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Text File | 1992-12-26 | 122.4 KB | 3,565 lines |
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- SCOUTMATE Version 3.12
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- by
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- Kevin Coleman
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- Copyrighted(c) by Kevin Coleman, 1990, 1992
- All Rights Reserved
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- Table of Contents
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- General Information . . . . . . . . . . . . . . . . . . . . . . . 1
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- Installation . . . . . . . . . . . . . . . . . . . . . . . . . . 2
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- Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
- Add Scout . . . . . . . . . . . . . . . . . . . . . . . . . 6
- Add Adult Leader . . . . . . . . . . . . . . . . . . . . . 10
- Modify . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- Delete . . . . . . . . . . . . . . . . . . . . . . . . . . 13
- Query Database . . . . . . . . . . . . . . . . . . . . . . 13
- Print . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- Advancement Progress Report . . . . . . . . . . . . . 15
- Individual Progress Report . . . . . . . . . . . . . 16
- Unawarded Badges Report . . . . . . . . . . . . . . . 16
- Envelope/Label Printing . . . . . . . . . . . . . . . 16
- Roster . . . . . . . . . . . . . . . . . . . . . . . 18
- Phone List . . . . . . . . . . . . . . . . . . . . . 19
- Notes . . . . . . . . . . . . . . . . . . . . . . . . 19
- Printing of Records . . . . . . . . . . . . . . . . . 19
- Select Pages Menu . . . . . . . . . . . . . . . . . 20
- Printer Status Screen . . . . . . . . . . . . . . . . 20
- Select Names Menu . . . . . . . . . . . . . . . . . . 22
- Mail Merge . . . . . . . . . . . . . . . . . . . . . . . . 23
- Customized Reports . . . . . . . . . . . . . . . . . 26
- Troop Inventory Module . . . . . . . . . . . . . . . . . . 26
- Merit Badge Book Inventory Module . . . . . . . . . . . . 30
- Merit Badge Counselor Module . . . . . . . . . . . . . . . 33
- Financial Module . . . . . . . . . . . . . . . . . . . . . 35
- Calendar . . . . . . . . . . . . . . . . . . . . . . . . . 37
- Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 38
- Utilities . . . . . . . . . . . . . . . . . . . . . . . . 39
- Pack Records . . . . . . . . . . . . . . . . . . . . 40
- Undelete Record . . . . . . . . . . . . . . . . . . . 40
- Export/Import Records . . . . . . . . . . . . . . . . 41
- Backup Files . . . . . . . . . . . . . . . . . . . . 42
- Defaults/Updates . . . . . . . . . . . . . . . . . . 43
- Delete Rank Files . . . . . . . . . . . . . . . . . . 45
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- Appendices
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- Appendix A . . . . . . . . . . . . . . . . . . . . . . . . 46
- Appendix B . . . . . . . . . . . . . . . . . . . . . . . . 50
- Appendix C . . . . . . . . . . . . . . . . . . . . . . . . 51
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- General Information
- UPDATED INFORMATION
- There may be a file included on the SCOUTMATE disk called readme. Print out this file by typing copy readme prn: and hitting enter or
- read the file by typing type readme and hitting enter. This file contains any updated information not in the SCOUTMATE manual.
- _____________________________________________________________________
- LICENSING AGREEMENT
- TROOP COPIES
- This package is licensed to the entire troop. Copies may be made only for people who are part of the troop. If this package is
- transferred to another troop, all copies in possession of the previous troop must be erased.
- BACKUP COPIES
- Backup copies may be made as seen fit. However, registered copies of
- SCOUTMATE may not be copied for distribution to other persons without the express written consent of Kevin Coleman except as stipulated
- under Troop Copies.
- LIMITED WARRANTY
- This software is warranted to the original purchaser of this product that the software programs will be free from defects in materials and
- workmanship for ninety days from the date of purchase. Defective media that have not been subjected to misuse, excessive wear, or
- damage due to carelessness may be returned during that ninety-day period and replaced without charge.
- Following the ninety-day period, defective media will be replaced for a fee of $10.
- I specifically disclaim all other warranties, expressed or implied,
- including but not limited to implied warranties of merchantability and fitness for a particular purpose. In no event shall I be liable
- for any loss of profit or any other damage including but not limited to special, incidental, consequential or other damages.
- This agreement shall be construed, interpreted and governed by the
- laws of the state of New York.
- Use of this program indicates that you have accepted the terms of this agreement.
- _____________________________________________________________________
- TECHNICAL SERVICE
- All correspondence should be mailed to:
- Kevin Coleman
- P.O. Box 210574 Bushwick Finance Station
- Brooklyn, N.Y. 11221-0010
- For phone support, call (718) 919-2082 24 hours a day/7 days a week, Eastern Standard Time. If an answering machine picks up, leave a
- brief message with your name, number and registration number and I will get back to you as soon as possible.
- I can also be reached via Prodigy (ID #: HRTD86A) and Compuserve
- (ID #: 76270,1115).
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- - 1 -
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- Installation
- In order to use SCOUTMATE, you must first run the installation
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- program. The installation program will copy and make the appropriate
- files on your disk as well as making a configuration file which
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- contains the necessary information to run SCOUTMATE. SCOUTMATE can
- be run from both floppy and hard drives, however running from a hard
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- drive (if you have one) is strongly recommended. To run
- installation, first put your SCOUTMATE disk in your floppy drive and
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- type INSTALL (make sure the active drive is the floppy drive).
- This program will create your configuration and all files necessary
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- to run SCOUTMATE. It is a very simple seven step process.
- Step 1: Choose the drive that you are installing from (the drive the
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- SCOUTMATE disk is in). SCOUTMATE will automatically pick the current
- default path. If the SCOUTMATE disk is in a different drive, erase
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- the current line and type in the correct drive and path.
- Step 2: You will be asked to input the path where the SCOUTMATE
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- master files should be copied to. This will be the program path.
- This will be where you will be running SCOUTMATE from (never use the
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- original disk). Put the drive letter and the path (ex. c:\scoutmate
- or e:\troop\scout\files). Make sure that you do not leave out the
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- drive letter and colon. If you leave these out, the directories may
- be improperly created. If these directories do not exist, they will
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- automatically be created. Note that you cannot install SCOUTMATE to
- the same directory that the master files are in. Note that if you
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- are using a floppy disk(s), the disk(s) MUST be formatted.
- Step 3: You will be asked if you wish Scoutmate to be installed on
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- two separate floppy disks. This is for floppy disk drive users only.
- The default is No. Y and N (yes and no, respectively) are your
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- choices for this option. This will put the executable file (only
- needed in the beginning) on one disk, and the rest of the files on
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- another.
- Step 4: You will be prompted for the printer port. The choices are
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- LPT1:, LPT2:, COM1:, COM2: and No Printer. If you do not have a
- printer then select No Printer otherwise select the appropriate port.
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- If you select No Printer, then you will only be able to print to a
- file.
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- Step 5: The next question is how many lines per page your printer is.
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- Enter a number from 1 to 99 lines. The default is 54.
- Step 6: You will now be asked whether you wish to keep a history of
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- the Troop Inventory Module. The history will keep track of the item
- number, who the item was lent to, the date lent, date due and date
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- returned and also any comments which were put in. The history can be
- viewed from the Troop Inventory menu. See page for more
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- information. Y and N (yes and no, respectively) are your choices for
- this option.
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- Step 7: You will now be asked whether you wish to keep a history of
- the Merit Badge Inventory Module. The history will keep track of the
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- item number, who the item was lent to, the date lent, date due and
- date returned and also any comments which were put in. The history
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- can be viewed from the Merit Badge Inventory menu. See page for
- more information. Y and N (yes and no, respectively) are your
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- choices for this option.
- That's it. SCOUTMATE will now be installed. The necessary files
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- will be created or copied from the main disk to your destination path
- (or floppy disk(s)).
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- After this, a message confirming the success of the installation will
- be shown and you will be returned to the dos prompt. If there were
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- any errors, they will be shown. Refer to Appendix A for error
- messages/solutions.
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- When the installation is complete, you will automatically be put in
- your SCOUTMATE directory. Type in SCOUTMATE. You will then be
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- brought to the title screen. Hit return for the main menu.
- Changing installation information: To change the current
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- installation settings or copy the program files to a different
- directory, run the installation program again. For program disk
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- path, erase the information in that field and hit return. When asked
- for the destination where the SCOUTMATE files should be put, choose
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- the directory that the SCOUTMATE files are currently residing in.
- For the next four items (Printer Port, lines per page, Troop
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- Inventory History and Merit Badge Book History), choose the
- appropriate selections (you can change them if you desire (i.e. if
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- your printer port changed from COM1: to LPT1:, choose LPT1: when
- asked for the printer port selection). After your selections are
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- complete, SCOUTMATE will notify you that the configuration file
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- exists and will bring up a menu.
- The menu options are as follows:
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- [1] Move files to a different directory: this option allows you to
- move the SCOUTMATE files from the current directory to a new one. If
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- you select this option, you will be prompted to enter the directory
- that files should be transferred to. After selecting the directory,
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- all of the files will be copied from the old directory to the new one
- and the configuration file will be updated with the new information
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- (including the new directory). After this is done, the new directory
- will be verified for any errors. If there are any errors, check
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- Appendix A.
- NOTES: The old directory will not be deleted.
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- [2] Update configuration file: this option will update the
- configuration file with the new information you supplied.
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- [3] Abort Installation: this option will exit the installation
- without updating any files.
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- Index
- There is a purpose why the main data base file is indexed. The index
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- is loaded into memory at the start of the program and manipulated in
- memory, and upon termination of the program, the index is rewritten
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- to disk. If no index is found at the time the program is run a new
- one will be created. This will take only a few moments (depending on
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- how large the database is). When a record is being searched for, the
- index is used. This results in much greater speed. Also, the index
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- is the file that is sorted, not the actual record file. The main
- reason the index is used is to lessen the chance of the main data
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- file being corrupted. The more the main data file is used, the more
- the chance it will be corrupted. This is unlikely though it can
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- happen. Imagine reading, sorting, and re-writing a large number of
- records with large amounts of information many times during each
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- session. This is asking for trouble. The index contains the record
- number and name of each record and is sorted by the name. Not only
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- is this a convenience because of faster program performance, but also
- because it saves wear and tear on your hard drive from deleting and
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- re-writing large files (info.dat) many times and also helps prevent
- file corruption.
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- Overlays
- SCOUTMATE uses overlays in order to require the least amount of
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- system memory possible. The overlay file keeps portions of the
- program on disk until that part of the program is needed, and then it
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- is loaded into memory. All of the printer routines (print and mail
- merge) and modules (troop inventory, merit badge book inventory,
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- honor court preparation, merit badge counselor, finance and calendar)
- are kept in the overlay. If you have enough EXPANDED memory
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- (approximately 210K), then the entire overlay file (containing all of
- the overlays) will automatically be loaded into it and instead of
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- loading an overlay from disk when it is needed, it will be retrieved
- from the expanded memory which results in faster performance.
