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Manual for DataShow, Version 5.0A As of: Nov. 1st. 1994
All rights reserved.
┌───┐ ┌─┬─┐ ┌───┐
├─┬─┘ │ │ │ ├───┘
│ │ ene │ │ ichael │ lambek
--- Page: 1 ---
Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 1, Help on Help
──────────────────────────────────────────────────────────────────────
▄ Help on Help
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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. <Enter>, <Esc>, the function
keys <F1> through <F10>, 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:
<Enter> Accepts data that is entered.
<Esc> Jump back one step without performing an operation.
<F1> In most places this will bring up a help message.
<F10> Usually has the same function as the <Esc> key. It
takes you one step back.
--- Page: 2 ---
Chapter 1 : Help on Help, Copyright (c) 1990-94 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.
-------------------------------------------------------------
<F1> Gives you an index of topics
<Esc> Brings you out of the help menus
<DnKey> Highlights next topic in list
<UpKey> Highlights previous topic in list
<Enter> Select topic from list
<PgDn> Next screen (if applicable)
<PgUp> 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 <Enter>.
Finally the <Alt> key pushed in combination with the <F1> 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) 1990-94 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 [<seconds> | "<text>"]
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 [<seconds> | "<text>"]
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) 1990-94 by: RMP DATA.
--- Page: 5 ---
Chapter 1 : Help on Help, Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 2, About DataShow
──────────────────────────────────────────────────────────────────────
▄ About DataShow
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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) 1990-94 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 February 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) 1990-94 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:
┌───┐ ┌─┬─┐ ┌───┐
├─┬─┘ │ │ │ ├───┘
│ │ ene │ │ ichael │ 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) 1990-94 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:
SHOWDOC .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) 1990-94 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) 1990-94 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) 1990-94 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) 1990-94 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)
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
-------------------------------------------------------------
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)
--- Page: 13 ---
Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
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 <filename>.
--- Page: 14 ---
Chapter 2 : About DataShow, Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 3, Capture utility
──────────────────────────────────────────────────────────────────────
▄ Capture utility
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 <Ctrl> 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 <F5> 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 <F10>
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" <Ctrl> and <+> you can save the gra-
--- Page: 15 ---
Chapter 3 : Capture utility, Copyright (c) 1990-94 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) 1990-94 by: RMP DATA.
CHAPTER: 4, The Main Menu
──────────────────────────────────────────────────────────────────────
▄ The Main Menu
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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:
<F1> HELP: Brings you into the help menu. See Help on Help.
<F2> 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) 1990-94 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 <Enter> 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.
<F3> 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.
<F4> 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.
<F5> 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.
<F6> SLIDE: Brings you into the Slide Center. In the Slide
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Chapter 4 : The Main Menu, Copyright (c) 1990-94 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.
<F7> 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.
<F8> 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
SHOWDOC.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.
<F9> 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).
<F10> EXIT: To exit DataShow.
--- Page: 19 ---
Chapter 4 : The Main Menu, Copyright (c) 1990-94 by: RMP DATA.
--- Page: 20 ---
Chapter 4 : The Main Menu, Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 5, The Script Center
──────────────────────────────────────────────────────────────────────
▄ The Script Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
In the Script Center, you can design your own scripts (pro-
grams) easily. An editor is shown on the screen, and if you
press <F9> 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:
<Any-key> 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 <Space> key
each time you wish to alter an existing line or to
enter a completely new line.
<Up-key> If you're not at the first line in the editor, this
key will bring you up one line.
<Dn-key> If you're not at the last line in the editor, this
key will bring you down one line.
<Home> Brings you to the first line in the editor.
<End> Brings you to the last line in the editor.
<PgUp> Brings you fast to the prior screen in the script.
<PgDn> Brings you fast to the next screen in the script.
<Enter> If you're on the last line of the editor, this key
--- Page: 21 ---
Chapter 5 : The Script Center, Copyright (c) 1990-94 by: RMP DATA.
will let you fill in more lines at the bottom of
the script. Otherwise it works like the <Dn-key>.
<F1> HELP: Gives you this helpscreen. From here you can
select further help (eg. help on commands).
<F2> 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
<F2> key. You can choose to display a directory, to
change the current directory or to go to the opera-
ting system.
<F3> 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.
<F4> 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 10 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) 1990-94 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.
<F5> 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.
<F6> 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.
<F7> 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.
<F8> EDIT: The current line is displayed in a box, and
you can then edit it as you like. When you push the
<Enter> key the changes are recorded.
<F9> 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 <Enter> 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 <PgUp>,
<PgDn>, <Home>, and <End> keys to position you at
the command you wish to select. You will then be
prompted for more parameters as necessary. You can
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.
<F10> 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
--- Page: 23 ---
Chapter 5 : The Script Center, Copyright (c) 1990-94 by: RMP DATA.
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) 1990-94 by: RMP DATA.
CHAPTER: 6, The Draw Center
──────────────────────────────────────────────────────────────────────
▄ The Draw Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 <F4> 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 <F4> key). These keys thus
only pertain to the DataShow Draw Center menu.
<F1> HELP: Gives you this helpscreen. From here you can
select further help (eg. help on drawing).
<F2> 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) 1990-94 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
<F2> key. You can choose to display a directory, to
change the current directory or to go to the opera-
ting system.
<F3> 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.
<F4> 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 <F10> key.
<F5> 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
<F9> key.
<F6> 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 <F9>.
