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Logo.Help
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1988-12-15
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11KB
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569 lines
PR [LOGO HELP FILE SHOULD NOT BE LOADED.]
PR [24 OCT 88]
STOP.RIGHT.THERE!
#help
%
%object
%[object object ...]
Print helpful information about an object.
!Graphics
#Aspect
&Scrunch
Outputs the aspect ratio of the screen.
#Back
&Bk
%distance
Move the turtle backward a distance.
#Background
&Bg
Outputs the color number of the screen.
#Clean
Clear the graphics screen without affecting the turtle.
#ClearScreen
&CS
Clear the graphics screen and home the turtle.
#Dot
%[x y]
Put a dot at an X, Y position without affecting the turtle.
#DumpGraphics
&DG
Dump the graphics screen to the printer.
#Fence
Restrict the turtle to moving only on the graphics screen.
#Fill
Fill an area bounded by the current pen color.
#Fillin
Fill an area bounded by any color.
#Forward
&Fd
%distance
Move the turtle forward by a distance.
#GraphicsType
&GrType
%object (...)
Print text to the graphics screen.
#Heading
Outputs the heading angle of the turtle.
#HideTurtle
&HT
Remove the turtle pointer from the screen.
#Home
Center the turtle on the screen, and zero its heading.
#Left
<
%angle
Rotate the turtle counter-clockwise.
#Pen
Outputs a list of the pen state and the pen color.
#PenColor
&PC
Outputs the color number of the pen.
#PenDown
&PD
Put the pen into its draw state.
#PenErase
&PE
Put the pen into its erasing state.
#PenReverse
&PX
Put the pen into its reverse state.
#PenUp
&PU
Put the pen into its no-draw state.
#Position
&Pos
Outputs the position of the turtle as an X, Y list.
#Right
&Rt
%angle
Rotate the turtle clockwise.
#RGB
%colornum
Outputs a list of the RGB color components of a color number.
#SetAspect
&SetScrunch
%number
Set the aspect ratio of the screen.
#SetBackground
&SetBg
%colornum
Set the screen to the color of a color number.
#SetHeading
&SetH
%angle
Set the heading angle of the turtle.
#SetPen
%[penstate colornum]
Set the pen to a new state and color.
#SetPenColor
&SetPC
%colornum
Set the pen to the color of a color number.
#SetPosition
&SetPos
%[x y]
Move the turtle to an X, Y position.
#SetRGB
%colornum [red green blue]
Assign a color number to an RGB color.
#SetX
%x
Set the X position of the turtle.
#SetY
%y
Set the Y position of the turtle.
#Shown?
&ShownP
Outputs TRUE if the turtle pointer is showing.
#ShowTurtle
&ST
Display the turtle pointer.
#Towards
%[x y]
Outputs the heading angle needed to face an X, Y position.
#Window
Give the turtle unrestricted movement.
#Wrap
Make turtle movements wrap at the edge of the screen.
#XPos
&XCor
Outputs the current X position of the turtle.
#YPos
&YCor
Outputs the current Y position of the turtle.
!Numbers
#+
%number number (...)
Outputs the sum of the input numbers.
#-
%number
%number number (...)
Outputs the difference of the input numbers.
#*
%number number (...)
Outputs the product of the input numbers.
#/
%number number (...)
Outputs the quotient of the input numbers.
#<
%number number
Outputs TRUE if a number is less than another.
#>
%number number
Outputs TRUE if a number is greater than another.
#=
%object object
Outputs TRUE if an object equals another.
#Abs
%number
Outputs the absolute value of a number.
#ArcTangent
&ArcTan
%number
Outputs the angle whose tangent is the input number.
#Cosine
&Cos
%angle
Outputs the cosine of an angle.
#Difference
%number number (...)
Outputs the difference of the input numbers.
#Integer
&Int
%number
Outputs the integer part of a number.
#Number?
&NumberP
%object
Outputs TRUE if the input is a number.
#Product
%number number (...)