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- - 5 -
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- Start Up
- Anytime you wish to start using SCOUTMATE, first change to the
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- SCOUTMATE directory and type SCOUTMAT. After a few seconds, you will
- be taken to the title screen. The title screen contains the software
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- copyright information. To advance to the main menu, hit any key. If
- you are using two floppy disks, switch to your second disk and then
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- hit a key.
- Main Menu
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- The main menu contains the various things you can do within
- SCOUTMATE. A menu item can be chosen by pressing the letter next to
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- the item or moving the cursor to the appropriate item using the Up
- and Down arrow keys and pressing the Enter key.
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- [A] Add Scout
- The Add command allows you to enter the information for a scout.
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- There are six main sections of Add. To go between the sections, use
- the [Page Up] and [Page Down] keys; to save the record, press the
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- [F10] key and to abort (not save) the record, press the [ESC] key.
- Each field is delimited by brackets (< and >). You can move between
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- fields using the Up and Down cursor keys and have full featured
- editing features. When entering/changing information you can use the
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- left and right cursor keys, insert and delete keys, etc. to perform
- their appropriate functions.
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- Also, for certain sections (Rank, Eagle Palms, Service Stars and
- Merit Badges), you can mark whether the badge has been awarded yet.
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- This is useful for knowing how many badges to buy for the next honor
- court, etc. To do this, move the cursor to the appropriate item and
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- hit [ALT-G]. This will put a NA (Not Awarded) mark next to the badge
- to signify that it hasn't been awarded yet. To remove the NA, simply
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- hit [ALT-G] again.
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- The first section deals with the scout's personal information. In
- this first section, there are three parts. The first part is the
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- scout's personal information. This includes Name, Address (2 lines),
- City, State, Zip Code, Phone Number, School, Date of Birth, Height,
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- Weight and Comments (three lines available for Comments). The second
- and third parts of this section deal with Parent/Guardian #1 and
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- Parent/Guardian #2's information. The fields for these two parts
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- - 6 -
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- include the Parent/Guardians' Name, Business Address and Phone
- Number.
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- NOTES: Whenever entering a date (i.e. birth date or later on, dates
- badges were earned, etc.) the format is MM/DD/YY (M for month, D for
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- day and Y for year). You do not have to enter the slashes (i.e. if
- the birth date is September 5, 1972, you can enter 090572). Entering
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- a date in an improper format will cause an error message to occur,
- the proper format of date entry will be shown on the screen and you
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- will be prompted to re-enter the date.
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- The second section deals with advancement and consists of Positions
- held, Dates the ranks were earned, the requirements completed for all
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- rank, Eagle Palms and Service Stars.
- Positions held is the first part of this section. The positions held
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- allows up to nine positions to be entered along with the date the
- position was started and the date the position was terminated. Enter
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- the number of the Position held or hit [F2] to list all positions.
- Pressing [Page Down] will move the cursor to the rank subsection.
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- When entering a rank, if incomplete, put the date the rank was last
- updated (a new requirement was earned) or if complete, put the date
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- the rank was earned. After that, you are prompted to put in a C or I
- for Complete or Incomplete. The initial setting for each rank is
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- Incomplete. If the rank is incomplete, a window will appear with the
- requirements of the badge. Move the cursor with the up and down
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- cursor keys. If the requirement is complete, type Y when the cursor
- is next to the completed requirement. A Y will appear to signify
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- that the requirement was completed. If the requirement wasn't
- completed yet, a - will be next to the requirement. If you want to
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- change a requirement marked complete to not complete move the cursor
- to the requirement and type N. If the requirements go beyond one
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- screen, then a down cursor will appear in the right line of the box.
- Simply use the down cursor (and up cursor to go to the previous
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- requirements - an up cursor will appear in the right line of the box
- signifying there are previous requirements) to go through the list of
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- requirements. After selecting all of the completed requirements, hit
- [F10] to remove the window and update the rank information. Hit
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- [ESC] to remove the window without updating the rank information.
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- You can select any rank that you wish (i.e. even if a scout is a
- Tenderfoot, if he completes requirements for First Class, you can go
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- to the First Class field and enter a date, leave the status as
- Incomplete and hit return. The rank requirements will appear for
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- First Class).
- NOTES: When you are in the detailed rank requirement screen, you can
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- cycle through the different rank requirements by using the [CTRL-Page
- Up] and [CTRL-Page Down] keys. You cannot view a detailed rank
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- requirement screen for a rank that was already completed. When a
- badge is changed from incomplete to completed, SCOUTMATE checks to
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- see if the time requirement was met. If not, an error message will
- occur and the status of the badge will automatically be changed to
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- incomplete. For Star, Life and Eagle, SCOUTMATE will check to make
- sure the appropriate merit badges were earned. If not, an error
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- message will occur and the status of the badge will automatically be
- changed to incomplete.
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- If the Eagle badge was earned, then when the Page Down key is
- pressed, a window will appear asking for the dates that palms were
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- earned. There is one field for each palm (Bronze, Silver and Gold)
- available. There are also three more fields and they are labelled
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- Palm #4, Palm #5 and Palm #6.
- The last subsection is the service star window. The service star
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- window allows up to ten entries. For each service star, a comment
- and the date when it was earned can be entered.
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- The third section consists of Patrol, Other Awards and
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- Group/Projects. Use the up and down cursor keys to cycle through the
- fields. When on the patrol field, enter the number of the patrol the
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- scout is currently in or hit [F2] to show a list of patrols for you
- to pick from. Enter 0 if the scout does not belong to any patrol.
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- When on the Other Awards fields, you can enter the up to ten awards.
- Enter the name and date of each award. The final part of this
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- section is the Groups/Projects that this scout is involved in. Enter
- the code of the Group/Project and the position that the scout holds.
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- To bring up a list of Group/Projects that you currently have defined,
- hit [F2].
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- The fourth section is the merit badge section. This section has two
- pages which are accessed independently (using the Page Up and Page
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- Down keys). There is room for up to eighty merit badges to be
- entered. Each merit badge entry consists of the number of the merit
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- badge, the status of the merit badge, a comment if the merit badge is
- incomplete and the date earned/last updated. To enter a merit badge,
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- you have to enter the appropriate number. The numbers are in
- Appendix B. Also, by pressing [F2], the merit badge list will be
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- shown (and can be scanned using the Page Up, Page Down, Up and Down
- Cursor keys, or hitting the first letter of the merit badge). If you
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- do not wish to choose a merit badge after selecting to look at the
- list, then go to the bottom of the list by pressing [END] and choose
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- NONE. If you press escape when a merit badge is highlighted, it will
- still be chosen. If a merit badge is not on the list (i.e. it was
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- just added by the BSA), you can add it in the Utilities section,
- subsection Defaults/Updates (see page ). Note that you cannot enter
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- a merit badge after the date that it was DELISTED. If the merit
- badge was earned before its delisted date, it can be entered. After
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- entering the number and pressing ENTER, you will be prompted for the
- merit badge status. You can enter only an I (for incomplete) or a C
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- (for Complete). If you attempt to enter another character, you will
- not be able to advance to the next field. If you enter C, you will
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- be prompted for the Date Earned and after entry of the date, you will
- move to the next number. If you enter I, you will be allowed to
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- enter a comment for that merit badge. This comment usually consists
- of the requirements which still need to be completed or vice-versa
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- (the requirements which WERE completed). Of course, this is entirely
- up to you. After entering a comment, you will be prompted for a date
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- and afterwards will proceed to the next number. If an attempt to
- enter the same merit badge twice is made, a buzzer will sound and an
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- error message will appear.
- NOTES: To traverse the merit badge lists, [F5] and [F6] will move to
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- the left and right fields respectively. This is done because the
- left and right cursor keys are already used to do the editing when
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- entering information. The Up and Down Cursor keys will traverse the
- numbers on that page. The Page Up and Page Down keys will move
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- between merit badge page #1 (numbers 1 through 40) and merit badge
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- page #2 (numbers 41 through 80). Also, when entering the date, you
- must end input with either [ESC] or [RETURN]. If you attempt to
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- press a different key, a buzzer will sound.
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- This fifth section is the Dues screen. There can be up to 54 entries
- on this screen. Each entry allows a date and the amount paid to be
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- entered. Near the top of the screen, the sum of all of the dues paid
- is shown. Again, the [F5] and [F6] keys will move the cursor to the
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- left and right columns respectively.
- If you hit [F1] on this screen, you can delete a column. This is
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- very useful when all of the 54 entry spaces are full. Instead of
- manually deleting each entry in a column, hitting [F1] will do it
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- automatically. Simply hit [F1] and enter the column you wish to
- delete. Hit Y to confirm the deletion and the column will be
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- deleted. If you do not wish to delete the column, hit N and the
- column deletion will be aborted.
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- The sixth section is the scout note pad. Each scout record will have
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- it's own note pad. The text editor is loaded and then notes can be
- added, deleted, printed, etc. For information on how to use the text
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- editor consult page . To exit from the note pad, if you wish to save
- the notes, hit [F7] and hit enter. If you do not wish to save the
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- note pad changes, hit [F1] and type Y.
- After exiting the record notes, an option screen will appear. [ESC]
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- will return you to the main menu without adding the record to the
- database, [Page Up] will take you back to the Dues Screen and [F10]
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- will save the record.
- There is a maximum of 150 scout records.
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- [B] Add Adult Leader
- This option allows you to enter information for adult leaders. The
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- adult leader record consists of three pages of information.
- The following fields on the first page are in the adult leader
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- record: name, home address (2 lines), home city, home state, home zip
- code, home phone number, business address (2 lines), city (business),
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- state (business), zip code and phone number (business), positions (up
- to four), and 2 lines for comments. When on the position fields, you
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- can hit [F2] to list all adult positions.
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- - 10 -
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- NOTES: In the upper left hand corner, the record number will be
- shown.
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- The second page contains training information. You can enter the
- training date, name, and hours. There is room for 20 entries.
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- The third page consists of Other Awards and Group/Projects.
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- The first part of this section is the Other Awards fields. You can
- enter up to fifteen awards. Enter the name and date of each award.
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- The final part of this section is the Groups/Projects that this adult
- is involved in. Enter the code of the Group/Project and the position
-
- that the adult holds. To bring up a list of Group/Projects that you
- currently have defined, hit [F2]. After entering all of the
-
- information, hit [F10]. To get back to the main menu, hit [ESC].
- There is a maximum of 100 adult/leader records.
-
- NOTES: When you hit [ESC] to abort to the main menu, you will be
- asked if you are sure that you wish to abort. Hit Y if you wish to
-
- go to the main menu or N to continue adding a scout.
- [C] Modify
-
- The Modify option allows you to change an existing record. Under the
- modify option, you can change actual record information, perform the
-
- Global Update or Erase Unawarded Badges Marks.
- When selecting this option, a menu will appear. Choose whether you
-
- wish to modify a scout or an adult leader's record. After choosing
- the appropriate selection, a second menu will appear. If you chose
-
- to modify a scout's record, five options will appear on the menu.