<F7> 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 <F9> key.
<F8> 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) 1990-94 by: RMP DATA.
<F9> SETUP: Here you can setup which colors to use, how
large letters should be, and in which style they
should be written. Push <F1> 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.
<F10> 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:
<RMB> 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) 1990-94 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.
<LMB> Left mouse button. If you have selected to draw,
fill, brush, bar, box, circle, from the menu men-
tioned above under <RMB>, holding down <LMB> will
generate the desired action.
Also you have these keys available in the Draw Screen:
<Enter> 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.
<arrows> You can use the arrow keys in the draw editor, as
mentioned above. (Remember to turn Num Lock off).
<F1> Short help for the Draw Screen is shown.
<F2> Quick file load/save menu.
<F3> Quick clear Draw Screen menu.
<F9> Quick setup for Draw Screen menu.
<F10> Exit draw screen and return to Draw Center.
┌───────┬───────┬───────┐
│ 7 │ 8 │ 9 │
│ Home │ │ PgUp │
├───────┼───────┼───────┤
│ 4 │ │ 6 │
│ │ │ │
├───────┼───────┼───────┤
│ 1 │ 2 │ 3 │
│ End │ │ PgDn │
└───────┴───────┴───────┘
--- Page: 28 ---
Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
<Any-key> When you type a character in the draw editor, that
character will be displayed according to the cur-
rent setup (the <F9> key from the Draw Center).
--- Page: 29 ---
Chapter 6 : The Draw Center, Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 7, The Text Center
──────────────────────────────────────────────────────────────────────
▄ The Text Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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:
<F1> HELP: Gives you this helpscreen. From here you can
select further help (see help on help).
<F2> 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
<F2> key. You can choose to display a directory, to
change the current directory or to go to the opera-
ting system.
<F3> 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 <F9 SETUP>) actually set. So to
set a new background color to begin designing a new
--- Page: 30 ---
Chapter 7 : The Text Center, Copyright (c) 1990-94 by: RMP DATA.
screen, select the color with <F9> and then <F3> to
clear and have the changes take effect.
<F4> 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:
<Enter> Toggles between move and line draw mode.
<Arrow> When in line draw mode, once you push one
of the arrow keys, a line will be printed
at that location.
<Any-key> The character the key represents will be
printed at that location.
<F2> With the <F9> key (in the Text Center
Setup) you can select a background cha-
racter. That character is assigned to the
<F2> key in the draw mode, so by pushing
this key the selected character will ap-
pear.
<F4> Lines that shows current location and
special characters keys.
<F5..F8> Special characters shown from <F4> key.
<F9> Gives you a small box with the diffrent
color attributes. Select one, and it will
be you new drawing color.
<F10> Exit the Text draw screen to go back to
the Text Center screen.
<F8> 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.
<F9> 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
<Tab> key and get a box with choises for colors.
<F10> 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) 1990-94 by: RMP DATA.
saved before it can be run, reflecting the changes.
--- Page: 32 ---
Chapter 7 : The Text Center, Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 8, The Slide Center
──────────────────────────────────────────────────────────────────────
▄ The Slide Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
In the Slide Center, you can design your own slides easily.
A slide editor is shown on the screen, and if you press <F4>
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:
<Up-key> If you're not at the first line in the editor, this
key will bring you up one line.
<Dn-key> If you're not at the last line in the editor, this
key will bring you down one line.
<F1> HELP: Gives you this helpscreen. From here you can
select further help (eg. help on commands).
<F2> 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
<F2> 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) 1990-94 by: RMP DATA.
<F3> 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.
<F4> EDIT: You are placed in the Slide scratch pad, and
from there you can use the following keys:
<Up> Moves one line up.
<Dn> Moves one line down.
<Enter> Moves to the next entry field.
<Tab> Moves to the next entry field.
<Shft><Tab> Moves backward in entry fields.
<F9> Gives you options for entry field.
<F10> 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.
<F5> 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.
<F6> 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.
<F7> 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.
<F8> 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.
<F9> COMMAND: This key is used when you first have push-
ed the <F4> 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.
<F10> 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) 1990-94 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
<F9> 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 <F9> key.
EFFECT:
You can enter the effect that is shown between two slides. To
select between effects you can use the <F9> 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 <space> or <arrow>
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) 1990-94 by: RMP DATA.
--- Page: 36 ---
Chapter 8 : The Slide Center, Copyright (c) 1990-94 by: RMP DATA.
CHAPTER: 9, The Graph Menu
──────────────────────────────────────────────────────────────────────
▄ The Graph Menu
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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) 1990-94 by: RMP DATA.
CHAPTER: 10, Errormessages
──────────────────────────────────────────────────────────────────────
▄ Errormessages
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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) 1990-94 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) 1990-94 by: RMP DATA.
