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Mail Archives: geda-user/2013/05/04/23:42:51

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Date: Sat, 4 May 2013 23:41:56 -0400
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Subject: Re: [geda-user] need advice about copper "keep out" areas
From: Nathan Stewart <therealnathanstewart AT gmail DOT com>
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That has been my practice, however it often makes them worse, depending on
layout. Some sort of stretchy energy mimizing thingy would be wondeful.
On May 4, 2013 6:44 PM, "Stephen Ecob" <stephen DOT ecob AT sioi DOT com DOT au> wrote:

> On Sun, May 5, 2013 at 3:43 AM, Nathan Stewart
> <therealnathanstewart AT gmail DOT com> wrote:
> > Can you have more than one hole in a polygon? I would expect so but my
> last
> > attempt didn't work as expected.
>
> Yes, it does work.
> Sometimes the GUI tools are a bit hard to learn.  I recommend playing
> and experimenting with them for a while.
> Viewing and occasionally editing the save file in a text editor can
> also provide insights into how the polygons work.
>
> > It would also be nice to have an easy way to erode slivers and blunt
> acute
> > angles on the remaining polygon after all the clearaces and holes are
> taken
> > into account.
>
> Eroding slivers is usually pretty easy ... just press the 'k' key over
> the neighbouring primitives to increase the clearance until the
> slivers disappear.
>

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<p>That has been my practice, however it often makes them worse, depending =
on layout. Some sort of stretchy energy mimizing thingy would be wondeful.<=
/p>
<div class=3D"gmail_quote">On May 4, 2013 6:44 PM, &quot;Stephen Ecob&quot;=
 &lt;<a href=3D"mailto:stephen DOT ecob AT sioi DOT com DOT au">stephen DOT ecob AT sioi DOT com DOT au</=
a>&gt; wrote:<br type=3D"attribution"><blockquote class=3D"gmail_quote" sty=
le=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
On Sun, May 5, 2013 at 3:43 AM, Nathan Stewart<br>
&lt;<a href=3D"mailto:therealnathanstewart AT gmail DOT com">therealnathanstewart@=
gmail.com</a>&gt; wrote:<br>
&gt; Can you have more than one hole in a polygon? I would expect so but my=
 last<br>
&gt; attempt didn&#39;t work as expected.<br>
<br>
Yes, it does work.<br>
Sometimes the GUI tools are a bit hard to learn. =A0I recommend playing<br>
and experimenting with them for a while.<br>
Viewing and occasionally editing the save file in a text editor can<br>
also provide insights into how the polygons work.<br>
<br>
&gt; It would also be nice to have an easy way to erode slivers and blunt a=
cute<br>
&gt; angles on the remaining polygon after all the clearaces and holes are =
taken<br>
&gt; into account.<br>
<br>
Eroding slivers is usually pretty easy ... just press the &#39;k&#39; key o=
ver<br>
the neighbouring primitives to increase the clearance until the<br>
slivers disappear.<br>
</blockquote></div>

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