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diff --git a/doc/kig/index.docbook b/doc/kig/index.docbook new file mode 100644 index 00000000..ff3c3623 --- /dev/null +++ b/doc/kig/index.docbook @@ -0,0 +1,998 @@ +<?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 (⪚ 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 (⪚ 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 ⪚ 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: +-->
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