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+<?xml version="1.0" ?>
+<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN"
+"dtd/kdex.dtd" [
+<!ENTITY kseg "<application>KSeg</application>">
+<!ENTITY cabri "<application>Cabri</application>">
+<!ENTITY drgeo "<application>Dr.Geo</application>">
+<!ENTITY package "kdeedu">
+<!ENTITY kappname "&kig;">
+<!ENTITY % addindex "IGNORE">
+<!ENTITY % English "INCLUDE">
+<!-- change language only here -->
+]
+>
+
+<book lang="&language;">
+
+<bookinfo>
+<title>The &kig; Handbook</title>
+
+<authorgroup>
+<author>
+<firstname>Dominique</firstname> <surname>Devriese</surname>
+<affiliation>
+<address><email>devriese@kde.org</email></address>
+</affiliation>
+</author>
+<!-- TRANS:ROLES_OF_TRANSLATORS -->
+</authorgroup>
+
+
+<copyright>
+<year>2002</year><year>2003</year><year>2004</year> <holder>Dominique
+Devriese</holder>
+</copyright>
+
+<legalnotice>&FDLNotice;</legalnotice>
+
+<date>2005-08-20</date> <releaseinfo>0.10.5</releaseinfo>
+
+<abstract>
+<para>
+&kig; is a &kde; application for Interactive Geometry.
+</para>
+</abstract>
+
+<keywordset>
+<keyword>KDE</keyword>
+<keyword>KDE-Edu</keyword>
+<keyword>Kig</keyword>
+<keyword>Interactive Geometry</keyword>
+<keyword>KGeo</keyword>
+<keyword>Cabri</keyword>
+<keyword>Dr.Geo</keyword>
+<keyword>KSeg</keyword>
+</keywordset>
+</bookinfo>
+
+
+<chapter id="introduction">
+<title>Introduction</title>
+
+<para>
+&kig; is an application for Interactive Geometry. It's intended
+to serve two purposes:
+</para>
+
+<itemizedlist>
+<listitem><para> Allow students to interactively explore
+mathematical figures and concepts using the computer.
+</para></listitem>
+
+<listitem><para> Serve as a <acronym>WYSIWYG</acronym> tool for
+drawing mathematical figures and including them in other
+documents.</para></listitem>
+</itemizedlist>
+
+<para>
+You can report problems in &kig; using the internal bug
+reporting tool
+(<menuchoice><guimenu>Help</guimenu><guimenuitem>Report
+Bug...</guimenuitem></menuchoice>), or just contact me at
+<email>toscano.pino@tiscali.it</email>.
+</para>
+<para>
+Since &kig; supports macros and the construction of locuses, it allows for
+some
+rather advanced macros to be defined. If you have created an
+interesting macro, which you think might be useful for other
+people, please mail it to me at
+<email>toscano.pino@tiscali.it</email>, so I can include it in the
+distribution (if you do this, it will be licensed under the
+terms of &kig;'s license, the <ulink
+url="http://www.gnu.org/licenses/licenses.html#GPL">GPL</ulink>,
+so that other people can freely use and adapt it).
+</para>
+</chapter>
+
+
+<chapter id="using-kig-basic">
+<title>Basic usage</title>
+<section id="constructing-objects">
+<title>Constructing Objects</title>
+<section id="constructing-points">
+<title>Constructing points</title>
+<para>
+You can construct points in several ways:</para>
+<itemizedlist>
+<listitem>
+<para>
+Select <menuchoice><guimenu>Objects</guimenu>
+<guisubmenu>Points</guisubmenu>
+<guimenuitem>Point</guimenuitem></menuchoice> from the
+menubar or
+press the appropriate button in the toolbar. You can
+then construct a point by clicking at the desired
+position in the window.</para> <note><para>Actually, this
+works the same way for constructing other objects as
+well: click on the desired menubar entry or toolbar
+button and select the necessary items to construct
+the object.</para></note>
+</listitem>
+<listitem>
+<para>
+Since you often need to construct points, simply
+clicking somewhere in the screen with the &MMB; will
+construct a point for you, without going to a menu or
+button.
