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- screenCODE
-
- A Screen I/O Editor & Source Code Generator
-
-
- (C) Copyright 1986 by Hartwell Robinson
-
- *** Please give programPAK 'SCRNCODE.EXE' file away FREELY ! ***
-
-
- Published by commissionWARE (TM)
-
- commissionWARE
- PO Box 21776
- Waco, TX 76702
- (817) 776-3205
-
-
- LIMITED WARRANTY
-
- This diskette contains programs distributed by commissionWARE. In
- no event will commissionWARE be liable to you for any damages,
- including any lost profits, lost savings or other incidental or
- consequential damages arising out of the use or inability to use
- such programs, even if commissionWARE has been advised of the
- possibility of such damages, or for any claim made by any other
- party. This program is provided "as is" without warranty of any
- kind, either expressed or implied, including, but not limited to
- the implied warranties of merchantability and fitness for a
- particular purpose. The entire risk as to the quality and
- performance of the program is with you. Should the program prove
- to be defective, you (and not commissionWARE or Computer Works)
- assume the entire cost of all necessary servicing, repair or
- correction.
-
-
- COPYRIGHTS & TRADEMARKS
-
- screenCODE,screenSNAP,screenSHOW (C) 1986 by Hartwell Robinson
- *** Please give programPAK 'SCRNCODE.EXE' file away FREELY ! ***
-
- Turbo Pascal TM of Borland, dBASE II/III & III+ TM of Ashton Tate
- IBM TM of International Business Machines, DeSmet C TM of C WARE Corp.
-
- screenCODE,screenSNAP,screenSHOW,commissionWARE,quickSTART,
- quickREF,programPAK are trademarks of Computer Works.
-
-
- See INTRODUCTION about making commissions, the full featured
- version, and the order form. Please use 'comment.frm' file for
- reporting any bugs, manual errors, or general comments. See
- make$.doc about commissionWARE and programmer guidelines.
-
-
-
- TABLE OF CONTENTS
-
- Introduction & Order Form.......................3
-
- 1 Page quickSTART (TM)..........................4
-
- Editing With screenCODE.........................5
- Getting around on the screen 5
- Creating the screen 6
- Color Screen 8
- Input Field Source Code Generation 9
- Inserting and deleting 9
- Working with blocks 10
-
- Utilities Screen...............................13
- File Options 13
- Source Code Options 14
-
- Utility Programs...............................16
- screenSNAP 16
- screenSHOW 16
-
- About the Programmer & Program.................16
-
- quickREF (TM) Command Summary..................17
- Screens 17
- Modes 17
- Curser Movement 18
- Editing 18
- Function Keys 19
- Status Line 20
-
- Index..........................................21
-
-
- -3-
-
- INTRODUCTION
-
- screenCODE, published by commissionWARE, is a screen editor and
- source code generator which will dramatically decrease your screen
- i/o development time. Let screenCODE handle your tediuous screen
- i/o programming. Use screenCODE to quickly create royalty-free
- source code to display data entry screens, get user input, and
- display output screens. Get the full version which includes:
-
- > Your own serialized screenCODE which gets you a $10 commission
- every time someone registers from one of your copies. After 10
- registrations from your serial #, you get your choice of a another
- commissionWARE program registered in your name. With it you can
- start making more commissions !
-
- > screenCODE royalty-free source code generation in these
- languages: * Basic * Turbo Pascal * DeSmet C * dBASE II/III
-
- > Memory resident screenSNAP program which lets you capture any
- ASCII screen with attributes at ANY time or in ANY program, save
- it, and then manipulate it w/ screenCODE, even producing source
- code to use it in your own programs.
-
- > screenSHOW slide projector program for computerized slide shows
- and prototyping & demonstrating your developing programs.
-
- > For only $6 more at time of order, get a disk of 75 sample
- screen files !
- (Please submit your order with this form.)
- -------------------------------------------------------------------------------
-
- Send to: commissionWARE PLEASE INCLUDE:
- PO Box 21776 Serial #__________
- Waco, TX 76702 Reg.Name__________________________Version #__________
-
- Or call (817) 776-3205 from UTILITIES SCREEN for proper COMMISSION credit!
-
- Name ___________________________________________ __Full screenCODE @ $25
- __75 sample screen files
- Address___________________________________________ disk w/ this order @ $ 6
- shipping & handling @ $ 2
- City ________________________State___Zip________ Texas + 5.125% tax $______
- (M) Visa/MC add: $ 2
- US $ in US funds =========
- Phone Bus:(_____) _____-_______ Home:(_____) _____-_______ TOTAL $
- ---------
- __MO__Check__VISA__MASTERCARD Card#_______________________Exp. Date____________
-
- To help us serve you better please take a moment to check: (M)
-
- I'm mainly a __programmer __user of __begin. __med. __adv. skill.
- I read __PC MAG. __PC World __PC TECH JOUR __Comp.Shopper other:______________.
- PC has__modem__mouse __graph/__ltr printer __mono/__col monitor __harddsk ____K
- I'd like to see more __system/utility __prog utility __bus/fin __ed __home/per.
- __hobby __comm. other:_________________________________________________software
- Source of 1st screenCODE __bbs __usergroup __pub.dom.disk lib. __friend __other
-
- __Please send programmer guidelines, I'm missing my make$.doc file.
- __Interested in submitting one of my programs to be published by commissionWARE
- (For further comments please use 'comment.frm' file.)
-
- -4-
-
- quickSTART (TM)
-
- quickSTART (TM) is only 1 page, to get you started with screenCODE
- now ! Type in: A> SCBAS TEST<Return>
-
- When you enter screenCODE like this the first thing you will see
- is the intro screen. Hit <Return> and what you will see is a
- blank Edit Screen with a line of text at the very bottom, the
- status line. When you first get into screenCODE the status line
- should look like this:
-
- F1=help file[TEST.SCR ] [OVRWRT] rc[ 0, 0] chr[20] spc[ ] inc[ ] lin[ ]
- \-----/ \------------------/ \------/ \-------/ \-----/ \----/ \----/ \----/
- | | | | | | | |
- Help Current File Mode Row and Ascii Space | Line
- Prompt Column Code Column Increment
-
- Help Prompt - You will get the Help Screens if you press the F1 key.
- Current File - This will display the filename you are working on.
- Mode - Current editing mode you are using, Overwrite or Insert.
- There are other modes, Mark, Copy, and Move.(see ch. on editing)
- Row and Column - Indicates cursor position. (upper left corner =
- row 0, col 0)
- Ascii Code - Displays the hex Ascii Code of the character
- at the cursor.
