The Smell of Molten Projects in the Morning

Ed Nisley's Blog: Shop notes, electronics, firmware, machinery, 3D printing, laser cuttery, and curiosities. Contents: 100% human thinking, 0% AI slop.

Category: Software

General-purpose computers doing something specific

  • Punched Cards: Almost Automated Punching

    Punched Cards: Almost Automated Punching

    With a printed card in a fixture and aligned to the punch pattern, all that’s left is to Fire The Laser:

    Punched cards - laser fixture - cut
    Punched cards – laser fixture – cut

    When the card drops free, then:

    1. Remove card from fixture
    2. Insert next card
    3. Import next SVG file
    4. Verify alignment
    5. Fire The Laser

    The gotcha lies in Step 3, which requires mousing & clicking through a tedious file selection dialog. For whatever reason, Windows / LightBurn does not remember your place in the file directory, so you must not only remember which card you just punched, but maneuver to the next card in the sequence.

    It turns out there exists a lightly documented SendUDP.exe command-line program to send a file to the running LightBurn instance, which will (in the case of an SVG file) import it and center the layout at the middle of the workspace.

    Which means a Windows batch file can feed SVG files, one at a time, in order, to LightBurn. Before importing the file, however, LightBurn verifies you want to blow away the previous layout:

    LightBurn - Confirm import
    LightBurn – Confirm import

    Tapping D lets the import proceed.

    The feed-lb.bat batch file:

    @echo off
    for %%f in (%1) do (
        echo Sending: %%f
        "c:\Program Files\LightBurn_Prerelease\sendudp" "%CD%\%%f"
        pause
    )
    echo Done!
    

    Because the SVG files have convenient sequential names, this does what’s needed:

    …snippage…>.\feed-lb.bat Cards\Tests\test-?-lb.svg
    Sending: Cards\Tests\test-1-lb.svg
    Press any key to continue . . .
    Sending: Cards\Tests\test-2-lb.svg
    Press any key to continue . . .
    

    Set up the process:

    1. Start LightBurn with the proper layer defaults
    2. Start a Command Prompt
    3. Get to the proper directory
    4. Run feed-lb.bat aimed at the SVG files
    5. Align the first card
    6. Click in LightBurn window
    7. Alt-S to start cutting

    When the cutting is done, the loop continues:

    1. Replace / align card
    2. Click the Command Prompt window
    3. Hit (almost) any key to send the next file
    4. Click the LightBurn window
    5. D to discard old layout / import next SVG
    6. Alt-S to start cutting
    7. Iterate

    Assuming you don’t spend too much time aligning a card, punching it can take up to four minutes. This process is definitely not competitive with an experienced operator on a real IBM 029 keypunch machine, but it’s as good as it gets in the Basement Shop.

    One wrinkle: The imported SVG file uses LightBurn layer colors, so the various shapes appear on those layers with their default speed / power cut settings. It’s your responsibility to make the cut setting defaults match the cardstock, because that’s the only way (short of per-card clicking) to make it happen.

    Another wrinkle: the Command Prompt window opens at your Windows home directory, thus requiring a little setdir.bat file in there to get you where you want to go:

    @echo off
    z:
    cd "\Project Files\Laser Cutter\Punched Cards\Programs\"
    dir
    

    Now it’s just a matter of punching and stacking cards:

    Punched cards - storage trays
    Punched cards – storage trays

    It’ll take a while before I’m ready for the next step …

  • Punched Cards: Print vs. Punch Alignment

    Punched Cards: Print vs. Punch Alignment

    The printed card layout has targets in all four corners:

    Test Card 3 - unpunched
    Test Card 3 – unpunched

    Which are at exactly the same positions as the targets in the punched card layout, because they come from the same source code:

    Punched Cards - laser SVG layout
    Punched Cards – laser SVG layout

    The alignment problem has several parts:

    • The 1/3 Letter sheets aren’t exactly 11/3 inch tall, because neither the paper cutter nor my cutting hand have any particular accuracy
    • The printer’s feed rollers don’t maintain accurate angular or positional alignment between the sheet and the printed design
    • A fractional-millimeter misalignment between the printed characters and the evaporated holes is obvious
    • Performing an intricate alignment dance on each card guarantees at least an occasional misstep

    I initially thought “Well, of course, I’ll just use LightBurn’s Print and Cut tool to match them up.” After some fumbling around, PnC is entirely too heavyweight for the problem at hand and a much simpler / faster / easier technique works better.

