/////// /// /// /////// /////// ////// /////// ////// // // // // // // // // // // // // // // //////// // // // /////// // // //////// // //////// // // // // // // // // // // // // // // // // // // /////// // // // // // Proudly Presents: /////// ////// /////// ////// /////// // // /////// // // // // // // // // // // // // // // // // // // // // //////// // //////// //////// //////// // // // // // // // // // // // // // // // // // // // // /////// // // // // // /////// // // /////// ////// Manual for DataShow, Version 5.5A As of: Feb. 1st. 1995 All rights reserved. ÚÄÄÄ¿ ÚÄÂÄ¿ ÚÄÄÄ¿ ÃÄÂÄÙ ³ ³ ³ ÃÄÄÄÙ ³ ³ ene ³ ³ ichael ³ lambek --- Page: 1 --- Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 1, Help on Help ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü Help on Help ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß The HELP system you are now looking at is made as a complete online manual. Every aspect of DataShow is covered. The online HELP system therefore - somewhat - eliminates the need for a written manual. A fully textbased manual is how- ever available upon registration of DataShow. Actually the online manual is formattet into a text file that can be prin- ted to a printer of your choise. This Help on Help section is divided into these three topics: 1. Keys to use in DataShow 2. How to navigate in the help menus 3. How to interpret the command syntax Please do read this manual as you normally would read one ... Time spent reading this online manual now will come back to you again many times when you start using DataShow. 1. Keys to use in DataShow. ------------------------------------------------------------- A brief description of keys that are used in various menus is shown here below. In general you can get around in Data- Show with the use of a few keys. , , the function keys through , and the arrow keys are what you need most of the time. To answer some questions or fill in infor- mation you use the ordinary letters on your keyboard. If se- lections are shown on the screen you can usually set them by tapping the + or - keys. A brief description of the most commonly used keys is this: Accepts data that is entered. Jump back one step without performing an operation. In most places this will bring up a help message. Usually has the same function as the key. It takes you one step back. --- Page: 2 --- Chapter 1 : Help on Help, Copyright (c) 1990-95 by: RMP DATA. Also in most places you can use a mouse. In these places a mouse cursor is shown as a full box in red or an arrow. Use the mouse to select from the main menu, to move between commands in the Script Center (after selecting the F9 key), to select and scroll between help pages (F1 key) or to select a specific file (F2 key). Finally you can use the mouse in the Draw Center (graphics mode) to assist you in making your drawings. 2. How to navigate in the HELP menus. ------------------------------------------------------------- Gives you an index of topics Brings you out of the help menus Highlights next topic in list Highlights previous topic in list Select topic from list Next screen (if applicable) Previous screen (if applicable) Also within a HELP menu, there may be "hot-links" to other topics. You simply use the arrow keys to move the highlighted topic, and then press . Finally the key pushed in combination with the key brings you back to the most recently used help menu. If DataShow finds that a mouse driver is loaded, you can use the mouse to select between help pages. Use the left button to select, right button to quit or both buttons to go to the help index. 3. How to interpret the command syntax. ------------------------------------------------------------- The explanations given on various commands follow a simple syntax, called the BNF syntax. These are the rules: A. Words that are written in capital letters are commands, that are supposed to be written exactly as they are shown. SCREEN CLEAR Is thus a command, and must be spelled the exact same way in a script. --- Page: 3 --- Chapter 1 : Help on Help, Copyright (c) 1990-95 by: RMP DATA. B. A vertical separator between two commands mean that you can choose from either of the two (or more) in the list. SET CURSOR ON | OFF After you have written the command you must give a parameter. The parameter can here be either ON or OFF, but not both. Example of a valid command: SET CURSOR OFF C. Words written in square brackets can be omitted from the command. You can write a command with or without parameters. WAIT [ | ""] Here you can issue the command with or without parameters, and if you use a parameter you can choose between two in the example shown above. Example of a valid command: WAIT D. Words written in small letters within <> signs, are to be replaced by you with something in the appropriate format. WAIT [ | ""] If you choose the first parameter here, you must enter a num- ber that tells the number of seconds to wait. If you choose the other parameter, you simply type in a text of you own. Example of valid commands with specific information inserted: WAIT 5 WAIT "Push any key" In general it should be fairly easy to write commands after a syntax and a description has been read. As a further help an example is shown with each command. Also you can have a look at the example script files that are provided with DataShow. Finally (and this goes with the help system as well as with the command syntax), you are encouraged to "play" around. Playing around with the program is often a good way to learn all the many features. --- Page: 4 --- Chapter 1 : Help on Help, Copyright (c) 1990-95 by: RMP DATA. --- Page: 5 --- Chapter 1 : Help on Help, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 2, About DataShow ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü About DataShow ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß On the following pages DataShow will be described. The topics follow this order. 1. Short introduction to DataShow and RMP Data 2. Warranty 3. Files to be used and some technical information 4. List of released versions 5. List of enhancements under consideration 1. Short introduction to DataShow and RMP Data ------------------------------------------------------------- 1.1 Short introduction to DataShow. DataShow is a program in which you can make beautiful presen- tations. You can show screens from other programs, design your own screens, draw, and choose if texts should be written fast or slow. Screens and texts can continue to show forever. DataShow gives you a hole range of choices to select colors, and sizes of words written on the screen. Eg. create your own logo and show it on the screen or use DataShow to demonstrate the products you are selling in your company. DataShow is the best tool to make presentations in. Also with DataShow there comes a lot of interesting tutorial scriptfiles, that you can easily run from the main menu. They will give you a good idea about how to make scripts, so you can get a good start. 1. Short introduction to DataShow and RMP Data ------------------------------------------------------------- 1.2 Short introduction to RMP Data. As you have or will discover when you look at the topic after this (warranty), the programmer would like you to contribute to further development. Further developments could be: 1) improved graphics, 2) improved set of commands, 3) games generator, 4) inclusion of artificial intelligence facilities, 5) picture scanning... --- Page: 6 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. You can contribute! DataShow is developed in Borland Pascal v. 7.0 (tm), and you can contribute with both money and wisdom. Since RMP Data is made up of only one person as of December 1994, contributions are welcome. Master of Science degree in Business Administration and Com- puter Science, Rene Michael Plambek, Copenhagen, Denmark. Also I have a lot of product ideas. My specialty is strate- gic information systems, object oriented methods, and the in- tegration of business administration principles, - What ever is needed to run a professional EDP department. Already on the drawing board are programs to address these problems: Ma- nagement of a sales force, which can be aggregated to involve personnel management and financial management for businesses. DataShow can (and will) be used to promote these products. DataShow makes it very easy and fast to make DEMO PROGRAMS. DataShow can only be enhanced through your support... So contribute now! 1. Short introduction to DataShow and RMP Data ------------------------------------------------------------- 1.3 DataShow fact sheet: All Programming by.................: Rene Michael Plambek All Support programs by............: Rene Michael Plambek All English documentation by.......: Rene Michael Plambek All rights reserved by.............: Rene Michael Plambek 2. Warranty ------------------------------------------------------------- DataShow is a product that is offered as shareware and as is. Though the best and most serious efforts have been made to secure the product, it is impossible to give a guarantee that DataShow will work to your full satisfaction. But even though we cannot be held responsible for loss of data or other pro- blems or errors on your computers, we would like to hear your comments. Your comments can be forwarded to the address be- low and you can also forward US$59, in Bank Cheque, for regi- stration bonuses (this applies under the shareware rules if --- Page: 7 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. you keep DataShow for more than ONE MONTH TRIAL PERIOD). Read the enclosed INFO.TXT file for information on registration. RMP Data can currently be reached at this address: ÚÄÄÄ¿ ÚÄÂÄ¿ ÚÄÄÄ¿ ÃÄÂÄÙ ³ ³ ³ ÃÄÄÄÙ ³ ³ ene ³ ³ ichael ³ lambek Victor Bendix Gade 1, 2. th. 2100 Copenhagen Oe., Denmark 3. Files to be used and some technical information ------------------------------------------------------------- Files to expect on disk (and used by DataShow) are: SHOW .EXE Main file to create and run scripts with. It uses approximately 350 Kb. on disk and about 400 Kb. of RAM when active. The graphic li- brary takes up approximately 80 Kb. of this space on disk and at runtime. And the voice capabilities uses around 20 Kb. SHOW .HLP Help file associated with main program file. CAPTURE .EXE Makes it possible to capture screens from programs, so they can be shown in DataShow. It uses approximately 40 Kb. on disk, and about 50 Kb. of RAM when resident. * .SHW Suggested name for script files so they can be separated from other files. * .SCR Suggested name for text screens saved with the Capture Utility program, or from the Text Center. * .SLD Is what we suggest you call slide files made from DataShow. See SHOW SLIDE * .GRA This is what we suggest you call graphic files created from DataShow. * .PCX Files in the PCX format that DataShow reads. * .GIF Files in the GIF format that DataShow reads. * .SND This is what we suggest you call music files so they can be separated from other files. * .WAV Files in the WAV music format that DataShow --- Page: 8 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. can play. Also there is a registration package, which also includes a lot of files, that isn't included in the unregistered version. these files: MANUAL .TXT Documentation (manual) for DataShow in an ASCII (plain text) file, so it can be prin- ted on a printer. SHOWRUN .EXE A runtime version of DataShow. Appr. 200 KB. on disk and 220 KB when running. This run- time version can be freely distributed once you have registered. It makes it possible to run tokenized scripts (MAIN MENU F2 key). The runtime version is a version without all the menues of the integrated environment. It is smaller and executes tokenized scripts faster. SHOWUTIL.EXE A program where you can create music files from Pianoman v. 4, or you can enter notes, octaves, and durations to make music files. Also you can view PCX/GIF graphics files. * .SND More music files for your DataShow scripts. For more info; see MUSIC PROCESS. * .WAV More music files for your DataShow scripts. For more info; see MUSIC PROCESS. * .PCX More graph files for your DataShow scripts. For more info; see SHOW SCREEN. You receive the registration package, together with a version of DataShow (the integrated environment) that has a correct serial number, when you register. 4. List of released versions ------------------------------------------------------------- Here is a complete list of versions released. With each ver- sion the details on changes are shown. Here the most updated news can always be found about new features and enhancements of DataShow. Version 1.0A (1. May. 1990), Version 1.1A (1. Jun. 1990): ------------------------------------------------------------ First test version not fully featured, released to a few Da- nish software companies. Intended as promotion only. Then a full featured version with many commands included, released --- Page: 9 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. as SHAREWARE. Version 1.2A (1. Oct. 1990), Version 1.2B (1. Dec. 1990): ------------------------------------------------------------ Commands has been corrected and improved. Also some restruc- turing of screens. Menus not fully implemented in prior re- leases has been further developed. Version 1.5A (1. Apr. 1991), Version 1.5B (1. Jun. 1991): ------------------------------------------------------------ Several command extensions has been added, and some new com- mands has arrived. Some mouse support has been added. Version 2.0A (1. Aug. 1991): ----------------------------- Improved user interface and restructuring of screens. Com- mands has been altered somewhat, and now many commands work in graphics mode as well. Much improved graphic capabilities from inside DataShow. That means improved looks on designs. Also now it is possible for you to switch into graphics mode with the SET command. Some commands (the ON/OFF ones) in prior releases, has now got a SET in front of them. SET Command has been added (new command) SET GRAPHICS Now it is possible to make graphic scripts Version 2.5A (1. Mar. 1992): ----------------------------- As you can see it has taken quite a while to get from 2.0A to 2.5A - 8 month, longer than any other version before. I'm ex- cited that so many things has been changed and improved - but unfortunately not all of the features I had anticipated for this version made it. The wait would then have been even more unbearable. More work on user interface and more graphic commands. The mouse is now supported in almost every menu and screen in DataShow. GRAPHICS Command has been incorporated in SHOWSCREEN SHOWSCREEN Command has been changed to include graphics SET ESCAPE Command has been changed (see SET ESCAPEKEY) SET SHADOW Writing in graphics can now have shadows EFFECT New special effects command has been added COLOR Command has incorporated 3 former commands SOUND Command has been incorporated in MUSIC Some other commands has been enhanced and some commands has --- Page: 10 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. been incorporated into other commands. Version 3.0A (1. Sep. 1992): ----------------------------- It has taken 6 month from version 2.5 to version 3.0. A fine interval between versions. That gives RMP Data time to market the new version, and also time to develop a new and better one. But minor releases might be necessary if registered users find errors and/or have good ideas to be implemented. Much improved graphics capabilities, and several command ad- ditions and enhancements. READ Command has been added (new command) MATH Command has been added (new command) VARIABLE Command has been enhanced (more types) SHOWSCREEN Command has been enhanced (more graph modes) Here's a list of features that are included in version 3.0A: - Enhancements of the Graphics Center (draw with the mouse). - More variable types and math functions (school scripts). More work has been done on the command language. Now the lan- guage is more coherent, and the ongoing restructuring should now be finished. Version 3.5A (1. Feb. 1993): ----------------------------- Minor enhancements has been made to some registered users on the way to a more general available new release. So some registered versions 3.xx have been sent out with CGA graphics capability restored due to customer demands. Some enhancements in graphics parts. Also a bunch of new ex- citing commands has been added. A very major new release (you'll see). MUSIC Command has been enhanced (Now WAV files) VARIABLE Command has been enhanced (LOAD/SAVE) SHOW SCREEN Command has been renamed (SHOWSCREEN) SHOW SLIDE Command has been added (new command) IF Command has been enhanced (operators) Here's a list of features that are included in version 3.5A: - Enhanced PCX viewing (more graph modes supported). - A new menu for making slides (see the SHOW SLIDE command). Version 3.8A (1. Mar. 1993): --- Page: 11 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. ----------------------------- A small error in an example script (uh) was found in version 3.5A. This is why a new release is sent out so early. But a new facility set is also included: - Tokenizing of scripts (better execution and distribution). (see the MAIN MENU under F2 key for description). - Much enhanced possibilities for graphic modes. (Now CGA, MCGA, EGA, VGA and SVGA are supported). - Enhanced GIF viewing (more graph modes supported). Version 4.0A (1. Dec. 1993): ----------------------------- Small errors corrected (eg. there was an error in tokenizing scripts that had small letter commands, and it was impossible to run scripts more than 15 times from the IDE before it ran out of file handles). Also some rework of main menu has been made (in order to ac- commodate a new menu for creating charts). Enhancements to the integrated environment include: - A totally new graphics Drawing Center. The Drawing Center now supports many graphic modes and PCX file editing). - A brand new Chart Center for creating charts from different numeric data supplied by the user. Charts can easily be in- cluded into scripts. New commands include: MOUSE Command has been added (new command) INSTALL Command has been added (new command) SCREEN WIPE Command has been added (new command) CASE STRING Command has been enhanced (UPPER key word) You can now support mouse movement and input in your scripts! And you can install more fonts yourself. Version 4.2A (1. Feb. 1994), Version 4.3A (1. Jun. 1994): ------------------------------------------------------------ Some minor enhancements like being able to print charts to a printer. An error that occurred in tokenized scripts with the graphics show screen command, has been corrected. SHOW SCREEN Command has been enhanced (now support FLI) INSTALL SOUND Command has been added (Adlib/SB support) --- Page: 12 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. Also a bit better drawing with mouse button down in the Draw Center, together with more draw functions. Many fixes and enhancements. A lot is "under the hood" work, but some you'll notice on the screen in the integrated envi- ronment and some in scripts. Version 5.0A (1. Nov. 1994): ----------------------------- The two most important features in this release is the abili- ty to make sprites in the Animation Center and faster script execution. Now DataShow also is better suited for making ga- mes. New commands include: SPRITE Command has been added (new command) DRAW Command has been enhanced (BAR parameter) Version 5.5A (1. Feb. 1995): ----------------------------- Many enhancements, eg. to the script language. But also the Animation Center has been enhanced with new features. Now you can make frames and draw for 16 and 256 colors. SPRITE Command has been enhanced (FRAME parameter) IN GENERAL ----------------------------- RMP Data is committed to supporting DataShow. Therefore new releases will be available. But funds are vital, so register now, and you'll get the most recent version - don't wait! Free upgrade information will then be mailed to you, every time a new version is ready, and you can decide if you wish to upgrade (for a minimal fee) or not... Also if there is an interest, Windows and OS/2 versions could be developed. Write RMP Data stating your interest for more platforms. Together with this help file and SHOW.EXE you should find a text INFO.TXT file. This file states how to register and receive a version with serial number as well as a SHOWUTIL package that includes a program to make sounds in, more gra- phics and sound files, and documentation in a form that makes it easy for it to be printed on a printer. 