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    The majority the C.P.M. functions can be performed by SELECTing commands from the popdown menus and guiding on-screen movement with a cursor device (mouse, stylus or digitizer puck).  Both HIGHLIGHTing of command SELECTions on the on-screen menus and movement of cursor

    Cursor devices have at least a SELECT button (usually the left mouse button) and an ENTER button (usually the right mouse button) that you must "CLICK" to engage a command.  The ENTER button on the cursor device performs the same action as the ENTER (or RETURN) key on the computer keyboard.  At any time, during any command that requires ENTER engage it, you may perform the action with either the cursor device or the keyboard, which ever is the most convenient for speed.  In order to work at optimum speed you will need to teach yourself to combine using keyboard entries with cursor device entries.

    The MENU has been designed so that ENTER happens automatically when you SELECT a command from the on-screen menu.

    The optimum operating method is to CLICK ENTER on the cursor device rather than TYPE it on the keyboard.  Also, take advantage of “default” commands that appear in < >s by CLICKing ENTER, rather than TYPEing the command letter or number on the keyboard.  Some  commands can be repeated by CLICKing ENTER rather than reSELECTing from the on-screen menu.


    C.P.M. uses three kind of cursor icons on the screen for pointing.   When performing command functions that would likely involve specific point placement, the CROSS-HAIRS appear.  For command functions that only require choosing an object or part of an object or to indicate a generalized location, a small "pick box" (an open square) to appear. PAN in REAL TIME mode uses a little hand very much like the one originally used by the Macintosh for dragging objects across the screen.

    When choosing a complex object, such as a pattern piece made up of many separate segments and/or containing text or tailor marks, etc., you will find it more efficient to chose your pattern piece by drawing a WINDOW around it.  The computer will then know to deal with all the pattern composition inside the box when performing a command.  (see Sections 12.1. and 13. In this Chapter for instructions about making a WINDOW).