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Re: Coyote Graphics: cgPlot doesn't have /LoadCmd [message #74812 is a reply to message #74811] Thu, 03 February 2011 15:49 Go to previous messageGo to previous message
Gray is currently offline  Gray
Messages: 253
Registered: February 2010
Senior Member
On Feb 3, 5:44 pm, David Fanning <n...@dfanning.com> wrote:
> Gianguido Cianci writes:
>> I am still getting used to the Coyote Graphics Sisytem.... and my
>> instinct tells me that anything that has an /AddCmd should also have
>> a /LoadCmd, unless it's very dangerous :-)
>
>> How come cgPlot doesn't? With it, one could use a cgWindow as a off
>> screen buffer to make complicated plots, and then, BAM!, have the plot
>> appear in one go with cgWindow, /ExecuteCmd
>
>> Or am I missing something?
>
> No, you haven't missed anything. I came to the same conclusion
> earlier today. Just haven't had time to implement it yet, as
> I'm trying to get a book mocked up for the printer. Like so
> many other things, this is *suppose* to go smoothly. Sigh...
>
> Cheers,
>
> David
>
> --
> David Fanning, Ph.D.
> Fanning Software Consulting, Inc.
> Coyote's Guide to IDL Programming:http://www.idlcoyote.com/
> Sepore ma de ni thui. ("Perhaps thou speakest truth.")

I have an interesting variation on this idea - rather than
complicating all the routines more, or having to update all of them,
why not create something akin to ps_start and ps_end that puts the
intervening cg* commands into the buffer then displays it all at the
end.
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