Use the WordPress Columns Block

In today's video, we'll learn how to use the WordPress columns block.

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 Use the WordPress Columns Block
Oral  Brekke

Oral Brekke

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Create Tic Tac toe with JavaScript (Free Code)

Do you want to make a Simple Tic-Tac-Toe game using JavaScript?

In this article you will learn how to create tic tac toe game using html css and javascript. If you are a beginner in JavaScript then Tic Tac Toe Game is perfect for you. This simple javascript game will help you improve your knowledge of javascript.

Create Tic Tac Toe with JavaScript

Earlier I shared another Simple Tic-Tac-Toe JavaScript game for beginners. So I made this design in a very advanced way. Here basically we will play with the computer that is we will play with the computer.

To create this tic-tac-toe javascript first I created the basic structure by html. Then I designed it with css and finally activated this project (tic tac toe javascript code against computer) with javascript.

Tic-tac-toe Game in JavaScript

JavaScript Tic Tac Toe is a simple game where two players take turns marking a grid of 3×3 squares, typically using X and O symbols. JavaScript is a programming language that can be used to create interactive websites and games, such as a Tic Tac Toe game.

A JavaScript implementation of Tic Tac Toe would involve creating a grid of squares using HTML and CSS, and then using JavaScript to handle the logic of the game, including determining the winner and allowing players to take turns.

As you can see above this is an advanced Tic Tac Toe game that I made with javascript. Like a normal JavaScript Tic Tac Toe game, there are 9 cells and two symbols.

Here I have defined symbol “0” for user and “X” for computer. But you can change it if you want. When you click in any one of those 9 cells, another cell will automatically be filled by the computer.

Besides, I have added different types of color FF in the project (tic tac toe javascript code against computer) to make this design more modern.

How to make tic tac toe in HTML CSS and JavaScript

Now if you want to build it then you can follow the tutorial below. I have explained the complete codes step by step keeping the beginners in mind.

Hope you know the rules of this game. It is a simple javascript game where two players take turns marking the spaces in a 3×3 grid with X’s and O’s, with the goal of getting three of their marks in a row, either horizontally, vertically, or diagonally. The player who succeeds in placing three of their marks in a row is the winner.

Step 1: Basic structure of Tic Tac Toe game

First I created a basic structure of this project using the following HTML and CSS codes. Besides, I have added a heading here mainly to enhance the beauty. This heading is created by H1 tag in HTML. 

<div class="container">
  <h1>Tic-Tac-Toe</h1>

</div>
* {
  margin: 0;
  padding: 0;
  box-sizing: border-box;
  font-family: Arial, Helvetica, sans-serif;
}

.container {
  min-height: 100vh;
  display: flex;
  flex-direction: column;
  align-items: center;
  justify-content: center;
  background: #eee;
}

h1 {
  font-size: 4rem;
  margin-bottom: 0.5em;
}

Basic structure of Tic Tac Toe game

Step 2: Create a place to play Tic Tac Toe games

Now create a small area for this tic tac toe javascript. Within this box are nine smaller boxes into which players can input their symbols. Also we designed this area by some css.

<div class="play-area">

</div>
.play-area {
  display: grid;
  box-shadow: 0 0 20px rgba(0,139,253,0.25);
  grid-template-columns: auto auto auto;
  background-color: #fff;
  padding: 20px;
}

Create a place to play Tic Tac Toe games

Step 3: Results of the JavaScript Tic Tac Toe game

Now another heading we need to create is within this project(How to Build Tic Tac Toe with JavaScript, HTML and CSS). This heading is mainly for showing results. 

Although this heading is currently not visible to us because there is no information in the heading. We will add this information via javascript. Results will be available automatically after Tic Tac Toe game is over.

<h2 id="winner"></h2>
h2 {
  margin-top: 1em;
  font-size: 2rem;
  margin-bottom: 0.5em;
}

Step 4: Create the game's restart button

Now we have to create a button in this simple Tic-Tac-Toe game. This button will basically work as a reset button. When you click on this button, the game will restart from a new state.

