Copyright: Copyright ©2000, Quantum Data, Inc.


Introduction to VGM
VGM Overview
An Introduction to VGM

Quantum Data's Video Generator Manager (VGM) software allows you to easily operate and program various models of our video test generators. You may wish to jump to the "What's New" section if you are familiar with using an earlier version of VGM. If you are a new user, Welcome, and read on...

NOTE: This is a preliminary version of the help file for a beta version of the VGM 3.00 software. Features in the software were still being finalized when this file was created.


What's New
VGM Overview
What's New in Version 3

If you are familiar with using an earlier version of VGM, this section lists the new features added since version 2.xx. Please note that some features may not work on generators that do not have up to date firmware.

Supports all hardware and firmware features of all the following models of Quantum Data video generators:

801GC, 801GD, 801GF, 801GG, 801SL

822S

801GC-ISA, 801GF-ISA, 801GG-ISA and 801GL-ISA

802D-PCI

Supports creating, editing and saving formats only on the following  models of Quantum Data video test generators:

606, 607, 608

Allows open communications with more than one generator at a time.

Supports stand alone generators connected via GPIB (IEEE-488).

Upload new firmware into generators that have suitable Flash EPROM installed. You no longer need to use previous DOS based Archiver software.

Display a summary list of key parameters for all video formats stored in a generator.

Create and store custom character fonts in the generator.

Create and store custom multicolor icons that can be added to custom images.


Installing the Software
Installing VGM 3.00 Software

NOTE: The default installation procedure will not replace any previous versions of VGM software you may have installed on your computer. Do not attempt to install the software in the same directory as any previous version of VGM.

First close any other open applications on your desktop.

If you are installing from installation disks, insert disk #1 and run SETUP.EXE from within Windows and follow on screen instructions.

If you downloaded the installation package from our web site or received it from us via E-mail, it will most likely be as a single self extracting file. The extraction process will produce sub-directories broken down by installation disk number.

To install the software on the same computer used for the extraction, run SETUP.EXE in the DISK_1 subdirectory. and then point the installer to the locations of the remain disk files when prompted to do so.

To make installation disks, format the correct number of hi-density blank disks and copy the contents of each extracted disk directory to the disks.


Running VGM
Running VGM 3.00

Select VGM 3.00 from the Windows Taskbar Start Button.

If you used the default installation settings, the program loaction wil be:

Start > Programs > VGM 3 > VGM 3.00

The software will show a splash screen while loading and then display the Main VGM Window. The software will not automatically start communicating with any attached generators. You need to have VGM connect to a generator before you can operate or program it.

You do not need to be connected to a generator in order to open disk files, or create a new data file.


Main VGM Window

The main VGM window consists of a menu bar, a tool bar, and a larger window split into an edit buffer pane and a connections pane. You can resize the panes by moving the split bar located between the panes.


Main VGM Screen Menu Bar
Main VGM Window Menu Bar

Related Topics: Main VGM Window, Tool Bar

	File > New... Opens the Select a data type dialog box to choose the type of data file you want to create. The new file is added to the edit buffer pane. File > Open... Opens the Open VGM Data... dialog box to choose the storage location and file you wish to open. The location can be a disk drive on your computer or that can be accessed over a network. The file is added to the edit buffer pane. File > Import > VGM 2 Data... Used to import data files created with any version of VGM 2. Opens the Import VGM 2.xx Data... dialog box to choose the storage location and file you wish to open. The location can be a disk drive on your computer or that can be accessed over a network. The imported file structure is converted to be compatible with VGM 3 and is added to the edit buffer pane. File > Import > CMD Script... Used to import command files created with any version of VGM. Opens the Import VGM 2.xx Data... dialog box to choose the storage location and file you wish to open. The location can be a disk drive on your computer or that can be accessed over a network. The imported command file is converted to the suitable data file type and added to the edit buffer pane. File > Save Select one or more data files in the edit buffer list and select Save to open the Save VGM Data... dialog box. You can then choose the storage location and filename you wish to use for each data file. File > Save As... Select one or more data files in the edit buffer list and select Save to open the Save VGM Data... dialog box. You can then choose the storage location and filename you wish to use for each data file.
	Edit > Delete Data Select the files you wish to remove from the edit buffer and select Delete Data. A Delete data dialog box will ask for confirmation of each deletion. A Save as... dialog box will open for each data file that has unsaved changes.
	Generator > Connect... Opens the Select a Port... dialog box. The generator will be added to the connections list. VGM can have open communications with more than one generator at the same time. VGM does not automatically start communicating with any generator on start up. Generator > Disconnect Select a generator in the connections list and select Disconnect. VGM will no longer be able to control the generator or send files to or from the generator. Generator > Set  Baud Rate... Select a generator in the connections pane that has a serial port connection and select Set Baud Rate.... This opens the Baud Rate Selection dialog box. Generator > Send Data Select one or more data files in the edit buffer list and select a generator in the connections list. Selecting Send Data opens a Data Transfer dialog box to OK or Cancel the sending of the information to the generator's battery backed memory. Generator > Special > Forced Init Initializes a generator to factory default settings. This will permanently remove all user created files from the generator's battery backed memory. Selecting Forced Init opens the Select a Port... dialog box. You can then select the port you wish to use.
	Tools > Archiver > Extract... Opens the Archive Extraction Tool dialog box. You can then save the contents of a generator's battery backed memory files to  disk files. Tools > Archiver > Restore... Opens the Archive Restoration Tool dialog box. You can then transfer previously extracted memory files from disk to the same or a different generator. You can also update the files extracted from a generator with older firmware to for transfer to a generator with newer firmware. Tools > Archiver > Update Firmware... Opens the Firmware Upgrade Tool dialog box. This allows you to update the operating system firmware in generators equipped with suitable Flash EPROMs. Tools > CMD Terminal... Select a generator in the connections list and select CMD Terminal. This allows you to send commands and queries to the generator from a command line. Tools > Diagnostics... Select a generator in the connections list and select Diagnostics. This allows you to ... NEEDS MORE INFO.
	Help > Help Contents Opens the VGM Help window (what you are now viewing) Help > About VGM... Opens the  window that contains the VGM software version information.


Main VGM Screen Tool Bar
Main VGM Window Tool Bar

Related Topics: Main VGM Window, Menu Bar

	Connect a generator Opens the Select a Port... dialog box. The generator will be added to the connections list. VGM can have open communications with more than one generator at the same time. VGM does not automatically start communicating with any generator on start up.
	Disconnect a generator Select a generator from the connections list and click the button. VGM will no longer be able to control the generator or send files to or from the generator.
	Create a new data file Opens the Select a data type dialog box to choose the type of data file you want to create. The new file is added to the edit buffer pane.
	Open a saved data file Opens the Open VGM Data... dialog box to choose the storage location and file you wish to open. The location can be a disk drive on your computer or that can be accessed over a network. The file is added to the edit buffer pane.
	Save data file(s) Select one or more data files in the edit buffer list and click the button to open the Save VGM Data... dialog box. You can then choose the storage location and filename you wish to use for each data file.
	Send data file(s) to generator Select one or more data files in the edit buffer list and select a generator in the connections list. Clicking the button opens a Data Transfer dialog box to OK or Cancel the sending of the information to the generator's battery backed memory.
	Trash data file Select the files you wish to remove from the edit buffer and click the button. A Delete data dialog box will ask for confirmation of each deletion. A Save as... dialog box will open for each data file that has unsaved changes.


Main VGM Window Edit Buffer Pane

Related Topics: Main VGM Window, Connections Pane

The Edit Buffer Pane lists all open data objects whose contents are available to you for editing. You can have multiple objects in the buffer at the same time While a data object is in the edit buffer, you can...

Rename it (The name used to store the object in the generator)

Edit it using the appropriate editor in VGM

Send it to a generator's battery backed memory

Save it as a data file to a local or networked disk drive

Delete it from the buffer

If you want a generator to use a data file stored in its EPROM or battery backed memory, you do not have to put it in the edit buffer. You can have the generator use the file directly from its own generator window.

There are no data objects in the Edit Buffer each time you start the VGM software. Data objects are added to the buffer by...

Recalling a data object from a connected generator

Opening a data file created with the same version of VGM

Importing a data or command file created with an earlier version of VGM

Having VGM create a new data file with default values

Data Name Column

This column lists the data files using the names as used by a generator to store them in its own memory. This name does not have to match the name used to save the file to a disk drive. The symbol immediately to the left of the name indicates the file type.

	Video Format			Test Sequence			Font
	Custom Test Image			Knob List			Icon


Main VGM Window Connections Pane

Related Topics: Main VGM Window,

The Connections Pane lists all of the generators that VGM has connected at the moment. The VGM software does not automatically connect to any generators when you start it. You connect to a generator using:

The Connect a generator button in the Main VGM Window

The Generator > Connect... menu bar selection in the Main VGM Window

The Connections Pane is divided into the following columns:

Generator
The model number of the generator.

Port
The communications port or expansion bus port number used for the connection.

Firmware
The version of the firmware installed in the generator.

Serial Number
ESN of the generator. Not the Quantum Data serial number printed on the label attached to the generator.

Baud Rate
Baud rate currently being used for a generator connected via a serial (RS-232) port. Can be changed using the Generator > Set Baud Rate ... menu bar selection in the Main VGM Window.

Double clicking on one of the entries will open a separate Generator Window for that generator.


Connecting VGM to a Generator

Once you have started the VGM software, you still need to have the software connect with your Quantum Data generator before you can control it or transfer files. You do not need to be connected to a generator in order to create user data files and save them to disk.

This version of VGM supports connecting to stand alone models via either their Serial or GPIB ports. ISA and PCI board models need to be properly installed in your computer before they can be used with the VGM software. This version of VGM permits multiple simultaneous connections.

There are two ways to start the software connection process:

1) Choose Generator > Connect... from the main VGM Window menu

2) Click the [image] button on the main VGM Window tool bar.

This brings up the Select a Port... dialog box.

Select the settings that locate the Video Generator you wish to connect.

Press the OK button.

VGM will first verify that the port exists and is available. If the program returns with an error message, check to make sure you have selected the correct port settings and that the Generator is turned on (if it's on a COM or GPIB port). Also make sure that no other application has control of the port.

VGM will next try to detect a generator on the selected port. If detected, the Select a Port... dialog box will close and the generator will be added to the Connections Pane in the main VGM Window.

The current baud settings will be shown for generators using a serial port connection. You may wish to select a faster rate to improve the operating speed of your test set up.

An error dialog box will appear and the generator will not be added to the connections pane list if communications can not be established.

You will need to open a Generator window in order to control the generator and work with data objects stored in the generator. Double clicking on a generator listed in the connections pane will open a Generator window and start the scanning process of obtaining the operating status of the generator and a list of data objects stored in it. This may take several minutes if you are using a serial connection with a low data rate.


Generator Window Overview

The Generator window is the primary user interface for a given generator within the VGM application. It allows you to view and modify the current operating status of the generator as well as view and modify the data object stored in the generator. In order to open a Genertator window you first need to have

VGM running.

 Established communications with the generator.

The Title Bar shows the Model Number and Connection Port of the generator being controled by the particular Generator window. The Generator window consists of a menu bar, a tool bar, a control bar and a large area split into a generator state pane and a contents pane.


Generator Window Menu Bar

Related Topics: Generator Window

	File > Load Format List... Opens the Load Format List dialog box to load a previously saved format list file (.fls filename extension) from disk. File > Save Format List... Opens the Save Format List dialog box to ... File > Close View Closes the Generator Window without disconnecting the generator.
	Generator > Select All Selects all data objects in the contents pane. Generator > Use Item Causes the selected data object to be used by the generator. The first item in the list is used if more than one itme is selected. Generator > Recall Item(s) Available only when all selected data objects can be edited. Copies the selected data object(s) to the Edit Buffer pane on the main VGM window. Generator > Scan Formats Available only when Contents pane is showing detailed format list. Updates detailed format list by rescanning format data from generator.
	Edit > Copy Copies ... Edit > Rename Available only when... Edit > Erase Available only when... Edit > Delete Available only when all selected data objects are in the generator's User RAM loactions. Opens Data Object Deletion dialog box. Selecting Yes will remove permanently remove data object from User RAM.
	Tools > CMD Terminal Opens Command Line Terminal window. The window allows you to communicate directly with the generator using its built in command and query language. Tools > Diagnostics Reserved for use by Quantum Data technical support.
	Help >Open Opens the Help file you are now reading.


Generator_Window_Tool Bar
Generator Window Tool Bar

The buttons in this column determine what is displayed in the contents pane.		The buttons in this column allow you to work with the data objects shown in the contents pane.
	Names of all video formats stored in the generator.			Selected data object in contents pane to be used by the generator. First data object in list used if  more than one data object selected.
	Names of all test images (patterns) stored in the generator.			Copy selected data object(s) in contents pane to main VGM window edit buffer pane.
	Names of all test sequences stored in the generator.			Permanently removes the selected data object(s) in the contents pane from the generator's user memory. Opens removal confirmation box.
	Names of all knob lists stored in the generator.			Opens dialog box to rename the selected data object. This is the name used to store the object in the generator.
	Names of all font sets stored in the generator.			Copy selected data object(s) in contents pane to main VGM window edit buffer pane and start editing the data object.
	Names of all custom icons stored in the generator.			Opens dialog box to locate a data object disk file and upload its contents directly to the generator. A copy of the file is not put in the main VGM window edit buffer.
	Names of all video formats stored in the generator with summary information for each format.


Generator Window Controls Bar

The Controls Bar duplicates the operation of controls found on the stand alone units. Manually operating the buttons on the front panel of the generator will not change the state of the buttons on the bar.

	Outputs Button Toggles all outputs on and off. Shows current state of outputs.
	Color Gating Buttons Toggle individual Red Green and Blue color information channels on and off. Channel is gated off when its button is dimmed.
	Sync Selection Buttons Select between Analog Composite Sync (ACS), Digital Composite Sync (DCS) and Digital Separate Sync (DSS). Buttons are dimmed for sync types that are gated off. You can not gate a sync selection On if the format has been programmed with a sync type set to none or void. Clicking the same button more than once will toggle its current state.
	Image Version Box Use the Up and Down arrow buttons to select alternate versions of test images that have one or more alternate version.


Generator Window State Pane

Related Topics: Generator Window

This pane shows the current operating status of the generator listed in the Title Bar of the Generator WIndow.

Firmware
The firmware revision number of the generator

Serial Number
Electronic Serial Number (ESN) of the generator. It is a unique number that you can use to electronically track a particular generator in your test system. Please note that Quantum Data does not keep a record of which ESN is associated with the serial number printed on the unit's label.

Format
Name of the current video format being used to produce the test signal outputs

Image
The name of the test image used for the test signal outputs.

Sequence
The name of the currently active test sequence, if one is running.

Active Resolution
Number of active pixels per line and the number of active lines per frame for the current format.

Scan Type
Whether the current format uses Interlaced or Progressive (non-interlaced) scanning.

Pixel Rate
Pixel clock frequency for the current format.

Format Knob
Name of the current format knob list.

Image Knob
Name of the current image knob list.


Generator Window Contents Pane

The information shown in the contents pane is determined by the buttons in the Generator Window tool bar. The following symbols are used to identify the data object type and its status:

	Video Format		Test Image		Test Sequence
	Knob List		Font		Icon
	Data Object in Firmware ROM		Data Object in User RAM


Generator Window - Contents Pane - Detailed Formats
Generator Window Contents Pane
Detailed Formats List

You can have the generator use any format shown by double clicking on the entry. The outputs will shut off and the format will not change if the generator does not support the format for any reason.

You can sort the list by any of the parameters shown. Just click on the heading. Clicking on a heading a second time will reverse the sort order.

The symbols next to the format name have the following meanings:

	Factory Default Format in Firmware. Can not be overwritten or deleted. Can be edited and saved using a different name.		Video Format in User RAM. Can be deleted and edited


Having the Generator Usa a Data Object
Using Generator Data Objects

Using data objects is the process of making a video generator output a specific video format, display a specific test image or run a specific test sequence. In order for a given video generator to use a given data objec, the data object must be stored in the generator's. The data object can be a factory default stored in firmware or a user defined data object stored in battery backed RAM.

The following steps must be completed before you can have a generator start using data objects that you have selected:

VGM is running.

VGM has established communications with the generator.

You have an open Generator window for that generator

With the generator window active, use the tool bar buttons to select the type of data object you want the generator to use.

	The contents pane will list all video formats in the generator by their name.
	The contents pane will list all video formats in the generator by their name and include summary information for each format.
	The contents pane will list all test images in the generator by their name.
	The contents pane will list all test sequences in the generator by their name. Using a test sequence object will open separate test sequence player window. You will not be able to to select any data object from the contents pane while the sequence player window is open.
	The contents pane will list all knob lists in the generator by their name. NOTE: The current Beta version of VGM does not support selecting different knob lists for use by the generator.
	Font and Icon data object types are not directly used by the generator. Specifc fonts and icons are specified for wuse within test images.

