    
    
    ///////   ///  ///  ///////     ///////    //////   ///////   //////
    //    //  // // //  //    //    //    //  //    //    //     //    //
    ////////  // // //  ///////     //    //  ////////    //     ////////
    //  //    // // //  //          //    //  //    //    //     //    //
    //   //   //    //  //          ///////   //    //    //     //    //
    
    
    Proudly Presents:
    
    
    ///////    //////   ///////   //////    ///////  //    //  ///////  //  //  //
    //    //  //    //    //     //    //  //        //    //  //   //  //  //  //
    //    //  ////////    //     ////////  ////////  ////////  //   //  //  //  //
    //    //  //    //    //     //    //        //  //    //  //   //   // // // 
    ///////   //    //    //     //    //  ///////   //    //  ///////    //////  
    
    
    Manual for DataShow, Version 5.5A As of: Feb. 1st. 1995
    
    All rights reserved.
    
    
    Ŀ    Ŀ         Ŀ
                   
      ene      ichael   lambek

























                              --- Page: 1 ---                               

    Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 1, Help on Help
    
    
    
     Help on Help
    
    The HELP system you are now looking at is made  as a complete
    online manual. Every aspect of DataShow is covered.
    
    The online HELP system therefore - somewhat - eliminates  the
    need for a written manual.  A fully textbased manual  is how-
    ever available  upon registration  of DataShow.  Actually the
    online manual is formattet into a text file that can be prin-
    ted to a printer of your choise.
    
    
    This Help on Help section is divided into these three topics:
    
             1.  Keys to use in DataShow
             2.  How to navigate in the help menus
             3.  How to interpret the command syntax
    
    Please do read this manual as you normally would read one ...
    
    Time spent reading this  online manual now  will come back to
    you again many times when you start using DataShow.
    
    
    1. Keys to use in DataShow.
    -------------------------------------------------------------
    A  brief  description of keys that are used in various menus
    is shown here below.   In general you can get around in Data-
    Show with the use of a few keys. <Enter>, <Esc>, the function
    keys <F1> through <F10>, and the arrow keys are what you need
    most of the time.  To answer some questions or fill in infor-
    mation you use the ordinary letters on your keyboard.  If se-
    lections are shown on the screen  you can usually set them by
    tapping the + or - keys.
    
    
    A brief description of the most commonly used keys is this:
    
    <Enter>   Accepts data that is entered.
    
    <Esc>     Jump back one step without performing an operation.
    
    <F1>      In most places this will bring up a help message.
    
    <F10>     Usually has the same function as the <Esc> key.  It
              takes you one step back.


                              --- Page: 2 ---                               

    Chapter 1  : Help on Help, Copyright (c) 1990-95 by: RMP DATA.

    
    
    Also in most places  you can use  a mouse.  In these places a
    mouse cursor  is shown as a full box in red or an arrow.
    
    Use the mouse to select  from the main menu,  to move between
    commands in  the Script Center  (after selecting the F9 key),
    to select and scroll between help pages (F1 key) or to select
    a specific file  (F2 key).  Finally you can use  the mouse in
    the Draw Center (graphics mode) to assist you  in making your
    drawings.
    
    
    2. How to navigate in the HELP menus.
    -------------------------------------------------------------
    
             <F1>     Gives you an index of topics
             <Esc>    Brings you out of the help menus
             <DnKey>  Highlights next topic in list
             <UpKey>  Highlights previous topic in list
             <Enter>  Select topic from list
             <PgDn>   Next screen (if applicable)
             <PgUp>   Previous screen (if applicable)
    
    Also within a HELP menu,  there may be  "hot-links"  to other
    topics. You simply use the arrow keys to move the highlighted
    topic, and then press <Enter>.
    
    Finally the <Alt> key pushed in combination with the <F1> key
    brings you back to the most recently used help menu.
    
    If DataShow finds that a mouse driver is loaded,  you can use
    the mouse to select  between help pages.  Use the left button
    to select, right button to quit  or both buttons to go to the
    help index.
    
    
    3. How to interpret the command syntax.
    -------------------------------------------------------------
    The explanations  given on  various commands  follow a simple
    syntax, called the BNF syntax. These are the rules:
    
    A.  Words that are written  in capital letters  are commands,
    that are supposed to be written exactly as they are shown.
    
                          SCREEN CLEAR
    
    Is thus a command,  and must be spelled the exact same way in
    a script.
    


                              --- Page: 3 ---                               

    Chapter 1  : Help on Help, Copyright (c) 1990-95 by: RMP DATA.

    B.  A vertical separator  between two commands  mean that you
    can choose from either of the two (or more) in the list.
    
                      SET CURSOR  ON | OFF
    
    After you have written the command you must give a parameter.
    The parameter can here be either ON or OFF, but not both.
    
    Example of a valid command:
    
                         SET CURSOR OFF
    
    C.  Words written in square brackets can be omitted  from the
    command. You can write a command with or without parameters.
    
                  WAIT [<seconds> | "<text>"]
    
    Here you can  issue the command  with or without  parameters,
    and if you use a parameter  you can choose between two in the
    example shown above.
    
    Example of a valid command:
    
                           WAIT
    
    D.  Words written in small letters within <> signs, are to be
    replaced by you with something in the appropriate format.
    
                  WAIT [<seconds> | "<text>"]
    
    If you choose the first parameter here, you must enter a num-
    ber that tells  the number of seconds to wait.  If you choose
    the other parameter, you simply type in a text of you own.
    
    Example of valid commands with specific information inserted:
    
                         WAIT 5
                         WAIT "Push any key"
    
    
    In general it should be fairly easy to write commands after a
    syntax and a description has been read.  As a further help an
    example is shown with each command.  Also you can have a look
    at the example script files that are provided with DataShow.
    
    Finally (and this goes  with the help system  as well as with
    the  command  syntax),  you are encouraged  to "play" around.
    Playing around with the program is often a good way  to learn
    all the many features.
    


                              --- Page: 4 ---                               

    Chapter 1  : Help on Help, Copyright (c) 1990-95 by: RMP DATA.





















































                              --- Page: 5 ---                               

    Chapter 1  : Help on Help, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 2, About DataShow
    
    
    
     About DataShow
    
    On the following pages DataShow will be described. The topics
    follow this order.
    
    1. Short introduction to DataShow and RMP Data
    2. Warranty
    3. Files to be used and some technical information
    4. List of released versions
    5. List of enhancements under consideration
    
    1. Short introduction to DataShow and RMP Data
    -------------------------------------------------------------
    
    1.1 Short introduction to DataShow.
    
    DataShow is a program in which you can make beautiful presen-
    tations.  You can  show screens  from other programs,  design
    your own screens, draw, and choose if texts should be written
    fast or slow. Screens and texts can continue to show forever.
    DataShow gives you a hole range of choices  to select colors,
    and sizes of words written on the screen. Eg. create your own
    logo and show it on the screen or use DataShow to demonstrate
    the products you are selling in your company. DataShow is the
    best tool to make presentations in.  Also with DataShow there
    comes a lot of interesting tutorial scriptfiles, that you can
    easily run from the main menu. They will give you a good idea
    about how to make scripts, so you can get a good start.
    
    
    1. Short introduction to DataShow and RMP Data
    -------------------------------------------------------------
    
    1.2 Short introduction to RMP Data.
    
    As you have or will discover when you look at the topic after
    this (warranty),  the programmer would like you to contribute
    to further development.
    
    Further developments could be:
    
              1) improved graphics,
              2) improved set of commands,
              3) games generator,
              4) inclusion of artificial intelligence facilities,
              5) picture scanning...


                              --- Page: 6 ---                               

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    
    You can contribute!
    
    DataShow is developed in Borland Pascal v. 7.0 (tm),  and you
    can contribute with both money and wisdom.  Since RMP Data is
    made up of only one person as of December 1994, contributions
    are welcome.
    
    Master of Science degree  in Business Administration and Com-
    puter Science, Rene Michael Plambek, Copenhagen, Denmark.
    
    Also I have a lot  of product ideas.  My specialty is strate-
    gic information systems, object oriented methods, and the in-
    tegration of business administration principles,  - What ever
    is needed  to run a professional EDP department.   Already on
    the drawing board are programs to address these problems: Ma-
    nagement of a sales force, which can be aggregated to involve
    personnel management and financial management for businesses.
    DataShow  can  (and will)  be used to promote these products.
    
    DataShow makes it very easy and fast to make  DEMO  PROGRAMS.
    
    DataShow can only be enhanced through your support...
    
    So contribute now!
    
    
    1. Short introduction to DataShow and RMP Data
    -------------------------------------------------------------
    
    1.3 DataShow fact sheet:
    
    All Programming by.................: Rene Michael Plambek
    All Support programs by............: Rene Michael Plambek
    All English documentation by.......: Rene Michael Plambek
    All rights reserved by.............: Rene Michael Plambek
    
    
    2. Warranty
    -------------------------------------------------------------
    DataShow is a product that is offered as shareware and as is.
    
    Though the best and most serious  efforts  have been  made to
    secure the product, it is impossible to give a guarantee that
    DataShow will work to your full satisfaction. But even though
    we cannot be held responsible for loss of data  or other pro-
    blems or errors on your computers, we would like to hear your
    comments.  Your comments can be  forwarded to the address be-
    low and you can also forward US$59, in Bank Cheque, for regi-
    stration bonuses (this applies  under the shareware rules  if


                              --- Page: 7 ---                               

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    you keep DataShow for more than ONE MONTH TRIAL PERIOD). Read
    the enclosed INFO.TXT file for information on registration.
    
    RMP Data can currently be reached at this address:
    
                   Ŀ    Ŀ         Ŀ
                                  
                     ene      ichael   lambek
                   Victor Bendix Gade 1, 2. th.
                   2100 Copenhagen Oe., Denmark
    
    3. Files to be used and some technical information
    -------------------------------------------------------------
    Files to expect on disk (and used by DataShow) are:
    
      SHOW    .EXE   Main file to create and run scripts with. It
                     uses approximately 350 Kb. on disk and about
                     400 Kb. of RAM when active.  The graphic li-
                     brary takes up  approximately 80 Kb. of this
                     space on disk and at runtime.  And the voice
                     capabilities uses around 20 Kb.
    
      SHOW    .HLP   Help file associated with main program file.
    
      CAPTURE .EXE   Makes it possible  to  capture screens  from
                     programs,  so they can be shown in DataShow.
                     It uses approximately 40 Kb.  on  disk,  and
                     about 50 Kb. of RAM when resident.
    
      *       .SHW   Suggested name for script files  so they can
                     be separated from other files.
    
      *       .SCR   Suggested name  for text screens  saved with
                     the  Capture Utility program,  or  from  the
                     Text Center.
    
      *       .SLD   Is what we suggest you call slide files made
                     from DataShow. See SHOW SLIDE
    
      *       .GRA   This is what we  suggest  you  call  graphic
                     files created from DataShow.
    
      *       .PCX   Files in the PCX format that DataShow reads.
    
      *       .GIF   Files in the GIF format that DataShow reads.
    
      *       .SND   This is what we suggest you call music files
                     so they can be separated from other files.
    
      *       .WAV   Files in the WAV music format  that DataShow


                              --- Page: 8 ---                               

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

                     can play.
    
    Also  there is a registration package,  which also includes a
    lot of files, that isn't included in the unregistered version. these files:
    
      MANUAL  .TXT   Documentation  (manual)  for DataShow  in an
                     ASCII (plain text) file,  so it can be prin-
                     ted on a printer.
    
      SHOWRUN .EXE   A runtime version of DataShow. Appr. 200 KB.
                     on disk and 220 KB  when running.  This run-
                     time version  can be freely distributed once
                     you have registered. It makes it possible to
                     run tokenized scripts (MAIN MENU F2 key).
    
                     The runtime version is a version without all
                     the menues of the integrated environment. It
                     is smaller  and executes  tokenized  scripts
                     faster.
    
      SHOWUTIL.EXE   A program where you can  create music  files
                     from Pianoman v. 4,  or you can enter notes,
                     octaves,  and durations to make music files.
                     Also you can view PCX/GIF graphics files.
    
      *       .SND   More music files for your DataShow  scripts.
                     For more info; see MUSIC PROCESS.
    
      *       .WAV   More music files for your DataShow  scripts.
                     For more info; see MUSIC PROCESS.
    
      *       .PCX   More graph files for your DataShow  scripts.
                     For more info; see SHOW SCREEN.
    
    You receive the registration package, together with a version
    of DataShow  (the integrated environment)  that has a correct
    serial number, when you register.
    
    4. List of released versions
    -------------------------------------------------------------
    Here is a complete list of versions released.  With each ver-
    sion the details on changes are shown.  Here the most updated
    news can always be found about new features  and enhancements
    of DataShow.
    
    Version 1.0A  (1. May. 1990),  Version 1.1A  (1. Jun. 1990):
    ------------------------------------------------------------
    First test version not fully featured,  released to a few Da-
    nish software companies.  Intended as promotion only.  Then a
    full featured version  with many commands included,  released


                              --- Page: 9 ---                               

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    as SHAREWARE.
    
    Version 1.2A  (1. Oct. 1990),  Version 1.2B  (1. Dec. 1990):
    ------------------------------------------------------------
    Commands has been corrected and improved.  Also some restruc-
    turing of screens.  Menus not fully implemented  in prior re-
    leases has been further developed.
    