Outputs the product of the input numbers.
#Quotient
%number number (...)
Outputs the quotient of the input numbers.
#Random
%number
Outputs a random number.
#Remainder
%number number
Outputs the integer remainder of a divide.
#ReRandom
Restart the sequence of random numbers.
#Round
%number
Outputs a number rounded to the nearest integer.
#Sine
&Sin
%angle
Outputs the sine of an angle.
#SqRt
%number
Outputs the square root of a number.
#Sum
%number number (...)
Outputs the sum of the input numbers.
#Tangent
&Tan
%angle
Outputs the tangent of an angle.
!Words and Lists
#ASCII
%word
Outputs the ASCII number representing a character.
#ButFirst
&BF
%object
Outputs all but the first element of an object.
#ButLast
&BL
%object
Outputs all but the last element of an object.
#Char
%number
Outputs a word which is the ASCII character for a number.
#Count
%object
Outputs the number of elements in an object.
#Empty?
&EmptyP
%object
Outputs TRUE if an object has no elements.
#Equal?
&EqualP
%object object
Outputs TRUE if the input objects are equal.
#First
%object
Outputs the first element of an object.
#FirstPut
&FPut
%object object
Outputs the first object combined to the front of the second.
#GetProp
&GProp
%name property
Outputs a specified property of a name.
#Item
%number object
Outputs an element of an object.
#Last
%object
Outputs the last element of an object.
#LastPut
&LPut
%object object
Outputs the first object combined to the end of the second.
#List
%object object (...)
Outputs a list containing the input objects as elements.
#List?
&ListP
%object
Outputs TRUE if an object is a list.
#Member?
&MemberP
%object object
Outputs TRUE if the first object is a member of the second.
#PropList
&PList
%name
Outputs a list of all properties associated with a name.
#PutProp
&PProp
%name property object
For a name, create a property with a given value.
#RemProp
%name property
Remove a property and its value from a name.
#Sentence
&Se
%object object (...)
Outputs a list containing the words of the input objects.
#Word
%word word (...)
Outputs a word composed of the input words combined.
#Word?
&WordP
%object
Outputs TRUE if an object is a word.
!Flow of Control and Logic
#And
%pred pred (...)
Outputs TRUE if all inputs are TRUE.
#Catch
%name [command ...]
Trap an error or the result of a Throw.
#Continue
&Co
Resume execution after a pause.
#Error
Outputs information about the last error.
#Go
%label
Go to the specified label.
#If
%pred [command ...]
%pred [command ...] [command ...]
If pred is TRUE, execute the first list, else execute the second.
#IfFalse
&IfF
%[command ...]
If a Test was FALSE, execute the list.
#IfTrue
&IfT
%[command ...]
If a Test was TRUE, execute the list.
#Label
%label
Associates a name with a line in a procedure for use with Go.
#Not
%pred
Outputs TRUE when FALSE, and FALSE when TRUE.
#Or
%pred pred (...)
Outputs TRUE if any inputs are TRUE.
#Output
&Op
%object
Return an object as the output from a procedure.
#Pause
Suspend execution of the current procedure.
#Repeat
%number [command ...]
Execute a list a number of times.
#Run
%[command ...]
Execute a list.
#Stop
Return from a procedure.
#Test
%pred
Save a condition for later use in IfFalse and IfTrue.
#Throw
%name
Pass control back to the matching Catch.
#TopLevel
Pass control back to the top level of Logo.
#Wait
%number
%"FRAME
Delay execution for a number of 60ths of a second.
!Variables and Definitions
#CopyDef
%newname name
Copy a procedure definition to a new name.
#Define
%name [[input ...] [[command ...][command ...]]]
Make a definition list into a procedure.
#Define?
&DefineP
%object
Outputs TRUE if the input object is a procedure.
#End
Terminate a procedure definition.
#Local
%name (...)
Make a name local to a procedure.
#Make
%name object
Make a variable and give it a value.
#Name
%object name
Attach a value to a variable name.