Either double click on the data object in the contents pane or select the name in the contents pane and click on the [image] Use Selected Item button. VGM will send the appropriate commands to request the generator to use the selected data object. The appropriate entries in the generator status pane will change to reflect the selected format or test image. VGM will open will open separate test sequence player window when you use a sequnce object.

NOTE: The generator will check the requested format data object to determine if that particular model of generator supports the format. The generator will turn off all test signal outputs if it can not output the selected format. The generator also checks request test image data objects to see if they are are compatible with the current video format. If the video format does does not support the test image an error message will appear on the screen of the unit under test.  The current Beta version of VGM ignores these error conditions.


Running a Test Sequence
Test Sequence Player Window

The Sequence Player allows you to manualy or automatically have the generator go throught the steps of a test sequence.

The following steps must be completed before you can start running a sequence on a generator:

VGM is running.

VGM has established communications with the generator.

You have an open Generator window for that generator

The test sequence you wish to use must have been previously stored in the generator.

To select and run a Sequence:

Click the [image] View Sequence List button on the Generator window tool bar.

Either double click on the desired Test Sequence in the list or select the desired test sequence by clicking on it and then pressing the [image] Use Data Object button in the tool bar. VGM will send the necessary commands to the generator to load and set up the sequence. VGM will then open the Sequence Player window:

NOTE: You will not be able to access the Generator window contents pane while the player window is open.

	Play Button The sequence will automaticaly cycle through each step stopping for the programmed amount of delay time at eah step. The cycle repeats until the Stop button is pressed of the player is closed.
	Stop Button Stops the automatic cycle at its current step and returns the player to manual stepping mode.
	Rewind Button Jumps to the first step of the sequence in both automatic and manual cycle modes.
	Back Button Jumps to the previous step of the sequence in both automatic and manual cycle modes. Does nothing if the sequence is at the first step and step wrap mode is not enabled.
	Forward Button Jumps to the next step of the sequence in both automatic and manual cycle modes. Does nothing if the sequence is at the last step and step wrap mode is not enabled.
	Display Box Controls if the just the current sequence step number or a status box is added to each test image while the sequence is active.
	Step Box Shows current step number of the total number of steps in the sequence when in manual mode. Checking Wrap Mode enables the the Forward button to jump from the last to the first step and the Back button to jump from the first to the last step in a sequence in manual mode.
	Delay Time Shows the programmed dwell time for a given step that is used when the sequence is in automatic cycle mode. NOTE: Delay time is only shown in when in manual step mode.
Pressing the [image] Unload Sequence button stops the current sequence and closes the sequence player window. You can again manualy select individual formats and test images.


Disconnecting a Generator
Disconnecting from a Generator

There are several ways to break communications between VGM and a connected generator.

Select the generator in the Main VGM window Connections pane and click the [image] Disconnect Active Generator button. This will close the generator's window, if open, and close the connection.

Select the generator in the Main VGM window Connections pane and select Generator > Disconnect from the menu bar. This will close the generator's window, if open, and close the connection.

Exit the VGM application. This will close all connections and windows.

NOTE: Closing a Generator window will not break the connection to the generator. VGM will not scan the generator contents if you reopen the window without disconnecting. The previously scanned information will be used.


Creating New Data Objects

On the Main VGM window, either click the [image] button on the tool bar or select File > New... from the menu bar. The following Windows will open:

Either double click on the type of data object you wish to create or click on the data object and then clcik the New button.


Format Editor Window
(Timing Tab)

The Format Editor Window allows you to edit the contents of any format listed in the Edit Buffer pane of the Main VGM Window. The window consists of:

Title Bar
Shows the name of the format used to store it in the generator and the filename if a version of the format has been saved to disk. The two names do not need to be the same.

Menu Bar
Access to various commands

Timing Tab (Default Window for Editor)
You can edit the video and sync timing parameters of the format. Click an area on the picture above for more information on the tab contents.

Options Tab
You change the name used to store the format in the generator, select sync types and polarities and set up the video type.

Worksheet 1 and 2 Tabs
Provide alternate methods of getting your target display's video timing information into a format.


Format Editor Menu Bar

	File > Save Saves the format file using its current name. File > Save As ... Opens a standard Windows dialog to save the file using a new name. File > Close Closes the editor window. Opens a dialog box asking if you wish to save any unsaved changes in the format before closing the editor.
	Edit > Check NOTE: Not implemented in current release of VGM 3.00. A future release should support error checking thew format from within the editor.
	Help Calls up VGM Help (what you are now reading).


Entering Values

When entering values into a parameter field you must hit the Enter key to notify the editor that the value is to be accepted and that other dependent values should be recalculated.  Pressing the Reject button (or moving to another field without hitting the Enter key) will reset the parameter to its last accepted value.


Machine vs. Time entry units
Format Entry Units

Set the unit of measure used for timing entries. There are two choices for Entry Units. You can enter in units of real Time (µSec and mSec) or Machine units (pixels and lines). Use Machine units for precise control of formats. The generator internally rounds off real-time entries to match the nearest Machine unit of time. A single pixel period is the basic unit of measure for all horizontal timing parameters. All horizontal real-time entries are rounded to an integer multiple of the pixel clock period. A single horizontal period is the basic unit of measure for all vertical timing parameters. All vertical real-time entries are rounded to an integer multiple of the horizontal period. You can update real-time entries to their actual rounded values by selecting machine units of measure


Format Editor Triads
Timing Triads

Some of the timing parameters in the Video Format Editor are inter-related in groups of three. Entering a new value for one parameter in the group will change the value of one or both of the other parameters. In some cases, these changes affect a desired value you may have previously entered. The changes occur as VGM recalculates the values to keep the relationship between the parameters mathematically correct at all times. VGM uses the following timing parameter triads or groups of three:

Rate Triad: Pixel rate, Horizontal rate and Vertical rate parameters

Horizontal Timing Triad: Active, Blanking and Period

Vertical Timing Triad: Active, Blanking and Period

The [image] pencil symbol next to a parameter indicates that you can change the value by entering a new number. The [image] calculator symbol indicates a calculated value that you can not directly enter. The description of each triad explains how to change which parameters can be entered and which will be calculated.

Rate Triad

When you are using Machine as the units of entry on the Timing Tab, you can choose to enter the Pixel Rate, Horizontal Rate or the Vertical Rate. If the pencil is not next to the rate you wish to enter, click on the calculator to move the pencil to that parameter. You can not enter more than one rate. The rate you enter becomes the reference rate or frequency. The other two rates are then calculated as follows:

When Pixel Rate is the reference rate...
Horizontal_Rate = Pixel_Rate / Horiz_Period_in_pixels
Vertical_Rate = (Horiz_Rate / Vert_Period_in_lines) * Fields_per_frame

When Horizontal Rate is the reference rate...
Pixel_Rate = Horizontal_Rate * Horiz_Period_in_pixels
Vertical_Rate = (Horiz_Rate / Vert_Period_in_lines) * Fields_per_frame

When Vertical Rate is the reference rate...
Horizontal_Rate = (Vertical_Rate * Vert_Period_in_lines) / Fields_per_frame
Pixel_Rate = Horizontal_Rate * Horiz_Period_in_pixels

Where Fields_per_frame is equal to 1 for Progressive Scan formats and equal to 2 for Interlaced Scan formats.

Attempting to enter one rate and then moving the pencil enter a second rate will cause the value of your first entry to change. Use Worksheet 2 if you want to create a format by first defining all three rates.

When you are using Time as the units of entry on the Timing Tab, you can only use the Pixel Rate as your reference rate.

 Horizontal Timing Triad

You need to enter values for two of the three parameters. The third value is then calculated using the following relationship:

Horiz_Active + Horiz_Blank = Horiz_Period

This rule still applies when using Time as the usit of measure for data entry.

Vertical Timing Triad

You need to enter values for two of the three parameters. The third value is then calculated using the following relationship:

Vert_Active + Vert_Blank = Vert_Period

This rule still applies when using Time as the usit of measure for data entry.


Format Editor Pixel Parameters

Pixel Rate | Pixel Period | Pixel Pulse | Pixel Depth

The programmable pixel clock inside the generator is the master clock used to generate all of a video formats timing information. One pixel of video information is produced by each full cycle of this clock. You have the option of programming the frequency or the period directly or having VGM calculate them for you based on other parameters that you enter with the editor.

Pixel Rate

You can not enter a pixel rate if there there is a [image] calculator symbol next to it. Click on the calculator to change it to a [image] pencil and enter the pixel rate in MHz. The pixel rate is part of a format's Rate Triad. When you enter a specific pixel rate, the Horizontal and Vertical rates are automatically calculated for you by the editor. Use the Worksheet 2 Tab on the format editor is you wish to enter all three rates.

Pixel Period

The Pixel Period is the inverse of the Pixel Rate. You can not enter a pixel period if there there is a [image] calculator symbol next to the pixel rate. Click on the calculator to change it to a [image] pencil and enter the pixel perioud in microseconds. The editor will then calculate the equivalent pixel rate. The pixel rate is part a format's Rate Triad. When you enter a specific pixel rate or period, the Horizontal and Vertical rates are automatically calculated for you by the editor. Use the Worksheet 2 Tab on the format editor is you wish to enter all three rates.

Pixel Depth

The pixel depth determines the maximum number of different colors or shades of gray that can be displayed on the unit under test for a given format.

Pixel Depth	Max Colors or Gray Levels	Notes:
0 or Blank	Use generator default	Default pixel depth determined by a particular model of generator and video type selection.
1	2
2	4
4	16
8	256	Default depth for TV formats on 801GX
12	4096 Grays	Default depth for 822S in monochrome mode
36	6.872 x10^9 Colors	Default depth for 822S in color mode
Pixel Pulse

Specific models in the 801, 802 and 822 series allow you to output a continuous stream of pixel clock pulses. Please refer to documation for a specific model to determine if it supports this feature and on which connector it is available. Checking this box will enable the output on these units. Units that do not support a pixel pulse output will report back an error message.


Format Editor Horizontal Timing Fields

Horizontal Rate

The horizontal rate is how often the target display scans the raster from left to right sides of the screen. It is also called the Horizontal Scan rate or or the Horizontal Sync Rate.

You can not enter a horizontal rate if there there is a [image] calculator symbol next to it. Click on the calculator to change it to a [image] pencil and enter the Horizontal rate in KHz. The horizontal rate is part of a format's Rate Triad. When you enter a specific horizontal rate, the Vertical and Pixel rates are automatically calculated for you by the editor. Use the Worksheet 2 Tab on the format editor if you wish to enter all three rates.

You can not enter a horizontal rate if you are using Time for your Entry Units.

Horizontal Active

Horizontal active is the number of pixels that are displayed in one horizontal scan line. If you are using Time for your Entry Units, the editor will convert the active time to the nearest whole pixel clock cycle and use that number for the number of active pixels.

Horizontal active is part of a format's Horizontal TIming Triad. It is a calculated value when there is a calculator symbol next to it. The calculation is based on the equation:

Horiz_Active + Horiz_Blank = Horiz_Period

You can use the Worksheet 1 Tab on the Format Editor if you want to enter the Horizontal Active in pixels and the Horizontal Blanking as a percentage of the horizontal line period.

Horizontal Blank

Horizontal blanking is the number of pixels that are blanked (non-active) in one horizontal scan line. This period gives a CRT raster scanned display time to return the electron beam to the left side of the screen. If you are using Time for your Entry Units, the editor will convert the blanking time to the nearest whole pixel clock cycle and use that number for the number of active pixels.

Horizontal blanking is part of a format's Horizontal TIming Triad. It is a calculated value when there is a calculator symbol next to it. The calculation is based on the equation:

Horiz_Active + Horiz_Blank = Horiz_Period

You can use the Worksheet 1 Tab on the Format Editor if you want to enter the Horizontal Active in pixels and the Horizontal Blanking as a percentage of the horizontal line period.

Horizontal Period

Horizontal period, in pixels is the total number of  pixel clock cycles that make up one complete horizontal scan cycle. If you are using Time for your Entry Units, the editor will convert the horizontal period to the nearest whole pixel clock cycle and use that number for the total number of pixel clcok cycles per line. Your entry will then be rounded to the time period equal to be a whole multiple the of the clock period. The horizontal rate is reciprocal of the horizontal period.

Horizontal period is part of a format's Horizontal TIming Triad. It is a calculated value when there is a calculator symbol next to it. The calculation is based on the equation:

Horiz_Active + Horiz_Blank = Horiz_Period

Horizontal Size

Horizontal size is the physical width of the displayed image on a properly adjusted target display. The parameter does not affect the overall size of any image drawn by the generator nor does it affect the timing of any of the signals generated. However, entering a value that does not match the physical width of the display area may cause any circles to be elliptical and squares to be rectangles. Entering a value in inches automatically shows the equivalent value in millimeters in the right-hand column and vice versa.

Horizontal Pulse Delay

Horizontal pulse delay is the time, in pixels, from the last active pixel on a scan line and the leading edge of the horizontal sync pulse. Many monitor specifications may refer to this as the horizontal sync front porch.

Horizontal Pulse Width

Horizontal pulse width is the time, in pixels, from the leading to the trailing edges of the horizontal sync pulse. If you are using a bi-polar or trilevel Composite sync type, the Horizontal Pulse Width parameter defines the overall width of the horiztonal pulse with the mid-pulse transition automatically placed half way between the leading and trailing edges.


Horizontal Blank(ing)


Format Editor Vertical Timing Fields

Vertical Rate

The vertical rate is how often the display scans the raster from top to bottom of the screen. It is also called the Frame Rate or Picture Refresh Rate for progressive scan (non-interlaced) formats. It is called the Field Rate for interlaced scan formats and is equal to twice the interlaced frame rate.

You can not enter a vertical rate if there there is a [image] calculator symbol next to it. Click on the calculator to change it to a [image] pencil and enter the Vertical rate in Hz. The vertical rate is part of a format's Rate Triad. When you enter a specific vertical rate, the Horizontal and Pixel rates are automatically calculated for you by the editor. Use the Worksheet 2 Tab on the format editor is you wish to enter all three rates.

You can not enter a vertical rate if you are using Time for your Entry Units.

Vertical Active

Vertical (frame) active is the number of scan lines displayed (active) in one complete image. It is equal to twice the Field Active period for interlaced scan formats.

Vertical active is part of a format's Vertical Timing Triad. It is a calculated value when there is a calculator symbol next to it. The calculation is based on the equation:

Vert_Active + Vert_Blank = Vert_Period

You can use the Worksheet 1 Tab on the Format Editor if you want to enter the Vertical Active in lines and the Vertical Blanking in millseconds.

Vertical Blank

Vertical (frame) blanking is the number of scan lines blanked (non-active) in one complete image. This period gives a CRT raster scanned display time to return the electron beam to the top of the screen.

Vertical blank is part of a format's Vertical Timing Triad. It is a calculated value when there is a calculator symbol next to it. The calculation is based on the equation:

Vert_Active + Vert_Blank = Vert_Period

You can use the Worksheet 1 Tab on the Format Editor if you want to enter the Vertical Active in lines and the Vertical Blanking in millseconds.

Vertical Period

Vertical period, in lines, is the total number of scan lines that make up one complete image.

Vertical period is part of a format's Vertical Timing Triad. It is a calculated value when there is a calculator next to it. The calculation is based on the equation:

Vert_Active + Vert_Blank = Vert_Period

Vertical Size

Vertical size is the physical height of the displayed image on a properly adjusted target display.  The parameter does not affect the overall size of any image drawn by the generator nor does it affect the timing of any of the signals generated. However, entering a value that does not match the physical height of the display area may cause any circles to be elliptical and squares to be rectangles. Entering a value in inches automatically shows the equivalent value in millimeters in the right-hand column and vice versa.

Vertical Pulse Delay

Vertical pulse delay is the time, in scan lines, from the last active scan line of a vertical field and the leading edge of the vertical sync pulse. Many monitor specifications may refer to this as the vertical sync front porch. The actual sync delay will vary by +/- one-half scan line between fields for interlaced scan formats. The variance will depend on which specific  Composite or Separate sync type is used.

Vertical Pulse WIdth

The vertical  pulse width parameter is the time, in scan lines, from the leading edge of the vertical sync pulse to the trailing edge of the vertical sync pulse.  The actual sync pulse width may vary by one-half scan line for interlaced scan formats. The variance will depend on which specific  Composite or Separate sync type is used.

Vertical Scan Type

Three types of vertical scanning are supported:

Progressive or Non-Interlaced
The entire picture is drawn in one vertical sweep from top to bottom of the display.