    Version 1.5A  (1. Apr. 1991),  Version 1.5B  (1. Jun. 1991):
    ------------------------------------------------------------
    Several command extensions has been added,  and some new com-
    mands has arrived.  Some mouse support has been added.
    
    Version 2.0A  (1. Aug. 1991):
    -----------------------------
    Improved user interface  and restructuring  of screens.  Com-
    mands has been altered somewhat,  and now many commands  work
    in graphics mode as well.
    
    Much improved graphic capabilities from inside DataShow. That
    means improved looks on designs. Also now it is possible  for
    you to switch into  graphics mode with the SET command.  Some
    commands (the ON/OFF ones) in  prior releases,  has now got a
    SET in front of them.
    
      SET           Command has been added (new command)
      SET GRAPHICS  Now it is possible to make graphic scripts
    
    Version 2.5A  (1. Mar. 1992):
    -----------------------------
    As you can see it has taken quite a while to get from 2.0A to
    2.5A - 8 month, longer than any other version before. I'm ex-
    cited that so many things has been changed and improved - but
    unfortunately  not all of the features  I had anticipated for
    this version made it. The wait would then have been even more
    unbearable.
    
    More work  on user interface  and more graphic commands.  The
    mouse is now  supported  in almost  every menu  and screen in
    DataShow.
    
      GRAPHICS      Command has been incorporated in SHOWSCREEN
      SHOWSCREEN    Command has been changed to include graphics
      SET ESCAPE    Command has been changed (see SET ESCAPEKEY)
      SET SHADOW    Writing in graphics can now have shadows
      EFFECT        New special effects command has been added
      COLOR         Command has incorporated 3 former commands
      SOUND         Command has been incorporated in MUSIC
    
    Some other commands  has been enhanced and  some commands has


                              --- Page: 10 ---                              

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    been incorporated into other commands.
    
    Version 3.0A  (1. Sep. 1992):
    -----------------------------
    It has taken 6 month from version 2.5 to version 3.0.  A fine
    interval between versions. That gives RMP Data time to market
    the new version,  and also time  to develop  a new and better
    one.  But minor releases  might  be necessary  if  registered
    users find errors and/or have good ideas to be implemented.
    
    Much improved graphics capabilities,  and several command ad-
    ditions and enhancements.
    
      READ          Command has been added (new command)
      MATH          Command has been added (new command)
      VARIABLE      Command has been enhanced (more types)
      SHOWSCREEN    Command has been enhanced (more graph modes)
    
    Here's a list of features that are included in version 3.0A:
    
    - Enhancements of the Graphics Center (draw with the mouse).
    - More variable types and math functions (school scripts).
    
    More work has been done on the command language. Now the lan-
    guage is more coherent,  and the ongoing restructuring should
    now be finished.
    
    Version 3.5A  (1. Feb. 1993):
    -----------------------------
    Minor enhancements has been made  to some registered users on
    the way  to a  more general available  new  release.  So some
    registered versions 3.xx have been sent out with CGA graphics
    capability restored due to customer demands.
    
    Some enhancements in graphics parts.  Also a bunch of new ex-
    citing  commands has  been added.  A very major  new  release
    (you'll see).
    
      MUSIC         Command has been enhanced (Now WAV files)
      VARIABLE      Command has been enhanced (LOAD/SAVE)
      SHOW SCREEN   Command has been renamed (SHOWSCREEN)
      SHOW SLIDE    Command has been added (new command)
      IF            Command has been enhanced (operators)
    
    Here's a list of features that are included in version 3.5A:
    
    - Enhanced PCX viewing (more graph modes supported).
    - A new menu for making slides (see the SHOW SLIDE command).
    
    Version 3.8A  (1. Mar. 1993):


                              --- Page: 11 ---                              

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    -----------------------------
    A small error in  an example script (uh) was found in version
    3.5A.  This is why a new release is sent out so early.  But a
    new facility set is also included:
    
    - Tokenizing of scripts (better execution and distribution).
      (see the MAIN MENU under F2 key for description).
    
    - Much enhanced possibilities for graphic modes.
      (Now CGA, MCGA, EGA, VGA and SVGA are supported).
    
    - Enhanced GIF viewing (more graph modes supported).
    
    Version 4.0A  (1. Dec. 1993):
    -----------------------------
    Small errors corrected (eg. there was an error  in tokenizing
    scripts that had small letter commands, and it was impossible
    to run scripts more than 15 times  from the IDE before it ran
    out of file handles).
    
    Also some rework of main menu has been made  (in order to ac-
    commodate  a new menu for creating charts).  Enhancements  to
    the integrated environment include:
    
    - A totally new graphics Drawing Center.  The  Drawing Center
      now supports many graphic modes and PCX file editing).
    
    - A brand new Chart Center for creating charts from different
      numeric data supplied by the user. Charts can easily be in-
      cluded into scripts.
    
    New commands include:
    
      MOUSE         Command has been added (new command)
      INSTALL       Command has been added (new command)
      SCREEN WIPE   Command has been added (new command)
      CASE STRING   Command has been enhanced (UPPER key word)
    
    You can now support mouse movement and input in your scripts!
    And you can install more fonts yourself.
    
    Version 4.2A  (1. Feb. 1994),  Version 4.3A  (1. Jun. 1994):
    ------------------------------------------------------------
    Some minor enhancements  like being able to print charts to a
    printer. An error that occurred in tokenized scripts with the
    graphics show screen command, has been corrected.
    
       SHOW SCREEN   Command has been enhanced (now support FLI)
       INSTALL SOUND Command has been added (Adlib/SB support)
    


                              --- Page: 12 ---                              

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    Also a bit better drawing with mouse button down  in the Draw
    Center, together with more draw functions.
    
    Many fixes and enhancements.  A lot is "under the hood" work,
    but some you'll notice on the screen  in the integrated envi-
    ronment and some in scripts.
    
    Version 5.0A  (1. Nov. 1994):
    -----------------------------
    The two most important features in this release is the abili-
    ty to make sprites in the Animation Center  and faster script
    execution.  Now DataShow also is better suited for making ga-
    mes.
    
    New commands include:
    
      SPRITE         Command has been added (new command)
      DRAW           Command has been enhanced (BAR parameter)
    
    Version 5.5A  (1. Feb. 1995):
    -----------------------------
    Many enhancements,  eg. to the script language.  But also the
    Animation Center has been enhanced with new features. Now you
    can make frames and draw for 16 and 256 colors.
    
      SPRITE         Command has been enhanced (FRAME parameter)
    
    
    IN GENERAL
    -----------------------------
    RMP Data is committed to supporting DataShow.  Therefore  new
    releases will be available.  But funds are vital, so register
    now,  and you'll get  the most recent version  -  don't wait!
    Free upgrade information  will then be mailed  to you,  every
    time a new version is ready,  and you can decide  if you wish
    to upgrade (for a minimal fee) or not...
    
    Also if there is an interest, Windows and OS/2 versions could
    be developed.  Write RMP Data stating your interest for more
    platforms.
    
    Together with  this help file  and SHOW.EXE you should find a
    text  INFO.TXT  file.  This file states  how to register  and
    receive  a version  with serial number  as well as a SHOWUTIL
    package that includes a program to make sounds in,  more gra-
    phics and sound files, and documentation in a form that makes
    it easy for it to be printed on a printer.
    
    5. List of enhancements under consideration
    -------------------------------------------------------------


                              --- Page: 13 ---                              

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    Here is a list of known bugs,  as well as  new features  that
    might be implemented in coming releases.  As stated above (in
    subtopic 1.2) you the user can contribute.
    
    ERRATA:
    1)   Some graphic capabilities, and a few of the commands are
         still under the knife (being worked at that is). As sta-
         ted in the list of commands  (see commands in help list)
         each command is described separately also if it is still
         under some sort of development.
    
    ENHANCEMENT POSSIBILITIES (if you people are interested):
    1)   Graphics
         - Better support for making games with DataShow.
         - More special effects and graph modes.
    2)   Sound
         - More music formats and better speech capabilities.
    3)   Processes
         - A MUSIC process so music is playing in the background.
         - It should be possible to have more than the MUSIC pro-
           ces on while other commands are being run (threads).
    4)   Variables
         - The definition could be expanded to include more types
           than those supported today (NUMBER & STRING).  For ex-
           ample type like DATE and LOGIC could be added.
    5)   Compiler
         - By cloning scripts  into a  standard  runtime  module.
    6)   Artificial intelligence
         - Inclusion of a knowledge base as KNOWLEDGE <filename>.
    






















                              --- Page: 14 ---                              

    Chapter 2  : About DataShow, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 3, Capture utility
    
    
    
     Capture utility
    
    Together with this program,  a file called  "CAPTURE.EXE"  is
    distributed.
    
    CAPTURE is a  resident program  (it is kept  in memory  while
    other programs  are running),  that can  pop-up  while you're
    running other text oriented programs.  It is then possible to
    save to a file, the screen that is being shown.
    
    Later on in DataShow, you can SHOW the saved screen from your
    own script.
    
    To start CAPTURE
    ----------------
    At the  Operating System  prompt (with no other programs run-
    ning)  you type  CAPTURE.  A short message is then displayed,
    and you can start capture on top of other programs by hitting
    the keys <Ctrl> and <+>. The grey plus on the numeric keypad.
    
    Using CAPTURE in textmode
    -------------------------
    When activated, CAPTURE asks you for a filename.  This is the
    name under which the screen will be saved.
    
    You can choose which format the current screen is to be saved
    in.  By pressing <F5>  you can  select between  DataShow .SCR
    format or ordinary .ASC format.  The .SCR format  you can use
    from scripts, in order to show a screen from another program.
    The .ASC format you can take  into any plain ascii  word pro-
    cessor for further handling...
    
    Use the SHOW SCREEN command with the TXT extension  to show a
    .SCR file from  a DataShow script  or use  the Text Center to
    manipulate  it further.  If you have  a registered version of
    DataShow you also have the program SHOWUTIL, in which you can
    control .SCR and .ASC files.
    
    CAPTURE can also be unloaded  from memory.  By pressing <F10>
    while in the filenameprompt in capture, and no other programs
    are on top (no program is residing in memory after capture).
    
    Using CAPTURE in graphmode
    --------------------------
    NEW in CAPTURE is, that you can also save graphic screens! By
    pressing the "hot-keys" <Ctrl> and <+>  you can save the gra-


                              --- Page: 15 ---                              

    Chapter 3  : Capture utility, Copyright (c) 1990-95 by: RMP DATA.

    phic image to a PCX file. The Capture program gives the saved
    PCX image a number (You will not be prompted for a filename).
    The number starts with 1,  so that the first image saved will
    be called PCX00001.PCX. If this number exists when you try to
    save a new image the number will be increased. This will con-
    tinue until you have 255 images in the same directory.
    
    If anything goes wrong in saving  a graphic image to disk you
    will hear a bell sound.  Typically this happens if you try to
    save an image  that CAPTURE  does not support.
    
    Graphic modes supported from CAPTURE are:
    
        CGA.......:  320x200x016
        EGA, VGA..:  640x200x016, 640x350x016
        VGA, +....:  640x480x016, 320x200x256
    
    Use the SHOW SCREEN command with the PCX extension  to show a
    .PCX file  from a DataShow script.  If you have  a registered
    version of DataShow  you also  have the program SHOWUTIL,  in
    which you can look at and control .PCX files.
    






























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    Chapter 3  : Capture utility, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 4, The Main Menu
    
    
    
     The Main Menu
    
    In the Main Menu  you can select between  one of the function
    keys F1-F10.  You simply press the desired key or if you have
    a mouse installed,  you move the mouse to the desired area on
    the screen  and push  the left mouse button.  Here is a short
    description of each of the choices:
    
    <F1>   HELP: Brings you into the help menu. See Help on Help.
    
    <F2>   FILES:  Makes it possible  to run  a script  (program)
           file. To choose a filename, look at topic File select.
    
           You are given four choices (called A-D here):
    
           A)  SCRIPT RUN FROM START:  By entering  the name of a
           script file,  execution of that script  will begin  at
           once.  The script will run from the first line  in the
           script file.
    
           B)  SCRIPT RUN FROM LINE:  By entering  the name  of a
           script file and then a line number, execution will be-
           gin from that line. This makes it easier to debug your
           scripts.
    
           C)  SCRIPT TOKENIZE:  A script  will be converted into
           symbols  that are somewhat unreadable.  For registered
           users it means that  they can distribute scripts  that
           execute faster  and that aren't  too easy  to read and
           change.  The typical  development lifecycle looks like
           this:
    
              1) Develop and test your script from the DataShow
              integrated environment.
    
              2) When your script is finished you tokenize it.
    
              3) Run the  tokenized script  with the runtime ver-
              sion SHOWRUN.EXE  (you get it with the registration
              package).  Distribute  the runtime version  and the
              tokenized scripts  together  with all  your support
              picture and sound files.
    
           Files that are tokenized  will have the extension .TOK
           so they  can be separated  from other files.  For this
           reason you should not use .TOK for text script names.


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    Chapter 4  : The Main Menu, Copyright (c) 1990-95 by: RMP DATA.

    
           Note that tokenized scripts  doesn't run faster in the
           DataShow integrated environment.  Eg. jumps isn't fas-
           ter,  due to the use  of overlays in the DataShow exe-
           cutable.  The runtime version  that is supplied to re-
           gistered users does not use internal overlays.  There-
           fore scripts (with eg. jumps)  that are tokenized does
           run considerably faster in the runtime version.
    
