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- PC-CAI 2.0
-
- Computer Assisted Instructional Language
- for IBM PC and Compatible Computers
-
- -----CONDENSED MANUAL ON DISK-----
-
- (c)Copyright Alan C. Elliott, 1983-1990
- TexaSoft
- P.O. Box 1169
- Cedar Hill, Texas 75104
- (214)-291-2115
-
-
-
- Version 2.0, October 1990
-
- ALL RIGHTS RESERVED. No patent liability is assumed with respect to
- the use of the information contained herein. While every precaution
- has been taken in the preparation of this publication, the publisher
- assumes no responsibility for errors or omissions. Neither is any
- liability assumed for damages resulting from the use of the
- information herein.
-
- This manual is a condensed version of the bound and illustrated manual
- you receive when you become a registered user.
-
- WHAT IS PC-CAI?
-
- - It is an authoring program
- - It is an automated teacher's language
- - It allows you write tutorials on any subject
- - It allows you to write computer automated tests
- - It allows you to automate diagnostic questionnaires
- - It allows you to create program demos
- - It allows you to create rolling demos and menus
- - It allows you to be very creative
-
-
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 1
-
- USING PC-CAI
-
- PC-CAI can be used by anyone who can use a word processor (which is
- most people who use computers) because it is designed to work like a
- word processor and not like a complicated programming language. In
- fact, you can use the PC-CAI CREATE authoring program to write
- tutorials without having to write a single line of programming code.
-
- PC-CAI allows you to create tutorials and run them directly from the
- program editor without having to exit and go to another program.
- PC-CAI gives you the capability of quickly creating a wide variety of
- programs on the PC -- from tutorials to tests to rolling demos.
-
- SOME DIFFERENCES BETWEEN VERSION 1.00 and 2.0
-
- New commands in version 2.0 are the LINE command, the PCX (Display
- Paintbrush Graphics) command and the CASE command. Improvements in the
- commands ANIMATE, SCREEN, SHELL, WAIT, STOP, RECORD and other commands
- have been made. Also, in version 2.0 you can encode the CAI program
- file so that it cannot be read by unauthorized persons. Other
- improvements have also been made.
-
- GETTING STARTED WITH PC-CAI
-
- To load PC-CAI on the hard disk, place the PC-CAI distribution disk
- in the A: drive. Make A: the default disk. Enter the command
-
- INSTALL
-
- and follow the instructions on the screen.
-
-
-
-
-
-
-
- To print LATENEWS.DOC, use the command:
-
- A>COPY LATENEWS.DOC LPT1:
-
- This documentation lists any changes that have been made since the
- printing of this manual.
-
-
-
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 2
-
- REQUIREMENTS TO RUN PC-CAI 2.0
-
- 1. An IBM PC, XT, AT or compatible computer.
- 2. DOS 2.0 or higher.
- 3. At least 320K of memory.
- 4. Any monitor, hard disk or floppy. NOTE: Color graphics monitors are
- preferred, and the DEMO program assumes you have a graphics monitor.
-
- USING PC-CAI
-
- PC-CAI is a computer language specifically designed to allow you to
- create computer driven tutorials, tests, and demos.
-
- WHERE PC-CAI FITS IN
-
- PC-CAI is a CAI (Computer Assisted Instruction) language based on the
- C.A.L.L. (Computer Assisted Learning Language) command set. PC-CAI is
- a superset of this original language. (Reference: "The Roll of CALL as
- a Teacher's Computer Language", Collegiate Microcomputer, February,
- 1985, Volume III, No.1 ) It works much like a word processor.
-
- SUGGESTED LEARNING SCHEME
-
- 1) Go through the PC-CAI tutorials provided on disk
- 2) Learn to use the EDITOR.
- 3) Learn to use the "dot" commands as described in the
- COMMANDS section. (Study the tutorials on disk)
- 4) Learn the "@" AT commands.
- 5) Learn to integrate graphics into your tutorial.
-
- SETUP DEFAULT PARAMETERS FOR PC-CAI
-
- Run the PC-CUTIL program to set up program defaults. Enter the
- command:
-
- C>CAI-UTIL
-
- SET UP DEFAULTS FOR CAI
-
- Choose to set up defaults for the editor program. You will be asked
- for the name of the disk drive where the programs will reside. The
- normal default values will be in parentheses, and you may simply press
- enter to accept these values.
-
-
-
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 3
-
- SETUP for CREATE PROGRAM
-
- A setup routine for the CREATE program is also in the CAI-UTIL
- program. In this routine you may choose default values for use in the
- CREATE program.
-
- PC-CAI TUTORIALS ON DISK
-
- Two tutorials are available on disk to help you learn about PC-CAI and
- how it works. The first tutorial you should look at is the DEMO
- program. Begin the PC-CAI DEMO with the command (from DOS). Note: this
- program requires that your monitor support CGA type graphics.
-
- C>CAI DEMO
-
- This program will demonstrate some of the things you can do in PC-CAI.
- There is also a tutorial named CREATE that explains how to use the
- CREATE program -- the PC-CAI authoring program. To begin the CREATE
- program, enter the command (from DOS):
-
- C>CAI CREATE
-
- THE PC-CAI EDITOR
-
- The PC-CAI Editor is a standard ASCII text editor. You can use any
- ASCII text editor to write PC-CAI programs, but the CAI editor allows
- you to easily go back and forth from the editor to running the
- program. To begin the CAI program (here from disk C), enter
-
- C>CAI
-
- Optionally, if you are editing an existing document, you may give the
- command:
-
- C>CAI FILENAME /EDIT
-
- Where "FILENAME" is the name of the file to edit.
-
- PROGRAM TIP:Once you have CAI code in the CAI editor, you may begin
- the CAI program that is in the editor's memory by pressing CTRL-G
- (GO). That is, hold the CTRL key down and press the G key once.
-
- NUMERIC KEYPAD COMMANDS
-
- Home - Puts the cursor at left margin.
- Arrow Keys(right, left, up, down) - Move in direction of the arrow.
- End - Moves the cursor to the end of the current line.
- PgUp (Page Up) - Move 11 lines up the document.
- PgDn (Page Down) - Move 11 lines down the document.
- Del - Deletes the character at which the cursor is located.
- Ins - Turns on the character insert mode.
- Tab --|> Moves to next tab position (see Ctrl-T, CTRL-K)
- Esc - End: Exits the editor.