- The first three options allow you to choose the way in which you wish
-
- to select the record which is to be modified. You can either type in
- the name, type in the record number or see a list of the names in the
-
- database. If you choose to select a record by name, case does not
- matter. Also, you do not have to enter in the entire name. For
-
- example, if you wish to choose a record for scout Johnson, Kevin, you
- could enter in jo and SCOUTMATE will choose that name. SCOUTMATE
-
- will choose the first record matching the specification that you
- enter, so if you had two or more scouts with the last name Johnson,
-
- you would have to enter in more characters to ensure that the correct
- record is selected. If you enter an invalid name (a name not in the
-
- database) or invalid record number, an error will occur and you will
-
-
- - 11 -
-
-
-
-
-
-
-
-
- be returned to the menu. After choosing the record, the record will
- be retrieved and changes can be made. The keys for scrolling through
-
- the windows and fields are the same as the ADD option. To save the
- changes, hit [F10] and to abort the changes hit [ESC].
-
- NOTES: If a record is marked for deletion, a message will be shown on
- the last line of the first page.
-
- The Global Update allows you to do "batch" updates on the database.
- By choosing this option (#4), you can enter perform "batch" updates
-
- for Activity Badges and Dues.
- For the Activity Badges, you will first be asked whether you wish to
-
- update all or selected scouts. After choosing your desired
- selection, you will be asked to choose the badge that you wish to be
-
- added to the selected records. Next, you will be asked to enter a
- comment for that badge. This comment will be added to the scout's
-
- record. Lastly, you will be asked to enter the date that the
- requirements were completed. If a scout being updated already has a
-
- comment for the badge, the record will be brought up and you will
- have to enter a comment for the scout. If not, the activity badge
-
- will be added. If a scout already earned the activity badge, the
- record will not be affected. The dues update remains the same.
-
- For the Global Dues Update, you will be asked to enter the date to be
- inserted in each record. If the date is invalid, you will be
-
- notified and asked to enter a valid date. Each record (starting with
- number one) will then be loaded into memory and you will be taken
-
- right to the Dues Screen. The new date will be inserted in the first
- available spot. If no spot is available, the first field will be
-
- highlighted, but the new date will NOT be inserted. If you wish to
- make an entry, enter the information and hit [F10]. If you do not
-
- want to make any changes, erase the inserted date and then hit [F10].
- If you want to abort the Global Dues Update, hit the [ESC] key.
-
- If you choose Erase Unawarded Badges Marks (#5), all badges and
- awards marked as Unawarded will be marked as Awarded in ALL records,
-
- so make sure you print out a list before you select this option.
- If you chose to modify an adult leader's record, all of the options
-
- above, except the Global Dues Update and Erase Unawarded Badges
- Marks, will appear. After modifying the record, hit [F10] to update
-
- the record or [ESC] to abort to the main menu.
-
-
- - 12 -
-
-
-
-
-
-
-
-
- [E] Delete
- This option allows you to delete a record in the database. If you
-
- wish to erase a record then this is the option to select.
- A menu will appear allowing you to select whether you wish to delete
-
- a scout's record or an adult leader's record. Once you select your
- choice, a second menu will appear allowing you to choose how you wish
-
- to select the record you wish to delete. You can enter the desired
- record by name, record number or select from a list.
-
- If you choose to see the database list, you can select more than one
- scout. Mark each scout that you wish to delete with the space bar.
-
- Hit [ENTER] when you are finished marking scouts.
- If you choose to select a record by name, case does not matter.
-
- Also, you do not have to enter in the entire name. For example, if
- you wish to choose a record for scout Johnson, Kevin, you could enter
-
- in jo and SCOUTMATE will choose that name. SCOUTMATE will choose the
- first record matching the specification that you enter, so if you had
-
- two or more scouts with the last name Johnson, you would have to
- enter in more characters to ensure that the correct record is
-
- selected. If an invalid name or invalid record number is entered, an
- error message will appear and you will return to the menu. If the
-
- record is found, confirmation of the deletion is necessary. Enter Y
- to mark the record for deletion or N to abort to the main menu.
-
- Notice that the record is marked for deletion. In case you change
- your mind later, you can undelete the record. By choosing Y, you are
-
- marking the record for deletion so that when you pack the records,
- the record will be deleted permanently. Until you pack the records,
-
- however, the record will still be in the database and can be
- modified, printed, etc. After the deletion occurs, the program will
-
- return to the main menu.
- NOTES: Packing and undeleting are covered in the Utilities Section.
-
- [F] Query Database
- Querying the Database is certainly a feature that couldn't be left
-
- out of SCOUTMATE. This feature allows you to see (on screen or
- printer) records which meet certain criteria.
-
- After choosing this option on the main menu, a new menu will appear.
- This menu is for choosing which field you wish to query. There are
-
- six fields which can be queried. They are the Merit Badge, Rank,
-
-
- - 13 -
-
-
-
-
-
-
-
-
- Dues Date, Position Held, Patrol and Group/Project fields.
- Merit Badge: Enter the merit badge number that you wish to query for.
-
- If you wish to see the list of merit badges, hit [F2] and choose the
- merit badge from the list.
-
- Rank: Use the left/right cursor keys to choose which rank you wish to
- query for.
-
- Dues Date: Enter the dues date that you wish to query for.
- Position Held: Enter a Position Held (i.e. Senior Patrol Leader) to
-
- query for.
- Patrol: Enter number of patrol to query for. To list patrols, hit
-
- [F2].
- Group/Project: Enter Group code to query for. To list Group/Project
-
- codes, hit [F2].
- After choosing the query field, a menu will then appear allowing you
-
- to choose whether the query should be TRUE or FALSE. By choosing
- TRUE, a query will be made and all records meeting the specification
-
- will be printed. By choosing FALSE, a query will be made and all
- records not meeting the specification will be printed. This is what
-
- makes the query function so useful. An example would be to query the
- database for all scouts not having First Aid merit badge. Select the
-
- query function and choose merit badge. Enter the number for First
- Aid (or hit [F2] and choose First Aid) and choose FALSE. All scouts
-
- not having first aid merit badge would be displayed. To see all
- scouts that did have First Aid merit badge, follow the above steps
-
- except you would choose TRUE. After choosing the truth value of the
- query, a "Output to Printer [Y/N]? " message will appear. Enter Y or
-
- N. After selecting that, the query search will be displayed (i.e.
- Query = NOT First Aid for a query for all scouts that didn't have
-
- First Aid) and to start the query, simply hit a key. After the query
- is done, a completion message will be displayed, hit a key to return
-
- to the main menu.
- NOTES: When querying for rank, you can choose to query for scout's
-
- that are currently that rank, or for ALL scouts that have earned that
- rank (i.e. that rank or higher). If you wish to query for a scout
-
- that is currently a rank, choose the appropriate rank, and then type
- Y for the next question. If you wish to query for all scouts that
-
- have earned
-
-
- - 14 -
-
-
-
-
-
-
-
-
- that rank (and may hold higher ranks), choose N. The default is N.
- [G] Print
-
- Selection of this option allows you to print the records in the
- database, the Advancement Progress Report, Individual Progress
-
- Report, all Unawarded Badges, Roster, Phone List, the note pad and
- envelopes/labels.
-
- If there are no records in the data base, you will be notified and
- returned to the main menu.
-
- The first menu appearing will be whether you wish to print adult or
- scout records.
-
- The adult leader's menu has three choices on it. You can print All
- Records, Selected Records or Envelopes/Labels. All Records will
-
- print all of the adult records in the database, Selected Records will
- print records which you select to be printed (see page ). Choosing
-
- envelopes/labels will bring you to another menu. The envelope/label
- printing option for adult leaders is the same thing as printing for
-
- scouts except the Select Recipient option is replaced with the Select
- Home/Business option. This option (#3) lets you choose whether the
-
- label/envelope is to be addressed to the adult leader's home or
- business address (see page ). At the top of the screen, it will show
-
- you which address will be printed on the envelope/label.
- After you finish selecting what you wish to print, the printer status
-
- screen will appear. Hit a key to print the information. After the
- printing is complete, the main menu will reappear.
-
- The scout print menu has many more options to choose from. The
- choices (in order) are: 1) Advancement Progress Report, 2) Individual
-
- Progress Reports, 3) Unawarded Badges, 4) Envelopes/Labels, 5)
- Roster, 6) Phone List, 7) Note Pad, the eight and ninth deal with
-
- printing the actual records (All records or Selected Records).
- Advancement Progress Report
-
- The Advancement Progress Report will print out the detailed rank
- requirement screen of each scout.
-
- A menu will appear asking you to choose whether you want selected or
- all records. If you choose select records, the select names menu
-
- will appear (see page ). After selecting the records you wish to
- have printed (or selecting all records), a menu will appear asking
-
- you to choose whether you wish to print just the rank that the scout
-
-
- - 15 -
-
-
-
-
-
-
-
-
- is currently working on or all ranks for which the scout has
- completed at least one requirement. After choosing the appropriate
-
- selection, the printer status screen will appear. Hit a key when
- your printer is online. After the Advancement Progress Report is
-
- finished, you will return to the main menu. If a printer error
- occurs while printing out the advancement progress report, reload and
-
- reset the printer and hit C. The entire advancement progress report
- for the scout currently being printed will be reprinted in its
-
- entirety.
- Individual Progress Report
-
- The Individual Progress Report will print out a progress report
- comparable to the Individual Progress Report that you hand in to your
-
- district office. This report prints out a scout's name, patrol,
- current position, date effective, current rank and date it was
-
- earned. It also prints out ranks and the dates that they were earned
- and merit badges and dates they were earned.
-
- Unawarded Badges Report
- The Unawarded Badges Report will print out all of the unawarded
-
- badges in the database.
- After choosing this option, the printer status screen will appear.
-
- Hit a key when your printer is online. After the Unawarded Badges
- Report is finished, you will return to the main menu.
-
- Envelope/Label Printing
-
-
- Printing : Labels
- Records : All
- Recipient : Scout at Home Address
- Feed : Continuous
-
-
- Labels/Envelope Print Menu (SCOUT)
-
- 1 Print Labels
- 2 Print Envelopes
- 3 Single/Continuous Envelopes
- 4 All Records
- 5 Select Records
- 6 Select Recipient
- 7 Done
-
-
-
- This option allows you to print envelopes and labels.
-
-
- - 16 -
-
-
-
-
-
-
-
-
- In the upper right hand corner will be the status of your options.
-
- Next to Printing:, it will have the item which you are printing
-
- (Labels or Envelopes) and next to Records:, it will have either All
-
- or Selected. Next to Recipient: shows who the recipient of the
-
- envelope/label is and which address it is going to. Choosing option
-
- one sets the printing status to Labels. Choosing option two sets the
-
- printing status to Envelopes. When printing envelopes, you can put
-
- up to five lines to printed in the upper left hand corner of the
-
- envelope (a header). If you would like, you can center or right
-
- justify the heading by putting in the appropriate number of spaces.
-
- Move between the lines with the up and down cursor keys. Hit [F10]
-
- when done typing in the header. Selection 3 allows you to select
-
- either continuous or single envelopes. When you select this option,
-
- it asks whether you want to enter Y if the envelopes are continuous,
-
- otherwise enter N for single envelopes. Labels must be continuous.