CHAPTER: 11, Commands
──────────────────────────────────────────────────────────────────────
▄ Commands
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
When you're in the script menu, and when pushing function key
<F9>, 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 DO
MARK JUMPMARK VARIABLE READ
IF CASE MATH DEFINE
END MOTION MOUSE BUTTON
WINDOW CONTINUE BREAK CALL
INSTALL SPRITE QUIT
Obsolete commands:
SAY WAITKEY GRAPHICS SOUND
POINT ESCAPEKEY * (Comments) Screen
▄ Commands, Quick Start:
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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
--- Page: 40 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SCREEN WIPE <SPLIT | LEFT | RIGHT | UP | DOWN | OUT>
This commands clears the screen using the parameter
SHOW SCREEN "<filename>" <TXT | GRA | PCX | GIF | FLI>
Command shows a screen from a separate file
SHOW SLIDE "<filename>"
Command shows several slides according to file specified
SHOW CHART "<filename>" <BAR | PIE | LIN>
Command shows a chart according to file and type specified
WRITE <"<text to be printed on screen>" | <variable>>
{+ again}
Command writes texts to the screen
COLOR <BACKGROUND | FOREGROUND | ATTRIBUTE>
Command sets the color that effects other commands
GOXY <x-coordinate> <y-coordinate>
Command sets the coordinates that effects other commands
WAIT [<seconds> | "<text>"]
Command stops script execution until seconds are passed or
any key is pushed
SPEAK <number> | <variablename> | "<text>"
Command talks through the speaker
MUSIC SOUND <notechar> <number> <number>
Command makes a single sound through the speaker
MUSIC PROCESS "<filename>" SND
Command reads a DataShow music file and plays it
MUSIC PROCESS "<filename>" WAV <frequency>
Command reads a Windows music file and plays it
MUSIC PROCESS "<filename>" VOC <frequency>
Command reads a Creative Labs music file and plays it
EFFECT SCROLL <UP | DOWN>
Command scrolls the screen up or down
EFFECT FADE <IN | OUT | BOTH>
Command fades the screen
EFFECT GLITTER
Command makes lots of glitter on the screen
--- Page: 41 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
EFFECT TEXTTYPE <font-number> <size-number>
Command sets the text type and size for graphic writes
EFFECT POINT <x-coordinate> <y-coordinate>
Command writes an arrow on specified place
DRAW BOX <length> <height>
Command draws a box from current location
DRAW LINE <length-number>
Command draws a line from current location
DRAW CIRCLE <radius-number>
Command draws a circle with center in current location
DRAW BAR <length> <height>
Command draws a bar from current location
SET GRAPHICS <OFF|CGA|EGA1|EGA2|VGA1|VGA2|SVGA1|SVGA2>
Command set scripts in either text or graphics mode
SET DELAYFACTOR <number>
Command set the delays for other commands
SET SHADOW <OFF | <number>>
Command sets shadow on graphics writes
SET CURSOR <ON | OFF>
Command sets cursor in text mode
SET TIMEOUT <number>
Command makes scripts pass the WAIT command
SET ESCAPEKEY <OFF | <number>>
Command let you control the interruption of scripts
SET TEXTSOUND <ON | OFF>
Command sets the sound on writes to screen
SET DOUBLELINE <ON | OFF>
Command sets single or double lines
SET DEBUG <ON | OFF>
Command enables debug <alt+d> halting of scripts
DO "<filename>"
Command lets you execute another script file
MARK <name | number>
--- Page: 42 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Command marks a place to jump to
JUMPMARK <name | number>
Command jumps to a mark
VARIABLE CREATE <name> TYPE
<STRING "<text>" | NUMBER <value> | KEY>
The command creates a variable of a given type
VARIABLE INCREASE <name> <number>
This command increases a number variable by a given number
VARIABLE DECREASE <name> <number>
This command decreases a number variable by a given number
VARIABLE RELEASE <name>
This command deletes a given variable
VARIABLE VALUE <name> <value>
This command forces a value to a given variable
VARIABLE LOAD <name> FROM "<filename>"
The command loads a variable from disk
VARIABLE SAVE <name> TO "<filename>"
The command saves a variable to disk
READ CHOISE <number> <number>
This command reads a number key in the given range
READ STRING [UPPER] <variable name> <length number>
This command reads a string with the given length
READ KEY <variable name>
This command reads a key into a variable
IF <variable name> <EQ | NE | LT | LE | GT | GE | IN>
<<number> | <variable name>> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you test the value of a number variable
IF [NOT] GRAPH <VGA | EGA | CGA> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you check the graphics adapter
IF [NOT] MOUSE DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you check if a mouse is present
IF [NOT] FILE <"filename"> DO
--- Page: 43 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you check if a file exists
IF [NOT] SOUND <ADLIB | BLAST> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
Command checks if a sound blaster or adlib is available
CASE CHOISE <number> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you examine the value read by READ CHOISE
CASE STRING [UPPER] <variable name>
<<"text"> | <variable name>> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you test the value of a string variable
CASE KEY <variable name> <key number> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
This command let you test the value of a key variable
MATH <variable name> = <expression>
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 <LEFT | RIGHT> <times>
This command lets you move a defined area across screen
MOUSE <ON | OFF | GOXY | TRACK | QUERY | TYPE | DRAW>
The command makes it possible for you to use a mouse
BUTTON
*** This command is under construction...
WINDOW <length> <height>
This command selects part of the screen for output
CONTINUE
This command restarts script execution from the beginning
BREAK
This command goes to a continue command and goes on there
CALL "<command>"
This command calls an operating system file or program
--- Page: 44 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
INSTALL FONT "<filename>"
The command makes it possible to install more fonts
INSTALL SOUND <SPEAK| ADLIB | BLAST>
Sets music output to sound blaster, adlib or PC speaker
SPRITE <LOAD | GOXY | SHOW | HIDE | FRAME | RELEASE>
The command let you move aprite objects around the screen
QUIT
This command end script and DataShow execution
--- Page: 45 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Printer Center
▄ The Printer Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 *.<extension> 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 <Enter> 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) 1990-94 by: RMP DATA.