-
- Become a Registered User
-
-
- 4
-
-
- FUNCTION KEYS
-
- F1-Help
- F2-Delete: Deletes a specified number of lines
- F3-Top: Top of file
- F4-Bottom: Bottom of file
- F5-Files: Get a file
- F6-Center: Centers text, also see ".CEN"
- F7-Exit: Saves file to disk
- F8-Clear: Clears contents of editor, not buffer.
- F9-Mark: Mark upper left and bottom right of text to be copied.
- F10-Copy: Copy/insert a marked rectangular block of text.
-
- CONTROL COMMANDS (CTRL)
-
- ^A-Convert to UPPER case
- ^C-Copy overwrites. See F10
- ^D-Deletes to the right of the cursor
- ^F-Fills the text from the current line to the next blank line.
-
- ^G - "GO" - When you press this command, PC-CAI will begin running the
- program that is currently in the editor. This allows you to
- immediately try out your program.
-
- ^J-Justify right
- ^K-Changes the "Help Bars" at the bottom of the screen
- ^L-Reset the line length specifications within CAI
- ^R-Search and Replace.
- ^S-Search for a specified text.
- ^T-Set the tab settings by entering up to 20 tabs.
- ^W-Delete word
- ^Y-Delete entire line
- ^Z-Convert to lower case
- ^F1 - Shell to DOS. Return by typing EXIT.
-
- BE CAUTIOUS - SAVE OFTEN
-
- Issue the F7 "Save" command periodically to protect your work - say
- every 10 to 30 minutes.
-
- CAI EDITOR TUTORIAL
-
- The following tutorial gives you a better understanding of how to use
- the PC-CAI editor to create PC-CAI programs. The example described
- here requires a CGA compatible monitor. To begin the CAI program
- editor, make sure you are in the correct directory. If your PC-CAI
- directory is named \CAI, for example, enter the DOS command
-
- CD \CAI
-
- To begin the editor, enter the following command from the DOS
- prompt:
-
- Become a Registered User
-
-
- 5
-
-
- CAI
-
- Enter the following text, exactly as it appears on the next page: As
- you are entering entering this text, check:
-
- 1. Is everything spelled correctly?
- 2. Did you use the number 1, not the letter el?
- 3. Did you use the number 0, not the letter oh?
- 4. Is there a blank space after each command that
- begins with a dot (.) (ie. A space between the SCREEN and 0 in the
- first line.)
-
- HERE IS THE TEXT TO ENTER:
-
- .SCREEN 0
- .COLOR 15,1
- .CLS
- .SKIP 12
- .CENTER (*My Very First Program*)
- .CENTER (*Written in PC-CAI*)
-
- This example illustrates how simple it is to enter
- information into the PC-CAI editor and to make it into a
- running program.
-
- .LOCATE 24,1
- .PAUSE
- .SCREEN 1
- .CLS
- .CIR CENTER=(160, 265) RADIUS=300 COLOR=2
- .CIR CENTER=(160, 300) RADIUS=300 COLOR=2
- .PAINT CENTER=(170, 20) COLOR=2 BOUND=2
- .LOCATE 21,1
- PC-CAI will make you a winner by a mile!
- .LOAD RUNNER1,RUNNER2,RUNNER3,RUNNER4
- .ANIMATE (1,100)-(250,100) STEPX=4 STEPY=0 PAUSE=1
- .LOCATE 24,1
- .PAUSE
- .SCREEN 0
- @STOP
-
- If everything looks okay, save the tutorial to disk. To do this, press
- the F7-Save function key. You will be prompted to enter the name of
- the file. Enter TUTOR. You will be asked if you want to Quit or Return
- to the Editor. Choose Return.
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 6
-
- RUNNING THE PROGRAM
-
- To run this program from the editor, press CTRL-G. If you get an error
- message while running the program, skip to the next paragraph. The
- first screen should be a title screen, and a prompt to press Enter at
- the bottom. When you press Enter, you should see an animation
- sequence. Press Enter again, and you will be asked if you want to Quit
- PC-CAI or return to the editor. Choose to return.
-
- If an error occurs while you are running the program, you may get a
- message asking of you want to Quit or Return to the editor. Choose to
- return to the editor. If the error causes you to return to DOS, you
- can get back into the editor with the command from the DOS prompt:
-
- CAI TUTOR.CAI/EDIT
-
- Check the code for mistakes and try again. When the program runs
- successfully, save it again (use F7) to the file TUTOR. To end the
- editor, press the ESC key and answer the prompts. To run the TUTOR
- program directly from the DOS prompt, use the command:
-
- CAI TUTOR
-
- PRINTING FILES YOU HAVE CREATED
-
- To print files you have created, use the DOS PRINT command (See DOS
- manual) or the COPY command to print the file. For example use one of
- the following commands to print the file TUTOR.CAI:
-
- COPY TUTOR.CAI LPT1:
-
- or
-
- PRINT TUTOR.CAI
-
-
- USING CREATE TO WRITE A PROGRAM
-
- There are two ways to create a PC-CAI program. The first is to use the
- authoring program called CREATE. The second method is to enter the CAI
- commands and text directly into the editor, which is discussed later.
-
- CREATING A PC-CAI PROGRAM WITH THE CREATE PROGRAM
-
- The PC-CAI Program Generator, CREATE, is simple to use. However, you
- must have a basic understanding about how a PC-CAI tutorial is set up.
- Refer to the CREATE tutorial on disk for more information on how to
- use CREATE.
-
-
-
-
-
-
- Become a Registered User
-
-
- 7
-
- RUNNING THE PROGRAM
-
- To run a program from the DOS prompt after it has been created, use
- the command:
-
- CAI filename
-
- where filename is the name of the tutorial. You may also run the
- program from the CAI editor by bringing the program code into the
- editor and pressing the CTRL-G command key.
-
- USING THE EDITOR TO WRITE A PROGRAM
-
- Using the CAI editor, you can create a program or edit an existing
- program. A PC-CAI program consists of text, which is output literally
- from the program file, and commands which are acted upon according to
- their meanings. Each command begins with either an "at" sign (@) or a
- dot (.). These command markers must appear in the first column of a
- program line. At "@" commands are restricted in where they may appear
- within a program. Dot "." commands may appear on any line of a PC-CAI
- program stream. AT commands and DOT commands are listed in
- alphabetical order along with an explanation about how they are used.
