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Pocketing letters in die shoe w/ Attributes

Pocketing letters in die shoe w/ Attributes

Pocketing letters in die shoe w/ Attributes

(OP)
This is in slight relation to other threads posted, I will explain why this is different. We have our die shoes, generally details 001 and 501, then the details attached are 020 520 etc, we want these 3 digits lightly pocketed into the die shoes to help idiot proof for our highly motivated idiot toolmakers, with an exception to Rob I suppose. My question, is do you guys know of a way to use the 020 of the component name to automatically put these charactors on the die shoes?

My idea was to add a "Lettering" component to the 020, at the same level as the SHCS DOWEL JACK etc, then under this lettering component, I would have 3 "Charactor" components, each having 1-0 A-Z sketched 2d letters on their logical layers, then additionally have logical reference sets. I would then have the lettering component only use the correct layer or reference set for the individual charactor components, and when exporting the die shoe, just give them a 2d path to scribe.

Do you guys know how to use the part attributes to automatically choose the correct layer (which would be tough since all 3 charactor components are on the same layers) OR easier choose the correct reference set? This one is beyond me. Your suggestions will be appreciated.

Also I did notice the softwares we could purchase, but post them if you wish incase it will help others with the same question.

Thanks

Keith Young
Tool Design

RE: Pocketing letters in die shoe w/ Attributes

(OP)
Ok, let me reword this question a little. Does anyone know how to change user defined reference sets using GRIP? Additionally, this needs to be done to duplicate components under the same parent, do you know how to distinguish between the duplicates as long as they have different component names?

For the rest of you, I figure I can call out which reference sets I want to with this aproach(I still dont know how to change the ref sets though). Say I have detail 265.

265=>200 && 265<300
265-200 //1st ref set must be 2

65=>60 && 65<70
65-60  //2nd ref set must be 6

       //3rd ref set must be 5

Keith Young
keith.a.young@comcast.net
Walway Enterprises
UG Tool Design

RE: Pocketing letters in die shoe w/ Attributes

Two options.
Retrieve the refernce set with the proper character with
rcomp/'comp_name',REF,'refsetname'

Change the reference set with
&crsnam(component) = 'refsetname'

"Wildfires are dangerous, hard to control, and economically catastrophic."
"Fixed in the next release" should replace "Product First" as the PTC slogan.

Ben Loosli
CAD/CAM System Analyst
Ingersoll-Rand

RE: Pocketing letters in die shoe w/ Attributes

(OP)
Thanks for the help ben. Today I start debugging, but it is looking like I will be put on a half built die which will make a part that just had an engineering change. Eventually I hope to tell you guys how this turns out.

Keith Young
keith.a.young@comcast.net
Walway Enterprises
UG Tool Design

RE: Pocketing letters in die shoe w/ Attributes

(OP)
I am having problems. When I bring in a detail number under 100, like 020, it automatically stores it as a Octal number in C++. I just learned of this numbering system yesterday so please correct anything I say that is false. In Octal the numbers 8 and 9 do not exist, therefore any detail number under 100 with an 8 or 9 will fail.

My question is, does anyone know how to find the BINARY of the UG part so that somehow I could bring in a detail 088 (000010001000) without failures? Does my windows XP computer store a file as hexadecimal? This task seemed so simple, but any number begining with 0 is Octal to C++. Any attempt to add 100 to the detail number or detect if it is Octal in the first place fail, simply because you can not IF/THEN a corrupt non number integer.

Anyone?

Keith Young
keith.a.young@comcast.net
Walway Enterprises
UG Tool Design

RE: Pocketing letters in die shoe w/ Attributes

Can you use a string data type (or char in C++) for the detail number?

RE: Pocketing letters in die shoe w/ Attributes

(OP)
Yes, I actually stumpled upon the Char command about an hour after making this post. This will be my 5th day of C++, hence overlooking char and probably many other options in fixing this problem. The program is working better now, except somehow when I store each digit of the main char as a single char, it is managing to change the original input number.

#include <iostream.h>
int main()
{
char xxx[2];
char aaa;
char bbb;
char ccc;
                              //=Example Run
cin>>xxx;                     //123
cout<<xxx<<"\n";              //123

aaa = xxx[0];
cout<<xxx<<"\n";              //121
bbb = xxx[1];
cout<<xxx<<"\n";              //1111p6@
ccc = xxx[2];
cout<<xxx<<"\n";              //111116@

cout<< aaa<<"\n";             //1
cout<< bbb<<"\n";             //2
cout<< ccc<<"\n";             //1

cin.get();

return 0;
}

I have no idea why its changing the xxx value. It's probably some syntax or somthing that my inexperience is overlooking, I am stumped.

Keith Young
keith.a.young@comcast.net
Walway Enterprises
UG Tool Design

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