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Push&Shove: Difference between revisions

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[[Image: pushandshove_4.jpg|none|Push and shove]]Image: Finally, you can get through the bottleneck without ripping up existing tracks.<br><br><br><br>
[[Image: pushandshove_4.jpg|none|Push and shove]]Image: Finally, you can get through the bottleneck without ripping up existing tracks.<br><br><br><br>
[[Image: pushandshove_5.jpg|none|Push and shove]]Image: A click always places the penultimate segment first, before a second click places the rest to the cursor position.<br><br><br><br>
[[Image: pushandshove_5.jpg|none|Push and shove]]Image: A click always places the penultimate segment first, before a second click places the rest to the cursor position.<br><br><br><br>
[[Image: pushandshove_6.jpg|none|Push and shove]]Image: <br><br><br><br>
[[Image: pushandshove_6.jpg|none|Push and shove]]Image: Since we still have activated the "Place track" mode, we can finish the process without interruption.<br><br><br><br>
[[Image: pushandshove_7.jpg|none|Push and shove]]Image: <br><br><br><br>
[[Image: pushandshove_7.jpg|none|Push and shove]]Image: <br><br><br><br>



Revision as of 15:56, 22 November 2018

The Push and Shove function is available in TARGET 3001! from version V20.

When routing tracks by hand, you push your track through already laid structures, while the displaced track also cascades out its neighbours. Minimum distances are always taken into account so that the space on the board can be optimally used.

In general, you can work in such a way that the existing structures are disturbed as little as possible.

The following example illustrates the principle:


Push and shove
Push and shove

Image: We would like to connect the track on the right (yellow) with the anode of the diode (pad no. 1, left), but the direct way is blocked by already laid tracks. Now we push them aside as far as necessary to connect the track to the pad of the diode.



Push and shove
Push and shove

Image: As soon as you touch a foreign track, its segment becomes a phantom line and indicates what the new routing structure will look like. The design rules, espacially the spacing constraints are kept. The minimum distance between the two tracks is defined by the largest of the following four values: aura, sinal distance, design rule minimum distance and layer distance (=a signal can have different minimum distances on different layers).



Push and shove
Push and shove

Image: The further one advances to the north, the more get the following tracks affected. In turn they give space as far as needed.



Push and shove
Push and shove

Image: Finally, you can get through the bottleneck without ripping up existing tracks.



Push and shove
Push and shove

Image: A click always places the penultimate segment first, before a second click places the rest to the cursor position.



Push and shove
Push and shove

Image: Since we still have activated the "Place track" mode, we can finish the process without interruption.



Push and shove
Push and shove

Image: