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User Interface

Overview

Laker is a multi-window application with an easy-to-use GUI. Laker runs under OpenWindows, and other X-window-based windowing systems.

Laker has a large number of commands, including many that you invoke via mouse clicks or drags rather than by selecting from pull-down menus at the top of each window. We strongly recommend that you go through this chapter first before exploring the next few chapters.

This chapter comprises the following sections: Common User Interface Features, Laker Main Window, Laker Design Window, and Laker Selection Schemes.

Common User Interface Features

The features described in this section are common to Laker’s main window and design window.

Window Banner

The banner at the top of main window specifies the application name with license level.

Instead of the application name with license level, the banner at the top of design window also indicates the window number, library name, cell name, user unit, open mode and the status of saved/unsaved data.

The display of user unit, defined in tfLayoutSystemUnit, on window banner is configurable with DsgWndUnitOnBanner in laker.rc file.

Window banner may vary depending on the check-out license. When you use L3 license, the window banner of main window and layout window will look like:

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Figure: Window Banner of Main Window

Figure: Window Banner of Layout Window

Let’s say when you see Laker-L3:1.lib1:c1_1[Edit:0*] on the banner of design window, it means that you invoke Laker with L3 license, and this is the first window since Laker is launched. In addition, the banner tells the user unit of layout data, and also indicates that you open c1_1 cell from lib1 library with Edit mode at top level and the layout data has been edited and is not saved at the moment. Note that the asterisk (*) will be removed when you save the layout data.

Pull-down Menu

Below the banner is the pull-down menu bar. Each menu item contains commands that appear when the item is selected.

Mnemonic Key

The window menus support meta-key invocation using mnemonics. The mnemonic for each item is indicated by an underline. For example, you can invoke the File->Open menu by typing ‘meta-fo’, where ‘meta-’ represents the Meta key on your keyboard, for example, the Alt or diamond key on Sun keyboards.

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Bind Key

You can bind a command to a keystroke. Once you have defined bind keys, you can easily invoke commands with a keystroke.A Bind Key Map is provided for your reference.

Esc Key

Pressing the Esc key may abort a command, and it also allows you to close command options form or object attributes form, without aborting the command.If the form appears, pressing the Esc key may close the form, and the command stays executed.

If the form does not appears, pressing the Esc key may abort the command.

Toolbar

The convenient toolbar buttons appear beneath the pull-down menu bar. These buttons give you access to frequently-used commands at the current window.The appearance of pull-down menu can be customized by modifying the menu files. For more details, refer to the Customizing Laker section, described later in the following chapter.

Mouse Operation

The mouse is most often used to select objects by clicking the left mouse button. You can select ranges of objects by dragging over objects with the left button held down. You can add or remove individual objects to or from the selection by pressing Shift/Ctrl and clicking the left button.

Online Help

All application windows provided hypertext-based online help.

Pressing the F1 key within an active form will get a quick access menu to the description of Laker's commands. This index-like menu is organized by the appearance of commands in each pull-down menu.

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Laker Main Window

The main window appears, as shown below, when Laker is launched. From the main window, you may convert several external data types, such as GDSII/ASCII, DEF/LEF and CDL netlist, to Laker database, and vice versa. After imported the data, you may further build up your data structure, such as create or classify the libraries and cells, configure the technology file and library path mapping, and choose your favorite settings to ease your layout task(s) in Laker.

ToolbarMenu BarMessage WindowFigure: Laker Main Window

The main window consists of the following key components.

Menu Bar

The menu bar provides these pull-down command menus for easy browsing. You may invoke the command by choosing it from the menu or by using the available bind key.

Toolbar

There is only one command button in the toolbar of Laker main window. When you rest your mouse cursor over the toolbar button, you will see a yellow tip, indicating the function of the selected button. Clicking the Open Cell button will bring up the Open Cell form, for which you need to provide library name, cell name, and search path information in order to open a cell view.

Message Window

A message window appears beneath the toolbar. From this window, you are able to check the associated messages to system warning, data conversion, executed

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commands, preference settings, etc. A log file (laker.log) is provided to record the messages displayed in this sub-window.

On the other hand, you may execute the enhanced TCL commands in this

window. For example, you can type in the command lakerImportStream and hit the Enter key, Laker will then import a GDSII stream data to the internal database.

For details on the available TCL commands, refer to Laker TCL Reference.

Laker Design Window

When you open a layout cell, the design window appears, as illustrated below. This Laker design window consists of a pull-down menu bar, two rows of convenient command toolbars, a comprehensive status bar and three sub-windows, that is, layer table window, content window and layout window.

Command Toolbars

Content Window

Menu Bar

Layer Table Window

Status Bar

Layout Window

Figure: Laker Design Window with Layout Cell

When you open a schematic cell or a layout cell that contains schematic view, the appearance of Laker design window is different, as illustrated below. Two sub-

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windows, design browser and schematic windows, are appended in the design window for schematic data design.

Command ToolbarsContent Window

Design Broswer & Toolbar

Menu Bar

Schematic WindowLayer Table WindowLayout Window

Status Bar

Figure: Laker Design Window with Schematic Layout Cell

These key components are described in the following sections.

Menu Bar

The menu bar provides several pull-down command menus for easy browsing. You may invoke the command by choosing it from the menu or by using the available bind keys.

Command Toolbar

The command toolbar provides two rows of quick access buttons to the

frequently-used operation commands. The toolbar buttons are illustrated and described as follows.

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Zoom All

Open CellUndoZoom OutSelect Inside Group

Selection ModeSelect CountSave CellRedoZoom InDeselect AllFigure: Command Toolbar in Design Window

Toolbar ItemOpen CellSave CellUndoRedoZoom OutZoom InZoom AllDeselect AllSelect Inside GroupSelection ModeSelect CountCursor X Position

Description

Open a form indicating the library name, cell name, and search path information that are needed to open a cell.

Save the image shown in the window to a layout view file.Undo a previous action.Redo a previous action.

Reduce the image by a factor of two, allowing you to see more of the cell at a reduced size.

Enlarge the image by a factor of two, providing a close-up view of the cell.

Fit the entire cell view into the layout window.Deselect all selected objects.

Select individual objects within a group.

This label shows the selection mode that you are using. There are two selection modes: V/E (Vertex/Edge) mode, and OBJ (Object) mode. Use F4 to switch between them.This label shows the number of selected objects.

Cursor X Offset

Command Status

Cursor Y PositionCursor Y OffsetFigure: Command Toolbar in Design Window (Continued)

Toolbar Item

Description

This field shows the x-coordinate of the trace cursor. You can type the trace cursor x position in this field to indicate an accurate position for an object being created or moved. For example, when you select Create->Rectangle, you can type trace cursor x as the coordinate of the first point.

Cursor X Position

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Cursor Y Position

This field shows the y-coordinate of the trace cursor. You can type the trace cursor y position in this field to indicate an accurate position for an object being created or moved. For example, when you select Create->Rectangle, you can type trace cursor y as the coordinate of the first point.

This field shows the difference between the last entered x-coordinate and the trace cursor location. You can type the difference between the last entered x-coordinate and the trace cursor location in this field while creating or moving an object.This field shows the difference between the last entered y-coordinate and the trace cursor location. You can type the difference between the last entered y-coordinate and the trace cursor location in this field while creating or moving an object.This label shows the active command.

Cursor X Offset

Cursor Y OffsetCommand Status

Create DeleteCreate Create

RectanglePathInstanceStretchChop

SplitDivideMatch

Merge Fuse Selected TransistorCreate Create Move Copy To Stick Diagram Reshape PolygonText

Figure: Command Toolbar in Design Window (Continued)

Toolbar ItemCreate RectangleCreate PolygonCreate PathCreate TextCreate InstanceMoveStretchCopyDeleteReshapeChopMergeSplit

DescriptionCreate a rectangle.Create a polygon.Create a path.Insert a text label.Create an instance.Move the selected object(s).Stretch the selected object(s).

Make another copy of the selected object(s).

Remove the selected object(s) from the layout window.Reform the selected object(s) with different shape.Chop the selected object(s).Merge the selected object(s).Separate the selected object into two.

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FuseDivide

Selected Transistor To Stick DiagramMatch

Fuse the selected objects together.Divide the selected object.

Invoke the stick diagram and edit the selected transistor that has been realized in the layout window.

Make arrangements of symmetry pattern for anolog design. This command is similar to the Matching Creator command in design browser.

Stand-alone

Schematic Window

Layout+Abstract ModeSchematic

WindowLayout Mode

Measure

Activate Distance

Short FindDetectorMirror XRotate 90

Mirror YLayer TapObject Selectable ListSchematicReplaceAbstract ModeFloat

Design BrowserAttributeWindow

Figure: Command Toolbar in Design Window (Continued)

Description

Mirror the selected object along the x-axis.Mirror the selected object along the y-axis.Rotate the selected object by 90 degrees.Set the drawing layer by clicking on an object.Measure the distance between object(s).Show the attribute of the selected object.Find the specified object(s).Replace the specified object(s).Invoke the real-time short detector.

Used to set the object selectability for a layer. For example, when you uncheck the rectangle option in the drop-down list, the rectangle on the layer will be unselectable.

Turn on/off the layout mode.Turn on/off the abstract mode.

Turn on/off both layout and abstract modes.Switch on/off the design browser window.

Toolbar ItemMirror XMirror YRotate 90Layer TapMeasure DistanceAttributeFindReplace

Activate Short DetectorObject Selectable ListLayout ModeAbstract ModeLayout+Abstract ModeEnable/Disable Design Browser Window

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Enable/Disable Schematic Window

Enable/Disable Schematic Float Window

Enable/Disable Stand-alone Schematic Window

Switch on/off the schematic window.

Switch on/off the schematic window that floats across the layout window.

Switch on/off the schematic window that launches independently.

Design Browser

This design browser window appears, on the upper left of Laker design window, only when you open a schematic cell view or a layout cell that contains schematic data.

For details, refer to the Design Browser chapter in Laker Command Reference.

Schematic Window

The Schematic Window appears only when you open a schematic cell view or a layout cell that contains schematic data. This window presents a schematic view of your netlist data in initial or revised state.

For details, refer to the Schematic Window chapter in Laker Command Reference.

Layout Window

The layout window is the window where your layout drawing is performed in. You can open multiple working windows and work in them simultaneously.

Stick Diagram

The stick diagram displays transistor placement result, which is supported by a user-defined cell template. Through this window, you may do further manual optimization on transistor planning, such as gate swapping, moving, aligning, splitting, merging and folding.

For details, refer to the Stick Diagram chapter in Laker Command Reference.

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Content Window

You can zoom in/out of different layout areas by dragging the right mouse button to specify an area on the content window. The yellow rectangle presents an outline of a full opened cell, and the white rectangle presents the current view area.

The content window is turned off by default. You can turn on/off the content window by clicking the middle mouse button in the layout window.

Layer Table Window

The layer table window contains several layers that you will use to create objects. Each layer has a different color/pattern and name, ensuring that it stands out against multiple layers. A yellow tip, showing layerName, layerNo and

PurposeName, is displayed when you place the mouse cursor over the selected layer, while the selected layer is outlined in red indicates that it has been selected.Each layer comprises two parts: Visible Control Part and Select Control Part. The former presents the visible attribute (Layer Color/Pattern) and the latter presents the selectable attribute (Layer Name). In the layer table window, you can set the visibility and selectability of layers.

For details of layer setting, refer to Options->Layer Color/Pattern->Layer Setting.

All Layers VisibleAll Layers Selectable

Layer Category

Purpose Name

Scroll BarResize Controller

Yellow Tip

Visible Control PartSelect Control Part

Figure: Layer Table Window

Besides, an option list for layer category is provided in the layer table window. The category name shown on the list is the last selected or deselected category.Pressing the name button can select or deselect the category.

Pressing the arrow button will show all categories with their appearance status. You can configure the appearance by checking or unchecking the category item.

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For details of layer category, refer to Options->Layer Color/Pattern->Category Setting.

Figure: Layer Category

Displaying the layer table window will make the layout procedure much easier. The layer table window can be attached to the bottom, top, left or right of the design window by selecting Window->Layer Table->Attach Bottom;

Window->Layer Table->Attach Top; Window->Layer Table->Attach Right; or Window->Layer Table->Attach Left. Alternatively, you may hide the layer table window by choosing Window->Layer Table->Hide LayerTbl.

Scroll Bar

To view other layers in the layer table window, use the scroll bar in order to scroll the window.