You can preview graphics files - they are shown on the screen
until you hit a key. If you press the <Print Screen> key, the
pricture will be copied to your printer.
--- Page: 47 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Animation
▄ The Animation Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
The Animation Center is where you can make sprites and icons.
When you choose to enter the center, DataShow will try to put
your computer into VGA 640x480x16 mode. Your computer has to
support this mode for you to be able to make animations.
The screen that is shown, 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 up, down, left, right arrow keys to trim/move
the drawing within the grid.
The frame push button has no meaning at the moment.
Once you have made a sprite you can use the SPRITE command to
manipulate the sprite around the screen from a script.
--- Page: 48 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Chart
▄ The Chart Center
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
In the Chart Center, you can design your own charts easily.
A chart editor is shown on the screen, and if you press <F4>
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:
<Up-key> If you're not at the first line in the editor, this
key will bring you up one line.
<Dn-key> If you're not at the last line in the editor, this
key will bring you down one line.
<F1> HELP: Gives you this helpscreen. From here you can
select further help (eg. help on commands).
<F2> 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
<F2> key. You can choose to display a directory, to
change the current directory or to go to the opera-
--- Page: 49 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
ting system.
<F3> 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.
<F4> EDIT: You are placed in the Chart scratch pad, and
from there you can use the following keys:
<Up> Moves one line up.
<Dn> Moves one line down.
<Enter> Moves to the next entry field.
<Tab> Moves to the next entry field.
<Shft><Tab> Moves backward in entry fields.
<F10> 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.
<F6> 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.
<F7> 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.
<F8> 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.
<F10> 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: 50 ---
Chapter 11 : Commands, Copyright (c) 1990-94 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:
"<range name>", <range value>
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: 51 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Info
▄ Information
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
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 <Enter> key.
You can then see the file on the screen.
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: 52 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Miscellaneous
▄ Miscellaneous Help pages
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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: 53 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Topic Select
▄ Topic Select
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 <Enter> (or push left
mouse button).
--- Page: 54 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
File select
▄ File select
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 <Enter> 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: 55 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Select
▄ Selecting between topics
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 <Enter> 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 <F1>.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Setup in various menues
▄ Setup
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Entering a number
▄ Number
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Entering text
▄ Text
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Entering filenames
▄ Filenames
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Directory
▄ Directory
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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 <Enter>).
See editing keys for more information about entering data.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Change Directory
▄ Change Directory
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Editing keys
▄ Editing
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
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.
<Arrow keys> Left and right arrow key moves one character.
<Insert key> Toggles overwrite / insert mode.
<Delete key> Deletes character above cursor.
<Backspace> Deletes character left of cursor.
<Home key> Moves to the first character.
<End key> Moves to the last character.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
▄ Commands, detailed descriptions:
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
On the following many pages, the command language of DataShow
will be shown. Each command syntax is shown, and examples are
given.
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Chapter 11 : Commands, Copyright (c) 1990-94 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.
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Chapter 11 : Commands, Copyright (c) 1990-94 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 WINDOW has been
specified. The blank screen will have the color set by the
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
WINDOW 10 10 ; window 10 long, 10 high
SCREEN CLEAR ; clears the current window
WAIT 2 ; pause to see clear window
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Chapter 11 : Commands, Copyright (c) 1990-94 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
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Chapter 11 : Commands, Copyright (c) 1990-94 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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SCREEN WIPE
Syntax.: SCREEN WIPE
<SPLIT | LEFT | RIGHT | UP | DOWN | OUT>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SHOW SCREEN
Syntax.: SHOW SCREEN "<filename>" <TXT|GRA|PCX|GIF|FLI>
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
TEXT SCREENS
Syntax.: SHOW SCREEN "<filename>" 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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
GRAPHIC SCREENS
Syntax.: SHOW SCREEN "<filename>" <GRA | PCX | GIF | FLI>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 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:
╔═══════════════════════════════════════════════════════════╗
║ Mode: GRA PCX GIF ║
║ ║
║ CGA ║
║ 320x200x016 X X X ║
║ ║
║ EGA ║
║ 640x200x016 X X X ║
║ 640x350x016 X X X ║
║ ║
║ VGA ║
║ 640x480x016 X X X ║
║ 320x200x256 X X X ║
║ ║
║ SVGA ║
║ 640x400x256 X ║
║ 640x480x256 X ║
║ 800x600x016 X ║
║ 800x600x256 X ║
║ 1024x768x016 X ║
║ 1024x768x256 X ║
╚═══════════════════════════════════════════════════════════╝
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 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 <Print Screen> key on the keyboard.
3) Load PaintBrush (it comes with the windows package).
4) Select the <View> menu, and the <Zoom out> option.
5) Select the <Edit> menu, and the <Paste> option.
6) Select the <Edit> menu, and the <Paste> option (again).
7) Select the <View> menu, and the <Zoom in> 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 <name> PCX command.
--- Page: 75 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SHOW SLIDE
Syntax.: SHOW SLIDE "<filename>"
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):
<Left key> Brings you one slide back.
<Right key> Brings you one slide forward.
<Enter key> Brings you one slide forward.
<Space key> Brings you one slide forward.
<Tab key> Enter number for slide to go to.
