default name. 

Here is a short description of the syntax. Note, that expressions may
be used in all places, where a value is expected. Empty brackets can
be omitted.

Syntax 
 Long 
 Description 
 
A=P() 
 point 
 Generates a point at random position. 
 
A=P(0,1) 
  A fixed point. 
 
a=s(B,C) 
 segment 
 A segment from B to C. 
 
a=s(B,2) 
  A segment of fixed length. 
 
a=g(B,C) 
 line 
 A line through B and C. 
 
a=r(B,C) 
 ray 
 A ray from B to C. 
 
k=k(A,B) 
 circle 
 A circle around A trough B. 
 
k=k(A,2) 
  A circle with fixed radius. 
 
k=k(A,B,C) 
  A circle around A with radius BC. 
 
A=S(g,g) 
 intersection 
 An intersection between two lines. 
 
A,B=S(k,k) 
 Both intersections between circles, or circles and lines. 
 
away(A,P) 
 away 
 Keeps the intersection A away from the point P. 
 
M=M(A,B) 
 middle 
 The midpoint of AB. 
 
g=pl(g,A) 
 parallel 
 The parallel through A to g. 
 
g=p(g,A) 
 plumb 
 The perpendicular through A to g. 
 
a=w(A,B,C) 
 angle 
 The angle A,B,C 
 
a=w(A,B,90) 
  An angle of fixed size. 
 
A=area(P1,P2,P3) 
 area 
 Creates an area with these corners. 

Q=quadric(P1,P2,P3,P4,P5)
 Creates a conic section through these points.

F=function(a,b,d,t,xt,yt)
 Creates a function on [a,b] with step size d, plotting xt,yt,
 which are expressions depending on the variable t.

value(P,0,1) 
 value 
 Fixes the coordinates of the point 
 
value(s,2) 
  Fixes the length of the segment. 
 
value(k,2) 
  Fixes the radius of a circle. 
 
value(w,90) 
  Fixes the size of an angle. 
 
value(true,o) 
  Sets the display of the value for o. 
 
value(o) 
  Sets the display of the value for o to on. 
 
value(true) 
  Sets the default display of values. 
 
name(o,p) 
 name 
 Sets the name of o to p. 
 
name(true,o) 
  Sets the display of the name for o. 
 
name(o) 
  Sets the display of the name for o to on. 
 
name(true) 
  Sets the default display of names. 
 
hide(true,o) 
 hide 
 Hides or un-hides o. 
 
hide(o) 
  Hides o. 
 
hide(true) 
  Sets the default hidden state for objects. 
 
col(green,o) 
 color 
 Sets the color of o to red, green, blue or brown. 
 
col(green) 
  Sets the default color. 
 
th(thick,o) 
 thickness 
 Sets the thickness of o to thick, normal or thin. 
 
th(thick) 
  Sets the default thickness 
 
type(square,P) 
 type 
 Sets the point type to square, circle, diamond or point. 
 
type(square) 
  Sets the default point type. 
 
part(k) 
part(true,k) 
 partial 
 Sets the object k to partial display or full display. 
 
part(true) 
  Sets the default partial state. 
 
fill(o) 
fill(true,o) 
 fill 
 Sets the object o to filled state or outline state. 
 
back(o) 
back(true,o) 
 background 
 Sets the object o to the background or not. 
 
window(0,0,5) 
 window 
 Sets the view window to width 2*5 and center (0,0). 

valid(o)
valid(true,o)
 Treat segments and rays as lines in intersections and in
 perpendicular lines. o is the intersection or the perpendicular.

obtuse(a)
obtuse(true,a)
 Set angles so that they can become greater then 180 degrees.

solid(a)
solid(true,a)
 Set the object to the nontransparent state.

restrict(c,A,B)
 Restrict a circle to become an arc from A to B.

valid(o)
valid(true,o)
 Remove the restrictions from perpendicular lines and intersection.
 These objects will be valid, even if the intersection is outside a
 segment or an arc.

rename(A,B)
 Rename the object A to B.
 
Macros can be used too. Names left of = will be assigned to targets.
If there are several targets, the names must be separated by commas.
One additional parameter may be used to assign a value for an object,
which would be prompted in interactive mode.

.descritivefiles run
.related visual save
Descriptive constructions in files

Descriptive constructions can be loaded from a file. Alternatively
edit the description and then load the construction. 

