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-
- Customizing Unity Programmer's Editor Version 3.0
-
- An abundance of features of Unity can be customized either from
- inside of the editor or with the installation program.
-
- The features that require the installation program to be modified
- are the keyboard and programming tool configuration. All other
- configurable options can be modified and saved from within the
- editor itself.
-
- COMPILER CUSTOMIZATION
- ======================
- When you first run the installation program you will be presented
- with a data entry screen that allows you to install virtually any
- type of programming tool. The first four have been installed for
- you (Turbo Pascal, Turbo Assembler, Turbo Debug, and Turbo
- Profiler), this leaves six additional slots available for tools
- of your choice.
-
- The Tools installation screen looks somewhat like this:
-
- === Tool 1 ===================================================================
-
- Menu name:
-
- Program name:
-
- Primary extension: Alternate extension:
-
- Command line:
-
- Compiler? Run project? Pause?
-
- Run filter: Prompt?
-
- Error filter:
-
- Filter command line:
-
- ============================================================================
-
- The state of the COMPILER? field causes certain other fields to be unused.
- When a tool is a compiler type the RUN_PROJECT and PAUSE fields are not
- used. When a tool is not a compiler type the fields RUN_FILTER,
- ERROR_FILTER, AND FILTER_COMMAND_LINE are not used. When a field is not
- used you will not be able to access it and the screen attribute of the
- field will be of reduced intensity.
-
- Explanation of fields:
- ======================
-
- Menu name - This is the string that will be displayed on the
- pulldown menu. The first capital letter will be the
- menu's hotkey. When the menu is displayed pressing a
- letter that corresponds to a menu hotkey will result in
- the command being executed. You can also configure a key
- that will execute the command without the need of
- accessing the menu (see the section on keyboard
- customization).
-
- Program name - This is the name and extension of the program that
- will be executed. If the specified program is not in the
- current directory or on the PATH you must specify the
- drive and path along with the program name.
-
- Command line - This is the command line you wish to pass to the
- tool. You must include a % variable to indicate the
- position of the file name on the command line. Refer to
- the manual or UNITY.DOC for a list of % variables that
- are supported. This option can also be modified from
- within the editor.
-
- Primary & Alternate extensions - Extensions must be given if you
- wish automatic compiler selection when you execute the
- PROJECT command. If Unity does not find a particular
- extension when you execute Project the first tool will be
- executed by default. The extensions are ignored if you
- specify a specific tool to execute.
-
- Compiler? - You must specify whether the tool is a compiler type
- (includes compilers, assemblers, and linkers) or some
- other type of programming tool. Unity executes compiler
- types differently than other tools, specifically, the
- standard output is redirected to a file so that error
- messages can be parsed with the filter program.
-
- Run Project? - This field allows three settings, "No", "Yes", or
- "Ask". If set to "No" the tool will be executed without
- checking if the file (current or primary) is out of date.
- Setting it to yes will cause the file to be recompiled
- before running the tool. Setting it to "Ask" will result
- in you being asked if it should be recompiled when it is
- out of date. When you are asked, you can recompile by
- answering yes, go right to running the tool with a no
- answer, or cancel the entire operation by pressing ESC.
- Tools that are defined as compiler types force this field
- to "No" since any other response could result in an
- infinite loop condition.
-
- Run Filter - If the compiler always returns a nonzero exit code
- when an error is found set this option to "On Error".
- Turbo Pascal is this type. When a 0 exit code is
- returned Unity knows that it doesn't need to look for
- errors in the redirected output file. However, Turbo
- Assembler returns an exit code of 0 if only warning
- errors are found so Unity must scan the output file for
- error messages so the setting should be "Always". Setting
- this option to "Always" when a "On Error" is allowed will
- not cause any problems, it will just take longer for
- Unity to finish processing the file. Setting it to "On
- Error" when it should be "Always" can result in Unity not
- detecting certain types of errors with some compilers or
- assemblers. This field is forced to "Never" for
- non-compiler type tools and should should be set to
- "Never" for tools that return error messages in the
- format expected by Unity.
-
- Prompt - If set to YES you will have the opportunity to modify
- the command line passed to the program before it is
- executed. If set to NO the only way to change the
- command line is through the menu (Program Options) or
- when you install the tool. Any changes you make to the
- command line will be retained until you exit the editor.