-
- When you get to the printer status screen, if you selected single
-
- envelopes, it will ask you to put an envelope in your printer and hit
-
- a key. After an envelope is printed, you will be prompted again to
-
- load an envelope into your printer and hit a key. This process will
-
- continue until all of the envelopes have been printed. If you
-
- selected continuous envelopes, put the continuous envelopes in your
-
- printer and hit a key. Selection 4 will set the Records: option to
-
- ALL and selection 5 will allow you to select records that you wish to
-
- print. Selection 6 allows you to choose the recipient of the
-
- envelope/label. You can choose either the scout, parent/guardian #1
-
- or parent/guardian #2. If you choose either of the parent/guardians,
-
- you will then have to choose which address to make the envelope/label
-
- out to. You can choose either the home address or the respective
-
-
- - 17 -
-
-
-
-
-
-
-
-
- parent/guardian's business address. If, for example, you choose to
-
- send the envelope/label to Parent/Guardian #1 at the home address,
-
- next to Recipient: will be Parent/Guardian #1 at Home Address. When
-
- you are complete, select number 7 (Done) and the printer status
-
- screen will appear and after checking your printer, hit a key to
-
- start. When the printing is complete, you will return to the main
-
- menu.
-
- NOTES: The label size supported by SCOUTMATE are 15x16" X 3 1/2".
-
- This is a very common size. You will have to experiment with lining
-
- up the labels and envelopes to get the best position. For labels,
-
- the optimum position should be to cut the last hole of the previous
-
- label in half with the printer bar. Also do the same with the
-
- continuous envelopes. However, some printers are different so
-
- experiment to find the appropriate starting position.
-
- Roster
-
- Selection four from the main print menu will print a roster. The
-
- roster will print the names, positions, patrol and phone number of
-
- all or selected scouts. You can also choose whether you want the
-
- Roster to be printed in alphabetical or patrol order. The default is
-
- Alphabetical. If you choose by Patrol, then you can choose whether
-
- you want to print each patrol on a separate page (option #3). The
-
- default is All Patrols on the Same Page. Your current choices are
-
- shown at the top of the screen.
-
- In order for the Roster Printout to print the current position of a
-
- scout, it is going to go backwards through the scout's positions held
-
- list, and after finding one taken, it is going to see if it has a
-
- Date From entered, but no Date To entered. For example, if a scout's
-
- positions held fields were filled up to eight (the scout has held
-
-
- - 18 -
-
-
-
-
-
-
-
-
- eight positions), Scoutmate will look at number eight and see if the
-
- Date To field had a date. If it doesn't, then that is the scout's
-
- current position. If it does have a date entered, then the scout
-
- does not have a position at the present time, and nothing is printed
-
- for position.
-
- Phone List
-
- Selection five from the main print menu will print a phone list. The
-
- phone list will print the names and addresses of all or selected
-
- scouts and their parent/guardian's first names. You can also choose
-
- whether you want the Phone List to be printed in alphabetical or
-
- patrol order. The default is Alphabetical. If you choose by Patrol,
-
- then you can choose whether you want to print each patrol on a
-
- separate page (option #3). The default is All Patrols on the Same
-
- Page. Your current choices are shown at the top of the screen.
-
- Notes
-
- Selection six from the main print menu will print the SCOUTMATE note
-
- pad. If the note pad doesn't exist, a message will be printed on the
-
- screen and the program will return to the main menu. If the file
-
- exists, the printer status screen will appear and the note pad will
-
- be printed.
-
- Printing of Records
-
- Options seven and eight on the main print menu deal with the actual
-
- printing of records in the database. Option 7 (All Records) will
-
- print all records. Option 8 (Select records) will allow you to
-
- select which records to be printed.
-
- After choosing the appropriate option, the pages menu will appear and
-
- it is time to choose whether all of the pages or some of the pages
-
- are to be printed. If you choose select pages, the select pages menu
-
-
- - 19 -
-
-
-
-
-
-
-
-
- will appear.
-
-
-
-
- Select Pages Menu
-
- 1 Select Page
- 2 Unselect Page
- 3 Load Default Page Selections
- 4 Save Default Page Selections
- 5 Clear ALL Page Selections
- 6 Done
-
-
-
-
-
- Selection one and two will bring up a list of pages. Pages that are
- selected will have an * next to them. Select or Unselect them by
-
- hitting the number of the page.
- Selection three will load the default page selection.
-
- Selection four will save your page selections in the default page
- file. This is useful if you regularly print out certain pages, but
-
- not all. You will be asked to confirm that you wish save your page
- selections. Enter Y (yes) or N (no).
-
- Selection five will clear all page selections. You will be asked to
- confirm that you wish to clear all selections. Enter Y (yes) or N
-
- (no).
- After choosing the pages, select Done and the printer status screen
-
- will appear. Line up your paper and hit a key to start printing.
- NOTES: if no pages are chosen, a message will appear stating that you
-
- chose no pages and you will be taken back to the main menu. Also
- note that when printing, the detailed rank requirement information
-
- for the scouts will not be printed. This is what the Advancement
- Progress Report is for. Lastly, badges that weren't awarded will
-
- contain a NA message next to them.
- Printer Status Screen
-
- The Printer Status Screen is the screen which appears whenever a
- report is being printed. This screens shows the current status of
-
- the printer. There are five codes that can be returned.
- Printing - The data is being printed.
- Out of Paper - The printer is out of paper.
- Printer Offline - The printer is either off or offline.
-
-
- - 20 -
-
-
-
-
-
-
-
-
- Printer Busy - The printer is printing something else. The
- program will wait its turn to print.
- Unknown Problem - Something else is wrong with your printer.
- If an error occurs (with the exception of Printer Busy), the printer
-
- will reprint the ENTIRE current page. If you wish to abort printing,
-
- type A and hit return otherwise reset the printer paper to the top of
-
- the page and type C and then hit return to print.
-
- This screen also allows you to choose how many copies of a report you
-
- would like to print as well as whether the report is to be printed to
-
- a file.
-
- If you hit [ALT-F], you will be prompted for a file name.
-
- SCOUTMATE will then check to see if that file exists. If it does,
-
- you will be asked to confirm whether you want the file to be
-
- overwritten or not. Hit Y to overwrite the file or N to select
-
- another file name. To abort to the main menu, hit [ESC].
-
- If you hit [ALT-C], then you will prompted to enter the number of
-
- copies that you want printed. Enter a number from 1 to 99.
-
- The printer status screen also shows the current copy SCOUTMATE is
-
- printing as well as how many copies were requested.
-
- If you selected NO PRINTER in the installation program, a message
-
- will appear on the top of the screen notifying you that you can only
-
- print to a file. Regardless of what key you hit (except for [ESC] or
-
- [ALT-C] for copies), you will be prompted for a file name.
-
- NOTES: There has been some problems with SCOUTMATE and printers when
-
- they run out of paper (or another problem occurs) and the printer
-
- status screen still says PRINTING. If this problem occurs, simply
-
- turn the printer off and back on. Leave the problem intact. For
-
- example, if you run out of paper and the program does not acknowledge
-
- this, turn off your printer and then back on with the PRINTER STILL
-
- OUT OF PAPER. SCOUTMATE will then recognize the problem and then you
-
- - 21 -
-
-
-
-
-
-
-
-
- can correct it. Reload the paper to the top of the page and
-
- SCOUTMATE will continue printing starting with the entire page where
-
- the error occurred.
-
- Select Names Menu
-
- The Select Names Menu allows you to select certain names in the
-
- database to be printed.
-
- What the Select Names menu looks like:
-
-
-
- Select Names Menu
-
- 1 - Record Number
- 2 - Name
- 3 - List Names in Database
- 4 - List Selected Names
- 5 - Unselect Name
- 6 - Select Groups
- 7 - Select Patrols
- 8 - Done
-
- Names Selected: 0
-
-
-
-
-
- Option 1 allows you to enter the record number of the record to be
-
- added to the selected names list. If an invalid record number is
-
- entered, an error message will appear. Option 2 allows you to enter
-
- the name of the scout to be added to the selected names list. Note
-
- that you do not have to enter in the entire name. For example, if
-
- you wish to choose a record for scout Johnson, Kevin, you could enter
-
- in jo and SCOUTMATE will choose that name. SCOUTMATE will choose the
-
- first record matching the specification that you enter, so if you had
-
- two or more scouts with the last name Johnson, you would have to
-
- enter in more characters to ensure that the correct record is
-
- selected. If an invalid name (not in the database) is entered, an
-
- error message will appear. Option 3 will list all of the names in
-
- - 22 -
-
-
-
-
-
-
-
-
- the database. To choose one name, go to the name and hit ENTER. To
-
- choose more than one name, use the space bar to mark each name that
-
- you want to select, and then hit ENTER. Choose NONE if no names are
-
- desired. Option 4 lists all of the names selected. Browse the list
-
- using the Up, Down, Page Down and Page Up keys. Choose DONE (at the
-
- bottom of the list) when finished browsing the list. Option 5 allows
-
- you to unselect a name which was selected. Choose NONE (at the
-
- bottom of the list) if no names are to be unselected. Option 6
-
- allows you to select all of the scouts or adults in certain
-
- Group/Projects. When you select this option, all of the
-
- Group/Project codes will appear. Select the group you want to be
-
- included in the report. Option 7 allows you to select scouts/adults
-
- in certain patrols. When you select this option, all of the Patrol
-
- names will appear. Select the patrol you want to be included in the
-
- report, and option 8 (DONE) goes to the next menu. Next to Names
-
- Selected: will appear the number of names selected.
-
- [H] Mail Merge
-
- The purpose of the Mail Merge option is to greatly simplify the task
-
- of mass mailings. Well, they don't really have to be mass mailings,
-
- but the mail merge function will save a lot of time and headaches.
-
- Remember the days when you had to load a letter, type in a person's
-
- name and address, print it out, then the next person's name and
-
- address, print it out and so on. The Mail Merge fully automates
-
- printing letters for you. Whether you are mailing a letter to one or
-
- fifty scouts, mail merge is a convenience that just couldn't be left
-
- out.
-
-
-
-
-
-
- - 23 -
-
-
-
-
-
-
-
-
- What the mail merge menu looks like:
-
-
-
- Header: OFF
- Scout Records: ALL
- Adult Records: ALL
-
-
- Mail Merge Menu
-
- 1 Type Letter
- 2 Select Scout Records
- 3 All/No Scout Records
- 4 Select Adult Records
- 5 All/No Adult Records
- 6 Header ON/OFF
- 7 Print Letters
- 8 Exit
-
-
-
-
- Option number one will allow you to create (or edit) the letter that
-
- will be used in the mail merge. Select a name for the letter
-
- (maximum of eight characters). If the you wish to modify a letter,
-
- simply type the name of the letter and it will be retrieved. The
-
- text editor will be invoked and you can then make whatever changes
-
- need to be made. After typing the letter, hit [F7] and type Y to
-
- confirm that you wish to save the letter. The letter will be saved
-
- and the program will return to the Mail Merge Menu.