Standard 2:1 Interlaced
The entire picture is drawn in two vertical sweeps from top to bottom of the display. Every sweep draws every other scan line in the picture.

2:1 Interlaced with Repeat Field
The entire picture is drawn in two vertical sweeps from top to bottom of the display. The exact same active video information is output for each sweep. The actual number of vertical picure elements that are displayed is one-half of the vertical active value.


Repeat Filed Option
Repeat Field

This option is only available in version 3.0 or higher Firmware.


Format Editor Equalization Fields
Equalization Fields

Equalization determines how many scan lines, just prior to and after the vertical sync interval, contain pre-equalization pulses. The pulses are only added to composite sync outputs that have equalization pulses enabled.


Serations


ACS and DCS Details
ACS and DCS Kinds
(Analog and Digital Composite Sync Types)

None (Type = 0)
Can not be selected by the operator using VGM software or front panel buttons.

American OR-ed (Type = 2)
Based on SMPTE 170M-1999 (Field #1 for progressive scan)
As if the individual horizontal and vertical sync pulses were combined by feeding them into a simple logical OR gate. For interlaced formats, the vertical sync pulse portion for the second field is delayed by one half line more than the programmed pulse delay value.

Progressive or field 1 of interlaced:

Field 2 of interlaced:

American w/ serrations (Type = 3)
Based on SMPTE 274-1998 (Progressive scan only)
Combines the vertical and horizontal sync pulses while adding serration pulses during the vertical sync period. The pulses occur at the horizontal sync pulse rate and the active edges of the serrations coincide with the active edges of horizontal sync pulse

American w/ serrations & equalization pulses (Type = 4)
Based on EIA RS-170A Standard

Progressive or field 1 of interlaced:

Field 2 of interlaced:

European OR-ed (Type = 6)
Based on CCIR-624-3 PAL Standard
As if the individual horizontal and vertical sync pulses were combined by feeding them into a simple logical OR gate. The vertical sync pulse period is one half line shorter than the programmed pulse width. For interlaced formats, the vertical sync pulse portion for the second field is advanced by one half line, making the vertical pulse delay time one half line shorter than the programmed pulse delay value.

Progressive or field 1 of interlaced (Field 2 of CCIR-624-3):

Field 2 of interlaced (Field 1 of CCIR-624-3):

European w/ serrations & equalization pulses (Type = 8)
Based on ITU-R BT.470-6 PAL Standard
The vertical sync pulse period is one half line shorter than the programmed pulse width. For interlaced formats, the vertical sync pulse portion for one of the fields is advanced by one half line, making the vertical pulse delay time one half line shorter than the programmed pulse delay value.

Progressive or field 1 of interlaced when number of lines of vertical resolution is is odd:

Field 2 of interlaced when number of lines of vertical resolution is is odd:

Progressive or field 2 of interlaced (Field 1 of ITU-R BT.470-6) when number of lines of vertical resolution is is even:

Field 1 of interlaced (Field 2 of ITU-R BT.470-6) when number of lines of vertical resolution is is even:

American HDTV (Bipolar or Tri-Level) w/ serrations and equalization pulses (Type = 10)
Based on SMPTE 296M-1997  (Progressive scan only)

European HDTV w/ serrations & equalization pulses (Type = 12)
Based on SMPTE 295M-1997

Progressive scan:

Field 1 of interlaced:

Field 2 of interlaced:

Japanese HDTV w/ serrations & equalization pulses (Type = 15)
Based on first field of SMPTE 240M-1995 and 274M-1995 for Progressive and Odd VRES.
Based on SMPTE 240M-1995 and 260M for Interlace for Odd VRES.
Based on SMPTE 240M-1995 Progressive Standard for Even VRES.
Based on SMPTE 240M-1998 Interlace Standard for Even VRES.

Progressive when number of lines of vertical resolution is is odd:

Field 1 (Field 2 of SMPTE 240M-1995 and SMPTE 260) when number of lines of vertical resolution is is odd:

Field 2 (Field 1 of SMPTE 240M-1995 and SMPTE 260) when number of lines of vertical resolution is is odd:

Progressive when number of lines of vertical resolution is even:

Field 1 when number of lines of vertical resolution is even:

Field 2 when number of lines of vertical resolution is even:


DSSTypes
DSS Kinds

None

American Separate

American HDTV Separate

European HDTV Separate

Japanese HDTV Separate

European Separate


Format Editor Options Video
Format Editor Video Options

The Video Kind parameter is a drop down list of all the different analog and digital video types that can be produced by one or more models of generator.

The Video Swing, Sync Swing, Gamma, and Pedestal parameters only affect formats that are set for Analog Mono or Analog Color video types.

Video Swing sets the peak-to-peak amplitude of the video (includes pedestal but not any composite sync).

Sync Swing sets the peak-to-peak amplitude of composite sync (if it is selected by the ACS parameter).

The Gamma settings determine if gamma correction is to be used and, if so, the amount of correction to be applied.

Pedestal determines if a blanking pedestal is used and, if so, how far the black level is above the pedestal. The level is a percentage of the blank-to-white video swing. Turning the pedestal off makes blanking and black level the same.


Digital Video Types
Digital Video Signal Types
(DVST Command Parameters)

The DVST number refers to the video type parameter used with the DVST command to define a digital video format. Please note that not all Quantum Data video generators can generate TTL Digital Video and/or Serial Encoded (DVI or LVDS) Digital Video.

None [DVST = 0]
Digital outputs not used to produce valid video signals. This setting may be needed when a video format is configured to use an analog video output.

MDA V (less I) [DVST = 1]
One (1) bit monochrome (Black and white, no gray scale) video TTL video, as found on some early generation PCs that used Monochrome Display Adapter (MDA) video controller cards.

MDA VI [DVST = 2]
Two (2) bit monochrome (Black, white, and two mid scale gray levels) video TTL video, as found on some early generation PCs that used Monochrome Display Adapter (MDA) video controller cards.

Not Used [DVST = 3]
Reserved for future use.

Not Used [DVST = 4]
Reserved for future use.

CGA RGB (less I) [DVST = 5]
Three (3) bit Color TTL video that can display a maximum of seven full intensity colors plus black, as found on some early generation PCs that used Color Graphics Adapter (CGA) video controller cards. One video line drives each of the three primary red, green and blue colors in the display.

CGA RGBI [DVST = 6]
Four (4) bit Color TTL video that can display a maximum of 15 full and half intensity colors plus black, as found on some early generation PCs that used Color Graphics Adapter (CGA) video controller cards.  One video line drives each of the three primary red, green and blue colors in the display. The fourth line controls whether the displayed color is at full or lowered intensity.

EGA RrGgBb [DVST = 7]
Six (6) bit Color TTL video that can display a maximum of 63 colors plus black, as found on some later generation PCs that used Engineering Graphics Adapter (CGA) video controller cards. Two video line drive each of the three primary red, green and blue colors in the display, allowing each primary color to be independently set to one of three intensity levels plus black.

Not Used [DVST = 8]
Reserved for future use.

DVI Y Grayscale [DVST = 9]
Serial encoded monochrome (Y) video.

DVI RGB Color [DVST = 10]
Serial encoded Color Component (RGB) video.

COFDM [DVST = 11]
Reserved for use with video type in a future firmware release.

HD-SDI [DVST = 12]
Reserved for serial digital HDTV SMPTE 292M video type in a future firmware release.

SMPTE 310M or DVI Y,Pr,Pb Color (SMPTE 240M) [DVST = 13]
Reserved for serial encoded Color Difference Component video perSMPTE 310M or SMPTE 240M (Japanese HDTV) standard.

Color Space Conversion Equations:
Y' = (0.212*R) + (0.701*G) + (0.087*B)
Pr'=(R-Y') / 1.576
Pb'=(B-Y') /1.826

8-VSB or DVI Y,Cr,Cb Color (ITU-R BT.601-5) [DVST = 14]
Reserved for serial encoded Color Difference Component video per ITU-R BT.601 (NTSC/PAL hybrid) standard.

Color Space Conversion Equations:
Y' = (0.299*R) + (0.587*G) + (0.114*B)
Cr' = (R-Y') * 0.713
Cb' = (B-Y') * 0.564

16-VSB or DVI Y,Pr,Pb Color (SMPTE 274M) [DVST = 15]
Reserved for serial encoded Color Difference Component video per SMPTE RP177 ("Improved" version of SMPTE 240M ) recommended practice.

Color Space Conversion Equations:
Y' = (0.2126*R) + (0.7152*G) + (0.0722*B)
Pr' = (R-Y') / 1.5748
Pb' = (B-Y') / 1.8556

DVI Y,Pr,Pb Color (ITU-R BT.709) [DVST = 16]
Depreciated - use type 15 instead
Serial encoded Color Difference Component video per ITU-R BT.709 standard.

Color Space Conversion Equations:
Y' = (0.2125*R) + (0.7154*G) + (0.0721*B)
Pr' = (R-Y') / 1.5750
Pb' = (B-Y') / 1.8558


Format Editor Name Field
Format Name Field

When you first use the editor, a default format is displayed (identical to VGA_m3). To change its name, type in the desired name in the Name Field. Names must be eight (8) characters or less and follow DOS naming guidelines (with no extension).


Sync Buttons
Format Sync, Gate, Polarity

Sync controls adding composite to the red, green, and blue analog video outputs. Not all Quantum Data video generators support adding sync to the red and blue outputs.

The DS Gate parameter sets the output gating of the Horizontal, Vertical, and Composite digital sync outputs. By clicking on the buttons, each gate may be turned on or off.

The DS Polarity parameter sets the logical polarities of the Horizontal, Vertical, and Composite digital sync outputs. By clicking on the buttons, each output pulse can be either positive going or negative going


Format Editor Worksheet 1 Tab
Format Editor Window
(Worksheet 1 Tab)

Worksheet 1 provides and alternate way of entering a video format timing values if the values you have available do not exactly match up with the parameters that need to be entered in the Timing tab. This worksheet starts with the active video resolutions, blanking times and the vertical rate. This worksheet does not deal with sync pulse widths or positioning. You will need to transfer the worksheet values to the timing tab and enter the sync timing  information in that tab. Use Worksheet 2 if you need to specify both the horizontal and vertical refresh rates.

The values you need to enter for this worksheet are:

Horizontal Resolution
This is the number of active pixels per scan line. Typically, if your display has a resolution specification of 640 x 480, the horizontal resolution would be 640 pixels.

Vertical Resolution
This is the number of active scan per frame or picture. For example, if your display has a resolution specification of 640 x 480, the vertical resolution would be 480 lines. If you are working with an interlaced format, you need to enter the total number of active lines per frame, not the number of active lines in each field. If your video format data is described something like "525 line 60 Hz Interlaced", 525 lines usually refers to the total (active + blanked) number of scan lines in one frame of video. You will need to investigate your data further to determine the vertical resolution.

Field Rate
This is how often the display scans the raster from top to bottom of the screen If you are working with an interlaced format, the display needs to complete two of these scans to create the entire image and is referred to as the Frame rate.If your video format data is described something like "525 line 60 Hz Interlaced", the 60 Hz value usually refers to the field rate.

Field Blanking
This is the period during the vertical sweep that video is turned off. This gives the vertical deflection circuits time to reset to the top of a CRT display. You enter the field blanking time in milliseconds and VGM calculates the number of scan lines needed to give an actual blanking time closest to your entered value.

Line Blanking
This is the period during the sweep  sweep that video is turned off. This gives the horizontal deflection circuits time to reset to the left side of a CRT display. You normally enter the line blanking time in mircoseconds. You can also specify the line blanking time as a percentage of the total line period by checking Enter % Blanking and entering the desired percentage. In either case VGM calculates the number of pixel clock cycles needed to give an actual blanking time closest to your entered value.

You can choose to either start using the worksheet's default values or to use the current values in the timing tab. Click the Get from Format button to apply the timing tab settings to worksheet.

As you enter each new value, VGM will automatically update the values in all the calculated fields. Once you have the entries the way you want them, click the Apply to Format button to transfer the worksheet values to the timing tab. You can then add the necessary sync timing information.


Format Editor Worksheet 2 Tab
Format Editor Window
(Worksheet 2 Tab)

Not supported in current release of VGM 3.00 (Beta 4.2).


Error Messages

Errors 2000 to 2099

Errors 2100 to 2199

Errors 2200 to 2999

Errors 2300 to 2399

Errors 2400 to 2499

Errors 2500 to 2699

Errors 2700 to 2999

Errors 3000 to 3999

Errors 4000 to 4999

Errors 5000 to 7999

Errors 8000 to 8999

Errors 9000 to 9999


Saving your work


Image Editor_Window
Image Editor Window
(Overview)

The Format Editor Window allows you to edit the contents of any format listed in the Edit Buffer pane of the Main VGM Window. The window consists of:

Title Bar
Shows the name of the image used to store it in the generator and the filename if a version of the image has been saved to disk. The two names do not need to be the same.

Menu Bar
Access to various commands

Color List
A drop down list of available colors

Fill Pattern List
A drop down list of available colors

Font List
A drop down list of available fonts. Only active when a text based primitive is selected.

Toolbars
- Drawing Grid Controls
- Selection and Grouping
- Append/Insert Controls (Only Append is supported in VGM 3.00)
- Basic Drawing Primitives
- Position Marker Primitives
- Crosshatch and Grill Primitives
- Text Based Primitives
- Block Copy Primitive
- Output Level Tweaks and Anti-aliasing Control

Primitives List Pane
List of drawing primitives used to make up the current image.

Drawing Canvas Pane
Simulates how the test image will look when drawn. You can position and resize the primitives by clicking and dragging their handles.


Limits Primitive

The Limits primitive places nine (9) markers that define the active video area. An L-shaped marker is at each corner. T-shaped markers are centered along each edge of video and a small cross is at the center of video.

This primitive requires a single parameter: Color.

 Limits is a background primitive and has no Nodes.


Image Editor Drawing Grid


Image Editor - Aspect Ratio
Aspect Ratio Selection
Image Editor | Options | Set Aspect Ratio

Use this dialog to select the Aspect Ratio to use while in Fixed Ratio Mode


Rigid Objects


Image Editor - Available Colors
Image Editor
Available Colors

You can select from the following colors and shades of gray for a primitive when creating a custom test image. The current versions of generator firmware and VGM software do not allow you to define any other colors or shades of gray in a custom test image.

A number appended to the end of the color's name indicates that the color is not at 100% intensity. The number indicates the intensity level as a percentage.

Color names starting with 'Hue' are special combinations of RGB levels that will produce the indicated I and Q chrominance reference signals when the signal outputs are processed by an external television video encoder.

The displayed Foreground and Background colors will swap with each other when a secondary version of a test image is selected. The default color for Foreground is white and the default color for Background is black. The current versions of generator firmware and VGM software do not allow you to define different Foreground or Background colors.

The colors displayed on your computer monitor while editing may differ from those displayed by the generator.This is due to Window's color palette limitations and/or your particular computer's video controller.


Image Editor - Available Fill Patterns
Image Editor
Available Fill Patterns

You can select from the following fill patterns for the Rectangle, Triangle and Oval primitives when creating a custom test image. All fill pattern use a repeating block size that measures 16x16 pixels. The current versions of generator firmware and VGM software do not allow you to define custom fill patterns.

GrayPat0 causes a primitive to be drawn as a single pixel thick outline.

GrayPat100 causes a primitive to be drawn as a solid color filled shape.

All other patterns whose name starts with 'GrayPat' draw that primitive using a dithered fill. The number at the end of the name indicates the pixel density as a percentage of active pixels in the block, rounded to the nearest whole percentage point.

Using a pattern whose name starts with 'Checker' draws the primitive using a checkerboard fill. The number at the end of the name indicates the size of each checkerboard box in pixels.

Using a pattern whose name starts with 'bars' draws the primitive using a grill of alternating bars. The letter near the end of the name indicates if the bars run in a Vertical or Horizontal direction. The number at the end of the name indicates the thickness and spacing of the bars in pixels.

The meme pattern resembles a repeating combination of the letters mE.

The FCC_EMI pattern can be used monitor EMI testing per FCC specifications. It is a repeating 3 on, 1 off group of pixels.

In most cases, the active pixels in the fill pattern will be drawn using the color selected for the primitive. Inactive pixels will be transparent to whatever is behind the primitive. The only exception occurs if Foreground or Background is selected for the active pixel color. Inactive pixels will be drawn using the opposite color (forground color vs. background color).

Fill patterns used by Windows are only 8x8 while those used by the generator are 16x16.  This means that the patterns bars_V8 ,bars_H8 and Checker8 are not correctly duplicated in the Image Editor.  Furthermore, the patterns used in the Image Editor have no transparency of the inactive pixels as they do on the generator.