Resize Controller

Move your mouse cursor over the boundary of layer table window and the mouse cursor becomes a or (Resize Controller). To view more or fewer layers, drag the resize controller to change the size of the layer table window.

Purpose Name

There are four system purposes defined in the technology file: boundary, net, pin, and drawing. In the layer table window, the purpose name is displayed with the first and last characters; for example, the purpose drawing is tagged as dg.The length of purpose name is configurable, refer to Customizing Purpose Name for more details.

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Set Layer Selectable/Unselectable

To enable/disable the selectability of a layer, move your mouse cursor over the Select Control Part (Layer Name area), and click-right to on any layer item. The Select Control Part of the selected layer appears dimmed when it is unselectable, this means that you cannot select the layer after redrawing the layout window. To restore the selectability, click-right again on the same area.

Notice that shift-click-right on the Select Control Part of a layer item will set the indicated layer selectable, and disable the

selectability of other layers. Shift-click-right again on the same area will set the layer unselectable, and enable the selectability of other layers.

Set Layer Visible/Invisible

To enable/disable the visibility of a layer, move your mouse cursor over the Visible Control Part (Layer Color/Pattern area), and click-right on any layer item. The Visible Control Part of the selected layer appears dimmed, as shown below, when it is invisible, this means that you may not be able to view the layer after redrawing the layout window. To restore the visibility, click-right again on the same area.

Notice that shift-click-right on the Visible Control Part of a layer item will set the indicated layer visible, and disable the visibility

of other layers. Shift-click-right again on the same area will set the layer invisible, and enable the visibility of other layers.

NOTE:If you set the layer invisible, the selected layer will automatically

become unselectable.

Set All Layers Visible

You can turn the visibility on or off for all layers by clicking on the VisAll button.

Set All Layers Selectable

You can turn the selectability on or off for all layers by clicking on the SelAll button.

Change Layer Order

Layer order can be changed in the design window if you want to adjust the drawing order. The highest drawing priority is at the left/top side of the layer

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table window and the lowest is at the right/bottom side of the window. For example, in the layer table window above, the first layer shapes (i.e., PWELL layer) will be drawn first, and then covered with other layer shapes.

To change the layer order, you can select one layer by clicking the left mouse button. Then, move the layer to its destination via a drag-and-drop operation (press middle mouse button). While dragging the item, you can see a yellow line indicating the destination position.

Set Layer Color/Pattern Attributes

The Layer Color/Pattern form appears when you double-click on the layer item. The User tab, on the left, allows you to modify the layer attributes that you defined in the technology file. Clicking the Save TF button allows you to save the modification to the technology file.

In the User tab, click-left to select a layer, and modify its color/pattern attributes on the right. Notice that the layer name, layer number, and purpose name are editable in this tab. When all selections are done, click Modify to apply the modification to the active library. The visibility and selectability settings of a layer in the User tab will be synchronized with the layer table in design window.The System tab allows you to modify the color/pattern attributes of system features. Notice that you are not able to edit the layer name, layer number and purpose name in this tab. The Laker system will save the changes to a resource file (laker.rc), this will allow you to use the newly saved settings when you launch Laker in the next time.

Status Bar

The status bar, as shown below, includes five parts: TCL Command Line Area, Message Line Area, Current Active Layer, Rule-driven Editing Mode, and Snap Mode.

Message Line AreaRule-driven Editing ModeCurrent Active LayerTCL Command Line AreaFigure: Status Bar in Design Window

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TCL Command Line Area

This area allows you to execute TCL command in the layout window. For

example, you can type in the command lakerZoomAll and hit the Enter key. The current cell view will then fit into the layout window. See Laker TCL Reference for more details.

Message Line Area

This area shows the pre-selection information, mode switching messages, and other information, such as the meaning or brief function of a command. For example, pre-selection information regarding a current active layer, such as layerName, layerNo and PurposeName, will be shown in this field.

The format of information is configurable in the Preferences form (Options->Preferences->General tab->Selector->Show Information) under Laker main window.

Current Active Layer

This area shows the current drawing layer and the layer information. From this area, you have an alternate way to layer selection by using one of the following:•

You can switch an active layer to another by giving a layer name, if the layer exists, in the editable text box, as illustrated below.