5. List of enhancements under consideration ------------------------------------------------------------- --- Page: 13 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. Here is a list of known bugs, as well as new features that might be implemented in coming releases. As stated above (in subtopic 1.2) you the user can contribute. ERRATA: 1) Some graphic capabilities, and a few of the commands are still under the knife (being worked at that is). As sta- ted in the list of commands (see commands in help list) each command is described separately also if it is still under some sort of development. ENHANCEMENT POSSIBILITIES (if you people are interested): 1) Graphics - Better support for making games with DataShow. - More special effects and graph modes. 2) Sound - More music formats and better speech capabilities. 3) Processes - A MUSIC process so music is playing in the background. - It should be possible to have more than the MUSIC pro- ces on while other commands are being run (threads). 4) Variables - The definition could be expanded to include more types than those supported today (NUMBER & STRING). For ex- ample type like DATE and LOGIC could be added. 5) Compiler - By cloning scripts into a standard runtime module. 6) Artificial intelligence - Inclusion of a knowledge base as KNOWLEDGE . --- Page: 14 --- Chapter 2 : About DataShow, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 3, Capture utility ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü Capture utility ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß Together with this program, a file called "CAPTURE.EXE" is distributed. CAPTURE is a resident program (it is kept in memory while other programs are running), that can pop-up while you're running other text oriented programs. It is then possible to save to a file, the screen that is being shown. Later on in DataShow, you can SHOW the saved screen from your own script. To start CAPTURE ---------------- At the Operating System prompt (with no other programs run- ning) you type CAPTURE. A short message is then displayed, and you can start capture on top of other programs by hitting the keys and <+>. The grey plus on the numeric keypad. Using CAPTURE in textmode ------------------------- When activated, CAPTURE asks you for a filename. This is the name under which the screen will be saved. You can choose which format the current screen is to be saved in. By pressing you can select between DataShow .SCR format or ordinary .ASC format. The .SCR format you can use from scripts, in order to show a screen from another program. The .ASC format you can take into any plain ascii word pro- cessor for further handling... Use the SHOW SCREEN command with the TXT extension to show a .SCR file from a DataShow script or use the Text Center to manipulate it further. If you have a registered version of DataShow you also have the program SHOWUTIL, in which you can control .SCR and .ASC files. CAPTURE can also be unloaded from memory. By pressing while in the filenameprompt in capture, and no other programs are on top (no program is residing in memory after capture). Using CAPTURE in graphmode -------------------------- NEW in CAPTURE is, that you can also save graphic screens! By pressing the "hot-keys" and <+> you can save the gra- --- Page: 15 --- Chapter 3 : Capture utility, Copyright (c) 1990-95 by: RMP DATA. phic image to a PCX file. The Capture program gives the saved PCX image a number (You will not be prompted for a filename). The number starts with 1, so that the first image saved will be called PCX00001.PCX. If this number exists when you try to save a new image the number will be increased. This will con- tinue until you have 255 images in the same directory. If anything goes wrong in saving a graphic image to disk you will hear a bell sound. Typically this happens if you try to save an image that CAPTURE does not support. Graphic modes supported from CAPTURE are: CGA.......: 320x200x016 EGA, VGA..: 640x200x016, 640x350x016 VGA, +....: 640x480x016, 320x200x256 Use the SHOW SCREEN command with the PCX extension to show a .PCX file from a DataShow script. If you have a registered version of DataShow you also have the program SHOWUTIL, in which you can look at and control .PCX files. --- Page: 16 --- Chapter 3 : Capture utility, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 4, The Main Menu ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü The Main Menu ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Main Menu you can select between one of the function keys F1-F10. You simply press the desired key or if you have a mouse installed, you move the mouse to the desired area on the screen and push the left mouse button. Here is a short description of each of the choices: HELP: Brings you into the help menu. See Help on Help. FILES: Makes it possible to run a script (program) file. To choose a filename, look at topic File select. You are given four choices (called A-D here): A) SCRIPT RUN FROM START: By entering the name of a script file, execution of that script will begin at once. The script will run from the first line in the script file. B) SCRIPT RUN FROM LINE: By entering the name of a script file and then a line number, execution will be- gin from that line. This makes it easier to debug your scripts. C) SCRIPT TOKENIZE: A script will be converted into symbols that are somewhat unreadable. For registered users it means that they can distribute scripts that execute faster and that aren't too easy to read and change. The typical development lifecycle looks like this: 1) Develop and test your script from the DataShow integrated environment. 2) When your script is finished you tokenize it. 3) Run the tokenized script with the runtime ver- sion SHOWRUN.EXE (you get it with the registration package). Distribute the runtime version and the tokenized scripts together with all your support picture and sound files. Files that are tokenized will have the extension .TOK so they can be separated from other files. For this reason you should not use .TOK for text script names. --- Page: 17 --- Chapter 4 : The Main Menu, Copyright (c) 1990-95 by: RMP DATA. Note that tokenized scripts doesn't run faster in the DataShow integrated environment. Eg. jumps isn't fas- ter, due to the use of overlays in the DataShow exe- cutable. The runtime version that is supplied to re- gistered users does not use internal overlays. There- fore scripts (with eg. jumps) that are tokenized does run considerably faster in the runtime version. D) MORE FILES: Gives you a small menu. From this menu you can choose one of the following (called D1-D4): D1) Directory: Makes it possible to see the directory that you specify. Enter a full path, and use wildcards as desired. Use the mouse to scroll between filenames. Note: If you select a file with the key or left mouse button, you'll see the file in a text file browser. Use arrow keys to scroll through the file. D2) Change Dir: Enter a directory name, and that di- rectory becomes the current. Eg. you can have one set of script files and screens in one directory, and an- other set of scripts in another directory. D3) Operating System: You can enter the operating sys- tem, and at the prompt, you can enter the commands you wish. Type EXIT to return to DataShow. D4) Info: brief description of the text files that co- mes with DataShow. See Info. SCRIPT: Brings you into the Script Center. From there you can design your own scripts in an easy manner. Scripts can be run with the Main Menu F2 key. DRAW: Brings you into the Draw Center. From there you can make graphic drawings and write texts to be shown on screen from script files. The command you need to issue from script files can be seen under SHOW SCREEN. TEXT: Brings you into the Text Center. From there you can design text mode screens. Screens can be saved, and then shown from DataShow with the SHOW SCREEN com- mand. Screens are saved in the same format that the Capture Utility files are. So you can edit those screens that has been captured from other programs, or just simply add other colors or texts to the screens. SLIDE: Brings you into the Slide Center. In the Slide --- Page: 18 --- Chapter 4 : The Main Menu, Copyright (c) 1990-95 by: RMP DATA. Center you can easily create forms that can be run via the SHOW SLIDE command in a script. A slide de- finition form cannot be run as a stand alone file, but needs the mentioned script command. GRAPH: Gives you a menu, where you can choose between the Animation Center or the Chart Center. In the Ani- mation Center you can easily make sprites, that can be moved around the screen with the SPRITE command. And in the Chart Center you can easily make charts that can be run via the SHOW CHART command in a script. PRINT: Brings you into the Printer Center. From there you can print scripts to a printer. Since scripts are actually just plain ascii files, you can print out ot- her ascii documents also. For example you can print the INFO.TXT file with registration information or if you have the registered version you can print out the MANUAL.TXT file (the manual). You can also print SLD files for slide definition in- formation, as well as graphics GRA, PCX and GIF type files to the printer. You select between options by using the cursor keys, and you use the <+> or <-> keys to change the set- tings. Once you have made your selections, you go to the "start print" location and hit <+>. See topic Printer Center for more information. SETUP: This window gives you two kinds of features. On the first part of the window a STATUS is shown. An overview of the PC that tells you how much memory is available, etc. On the second part of the window you can set up how DataShow will act. Use the keys specified in the window, and set either of the following: - Which key that can interrupt a script. - If a beep should be sound upon errors. - If windows should have "explode effect". - Graphic mode in Draw Center (CGA, EGA, VGA). EXIT: To exit DataShow. --- Page: 19 --- Chapter 4 : The Main Menu, Copyright (c) 1990-95 by: RMP DATA. --- Page: 20 --- Chapter 4 : The Main Menu, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 5, The Script Center ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü The Script Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Script Center, you can design your own scripts (pro- grams) easily. An editor is shown on the screen, and if you press you can choose between all the available commands in an easy fashion. The script editor can have a total of 500 lines, each at 80 characters in length. The total maximum length for a file is 40.000 bytes. For longer files it is suggested, that you se- parate them into smaller modules, or alternatively you can use any ASCII editor. The DataShow script center is however (as you'll see) designed especially for the purpose of making DataShow scripts. The status line contains the current line number and the to- tal number of lines in the left corner. In the right corner a filename is shown, when a file is loaded or a new file is named. A star (*) appears when a change is made in the editor and you'll be asked to confirm when you leave the script cen- ter. If no star is shown in front of the filename, you leave the script center imidiately when you push F10. These keys are appropriate in the DataShow Script Center: By pushing any of the alfa-numeric keys you will start typing a line to be inserted at that specific location in the script. Eg. use the key each time you wish to alter an existing line or to enter a completely new line. If you're not at the first line in the editor, this key will bring you up one line. If you're not at the last line in the editor, this key will bring you down one line. Brings you to the first line in the editor. Brings you to the last line in the editor. Brings you fast to the prior screen in the script. Brings you fast to the next screen in the script. If you're on the last line of the editor, this key --- Page: 21 --- Chapter 5 : The Script Center, Copyright (c) 1990-95 by: RMP DATA. will let you fill in more lines at the bottom of the script. Otherwise it works like the . HELP: Gives you this helpscreen. From here you can select further help (eg. help on commands). FILES: From here, you can choose to either load or save a file. The small menu gives access to either of the following. A) Load: You're prompted for a file name (script). It has to be a normal ASCII-file, and a legal ope- rating system name. If the file exists in the cur- rent directory or if the filename includes a full path, it is loaded into the editor to be further manipulated there. B) Save: You're prompted for a file name (script). It has to be a normal ASCII-file, and a legal ope- rating system name. If the file exists in the cur- rent directory, you're warned that it will be over- written if you answer Y for yes. You are instruc- ting DataShow to save the file from the editor. To choose a filename see also topic File select. C) More: Here you are presented with the same menu as is the case in the Main Menu, when you press the key. You can choose to display a directory, to change the current directory or to go to the opera- ting system. CLEAR: Makes it possible to erase the entire script you are working on in the Script Center. This is useful if you wish to start on a new script. BLOCK: You are given a small menu to select from. These are the choices. A) Mark: You start by setting a mark on a line. You can then browse between the lines in the editor and when you choose mark again, you set an end mark. The lines between and including the two marked li- nes are copied into a clipboard. You can at most mark 25 lines at a time. B) Unmark: Before you wish to mark a new block, you must first unmark any block that has previously be- en copied to the clipboard. --- Page: 22 --- Chapter 5 : The Script Center, Copyright (c) 1990-95 by: RMP DATA. C) Paste: If the clipboard is not empty (that is a block is marked), the content of the clipboard will be inserted at the current line. D) Status: Here you can see the status of the clip- board. Eg. if any block is currently marked, and the number of lines in the clipboard. E) Write: Here you can write the current content of the clipboard to a file. Just type in a file name and the clipboard is saved. F) Read: Here you can read a file into the current script editor. You type in a file name and the file is loaded into the editor at the line you're placed at. PLACE: This small menu gives you a chance to go to a line quickly in two ways. A) Line: You'll be prompted for a line number. When a number is entered you'll be placed at that line, if it is possible. B) Search: You can enter a string, and a search is started from the current line for an occurrence of the string. Note that the search is case sensitive. INSERT: A line is inserted at the current location. All other lines beneath are moved one line down, and thus the total number of lines is increased. DELETE: A line is deleted at the current location. All other lines beneath are moved one line up, and thus the total number of lines is decreased. EDIT: The current line is displayed in a box, and you can then edit it as you like. When you push the key the changes are recorded. COMMAND: You get a list of all the available com- mands to select from. Use the arrow keys to move the highlighted field and push to select an appropriate command. By typing a character you ini- tiate a search for a command that begins with that letter. Then type a second character for the next letter in the command. You can also use the , , , and keys to position you at the command you wish to select. You will then be prompted for more parameters as necessary. You can --- Page: 23 --- Chapter 5 : The Script Center, Copyright (c) 1990-95 by: RMP DATA. also use a mouse to select between commands. If F1 is pushed while the commands are listed in the win- dow, you get specific help about the current com- mand. EXIT: Let you return to the main menu. Remember to save the script you're working on. Since DataShow reads a script from the disk when you wish to run it, the file you just entered or altered must have been saved before it is to be run, reflecting any of the changes. The file that is created from the Script Center is an ordina- ry ASCII-file. And this is what DataShow reads, when you want to run a script. You may thus use any editor you wish to cre- ate scripts. The Script Center however is especially designed for you to create scripts for DataShow fast and easily. --- Page: 24 --- Chapter 5 : The Script Center, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 6, The Draw Center ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü The Draw Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Draw Center, you can draw you own pictures, that can be shown on the screen from a script file. You can draw when you have entered the Draw Screen. You enter the Draw Screen by pressing from the Draw Cen- ter. And then you can draw by moving around with the arrow keys, and 7, 9, 1, 3 on the numeric keyboard (remember to turn off "Num Lock"). After the description of the keys that can be used in the Draw Center, the mouse and keyboard func- tions of the Draw Screen is described in detail. First the Draw Center keys: --------------------------- The keys listed below here generally do -not- work the exact same way, when you're in the Draw Screen (editor). You enter the Draw Screen (editor) with the key). These keys thus only pertain to the DataShow Draw Center menu. HELP: Gives you this helpscreen. From here you can select further help (eg. help on drawing). FILES: From here, you can choose to either load or save a file. The small menu gives access to either of the following. A) Load: You are prompted for a file name (graph). It has to be a special graphfile, and a legal ope- rating system name. If the file exists in the cur- rent directory, it is loaded into the draw editor for further manipulation there. The Draw Center will try to open the file according to you current graphics mode (set from the main menu F9 setup) and the setting of the graphics file type. Note that if you want to load a PCX type file, you must be in the graphics mode that the PCX file re- quires. You set the graphics mode in the Main Menu with F9 key, before entering the Draw Center. With the registered version of DataShow you can use the ShowUtil program to get information about preffered modes of PCX files. If you're not in the same gra- phics mode as the PCX file is in, you'll receive an error message "Mode not correct". --- Page: 25 --- Chapter 6 : The Draw Center, Copyright (c) 1990-95 by: RMP DATA. The above is also true for GRA type files. B) Save: You are prompted for a file name (graph). It has to be a special graphfile, and a legal ope- rating system name. If the file exists in the cur- rent directory, you are warned that it will be overwritten if you answer Y for yes. Pressing the key will prompt DataShow to save the drawing in the draw editor to a file. To choose a filename see also topic File select. C) More: Here you are presented with the same menu as is the case in the Main Menu, when you press the key. You can choose to display a directory, to change the current directory or to go to the opera- ting system. CLEAR: Makes it possible to erase the entire draw- ing that you are working on in the Draw Center. This is useful if you wish to start on a