-
- Option number two will allow you to select scout records. The select
-
- records menu will appear and you will be able to choose the scout
-
- records which you wish to have included in the mail merge. See above
-
- for information on the select records menu (see page ).
-
- Option number three is for including all or no scout records in the
-
- mail merge. This is useful if you wish to have letters printed to
-
- only the adult leaders. Choosing this option will switch between ALL
-
- and NONE or if you previously chose selected records, it will switch
-
- to ALL. The Scout Records: message on the top of cept for [ESC] or
-
- - 24 -
-
-
-
-
-
-
-
-
- [ALT-C] for copies), you will be prompted for a file name.
-
- NOTES: There has been some problems with SCOUTMATE and printers when
-
- they run out of paper (or another problem occurs) and the printer
-
- status screen still says PRINTING. If this problem occurs, simply
-
- turn the printer off and back on. Leave the problem intact. For
-
- example, if you run out of paper and the program does not acknowledge
-
- this, turn off your printer and then back on with the PRINTER STILL
-
- OUT OF PAPER. SCOUTMAT the lines with the up and down cursor keys.
-
- Hit [F10] when done typing in the header. Selection 3 allows you to
-
- select either continuous or single envelopes. When you select this
-
- option, it asks whether you want to enter Y if the envelopes are
-
- continuous, otherwise enter N for single envelopes. Labels must be
-
- continuous. When you get to the printer status screen, if you
-
- selected single envelopes, it will ask you to put an envelope in your
-
- printer and hit a key. After an envelope is printed, you will be
-
- prompted again to load an envelope into your printer and hit a key.
-
- This process will continue until all of the envelopes have been
-
- printed. If you selected continuous envelopes, put the continuous
-
- envelopes in your printer and hit a key. Selection 4 will set the
-
- Records: option to ALL and selection 5 will allow you to select
-
- records that you wish to print. Selection 6 allows you to choose the
-
- recipient this screen, if you are sending letters to any scouts, you
-
- now would select the recipient of the letter. Choose either Scout,
-
- Parent/Guardian #1 or Parent/Guardian #2. If you choose
-
- Parent/Guardian #1 or Parent/Guardian #2, a menu will appear allowing
-
- you to choose what address to send the letter to. Select either the
-
- home address or the respective Parent/Guardian business address.
-
- After selecting the appropriate choice the program will proceed to
-
-
- - 25 -
-
-
-
-
-
-
-
-
- the printer status screen. After making sure the paper is in the
-
- printer and properly loaded, hit a key to start printing.
-
- If you didn't select any records, you will be informed and returned
-
- to the main menu. If you choose Select Scout Records (option #2) or
-
- Select Adult Records (option #4) on the mail merge menu and return to
-
- the mail merge menu without selecting any records, the appropriate
-
- category (either Scout or Adult Records) will be set to NONE. Option
-
- eight will return you to the main menu.
-
- NOTES: What mail merge does is make a letter for each chosen scout
-
- and/or adult. It will print a header if desired and then Dear [name
-
- of scout or adult]: and then print the body of the letter.
-
- Customized Reports
-
- Even though this is contained in the mail merge menu, it's importance
-
- requires a major heading.
-
- You can created Customized Reports with SCOUTMATE. Even though some
-
- of the variables aren't supported, many are supported and creating
-
- customized forms is very easy.
-
- All you have to do is use a word processor (or TED - see page ) to
-
- create the report. When you wish to include a field, enter the
-
- desired field name in the report. All of the variables, as well as
-
- examples, are covered in Appendix C.
-
- [I] Troop Inventory Module
-
- Option I on the main menu will bring you to the Troop Inventory
-
- Module menu. After choosing this option, if the file "TROOPINV.DAT"
-
- (the inventory file) is not in the directory, an error message will
-
- appear and a new file will be created. Here is what each option
-
- does:
-
-
-
-
- - 26 -
-
-
-
-
-
-
-
-
- Add Items
-
- This option allows you to add items to the Troop Inventory database.
-
- There are fields for the Item name, value, condition, the person to
-
- whom the item was lent to, the date lent, date due, date returned and
-
- two lines for comments. In the top of the box will be the item
-
- number. Hit [F10] to save or [ESC] to abort to the main menu.
-
- View Items
-
- This option allows you to view/modify/delete items in the Troop
-
- Inventory database. When choosing this item, the database will
-
- display record number one. You can browse through the fields with
-
- the up and down arrow keys. You can also change information such as
-
- the person to whom the item was lent to, condition, etc. To browse
-
- through the different items in the database, use the [PG/UP] and
-
- [PG/DN] keys. If an attempt is made to go beyond or before the
-
- database, an error beep will sound. There are also some other
-
- functions. To mark or unmark the item for deletion, hit [CTRL-D].
-
- If an item is marked for deletion when the database is packed, the
-
- item will be permanently erased. To go to a specific item number,
-
- hit [CTRL-G]. A prompt will be made for the item number to go to.
-
- Enter the item number and hit return. If the item number is invalid,
-
- an error beep will sound. After modifying an item, hit [F10] to save
-
- the updated information or [ESC] to return to the Troop Inventory
-
- menu. If you hit [F10], a message will be briefly printed on the
-
- screen confirming the update.
-
- If the item was lent out and the borrower returned the item, enter
-
- the date it was returned. After entering the date returned, hit
-
- [F10]. If a troop inventory history is being kept, the information
-
- will be saved in the troop history file, otherwise the item will
-
-
- - 27 -
-
-
-
-
-
-
-
-
- return to the unborrowed state (the lent to, date lent, date due and
-
- returned fields will be erased).
-
- Overdue/Lent Out Items
-
- This option will show either which items were lent out or which items
-
- are overdue (depending on the selection).
-
- After selecting this option, another menu will appear. You will be
-
- prompted to choose either to view the items which are lent out or
-
- which items are overdue. After selecting the appropriate choice, you
-
- will be prompted if the output is to go to the printer. If you
-
- select no the screen will clear and will show which items meet the
-
- condition which was selected. If the list is more than one screen,
-
- when the screen is full, a message will appear prompting you to hit a
-
- key to go to the next screen. If you selected to output the
-
- information to the printer, the printer status screen will appear.
-
- Hit return to start printing. If an error occurs while printing,
-
- reset the printer to the top of the page. It will start printing
-
- from the item where error occurred.
-
- When checking for overdue items, SCOUTMATE will compare the "Date
-
- Due" field of the record with the system date. If the system date is
-
- wrong, then the Overdue option will not print accurate results. Make
-
- sure that your system date is correct.
-
- After all of the items meeting the condition are printed out, a
-
- message confirming this will be shown. Hit a key to return to the
-
- troop inventory menu.
-
- View History
-
- If this option was selected in the installation, it will be
-
- available, otherwise a message stating that you chose not keep a
-
- troop history will appear and you will be returned to the troop
-
-
- - 28 -
-
-
-
-
-
-
-
-
- inventory menu.
-
- After choosing to view the history, you will be asked whether the
-
- output should go to a printer. If you answer no, the output will be
-
- displayed on the screen. If the contents are more than one screen,
-
- after the screen is full a message will appear prompting you to hit a
-
- key to view the next screen. If you chose to print the information
-
- on a printer, the printer status screen will appear. Hit a key to
-
- print.
-
- About the Troop History File: After a borrower returns the item (data
-
- is entered for the "Date Returned" field of the specific item), the
-
- information will be stored in the troop history file. Here is a
-
- sample of an entry in the troop history file:
-
- Troop Inventory History
- -----------------------
- Item: Four Man Tent
- Lent to: Joe Scout
- Date Lent: 12/12/90 Date Due: 12/20/90 Date Returned: 12/19/90
- The tent was returned in great condition.
-
- The data file name is "TRHIS.HST" so if it gets too large or you wish
-
- to delete it, simply delete it from dos or copy it somewhere else (if
-
- you wish to keep it) and SCOUTMATE will automatically create a new
-
- history file.
-
- Print Items
-
- This option will allow you to print your troop inventory file or a
-
- troop inventory checklist.
-
- When you select this option, another menu will appear. You will be
-
- prompted to choose either a Full Inventory Printout (#1) or Troop
-
- Inventory Checklist (#2).
-
- The Full Inventory Printout will print out the entire contents in
-
- your Troop Inventory file. If the item is lent out, the person whom
-
- it was lent to, the date lent and date due will be printed underneath
-
- - 29 -
-
-
-
-
-
-
-
-
- the item. If the item is not lent out, the item name, condition and
-
- value will be printed out. The Inventory Checklist consists of a
-
- short line and next to it the name of the item. The checklist is
-
- useful for doing inventory checks, while not taking up a lot of
-
- paper. If an item is lent out, there will be an & next to it (in the
-
- left margin).
-
- The printer status screen will appear. Hit a key to print.
-
- [J] Merit Badge Book Inventory Module
-
- Option J on the main menu will bring you to the Merit Badge Book
-
- Inventory Module menu. After choosing this option, if the file
-
- "MBINV.DAT" (the merit badge book inventory data file) is not in the
-
- directory, an error message will appear and a new file will be
-
- created. Here is what each option does:
-
- Add Books
-
- This option allows you to add items to the Merit Badge Book Inventory
-
- database. There are fields for the Merit Badge Book title, the
-
- person to whom the book was lent to, the date lent, date due, date
-
- returned and two lines for comments. In the top of the box will be
-
- the book number. Hit [F10] to save or [ESC] to abort to the main
-
- menu.
-
- View Books
-
- This option allows you to view/modify/delete items in the Merit Badge
-
- Book Inventory database. When choosing this option, the database
-
- will display record number one. You can browse through the fields
-
- with the up and down arrow keys. You can also change information
-
- such as the person to whom the item was lent to, title, etc. To
-
- browse through the different books in the database, use the [PG/UP]
-
- and [PG/DN] keys. If an attempt is made to go beyond or before the
-
-
- - 30 -
-
-
-
-
-
-
-
-
- database, an error beep will sound. There are also some other
-
- functions. To mark or unmark the book for deletion, hit [CTRL-D].
-
- If a book is marked for deletion when the database is packed, the
-
- book will be permanently erased. To go to a specific book number,
-
- hit [CTRL-G]. A prompt will be made for the book number to go to.
-
- Enter the book number and hit return. If the book number is invalid,
-
- an error beep will sound. After modifying a book, hit [F10] to save
-
- the updated information or [ESC] to return to the Merit Badge Book
-
- Inventory menu. If you hit [F10], a message will be printed on the
-
- screen briefly confirming the update.
-
- If the book was lent out and the borrower returned the book, enter
-
- the date it was returned. After entering the date returned, hit
-
- [F10]. If a merit badge book inventory history is being kept, the
-
- information will be saved in the merit badge book history file,
-
- otherwise the book will return to the unborrowed state (the lent to,
-
- date lent, date due and returned fields will be erased).
-
- Overdue/Lent Out Books
-
- This option will show either which books were lent out or which books
-
- are overdue (depending on the selection).