           D) MORE FILES:  Gives you a small menu. From this menu
           you can choose one of the following (called D1-D4):
    
           D1) Directory:  Makes it possible to see the directory
           that you specify. Enter a full path, and use wildcards
           as desired. Use the mouse to scroll between filenames.
    
           Note:  If you select  a file  with the <Enter> key  or
           left mouse button,  you'll see the file in a text file
           browser. Use arrow keys to scroll through the file.
    
           D2) Change Dir:  Enter a directory name,  and that di-
           rectory becomes the current. Eg. you can have  one set
           of script files and screens in one directory,  and an-
           other set of scripts in another directory.
    
           D3) Operating System: You can enter the operating sys-
           tem, and at the prompt, you can enter the commands you
           wish. Type EXIT to return to DataShow.
    
           D4) Info: brief description of the text files that co-
           mes with DataShow. See Info.
    
    <F3>   SCRIPT:  Brings you into the Script Center. From there
           you  can design  your own scripts  in an  easy manner.
           Scripts can be run with the Main Menu F2 key.
    
    <F4>   DRAW:  Brings you into the Draw Center. From there you
           can make graphic drawings  and write texts to be shown
           on screen from script files.  The command you need  to
           issue from script files can be seen under SHOW SCREEN.
    
    <F5>   TEXT:  Brings you into the Text Center. From there you
           can design  text mode  screens.  Screens can be saved,
           and then shown from DataShow with the SHOW SCREEN com-
           mand.  Screens are saved  in the same format  that the
           Capture Utility files  are.  So  you  can  edit  those
           screens that has been captured from other programs, or
           just simply add other colors or texts to the screens.
    
    <F6>   SLIDE:  Brings you into the Slide Center. In the Slide


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    Chapter 4  : The Main Menu, Copyright (c) 1990-95 by: RMP DATA.

           Center you can easily create forms that can be run via
           the SHOW SLIDE command in a script.  A slide de-
           finition form cannot be run as a stand alone file, but
           needs the mentioned script command.
    
    <F7>   GRAPH:  Gives you a menu, where you can choose between
           the Animation Center or the Chart Center.  In the Ani-
           mation Center you can easily make sprites, that can be
           moved around the screen  with the SPRITE command.  And
           in the Chart Center  you can easily  make charts  that
           can be run via the SHOW CHART command in a script.
    
    <F8>   PRINT:  Brings you into the Printer Center. From there
           you can print scripts to a printer.  Since scripts are
           actually just plain ascii files, you can print out ot-
           her  ascii documents  also.  For example you can print
           the INFO.TXT file  with registration information or if
           you have the registered version  you can print out the
           MANUAL.TXT file (the manual).
    
           You can also print SLD files  for slide definition in-
           formation,  as well as  graphics GRA, PCX and GIF type
           files to the printer.
    
           You  select between options  by using the cursor keys,
           and you  use  the <+> or <-> keys  to change  the set-
           tings.  Once you have made your selections, you  go to
           the "start print" location and hit <+>.
    
           See topic Printer Center for more information.
    
    <F9>   SETUP:  This window  gives you two kinds  of features.
    
           On the first part of the window a STATUS is shown.  An
           overview of the PC  that tells you  how much memory is
           available, etc.
    
           On the  second part of the window  you can set up  how
           DataShow will act.
    
           Use the keys specified in the window,  and set either
           of the following:
    
                  - Which key that can interrupt a script.
                  - If a beep should be sound upon errors.
                  - If windows should have "explode effect".
                  - Graphic mode in Draw Center (CGA, EGA, VGA).
    
    <F10>  EXIT:  To exit DataShow.
    


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    Chapter 4  : The Main Menu, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 5, The Script Center
    
    
    
     The Script Center
    
    In the Script Center,   you can design your own scripts (pro-
    grams) easily.  An editor is shown on the screen,  and if you
    press <F9> you can  choose between all the available commands
    in an easy fashion.
    
    The script editor  can have a total of 500 lines,  each at 80
    characters in length. The total maximum length  for a file is
    40.000 bytes. For longer files  it is suggested, that you se-
    parate them into  smaller modules,  or alternatively  you can
    use any ASCII editor.  The DataShow script center is  however
    (as you'll see) designed especially for the purpose of making
    DataShow scripts.
    
    The status line contains  the current line number and the to-
    tal number of lines  in the left corner.  In the right corner
    a filename is shown,  when a file is loaded or  a new file is
    named. A star (*) appears when a change is made in the editor
    and you'll be asked to confirm when you leave the script cen-
    ter. If no star is shown in front of the filename,  you leave
    the script center imidiately when you push F10.
    
    These keys are appropriate in the DataShow Script Center:
    
    <Any-key> By pushing  any of the  alfa-numeric keys  you will
              start typing a line to be inserted at that specific
              location in the script.  Eg.  use the  <Space>  key
              each time  you wish to alter an existing line or to
              enter a completely new line.
    
    <Up-key>  If you're not at the first line in the editor, this
              key will bring you up one line.
    
    <Dn-key>  If you're not at the last line in the editor,  this
              key will bring you down one line.
    
    <Home>    Brings you to the first line in the editor.
    
    <End>     Brings you to the last line in the editor.
    
    <PgUp>    Brings you fast to the prior screen in the script.
    
    <PgDn>    Brings you fast to the next screen in the script.
    
    <Enter>   If you're on the last line of the editor,  this key


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    Chapter 5  : The Script Center, Copyright (c) 1990-95 by: RMP DATA.

              will  let  you fill in more lines at  the bottom of
              the script. Otherwise it works like the <Dn-key>.
    
    <F1>      HELP:  Gives you this helpscreen. From here you can
              select further help (eg. help on commands).
    
    <F2>      FILES:  From here, you can choose to either load or
              save a file.  The small menu gives access to either
              of the following.
    
              A) Load:  You're prompted for a file name (script).
              It has to be a normal ASCII-file,  and a legal ope-
              rating system name.  If the file exists in the cur-
              rent directory  or  if the filename includes a full
              path,  it is loaded into  the editor  to be further
              manipulated there.
    
              B) Save:  You're prompted for a file name (script).
              It has to be a normal ASCII-file,  and a legal ope-
              rating system name.  If the file exists in the cur-
              rent directory, you're warned that it will be over-
              written if you answer Y for yes.  You are  instruc-
              ting DataShow to save the file from the editor.
    
              To choose a filename see also topic File select.
    
              C) More:  Here you are presented with the same menu
              as is the case in the Main Menu, when you press the
              <F2> key. You can choose to display a directory, to
              change the current directory or to go to the opera-
              ting system.
    
    <F3>      CLEAR: Makes it possible to erase the entire script
              you are working on  in the  Script Center.  This is
              useful if you wish to start on a new script.
    
    <F4>      BLOCK:  You are given  a small menu to select from.
              These are the choices.
    
              A) Mark: You start by setting a mark on a line. You
              can then browse between the lines in the editor and
              when you choose  mark  again,  you set an end mark.
              The lines between and  including the two marked li-
              nes are  copied into  a clipboard.  You can at most
              mark 25 lines at a time.
    
              B) Unmark: Before you wish to mark a new block, you
              must first unmark any block that has previously be-
              en copied to the clipboard.
    


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    Chapter 5  : The Script Center, Copyright (c) 1990-95 by: RMP DATA.

              C) Paste:  If the clipboard is not empty (that is a
              block is marked), the content of the clipboard will
              be inserted at the current line.
    
              D) Status: Here you can see the status of the clip-
              board.  Eg. if any block  is currently marked,  and
              the number of lines in the clipboard.
    
              E) Write: Here you can write the current content of
              the clipboard to a file.  Just type in  a file name
              and the clipboard is saved.
    
              F) Read:  Here you can read a file into the current
              script editor. You type in a file name and the file
              is loaded into the editor at the line you're placed
              at.
    
    <F5>      PLACE:  This small menu gives you a chance to go to
              a line quickly in two ways.
    
              A) Line: You'll be prompted for a line number. When
              a number is entered  you'll be placed at that line,
              if it is possible.
    
              B) Search:  You can enter a string, and a search is
              started from the current line  for an occurrence of
              the string. Note that the search is case sensitive.
    
    <F6>      INSERT: A line is inserted at the current location.
              All other lines beneath  are moved  one line  down,
              and thus the total number of lines is increased.
    
    <F7>      DELETE:  A line is deleted at the current location.
              All other lines beneath are moved one line up,  and
              thus the total number of lines is decreased.
    
    <F8>      EDIT:  The current line is displayed in a box,  and
              you can then edit it as you like. When you push the
              <Enter> key the changes are recorded.
    
    <F9>      COMMAND:  You get a list  of all the available com-
              mands to select from.  Use  the arrow keys  to move
              the highlighted field and push <Enter> to select an
              appropriate command. By typing a character you ini-
              tiate a search for a command  that begins with that
              letter.  Then type a second character  for the next
              letter in the command. You can also use the <PgUp>,
              <PgDn>, <Home>,  and <End> keys  to position you at
              the command  you wish to select.  You will then  be
              prompted for more parameters as necessary.  You can


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    Chapter 5  : The Script Center, Copyright (c) 1990-95 by: RMP DATA.

              also use a mouse  to select between commands. If F1
              is pushed while the commands are listed in the win-
              dow,  you get specific help about  the current com-
              mand.
    
    <F10>     EXIT: Let you return to the main menu.  Remember to
              save the script you're working on.  Since  DataShow
              reads  a script from the disk when you  wish to run
              it,  the file you just entered or altered must have
              been saved  before it is to be run,  reflecting any
              of the changes.
    
    The file that is created from the Script Center is an ordina-
    ry ASCII-file. And this is what DataShow reads, when you want
    to run a script. You may thus use any editor you wish to cre-
    ate scripts. The Script Center however is especially designed
    for you to create scripts for DataShow fast and easily.
    


































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    Chapter 5  : The Script Center, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 6, The Draw Center
    
    
    
     The Draw Center
    
    In the Draw Center,  you can draw you own pictures,  that can
    be shown on the screen from a script file.  You can draw when
    you have entered the Draw Screen.
    
    You enter the Draw Screen by pressing <F4> from the Draw Cen-
    ter.  And then you can draw  by moving around  with the arrow
    keys, and  7,  9,  1,  3 on the numeric keyboard (remember to
    turn off "Num Lock").  After the description of the keys that
    can be used in the Draw Center,  the mouse and keyboard func-
    tions of the Draw Screen is described in detail.
    
    First the Draw Center keys:
    ---------------------------
    The keys listed below here generally do  -not- work the exact
    same way, when you're in the Draw Screen (editor).  You enter
    the Draw Screen (editor) with the <F4> key).  These keys thus
    only pertain to the DataShow Draw Center menu.
    
    <F1>      HELP:  Gives you this helpscreen. From here you can
              select further help (eg. help on drawing).
    
    <F2>      FILES:  From here, you can choose to either load or
              save a file.  The small menu gives access to either
              of the following.
    
              A) Load:  You are prompted for a file name (graph).
              It has to be a special graphfile,  and a legal ope-
              rating system name.  If the file exists in the cur-
              rent directory,  it is loaded  into the draw editor
              for  further manipulation  there.  The  Draw Center
              will try to open the file according  to you current
              graphics mode (set from the main menu F9 setup) and
              the setting of the graphics file type.
    
              Note that if you want to load a PCX type file,  you
              must be  in the graphics mode that the PCX file re-
              quires.  You set the graphics mode in the Main Menu
              with F9 key, before entering the Draw Center.  With
              the registered version of DataShow  you can use the
              ShowUtil program to get information about preffered
              modes of PCX files.  If you're not in the same gra-
              phics mode as the PCX file is in, you'll receive an
              error message "Mode not correct".
    


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    Chapter 6  : The Draw Center, Copyright (c) 1990-95 by: RMP DATA.

              The above is also true for GRA type files.
    
              B) Save:  You are prompted for a file name (graph).
              It has to be a special graphfile,  and a legal ope-
              rating system name.  If the file exists in the cur-
              rent  directory,  you are  warned  that it  will be
              overwritten  if you answer Y for yes.  Pressing the
              key will prompt DataShow to save the drawing in the
              draw editor to a file.
    
              To choose a filename see also topic File select.
    
              C) More:  Here you are presented with the same menu
              as is the case in the Main Menu, when you press the
              <F2> key. You can choose to display a directory, to
              change the current directory or to go to the opera-
              ting system.
    
    <F3>      CLEAR:  Makes it possible to erase the entire draw-
              ing  that you are  working on  in the  Draw Center.
              This is useful if you wish to start on a new draw-
              ing.
    
    <F4>      DRAW:  As  mentioned here above,  you get in to the
              draw screen,  from where you can  draw pictures  in
              "free hand".  You use  the arrow keys  as mentioned
              earlier, and you can  toggle  between move and draw
              mode, and toggle the step size.  You exit  from the
              draw screen to the draw center with the <F10> key.
    
    <F5>      BAR:  You are prompted  to enter  two numbers.  The
              numbers are the length and height  from the current
              location where the arrow pointer is.  At that loca-
              tion a 3-D bar is drawn  with the colors set by the
              <F9> key.
    