- Space - Indicates current color choice for space character.
- Increment - Direction the cursor will move after printing a character.
- Line - Current style of line character being used.
-
- Function Keys:
- F1 - display HELP SCREENS for key usage & status line
- F2 - select a line style
- F3 - display the Color Screen to select character colors
- F4 - rotate the Increment
- F5 - select the Mark Mode
- F6 - turn off the Mark Mode without moving or copying
- F7 - select the Copy Mode
- F8 - select the Move Mode
- F9 - clear the screen
- F10- display Utilities Screen (see below)
-
- The Color Screen lets you:
- F2 Change the character color (background and foreground)
- F4 Change the blank character
- F6 Change the blank color
- F8 Select input field color
-
- The Utilities Screen lets you:
- (E)dit screen
- (R)ead file to screen
- (S)ave screen to file
- (T)ext file save (ASCII)
- (D)irectory
- (A)bout screenCODE and CommissionWare
- (Q)uit to DOS
- Generate source code in DeSmet C, Basica, Turbo Pascal, dBASE II/III
-
- -5-
-
- EDITING WITH screenCODE
-
- The screen editor provided with screenCODE is easy to use with
- minimal effort. This chapter covers what you need to know, from
- the basics of moving the cursor around to how the different Modes
- work.
-
- You can enter screenCODE one of two ways. One way is to type in
- the letters SCBAS and press Return, like this:
-
- A>SCBAS<Return>
-
- When you enter screenCODE like this the first thing you will see
- is the intro screen. Hit <Return> and what you will see is a
- blank Edit Screen.
-
- The other way to enter screenCODE is by specifying a file to edit on the
- command line after the letters SCBAS, like this:
-
- A>SCBAS filename.ext <Return>
-
- When you enter screenCODE like this the screen file you indicated
- on the command line will be loaded and displayed when the Edit
- Screen comes up. If you do not indicate an extension then an
- extension of .SCR will be assumed. If the file you want to load
- has a different extension then you should type it in. Also, if
- the file is on a drive other than the default drive you must
- specify the drive where the file is located with the name. For
- example, if you wanted to enter screenCODE and load the file
- NEW.SCR from drive B, you would type in the following command:
-
- A>SCBAS B:NEW <Return>
-
- If you type in the letters SCBAS and press RETURN, after the intro
- screen you should see a blank screen with a line of text at the
- very bottom. This screen is the Edit Screen and the line of text
- is the Status Line. When you first get into screenCODE the status
- line should look like this.
-
- F1=help file[ ] [OVRWRT] rc[ 0, 0] chr[20] spc[ ] inc[ ] lin[ ]
- \-----/ \------------------/ \------/ \-------/ \-----/ \----/ \----/ \----/
- | | | | | | | |
- Help Current File Mode Row and Ascii Space | Line
- Prompt Column Code Column Increment
-
-
-
- Getting Around on the Screen
-
- When you first enter screenCODE you see the Edit Screen. The
- cursor is the blinking underscore character and will be in Row
- zero, Column zero, which is the upper left corner of the screen.
- This position is known as the Home position. You can move the
- cursor back to the Home position from any point on the screen by
- pressing the Home key. To move the cursor around on the screen
- you should use the cursor control keys, which are the four keys
- with arrows on them pointing up, down, right, and left.
-
-
- -6-
-
- The backspace key is the key above the Return key with an arrow
- pointing left. In the Overwrite Mode it works the same as the
- left cursor control key, it moves the cursor to the left without
- erasing anything. In the Insert Mode it will delete the character
- to the left of the cursor as it moves backward.
-
- You can use the Control key to move the cursor faster over longer
- distances.
-
- Using the Control key with the left or right cursor keys will move
- the cursor to the beginning or end of the current line. Using the
- Control key with the Pg Up or Pg Dn will move the cursor to the
- top or bottom of the screen in the current column.
-
-
- Some people have a tendency to use the space bar to move to the
- right. As long as there is nothing on the screen between the
- cursor and where you want to go then using the space bar will not
- cause any problems. But if anything is on the screen in the path
- of the cursor, when you use the space bar to move the cursor you
- will erase what is on the screen. For this reason you should only
- use the cursor control keys when you want to move the cursor
- without erasing.
-
- As you edit a screen several fields on the Status Line that will
- be updated. Each time you move the cursor the Row and Column will
- be changed to reflect the current position of the cursor and the
- Ascii Code will be changed to reflect the Ascii code in
- hexadecimal of the character at the current cursor position. If
- you change the blank character, the Space will be updated to
- relflect the current blank character. If you change the character
- color the color of the prompts on the Status Line will change to
- reflect the current character color. If you press the F2 key the
- Line Style will change, and if you press F4 the Increment will
- change. Changes in the Edit Mode will be reflected in that field
- on the Status Line.
-
- The Pg Up key will move the status line to the top of the screen.
- The Pg Dn key will move the status line to the bottom of the
- screen. The status line can be toggled off and on again by
- pressing either of these two keys a second and third time.
-
-
- Creating the Screen
-
- Once your cursor is positioned you can start creating your screen.
- A few tips on creating screens.
-
- Save your progress every 5 or 10 minutes to avoid a lot of
- retyping if something happens, like someone kicks the plug out of
- the wall, or the fuse goes out.
-
- Replace the blank character w/ a hyphen or a period to help align
- things on the screen. You can change it back to a space before
- you save your screen.
-
-
- -7-
-
- Don't be afraid to experiment. Since you are doing it
- electronically you can easily undo what you just did. But, if you
- want to try something really crazy save what you have already in
- case you don't like it. Then it won't take as long to get back
- where you were.
-
- Play around with the system for a while to find out what it can do
- and get comfortable with it before you use it seriously. Try out
- all of the line styles and play with the increment direction.
- Move and copy some to get used to the process. Try out different
- color combinations. Use all the different characters in the
- character graphics. Experimentation is the best way to learn the
- package, but if you experiment on something serious you may take
- longer to get a good result. Do your experimenting before hand
- when there is no pressure.
-
- There are two characters that you normally would not be
- able to print on the screen by pressing a key on the keyboard.
- They are the characters associated with the Backspace key and the
- Enter key. When you press the Backspace key the cursor will
- backspace instead of printing out a reverse square with a dot in
- the middle. If you want to generate this character you can do so
- by pressing the Alternate key and the letter N. When you press
- the Enter key the cursor will be placed at the left margin on the
- next line instead of printing out a sixteenth note. If you want
- to generate this character you can do so by pressing the Alternate
- key and the letter M.