<Esc key> 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
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Chapter 11 : Commands, Copyright (c) 1990-94 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: 77 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SHOW CHART
Syntax.: SHOW CHART "<filename>" <BAR | PIE | LIN>
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: 78 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
WRITE
Syntax.: WRITE "<text to be printed on screen>" | <variable>
{+ 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: 79 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
COLOR
Syntax.: COLOR <BACKGROUND | FOREGROUND | ATTRIBUTE>
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: 80 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
BACKGROUND
Syntax.: COLOR BACKGROUND < <number> | <variable name> >
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
FOREGROUND
Syntax.: COLOR FOREGROUND < <number> | <variable name> >
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
ATTRIBUTE
Syntax.: COLOR ATTRIBUTE < <number> | <variable name> >
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: 83 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
GOXY
Syntax.: GOXY <x-coordinate> <y-coordinate>
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
WAIT
Syntax.: WAIT [<seconds> | "<text>"]
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MATH n1 = n1 + 3 ; do calculation
WAIT ; wait until keypressed
Now in the last command you could hit <alt> + <d> and you can
see the content of all the variables. This makes it easier to
find errors in assignments to variables.
--- Page: 86 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SPEAK
Syntax.: SPEAK <number> | <name> | "<text>"
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
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Chapter 11 : Commands, Copyright (c) 1990-94 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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MUSIC
Syntax.: MUSIC
< SOUND <notechar> <number> <number> > |
< PROCESS "<filename>" <SND | WAV> >
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
PROCESS
Syntax.: MUSIC PROCESS "<filename>" SND |
MUSIC PROCESS "<filename>" <WAV|VOC> <frequency> |
MUSIC <QUIT|SUSPEND|RESUME>
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:
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Chapter 11 : Commands, Copyright (c) 1990-94 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.
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Chapter 11 : Commands, Copyright (c) 1990-94 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.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SOUND
Syntax.: MUSIC SOUND <notechar> <number> <number>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
EFFECT
Syntax.: EFFECT <SCROLL | FADE | GLITTER | TEXTTYPE | POINT>
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 POINT
--- Page: 94 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
EFFECT SCROLL
Syntax.: EFFECT SCROLL <UP | DOWN>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
EFFECT FADE
Syntax.: EFFECT FADE <IN | OUT | BOTH>
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.
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Chapter 11 : Commands, Copyright (c) 1990-94 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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
EFFECT TEXTTYPE
Syntax.: EFFECT TEXTTYPE <font-number> <size-number>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
EFFECT POINT
Syntax.: EFFECT POINT <x-coordinate> <y-coordinate>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
DRAW
Syntax.: DRAW <BOX | LINE | CIRCLE | BAR>
Modes..: + text, + graphic
This command has several different parameters. Choose the
one you wish to have more information about.
BOX LINE CIRCLE BAR
--- Page: 100 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
DRAW BOX
Syntax.: DRAW BOX <length> <height>
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 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: 101 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
DRAW LINE
Syntax.: DRAW LINE <length-number>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
DRAW CIRCLE
Syntax.: DRAW CIRCLE <radius-number>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
DRAW BAR
Syntax.: DRAW BAR <length> <height>
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: 104 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET
Syntax.: SET <parameter>
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: 105 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET GRAPHICS
Syntax.: SET GRAPHICS <OFF | CGA | EGA1 | EGA2 | VGA1 |
VGA2 | SVGA1 | SVGA2>
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
The default value that is used for the SHOW SCREEN <filename>
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
WRITE "NOW TEXTMODE" ; print text at position
WAIT 2 ; pause to see cursor position
SET GRAPHICS EGA1 ; switch into graphics mode
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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: 107 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET DELAYFACTOR
Syntax.: SET DELAYFACTOR <number>
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: 108 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET SHADOW
Syntax.: SET SHADOW <OFF | <number>>
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.
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: 109 ---
Chapter 11 : Commands, Copyright (c) 1990-94 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: 110 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET TIMEOUT
Syntax.: SET TIMEOUT <number>
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: 111 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET ESCAPEKEY
Syntax.: SET ESCAPEKEY OFF | <number>
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 <Esc> key.
By default (at the beginning of DataShow) it is possible to
stop a script by using the <Esc> 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 <Q>" ; 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
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Chapter 11 : Commands, Copyright (c) 1990-94 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: 113 ---
Chapter 11 : Commands, Copyright (c) 1990-94 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: 114 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SET DEBUG
Syntax.: SET DEBUG ON | OFF
Modes..: + text, - graphic
This command let you halt a script with the <alt+d> keys. You
simply set this command to ON and then with the <alt> and the
<d> 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 <alt+d>. The best way to make "breakpoints" in a
script is to issue eg. a WAIT command and at that point hit
the <alt+d> 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 <alt+d> will show status
--- Page: 115 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
DO
Syntax.: DO "<filename>"
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 "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.