    <F6>      BOX:  You are prompted  to enter  two numbers.  The
              numbers are the length and height from the  current
              location where the arrow pointer is.  At that loca-
              tion a box is drawn with colors set by <F9>.
    
    <F7>      CIRC:   You are prompted  to enter  a number.  This
              number is a radius from the  current location where
              the arrow pointer is. At that location with the ra-
              dius given,  a circle is drawn  with the colors set
              by the <F9> key.
    
    <F8>      MOVE:  Here you can select  a part of the screen to
              be moved to another location on the drawing.
    


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    Chapter 6  : The Draw Center, Copyright (c) 1990-95 by: RMP DATA.

    <F9>      SETUP:  Here you can setup which colors to use, how
              large letters  should be,  and in which  style they
              should be written. Push <F1> when in setup for more
              help.
    
              Note that you can set the graphics file type to ei-
              ther PCX (default) or GRA. However to load (F2 key)
              a graphic image  you have to be in the same mode as
              the file is saved in.  You set the graphics mode in
              the Main Menu  with the f9 key  before entering the
              Draw Center.
    
    <F10>     EXIT:  Let you return to the main menu. Remember to
              save the drawing you're working on.  Since DataShow
              reads drawings on the disk  when you wish  to run a
              script,  the file  you just altered  must have been
              saved before it can be run, reflecting the changes.
    
    A little advice about GRA files  and PCX files  is necessary.
    
    GRA files are uncompressed images. They therefore tend to get
    quite big. A GRA type file will vary in size according to the
    graphics mode  in which it was created.  Eg. 64000 bytes  for
    EGA1 mode and over 150.000 bytes for VGA1 mode GRA files. GRA
    files were the first graphic images that DataShow could mani-
    pulate.
    
    Now however,  you have the ability to manipulate PCX files in
    the Draw Center.  PCX files are used by many drawing programs
    and it is a compressed version of an image. That usually mean
    smaller file sizes than the GRA type files.
    
    You can load  GRA type files  and save them  as PCX files and
    vice versa.  Just change the graphics file type  with the  F9
    setup key.
    
    Since GRA type files are uncompressed they are faster to load
    and save.  A good devellopment cycle can therefore be  to use
    GRA files while you are drawing a picture, and when it is fi-
    nished and ready for distribution,  you can save it  as a PCX
    type file (which saves disk space).
    
    The Draw Screen:
    ----------------
    If DataShow finds  that a mouse  is installed,  the mouse can
    also be used to move around on the draw screen:
    
    <RMB>     Right mouse button.  If you push it down, a menu is
              shown on the left and right side of the screen. You
              can then choose  (with the left mouse button)  from


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    Chapter 6  : The Draw Center, Copyright (c) 1990-95 by: RMP DATA.

              that menu eg. file load and save.
    
              You start with the Draw Screen being in "Draw" mode
              and you can change that to eg. fill mode (that fill
              circles or boxes) or Brush mode (that gives thicker
              air pen brush like drawings).  In the  "Draw" mode,
              you can hold the button pressed and move around the
              screen to create images.
    
    <LMB>     Left mouse button.  If you have  selected  to draw,
              fill, brush, bar, box, circle,  from the menu  men-
              tioned above  under <RMB>,  holding down <LMB> will
              generate the desired action.
    
    Also you have these keys available in the Draw Screen:
    
    <Enter>   Let you go from draw to move mode, and back.   When
              you're in move mode,  you  can use the same keys as
              when you're in draw mode. But (as you can guess) no
              line will be dragged after the arrow in move mode.
    
    <+>       Increases the step size for move or draw mode.  The
              maximum number of steps that can be taken is 10.
    
    <->       Decreases the step size for move or draw mode.  The
              minimum number of steps is 1.
    
    <arrows>  You can use the arrow keys in the draw editor,   as
              mentioned above. (Remember to turn Num Lock off).
    
    <F1>      Short help for the Draw Screen is shown.
    
    <F2>      Quick file load/save menu.
    
    <F3>      Quick clear Draw Screen menu.
    
    <F9>      Quick setup for Draw Screen menu.
    
    <F10>     Exit draw screen and return to Draw Center.
    
                        Ŀ
                         7      8      9     
                         Home          PgUp  
                        Ĵ
                         4             6     
                                             
                        Ĵ
                         1      2      3     
                         End           PgDn  
                        


                              --- Page: 28 ---                              

    Chapter 6  : The Draw Center, Copyright (c) 1990-95 by: RMP DATA.

    
    <Any-key> When you type a character in the draw editor,  that
              character  will be displayed  according to the cur-
              rent setup (the <F9> key from the Draw Center).
    















































                              --- Page: 29 ---                              

    Chapter 6  : The Draw Center, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 7, The Text Center
    
    
    
     The Text Center
    
    In the Text center  you can create  text mode screens.  These
    screens work in the exact same way that the screens  you grab
    with the CAPTURE Utility do. This mean, that you can have the
    screens  shown  from a DataShow script  with the  SHOW SCREEN
    command.  You can also  load screens  that you have captured,
    and then alter them as you please in the Text Center.  A list
    of the keys that work in the center is given here below:
    
    <F1>      HELP:  Gives you this helpscreen. From here you can
              select further help (see help on help).
    
    <F2>      FILES:  From here, you can choose to either load or
              save a file.  The small menu gives access to either
              of the following.
    
              A) Load:  You are prompted for a file name (graph).
              It has to be a special screenfile, and a legal ope-
              rating system name.  If the file exists in the cur-
              rent directory,  it is loaded into  the text design
              editor for further manipulation there.
    
              B) Save:  You are prompted for a file name (graph).
              It has to be a special screenfile, and a legal ope-
              rating system name.  If the file exists in the cur-
              rent  directory,  you are  warned  that it  will be
              overwritten  if you answer Y for yes.  Pressing the
              key will prompt DataShow to save the screen  in the
              text mode design editor to a file.
    
              To choose a filename see also topic File select.
    
              C) More:  Here you are presented with the same menu
              as is the case in the Main Menu, when you press the
              <F2> key. You can choose to display a directory, to
              change the current directory or to go to the opera-
              ting system.
    
    <F3>      CLEAR: Makes it possible to erase the entire screen
              that you  are working on  in the Text Center.  This
              is useful if you wish to start on a new screen.  It
              should be noted, that only when you select CLEAR is
              the new background color you have  selected for all
              of the screen (with <F9 SETUP>) actually set. So to
              set a new background color to begin designing a new


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    Chapter 7  : The Text Center, Copyright (c) 1990-95 by: RMP DATA.

              screen, select the color with <F9> and then <F3> to
              clear and have the changes take effect.
    
    <F4>      DRAW: You enter the text draw screen from where you
              can design screens in "free hand".  You can use the
              arrow keys to move around, and you  can toggle  be-
              tween move and draw mode. The keys you can use are:
    
              <Enter>   Toggles between move and  line draw mode.
    
              <Arrow>   When in line draw mode, once you push one
                        of the arrow keys, a line will be printed
                        at that location.
    
              <Any-key> The character the key represents  will be
                        printed at that location.
    
              <F2>      With  the  <F9> key  (in the  Text Center
                        Setup) you can  select a background  cha-
                        racter. That character is assigned to the
                        <F2> key in the draw mode,  so by pushing
                        this key  the selected character will ap-
                        pear.
    
              <F4>      Lines  that shows  current  location  and
                        special characters keys.
    
              <F5..F8>  Special characters shown from <F4> key.
    
              <F9>      Gives you  a small box  with the diffrent
                        color attributes. Select one, and it will
                        be you new drawing color.
    
              <F10>     Exit the Text draw screen  to go  back to
                        the Text Center screen.
    
    <F8>      FILL:  Here you can change the background color for
              all of the screen quickly.  All the letters  on the
              screen will not be changed, only their color.
    
    <F9>      SETUP:  Here you can setup which colors to use, how
              lines are to be written, etc. You simply follow the
              instructions on how to set up the screen design. If
              you are in the  Draw Color field,  you can push the
              <Tab> key and get a box with choises for colors.
    
    <F10>     EXIT:  Let you return to the main menu. Remember to
              save the screen you are working on.  Since DataShow
              reads screens  on the disk  when you wish  to run a
              script,  the file  you just altered  must have been


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    Chapter 7  : The Text Center, Copyright (c) 1990-95 by: RMP DATA.

              saved before it can be run, reflecting the changes.
    


















































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    Chapter 7  : The Text Center, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 8, The Slide Center
    
    
    
     The Slide Center
    
    In the Slide Center,   you can design your own slides easily.
    A slide editor is shown on the screen,  and if you press <F4>
    you can easily create or modify a slide page.
    
    The slide definition can the be executed  with the SHOW SLIDE
    command from a script file.
    
    These keys are appropriate in the DataShow Slide Center:
    
    <Up-key>  If you're not at the first line in the editor, this
              key will bring you up one line.
    
    <Dn-key>  If you're not at the last line in the editor,  this
              key will bring you down one line.
    
    <F1>      HELP:  Gives you this helpscreen. From here you can
              select further help (eg. help on commands).
    
    <F2>      FILES:  From here, you can choose to either load or
              save a file.  The small menu gives access to either
              of the following.
    
              A) Load:  You're prompted  for a file name (slide).
              It has to be a legal operating system name.  If the
              file exists in the current directory  or if the fi-
              lename includes  a full path,  and it is recognised
              as a slide file,  it is loaded into  the editor  to
              be further manipulated there.
    
              B) Save:  You're prompted  for a file name (slide).
              It has to be a legal operating system name.  If the
              file exists in the current directory, you're warned
              that it will be overwritten if you answer Y for yes
              to overwrite.  You are instructing DataShow to save
              the file from the editor.
    
              To choose a filename see also topic File select.
    
              C) More:  Here you are presented with the same menu
              as is the case in the Main Menu, when you press the
              <F2> key. You can choose to display a directory, to
              change the current directory or to go to the opera-
              ting system.
    


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    Chapter 8  : The Slide Center, Copyright (c) 1990-95 by: RMP DATA.

    <F3>      CLEAR:  Makes it possible to erase the entire slide
              you  are working on  in the  Slide Center.  This is
              useful if you wish to start on a new slide.
    
    <F4>      EDIT: You are placed in the Slide scratch pad, and
              from there you can use the following keys:
    
              <Up>         Moves one line up.
              <Dn>         Moves one line down.
              <Enter>      Moves to the next entry field.
              <Tab>        Moves to the next entry field.
              <Shft><Tab>  Moves backward in entry fields.
              <F9>         Gives you options for entry field.
              <F10>        Goes back to the slide screen.
    
              It should be easy for you to put together a list of
              slide definitions.  You decide  how to advance from
              one slide to the next (with seconds or a key), what
              effects there should be between slides (Clear, Fade
              or Glitter). See description further below here.
    
    <F5>      PAGE:  This key moves you to the next page.  In all
              there can be 50 lines  in the slide command center,
              with 10 lines on each page.
    
    <F6>      INSERT: A line is inserted at the current location.
              All other lines beneath  are moved  one line  down,
              and thus the total number of lines is increased.
    
    <F7>      DELETE:  A line is deleted at the current location.
              All other lines beneath are moved one line up,  and
              thus the total number of lines is decreased.
    
    <F8>      PREVIEW:  Here you can look at PCX, GIF or GRA type
              files.  The file  you choose  will be shown  on the
              screen.  This makes it possible for you to remember
              which file it is,  that you will show in your slide
              show.
    
    <F9>      COMMAND: This key is used when you first have push-
              ed the <F4> EDIT key. Depending on the field you're
              currently in,  a small menu with the applicable op-
              tions are shown. You can the select between the op-
              tions. This is also true for files.
    
    <F10>     EXIT: Let you return to the main menu.  Remember to
              save the slide  you're working on.  Since  DataShow
              reads slides from the disk when you wish to run it,
              the file you just entered or altered must have been
              saved before it is to be run, reflecting any of the


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    Chapter 8  : The Slide Center, Copyright (c) 1990-95 by: RMP DATA.

              changes.
    
    You have to  fill information into the different lines on the
    slide scratchpad. Each line constitutes one slide to be shown
    on the screen. Each field is described here:
    
    FILENAME:
    You enter a file name. Remember to include the file extension
    eg. PCX for PCX type files, etc...  You can select files with
    <F9> key.
    
    FILETYPE:
    You enter a file type. This is often equal to the file exten-
    sion. Eg. PCX for PCX type files, etc...  You can select type
    with the <F9> key.
    
    EFFECT:
    You can enter the effect that is shown between two slides. To
    select between effects you can use the <F9> key.
    
    PAUSE:
    Between slides a pause can be inserted.  You can either enter
    a number,  in which case  the next slide  will be shown after
    the number of seconds. Or you can enter KEY in which case the
    next slide will be shown after you use the <space> or <arrow>
    keys.  Left arrow moves on  to next slide (until there are no
    more, then the script continues)  and right arrow  moves to a
    prior slide.
    
    Remember that you cannot mix text- and graphmode slides.  You
    must make slides in either of the two.  You can however blend
    music type slides in with the other slides.
    
    
    ENTERING DATA, EXAMPLE:
    -------------------------------------------------------------
    Here's an example  of a text mode slide definition of two li-
    nes in the Slide Center.  You have to have the two files text
    screens saved  either with the Capture program  or made  from
    the Text Center.
    