Figure: Type Layer Name and Press Enter Key

Notice that layer name and purpose name are case-sensitive. Matched layer is always visible and selectable. Keep pressing the Enter key may look for the same matched layer with all its available purposes in turn and circle around these layers if the result is more than one. Layer information is refreshed in the message line area according to the matched layer.If the mouse is not anywhere within the editable text box (loosing focus), the application will reset the input layer to active layer.

All layers, including visible and invisible, can be searched by one of the following actions.•

Specify full layer name by typing POLY in the text box and press Enter, the active layer changes to POLY (drawing) immediately.

Keep pressing Enter may look for the same matched layer with other purpose, as illustrated below.

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Figure: Search Matched Layer with All Available Purposes

Specify the first character or leading characters of layer by typing M or MET and press Enter, the active layer changes to the first matched layer whose name begins with M or MET, according to the appearance and priority in the layer table window, as illustrated below.

Figure: Search Matched Layer with All Available Purposes

Search the layer and/or purpose name with regular expression where the asterisk (*) indicates 0~n characters, and the question mark (?) indicates any character. For example, typing P* and press Enter may bring up a list of layers whose name begins with P. You may get different results by giving the following combination:

InputP*P?P???P* d*

Output

List of layers whose name begins with P.

List of layers whose name begins with P and with another character.List of layers whose name begins with P and with another three characters.

List of layers whose name begins with P and with purpose name begins with d.

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Figure: Search Layer/Purpose with Regular Expression

Clicking on the purpose name of active layer appears a list of available layers, as shown below. The contents are similar to the layer table that is attached to the design window. You may change the active layer by choosing a layer from the list. This function is useful when you hide the attached layer table, and wish to have a much broader layout space.

Figure: Click-left on Purpose Name to Show Layer Table Window

Status for Rule-Driven Editing Mode

This area shows the status for the selected rule-driven editing mode. Using this mode, you can finish your layout task easily. Use F5 to switch between the modes. The Rule-driven editing modes are briefly described as follows.Display Ruler Mode

A ruler is displayed in the layout window when you turn on the Display Ruler Mode.

Rule-driven Mode

With Rule-driven Mode enabled, you can calibrate the object to cope with design rules.

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Push-Wire Mode

With Push-Wire Mode enabled, you can move objects by maintaining the connectivity with correct design rules.

Basic Concept of Rule-driven Editing

Traditional layout editor tools require layout designers to manually measure the distance of two edges, between which there exists a spacing constraint. While the manual measurement is inaccurate and time-consuming, an innovative layout methodology, rule-driven layout editing, can automatically either tip all necessary design rules to inform layout engineers of the occurrence of a

violation, or reshape the violation part so that it meets the design rule. This rule-driven editing capability automatically applies the new design rules once the technology file is upgraded, allowing designers to operate as usual.

The basic concept and editing modes, including normal, display ruler, rule-driven editing, and push-wire editing, are explained in the following sections.The concept of rebounding area is shown as follows. If you rest your mouse cursor inside the rebounding area, the cursor will be rebounded to the defined rule-distance spot.

Figure: The Concept of Rebounding Area

You can include multiple distance-checking rules; however, only the rule that is nearest to the trace cursor will be chosen.

Figure: The Concept of Rebounding Area

You can set the value of rebounding radius and displaying ruler by turning on the Rule-Driven Threshold option under the Preference form. (Main Window: Options->Preferences->Command tab).

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Rule-driven Editing Mode

While creating or editing objects, you can change the rule-driven editing mode by using F5, as long as the design rules have been defined in the technology file.Rule-driven editing feature is comprised of Normal mode, Display Ruler mode, Rule-driven mode, and Push-Wire mode. After enabling these modes, pressing the magic key (Spacebar) allows you to switch among the modes. When you switch the mode, the current mode will be displayed in the status bar at the same time.

As stretching object with rule-driven and/or display ruler mode, you may enable the Lock Angles option, and disable the Keep Selected Length option in the Stretch options form; otherwise, this may cause the rule-driven and/or display ruler mode to malfunction, and you will see these icons showing in the status bar, and get warning message printed in the main window.

Normal ModeYou may work as usual under this normal editing mode (without any design rule iteration guiding you to construct layout).