<button onclick="reset_board()">RESET</button>
button {
  outline: none;
  background: rgb(8, 88, 208);
  padding: 12px 40px;
  font-size: 1rem;
  font-weight: bold;
  color: #fff;
  border: none;
  transition: all 0.2s ease-in-out;
}

button:hover {
  cursor: pointer;
  background: green;
  color: white;
}

Results of the JavaScript Tic Tac Toe game

Step 5: Activate Simple Tic-Tac-Toe with JavaScript

Above we have designed this project(How to create a tic tac toe grid in JavaScript?). Now it’s time to make it work using JavaScript. We have used quite a bit of JavaScript code to make this game work. But don’t worry I will tell you all the codes step by step.

const player = "O";
const computer = "X";

let board_full = false;
let play_board = ["", "", "", "", "", "", "", "", ""];

const board_container = document.querySelector(".play-area");
const winner_statement = document.getElementById("winner");

With these variables, you’ve defined the player and computer as “O” and “X” respectively, and created an empty board to play on. The board_full variable will be used to check if the board is full and the game is over, and the play_board array will hold the state of the game. 

The board_container variable is used to select the element on the page where the Tic Tac Toe board will be rendered, and the winner_statement variable is used to select the element where the winner statement will be displayed.

check_board_complete = () => {
  let flag = true;
  play_board.forEach(element => {
    if (element != player && element != computer) {
      flag = false;
    }
  });
  board_full = flag;
};

The function is using the forEach() method to iterate over the play_board array, and it checks if each element is not equal to the player or computer. If any element is not equal to the player or computer, it sets the flag variable to false and breaks out of the loop. 

If the loop completes and the flag variable is still true, it means that all the elements are equal to the player or computer, and the board is full. Then the board_full variable is updated to reflect that the board is full.

You can use this function at the end of the player’s turn and computer’s turn, to check if the board is full and the game is over.

const check_line = (a, b, c) => {
  return (
    play_board[a] == play_board[b] &&
    play_board[b] == play_board[c] &&
    (play_board[a] == player || play_board[a] == computer)
  );
};

The function takes in 3 arguments, a, b, c, which represent the indices of the 3 cells on the board that need to be checked for a winning line.

The function uses the ternary operator to check if the values at the indices a, b, c in the play_board array are the same and not empty. If the values are the same and not empty, the function returns true, otherwise it returns false.

You can use this function in a larger function that checks for all the possible winning combinations on the board.

const check_match = () => {
  for (i = 0; i < 9; i += 3) {
    if (check_line(i, i + 1, i + 2)) {
      document.querySelector(`#block_${i}`).classList.add("win");
      document.querySelector(`#block_${i + 1}`).classList.add("win");
      document.querySelector(`#block_${i + 2}`).classList.add("win");
      return play_board[i];
    }
  }
  for (i = 0; i < 3; i++) {
    if (check_line(i, i + 3, i + 6)) {
      document.querySelector(`#block_${i}`).classList.add("win");
      document.querySelector(`#block_${i + 3}`).classList.add("win");
      document.querySelector(`#block_${i + 6}`).classList.add("win");
      return play_board[i];
    }
  }
  if (check_line(0, 4, 8)) {
    document.querySelector("#block_0").classList.add("win");
    document.querySelector("#block_4").classList.add("win");
    document.querySelector("#block_8").classList.add("win");
    return play_board[0];
  }
  if (check_line(2, 4, 6)) {
    document.querySelector("#block_2").classList.add("win");
    document.querySelector("#block_4").classList.add("win");
    document.querySelector("#block_6").classList.add("win");
    return play_board[2];
  }
  return "";
};

The check_match() function uses two for loops to check for all the possible winning combinations on the board, both horizontally and vertically. It also includes two if statements to check for the two diagonal winning combinations.

The function uses the check_line function you created earlier to check if a line is a winning line. If a winning line is found, the function highlights the winning cells by adding the “win” class to them. This class can be used in your CSS to change the appearance of the winning cells, for example by adding a different background color.

The function also returns the value of the first cell in the winning line, which should be either “X” or “O” depending on who won the game.

You can use this function in another function that checks for a win or a draw and updates the UI accordingly.

const check_for_winner = () => {
  let res = check_match()
  if (res == player) {
    winner.innerText = "Winner is player!!";
    winner.classList.add("playerWin");
    board_full = true
  } else if (res == computer) {
    winner.innerText = "Winner is computer";
    winner.classList.add("computerWin");
    board_full = true
  } else if (board_full) {
    winner.innerText = "Draw!";
    winner.classList.add("draw");
  }
};

This code looks like it’s checking for a winner in a javascript Tic Tac Toe game. The check_line function takes in 3 indices of the play_board array and checks if the values at those indices are equal to each other and if they are equal to either the player or computer. 

The check_match function uses the check_line function to check for a winner across the rows, columns, and diagonals of the Tic Tac Toe board. If a winning line is found, the check_match function adds a “win” class to the corresponding HTML elements of the Tic Tac Toe board and returns the winning player. 

The check_for_winner function calls the check_match function and checks the returned value. If the returned value is the player, it sets the winner statement to “Winner is player!!” and adds playerWin class.

const render_board = () => {
  board_container.innerHTML = ""
  play_board.forEach((e, i) => {
    board_container.innerHTML += `<div id="block_${i}" class="block" onclick="addPlayerMove(${i})">${play_board[i]}</div>`
    if (e == player || e == computer) {
      document.querySelector(`#block_${i}`).classList.add("occupied");
    }
  });
};

The render_board() function creates a grid of divs in the HTML, each one representing a cell in the Tic-Tac-Toe board. The addPlayerMove() function allows the player to make a move by clicking on a cell in the grid. 

The check_board_complete() function checks if the board is full and the check_for_winner() function checks for a winner or draw. It also uses the check_match() function to check if any winning combination is formed.

const game_loop = () => {
  render_board();
  check_board_complete();
  check_for_winner();
}

The game_loop function combines all of these functions together to create the game loop that updates the game state and renders the game board to the user. 

It calls the render_board function to render the current state of the game board to the user, check_board_complete to check if the board is full and check_for_winner which checks if there is a winner or a draw, and updates the UI accordingly.

const addPlayerMove = e => {
  if (!board_full && play_board[e] == "") {
    play_board[e] = player;
    game_loop();
    addComputerMove();
  }
};

The above code defines a Tic Tac Toe game in JavaScript that uses HTML and CSS for the game board and styling. The game’s state is maintained in the play_board array, and the game_loop function updates the state of the game, renders the board, and checks for a winner. 

The addPlayerMove function allows players to make a move by clicking on a block on the board, and the addComputerMove function allows the computer to make a move. The check_match, check_for_winner, render_board functions are also defined and used in the game loop to check for a winner or a draw, render the board and check if the game is complete.

const addComputerMove = () => {
  if (!board_full) {
    do {
      selected = Math.floor(Math.random() * 9);
    } while (play_board[selected] != "");
    play_board[selected] = computer;
    game_loop();
  }
};

Great! Your code is now complete and should be able to run a game of javascript Tic-Tac-Toe between a player and the computer. The player can make moves by clicking on the blocks on the game board, and the computer will randomly select an available space to make its move. The code also checks for a winner or a draw after each move, and updates the game board and the winner statement accordingly.

const reset_board = () => {
  play_board = ["", "", "", "", "", "", "", "", ""];
  board_full = false;
  winner.classList.remove("playerWin");
  winner.classList.remove("computerWin");
  winner.classList.remove("draw");
  winner.innerText = "";
  render_board();
};

This code defines a function called “reset_board” that sets the play_board array back to an empty array, sets the board_full variable to false, removes any classes related to winning or drawing from the winner element, sets the inner text of the winner element to an empty string, and then calls the render_board function to update the display. This function is likely intended to be used as a way to clear the game board and start a new game.

//initial render
render_board();

That’s it, you have created a complete Tic-Tac-Toe game using JavaScript. To start the game, the player can click on any of the empty blocks on the board and the computer will automatically make its move. 

The game checks for a winner or a draw after each move and updates the board accordingly. The game can also be reset by calling the reset_board() function.