--- Page: 116 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MARK
Syntax.: MARK <name | number>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
JUMPMARK
Syntax.: JUMPMARK <name | number>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE
Syntax.: VARIABLE <CREATE | RELEASE |
INCREASE | DECREASE |
VALUE | LOAD | SAVE>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE CREATE
Syntax.: VARIABLE CREATE <name> TYPE
<STRING "<text>" | NUMBER <value>>
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: 120 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE INCREASE
Syntax.: VARIABLE INCREASE <name> <number>
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: 121 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE DECREASE
Syntax.: VARIABLE DECREASE <name> <number>
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: 122 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE RELEASE
Syntax.: VARIABLE RELEASE <name> | 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: 123 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE VALUE
Syntax.: VARIABLE VALUE <name> <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: 124 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE LOAD
Syntax.: VARIABLE LOAD <name> FROM "<filename>"
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: 125 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
VARIABLE SAVE
Syntax.: VARIABLE SAVE <name> TO "<filename>"
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: 126 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
READ
Syntax.: READ CHOISE <number> <number> |
STRING [UPPER] <variable name> <length number> |
KEY <variable name>
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
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Chapter 11 : Commands, Copyright (c) 1990-94 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 "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: 128 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
IF
Syntax.:
IF <<variable name> <EQ | NE | LT | LE | GT | GE | IN>
<<number> | <variable name>> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
IF [NOT] GRAPH <VGA | EGA | CGA> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
IF [NOT] MOUSE DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
IF [NOT] FILE <"filename"> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
IF [NOT] SOUND <ADLIB | BLAST> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
IF [NOT] VERSION <EQ | NE | LT | LE | GT | GE | IN>
<number> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
Modes..: + text, + graphic
This command has five 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 mouse driver and mouse can be detected.
The fourth variant let you test if a file with a given name
can be found. And finally the fifth variant let you check for
the presence of certain sound cards.
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
as follows:
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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 <<number> | <variable name>> <<number> | <variable name>>
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 <variable name> <operator> <number> 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
VARIABLE INCREASE test 1 ; increase variable
JUMPMARK 1 ; go top the marked position
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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 <ADLIB | BLAST> DO ...):
; Create variable to control sound output
--- Page: 131 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
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
...
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
CASE
Syntax.:
CASE <CHOISE <number>> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
CASE <STRING [UPPER] <variable name>
<<"text"> | <variable name>>> DO
"<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
CASE <KEY <variable name> <key number>> DO
"<filename>" | 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 <number> 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
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Chapter 11 : Commands, Copyright (c) 1990-94 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 <variable name> <"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 <variable name> <key number> 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 "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
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Chapter 11 : Commands, Copyright (c) 1990-94 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
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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: 136 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MATH
Syntax.: MATH <variable name> = <expression>
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:
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Chapter 11 : Commands, Copyright (c) 1990-94 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 <factor>:
Gives the sine value of a number specified.
COS <factor>:
Gives the cosine value to a number specified.
TAN <factor>:
Gives the tangent value to a number specified.
COT <factor>:
Gives you the cotangent value to a number.
ARCTAN <factor>:
Gives the arcustangent value of a number.
LN <factor>:
Gives the natural logarithm value of a number.
LOG <factor>:
Gives logarithm to a number specified.
EXP <factor>:
Gives the exponential value of a number specified.
ABS <factor>:
Gives the absolute (positive) value of a number.
SQRT <factor>:
Gives the square root of a number as result.
FAC(<expressions>):
Gives the faculty value of a number specified.
FRAC <factor>:
Gives you the fractional part of a real.
INT <factor>:
Gives you the integer part of a real.
ROUND <factor>:
Gives you the rounded value to a given number.
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
TRUNC <factor>:
Gives you the truncated value to a given number.
PI:
Gives the value of pi which is 3.14...'
RANDOM(<expression>):
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: 139 ---
Chapter 11 : Commands, Copyright (c) 1990-94 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
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Chapter 11 : Commands, Copyright (c) 1990-94 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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MOTION
Syntax.: MOTION <LEFT | RIGHT> <times>
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: 142 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MOUSE
Syntax.: MOUSE <ON | OFF> |
MOUSE GOXY <x-coordinate> <y-coordinate> |
MOUSE TRACK <button number> <var1> <var2> |
MOUSE QUERY <variable name> <var1> <var2> |
MOUSE TYPE <number> |
*** MOUSE DRAW under construction
Modes..: + text, + graphic
This command let you control a mouse from a script. First you
turn the mouse on, then you track the mouse around the screen
and then the mouse position is returned to you. This can be
useful eg. if users of a script must point to a certain place
on the screen before continuing.
The command has slightly different meanings in the two modes.
In text mode it is not possible to call this command without
there actually is a mouse present. It is however possible in
graphic mode.
In both modes you can also use the keyboard to move the mouse
pointer. By using the arrow keys the mouse will be moved, and
pressing <ctrl>+L for left, <ctrl>+R for right, or <ctrl>+M
for middle mouse button. The first variable will hold the X
coordinate and the second variable will hold the Y coordinate
of the mouse at the time the <button number> was pressed. The
<button number> constant can be 1 for left, 2 for right, or 3
for middle mouse button.
The main diffenrence between the MOUSE TRACK and the MOUSE
QUERY commands is that the first waits until a specific mouse
button is pressed, while the second gives you the possibility
to get any mouse button back.
Note that switching the mouse on and off is your own respons-
ability. Certain other commands that deal with the screen can
give weird results, if you haven't turned the mouse off be-
fore the command is issued.