-
- After selecting this option, another menu will appear. You will be
-
- prompted to choose either to view the books which are lent out or
-
- which books are overdue. After selecting the appropriate choice, you
-
- will be prompted if the output is to go to the printer. If you
-
- select no the screen will clear and will show which books meet the
-
- condition which was selected. If the list is more than one screen,
-
- when the screen is full, a message will appear prompting you to hit a
-
- key to go to the next screen. If you selected to output the
-
- information to the printer, the printer status screen will appear.
-
-
- - 31 -
-
-
-
-
-
-
-
-
- Hit return to start printing. If an error occurs while printing,
-
- reset the printer to the top of the page. It will start printing
-
- from the book where error occurred.
-
- When checking for overdue items, SCOUTMATE will compare the "Date
-
- Due" field of the record with the system date. If the system date is
-
- wrong, then the Overdue option will not print accurate results. Make
-
- sure that your system date is correct.
-
- After all of the books meeting the condition are printed out, a
-
- message confirming this will be shown. Hit a key to return to the
-
- merit badge book inventory menu.
-
- View History
-
- If this option was selected in the installation, it will be
-
- available, otherwise a message stating that you chose not keep a
-
- merit badge book history will appear and you will be returned to the
-
- merit badge book inventory menu.
-
- After choosing to view the history, you will be asked whether the
-
- output should go to a printer. If you answer no, the output will be
-
- displayed on the screen. If the contents are more than one screen,
-
- after the screen is full a message will appear prompting you to hit a
-
- key to view the next screen. If you chose to print the information
-
- on a printer, the printer status screen will appear. Hit a key to
-
- print.
-
- About the Merit Badge Book History File: After a borrower returns the
-
- book (data is entered for the "Date Returned" field of the specific
-
- book), the information will be stored in the merit badge book history
-
- file. Here is a sample of an entry in the merit badge book history
-
- file:
-
-
-
-
- - 32 -
-
-
-
-
-
-
-
-
- Merit Badge Book Inventory History
- ----------------------------------
- Book: Basketry Merit Badge Book
- Lent to: Joe Scout
- Date Lent: 12/12/90 Date Due: 12/20/90 Date Returned: 12/19/90
- The book was returned in great condition.
-
- The data file name is "MBHIS.HST" so if it gets too large or you wish
-
- to delete it, simply delete it from dos or copy it somewhere else (if
-
- you wish to keep it) and SCOUTMATE will automatically make a new
-
- file.
-
- Print Books
-
- This option will allow you to print your merit badge book inventory
-
- file or a merit badge book inventory checklist.
-
- When you select this option, another menu will appear. You will be
-
- prompted to choose either a Full Inventory Printout (#1) or Merit
-
- Badge Book Inventory Checklist (#2).
-
- The Full Inventory Printout will print out the entire contents in
-
- your Merit Badge Book Inventory file. If the item is lent out, the
-
- person whom it was lent to, the date lent and date due will be
-
- printed underneath the item. If the item is not lent out, the item
-
- name, condition and value will be printed out. The Inventory
-
- Checklist consists of a short line and next to it the name of the
-
- item. The checklist is useful for doing inventory checks, while not
-
- taking up a lot of paper. If an item is lent out, there will be an &
-
- next to it (in the left margin).
-
- The printer status screen will appear. Hit a key to print.
-
- [K] Merit Badge Counselor Module
-
- Option K on the main menu invokes the Merit Badge Counselor Module.
-
- The menu consists of Adding, Modifying and Printing Merit Badge
-
- Counselors and Querying the Merit Badge Counselor database.
-
-
-
- - 33 -
-
-
-
-
-
-
-
-
- Add
-
- This option brings up the entry page. It consists of name, address,
-
- city, state, zip code, phone number and two comment lines. It also
-
- allows up to 3 merit badge certifications as well as days and times
-
- that the counselor is available. Use the up and down arrows to move
-
- between fields. When on the Merit Badge Certification fields, enter
-
- the number of the merit badge or hit [F2] to bring up the merit badge
-
- list. When on the Day fields, enter the number of the day (1-Sunday
-
- to 7-Saturday). When entering the times, you must use military time
-
- (i.e. 1900 is 7:00 PM) in order for the query feature to work.
-
- Hit [F10] to save the record and [ESC] to abort to the menu.
-
- Modify
-
- This option allows you to modify a Merit Badge Counselor record.
-
- Choose the record you want by entering the name, the record number or
-
- choose option number three to bring up a list of merit badge
-
- counselors. After selecting the appropriate record, it will be
-
- brought up on the screen. Use [Alt-D] to mark or unmark the record
-
- for deletion. If a record is marked for deletion, a message will be
-
- shown on the screen. When the database is packed, all records marked
-
- for deletion will be permanently deleted. Otherwise, follow the same
-
- instructions as stated above under ADD.
-
- Query
-
- This option allows you to query the Merit Badge Counselor database.
-
- You will then be prompted to enter the merit badge number to query
-
- for. Enter the number or hit [F2] to bring up the merit badge list.
-
- After you enter the merit badge, you will be prompted to enter the
-
- date and time from and time to to query for. For example, if you
-
- would like to list the Merit Badge Counselors available for First Aid
-
-
- - 34 -
-
-
-
-
-
-
-
-
- Merit Badge between 10 AM and 3 PM on Saturday, you would enter Merit
-
- badge #7, number 6 (for Saturday), 10:00 (for 10 am (time from)) and
-
- 15:00 (for 3 pm (time to)). After entering the appropriate
-
- information, choose whether you would like the output to go to the
-
- screen or printer.
-
- Print
-
- Selecting this option will bring up the Print menu. You have the
-
- option of printing all or select records. If you select records, the
-
- select names menu will come up. After you choose the desired option,
-
- the printer status screen will appear. Hit a key to start printing.
-
- There is a maximum of 250 merit badge counselor records.
-
- [L] Financial Module
-
- The Financial Module tracks troop bank accounts. The menu consists
-
- of Adding, Modifying and Printing Financial transactions and Querying
-
- the Financial database. You can also do a Dues Report which totals
-
- the amount of dues collected between certain (or all) dates. You can
-
- track up to five different accounts.
-
- Add
-
- This option brings up the entry page. This consists of check number,
-
- date, payee, amount and memo. To enter a withdrawal OR a check, just
-
- enter a negative amount (such as -65.00). To enter a deposit, just
-
- enter the amount (such as 65.00). You should use consistent memo
-
- categories, so that when you do a query, you can do a reliable search
-
- using memo categories.
-
- Hit [F10] to save the record or [ESC] to abort to the menu.
-
- Modify
-
- This option allows you to modify financial transactions. You will be
-
- placed at the first record. Use [Page Up] and [Page Down] to move
-
-
- - 35 -
-
-
-
-
-
-
-
-
- between records. Use [Alt-G] to go to a specific record. Use
-
- [Alt-D] to mark or unmark the record for deletion. If a record is
-
- marked for deletion, a message will be shown on the screen. When the
-
- financial database is packed, all records marked for deletion will be
-
- permanently erased. Otherwise, follow the same instructions as
-
- stated above under ADD.
-
- Query
-
- This option allows you to query the financial transaction database by
-
- Check Number, Payee, Memo or Amount. You will first be asked whether
-
- all accounts are to be included in the query. After choosing the
-
- desired query field, you will then be asked to enter a string to
-
- search for. You will then be asked if the output is to go to the
-
- printer or screen. The output will consist of record numbers which
-
- meet the query condition.
-
- Print
-
- Selecting this option will bring up the Print menu. You will first
-
- be asked whether all accounts are to be included in the printout.
-
- You have the option print out Transaction or Dues Reports. The
-
- Transaction Report consists of records entered in the Financial
-
- database. The Dues Report consists of dues paid by your scouts.
-
- After you choose the desired report, SCOUTMATE will ask whether to
-
- use all dates or records between certain dates. For example, if you
-
- would like to see the dues paid between 1/1/92 and 2/1/92 you would
-
- choose the Dues Report, selected dates and then enter 1/1/92 and
-
- 2/1/92. If you wanted to see the dues paid on a particular date, say
-
- 2/5/92, then you would choose selected dates and enter 2/5/92 for
-
- both Date from and Date to. After entering the desired information,
-
- the printer status screen will appear. Hit return to start printing.
-
-
- - 36 -
-
-
-
-
-
-
-
-
- Select Account
-
- This option allows you to select, add and delete accounts.
-
- Select Account
-
- This option will bring up a list of all of your accounts.
-
- Highlight the account that you wish to activate and press
-
- [ENTER].
-
- Add New Account
-
- This option allows you add new accounts. Enter the name of the
-
- account that you wish to add. The account name can be up to 8
-
- characters long. If you enter an invalid file name (one that
-
- contains spaces or no characters), an error message will occur
-
- and you will be asked to reenter the file name. There is a
-
- maximum of 5 accounts.
-
- Delete Account
-
- This option allows you to delete accounts. Select the account
-
- that you wish to delete. Confirm whether you wish to delete the
-
- selected account (Y or N).
-
- Pack Records
-
- This option will delete all financial records marked for deletion.
-
- NOTES: All of the actions you take will be performed on the active
-
- account only. The active account will be displayed on the top of
-
- each screen.
-
- [M] Calendar
-
- The calendar is capable of holding up to thirty entries. There will
-
- be fifteen entries displayed on the screen at any one time. To enter
-
- an entry move the cursor to a blank entry and start typing. First
-
- enter the date. Hit RETURN and enter the time the event is supposed
-
- to take place. The next field allows you to enter either a P for PM
-
-
- - 37 -
-
-
-
-
-
-
-
-
- or A for AM. After entering that, you will proceed to the data box.
-
- This box allows up to 4 lines of seventy-two characters each line. To
-
- save the event, hit [F10]. To move between entries, use the [PAGE
-
- UP] and [PAGE DOWN] keys. To abort the event (not save it as an
-
- entry), hit [ESC] or another one of the keys in the box except [F10].
-
- If you wish to delete an entry, go to the entry and hit [CTRL-D].
-
- When done using the calendar, hit the [ESC] key to return to the main
-
- menu. To print the calendar, hit [F5] and the printer status screen
-
- will appear. Make sure paper is in the printer and hit a key to
-
- print the calendar. When you abort to the main menu, the calendar is
-
- resorted and saved. While you are in calendar mode, you can sort the
-
- calendar if you wish by hitting [CTRL-S]. Entries that are on or
-
- before the current system date will be marked with an *.
-
- When you boot up CUBMATE, it checks to see if there is an event on or
-
- before today's date. If there is an event today or any day before
-
- today, an alarm will sound and a message will appear notifying you.
-
- Also, if you are using CUBMATE when the day changes, it will recheck
-
- the calendar to see if there are any events occurring on the new
-
- date. The alarm for an event will only go off once, and then it will
-
- be disabled.
-
- NOTES: if the system date is incorrect, the calendar alarm function
-
- will be inaccurate. Make sure your system date is set correctly.