Step 6: Basic design of simple Tic-Tac-Toe game with CSS

Above we enabled Tic-tac-toe in JavaScript by JavaScript. Now we need to design it with some more CSS. We know there are 9 small boxes in this game that are currently too small for us to see. So a fixed size must be defined for each box.

.block {
  display: flex;
  width: 100px;
  height: 100px;
  align-items: center;
  justify-content: center;
  font-size: 3rem;
  font-weight: bold;
  border: 3px solid black;
  transition: background 0.2s ease-in-out;
}

.block:hover {
  cursor: pointer;
  background: #0ff30f;
}

.occupied:hover {
  background: #ff3a3a;
}

.win {
  background: #0ff30f;
}

.win:hover {
  background: #0ff30f;
}

Activate Simple Tic-Tac-Toe with JavaScript

As we can see in the above image there are 9 boxes created. But we want to hide some borders here. We will use the following CSS to hide those borders.

#block_0,
#block_1,
#block_2 {
  border-top: none;
}

#block_0,
#block_3,
#block_6 {
  border-left: none;
}

#block_6,
#block_7,
#block_8 {
  border-bottom: none;
}

#block_2,
#block_5,
#block_8 {
  border-right: none;
}
.playerWin {
  color: green;
}

.computerWin {
  color: red;
}

.draw {
  color: orangered;
}

We’ll make this project(Create a Tic-Tac-Toe with HTML and JavaScript) responsive  using a small amount of our own code. Here for Responsive only headings have been resized or reduced.

@media only screen and (max-width: 600px) {

  h1 {
    font-size: 3rem;
    margin-bottom: 0.5em;
  }

  h2 {
    margin-top: 1em;
    font-size: 1.3rem;
  }
}

Create Tic Tac Toe with JavaScript

Hope from this tutorial you got to know how I made this Simple Tic-Tac-Toe JavaScript game.

Not only this but earlier I have shared more advanced game tutorials. Earlier I shared another JavaScript Tic-Tac-Toe which is basically made by Simple Code. Where you can play with two users rather than with the computer. Be sure to comment how you like this project(How to Recreate Tic-Tac-Toe in Vanilla JavaScript).

Original article source at: https://foolishdeveloper.com/

#javascript 

Why Use WordPress? What Can You Do With WordPress?

Can you use WordPress for anything other than blogging? To your surprise, yes. WordPress is more than just a blogging tool, and it has helped thousands of websites and web applications to thrive. The use of WordPress powers around 40% of online projects, and today in our blog, we would visit some amazing uses of WordPress other than blogging.
What Is The Use Of WordPress?

WordPress is the most popular website platform in the world. It is the first choice of businesses that want to set a feature-rich and dynamic Content Management System. So, if you ask what WordPress is used for, the answer is – everything. It is a super-flexible, feature-rich and secure platform that offers everything to build unique websites and applications. Let’s start knowing them:

1. Multiple Websites Under A Single Installation
WordPress Multisite allows you to develop multiple sites from a single WordPress installation. You can download WordPress and start building websites you want to launch under a single server. Literally speaking, you can handle hundreds of sites from one single dashboard, which now needs applause.
It is a highly efficient platform that allows you to easily run several websites under the same login credentials. One of the best things about WordPress is the themes it has to offer. You can simply download them and plugin for various sites and save space on sites without losing their speed.

2. WordPress Social Network
WordPress can be used for high-end projects such as Social Media Network. If you don’t have the money and patience to hire a coder and invest months in building a feature-rich social media site, go for WordPress. It is one of the most amazing uses of WordPress. Its stunning CMS is unbeatable. And you can build sites as good as Facebook or Reddit etc. It can just make the process a lot easier.
To set up a social media network, you would have to download a WordPress Plugin called BuddyPress. It would allow you to connect a community page with ease and would provide all the necessary features of a community or social media. It has direct messaging, activity stream, user groups, extended profiles, and so much more. You just have to download and configure it.
If BuddyPress doesn’t meet all your needs, don’t give up on your dreams. You can try out WP Symposium or PeepSo. There are also several themes you can use to build a social network.