    It turns out LightBurn imports SVG files centered on the layout grid representing the laser platform:

    LightBurn - imported SVG layout
    LightBurn – imported SVG layout

    So putting the card fixture dead-center on the platform lines them up pretty closely:

    Punched cards - laser fixture overview
    Punched cards – laser fixture overview

    After importing an SVG, use Move Laser to Selection to put it in the middle of the upper right target, then create a Saved Position imaginatively called UR:

    LightBurn - Move window UR position
    LightBurn – Move window UR position

    Repeat for the lower left target to create the LL position.

    Because the targets are on 200×80 mm centers and the middle of the platform is at (350,250), the target positions will be nice round numbers:

    • UR = (250,210)
    • LL = (450,290)

    Yes, the coordinates run backwards, because that’s how Ruida controllers deal with a home position in the rear right corner of the platform.

    You define those positions once, because all the cards are the same size and end up in the same location on the platform.

    Although I expected to slide the cards under the fixture’s retaining lip from the front, it turns out an easier way is:

    • Gently buckle the card center upward
    • Align it against the rear edge
    • Slide the left edge under its lip
    • Lower the center while sliding the right edge under its lip
    • Tuck the card under the rear lip
    • Verify the front edge aligns with the marked lines, which means it’s properly in the fixture

    The magnets hold the fixture against the honeycomb:

    Punched cards - laser fixture alignment
    Punched cards – laser fixture alignment

    The fixture can still slide with firm finger pressure and the card can move a little bit within the fixture. Note that leaning on the honeycomb will press it (and the fixture) downward enough to put the dot at a slightly different position; if you align while leaning, recheck the dot’s position after you unlean.

    Move the laser to the UR position and skooch the fixture to align the upper right target to the red dot:

    Red dot vs printed target alignment
    Red dot vs printed target alignment

    The blue lines are nominally 0.2 mm wide and actually about 0.3 mm wide, so the red dot is 0.3 mm diameter. If your red dot is larger, better focus and a polarizing filter will help.

    I periodically fire a test pulse to verify the red dot matches the actual laser beam position:

    Red dot vs printed target vs laser spot alignment
    Red dot vs printed target vs laser spot alignment

    That slight mismatch adds to the overall positioning error.

    Repeat for the LL target, recheck UR to make sure it didn’t move, iterate as needed.

    The printed card is now aligned to the hole pattern.

    Although this sounds like a lot, it goes surprisingly quickly because all the cards are Pretty Close™ to identical and the adjustments are very small. Although it’s possible to park the laser head at the UR position, I prefer to have it out of the way while unloading & loading the cards, then move it directly to UR to check the new card.

    Fire The Laser:

    Test Card 3 - punched
    Test Card 3 – punched

    I love it when a plan comes together:

    Test Card 3 - punched - detail
    Test Card 3 – punched – detail

    A dash of automation helps when doing more than one card, which, believe it or not, involves a Windows batch file …

  • Punched Cards: Test Card Generator Script

    Punched Cards: Test Card Generator Script

    The Punched Card.py program can generate a set of test cards to simplify tweaking the rest of the process:

    • Test Card 1 - unpunched
    • Test Card 2 - unpunched
    • Test Card 3 - unpunched
    • Test Card 4 - unpunched
    • Test Card 5 - unpunched

    The Bash script calls the Python program twice to generate the two SVG files for printing and punching each card, which seemed simple enough.

    Unfortunately, sending the SVG file directly to the printer demonstrated my lack of understanding of that whole process, so the script now:

    • Converts the SVG to a PNG file
    • Composites the logo image into a first blank-card sized PNG image
    • Composites the logo underneath the card PNG to a second PNG
    • Composites that PNG onto a Letter page in the proper position to hit a 1/3 Letter blank card to a third PNG

    Which goes a little something like this:

    #/usr/bin/bash
    outdir="Cards/Tests/"
    prefix="test"
    for i in $(seq 5)
    do
        printf "Test pattern %s: print" ${i}
        python Punched\ Card.py --layout print --test $i --seq 0 > ${outdir}test-${i}-pr.svg
        printf ", punch"
        python Punched\ Card.py --lbsvg --layout laser --test $i --seq 0 > ${outdir}test-${i}-lb.svg
    
        tf1=$(mktemp --suffix=.png ${prefix}-XXXX)
        printf ", Inkscape → PNG"
        inkscape --actions="select-all; page-fit-to-selection; export-dpi:300" --export-filename=$tf1 ${outdir}${prefix}-${i}-pr.svg
    
        printf ", Imagemagick → logo"
        tf2=$(mktemp --suffix=.png ${prefix}-XXXX)
        magick composite ${outdir}"Card logo.png" -gravity center -geometry "x880+0+20" -size 2421x1004 canvas:white $tf2
    
        printf ", Imagemagick → page"
        tf3=$(mktemp --suffix=.png ${prefix}-XXXX)
        magick composite $tf1 $tf2 $tf3
        magick composite -density 300 -gravity east -geometry "97.0%x97.9%+100-50" $tf3 -size 3300x2550 canvas:white ${outdir}${prefix}-${i}-lt.png
    
