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-
-
- COBOL Advanced Program to Program (APPC) Demonstration
- ======================================================
-
-
- Contents
- --------
-
- Introduction
- Hardware/software requirements
- Amending the configuration profiles
- Changing CONFIG.SYS
- Compiling and running the demonstration
- User instructions
-
-
- Introduction
- ------------
-
- This document describes how to run a demonstration which uses
- Advanced Program to Program Communication to communicate between two
- programs on a network.
-
- The demonstration is the game Battleships. Each program controls
- the two player's views of the battle scene, showing positions of his
- own ships and coordinates where previous attacks have been made.
- The game involves a simple two way communication of sending
- coordinates, receiving opponent's damage reports, receiving
- opponent's attack coordinates and sending own damage reports.
- Instructions for playing the game are provided later.
-
- If you have no previous knowledge of APPC, we recommend that you read
- the IBM OS/2 Extended Edition Version 1.1 APPC Programming Reference
- manual to gain a basic understanding of the concepts and terminology.
- For detailed information about configuring Communications Manager,
- refer to the IBM Operating System/2 Extended Edition Version 1.1
- System Administrator's Guide for Communications. Also read the
- section on using APPC in the document INTERFAC.DOC.
-
-
- Hardware/Software requirements
- ------------------------------
-
- Hardware:
-
- o Two IBM PS/2s or machines capable of running IBM OS/2 1.1 Extended
- Edition
-
- o Memory enough to run IBM OS/2 1.1 EE with Communications Manager,
- this will be around 6 megabytes.
-
- o Both machines to be connected to an IBM Token Ring Network or PC LAN
- Network
-
- System Software:
-
- o IBM OS/2 1.1 Extended Edition
-
- o Communications Manager (CM)
-
- o CM configuration profile to run APPC
-
- o Network Driver software relevent to type of network being used
-
- Application Software:
-
- o The following programs/configurations have been provided:
-
- BATTLEL.CBL - main program for local machine
- BATTRER.CBL - main program for remote machine
- BATTLE.WKS - working storage copy file
- BATTLE.SS - screen section copy file
- BATTLE.CBL - procedure copy file
- BATTLE.CMD - batch file to create run files
- BATTAPPC.CBL - communications interface
- APPCBATL.CFG - CM configuration profile for local machine
- APPCBATR.CFG - CM configuration profile for remote machine
- ADAPTER.EXE - Utility program to get adapter address
- APPC.CPY - APPC COBOL definitions (appc basic/mapped verbs)
- ACSSVC.CPY - ACSSVC COBOL definitions (common service verbs)
-
- o APPC.CPY and ACSSVC.CPY are general purpose copy files, and can be
- used by any COBOL APPC application. The files contain definitions
- for each verb's control block, operation codes, error codes and
- constants.
-
-
- Amending the configuration profiles
- -----------------------------------
-
- Before you can start running the demonstration programs you must amend
- one and possibly both the configuration files. The configurations
- provided assume that you will be using an IBM Token Ring Network running
- on a PS/2 machine. If you have a different type of machine or you are
- using a different DLC type (eg. IBM PC Network ) it is likely that you
- will have to amend the configurations.
-
- The other change, which you should make to APPCBATL.CFG, is to fill in
- the adapter number field in the Partner Logical Unit Profiles of the SNA
- Feature Profiles menu. This tells Communications Manager which machine
- on the network to talk converse with.
-
- The profile which you should change is called DEMOPLU. To change this
- field:
-
- o start Communications Manager with the configuration file as a
- parameter: 'CM APPCBATL'
- o press F10 and select 'A' to get to the advanced pull down menu
- o select 'C' for configuration
- o enter configuration name APPCBATL (if not already shown) and press
- enter key
- o select the SNA Feature Profiles menu
- o select the PLU profile menu
- o enter 'H' to change profile
- o enter profile name 'DEMOPLU1' and press enter key
- o press enter key to accept first screen
- o move cursor to adapter number field and enter the adapter address of
- the network adapter card in the machine that will use the other
- configuration ie. APPCBATR.CFG.
- o keep pressing the enter key until you reach the SNA Feature
- Configuration menu, then press the escape key to get back to
- Communication Configuration menu
- o press F10 and then 'V' and the enter key to verify the changes you
- have made
- o the verification should complete successfully
- o exit Communications Manager
-
- The adapter number is the hard coded address of the network adapter card
- (each card is given a unique address by the manufacturer). You can find out
- this address by running ADAPTER.EXE (OS/2 1.1), or by looking in ACSLAN.LOG
- in the CMLIB directory (OS/2 1.2) on the machine which will use the
- configuration file 'APPCBATR.CFG'.
-
-
- Changing CONFIG.SYS
- -------------------
-
- The device drivers which control the network hardware require the CM
- configuration profiles to be specified as parameters.