       FILENAME:        FILETYPE:         EFFECT:        PAUSE:
    
    1: SHOW1.SCR        TXT               W-SPLIT        4
    2: SHOW4.SCR        TXT               W-RIGHT        4
    
    This example defines a slide show  with only two slides.  The
    effect is shown as the transition between slides after a cer-
    tain pause has taken place.  The slide definition  is invoked
    with the SHOW SLIDE command.


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    Chapter 8  : The Slide Center, Copyright (c) 1990-95 by: RMP DATA.

    



















































                              --- Page: 36 ---                              

    Chapter 8  : The Slide Center, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 9, The Graph Menu
    
    
    
     The Graph Menu
    
    Choose either of these two Centers, to get more detailed in-
    formation:
    
                        Animation Center
                        Chart Center
    








































                              --- Page: 37 ---                              

    Chapter 9  : The Graph Menu, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 10, Errormessages
    
    
    
     Errormessages
    
    Beneath here is a list of all the  errormessages that you can
    get while using a scriptfile. Errormessages you can get while
    using DataShows menu interface should be self explanatory and
    therefore they are not mentioned here.
    
    In general, when you receive an errormessage  while running a
    script,  the message is accompanied by a line number, and the
    command that either caused the error  or is near to where the
    error is.  You'll quickly be able to find the location in the
    file, and correct the problem.
    
    Because of a hurried release,  this list is not finished, but
    some of the more important/common ones are shown here...
    
    COMMAND ERROR:
    -------------------------------------------------------------
    This errormessage is usually followed  by the offending  com-
    mand. In general there are two ways you can expect to see the
    message:  1. You have  entered something where the first word
    on the line  cannot be interpreted  as one of the  valid com-
    mands, or 2. The file is not a valid DataShow script file. In
    case of problem number 1. you should be able to see  if some-
    thing has been misspelled or if you're missing the first com-
    mand on the line.  In case of problem 2. you should choose to
    run a valid DataShow script file  (eg. not a slide definition
    file).
    
    Endline expected:
    -------------------------------------------------------------
    This errormessage is shown  when the DataShow interpreter ex-
    pects the line to be finished. You have entered too many com-
    mands or parameters on a line. Check the command and its syn-
    tax one more time.
    
    Error in file or format:
    -------------------------------------------------------------
    This errormessage is shown when a filename was expected,  but
    then file wasn't found  or there  was an error encountered in
    the format of the file.  Make sure the file exists,  and that
    it has the correct format, eg. .SCR files must have been made
    with the Text Center or the Capture utility.
    
    Error in name:
    -------------------------------------------------------------


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    Chapter 10 : Errormessages, Copyright (c) 1990-95 by: RMP DATA.

    Either  a variable name is spelled incorrectly  or a variable
    name is missing.  In the first case,  some name has been read
    but that name hasn't been found  among the variables - Either
    the variable hasn't been declared first  or the name is spel-
    led wrong.  In the second case the command line stops,  but a
    variable name is expected.
    
    Error in name or number:
    -------------------------------------------------------------
    This errormessage is shown when a variable name  or a number
    is incorrect.  You can  use variables (number variables)  by
    entering their names to certain commands, or you can enter a
    number constant  directly.  But either  the variable name is
    spelled wrongly or a wrong number has been entered.  Enter a
    correct number variable name or enter a correct number.
    
    Error in parameter:
    -------------------------------------------------------------
    This errormessage is shown  when a missing or wrong parameter
    to a command  is encountered.  Check the command and its syn-
    tax one more time.
    
    Error in quote:
    -------------------------------------------------------------
    This errormessage is shown in these cases:
    1) You have forgotten  to start a filename or textstring with
       a quotation mark (").
    2) You have entered a  too long filename or string (the maxi-
       mum length is 80 chars) before an end quotation mark.
    Check the command and enter a quotation mark in the beginning
    of the string if one is missing or make the string a shorter.
    
    Error in value:
    -------------------------------------------------------------
    You have entered a number or a variable name (of a number va-
    riable) that is incorrect. The number that corresponds to the
    variable name or the number you've entered directly is out of
    the acceptable range. Please change the value to fit the syn-
    tax for the command in question.
    












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    Chapter 10 : Errormessages, Copyright (c) 1990-95 by: RMP DATA.

    CHAPTER: 11, Commands
    
    
    
     Commands
    
    When you're in the script menu, and when pushing function key
    <F9>, you can select from a number of commands.   Listed here
    below,   you can select each of the commands you wish to have
    further information on. See also Quick Start further below.
    
     SCREEN         SHOW           WRITE          COLOR
    
     GOXY           WAIT           SPEAK          MUSIC
    
     EFFECT         DRAW           SET            IF
    
     DO             MARK           JUMPMARK       VARIABLE
    
     READ           CASE           MATH           DEFINE
    
     END            MOTION         MOUSE          SPRITE
    
     INSTALL        CONTINUE       BREAK          QUIT
    
    
    Obsolete commands:
    
     Changes
    
    
    
     Commands, Quick Start:
    
    Here, all the commands and their syntax is shown. For Further
    descriptions please  look at the command descriptions indivi-
    dually.
    
    SCREEN CLEAR
       Command clears the screen.
    
    SCREEN GET
       This command saves a screen to a buffer
    
    SCREEN PUT
       This command shows a screen that has been previously saved
    
    SCREEN WIPE <SPLIT | LEFT | RIGHT | UP | DOWN | OUT>
       This commands clears the screen using the parameter
    


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    SCREEN WINDOW <length> <height>
       This command selects part of the screen for output
    
    SHOW SCREEN "<filename>" <TXT | GRA | PCX | GIF | FLI>
       Command shows a screen from a separate file
    
    SHOW SLIDE "<filename>"
       Command shows several slides according to file specified
    
    SHOW CHART "<filename>" <BAR | PIE | LIN>
       Command shows a chart according to file and type specified
    
    WRITE <"<text to print on screen>" | <variable>> {+ <again>}
       Command writes texts to the screen
    
    COLOR <BACKGROUND | FOREGROUND | ATTRIBUTE>
       Command sets the color that effects other commands
    
    GOXY <x-coordinate> <y-coordinate>
       Command sets the coordinates that effects other commands
    
    WAIT [<seconds> | "<text>"]
       Command stops script execution until seconds are passed or
       any key is pushed
    
    SPEAK <number> | <variablename> | "<text>"
       Command talks through the speaker
    
    MUSIC SOUND <notechar> <number> <number>
       Command makes a single sound through the speaker
    
    MUSIC PROCESS "<filename>" SND
       Command reads a DataShow music file and plays it
    
    MUSIC PROCESS "<filename>" WAV <frequency>
       Command reads a Windows music file and plays it
    
    MUSIC PROCESS "<filename>" VOC <frequency>
       Command reads a Creative Labs music file and plays it
    
    EFFECT SCROLL <UP | DOWN>
       Command scrolls the screen up or down
    
    EFFECT FADE <IN | OUT | BOTH>
       Command fades the screen
    
    EFFECT GLITTER
       Command makes lots of glitter on the screen
    
    EFFECT TEXTTYPE <font-number> <size-number>


                              --- Page: 41 ---                              

    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

       Command sets the text type and size for graphic writes
    
    EFFECT TEXTPLACE <horizontal-number> <vertical-number>
       Command sets the text type and size for graphic writes
    
    EFFECT POINT <x-coordinate> <y-coordinate>
       Command writes an arrow on specified place
    
    DRAW BOX <length> <height>
       Command draws a box from current location
    
    DRAW LINE <length-number>
       Command draws a line from current location
    
    DRAW CIRCLE <radius-number>
       Command draws a circle with center in current location
    
    DRAW BAR <length> <height>
       Command draws a bar from current location
    
    SET GRAPHICS <OFF|CGA|EGA1|EGA2|VGA1|VGA2|SVGA1|SVGA2|SVGA3>
       Command set scripts in either text or graphics mode
    
    SET DELAYFACTOR <number>
       Command set the delays for other commands
    
    SET SHADOW <OFF | name | number>
       Command sets shadow on graphics writes
    
    SET CURSOR <ON | OFF>
       Command sets cursor in text mode
    
    SET TIMEOUT <number>
       Command makes scripts pass the WAIT command
    
    SET ESCAPEKEY <OFF | <number>>
       Command let you control the interruption of scripts
    
    SET TEXTSOUND <ON | OFF>
       Command sets the sound on writes to screen
    
    SET DOUBLELINE <ON | OFF>
       Command sets single or double lines
    
    SET DEBUG <ON | OFF>
       Command enables debug <alt+d> halting of scripts
    
    DO FILE "<filename>"
       Command lets you execute another script file
    


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    DO CALL "<command>"
       This command calls an operating system file or program
    
    MARK <name | number>
       Command marks a place to jump to
    
    JUMPMARK <name | number>
       Command jumps to a mark
    
    VARIABLE CREATE <name> TYPE
                    <STRING "<text>" | NUMBER <value> | KEY>
       The command creates a variable of a given type
    
    VARIABLE INCREASE <name> <number>
       This command increases a number variable by a given number
    
    VARIABLE DECREASE <name> <number>
       This command decreases a number variable by a given number
    
    VARIABLE RELEASE <name>
       This command deletes a given variable
    
    VARIABLE VALUE <name> <value>
       This command forces a value to a given variable
    
    VARIABLE LOAD <name> FROM "<filename>"
       The command loads a variable from disk
    
    VARIABLE SAVE <name> TO "<filename>"
       The command saves a variable to disk
    
    READ CHOISE <number> <number>
       This command reads a number key in the given range
    
    READ STRING [UPPER] <variable name> <length number>
       This command reads a string with the given length
    
    READ KEY <variable name>
       This command reads a key into a variable
    
    IF <variable name> <EQ | NE | LT | LE | GT | GE | IN>
       <<number> | <variable name>> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you test the value of a number variable
    
    IF [NOT] KEYPRESSED DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you check if a key is pressed
    
    IF [NOT] GRAPH <VGA | EGA | CGA> DO


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you check the graphics adapter
    
    IF [NOT] MOUSE DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you check if a mouse is present
    
    IF [NOT] FILE <"filename"> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you check if a file exists
    
    IF [NOT] SOUND <ADLIB | BLAST> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       Command checks if a sound blaster or adlib is available
    
    CASE CHOISE <number> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you examine the value read by READ CHOISE
    
    CASE STRING [UPPER] <variable name>
       <<"text"> | <variable name>> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you test the value of a string variable
    
    CASE KEY <variable name> <key number> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
       This command let you test the value of a key variable
    
    MATH <variable name> = <expression>
       This command let you do mathematic operations
    
    DEFINE
       This command marks the beginning of a defined area
    
    END
       This command marks the end of a defined area
    
    MOTION <LEFT | RIGHT> <times>
       This command lets you move a defined area across screen
    
    MOUSE <ON | OFF | GOXY | TRACK | QUERY | TYPE | DRAW>
       The command makes it possible for you to use a mouse
    
    SPRITE <LOAD | GOXY | SHOW | HIDE | FRAME | RELEASE>
       The command let you move sprite objects around the screen
    
    INSTALL FONT "<filename>"
       The command makes it possible to install more fonts
    
    INSTALL SOUND <SPEAK| ADLIB | BLAST>


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

       Sets music output to sound blaster, adlib or PC speaker
    
    CONTINUE
       This command restarts script execution from the beginning
    
    BREAK
       This command goes to a continue command and goes on there
    
    QUIT
       This command end script and DataShow execution
    









































                              --- Page: 45 ---                              

    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Printer Center
    
     The Printer Center
    
    In  the Printer Center  you can print out  most of the  files
    that are used in DataShow.  You can print out ascii text (eg.
    scripts), graphic pictures (eg. PCX, GIF and GRA), Slide File
    definitions (SLD) and you can select  which printer  it is to
    be printed on.
    
    First you enter a file name.  Then you move around  the setup
    screen with the arrow keys.  Use + / - keys to alter the por-
    tions that needs to be changed.  Use the + key  in the appro-
    priate place to begin the printing.
    
    You can select file names  by entering a  *.<extension>  com-
    mand. Eg. if it is a GIF file you will print, enter *.GIF and
    select the file from the file list. The name will be shown in
    the file name field on the screen. Hit <Enter> to accept. Now
    DataShow suggest  to you that  it is a GIF type file  (in the
    source type field).
    
    You can select between two type of printers, a standard prin-
    ter that adheres to the codes of Epson and IBM Pro Printer or
    a  HP Laser Jet type printer (many printers can emulate those
    three types of printers).
    
    Select the type of printer  and select the type of file  that
    you would like to print. Then push the + key at the place the
    "start print" instruction is shown.
    
    If it is  a graphics file  the picture  will be shown  on the
    screen  and it is copied to the printer.  This takes a little
    while and then you're returned to the Print Center.
    
    With the F9 key you can direct the output to another parallel
    printer (signified by the LPT setup).  This is usefull if you
    have more printers connected to a computer or if the computer
    prints out via a network.  You cannot set the print output to
    a serial printer at this time.
    
    Please note  that configuring printers  can be somewhat  like
    running around in a jungle.  It takes time  to figure you way
    around.  If the printer is set up correctly to one of the two
    printer types in DataShow,  you'll get a nice picture on your
    printer, otherwise you'll see nothing at all or many pages of
    meaningless numbers and/or text.
    