3. Create A Forum For Your Brand’s Community
Communities are very important for your business. They help you stay in constant connection with your users and consumers. And allow you to turn them into a loyal customer base. Meanwhile, there are many good technologies that can be used for building a community page – the good old WordPress is still the best.
It is the best community development technology. If you want to build your online community, you need to consider all the amazing features you get with WordPress. Plugins such as BB Press is an open-source, template-driven PHP/ MySQL forum software. It is very simple and doesn’t hamper the experience of the website.
Other tools such as wpFoRo and Asgaros Forum are equally good for creating a community blog. They are lightweight tools that are easy to manage and integrate with your WordPress site easily. However, there is only one tiny problem; you need to have some technical knowledge to build a WordPress Community blog page.

4. Shortcodes
Since we gave you a problem in the previous section, we would also give you a perfect solution for it. You might not know to code, but you have shortcodes. Shortcodes help you execute functions without having to code. It is an easy way to build an amazing website, add new features, customize plugins easily. They are short lines of code, and rather than memorizing multiple lines; you can have zero technical knowledge and start building a feature-rich website or application.
There are also plugins like Shortcoder, Shortcodes Ultimate, and the Basics available on WordPress that can be used, and you would not even have to remember the shortcodes.

5. Build Online Stores
If you still think about why to use WordPress, use it to build an online store. You can start selling your goods online and start selling. It is an affordable technology that helps you build a feature-rich eCommerce store with WordPress.
WooCommerce is an extension of WordPress and is one of the most used eCommerce solutions. WooCommerce holds a 28% share of the global market and is one of the best ways to set up an online store. It allows you to build user-friendly and professional online stores and has thousands of free and paid extensions. Moreover as an open-source platform, and you don’t have to pay for the license.
Apart from WooCommerce, there are Easy Digital Downloads, iThemes Exchange, Shopify eCommerce plugin, and so much more available.

6. Security Features
WordPress takes security very seriously. It offers tons of external solutions that help you in safeguarding your WordPress site. While there is no way to ensure 100% security, it provides regular updates with security patches and provides several plugins to help with backups, two-factor authorization, and more.
By choosing hosting providers like WP Engine, you can improve the security of the website. It helps in threat detection, manage patching and updates, and internal security audits for the customers, and so much more.

Read More

#use of wordpress #use wordpress for business website #use wordpress for website #what is use of wordpress #why use wordpress #why use wordpress to build a website

Chloe  Butler

Chloe Butler

1667425440

Pdf2gerb: Perl Script Converts PDF Files to Gerber format

pdf2gerb

Perl script converts PDF files to Gerber format

Pdf2Gerb generates Gerber 274X photoplotting and Excellon drill files from PDFs of a PCB. Up to three PDFs are used: the top copper layer, the bottom copper layer (for 2-sided PCBs), and an optional silk screen layer. The PDFs can be created directly from any PDF drawing software, or a PDF print driver can be used to capture the Print output if the drawing software does not directly support output to PDF.

The general workflow is as follows:

  1. Design the PCB using your favorite CAD or drawing software.
  2. Print the top and bottom copper and top silk screen layers to a PDF file.
  3. Run Pdf2Gerb on the PDFs to create Gerber and Excellon files.
  4. Use a Gerber viewer to double-check the output against the original PCB design.
  5. Make adjustments as needed.
  6. Submit the files to a PCB manufacturer.

Please note that Pdf2Gerb does NOT perform DRC (Design Rule Checks), as these will vary according to individual PCB manufacturer conventions and capabilities. Also note that Pdf2Gerb is not perfect, so the output files must always be checked before submitting them. As of version 1.6, Pdf2Gerb supports most PCB elements, such as round and square pads, round holes, traces, SMD pads, ground planes, no-fill areas, and panelization. However, because it interprets the graphical output of a Print function, there are limitations in what it can recognize (or there may be bugs).