Primitives Overview
Available Custom Image Primitives
(Image Editor Window)

  Basic Drawing Primitives

Single Pixel Dot

Single Pixel Thick Line

Triangle

Rectangle

Oval (Circle)

  Complex (Markers)

Center Mark

Centered Crosshair

Edge and Center Markers

  Complex (Grids and Grills)

Centered Grid

Horizontal Grill Bars

Vertical Grill Bars

Inside-Out Crosshatch

Outside-In Crosshatch

  Text

Sequence Step Number

Character Page

Format Box

Text String

Information Box

 Modifiers
Do not draw anything. Affect how other primitives are drawn

 Pixel Block Copiers

Copy between screen locations

Copy user defined icons to screen (Not supported at this time)


Dot Primitive
Dot

ADOT

The Dot primitive draws a single pixel dot. A Dot is the smallest graphic element that can be drawn. It requires three (3) parameters:

1)	A  Color

2,3)	(X,Y)  coordinates (position)

The (X,Y)  coordinates can be set by dragging the Dot on the Canvas or by typing precise values into the Dot Properties Dialog


Line Primitive
Line

LINE

The Line primitive draws a line between any two points. The Line is one pixel thick. This primitive requires five (5) parameters:

1)	A Color

2,3)	End Point #1 coordinates (X1,Y1)

4,5)	End Point #2 coordinates (X2,Y2)

The End Points can be positioned by dragging one of the Lines three Nodes on the Canvas or by typing exact values into the Line Properties Dialog


Triangle

TRIA

The Triangle primitive draws a triangle defined by its three vertices. This primitive requires eight (8) parameters.

1)	A Color

2-7)	(X,Y) coordinates of its three Vertices: #1, #2, and #3

8)	A Fill Pattern

The Vertex coordinates can be modified by dragging any of the Triangles seven (7) Nodes or by typing exact values into the Triangle Properties Dialog.

More complex filled polygons can be built up using a series of joined filled triangles.


Rectangle

RECT

The Rectangle primitive draws a rectangle whose sides are parallel to the vertical and horizontal axes of displayed video. It uses six (6) parameters:

1)	A Color.

2,3)	The pixel Width and Height

4,5)	(X,Y) coordinates for the top left corner

6)	A Fill Pattern

The Width, Height and (X,Y) coordinates can be changed directly from the Canvas by dragging one of the Rectangles nine (9) Nodes or by typing exact values into the Rectangle Properties Dialog.


Oval (Circle)
Oval

OVAL

The Oval requires six (6) parameters

1)	A Color.

2,3)	The pixel Width and Height of the framing rectangle.

4,5)	(X,Y) coordinates for the top left corner of the framing rectangle

6)	A Fill Pattern.

The Width, Height and (X,Y) coordinates can be changed directly from the Canvas by dragging one of the Ovals nine (9) Nodes or by typing exact values into the Oval Properties Dialog.


 CenterMark Primitive
(Custom Image Editor)

CENT

The Centermark primitive draws a small cross in the center of active video. The vertical line is two (2) pixels thick if the format has an even number of active pixels. The horizontal line is two (2) pixels thick if the format has an even number of active lines.

This primitive requires a single parameter, the Color of the marker.

The Centermark is a background primitive and has no Nodes.


 Cross Primitive

CROS

The Cross primitive draws a large centered cross that fills the active video area. The vertical line is two (2) pixels thick if the format has an even number of active pixels. The horizontal line is two (2) pixels thick if the format has an even number of active lines. This primitive requires a single parameter, the Color of the cross.

The Cross is a background primitive and has no Nodes.


Grid Primitive
Grid

GRID

The Grid primitive draws a crosshatch of a given color and forms a given number of boxes in each direction. All lines are one (1) pixel thick. All of the lines, in a given direction, are equally spaced. Any remaining pixels are distributed as equally as possible around the perimeter of the Grid. This may cause the first and last lines in each direction not to be at the very edges of video.

The Grid requires three (3) parameters:

1)	A Color

2)	Number of Horizontal Boxes

3)	Number of Vertical Boxes

The Grid is a background primitive and has no Nodes.

The number of boxes can be set in the Grid Properties Dialog.


Horizontal Grill Primitive
H-Grill

GRIH

The H-Grill primitive draws equally spaced horizontal lines that form a grill over the entire active video area. This primitive requires three (3) parameters

1)	A Color

2)	The Thickness of the lines

3)	The spacing between the lines

The H-Grill is a background primitive and has no Nodes.

The Thickness and Spacing are set in the Grill Properties Dialog


Vertical Grill
V-Grill

GRIV

The V-Grill primitive draws equally-spaced vertical lines that form a grill over the entire active video area. The gaps are not touched and will show any previously drawn primitives.

This primitive requires three (3) parameters.

1)	A Color

2)	The Thickness of the lines

3)	The spacing between the lines

The V-Grill is a background primitive and has no Nodes.

The Thickness and Spacing are set in the Grill Properties Dialog


I-O Hatch
Hatch I-O

HATI

The Hatch I-O primitive draws a crosshatch from the Inside-Out of a given color and forms a given number of boxes in each direction. The primitive has center lines that divide the active video exactly in half in each direction. The vertical center line is two (2) pixels thick if the format has an even number of active pixels. The horizontal center line is two (2) pixels thick if the format has an even number of active lines. All other lines are one (1) pixel thick. If you enter an odd number of boxes, a half box is placed at each end of the crosshatch. All lines in a given direction are spaced equally. Any remaining pixels are distributed as equally as possible around the perimeter of the grid. This may cause the first and last lines in each direction not to be at the very edges of video. In turn, this may cause any half boxes to be slightly larger.

This primitive requires three (3) parameters.

1)	A Color

2)	Number of Horizontal Boxes

3)	Number of Vertical Boxes

The Hatch I-O is a background primitive and has no Nodes.

The number of Horizontal and Vertical boxes is set in the Hatch Properties Dialog.


O-I- hatch
Hatch O-I

HATO

The Hatch O-I primitive draws a crosshatch from the Outside-In of a given color and forms a given number of boxes in each direction. All lines are one (1) pixel thick. The first and last lines in each direction are at the very edges of active video. All the lines in a given direction are spaced equally. Any remaining pixels are added to the boxes along the horizontal and vertical centers of the image.

This primitive requires three (3) parameters.

1)	A Color

2)	Number of Horizontal Boxes

3)	Number of Vertical Boxes

The Hatch O-I is a background primitive and has no Nodes.

The number of Horizontal and Vertical boxes is set in the Hatch Properties Dialog.


Page
Page Primitive

The Character Page primitive fills a rectangular area (page or block) with a character that repeats horizontally and vertically. The spacing between the characters is fixed by the character block size in the font and cannot be changed. Partial characters are not drawn to completely fill the rectangular area. Rather, the largest possible block of full characters is centered in the rectangular area.

The Character Page requires seven (7) parameters.

1)	A Color

2,3)	The Width and Height of the block

4,5)	(X,Y) coordinates of the Top-Left corner of the block

6)	A Font

7)	A specific character (by number). For full alphanumeric fonts, the character number is the same as the character’s ASCII code number

The size and position of the Page can be set by dragging one of the nine (9) Nodes on the Canvas or by typing values into the Page Properties Dialog.


Format Primitive

FORM

Image Editor Display

Drawn by a Generator

The Format primitive shows basic information about the format driving the display. The first line shows the number of horizontal active pixels and vertical active lines. The last number on the line is the number of fields per frame (1 for non-interlaced and 2 for interlaced). The second and third lines show the horizontal and vertical rates respectively. Text is on a black rectangular background with a single pixel border.

Format requires three (3) parameters.

1)	A Color

2)	(X,Y) coordinates for the top left-hand corner of the block of text

The Format primitive can be moved but not sized.

The position of the top-left point can be specified by dragging one of the nine (9) Nodes or by entering exact values in the Box Properties Dialog


Sequence Step
Seq. Step

SNUM

Image Editor Display

Drawn by a Generator

The Seq. Step primitive adds the sequence step number to an image when it’s drawn as part of a test sequence. The number, along with the word Step, appear in a small box.

Seq. Step requires three (3) parameters.

1)	A Color

2)	(X,Y) coordinates for the position of the box (top-left corner).

The Seq. Step can be moved but not sized.

The position of the top-left point can be specified by dragging one of the nine (9) Nodes or by entering exact values in the Box Properties Dialog


Text String
Text Primitive

TEXT

Image Editor Display

The Text primitive draws a user-defined text string.

The Text primitive requires five (5) parameters.

1)	A Color

2,3)	(X,Y) coordinates of the Base Line point (left end).  The Base Line is the reference line for the Ascent and Descent distances of the font.  The location of this point will vary with each font.

4)	A Font

5)	A text string (31 characters max). If the string is longer than one word, it must be contained inside quotation marks

The position of the Text can be changed by dragging its single Node on the Canvas.

The position and the text string can be changed in the Text Properties Dialog.


Info Box
Information Box Primitive

TBOX

Image Editor Display

Drawn by a Generator (not to scale)

The Text Box or Information Box primitive is similar to the Format primitive but allows user control over the type of information displayed and the style of the bounding box.

The Information Box requires five (5) parameters.

1)	A Color

2,3)	(x,y) coordinates of the Center Point, expressed in fractions of the screen size (0.0 to 1.0)

4)	The Information code

5)	The Style code

The Information Box can be moved but not sized.  The size is determined by the information contained within the box.

The position coordinates, and Information and Style codes can be set in the Info Box Properties Dialog.

Information code


Modifiers
Custom Image Modifiers
(Image Editor Window)

Anti-Alias All Rectangles

No Gamma Correction

To Blank for Reference Black Level


Nodes

Nodes are the small squares that appear when a primitive is selected or marked.  Nodes will typically appear at endpoints and midpoints of all lines within a primitive. If applicable, there may also be a Node located at the center (centroid) of the primitive. Most nodes can be "grabbed" and moved using the mouse.

Only Foreground primitives have Nodes.

The color of a Node will change depending on the situation

Indicates a Marked but not selected primitive.  These nodes are not draggable.

Indicates a Selected primitive.  These nodes are draggable.

The normal color of a node that is being dragged.

While dragging, a node will turn green if it has Snapped to another point or to the Grid.  The exact snap point will be indicated by a small red circle around the point.

While dragging in Snap-to-Object mode, a node will turn red to indicate that it is looking for nearby snap points on other objects.


Selecting an Object


From


Stacking Order
Layering

The order of the primitives in the list determines the order in which they will be drawn, and therefore determines their layering order on the Canvas.  The primitive at the top of the list will be drawn first and will appear to be behind or in back of all other primitives.  The primitive at the bottom of the list will be drawn last and will appear to be on top of or in front of all other primitives.

The location (or layer) of a primitive in the list can be changed several ways.

1.	By dragging the primitive to another location within the Data List with the mouse.

2.	By Cutting and then Pasting the primitive to a new location in the Data List.

3.	By using the Send to Back and Bring to Front menu commands


Image Editor - Grouping objects
Grouping

Primitives can be Grouped together to form a single object that can be cut, copied, pasted and moved just like a normal primitive. To form a group follow these steps.

1.	Mark the primitives you want to group.

2.	Then do one of the following

a.	Press the Group [image] button on the Tool Bar

b.	Press Ctrl-G

c.	Select Edit|Make Group from the Main or RMB Menu

Groups can be nested (any depth).  Shown below is an example of how nested groups (groups within groups) will look in the Data List.

The primitives within a group can not be moved, sized or edited individually except for their Color and\or Pattern.

Groups have a parameter dialog to allow you to precisely position the group.

Note that groups respond differently when double clicked in the Data List.

Double clicking a group in the Data List will open/close that group.  An open group will display in the list the primitives it contains.

To separate a group into its individual primitives see Breaking up Groups.


Ungrouping objects
Ungroup a Group

To break a Group into its individual primitives follow these steps.

1.	Select the Group

2.	Do one of the following

a.	Press the Un-Group [image] button on the Tool Bar

b.	Press Ctrl-K

c.	Select Edit|Breakup Group from the Main or RMB Menu

The primitives will maintain there layering order after being separated.


Anti-Alias Primitive

AntiAlias is used only when creating custom images for use with television formats on a Quantum Data Model 801GX generator. It has no affect on non-television formats or on other models of generators. It causes the leading and trailing edges of rectangles to have controlled rise and fall times. See the 801GX manual for more information.


No Gamma

The No Gamma selection temporarily disables any gamma correction that may be in use for a given video format. All color intensity levels in all parts of the custom image are output without gamma correction. Gamma correction is disabled only for as long as the image is displayed.


To Blank Primitive
To Blank

TOBL

The To Blank selection temporarily changes how the signal levels are determined for a given color intensity level. The default method uses black as the 0% reference level and peak video as the 100% level. Inserting To Blank moves the 0% reference point to the blanking (blacker than black) pedestal level. The reference point remains shifted only for as long as the image is displayed.


Tesing the image
Preview Image

If a generator is connected, the Preview command will be enabled.  Previewing an image will draw the image on the generators monitor. This will only overwrite the current image on the monitor and has no effect on data in the generators memory (you must Send the image in order for the generators memory to be updated).

To Preview an Image from within the Image Editor...

1.	Connect to a generator (if not already connected)

2.	Do one of the following

a.	Press the Preview button on the Data List Window

b.	Chose Image|Preview Image from the Main Menu or RMB Menu

c.	Press the F4 function key


What is a test sequence?


Sequence Editor

Production testing of a multimode display may require repeated use of several different formats and images in a specific order.  A sequence lets you pair up formats and images to form a single test step.  These steps are organized to match your test procedure for a particular display.  The 801GC-ISA and 801GF-ISA let you manually step forward and backward through such a sequence, or the sequence can continuously cycle through all the steps, stopping for an individually defined time at each step.  This mode is useful for burn-in testing or for running displays at trade shows.

More than one sequence can be stored in the generators nonvolatile memory.  The number of sequences you can store depends on the sum total of the number of steps in each sequence. A total of about 1280 - 1500 steps can be saved, depending on how many separate sequences are used.

Before you can use a sequence, you must create one.  And, in order to do that, you need to use the Sequence Editor shown below.

Select an area to get detailed information about the function or purpose of a particular item.

Tasks

Creating New Steps

Editing

Testing

Naming and Saving

Exiting


Testing a sequence


List Editor
List Editor Window

The List Editor lets you create subsets of formats, images, or sequences.  For example, you might want to restrict formats to just those appropriate to the monitors you use or possibly you would want to restrict an operator's access to a single sequence.

You can keep multiple lists in the generator and then specify the use of a given list for format, image or sequence selection.

CAUTION:
When you specify any given list for the generator to use for selecting formats, images or sequences, the firmware will only search the specified type of data objects for a matching name in the list. The firmware will return a "File not found" error message if the data object with a matching name can not be found in ROM or user RAM.

Use caution when editing a List. The list editor will not prevent you from mixing different data object types in a given list. The list only stores the names of the data objects. It does not store information about the type of data object that is associated with the name. Deleting a listed data object from the generator's user memory will not automatically remove it from any lists.

Title Bar

	Click on top left icon for a drop down menu to Restore (if minimized), Move, Resize, Minimize, Maximize or Close the editor window.
	Shows the name used to store the data object in the generator and the path and filename (if any) if the file is on stored on the computer.
	Standard Windows buttons tht allow you to minimize, maximize or close the editor window.
List Panes

The left hand panel shows the current contents of the List data object being edited. The right hand pane shows the list of available objects that you can add to the list contents.

NOTE: Clicking on "Press to Sort" at the top of the contents list will only change the list as it appears in the pane by putting the object names in alpha-numerical order. This will have no affect on order of the data objects when they are saved to disk or uploaded and saved in a generator.

Generator List Source

This drop down list determines what data objects are shown in the Available List. You can choose from any connected generator to list the data objects stored in firmware and in user RAM. You can also choose a "Virtual Generator" list that uses a default list of data objects. The default list is based on the default data objects used in a some firmware release and may not raccuratly reflect the data objects available in a current generator.

WARNING: Some beta version of VGM 3.00 may stop their normal operation if you select a connected generator as the source and then attempt to switch back to the "Virtual Generator" list

Menu Bar

	Save - Saves the currently edited file bac to disk. Opens a a standard Windows box to specify the filename and location if the data object was not opened from a disk file.   Save As... - Opens a a standard Windows box to specify the filename and location on your computer you wish to use to save the edited data object.    Note: VGM 3.00 requires that you save the edited file to disk before you can upload and save it to a generator.    Close - Closes the editor window. A dialog box will ask if you want to save any changes you may have made since the data object was opened or last saved.
	New Name... - Opens a dialog box that allows you to type in a data object name and have it added to the end of the current contents list. There are no checks performed to verify that the data object actually exists in the generator.    Cut - Copies the selected data object name from the contents list to the clipboard and removes the original name from the list.    Copy - Copies the selected data object name from the contents list to the clipboard while leving the original name in the list.    Paste - Adds the object name on the clipboard to the end of the contents list.    Delete - Removes the selected data object nmae from the contents list. The data object itself is not deleted from the generator.