    Another approch  to printing graphics  might be  to load  the
    GRAPHICS.COM program that comes with DOS. In the Slide Center


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    You can preview graphics files - they are shown on the screen
    until you hit a key. If you press the <Print Screen> key, the
    pricture will be copied to your printer.
    
















































                              --- Page: 47 ---                              

    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Animation
    
     The Animation Center
    
    The Animation Center is where you can make sprites and icons.
    
    You have to decide  wether the sprite  is for 16 color or 256
    color mode.  Sprites made for one mode  will not look good on
    the screen  if the screen is set  in another color mode  with
    the SET GRAPHICS command.
    
    When you choose to enter the center, DataShow will try to put
    your computer into either  VGA 640x480x16 or SVGA 640x480x256
    mode.  Your computer has to support  the mode you wish to en-
    ter, for you to be able to make animations.
    
    Now what is a sprite? A sprite consists of one or more frames
    that can be shown  one after another  to make it appear as if
    it is moving. A sprite with more frames is the basis for ani-
    mations that makes presentations more attractive and makes it
    possible to make games in DataShow.
    
    The screen  that is shown in the Animation Center, contains a
    sprite editor grid  on the right side, and color buttons  and
    control buttons on the left side.
    
    You use the mouse by pressing  the left button in the grid to
    draw in the current color. By pressing the right mouse button
    in the grid, you erase at the current place.
    
    In  the upper left hand cornor,  you can see  what the sprite
    actually looks like.
    
    You can use  the F1 key  to get a help screen.  The PgDn/PgUp
    keys makes it possible  for you  to toggle between frames  in
    the sprite. More about that later (see the frame menu).
    
    You can use the up, down, left, right arrow keys to trim/move
    the drawing within the grid.
    
    The frame push button let you do several things to a frame. A
    frame menu is shown with the following choises:
    
      1) Forward
         Goes to the next frame. Works as the PgDn key.  The next
         frame is empty if you haven't drawn in it before.
      2) Backward
         Goes to the frame  prior to the current.  The content of
         the frame i shown in the grid.
      3) Clear


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

         Clears the current frame only. Use the clear push button
         if you wish to reset all of the sprite.
      4) Copy
         By entering a number  of another frame,  that frame will
         be copied into the current. If you wish to make only mi-
         nor changes  from frame to frame (for animations),  then
         use this copy function.
      3) Set
         Here you set  the actual number of frames in the sprite.
         It is this number that tells DataShow how many frames to
         save in the sprite file.  So if you have come too far in
         the number of frames you can set it back here.
    
    Once you have made a sprite you can use the SPRITE command to
    manipulate the sprite around the screen from a script.
    
    
    Please note:
    ------------
    The format for sprites  has changed a bit from version 5.x to
    5.5. This means that you should load any sprites made in ear-
    lier versions that 5.5 and resave them before you can use the
    SPRITE commands.
    




























                              --- Page: 49 ---                              

    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Chart
    
     The Chart Center
    
    In the Chart Center,   you can design your own charts easily.
    A chart editor is shown on the screen,  and if you press <F4>
    you can easily create or modify a chart definition.
    
    The chart definition can the be executed  with the SHOW CHART
    command from a script file.
    
    These keys are appropriate in the DataShow Chart Center:
    
    <Up-key>  If you're not at the first line in the editor, this
              key will bring you up one line.
    
    <Dn-key>  If you're not at the last line in the editor,  this
              key will bring you down one line.
    
    <F1>      HELP:  Gives you this helpscreen. From here you can
              select further help (eg. help on commands).
    
    <F2>      FILES:  From here, you can choose to either load or
              save a file.  The small menu gives access to either
              of the following.
    
              A) Load:  You're prompted  for a file name (chart).
              It has to be a legal operating system name.  If the
              file exists in the current directory  or if the fi-
              lename includes  a full path,  and it is recognised
              as a chart file,  it is loaded into  the editor  to
              be further manipulated there.
    
              B) Save:  You're prompted  for a file name (chart).
              It has to be a legal operating system name.  If the
              file exists in the current directory, you're warned
              that it will be overwritten if you answer Y for yes
              to overwrite.  You are instructing DataShow to save
              the file from the editor.
    
    Note  that lines in the editor that are blank, are considered
    to be the last line!  Do not have blank lines in a  chart de-
    finition.
    
              To choose a filename see also topic File select.
    
              C) More:  Here you are presented with the same menu
              as is the case in the Main Menu, when you press the
              <F2> key. You can choose to display a directory, to
              change the current directory or to go to the opera-


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

              ting system.
    
    <F3>      CLEAR:  Makes it possible to erase the entire chart
              you  are working on  in the  Chart Center.  This is
              useful if you wish to start on a new chart.
    
    <F4>      EDIT: You are placed in the Chart scratch pad, and
              from there you can use the following keys:
    
              <Up>         Moves one line up.
              <Dn>         Moves one line down.
              <Enter>      Moves to the next entry field.
              <Tab>        Moves to the next entry field.
              <Shft><Tab>  Moves backward in entry fields.
              <F10>        Goes back to the chart screen.
    
              It should be easy for you to put together a list of
              chart definitions.  You simply enter the name of an
              entity that you wish  to show in a chart.  Then you
              enter  the integer value  that is connected  to the
              name. A total of 10 names and values is possible.
    
    <F6>      INSERT: A line is inserted at the current location.
              All other lines beneath  are moved  one line  down,
              and thus the total number of lines is increased.
    
    <F7>      DELETE:  A line is deleted at the current location.
              All other lines beneath are moved one line up,  and
              thus the total number of lines is decreased.
    
    <F8>      PREVIEW:  Here you can look at a chart. The current
              chart from the chart editor will be shown, if there
              is more  than one line  of data.  You simply choose
              how the chart is to be shown (as bar, pie or line).
              The chart is shown in the default graphics mode set
              from the main menu. This makes it possible  for you
              to see the outcome of a chart definition.
    
    Note  that lines in the editor that are blank, are considered
    to be the last line!  Do not have blank lines in a  chart de-
    finition.
    
    <F10>     EXIT: Let you return to the main menu.  Remember to
              save the chart  you're working on.  Since  DataShow
              reads charts  from the disk  when you wish to run a
              script,  the file you just entered  or altered must
              have been saved  before it can be shown, reflecting
              any of the changes.
    
    


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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    IMPORTING DATA:
    -------------------------------------------------------------
    Chart definition files in DataShow consist of pure Ascii cha-
    racters.  The files follow  the DIF (data interchange format)
    standard.
    
    This makes it possible  for you  to have your data  stored in
    eg. a spreadsheet or another database,  dump the data  into a
    comma seperated file and show the result in DataShow.
    
    The syntax of the chart definition file looks like this:
    
    "<range name>", <range value>
    
    Where the range name is contained within ", and has a maximum
    of 10 characters. And the range value is an integer number.
    
    So if you export data from a spreadsheet or database it has
    to look like this example:
    
    "Division 1",       5000
    "Division 2",       2800
    "Division 3",       7600
    
    
    ENTERING DATA, EXAMPLE:
    -------------------------------------------------------------
    Here's an example of a graph definition of three lines in the
    Chart Center. They can have been entered directly in the Cen-
    ter or loaded from a file  that holds the format described a-
    bove.
    
        RANGE NAME:            RANGE VALUE:
    
    1:  Division 1                     5000
    2:  Division 2                     2800
    3:  Division 3                     7600
    
    This example  defines a chart with only three elements in it.
    You have the ability  to have up to ten elements  in a chart.
    The chart definition is invoked with the SHOW CHART command.
    










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    Info
    
     Information
    
    DataShow is a shareware program.  It is not for free.  So to-
    gether  with this version of DataShow,  you should be able to
    find several text files that give you more information.
    
    The file  INFO.TXT  contains much relevant information  about
    DataShow.  You can read  about registration  and registration
    bonuses. There's a list of files included and there's a quick
    start section. The system requirements are listed.  Also con-
    tact and support addresses are listed.
    
    The file  ORDER.TXT  contains  the  order form,  and the file
    REFER.TXT contains a reference guide for commands. (Note that
    these files  are not included as seperate files  in the regi-
    stered version since they are part of other files).
    
    You can use  the Print Center to print out  those files  to a
    printer.  Set the source type to Text (script) or choose your
    favorite printer program to print out the above files.
    
    Or if you just wish to view the files,  you can choose  F2 in
    many menues, select "more files", then select "directory" and
    choose the file you wish to view by pressing the <Enter> key.
    You can then see the file on the screen.
    
    You should also have received  some additional example script
    files.  PROMOTE1.SHW gives a slide show introduction to Data-
    Show.  By executing  the self extracting programs  GUIDE.EXE,
    EXAMPLES.EXE and GAMES.EXE you'll be given many more programs
    that shows you the many features of DataShow. Read the accom-
    panying TXT ascii files for information about how they work.
    
    DataShow  doesn't contain  any "harmfull" features.  DataShow
    does not erase itself  after a certain period,  and it has no
    hidden features. This shareware version is a full functioning
    piece of software,  where registrering  gives you  additional
    programs (eg. the runtime program), pictures and sounds.
    
    Remember,  DataShow is a shareware program,  which means  you
    can try it before you buy it.  But please register if you use
    it regularly.
    
    Registration gives you many bonusses.
    





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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Miscellaneous
    
     Miscellaneous Help pages
    
    On the following pages,  some general topics concerning Data-
    Show are discussed. These topics include how to select a file
    in various cases and how to use the setup command in the Draw
    and Text Centers of DataShow.
    
    










































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    Topic Select
    
     Topic Select
    
    You are given a range to choose from. Please enter one of the
    choises in the range (or esc to exit without choosing).
    
    The range can be numbers  or it can be between Y for Yes or N
    for No.  If the range is Y/N  usually there also is a default
    ansvar, in which case you can just hit <Enter>  (or push left
    mouse button).
    








































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    File select
    
     File select
    
    When you are prompted for a filename in DataShow,  you can in
    general  use the wildcard letter *.  If you haven't entered a
    filename before, DataShow will suggest an extension to you.
    
    An example:  You have just started DataShow and you're in the
    Script Center.  Here you wish  to load a file.  DataShow will
    now suggest *.SHW to you.  If you push  the <Enter> key,  all
    *.SHW files  in the current directory are shown,  and you can
    pick between them easily.  If you choose to load another file
    the prior filename will be shown, but you can then again just
    type *.SHW to have the pick list shown once more.
    




































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Select
    
     Selecting between topics
    
    You are given a list of topics to select from.  You can use a
    mouse to move between the topics and click on the left button
    to select or right button to ignore.
    
    You can also use the keyboard  where the arrow keys  can move
    you up or down. Use the <Enter> key to select. If you type in
    a letter a search for a word beginning with that letter  will
    take place.
    
    If the topics to select from  are commands in the script Cen-
    ter,  you can see more information  about each command  under
    Commands.
    
    Otherwise  you can see information  about the items under the
    menu you are currently in. Go to the help index with <F1>.
    
































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    Setup in various menues
    
     Setup
    
    You use the arrow keys  to move the cursor up and down to the
    field you want to change.  Then you push  either the plus <+>
    (to increment the number)  or the minus <-> (to decrement the
    number) key.  When you have finished  making the changes, you
    can exit setup by pressing the F10 key.
    










































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Entering a number
    
     Number
    
    You are asked to enter a number.  You can then use the keys 0
    to 9. Anything else will be invalid.  Generally there is also
    a maximum length of the number that can be entered. You can't
    move beyond that point.
    
    See editing keys for more information about entering data.
    









































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    Entering text
    
     Text
    
    You are asked to enter some text. You can use all the keys on
    your keyboard. That is keys like letters, numbers and special
    signs.  Generally there is a maximum length  of the text that
    can be entered. You cannot move beyond that point.
    
    See editing keys for more information about entering data.
    









































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Entering filenames
    
     Filenames
    
    You are asked to enter a filename. You must follow some gene-
    ral rules about filenames. Eg. you can only enter letters and
    numbers.
    
    See file select about more ways to select file names.
    
    See editing keys for more information about entering data.
    








































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Directory
    
     Directory
    
    Shown from the "More files" menues.
    
    From here you can see a directory.  You enter a mask  (*.* is
    shown default for all of the current directory, so if that is
    acceptable just hit <Enter>).
    
    See editing keys for more information about entering data.
    








































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Change Directory
    
     Change Directory
    
    Shown from the "More files" menues.
    
    From here you can change to another directory. You simply en-
    the name of the directory you want to be the working directo-
    ry.
    
    See editing keys for more information about entering data.
    








































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    Editing keys
    
     Editing
    
    In general you can use the keys described in Help on Help (in
    section 1).  But when you enter and edit data  on a line  you
    also have some more keys available.
    
    <Arrow keys>  Left and right arrow key moves one character.
    <Insert key>  Toggles overwrite / insert mode.
    <Delete key>  Deletes character above cursor.
    <Backspace>   Deletes character left of cursor.
    <Home key>    Moves to the first character.
    <End key>     Moves to the last character.
    





































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    
    
     Commands, detailed descriptions:
    
    On the following many pages, the command language of DataShow
    will be shown. Each command syntax is shown, and examples are
    given.
    