Display Ruler ModeThe status for Display Ruler mode is represented by . This editing mode notes the distance between the working object and those objects that have the design-rule constraint relationship. The system highlights the violation distance to warn the layout designers whenever the distance violates the design rules, it prompts all necessary design rules as you create or edit an object. For example, when you want to measure the spacing rule between the rectangle being created and an existing object, you can move the mouse cursor from a distance of 1.4 um to 0.8 um, and the ruler will automatically appear and measure the space for you, as shown below. In the figure below, 1.4 s means the distance 1.4 um and the spacing rule.

Figure: 1.4 s Means the Distance 1.4 um and the Spacing Rule

When you wish to measure the enclosure rule of a rectangle being stretched across an existing object, you can move the mouse cursor from the distance of 0.8 um to 0.5 um, and the ruler will automatically appear and measure the enclosure rule for you, as shown below. In the figure below, 0.8 c means the distance 0.8 um and the enclosure rule. In other words, the distance by which the MET1 layer encloses the CONT layer is 0.8 um.

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Figure: 0.8 c Means the Distance 0.8 um and the Enclosure Rule

Rule-driven ModeThe status for Rule-driven mode is represented by . This editing mode not only incorporates the functionality of Display Ruler, but also forces the distance between the working object and its neighboring object to fit the minimum rule distance if their proximity violates or approaches the design rule. If there exists more than two constraints for the working objects in question, the minimum rule distance is chosen. It fits the design to the minimum rules if the distances, regarding related objects, approaches the design rule. When creating or editing objects in the rule-driven mode, you will be prompted with the design rules in real-time. In the examples below, we will show you how to create and edit objects on different layers within the rule-driven mode.

Push-Wire ModeThe status for Push-Wire mode is represented by . It allows you to move objects by maintaining the connectivity with correct design rules. See Edit->Stretch for details.

Rule-driven Layout Editing

Enabling the rule-driven editing feature may help you to maintain the accuracy and correctness while editing your design. This section provides a few samples for rule-driven layout editing:••••••

Creating a Rectangle on the CONT LayerCreating a Rectangle on the MET1 LayerCopying the Rectangle on the CONT LayerStretching the Rectangle on the MET1 LayerMoving Instance/Array/Magic CellMoving Selected Objects

Creating a Rectangle on the CONT LayerFirst, we draw a rectangle on the CONT layer. Complete the following steps:1.Select Create->Rectangle.

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2.In the layer table window, click-left on the CONT layer.

3.Press the magic key (Spacebar) to switch the current editing mode to Rule-driven mode.

4.In the layout window, click-left to enter the first drawing point for a

rectangle, and drag your mouse cursor across the layout window. The outline of a rectangle appears as the mouse cursor moves.

5.The ruler distance appears, as shown below, only if the drawing area is

smaller than the minimum width of the CONT layer, as defined in the

tfLayoutLayerRule section of your technology file. When the mouse cursor approaches the design rule, the cursor position will automatically incorporate the minimum width defined in the technology file.

6.Click-left again to enter the next drawing point and complete the rectangle.

A rectangle has been created on the CONT layer.

Figure: Ruler Distance Appears If Drawing Area is Smaller Than The Defined Width

Creating a Rectangle on the MET1 LayerNext, we will draw a rectangle on the MET1 layer, overlapped with the rectangle on the CONT layer. Complete the following steps:

1.In the layer table window, click-left on the MET1 layer.

2.Click-left in the layout window to enter the first drawing point for a

rectangle, and drag your mouse cursor to enclose the rectangle on the CONT layer.

3.The ruler distance appears, as shown below, only if the mouse cursor gets

close to the CONT layer. The cursor position will automatically incorporate the minimum enclosure rule, as defined in the technology file.

4.Click-left again to enter the next drawing point and complete the rectangle.

A rectangle, overlapped with the rectangle on the CONT layer, has been created on the MET1 layer.

In this case, the minimum design rule for MET1 to enclose CONT is 0.5um.

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Figure: Ruler Distance Appears If Mouse Cursor Gets Close to The Other Layer

Copying the Rectangle on the CONT LayerNow, we copy the rectangle you have just created on the CONT layer. Complete the following steps:

1.Select Edit->Copy or use the bind key c to invoke the Copy command.2.In the layout window, click-left to select the rectangle on the CONT layer.

An outline of the selected object appears along with the design rules, as shown below.