Contents
VIDEO GENERATOR MANAGER VGM Version 3.00 Beta 4.5a Help File Version: 010313 Entire Contents ©2001 Quantum Data Inc.
An Introduction to VGM

Quantum Data's Video Generator Manager (VGM) software allows you to easily operate and program various models of our video test generators. You may wish to jump to the "What's New" section if you are familiar with using an earlier version of VGM. If you are a new user, Welcome, and read on...

NOTE: This is a preliminary version of the help file for a beta version of the VGM 3.00 software. Features in the software were still being finalized when this help file was created.

Sales, Service and Support Information

Mailing Address

Quantum Data, Inc.

2111 Big Timber Road

Elgin, IL 60123-1100

USA

Main Tel:	(847) 888-0450

Main Fax:	(847) 888-2802

Web site:	http://www.quantumdata.com

Sales

Telephone:	(847) 888-0450 Option 1

E-mail:	sales@quantumdata.com

Customer Service, Repairs and Calibration

Telephone:	(847) 888-0450 Option 2

E-mail:	service@quantumdata.com

Technical Support

Telephone:	1-888-252-6133 (Toll free in USA)

(847) 888-0450 Option 3 (outside USA)

E-mail:	support@quantumdata.com


Selecting an icon to edit


Generator Window - Archiver - Extract Files


Generator Window - Archiver - Restore Files


Generator Window - Archiver - Update Firmware
Updating Generator Firmware

Starting in mid January, 1998 Quantum Data switched to using electrically re-writable EPROM's in most of the 801 series models. The ISA and PCI card models can be reprogrammed while the card is plugged into a PC. The stand alone models can be reprogrammed via a serial port connection to a PC. We have information on our website to help determine if your particular 801 model has the new EPROM's installed or if it can be upgraded. All Model 802 and 822 video generators have rewritable Flash EPROM installed.

This version of VGM allows you to upload new firmware using the Archiver function. You can update the firmware in ISA and PCI card models even if their current firmware is corrupted. Stand alone models need to have uncorrupted firmware in order to upload new firmware. Stand alone models will need to be returned to Quantum Data or and authorized service center for firmware updates.

You can download the latest firmware from our web site's Tech Support / Download area. Please note that different 801 models require slightly different versions of firmware, identified by the "x" digit in the version number. Please be sure to download the correct version for your particular model. Also, see any notes on the download page to determine if the files need to be decompressed prior to use.

Once you have obtained the correct file, you must rename the file FIRMWARE.BIN in order for it to be recognized by the the Archiver firmware update function. If you will be storing multiple version of firmware files on your computer, we suggest that you put them in individual sub-directories named for the model and version number. If you are not sure about the version number of a given FIRMWARE.BIN file, you can have Archiver check the version number for you.

You should first establish communications with a generator before using the Archiver update firmware function. If you are unable to establish normal communications with an ISA or PCI card model, you should use the Direct Connection option in the Firmware Upgrade Tool dialog box.

Use the Archiver Extract function if you want to reuse any user created files stored in the generator's battery backed RAM.

NOTICE: The firmware updating process clears all user created files from battery backed RAM. The Archiver Extract and Restore functions provide a way for you to maintain all of the user files through the firmware update.

Select Tools > Archiver > Update Firmware from the Main VGM Window.

The Firmware Upgrade Tool dialog box will open:

The list at the bottom of the dialog box shows all currently connected generators and their current firmware version number(s). If you do not see the correct generator listed, close the dialog box and go back to the main VGM window to connect to the generator.

Click the Browse button to open a standard Windows file selection dialog box.

Navigate to the correct file location and open the FIRMWARE.BIN file.

The Firmware Upgrade Tool dialog box will show the statistics of the opened file

The Firmware File text box shows source location of the opened file.

The Version text box shows the firmware version number of the opened file

The Check Sum text box ...

A [image] green check mark next to a generator in the Generator Selection list indicates that the currently opened firmware file is compatible with that particular generator. Select a check marked generator and click the Flash button to start the firmware upload.

A warning dialog box will open asking you to confirm the upload. Click Yes to upload and update the firmware. Click No to abort the upload and leave the firmware in the generator as-is.

Clicking Yes will close the warning box and open a status box.

At this point, the video memory in the generator is being used as an input buffer during the uploading of the file. Clicking Cancel at any time before the upload is complete will abort the upload and leave the firmware in the generator as-is.

The existing firmware will test the data in the input buffer. If the test shows that the uploaded data is not corrupted, the data will be transferred to the Flash EPROM. The following message box will appear during this time.

Wait about two minutes and click OK to close the box.

The connection to the generator will be lost during the last part of the update procedure. You will need to go back to the main VGM window and re-sestablish communications with the generator.

Use the Archiver Restore to put back any or all files  you extracted prior to the update.


Generator Window - Command Line Terminal
Command Line Terminal

The Command Line Terminal gives you a direct communications channel to the video generator using the generator firmware's native Command and Query language. The Terminal is an integral part of the VGM software package. In order to use the Command Line Terminal, you need to first have ...

A.	VGM running.

B.	 Established communications with the generator.

Once this is done, use the following steps to start the Terminal:

1.	Select the generator with which you wish to communicate in the Main VGM window Connections pane. This is done by clicking on the generator name.

2.	Select Tools -> CMD Terminal ... from the Main VGM window menu bar.

3.	A new window identified as CMD Terminal will open as shown here. The title bar will show the model of the generator communicating with the Terminal and what port is being used.

4.	Click in the text entry box and start typing in the command and query text string. you wish to send. Nothing that you type in is sent to the generator until you either click the Send button at the bottom of the window or press the Enter key on your keyboard.

5.	The generator will echo back your sent text string in the lower pane and then parse the string and act on the commands and queries in the string. Any syntax or unknown command errors will be reported in the pane.

NOTE: The generator will only automatically report unknown commands and queries as well as syntax errors as they are received. It will not error check the values of any parameters that you send.

6.	If you sent a query, the lower pane will show the generator's response.

7.	The generator will return an R:\> prompt when it is ready to receive more data.

8.	Click on the X button in the title bar or the Close button at the bottom of the window to end the Command Line Terminal session. This will close the window but it will not close the connection between VGM and the generator.

NOTE: The current release of VGM does not add a button for the Command Line Terminal in the Windows task bar. If the Terminal window becomes covered you can bring it back to the top by bringing the Main VGM window to the top and then repeating steps 1 and 2.


Main VGM WIndow - Diagnostics


Image Download


Forced Init
Force ISA Initialization

Use this command to force an ISA generator to re-initialize without having to first establish communications with the generator.  This is useful in cases where the generator is running but not communicating (hung or shutdown).  After selecting this command, the following dialog will be displayed where you can choose the ISA port where the generator resides.

Initialize

The Initialize command restores the contents of all of the generators RAM storage locations to factory default conditions.  The generator then goes through a complete self-test and self-calibration procedure.

The initialization process will take about 1 minute.  The program will wait for 1 minute before attempting to communicate with the generator again.  However, initialization may take longer on some generators in which case you will have to manually reconnect upon initialization completion.  The program will advise you of this fact if the initialization takes longer than expected.

WARNING:  Initialization permanently and irreversibly removes all user-created Formats, Images, Sequences and Folders from the generators memory!


Use older VGM data files


Use older VGM Command files


Display a bit mapped file


Duplicate stored data between generators


Update generator firmware


Reinitialize generator


Keyboard Shortcuts

Main Window    Sequence Player    Image Editor

MAIN WINDOW

Ctrl-D	Toggle DPMS Control Window

Ctrl-E	Edit selected buffer object

Ctrl-F	Find a name in the Generator

Ctrl-G	Find next name

Ctrl-N	Rename the selected buffer object

Ctrl-R	Erase name

Ctrl-S	Toggle Status Window

Ctrl-F1	New Format

Ctrl-F2	New Image

Ctrl-F3	New Sequence

Ctrl-F4	New Folder

Ctrl-1	Red

Ctrl-2	Green

Ctrl-3	Blue

Ctrl-4	Outputs

Ctrl-5	ACS

Ctrl-6	DCS

Ctrl-7	DSS

Ctrl-8	Previous image version

Ctrl-9	Next image version

Ctrl-i	Format knob: Up

Ctrl-k	Format knob: Down

Ctrl-o	Image knob:  Up

Ctrl-l      	Image knob:  Down

DELETE	Trash the selected object

Ctrl-DELETE 	Trash the entire Edit buffer

BACK_SPACE	Erase Generator name

F2	Connect

F3	Disconnect

F4	Use selected Generator object

F5	Recall the selected Generator object

F6	Load

F7	Save

F8	Edit

F9	Rename

F10	Transmit the selected buffer object

F11	Erase name

F12	Trash

Alt-M	New Format

Alt-I	New Image

Alt-Q	New Sequence

Alt-D	New Folder

Alt-F4	Exit the program

ENTER	Buffer       = Edit selected object

Generator = Use object or open/close folder

SEQUENCE PLAYER

Alt-P	Play

Alt-S	Stop

Alt-R	Rewind

Alt-V	Previous Step

Alt-N	Next Step

Left Arrow	Previous Step

Down Arrow

Right Arrow	Next Step

Up Arrow

IMAGE EDITOR

F2	Save Image to disk           (canvas only)

F3	Rename

F4	Preview Image

F5	Toggle Append/Insert mode

F6	Toggle Tool Bar display

F7	Toggle Snap-to-Grid mode

F8	Toggle Snap-to-Object mode

F9	Toggle Grid display

F10	Set Grid size

F11	Toggle Rigid Object Mode

F12	Toggle full-screen mode

Ctrl-F6	Display/Hide Data Window  (list,canvas)

Ctrl-F11	Toggle 4/3 fixed ratio mode

DELETE	Delete the selected primitive

Ctrl-DELETE	Clear the entire image

Ctrl-X	Cut       (list & canvas)

Ctrl-C	Copy

Ctrl-V	Paste

Ctrl-F	Bring the selected Primitive to the front (list,canvas)

Ctrl-B	Send the selected Primitive to the back   (list,canvas)

Ctrl-E	Edit parameters (list & canvas)

Ctrl-M	Mark all (markable) primitives

Ctrl-U	Un-mark all primitives

Ctrl-G	Group marked primitives

Ctrl-K	Un-Group (kill) selected Group

Ctrl + Drag	:	Snap-to-Object Override (canvas)

Shift+ Drag :	Rigid Object Override   (canvas)

Right Mouse Button:  	Context sensitive menu  (canvas)

Ctrl + Click/Drag 	Mark for Grouping (list)

Shift + Click    	Mark range for Grouping (list)

SPACE	Mark selected primitive for Grouping  (list)

LMB + Drag	Area Mark on Canvas for Grouping

Ctrl + Click	Toggle Marked Primitive on Canvas.

SPACE	  or

PAGE-UP	Context sensitive menu (canvas)

Arrow Keys	Move selected primitive by one pixel (canvas)


PCI Card Installation


ISA Card Installation
Model 801 Series ISA Card
Hardware Installation and Setup

Installing the Board

   Before you install the Quantum Data 801 series -ISA card

• determine which slot(s) are available for use

     Note - The 801GF-ISA needs two (2) slots; one for the card and a second for proper heat flow.

• determine the correct base I/O address

     Note - As shown in the table on the next page, 8 bytes of space are needed.

• make sure the contents of the kit are near your computer so you can follow the steps in order without stopping.

1.	Make sure your computer and monitor are turned off. This protects the card from possible electrical damage when you connect your system components later. For now, leave the line cord for the computer plugged in.

2.	Remove the cover from the computer. See the manual that came with your computer for specific instructions.

3.	Touch the metal part of the power-supply case inside the computer to discharge any static electricity that you might have. See the manual that came with your computer to locate its power supply.

4.	Unplug the computer’s line cord.

5.	Locate a full-size, unobstructed slot on your computer. See the manual that came with your computer.

6.	Remove the backplate for this slot.

7.	Remove the 801GC-ISA or 801GF-ISA card from its static-proof bag. Hold the card by its edges to avoid touching the connector on the card.

8.	Prepare the card for your correct ISA or base I/O address. This is done by placing the provided jumpers in the pattern for your ISA or I/O shown in this table. The card comes with a default setting of ISA 0 (base I/O 300H).

9.	Align the card with the slot.

10.	Insert the card into the slot and press the card firmly until the connector is in place.

• Handle the card only by its edges.

• Don't bend or wiggle the card.

• Don't force the card into the slot. If there’s a lot of resistance, pull it out and try again.

11.	Use the screw to secure the backplate attached to the card.

12.	Replace the cover on the computer.

13.	Plug in your computer.

14.	Make sure all the cable connections are secure.

Win32 Installation Notes

If you are having problems connecting to an ISA port or the VGM software reported that it could not configure the system registry for its ISA device driver, please read the following items.

1)	Make sure that the device driver is installed in the correct directory.

a)	On Windows 95 look for "drvx28.vxd" in the \SYSTEM subdirectory of the Windows 95 root directory.

b)	On Windows NT look for "drvx28.sys" in the \SYSTEM32\DRIVERS subdirectory of the target machine's Windows NT root directory.

These drivers are included with the VGM software and a copy of each can be found in the VGM program directory.  If the drivers were not installed in the above noted locations, simply copy the appropriate driver to the correct directory.

NOTE:  If you don't see any of the driver files using Explorer, select View|Options... from the menu bar.  Then select the View tab in the Options Dialog.  Make sure "Show all files" is selected.  Click OK.

2)	The driver used by the VGM software requires the presence of an entry in the system registry. The VGM software will  automatically attempt to create such an entry.  However, in order for this to be possible the user must have administrative privileges when running the application.

You can check that a registry entry exists for the driver by using Microsoft's regedit32.exe which resides in the SYSTEM32 subdirectory of the Windows NT root directory or directly in the Windows 95 root directory.  The following key should exist:

Windows NT:	HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Drvx28

Windows 95:	HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\VxD\Drvx28

In addition, there should be a Parameters sub key under the above key with a _Default key under Parameters.  You can add these entries manually using regedit32.exe or refer to your system administrator for help.


Serial Port Connection

The Model 801 and 802 stand alone units use a 9 pin male D-sub plug as the serial port connector. The pin-out of the connector is the same as on a serial port for an IBM-PC AT computer. A suitable null-modem cable (Quantum Data part #30-00124) is supplied with the generator to connect it to such a port. This cable has female connectors on each end that are wired for direct connection from the generator to such a computer. Either end of the cable can be plugged into the generator.The cable and adapters supplied with the generator should be suitable for most basic RS-232 hook-ups that use either 9 pin or 25 pin D-Sub connectors. In some cases, you may need to make your own special cable. The table below lists the connections re-quired to attach the generator to the RS-232 port on a terminal or PC type computer.

RS-232 Cable Configuration

Generator 9 Pin Male D-Sub	Signal Direction	PC 9 Pin Male D-Sub	PC 25 Pin D-Sub
Pin 1 - N.C.		- -	- -
Pin 2 - Rx	<--	Pin 3 - Tx	Pin 2 - Tx
Pin 3 - Tx	-->	Pin 2 - Rx	Pin 3 - Rx
Pin 4 - DTR	-->	Pin 6 - DSR	Pin 6 - DSR
Pin 5 - Ground	---	Pin 5 - Ground	Pin 7 - Ground
Pin 6 - N.C.		- -	- -
Pin 7 - RTS	-->	Pin 8 - CTS	Pin 5 - CTS
Pin 8 - CTS	<--	Pin 7 - RTS	Pin 4 - RTS
Pin 9 - N.C.		- -	- -
This table assumes that you will be connecting the generator to an IBM-compatible computer having either a 9-pin or 25-pin serial connector. Note that the pin numbers are different for each type of connector.

The factory default settings for the generator isof 2400 baud, 8 data bits, 1 stop bit, no parity, no handshake, full duplex.

The firmwaresupports baud rates beyond 2400 when using a RTS/CTS handshake. We therefore recommend that you wire the RTS and CTS signals if you plan to operate the serial port at faster than 2400 baud. The VGM software supports switching the genrator to a faster baud rate.

The generator outputs a positive voltage on DTR to indicate that it is powered on. Some computers may report serial port problemsor or cause the VGM software to stop responding if this output is not connected to the computer's DSR input.


GPIB (IEEE-488) Port Connection


Stand Alone 801 Models


Connecting a Display to an ISA Model

Most displays come with VGA cabling. This cabling is compatible with the connector on the 801GC-ISA and 801GF-ISA video generator boards. Use the following information if you need to construct your own cabling.