-
- [N] Notes
-
- The Note pad (selection N on the main menu) invokes the mini-word
-
- processor. The word processor was not built into this program but is
-
- a generic separate file. It is called TED and is copyrighted (c) by
-
- Ziff Communications. TED is a Bannerware program (free distribution,
-
- but still copyrighted by the author), but has many useful functions
-
-
- - 38 -
-
-
-
-
-
-
-
-
- built into a very small program. If another text editor is desired,
-
- then the main file has to be renamed to TED and put in the SCOUTMATE
-
- directory. If it doesn't take up a large amount of memory it should
-
- work fine. Don't forget to rename it to TED. Briefly, here are the
-
- options available.
-
- F1 : Abort will return you to the main menu without saving any
- changed information.
-
- F2 : This will undo information just changed.
-
- F3 : Print will send marked text to the printer.
-
- F4 : Mark will highlight desired text. This option is used to
- Cut and Paste and for printing.
-
- F5 : Cut will cut (remove) marked text and store it in memory.
-
- F6 : Paste will take the text that was cut (now in memory) and
- put it where the cursor is located.
-
- F7 : Exit allows you to save the note pad. After hitting
- F7, simply hit return. The note pad will be saved and
- the program will return to the main menu.
-
- F8 : This option will delete everything to the right of the
- cursor.
-
- F9 : This option will delete the line the cursor is on.
-
- F10: This will undelete a line that was just deleted.
-
- Don't forget that you can print the note pad from the Print (Option G
-
- from the main menu) Function. If you wish to send text to the
-
- printer while you are in the note pad, you must first mark the text
-
- that you wish to print, and then send it to the printer.
-
- The note pad will be stored as NOTES.TXT in the SCOUTMATE directory.
-
- [O] Utilities
-
- The utilities option (main menu letter O) will bring you to the
-
- utilities menu.
-
-
-
-
-
-
- - 39 -
-
-
-
-
-
-
-
-
-
-
- Utilities Menu
-
- 1 - Pack Records
- 2 - Undelete Records
- 3 - Export/Import Records
- 4 - Backup Files
- 5 - Defaults/Updates
- 6 - Delete Rank Files
- 7 - Exit
-
-
-
- Pack Records - To Pack Records means to permanently erase the records
-
- marked for deletion and squeeze the remaining records together to
-
- take up the least amount of space. This includes permanently erasing
-
- any Troop and Merit Badge Book Inventory, as well as Merit Badge
-
- Counselor records marked for deletion. Invoking this option will
-
- back up the info.dat (calling it info.bak) and the adinfo.dat
-
- (calling it adinfo.bak) files. It will also update each record's
-
- Merit Badge comment file (#.dat). Afterwards, a new index will be
-
- generated and the program will return to the main menu. If there is
-
- not enough space on your disk to pack records, a message will be
-
- printed on the screen and you will be returned to the main menu. On
-
- the screen will be shown the current progress of the pack. When the
-
- pack is working on anything other than the scout database, a message
-
- will be shown that the pack is currently working on all miscellaneous
-
- files. When the scout database begins to be packed, you will be
-
- shown how many records are to be packed and the progress of the pack
-
- (how many records were packed and how many were deleted). This
-
- information will be constantly updated throughout the packing
-
- process. When the packing is done, a message will appear on the
-
- screen and you will be returned to the main menu.
-
- Undelete Record - Undeleting a record will UNMARK a record which is
-
-
- - 40 -
-
-
-
-
-
-
-
-
- marked for deletion.
-
- A menu will appear asking whether the record you wish to undelete is
-
- a scout or an adult record. After selecting your choice, a second
-
- menu will appear allowing you different ways to select the way of
-
- undeleting the record(s). Select the record you wish to undelete by
-
- entering the record number, the name of the scout or adult marked for
-
- deletion or by listing the records which are marked for deletion. If
-
- you choose to select a record by name, case does not matter. Also,
-
- you do not have to enter in the entire name. For example, if you
-
- wish to undelete a record for scout Johnson, Kevin, you could enter
-
- in jo and SCOUTMATE will choose that name. SCOUTMATE will choose the
-
- first record matching the specification that you enter, so if you had
-
- two or more scouts with the last name Johnson, you would have to
-
- enter in more characters to ensure that the correct record is
-
- selected. If an invalid record is entered (such as a record which is
-
- not marked for deletion or a record not in the database), an error
-
- message will be shown. If successfully undeleted, a message will be
-
- shown to inform you of the success.
-
- Export/Import Records - This option allows the export and importation
-
- of records from/to your SCOUTMATE database. After choosing this
-
- option, a menu will appear asking you whether you wish to import or
-
- export a file from the database.
-
- Import - Choosing Import will import records to your database.
-
- You will be prompted to enter the name of the import file.
-
- SCOUTMATE will then check to make sure that the import file is a
-
- valid import file (was exported from another SCOUTMATE
-
- database). If the import file is invalid, an error message will
-
- appear and you will be allowed to enter a different name. Hit
-
-
- - 41 -
-
-
-
-
-
-
-
-
- [ESC] to abort to the Utilities menu. You will then be shown
-
- the number of records to be imported and the current progress.
-
- After the importation is complete, a message will appear and you
-
- will be returned to the Utilities menu.
-
- Export - Choosing Export will export records from your database.
-
- You will first be asked to choose which records you wish to
-
- export. If you wish to export all of the records in your
-
- database, hit 6 otherwise choose the records you wish to export.
-
- If you exit without choosing any names, you will be informed and
-
- returned to the Utilities menu. After choosing the records you
-
- wish to export, you will then be prompted to enter the name of
-
- the export file. Make sure that you do not enter an extension
-
- for the file. SCOUTMATE will then check to make sure that no
-
- file with that name exists and isn't restricted. If the file
-
- exists, you will be asked to confirm that the file should be
-
- overwritten. If you choose no, you will be prompted for a
-
- different file name. Hit [ESC] to abort to the Utilities menu.
-
- If you choose yes, the file will be overwritten with the new
-
- information. The screen will display how many files were
-
- selected to be exported and the progress. After the exportation
-
- is done, you will be notified and returned to the Utilities
-
- Menu.
-
- NOTES: The file extension for the export file will be .dat.
-
- There will also be a file created with the extension .fil. This
-
- file will contain all of the exported records' data files
-
- (notepad, rank, and merit badge information).
-
- Backup Files - Backing up files is an essential part of using a
-
- computer. One power surge or mistake can ruin days or weeks of work.
-
-
- - 42 -
-
-
-
-
-
-
-
-
- BACKING UP FILES REGULARLY IS STRONGLY RECOMMENDED. To do this will
-
- take only a few seconds and can save days of work. Simply select the
-
- path to back up the files to (i.e, a: or c:\scoutmate\backup) and hit
-
- return. Make sure the backup disk is in the appropriate drive and
-
- that the path specified exists. The info.dat (scout records),
-
- adinfo.dat (adult leader records) and config.cfg (configuration file)
-
- will be copied to the backup disk. A message will be shown informing
-
- you of the success or non-success of the backup. If an error message
-
- appears, check Appendix A for what the message means and solutions to
-
- solve the problem.
-
- Defaults/Updates - this option allows you to change the color and
-
- return address defaults as well as update the merit badge list, troop
-
- positions and Group/Project Names.
-
- Troop Positions
-
- You can enter up to 30 troop positions.
-
- Adult Positions
-
- You can enter up to 30 adult positions.
-
- Return Address
-
- You can enter up to five lines of seventy eight characters each for a
-
- default return address. This return address will be the default for
-
- envelopes as well as mail merge.
-
- City, State, Zip Code and Area Code
-
- You can enter defaults for the above four items. Every time you
-
- enter a new adult, scout or merit badge counselor, the fields for
-
- which you have default values will be automatically inserted in the
-
- new record.
-
- Group/Project Names
-
- You can enter up to 9 Group/Project names. You must first enter a
-
-
- - 43 -
-
-
-
-
-
-
-
-
- code by which to identify each Group/Project. This code will be used
-
- when entering group codes in individual scout and adult records. You
-
- will then enter the Group/Project name of up to 30 characters. Note
-
- that o is a different code than O.
-
- Merit Badge Update
-
- This option allows you to modify the Merit Badge List very easily.
-
- You can add a merit badge, delist or undelist merit badges and print
-
- the merit badge list.
-
- ADD
-
- You will be prompted for the merit badge name. After you enter
-
- the name, you will be asked to confirm the add. If you choose
-
- Y, then the merit badge will be added to the end of the list.
-
- DELIST
-
- This will DELIST a merit badge. Choose the merit badge number
-
- to delist or hit [F2] to bring up the merit badge list. You
-
- will then be asked for the date the merit badge was delisted.
-
- No scout will be able to earn this merit badge after the delist
-
- date. You will then be asked to confirm the DELIST, and if you
-
- choose Y, it will be delisted.
-
- UNDELISTED
-
- This will UNDELIST a merit badge. You will be prompted for the
-
- merit badge to undelist. You can hit [F2] to list all of the
-
- merit badges that are DELISTED. After you choose the
-
- appropriate merit badge, you will be asked to confirm the
-
- UNDELIST, and if you choose Y, it will be UNDELISTED.
-
- Print Merit Badge List
-
- You can choose to print either an Official Numbers list, which
-
- is the list in Official Number order, or an Alphabetical list,
-
-
- - 44 -
-
-
-
-
-
-
-
-
- which will print the list in Alphabetical order.
-
- Colors
-
- You can choose the default colors for the background, foreground,
-
- highlighted message foreground and highlighted message background.
-
- As you enter different numbers, the colors will change to show you
-
- what your selections would look like.
-
- For all of the above (except Merit Badge List), hit [F10] to save the
-
- defaults/updates or [ESC] to abort without saving.
-
- Delete Rank Files - this option is used when you manually change the
-
- rank requirements for a certain rank. Enter the rank you wish to
-
- have deleted (the rank you changed) and hit return. After confirming
-
- that the deletion is to occur, SCOUTMATE will delete all of the
-
- appropriate rank files. After the deletion is complete, you will be
-
- shown how many rank files were deleted and then returned to the menu.
-
- [P] Quit
-
- This will end the SCOUTMATE session. The index will be saved and the
-
- program will terminate returning to DOS.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 45 -
-
-
-
-
-
-
-
-
- Appendix A
-
- Error Messages
-
- When backing up files, the following (error) messages can occur:
-
- Copy Successful - the backup was successfully performed.
-
- Source and Target are the Same - you entered the SCOUTMATE
-
- directory as the backup path. Change the backup path.
-
- Source file not found - for some reason, the program could not
- find the info.dat file. Did you erase it? If so, you have to
- run install again or copy it to the SCOUTMATE directory if it
- was previously backed up.
-
- Unable to create target file - the target file could not be
- created. This means that an invalid path was entered. Enter a
- correct path. If you need to create another subdirectory,
- simply go to DOS and use the md (make dir) command to make the
- desired subdirectory.
-
- Data Copy Failed - An undetermined error occurred. Maybe a bad
- floppy disk is the cause.
-
-
-
- Installation Errors
-
- When installing SCOUTMATE, errors can occur. If you get an Unable to
-
- Create Directory, you most likely forgot to put in a colon (:) after
-
- the drive letter. Make sure you put the destination path in this
-
- format: DRIVE:PATH. Here are two examples of directories:
-
- c:\scoutmate and e:\troop\scoutmat\files.