-
- NOTE: The right arrow character is a Control-Z (Ascii 26) which is
- normally used to mark the end of a file. If you use this
- character in a screen and then generate code with that screen, the
- resulting block of code will present problems for most editors,
- compilers, and interpreters. When the editor (or other software)
- encounters the Control-Z it will interpret the character as an
- end-of-file marker and quit reading the file. The rest of the
- routine will be out there on disk, but you will not be able to
- access it. Even a DOS TYPE or COPY command will not be able to
- read all of the file. The solution for this dilemma is to
- substitute an alternate character while creating the screen and
- generating the code. Later you can go into the routine with an
- editor and use the function available in that language to print an
- Ascii 26. For example, it BASIC you would use the code in Figure
- 1 instead of the code in Figure 2.
-
- 1000 PRINT CHR$(26)
-
- FIGURE 1 - The right way to print a right arrow.
-
- 1000 PRINT " "
-
- FIGURE 2 - The wrong way to print a right arrow.
-
-
-
- -8-
-
- Color Screen
-
- The Color Screen lets you:
-
- F2 Change the character color
- (background and foreground)
- F4 Change the blank character
- F6 Change the blank color
- F8 Select input field color
-
- When you press the F3 key to see the Color Screen all of the color
- choices are displayed on the screen and the cursor is located at
- the bottom of the screen after the CHANGE prompt, which says
- 'CHANGE: (F2,F4,F6,F8 to return)'. You must type in an F2, F4, or
- F8 to change something. If you press F3 you will be returned to
- the Edit Screen. No other input will be accepted from the
- keyboard at the CHANGE prompt. We will look at each of the three
- functions individually.
-
- Character Color
- The character color is the color that will be used
- when you type text or draw character graphics on the Edit Screen.
- To change the character color you enter F2 at the CHANGE prompt.
- The cursor will move up to the bracket next to the prompt
- CHARACTER COLOR and await a character color code. You will notice
- that the color codes are two digit hexadecimal numbers. The first
- digit represents the background color and the second digit
- represents the foreground color, which is the color of the letter
- or line. There are some numbers that do not appear, like 00, 11,
- 22, and so on. The reason you cannot see the number is that the
- foreground and background colors are the same. After you enter a
- color code and press Return, the CHARACTER COLOR prompt is changed
- to the color you have selected and the cursor returns to the
- CHANGE prompt. If you press Return without entering a
- character color the current value is left unchanged.
-
- Blank Character
- The blank character is the character that is displayed on the Edit
- Screen where no other characters have been typed. It does not
- change what is printed when you press the space bar. The default
- value for the blank character is a space, but it can be changed to
- be any character that you can type from the keyboard.
-
- To change the blank character you enter F4 at the CHANGE prompt.
- The cursor will move to the brackets next to the BLANK CHARACTER
- prompt. The next character you enter will replace the current
- blank character and the cursor will be returned to the CHANGE
- prompt. If you press Return without entering a blank character
- the current value is left unchanged.
-
- You may wonder what possible use changing the blank character
- might be. Suppose you are creating a screen where things need to
- line up but they are too far apart to easily discern if they do.
- Changing the blank character to a period will make it easier to
- tell if things on opposite sides of the screen are lined up.
- Periods or hyphens are useful as blank characters for this
- purpose.
-
- -9-
-
-
- Blank Color
- The blank color is the color that is used when displaying the
- blank character. It works in much the same way as the character
- color, only for the blank character. If the blank character is a
- space then the blank character is obviously of no consequence. If
- you change the blank character to some other character it may be
- beneficial to change the blank color as well.
-
- To change the blank color enter the letter z at the CHANGE prompt.
- The cursor will move to the brackets next to the BLANK COLOR
- prompt. You should then enter a two digit color code and press
- Return. The BLANK CHARACTER and BLANK COLOR prompts will change
- to the blank color and the cursor will return to the CHANGE
- prompt.
-
- Input Field Color
- The input field color is the color of the areas on the screen for
- which screenCODE is to generate input source code (see below).
-
-
- Input Field Source Code Generation
-
- screenCODE not only creates source code for displaying screens,
- but also creates source code to input strings from the screen.
- Creating input code is an easy four step process:
-
- 1. From the color screen, select a color for input fields using
- option F8.
-
- 2. Also from the color screen, use option F2 to set the character
- color to the input field color.
-
- 3. You are now ready to mark input areas on your screen. Using
- the space key mark input areas of your desired length on the
- screen.
-
- 4. Last, write the name of the desired variable inside each input
- area. Input areas which do not have a specified name are given
- the default name of 'variable'. In either case, all you need to
- do is DEFINE input varibles in the created source code.
-
- You will now have input code created for each of your input areas
- when selecting source code generation on the Utility screen.
-
-
- Inserting and Deleting
-
- The default mode for the Edit Screen is the Overwrite Mode
- (indicated by OVRWRT in the Mode on the Status Line). When you
- are in the Overwrite Mode anything that you type on the keyboard
- replaces the character in the current cursor position, whether it
- is a blank or any other character. If you want to erase something
- on a line without affecting the position of anything else that
- appears after it on that line you should use the space bar in the
- Overwrite Mode to blank it out.
-
-
- -10-
-
- If you need to insert a character between two other characters or
- actually delete a character from the screen, not just blank it
- out, you will have to change to the Insert Mode. You change to
- the Insert Mode by pressing the Insert key. The Mode on the
- Status Line will be changed to INSERT and you are now in the
- Insert Mode. Anything that you type will be inserted at the
- current cursor position. The character at the cursor position and
- all the characters to the right will be moved over. If you use
- the Backspace key in the Insert Mode then characters will be
- deleted as the cursor moves to the left. To get out of the Insert
- Mode just press the Insert key again.
-
- The Delete key is used to delete characters from the screen. It
- can be used to move something to the left (by deleting the spaces
- to the right of it) or it can be used to remove other characters
- on a line. When the Delete key is pressed the character at the
- current cursor position is deleted and all the characters to the
- right of the cursor are moved to the left one space to fill in the
- gap. Notice that this maneuver is quite different from using the
- space bar to blank out a character. Using the space bar erases
- the character without moving anything else. Using the Delete key
- erases the character and pulls in the rest of the line to the
- right of the cursor to fill in the gap.
-
-
- Working With Blocks
-
- You can move, copy, color, or erase blocks on the screen without
- affecting anything else on the screen by using the Mark function
- in conjunction with the Copy or Move or Color function. Moving
- and copying involve the same steps, the only difference being
- whether you press the Move key or the Copy key after you have
- marked off the section you are working with.