See docs/Pdf2Gerb.pdf for install/setup, config, usage, and other info.


pdf2gerb_cfg.pm

#Pdf2Gerb config settings:
#Put this file in same folder/directory as pdf2gerb.pl itself (global settings),
#or copy to another folder/directory with PDFs if you want PCB-specific settings.
#There is only one user of this file, so we don't need a custom package or namespace.
#NOTE: all constants defined in here will be added to main namespace.
#package pdf2gerb_cfg;

use strict; #trap undef vars (easier debug)
use warnings; #other useful info (easier debug)


##############################################################################################
#configurable settings:
#change values here instead of in main pfg2gerb.pl file

use constant WANT_COLORS => ($^O !~ m/Win/); #ANSI colors no worky on Windows? this must be set < first DebugPrint() call

#just a little warning; set realistic expectations:
#DebugPrint("${\(CYAN)}Pdf2Gerb.pl ${\(VERSION)}, $^O O/S\n${\(YELLOW)}${\(BOLD)}${\(ITALIC)}This is EXPERIMENTAL software.  \nGerber files MAY CONTAIN ERRORS.  Please CHECK them before fabrication!${\(RESET)}", 0); #if WANT_DEBUG

use constant METRIC => FALSE; #set to TRUE for metric units (only affect final numbers in output files, not internal arithmetic)
use constant APERTURE_LIMIT => 0; #34; #max #apertures to use; generate warnings if too many apertures are used (0 to not check)
use constant DRILL_FMT => '2.4'; #'2.3'; #'2.4' is the default for PCB fab; change to '2.3' for CNC

use constant WANT_DEBUG => 0; #10; #level of debug wanted; higher == more, lower == less, 0 == none
use constant GERBER_DEBUG => 0; #level of debug to include in Gerber file; DON'T USE FOR FABRICATION
use constant WANT_STREAMS => FALSE; #TRUE; #save decompressed streams to files (for debug)
use constant WANT_ALLINPUT => FALSE; #TRUE; #save entire input stream (for debug ONLY)

#DebugPrint(sprintf("${\(CYAN)}DEBUG: stdout %d, gerber %d, want streams? %d, all input? %d, O/S: $^O, Perl: $]${\(RESET)}\n", WANT_DEBUG, GERBER_DEBUG, WANT_STREAMS, WANT_ALLINPUT), 1);
#DebugPrint(sprintf("max int = %d, min int = %d\n", MAXINT, MININT), 1); 

#define standard trace and pad sizes to reduce scaling or PDF rendering errors:
#This avoids weird aperture settings and replaces them with more standardized values.
#(I'm not sure how photoplotters handle strange sizes).
#Fewer choices here gives more accurate mapping in the final Gerber files.
#units are in inches
use constant TOOL_SIZES => #add more as desired
(
#round or square pads (> 0) and drills (< 0):
    .010, -.001,  #tiny pads for SMD; dummy drill size (too small for practical use, but needed so StandardTool will use this entry)
    .031, -.014,  #used for vias
    .041, -.020,  #smallest non-filled plated hole
    .051, -.025,
    .056, -.029,  #useful for IC pins
    .070, -.033,
    .075, -.040,  #heavier leads
#    .090, -.043,  #NOTE: 600 dpi is not high enough resolution to reliably distinguish between .043" and .046", so choose 1 of the 2 here
    .100, -.046,
    .115, -.052,
    .130, -.061,
    .140, -.067,
    .150, -.079,
    .175, -.088,
    .190, -.093,
    .200, -.100,
    .220, -.110,
    .160, -.125,  #useful for mounting holes
#some additional pad sizes without holes (repeat a previous hole size if you just want the pad size):
    .090, -.040,  #want a .090 pad option, but use dummy hole size
    .065, -.040, #.065 x .065 rect pad
    .035, -.040, #.035 x .065 rect pad
#traces:
    .001,  #too thin for real traces; use only for board outlines
    .006,  #minimum real trace width; mainly used for text
    .008,  #mainly used for mid-sized text, not traces
    .010,  #minimum recommended trace width for low-current signals
    .012,
    .015,  #moderate low-voltage current
    .020,  #heavier trace for power, ground (even if a lighter one is adequate)
    .025,
    .030,  #heavy-current traces; be careful with these ones!
    .040,
    .050,
    .060,
    .080,
    .100,
    .120,
);
#Areas larger than the values below will be filled with parallel lines:
#This cuts down on the number of aperture sizes used.
#Set to 0 to always use an aperture or drill, regardless of size.
use constant { MAX_APERTURE => max((TOOL_SIZES)) + .004, MAX_DRILL => -min((TOOL_SIZES)) + .004 }; #max aperture and drill sizes (plus a little tolerance)
#DebugPrint(sprintf("using %d standard tool sizes: %s, max aper %.3f, max drill %.3f\n", scalar((TOOL_SIZES)), join(", ", (TOOL_SIZES)), MAX_APERTURE, MAX_DRILL), 1);