new draw- ing. DRAW: As mentioned here above, you get in to the draw screen, from where you can draw pictures in "free hand". You use the arrow keys as mentioned earlier, and you can toggle between move and draw mode, and toggle the step size. You exit from the draw screen to the draw center with the key. BAR: You are prompted to enter two numbers. The numbers are the length and height from the current location where the arrow pointer is. At that loca- tion a 3-D bar is drawn with the colors set by the key. BOX: You are prompted to enter two numbers. The numbers are the length and height from the current location where the arrow pointer is. At that loca- tion a box is drawn with colors set by . CIRC: You are prompted to enter a number. This number is a radius from the current location where the arrow pointer is. At that location with the ra- dius given, a circle is drawn with the colors set by the key. MOVE: Here you can select a part of the screen to be moved to another location on the drawing. --- Page: 26 --- Chapter 6 : The Draw Center, Copyright (c) 1990-95 by: RMP DATA. SETUP: Here you can setup which colors to use, how large letters should be, and in which style they should be written. Push when in setup for more help. Note that you can set the graphics file type to ei- ther PCX (default) or GRA. However to load (F2 key) a graphic image you have to be in the same mode as the file is saved in. You set the graphics mode in the Main Menu with the f9 key before entering the Draw Center. EXIT: Let you return to the main menu. Remember to save the drawing you're working on. Since DataShow reads drawings on the disk when you wish to run a script, the file you just altered must have been saved before it can be run, reflecting the changes. A little advice about GRA files and PCX files is necessary. GRA files are uncompressed images. They therefore tend to get quite big. A GRA type file will vary in size according to the graphics mode in which it was created. Eg. 64000 bytes for EGA1 mode and over 150.000 bytes for VGA1 mode GRA files. GRA files were the first graphic images that DataShow could mani- pulate. Now however, you have the ability to manipulate PCX files in the Draw Center. PCX files are used by many drawing programs and it is a compressed version of an image. That usually mean smaller file sizes than the GRA type files. You can load GRA type files and save them as PCX files and vice versa. Just change the graphics file type with the F9 setup key. Since GRA type files are uncompressed they are faster to load and save. A good devellopment cycle can therefore be to use GRA files while you are drawing a picture, and when it is fi- nished and ready for distribution, you can save it as a PCX type file (which saves disk space). The Draw Screen: ---------------- If DataShow finds that a mouse is installed, the mouse can also be used to move around on the draw screen: Right mouse button. If you push it down, a menu is shown on the left and right side of the screen. You can then choose (with the left mouse button) from --- Page: 27 --- Chapter 6 : The Draw Center, Copyright (c) 1990-95 by: RMP DATA. that menu eg. file load and save. You start with the Draw Screen being in "Draw" mode and you can change that to eg. fill mode (that fill circles or boxes) or Brush mode (that gives thicker air pen brush like drawings). In the "Draw" mode, you can hold the button pressed and move around the screen to create images. Left mouse button. If you have selected to draw, fill, brush, bar, box, circle, from the menu men- tioned above under , holding down will generate the desired action. Also you have these keys available in the Draw Screen: Let you go from draw to move mode, and back. When you're in move mode, you can use the same keys as when you're in draw mode. But (as you can guess) no line will be dragged after the arrow in move mode. <+> Increases the step size for move or draw mode. The maximum number of steps that can be taken is 10. <-> Decreases the step size for move or draw mode. The minimum number of steps is 1. You can use the arrow keys in the draw editor, as mentioned above. (Remember to turn Num Lock off). Short help for the Draw Screen is shown. Quick file load/save menu. Quick clear Draw Screen menu. Quick setup for Draw Screen menu. Exit draw screen and return to Draw Center. ÚÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄ¿ ³ 7 ³ 8 ³ 9 ³ ³ Home ³ ³ PgUp ³ ÃÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄ´ ³ 4 ³ ³ 6 ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄ´ ³ 1 ³ 2 ³ 3 ³ ³ End ³ ³ PgDn ³ ÀÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÙ --- Page: 28 --- Chapter 6 : The Draw Center, Copyright (c) 1990-95 by: RMP DATA. When you type a character in the draw editor, that character will be displayed according to the cur- rent setup (the key from the Draw Center). --- Page: 29 --- Chapter 6 : The Draw Center, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 7, The Text Center ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü The Text Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Text center you can create text mode screens. These screens work in the exact same way that the screens you grab with the CAPTURE Utility do. This mean, that you can have the screens shown from a DataShow script with the SHOW SCREEN command. You can also load screens that you have captured, and then alter them as you please in the Text Center. A list of the keys that work in the center is given here below: HELP: Gives you this helpscreen. From here you can select further help (see help on help). FILES: From here, you can choose to either load or save a file. The small menu gives access to either of the following. A) Load: You are prompted for a file name (graph). It has to be a special screenfile, and a legal ope- rating system name. If the file exists in the cur- rent directory, it is loaded into the text design editor for further manipulation there. B) Save: You are prompted for a file name (graph). It has to be a special screenfile, and a legal ope- rating system name. If the file exists in the cur- rent directory, you are warned that it will be overwritten if you answer Y for yes. Pressing the key will prompt DataShow to save the screen in the text mode design editor to a file. To choose a filename see also topic File select. C) More: Here you are presented with the same menu as is the case in the Main Menu, when you press the key. You can choose to display a directory, to change the current directory or to go to the opera- ting system. CLEAR: Makes it possible to erase the entire screen that you are working on in the Text Center. This is useful if you wish to start on a new screen. It should be noted, that only when you select CLEAR is the new background color you have selected for all of the screen (with ) actually set. So to set a new background color to begin designing a new --- Page: 30 --- Chapter 7 : The Text Center, Copyright (c) 1990-95 by: RMP DATA. screen, select the color with and then to clear and have the changes take effect. DRAW: You enter the text draw screen from where you can design screens in "free hand". You can use the arrow keys to move around, and you can toggle be- tween move and draw mode. The keys you can use are: Toggles between move and line draw mode. When in line draw mode, once you push one of the arrow keys, a line will be printed at that location. The character the key represents will be printed at that location. With the key (in the Text Center Setup) you can select a background cha- racter. That character is assigned to the key in the draw mode, so by pushing this key the selected character will ap- pear. Lines that shows current location and special characters keys. Special characters shown from key. Gives you a small box with the diffrent color attributes. Select one, and it will be you new drawing color. Exit the Text draw screen to go back to the Text Center screen. FILL: Here you can change the background color for all of the screen quickly. All the letters on the screen will not be changed, only their color. SETUP: Here you can setup which colors to use, how lines are to be written, etc. You simply follow the instructions on how to set up the screen design. If you are in the Draw Color field, you can push the key and get a box with choises for colors. EXIT: Let you return to the main menu. Remember to save the screen you are working on. Since DataShow reads screens on the disk when you wish to run a script, the file you just altered must have been --- Page: 31 --- Chapter 7 : The Text Center, Copyright (c) 1990-95 by: RMP DATA. saved before it can be run, reflecting the changes. --- Page: 32 --- Chapter 7 : The Text Center, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 8, The Slide Center ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü The Slide Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Slide Center, you can design your own slides easily. A slide editor is shown on the screen, and if you press you can easily create or modify a slide page. The slide definition can the be executed with the SHOW SLIDE command from a script file. These keys are appropriate in the DataShow Slide Center: If you're not at the first line in the editor, this key will bring you up one line. If you're not at the last line in the editor, this key will bring you down one line. HELP: Gives you this helpscreen. From here you can select further help (eg. help on commands). FILES: From here, you can choose to either load or save a file. The small menu gives access to either of the following. A) Load: You're prompted for a file name (slide). It has to be a legal operating system name. If the file exists in the current directory or if the fi- lename includes a full path, and it is recognised as a slide file, it is loaded into the editor to be further manipulated there. B) Save: You're prompted for a file name (slide). It has to be a legal operating system name. If the file exists in the current directory, you're warned that it will be overwritten if you answer Y for yes to overwrite. You are instructing DataShow to save the file from the editor. To choose a filename see also topic File select. C) More: Here you are presented with the same menu as is the case in the Main Menu, when you press the key. You can choose to display a directory, to change the current directory or to go to the opera- ting system. --- Page: 33 --- Chapter 8 : The Slide Center, Copyright (c) 1990-95 by: RMP DATA. CLEAR: Makes it possible to erase the entire slide you are working on in the Slide Center. This is useful if you wish to start on a new slide. EDIT: You are placed in the Slide scratch pad, and from there you can use the following keys: Moves one line up. Moves one line down. Moves to the next entry field. Moves to the next entry field. Moves backward in entry fields. Gives you options for entry field. Goes back to the slide screen. It should be easy for you to put together a list of slide definitions. You decide how to advance from one slide to the next (with seconds or a key), what effects there should be between slides (Clear, Fade or Glitter). See description further below here. PAGE: This key moves you to the next page. In all there can be 50 lines in the slide command center, with 10 lines on each page. INSERT: A line is inserted at the current location. All other lines beneath are moved one line down, and thus the total number of lines is increased. DELETE: A line is deleted at the current location. All other lines beneath are moved one line up, and thus the total number of lines is decreased. PREVIEW: Here you can look at PCX, GIF or GRA type files. The file you choose will be shown on the screen. This makes it possible for you to remember which file it is, that you will show in your slide show. COMMAND: This key is used when you first have push- ed the EDIT key. Depending on the field you're currently in, a small menu with the applicable op- tions are shown. You can the select between the op- tions. This is also true for files. EXIT: Let you return to the main menu. Remember to save the slide you're working on. Since DataShow reads slides from the disk when you wish to run it, the file you just entered or altered must have been saved before it is to be run, reflecting any of the --- Page: 34 --- Chapter 8 : The Slide Center, Copyright (c) 1990-95 by: RMP DATA. changes. You have to fill information into the different lines on the slide scratchpad. Each line constitutes one slide to be shown on the screen. Each field is described here: FILENAME: You enter a file name. Remember to include the file extension eg. PCX for PCX type files, etc... You can select files with key. FILETYPE: You enter a file type. This is often equal to the file exten- sion. Eg. PCX for PCX type files, etc... You can select type with the key. EFFECT: You can enter the effect that is shown between two slides. To select between effects you can use the key. PAUSE: Between slides a pause can be inserted. You can either enter a number, in which case the next slide will be shown after the number of seconds. Or you can enter KEY in which case the next slide will be shown after you use the or keys. Left arrow moves on to next slide (until there are no more, then the script continues) and right arrow moves to a prior slide. Remember that you cannot mix text- and graphmode slides. You must make slides in either of the two. You can however blend music type slides in with the other slides. ENTERING DATA, EXAMPLE: ------------------------------------------------------------- Here's an example of a text mode slide definition of two li- nes in the Slide Center. You have to have the two files text screens saved either with the Capture program or made from the Text Center. FILENAME: FILETYPE: EFFECT: PAUSE: 1: SHOW1.SCR TXT W-SPLIT 4 2: SHOW4.SCR TXT W-RIGHT 4 This example defines a slide show with only two slides. The effect is shown as the transition between slides after a cer- tain pause has taken place. The slide definition is invoked with the SHOW SLIDE command. --- Page: 35 --- Chapter 8 : The Slide Center, Copyright (c) 1990-95 by: RMP DATA. --- Page: 36 --- Chapter 8 : The Slide Center, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 9, The Graph Menu ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü The Graph Menu ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß Choose either of these two Centers, to get more detailed in- formation: Animation Center Chart Center --- Page: 37 --- Chapter 9 : The Graph Menu, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 10, Errormessages ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü Errormessages ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß Beneath here is a list of all the errormessages that you can get while using a scriptfile. Errormessages you can get while using DataShows menu interface should be self explanatory and therefore they are not mentioned here. In general, when you receive an errormessage while running a script, the message is accompanied by a line number, and the command that either caused the error or is near to where the error is. You'll quickly be able to find the location in the file, and correct the problem. Because of a hurried release, this list is not finished, but some of the more important/common ones are shown here... COMMAND ERROR: ------------------------------------------------------------- This errormessage is usually followed by the offending com- mand. In general there are two ways you can expect to see the message: 1. You have entered something where the first word on the line cannot be interpreted as one of the valid com- mands, or 2. The file is not a valid DataShow script file. In case of problem number 1. you should be able to see if some- thing has been misspelled or if you're missing the first com- mand on the line. In case of problem 2. you should choose to run a valid DataShow script file (eg. not a slide definition file). Endline expected: ------------------------------------------------------------- This errormessage is shown when the DataShow interpreter ex- pects the line to be finished. You have entered too many com- mands or parameters on a line. Check the command and its syn- tax one more time. Error in file or format: ------------------------------------------------------------- This errormessage is shown when a filename was expected, but then file wasn't found or there was an error encountered in the format of the file. Make sure the file exists, and that it has the correct format, eg. .SCR files must have been made with the Text Center or the Capture utility. Error in name: ------------------------------------------------------------- --- Page: 38 --- Chapter 10 : Errormessages, Copyright (c) 1990-95 by: RMP DATA. Either a variable name is spelled incorrectly or a variable name is missing. In the first case, some name has been read but that name hasn't been found among the variables - Either the variable hasn't been declared first or the name is spel- led wrong. In the second case the command line stops, but a variable name is expected. Error in name or number: ------------------------------------------------------------- This errormessage is shown when a variable name or a number is incorrect. You can use variables (number variables) by entering their names to certain commands, or you can enter a number constant directly. But either the variable name is spelled wrongly or a wrong number has been entered. Enter a correct number variable name or enter a correct number. Error in parameter: ------------------------------------------------------------- This errormessage is shown when a missing or wrong parameter to a command is encountered. Check the command and its syn- tax one more time. Error in quote: ------------------------------------------------------------- This errormessage is shown in these cases: 1) You have forgotten to start a filename or textstring with a quotation mark ("). 