-
- Marking A Block
- Before you can move or copy you must first mark the block that you
- want to work with. The block that you mark will be a rectangular
- area on the screen. To mark a block you must first turn on the
- Mark Mode. Although the F5 key is the Mark key, you can also
- enter the Mark Mode by pressing F7 (Copy) or F8 (Move). When you
- are in either the Overwrite Mode or the Insert Mode and you press
- any of these three keys, you will be placed in the Mark Mode, with
- the word MARK flashing in the Mode on the Status Line.
-
- When you enter the Mark Mode the current position of the cursor
- will be one corner of the block you are defining. By using the
- cursor control keys to move the cursor you can increase and
- decrease the size of the block. The area you are defining is
- highlighted on the screen by reversing the character color. The
- background color becomes the foreground color and visa versa. If
- you are using a character color with the right digit higher than
- seven then as you mark a region it is all changed to the
- background color to highlight it. The reason for this difference
- is that while there are sixteen foreground colors, there are only
- eight background colors, so the combination cannot be reversed in
- every case.
-
-
- -11-
-
- If you are in the Mark Mode and you press the Mark key (F5) again,
- the cursor will move to the last block that you defined,
- previously. Repeated pressing of the Mark key will switch you
- back and forth between the two blocks.
-
- Your other options while in the Mark Mode are to press F7 to begin
- the Copy process, press F8 to begin the Move process, or press F6
- to exit the Mark Mode without doing anything.
-
- Copying A Block
- Once you have defined the block to be copied press the Copy key
- (F7). The Mode on the Status Line will flash COPY. You can now
- use the cursor control keys to move the copy of the block to any
- point on the screen. When you have positioned the copy where you
- want it press the Return key, F6 (Mark-Off), F7 (Copy), or F8
- (Move) and you will be returned to an Edit Mode.
-
- You can stop the process while marking the block by exiting the
- Mark Mode (F6). If you decide not to copy a block after you have
- pressed the Copy key just move the copy back to its original
- position and press Return or Mark-Off.
-
- As you move a block around on the screen in the process of copying
- it you may need to pass over other things on the screen. As you
- pass over other characters they will be covered temporarily, but
- you will notice that they will reappear as you pass on by. This
- holds true until you have finished the copy. Once you press
- Mark-Off or Return to finish the copy, anything that you are
- covering over will be erased and the copy will take its place.
-
- Moving A Block
- To move a block you should follow the steps in the copy procedure
- except you should press the Move key (F8) instead of the Move key
- (F7). Here are the same steps retold for moving a block.
-
- Once you have defined the block to be moved press the Move key
- (F8). The Mode on the Status Line will flash MOVE. You can now
- use the cursor control keys to move the block to any point on the
- screen. When you have positioned the block where you want it
- press the Return key, F6 (Mark-Off), F7 (Copy), or F8 (Move) and
- you will be returned to an Edit Mode.
-
- You can stop the process while marking the block by pressing the
- Mark-Off key. If you decide not to move a block after you have
- pressed the Move key just move the block back to its original
- position and press Return or Mark-Off.
-
- As you move a block around on the screen in the process of
- relocating it elsewhere you may need to pass over other things on
- the screen. As you pass over other characters they will be
- covered temporarily, but you will notice that they will reappear
- as you pass on by. This holds true until you have finished the
- move. Once you press Mark-Off or Return to finish the move,
- anything that you are covering over will be erased and the block
- will take its place.
-
-
- -12-
-
- Clearing A Block
- You can clear the screen by pressing the F9 & DEL keys. If you
- want to clear a block on the screen without having to delete it a
- character at a time you can do so quite easily. First you define
- the block in the Mark Mode. While you are still in the Mark Mode
- press the F9 key. A prompt will appear at the bottom of the
- screen telling you to press the DEL key if you want to clear. If
- you press the DEL time the block will be erased. Pressing any
- other key will return you to the Edit Screen without erasing the
- block. This feature keeps you from accidentally erasing a block
- or the entire screen by inadvertantly pressing the F9 key.
-
-
-
- Coloring A Block
- It is possible to change the character color of an entire block on
- the screen after it has already been keyed in. To do so you
- should first use the Color Screen to select the character color
- you want. Then you should return to the Edit Screen and use the
- Mark Mode to mark the block to be changed. While still in the
- Mark Mode, press the F3 key (Color) and the character color of the
- entire block will be changed to the current character color.
-
-
- -13-
-
- UTILITIES SCREEN
-
-
- The Utilities Screen allows you to do several things, most of
- which are obvious from the menu descriptions. This chapter will
- describe each option on the menu in detail just in case you have
- trouble with an option.
-
-
- Utility Options
-
- There are five Utility Options on the Utilities menu that allow
- you to manipulate files. They are the Edit Option, the Read
- Option, the Save Option, the Text File Save Option, and the
- Directory Option.
-
- The Edit Option
- The Edit Option is used to return to the Edit Screen. When you go
- to the Edit Screen, the screen file that is currently in memory
- will be displayed. If you have not read a screen into memory you
- will see a blank screen.
-
- The Read Option
- The Read Option is used to read a file from the disk into memory
- for editing. Using the Read Option will erase any other file
- previously in memory.
-
- When you select the Read Option the prompt FILE NAME: will be
- displayed and screenCODE will await your input for the name of the
- file to read. You can return to the menu at ths time without
- reading in a file by pressing the Escape key. Otherwise you will
- need to specify the name of the file to be read. If the file has
- an extension of .SCR then you don't need to type it in. If you
- don't specify an extension the default extension of .SCR will be
- used. If the file is not on the default drive (the one you were
- on when you entered screenCODE) then you will have to specify the
- drive along with the file name. After the file is read screenCODE
- will automatically transfer to the Edit Screen.
-
- The Save Option
- The Save Option is used to write the contents of the Edit Screen
- to a disk file. Although a file written with the Save Option will
- normally have an extension of .SCR, you may use any extension.
- When you select the Save Option the prompt FILE NAME: will be
- displayed and screenCODE will await your input for the name to be
- assigned to this file. You can return to the menu without saving
- the file by pressing the Escape key. If you have previously read
- in a file, that file name will automatically be supplied with an
- extension of .SCR. If you press Return the file will be written
- with that name. If you want to write it under a different name,
- or if you have not yet read in a file, you must type in a file
- name. A default extension of .SCR will be supplied if you omit
- the extension.
-
-
- -14-
-
- The Text File Save Option
- This saves the file in ASCII text file format, normally a .TXT
- file. A default extension of .TXT will be supplied if you omit
- the extension. Be forewarned that if you write to an existing
- file other than an .TXT file it will be destroyed. You can now
- access the file with a text editor and include the screen in your
- documentation or any other text file.