-
- LONG LINES
-
- If a command will not fit on one line, extend the line by placing an &
- at the end of the line. For example,
-
- @RIGHT(*&
- WASHINGTON*)
-
- will be read by PC-CAI as
-
- @RIGHT(*WASHINGTON*)
-
- USING AT COMMANDS (@ Commands)
-
- As commands are defined, it will be indicated when a command is
- required within a Question section. If a command is not required, it
- is optional. Command parameters which appear in brackets "[]" are
- optional. For instance the @RIGHT command is
-
- @RIGHT (*ANSWER*) [KEYWORD,EXACT,EXACT
- NOCASE,DECIMAL,LIST, SOUNDEX,FORCE,FORCE NOCASE]
-
- The text in (* *) is a required parameter to the @RIGHT command, but
- the parameters in brackets [] such as KEYWORD, EXACT, and EXACT NOCASE
- are optional. If one of the optional parameters is assumed (default)
- that parameter will be mentioned as such. For the @RIGHT command, if
- none of the optional parameters is given, KEYWORD is assumed. Only the
- first three letters of an "at" or "dot" command are required (ie @RIG
- for @RIGHT.)
-
-
- Become a Registered User
-
-
- 8
-
- @BEGIN QUESTION and @END QUESTION
-
- The @Begin Question and @End Question commands signal the beginning
- and ending of a question session.
-
- FORMAT: @BEGIN QUESTION [NOCOUNT] and @END QUESTION
-
- These commands are a required part of the QUESTION section. The
- optional parameter NOCOUNT indicates that this question should not be
- counted in any grading that is requested. This is helpful when a
- question is used to perform branching.
-
- @CASE
-
- The CASE command allows you to create menus that will branch to other
- parts of the program according to the option selected from the menu.
- The format of the @CASE command is:
-
- @CASE (*KEYS,LABEL1,LABEL2,...*) [CENTER][BORDER][JUSTIFY]
- MENU LINE 1
- MENU LINE 2
- etc
- @END
-
- The @CASE command consists of information on the command line plus
- several other lines of information which comprise the text of the
- menu. The @END command signals the end of the @CASE command. The
- parameters in the @CASE command line are as follows:
-
- KEYS - The keys are single letter "HOT KEYS" that correspond to the
- menu options. The first letter in the key list corresponds to the
- first label in the label list, etc. Generally, these keys will be
- numbers (ie. 1234) or letters (ie. ABCD).
-
- LABELS - The labels correspond to hot keys. When a hot key is pressed,
- the program will search for a matching label (like in the
- @GOBACK command). For example, if the hot keys are 123, and the
- labels are LAB1,LAB2,LAB3, and if the user presses the key "2", the
- program will then look for a line @LABEL:LAB2, and will branch to
- the line following that label.
-
- MENU LINES - Menu lines are lines that will be printed each time the
- @CASE command is encountered. All lines up to the @END command are
- menu lines.
-
- BORDER OPTION - If the word BORDER appears in the @CASE command, a
- border will be drawn around the menu lines.
-
- CENTER OPTION - The menu lines will be centered on the screen.
-
- RIGHT OPTION - The menu lines will be justified on the right edge of
- the screen.
-
-
- Become a Registered User
-
-
- 9
-
- If neither the RIGHT or CENTER options are specified, the menu lines
- will appear on the left of the screen. An example of @CASE:
-
- .rem Example of using the @CASE command to create a menu
- @LABEL:BEGIN
- .screen 0
- .cls
- .locate 10,1
- @CASE(*ABCD:PCX,ANIM,MOVE,END*) center border
- A - Show A Sample PCX Graphics File
- B - Show a Sample Animation
- C - Show Sample Move
- D - End This Program
- @END
- .pause
- @LABEL:PCX
- .rem place code here to display PCX file
- @GOBACK:BEGIN
- @LABEL:ANIM
- .rem place code here to do animation
- @GOBACK:BEGIN
- @LABEL:MOVE
- .rem place code here to perform a move
- @GOBACK:BEGIN
- @LABEL:END
- .rem place ending code here
- .pause (*Press Enter to End this Program*)
- @STOP menu
-
- @END
-
- See description of @BEGIN QUESTION and @CASE.
-
- @ESCAPE
-
- Defines what to do if the user presses the ESC key during a tutorial.
- The default option is MENU.
-
- FORMAT: @ESC [MENU,SYSTEM]
-
- Thus, to cause the program to go to the CAI menu, place the command
-
- @ESC MENU
-
- at the beginning of the tutorial. If you want the program to return to
- DOS, use
-
- @ESC SYSTEM
-
-
-
-
-
-
- Become a Registered User
-
-
- 10
-
- @GOTO and @GOBACK
-
- The GOTO command is used to skip a portion of PC-CAI code, and to go
- FORWARD in the program to a designated label (see @LABEL). The
- @GOBACK command begins looking for the matching label at the top of
- the program downward through the code.
-
- FORMAT @GOTO:label or @GOBACK:label
-
- Examples:
-
- @GOTO:NEXTSTEP
-
- @GOBACK:BEGINNING
-
- Must appear only OUTSIDE of a QUESTION SECTION.
-
- @IF
-
- The @IF command provides FORWARD branching in response to the result
- of the last Question section. The format of the command is:
-
- @IF (RIGHT, WRONG) [then] :label
-
- @IF may appear only OUTSIDE a Question section. The IF statement
- may be used to cause backward branching by going to a label which
- is then followed by a GOBACK statement. When grading is being
- performed, it would probably be advisable to use the NOCOUNT option of
- the @BEGIN statement in the question used for branching. Example:
-
- @IF RIGHT then :FORWARD
- :
- :
- @LABEL:FORWARD
-
- @LABEL
-
- Format: @LABEL:label
-
- To provide a location for the @CASE, @GOTO, @GOBACK, or @IF statements
- to restart program flow. Labels may appear only OUTSIDE a Question
- section.
-
- Example:
-
- @LABEL:NEXTSTEP
-
- @MENU
-
- Purpose:Displays a menu of .CAI program on the default disk, and gives
- the user the opportunity to select from the menu any program to run.
-
- Format: @MENU
-
- Become a Registered User
-
-
- 11
-
-
- @OPTIONS
-
- Purpose:Select options that describe certain details of how the
- program will run. Specify what to do when the ESC key is pressed.
-
- Format: @OPTIONS [ESCAPE, NOESCAPE, NOEDIT]
-
- If ESCAPE is set, the program will watch for the ESCAPE key to be
- pressed. If the ESC is pressed, the program will display the menu of
- *.CAI programs or go to the system, whichever has been specified in
- the @ESC command. Go to menu is the default. If NOESCAPE is set, the
- program will ignore the pressing of the ESC key during a tutorial.
-
- The NOEDIT option means that when the tutorial is over, the user will
- not be given the option to edit the program. This is a safety measure
- to prevent unauthorized persons to see the actual program code.