+</para>
+</listitem>
+<listitem>
+<para>
+You can construct points while you are building other
+objects in the background, optionally selecting them
+for the object you are building. For more on this,
+see <xref linkend="constructing-other-objects" />.
+</para>
+</listitem>
+</itemizedlist>
+
+<screenshot>
+<screeninfo>A point has been constructed</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="constructed_a_point.png"
+format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>A point has been constructed</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+</section>
+
+<section id="constructing-other-objects">
+<title>Constructing Other Objects</title>
+<para>
+Constructing objects other than points is usually done by
+selecting the appropriate entry in the
+<guimenu>Objects</guimenu> menu, or by clicking on one of
+the toolbar buttons.
+</para>
+<screenshot>
+<screeninfo>Constructing a circle</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="constructing_a_circle.png"
+format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Constructing a circle</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+This will start the construction of the chosen object type.
+All of these types require arguments. For example, if you
+selected to construct a circle by center and point, you will need to
+give two points: one for the center, and one for the point on
+the circle.
+</para>
+<para>
+These arguments are objects too, which can also be selected, simply by
+clicking on them. When you move the cursor over an argument you want to use to
+construct an object, a preliminary image will be shown of the object, so you will
+know what it will look like. For objects that require points as arguments, you
+can place a new point at the
+current cursor position and select it by clicking the &LMB;.
+</para>
+<para>
+You can always cancel the construction of the new object by
+pressing the &Esc; button or by clicking
+on the <guiicon>Stop</guiicon> button (red octagon with an
+<quote>X</quote>) on the toolbar.
+</para>
+<screenshot>
+<screeninfo>Constructing a circle.</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="constructing_a_circle_2.png"
+format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Constructing a circle</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+</section>
+</section>
+
+<section id="selecting-objects">
+<title>Selecting Objects</title>
+<para>
+Selecting objects can be done in two ways:
+</para>
+<itemizedlist>
+<listitem>
+<para>
+Simply clicking on an object causes that object to be selected, clearing the
+current selection. If you
+want to select multiple objects simultaneously, hold down the &Ctrl; key while
+clicking on an object.
+</para>
+</listitem>
+<listitem>
+<para>
+By clicking and dragging on an empty spot on the screen,
+you can select all objects within the rectangle that is
+created. This action will clear the current selection. As
+in the previous case, holding down the &Ctrl; key allows you
+to keep the current selection.
+</para>
+</listitem>
+</itemizedlist>
+<para>
+When you have more than one object under the mouse, you can easily
+choose which object select or add to the current selection. Click
+with the &LMB;, while holding the &Shift; key, to have a popup with
+all the objects under the mouse. Then, you can select the object
+you need. As said before, the behaviour of the &Ctrl; key will
+affect the selection.
+</para>
+
+<screenshot>
+<screeninfo>Selecting objects</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="selecting_objects.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Selecting objects</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+</section>
+
+<section id="moving-objects">
+<title>Moving Objects</title>
+<para>
+To move objects, you must first <link
+linkend="selecting-objects">select</link> them.
+</para>
+<para>
+When the objects you want to move are selected, you can start
+moving them by &LMB; clicking and dragging any one of them. When you are done,
+simply release the &LMB;.
+</para>
+<note><para>For some types of objects (especially when defined by
+complicated locuses), moving them can be slow on old hardware. This
+is unfortunate, but inevitable, given the calculations involved.
+</para></note> <note><para>If you &RMB; click one of the selected objects, and
+choose
+<guimenuitem>Move</guimenuitem>, moving the mouse will move the object. When the
+object is moved to the desired position, another &LMB; click will stop the
+moving of the object.</para></note>
+</section>
+<section id="deleting-objects">
+<title>Deleting objects</title>
+<para>
+Deleting objects is done by first <link
+linkend="selecting-objects">selecting</link> them, and next doing either of
+these:
+<itemizedlist>
+<listitem>
+<para>
+Press the <keycap>Delete</keycap> key.
+</para>
+</listitem>
+<listitem>
+<para>
+Press the <guiicon>delete</guiicon> button on the toolbar.