-
-
- The Directory Option
- The Directory Option is used to display the directory of a drive.
- When you
-
- select the Directory Option you will be asked for a file
- specification with the prompt FILE SPEC:. A file specification is
- used to indicate the range of files you would like displayed with
- the Directory Option. This range can be a single file on the disk
- or all of the files on a disk, or any amount inbetween. If the
- specification refers to a range of files it is called an ambiguous
- reference. If the specification refers to only one file then it
- is called an unambiguous specification. You can return to the
- menu without executing the Directory Option by pressing the Escape
- key.
-
- If you press Return without indicating a file specification then
- screenCODE will use the default specification. If you wish to see
- files on another drive, or if you want to specify a more
- restrictive directory, you may do so by typing in any valid DOS
- ambiguous or unambiguous file specification. The directory
- displays the files sorted by extension and file name, in that
- order.
-
- When the directory is displayed the first line on the screen shows
- the file specification that was used and the number of free bytes
- available on the disk. After this information the files and their
- sizes are displayed. You can press any key to return to the
- Utilities Screen.
-
- The About Option
- Describes the full featured screenCODE program, commissionWARE,
- and gives ordering details.
-
- The Quit Option
- The Quit Option is used to exit screenCODE and return to the
- operating system. Any screen in memory that has not been saved
- will be lost.
-
-
- Write Source Code Options
-
- All other options on the Utilities Screen enable you to generate
- source code. These options use the screen currently in memory and
- generate the source code required to produce that screen in their
- respective languages. When you select one of the Write Source
- Code Options the prompt FILE NAME: will be displayed. You can
- return to the menu without writing any source code by pressing the
- Escape key.
-
- -15-
-
-
- If you have previously read in a file then screenCODE will have a
- name to use as a default name and it will supply the appropriate
- extension for the language. If you press Return, that name will
- be used and the source code will be created. If you want to save
- the source code under a different name then you should enter the
- name and press Return. If you have not previously read in a
- screen then there will be no default file name and you will have
- to specify a name and press Return. If you do not enter an
- extension then screenCODE will supply the appropriate extension
- for the language.
-
- Specifically for BASIC: screenCODE writes its BASIC code
- assuming that the SOFT KEY or FUNCTION KEY definition line at line
- 25 is off, so that full 25 line screens can be created in BASIC
- with screenCODE. It can be turned off with the KEY OFF statment.
-
- Specifically for dBASE II/III: two instead of only one source code
- file will be created, a filenameO.prg for output and a
- filenameI.prg for input source code will be created.
-
- Specifically for INPUT CODE for Turbo Pascal, DeSmet C & dBASE, you
- must DEFINE the input variables as character strings in the created
- source code file.
-
- The following extensions are supplied by screenCODE as defaults if
- you do not specify an extension when writing source code.
-
- LANGUAGE EXTENSION
-
- C .C
- dBASE II/III .PRG
- *BASIC .BAS
- Pascal .PAS
-
- * Only BASIC source code generation is available with the
- Distribution version of screenCODE (see INTRODUCTION).
-
-
- -16-
-
- UTILITY PROGRAMS
-
- screenSNAP
-
- screenSNAP is a Memory resident program which lets you make a
- snapshot of any ASCII screen with attributes at ANY time or in ANY
- program, save it, and then manipulate it w/ screenCODE, even
- producing source code to reproduce it in your own programs. Just
- start thinking of all the great screens you'd like to get into
- YOUR programs !
-
- To use, first run screenSNAP to make it memory resident. Then
- when you want to save an ASCII screen just press the ALT and F10
- keys at the same time to activate screenSNAP. It will now ask you
- the name of the file to store the present screen image in (the
- default file type is .SCR). It then saves the present screen
- image to the file you gave it. The screen file is now ready for
- you to use with screenCODE. Enjoy !
-
- screenSHOW
-
- screenSHOW slide projector program for computerized slide shows
- and prototyping & demonstrating your developing programs. There
- are many creative applications for this simple program. Put
- together sales presentations. Show proposed programs in action
- before you even write them, etc. To run the program type:
-
- A> scrnshow <filename>
-
- It takes the list of screen files in the text file you specify
- with <filename> and continually loops through the list displaying
- them on the screen. While it is running press:
- '+' to increase speed
- '-' to decrease speed
- UPARROW advance to next slide manually
- DOWNARROW to return return to previous slide manually
- 'F1' to get help screen
- 'F10' or 'Q' or 'CTRL-C' to exit screenSHOW
-
-
- ABOUT THE PROGRAMMER & PROGRAM
-
- Hartwell Robinson, programmer & president of Computer Works
- programming & consulting, wrote screenCODE because he needed it.
- Hartwell began programming on Datapoint minicomputers, moved to
- CP/M microcomputers, and then IBM PC/XT/AT type machines. He has
- extensively programmed micros in many languages including Z-80
- assembly, BDS C, and dBASE II/III to name a few, although today he
- mainly programs in DeSmet C and 8088 assembly on the IBM PC
- family.
-
- screenCODE, screenSNAP, screenSHOW were written in the C
- programming language using a DeSmet C compiler, version 2.5, the
- SEE program editor, and various other tools & utilities that
- Hartwell wrote because he needed them. Program development
- was done on an IBM XT compatible system with 640K, an RGB
- monitor, and a 20 megabyte hard drive.
-
-
- -17-
-
- quickREF (TM) COMMAND SUMMARY
-
-
- When you are first using this manual you will probably need to
- refer to the earlier chapters to learn how to perform the various
- functions. After you are acquainted with screenCODE you will
- probably need an occasional glance to remember a specific command.
- This chapter is provided as a quick reference for the commands in
- screenCODE. For more detailed information on how to perform the
- various commands you should refer to the earlier chapters.
-
-
- Screens
-
- SCREEN FUNCTION
- Edit Used to create and modify screens.
-
- Help 1 Gives information about the function
- keys and graphics character keys.
-
- Help 2 Identifies fields on the Status Line.
-
- color Used to select a character color, a
- blank character, and a blank character color.
-
- Utilities Used to read and save screens, see a
- disk directory, generate source code,
- and exit screenCODE.
-
- About Describes the full featured screenCODE program.
- commissionWARE, and ordering details.
-
-
-
- Modes
-
- KEY MODE FUNCTION
-
- Ins Overwrite An Edit Mode. A character that is entered
- from the keyboard replaces the character at
- the current cursor position.