-
- @READ
-
- Format:@READ [(*prompt*)]
-
- Purpose: To allow the user to input an answer to a question. This
- command is a required part of a QUESTION section. May appear only
- within a Question section.
-
- Example: The statement
-
- @READ (*ENTER THE ANSWER HERE: *)
-
- will produce the following prompt on the screen...
-
- ENTER THE ANSWER HERE:_
-
- And the program will wait for a response from the user.
-
- @RIGHT
-
- The purpose of the @RIGHT command is to define the correct answer to
- the question.
-
- Format:@RIGHT (*answer*) [KEYWORD, EXACT, EXACT NOCASE, DECIMAL,
- LIST, SOUNDEX, FORCE, FORCE NOCASE]
-
- Remarks: Text lines which follow the @RIGHT command are displayed if
- the user's answer properly matches the designated right answer. At
- least one @RIGHT statement must appear in a Question section.
-
- KEYWORD: The KEYWORD parameter indicates that the user's answer must
- be a word or phrase which is contained in the indicated right answer.
- KEYWORD is the default condition.
-
- EXACT: The EXACT parameter indicates that the user's answer must match
-
- Become a Registered User
-
-
- 12
-
- exactly, including case (upper and lower case).
-
- EXACT NOCASE: The EXACT NOCASE indicates that the user's answer must
- match exactly, where case does not matter.
-
- LIST: The LIST parameter allows the answer to be a list of words
- separated by commas such as (*wheat,barley,oats*). Case is not
- checked.
-
- DECIMAL: The DECIMAL parameter allows the answer to be a number or
- range of numbers such as (*10.5*) for a single number or (*10;20*) for
- a range of numbers from 10 to 20.
-
- SOUNDEX: The SOUNDEX parameter allows the answer to match even if
- spelling is slightly wrong. For instance, the words SMITH, SMYTH, and
- SMYTHE would all match the correct answer SMITH. Case is not checked
- in SOUNDEX answers.
-
- FORCE: The FORCE parameter forces the student to enter the correct
- answer. No other entry is accepted. If FORCE NOCASE is used, case is
- not checked.
-
- EXAMPLES OF @RIGHT COMMAND:
-
- @RIGHT (*WASHINGTON*)
-
- would allow "G WASHINGTON" or "GEORGE WASHINGTON" or "FRED
- Washington" as correct answers. (KEYWORD match)
-
- @RIGHT (*C*) EXACT
-
- would allow "C" only as a correct answer, "c" would be considered
- incorrect.
-
- @RIGHT (*C*) EXACT NOCASE
-
- would allow both "C" and "c" as correct answers.
-
- @RIGHT (*WASHINGTON*)
-
- George Washington is correct!
-
- In the above example, if the user answers the question correctly, the
- text "George Washington is correct!" is displayed. The text following
- @RIGHT may contain any dot command. All text up to the next "@"
- command will be displayed.
-
- @SHELL
-
- Allows you to enter DOS commands or other commands from a CAI
- tutorial.
-
- Format: @SHELL (*DOSCOMMAND*)
-
- Become a Registered User
-
-
- 13
-
-
- If @SHELL is used with no options, it returns control to DOS
- temporarily. To return to PC-CAI, you must enter EXIT at the DOS
- prompt.
-
- If information is included in the (*DOSCOMMAND*) option, the text in
- (* *) will be sent to the system. After the command is completed, the
- program will return to PC-CAI at the point just after the SHELL
- command. For example, to cause a DOS Directory command to be executed,
- enter the command
-
- @SHELL (*DIR*)
-
- Once the directory has been displayed, control is returned to PC-CAI
- in the tutorial program where it left off.
-
- @STOP
-
- Format: @STOP [MENU, SYSTEM], [GRADE] [SCREEN, FILE=filename]
-
- Purpose: Ends the PC-CAI program, and either (by optional
- specifications) returns to the PC-CAI menu, grades the tutorial,
- goes to system, or (when no optional parameter is specified) will
- prompt the user...
-
- Please choose 1) End CAI or
- 2) Go to Editor
-
- When the GRADE option is chosen, one of two of the sub-options SCREEN
- or FILE= may also be chosen. This specifies where the grading will be
- output. Grading to the screen gives a summary, and grading to a file
- gives detail about whether each question was answered right or wrong.
- When the SYSTEM option is given, the program return to DOS.
-
- WARNING -- BE VERY CAREFUL WHEN USING THIS IN THE EDITOR. IF YOU
- DO NOT SAVE YOUR PROGRAM AND RUN (CTRL-G) IT WITH AN @STOP SYSTEM, THE
- PROGRAM WILL END, AND RETURN TO THE SYSTEM, AND YOUR INFORMATION IN
- THE EDITOR MAY BE LOST UP TO YOUR LAST SAVE!!!!! <D>
-
- @TRIES
-
- Format: @TRIES [N]
-
- Purpose: To specify how many wrong answers to allow the user before
- moving to the next question. The default number is one.
-
- @WRONG
-
- Format: @WRONG [(*answer*) [KEYWORD, EXACT, EXACT, NOCASE, DECIMAL,
- LIST, SOUNDEX, FORCE, FORCE NOCASE][FINAL]
-
- Purpose:To define text to display when a wrong answer is given. The
- parameters KEYWORD through FORCE NOCASE indicate that type of match to
-
- Become a Registered User
-
-
- 14
-
- a specific wrong answer, and have the same meanings as in @RIGHT. An
- @WRONG statement which has no answer indicated is called a "general
- wrong answer". When a user's answer does not match any right answers
- or any specific wrong answers, then the text following the general
- wrong answer is displayed. FINAL indicates that the text following the
- @WRONG statement will be displayed when all tries are exhausted, and
- no right answer has been given. Example:
-
- @WRONG (*LINCOLN*)
-
- Lincoln was a president during the civil war.
-
- would cause the text about Lincoln to be displayed if LINCOLN was
- given as an answer to the question. As many WRONG statements as are
- needed may appear. If no matching text is given and no match is found
- for those @WRONG statements which have an answer, then the text
- following the @WRONG without an answer is displayed. An example of
- using several @WRONG statements is as follows:
-
- @WRONG (*c*) EXACT NOCASE
- No. He wrote the Declaration of Independence.
- @WRONG
- You must answer either A, B, C, or D.
- @WRONG FINAL
- The answer was C, George Washington.
-
- Once the text for the @WRONG statement is displayed, the question is
- displayed again, beginning with any text following the @BEGIN.