#Name?
&NameP
%object
Outputs TRUE if an object has a value.
#Primitive?
&PrimitiveP
%object
Outputs TRUE if the input is the name of a Logo primitive.
#Text
%name
Outputs a procedure definition as a list of lists.
#Thing
%name
Outputs the value or definition of a name.
#To
%name inputs ...
Define a procedure; invoke the editor if necessary.
!Reading, Printing, and Sensing
#Button?
&ButtonP
%number
Outputs TRUE if the mouse's left button is pressed.
#Key?
&KeyP
Outputs TRUE if there is a character ready to be read.
#Mouse
Outputs the X, Y position of the mouse as a list.
#Print
&Pr
%object (...)
Print an object, then start a new line.
#ReadChar
&RC
Outputs a character typed on the keyboard.
#ReadList
&RL
Outputs a list from a line typed on the keyboard.
#Show
%object (...)
Print an object, then start a new line.
#Type
%object (...)
Print an object (but do not start a new line).
!Screen, Text, and Editor
#ClearText
&CT
Clear the text window, and home the text cursor.
#Cursor
Outputs the position of the text cursor as a list.
#DumpEdit
&DE
Dump the contents of the edit buffer to the printer.
#DumpText
&DT
Dump the entire text window to the printer.
#Edit
&Ed
%
%name
%[name name ...]
Start or resume a Logo editor session.
#EditAll
&EdAll
%
%package
%[package package ...]
Edit everything in the workspace, a package, or packages.
#EditFile
&EdF
%file
Edit a text file.
#EditNames
&EdNs
%
%package
%[package package ...]
Edit all variables in the workspace, a package, or packages.
#EditProcs
&EdPs
%
%package
%[package package ...]
Edit all procedures in the workspace, a package, or packages.
#FullScreen
&FS
Display the graphics window only.
#SaveEdit
&SaveFile
%file
Save the edit buffer directly to a text file.
#SetCursor
%[column row]
Set the text cursor position.
#SplitScreen
&SS
Display both the graphics and text windows.
#TextScreen
&TS
Display the text window only.
!Workspace Management
#Bury
%package
Hide a package from various work space commands.
#Catalog
%
%directory
Print the names of all files in a directory.
#Dir
%
%directory
Outputs the names of all files in a directory.
#Erase
&Er
%name
Erase a procedure or variable from the workspace.
#EraseAll
&ErAll
%
%package
%[package package ...]
Erase everything in the workspace, a package, or packages.
#EraseFile
&ErF
%file
Erase a file from the disk.
#EraseNames
&ErNs
%
%package
%[package package ...]
Erase all variables in the workspace, a package, or packages.
#EraseProcs
&ErPs
%
%package
%[package package ...]
Erase all procedures in the workspace, a package, or packages.
#Exit
&Quit
Exit Logo and return to Workbench or CLI.
#Load
%file
Load a file into the workspace.
#Logo
Prints the welcome banner for Amiga Logo.
#Nodes
Outputs the number of free memory nodes.
#Package
%package name
%package [name name ...]
Put the named procedures or variables into a package.
#PackageAll
&PkgAll
%package
Put all unpackaged procedures and variables into a package.
#PrintOut
&PO
%name
%[name name ...]
Print the named procedures and variables.
#PrintOutAll
&POAll
%
%package
%[package package ...]
Print everything in the workspace, a package, or packages.
#PrintOutNames
&PONs
%
%package
%[package package ...]
Print all variables in the workspace, a package, or packages.
#PrintOutProcs
&POPs
%
%package
%[package package ...]
Print all procedures in the workspace, a package, or packages.
#PrintOutTitles
&POTs
%
%package
%[package package ...]
Print procedure titles in the workspace, a package, or packages.
#Recycle
Free garbage memory nodes for reuse.
#Save
%file
%file package
Save the workspace or a package to a file.
#Unbury
%package
Unbury everything in a package.
#Version
Outputs the version number of AmigaLogo.