-
- Ins Insert An Edit Mode. A character that is entered
- from the keyboard is inserted at the current
- cursor position. All character to the the
- right of the current cursor position are
- moved to the right.
-
- F5 Mark Used to define a block (a rectangular
- region on the screen). When the Mark
- key is pressed, the current cursor position
- is marked as one corner of the block.
- The cursor keys are used to move the cursor
- to the diagonal corner of the block. Once a
- block is defined it can be moved, copied,
- or erased.
-
- F7 Copy Used to copy a block. After the block has
- been defined in the Mark Mode, the Copy
-
- -18-
-
- Mode is used to position the copy at the
- desired location.
-
- F8 Move Used to move a block. After the block has
- been defined in the Mark Mode, the Move
- Mode is used to position the block at the
- desired location.
-
-
- Cursor Movement
-
- KEY FUNCTION
- Cursor arrows Move the cursor one position in the
- direction of the arrow.
-
- Ctrl-left arrow Moves the cursor to begining of line.
-
- Ctrl-right arrow Moves the cursor to end of line.
-
- Ctrl-PgUp Moves the cursor to top of screen
- in current column.
-
- Ctrl-PgDn Moves the cursor to bottom of screen
- in current column.
-
- PgUp Moves status line to the top of the screen
- & toggles it on and off at this position.
-
- PgDn Moves status line to bottom of the screen
- & toggles it on and off at this position.
-
- Home Moves the cursor to the top, left
- corner of the screen.
-
- End Moves the cursor to the bottom, right
- corner of the screen.
-
- Backspace Moves the cursor on space to the left
- in the Overwrite Mode.
-
-
- Editing
-
- KEY FUNCTION
- Backspace Deletes the character to the left of the
- cursor in the Insert Mode. All characters
- to the right of the cursor are moved one
- space to the left.
-
- Del Deletes the character at the current cursor
- postion. All characters to the right of the
- cursor are moved one space to the left.
-
- Ins Toggles between the two
- Edit Modes (Overwrite and Insert).
-
-
-
- -19-
- Function Keys
-
- F1 - Used to display the Help Screen.
-
- F2 - Used to select one of 4 line style. The current line
- style is selected by the F2 key and displayed on the bottom right
- corner of the Edit Screen and will change each time you press the
- F2 key.
-
- F3 - Used to display the Color Screen. The Color Screen allows
- you to select a character color, a blank character, and a blank
- color. See color screen section.
-
- F4 - Used to set Increment. The Increment is the direction
- that the cursor will move after a character is typed. In normal
- applications the Increment for a cursor is to the right, just like
- a typewriter. But when you are drawing vertical lines it is nice
- to have the cursor automatically move up after each character is
- typed. It can be set to the 4 directions, up, down, right, or left.
-
- F5 - Used to select the Mark Mode or to switch between the current
- block and previous block. The Mark is used to highlight sections
- to be moved or copied. When you press the F5 key once the Mark is
- set at the point of the cursor and the Mode is set to Mark Mode
- (which flashes at the bottom of the screen). If you press the F5
- key again before you move, copy, or exit the Mark Mode then you
- will be returned to the last block you had defined. (See Editing)
-
- F6 - Used to turn off the Mark Mode without moving or copying.
-
- F7 - Used to select the Copy Mode. If the F7 key is pressed while
- in an Edit Mode then the Mark Mode is selected. If the F7 key is
- pressed while in the Mark Mode then the Copy Mode is selected. If
- the F7 key is pressed while in the Copy or Move Mode then you are
- returned to the Edit Mode you were using. While you are in the
- Copy Mode the cursor arrows are used to move the region to be
- copied to its destination. (See chapter on editing.)
-
- F8 - Used to select the Move Mode. If the F8 key is pressed while
- in an Edit Mode then the Mark Mode is selected. If the F8 key is
- pressed while in the Mark Mode then the Move Mode is selected. If
- the F8 key is pressed while in the Copy or Move Mode then you are
- returned to the Edit Mode you were using. While you are in the
- Move Mode the cursor arrows are used to locate the region to be
- moved to its destination. (See chapter on editing.)
-
- F9 - Used to clear the screen. When you press the F9 key the
- message 'HIT DEL KEY TO CONFIRM "CLEAR SCREEN" (any other key will
- cancel)' is flashed on the Status Line. If you press any key
- other than DEL you are returned to the Edit Screen without any
- changes. Responding with the DEL key will erase the Edit Screen,
- leaving all of the values on the Status Line as they were before
- the screen was cleared.
-
- F10 - Used to display the Utilities Screen. The Utilities Screen
- allows you to read files, save files, create source code, find out
- about screenCODE and commissionWARE, exit screenCODE to the
- operating system, or return to the Edit Screen.
-
-
-
- -20-
-
- Status Line
-
- F1=help file[ ] [OVRWRT] rc[ 0, 0] chr[20] spc[ ] inc[ ] lin[ ]
- \-----/ \------------------/ \------/ \-------/ \-----/ \----/ \----/ \----/
- | | | | | | | |
- Help Current File Mode Row and Ascii Space | Line
- Prompt Column Code Increment
-
-
- Status Line
-
- HELP PROMPT Reminds you of the Help Screens.
-
- CURRENT FILE The file that is displayed on the Edit Screen.
-
- MODE Indicates the mode that you are currently using.
-
- ROW AND COLUMN Indicate the position of the cursor on the screen
- according to row numbers and column numbers.
-
- ASCII CODE Displays the Ascii Code of the character at the
- current cursor position.
-
- SPACE Indicates the current choice for the space char.
-
- INCREMENT Indicates which direction the cursor will move
- after printing a character.
-
- LINE Indicates the style of line characters that are
- currently being used.