        #printf ", PNG → printer"
        #lp -d EPSON_ET-3830_Series -o media=TLetter ${outdir}${prefix}-${i}-lt.png
    
        rm $tf1 $tf2 $tf3
        printf ", done\n"
    done
    
    

    Although the script could print the final PNG for each card as it’s generated, I prefer to print them after eyeballing the results to fix the inevitable bloopers:

    lp -d EPSON_ET-3830_Series -o media=TLetter Cards/Tests/test-?-lt.png
    

    Using ImageMagick to slam PNG images around was significantly less complex and more direct than trying to contort the SVG file to produce the same result. In particular:

    • Uniformly scaling the logo image to fit the card height actually worked, as opposed to specifying the logo file as an image in SVG file.
    • Scaling the card PNG while compositing it onto the final page PNG worked much consistently, which counts for a lot.
    • Hitting the middle of a 1/3 Letter blank fed from the printer’s paper tray required tedious trial-and-error.

    The Cards/Tests/ output directory lives in the Programs directory with the Bash and Python programs, which made sense at the time.

    The Card logo.png file also lives in Cards/Tests/ so I can have a different logo for each set of cards. A symlink to the appropriate logo file in Logos simplifies changing the artwork.

    None of the constants will match your setup, so have fun.

  • Punched Cards: SVG Scaling

    Punched Cards: SVG Scaling

    With a fixture aligning a printed card in the laser for cutting and trays for incoming and outgoing cards, it’s time to generate SVGs for printing and cutting. I use the svg.py library to translate card geometry into SVG elements.

    For example, this draws a rectangle around the card perimeter with a color that will automagically put it on a LightBurn tool layer used for alignment:

    if args.layout == "laser":
        ToolEls.append(
            svg.Rect(
                x=0,
                y=0,
                width=svg.mm(CardSize[X]),
                height=svg.mm(CardSize[Y]),
                stroke=Tooling,
                stroke_width=svg.mm(DefStroke),
                fill="none",
            )
        )
    

    Because I know the exact size of the card layout, all the coordinates / sizes / widths will be in hard millimeters. The constant INCH converts from the hard inch sizes of the OG IBM card layout.

    The args.layout variable corresponds to a command-line switch selecting output for either “print” or “laser”, because each requires different SVG elements and attributes. In this case, the card outline appears only in the laser file, because it should not be printed on the card face.

    Eventually, the SVG for the laser will look like this, with the blue rectangle boxing its red perimeter:

    Punched Cards - laser SVG layout
    Punched Cards – laser SVG layout

    The corresponding SVG to be printed, without the rectangle:

    Punched Cards - print SVG layout
    Punched Cards – print SVG layout

    Both SVGs have four alignment targets at exactly the same coordinates, although in different colors for their different purposes. The laser targets appear on a tool layer where they can be selected to position the laser head over the corresponding printed targets on the card in the fixture:

    Punched cards - laser fixture alignment
    Punched cards – laser fixture alignment

    Subsequent steps in the process composite the fancy logo under the SVG layout and scale the result before printing the card.

    This chunk of code produces those targets:

    for c in ((1,1),(-1,1),(-1,-1),(1,-1)):
        ctr = (CardSize[X]/2 + c[X]*TargetOC[X]/2,CardSize[Y]/2 + c[Y]*TargetOC[Y]/2)
        MarkEls.append(
            svg.Circle(
                cx=svg.mm(ctr[X]),
                cy=svg.mm(ctr[Y]),
                r=svg.mm(TargetOD/2),
                stroke=Tooling if args.layout == "laser" else CardMark,
                stroke_width=svg.mm(DefStroke),
                fill="none",
            )
        )
        MarkEls.append(
            svg.Path(
                d=[
                    svg.M(ctr[X] + TargetOD/2,ctr[Y] - TargetOD/2),
                    svg.l(-TargetOD,TargetOD),
                    svg.m(0,-TargetOD),
                    svg.l(TargetOD,TargetOD),
                ],
                transform="scale(" + repr(1.0 if args.lbsvg else SVGSCALE) + ")",
                stroke=Tooling if args.layout == "laser" else CardMark,
                stroke_width=svg.mm(DefStroke if args.lbsvg else DefStroke/SVGSCALE),
                fill="none",
            )
        )
    

    The stroke attribute sets the color of the result, with the Python ternary operator picking the appropriate RGB value based on args.layout.