#NOTE: Compare the PDF to the original CAD file to check the accuracy of the PDF rendering and parsing!
#for example, the CAD software I used generated the following circles for holes:
#CAD hole size:   parsed PDF diameter:      error:
#  .014                .016                +.002
#  .020                .02267              +.00267
#  .025                .026                +.001
#  .029                .03167              +.00267
#  .033                .036                +.003
#  .040                .04267              +.00267
#This was usually ~ .002" - .003" too big compared to the hole as displayed in the CAD software.
#To compensate for PDF rendering errors (either during CAD Print function or PDF parsing logic), adjust the values below as needed.
#units are pixels; for example, a value of 2.4 at 600 dpi = .0004 inch, 2 at 600 dpi = .0033"
use constant
{
    HOLE_ADJUST => -0.004 * 600, #-2.6, #holes seemed to be slightly oversized (by .002" - .004"), so shrink them a little
    RNDPAD_ADJUST => -0.003 * 600, #-2, #-2.4, #round pads seemed to be slightly oversized, so shrink them a little
    SQRPAD_ADJUST => +0.001 * 600, #+.5, #square pads are sometimes too small by .00067, so bump them up a little
    RECTPAD_ADJUST => 0, #(pixels) rectangular pads seem to be okay? (not tested much)
    TRACE_ADJUST => 0, #(pixels) traces seemed to be okay?
    REDUCE_TOLERANCE => .001, #(inches) allow this much variation when reducing circles and rects
};

#Also, my CAD's Print function or the PDF print driver I used was a little off for circles, so define some additional adjustment values here:
#Values are added to X/Y coordinates; units are pixels; for example, a value of 1 at 600 dpi would be ~= .002 inch
use constant
{
    CIRCLE_ADJUST_MINX => 0,
    CIRCLE_ADJUST_MINY => -0.001 * 600, #-1, #circles were a little too high, so nudge them a little lower
    CIRCLE_ADJUST_MAXX => +0.001 * 600, #+1, #circles were a little too far to the left, so nudge them a little to the right
    CIRCLE_ADJUST_MAXY => 0,
    SUBST_CIRCLE_CLIPRECT => FALSE, #generate circle and substitute for clip rects (to compensate for the way some CAD software draws circles)
    WANT_CLIPRECT => TRUE, #FALSE, #AI doesn't need clip rect at all? should be on normally?
    RECT_COMPLETION => FALSE, #TRUE, #fill in 4th side of rect when 3 sides found
};

#allow .012 clearance around pads for solder mask:
#This value effectively adjusts pad sizes in the TOOL_SIZES list above (only for solder mask layers).
use constant SOLDER_MARGIN => +.012; #units are inches

#line join/cap styles:
use constant
{
    CAP_NONE => 0, #butt (none); line is exact length
    CAP_ROUND => 1, #round cap/join; line overhangs by a semi-circle at either end
    CAP_SQUARE => 2, #square cap/join; line overhangs by a half square on either end
    CAP_OVERRIDE => FALSE, #cap style overrides drawing logic
};
    
#number of elements in each shape type:
use constant
{
    RECT_SHAPELEN => 6, #x0, y0, x1, y1, count, "rect" (start, end corners)
    LINE_SHAPELEN => 6, #x0, y0, x1, y1, count, "line" (line seg)
    CURVE_SHAPELEN => 10, #xstart, ystart, x0, y0, x1, y1, xend, yend, count, "curve" (bezier 2 points)
    CIRCLE_SHAPELEN => 5, #x, y, 5, count, "circle" (center + radius)
};
#const my %SHAPELEN =
#Readonly my %SHAPELEN =>
our %SHAPELEN =
(
    rect => RECT_SHAPELEN,
    line => LINE_SHAPELEN,
    curve => CURVE_SHAPELEN,
    circle => CIRCLE_SHAPELEN,
);