-
-
- -21-
-
- INDEX
-
- $ 3
- $10 3
- $25 3
- $6 3
- 1986 2
- 1st 3
- 640K 16
- 776-3205 2, 3
- 8088 16
-
- about 4
- About option 3,13,15,16,18
- access 7, 14
- accidentally 12
- activate 16
- advance 16
- ALT 16
- applications 16, 19
- area 9, 10
- areas 9
- arrow 6, 7, 18
- arrows 5, 18, 19
- ASCII 3, 4, 5, 6, 7, 14, 16, 20
- assembly 16
- attributes 3, 16
-
- B:NEW 5
- background 4, 8, 10
- backspace 6, 7, 10, 18
- backward 6
- bar 6,8,9
- BAS 15
- Basic 3, 7, 15
- Bas. soft/func. keys 15
- basics 5
- BDS 16
- beginning 6
- blank 4, 5, 6, 8, 9, 10, 13, 17, 19
- blank character 8
- blank color 8
- blinking 5
- block 7, 10, 11, 12, 17, 18, 19
- blocks 2, 10, 11
- bottom 4, 5, 6, 8, 12, 18, 19
- Box 2, 3
- bracket 8
- brackets 8, 9
- bugs 2
- bytes 14
-
- -22-
-
-
- C 2, 3, 4, 15, 16
- cancel 19
- capture 3
- case 7, 10, 13
- ch 4
- Change 4, 6, 8, 9, 10, 12, 19
- CHANGE: 8
- Changing 8
- char 20
- character 4, 5, 6, 7, 8, 9, 10, 12, 17, 18, 19, 20
- character color 7
- characters 7, 8, 10, 11, 18, 20
- check: 3
- choice 3, 4, 20
- choices 8
- CHR$ 7
- chr[20] 4, 5, 20
- City 3
- claim 2
- clear 4, 12, 19
- cleared 19
- Clearing 12
- Code 2, 3, 4, 5, 6, 7, 8, 9, 14, 15, 16, 17, 19, 20
- codes 8
- Color 2, 4, 6, 7, 8, 9, 10, 12, 17, 19
- color screen 4, 7
- Coloring 12
- colors 4, 8, 10
- Column 4, 5, 6, 18, 20
- combination 10
- combinations 7
- Command 2, 5, 7, 17
- command: 5
- commands 17
- comments 2, 3
- commissions 2, 3
- commissionWARE 2, 3, 4, 14, 17, 19
- communications 3
- compatible 16
- compiler 16
- compilers 7
- computerized 3, 16
- CONFIRM 19
- consulting 16
- CONTENTS 2, 13
- control 5, 6, 10, 11
- Control-Z 7
- copied 11, 17, 19
- copies 3
- Copy 4, 7, 10, 11, 17, 18, 19
- copying 4, 10, 11, 19
- Copyright 2
- COPYRIGHTS 2
- corner 4, 5, 10, 17, 18, 19
- correction 2
- cost 2
-
- -23-
-
- covering 11
- CP/M 16
- crazy 7
- create 3, 17, 19
- creates 9
- Creating 2, 6, 7, 8, 9
- creating screens 6
- creative 16
- CTRL-C 16
- Ctrl-left 18
- Ctrl-PgDn 18
- Ctrl-PgUp 18
- Ctrl-right 18
- Current 4, 5, 6, 8, 9, 10, 12, 17, 18, 19, 20
- cursor 2,4, 5, 6, 7, 8, 9, 10, 11, 17, 18, 19, 20
-
- d 3, 4, 16
- damages 2
- data 3
- Datapoint 16
- dBASE 3, 4, 15, 16
- default 5, 8, 9, 13, 14, 15, 16
- defaults 15
- defective 2
- define 12, 17
- defining 10
- DEL 12, 18, 19
- delete 6, 10, 12
- deleting 2, 9, 10
- demonstrating 3, 16
- describe 13
- descriptions 13
- DeSmet 3, 4, 16
- destination 19
- destroyed 14
- detail 13
- details 14, 17
- developing 3, 16
- development 3, 16
- diagonal 17
- digit 8, 9, 10
- dilemma 7
- Direction 4, 7, 18, 19, 20
- directions 19
- Directory 13, 14, 17
- directory option 12, 13, 16
- disk 3, 7, 13, 14, 17
- diskette 2
- display 3, 4, 14, 19
- displayed 5, 8, 13, 14, 19, 20
- displaying 9, 16
- Displays 4, 14, 20
- distances 6
- distributed 2
- Distribution 15
- Dn 6
- doc 2, 3
-
- -24-
-
-
- documentation 14
- DOS 4, 7, 14
- dot 7
- down 5, 19
- DOWNARROW 16
- draw 8
- drawing 19
- drive 5, 13, 14, 16
-
- E 3, 4
- Edit 4, 5, 6, 8, 9, 11, 12, 13, 17, 18, 19, 20
- Editing 2, 4, 5, 13, 18, 19
- Editor 2, 3, 5, 7, 14, 16
- end 6, 7, 18
- end-of-file 7
- Enjoy 16
- enter 4, 5, 7, 8, 9, 10, 15
- entering 8
- entire 2, 12
- entry 3
- erase 6, 9, 10, 13, 19
- erasing 6, 12
- errors 2
- Escape 13, 14
- example 5, 7
- EXE 2
- executing 14
- exit 11, 14, 16, 17, 19
- exiting 11
- experimenting 7
- ext 4, 5
- extension 5, 13, 14, 15
-
- F1 4, 5, 16, 19, 20
- F2 4, 6, 8, 9, 19
- F3 4, 8, 12, 19
- F4 4, 6, 8, 19
- F5 4, 10, 11, 17, 19
- F6 4, 8, 11, 19
- F7 4, 10, 11, 17, 19
- F8 4, 8, 9, 10, 11, 18, 19
- F9 4, 12, 19
- F10 4, 16, 19
- features 3, 12, 14, 17
- Field 2, 4, 6, 8, 9, 17
- Figure 7
- File 2, 3, 4, 5, 7, 13, 14, 15, 16, 20
- filename 4, 5, 16
- filenameI 15
- filenameO 15
- files 3, 13, 14, 16, 19
- file[ 5, 20
- file[TEST 4
- fill 10
- find 7, 19
- finish 11
-
- -25-
-
- flash 11
- flashing 10
- foreground 4, 8, 10
- forewarned 14
- form 2, 3
- format 14
- free 14
- FREELY 2
- full-features 3
- Function 2, 4, 7, 10, 17, 18, 19
-
- Generate 4, 7, 9, 14, 17
- generating 7
- Generation 2, 3, 9, 15
- Generator 2, 3
- graphics 7, 8, 17
- group 3
- guidelines 2, 3
-
- help 3, 4, 5, 6, 16, 17, 19, 20
- hex 4
- hexadecimal 6, 8
- highlight 10, 19
- highlighted 10
- Home 5, 18
- Home: 3
- hyphen 6
- hyphens 8
-
- I 4
- I/O 2, 3
- IBM 16
