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- %
- #EF
- #TMULTI - MEDIA
- #C2,R7
- In this final Chapter we'll cover the ~HCommands~N which make ~H~bTutorialWriter~N
-
- one of the most powerful ~G~IAuthoring Systems~N available today.
-
-
-
- These ~HCommands~N allow you to add ~C~IMusic~N, ~C~IVoice~N, ~C~Iimported Textscreens~N, ~C~IANSI~N
-
- screens, ~C~IGraphics~N and other ~C~Iexecutable programs~N to your ~M~Itutorials~N.
-
-
-
- Let's start with the ~C~IMusic~N and ~C~IVoice Utilities~N on the ~G~IAuthor Utilities~N
-
- ~HMenu~N.
- #W
- #EF
- #T
- #GT,utilities
- #D3
- #BO,2,19,36,24,7,1,0,4,14,1
- When you select Music Files and
- choose Create a Music File, you
- will be presented with the
- following Entry Screen.
-
- #GT,musicmaker
-
- #D5
- #BO,2,20,34,24,7,1,0,3,14,1
- Pressing F1 brings up a Help
- Menu, which is specific to
- the Entry Field you are on.
-
- #GT,music help
-
- #D5
- #BO,2,21,34,24,7,1,0,2,14,1
- Here's an example of a Help
- Screen in the Music Utility.
-
- #GT,music notes
-
- #D20
-
- #GT,musicmaker
-
- #D5
- #BO,2,19,36,24,7,1,0,4,14,1
- Now add your Musical Notation
- according to the Help Screen
- Instructions and press F10
- to bring up another Menu.
-
- #GT,music menu
-
- #D5
-
- #BO,2,19,38,24,7,1,0,4,14,1
- Select Save and TutorialWriter
- will automatically add the .MUS
- extension to the filename you
- chose.
-
- #EL,25
- #W
- %
- #EF
- #TMULTI - MEDIA
- #C2,R6
- To play the ~HMusic File~N you have created within your ~M~Itutorial~N, the ~HCommand~N
-
- is ~C~I#P~N followed by the name of your file e.g. ~C~I#Pmusicfile~N. You don't need
-
- to add the ~H.MUS~N extension, because ~G~ITWTEACH~N automatically looks for a file
-
- with that extension.
-
-
-
-
- Creating ~HVoice files~N is even easier than creating ~HMusic~N files. Once again
-
- we use the ~G~IAuthor Utilities~N and choose ~G~IVoice Files~N and ~G~ICreate~N. This is
-
- the screen we are presented with.
-
- #WP
- #EF
-
- #GT,create voice
-
- #D5
-
- #BO,2,19,36,24,7,1,0,4,14,1
- Scroll up and down through the
- available phrases then press
- ENTER or a Mouse Button to
- select one.
-
- #GT,create voice 2
-
- #D5
-
- #BO,42,4,76,10,7,1,0,5,14,1
- This brings up another Menu and
- if you choose 'Add to Phrase'
- the chosen phrase will be
- joined to any you have already
- selected, up to four phrases.
-
- #GT,create voice 3
-
- #D5
-
- #BO,42,4,76,8,7,1,0,3,14,1
- Then select Save to create a
- Voice file. It will be given
- the .VOI extension.
-
- #EL,25
- #W
- %
- #EF
- #T
- #C2,R6
- To play the ~HVoice File~N you have created within your ~M~Itutorial~N, the ~HCommand~N
-
- is ~C~I#V~N followed by the name of your file e.g. ~C~I#Vvoicefile~N. You don't need
-
- to add the ~H.VOI~N extension, because ~G~ITWTEACH~N automatically looks for a file
-
- with that extension.
-
-
-
-
- And remember that you can use the ~C~I#V~N and ~C~I#P~H Commands~N in the ~HComments~N section
-
- of ~G~ITests~N and ~G~IQuizzes~N. Just replace either the ~HComment~N above the ~HResults Graph~N
-
- or the one below it with ~C~I#Vvoicefile~N or ~C~I#Pmusicfile~N.
-
- #WP
- %
- #EF
- #T
- #C2,R5
- Now let's look at the 'snapshot' ~HTEXT~N Screens. Included with ~H~bTutorialWriter~N
-
- is a ~Hmemory resident program~N called ~G~ITWSNAP.COM~N. When you type ~G~ITWSNAP~N, the
-
- program loads into memory, then when you press ~HALT-S~N ( hold down the ALT
-
- key and press the S key ) it will copy anything on the screen into a disk
-
- file. These files are automatically named ~G~ITWSNAP.000~N, then ~G~ITWSNAP.001~N etc.
-
-
- ~H~r REMEMBER this only applies to TEXT SCREENS. ~N
-
-
- When you have finished using ~G~ITWSNAP~N, just type ~G~ITWSNAP~N again and it will
-
- remove itself from memory, provided that you haven't loaded any other memory
-
- resident programs after it. If you have it will give you a warning message.
