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<head>
<title>EAGLE Help: symbol()</title>
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<i>EAGLE Help</i>
<h1><center>symbol()</center></h1>
<hr>
<dl>
<dt>
<b>Function</b>
<dd>
Opens a symbol context.
<p>
<dt>
<b>Syntax</b>
<dd>
<tt>symbol(identifier) statement</tt>
<p>
<dt>
<b>Description</b>
<dd>
The <tt>symbol</tt> statement opens a symbol context if the current editor
window contains a symbol drawing. A variable of type
<a href=193.htm>UL_SYMBOL</a> is created and is given
the name indicated by <tt>identifier</tt>.
<p>
Once the symbol context is successfully opened and a symbol variable has been
created, the <tt>statement</tt> is executed. Within the scope of the
<tt>statement</tt> the symbol variable can be accessed to retrieve further
data from the symbol.
<p>
If the current editor window does not contain a symbol drawing, an error
message is given and the ULP is terminated.
<p>
</dl>
<b>See also</b> <a href=276.htm>library</a>,
<a href=275.htm>deviceset</a>,
<a href=278.htm>package</a>
<p>
<b>Check if there is a symbol</b>
<p>
By using the <tt>symbol</tt> statement without an argument you can check
if the current editor window contains a symbol drawing. In that case,
<tt>symbol</tt> behaves like an integer constant, returning <tt>1</tt> if
there is a symbol drawing in the current editor window, and <tt>0</tt>
otherwise.
<p>
<b>Example</b>
<pre>
if (symbol)
symbol(S) {
S.pins(P)
printf("Pin: %s\n", P.name);
}
</pre>
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