D-Sub Output Connectors

The 801GC-ISA and 801GF-ISA video generator boards have two D-Sub output connectors.

• A standard 15-pin high-density receptacle is provided for driving VGA analog displays that comply with IBM and VESA standards.

• A 9-pin receptacle for composite sync.


PCI Card 801 Models


Symbols Used


Timing Tab


Options Tab


Selecting test images (patterns)
 Using Generator objects

Using generator objects is the process of making a selected object in the Generator List a Current Selection.  Only Formats, Images, and Sequences can be used.  To use one of these data objects follow these steps.

1.	Select the data object with the mouse or caret

2.	Do one of the following

a.	Press the Use button [image] on the Tool Bar

b.	Press the F4 function key

c.	Select Generator|Use Item from the Main Menu

d.	Press the Enter key


Testing the format


Appendices

Numeric Error Messages

ASCII Character Code Chart

How to contact Quantum Data, Inc.


Main Screen Overview


Using Timig Tab Values


Getting values from format


Getting and Applying Worksheet Values
Getting  and Applying Format Data

The values in each worksheet are independent of the format being edited. The worksheets are designed to allow you to play around with the numbers.  When you get the numbers in a worksheet to match your specification, press the Apply button to apply the values to the actual format data. Pressing the Get button will set up the worksheet with the current format data values.


Image Editor - Background Primitives
Image Editor
Background Primitives

These are the primitives in the Complex and Modifiers categories.  These primitives do not have Nodes, can not be moved or sized, and can not be grouped.

Background primitives can not be selected on the Canvas with the mouse, they must be selected from the Data List or from the RMB Menu (Select).


Image Editor Canvas
Image Canvas

The black area of the window shown below is the drawing Canvas.  It is the surface upon which the custom image will be created.  The Canvas is a virtual pixel drawing area that maintains the same resolution regardless of the actual physical size of the edit window on your computer screen.  The resolution defaults to 640x480 where the upper-left corner is coordinate (0,0) and the lower-right is (639,479).  However, the resolution can be changed at any time by selecting Options|Set Limits... from the editor menu.

Image Scaling

Image Recall, Send and Preview scaling are governed by the following rules:

1)	Images are always recalled using the current format resolution. The image can then be rescaled to any resolution from within the image editor.

2)	Image Send depends on the firmware version as follows:

FW < 3.03119:	The image is scaled according to the resolution of the currently loaded format.  This means that if the image editor and format resolutions are different, the image will not display correctly.  The user is warned if there is a resolution conflict.

FW >= 3.03119:	The generators internal scaling resolution is matched to the canvas resolution by using the new XRES and YRES commands.  This eliminates all possible resolution conflicts.

3)	All previewing is performed at the current format resolution.  Resolution conflicts are possible so the image drawn may not match what is displayed in the image editor.  To correctly preview the image make sure to select a format with the same resolution as the image.

Select an item in the picture shown below for further details.


Image Editor - Canvas Popup
Image Editor
Canvas Popup Menu

This context sensitive menu is obtained by clicking the Right Mouse Button (RMB) while the mouse cursor is over the Canvas.  For those who have only a single mouse button (MacIntosh users), pressing the Space key while the Canvas is the active window will also display this menu.

Parameter Menus	These menus serve the same purpose as the Color, Pattern, and Font selectors in the Image Data Window

Standard Menus	These menus are identical to the Main Menu items of the same name.

Background Selection	This menu lists all the "background" primitives currently in the image. Choosing a primitive from this menu is equivalent to selecting it in the Data List.


Selecting and marking primitives
Canvas Selection and Marking

There are several ways to Select and\or Mark primitives directly from the Canvas using the mouse.

Primitives can also be Selected and Marked from the Data List.

Only one primitive can be selected.  All Edit (cut, copy, paste, etc.) and Modify (color, pattern, font, etc.) commands are applied to the currently selected primitive. The menus and controls are context-sensitive to the selected primitive and will adjust accordingly.

In the context of the Image Editor, the sole purpose of Marking is to indicate which primitives to include in a new Group.

Selecting

a.	Click on the primitive with the mouse.  This applies only to "foreground" or movable primitives.

b.	Use the RMB|Select Menu to select the "background" primitives.

Deselecting

a.	Clicking on a blank area or on a "background" primitive will deselect the selected primitive.

Marking

a.	Clicking on a primitive while holding down the Control key will toggle the mark for that primitive.  This will only work on"foreground" primitives.  "background" primitives can not be marked.

b.	Press the Mark Area [image]  button on the Tool bar or select Edit|Mark Area (Ctrl-R) from the Main or RMB Menu.  Then drag the mouse while holding down the left mouse button.  This will mark all "foreground" primitives that intersect the dashed selection rectangle.

c.	Select Edit|Mark All (Ctrl-M) from the Main or RMB Menu to mark all primitives.

d.	Select Edit|Un-Mark All (Ctrl-U) from the Main or RMB Menu to remove marks from all primitives.


Format Editor Check Format
Check Format Data

This command is enabled when a generator is connected.  Pressing this button will send the current format data to the generators built-in editing buffer.  The generator will then perform error checking on the format data and report the first error encountered (if one is found).  If the format is error free, you will be given the option of having the generator immediately load and use the format to test it out.  This process does not Save the format in the generator.


Creating Command Files

Not Supported in current
Beta release of VGM 3.00

Command files are text files that contain the list of generator commands needed to create a particular data object.  You can create a command file for any data object that is in the Edit Buffer as follows.

1.	Select a data object in the Edit Buffer with the mouse or caret

2.	Select File|Write CMD File from the Main Menu

3.	This brings up a standard Windows File Save dialog.  Select a file path and name and hit OK.

4.	The program generates the command file which you can then view with any word processor.


Creating Libraries
Creating Library Files

Not Supported in current
Beta release of VGM 3.00


Editing a Data Object
Editing Data Objects

There are two ways to start editing a data object:

1.	Double Click on the data object listed in the Main VGM window Edit Buffer pane. This will open the appropriate editor in a new window and show the current contents of the data object.

- How to add a data object to the Edit Buffer pane.

2.	To edit a data object listed in a Generator window Contents pane:

A.	Select the name of the data object by clicking on it one time. This will highlight the name on the list.

B.	Click the [image] Recall and Edit button on the Generator window toolbar. VGM will first copy the data object from the generator to the Main VGM window Edit Buffer pane. It will then open the appropriate editor in a new window and show the current contents of the data object.

NOTE: If the Recall and Edit button is not available (dimmed), the selected data object can not be edited. You can edit any of the built-in video formats in firmware and then save them using a different name in the generator's battery backed user memory. All of the built-in test images in firmware except for the one named Custom can not be edited.


Errors 2400 to 2499
Error: 2400 - 2499

2400 * Digital separate sync type selection not
compatible with analog and/or digital sync type

The generator does not support the given combination of digital separate sync (H&V) selection with one or both of the analog or digital composite sync type selections.

Select only one sync type.

2430 * Vertical pulse delay extends sync beyond blanking

The generator does not support vertical sync pulses with any portion of the pulse occurring outside of the vertical blanking period.

Decrease the vertical sync pulse width.

Decrease the vertical sync pulse delay.

Increase the vertical period (in lines).

Decrease the vertical active (in lines).

2450 * Vertical pulse delay extends sync beyond blanking

The generator does not support vertical sync pulses with any portion of the pulse occurring outside of either vertical blanking period with interlaced operation.

Decrease the vertical sync pulse width.

Decrease the vertical sync pulse delay.

Increase the vertical period (in lines).

Decrease the vertical active (in lines).

2490 * EQ before too large

The interval during which pre-equalization pulses occur cannot be greater than the vertical sync pulse delay.

Decrease EQ Before.

Increase the vertical sync pulse delay.

2495 * EQ after too large

The interval during which post-equalization pulses occur cannot be greater than the interval between the end of the vertical sync pulse and the end of the shorter vertical blanking interval between fields with interlaced operation.

Decrease EQ After.

Decrease the vertical sync pulse width.

Decrease vertical sync pulse delay.

Increase the vertical period (in lines).

Decrease the vertical active.

2496 * EQ after too large

The interval during which post-equalization pulses occur cannot be greater than the interval between the end of the vertical sync pulse and the end of the vertical blanking.

Decrease EQ After.

Decrease the vertical sync pulse width.

Decrease vertical sync pulse delay.

Increase the vertical period (in lines).

Decrease the vertical active.


Errors 2000 to 2099
Errors: 2000 - 2099

2030 * SCAN less than 1

An invalid scan setting exists in the file.

Reedit the scan setting.

2040 * SCAN greater than 2

An invalid scan setting exists in the file.

Reedit the scan setting.

2050 * Horizontal total too small

The given horizontal period (active + blanked) is too small.

Increase the horizontal period (in pixels).

2060 * Horizontal total too large

The given horizontal period (active + blanked) is too large.

Decrease the horizontal period (in pixels).

2071 * Pixel rate too high

The pixel rate exceeds the maximum rate supported by the currently selected generator model for the given video type selection.

Make sure video type is correct.

Decrease the pixel rate.

Decrease the horizontal period (in pixels) for a given horizontal rate.

2072 * Pixel rate too high

The pixel rate exceeds the maximum rate supported by the currently selected generator model for the given video type selection.

Make sure video type is correct.

Decrease the pixel rate.

Decrease the horizontal period (in pixels) for a given horizontal rate.

2080 * Pixel rate too low

The pixel rate is below the minimum rate supported by the generator.

Increase the value of HTOT.

Increase the value of HRAT.

2090 * Horizontal total not even

The generator does not support an odd number of total pixels per scan line.

Make the horizontal period (in pixels) an even number.

2091 * Horizontal total must be multiple of 4 at pixel rate

The generator does not support horizontal pixel totals (active + blanking) that cannot be evenly divided by four (4) at the given pixel rate.

Make the total horizontal pixels per line to be evenly divisible by 4.

Decrease the pixel rate.


Errors 2100 ro 2199
Errors: 2100 - 2199

2130 * Horizontal active too small

The number of active pixels per horizontal scan line is below the minimum supported by the generator.

Increase the horizontal active pixels.

2140 * Horizontal blanking too small

The number of blanked pixels per horizontal scan line is below the minimum supported by the generator.

Increase the horizontal period (in pixels).

Decrease horizontal active (in pixels).

2141 * Horizontal blanking too small

The number of blanked pixels per horizontal scan line (HTOT - HRES) is below the minimum supported by the generator.

Increase the horizontal period (in pixels).

Decrease horizontal active (in pixels).

2150 * Horizontal blanking too small

The number of blanked pixels per horizontal scan line (HTOT - HRES) is below the minimum supported by the generator.

Increase the horizontal period (in pixels).

Decrease horizontal active (in pixels).

2151 * Horizontal total < horizontal res.

The number of active pixels per horizontal scan line is greater than the total number of pixels per line (hor. period).

Increase the horizontal period (in pixels).

Decrease horizontal active (in pixels).

2152 * Horizontal active too large or Horizontal total too small

The generator does not support the given combination of the horizontal pixel total and the number of horizontal active pixels.

Increase the number of blanked or horizontal total pixels per line.

Decrease the number of active pixels per line.

2155 * Horizontal blanking too small

The number of blanked pixels per horizontal scan line (HTOT - HRES) is below the minimum supported by the generator.

Increase the horizontal period (in pixels).

Decrease horizontal active (in pixels).

2180 * Horizontal pulse width less than 1

The horizontal sync pulse must be at least 1 pixel wide.

Increase the value of horizontal sync pulse width so that itís greater than zero.

2181 * Horizontal sync pulse width must be even at current pixel rate

The generator does not support horizontal sync pulse widths (in pixels) that cannot be evenly divided by two (2) at the given pixel rate.

Make the sync pulse width (in pixels) evenly divisible by 2.

Decrease the pixel rate.

2190 * Horizontal sync pulse width too small for HDTV

The generator does not support the given horizontal sync pulse width for HDTV video types.

Increase the sync pulse width.

Change the video signal type.

2191 * Horizontal sync pulse width must be even for HDTV

The generator does not support horizontal sync pulse widths (in pixels) that cannot be evenly divided by two (2) for HDTV video types.

Make the sync pulse width (in pixels) evenly divisible by 2.

Change the video signal type.


Errors 2200 to 2299
Errors: 2200 - 2299

2200 * Horizontal pulse width too large

The generator does not support a horizontal sync pulse width greater than the number of blanked pixels per horizontal scan line.

Decrease the horizontal pulse width.

Increase the horizontal period (in pixels).

Decrease the number of active pixels per line.

2201 * Horizontal sync pulse delay must be even at current pixel rate

The generator does not support horizontal sync pulse delay (in pixels) that cannot be evenly divided by two (2) at the given pixel rate.

Make the sync pulse width (in pixels) evenly divisible by 2

Decrease the pixel rate.

2230 * Horizontal pulse delay extends sync beyond blanking

The generator does not support horizontal sync pulses with any portion of the pulse occurring outside of the horizontal blanking period.

Decrease the horizontal pulse width.

Decrease the horizontal pulse delay.

Increase the horizontal period (in pixels).

Decrease the number of active pixels per line.

2240 * Vertical total too small

There are not enough scan lines per frame in non-interlaced mode.

Increase the vertical period.

2250 * Vertical total too small

There are not enough scan lines per frame in interlaced mode.

Increase the vertical period.

Switch to non-interlaced operation.

2270 * Vertical total is even

There must be an odd numbered total of horizontal scan lines per frame with interlaced operation.

Change the vertical period (in lines) to an even number.

Switch to non-interlaced operation.

2280 * Vertical total too large

The generator does not support the given vertical period.

Decrease the vertical period.


Errors 2300 to 2399
Errors: 2300 - 2399

2300 * Vertical active too small

There must be at least 1 active horizontal scan line with non-interlaced operation.

Increase vertical active so that itís greater than 1 line.

2310 * Vertical blanking too small

There must be at least 1 line of vertical blanking with non-interlaced operation.

Increase the vertical period.

Decrease vertical active.

2320 * Vertical active too small

There must be at least 2 active horizontal scan lines with interlaced operation.

Increase vertical active so that itís greater than 2 lines.

Switch to non-interlaced operation.

2321 * Vertical active must be even when in interlaced scan mode

The generator does not support vertical active periods (in lines) that cannot be evenly divided by two (2) when interlaced operation is selected.

Make the vertical active period (in lines) evenly divisible by 2.

Change to progressive (non-interlaced) scan mode.

2330 * Vertical blanking too small

There must be at least 3 lines of vertical blanking with interlaced operation.

Increase the vertical period.

Decrease vertical active.

Switch to non-interlaced operation.

2350 * Vertical pulse too small

The generator does not support a vertical sync pulse width value of less than one scan line in duration. The firmware makes the pulse a half-line shorter than the entered value when European type sync is selected.

Increase the vertical sync pulse width.

2370 * Vertical pulse too large

The generator does not support a vertical sync pulse width greater than the number of blanked scan lines per frame with non-interlaced operation.

Decrease the value of vertical sync pulse width.

Increase the value of vertical period (in lines).

Decrease vertical active.

2390 * Vertical pulse too large

The generator does not support a vertical sync pulse width greater than the least number of blanked scan lines ((Vper - Vact - 1) ÷ 2 ) between fields with interlaced operation.

Decrease the value of vertical sync pulse width.

Increase the value of vertical period (in lines).

Decrease vertical active.

2391 * Incompatible ACS & DCS types

The analog composite sync and digital composite sync settings must be compatible when analog and digital composite sync are both active.

Make the ACS and DCS settings the same.

Change the Sync select setting.

2392 * Incompatible ACS & DSS types

The analog composite sync and digital separate sync settings must be compatible when analog and digital composite sync are both active.

Change the ACS and / or DSS settings.

Change the Sync select setting.

2393 * AVST requires ASCT to be 3 or 8

ACS setting not compatible with TV setting for video kind.

Change ACS to ìAmerican w/serr & EQî or ìEuropean w/serr & EQî.

Change Video kind to non-TV setting.

2394 * ACS available on green only

The 801GP supports adding composite sync only to the green analog video channel.

Change the ACS On setting "- - -" or "- G -."

2395 * AVST requires SSST to be 3-7

Analog composite sync must be active when video kind is set to TV.

Change Sync select to ìACS,î ìACS & DSS,î ìACS & DCSî or ìACS & DSS & DCS.î

Change Video kind to non-TV setting.

2396 * Invalid ACS type

An invalid analog composite sync type selection exists in the file.

Reedit the analog composite sync type setting.

2397 * Invalid DCS type

An invalid digital composite sync type selection exists in the file.

Reedit the digital composite sync type setting.

2398 * Invalid DSS type

An invalid digital separate sync type selection exists in the file.

Reedit the digital separate sync type setting.

2399 * Invalid sync type

An invalid sync select exists in the file.