- #WP
- %
- #EF
- #T
- #C2,R5
- Copy the ~G~ITWSNAP.00?~N files to your ~H~bTutorialWriter~N directory and using the
-
- ~G~IAuthor Utilities~N select ~G~ITextscreens~N and ~C~IAdd a Screen~N.
-
-
-
- At the ~HEntry~N screen you will be asked for a file name . Press ~HF1~N and all files
-
- called ~C~ITWSNAP.???~N will be displayed. Choose the one you want and give it an
-
- ~HIdentifier name~N.
-
-
-
- ~G~ITWRITER~N will store it under that ~Hidentifier~N in your ~G~ITextscreen~N file. Then you
-
- can call it up in your ~M~ITutorial~N, using the ~HCommand~C~I #GT,identifier~N.
-
- To see what all that looks like, here's the ~HEntry~N screen.
- #WP
- #EF
- #GT,showtextscreen1
-
- #EL,25
- #D5
-
- #BO,3,13,47,20,7,1,0,6,1,3
- You have probably taken a number of
- SCREEN SNAPS. Enter the filename of the
- TWSNAP file you want and an identifier
- name that the SNAP will be stored under
- in the SCREEN file. Just press F1 to
- get the file names.
-
- #GT,showtextscreen2
- #D2
-
- #BO,3,14,40,18,7,1,0,3,1,3
- Choose the one you want and make
- up a identifier name for it.
- And that's how easy it is!!
-
- #EL,25
- #W
- %
- #EF
- #T
- #C2,R5
- Now here is something that you can do with these '~Hsnapshots~N'. When they are
-
- popped on to the screen, they are just like any other screen that has been
-
- written, so you can use ~C~I#Cx,Ry~N to move around and modify them.
-
-
-
- Let's say that using a ~HText Screen Editor~N, you design your dream home and
-
- use ~G~ITWSNAP~N to take a snap. You've used the ~G~IUtility~N program to store it in
-
- the ~G~ISCREEN~N file as ~C~Idreamhouse~N.
-
-
-
- Now you can call it up with ~C~I#GT,dreamhouse~N.
- #WP
-
- #GT,dreamhouse
- #WN
- %
- #EF
- #T
- #C2,R5
- Now, using the ~HCursor Control Commands~N and the ~HHYPERTEXT~N capability you
-
- put ~HButtons~N on your drawing ( Remember to define them with the ~HHYPERTEXT~N
-
- ~C~IUtility program~N ).
- #C1
-
- {#GT,dreamhouse
- {#TDREAM HOUSE
- {#C10,R8
- {|Bill's Room|
- {#C23,R11
- {|Bathroom|
- {#C33,R8
- {|Bert's Room|
- etc.
- #C2
-
- And here's the final screen. Use the Space Bar or the MOUSE to move around
-
- the Buttons, ENTER key or MOUSE button to select.
- #WN
- #GT,dreamhouse
- #TDREAM HOUSE
- #C10,R8
- |Bill's Room|
- #C23,R11
- |Bathroom|
- #C33,R8
- |Bert's Room|
- #C54,R8
- |Sitting Room|
- #C10,R15
- |Bath|
- #C9,R20
- |Dressing|
- #C24,R19
- |Master|
- #C60,R21
- |Dining|
- #C47,R21
- |Kitchen|
- #WP
- %
- #EF
- #TMULTI - MEDIA
- #C2,R5
- There is another ~C~I#G~H Command~N which is very similar to ~C~I#GT,identifier~N. It is
- ~C~I#GA,ANSIfile.ext~N. This ~HCommand~N pops an ~G~IANSI~N file on to the screen, just like
- a ~HTextscreen~N file. And like a ~HTextscreen~N file, you can use ~H~bTutorialWriter~N's
- ~HCommands~N to modify it.
-
-
- To display an ~G~IANSI~N file, you must have ~G~IANSI.SYS~N loaded in your ~G~IDOS CONFIG.SYS~N
- Almost all computers today have that as standard. But ~C~I#GA~N checks anyway and
- will warn you if it is not there, suggesting that you load it by following the
- instructions in your ~G~IDOS~N Manual.
-
-
- The advantage of ~G~IANSI~N files is that they permit limited ~HAnimation~N. And there
- are many ~G~IANSI~H Editor~N programs available which let you create ~G~IANSI~N files.