2) You have entered a too long filename or string (the maxi- mum length is 80 chars) before an end quotation mark. Check the command and enter a quotation mark in the beginning of the string if one is missing or make the string a shorter. Error in value: ------------------------------------------------------------- You have entered a number or a variable name (of a number va- riable) that is incorrect. The number that corresponds to the variable name or the number you've entered directly is out of the acceptable range. Please change the value to fit the syn- tax for the command in question. --- Page: 39 --- Chapter 10 : Errormessages, Copyright (c) 1990-95 by: RMP DATA. CHAPTER: 11, Commands ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ü Commands ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß When you're in the script menu, and when pushing function key , you can select from a number of commands. Listed here below, you can select each of the commands you wish to have further information on. See also Quick Start further below. SCREEN SHOW WRITE COLOR GOXY WAIT SPEAK MUSIC EFFECT DRAW SET IF DO MARK JUMPMARK VARIABLE READ CASE MATH DEFINE END MOTION MOUSE SPRITE INSTALL CONTINUE BREAK QUIT Obsolete commands: Changes Ü Commands, Quick Start: ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß Here, all the commands and their syntax is shown. For Further descriptions please look at the command descriptions indivi- dually. SCREEN CLEAR Command clears the screen. SCREEN GET This command saves a screen to a buffer SCREEN PUT This command shows a screen that has been previously saved SCREEN WIPE This commands clears the screen using the parameter --- Page: 40 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN WINDOW This command selects part of the screen for output SHOW SCREEN "" Command shows a screen from a separate file SHOW SLIDE "" Command shows several slides according to file specified SHOW CHART "" Command shows a chart according to file and type specified WRITE <"" | > {+ } Command writes texts to the screen COLOR Command sets the color that effects other commands GOXY Command sets the coordinates that effects other commands WAIT [ | ""] Command stops script execution until seconds are passed or any key is pushed SPEAK | | "" Command talks through the speaker MUSIC SOUND Command makes a single sound through the speaker MUSIC PROCESS "" SND Command reads a DataShow music file and plays it MUSIC PROCESS "" WAV Command reads a Windows music file and plays it MUSIC PROCESS "" VOC Command reads a Creative Labs music file and plays it EFFECT SCROLL Command scrolls the screen up or down EFFECT FADE Command fades the screen EFFECT GLITTER Command makes lots of glitter on the screen EFFECT TEXTTYPE --- Page: 41 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Command sets the text type and size for graphic writes EFFECT TEXTPLACE Command sets the text type and size for graphic writes EFFECT POINT Command writes an arrow on specified place DRAW BOX Command draws a box from current location DRAW LINE Command draws a line from current location DRAW CIRCLE Command draws a circle with center in current location DRAW BAR Command draws a bar from current location SET GRAPHICS Command set scripts in either text or graphics mode SET DELAYFACTOR Command set the delays for other commands SET SHADOW Command sets shadow on graphics writes SET CURSOR Command sets cursor in text mode SET TIMEOUT Command makes scripts pass the WAIT command SET ESCAPEKEY > Command let you control the interruption of scripts SET TEXTSOUND Command sets the sound on writes to screen SET DOUBLELINE Command sets single or double lines SET DEBUG Command enables debug halting of scripts DO FILE "" Command lets you execute another script file --- Page: 42 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DO CALL "" This command calls an operating system file or program MARK Command marks a place to jump to JUMPMARK Command jumps to a mark VARIABLE CREATE TYPE " | NUMBER | KEY> The command creates a variable of a given type VARIABLE INCREASE This command increases a number variable by a given number VARIABLE DECREASE This command decreases a number variable by a given number VARIABLE RELEASE This command deletes a given variable VARIABLE VALUE This command forces a value to a given variable VARIABLE LOAD FROM "" The command loads a variable from disk VARIABLE SAVE TO "" The command saves a variable to disk READ CHOISE This command reads a number key in the given range READ STRING [UPPER] This command reads a string with the given length READ KEY This command reads a key into a variable IF < | > DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you test the value of a number variable IF [NOT] KEYPRESSED DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you check if a key is pressed IF [NOT] GRAPH DO --- Page: 43 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you check the graphics adapter IF [NOT] MOUSE DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you check if a mouse is present IF [NOT] FILE <"filename"> DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you check if a file exists IF [NOT] SOUND DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END Command checks if a sound blaster or adlib is available CASE CHOISE DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you examine the value read by READ CHOISE CASE STRING [UPPER] <<"text"> | > DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you test the value of a string variable CASE KEY DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END This command let you test the value of a key variable MATH = This command let you do mathematic operations DEFINE This command marks the beginning of a defined area END This command marks the end of a defined area MOTION This command lets you move a defined area across screen MOUSE The command makes it possible for you to use a mouse SPRITE The command let you move sprite objects around the screen INSTALL FONT "" The command makes it possible to install more fonts INSTALL SOUND --- Page: 44 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Sets music output to sound blaster, adlib or PC speaker CONTINUE This command restarts script execution from the beginning BREAK This command goes to a continue command and goes on there QUIT This command end script and DataShow execution --- Page: 45 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Printer Center Ü The Printer Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Printer Center you can print out most of the files that are used in DataShow. You can print out ascii text (eg. scripts), graphic pictures (eg. PCX, GIF and GRA), Slide File definitions (SLD) and you can select which printer it is to be printed on. First you enter a file name. Then you move around the setup screen with the arrow keys. Use + / - keys to alter the por- tions that needs to be changed. Use the + key in the appro- priate place to begin the printing. You can select file names by entering a *. com- mand. Eg. if it is a GIF file you will print, enter *.GIF and select the file from the file list. The name will be shown in the file name field on the screen. Hit to accept. Now DataShow suggest to you that it is a GIF type file (in the source type field). You can select between two type of printers, a standard prin- ter that adheres to the codes of Epson and IBM Pro Printer or a HP Laser Jet type printer (many printers can emulate those three types of printers). Select the type of printer and select the type of file that you would like to print. Then push the + key at the place the "start print" instruction is shown. If it is a graphics file the picture will be shown on the screen and it is copied to the printer. This takes a little while and then you're returned to the Print Center. With the F9 key you can direct the output to another parallel printer (signified by the LPT setup). This is usefull if you have more printers connected to a computer or if the computer prints out via a network. You cannot set the print output to a serial printer at this time. Please note that configuring printers can be somewhat like running around in a jungle. It takes time to figure you way around. If the printer is set up correctly to one of the two printer types in DataShow, you'll get a nice picture on your printer, otherwise you'll see nothing at all or many pages of meaningless numbers and/or text. Another approch to printing graphics might be to load the GRAPHICS.COM program that comes with DOS. In the Slide Center --- Page: 46 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. You can preview graphics files - they are shown on the screen until you hit a key. If you press the key, the pricture will be copied to your printer. --- Page: 47 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Animation Ü The Animation Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß The Animation Center is where you can make sprites and icons. You have to decide wether the sprite is for 16 color or 256 color mode. Sprites made for one mode will not look good on the screen if the screen is set in another color mode with the SET GRAPHICS command. When you choose to enter the center, DataShow will try to put your computer into either VGA 640x480x16 or SVGA 640x480x256 mode. Your computer has to support the mode you wish to en- ter, for you to be able to make animations. Now what is a sprite? A sprite consists of one or more frames that can be shown one after another to make it appear as if it is moving. A sprite with more frames is the basis for ani- mations that makes presentations more attractive and makes it possible to make games in DataShow. The screen that is shown in the Animation Center, contains a sprite editor grid on the right side, and color buttons and control buttons on the left side. You use the mouse by pressing the left button in the grid to draw in the current color. By pressing the right mouse button in the grid, you erase at the current place. In the upper left hand cornor, you can see what the sprite actually looks like. You can use the F1 key to get a help screen. The PgDn/PgUp keys makes it possible for you to toggle between frames in the sprite. More about that later (see the frame menu). You can use the up, down, left, right arrow keys to trim/move the drawing within the grid. The frame push button let you do several things to a frame. A frame menu is shown with the following choises: 1) Forward Goes to the next frame. Works as the PgDn key. The next frame is empty if you haven't drawn in it before. 2) Backward Goes to the frame prior to the current. The content of the frame i shown in the grid. 3) Clear --- Page: 48 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Clears the current frame only. Use the clear push button if you wish to reset all of the sprite. 4) Copy By entering a number of another frame, that frame will be copied into the current. If you wish to make only mi- nor changes from frame to frame (for animations), then use this copy function. 3) Set Here you set the actual number of frames in the sprite. It is this number that tells DataShow how many frames to save in the sprite file. So if you have come too far in the number of frames you can set it back here. Once you have made a sprite you can use the SPRITE command to manipulate the sprite around the screen from a script. Please note: ------------ The format for sprites has changed a bit from version 5.x to 5.5. This means that you should load any sprites made in ear- lier versions that 5.5 and resave them before you can use the SPRITE commands. --- Page: 49 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Chart Ü The Chart Center ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In the Chart Center, you can design your own charts easily. A chart editor is shown on the screen, and if you press you can easily create or modify a chart definition. The chart definition can the be executed with the SHOW CHART command from a script file. These keys are appropriate in the DataShow Chart Center: If you're not at the first line in the editor, this key will bring you up one line. If you're not at the last line in the editor, this key will bring you down one line. HELP: Gives you this helpscreen. From here you can select further help (eg. help on commands). FILES: From here, you can choose to either load or save a file. The small menu gives access to either of the following. A) Load: You're prompted for a file name (chart). It has to be a legal operating system name. If the file exists in the current directory or if the fi- lename includes a full path, and it is recognised as a chart file, it is loaded into the editor to be further manipulated there. B) Save: You're prompted for a file name (chart). It has to be a legal operating system name. If the file exists in the current directory, you're warned that it will be overwritten if you answer Y for yes to overwrite. You are instructing DataShow to save the file from the editor. Note that lines in the editor that are blank, are considered to be the last line! Do not have blank lines in a chart de- finition. To choose a filename see also topic File select. C) More: Here you are presented with the same menu as is the case in the Main Menu, when you press the key. You can choose to display a directory, to change the current directory or to go to the opera- --- Page: 50 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. ting system. CLEAR: Makes it possible to erase the entire chart you are working on in the Chart Center. This is useful if you wish to start on a new chart. EDIT: You are placed in the Chart scratch pad, and from there you can use the following keys: Moves one line up. Moves one line down. Moves to the next entry field. Moves to the next entry field. Moves backward in entry fields. Goes back to the chart screen. It should be easy for you to put together a list of chart definitions. You simply enter the name of an entity that you wish to show in a chart. Then you enter the integer value that is connected to the name. A total of 10 names and values is possible. INSERT: A line is inserted at the current location. All other lines beneath are moved one line down, and thus the total number of lines is increased. DELETE: A line is deleted at the current location. All other lines beneath are moved one line up, and thus the total number of lines is decreased. PREVIEW: Here you can look at a chart. The current chart from the chart editor will be shown, if there is more than one line of data. You simply choose how the chart is to be shown (as bar, pie or line). The chart is shown in the default graphics mode set from the main menu. This makes it possible for you to see the outcome of a chart definition. Note that lines in the editor that are blank, are considered to be the last line! Do not have blank lines in a chart de- finition. EXIT: Let you return to the main menu. Remember to save the chart you're working on. Since DataShow reads charts from the disk when you wish to run a script, the file you just entered or altered must have been saved before it can be shown, reflecting any of the changes. --- Page: 51 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. IMPORTING DATA: ------------------------------------------------------------- Chart definition files in DataShow consist of pure Ascii cha- racters. The files follow the DIF (data interchange format) standard. This makes it possible for you to have your data stored in eg. a spreadsheet or another database, dump the data into a comma seperated file and show the result in DataShow. The syntax of the chart definition file looks like this: "", Where the range name is contained within ", and has a maximum of 10 characters. And the range value is an integer number. So if you export data from a spreadsheet or database it has to look like this example: "Division 1", 5000 "Division 2", 2800 "Division 3", 7600 ENTERING DATA, EXAMPLE: ------------------------------------------------------------- Here's an example of a graph definition of three lines in the Chart Center. They can have been entered directly in the Cen- ter or loaded from a file that holds the format described a- bove. RANGE NAME: RANGE VALUE: 1: Division 1 5000 2: Division 2 2800 3: Division 3 7600 This example defines a chart with only three elements in it. You have the ability to have up to ten elements in a chart. The chart definition is invoked with the SHOW CHART command. --- Page: 52 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Info Ü Information ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß DataShow is a shareware program. It is not for free. So to- gether with this version of DataShow, you should be able to find several text files that give you more information. The file INFO.TXT contains much relevant information about DataShow. You can read about registration and registration bonuses. There's a list of files included and there's a quick start section. The system requirements are listed. Also con- tact and support addresses are listed. The file ORDER.TXT contains the order form, and the file REFER.TXT contains a reference guide for commands. (Note that these files are not included as seperate files in the regi- stered version since they are part of other files). You can use the Print Center to print out those files to a printer. Set the source type to Text (script) or choose your favorite printer program to print out the above files. Or if you just wish to view the files, you can choose F2 in many menues, select "more files", then select "directory" and choose the file you wish to view by pressing the key. You can then see the file on the screen. You should also have received some additional example script files. PROMOTE1.SHW gives a slide show introduction to Data- Show. By executing the self extracting programs GUIDE.EXE, EXAMPLES.EXE and GAMES.EXE you'll be given many more programs that shows you the many features of DataShow. Read the accom- panying TXT ascii files for information about how they work. DataShow doesn't contain any "harmfull" features. DataShow does not erase itself after a certain period, and it has no hidden features. This shareware version is a full functioning piece of software, where registrering gives you additional programs (eg. the runtime program), pictures and sounds. Remember, DataShow is a shareware program, which means you can try it before you buy it. But please register if you use it regularly. Registration gives you many bonusses. --- Page: 53 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Miscellaneous Ü Miscellaneous Help pages ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß On the following pages, some general topics concerning Data- Show are discussed. These topics include how to select a file in various cases and how to use the setup command in the Draw and Text Centers of DataShow. --- Page: 54 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Topic Select Ü Topic Select ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß You are given a range to choose from. Please enter one of the choises in the range (or esc to exit without choosing). The range can be numbers or it can be between Y for Yes or N for No. If the range is Y/N usually there also is a default ansvar, in which case you can just hit (or push left mouse button). --- Page: 55 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. File select Ü File select ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß When you are prompted for a filename in DataShow, you can in general use the wildcard letter *. If you haven't entered a filename before, DataShow will suggest an extension to you. An example: You have just started DataShow and you're in the Script Center. Here you wish to load a file. DataShow will now suggest *.SHW to you. If you push the key, all *.SHW files in the current directory are shown, and you can pick between them easily. If you choose to load another file the prior filename will be shown, but you can then again just type *.SHW to have the pick list shown once more. --- Page: 56 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Select Ü Selecting between topics ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß You are given a list of topics to select from. You can use a mouse to move between the topics and click on the left button to select or right button to ignore. You can also use the keyboard where the arrow keys can move you up or down. Use the key to select. If you type in a letter a search for a word beginning with that letter will take place. If the topics to select from are commands in the script Cen- ter, you can see more information about each command under Commands. Otherwise you can see information about the items under the menu you are currently in. Go to the help index with . --- Page: 57 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Setup in various menues Ü Setup ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß You use the arrow keys to move the cursor up and down to the field you want to change. Then you push either the plus <+> (to increment the number) or the minus <-> (to decrement the number) key. When you have finished making the changes, you can exit setup by pressing the F10 key. --- Page: 58 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Entering a number Ü Number ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß You are asked to enter a number. You can then use the keys 0 to 9. Anything else will be invalid. Generally there is also a maximum length of the number that can be entered. You can't move beyond that point. See editing keys for more information about entering data. --- Page: 59 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Entering text Ü Text ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß You are asked to enter some text. You can use all the keys on your keyboard. That is keys like letters, numbers and special signs. Generally there is a maximum length of the text that can be entered. You cannot move beyond that point. See editing keys for more information about entering data. --- Page: 60 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Entering filenames Ü Filenames ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß You are asked to enter a filename. You must follow some gene- ral rules about filenames. Eg. you can only enter letters and numbers. See file select about more ways to select file names. See editing keys for more information about entering data. --- Page: 61 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Directory Ü Directory ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß Shown from the "More files" menues. From here you can see a directory. You enter a mask (*.