Reedit the sync select setting.


Errors 2500 to 2699
Errors: 2500 - 2699

2550 * Not enough video memory

The generator does not have enough memory space to store the total number of active pixels required for one picture.

Decrease the vertical active.

Decrease the horizontal active.


Errors 2700 to 2999
Errors: 2700 - 2999

2704 * Horizontal physical size too small

The physical horizontal size must be greater than zero.

Change the horizontal physical size to a positive, nonzero, value.

2705 * Invalid physical size units

An invalid physical size unit of measure exists in the file.

Reedit both physical sizes.

2706 * Vertical physical size too small

The physical vertical size must be greater than zero.

Change the vertical physical size to a positive, nonzero value.

2714 * Pedestal swing out of range

The analog video blanking pedestal cannot be less than 0 IRE (%) or more than 100 IRE (%).

Change the value of Pedestal level to be greater than or equal to 0 and less than or equal to 100 IRE (%).

2715 * Gamma correction out of range

The firmware does not support gamma correction factors that are less than 0.1 or greater than 10.0.

Change the value of Gamma to be greater than or equal to 0.1 and less than or equal to 10.0.

2716 * Analog video swing out of range

The hardware does not support the peak-to-peak analog video setting. The swing does not include any composite sync levels that may be added.

Change the Video swing to be greater than or equal to 0 and less than or equal to the generator's maximum limit.

2717 * Sync swing out of range

The hardware does not support peak-to-peak analog composite sync swings that are less than 0 or greater than 0.400 volts.

Change the Sync swing to be greater than or equal to 0 and less than or equal to 0.400 volts.

2719 * Video swing calibration out of range

One or more of the analog video swing calibration factors are out of range. These parameters are not actually part of a Format that is stored in memory. They are system level parameters that affect how all analog Formats are read from memory and into the hardware. The parameter settings are maintained while the generator is turned off.

Re-initialize your generatorís memory.

Contact Quantum Data for further assistance.

2720 * Sync swing calibration out of range

One or more of the analog sync swing calibration factors are out of range. These parameters are not actually part of a Format that is stored in memory. They are system level parameters that affect how all analog Formats are read from memory and into the hardware. The parameter settings are maintained while the generator is turned off.

Re-initialize your generatorís memory.

Contact Quantum Data for further assistance.

2721 * NTSC requires pedestal (801GX Only)

2722 * NTSC pedestal out of range (801GX Only)

2741 * Digital video type selection not supported

The generator does not support the given digital video signal type. Note: the 801GF, 801GC­pISA and 801GF­pISA generators do not have digital video outputs.

Select a valid digital video signal type.

2742 * Invalid digital video type

An invalid digital video type exists in the file.

Edit the Video kind setting.

2743 * Digital video polarity must be positive

An invalid digital video polarity setting exists in the file.

The file cannot be corrected with the editor. Create a new file.

2745 * Can not have analog and digital video

An invalid digital video type exists in the file.

Edit the Video kind settings.

2747 * Analog video signal type invalid

An invalid analog video type exists in the file.

Edit the Video kind setting.


Errors 3000 to 3999
Errors: 3000 - 3999

3000 * Invalid color name

A command file containing an invalid color name selection was downloaded to the generator.

Check for spelling errors of the color names used in the command file.

Use only color names that appear in the color list.

3001 * Invalid fill pattern name

A command file containing an invalid fill pattern name selection was downloaded to the generator.

Check for spelling errors of the fill pattern names used in the command file.

Use only fill pattern names that appear in the fill pattern list.

3002 * No image memory

This occurs during IMGN command and is caused by an insufficient amount of managed memory for the buffer request. This may be due to lack of memory or fragmented memory.

Save all used edit buffers and issue FMTN, IMGN, and/or DIRN. This clears extra memory being used by these buffers.

3003 * Image memory full

There is not enough free memory to save the image that is in the edit buffer.

Reduce the number of primitives in the image being edited.

Delete one or more custom images currently stored in memory. You will need to abandon your current edited image to do this.

3004 * Invalid font name

A command file containing an invalid font name selection was downloaded to the generator.

Check for spelling errors of the font names used in the command file.

Use only font names that appear in the font list.

3005 * Image editor running

This occurs during IMGB, IMGN, or IMGE commands. It happens when you are creating a custom image with the Custom Image Editor on a stand-alone generator and, during that session, you begin an image editing session via the IMGB or IMGN commands.

Do not use the IMGB or IMGN commands while using GUI.

3006 * Nothing to save

This occurs during IMGA or IMGS commands. It happens when you try to save the contents of the image editing register when none is initialized.

You must use IMGN before IMGS or IMGA.

3010 * Invalid Lookup Table (LUT) level (8-bit DAC)

The 801GX, 801GC, 801GC-ISA and 801GP generators do not support analog video DAC settings beyond the range of 0 through 255.

The levels used with the FRGB command must be between 0 and 255 when used on the generator models listed above.

3015 * Invalid Lookup Table (LUT) level (10-bit DAC)

The 801GF and 801GF-ISA generators do not support analog video DAC settings beyond the range of 0 through 1023.

The levels used with the FRGB command must be between 0 and 1023 when used on the generator models listed above.

3050 * Invalid gray level

The generator does not support gray level percentages beyond the range of 0 through 100. This error should never occur under normal operation.

Please contact Quantum Data's technical support department if you get this message.


Errors 4000 to 4999
Errors: 4000 - 4999

4002 * No sequence memory

This occurs during the SEQN command. It happens when thereís an insufficient amount of managed memory for the buffer request.

Save all used edit buffers and issue FMTN, IMGN, and/or DIRN. This clears extra memory used by these buffers.

4003 * Sequence memory full

There is not enough free memory to save the sequence that is in the edit buffer.

Reduce the number of steps in the sequence being edited.

Delete one or more sequences currently stored in memory. You will need to abandon your current edited sequence to do this.

4005 * Sequence editor running

This occurs during SEQB, SEQN, or SEQE commands. It happens when you have used the Sequence Editor and then try to use the SEQB or SEQN command.

Exit the generator's GUI sequence editor before editing a sequence using commands via the communications port.

4006 * No sequence to save

This occurs during SEQA or SEQS commands. It happens when you try to save the contents of the sequence editing register and none is initialized.

You must use SEQN before SEQS or SEQA.

4007 * Sequence buffer full

No more steps can be added to the current sequence being edited.

Reduce the number of steps in the sequence.

Break up the testing into two or more separate sequences.

4008 * Invalid delay time in sequence

A command file containing an invalid sequence step delay was downloaded to the generator.

Only use delay times (in seconds) that correspond to the list of available delays.

4010 * Font index out of range

You tried to use a font at an invalid index.

4020 * No font present at given index

You tried to access a font at a valid index but the specified index is empty because of a previous delete.

4030 * Invalid font location

You tried to install a font that has not been transferred to memory.

4576 * Can not convert to inches, not valid units

The format unit (inches or millimeters) is unknown because a new format was not initialized before it was created. Conversion between the formatís unit and the userís preference fails.

Always use the FMTN command before editing a new format.

4579 * Can not convert to mm, not valid units

The format unit (inches or millimeters) is unknown because a new format was not initialized before it was created. Conversion between the formatís unit and the userís preference fails.

Always use the FMTN command before editing a new format.


Errors 5000 to 7999
Errors: 5000 - 7999

5002 * No directory memory

This occurs during DIRN and NAMI commands when thereís an insufficient amount of managed memory for the buffer request.

Save all used edit buffers and issue FMTN, IMGN, and/or DIRN. This clears extra memory being used by these buffers.

5003 * Directory memory full

This occurs during DIRA and DIRS commands when thereís insufficient room in the directory memory pool for the requested save.

Use DIRK to delete one or more directories from the directory pool.

5006 * No directory to save

This occurs during DIRA and DIRS commands when you try to save a nonexistent directory.

A directory must reside in the edit buffer which is created with DIRN or DIRL.

5009 * Directory list full

This occurs during DIRA and DIRS commands when you try to save more than 10 directories.

Use DIRK to delete one or more directories.


Errors 8000 to 8999
Errors: 8000 - 8999

8450 * Can't remove, font not present

This occurs during FNTK command when you try to delete a nonexistent font.

8455 * Can't remove, ROM font

This occurs during FNTK command when you try to delete a built-in font.

Don't try to remove built-in fonts.

8460 * Font already exists in memory

You tried to transmit a font to the generator which already contained a font with the same name.

Change the name of the font to be transmitted.


Errors 9000 to 9999
Errors: 9000 - 9999

9450 * Invalid format location

This occurs during FMTR command when the integrity of the data stored in the specified format memory location is corrupt.

Delete the format from nonvolatile RAM using the YANK command. Then recreate and save the format. A corrupted format in EPROM requires at least the replacement of the firmware EPROM set.

9451 * Bad location for format, failed verify

This occurs during FMTV command and FMTV? query when you attempt to verify data integrity at an invalid location.

Use a range of -1 through -nn for permanent formats in EPROM or 1 through 300 for formats saved in nonvolatile RAM.

9452 * Bad location for format verify

This occurs during a FMTZ? query when you try to determine if an invalid location has been erased.

Use a range of 1 through 300 for formats saved in nonvolatile RAM.

9453 * Can not change EPROM contents

This occurs during FMTW or FMTZ commands when you try to overwrite or zero out an EPROM format.

Use a range of 1 through 300 for formats saved in nonvolatile RAM.

9454 * Bad location for format erase

This occurs during FMTE command when you try to access an invalid format memory location.

Use a range of 1 through 300 for formats saved in nonvolatile RAM.

9456 * Bad location for format read/write

This occurs during FMTR or FMTW commands when you try to read or write to an invalid format memory location.

Use a range of -1 through -nn for permanent formats in EPROM or 1 through 300 for formats saved in nonvolatile RAM. Use a range of from 1 through 300 to save formats in nonvolatile RAM with the FMTW command.

9457 * Bad location for format name read

This occurs during FMTR? query when you try to read or write to an invalid format memory location.

Use a range of -1 through -nn for permanent formats in EPROM or 1 through 300 for formats saved in nonvolatile RAM with the FMTR? query.

9458 * Bad location for format copy

This occurs during FMTD command when you try during copying to access an invalid format memory location.

Use a range of -1 through -nn for permanent formats in EPROM or 1 through 300 for formats saved in nonvolatile RAM as the source location. Use a range of 1 through 300 as the destination location to save formats in nonvolatile RAM.

9459 * Can not change EPROM contents

This occurs during FMTD command when you try during copying to overwrite an EPROM format.

Use a range of -1 through -nn for permanent formats in EPROM or 1 through 300 for formats saved in nonvolatile RAM.

9460 * Bad location for format duplicate

This occurs during FMTD and FMTI commands when you try to use one or more invalid format memory locations as the command arguments.

Use a range of -1 through -nn for permanent formats in EPROM or 1 through 300 for formats saved in nonvolatile RAM as the source location. Use a range of 1 through 300 as the destination location to save formats in nonvolatile RAM.

9467 * Bad location for format erase

This occurs during FMTZ command when you try to make one or more invalid format memory locations as the command arguments.

All formats to be erased from nonvolatile RAM must be in the range of 1 through 300.

9470 * Canít change EPROM contents

An attempt was made to insert a format using the FMTI command into an EPROM format memory location.

Use a range of 1 through 300 as the insertion location for formats in nonvolatile RAM.

9471 * Bad location for format yank

This occurs when you try to remove (yank) one or more formats from invalid format memory locations using the FMTY command.

All formats to be removed from nonvolatile RAM must be in the range of memory locations 1 through 300.

9472 * Can not change EPROM contents

This occurs when you try to remove (yank) one or more formats from EPROM format memory locations using the FMTY command.

Only formats in memory locations 1 through 300 can be removed.

9475 * Can not change EPROM contents

One or more EPROM format locations was given as the destination location for the FMTD command.

Use a range of 1 through 300 as the destiny location to copy formats to nonvolatile RAM.

9477 * Error duplicating formats

The <first> memory location parameter used with the FMTD command is greater than the <last> memory location parameter.

Make the <first> memory location parameter less than or equal to the <last> memory location parameter.

9480 * Format data missing

The FMTR command tried to read a format from an empty format storage location.

Use a memory location known to contain a format or use the FMTL command to load a format by name.

9500 * Sequence data not found

Use a memory location known to contain a format or use the FMTL command to load a format by name.


Image Editor - Available Fonts
Image Editor
Available Fonts

sys16	IBM-type alphanumeric font that has printable characters for ASCII codes 0-128. It uses an 8x16 monospaced character block
opix9	Alphanumeric font that has printable characters for ASCII codes 32-126. It uses a 5x7 monospaced character block
focusmac	Single character used in the Focus_Oo test image;  ASCII code = 79; 8x6 character block
focus12	Two characters used for the Focus_Cx and Focus_H test images;  ASCII codes = 67 and 72; 8x6 character block
memesony	Single character used for various MEME images; ASCII code = 77;  18x18 character block
kanjikan	Single Japanese KanjiKan character used in the  KanjiKan test image: ASCII code = 75; 22x22 character block
focusat5	A single @ character used in the LinFocus image; ASCII code = 64; 8x16 character block
focusat6	A single @ character used in the Focus@6 image; ASCII code = 64; 16x16 character block
focusat7	A single @ character used in the Focus@7 image; ASCII code = 64; 16x16 character block
focusat8	A single @ character used in the Focus@8 image; ASCII code = 64; 16x16 character block
memeplus	A meme plus character used in focus and convergence; ASCII code = 77; 43x49 character in a 49x51 block
memesams
focuslb5
focuslb7
focuslb9
focushio
elite11
china24
focushp7


Sync Options
Format Sync Fields

These three list boxes let you set ACS Kind, DCS Kind, and DSS Kind for the format.

ACS Kind determines what type of Analog Composite Sync, if any, is added to the analog video outputs.

DCS Kind determines what type of Digital (TTL) Composite Sync, if any, is generated.

DSS Kind determines what type of Digital (TTL) Separate horizontal and vertical Syncs, if any, are generated.

Note - A default sync type automatically is entered whenever a new format is selected.

To select the appropriate ACS, DCS, and DSS Kinds, click and scroll on the arrow until the needed kinds are highlighted


Importing Older VGM Data
Importing VGM 1.047 Data

The new VGM 2.x Software can read (and write) the old Version 1.047 (or older) data files. To import an old data file just select File|Import Old Data from the Main Menu.  The rest of the steps are identical to the normal Loading process.

Update: VGM 2.07+ can now attempt to import arbitrary command files, not just files created by an earlier  version of the VGM Software.  However, no syntax checking is performed during this process.  If you create your own CMD file with syntax errors, the data may not be completely imported.  Always double check your data after performing an Import on a custom CMD file.


Port Dialog Box
Port Settings

Set or Change the current communication settings.  Specify the location of a Video Generator by its current Port Type and Port Number.

Port Type

There are two possible Port Types:

ISA	For card type Generators that plug into slots within a computer.

COM	For stand-alone Generators connected via a cable.


Image Editor Primitive Placement Buttons
Primitive Placement

  Append	Place the primitive at the end of the Data List.

  Insert	Insert the primitive before the selected primitive.


Printing Command Lists
Printing CMD lists

Command lists show the generator commands used to create a particular data object.  You can printout a command list for any data object that is currently in the Edit Buffer as follows.

1.	Select a data object in the Edit Buffer with the mouse or caret

2.	Select File|Print CMD List from the Main Menu

3.	The program generates the command list and prints the list on the default printer or the printer selected using File|Printer Setup on the Main Menu

This option is equivalent to generating a CMD file, loading the CMD file into a word processor (such as NotePad), and printing the document.


Pulse Delay and Width


Recallable Data

Firmware >= 3.000	All custom data objects.

Firmware <   3.000	All except for custom images.


Recalling Data
 Recalling Generator Data

In order to recall data from a generator you must first be Connected to a generator.

To recall a single data object from the generator do the following

1.	In the Generator List select the desired data with the mouse or caret.

2.	If the data is recallable you will have the following options to start the recall process.

a.	Press the Recall button [image] on the Tool Bar

b.	Select Generator|Recall Item from the Main Menu

c.	Press the F5 function key

3.	The program will then recall the data and append it to the end of the Edit Buffer.

To recall multiple data objects at one time see Batch Processing


Renaming Data Objects

Data objects that reside in the Generator window Contents pane can be renamed two ways:

1.	DirectlyGenerator window Contents pane by selecting the object with the mouse and then doing one of the following.

a.	Pressing the  Rename button  on the Tool Bar

b.	Pressing the F9 function key

c.	Selecting Edit|Rename Item from the Main Menu

2.	From within each individual data Editor (see the Editor Manuals for details)


Rigid Object Mode

Normally the only way to move a primitive with the Nodes is to drag the center Node.  Dragging the End-point or Mid-point Nodes only resizes the primitive.  However, when Rigid Object Mode is enabled the primitive will remain rigid (it can't be resized) and can be moved with any of its Nodes.