Figure: Object Outline appears along with the Design Rules

3.Move the copied rectangle to the desired place. When the mouse cursor gets

close to the existing related rectangle, the copied rectangle will fit the minimum design rule, as shown below.

4.Once you have decided upon a location in which to place the rectangle,

click-left to copy it on to the CONT layer.

Figure: The Copied Rectangle Will Fit The Minimum Design Rule

Stretching the Rectangle on the MET1 LayerNext, try to stretch the rectangle created on the MET1 layer toward the rectangle on the CONT layer. Complete the following steps:

1.Select Edit->Stretch or use the bind key s to invoke the Stretch command.2.Click-left to select an edge of the rectangle on the MET1 layer. An outline

of the selected object appears with the design rules, as shown below.

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Figure: An Outline of Selected Object Appears with Design Rules

3.Stretch the selected edge to the desired place. When the mouse cursor gets

close to the rectangle on the CONT layer, the selected edge will fit the minimum design rule, as shown below.

Figure: The Selected Edge Will Fit The Minimum Design Rule

4.Click-left to finish stretching the rectangle. The two rectangles on the

CONT layer are now enclosed by the rectangle on the MET1 layer.

Figure: Rectangles on CONT Layer are Enclosed by the Rectangle on MET1 Layer

Moving Instance/Array/Magic CellTo move an instance (including array and Magic Cell) with the Rule-driven editing mode, follow the steps below:

1.Use the bind key m to invoke the Move command.

2.Use the bind key Shift+f to set the view level to display all checking shapes

of the instance content.

3.In the layout window, click-left to set the reference point and select an

instance to move. Notice that only one checking shape that is nearest to the reference point will be chosen.

4.Move the selected instance to the desired location. When the mouse cursor

gets close to the existing related shapes, the checking shape in the selected instance will fit the minimum design rule. The relationship between layers is defined in the Design Rule Description part in technology file.5.Click-left to place the selected instance on a new location.

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Moving Selected ObjectsTo move objects with the Rule-driven editing mode, follow the steps below:1.In the layout window, select a few shapes that you want to move.2.Use the bind key m to invoke the Move command.

3.Click-left to set the reference point. Notice that only one checking shape

that is nearest to the reference point will be chosen.

4.Move the selected shape to the desired location. When the mouse cursor

gets close to the existing related shapes, the checking shape will fit the minimum design rule. The relationship between layers is defined in the

Design Rule Description part in technology file.

5.Click-left to place the selected shape on a new location.

Define Design Rule in Technology File

In the technology file, you can define the rule-driven design rules in the tfLayoutLayerRule section. The syntax is described as follows:

tfLayoutLayerRule { rule { ref-Layer main-Layer {value [value ...]} } ... }

The Rule-driven editing feature incorporates a few display keywords, each of them representing a rule:

wsnoe

width rulespacing rulenotch ruleoverlapruleenclosure rule

Status for Snap Mode

This area shows the status for the selected snap mode. Using the snap mode, you can control the shape of a segment as you draw or edit an object. It determines the way the segment is drawn between two points. Use the F6 key to change the snap mode interactively when you draw a path or a polygon. Or, you can click-left on the snap mode button to switch between the modes. The snap modes are illustrated as follows:

Snap Mode

AnyAngle

Description

Draws segments at any angle.

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Orthogonal

Diagonal

L90XFirst

L90YFirst

Horizontal

Vertical

Draws segments parallel to the x- or y-axis.

Draws segments parallel to the x- or y-axis, or 45-degrees to either axis.

Draws two segments forming a 90-degree angle between the points you enter, beginning with a horizontal segment.Draws two segments forming a 90-degree angle between the points you enter, beginning with a vertical segment.Draws segments parallel to the x-axis.Draws segments parallel to the y-axis.

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Laker Selection Schemes

Laker provides various selection schemes for different purposes and preferences. You may have three choices of selection modes, V/E (Vertex/Edge), OBJ (Object), and D/O (Device Object) modes; and several convenient selection schemes supported for object editing and creation. When working with the Edit commands, you may customize your own selecting ways by using different select actions prior to the activation of command.

Selection Mode

There are three selection modes in the Laker system: the V/E (Vertex/Edge), OBJ (Object), and D/O (Device Object) modes. In the [V/E] mode, you can select a vertex, an edge or an object; while in the [OBJ] mode, only the object can be selected. The [D/O] mode will disable MCell’s partial selection scheme and only allows you to select the whole MCell object.