+</para>
+</listitem>
+<listitem>
+<para>
+<mousebutton>Right</mousebutton>-click on one of the
+objects, and select
+<guimenuitem>Delete</guimenuitem>
+in the <link linkend="objects-context-menus">context
+menu</link> that appears.
+</para>
+</listitem>
+</itemizedlist>
+</para>
+</section>
+
+<section id="showing-hiding-objects">
+<title>Showing and hiding objects</title>
+<para>
+In &kig;, objects can be hidden. This is done by selecting
+the objects, &RMB; clicking one of
+them, and selecting
+<guimenuitem>Hide</guimenuitem> in
+the <link linkend="objects-context-menus">context menu</link>
+that appears.
+</para>
+<para>
+To unhide the objects, use the
+<menuchoice><guimenu>Edit</guimenu><guimenuitem>Unhide
+all</guimenuitem></menuchoice>. This will unhide all
+currently hidden objects.
+</para>
+
+<section id="night-vision">
+<title>Night Vision</title>
+<para>
+Night Vision is a particular way of working with hidden
+objects. When you have to move or change something in one or
+more object but without unhiding all the hidden objects you
+have, then the night vision mode will be of benefit to you.
+</para>
+<para>
+Basically, it allows you to see the hidden objects as if they
+were visible, so that you can manipulate them as you would normally.
+In Night Vision mode, the hidden objects will be visible with
+a grey colour.
+</para>
+<para>
+To toggle the night vision mode, use
+<menuchoice><guimenu>Settings</guimenu><guimenuitem>Wear
+Infrared Glasses</guimenuitem></menuchoice>.
+</para>
+</section>
+</section>
+
+<section id="undo-redo">
+<title>Undo/Redo</title>
+<para>
+In &kig;, you can undo almost any change you make in the
+document. Just use the
+<guiicon>undo</guiicon>/<guiicon>redo</guiicon> buttons on the
+toolbar, or the appropriate shortcuts.
+</para>
+</section>
+
+<section id="full-screen-mode">
+<title>Full Screen Mode</title>
+<para>
+&kig; also has a Full Screen mode. To use it, click the
+appropriate button on the toolbar, or select
+<menuchoice><guimenu>Settings</guimenu><guimenuitem>Full
+Screen Mode</guimenuitem></menuchoice>.
+</para>
+<para>
+To leave Full Screen mode,
+&RMB; click the screen at a place
+where there is no object present, and select
+<guimenuitem>Exit Full Screen Mode</guimenuitem>, or press the
+&Esc; key.
+</para>
+</section>
+</chapter>
+
+
+<chapter id="kig-object-types">
+<title>&kig; Object Types</title>
+<para>
+&kig; supports a rather large number of object types. Please
+note that not all of the available object types are shown in the
+toolbars: there are some objects that you can only
+construct via the <guimenu>Objects</guimenu> menu in the menu
+bar. Of course, as with all &kde; applications, the contents of the toolbars are
+configurable. Try out the
+<menuchoice><guimenu>Settings</guimenu><guimenuitem>Configure
+Toolbars...</guimenuitem></menuchoice> option if you want to do this.
+</para>
+</chapter>
+
+
+<chapter id="using-advanced">
+<title>Advanced Usage</title>
+<section id="objects-context-menus">
+<title>Context Menus</title>
+<para>
+&kig; has context menus for its objects. Try
+&RMB; clicking on an object in order to see
+a context menu appear. There are many options: for
+constructing other objects, setting colours, and even hiding,
+moving or deleting objects. Some objects have options of
+their own (&eg; you can redefine certain points to be
+constrained to a line if they previously weren't, &etc;).
+These options should be very straightforward to understand.
+</para>
+</section>
+
+<section id="document-context-menus">
+<title>Document context menus</title>
+<para>
+<mousebutton>Right</mousebutton>-clicking on the document (&ie; not on an
+object) will
+present a popup that you can use to start constructing a new object, change the
+coordinate system used, show hidden
+objects, and even zoom in and zoom out of the document.
+</para>
+</section>
+
+<section id="defining-macros">
+<title>Defining Macros</title>
+<para>
+One of the more advanced features in &kig; is its support for
+macros. This allows you to define new types of objects from
+other ones which are defined already.
+</para>
+<para>
+For example: Suppose you want to make a macro for constructing
+a circle from three points on it. You would input three points,
+then construct some perpendiculars and midpoints
+until you find the center. Now you can use the existing
+<quote>Construct a circle by center and point</quote> command
+(using one of the three points as the point for this command). The
+following image should make this a bit more clear:
+</para>
+<screenshot>
+<screeninfo>Test running macros</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="test_run_macro.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Test running macros</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+
+<para>
+Next comes defining the macro. Select <guimenuitem>New
+macro</guimenuitem> from the <guimenu>Type</guimenu> menu, or
+click on the button on the toolbar. A wizard will appear and
+ask you to select the given objects. In our example, these
+are the three points. Select the three points (click on them
+to select, click again to unselect) and click the
+<guibutton>Next</guibutton> button to continue. Finally,
+select the last objects (only the circle in our example).
+</para>
+
+<screenshot>
+<screeninfo>The macro wizard</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="macro_wizard.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>The macro wizard</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+
+<para> After the previous steps are completed, click the
+<guibutton>Next</guibutton> button to continue. Enter a name
+and optionally a description for your new type, and click the
+<guibutton>Finish</guibutton> button. Your macro type is now
+finished.
+</para>
+
+<para>
+To use the new macro type, click its button on the toolbar or
+use the <guimenu>Objects</guimenu> menu. Constructing a macro
+object is just like constructing any other object.
+</para>
+<screenshot>
+<screeninfo>Using your new type</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="macros_at_work.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Using your new type</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+</section>
+
+<section id="working-with-types">
+<title>Working with types</title>
+<para>
+As you saw in the previous chapter, &kig; allows you to create
+your own objects. &kig; also makes sure that once you have
+created an object, it is saved on exit and loaded on startup.
+You do not have to manually save or load macro definitions.
+However, &kig; does allow you to do more with the macros. If
+you select <menuchoice><guimenu>Types</guimenu><guimenuitem>Manage
+Types...</guimenuitem></menuchoice> from the menu, you will see
+a dialog where you can edit your types. It allows you to modify
+the existant types, delete types that are no longer used, export
+them to a file, or even load them from another file.
+</para>
+<screenshot>
+<screeninfo>Edit Types Dialog</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="edit_types_dialog.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>The Edit Types Dialog</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+</section>
+
+<section id="text-labels">
+<title>Text labels</title>
+<para>
+&kig; allows you to add text labels to a construction. This
+is very useful for adding names, explanations or other text
+to constructions. &kig; can also display variable information
+about objects (also known as <quote>properties</quote>).
+</para>
+<para>
+To start constructing a text label, simply press the
+<guibutton>Text Label</guibutton> button in the &kig; toolbar or
+select <menuchoice><guimenu>Objects</guimenu><guisubmenu>Other
+</guisubmenu><guimenuitem>Text label</guimenuitem>
+</menuchoice> in the menubar.
+</para>
+<para>
+Next, you have to choose a location for the text label. You
+can either just select a random location on the screen, or
+choose to <quote>attach</quote> the label to an object.
+</para>
+<screenshot>
+<screeninfo>Attaching a label to a circle...</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="text_label_attaching.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Attaching a label to a circle...</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+After you have selected where to put the label, the text label dialog appears.
+Here, you can type in
+the text that you want in the new label, and click
+<guibutton>Finish</guibutton>. You should now see the label in your document.
+</para>
+<screenshot>
+<screeninfo>The Text Label Dialog</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="text_label_wizard.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>The Text Label Dialog</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+The previous example was a simple one, and limited to just
+text. However, there is also support for showing variable
+information about objects in a label (&eg; you can construct a
+label with the text <quote>This segment is %1 units
+long.</quote> where <token>%1</token> would be dynamically
+replaced with the length of a specific segment).
+</para>
+<para>
+To do this, enter a text with a number of placeholders (
+<token>%1</token>, <token>%2</token> &etc;) in it.
+Then, press the <guibutton>Next</guibutton> button to
+continue. If you want to change the text or variables later,
+you can go back using the <guibutton>Back</guibutton> button.