- Therefore, it may be necessary to use the command
-
- .pause (*Please press ENTER to continue*)
-
- To allow the user to read the reply to the wrong answer before trying
- the same question again, or going on to the next question. When @WRONG
- FINAL is indicated, the text following is displayed when all tries are
- exhausted, and no right answer has been given. This can be used to
- give the student a reference to find the right answer, or to indicate
- what correct answer had been expected.
-
- EXAMPLE QUESTION SECTION
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 15
-
- @BEGIN QUESTION
- @TRIES 3
- Many patriots of the American Revolution served in the
- government of the new republic. Who was the first
- president of the United States?
-
- A)Paul Revere
- B)George Washington
- C)Thomas Jefferson
- D)Benjamin Franklin
-
- @READ (*Enter the letter of the correct answer :*)
- @RIGHT (*b*) EXACT NOCASE
-
- Very Good! George Washington was the first president
- of the United States.
-
- @WRONG (*c*) EXACT NOCASE
-
- No. He wrote the Declaration of Independence.
- @WRONG
-
- You must answer either A, B, C, or D.
- @WRONG FINAL
-
- The answer was C, George Washington.
- @END QUESTION
-
- USING DOT COMMANDS (.)
-
- The following is an explanation of the "dot" commands. Unlike the
- @ (at) commands which are restricted in where they may be placed,
- dot commands may appear anywhere in the PC-CAI program flow. Items
- in the descriptions of the command that appear in brackets [] are
- optional.
-
- .ANIMATE
-
- ANIMATE several images together on the screen.
-
- FORMAT:.ANIMATE (X1,Y1)-(X2,X2) [STEPX=#] [STEPy=#] [PAUSE=#]
-
- X1,Y1 and X2,Y2 are the beginning and ending points for the animation.
- Be careful that these points allow the entire image to appear on the
- screen. Otherwise, you could get an error. The options STEPX, STEPY
- and PAUSE have to do with how fast the image will go. STEPX is
- horizontal movement, STEPY is vertical movement and PAUSE is how much
- to pause between images. The defaults are STEPX=5, STEPY=5 and PAUSE =
- 0.1. A simple example is given in the following statements:
-
- .SCREEN 1
- .LOAD RUNNER1,RUNNER2,RUNNER3,RUNNER4
- .ANIMATE (1,100)-(100,100) STEPX=2 STEPY=0 PAUSE=0.1
-
- Become a Registered User
-
-
- 16
-
-
- .BLANK
-
- Format :.BLANK ##
-
- Purpose: Specifies that ## (a number) blank lines are to be printed.
- This may be used to erase selected lines on the screen. For example,
- if lines 5 to 10 are to be blanked out:
-
- .LOCATE 5,1
- .BLANK 6
-
- .CENTER
-
- The CENTER command centers text on the screen.
-
- Format :.CENTER [(*text*)]
-
- Example:
-
- .cen (*This line will be centered on the screen.*)
-
- .CLS or .CLEAR
-
- The CLS or CLEAR command clears the screen.
-
- Format :.CLS or .CLEAR
-
- .CIRCLE
-
- The CIRCLE command allows you to draw circles or portions of circles
- on a graphics screen.
-
- FORMAT:.CIR CENTER=(x,y) RADIUS=n
-
- where x and y is the location for the center of the circle, and n is
- the radius.
-
- Optional commands are
-
- COLOR=n n=0,1,2 according to palette
- START=a STOP=b where a and b are in radians
- ASPECT=n n is numerator of n/12, where 10/12 is normal aspect
-
- for medium resolution and 5/12 is normal for high resolution. (See
- your BASIC manual for a more complete explanation of aspect) Example:
-
- .CIR CENTER=(100,100) RADIUS=30 ASPECT=6 COLOR=2
-
-
-
-
-
-
- Become a Registered User
-
-
- 17
-
- .COLOR (In SCREEN mode 0)
-
- The COLOR command in screen mode 0 is used to specify color changes.
-
- Format :.COLOR [foreground[,background] [NORMAL,REVERSE]
-
- Foreground and background refer to designations described below.
-
- Remarks: The designation may be a number from 0 to 31, or the words
- NORMAL or REVERSE. NORMAL causes the monitor to be in normal color
- mode. Reverse causes the monitor to be in reverse video. The other
- color designations, which are specified by number, cause the text to
- be printed in various colors.
-
- If you are using a monochrome monitor, those color designations are
- as follows:
-
- 0, 2-6 White on black (normal)
- 1 Underlined
- 7 Invisible
- 8,10-15 High Intensity, White on Black
- 9 High Intensity, Underlined
- 16,18-23 Blinking
- 17 Blinking, Underlined
- 24,26-31 High Intensity, Blinking
- 25 Blinking, Underlined, High Intensity
-
-
- If you have the Color/Graphics Monitor, the following colors are
- displayed:
-
- 0 Black 8 Gray
- 1 Blue 9 Light Blue
- 2 Green 10 Light Green
- 3 Cyan 11 Light Cyan
- 4 Red 12 Light Red
- 5 Magenta 13 Light Magenta
- 6 Brown 14 Yellow
- 7 White 15 High Intensity White
-
- To creating a blinking color, add 16 to these colors. That is, 4+16=20
- will create blinking red. The command ".COLOR 9" will cause text to be
- displayed as light blue, with a black (default) background. The
- command ".color 25,4" would cause text to be blinking blue on a red
- background.
-
- .COLOR (In SCREEN mode 1)
-
- In SCREEN 1 mode, the COLOR command may be used in changing
- the background color and palette. In SCREEN 1 mode, the
- color command is
-
- .COLOR BACKGROUND,PALETTE
-
- Become a Registered User
-
-
- 18
-
-
- Palette 0 causes text to be brown, 1 is white. For example, the
- command
-
- .COLOR 4,0
-
- will give you brown text on a red background.
-
- Background colors are:
-
- 0 Black 1 Blue 2 Green
- 3 Blue 4 Red 5 Purple
- 6 Brown 7 White 8 Gray
- 9 Lt. Blue 10 Lt. Green 11 Lt. Blue
- 12 Lt. Red 13 Lt. Purple 14 Lt. Yellow
- 15 Bright White
-
- EXAMPLE: Changing colors in Screen mode 1:
-
- .screen 1
- .color 4,0
- This is Brown on Red
- .pause
-
- .cls
- .color 4,1
- Now its White on Red
- .pause
-
-
- .DRAW
-
- The DRAW command allows you to draw a picture consisting of lines
- on a graphics screen. The format of the command is:
-
- FORMAT:.DRAW (*information*)
-
- where the "information" is a series of commands which indicate how
- to draw the picture. The "n" in each command represents the distance
- moved. (see also .LINE) Some DRAW commands are:
-
- Un Move Up n pixels
- Dn Move Down n pixels
- Ln Move Left n pixels
- Rn Move Right n pixels
- En Move Diagonally up and right
- Fn Move diagonally down and right
- Gn Move diagonally down and left
-
- Meanings for the commands H, M, B, N A, C and S commands are in the
- PC-BASIC or MS-BASIC manual.
