Question about IMSI Turbocad Designer 2D/3D (00tde590cc) for PC

I have turbocad ver 3.1 and it has lines from the top left monitor corner to points on my drawing and I can't get rid of them. They seem to be anchored there. This is on ones I have done in the past with out them and new ones. When you print they don't show up. but working with them is annoying.

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Posted on Jan 02, 2017

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SOURCE: can not seem to fit the plot to the paper size.

I have solved the problem and are creating good plots

the problem was not with the plotter but the drawing had bugs

Thank You Jamie

Posted on Oct 24, 2009

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SOURCE: turbocad 14 deluxe freezes when doing moves, copy,

Have you suffient ram. Turbo uses a lot of ram, as well as a high CPU clock speed rate. I have turdo too, had to increase ram chip, runs smooth.

Go to www.offtek.co.uk Free scan of your mem. Readout, advise if you need more ram.

Purchase on line befor 12, with you next day post.

If Ram is ok, come back.

Good luck!

Posted on Nov 14, 2009

Slope is usually designed by the letter m. m=delta y/delta x or change in y/change in x or (y2-y1)/(x2-x1).

What we know.

m = -17 (very very steep, with a negative slope, going up to the left)

Point (5, -3)

Point (u,-1)

Putting everything into the above equation, we get

m = (-3-(-1))/(5 - u) , where m =-17

-17 = (-3 + 1)/(5 - u)

-17 = (-2)/(5-u)

To get rid of the fraction, multiply both sides by (5 - u)

-17(5-u) = -2

-85 + 17u = -2

Add 85 to both sides to get rid of the -85.

-85 + 85 +17u = -2 + 85

17u = 83

Divide both side to get u by itself.

17u/(17) = 83 / 17

u = 4.89 (rounded to 2 decimals)

Good luck,

Paul

What we know.

m = -17 (very very steep, with a negative slope, going up to the left)

Point (5, -3)

Point (u,-1)

Putting everything into the above equation, we get

m = (-3-(-1))/(5 - u) , where m =-17

-17 = (-3 + 1)/(5 - u)

-17 = (-2)/(5-u)

To get rid of the fraction, multiply both sides by (5 - u)

-17(5-u) = -2

-85 + 17u = -2

Add 85 to both sides to get rid of the -85.

-85 + 85 +17u = -2 + 85

17u = 83

Divide both side to get u by itself.

17u/(17) = 83 / 17

u = 4.89 (rounded to 2 decimals)

Good luck,

Paul

Oct 24, 2016 | Office Equipment & Supplies

Here are the rules as per the Bicycle Paying Card Company:

The Pack The standard 52-card pack is used.

**Object of the Game**
To lay matched number sets of 3 or 4 and/or sequences of 3 or more cards of the same suit to be the first player to obtain 500 total net points.

**Rank of Cards**

Ace (high or low), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

**Card Values/Scoring**
Score points by laying down and laying off cards as in regular Rummy, in matched number sets of 3 or 4, and in sequences of 3 or more cards of the same suit. For example, three or four 7s can be laid or a sequence of 3, 4, 5 of diamonds can be laid.

When any player gets rid of all his cards, the play immediately ends. Each player's score is then figured as follows: The player is credited with the point value of all cards that the player has showing on the table. From this figure is subtracted the point value of all cards remaining in his hand. The difference is added or subtracted from the player's score.

For example: If the cards showing for a player total 87 points, and the cards left in the player's hand total 90 points, 3 points are subtracted from the player's previous net score.

The first player whose score reaches +500 wins the game and collects from each opponent the difference between their final scores. If two or more players reach 500 on the same hand, the one with the highest score is the winner.

**The Deal**
Deal seven cards to each player (except in the two player game, in which each player receives 13 cards). Place undealt cards face down in the center of the table, forming the stock. The top card is turned face up and is placed beside the stock as the up card to start the discard pile. The discard pile should be slightly spread, so that players can readily see all the cards it contains.

The Play Each player, beginning with the player to the left of the dealer, may draw either the top card of the stock or any card from the discard pile.

There are two conditions when drawing a card from the discard pile: 1) the player must take all the cards above the selected card and 2) the drawn card must immediately be used, either by laying it down in a set or by laying it off on a set already on the table. The remaining cards taken with the discard may be melded in the same turn or simply added to the player's hand.

Each player in turn, after drawing but before discarding, may lay down any matched set or may lay off any card that matches a set already on the table.