The syntax is line oriented and uses the commands described above.
Line comments //... may be used. The files may contain macros in the
following format.

 macro U 
 // Constructs a circle through three points
    parameter A=point // Select first point
    parameter B=point // Select second Point
    parameter C=point // Select third point
    g1=MS(A,B)
    g2=MS(A,C)
    U=intersection(g1,g2)
    target k=circle(U,A)
 end

The indents are optional. Comments in the parameter lines are used as
prompts, if the macro is used interactively. This macro calls the
macro MS with two parameters.

 macro MS
  param A=point
  param B=point
  partial(true)
  k1=circle(A,B)
  k2=circle(B,A)
  partial(false)
  P1,P2=intersection(k1,k2)
  target g=line(P1,P2)
 end

If the command constructing the target constructs two objects, the
target can be defined separately.

 A,B=intersection(g,k)
 target B

If a macro has more than one target, all targets must be assigned.

 A,B=test(...)

Prompts are defined by the keyword prompt in front of an object name.

 k=circle(A,5)
 prompt k

Here is an example of a macro using a segment as a parameter.

 macro MS
 // Mittelsenkrechte
  A=point
  B=point
    parameter s=segment(A,B)
    ...
 end

If circles are used as a parameter, there is the special syntax

 M=point
 parameter circle(M)

This kind of circle can only be used in parameters.

The special command "showall" shows all intermediate objects.
Otherwise, only targets will be visible. The command "invisible"
superhides all objects that are no targets.

.assignments
.related save restricted colors comment
Assignments

Assignments (or jobs) are incompletely displayed constructions, which
the user is supposed to finish. The computer will only check for the
constructed target object, and the solution itself might be different
than the give one. The user will receive a message, as soon as he has
completed the construction. The target objects will be displayed in a
light color, unless they are hidden before the construction is saved.

Assignments are generated by choosing the last object to be displayed
to the user. Furthermore, there must be target objects. Targets are
not checked for the solution, if they are generated pressing the SHIFT
key.

To test the assignment, click on the menu entry for this. In contrast
to the user, you will have the complete set of tools available,
however. You can use the restricted icon bar to save the assignment.

Area objects as targets should be defined by the least set of corner
points. If the solving user creates additional points on the sides of
the polygons those points will be skipped.

.browser
.related online
Starting the help browser

To start the HTML help in the browser, you need to configure it. Enter
the command line to the browser in the dialog. If the path contains
blanks, include the browser in double quotes.

Moreover, add the path to the help index file. This should be
preconfigured already. If no help is found, the configuration dialog
will use the web page.

The default browser is the explorer on Windows systems, and Netscape
elsewhere.

.comment
.related assignments parameter htmlexport
Comments

Every construction can have a comment. The comment will be displayed
to the user when he loads the construction. Moreover, comments can be
exported to HTML.

Assignments will have a special comment, displayed to the user, when
the assignment is presented.

Macros can and should have comments too, explaining their usage and
purpose.

.fonts
.related zoom save
Fonts

Fonts can either be set globally or for each object. Global settings
have preference.

C.a.R. uses fonts in two sizes and strokes. Fonts and points are
scaled with the construction, however. For small windows or applets,
this would lead to very small fonts and points. Thus there is a
minimal point size. Bold fonts are recommended for small screen sizes
and high resolutions.

Note, that fonts for graphics export can be scaled to an exact size.
The screen preview for the graphics export scales the fonts
to get the same visual appearance of the construction.

.sizes
Sizes

In this dialog, you can set the minimal line, point and font sizes.
To keep the same impression on all screen sizes, these items are
scaled. But you can set the minimal sizes here.

Moreover, you can set the arrow size, and the selection size for cursor
selection of objects.

Note that for graphics exports, you may set the these values exactly,
independent
of the size of the output.

These sizes can be exported to applets.

.save
.related assignments parameter descriptivefiles print defaultmacros filedialog
Saving and loading files

Constructions are saved in XML-format to computer files. This format
is human readable. Normal constructions have the extension ".zir",
and assignments have the extension ".job". Macros use ".mcr".

Constructions may contain macros. There is a switch, if the current
macros should be saved along with the constructions or not. To avoid
accumulating macros from several constructions, it might be a good
idea to delete all macros before a new construction is loaded. There
is a switch to do this by default.

Files can be compressed by adding "z" to their extension. There is no
need to do this, unless you want to minimize download time, when
the file comes from a server.

There are special menu items to load assignments, to load macros, and
to load descriptive constructions in files.

See: File Dialog

.filedialog
.related save settings
The File Dialog

C.a.R. implements an own file dialog since the file dialogs of Windows
and Linux had some defects when used from Java. If you want to use the
normal system file dialog, however, you can switch to it in the
special settings.