Active selection mode is shown on the toolbar, and you can switch the mode by pressing F4 or by clicking on the icon of selection mode.

The selection mode is configurable in the Preferences form (Options->Preferences->General tab->Selector->Mode) under Laker main window.

Pre-Selection

When you move the trace cursor over an edge, an object or a vertex, a yellow dotted line highlights what you can select. This scheme allows you to preview and choose a target (a vertex, an edge or the whole object) before making any selection.

NOTE:If it is under the [OBJ] selection mode, the object will be highlighted

even though the trace cursor is on the edge or vertex.

Figure: Pre-select a vertex (left), an edge (middle) or an object (right)

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Single Selection

When the edge, object, or vertex is highlighted by the pre-selection scheme, you may click-left or press Enter to confirm the selection. The selected object is highlighted with a white solid line and, if any other objects were previously selected, they will be automatically deselected at the moment.

Figure: Select a vertex (left), an edge (middle) or an object (right)

Area Selection

You can select a group of objects by drawing a selection box around them, or by using the available bind key and select options.

To simply select a group of objects, you may drag-left to form a rectangular box over the object(s) you want to select. Notice that the object that is entirely inside the area is selected. Under the [V/E] selection mode, if an object is partially inside that area, system will select its edge or vertex that is inside the area. However, under the [OBJ] mode, only the object that is totally inside the area will be selected. Note that if any other objects were selected before this operation, they will be deselected automatically after the action is done.

Figure: Drag-left to draw a selection box over a group of objects (top)Object or edge that is entirely inside the box is selected (bottom)

On the other hand, you may use the bind key Shift+a to invoke the Area Select command and press F3 to set your options in the Area Select option form, where provides different select options, Rectangle, Polygon and Line, and selection

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modes, Enclose and Overlap, to help user to select the desired object(s) efficiently.

Cycle Selection

While making selection on overlapped objects, you can use the Spacebar key to pre-select your target edge, vertex or object among the overlaps.

Move your trace cursor over the overlapped area; a yellow dotted line will first highlight the closest edge, vertex or object and show the pre-select infomartion on the status bar underneath. If this is not the target you wish to select, press Spacebar to pre-select another that is within the overlapped area. You can repeat this action until you jump to the desired target among the overlaps.

Figure: Press Spacebar to select your target among the overlaps

In this figure, we first pre-select an edge of an object, to see the other availables at this pre-selection, press Spacebar. You’ll get the results in (2), (3) and (4). Notice that the location of trace cursor may effect the possible targets.

Multiple Selection

You may make multiple selection when used in combination with the Shift key. To select an additional edge, object, or vertex, use Shift-click-left or

Shift+Enter. To select an additional group of objects, press Shift and draw a selection box over the group. Any object inside the selection box will be selected. Note that the previously selected objects remain selected.

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Decrease Selection

You may also deselect an object, among many selected objects, when used in combination with the Ctrl key. Use Ctrl-click-left or Ctrl+Enter to deselect an additional edge, object, or vertex. To deselect an additional group, press Ctrl and draw a selection box over the group. Any object inside the selection box will be deselected.

To deselect all objects, click-left on any empty area of the layout window or click the Deselect All button on the toolbar.

Used with the Edit Commands

When working with the Edit commands (e.g., Move, Stretch, and Copy), you may customize your own selecting ways by using different select actions, as described below, prior to the activation of editing command.

When you want to move an object or stretch the edge/vertex of an object, you may select it in two ways:•

Select the object then invoke the command: after the operation is done, the object remains selected and the command is terminated. This is known as One-time Execution. However, when you copy an object, only the newly generated object will be selected after the operation. For example, if you select object A and invoke the Copy command, a new object B will then be created and selected; object A will be deselected at this moment.

Invoke the command then make the selection: after the operation is done, the object/edge is deselected; however, you may continue the editing

command until you press the Esc key to exit. This is known as Continuable Action. Notice that this continuable command action is available only when the Command Repeats checkbox is checked in the Preferences form. (Main Window: Options->Preferences->Command tab) If you uncheck this checkbox, the executed command working with this selection method will be terminated after the operation. The result is similar to One-time Execution.

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