#panelization:
#This will repeat the entire body the number of times indicated along the X or Y axes (files grow accordingly).
#Display elements that overhang PCB boundary can be squashed or left as-is (typically text or other silk screen markings).
#Set "overhangs" TRUE to allow overhangs, FALSE to truncate them.
#xpad and ypad allow margins to be added around outer edge of panelized PCB.
use constant PANELIZE => {'x' => 1, 'y' => 1, 'xpad' => 0, 'ypad' => 0, 'overhangs' => TRUE}; #number of times to repeat in X and Y directions

# Set this to 1 if you need TurboCAD support.
#$turboCAD = FALSE; #is this still needed as an option?

#CIRCAD pad generation uses an appropriate aperture, then moves it (stroke) "a little" - we use this to find pads and distinguish them from PCB holes. 
use constant PAD_STROKE => 0.3; #0.0005 * 600; #units are pixels
#convert very short traces to pads or holes:
use constant TRACE_MINLEN => .001; #units are inches
#use constant ALWAYS_XY => TRUE; #FALSE; #force XY even if X or Y doesn't change; NOTE: needs to be TRUE for all pads to show in FlatCAM and ViewPlot
use constant REMOVE_POLARITY => FALSE; #TRUE; #set to remove subtractive (negative) polarity; NOTE: must be FALSE for ground planes

#PDF uses "points", each point = 1/72 inch
#combined with a PDF scale factor of .12, this gives 600 dpi resolution (1/72 * .12 = 600 dpi)
use constant INCHES_PER_POINT => 1/72; #0.0138888889; #multiply point-size by this to get inches

# The precision used when computing a bezier curve. Higher numbers are more precise but slower (and generate larger files).
#$bezierPrecision = 100;
use constant BEZIER_PRECISION => 36; #100; #use const; reduced for faster rendering (mainly used for silk screen and thermal pads)

# Ground planes and silk screen or larger copper rectangles or circles are filled line-by-line using this resolution.
use constant FILL_WIDTH => .01; #fill at most 0.01 inch at a time

# The max number of characters to read into memory
use constant MAX_BYTES => 10 * M; #bumped up to 10 MB, use const

use constant DUP_DRILL1 => TRUE; #FALSE; #kludge: ViewPlot doesn't load drill files that are too small so duplicate first tool

my $runtime = time(); #Time::HiRes::gettimeofday(); #measure my execution time

print STDERR "Loaded config settings from '${\(__FILE__)}'.\n";
1; #last value must be truthful to indicate successful load


#############################################################################################
#junk/experiment:

#use Package::Constants;
#use Exporter qw(import); #https://perldoc.perl.org/Exporter.html

#my $caller = "pdf2gerb::";

#sub cfg
#{
#    my $proto = shift;
#    my $class = ref($proto) || $proto;
#    my $settings =
#    {
#        $WANT_DEBUG => 990, #10; #level of debug wanted; higher == more, lower == less, 0 == none
#    };
#    bless($settings, $class);
#    return $settings;
#}

#use constant HELLO => "hi there2"; #"main::HELLO" => "hi there";
#use constant GOODBYE => 14; #"main::GOODBYE" => 12;

#print STDERR "read cfg file\n";

#our @EXPORT_OK = Package::Constants->list(__PACKAGE__); #https://www.perlmonks.org/?node_id=1072691; NOTE: "_OK" skips short/common names

#print STDERR scalar(@EXPORT_OK) . " consts exported:\n";
#foreach(@EXPORT_OK) { print STDERR "$_\n"; }
#my $val = main::thing("xyz");
#print STDERR "caller gave me $val\n";
#foreach my $arg (@ARGV) { print STDERR "arg $arg\n"; }

Download Details:

Author: swannman
Source Code: https://github.com/swannman/pdf2gerb

License: GPL-3.0 license

#perl 

Juned Ghanchi

1621916889

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