- This field is ignored when processing a project file.
-
- Filter - This is the name of the program that scans the output of
- the compiler for error messages. FERROR.EXE is included
- in this package and handles a number of different
- compilers and assemblers. This field is ignored by
- non-compiler type tools.
-
- Filter Command Line: This is the command line passed to the
- filter program. You must specify the position of the
- file name with a % variable. Normally this should be %1,
- pass the path, name and extension of the error file to
- the filter. The %2 variable indicates where to place the
- name of the program that was compiled. Most filters will
- not need this as the error messages will already include
- the file name. You can also include command line switches
- and other information if your filter program needs it.
-
-
- Press <PgUp> and <PgDn> to change the tool number you are
- modifying.
-
- Pressing <Esc> terminates compiler installation and moves on to
- keyboard installation.
-
-
- AUTOMATIC TOOL CONFIGURATION
- ============================
- Instead of manually entering the information for each tool you
- can load preconfigured tools by pressing F2. A description of
- tools available will be diplayed in a window for you to select
- from. Use the up and down arrows to scroll through the list,
- prss <RETURN> to select the highlighted tool, press ESC to cancel
- the selection. After selecting a tool configuration you can
- still edit it for your personal requirements.
-
- Pressing F3 allows you to save a tools configuration. After
- pressing F3 the tool list window will be displayed. Select the
- tool you wish to overwrite with the new configuration or <add as
- new tool> to create a new configuration choice. Pressing ESC
- cancels the operation. If you select the NEW option you will be
- asked to enter a description (up to 25 characters) which is to be
- used in the selection window. Pressing ESC or not entering a
- description will cancel the operation.
-
- The file 'UNITY.ACG' must be in the current directory, somewhere
- on the path, or in the same subdirectory that UINST.EXE resides in
- (DOS 3.x and higher, only). This file contains the automatic
- installation information, without it you must manually enter all
- tool information.
-
- KEYBOARD CUSTOMIZATION
- ======================
- The top line of the screen will show the name of the program
- being installed (UNITY.EXE) followed by some basic instructions
- below it. The remainder of the screen shows (from left to right)
- the name of the commmand, the primary key sequence, and the
- secondary key sequence.
-
- Move the cursor to thekey sequence you want to changve and press
- <Enter>. Use the left arrow and right arrow keys to select
- primary or secondary key sequences, and scroll through the list
- of commands using the up arrow, down arrow, PgUp, and PgDn keys.
- Home takes you to the first commadn, and End to the last.
-
- You can correct mistakes in the current entry by pressing the
- Backspace key (delete last keystroke), C (clear entry), or R
- (restore previous entry). To specify either the <Enter> or a
- <CtrlM>, you must first pres the Scroll Lock key, which indicates
- that that keystrokes are to be interpreted literally; press it
- again when you have finished entering the key sequence.
-
- WARNING! The Abort command MUST be assigned to a single byte
- keystroke. Nearly all Ctrl keystrokes are a single byte, while
- all Alt keystrokes require two bytes and will not work. While
- many commands use two single byte keystrokes, Abort will not
- function properly if you assign a two keystrokes.
-
- When you have finished makeing chages, press <Esc> followed by
- 'Q' to quit (without saving the changes) or 'M' to save the changes
- by modifying UNITY.EXE, or 'C' to create a configuration file.
- If you choose save your changes you will then see the message
- "Checking for conflicts...." If you have accidentally assigned
- the same key sequence to two different commands, and error
- message will be displayed. You can correct your mistakes by
- searching for highlighted items.
-
- You will also see an error message if the new list of keystrokes
- is too large to fit in the are set aside for it. You can easily
- solve this problem by eliminating a few secondary key sequences.
-
- After checking for conflichts you will be asked if you wish a
- keyboard quick reference guide. If you answer yes ('Y') the file
- UNITY.KEY will be created in the current subdirectory. This is a
- list of all the commands and their associated primary and
- secondary key sequences.
-
- CUSTOMIZING OTHER OPTIONS
- =========================
- Features that can be customized and saved from within the editor
- include (but are not limited to):
-
- Margins
- Tool options
- Snow control and screen colors
- Tab settings
- Format options
- Swapping (EMS, XMS, and disk)
-