- II/III 3, 4, 15, 16
- image 16
- in: 4
- Increment 4, 5, 6, 7, 19, 20
- inc[ 4, 5, 20
- Index 2, 21
- Input 2, 3, 4, 8, 9, 13, 15
- input fields 8
- input field color 8
- Ins 17, 18
- Insert 4, 6, 10, 17, 18
- Inserting 2, 9
- interpreters 7
- intro 4, 5
- INTRODUCTION 2, 3, 15
-
- keyboard 7, 8, 9, 17
- Keys 2, 5, 6, 10, 11, 12, 16, 17, 19
- Keys: 4
-
- language 7, 15, 16
- languages: 3
- learn 7, 17
- left 4, 5, 6, 7, 8, 10, 18, 19
- length 9
-
- -26-
-
-
- letter 7, 8, 9
- letters 5
- liable 2
- lib 3
- LIMITED Warranty 2
- lines 19
- lin[ 4, 5, 20
- list 16
- load 5
- location 18
- loops 16
- lost 2, 14
-
- machines 16
- MAG 3
- make$ 2, 3
- manual 2, 17
- margin 7
- Mark 4, 7, 9, 10, 11, 12, 17, 18, 19
- Mark-Off 11
- marked 10, 17
- marker 7
- Marking 10, 11
- megabyte 16
- memory 3, 13, 14, 16
- menu 13, 14
- merchantability 2
- microcomputers 16
- micros 16
- middle 7
- minicomputers 16
- Mode 4, 5, 6, 9, 10, 11, 12, 17, 18, 19, 20
- Modes 2, 4, 5, 17, 18
- modify 17
- monitor 3, 16
- move 4, 5, 6, 7, 8, 9, 10, 11, 17, 18, 19, 20
- Movement 2, 18
- moving 4, 5, 10, 11, 19
-
- name 3, 5, 9, 13, 14, 15, 16
- NAME: 13, 14
- NEW 5
- note 7
- NOTE: 7
- notice 8, 10, 11
-
- off 4, 6, 10, 18, 19
- omit 13, 14
- operating 14, 19
- option 9, 13, 14
- Options 2, 11, 13, 14
- ordering 14, 17
- output 3, 15
- Overwrite 4, 6, 9, 10, 17, 18
- OVRWRT 9
- own 3, 16
-
- -27-
-
-
- package 7
- Page 2, 4
- PAS 15
- Pascal 3, 4, 15
- pass 11
- path 6
- PC 3, 16
- PC/XT/AT 16
- performance 2
- period 6, 8
- Periods 8
- Pg 6
- PgDn 18
- PgUp 18
- Phone 3
- placed 7, 10
- play 7
- Please 2, 3
- point 5, 11, 19
- pointing 5, 6
- position 4, 5, 6, 9, 10, 11, 17, 18, 20
- presentations 16
- president 16
- PRG 15
- print 7
- printing 4, 7, 20
- problems 6, 7
- procedure 11
- process 7, 11
- producing 3, 16
- profits 2
- program 2, 3, 14, 16, 17
- programmed 16
- Programmer 2, 3, 16
- programming 3, 16
- programPAK 2
- programs 2, 3, 16
- progress 6
- projector 3, 16
- Prompt 4, 5, 8, 9, 12, 13, 14, 20
- prompts 6, 9
- prototyping 3, 16
- Published 2, 3
- Put 16
-
- Q 4, 16
- quality 2
- quick 17
- quickREF 2, 17
- quickSTART 2, 4
- quit 7, 14
-
- R 3, 4
- range 14
- rc[ 4, 5, 20
- read 3, 7, 13, 15, 17, 19
-
- -28-
-
-
- rectangular 10, 17
- reference 14, 17
- Reg 3
- registered 3
- registers 3
- registrations 3
- relocating 11
- repair 2
- replace 9, 17
- reproduce 16
- resident 3, 16
- Return 4, 5, 6, 8, 9, 11, 12, 13, 14, 15, 16, 19
- returns 8
- retyping 6
- reversed 10
- reversing 10
- RGB 16
- royalty-free 3
- run 16
- running 16
-
- s 3, 4
- sales 16
- sample 3
- saving 13
- SCBAS 4, 5
- SCR 4, 5, 13, 16
- screenCODE 2, 3, 4, 5, 9, 13, 14, 15, 16, 17, 19
- Screens 2, 3, 4, 6, 9, 16, 17, 20
- screenSHOW 2, 3, 16
- screenSNAP 2, 3, 16
- scrnshow 16
- sections 19
- selecting 9
- Send 3
- serial 3
- serialized 3
- servicing 2
- set 9, 19
- shipping 3
- shows 3, 14, 16
- sides 8
- size 10
- sizes 14
- skill 3
- slide 3, 16
- snapshot 16
- software 7
- sorted 14
- Source 2, 3, 4, 9, 14, 15, 16, 17, 19
- Space 4, 5, 6, 8, 9, 10, 18, 20
- spaces 10
- spc[ 4, 5, 20
- SPEC: 14
- specific 17
- Specifically 15
-
- -29-
-
- specification 14
- specified 9
- specify 5, 13, 14, 15, 16
- specifying 5
- speed 16
- square 7
- start 3, 6, 16
- Status 2, 4, 5, 6, 9, 10, 11, 17, 18, 19, 20
- steps 10, 11
- still 12
- stop 11
- store 16
- strings 9
- style 4, 6, 19, 20
- submitting 3
- substitute 7
- Summary 2, 17
- supplied 13, 14, 15
- supply 15
- switch 11, 19
- system 7, 14, 16, 19
-
- T 4, 7, 13
- TABLE 2
- tax 3
- TECH 3
- tediuous 3
- tendency 6
- TEST 4
- Texas sales tax 3
- text 4, 5, 8, 13, 14, 16
- thinking 16
- time 3, 6, 12, 13, 16, 19
- tips 6
- TM 2, 3, 4, 17
- to: 3
- toggled 6
- toggles 18
- tools 16
- top 6, 18
- TOTAL 3
- TRADEMARKS 2
- Turbo 3, 4
- turn 4, 10, 19
- TX 2, 3
- TXT 14
- Type 4, 5, 7, 8, 9, 10, 13, 16
- typing 14
-
- underscore 5
- undo 7
- up 5, 6, 8, 19
- UPARROW 16
- usage 4
- useful 8
- user 3
- using 4, 6, 9, 10, 13, 16, 17, 19, 20
- util 3
- Utilities 2, 4, 13, 14, 16, 17, 19
- Utility 2, 9, 13, 16
-
- -30-
-
- valid 14
- value 8
- variable 9
- version 2, 3, 15, 16
- Visa/MC 3
-
- W 3
- Waco 2, 3
- wanted 5
- WARRANTY 2
- word 10
- work 5, 10
- Working 2, 4, 10
- Works 2, 6, 9, 16
- write 9, 13, 14, 16
- writing 14, 15
- wrote 16
-
- XT 16
- Z-80 16
- zero 5
- [OVRWRT] 4, 5, 20
-