- Here's how to use the ~C~I#GA~H Command~N :
-
- ~H#GA,judge.ans
- ~H#C8,R23
- ~H~~H~~KTutorialWriter wins the Verdict. It's the BEST. Case closed!!~~N~~k
- #W
- #EF
- #GA,judge.ans
- #C8,R23
- ~H~KTutorialWriter wins the Verdict. It's the BEST. Case closed!!~N~k
- #WP
- %
- #EF
- #T
- #C2,R5
- But if you want to show a graphics screen - perhaps a ~HPCX~N file - or even run
- another program from inside your ~M~Itutorial~N - e.g. a program which draws a
- graph or does something fancy to the screen, then there is another ~HCommand~N
- available - ~C~I#U~N
-
-
- The ~HCommand~C~I #Ufilename.ext~N[~C~I,Parameters~N] allows you to run an executable
- program ( ~H.EXE~N, ~H.COM~N or ~H.BAT~N ) from within your tutorial. If the program
- does not take parameters i.e. the program name alone runs it, then follow
- the ~C~I#U~H Command~N with the ~Hfull program name, including the extension~N.
-
-
- To give you an example of how this ~HCommand~N is used, I have included a file
- called ~G~IUSFLAG.EXE~N with this ~C~ITutorial~N. This is a .PCX file which has been
- converted to an executable program.
-
-
- To activate this program, the ~HCommand~N is ~C~I#Uusflag.exe~N.
- #WP
- %
- #EF
- #T
- #C2,R5
- Many graphic display programs require a number of parameters to be passed.
-
- Let's say you have one of these, called perhaps ~G~IShowpics.exe~N, which takes
-
- the parameters ~G~IDisplayType~N ( either ~G~IEGA~N or ~G~ICGA~N ) and ~G~IPicturefilename~N. The
-
- ~HCommand~N would be ~C~I#Ushowpics.exe,EGA MyPic.pcx~N. The parameter section of the
-
- ~HCommand~N, which follows the comma, requires parameters to be ~Hseparated by one
-
- space~N when there is more than one parameter being passed.
-
- Let's look at an example of a simple executable file, which will point out
-
- some other items to note.
-
- ~H#Uusflag.exe
- ~H#WN
- #WP
- #Uusflag.exe
- #WN
- #EF
- #T
- #C2,R5
- The return to a blank screen from the executable points up something else
- you may need to take care of. ~HSome executables save the screen before they
- display the file and restore it afterwards, but most do not~N. This demo
- program does not. So if you want to come back to this screen to add more
- comments, you have to ~Hsave it with the ~C~I#SK,S,n ~HCommand~N, and restore it when
- the executable program returns control to ~G~ITWTEACH~N.
-
- And did you notice that the Cursor had been turned on? Use the ~HCommand~C~I #OF~N
- to turn it off again. (You can also use the opposite ~HCommand~N, ~C~I#ON~N, if you ever
- need to turn it on).
-
- ~H#SK,S,1
- ~H#Uusflag.exe
- ~H#SK,R,D,1
- ~H#SK,D,1
- ~H#C40,R18
- ~H#OF
- ~H~~K~~HHow about that!!!~~N~~k
- ~H#W
- #W
- #SK,S,1
- #Uusflag.exe
- #SK,R,D,1
- #SK,D,1
- #C40,R18
- #OF
- ~K~HHow about that!!!~N~k
- #EL,25
- #WP
- %
- #EF
- #T
- #C2,R8
- Alternatively, you may want to continue on a new screen.
-
- ~H#Uusflag.exe
- ~H#OF
- ~H#T
- ~H#C2,R5
- ~HStart again from here.
- ~H#W
- #W
- #Uusflag.exe
- #OF
- #T
- #C2,R5
- Start again from here.
- #WP
- %
- #EF
- #T
- #C2,R5
- An important aspect which must be considered when using ~C~I#U~N is the amount
-
- of computer memory available. ~HWhen an executable program runs, it does
-
- so in the amount of memory left unused by the ~M~Itutorial program~N. This raises
-
- two points. The ~G~ITWTEACH~N program which you will distribute with your
-
- application needs ~H100K of RAM for itself and a further 30K to enable it to
-
- handle screen saves, etc. ( up to a max of 6 at one time )~N. If an executable
-
- program does not run on a particular computer, you will have to advise the
-
- user to ~Hremove any RAM resident programs from memory~N. If it still does not
-
- run then ~Hthere is not enough memory available~N on that computer.
-
- #WP
- %
- #EF
- #T
- #C2,R7
- The second point is that, in your case, the ~H~bTutorialWriter~H Integrated
-
- Development Environment, ~G~ITWRITER~N, needs ~H200K for itself and a further 30k for
-
- editing text files, storing variables, etc~N. So when you test an application
-
- which uses an executable program from within the ~H~bTutorialWriter~H Environment
-
- ( using ~C~I View Tutorial~N ), it may not work because of memory limitations.
-
- If this happpens, exit from the ~HIntegrated Development Environment~N and test
-
- the application using ~G~ITWTEACH~N.
- #WP
- %
- #EF
- #T
- #AB,2
- HAPPY
- TUTORING
- #WP
- #X
-