Example (in text mode):
SCREEN CLEAR ; blank out screen
IF NOT MOUSE DO ; check for mouse
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
WRITE "Mouse required" ; write text
WAIT ; wait for any key press
QUIT ; halt execution
END ; end of if
VARIABLE CREATE MX TYPE NUMBER 0 ; create x coordinate
VARIABLE CREATE MY TYPE NUMBER 0 ; create y coordinate
MOUSE ON ; turn mouse on
MOUSE TRACK 1 MX MY ; track mouse and keyboard
MOUSE OFF ; hide mouse
GOXY 1 1 WRITE "X: "+MX ; position cursor and write
GOXY 1 2 WRITE "Y: "+MY ; position cursor and write
WAIT ; wait for any key press
Example (in graph mode):
VARIABLE CREATE MX TYPE NUMBER 0 ; create x coordinate
VARIABLE CREATE MY TYPE NUMBER 0 ; create y coordinate
SET GRAPHICS VGA1 ; go to graphics mode
MOUSE ON ; turn mouse on
MOUSE TRACK 1 MX MY ; track mouse and keyboard
MOUSE OFF ; turn mouse off
CLEARSCREEN ; clean screen
GOXY 1 1 WRITE "X: "+MX ; position cursor and write
GOXY 1 2 WRITE "Y: "+MY ; position cursor and write
WAIT ; wait for any key press
Note that in graphic mode, the return value for var1 and var2
will depend on the graphic mode you're currently in. Eg. mode
VGA1 will be in the range 640 for var1 and 480 for var 2.
Example (MOUSE GOXY):
SET GRAPHICS VGA1 ; go to graphics mode
SET DELAYFACTOR 1 ; set step size
MOUSE ON ; turn mouse on
MOUSE GOXY 02 02 ; move mouse to location
WAIT 1 ; wait a little
MOUSE GOXY 78 20 ; move mouse to location
WAIT ; wait for any key
Note that this command uses the delayfactor setting to move
the mouse cursor. The command corresponds to the GOXY command
in that it uses a scaling factor in graphics mode, so that
all modes has x values from 1 to 80, y values from 1 to 24.
Example (MOUSE TYPE):
VARIABLE CREATE MX TYPE NUMBER 0 ; create x coordinate
VARIABLE CREATE MY TYPE NUMBER 0 ; create y coordinate
SET GRAPHICS VGA1 ; go to graphics mode
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
MOUSE ON ; turn mouse on
MOUSE TYPE 2 ; make mouse into checkmark
MOUSE TRACK 1 MX MY ; track mouse and keyboard
MOUSE OFF ; turn mouse off
Note that this command only works in graphics mode and that a
mouse must be present. If no mouse is present the command is
ignored, and you continue with the default arrow cursor.
These numbers gives you different mouse cursors:
0 arrow (default)
1 stop hand
2 check mark
3 hour glass
4 question mark
The number given to the command must be in the range 0 to 4.
--- Page: 145 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
BUTTON
Syntax.: BUTTON ...
Modes..: + text, + graphic
THIS COMMAND IS UNDER CONSTRUCTION...
IE. NOT WORKING AT THE MOMENT..
***
--- Page: 146 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
WINDOW
Syntax.: WINDOW <length> <height>
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)
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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
CONTINUE
Syntax.: CONTINUE
Modes..: + text, + graphic
This command starts from the beginning of the script file
again. It cannot however be given from a second commandfile,
eg. if you have written the command in a scriptfile called
from another scriptfile with the DO command.
Example:
SCREEN CLEAR ; empty screen, cursor at 1,1
WRITE "Testing.." ; print text on blank screen
WAIT 2 ; pause to see text
GOXY 10 10 ; move to new location
WRITE "Moved.." ; print text at new location
WAIT 2 ; pause to see text
CONTINUE ; start scriptfile over again
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
BREAK
Syntax.: BREAK
Modes..: + text, + graphic
This command finds the next CONTINUE command, and resume
execution of the script from the command following the conti-
nue statement. This makes it possible to control the sequence
of execution of a script.
Example:
SCREEN CLEAR ; empty screen, cursor at 1,1
GOXY 20 10 ; position place to write text
WRITE "Hello there" ; write text
BREAK ; look for continue
WRITE "No more" ; this is not executed
CONTINUE ; next command is executed
QUIT ; stop script and end DataShow
--- Page: 149 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
CALL
Syntax.: CALL "<command>"
Modes..: + text, + graphic
With this command you can call a operating system command. It
is possible to execute another program, or a batch file. You
simply name the command you wish to have executed.
Example:
SCREEN CLEAR ; empty screen, cursor at 1,1
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
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: 150 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
INSTALL
With this command you can set up extra features not readily
and normally available i DataShow. Some of these features are
taken from external files, and some features are built into
Datashow, but has to be activated before you can use them.
The commands can be found as:
INSTALL FONT.
INSTALL SOUND.
--- Page: 151 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Syntax.: INSTALL FONT "<filename>"
Modes..: - text, + graphic
This command let you install more fonts than the ones that
are already built into DataShow. This makes it possible to
display text on the screen that takes on several styles.
With the registered version of DataShow comes some files with
the extension "CHR". You can use them one at a time with this
command.
Note that you have to be in graphics mode before you issue
the command, and if you switch into another mode the font
installation will be forgotten. Just install one again.
The command is used in conjunction with the EFFECT TEXTTYPE.