Saving Data Objects
 Saving Data to Disk

Note the distinction between Saving and Sending data.  Saving applies to your computer while Sending applies to a generator.

Individual data objects within the Edit Buffer can be saved to disk as follows.

1.	Select the desired data object with the mouse or caret

2.	Do one of the following

a.	Press the Save button [image] on the Tool Bar

b.	Press the F7 function key

c.	Select File|Save from the Main Menu

3.	This brings up a standard Windows File Save dialog.  Select the location and name of the file and press OK. The file is now saved.

To save multiple data objects in a single file, see Creating Libraries.


Sending Data Objects


Sequence Player

The Sequence Player is used to control the running of a sequence on the generator.  To activate the Sequence Player you must select and Use a sequence [image] data object in the Generator List.  Select a control on the picture below for further information.


Image Editor Set Limits
Set Limits (Options|Set Limits...)

Use this dialog to change the resolution of the drawing Canvas.  When you change the resolution of an image, you have the option of scaling the primitives in the image so they maintain their relative positions and sizes. However, the following primitives do not get scaled in size so they will appear smaller at higher resolutions.

Dot

Seq. Step

Text String

Format Box

Information Box

A Dot is always 1 pixel wide by 1 pixel high.  The others do not change size because Fonts are not scalable. Also note that all lines within a given primitive will always be 1 pixel thick.

This behavior is consistent with the generators handling of resolution changes when the current format changes.


SeqEditor-Status Lights
Status Lights

The Status Lights indicate the edited state of a step or the current step in Test Mode.

The step is not New and it has not been modified.

The step has been modified or is New.

This is the step currently being displayed in Test Mode.


SeqEditor_StepEditor
Step Delay Time

A standard Windows drop-down listbox displaying the current Delay Time selection for the selected sequence step.  Clicking on the down arrow displays the list of all available Delay Times

Step Format

A standard Windows drop-down listbox displaying the current Format selection for the selected sequence step.  Click on the down arrow displays the list of all available Formats.

Step Image

A standard Windows drop-down listbox displaying the current Image selection for the selected sequence step.  Clicking on the down arrow displays the list of all available Images.

Step Image Version

This controls the Image Version for the selected sequence step.  Press the arrow buttons to change the Version number. Currently only Versions 0 and 1 are possible.

Step Output Gating

Un-Checking this option will gate all video and sync outputs of the generator OFF for the selected sequence step.  In this example the option is checked so the state of the Video and Sync gates are determined by their individual settings.

Step Sync Type

A standard Windows drop-down listbox displaying the current Sync Type selection for the selected sequence step.  Clicking on the down arrow displays the list of all available Sync Types.

Step Video Gating

These three check boxes indicate the current Video Gating settings for the selected sequence step.  In this example the Red and Green gates are OFF and the Blue is ON.


SeqEditor_StepList
Step List

Purpose

The Step List displays all the steps in the sequence.  Each line in the list represents a single sequence step, and is broken down into nine columns for the individual step parameters. Each step in the sequence has a Status Light along the left side.

Movement and Selection

The Step List behaves just like a standard listbox .  You can move the selection cursor (caret) around in the listbox using the arrow, page-up, page-down, home, and end keys.  You can also move the caret by selecting a step with the mouse.

A step is selected when the caret is in any one of the nine columns for that step.  When a step is selected, the parameters for that step are displayed in the Step Editor located above the Step List.

Marking Steps

Marked steps (highlighted in red) are used in Cut/Copy/Paste/Delete commands.  You can mark\unmark steps using the SHIFT\CONTROL selection methods of a standard listbox.

SHIFT	Holding down the Shift key while selecting a step with the mouse will mark all steps between the current caret location and the selected step.

CONTROL	Holding down the Control key while selecting a step with the mouse will toggle the mark for that step ON or OFF.  You can also toggle a range of steps by holding down the Control key while dragging the mouse.

Modifying Steps

I)	First Select the desired step

II)	There are two ways to modify a particular step parameter

1)	Use the Step Editor

2)	Select the parameter by placing the caret in the corresponding column then either

A)	Hold down the Control key while using the Up and Down arrow keys.

OR

B)	Hit the Enter key

III)	When a step has been modified the Status Light will turn blue

Cut, Copy, Paste and Delete

Cut, Copy, Delete

1)	Select a single step or Mark multiple steps

2)	Press one of the following buttons or use the corresponding keyboard shortcut

   Alt-T  or  Ctrl-X

   Alt-C  or  Ctrl-C

   Alt-D  or  Delete

Paste

NOTE: The Paste command is enabled only if you have previously Cut or Copied a step.

1)	Select the appropriate placement mode and, If inserting, the insertion point (step)

2)	Press the paste button [image],  Alt-P or Ctrl-V.


ListBox_Styles
Style code

Code	Property Listbox Name

0	Transparent Background, No Border

1	Transparent Background, Border

2	Solid Background, No Border

3	Solid Background, Border


Sync Output Options
Sync Select

Sync Select sets which sync outputs will be active when the format is first loaded. You have the following options.

None

DSS

DCS

DCS & DSS

ACS

ACS & DSS

ACS & DCS

ACS & DCS & DSS


SeqEditor Test Mode


 Trashing Data

The Trash command applies to data objects in both the Generator List and the Edit Buffer, however only certain objects in the Generator List are deletable.

To Trash an object follow these steps.

1.	Select the data object in either list with the mouse or caret.

2.	Do one of the following

a.	Press the Trash button [image] on the Tool Bar

b.	Press the F12 function key or the Delete key

c.	Select Edit|Delete from the Main Menu

3.	You will then be asked to verify the deletion.  Press YES to complete the Trash procedure or NO to cancel.

To Trash multiple items from the Edit Buffer, see Batch Processing.


Video gating
Video Signal Gating

These controls (menu items Generator|Gates) determine which video gates are active.  If the button is down (menu item checked) then that particular video gate is ON, otherwise it is OFF.

Button	Video Gate

RED

GREEN

BLUE


Archiver Direct Connection
Using Archiver Direct Connection Option to Update Firmware

It is possible to update the Flash EPROM firmware in ISA and PCI card generators even if you may not be able to establish normal communications from the main VGM window. You can not use this method on stand alone generators via their serial or GPIB ports.

Follow the standard procedure for Updating Generator Firmware up to the point to where you select which generator you wish to update.

Left click the [image] symbol located above the generator list. A Direct Connect to... list will pop up showing all available ports.

Select the desired port and continue with the update


Format Editor Entry Units


Format Editor Options Tab

Format Name Box

This is the name used to store format in the generator. It does not have to match the filename used to store the format file on disk. The Format Name can contain up to eight characters can use an valid ASCII character except the following:

 ' " / \ [ ] < > + = ; : , ? * { }  (Spaces are also not permitted)

Sync Selection Box


ESN
(Electronic Serial Number)

The Electronic Serial Number (ESN) of Quantum Data generator is a unique number that you can use to electronically track a particular generator in your test system. Older hardware versions of our generators do not have an ESN and our software will report back an ESN of zero (0) for these units.

Please note that the ESN is completely separate from the product serial number that is printed on the tag attached to the generator. We do not keep any records that match a generator's ESN to its product serial number.


Adding Files to the Edit Buffer Pane
Main VGM Window
Adding Files to the Edit Buffer Pane

There are several ways of adding a data object to the Edit Buffer pane. You can...

Create a new data object in the buffer using default values.

Load a data object from a connected generator.

Import a data object disk file created with VGM version 2.nn.

Open a data object disk file created with VGM version 3.nn


Deleting Files in the Edit Buffer Pane
Main VGM Window
Deleting Data Objects from the Edit Buffer Pane

There are two ways of deleting a data object listed in the Edit Buffer pane. This will permanently remove the contents of the data object from the buffer. You must first save the object to disk and/or upload it to a generator if you wish to use the object at a later time.

The methods of removing data objects are...

First select the item you wish to delete by clicking on it one time.

Use the Edit > Delete Data menu selection.

Click the Yes button in the deletion confirmation dialog box.

First select the item you wish to delete by clicking on it one time.

Click the [image] Garbage can button on the tool bar.

Click the Yes button in the deletion confirmation dialog box.


Renaming Data Objects in the Edit Buffer Pane
Main VGM Window
Renaming Data Objects from the Edit Buffer Pane

NOTE: The data object name is the name used to store the object in the generator and is also the name used by the VGM editors. The name of a data object is not necessarily  the filename used to store the object to disk.

To rename a  data object from the Edit Buffer pane:

1) Select the object by clicking on its name one time.

2) Wait a few seconds and click on the name a second time.

3) A Name... dialog box will open. Enter a new valid name and click the OK button.

Clicking the Cancel button in the Name... dialog box will close the box without making any changes in the data object's name.


Baud Rate Selection Box
Baud Rate Selection Dialog Box

VGM uses the generator's current Baud rate when you first establish communications via a serial (COM) connection. This dialog box allows you to change the Baud rate to a new value.

Select the generator in the Main VGM Window connection pane.

Select Generator > Set Baud Rate... from the Menu Bar.

The dialog box will open showing the current rate. Select a new rate and click the OK button.

Supported Rates by Generator Model:

Model 606, 607, 608
9600 Baud Only.

Model 801 Series
2400 Baud Default; 300 Baud minimum and 38,400 Baud maximum

Model 802 and 822 Series
2400 Baud Default; 300 Baud minimum and 115,200 Baud maximum

The dialog box will close and VGM will send the appropriate commands to the generator to change its rate and then attempt to establish communications at the new rate. The new rate will be shown in the connections pane if all goes well.

Troubleshooting

If VGM can not establish communications at the new rate, it will try again at the old rate. You will not get a warning message and the rate in the contents pane will not change if communications still work at the old rate. You can try again using a different rate if you wish.

VGM will close the connection and remove the generator from the connections pane list if communications can not be established at the new or old rates. Cycle the power switch on the generator to return it to its default rate. You should then be able to establish communications again at the default rate.

You may not get reliable operation at higher rates if you have a long communications cable or if you are operating in an electrically noisy environment. Switching to a lower rate may help resolve your problems. If you are unable to use the dialog box to successfully lower the rate, cycle the power switch on the generator to return it to its default rate. You should then be able to establish communications again at the default rate.


FmtEd SyncDel vs BackPorch
Format Editor
Using Back Porch Timing Parameters

Checking the Back Porch box lets position sync pulses by their back porch rather than by pulse delay parameter.

Horizontal back porch refers to the time period between the trailing edge of the horizontal sync pulse and the first active pixel on a scan line. Vertical back porch refers to the time period from the end of the vertical sync interval to the leading edge of the horizontal sync pulse just before the first active scan line of video. The general relationship of back porch to the other timing parameters is:

Blanking = Pulse_Delay + Pulse_Width + Back_Porch

The format editor does not normally require you to enter a back porch value for either horizontal or vertical timing. You  enter values for the pulse delay (also called front porch) and pulse width and either enter a blanking value or have VGM calculate it for you based on other parameters. SInce three of the four values are known, the fourth is calculated based on the equation. VGM recalculates the timing values, keeping blanking and pulse width constant, when you switch between Pulse Delay and Back Porch.


Pixel Block Copy
Custom Image Pixel Block Copy Primitive
(Image Editor Window)

 Tool Bar Button

Copies all pixels contained inside the the area defined by the source block to the area defined by the destination block.

The position of just the source block is changed by clicking its center node and dragging it to a new location.

The position of just the destination block is changed by clicking on any of its nodes and dragging it to a new location.

Both blocks can be respositioned, without changing their relative postions, by clicking and dragging the center node on the link handle joining the two blocks.

The size of the source block is changed by clicking and dragging any of its corner or edge nodes. The size of the destination block will automatically adjust to match that of the source block.

All of the pixels in the destinattion block are replaced by copies of the pixels in the source block. The original pixels of the source block are not changed.

Overlapping of the source and destination blocks is permitted.


ASCII Chart
ASCII Code Chart

The following charts may be used for reference when you are defining a Font data object. Although, you can define the bit map for each character code number in any way that you wish, you may find it easier to use your font in a custom image if your character code assignments follow the charts.

Decimal Codes 0 - 127

Code numbers from 0 through 31 are normally used for non-printing control characters. They should not be used to define characters in a font in order prevent difficulties in using them in a custom test image.

Code numbers from 32 through 126 normally represent characters that can easily be entered using a USA configured keyboard when using them to define text strings in custom image text primitives.

Decimal Codes 128 to 254

Code numbers from 128 through 254 normally represent characters that can be entered using special key combinations on a USA configured keyboard when using them to define text strings in custom image text primitives.


Quantum Data Site:	http://www.quantumdata.com

Sales	mailto:sales@quantumdata.com

Support:	mailto:support@quantumdata.com

Service:	mailto:service@quantumdata.com


Quantum Data Site:http://www.quantumdata.com_1
Quantum Data Site:	http://www.quantumdata.com

Sales	mailto:sales@quantumdata.com

Support:	mailto:support@quantumdata.com

Service:	mailto:service@quantumdata.com


Analog Video Types
Analog Video Signal Types
(AVST Command Parameters)

The AVST number refers to the video type parameter used with the AVST command to define an analog video format. Please note that not all Quantum Data video generators can generate all of the analog video types listed.

The video type does not necessarily control if composite sync is added to the one or more of the analog video signals or the exact configuration of the composite sync signal. These settings can be found as separate data fields in the Format Editor's Options tab.

None [AVST = 0]
Analog outputs not used to produce valid video signals. This setting may be needed when a video format is configured to use a digital video output.

Y Grayscale [AVST = 1]
Monochrome video without any color burst. Signals output on standard analog video output connector(s) rather than on one or more TV output connectors.

RGB Color [AVST = 2]
Component color video using separate red, green and blue video signals. Typically used for color computer displays and also found as an input option on some high end television displays.

TV Y Grayscale [AVST = 3]
Monochrome video without any color burst. Signals output on one or more (CVBS/S-Video) TV output connectors rather than on standard analog video output connector(s). Causes some test images to be drawn with with controlled rise and fall times to keep them within appropriate television video standards.

TV EYC Color [AVST = 4]
Color video with color burst reference added. Signals output on one or more (CVBS/S-Video) TV output connectors rather than on standard analog video output connector(s). Causes some test images to be drawn with with controlled rise and fall times to keep within appropriate television video standards.

Y,Pr,Pb Color (SMPTE 240M) [AVST = 5]
Component color video using separate luminance (Y) and two color difference video signals per SMPTE 240M (Japanese HDTV) standard. Typically used for High Definition television (HDTV) displays and also found as an input option on some high end standard resolution television monitor displays.

Color Space Conversion Equations:
Y' = (0.212*R) + (0.701*G) + (0.087*B)
Pr'=(R-Y') / 1.576
Pb'=(B-Y') /1.826

Y,Cr,Cb Color (ITU-R BT.601) [AVST = 6]
Component color video using separate luminance (Y) and two color difference video signals per ITU-R BT.601 standard. Typically used for High Definition television (HDTV) displays and also found as an input option on some high end standard resolution television displays.

Color Space Conversion Equations:
Y' = (0.299*R) + (0.587*G) + (0.114*B)
Cr' = (R-Y') * 0.713
Cb' = (B-Y') * 0.564

Y,Pr,Pb Color (SMPTE RP177) [AVST = 7]
Will change to Y,Pr,Pb color space model per EIA 770-3 Standard in a future firmware release.
Component color video using separate luminance (Y) and two color difference video signals per SMPTE Recommended Practice #177. Typically used for High Definition television (HDTV) displays and also found as an input option on some high end standard resolution television displays.

Color Space Conversion Equations:
Y' = (0.2126*R) + (0.7152*G) + (0.0722*B)
Pr' = (R-Y') / 1.5748
Pb' = (B-Y') / 1.8556

Y,Pr,Pb Color (ITU-R BT.709) [AVST = 8]
Will be depreciated in a future firmware release. Use AVST=7 for new formats.
Component color video using separate luminance (Y) and two color difference video signals per ITU-R BT.709 standard. Typically used for High Definition television (HDTV) displays and also found as an input option on some high end standard resolution television displays.

Color Space Conversion Equations:
Y' = (0.2125*R) + (0.7154*G) + (0.0721*B)
Pr' = (R-Y') / 1.5750
Pb' = (B-Y') / 1.8558

Y,Pr,Pb Color Sony® Betacam® [AVST = 11]
Will be implemented in a future firmware release. Not available as a Video Tyoe selection in current VGM release.
Component color video using separate luminance (Y) and two color difference video signals per levels found on some Sony products.

Color Space Conversion Equations:
Y' =
Pr' =
Pb' =