    The args.lbsvg variable comes into play when the LightBurn interpretation of an SVG attribute or element differs from the Inkscape interpretation. I have absolutely no idea what’s going on in those situations, other than that the two programs sometimes regard coordinates / distances differently.

    For example, LightBurn regards the “user units” in a Path as millimeters and Inkscape regards them as “SVG pixels” requiring a scale factor I defined as SVGSCALE = 96.0/25.4 to get the right size. If there’s a less awful way to match them, I’m all eyes.

    Although setting args.layout to “laser” and args.lbsvg to True generally makes sense, I may want to print the “laser” layout for cross-checking. Hilarity generally ensues until I remember args.lbsvg. It’s worth noting the code has zero error checking, so hilarity generally continues until I fix whatever got missed.

    With that in mind, this Path traces the card perimeter:

    if args.layout == "laser":
        CardEls.append(
            svg.Path(
                d=[
                    svg.M(0.25*INCH,0),
                    svg.h(CardSize[X] - 2*0.25*INCH),
                    svg.a(0.250*INCH,0.25*INCH,0,0,1,0.25*INCH,0.25*INCH),
                    svg.v(CardSize[Y] - 2*0.25*INCH),
                    svg.a(0.25*INCH,0.25*INCH,0,0,1,-0.25*INCH,0.25*INCH),
                    svg.H(0.25*INCH),
                    svg.a(0.25*INCH,0.25*INCH,0,0,1,-0.25*INCH,-0.25*INCH),
                    svg.V(0.25*INCH/math.tan(math.radians(30))),
                    svg.Z(),
                ],
                transform="scale(" + repr(1.0 if args.lbsvg else SVGSCALE) + ")",
                stroke=CardCut if args.layout == "laser" else Tooling,
                stroke_width=svg.mm(DefStroke if args.lbsvg else DefStroke/SVGSCALE),
                fill="none",
            ),
        )
    
    

    Note that the stroke_width attribute also requires scaling, lest it take on a broad-brush aspect.

    More on generating the various characters and punching the holes to come …

    The Python source code as a GitHub Gist:

    # Generator for punched cards
    # Ed Nisley – KE4ZNU
    # 2026-01-20 cargo-culted from various sources
    import svg
    import math
    from argparse import ArgumentParser
    from pathlib import Path
    import curses.ascii
    import itertools
    INCH = 25.4
    X = 0
    Y = 1
    SVGSCALE = 96.0/25.4 # converts "millimeters as SVG points" to real millimeters
    parser = ArgumentParser(description="Create SVG files to print & laser-cut a punched card")
    parser.add_argument('–debug',action='store_true',
    help="Enable various test outputs, do not use XML file")
    parser.add_argument('–lower',action='store_true',
    help="Fake lowercase with italics")
    parser.add_argument('–test', type=int, choices=range(7), default=0,
    help="Various test patterns to verify card generation")
    parser.add_argument('–lbsvg', action='store_true',
    help="Work around LightBurn SVG issues")
    parser.add_argument('–layout', default="print", choices=["laser","print"],
    help="Laser-engrave hole & char text into card")
    parser.add_argument('–seq',type=int, default=0,
    help="If nonzero, use as squence number in col 72-80")
    parser.add_argument('–logofile', default="Card logo.png",
    help="Card logo filename")
    parser.add_argument('–prefix', default="",
    help="Card number prefix, no more than 5 characters")
    parser.add_argument('contents',nargs="*",default='Your text goes here',
    help="Line of text to be punched on card")
    args = parser.parse_args()
    PageSize = (round(8.5*INCH,3), round(11.0*INCH,3)) # sheet of paper
    CardSize = (7.375*INCH,3.25*INCH) # punch card bounding box
    NumCols = 80
    NumRows = 12
    HoleSize = (0.055*INCH,0.125*INCH) # punched hole
    HoleOC = (0.087*INCH,0.250*INCH)
    BaseHoleAt = (0.251*INCH,0.250*INCH) # center point
    TargetOC = (200,80) # alignment targets around card
    TargetOD = 5
    #— map ASCII / Unicode characters to rows
    # rows are names, not indexes: Row 12 is along the top of the card
    # Row 10 is the same as Row 0
    CharMap = {
    " ": (),
    "0": (0,),
    "1": (1,),
    "2": (2,),
    "3": (3,),
    "4": (4,),
    "5": (5,),
    "6": (6,),
    "7": (7,),
    "8": (8,),
    "9": (9,),
    "A": (12,1),
    "B": (12,2),
    "C": (12,3),
    "D": (12,4),
    "E": (12,5),
    "F": (12,6),
    "G": (12,7),
    "H": (12,8),
    "I": (12,9),
    "J": (11,1),
    "K": (11,2),
    "L": (11,3),
    "M": (11,4),
    "N": (11,5),
    "O": (11,6),
    "P": (11,7),
    "Q": (11,8),
    "R": (11,9),
    "S": (10,2),
    "T": (10,3),
    "U": (10,4),
    "V": (10,5),
    "W": (10,6),
    "X": (10,7),
    "Y": (10,8),
    "Z": (10,9),
    "a": (12,10,1),
    "b": (12,10,2),
    "c": (12,10,3),
    "d": (12,10,4),
    "e": (12,10,5),
    "f": (12,10,6),
    "g": (12,10,7),
    "h": (12,10,8),
    "i": (12,10,9),
    "j": (12,11,1),
    "k": (12,11,2),
    "l": (12,11,3),
    "m": (12,11,4),
    "n": (12,11,5),
    "o": (12,11,6),
    "p": (12,11,7),
    "q": (12,11,8),
    "r": (12,11,9),
    "s": (10,11,2),
    "t": (10,11,3),
    "u": (10,11,4),
    "v": (10,11,5),
    "w": (10,11,6),
    "x": (10,11,7),
    "y": (10,11,8),
    "z": (10,11,9),
    "¢": (12,2,8),
    ".": (12,3,8),
    "<": (12,4,8),
    "(": (12,5,8),
    "+": (12,6,8),
    "|": (12,7,8),
    "!": (11,2,8),
    "$": (11,3,8),
    "*": (11,4,8),
    ")": (11,5,8),
    ";": (11,6,8),
    "¬": (11,7,8),
    ",": (10,3,8),
    "%": (10,4,8),
    "_": (10,5,8),
    ">": (10,6,8),
    "?": (10,7,8),
    ":": (2,8),
    "#": (3,8),
    "@": (4,8),
    "'": (5,8),
    "=": (6,8),
    '"': (7,8),
    "&": (12,),
    "-": (11,),
    "/": (10,1),
    "█": (12,11,10,1,2,3,4,5,6,7,8,9), # used for lace card test pattern
    "▯": (12,10,2,4,6,8), # used for alignment tests with hack for row numbers
    }
    #— map row name to physical row offset from top
    RowMap = (2,3,4,5,6,7,8,9,10,11,2,1,0)
    RowGlyphs = "0123456789⁰¹²▯" # last four should never appear, hollow box is a hack
    #— pretty punch patterns
    TestStrings = ( " " * NumCols, # blank card for printing
    "█" * NumCols, # lace card for amusement
    "0123456789 ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz",
    "¢.<(+|!$*);¬,%_>?:#@'=" + '"' + "&-/█",
    "▯" * NumCols, # hack for row number alignment
    )
    #— LightBurn layer colors
    HoleCut = "black" # C00 Black
    CardMark = "blue" # C01 Blue
    CardCut = "red" # C02 Red
    CardText = "green" # C03 Green
    CardGray = "rgb(125,135,185)" # C17 Dark Gray
    Tooling = "rgb(12,150,217)" # T2 Tool
    #— LightBurn uses only the stroke
    DefStroke = 0.20
    DefFill = "none"
    #———————
    # Set up card contents
    if args.test: # test patterns used without changes
    Contents = TestStrings[args.test – 1].ljust(NumCols,' ')
    else: # real cards need cleaning
    Contents = ''.join(itertools.chain(*args.contents))
    if args.seq:
    nl = 8 – len(args.prefix)
    Contents = Contents.ljust(NumCols – 8,' ')[:(NumCols – 8)]
    Contents = Contents + f"{args.prefix}{args.seq:0{nl}d}"
    else:
    Contents = Contents.ljust(NumCols,' ')[:NumCols]
    if not args.lower:
    Contents = Contents.upper()
    #— accumulate tooling layout
    ToolEls = []
    # mark center of card for drag-n-drop location
    if args.layout == "laser":
    ToolEls.append(
    svg.Circle(
    cx=svg.mm(CardSize[X]/2),
    cy=svg.mm(CardSize[Y]/2),
    r="2mm",
    stroke=Tooling,
    stroke_width=svg.mm(DefStroke),
    fill="none",
    )
    )
    # mark card perimeter for alignment check
    if args.layout == "laser":
    ToolEls.append(