Example:
SET GRAPHICS EGA1 ; make sure we're in graphics
GOXY 1 1 ; set current coordinates
EFFECT TEXTTYPE 1 2 ; change font and size
WRITE "FONT: Triplex" ; print text on blank screen
WAIT 2 ; pause to see text
INSTALL FONT "EURO.CHR" ; install a user font
GOXY 1 10 ; set current coordinates
EFFECT TEXTTYPE 4 1 ; change default font and size
WRITE "USER FONT: Euro" ; print text on blank screen
WAIT 2 ; pause to see text
INSTALL FONT "BOLD.CHR" ; install a user font
GOXY 1 20 ; set current coordinates
EFFECT TEXTTYPE 4 1 ; change default font and size
WRITE "USER FONT: Bold" ; print text on blank screen
WAIT 2 ; pause to see text
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Syntax.: INSTALL SOUND <SPEAK | ADLIB | BLAST>
Modes..: + text, + graphic
This command sets the output device with which music files
are played with the MUSIC PROCESS command. The necessary dri-
vers are built into DataShow, so this command activates the
appropriate one.
Note that the MUSIC PROCESS command produce an error if an
Adlib or Sound Blaster is not found. You should therefore
check for their presence with the IF SOUND command, before
executing this command. INSTALL SOUND SPEAK will always work,
and sets the output device to the internal PC speaker.
The speaker is set to be the output device (default) at the
beginning of DataShow.
Example:
; 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
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Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SPRITE
Syntax.: SPRITE "<name>"
<LOAD | GOXY | SHOW | HIDE | FRAME | RELEASE>
Modes..: - text, + graphic
This command work with the sprites that can be created in the
Animation Center.
The LOAD command loads a sprite from a file, that is saved in
the Animation Center. You can load a total of 10 sprites into
a sprite buffer at a time. The sprite is not shown by this
command.
The GOXY command moves the named sprite from one location to
another on the screen. The sprite is not shown by this com-
mand, unless the sprite is already visible.
The SHOW and HIDE commands shows or hides sprites if they are
either hidden or visible.
The RELEASE command let you control the sprite buffer by re-
leasing a sprite from memory. That way you can load and un-
load sprites as they are needed.
The FRAME command has no meaning at the moment.
Example:
; Go into graphics mode
SET GRAPHICS VGA1
; Create variable to control sprite loop
VARIABLE CREATE loopno TYPE NUMBER 80
; Read file into sprite buffer
SPRITE "mann.spr" LOAD
; Position sprite
SPRITE "mann.spr" GOXY 80 300
SPRITE "mann.spr" SHOW
MARK 1
MATH loopno=loopno+1
SPRITE "mann.spr" GOXY loopno 300
IF loopno LE 300 DO JUMPMARK 1
; Clean up after us
SPRITE "mann.spr" RELEASE
VARIABLE loopno RELEASE
--- Page: 154 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
QUIT
Syntax.: QUIT
Modes..: + text, + graphic
This command ends script execution immediately, returning to
the operating system.
Example:
SCREEN CLEAR ; empty screen, cursor at 1,1
WRITE "Testing.." ; write text
WAIT 2 ; pause to see text
QUIT ; stop script and end DataShow
WRITE "No more" ; this is not executed
--- Page: 155 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SAY
This command has been replaced by the WRITE command. This is
because there from version 1.2A has been added a SPEAK com-
mand which could cause confusion because of ambiguity.
--- Page: 156 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
WAITKEY
This command has been incorporated into the WAIT command.
There is no reel need to have two separate commands. You can
use the WAIT command with the same options that you used the
WAITKEY command. That is, you can enter a text next to it or
you can enter it without parameters. In both cases the exe-
cution will be stopped until a key is hit. So all you have to
do to upgrade is remove the KEY letters in WAITKEY...
--- Page: 157 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
GRAPHICS
This command has been incorporated into the SHOW SCREEN com-
mand. Simply substitute the word GRAPHICS with the words
SHOW SCREEN.
--- Page: 158 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
SOUND
This command has been incorporated into the MUSIC SOUND com-
mand. Simply put the word MUSIC in front of the old command.
--- Page: 159 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
POINT
This command has been incorporated into the EFFECT command.
Simply put the word EFFECT in front of the old command.
--- Page: 160 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
ESCAPE
This command has been incorporated into the SET command. You
now issue the command SET ESCAPEKEY with either the parameter
OFF or with a number that signifies the key that can halt the
execution of a script.
--- Page: 161 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
; (Comment)
From version 3.0A a new MATH command has been added. Since a
star (*) denotes multiplication, a star can no longer also be
the symbol telling the interpreter that a comment has begun
and that the rest of the line should be ignored.
Therefore a new comment marker is introduced. From now on a
comment marker is a semicolon (;).
To change your existing scripts, simply replace all stars (*)
with semicolons (;). This has been done in all the promotion
scripts and in the examples given here in the help manual.
--- Page: 162 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
Screen
The SCREEN command consist of the CLEARSCREEN, GETSCREEN, and
the PUTSCREEN commands. They have been put together as part
of the work of making DataShow easier to use. Simply change:
CLEARSCREEN to SCREEN CLEAR
GETSCREEN to SCREEN GET
PUTSCREEN to SCREEN PUT
--- Page: 163 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.
INDEX FOR MANUAL:
----------------------------------------------------------------------
CHAPTER: PAGE:
1 : Help on Help 2
2 : About DataShow 6
3 : Capture utility 15
4 : The Main Menu 17
5 : The Script Center 21
6 : The Draw Center 25
7 : The Text Center 30
8 : The Slide Center 33
9 : The Graph Menu 37
10 : Errormessages 38
11 : Commands 40
*** End of Manual ***
--- Page: 164 ---
Chapter 11 : Commands, Copyright (c) 1990-94 by: RMP DATA.