    











































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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    SCREEN
    
    The screen command consist of three parts.  You can clear the
    screen  or you can save  or restore the screen to/from a buf-
    fer. Choose either of the following:
    
                        SCREEN CLEAR
                        SCREEN GET.
                        SCREEN PUT.
                        SCREEN WIPE.
                        SCREEN WINDOW.
    








































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    SCREEN CLEAR
    
    Syntax.:  SCREEN CLEAR
    
    Modes..:  + text, + graphic
    
    This command clears the current window,   and set the x and y
    coordinates to 1 and 1 (top left corner).  The current window
    is always the full screen,   unless another SCREEN WINDOW has
    been specified.  The blank screen  will have the color set by
    the current COLOR command setting.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Hello 1"             ; write text at location
       WAIT 2                      ; pause to see text
       GOXY 10 10                  ; place cursor at 10,10
       WRITE "Hello 2"             ; write text at location
       WAIT 2                      ; pause to see text
       GOXY 9 9                    ; set cursor at location
       SCREEN WINDOW 10 10         ; window 10 long, 10 high
       SCREEN CLEAR                ; clears the current window
       WAIT 2                      ; pause to see clear window
    



























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    SCREEN GET
    
    Syntax.:  SCREEN GET
    
    Modes..:  + text, - graphic
    
    This command saves the current screen into a screen buffer so
    that you later on can restore it with the SCREEN PUT command.
    The screen buffer can hold up to 4 screens. Attempts to store
    more than that number of screens  will result in an errormes-
    sage. The screen buffer works so that the  last  screen saved
    is the  first  screen restored (Last In First Out principle).
    The idea  is to have  a fast way  to recall screens  that are
    used frequently.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Here screen 1"       ; print text at position
       WAIT 2                      ; pause to see text
       SCREEN GET                  ; save current screen
       SCREEN CLEAR                ; blank out entire screen
       WRITE "Screen 2"            ; print text on blank screen
       WAIT 2                      ; pause to see text
       SCREEN PUT                  ; retrieve saved screen
       WAIT 2                      ; pause to see text
    

























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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    SCREEN PUT
    
    Syntax.:  SCREEN PUT
    
    Modes..:  + text, - graphic
    
    This command restores a screen previously saved into a screen
    buffer with  the SCREEN GET command.  If no screens are saved
    currently in the screenbuffer, an errormessage will be shown.
    The screen buffer works so that the  last screen saved is the
    first screen restored (Last In First Out principle). The idea
    is to have a  fast  way to recall screens that are frequently
    used.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Here screen 1"       ; print text at position
       WAIT 2                      ; pause to see text
       SCREEN GET                  ; save current screen
       SCREEN CLEAR                ; blank out entire screen
       WRITE "Screen 2"            ; print text on blank screen
       WAIT 2                      ; pause to see text
       SCREEN PUT                  ; retrieve saved screen
       WAIT 2                      ; pause to see text
    


























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    Chapter 11 : Commands, Copyright (c) 1990-95 by: RMP DATA.

    SCREEN WIPE
    
    Syntax.:  SCREEN WIPE
                 <SPLIT | LEFT | RIGHT | UP | DOWN | OUT>
    
    Modes..:  + text, + graphic
    
    This command wipes out the screen going from left to right or
    right from left or top to bottom or bottom to top.  It can be
    useful to make better looking transitions from one screen  to
    another.  In  textmode the wipe color  is set  by  the  COLOR
    ATTRIBUTE command. In graphics mode the color is set by
    COLOR FOREGROUND.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; place the cursor for write
       WRITE "This is a long text" ; write a text to the screen
       WAIT 2                      ; wait a little while
       SCREEN WIPE RIGHT           ; clear screen from the right
       WAIT 1                      ; wait to see the result
    





























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    SCREEN WINDOW
    
    Syntax.:  SCREEN WINDOW <length> <height>
    
    Modes..:  + text, + graphic
    
    This command splits up the screen,  so that you can use parts
    of it without affecting other parts. There is not automatica-
    ly put a frame (DRAW BOX) around  the window,  so you'll have
    to do that yourself. Also the coordinates must fit within the
    coordinates of the screen set by the  current  settings of the
    x- and y-coordinate, which are set by the GOXY command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       BOX 5 10                    ; print frame at position
       GOXY 11 11                  ; move to 11,11 (within box)
       SCREEN WINDOW 4 9           ; make window in framed area
       SCREEN CLEAR                ; position 1,1 in window
       WRITE "Hey you!"            ; print text in window
       WAIT 2                      ; pause to see box
    




























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    SHOW
    
    The SHOW command has two separate parameters.  You can either
    show one screen from a specific file. Or you can show several
    files one at a time specified from a list of file names given
    in a SLIDE file. Further help is shown as:
    
                        SHOW SCREEN
                        SHOW SLIDE.
                        SHOW CHART.
    









































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    SHOW SCREEN
    
    Syntax.:  SHOW SCREEN "<filename>"  <TXT|GRA|PCX|GIF|FLI>
    
    This command has two distinct functions.  Either you can show
    text mode screens or you can show graphic mode screens.
    
    Here beneath the two distinct functions  are show separately,
    as TEXT SCREENS or GRAPHIC SCREENS.
    










































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    TEXT SCREENS
    
    Syntax.:  SHOW SCREEN "<filename>" TXT
    
    Modes..:  + text, - graphic
    
    This command displays a screen that has previously been saved
    with the Capture Utility.  That way you can use  DataShow as
    promotion for your own applications, or applications you sell
    to customers.  You start Capture,  and save  several  screens
    from your program to disk, and then recall them from a script
    file in DataShow by using this command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Here I am"           ; print text at position
       WAIT 2                      ; pause to see text
       SHOW SCREEN "s1.scr" TXT    ; show file s1.scr
       WAIT 4                      ; pause to see screen
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "And again"           ; print text at position
       WAIT 2                      ; pause to see text
    




























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    GRAPHIC SCREENS
    
    Syntax.:  SHOW SCREEN "<filename>" <GRA | PCX | GIF | FLI>
    
    Modes..:  - text, + graphic
    
    This command  is used to show one of several types of graphic
    images on the screen.
    
    1.  For the GRA type graphic files,  this command  is used to
    display  a screen  that previously  has  been saved  from the
    Draw Center.  You go into DataShow,  and with the Draw Center
    you draw freehand,  write texts,  change colors,  make boxes,
    and make circles.  Then from a script file you can issue this
    command, and the drawing will appear.
    
    2.  For the PCX and GIF type files,  this command  is used to
    display  a screen that previously has been saved from another
    program than DataShow.  Or you can use the Capture Utility to
    save files  in the PCX format.  Many other programs  can also
    save a graphic image in either the PCX or the GIF formats. In
    the Draw Center  you can also select to save drawings  in the
    PCX format.
    
    3.  For the FLI type files, this command is used to display a
    numer of screens saved from another program than DataShow.  A
    FLI file is a file that contains animation screens.  They are
    typically created with the program Autodesk Animator (TM) and
    they can be found in many places. You must be able to run  in
    the VGA mode 320x200x256 for FLI files to work.
    
    The picture,  drawing or whatever in either of the three for-
    mats will remain on the screen until it is cleared or another
    picture is shown.
    
    Just remember to switch your machine into graphics mode prior
    to giving this command. Which graphics mode you are in before
    calling this command isn't important, since this rutine by it
    self figures out,  which mode  is needed.  NOTE however, that
    when the SHOW SCREEN command  has finished, the graphics mode
    might have been switched according to the format in the gra-
    phics screen file! See also SET GRAPHICS.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Now text"            ; print text at position
       WAIT 2                      ; pause to see text
       SET GRAPHICS EGA1           ; initialize graphics
       SHOW SCREEN "g1.gra" GRA    ; show file called g1.gra


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       WAIT 2                      ; pause to see picture
       SET GRAPHICS OFF            ; go back to text mode
       WRITE "Text again"          ; print text at position
       WAIT 2                      ; pause to see text
    
    Comments and hints: The GIF reader in DataShow takes a lot of
    memory to run,  therefore you  may sometimes  run out of free
    memory.  You can  either free up memory  by removing resident
    programs, or you can convert GIF files to the PCX format that
    in DataShow doesn't require as much memory. There are several
    public domain  programs  that converts  between  graphic file
    formats.  This can  also help you, if there  is a  problem in
    displaying  a graphic file  from DataShow - try to convert it
    to the other format.
    
    Also if you have  a registered version of DataShow,  the run-
    time version called SHOWRUN takes up a lot less memory, so it
    is possible for your presentation to run there instead.
    
    Here's a list of the modes that DataShow graphics supports:
    
    ͻ
     Mode:                GRA           PCX           GIF      
                                                               
     CGA                                                       
        320x200x016        X             X             X       
                                                               
     EGA                                                       
        640x200x016        X             X             X       
        640x350x016        X             X             X       
                                                               
     VGA                                                       
        640x480x016        X             X             X       
        320x200x256        X             X             X       
                                                               
     SVGA                                                      
        640x400x256                                    X       
        640x480x256                                    X       
        800x600x016                                    X       
        800x600x256                                    X       
       1024x768x016                                    X       
       1024x768x256                                    X       
    ͼ
    
    These cryptic codes are to be interpreted as follows:
    
    The first number  is the number of pixels  across the screen.
    The second number  is the number of pixels  down the  screen.
    The last number  is the number of colors each pixel can have.
    


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    So if you look at a GRA type file,  that file can be shown on
    a EGA screen. A GRA file can then for example be shown on all
    of the screen in a resolution called 640x200x16.
    
    Note that high resolution monitors supports the lower resolu-
    tions.  Eg. a SVGA or XGA monitor/graphics card  supports all
    of the above mentioned monitors.
    
    Of course you have to have a graphics card and a monitor that
    supports the mode you  wish to use.  Also the PCX or GIF file
    must have either of the screen dimensions.
    
    In any event,  it is  -always a very good idea-  to test your
    script on the computer on which the presentation is to be run
    since that will assure  that everything you've  made will run
    properly. Demonstrations on fairs will then be a success!!!
    
    Ways of showing graphic images:
    
    As you probably know by now  (otherwise goto  the appropriate
    section on the Capture Utility)  you have the possibility  to
    capture text mode screens and  have them shown  from DataShow
    with  the SHOW SCREEN command.  There are several ways  to do
    the same with graphic mode screens.  The first  is to use one
    of many screen grabbers, and then convert them into on of the
    formats  that DataShow supports.  The other method  is to use
    Microsoft Windows 3.x (tm) to grab any of the window applica-
    tion screens. The method is as follows.
    
    1) Go to the screen you wish to grab.
    2) Push the <Print Screen> key on the keyboard.
    3) Load PaintBrush (it comes with the windows package).
    4) Select the <View> menu, and the <Zoom out> option.
    5) Select the <Edit> menu, and the <Paste> option.
    6) Select the <Edit> menu, and the <Paste> option (again).
    7) Select the <View> menu, and the <Zoom in> option.
    
    Now the screen  is in the PaintBrush editor.  From there you
    can save it  as a PCX type file.  That PCX file  can then be
    shown from DataShow with the SHOW SCREEN <name> PCX command.
    











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    SHOW SLIDE
    
    Syntax.:  SHOW SLIDE "<filename>"
    
    Modes..:  + text, + graphic
    
    The SHOW SLIDE command  is especially designed  for presenta-
    tions that should be run on overhead via a projector, eg. the
    one's that you nowadays can connect to a computer.
    
    You can then shown a row of pictures, and easily move forward
    when you have finished one slide... You simply press a button
    on a mouse or a key on the keyboard. The keys you can use are
    the following (only with the KEY slide separator):
    
           <Left key>     Brings you one slide back.
    
           <Right key>    Brings you one slide forward.
           <Enter key>    Brings you one slide forward.
           <Space key>    Brings you one slide forward.
    
           <Tab key>      Enter number for slide to go to.
           <Esc key>      Stop showing slides.
    
    With a mouse installed you can also use the left mouse button
    to move one slide forward, and right mouse button to stop the
    slide show.
    
    The  SHOW SLIDE command  can include  special effects between
    slides and you can include "music slides".
    
    You could program the same functionality by using other Data-
    Show commands - this is just an easier way to control  a demo
    on an overhead.
    
    The slides are designed in the Slide Center,  and screens are
    designed  in  the Text Center,  the Draw Center  or  anywhere
    you wish.
    
    The  examples here below  are  for either  text- or graphmode
    slides.
    
    Example 1:
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SHOW SLIDE "txtslide1.sld"  ; show slides from file
    
    Example 2:
       SET GRAPHIC EGA1            ; just go into one graph mode
       SHOW SLIDE "graslide1.sld"  ; show slides from file
    


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    Note that when you write your slides  in the Slide Center you
    should not include blank fields between two slide lines. When
    DataShow encounters a blank line in the slide definition file
    when  running  the SLIDE SHOW command,  it regards  the slide
    file as finished, and continues  with the next command in the
    script file.
    













































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    SHOW CHART
    
    Syntax.:  SHOW CHART "<filename>" <BAR | PIE | LIN>
    
    Modes..:  - text, + graphic
    
    With this command you can show charts on the screen.  A chart
    definition  can be made  in the Chart Center  or  it can come
    from spreadsheets or databases in a DIF format  (see descrip-
    tion under the Chart Center).
    
    You enter some graphics mode, and then issue this command.
    