-
- Example: .DRAW (*U10L20R30D50*)
-
- Become a Registered User
-
-
- 19
-
-
- .GET
-
- To place an image on the screen, you must first GET the image using
- the .GET command. The format of the command is:
-
- FORMAT:.GET filename
-
- The filename is the name under which the image is saved. For example,
- suppose you have an image named PC.IMG. To get the image, and then
- place it on the screen in location 100,100, you would use the
- following commands:
-
- .GET PC.IMG
- .PUT 100,100
-
- .INFORMATION
-
- Format: .INFORMATION ## (*text*) [CONDITIONAL]
-
- Reads information about the user that may be used for documentation
- purposes. Up to 10 ".INF" statements may appear. ## may be 1 to 10.
-
- This information is useful when documentation of a student's
- performance on a tutorial or test is needed. The information may be
- sent to a line printer at the end of the session, or may be stored in
- a file for future evaluation. See the @STOP command. The ## may
- consist of the numbers 1 to 10. Once an information field is
- established, it may be used in text by embedding (.inf ##) in the
- text. That is, a "(.inf" plus the number of the information, followed
- by a ")".
-
- For example, suppose you wished to use the student's first name
- within a tutorial, you would find it out with the command
-
- .INF 1 (*Please enter your first name :*)
-
- and then you could use it in text to personalize the tutorial...
-
- Very good, (.inf 1), that was the right answer!
-
- The CONDITIONAL statement tells PC-CAI to skip the information
- question if information for that number is already been stored.
-
- .LINE
-
- The .LINE command allows you to draw lines on a graphic screen. The
- format of the command is:
-
- FORMAT:LINE (x,y)-(x,y)
-
- The screen must be in graphics mode. The beginning and ending of the
- line are specified by the two (x,y) parameters in the command. See the
-
- Become a Registered User
-
-
- 20
-
- Screen command for a discussion about possible values of x and y.
-
-
- .LOAD
-
- FORMAT:.LOAD file1,file2[,file3,file4]
-
- The LOAD command loads images (.IMG type files) into CAI memory for
- use in an animation sequence. Be sure they are specified in the order
- that they are to appear in the animation. (See .Animate)
-
- .LOCATE
-
- The .LOCATE command locates the cursor on the display. The format of
- the command is:
-
- Format:.LOCATE y,x
-
- Y may range from 1 to 25, and designates horizontal row. X may
- range from 1 to 80 and designates vertical column. An example of
- this command is:
-
- .LOCATE 13,1
-
- This text is on the middle line of the screen
-
- .MOVE
-
- The .MOVE command moves an image from one location to another on a
- graphics screen. The format of the command is:
-
- FORMAT:.MOVE (x,y)-(x,y) [STEPS=n]
-
- Steps specifies how many steps to take. A small number or steps causes
- a fast move, and a large number of steps causes a slow move. For a
- discussion about the possible values of x and y, see the SCREEN
- command.
-
- .PAINT
-
- The .Paint command fills in a closed graphic object with a color. The
- format is:
-
- FORMAT:.PAINT CENTER=(x,y) [COLOR=n1] [BOUND=n2]
-
- where x and y are location within an object,
-
- n1 is the color to paint
- n2 is the color of the boundary.
-
- Painting will fill from the "center" to the boundary in all
- directions. If the boundary is not solid, the entire screen will be
- painted.
-
- Become a Registered User
-
-
- 21
-
-
- .PALETTE
-
- When a color monitor is used, and SCREEN 1 is selected, a palette
- of colors is selectable. The command is
-
- FORMAT:.PALETTE n
-
- where n is 0, 1 or 2, which selects the palette of colors. Only
- four colors at a time can be used, the background color plus three
- selectable colors, according to which palette is being used.
-
- .PAUSE
-
- Format:.PAUSE [(*text*)]
-
- Pause causes output to be suspended until any key is
- pressed. Example:
-
- .PAUSE (*Please press ENTER to continue*).
-
- .PLAY
-
- Format:.PLAY (*designation*)
-
- Play creates sound effects. The designation contains a string of
- characters which specify notes to be played:
-
- A to G with optional # or + to designate sharp, and - to designate
- flat.
-
- Ln sets the length of each note where n ranges from 1 to 64. L2
- indicates a half note, and L8 an eighth note, etc.
-
- MF designates music foreground. Program halts until music is finished
- playing.
-
- MB designates music background. Music plays while execution of program
- continues.
-
- MN music normal. Each note is played 7/8 of the time specified by Ln.
-
- ML music legato. Music play a full period.
-
- MS music staccato. Each note plays 3/4 of time.
-
- Nn Play note n where n may range from 0 to 84. n=0 means rest. Note 1
- is the lowest octave C.
-
- On Octave n where n may range from 0 to 7.
-
- Pn Pause, where n is as in L n.
-
-
- Become a Registered User
-
-
- 22
-
- Tn Tempo, where n ranges from 32 to 255, and may be used to cause
- music to speed up or slow down.
-
- Example of the PLAY command:.
-
- .PLAY (*T120O1L8CDEF2G#ABO2C*)
-
- .PCX (Display Paintbrush type graphic)
-
- The PCX command displays PCX (Paintbrush) type graphics on the screen.
- The screen must be in a graphics mode. The format of the PC command
- is:
-
- FORMAT : .PCX filename Y,X
-
- The filename is the name of the file containing the PCX image. The Y
- and X are position locations on the screen. Example:
-
- .screen 1
- .cls
- .pcx pcxdemo.pcx 1,2
-
- This code places the screen in mode 1, clears the screen and displays
- the PCX file called pcxdemo.pcx at location 1,2. In order to correctly
- display a PCX type file, you must place CAI in the same mode as that
- which was used to create the PCX file.
-
- .PSET
-
- The purpose of the PSET command is to locate the graphics "pointer"
- somewhere on the screen. You may wish to place the pointer on the
- screen just prior using .DRAW.
-
- FORMAT:.PSET x,y
-
- where x is the number of pixels from the left, and y is the number of
- pixels from the top.