    svg.Rect(
    x=0,
    y=0,
    width=svg.mm(CardSize[X]),
    height=svg.mm(CardSize[Y]),
    stroke=Tooling,
    stroke_width=svg.mm(DefStroke),
    fill="none",
    )
    )
    #— accumulate alignment targets
    MarkEls = []
    # alignment targets
    for c in ((1,1),(-1,1),(-1,-1),(1,-1)):
    ctr = (CardSize[X]/2 + c[X]*TargetOC[X]/2,CardSize[Y]/2 + c[Y]*TargetOC[Y]/2)
    MarkEls.append(
    svg.Circle(
    cx=svg.mm(ctr[X]),
    cy=svg.mm(ctr[Y]),
    r=svg.mm(TargetOD/2),
    stroke=Tooling if args.layout == "laser" else CardMark,
    stroke_width=svg.mm(DefStroke),
    fill="none",
    )
    )
    MarkEls.append(
    svg.Path(
    d=[
    svg.M(ctr[X] + TargetOD/2,ctr[Y] – TargetOD/2),
    svg.l(-TargetOD,TargetOD),
    svg.m(0,-TargetOD),
    svg.l(TargetOD,TargetOD),
    ],
    transform="scale(" + repr(1.0 if args.lbsvg else SVGSCALE) + ")",
    stroke=Tooling if args.layout == "laser" else CardMark,
    stroke_width=svg.mm(DefStroke if args.lbsvg else DefStroke/SVGSCALE),
    fill="none",
    )
    )
    #— accumulate card cuts
    CardEls = []
    # card perimeter with magic numbers from card dimensions
    if args.layout == "laser":
    CardEls.append(
    svg.Path(
    d=[
    svg.M(0.25*INCH,0),
    svg.h(CardSize[X] – 2*0.25*INCH),
    svg.a(0.250*INCH,0.25*INCH,0,0,1,0.25*INCH,0.25*INCH),
    svg.v(CardSize[Y] – 2*0.25*INCH),
    svg.a(0.25*INCH,0.25*INCH,0,0,1,-0.25*INCH,0.25*INCH),
    svg.H(0.25*INCH),
    svg.a(0.25*INCH,0.25*INCH,0,0,1,-0.25*INCH,-0.25*INCH),
    svg.V(0.25*INCH/math.tan(math.radians(30))),
    svg.Z(),
    ],
    transform="scale(" + repr(1.0 if args.lbsvg else SVGSCALE) + ")",
    stroke=CardCut if args.layout == "laser" else Tooling,
    stroke_width=svg.mm(DefStroke if args.lbsvg else DefStroke/SVGSCALE),
    fill="none",
    ),
    )
    # label hole positions in rows 0-9
    # special hack for outline boxes
    TextEls = []
    if args.layout == "print":
    xoffset = 0.3 # tiny offsets to align chars with cuts
    yoffset = 1.5
    for c in range(NumCols):
    glyph = Contents[c]
    rnx = CharMap[glyph] # will include row name 10 aliased as row name 0
    for rn in range(10):
    pch = RowGlyphs[rn] # default is digit for row
    if ((rn in rnx) or ((rn == 0) and (10 in rnx))): # suppress punched holes
    pch = "▯" if glyph == "▯" else " " # except for alignment tests
    r = RowMap[rn]
    TextEls.append(
    svg.Text(
    x=svg.mm(BaseHoleAt[X] + c*HoleOC[X] + xoffset),
    y=svg.mm(BaseHoleAt[Y] + r*HoleOC[Y] + yoffset),
    class_=["holes"],
    font_family="Arial", # required by LightBurn
    font_size="3.0mm", # required by LightBurn
    text_anchor="middle",
    text=pch
    )
    )
    # number the columns in tiny print
    if args.layout == "print":
    xoffset = 0.3
    yoffset = 0.5
    #xoffset = -0.25 if args.lbsvg else 0.0 # original hack
    for c in range(NumCols):
    for y in (22.7,80.0): # magic numbers between the rows
    TextEls.append(
    svg.Text(
    x=svg.mm(BaseHoleAt[X] + c*HoleOC[X] + xoffset),
    y=svg.mm(y + yoffset),
    class_=["cols"],
    font_family="Arial", # required by LightBurn
    font_size="1.5mm", # required by LightBurn
    text_anchor="middle",
    text=f"{c+1: 2d}",
    )
    )
    # add text attribution
    if args.layout == "print":
    TextEls.append(
    svg.Text(
    x=svg.mm(175.3),
    y=svg.mm(72.5 if args.lbsvg else 73.0),
    class_=["attrib"],
    font_family="Arial", # required by LightBurn
    font_size="2.0mm", # ignored by LightBurn
    text_anchor="middle",
    dominant_baseline="middle",
    text="softsolder.com",
    )
    )
    #— accumulate holes
    HoleEls = []
    # punch the holes
    if args.layout == "laser":
    for c in range(len(Contents)):
    glyph = Contents[c]
    if not (glyph in CharMap):
    glyph = ' '
    for rn in CharMap[glyph]:
    r = RowMap[rn]
    HoleEls.append(
    svg.Rect(
    x=svg.mm(BaseHoleAt[X] + c*HoleOC[X] – HoleSize[X]/2),
    y=svg.mm(BaseHoleAt[Y] + r*HoleOC[Y] – HoleSize[Y]/2),
    width=svg.mm(HoleSize[X]),
    height=svg.mm(HoleSize[Y]),
    stroke=HoleCut,
    stroke_width=svg.mm(DefStroke),
    fill="none",
    )
    )
    # print punched characters across the top edge
    # The KEYPUNCH029 font does not include lowercase characters, so
    # fake lowercase with italics, which LightBurn ignores
    if args.layout == "print":
    xoffset = 0.3
    for c in range(len(Contents)):
    glyph = Contents[c]
    if not (glyph in CharMap):
    glyph = ' '
    fc = "dottylc" if curses.ascii.islower(glyph) else "dotty"
    glyph = svg.escape(glyph) # escape the characters that wreck SVG syntax
    TextEls.append(
    svg.Text(
    x=svg.mm(BaseHoleAt[X] + c*HoleOC[X] + xoffset),
    y=svg.mm(5.0), # align just below card edge
    class_=[fc],
    font_family="KEYPUNCH029", # required by LightBurn
    font_size="4.0mm", # required by LightBurn
    text_anchor="middle",
    text=glyph
    )
    )
    #— assemble and blurt out the SVG file
    if not args.debug:
    canvas = svg.SVG(
    width=svg.mm(PageSize[X]),
    height=svg.mm(PageSize[Y]),
    elements=[
    svg.Style(
    text = f"\n.attrib{{ font: 2mm Arial; fill:{CardText}}}" +
    f"\n.holes{{ font: 3.0mm Arial; fill:{CardText}}}" +
    f"\n.cols{{ font: 1.5mm Arial; fill:{CardText}}}" +
    f"\n.dotty{{ font: 4.0mm KEYPUNCH029; fill:{CardGray}}}" +
    f"\n.dottylc{{ font: italic 4.0mm KEYPUNCH029; fill:{CardGray}}}"
    ),
    ToolEls,
    MarkEls,
    CardEls,
    TextEls,
    HoleEls,
    ],
    )
    print(canvas)
    view raw Punched Card.py hosted with ❤ by GitHub