+</para>
+<para>
+The wizard now shows the text you entered with all
+placeholders replaced by something like <guilabel>argument
+1</guilabel>. Selecting the property connected to a certain argument is
+done by first clicking on the argument in question. Then click
+on the object that you need and that has this property, and
+then select the property itself in the popup
+menu that appears. For instance, in the example above, you
+would click <guilabel>argument 1</guilabel>, click on the
+correct segment in the main &kig; window, and select the
+property <guilabel>Length</guilabel>. Afterwards, you can
+fill in the rest of the variable parts, or select another
+property for one of the variable parts if you wish to change
+it. When you are ready, click the
+<guibutton>Finish</guibutton> button to complete the
+construction of the text label.
+</para>
+<screenshot>
+<screeninfo>Selecting a property for a variable
+part</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata
+fileref="text_label_wizard__select_property.png"
+format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Selecting a property for a variable part</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+</section>
+
+<section id="locuses">
+<title>Locuses</title>
+<para>
+&kig; supports the use of locuses. A locus is mathematically defined as
+the set of all points or lines that satisfy or are determined by specific
+conditions; as in <quote>the locus of points
+equidistant from a given point is a circle</quote>.
+Let's look at an example of how to use locuses in &kig;:
+</para>
+<para>
+Consider the following geometrical construction: We draw a
+circle, and a point that can move only along its circumference
+(construct this point by positioning the cursor on a circle, and clicking
+the &MMB;. If you then try to move the resulting point,
+you'll see that you cannot move it off the circle). Then, we
+draw a segment from that point to the center of the circle,
+and the midpoint of that segment.
+</para>
+<screenshot>
+<screeninfo>A simple construction using a locus</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata
+fileref="simple_locus_construction.png"
+format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>A simple construction using a locus</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+Now if you move the point that is constrained to the circle,
+you'll see that the second point moves along with it. If you
+were to hold a pen at the second point, and move the
+first point around the entire circle, a new circle, half the
+size of the other would be drawn. The path that the second point
+travels while the first one moves around the circle is its locus.
+</para>
+<para>
+Actually constructing the locus of a point is very easy. Click
+the <guiicon>locus</guiicon> button in the toolbar, or select
+<menuchoice><guimenu>Objects</guimenu>
+<guisubmenu>Other</guisubmenu>
+<guimenuitem>Locus</guimenuitem>
+</menuchoice>
+from the menubar. Then select the constrained point as the
+moving point (the text <guilabel>Moving Point</guilabel> will
+appear as you move the mouse over it), and the other as the
+dependent point. The locus of the dependent point will then be drawn.
+</para>
+</section>
+</chapter>
+
+<chapter id="scripting">
+<title>Scripting</title>
+<para>
+&kig; allows you to create custom types in the Python
+scripting language. This is a very advanced feature, and I know
+of only one other Interactive Geometry program that has a similar
+functionality (the <acronym>GNOME</acronym> program &drgeo;).
+</para>
+<para>
+Python Scripting in &kig; basically allows you to create your
+own objects from certain parent objects. For example, if you are a math
+teacher, and you have some fancy way
+of calculating an interesting point on a conic, then instead of
+messing with complex constructions and macros, you could just
+write down in Python code how the point is to be calculated and
+then &kig; will show it for you.
+</para>
+<para>
+Suppose you were not aware of the &kig; built-in type <quote>Mid Point</quote>,
+and you wanted to show the midpoint of two given points. You
+would then click on the <guibutton>Python Script</guibutton>
+button in the toolbar, or select
+<menuchoice><guimenu>Objects</guimenu><guisubmenu>Other</guisubmenu>
+<guimenuitem>Python Script</guimenuitem></menuchoice> from the
+menubar. You are then presented with a wizard that allows you
+to proceed.
+</para>
+<screenshot>
+<screeninfo>The Script Object Wizard</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="script_wizard.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>The Script Object Wizard</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+The first thing you have to do is select the arguments for the
+script object. In our example, this means the two points of
+which we want to show the midpoint. Select them in the &kig;
+main window, and click <guibutton>Next</guibutton> to proceed.