-
- .PUT
-
- FORMAT:.PUT x,y
-
- The PUT command puts the image on the screen at the specified
- location. The x,y specifies where to put the upper left corner of the
- image. If the image is placed in a position where it will not all fit
- on the screen, and error will occur. To erase an image which is
- already on the screen, you PUT the same image on top of the one to be
- erased. See the .GET command.
-
-
-
-
-
-
- Become a Registered User
-
-
- 23
-
- .RECORD
-
- FORMAT:.RECORD (*TEXT*) FILE=outfilename
-
- Within the TEXT field, you may use (.INF #) to record information you
- have previously gathered with the .INF command, and use (.) to record
- the last answer entered by the user. For example, the .RECORD command
- may be:
-
- .RECORD (*(.INF 1) answered (.) to Question 1*) FILE=GRADE.OUT
-
- A related command to use with the .RECORD command is the GRADE option
- in the @STOP command. Here is an example of how it works along with
- the .RECORD command. Suppose you have a tutorial as listed below:
-
- .cls
- .INF 1 (*Please enter your name:*)
- @BEGIN
- @TRIES 3
- This is a test question, (.INF 1)
- @READ(*Who invented the telephone?*)
- @RIGHT (*BELL*) nocase keyword
- That is correct!!!
- .RECORD (*(.INF 1):TELEPHONE ANSWER:RIGHT:(.)*) &
- FILE=GRADE.OUT
- @WRONG
- Try again
- .RECORD (*(.INF 1):TELEPHONE ANSWER:WRONG:(.)*) &
- FILE=GRADE.OUT
- @WRONG FINAL
- The answer is Alexander Graham Bell
- @end question
- @stop grade file=GRADE.OUT screen
-
- Notice the .RECORD and the @STOP statements. The .RECORD statement
- causes information to be written to the file GRADE.OUT recording the
- specific right and wrong answers as they are given. The @STOP command
- causes summary information to also be output to the file GRADE.OUT.
-
- .SCREEN
-
- FORMAT:.SCREEN n
- where n is 0,1 or 2.
-
- 0 - selects the monochrome screen (non graphics, 80 columns)
- 1 - selects low resolution graphics, 40 columns, 4 colors
- 2 - selects high resolution graphics, 80 columns, no colors
-
- Colors are only supported on a color monitor. Low resolution graphics
- gives you a screen in which you may access points on the screen
- (called pixels) 320 pixels from left to right, and 200 from top to
- bottom. High resolution gives you 640 pixels from left to right and
- 200 from top to bottom.
-
- Become a Registered User
-
-
- 24
-
-
- SCREEN PIXEL PIXEL
- MODE HT WIDTH NOTES
- ------ ------ ------- -------------
- 0 not a graphic mode
- 1 200 320 low resolution mode
- 2 200 640 high resolution mode
-
- Other SCREEN modes may be available depending on your monitor type.
-
- SCREEN COORDINATES
-
- Points on the screen will often be referenced by two numbers, the
- first is horizonal (left to right), and the second is vertical (up and
- down). The "home" position (0,0) is the upper left corner of the
- screen. For example, the location 100,200 would mean the location 100
- pixels down the screen, and 200 pixels right of the left border of the
- screen.
-
-
- .SKIP
-
- Format :.SKIP ##
-
- Causes the cursor to skip down the screen ## number of lines. Example:
-
- .SKIP 4
-
-
- .USE
-
- The purpose or the .USE command is to allow you to temporary bring
- in a series of commands (like a subroutine) which is stored in a
- separate file.
-
- Format: .USE PROG=programname
-
- The .USE commands will turn over the program stream to the indicated
- USE file until the end of that file is reached, at which time the
- program stream will return to the main program. Example:Suppose you
- often used a certain paragraph you have stored in a file B:OFTEN.CAI.
- The command to insert that program code is:
-
- .USE PROG=B:OFTEN.CAI
-
-
- .WAIT
-
- Format: .WAIT #
-
- This command causes the program to wait # seconds before continuing.
- Example:
-
-
- Become a Registered User
-
-
- 25
-
- .WAIT 30
-
-
- EXAMPLE TUTORIAL
-
- Following example will give you ideas about how to use the @ command
- and . command. These examples include a question and answer session
- with no branching, branching and the .USE command.
-
-
- .SKIP 10
- .CENTER(*This is an example of Branching in CALL*)
- .SKIP 2
- .USE PROG=USEFIL
- .SKIP 1
- .PAUSE (*Please press ENTER*)
- @GOTO:ROBIN
- This will not be printed, since we skipped it.
- @LABEL:BATMAN
- This is text which follows the BATMAN label, which is
- only printed when I go BACK to it using a GOBACK
- command.
-
- .pause (*Please press ENTER*)
- @LABEL:ROBIN
- @BEGIN QUESTION
- .CLS
-
- Now we are in a Question section. The question for the
- day is... Did the SUN rise this morning?
-
- HINT:The correct answer is Yes. However, to test out
- the branching, you might want to see what happens when
- you answer NO.
-
- @READ(*ENTER YOUR ANSWER:*)
- @RIGHT (*Yes*) KEYWORD
- .play (*mfo2l16cdefgabo3c*)
- @END
- @IF RIGHT then GOTO:RIGHTANSWER
- .SKIP 2
- This question is only asked if you answered the SUN
- question WRONG
-
- It is a very special day in which the SUN does not come
- up. In fact, when that happens, there won't be a day
- at all, will there? Of course, it could be 3 o'clock
- in the morning, or there could be a cloud cover, which
- would make it seem like there was no sun rise.
-
- @BEGIN QUESTION
- Did the SUN rise yesterday morning? The answer is YES
- whether you like it or not!
-
- Become a Registered User
-
-
- 26
-
-
- @READ (*Enter your answer here:*)
- @RIGHT(*YES*) FORCE NOCASE
- .play (*mfo2l16cdefgabo3c*)
-
- @END QUESTION
- @GOTO :SKIP
- @LABEL:RIGHTANSWER
-
- This part of the program is performed if the first SUN
- question is answered CORRECTLY.
-
- @LABEL:skip
- @BEGIN QUESTION NOCOUNT
-
- DO YOU WANT TO STOP THIS?
-
- @READ(*ENTER Y or N :*)
- @RIGHT (*Y*) EXACT NOCASE
- @END QUESTION
- @IF RIGHT then GOTO:END
-
- Okay, then , I'm going back...