    I derive a modest satisfaction from knowing Microsoft (which owns GitHub) uses my source code to train their Copilot LLM. Future generations of vibe coders will look at their programs and wonder WTF just happened.

  • Punched Cards: Storage Trays

    Punched Cards: Storage Trays

    Keeping stacks of punched cards under control is important for orderly production:

    Punched cards - storage trays
    Punched cards – storage trays

    The two on the left fit finished cards and the larger ones fit 1/3 Letter paper raw cards.

    The patterns come from boxes.py:

    I added a finger slot behind the front opening so I could pick up the whole stack at once:

    Punched Card Trays - LightBurn layout
    Punched Card Trays – LightBurn layout

    Admittedly, my “stacks” are nothing compared to the Bad Old Days, but …

    The program adds a sequence number in columns 73-80 as a last-ditch effort to ensure the punch pattern matches the print pattern: after a few dozen cards, the digits in the last few columns become recognizable.

    The LightBurn SVG layout as a GitHub Gist:

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  • Punched Card Production

    Punched Card Production

    For reasons I cannot divulge at the moment, I have undertaken a project requiring Old School punched cards, although they will never be fed through a card reader. Because we live in the future, punched cards are no longer a cheap and readily available resource; I will always deeply regret trashing an entire box back in the day.

    However, living in the future does confer some advantages:

    Punched cards - Apollo 11 CM
    Punched cards – Apollo 11 CM

    The process involves a vast number of moving parts, not all of which I fully understand, but I can (generally) produce consistent results and that must suffice. This post is an overview; I will go into the moving parts in more detail so I can remember why I did what I did.