* is shown default for all of the current directory, so if that is acceptable just hit ). See editing keys for more information about entering data. --- Page: 62 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Change Directory Ü Change Directory ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß Shown from the "More files" menues. From here you can change to another directory. You simply en- the name of the directory you want to be the working directo- ry. See editing keys for more information about entering data. --- Page: 63 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Editing keys Ü Editing ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß In general you can use the keys described in Help on Help (in section 1). But when you enter and edit data on a line you also have some more keys available. Left and right arrow key moves one character. Toggles overwrite / insert mode. Deletes character above cursor. Deletes character left of cursor. Moves to the first character. Moves to the last character. --- Page: 64 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Ü Commands, detailed descriptions: ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß On the following many pages, the command language of DataShow will be shown. Each command syntax is shown, and examples are given. --- Page: 65 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN The screen command consist of three parts. You can clear the screen or you can save or restore the screen to/from a buf- fer. Choose either of the following: SCREEN CLEAR SCREEN GET. SCREEN PUT. SCREEN WIPE. SCREEN WINDOW. --- Page: 66 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN CLEAR Syntax.: SCREEN CLEAR Modes..: + text, + graphic This command clears the current window, and set the x and y coordinates to 1 and 1 (top left corner). The current window is always the full screen, unless another SCREEN WINDOW has been specified. The blank screen will have the color set by the current COLOR command setting. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Hello 1" ; write text at location WAIT 2 ; pause to see text GOXY 10 10 ; place cursor at 10,10 WRITE "Hello 2" ; write text at location WAIT 2 ; pause to see text GOXY 9 9 ; set cursor at location SCREEN WINDOW 10 10 ; window 10 long, 10 high SCREEN CLEAR ; clears the current window WAIT 2 ; pause to see clear window --- Page: 67 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN GET Syntax.: SCREEN GET Modes..: + text, - graphic This command saves the current screen into a screen buffer so that you later on can restore it with the SCREEN PUT command. The screen buffer can hold up to 4 screens. Attempts to store more than that number of screens will result in an errormes- sage. The screen buffer works so that the last screen saved is the first screen restored (Last In First Out principle). The idea is to have a fast way to recall screens that are used frequently. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Here screen 1" ; print text at position WAIT 2 ; pause to see text SCREEN GET ; save current screen SCREEN CLEAR ; blank out entire screen WRITE "Screen 2" ; print text on blank screen WAIT 2 ; pause to see text SCREEN PUT ; retrieve saved screen WAIT 2 ; pause to see text --- Page: 68 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN PUT Syntax.: SCREEN PUT Modes..: + text, - graphic This command restores a screen previously saved into a screen buffer with the SCREEN GET command. If no screens are saved currently in the screenbuffer, an errormessage will be shown. The screen buffer works so that the last screen saved is the first screen restored (Last In First Out principle). The idea is to have a fast way to recall screens that are frequently used. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Here screen 1" ; print text at position WAIT 2 ; pause to see text SCREEN GET ; save current screen SCREEN CLEAR ; blank out entire screen WRITE "Screen 2" ; print text on blank screen WAIT 2 ; pause to see text SCREEN PUT ; retrieve saved screen WAIT 2 ; pause to see text --- Page: 69 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN WIPE Syntax.: SCREEN WIPE Modes..: + text, + graphic This command wipes out the screen going from left to right or right from left or top to bottom or bottom to top. It can be useful to make better looking transitions from one screen to another. In textmode the wipe color is set by the COLOR ATTRIBUTE command. In graphics mode the color is set by COLOR FOREGROUND. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; place the cursor for write WRITE "This is a long text" ; write a text to the screen WAIT 2 ; wait a little while SCREEN WIPE RIGHT ; clear screen from the right WAIT 1 ; wait to see the result --- Page: 70 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN WINDOW Syntax.: SCREEN WINDOW Modes..: + text, + graphic This command splits up the screen, so that you can use parts of it without affecting other parts. There is not automatica- ly put a frame (DRAW BOX) around the window, so you'll have to do that yourself. Also the coordinates must fit within the coordinates of the screen set by the current settings of the x- and y-coordinate, which are set by the GOXY command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 BOX 5 10 ; print frame at position GOXY 11 11 ; move to 11,11 (within box) SCREEN WINDOW 4 9 ; make window in framed area SCREEN CLEAR ; position 1,1 in window WRITE "Hey you!" ; print text in window WAIT 2 ; pause to see box --- Page: 71 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SHOW The SHOW command has two separate parameters. You can either show one screen from a specific file. Or you can show several files one at a time specified from a list of file names given in a SLIDE file. Further help is shown as: SHOW SCREEN SHOW SLIDE. SHOW CHART. --- Page: 72 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SHOW SCREEN Syntax.: SHOW SCREEN "" This command has two distinct functions. Either you can show text mode screens or you can show graphic mode screens. Here beneath the two distinct functions are show separately, as TEXT SCREENS or GRAPHIC SCREENS. --- Page: 73 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. TEXT SCREENS Syntax.: SHOW SCREEN "" TXT Modes..: + text, - graphic This command displays a screen that has previously been saved with the Capture Utility. That way you can use DataShow as promotion for your own applications, or applications you sell to customers. You start Capture, and save several screens from your program to disk, and then recall them from a script file in DataShow by using this command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Here I am" ; print text at position WAIT 2 ; pause to see text SHOW SCREEN "s1.scr" TXT ; show file s1.scr WAIT 4 ; pause to see screen SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "And again" ; print text at position WAIT 2 ; pause to see text --- Page: 74 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. GRAPHIC SCREENS Syntax.: SHOW SCREEN "" Modes..: - text, + graphic This command is used to show one of several types of graphic images on the screen. 1. For the GRA type graphic files, this command is used to display a screen that previously has been saved from the Draw Center. You go into DataShow, and with the Draw Center you draw freehand, write texts, change colors, make boxes, and make circles. Then from a script file you can issue this command, and the drawing will appear. 2. For the PCX and GIF type files, this command is used to display a screen that previously has been saved from another program than DataShow. Or you can use the Capture Utility to save files in the PCX format. Many other programs can also save a graphic image in either the PCX or the GIF formats. In the Draw Center you can also select to save drawings in the PCX format. 3. For the FLI type files, this command is used to display a numer of screens saved from another program than DataShow. A FLI file is a file that contains animation screens. They are typically created with the program Autodesk Animator (TM) and they can be found in many places. You must be able to run in the VGA mode 320x200x256 for FLI files to work. The picture, drawing or whatever in either of the three for- mats will remain on the screen until it is cleared or another picture is shown. Just remember to switch your machine into graphics mode prior to giving this command. Which graphics mode you are in before calling this command isn't important, since this rutine by it self figures out, which mode is needed. NOTE however, that when the SHOW SCREEN command has finished, the graphics mode might have been switched according to the format in the gra- phics screen file! See also SET GRAPHICS. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Now text" ; print text at position WAIT 2 ; pause to see text SET GRAPHICS EGA1 ; initialize graphics SHOW SCREEN "g1.gra" GRA ; show file called g1.gra --- Page: 75 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. WAIT 2 ; pause to see picture SET GRAPHICS OFF ; go back to text mode WRITE "Text again" ; print text at position WAIT 2 ; pause to see text Comments and hints: The GIF reader in DataShow takes a lot of memory to run, therefore you may sometimes run out of free memory. You can either free up memory by removing resident programs, or you can convert GIF files to the PCX format that in DataShow doesn't require as much memory. There are several public domain programs that converts between graphic file formats. This can also help you, if there is a problem in displaying a graphic file from DataShow - try to convert it to the other format. Also if you have a registered version of DataShow, the run- time version called SHOWRUN takes up a lot less memory, so it is possible for your presentation to run there instead. Here's a list of the modes that DataShow graphics supports: ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Mode: GRA PCX GIF º º º º CGA º º 320x200x016 X X X º º º º EGA º º 640x200x016 X X X º º 640x350x016 X X X º º º º VGA º º 640x480x016 X X X º º 320x200x256 X X X º º º º SVGA º º 640x400x256 X º º 640x480x256 X º º 800x600x016 X º º 800x600x256 X º º 1024x768x016 X º º 1024x768x256 X º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ These cryptic codes are to be interpreted as follows: The first number is the number of pixels across the screen. The second number is the number of pixels down the screen. The last number is the number of colors each pixel can have. --- Page: 76 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. So if you look at a GRA type file, that file can be shown on a EGA screen. A GRA file can then for example be shown on all of the screen in a resolution called 640x200x16. Note that high resolution monitors supports the lower resolu- tions. Eg. a SVGA or XGA monitor/graphics card supports all of the above mentioned monitors. Of course you have to have a graphics card and a monitor that supports the mode you wish to use. Also the PCX or GIF file must have either of the screen dimensions. In any event, it is -always a very good idea- to test your script on the computer on which the presentation is to be run since that will assure that everything you've made will run properly. Demonstrations on fairs will then be a success!!! Ways of showing graphic images: As you probably know by now (otherwise goto the appropriate section on the Capture Utility) you have the possibility to capture text mode screens and have them shown from DataShow with the SHOW SCREEN command. There are several ways to do the same with graphic mode screens. The first is to use one of many screen grabbers, and then convert them into on of the formats that DataShow supports. The other method is to use Microsoft Windows 3.x (tm) to grab any of the window applica- tion screens. The method is as follows. 1) Go to the screen you wish to grab. 2) Push the key on the keyboard. 3) Load PaintBrush (it comes with the windows package). 4) Select the menu, and the option. 5) Select the menu, and the option. 6) Select the menu, and the option (again). 7) Select the menu, and the option. Now the screen is in the PaintBrush editor. From there you can save it as a PCX type file. That PCX file can then be shown from DataShow with the SHOW SCREEN PCX command. --- Page: 77 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SHOW SLIDE Syntax.: SHOW SLIDE "" Modes..: + text, + graphic The SHOW SLIDE command is especially designed for presenta- tions that should be run on overhead via a projector, eg. the one's that you nowadays can connect to a computer. You can then shown a row of pictures, and easily move forward when you have finished one slide... You simply press a button on a mouse or a key on the keyboard. The keys you can use are the following (only with the KEY slide separator): Brings you one slide back. Brings you one slide forward. Brings you one slide forward. Brings you one slide forward. Enter number for slide to go to. Stop showing slides. With a mouse installed you can also use the left mouse button to move one slide forward, and right mouse button to stop the slide show. The SHOW SLIDE command can include special effects between slides and you can include "music slides". You could program the same functionality by using other Data- Show commands - this is just an easier way to control a demo on an overhead. The slides are designed in the Slide Center, and screens are designed in the Text Center, the Draw Center or anywhere you wish. The examples here below are for either text- or graphmode slides. Example 1: SCREEN CLEAR ; empty screen, cursor at 1,1 SHOW SLIDE "txtslide1.sld" ; show slides from file Example 2: SET GRAPHIC EGA1 ; just go into one graph mode SHOW SLIDE "graslide1.sld" ; show slides from file --- Page: 78 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. Note that when you write your slides in the Slide Center you should not include blank fields between two slide lines. When DataShow encounters a blank line in the slide definition file when running the SLIDE SHOW command, it regards the slide file as finished, and continues with the next command in the script file. --- Page: 79 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SHOW CHART Syntax.: SHOW CHART "" Modes..: - text, + graphic With this command you can show charts on the screen. A chart definition can be made in the Chart Center or it can come from spreadsheets or databases in a DIF format (see descrip- tion under the Chart Center). You enter some graphics mode, and then issue this command. Example: SET GRAPHICS EGA2 ; initialize graphics SHOW CHART "tst.cht" PIE ; show a pie chart WAIT KEY ; wait for a key to be pressed Where the "tst.cht" file looks like this: "DIVISION 1", 50000 "DIVISION 2", 23000 "DIVISION 3", 70000 --- Page: 80 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. WRITE Syntax.: WRITE "" | {+ again} Modes..: + text, + graphic This command prints the text you have written within the quo- tation marks. The text is printed starting from the current coordinates, selected by GOXY, and the current color set by COLOR command. Or it writes the value of the named variable. You can also enter a + symbolizing a concatenation of a vari- able or string following the +. This is shown in example 2. Note that if you start the text to be written with an " sign you can have ' signs in the text. Everyhing is written until another " is seen, symbolising the end of the text to be wri- tten. On the other hand, if you start with an ' sign, the text to be written must end with an ' sign. The latter makes it possible to put " in a text to be written. See example 3. Example 1: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 WRITE "Here" ; print text at position WAIT 2 ; pause to see cursor position GOXY 20 18 ; move to line 18,20 places in WRITE "Now here" ; print text at position WAIT 2 ; pause to see cursor position Example 2: VARIABLE CREATE testnum TYPE NUMBER 1 SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 WRITE "Number is "+testnum ; print text at position WAIT 2 ; pause to see text Example 3: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 WRITE "This is a 'test'" ; print text at position GOXY 10 12 ; move position to 10,10 WRITE 'This is a "test"' ; print text at position WAIT 2 ; pause to see text --- Page: 81 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. COLOR Syntax.: COLOR Modes..: + text, + graphic This command sets the colors that are used in many places in conjunction with different types of screen writes. Here beneath the two distinct functions are shown separately, as BACKGROUND, FOREGROUND and ATTRIBUTE. --- Page: 82 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. BACKGROUND Syntax.: COLOR BACKGROUND < | > Modes..: + text, + graphic This command sets the background color, that determines which color some texts are to be written in. Only the background, not the letter itself is given the color set by this command. Commands that are affected by this command are the following: SCREEN CLEAR, WRITE, and DRAW. These background colors are available: 0 is black 1 is blue 2 is green 3 is cyan 4 is red 5 is magenta 6 is brown 7 is light grey Instead of entering an exact number as shown above, you can also use a variable name as a parameter to this command. The value of the variable will then be used to set the color. Example: COLOR BACKGROUND 2 ; set a green background color SCREEN CLEAR ; empty screen, cursor at 1,1 COLOR BACKGROUND 4 ; set a red background color WRITE "Fantastic!" ; write text in color WAIT 2 ; pause to see text --- Page: 83 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. FOREGROUND Syntax.: COLOR FOREGROUND < | > Modes..: + text, + graphic This command sets the foreground color, that determines which color some texts are to be written in. Only the foreground, not whats behind the letter, gets the color by this command. Commands that are affected by this command are the following: WRITE and DRAW. The following foreground colors are available: 0 is black 1 is blue 2 is green 3 is cyan 4 is red 5 is magenta 6 is brown 7 is light grey 8 is dark grey 9 is light blue 10 is light green 11 is light cyan 12 is light red 13 is light magenta 14 is yellow 15 is white Instead of entering an exact number as shown above, you can also use a variable name as a parameter to this command. The value of the variable will then be used to set the color. Example: COLOR BACKGROUND 2 ; set a green background color SCREEN CLEAR ; empty screen, cursor at 1,1 COLOR FOREGROUND 4 ; set a red foreground color WRITE "Fantastic!" ; write text in color WAIT 2 ; pause to see text --- Page: 84 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. ATTRIBUTE Syntax.: COLOR ATTRIBUTE < | > Modes..: + text, + graphic This command sets the colors that some commands will be using when they are called. Commands affected are MOTION and DRAW. The command has no effect in graphic mode, where all commands are printed in the colors set by FORE- and BACKGROUND, except the EFFECT GLITTER glitter command that also in both text and graphics mode is affected by the ATTRIBUTE setting. The attribute number can be between 0 - 255. The attribute consist of both fore- and background colors. The table goes like this: 0 - 15: black background, with varying foreground color, 16 - 31: blue background, with varying