The file dialog of C.a.R. uses histories for files, directories and
filters. The directory and file history has a special drop down choice
menu, and the history of the file and pattern fields show when the
cursor up or down key is pressed in these fields.

Navigate in the directories with a double click on the directory name
in the left panel. The "Back" button opens previous directories. To
choose a file, you can double click on its name in the right panel, or
select it and use the action button.

It is possible to enter several file patterns separated by spaces.
File patterns can contain one or more place holders, "?" for single
letters and "*" for strings.

With a button a new directory can be created. Enter the name of the
directory into the directory field. Files or directories cannot be
deleted in this dialog.

The home button brings you to the home directory of C.a.R., if
installed in the home directory of the user. The English name is "CaR
Files". If there is no such file, the button brings you to the user
home directory. In Windows, the English name is "My Documents". In
Linux, the home button brings you into your home directory. It is
possible to change the home directory by pressing the home button with
SHIFT-CTRL. The current directory will become the new home directory
for C.a.R. Another click with these keys restores the old settings.

.print
.related exportsettings print
Print and Export Constructions

There are several ways to export your constructions to other programs
or view them externally. 

First of all, you can print your constructions. There is an option to
print in exact scaling, so that units of 1 are 1 cm exactly. Make
sure, the construction window fits on the paper for this option.

Moreover, you can export in various graphics and vector formats. For
word processors, I recommend using PNG, properly scaled for the exact
output width.

For PNG output, a dialog will open, where the output size is set.
Alternatively, use a factor relative to the screen size. It is also
possible to determine the size using the graphics width and height in
cm and the resolution. There is a drop down selection box for various
formats. If "1:1 scaled" is used, a scaled version (1 unit = 1 cm)
with a 300 dpi resolution is used. Make sure, the output fits on your
paper.

Since lines, fonts and points may become too small in small pictures,
it is possible to scale these sizes in cm. Use the preview to see
the effect on the screen.

For use with the typesetting program LaTeX, C.a.R. can generate two
accompanying files, the bounding box file, and a file to draw the
image. The latter has the same name as the PNG file, but an extension
"ztx" (zirkel tex). It is possible to let LaTeX do the drawing of the
strings and equations in the construction. In the dialog, select the
type of strings that should be done by LaTeX. The graphics export will
generate the necessary LaTeX commands. This type of LaTeX export will
work with pdflatex and latex. In the LaTeX source, it is necessary to
import the "graphicx" package, and to load the image file with an input
command, like in

 \begin{figure}
 \centering
 \input{image.ztx}
 \end{figure}

C.a.R. can also copy graphics to the clipboard. The same scaling will
apply like in PNG output. If a screen dump of the construction is
needed, use "screen size" in the scaling dialog.

For PDF output, only set the picture sizes in cm. PDF can also scale
lines, fonts and points.

.construction
.related hide reorder
List of objects

C.a.R can display a list of objects in your construction with the
corresponding menu entry. This list can be used to edit invisible
objects. In fact, it is the only way to access completely hidden
construction steps. The lines in the list have the same colors as the
objects. Completely hidden objects are in brackets.

Restrict the display to certain types of objects with the drop down
menu in the first line of the dialog. Completely hidden objects will
only be visible in the "All Objects" state.

The view is either sorted in the order the objects were constructed,
or in the order the objects are stored. Note that the program may
change the order of the objects to make sure no object refers to
another object, which is defined later.

.colors
.related htmlexport
Set colors

Set the various colors of C.a.R. to your liking. Colors will not be
saved with your construction, but are exported to HTML.

Colors are composed in the red, green and blue color model. Switch
back to default colors for best compatibility.

.settings
.related restricted iconbar tips beginner
Special Settings

This dialog contains some settings for advanced users. Some of these
settings are affected by the beginner mode, however.

First of all, there is a switch for the display of object labels while
the object is moved. This option may be disturbing, but it is quite
useful in some cases. C.a.R. can restrict that to fixed objects only.

Then, there are switchs for some questions the program asks before
critical actions.

If the dialog to choose objects is disabled, the program will always
select the first object, even if the selection cannot be determined
uniquely from the mouse position.

It is also possible to turn off the construction preview, or restrict
it to points. By default, most tools show a preview of the result
before the last parameter point is selected. In the beginner mode, only
points are shown in preview, since other objects tend to mislead the
users.

The icon bar can be placed to the lower edge of the window, and
tooltips can be disabled.