Cards that are laid off are kept on the table in front of the player. Sequences may not "go round the corner"; thus, A, K, Q or A, 2, 3 may be melded, but not K, A, 2. - See more at: http://www.bicyclecards.com/how-to-play/500-rum/#sthash.1oRfJip8.dpuf

The Pack The standard 52-card pack is used.

Ace (high or low), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A.

When any player gets rid of all his cards, the play immediately ends. Each player's score is then figured as follows: The player is credited with the point value of all cards that the player has showing on the table. From this figure is subtracted the point value of all cards remaining in his hand. The difference is added or subtracted from the player's score.

For example: If the cards showing for a player total 87 points, and the cards left in the player's hand total 90 points, 3 points are subtracted from the player's previous net score.

The first player whose score reaches +500 wins the game and collects from each opponent the difference between their final scores. If two or more players reach 500 on the same hand, the one with the highest score is the winner.

The Play Each player, beginning with the player to the left of the dealer, may draw either the top card of the stock or any card from the discard pile.

There are two conditions when drawing a card from the discard pile: 1) the player must take all the cards above the selected card and 2) the drawn card must immediately be used, either by laying it down in a set or by laying it off on a set already on the table. The remaining cards taken with the discard may be melded in the same turn or simply added to the player's hand.

Each player in turn, after drawing but before discarding, may lay down any matched set or may lay off any card that matches a set already on the table.

Cards that are laid off are kept on the table in front of the player. Sequences may not "go round the corner"; thus, A, K, Q or A, 2, 3 may be melded, but not K, A, 2. - See more at: http://www.bicyclecards.com/how-to-play/500-rum/#sthash.1oRfJip8.dpuf

Dec 02, 2015 | Toys

Use a compass to draw a circle the size you want your star to be.

Draw a second, smaller circle inside the first, using the same center point. Make the second circle about half the size of the first.

Draw a line from the edge of the outer circle to the center point using a ruler.

Place a protractor on the line, with the center hole of the protractor over the center point of the circle.

Measure and mark every 72 degrees around the circle (72, 144, 216, 288 and 360 degrees), dividing the circle into five even sections.

Line the ruler up with the center point of the circle and one of the marks you just made.

Draw a line from the edge of the outer circle, through the center point, ending at the edge of the inner circle.

Continue drawing lines as described until you have drawn the five lines, which evenly divide the circle.

Connect the top of one of the lines that touches the outer circle to the lines that touch the inner circle on both sides, forming a point.

Continue to connect the lines around the circle until you have made a five-point star.

Draw a second, smaller circle inside the first, using the same center point. Make the second circle about half the size of the first.

Draw a line from the edge of the outer circle to the center point using a ruler.

Place a protractor on the line, with the center hole of the protractor over the center point of the circle.

Measure and mark every 72 degrees around the circle (72, 144, 216, 288 and 360 degrees), dividing the circle into five even sections.

Line the ruler up with the center point of the circle and one of the marks you just made.

Draw a line from the edge of the outer circle, through the center point, ending at the edge of the inner circle.

Continue drawing lines as described until you have drawn the five lines, which evenly divide the circle.

Connect the top of one of the lines that touches the outer circle to the lines that touch the inner circle on both sides, forming a point.

Continue to connect the lines around the circle until you have made a five-point star.

- Make the inner circle larger for a fatter star or smaller for a thinner star.
- Draw your star on poster board and cut it out to use as a pattern for drawing more.
- To make a six-point star, measure and mark every 60 degrees (60, 120, 180, 240, 300, and 360 degrees), dividing the circle into six even sections.
- To make an eight-point star, measure and mark every 45 degrees (45, 90, 135, 180, 225, 270, 315, and 360 degrees), dividing the circle into eight even sections.

- Quick and easy may want to do this a few times before the final perfect one. This actually made me think. Haven't done geometry in a very long time.

Dec 23, 2014 | Cars & Trucks

You cannot. There is technique that can be used to locate a fraction on a line segment. It involves the drawing of parallel lines passing through equidistant points drawn on an intersecting line. The procedure is based on Thales' theorem.

Draw a real line (passing through 0 of course) Mark the limits of segment [0,1]

From the point 0 draw a line. Choose an arbitrary length measured by the opening of a compass. Starting from O, mark three equal segments along the second line. From the end of the 3rd segment draw a line that joins that end with the end of the point 1 on the real line.

From each of the two other points on the secant draw segments parallel to the one you just drew.

Here is how it looks on a picture.

If you have another fraction (5/7) draw 7 equal length segments on the second line (secant to the real axis). The parallel line from the 5th point will cut the real axis at the point 5/7

Draw a real line (passing through 0 of course) Mark the limits of segment [0,1]

From the point 0 draw a line. Choose an arbitrary length measured by the opening of a compass. Starting from O, mark three equal segments along the second line. From the end of the 3rd segment draw a line that joins that end with the end of the point 1 on the real line.

From each of the two other points on the secant draw segments parallel to the one you just drew.

Here is how it looks on a picture.

If you have another fraction (5/7) draw 7 equal length segments on the second line (secant to the real axis). The parallel line from the 5th point will cut the real axis at the point 5/7

Dec 06, 2013 | The Learning Company Achieve! Math &...

There is no vertical (or otherwise) asymptote feature on a TI84PLUS. It
seems to you that the calculator is drawing the asymptote. However
when you plot a CONNECTED Graph a line is drawn from one point to the
next: The last point on one side of the asymptote is thus connected to
the first point on the other side, effectively mimicking the drawing of
the asymptote.

To get rid of this spurious effect,**draw dotted graphs**,
but you will see fewer points, because the points are drawn at constant
intervals in X. This is set by the Xres variable, in the Window
configuration screen.

Here is a function that will "show" you a vertical asymptote on the TI84PLus, when graph is drawn connected, but on a calculator with a higher resolution, you see none. A calculator cannot handle infinity. You can with the help of your mind's sight, so to speak, see the asymptote on the graph.

To get rid of this spurious effect,

Here is a function that will "show" you a vertical asymptote on the TI84PLus, when graph is drawn connected, but on a calculator with a higher resolution, you see none. A calculator cannot handle infinity. You can with the help of your mind's sight, so to speak, see the asymptote on the graph.

Aug 20, 2010 | Texas Instruments TI-84 Plus Silver...

Hello,

There is no vertical (or otherwise) asymptote feature on a TI84PLUS. It seems to you that the calculator is drawing the asymptote. However when you plot a CONNECTED Graph a line is drawn from one point to the next: The last point on one side of the asymptopte is thus connected to the fisrt point on the other side, effectively mimicking the drawing of the asymptote.

To get rid of this spurious effect,**draw dotted graphs**, but you will see fewer points, because the points are drawn at constant intervals in X. This is set by the Xres variable, in the Window configuration screen.

Hope it helps.

There is no vertical (or otherwise) asymptote feature on a TI84PLUS. It seems to you that the calculator is drawing the asymptote. However when you plot a CONNECTED Graph a line is drawn from one point to the next: The last point on one side of the asymptopte is thus connected to the fisrt point on the other side, effectively mimicking the drawing of the asymptote.

To get rid of this spurious effect,

Hope it helps.

Nov 05, 2009 | Texas Instruments TI-84 Plus Silver...

I have solved the problem and are creating good plots

the problem was not with the plotter but the drawing had bugs

Thank You Jamie

the problem was not with the plotter but the drawing had bugs

Thank You Jamie

Oct 23, 2009 | IMSI TurboCAD 2D Full Version Academic...

hold down hash key for 3 seconds and it will go away

it is something to do with which line you are using,

it is something to do with which line you are using,

Sep 24, 2008 | Nokia 6230

<img src="http://www.1up.com/flat/MyCheats/Zelda%20Hourglass/1_2re/zelda041.jpg" img>

**draw an hourglass shape**
(like a figure-8 with a flat top and bottom) that starts from the top
left corner (1), across (2), diagonally down to the left (3), across
the bottom (4) and back up to connect with the starting point (1). If
done correctly, the hourglass shape on the door will glow and let you
through

Jan 12, 2008 | Nintendo Game Boy Advance Console

get a sheet of graph paper. draw a line vertical and draw another line in the center perpendicular to the vertical. the meeting point is 0,0 - the upper right quadrant is X-Y. the bottom right quadrant is Y -X, the left bottom is -Y -X and what's left is -X +Y.

take your first coordinate. count up 2 and to the right 3. make a point. second coordinate - count up 4 and over right 1, make a point. now join the two points with a straight line. measure the distance between the points.

take your first coordinate. count up 2 and to the right 3. make a point. second coordinate - count up 4 and over right 1, make a point. now join the two points with a straight line. measure the distance between the points.

Dec 15, 2007 | Electronic Arts The Sims 2: Christmas...

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