-
- If you are using a IBM Token Ring Network amend the following lines in
- CONFIG.SYS.
- o on the local machine:
-
- DEVICE=C:\CMLIB\TRNETDD.SYS CFG=C:\CMLIB\APPCBATL.CFG
- DEVICE=C:\CMLIB\NETBDD.SYS CFG=C:\CMLIB\APPCBATL.CFG
-
- o on the remote machine:
-
- DEVICE=C:\CMLIB\TRNETDD.SYS CFG=C:\CMLIB\APPCBATR.CFG
- DEVICE=C:\CMLIB\NETBDD.SYS CFG=C:\CMLIB\APPCBATR.CFG
-
- If you are using a IBM PC LAN Network amend the following lines in
- CONFIG.SYS.
- o on the local machine:
-
- DEVICE=C:\CMLIB\PCNETDD.SYS CFG=C:\CMLIB\APPCBATL.CFG
- DEVICE=C:\CMLIB\NETBDD.SYS CFG=C:\CMLIB\APPCBATL.CFG
-
- o on the remote machine:
-
- DEVICE=C:\CMLIB\PCNETDD.SYS CFG=C:\CMLIB\APPCBATR.CFG
- DEVICE=C:\CMLIB\NETBDD.SYS CFG=C:\CMLIB\APPCBATR.CFG
-
- After changing CONFIG.SYS reboot both machines so that the device
- drivers are reactivated with the correct configurations.
-
-
- Starting Communications Manager
- -------------------------------
-
- Before you start running the demo program you must make sure that you
- have started Communications Manager (CM) on each machine with the
- respective configuration file active. To make the configuration
- active supply its name as a parameter when you start CM.
-
- eg. STARTCM APPCBATL
-
- If you receive any error messages when you start CM you should fix
- these problems before attempting to run the programs. If you do have
- problems record the error message number and refer to the IBM OS/2 EE
- Manual on Programming Services and Problem Determination for
- Communications for help.
-
-
- Compiling and running the demonstration
- ---------------------------------------
-
- The demonstration programs can be compiled for use with Animator or as
- object files which can then be linked to produce standalone executable
- programs.
-
- A batch file has been provided : BATTLE.CMD which will create the
- files to run the demonstration. The batch file will produce files for
- animation or for direct execution.
-
- To run the demonstration, start BATTLEL on the machine that has
- configuration profile APPCBATL.CFG active.
-
- If there are no problems with the connection, a message on the remote
- machine should appear instructing the operator to begin a transaction
- program called BATTLE.
-
- This message is your prompt to start BATTLER on the remote machine.
-
- If a conversation is established, the two programs should start to
- communicate with each other and the BATTLESHIPS game should start.
-
- If any errors occur, the program will stop and the error codes, together
- with the verb operation code will be displayed. Refer to the APPC
- Reference Manual for information on error codes. Additional information
- is provided by the error log, which can be accessed from the Problem
- Determination menu of the Advanced features pull down menu. This provides
- information in the form of error codes which reference cause/diagnosis
- text in the Problem Determination for Communications manual - it will
- also report what area of communications the problem occured in.
-
- Unless you change the programs, the most likely cause of any problems
- that may occur will be due to problems in the configuration file. The
- configurations provided are model profiles. This means that you may have
- to amend some fields in the profile which suit the particular setup you
- have. For example the LAN Adapter Type profile has been configured as an
- IBM Token-Ring Network Adapter /A card which is generally used by IBM
- PS/2 machines. If you are using a different machine you will likely have
- to change the profile to configure a different type of card. Also it is
- possible to have two adapter cards installed in a machine. The primary
- adapter card is known as Adapter 0 and the secondary as Adapter 1. The
- configurations assume only one card is installed which define Adapter 0.
- If you have two cards, you may have to alter the profile to reflect this.
-
-
- User Instructions
- -----------------
-
- Before the game starts, both players should agree on how many ships that
- are going to take part and how many of each type of ship. There are four
- types of ships: Aircraft Carrier, Battleship, Frigate and Gun-Boat,
- denoted by the letters: A,B,F and G respectively. There is no limit to
- the numbers of ships, nor of each type. The only requirement is that
- different ships of the same type are not placed in adjacent locations to
- one another.
-
- The game starts for player 1. Player 1 selects a grid coordinate where he
- thinks an opponent ship is located. Coordinates are specified in column
- row order (eg. F2). After a while, player 1 will receive a damage report
- of the earlier attempt this will be either a hit, a miss or a sinking.
- If a part of an opponent's ship has been hit, the grid location is
- colored red, a miss it is colored cyan and a sink, the whole ship is
- marked in black. After this player 2 has his turn. The player who sinks
- all of his opponent's ships first wins the game.
-
- The game can be stopped by entering a grid location of Q. This will
- send a message to the opponent to quit.
-