+</para>
+<para>
+Now you are presented with a text edit box where you can enter
+the code for you script object. Template code and some comments
+are already in place. It is important to make sure that your
+code is valid Python code. People familiar with Python will
+notice that we are actually defining a Python function called
+<function>calc</function>. It is therefore necessary to adhere
+to the Python rules for defining functions. For example, every
+line of the function should start with a <keysym>Tab</keysym>.
+The first line not starting with a <keysym>tab</keysym> ends the
+definition of the function.
+</para>
+<para>
+The Python function that we want to define is called
+<function>calc</function>, and in our case it accepts two arguments.
+These are the objects you have selected as arguments in the
+previous screen. You need as many arguments as you have
+selected there. They are called <parameter>arg1</parameter> and
+<parameter>arg2</parameter>, but you can change their names to
+something more meaningful if you want.
+</para>
+<para>
+In the function, you can do all sorts of calculations that you
+deem necessary, using the two arguments if needed. You should
+return the object you want to define. In our case, this is a
+<classname>Point</classname> object. The two arguments are also
+<classname>Point</classname> objects, and we
+can use the <function>Point.coordinate()</function> function to
+define the coordinates of the two given points.
+</para>
+<para>
+The calculation necessary in our example is very simple, we
+simply add the two sets of coordinates, and divide the new set
+by two. We then construct a new point using the result.
+The Python code needed is:</para>
+
+<programlisting>
+def calc( a, b ):
+m = ( a.coordinate() + b.coordinate() ) / 2;
+return Point( m )
+</programlisting>
+
+<screenshot>
+<screeninfo>Entering the code</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="script_wizard_entering_code.png" format="PNG"/>
+</imageobject>
+<textobject>
+<phrase>Entering the code for the midpoint in the Script Object
+wizard.</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+If you now click the <guibutton>Finish</guibutton> button,
+the new object will appear in the &kig; document. If you move
+one of the points, the newly created point will move along
+with it. Much more powerful objects can be built in this way:
+you are encouraged to try it out.
+</para>
+<screenshot>
+<screeninfo>Constructed a Script Object</screeninfo>
+<mediaobject>
+<imageobject>
+<imagedata fileref="constructed_script_object.png" format="PNG" />
+</imageobject>
+<textobject>
+<phrase>
+The newly constructed Script Object.
+</phrase>
+</textobject>
+</mediaobject>
+</screenshot>
+<para>
+All objects in &kig; can be used in the Python code. As we have
+seen above, points are of the <classname>Point</classname> class, and you
+can use &eg; the <function>Point.coordinate()</function> method. You can
+also return all kinds of objects, not just a <classname>Point</classname>.
+Many more classes and methods are available in the &kig; Python code,
+and a more complete reference is provided <ulink
+url="http://edu.kde.org/kig/manual/scripting-api/index.html">on
+the &kig; website</ulink>.
+</para>
+</chapter>
+
+<chapter id="kig-features">
+<title>&kig; Features</title>
+
+<itemizedlist>
+<listitem>
+<para>
+&kig; is an open source application. This means that you
+are free to use and modify it any way you like it.
+Distributing &kig; is subject to some restrictions,
+basically that everyone should have the same rights to use
+&kig;, including your modifications, as you and me.
+</para>
+<para>
+Free software programs are developed in a very open
+spirit, and its developers are usually very responsive to
+user feedback. Therefore, if you have any questions,
+complaints, or whatever about &kig;, please let the author
+know at <email>toscano.pino@tiscali.it</email>.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; is a KPart application, which means that you can
+embed it into other &kde; software. If you open a <literal
+role="extension">.kig</literal> file in &konqueror;, it
+can be opened directly in the &konqueror; screen without
+the need to start an external application.
+</para>
+</listitem>
+<listitem>
+<para>
+Working with &kig; should be very straightforward.
+Constructing objects is easy and interactive, with
+preliminary results being shown, &etc;. Moving, selecting
+and building all work as one would expect them to. Undo
+support should also be very intuitive.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; supports macros to be defined in a straightforward
+manner. These objects are presented to the user like
+normal objects. They are saved on exit and loaded on
+startup, so that they aren't lost on exit. You can
+manage these objects in the <guilabel>Manage Types</guilabel>
+dialog (see <xref linkend="working-with-types" />). You can export
+them
+to files, import them from files, edit and delete them.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; saves its data in a clear &XML; format.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; supports the construction of locuses.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; allows you to export a &kig; file to some interesting
+formats, like images, <application>XFig</application> and
+<application>LaTeX</application> files, and <acronym>SVG</acronym>
+vectorial images. This is rather useful, because not all programs
+support the &kig; file format yet.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; has a very flexible transformation system.
