Hello friends, I hope you are doing well. This is the eleventh tutorial in our series on how to create a Proteus library. In the previous tutorial, How to Create a PCB Footprint and Package in Proteus , we drew our own footprint, TRAFFICLIGHT-TEP, and linked it to our Traffic Light Module with the Visual Packaging Tool. The part is now complete for schematics and boards. But no library part stays unchanged for long: you find a mistake, a user asks for a feature, or you simply want a better look. Today, we change our part after it is already in use. Our topic is how to edit and update an existing component in Proteus . We will look at the two ways Proteus offers for editing a device, decompose a placed copy of our module, add a TEP label to its drawing, raise its version number from 1.0 to ...
Hello friends, I hope you are doing well. This is the fifth tutorial in our series on how to create a Proteus library. In the previous tutorial, How to Make a Realistic Component in Proteus , we gave our Traffic Light Module its final colours and saw why a realistic part should carry local colours instead of following the global style. Today, we look at how Proteus groups graphics into reusable building blocks. Our topic is how to use Make Symbol in Proteus , together with the way Proteus layers overlapping shapes. We will see what a symbol is, where Proteus stores symbols, how to tag a group of shapes with a tag box, how to turn them into a symbol with the Make Symbol command, how to find and place the symbol again with the Pick Symbols browser, and how to break it apart with Decompose. A ...