Some users want to use the system file dialog. I prefer mine, and it
does indeed have some advantages. However, it cannot delete or rename
files. It can create directories, however.

One should use UTF-8 encoding all the time, but C.a.R can also choose
to use the local encoding for construction files. This affects
comments and descriptions in the files. Use the local setting only,
if you want to edit the construction yourself, and if you do not have
a UTF-8 editor.

In the smartboard mode, dragging will behave differently. A smartboard
cannot report mouse movements, so they are replaced by drags. You have
to click once more to complete the construction. This is only
important for the preview of construction steps.

By default, the program writes backups of the files before
overwriting. If you find you do not need these, disable the backup
feature.

The user can choose to call the macro popup dialog with a single
or a double click of the right mouse button.

On a slow system, one may want to disable the smooth graphics with
anti-aliasing.

Due to obvious limitations in the screen resolution, points can either
be drawn as exact rectangles, or exactly at the right spot, but not
always as exact squares. One can determine the prefered method here.

.exportsettings
.related settings print
Settings for Graphics Export

Normally, points and fonts are scaled. But the minimal sizes are 
respected, if this is enabled, since fonts would become to small
otherwise. To get large fonts in small prints, use the scaling feature
in the graphics export.

Bitmaps are normally generated on a white background. You can tell the
program to use your background color.

.reorder
.related circle angle expressionsyntax
Reorder points

It is possible to change the order of the construction manually. There
is a special tool for this, and if you select an object with this
tool, the program will try to move this object as far to the start of
the construction as possible. This may be useful to control the sequence
the objects are drawn.

However, reordering is obsolete now. C.a.R. reorders the cosntruction
chain itself, if objects refer to later objects. Moreover, it is
possible to control the sequence of drawing using conditional
formatting.

.tips
.related online browser start move intersection expression reorder
Tips

In this help section, we give some tips to solve common problems.

Invalid Constructions. To test a construction, move one of the basic
points. If the construction does not remain valid, the most common
reason is that you did not choose an intersection properly. Instead,
you may have defined a line that goes through the intersection point
only by chance.

Wrong Intersection. If a construction becomes invalid, whenever the
order of the basic points is changed or if one point is flipped to
another side, you are facing the problem to choose the right
intersection point. So, if you want your construction to be valid for
all situations, make sure, you choose all intersections properly. If
the automatic selection of C.a.R. fails, you can select the
intersection by hand. Open its properties and press "Close to" or
"Away from". Then choose a point that should be nearer to or further
away from the intersection point. You can also set intersection close
to itself. In this case, the intersection will behave continously.

.keyboard
.related gui delete zoom mouse iconbar
Using the Keyboard

Most commands in C.a.R. have keyboard shortcuts. Have a look into the
menu to find the shortcut for each command. Shortcuts depend on the
language.

Note, that you need to give your construction the keyboard focus if
it looses the focus. Click on an empty spot with the right mouse
button.

Useful shortcuts are the backspace key to delete the last action,
the +/- key to zoom in and out, and the arrow keys to move the
construction. Moreover, F1 will open the context sensitive help.

The important ESC key resets the current tool.

Note that the CTRL-key  and the SHIFT-key change the behavior of some
tools.

The SPACE-key is used by Java and Windows versions to press buttons.
Some systems use the RETURN key instead.

.image
.related background
Images

Images can be added to the construction as objects. Images use either
two anchor points or three. In the first case, the image is rotated
and scaled, in the second case, an affine transformation is used. If
you want only two points, double click the second point.

These images must be in the same directory as the construction.

See also: Background Images

.language
Set Language

By default, C.a.R. starts with the language of the system it is running
on. It can be told to start in any other of the implemented languages.
Use the following shortcuts for the current languages

 English - en
 German - de
 French - fr
 Netherlands - nl
 Italian - it
 Spanish - es
 Portuguese - pt
 Brazilian - br
 Slovenian - sl
 Danish - da
 Norway - no
 Poland - pl
 Russian - ru
 Korean - co

Either use the menu item to set the language or set the command line parameter
like "-l de" for the German language.

.selfreference
.related macro point
Self Reference

E.g., it is possible to define a point which always snaps to integer
parameters. To do this, fix the coordinates using the floor(...)
function. Such a fixed point will still be moveable by the user. The
rule is that a point referring to itself only (@-references do not
count) is moveable. In this case, the rest of the construction moves
first, then the point.

Such moveable fixed points can also be created by macros. The point
must be a macro parameter, and this parameter must be selected with
the shift key, when the macro is created. When the macro runs, the
points chosen for the parameter gets the coordinate fixes.