    A Python program converts a line of text into an SVG file that contains either the card’s printable contents or the paths required to cut its holes & perimeter. A handful of command-line switches determines the outcome, so you run the program twice with different switches for each line of text to get a matched pair of SVG files.

    A Bash script read a text file and hands each line to the Python program, producing two SVG files for each card. It then invokes Inkscape to convert the printable SVG into a PNG image, uses Imagemagic to composite the logo behind the card contents & scale the result to make my printer’s output match the laser’s dead-on positioning, then properly position the card image in a Letter-size PNG image that’s apparently the only way to print it accurately on a punched card:

    Composited Letter layout - exvb-00000710-lt
    Composited Letter layout – exvb-00000710-lt

    That’s not full size.

    N.B.: there’s no such thing as a blank card that will be punched later, because the printed card includes the text across the top. The program also suppresses the row digits where a punch will appear, thus making slight misalignments less painful and mismatched SVG files more obvious.

    Print all the card images on precut 1/3 Letter size sheets of heavy cardstock:

    Ext Verb cards - 0280 skewed print
    Ext Verb cards – 0280 skewed print

    Yes, the printing on the middle card is slightly skewed with respect to the precut card blank. The overall process must handle about two millimeters of positioning inaccuracy and whatever angular skew comes from the printer’s paper feed rollers / guides.

    A DOS Windows BAT file feeds the SVG files with the holes & outline paths to LightBurn, one by one. No lie.

    Put each printed card in a fixture and align its targets, whereupon LightBurn evaporates the holes and cuts the outline:

    Punched cards - laser fixture overview
    Punched cards – laser fixture overview

    In my somewhat biased opinion, the results look good:

    Ext Verb cards - 0270-0290 punched
    Ext Verb cards – 0270-0290 punched

    The Python program also produces cards with test patterns useful for wringing out the process:

    Punched cards - character tests
    Punched cards – character tests

    “Punching” a lace card is no problem and, given an all-blank text line, the result looks like a blank card:

    Punched cards - lace and blank tests
    Punched cards – lace and blank tests

    If you happen to have a card punch, be my guest.

    The source text for the cards comes from the Apollo Guidance Computer in the Apollo 11 Command Module, via an amazing GitHub repository. You can run a virtual AGC in the privacy & comfort of your own home.

    Useful links:

  • Olive Oil Bottle Cap Covers

    Olive Oil Bottle Cap Covers

    We buy olive oil in large bottles, then fill smaller bottles for easier handling. The caps on those bottles were never meant to last as long as we keep them and the thin, deeply drawn aluminum tends to crack after a while.

    So I conjured a cap cover from the vasty digital deep:

    Olive Oil Cap - solid model
    Olive Oil Cap – solid model

    Which looks exactly like you’d expect when printed in black PETG:

    Olive oil bottle cap - details
    Olive oil bottle cap – details

    You can see the raggedy edge of the original cap just inside the cover’s rim. A snippet of double-sided tape holds the cover in place, after de-oiling the cap with alcohol.

    Having gotten one to fit, I made enough for All The Bottles:

    Olive oil bottle cap - installed
    Olive oil bottle cap – installed

    Only two of those see regular service: one in use and another filled when the first is nearly empty. The remaining pair huddle in the back of the shelf against future need.

    The OpenSCAD source code produces those fancy knurls with BOSL2’s textured cyl() :

    // Shower soap dish
    // Ed Nisley - KE4ZNU
    // 2026-01-17
    
    include <BOSL2/std.scad>
    
    /* [Hidden] */
    
    HoleWindage = 0.2;
    Protrusion = 0.1;
    NumSides = 5*3*4;
    
    $fn=NumSides;
    
    ID = 0;
    OD = 1;
    LENGTH = 2;
    
    WallThick = 1.0;
    BaseThick = 2.0;
    
    CapOD = 36.0;
    
    CoverOA = [CapOD,CapOD + 2*WallThick,20.0 + BaseThick];
    
    //----------
    // Build it
    
      render()
        difference() {
          cyl(BaseThick,d=CoverOA[OD],chamfer1=1.0,anchor=BOTTOM) position(TOP)
            cyl(CoverOA[LENGTH] - BaseThick,d=CoverOA[OD],
                texture="trunc_pyramids",tex_size=[2,6], style="convex",
                anchor=BOTTOM);
          up(BaseThick)
            cyl(CoverOA[LENGTH],d=CoverOA[ID],anchor=BOTTOM);
        }