-
- @GOBACK:BATMAN
- @LABEL:END
- .PAUSE (*This is the END!!! Press Enter *)
- @STOP MENU
-
-
- THIS IS THE "USE" FILE USED IN THE EXAMPLE ABOVE:
-
- .PLAY(*mbo1l4cdefgabo2c*)
-
- This text was brought into the stream of the program by
- a .USE command. This program takes you through some
- exercises in branching, which will help you
- understanding what may be performed with the commands:
-
- @GOTO
- @GOBACK
- @IF
- @LABEL
-
-
-
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 27
-
- USING GRAPHICS COMMANDS
-
- There are two kinds of graphics that you can create in a PC-CAI
- program. One is character graphics and the other is pixel graphics.
- Character graphics are pictures that are made up of printable
- characters such as the characters - (dash) and | (vertical bar). Pixel
- graphics are drawings that can access every dot on the screen -- you
- can draw lines, circles, and so on. The following sections give some
- hints about using both character and pixel based graphics.
-
- USING CHARACTER BASED GRAPHICS
-
- Character based graphics use the ASCII character set and the IBM
- extended character set to form pictures on the screen. Character based
- graphics are the only kinds of graphics you can use in screen mode 0.
- The DEMO and CREATE programs use several examples of character based
- graphics. For example, the picture of the PC and the keyboard in the
- DEMO program are character based. These pictures made up mostly of
- extended ASCII characters.
-
- DRAWING WITH EXTENDED ASCII CHARACTERS
-
- To get an extended ASCII character to appear on the screen, you must
- use the following technique:
-
- 1. You must know the ASCII number of the character. For example, the
- ASCII code for the pound sign (£) is 156.
-
- 2. Place the cursor on the screen where you want the character to
- appear.
-
- 3. Hold the ALT key down (on the left side of the keyboard) and while
- holding it down, type in the number of the character on the numeric
- keypad at the right of the keyboard.
-
- 4. When you let the ALT key up, the character desired should appear.
-
- USING PIXEL BASED GRAPHICS
-
- In order to use pixel based graphics commands in PC-CAI, you must be
- using a monitor which will support these graphics. There are two CGA
- graphics modes, low resolution and high resolution. Monitors
- supporting this are composite graphics, CGA (RGB), EGA, MCGA, PGA, and
- VGA. Hercules graphic monitors are not currently supported -- however
- there are programs that will allow you to perform CGA graphics on a
- Hercules monitor.
-
-
-
-
-
-
-
-
- Become a Registered User
-
-
- 28
-
- CAI-UTIL PROGRAM
-
- The program CAI-UTIL contains several programs to support you use of
- PC-CAI. The program includes:
-
- 1) The IMAGE Program
- 2) Set Up defaults for PC-CAI editor
- 3) Set Up Defaults for CREATE program.
- 4) Encode or Decode a File.
-
- To begin the utilities program, enter
-
- C>CAI-UTIL
-
- USING THE IMAGE PROGRAM
-
- To use the IMAGE program, begin the Utility program and select "Begin
- IMAGE Program" from the menu. You will be asked if you want to create
- a new image, or edit and old image. Press the N key to select New or O
- to select Old.
-
- As you edit, the image will appear on the screen. An example screen
- using the BEETLE is displayed below. An copy of the image in the
- actual size it will be displayed in CAI is displayed at the upper
- right. To edit the image, move the graphic cursor with the arrow keys
- (and Home, End, PgDn and PgUp). Press a 0, 1, 2 or 3 key to select the
- color of a spot in the image. If you are editing a large image, you
- may only have black and white to work with. Images displayed in high
- resolution mode will be in black and white on the screen. Save the
- image by pressing S for save.
-
- ENCODING AND DECODING FILES
-
- To prevent unauthorized snooping at the contents of a CAI file, the
- Encode/Decode program provides you with a method to "scramble" the
- contents of a file by encoding it. To encode a file, you must first
- supply a password and the file name of the file to be encoded as well
- as a new name for the encoded file. PC-CAI will run an encoded file as
- a program without you having to supply a password.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Become a Registered User
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- APPENDIX I, USER'S BALLOT: Please indicate your preference for
- improvements in PC-CAI. On a scale of 0 to 10
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- 0 = Very Low priority for this change
- 10 = Very High priority for this change
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- Vote Proposed item of change
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- ____ Provide a "question bank" from which to store
- and select questions at random or from a list.
- ____ Support output/control of VCR devices.
- ____ Support calculation ability in program.
- ____ Make display to screen faster
- ____ Support mouse/joystick
- ____ Improve "grading" procedures
- ____ Make the editor more like WordStar
- ____ Support subroutines in the language
- ____ ________________________________________
- ____ ________________________________________
- Comments:
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- APPENDIX II, Bug Report for PC-CAI
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- Explain in detail the problem that occurred. If possible, send a print
- out of the results or Print Screen, or send copy of the PC-CAI code
- that caused problems.
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- Brand/Model computer you use:______________________________
- Monitor Type:_____________________________________________
- Amount of memory (RAM):__________________________________
- Memory Resident Programs in Use:___________________________
- Problem:
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- Mail to:TexaSoft, P.O. Box 1169, Cedar Hill, Texas 75104.
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- Become a Registered User
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- APPENDIX III, ERROR CODES
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- These are selected error codes. A complete selection can be found
- in the IBM PC BASIC language manual.
- 7 - Out of memory
- 24 - Device timeout (ie printer)
- 25 - Device fault
- 27 - Out of paper
- 51 - Internal error
- 58 - File already exists
- 61 - Disk full
- 64 - Bad file name
- 67 - Too many files on disk
- 68 - Device unavailable (ie printer)
- 70 - Disk is write protected
- 71 - Disk not ready
- 72 - Disk Media error (hardware or media fault)
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- APPENDIX IV, DISTRIBUTING PROGRAMS WRITTEN IN PC-CAI
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- You may distribute programs written in PC-CAI without royalty under
- the following conditions. That is, you may distribute the run-time
- program CAI.EXE with your commercial or non-commercial programs.
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- 1. Your copyright screen on your program should include the phrase:
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- Portions (C)Copyright TexaSoft, Alan C. Elliott, 1983-1990
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- 2. You must be a registered PC-CAI user, having paid the registration
- fee directly to TexaSoft.
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- If you give away or distribute the PC-CAI disk, include all files,
- unaltered. Always mention that this is a shareware product, and users
- are expected to register. You may not photocopy and distribute the
- PC-CAI manual. Please help by encouraging the registration of
- copyrighted shareware programs so that these programs may be updated
- and improved on a regular basis. Thanks.
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