-
- Here are the specific list of errors that the installation
-
- verification procedure looks for:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 46 -
-
-
-
-
-
-
-
-
- Error #1 - MB.DAT file is missing
- Error #2 - SCOUTMATE.EXE file is missing
- Error #3 - SCOUTMATE.OVR file is missing
- Error #4 - INFO.DAT file is missing
- Error #5 - INFO.IDX file is missing
- Error #6 - ADINFO.DAT file is missing
- Error #7 - ADINFO.IDX file is missing
- Error #8 - CAL.DAT file is missing
- Error #9 - TED.COM file is missing
- Error #10 - CONFIG.CFG file is missing
- Error #11 - RANKINFO.DAT is missing
- Error #12 - TROOPINV.DAT file is missing
- Error #13 - MBINV.DAT file is missing
- Error #14 - MBC.DAT file is missing
- Error #15 - MMFIELD.DAT file is missing
- Error #16 - MMFIELD2.DAT file is missing
- Error #17 - TROOPPOS.DAT file is missing
- Error #18 - TRHIS.HST file is missing
- Error #19 - MBHIS.HST file is missing
-
- For errors #1-3, #9, #11, and #15 - #17, the files may have been
-
- improperly copied. To rectify the error, you can copy the
-
- appropriate file from the master disk to the destination path. After
-
- copying the appropriate file, run the installation again with the
-
- same destination path and it will verify the installation again
-
- without copying all of the files again and without creating the files
-
- again. For the other errors, it is necessary to run the installation
-
- again.
-
- If a general copying error occurs, make sure that you put in the
-
- correct path that the SCOUTMATE files reside in.
-
- The best thing to do if any error occurs is to erase any files which
-
- may have been created or copied to the destination path and reinstall
-
- SCOUTMATE.
-
- Overlay Errors
-
- SCOUTMATE.OVR is the overlay file used. After loading SCOUTMATE, the
-
- overlay file will be checked for errors (system or overlay). The
-
- following errors can occur:
-
- Overlay Error #1 - Overlay system error. Reboot the system and try
- again. If the error persists, copy SCOUTMATE.OVR from the master
-
- - 47 -
-
-
-
-
-
-
-
-
- disk.
-
- Overlay Error #2 - Overlay not found. Copy SCOUTMATE.OVR from the
- master disk.
-
- Overlay Error #3 - Not enough memory. Your system must have at least
- 384K to run SCOUTMATE.
-
- Overlay Error #4 - I/O error reading overlay. The file may be
- corrupted. Copy SCOUTMATE.OVR from the master disk.
-
- Other possible problems
-
- There has been a elusive problem with index corruption, even with the
-
- protection methods programmed into Scoutmate. If your index ever
-
- becomes corrupted (you'll know when this happens - garbage begins
-
- appearing when you list names -- or you may even get an error when
-
- printing records), exit out of Scoutmate, type del *.idx and then
-
- rerun Scoutmate. This will fix the problem. This problem should
-
- occur rarely, if at all.
-
- If SCOUTMATE ever aborts with an error or hangs the system for some
-
- reason, please note what steps you did prior to the hang and contact
-
- me via phone or mail. If there was any kind of error message (i.e.
-
- Runtime Error #######-###), write that down also. SCOUTMATE has been
-
- thoroughly tested, but there may be some obscure bugs which weren't
-
- caught. If SCOUTMATE does abort, none of your data files should have
-
- been corrupted (a routine was put in so that if it aborts during
-
- program execution the index will be recreated the next time SCOUTMATE
-
- is executed, therefore eluding all errors that may have occurred
-
- during the unexpected abort of the program), so just run SCOUTMATE
-
- again.
-
- Notepad Errors: If you ever try to use the Deluxe Notepad or Scout's
-
- notepad (the last page of their record), and a message flashes on the
-
- screen and the program automatically returns you to the last screen,
-
- then you must free up more memory in your computer in order to use
-
- - 48 -
-
-
-
-
-
-
-
-
- them. Eliminate some TSR's (or other programs loaded at the time
-
- your using Scoutmate) from memory.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 49 -
-
-
-
-
-
- Appendix B
-
- Merit Badge List
-
- 1.Camping 44.Electronics 92.Rabbit Raising
- 2.Citizenship in 45.Energy 93.Radio
- the Community 46.Engineering 94.Railroading
- 3.Citizenship in 47.Farm and Ranch 95.Reading
- the Nation Management # 96.Reptile Study
- 4.Citizenship in 48.Farm Mechanics 97.Rifle and
- the World 49.Fingerprinting Shotgun
- 5.Communications 50.Firemanship Shooting #
- 6.Emergency 51.Fish and 98.Rowing
- Preparedness Wildlife 99.Salesmanship
- 7.Environmental Management 100.Scholarship
- Science 52.Fishing 101.Sculpture
- 8.First Aid 53.Food Systems # 102.Signaling *
- 9.Lifesaving 54.Forestry 103.Skating
- 10.Personal 55.Gardening 104.Skiing
- Fitness 56.Genealogy 105.Small-Boat
- 11.Personal 57.General Science Sailing
- Management 58.Geology 106.Soil and Water
- 12.Safety 59.Golf Conservation
- 13.Sports 60.Handicap 107.Space
- 14.Swimming Awareness Exploration
- 15.American 61.Hiking 1 0 8 . S t a m p
- Business 62.Home Repairs Collecting
- 16.American 63.Horsemanship 109.Surveying
- Cultures 64.Indian Lore 110.Textile
- 17.American 65.Insect Study 111.Theater
- Heritage 66.Journalism 112.Traffic Safety
- 18.Animal Science 67.Landscape 113.Truck
- 19.Archery Architecture Transportation
- 20.Architecture 68.Law 114.Veterinary
- 21.Art 69.Leatherwork Science
- 22.Astronomy 70.Machinery 115.Water Skiing
- 23.Athletics 71.Mammal Study 116.Weather
- 24.Atomic Energy 72.Masonry 117.Wilderness
- 25.Aviation 73.Metals Survival
- 26.Backpacking Engineering 118.Wood Carving
- 27.Basketry 74.Metalwork 119.Woodwork
- 28.Beekeeping 75.Model Design and 120.Agribusiness
- 29.Bird Study Building 121.American Labor
- 30.Bookbinding 76.Motorboating 122.Graphic Arts
- 31.Botany # 77.Music 123.Rifle Shooting
- 32.Bugling 78.Nature 124.Shotgun
- 33.Canoeing 79.Oceanography Shooting
- 34.Chemistry 80.Orienteering 125.Whitewater
- 35.Coin 81.Painting 126.Cinematography
- Collecting 82.Pets 127.Auto Mechanic
- 36.Computers 83.Photography 128.Collections
- 37.Consumer 84.Pioneering 129.Family Life
- Buying 85.Plant Science 130.Medicine
- 38.Cooking 86.Plumbing
- 39.Cycling 87.Pottery # - indicates merit
- 40.Dentistry 88.Printing and badge was delisted
- 41.Dog Care Communications # on 08/31/87
- 42.Drafting 89.Public Health * - indicates merit
- 43.Electricity 90.Public Speaking badge was delisted
- 91.Pulp and Paper on 01/01/92
-
-
- - 50 -
-
-
-
-
- Appendix C
-
- Customized Reports
-
- Scout Variables
- ^sfname - First Name
- ^slname - Last Name
- ^saddress1 - Address Line #1
- ^saddress2 - Address Line #2
- ^scity - City
- ^sstate - State
- ^szip - Zip Code
- ^sphone - Phone Number
- ^sheight - Height
- ^sweight - Weight
- ^sdob - Date of Birth
- ^sschool - School
- ^1pgnname - First Parent/Guardian's Name
- ^1pgnad1 - First Parent/Guardian's Address Line #1
- ^1pgnad2 - First Parent/Guardian's Address Line #1
- ^1pgncity - First Parent/Guardian's City
- ^1pgnstate - First Parent/Guardian's State
- ^1pgnzip - First Parent/Guardian's Zip Code
- ^1pgnhphone - First Parent/Guardian's Home Phone
- ^1pgnwphone - First Parent/Guardian's Business Phone
- ^2pgnname - Second Parent/Guardian's Name
- ^2pgnad1 - Second Parent/Guardian's Address Line #1
- ^2pgnad2 - Second Parent/Guardian's Address Line #1
- ^2pgncity - Second Parent/Guardian's City
- ^2pgnstate - Second Parent/Guardian's State
- ^2pgnzip - Second Parent/Guardian's Zip Code
- ^2pgnhphone - Second Parent/Guardian's Home Phone
- ^2pgnwphone - Second Parent/Guardian's Business Phone
-
- Adult Variables
- ^afname - First Name
- ^alname - Last Name
- ^ahaddress1 - Home Address Line #1
- ^ahaddress2 - Home Address Line #2
- ^ahcity - Home City
- ^ahstate - Home State
- ^ahzip - Home Zip Code
- ^ahphone - Home Phone Number
- ^abaddress1 - Business Address #1
- ^abaddress2 - Business Address #1
- ^abcity - Business City
- ^abstate - Business State
- ^abzip - Business Phone
- ^abphone - Business Phone
- ^aposition - Position in troop
-
- Other Variables
- leg(field,"[char]")
- This variable takes the length of the specified field and prints
- [char] that many times.
-
-
-
-
-
-
- - 51 -
-
-
-
- no ff
- This will tell SCOUTMATE not to form feed after each record (but it
- will still form feed at the end of page). To do this, on the very
- first line of your report, type "no ff". Don't forget, it must on
- the very first line AND by itself in order for this to work.
-
- Example 1
-
- leg(^sfname,"-")-leg(^slname,"-")
- |^sfname ^slname|
- ---------------------------------------------------------------------
- | |
- ---------------------------------------------------------------------
-
- Say the scout currently being read is Ken Johnson, this will print:
-
- -------------
- |Ken Johnson|
- ---------------------------------------------------------------------
- | |
- ---------------------------------------------------------------------
-
- This example is on your master disk (disk #2 if using 5 1/4" disks)
- under the name sample.frm. This is known as a general worksheet.
- There are two other sample forms on the master disk called testa.frm,
- which is a sample of ALL of the possible leg (length) and variable
- functions for adults, and testb.frm, which is a sample of ALL of the
- possible leg (length) and variable functions for scouts.
-
- Note that there was an extra - in the first line. It has to be
- included to account for the black space between the first and last
- name.
-
- Example 2
-
- Dear ^1pgnname:
-
- Your son, ^sfname, has not been actively participating in the troop.
-
- Please contact us so that we may set up an arrangement.
-
- Scoutmaster Reilly
-
-
- If the first parent's name was Joe Johnson, it would print:
-
-
- Dear Joe Johnson:
-
- Your son, Ken, has not been actively participating in the troop.
-
- Please contact us so that we may set up an arrangement.
-
- Scoutmaster Reilly
-
-
-
-
-
-
-
-
- - 52 -
-
-
-