+</para>
+</listitem>
+<listitem>
+<para>
+&kig; aims to be compatible with its competitors. This is
+why it supports the &kgeo; file format, the &kseg; file
+format and partially the &drgeo; and &cabri; formats; morover,
+support for other formats is planned.
+</para>
+</listitem>
+</itemizedlist>
+</chapter>
+
+
+<chapter id="faq">
+<title>Questions and Answers</title>
+
+&reporting.bugs; &updating.documentation;
+</chapter>
+
+
+<chapter id="credits">
+<title>Credits and License</title>
+
+<para>
+&kig;
+</para>
+<para>
+&kig; copyright 2002-2004 Dominique Devriese
+<email>devriese@kde.org</email>
+</para>
+
+<para>
+Documentation copyright 2002-2004 Dominique
+Devriese <email>devriese@kde.org</email>.
+</para>
+
+<para>
+Documentation copyright 2004-2005 Pino Toscano
+<email>toscano.pino@tiscali.it</email>.
+</para>
+
+<para>
+Reviewed by &Philip.Rodrigues; &Philip.Rodrigues.mail;.
+</para>
+<!-- TRANS:CREDIT_FOR_TRANSLATORS -->
+&underFDL; &underGPL;
+</chapter>
+
+<appendix id="installation">
+<title>Installation</title>
+
+<sect1 id="getting-kig">
+<title>How to obtain &kig;</title>
+
+&install.intro.documentation;
+
+</sect1>
+
+<sect1 id="compilation">
+<title>Compilation and Installation</title>
+&install.compile.documentation;
+</sect1>
+
+</appendix>
+
+<appendix id="contributing">
+<title>Contribute</title>
+<section id="kig-is-free">
+<title>Free Software</title>
+<para>
+&kig; is <ulink
+url="http://www.gnu.org/philosophy/philosophy.html#AboutFreeSoftware">
+Free Software</ulink>. This means that its source code is
+freely available on the Internet, and everyone can use it,
+read it, modify it, and distribute it. I work on it as a
+hobby project, and I have already learned a lot about
+programming, C++, &kde;/&Qt;, math, software collaboration and open
+source projects in the process.
+</para>
+</section>
+
+<section id="contribute-to-kig">
+<title>Contribute</title>
+<para>
+In this chapter I want to point out to you (the user) the
+rights that &kig;'s license gives you. As with all free
+software, you are allowed (and encouraged) to fix problems
+you encounter while using it, to add features you miss, to
+distribute your modified program, and to send these
+modifications to me at <email>toscano.pino@tiscali.it</email>, so
+that I can include them in the next version for others to
+enjoy. Please note I personally have no financial interest in this
+project whatsoever.
+</para>
+<para>
+If you are uncertain of your rights to use this software, or
+other people's right to use any modifications you make to this
+program &etc;, please read the license. You can find it in the
+<filename>COPYING</filename> file in the &kig; source tree or
+the <guilabel>license</guilabel> tab in the <guilabel>About
+Kig</guilabel> dialog.
+</para>
+</section>
+
+<section id="howto-contribute">
+<title>How to contribute ?</title>
+<para>
+Any contributions are welcome. If you don't like the icons,
+or think that the manual needs updating, or if you have this really
+cool macro that you want to share with the world, do not
+hesitate to send it to me. Please note that your
+contributions will be distributed under the terms of the &GNU;
+<acronym>GPL</acronym>; you can find the terms of this license in the
+<filename>COPYING</filename> file in the &kig; source tree,
+and in the <link linkend="credits">Credits and
+Licenses</link> chapter in this manual.
+</para>
+</section>
+</appendix>
+
+&documentation.index;
+</book>
+<!--
+Local Variables:
+mode: xml
+End:
+--> \ No newline at end of file