foreground color, 32 - 47: green background, with varying foreground color, 48 - 63: cyan background, with varying foreground color, 64 - 79: red background, with varying foreground color, 80 - 95: magenta background, with varying foreground color, 96 - 111: brown background, with varying foreground color, 112 - 127: lt grey background, with varying foreground color. Then from there the table is more intense (or blinking on mo- nochrome screens. The default value for attribute is 31 for blue background with white foreground. The varying foreground colors follow the codes that are shown in the COLOR FOREGROUND command. Instead of entering an exact number as shown above, you can also use a variable name as a parameter to this command. The value of the variable will then be used to set the color. Example: COLOR BACKGROUND 0 ; set a black background color SCREEN CLEAR ; empty screen, cursor at 1,1 COLOR ATTRIBUTE 79 ; set red back + white fore BOX 15 15 ; draw a box (frame) WAIT 2 ; pause to see box --- Page: 85 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. GOXY Syntax.: GOXY Modes..: + text, + graphic This command places the cursor at the specified position. The screen starts at upper left corner, with coordinates 1,1. The lower right corner is 80,25. So picture the screen as a lar- ge coordinate system, where you can place the cursor where ever you wish within the boundaries. Instead of entering an exact number as shown above, you can also use a variable name as a parameter to this command. The value of the variable will then be used to go to. This GOXY command can be immidiately followed by one of the WRITE, DRAW, READ commands on the same line. This makes scripts a bit smaller so they are more manageable within the Script Center. See example 2 here beneath. Example 1: SET CURSOR ON ; make sure cursor is visible SCREEN CLEAR ; cursor position is now 1,1 GOXY 80 25 ; now in rightmost corner WAIT 2 ; pause to see cursor position GOXY 30 12 ; approximately screen center WAIT 2 ; pause to see cursor position WRITE "Whaouu" ; write text at position WAIT 2 ; pause to see text on screen Example 2: SET CURSOR ON ; make sure cursor is visible SCREEN CLEAR ; cursor position is now 1,1 GOXY 30 12 WRITE "Whaouu" ; position cursor and write WAIT 2 ; pause to see text on screen Note that the GOXY command works the same way in both text and graphics mode. This can sometimes make it a bit difficult exactly to figure out, where in graphics mode writing will be written, since graphics writes can have bigger size letters. Try out different settings until you're satisfied, it isn't hard at all - you usually get it right the first time around. --- Page: 86 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. WAIT Syntax.: WAIT [ | ""] Modes..: + text, + graphic This command stops the script for a given amount of time. It is useful to stop without asking the user to press any key, when for example you're using DataShow to demonstrate your own program demo. Then when showing screens you can make them roll continuously on the screen. As you can see in the syntax there are a number of ways the command works. You can issue the command without parameters in which case script execution stops until a key is struck. You can specify to stop script execution for a given number of seconds. Or you can stop the execution specifying a text to be written at the current coordinates and waiting for a key to be pushed. Whenever a key is waited upon, script execution is stopped. This is not always a good idea (eg. when running nonstop pre- sentations), so therefor you can use the WAIT command in con- junction with the SET TIMEOUT command. Wait in seconds can also be a decimal value. Thus the command WAIT 0.5 halts script execution for 1/2 a second. The minimum value for seconds is 0.1. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SHOW SCREEN "s1.scr" TXT ; show file s1.scr WAIT 4 ; pause to see screen SHOW SCREEN "s2.scr" TXT ; show file s2.scr WAIT 4 ; pause to see screen SCREEN CLEAR ; start on a new fresh screen GOXY 5 24 ; go to bottom of the screen WAIT "Push any key" ; wait for a key to be pushed CONTINUE ; make script run forever Note that the script can be set to be halted temporarily with the SET DEBUG command. This enables you to see a page with status information. Example: SET DEBUG ON ; make ready for debugging VARIABLE CREATE n1 TYPE NUMBER 1 ; create variable VARIABLE CREATE n2 TYPE NUMBER 2 ; create variable VARIABLE CREATE n3 TYPE NUMBER 3 ; create variable --- Page: 87 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MATH n1 = n1 + 3 ; do calculation WAIT ; wait until keypressed Now in the last command you could hit + and you can see the content of all the variables. This makes it easier to find errors in assignments to variables. --- Page: 88 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SPEAK Syntax.: SPEAK | | "" Modes..: + text, + graphic This command sends the number or the text given, to the PC speaker. It must be either a number, a variable name or a string of text, since they require different handling. NB: This command needs to figure out the speed of your compu- ter. Therefor it runs a test. This test reveals a wrong speed for your system, if network or other resident software is in use. To obtain a maximum sound, unload any resident software. The number that can be spoken is a positive integer between 1 and 32765. In the text string you can use the following phoneme codes to create the right sounds: CODE SOUND (capitalized in sample word) ---- ----- A mAke = m-A-k AE bAt = b-AE-t AH cAr = k-AH-r AW dOg = d-AW-g B Bat = B-ae-t CH CHeese = CH-ee-z D Dog = D-aw-g EE bE = b-EE EH bEt = b-EH-t F raFt = r-ae-F-t G Go = G-oh H Hive = H-i-v I tIme = t-I-m IH sIt = s-IH-t J Jet = J-eh-t K Kill = K-ih-l L Love = L-uh-v M Map = M-ae-p N Nab = N-ae-b OH gO = g-OH OO gOO = g-OO P Pat = P-ae-t R Rat = R-ae-t S Sat = S-ae-t SH SHe = SH-ee T Tap = T-ae-p TH THin = TH-ih-n --- Page: 89 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. TZ THis = TZ-ih-s U wOrd = w-U-r-d UH bUt = b-UH-t V Vat = V-ae-t W With = W-ih-th WH WHich = WH-ih-ch Y Yes = Y-eh-s Z Zap = Z-ae-p ZH viSion = v-ih-ZH-eh-n - inter-phoneme separator space inter-word pause We know it can be a tedious job to get the sounds right, but if you try and try and try, hopefully the time spent will be worth it. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Keep quiet" ; write text SPEAK "N-O W-A-Y" ; speak text through speaker WAIT 1 ; pause before ending --- Page: 90 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MUSIC Syntax.: MUSIC < SOUND > | < PROCESS "" > Modes..: + text, + graphic This command has two separate functions, both of which makes it possible to play music or make sounds however. Beneath here the two are mentioned separately. Choose either of PROCESS or SOUND. --- Page: 91 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. PROCESS Syntax.: MUSIC PROCESS "" SND | MUSIC PROCESS "" | MUSIC Modes..: + text, + graphic This command either starts or stops a process that on the ba- sis of a file keeps on playing music, while other commands are being executed. It is an alternative to the SOUND command where you directly can create your own music via notes and specify durations, but can't execute them in the background. The .SND DataShow music files can be created with an ordinary ASCII editor. Save the file you create to disk, and give this command from DataShow, and the music can be heard via the PC speaker while other commands in your script are executed. See the syntax for ASCII file below. .SND files can only be played on the built in PC speaker, and no frequency has to be supplied (since it is given in the SND file itself). WAV and VOC type files are raw sound files and they can be played on the PC speaker, an Adlib or Sound Blaster according to the setting of the INSTALL SOUND command. The .WAV Windows music files can be created via some programs that you can get for MicroSoft Windows v. 3.x (tm). You have to supply a frequency with this command. You can try out se- veral values until you find the right value, where the sound is the best it can be on the internal PC speaker, to an Adlib or Sound Blaster Card. Usually the Wave files that comes with Windows has a frequency of 12MHz. The .VOC music files are files that exists in abundance. They include music and speach. As is the case with .WAV files you must supply a frequency. Trial and error is the best way. If the sound sounds slow like a record running at too slow speed you must increase the frequency. You must decrease the freq- uency if the sounds goes too fast. PLEASE NOTE, This has been changed from Version 4.2A: ----------------------------------------------------- Frequencies can be in the range 20-44400, so examples of of- ten used frquencies looks like this: --- Page: 92 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. For 8MHz the value is 8000 For 12MHz the value is 12000 For 23MHz the value is 23000 With the registered version of DataShow you get a large bunch of .WAV files ready for you to play! Example 1: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Playing music.." ; write text on the screen MUSIC PROCESS "m1.snd" SND ; start a music file Example 2: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Playing music.." ; write text on the screen MUSIC PROCESS "beback.wav" WAV 12000 ; start a music file This command is still under construction. The syntax shown a- bove is correct, but the command doesn't work as a background process. You can only issue the command, and then wait for the process to stop. A utility is supplied to create DataShow sound files from PianoMan v. 4 files, look further below! The syntax for the .SND file goes like this; On the first li- ne there has to be a semicolon followed directly by the word DataShow. Then there has to be one or more lines, where each line represents a sound (frequency) and the time the sound is to be played (duration). An example is the following: ;DataShow music file: Noise.snd Freq: 1564 Dur: 360 Freq: 1315 Dur: 360 Freq: 1756 Dur: 540 Freq: 1756 Dur: 180 Freq: 1394 Dur: 360 Freq: 1172 Dur: 360 Freq: 1564 Dur: 540 Freq: 1564 Dur: 180 Freq: 1315 Dur: 360 Freq: 1044 Dur: 360 Freq: 1394 Dur: 360 Freq: 1172 Dur: 360 Freq: 1564 Dur: 540 Freq: 1564 Dur: 180 Freq: 1044 Dur: 720 The example music file shown above is supplied with the SHOW- UTIL pack. It is shipped together with DataShow when you re- gister by following the method described in the enclosed INFO.TXT text file. --- Page: 93 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. To calculate the frequency used in DataShow you can use this formula: Frequency is set to 32.625 For 1 to Octave Frequency is set to Frequency times 2 For 1 to NoteValue-1 Frequency is set to Frequency times 1.059463094 The Duration is supplied in milliseconds NoteValues are: C=1, CF=2, D=3, DF=4, E=5, F=6, FF=7, G=8, GF=9, A=10, AS=11, B=12. Alternatively you can use the SHOWUTIL pack to create a .SND file by entering notes, octaves and durations. --- Page: 94 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SOUND Syntax.: MUSIC SOUND Modes..: + text, + graphic This command makes it possible to generate sounds. When cal- led the command requires a character symbolizing a note (A-G, AS,CF,DF,GF,FF). Then a number for the octave, and finally a number giving the duration of the sound. So by making loops you can create music on your own. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 1 3 ; move to new location WRITE "TELEPHONE.." ; write text VARIABLE CREATE loop 1 TYPE NUMBER ; to control loop MARK 1 ; set a mark to jump to MUSIC SOUND G 4 70 ; sound G in octave in m.secs. MUSIC SOUND D 4 70 ; sound D in octave in m.secs. VARIABLE INCREASE loop 1 ; increment control variable IF loop EQ 8 DO JUMPMARK 2 ; test the variable JUMPMARK 1 ; if we're here, go to mark 1 MARK 2 ; set a mark to jump to VARIABLE RELEASE loop ; clean up after us WAIT 1 ; pause before returning --- Page: 95 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT Syntax.: EFFECT As you can see, there are several different types of parame- ters to this command. Choose the one you wish to have more information about. SCROLL FADE GLITTER TEXTTYPE TEXTPLACE POINT --- Page: 96 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT SCROLL Syntax.: EFFECT SCROLL Modes..: + text, + graphic This command scrolls the entire screen one line UP or DOWN, with all text on the screen being moved. The new line at the bottom or at the top of the screen, will have the color set by the COLOR command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 WRITE "Here" ; print text at position VARIABLE CREATE loop 1 TYPE NUMBER ; variable for loops MARK 1 ; mark a place to jump to EFFECT SCROLL UP ; move all screen one place up IF loop EQ 10 DO JUMPMARK 2 ; test the variable VARIABLE INCREASE loop 1 ; increment loop variable JUMPMARK 1 ; if reached here, goto mark 1 MARK 2 ; jump to here if loop is 10 --- Page: 97 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT FADE Syntax.: EFFECT FADE Modes..: + text, + graphic This command either fades the screen in, fades the screen out or does first a fade out and then a fade in (this is the BOTH command). Example: SET GRAPHICS EGA1 ; initialize graphics SHOW SCREEN "g1.gra" GRA ; show file called g1.gra WAIT 2 ; pause to see picture EFFECT FADE OUT ; slowly clear out the screen SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Text again" ; continue as usual WAIT 2 ; pause to see text Please note that this command requires a VGA or better screen but on such a screen it will work in text and all graphics modes. --- Page: 98 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT GLITTER Syntax.: EFFECT GLITTER Modes..: + text, + graphic This command works equally well in text and graphics mode. It fills the screen with blanks and the COLOR ATTRIBUTE setting. The effect is that the screen is blanked out in a "firework" sort of way. You can then continue with the next command. Example: SHOW SCREEN "s1.scr" TXT ; show file s1.scr WAIT 2 ; pause to see screen EFFECT GLITTER ; make the image disappear SHOW SCREEN "s2.scr" TXT ; show file s2.scr WAIT 2 ; pause to see screen --- Page: 99 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT TEXTTYPE Syntax.: EFFECT TEXTTYPE Modes..: + text, + graphic This command makes it possible for you to change the style in which graphic writes are to be done. The command have no in- fluence on textmode writes. The first parameter you specify is a number that tell which character font you wish to have displayed. Choose between: 0 Default (8x8 Bitmapped font) 1 Triplex (stroked font) 2 Sansserif (stroked font) 3 Script (stroked font) 4 - User installed font The command can be used in conjunction with the INSTALL FONT if you want to install a font yourself, and then make it the current one. (That is the "4" parameter above). With the second parameter you tell which size you want the font displayed in. You can have numbers between 1 and 10 with 1 being the smallest and 10 the largest. Example: SET GRAPHICS EGA1 ; make sure we're in graphics SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; set current coordinates EFFECT TEXTTYPE 1 6 ; change font and size WRITE "IMPORTANT" ; print text on blank screen WAIT 2 ; pause to see text GOXY 10 20 ; set current coordinates EFFECT TEXTTYPE 0 1 ; change default font and size WRITE "This is normal" ; print text on blank screen WAIT 2 ; pause to see text --- Page: 100 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT TEXTPLACE Syntax.: EFFECT TEXTPLACE Modes..: + text, + graphic This command makes it possible for you to change the place in which graphic writes are to be done. The command have no in- fluence on textmode writes. The parameters you specify is horizontal and vertical numbers that tell where characters are displayed with the WRITE com- mand. Choose between: Horizontal Constant ³ Value Vertical Constant ³ Value ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍØÍÍÍÍÍÍ ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍØÍÍÍÍÍÍ LeftText ³ 0 BottomText ³ 0 CenterText ³ 1 CenterText ³ 1 RightText ³ 2 TopText ³ 2 Here's how each justification constant places the output text relative to the output coordinates: TopText TopText TopText TopText LeftText CenterText RightText BottomText BottomText BottomText The default justification settings can be restored by EFFECT TEXTPLACE 0 2. Example: SET GRAPHICS VGA1 ; go into graphics mode GOXY 10 10 WRITE "Default" ; write text on the screen EFFECT TEXTPLACE 1 2 ; change where to write GOXY 20 10 WRITE "Cen/Top" ; write text on the screen EFFECT TEXTPLACE 2 0 ; change where to write GOXY 10 12 WRITE "Rig/Bot" ; write text on the screen WAIT ; wait for a key --- Page: 101 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. EFFECT POINT Syntax.: EFFECT POINT Modes..: + text, + graphic This command is used to show an arrow on the screen. So if you wish to point out a specific place on the screen, you is- sue this command, with similar coordinates as the GOXY command. But the x, and y coordinates set by GOXY are not as- fected by the POINT command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; set current coordinates WRITE "IMPORTANT" ; print text on blank screen WAIT 2 ; pause to see text EFFECT POINT 10 9 ; print arrow on screen WAIT 2 ; pause to see text --- Page: 102 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DRAW Syntax.: DRAW Modes..: + text, + graphic This command has several different parameters. Choose the one you wish to have more information about. BOX LINE CIRCLE BAR --- Page: 103 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DRAW BOX Syntax.: DRAW BOX Modes..: + text, + graphic This command draws a frame from the current x and y coordina- tes with the length and height specified on the command line. The box must fit within the coordinates of the screen set by the current settings of the x-coordinate and y-coordinate, which are set by the GOXY command. The command can be useful in cases where you wish to have a box (frame) printed around a SCREEN WINDOW. The color is set by COLOR. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 DRAW BOX 5 10 ; print frame at position WAIT 2 ; pause to see box --- Page: 104 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DRAW LINE Syntax.: DRAW LINE Modes..: + text, + graphic This command prints a line on the screen, with the length gi- ven at the command line. The line can be a single line or a double line according to the setting of the SET DOUBLELINE command. The line is drawn in the current back- and fore- ground colors. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET DOUBLELINE OFF ; set single lines writes DRAW LINE 10 ; write single line WAIT 2 ; pause to see cursor position GOXY 1 3 ; move to new location SET DOUBLELINE ON ; write double lines DRAW LINE 10 ; write double lines WAIT 2 ; pause to see cursor position --- Page: 105 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DRAW CIRCLE Syntax.: DRAW CIRCLE Modes..: - text, + graphic This command draws a circle in the color defined by the cur- rent COLOR setting. The middle point of the circle is set by the GOXY command. The radius is a positive number that auto- matically is scaled according to the current size of the screen. So a number of 1 will make a small circle an a number of 10 will make a large circle in any graphics mode. The command only has meaning in graphic scripts (since it is impossible to make circles in text mode), but no error will occur is you give this command in text mode. Example: SET GRAPHICS EGA2 ; make sure we're in graphics GOXY 10 10 ; current position is set DRAW CIRCLE 1 ; draw small circle at place WAIT 2 ; pause to see picture DRAW CIRCLE 10 ; draw large circle at place WAIT 2 ; pause to see picture --- Page: 106 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DRAW BAR Syntax.: DRAW BAR Modes..: - text, + graphic This command draws a bar from the current x and y coordinates with the length and height specified on the command line. The bar must fit within the coordinates of the screen set by the current settings of the x-coordinate and y-coordinate, which are set by the GOXY command. The command can be useful in cases where you wish to have an area blanked out with the current foreground color set by COLOR. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 DRAW BAR 5 10 ; print bar at position WAIT 2 ; pause to see bar --- Page: 107 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET Syntax.: SET This command has many parameters, that can be switched on or off. Beneath here, the different parameters are shown, toge- ther with their default states. Simply choose which parameter you wish to see described. GRAPHICS DELAYFACTOR SHADOW CURSOR TIMEOUT ESCAPEKEY TEXTSOUND DOUBLELINE DEBUG --- Page: 108 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET GRAPHICS Syntax.: SET GRAPHICS Modes..: + text, + graphic This command either starts or stops the use of the graphics mode. Many commands work in the same way regardless of the video mode. However many texts looks more interesting in gra- phics mode, since they are more easy to see. So by specifying a graphicsmode as the parameter to this com- mand, you'll switch DataShow into that graphics mode if it is possible given your graphics adapter. The possible values are: Value: Adapters supported: Resolution: CGA CGA, EGA, VGA, SVGA, XGA 320x200x16 EGA1 EGA, VGA, SVGA, XGA 640x200x16 EGA2 EGA, VGA, SVGA, XGA 640x350x16 VGA1 MCGA, VGA, SVGA, XGA 640x480x16 VGA2 MCGA, VGA, SVGA, XGA 320x200x256 SVGA1 SVGA/VESA 640x480x256 SVGA2 SVGA/VESA 800x600x256 SVGA3 SVGA/VESA 1024x768x256 SVGA4 SVGA/VESA 1280x1024x256 The default value that is used for the SHOW SCREEN GRA command is EGA1, except if DataShow finds that you only have a CGA monitor in which case the default will be set to CGA. Note: Since some of the SHOW SCREEN commands (PCX and GIF) manipulates the colors on the graphics screen quite a bit, DataShow has to switch back and forth between text- and graphicsmode to reset the screen. The default setting for SET GRAPHICS, at the beginning of DataShow is OFF however, since many programs still use text- mode screens only. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET DELAYFACTOR 4 ; set for slow writes GOXY 10 10 ; move position to 10,10 --- Page: 109 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. WRITE "NOW TEXTMODE" ; print text at position WAIT 2 ; pause to see cursor position SET GRAPHICS EGA1 ; switch into graphics mode GOXY 10 10 ; move to line 18,20 places in WRITE "NOW GRAPHICS" ; print text at position WAIT 2 ; pause to see cursor position --- Page: 110 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET DELAYFACTOR Syntax.: SET DELAYFACTOR Modes..: + text, + graphic This command controls various output to screen. By setting the delayfactor you control how long time in 1/10 of a second the is between writes with the WRITE command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 1 8 ; set coordinates WRITE "Now fast" ; print text at position WAIT 4 ; wait to see text GOXY 1 10 ; show file screen2.scr SET DELAYFACTOR 5 ; make text slower on screen WRITE "Now slow" ; same result as above WAIT 2 ; wait to see text --- Page: 111 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET SHADOW Syntax.: SET SHADOW Modes..: + text, + graphic This command makes it possible for you to have several of the write functions to display a shadow. This makes an effectfull presentation. The command has no effect in text mode. The number that is used is the same as COLOR FOREGROUND for all screens that has 0-15 different colors, and in the range 0-255 for screens that has modes up to 256 different colors. You can use a variable name in the command, in which case the number will be taken from the value of the variable. Example: SET GRAPHICS EGA1 ; switch into graphics mode GOXY 10 10 ; move to line 10,10 places in WRITE "NOW NO SHADOW" ; print text at position WAIT 2 ; pause to see cursor position SET SHADOW 3 ; set the shadow attribute GOXY 10 20 ; move to line 20,10 places in WRITE "NOW A SHADOW" ; print text at position WAIT 2 ; pause to see cursor position --- Page: 112 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET CURSOR Syntax.: SET CURSOR ON | OFF Modes..: + text, + graphic This command controls the cursor. When turned on, the cursor is shown as a small blinking line in the current location se- lected by GOXY. When turned off, the cursor is not shown on the screen. Default (at the start of DataShow) the cursor is ON. The command can be issued in both text and graphics mode. In textmode the function is as described above. In graphics mode however the command is just ignored. In graphics mode there is no visible cursor. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET CURSOR ON ; make sure we see the cursor GOXY 10 10 ; move position to 10,10 WRITE "NOW HERE" ; print text at position WAIT 2 ; pause to see cursor position SET CURSOR OFF ; turn cursor off GOXY 20 18 ; move to line 18,20 places in WRITE "NOW GONE" ; print text at position WAIT 2 ; pause to see cursor position --- Page: 113 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET TIMEOUT Syntax.: SET TIMEOUT Modes..: + text, + graphic This command lets you set a time for which the WAIT command will wait for a key to be pressed. If the number is 0, the command will always wait for any key to be pressed. A number greater than 0 will wait for that number of seconds, and then continue the next command in the script file. This is useful when you do not want a script to stop running, just because nobody has touched the keyboard. Default (at program start), the value for TIMEOUT is 0, which means that when a WAIT com- mand is issued, the script will await a key press. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET TIMEOUT 5 ; set timeout time to 5 secs. WAITKEY "Any key" ; wait for any key for 5 secs. GOXY 10 10 ; position cursor on screen WRITE "Here we go" ; key pushed or 5 secs. passed SET TIMEOUT 0 ; resets, to force key input WAIT "Any key" ; wait for any key (will wait) --- Page: 114 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET ESCAPEKEY Syntax.: SET ESCAPEKEY OFF | Modes..: + text, + graphic This command makes it possible to turn on or off the possibi- lity to interrupt scriptfiles with a given key. If a script should continue to run no matter which key is pressed, speci- fy OFF. If you wish to have the possibility to stop the exe- cution of a script at any time, the number you write in the command is the ASCII number associated with a key, eg. 27 is the key. By default (at the beginning of DataShow) it is possible to stop a script by using the key. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET ESCAPEKEY 81 ; script can stop with Q key WRITE "NOW ON" ; print text at position GOXY 10 10 ; write at new location WRITE "Use key " ; print text at new location WAIT 2 ; pause to see cursor position SCREEN CLEAR ; blank out entire screen SET ESCAPEKEY OFF ; script cannot be stopped WRITE "NOW OFF" ; print text at position WAIT 2 ; pause to see cursor position --- Page: 115 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET TEXTSOUND Syntax.: SET TEXTSOUND ON | OFF Modes..: + text, + graphic This command control sound when text is written on screen. If turned on, a sound will be heard when each letter is written. If turned off, no sound is heard. See also WRITE. Default (at the start of DataShow) textsound is OFF. Textsound is con- trolled together with the SET DELAYFACTOR setting. Textsound is not related to the MUSIC SOUND command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET DELAYFACTOR 4 ; setup for slow printing SET TEXTSOUND OFF ; set silence first GOXY 10 10 ; move position to 10,10 WRITE "Silence" ; print text at position WAIT 2 ; pause to see cursor position SET TEXTSOUND ON ; turn writing sound on GOXY 20 18 ; move to line 18,20 places in WRITE "Hear this" ; print text at position WAIT 2 ; pause to see cursor position --- Page: 116 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET DOUBLELINE Syntax.: SET DOUBLELINE ON | OFF Modes..: + text, + graphic This command specifies that lines written by certain commands are to be printed with or without double borders. The default setting is OFF, and then only one line will show. If set to ON, two lines next to each other will be shown. See also the DRAW LINE command. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET DOUBLELINE OFF ; set single lines print LINE 10 ; print line at position WAIT 2 ; pause to see cursor position GOXY 1 3 ; move to new location SET DOUBLELINE ON ; write double lines LINE 10 ; write double lines WAIT 2 ; pause to see cursor position --- Page: 117 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SET DEBUG Syntax.: SET DEBUG ON | OFF Modes..: + text, - graphic This command let you halt a script with the keys. You simply set this command to ON and then with the and the keys pressed together, a page of current information will be shown. After you press enter, you will be returned to the exact same spot, where you interrupted the script. This makes it easy to trace the value of variables at certain places in your script. Once you have completed your script and it works as it should you could just remove this line from the script before sending it out. The default setting is OFF. Note that when you are in a READ command, you cannot halt the script with . The best way to make "breakpoints" in a script is to issue eg. a WAIT command and at that point hit the key combination. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 SET DEBUG ON ; make script debugable VARIABLE CREATE test TYPE NUMBER 1 ; make a variable WAIT 10 ; now will show status --- Page: 118 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. IF Syntax.: IF < < | > DO IF [NOT] GRAPH DO IF [NOT] KEYPRESSED DO IF [NOT] MOUSE DO IF [NOT] FILE <"filename"> DO IF [NOT] SOUND DO IF [NOT] VERSION DO Where is one of the following: "" | JUMPMARK | BREAK | MATH | QUIT | .. END Modes..: + text, + graphic This command has seven meanings. The first command variant executes a given command if a named variable compares with an operator to a given number or to a given variable. The second variant uses some predefined commands to determine which kind of graphic adapter the user of a script has. The third vari- ant let you test if a key is pressed on the keyboard. Then a mouse driver and mouse can be detected. The fifth variant let you test if a file with a given name can be found. And final- ly the sixth variant lets you check for the presence of cer- tain sound cards. The seventh lets you test the version of DataShow. See the syntax for each of the commands that follow the DO in the appropriate individual sections. You have the possibility to not just execute one command af- ter the DO statement. On several new lines you can execute a lot of commands, as long as the last line in the list is END. This makes it easier to execute a number of commands if a gi- ven criteria is fulfilled. You can not however issue a JUMP- MARK command from within a IF ... DO ... END number of state- ments. The meaning of the operators in the first command variant are --- Page: 119 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. as follows: EQ Equals NE Not equal LT Less than LE Less than or equal GT Greater than GE Greater than or equal The IN operator requires one more number or variable to com- pare with: IN < | > < | > If a number or a variable is in the range specified after the IN command, the command following the DO will be executed. All command variants are useful to control the sequence of execution of a script file. A variable can be manipulated through the VARIABLE command. The GRAPH function let you check the graphic adapter card on a computer. The function will return true with the VGA para- meter on a VGA or better adapter. It will return true with EGA if any EGA adapter is found. And it will return true for CGA if a CGA or MCGA card is detected. So if the GRAPH function returns false in all the above cases you know that you're dealing with an unsupported adapter. See the PROMOTE1.SHW file for an example. The IF VERSION function makes it possible for you to test the version of DataShow. From version 5.0A of DataShow this func- tion will always return a hole number representing the Data- Show version. Eg. version 5.0A will return 50 and 6.0A will return 60. This makes it easy for you to make sure that a script is run under the proper DataShow version. Example 1 (IF DO ...): SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE test TYPE NUMBER 1 ; create variable MARK 1 ; mark a place to jump to GOXY 1 1 ; go to location on screen WRITE "Test is" ; write text at location GOXY 10 1 ; go to location on screen WRITE test ; write variable at location IF test EQ 4 DO "file1" ; check the variable IF test EQ 8 DO JUMPMARK 2 ; check the variable IF test EQ 10 DO BREAK ; check the variable --- Page: 120 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE INCREASE test 1 ; increase variable JUMPMARK 1 ; go top the marked position MARK 2 ; mark a place to jump to VARIABLE RELEASE test ; delete variable CONTINUE ; reset script Example 2 (IF GRAPH DO ...): SCREEN CLEAR ; empty screen, cursor at 1,1 IF GRAPH VGA DO JUMPMARK 1 ; check the graphics adapter WRITE "THIS PRESENTATION ONLY WORKS ON VGA SCREENS!" GOXY 1 2 WAIT "PUSH ANY KEY..." QUIT MARK 1 SET GRAPHICS VGA1 ... Example 3 (IF MOUSE DO ...): SCREEN CLEAR ; empty screen, cursor at 1,1 IF MOUSE DO JUMPMARK 1 ; check for a mouse driver WRITE "Sorry - You need a mouse for this presentation!" GOXY 1 2 WAIT "PUSH ANY KEY..." QUIT MARK 1 ... Example 4 (IF FILE <"filename"> DO ...): SCREEN CLEAR ; empty screen, cursor at 1,1 IF FILE "scores.dat" DO JUMPMARK 1 ; look for the file WRITE "Sorry! A file is missing for this presentation!" GOXY 1 2 WAIT "PUSH ANY KEY..." QUIT MARK 1 ... See the file GUESS.SHW in the EXAMPLES file for a more ex- tensive example of the IF FILE command. Example 5: (IF SOUND DO ...): --- Page: 121 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. ; Create variable to control sound output VARIABLE CREATE soundtype TYPE NUMBER 0 ; Check for presence of sound cards IF SOUND ADLIB DO MATH soundtype = 1 IF SOUND BLAST DO MATH soundtype = 2 IF soundtype EQ 0 DO JUMPMARK 3 IF soundtype EQ 2 DO JUMPMARK 2 IF soundtype EQ 1 DO INSTALL SOUND ADLIB END JUMPMARK 3 MARK 2 IF soundtype EQ 2 DO INSTALL SOUND BLAST END ; Now play music via selected output device MARK 3 MUSIC PROCESS "beback.wav" WAV 12000 Example 6: (IF VERSION ... DO): SCREEN CLEAR IF VERSION LT 50 DO WRITE "Error in version" ELSE WRITE "OK version" END WAIT 2 General example (DO ... END): SCREEN CLEAR ; empty screen, cursor at 1,1 IF NOT FILE "scores.dat" DO ; look for the file WRITE "Sorry! A file is missing for this presentation!" GOXY 1 2 WAIT "PUSH ANY KEY..." QUIT END ... --- Page: 122 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DO Syntax.: DO FILE "" | DO CALL "" Modes..: + text, + graphic This command executes another scriptfile. You thereby get the chance to branch into a submodule from your program. Once in another submodule, you cannot branch from that submodule into other submodules. You are restricted to only branch into one submodule at a time. Back in the main program you can again branch to another or the same submodule. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "Main file" ; print text at position WAIT 2 ; pause to see text DO FILE "file2.shw" ; branch to other scriptfile ; File 2 SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; move position to 10,10 WRITE "In file2" ; print text at position WAIT 2 ; pause to see text ; End file 2 SCREEN CLEAR ; empty screen, cursor at 1,1 WRITE "I am back" ; print text at position WAIT 2 ; pause to see text Note that when a script is tokenized, the extension of all .SHW files are changed to .TOK. This is also done in all DO commands automatically. With the other variant of this command, you can call a opera- ting system command. It is possible to execute another pro- gram, or a batch file. You simply name the command you wish to have executed. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 DO CALL "command.com" ; start dos again; "EXIT" back SCREEN CLEAR ; empty screen after program WRITE "Back again" ; write text from DataShow WAIT 5 ; wait for 5 seconds to end --- Page: 123 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. In this way you can call executable files (programs), batch files, or the OS shell. Eg. you can call another graphic pro- gram, and then return to DataShow after it finishes. The com- mand you specify must be a valid OS command. --- Page: 124 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MARK Syntax.: MARK Modes..: + text, + graphic This command sets a marker in a script file. Then you can jump to that location with the JUMPMARK command. It is easy to control the sequence of transactions in the script with this command. Marks can be any name or number. Eg. gotohere1 or just 1. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "Hello there" ; display text MARK 1 ; set a marker SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; position place to write text WRITE "Hello here" ; display text JUMPMARK 1 ; next command is executed --- Page: 125 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. JUMPMARK Syntax.: JUMPMARK Modes..: + text, + graphic This command together with the MARK command, lets you control the execution flow of a program. When a marker has been set you use this command to jump to that location. The command can only be issued to a MARK within the same command file. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "Hello there" ; display text MARK 1 ; set a marker SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 10 10 ; position place to write text WRITE "Hello here" ; display text JUMPMARK 1 ; next command is executed --- Page: 126 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE Syntax.: VARIABLE With this command you can manipulate values of variables. You start by creating a variable and then increase or decrease it to control eg. loops in you scripts. When you don't need the variable any more, you simply issue the release command. For more specific information on each of the items, choose: CREATE INCREASE DECREASE RELEASE VALUE LOAD SAVE --- Page: 127 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE CREATE Syntax.: VARIABLE CREATE TYPE " | NUMBER > Modes..: + text, + graphic This command creates a variable with a given name and a given type. At the same time the variable is assigned a value. If the variable is of a string type, a text value has to be assigned. The string variable can then be used in a number of other commands such as: IF and SPEAK. If the variable is of a number type, the variable can then be manipulated with the INCREASE and DECREASE commands. This is useful to control eg. loops, and to setup other control se- quences in a script file. A number type variable can also be used in the MATH command. A variable can be removed with the RELEASE command. Note that once a variable has been created with a certain na- me, the value of that variable will not be effected if a new CREATE variable is encountered. That makes it easier to con- trol loops. If you wish to reassign a given value to a given variable name you must first release the variable. A maximum of 15 variables can be active at the same time. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE test TYPE NUMBER 1 ; create variable MARK 1 ; mark a place to jump to GOXY 1 1 ; go to location on screen WRITE "Test is" ; write text at location GOXY 10 1 ; go to location on screen WRITE test ; write variable at location IF test EQ 4 DO "file1" ; check the variable IF test EQ 8 DO JUMPMARK 2 ; check the variable IF test EQ 10 DO BREAK ; check the variable VARIABLE INCREASE test 1 ; increase variable JUMPMARK 1 ; go top the marked position MARK 2 ; mark a place to jump to VARIABLE RELEASE test ; delete variable CONTINUE ; reset script --- Page: 128 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE INCREASE Syntax.: VARIABLE INCREASE Modes..: + text, + graphic This command increases a named variable with a given number. First the variable must be created with the CREATE command. Then it can be increased with a positive number. This is use- full to control eg. loops, and to setup other control sequen- ces in a script file. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE test TYPE NUMBER 1 ; create variable MARK 1 ; mark a place to jump to GOXY 1 1 ; go to location on screen WRITE "Test is" ; write text at location GOXY 10 1 ; go to location on screen WRITE test ; write variable at location IF test EQ 4 DO "file1" ; check the variable IF test EQ 8 DO JUMPMARK 2 ; check the variable IF test EQ 10 DO BREAK ; check the variable VARIABLE INCREASE test 1 ; increase variable JUMPMARK 1 ; go top the marked position MARK 2 ; mark a place to jump to VARIABLE RELEASE test ; delete variable CONTINUE ; reset script --- Page: 129 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE DECREASE Syntax.: VARIABLE DECREASE Modes..: + text, + graphic This command decreases a named variable with a given number. First the variable must be created with the CREATE command. Then it can be decreased with a positive number. This is use- full to control eg. loops, and to setup other control sequen- ces in a script file. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE test TYPE NUMBER 1 ; create variable MARK 1 ; mark a place to jump to GOXY 1 1 ; go to location on screen WRITE "Test is" ; write text at location GOXY 10 1 ; go to location on screen WRITE test ; write variable at location IF test EQ 4 DO "file1" ; check the variable IF test EQ 8 DO JUMPMARK 2 ; check the variable IF test EQ 10 DO BREAK ; check the variable VARIABLE INCREASE test 1 ; increase variable JUMPMARK 1 ; go top the marked position MARK 2 ; mark a place to jump to VARIABLE RELEASE test ; delete variable CONTINUE ; reset script --- Page: 130 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE RELEASE Syntax.: VARIABLE RELEASE | ALL Modes..: + text, + graphic This command deletes a variable that previously has been created with the CREATE command. If you specify the ALL para- meter, all variables will be deleted. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE test TYPE NUMBER 1 ; create variable MARK 1 ; mark a place to jump to GOXY 1 1 ; go to location on screen WRITE "Test is" ; write text at location GOXY 10 1 ; go to location on screen WRITE test ; write variable at location IF test EQ 4 DO "file1" ; check the variable IF test EQ 8 DO JUMPMARK 2 ; check the variable IF test EQ 10 DO BREAK ; check the variable VARIABLE INCREASE test 1 ; increase variable JUMPMARK 1 ; go top the marked position MARK 2 ; mark a place to jump to VARIABLE RELEASE test ; delete variable CONTINUE ; reset script --- Page: 131 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE VALUE Syntax.: VARIABLE VALUE Modes..: + text, + graphic This command forces a value to a variable that previously has been created with the CREATE command. You can force values to string, number and key type variables. For number type vari- ables you can also force a new value with the MATH command. For strings this is useful, if you have just read one value into the variable and the want to read another. By forcing a value, the previous string will be erased and you can read an all new string into the variable. You can also make "defa- ult" values ready in string commands. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE str TYPE STRING "" ; create variable GOXY 1 1 ; go to location on screen WRITE "Type 'TEST'" ; write text on screen MARK 1 ; make place to jump to GOXY 12 1 ; go to location on screen READ STRING str 8 ; read string into variable CASE STRING UPPER str "TEST" DO JUMPMARK 2 ; test string JUMPMARK 1 ; string is not right MARK 2 ; string is right ; /// Note /// VARIABLE VALUE str "" ; make string empty GOXY 1 3 ; go to location on screen WRITE "Type 'QUICK'" ; write text on screen MARK 3 ; make place to jump to GOXY 12 3 ; go to location on screen READ STRING str 8 ; read string into variable CASE STRING UPPER str "QUICK" DO JUMPMARK 4 ; test string JUMPMARK 3 ; string is not right MARK 2 ; string is right If you didn't reset the variable at the place where the /// Note /// is placed, when you made the next READ STRING, the prior content of string would be shown (TEST that is). Now an empty string will result in a blank field. --- Page: 132 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE LOAD Syntax.: VARIABLE LOAD FROM "" Modes..: + text, + graphic This command loads a variable that previously has been created with the CREATE command, and then saved with the SAVE command. This is a means of saving variables from one run of a script to another. Example: SCREEN CLEAR ; empty screen VARIABLE CREATE test1 TYPE NUMBER 1 ; make variable WRITE test1 ; write variable value WRITE " " ; write separator VARIABLE SAVE test1 TO "test1.var" ; save variable VARIABLE INCREASE test1 1 ; increase variable value WRITE test1 ; write variable value WRITE " " ; write separator VARIABLE LOAD test1 FROM "test1.var" ; load variable WRITE test1 ; write variable value WRITE " " ; write separator WAIT 2 --- Page: 133 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. VARIABLE SAVE Syntax.: VARIABLE SAVE TO "" Modes..: + text, + graphic This command saves a variable that previously has been created with the CREATE command. You can then load it again with the LOAD command. This is a means of saving variables from one run of a script to another. Example: SCREEN CLEAR ; empty screen VARIABLE CREATE test1 TYPE NUMBER 1 ; make variable WRITE test1 ; write variable value WRITE " " ; write separator VARIABLE SAVE test1 TO "test1.var" ; save variable VARIABLE INCREASE test1 1 ; increase variable value WRITE test1 ; write variable value WRITE " " ; write separator VARIABLE LOAD test1 FROM "test1.var" ; load variable WRITE test1 ; write variable value WRITE " " ; write separator WAIT 2 --- Page: 134 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. READ Syntax.: READ CHOISE | STRING [UPPER] | KEY Modes..: + text, + graphic This command has three ways of working. In the first way, the command let the user enter a number. The number must be in the range between the two numbers given in the command. A key is then awaited to be pressed. The num- ber entered by the user can then be further examined with the CASE CHOISE command. In the second way, a variable can be read. It doesn't matter if the variable is of type string or type number. The current content (if any) is shown in an edit field and the user can edit the variable quite easily. After the Carriage Return key has been hit, the variable will have the new content. A READ STRING variable can not be longer than 80 characters. The va- riable can be further examined by the CASE STRING command. If you add the word UPPER to the command, any letter you type will be forced to upper case. In the third way, a key variable can be read. A single key is awaited, and that key can then be further evaluated by the CASE KEY command. Example 1 (READ CHOISE...): SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "1: test1" ; display text GOXY 20 12 ; position place to write text WRITE "2: test2" ; display text GOXY 20 14 ; position place to write text WRITE "3: Exit" ; display text GOXY 20 16 ; position place to write text WRITE "[1..3]:" ; display text READ CHOISE 1 3 ; get input from user CASE CHOISE 1 DO "test1" ; do the file test1 CASE CHOISE 2 DO JUMPMARK 4 ; jump to a new location CASE CHOISE 3 DO QUIT ; halt DataShow ; handle the error situation with eg. jumpmark command Example 2 (READ STRING...): VARIABLE CREATE name TYPE STRING "" ; create variable --- Page: 135 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "Enter your name:" ; prompt user for input GOXY 20 11 ; position place to read text READ STRING name 20 ; read the input GOXY 20 13 ; position place to write text WRITE "Hello" ; write text GOXY 20 14 ; position place to write text WRITE name ; write variable Example 3 (READ KEY...): ; Main file: VARIABLE CREATE test TYPE KEY ; create variable SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "Hit any key" ; prompt user for input GOXY 20 11 ; position place to read text READ KEY test ; read the input CASE KEY test 113 DO JUMPMARK 1 ; q CASE KEY test 81 DO JUMPMARK 1 ; Q DO FILE "testkey" CONTINUE MARK 1 ; Testkey file: GOXY 20 12 ; position place to write text CASE KEY test 472 DO JUMPMARK 1 CASE KEY test 480 DO JUMPMARK 2 WRITE "Unknown key" ; write text JUMPMARK 3 MARK 1 WRITE "You hit the UP key" JUMPMARK 3 MARK 2 WRITE "You hit the DN key" MARK 3 WAIT 2 --- Page: 136 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. CASE Syntax.: CASE > DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END CASE <<"text"> | >> DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END CASE > DO "" | JUMPMARK | BREAK | MATH | QUIT | .. END Modes..: + text, + graphic This command has three ways of working. Remember that each command must fit on to one line in a script. The above syntax is only written over more than one line in order for it to fit into the help window. See the syntax for each of the commands that follow the DO in the appropriate sections. The first command variant let you test the content of a READ CHOISE command. It will then execute a given command if the number entered in a prior READ CHOISE command is equal to the number in this command. The second command variant let you examine the content of a string variable. String variables can be assigned values with either the VARIABLE CREATE or the READ STRING commands. If the string value is equal to the text in quotation marks a given command is executed. To compare strings you could add the UPPER keyword which causes the comparison between the two strings to both be in upper case. Example: UtiLiTy matches the word UTiliTY. That makes it easier to compare the strings no matter how they have been read. The third command variant let you examine the content of a READ KEY command. (Look after example 3 hereunder for all the key numbers that you can compare the entered key with). Example 1 (CASE CHOISE DO ...): SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "1: test1" ; display text GOXY 20 12 ; position place to write text --- Page: 137 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. WRITE "2: test2" ; display text GOXY 20 14 ; position place to write text WRITE "3: Exit" ; display text GOXY 20 16 ; position place to write text WRITE "[1..3]:" ; display text READ CHOISE 1 3 ; get input from user CASE CHOISE 1 DO "test1" ; do the file test1 CASE CHOISE 2 DO JUMPMARK 4 ; jump to a new location CASE CHOISE 3 DO QUIT ; halt DataShow Example 2 (CASE STRING <"text"> DO ...): MARK 1 ; set a mark to jump to VARIABLE CREATE name TYPE STRING "" ; create variable SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "Write: TEST" ; prompt user for input GOXY 20 11 ; position place to read text READ STRING name 20 ; read the input CASE STRING name "TEST" DO JUMPMARK 2 ; test the input GOXY 20 13 ; position place to write text WRITE "Invalid input" ; write text WAIT 4 ; pause to see text GOXY 20 13 ; position place to write text WRITE " " ; write text JUMPMARK 1 ; start over MARK 2 ; here right input is entered GOXY 20 13 ; position place to write text WRITE "Fabulous!!!" ; write text WAIT 4 ; pause to see text Example 3 (CASE KEY DO ...): ; Main file: VARIABLE CREATE test TYPE KEY ; create variable SCREEN CLEAR ; empty screen, cursor at 1,1 GOXY 20 10 ; position place to write text WRITE "Hit any key" ; prompt user for input GOXY 20 11 ; position place to read text READ KEY test ; read the input CASE KEY test 113 DO JUMPMARK 1 ; q CASE KEY test 81 DO JUMPMARK 1 ; Q DO FILE "testkey" CONTINUE MARK 1 ; Testkey file: GOXY 20 12 ; position place to write text CASE KEY test 472 DO JUMPMARK 1 CASE KEY test 480 DO JUMPMARK 2 --- Page: 138 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. WRITE "Unknown key" ; write text JUMPMARK 3 MARK 1 WRITE "You hit the UP key" JUMPMARK 3 MARK 2 WRITE "You hit the DN key" MARK 3 WAIT 2 Key Numbers: Plain Shift Control Alt Up 472 --- --- --- Down 480 --- --- --- Left 475 --- --- --- Right 477 --- --- --- Home 471 --- --- --- End 479 --- --- --- PgUp 473 --- --- --- PgDn 481 --- --- --- Plain Shift Control Alt Ins 482 --- --- --- Del 483 --- --- --- Enter 13 13 13 ___ Esc 27 27 27 --- Tab 9 415 --- --- BkSp 8 --- --- --- Plain Shift Control Alt F1 459 484 494 504 F2 460 485 495 505 F3 461 486 496 506 F4 462 487 497 507 F5 463 488 498 508 F6 464 489 499 509 F7 465 490 500 510 F8 466 491 501 511 F9 467 492 502 512 F10 468 493 503 513 Plain Shift Control Alt Plain Shift Control Alt a 97 65 --- 430 n 110 78 --- 449 b 98 66 --- 448 o 111 79 --- 424 c 99 67 --- 445 p 112 80 --- 425 d 100 68 --- 432 q 113 81 --- 416 e 101 69 --- 418 r 114 82 --- 419 f 102 70 --- 433 s 115 83 --- 431 g 103 71 --- 434 t 116 84 --- 420 --- Page: 139 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. h 104 72 --- 435 u 117 85 --- 422 i 105 73 --- 436 v 118 86 --- 447 j 106 74 --- 437 w 119 87 --- 417 k 107 75 --- 438 x 120 88 --- 445 l 108 76 --- 439 y 121 89 --- 421 m 109 77 --- 450 z 122 90 --- 444 Plain Shift Control Alt Plain Shift Control Alt 1 ! 49 33 --- 520 [ { 91 --- --- --- 2 @ 50 64 --- 521 ] } --- --- --- --- 3 # 51 35 --- 522 ; : --- --- --- --- 4 $ 52 35 --- 523 ' " --- --- --- --- 5 % 53 37 --- 524 , < --- --- --- --- 6 ^ 54 94 --- 525 . > --- --- --- --- 7 & 55 38 --- 526 / ? --- --- --- --- 8 * 56 42 --- 527 ` ~ --- --- --- --- 9 ( 57 40 --- 528 \ | --- --- --- --- 0 ) 48 41 --- 529 --- Page: 140 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MATH Syntax.: MATH = Modes..: + text, + graphic This command let you do mathematic operations with predefined mathematic commands, variables and numbers. An expression can be put together after the following rules: Expression = [+ | -] Term { + Term | - Term } An expression consist of an optional + or - sign followed by a Term. After that, zero or more (symbolized by the {}) Terms preceded by a + or - sign can follow. Term = Factor { * Factor | / Factor } A term consist of a factor. After that, zero or more factors preceded by a * (multiplication) or / (division) sign can follow. Factor = Value | (Expression) { ^ Factor } A factor consist of a value or a parenthesis with a expres- sion in. After that, zero or more values preceded by a ^ (raised to the power of) sign can follow. Value = Number | Variable name | Predefined command A value consist of a number or the value of a variable or a predefined command value (see further below). Number = Digit { Digit } [. { Digit }] | . { Digit } Digit = { 0|1|2|3|4|5|6|7|8|9 } A number consist of one or more digits followed by a an op- tional decimal separator and one or more digits. Or a number consist of a decimal point followed by one or more digits. Here's a list of predefined commands: --- Page: 141 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MIN(expression 1 {,expression n}): Gives the smallest value of numbers specified. MAX(expression 1 {,expression n}): Gives the largest value of numbers specified. AVERAGE(expression 1 {,expression n}): Gives the average value of numbers specified. SIN : Gives the sine value of a number specified. COS : Gives the cosine value to a number specified. TAN : Gives the tangent value to a number specified. COT : Gives you the cotangent value to a number. ARCTAN : Gives the arcustangent value of a number. LN : Gives the natural logarithm value of a number. LOG : Gives logarithm to a number specified. EXP : Gives the exponential value of a number specified. ABS : Gives the absolute (positive) value of a number. SQRT : Gives the square root of a number as result. FAC(): Gives the faculty value of a number specified. FRAC : Gives you the fractional part of a real. INT : Gives you the integer part of a real. ROUND : Gives you the rounded value to a given number. --- Page: 142 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. TRUNC : Gives you the truncated value to a given number. PI: Gives the value of pi which is 3.14...' RANDOM(): Gives you a randomly generated number, between 1 and the the expression given. So here's what it all boils down to. Look also in the accom- panying example file called MATHWIZZ.SHW to see a live exam- ple of how the MATH command can be used. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 VARIABLE CREATE var1 TYPE NUMBER 0 ; create a variable VARIABLE CREATE var2 TYPE NUMBER 0 ; create a variable GOXY 10 2 ; position place to write text WRITE "Enter a value:" ; write text GOXY 30 2 ; position to read number READ STRING var1 3 ; read number MATH var2 = SIN(var1) ; do math operation on number GOXY 10 4 ; position place to write text WRITE "Sine value is:" ; write text GOXY 30 4 ; position to write number WRITE var2 ; write variable MATH var2 = var1 * var1 ; do math operation on number GOXY 10 6 ; position place to write text WRITE "Times itself:" ; write text GOXY 30 6 ; position to write number WRITE var2 ; write variable GOXY 10 10 ; position to write text WAIT "Press any key" ; wait for any key --- Page: 143 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. DEFINE Syntax.: DEFINE Modes..: + text, + graphic This command is used to mark lines. Together with the MOTION and the END commands it is possible to define texts to be mo- ved around the screen. This command marks the start of the definition area. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 DEFINE ; start defining text // ; first defined line //// ; second defined line // // ; third defined line // ; fourth line // ; fifth line //// ; sixth line END ; mark end of defined lines DELAYFACTOR 4 ; set speed for motion GOXY 10 0 ; set place to begin motion MOTION RIGHT 0 ; start motion across screen --- Page: 144 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. END Syntax.: END Modes..: + text, + graphic This command is used to mark lines. Together with the MOTION and the DEFINE commands it is possible to define texts to be moved around the screen. This command marks the end of the definition area. Example: SCREEN CLEAR ; empty screen, cursor at 1,1 DEFINE ; start defining text // ; first defined line //// ; second defined line // // ; third defined line // ; fourth line // ; fifth line //// ; sixth line END ; mark end of defined lines DELAYFACTOR 4 ; set speed for motion GOXY 10 0 ; set place to begin motion MOTION RIGHT 0 ; start motion across screen --- Page: 145 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MOTION Syntax.: MOTION Modes..: + text, + graphic This command is used to move lines. Together with the DEFINE and the END commands it is possible to define texts to be mo- ved around the screen. This command starts the motion of the defined area. You must specify the direction of the motion, and the number of times to the left or right that the defined area is to be moved. If times is equal to zero, the defined text will be moved all the way across the screen. The number that times is to be set to must lie between 0 and 160, since the motion really starts off the screen (which is 80 characters wide). The speed with which the motion is carried out, is set by SET DELAYFACTOR and color is set by the COLOR command. Note that in graphics mode, this command only works when you use the default font with the size 1 (see the EFFECT command). Example: SCREEN CLEAR ; empty screen, cursor at 1,1 DEFINE ; start defining text // ; first defined line //// ; second defined line // // ; third defined line // ; fourth line // ; fifth line //// ; sixth line END ; mark end of defined lines DELAYFACTOR 4 ; set speed for motion GOXY 10 0 ; set place to begin motion MOTION RIGHT 0 ; start motion across screen --- Page: 146 --- Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA. MOUSE Syntax.: MOUSE | MOUSE GOXY | MOUSE TRACK