    Example:
    
       SET GRAPHICS EGA2           ; initialize graphics
       SHOW CHART "tst.cht" PIE    ; show a pie chart
       WAIT KEY                    ; wait for a key to be pressed
    
    Where the "tst.cht" file looks like this:
    
       "DIVISION 1",    50000
       "DIVISION 2",    23000
       "DIVISION 3",    70000
    



























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    WRITE
    
    Syntax.:  WRITE "<text to be printed on screen>" | <variable>
                    {+ again}
    
    Modes..:  + text, + graphic
    
    This command prints the text you have written within the quo-
    tation marks.   The text is printed starting from the current
    coordinates,  selected by GOXY,  and the current color set by
    COLOR command. Or it writes the value of the named variable.
    
    You can also enter a + symbolizing a concatenation of a vari-
    able or string following the +. This is shown in example 2.
    
    Note that  if you start the text to be written with an " sign
    you can have ' signs in the text.  Everyhing is written until
    another " is seen, symbolising the end of the text to be wri-
    tten.  On the other hand,  if you start  with an ' sign,  the
    text to be written must end with an ' sign.  The latter makes
    it possible to put " in a text to be written. See example 3.
    
    Example 1:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       WRITE "Here"                ; print text at position
       WAIT 2                      ; pause to see cursor position
       GOXY 20 18                  ; move to line 18,20 places in
       WRITE "Now here"            ; print text at position
       WAIT 2                      ; pause to see cursor position
    
    Example 2:
    
       VARIABLE CREATE testnum TYPE NUMBER 1
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       WRITE "Number is "+testnum  ; print text at position
       WAIT 2                      ; pause to see text
    
    Example 3:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       WRITE "This is a 'test'"    ; print text at position
       GOXY 10 12                  ; move position to 10,10
       WRITE 'This is a "test"'    ; print text at position
       WAIT 2                      ; pause to see text
    



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    COLOR
    
    Syntax.:  COLOR <BACKGROUND | FOREGROUND | ATTRIBUTE>
    
    Modes..:  + text, + graphic
    
    This command sets the colors that are used  in many places in
    conjunction with different types of screen writes.
    
    Here beneath the two distinct functions are shown separately,
    as BACKGROUND, FOREGROUND and ATTRIBUTE.
    








































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    BACKGROUND
    
    Syntax.:  COLOR BACKGROUND < <number> | <variable name> >
    
    Modes..:  + text, + graphic
    
    This command sets the background color, that determines which
    color some texts are to be written in. Only  the  background,
    not the letter itself is given the color set by this command.
    Commands that are affected by this command are the following:
    SCREEN CLEAR,  WRITE,  and DRAW.  These background colors are
    available:
    
               0    is black            1    is blue
               2    is green            3    is cyan
               4    is red              5    is magenta
               6    is brown            7    is light grey
    
    Instead of entering an exact number  as shown above,  you can
    also use a variable name as a parameter to this command.  The
    value of the variable will then be used to set the color.
    
    Example:
    
       COLOR BACKGROUND 2          ; set a green background color
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       COLOR BACKGROUND 4          ; set a red background color
       WRITE "Fantastic!"          ; write text in color
       WAIT 2                      ; pause to see text
    






















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    FOREGROUND
    
    Syntax.:  COLOR FOREGROUND < <number> | <variable name> >
    
    Modes..:  + text, + graphic
    
    This command sets the foreground color, that determines which
    color some texts  are to be written in. Only  the foreground,
    not whats behind the letter, gets the color  by this command.
    Commands that are affected by this command are the following:
    WRITE and DRAW. The following foreground colors are available:
    
               0    is black            1    is blue
               2    is green            3    is cyan
               4    is red              5    is magenta
               6    is brown            7    is light grey
               8    is dark grey        9    is light blue
              10    is light green     11    is light cyan
              12    is light red       13    is light magenta
              14    is yellow          15    is white
    
    Instead of entering an exact number  as shown above,  you can
    also use a variable name as a parameter to this command.  The
    value of the variable will then be used to set the color.
    
    Example:
    
       COLOR BACKGROUND 2           ; set a green background color
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       COLOR FOREGROUND 4          ; set a red foreground color
       WRITE "Fantastic!"          ; write text in color
       WAIT 2                      ; pause to see text
    



















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    ATTRIBUTE
    
    Syntax.:  COLOR ATTRIBUTE < <number> | <variable name> >
    
    Modes..:  + text, + graphic
    
    This command sets the colors that some commands will be using
    when they are called.  Commands affected are MOTION and DRAW.
    The command has no effect in graphic mode, where all commands
    are printed in the colors set by FORE- and BACKGROUND, except
    the EFFECT GLITTER glitter command that also in both text and
    graphics mode is affected by the ATTRIBUTE setting.
    
    The attribute number  can be between 0 - 255.  The attribute
    consist of both fore- and background colors.  The table goes
    like this:
    
      0 -  15: black   background, with varying foreground color,
     16 -  31: blue    background, with varying foreground color,
     32 -  47: green   background, with varying foreground color,
     48 -  63: cyan    background, with varying foreground color,
     64 -  79: red     background, with varying foreground color,
     80 -  95: magenta background, with varying foreground color,
     96 - 111: brown   background, with varying foreground color,
    112 - 127: lt grey background, with varying foreground color.
    
    Then from there the table is more intense (or blinking on mo-
    nochrome screens.  The default value for attribute  is 31 for
    blue background with white foreground.
    
    The varying foreground colors follow the codes that are shown
    in the COLOR FOREGROUND command.
    
    Instead of entering an exact number  as shown above,  you can
    also use a variable name as a parameter to this command.  The
    value of the variable will then be used to set the color.
    
    Example:
    
       COLOR BACKGROUND 0          ; set a black background color
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       COLOR ATTRIBUTE 79          ; set red back + white fore
       BOX 15 15                   ; draw a box (frame)
       WAIT 2                      ; pause to see box
    







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    GOXY
    
    Syntax.:  GOXY <x-coordinate> <y-coordinate>
    
    Modes..:  + text, + graphic
    
    This command places the cursor at the specified position. The
    screen starts at upper left corner, with coordinates 1,1. The
    lower right corner is 80,25.  So picture the screen as a lar-
    ge coordinate system,  where you can  place the cursor  where
    ever you wish within the boundaries.
    
    Instead of entering an exact number  as shown above,  you can
    also use a variable name as a parameter to this command.  The
    value of the variable will then be used to go to.
    
    This GOXY command  can be immidiately followed  by one of the
    WRITE,  DRAW,  READ  commands  on the  same line.  This makes
    scripts a bit smaller so they are more manageable  within the
    Script Center.  See example 2 here beneath.
    
    Example 1:
    
       SET CURSOR ON               ; make sure cursor is visible
       SCREEN CLEAR                ; cursor position is now 1,1
       GOXY 80 25                  ; now in rightmost corner
       WAIT 2                      ; pause to see cursor position
       GOXY 30 12                  ; approximately screen center
       WAIT 2                      ; pause to see cursor position
       WRITE "Whaouu"              ; write text at position
       WAIT 2                      ; pause to see text on screen
    
    Example 2:
    
       SET CURSOR ON               ; make sure cursor is visible
       SCREEN CLEAR                ; cursor position is now 1,1
       GOXY 30 12 WRITE "Whaouu"   ; position cursor and write
       WAIT 2                      ; pause to see text on screen
    
    Note that the  GOXY command works  the same way  in both text
    and graphics mode. This can sometimes make it a bit difficult
    exactly to figure out, where in graphics mode writing will be
    written,  since graphics writes can have bigger size letters.
    Try out different settings  until you're satisfied,  it isn't
    hard at all - you usually get it right the first time around.
    






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    WAIT
    
    Syntax.:  WAIT [<seconds> | "<text>"]
    
    Modes..:  + text, + graphic
    
    This command stops the script for a given amount of time.  It
    is useful to  stop  without asking the user to press any key,
    when for example you're using  DataShow  to  demonstrate your
    own program demo. Then when showing screens you can make them
    roll continuously on the screen. As you can see in the syntax
    there are a number of ways  the command works.
    
    You can  issue the command  without parameters  in which case
    script execution stops until a key is struck. You can specify
    to  stop script execution  for a given number of seconds.  Or
    you can stop the execution specifying a text to be written at
    the current coordinates and waiting for a key to be pushed.
    
    Whenever  a key is waited upon,  script execution is stopped.
    This is not always a good idea (eg. when running nonstop pre-
    sentations), so therefor you can use the WAIT command in con-
    junction with the SET TIMEOUT command.
    
    Wait in seconds can also be a decimal value. Thus the command
    WAIT 0.5 halts script execution for 1/2 a second. The minimum
    value for seconds is 0.1.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SHOW SCREEN "s1.scr" TXT    ; show file s1.scr
       WAIT 4                      ; pause to see screen
       SHOW SCREEN "s2.scr" TXT    ; show file s2.scr
       WAIT 4                      ; pause to see screen
       SCREEN CLEAR                ; start on a new fresh screen
       GOXY 5 24                   ; go to bottom of the screen
       WAIT "Push any key"         ; wait for a key to be pushed
       CONTINUE                    ; make script run forever
    
    Note that the script can be set to be halted temporarily with
    the SET DEBUG command.  This enables you  to see  a page with
    status information.
    
    Example:
    
       SET DEBUG ON                ; make ready for debugging
       VARIABLE CREATE n1 TYPE NUMBER 1  ; create variable
       VARIABLE CREATE n2 TYPE NUMBER 2  ; create variable
       VARIABLE CREATE n3 TYPE NUMBER 3  ; create variable


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       MATH n1 = n1 + 3            ; do calculation
       WAIT                        ; wait until keypressed
    
    Now in the last command you could hit <alt> + <d> and you can
    see the content of all the variables. This makes it easier to
    find errors in assignments to variables.
    













































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    SPEAK
    
    Syntax.:  SPEAK <number> | <name> | "<text>"
    
    Modes..:  + text, + graphic
    
    This  command  sends  the number or the text given, to the PC
    speaker.  It must  be either a number, a  variable name  or a
    string of text, since they require different handling.
    
    NB: This command needs to figure out the speed of your compu-
    ter. Therefor it runs a test. This test reveals a wrong speed
    for your system,  if network or other resident software is in
    use. To obtain a maximum sound, unload any resident software.
    
    The number that can be spoken is a positive integer between 1
    and 32765.
    
    In the text string you can use the following phoneme codes to
    create the right sounds:
    
        CODE    SOUND   (capitalized in sample word)
        ----    -----
         A      mAke    =  m-A-k
         AE     bAt     =  b-AE-t
         AH     cAr     =  k-AH-r
         AW     dOg     =  d-AW-g
         B      Bat     =  B-ae-t
         CH     CHeese  =  CH-ee-z
         D      Dog     =  D-aw-g
         EE     bE      =  b-EE
         EH     bEt     =  b-EH-t
         F      raFt    =  r-ae-F-t
         G      Go      =  G-oh
         H      Hive    =  H-i-v
         I      tIme    =  t-I-m
         IH     sIt     =  s-IH-t
         J      Jet     =  J-eh-t
         K      Kill    =  K-ih-l
         L      Love    =  L-uh-v
         M      Map     =  M-ae-p
         N      Nab     =  N-ae-b
         OH     gO      =  g-OH
         OO     gOO     =  g-OO
         P      Pat     =  P-ae-t
         R      Rat     =  R-ae-t
         S      Sat     =  S-ae-t
         SH     SHe     =  SH-ee
         T      Tap     =  T-ae-p
         TH     THin    =  TH-ih-n


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         TZ     THis    =  TZ-ih-s
         U      wOrd    =  w-U-r-d
         UH     bUt     =  b-UH-t
         V      Vat     =  V-ae-t
         W      With    =  W-ih-th
         WH     WHich   =  WH-ih-ch
         Y      Yes     =  Y-eh-s
         Z      Zap     =  Z-ae-p
         ZH     viSion  =  v-ih-ZH-eh-n
         -      inter-phoneme separator
        space   inter-word pause
    
    We know it can be a tedious job to get the sounds right,  but
    if you try and try and try,  hopefully the time spent will be
    worth it.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Keep quiet"          ; write text
       SPEAK "N-O W-A-Y"           ; speak text through speaker
       WAIT 1                      ; pause before ending
    





























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    MUSIC
    
    Syntax.:  MUSIC
                 < SOUND <notechar> <number> <number> >  |
                 < PROCESS "<filename>" <SND | WAV> >
    
    Modes..:  + text, + graphic
    
    This command has two separate functions,  both of which makes
    it possible to play music or make sounds however.
    
    Beneath here the two are mentioned separately.  Choose either
    of PROCESS or SOUND.
    






































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    PROCESS
    
    Syntax.:  MUSIC PROCESS "<filename>" SND |
    
              MUSIC PROCESS "<filename>" <WAV|VOC> <frequency> |
    
              MUSIC <QUIT|SUSPEND|RESUME>
    
    Modes..:  + text, + graphic
    
    This command either starts or stops a process that on the ba-
    sis of a file  keeps on playing music,  while other  commands
    are being executed. It is an alternative to the SOUND command
    where you directly can  create your  own music via  notes and
    specify durations,  but can't execute them in the background.
    
    The .SND DataShow music files can be created with an ordinary
    ASCII editor. Save the file you create to disk, and give this
    command from DataShow,  and the music can be heard via the PC
    speaker while other commands in your script are executed. See
    the syntax for ASCII file below.
    
    .SND files can only be played on the built in PC speaker, and
    no frequency has to be supplied (since it is given in the SND
    file itself).
    
    WAV and VOC  type files  are raw sound files  and they can be
    played on the PC speaker, an Adlib or Sound Blaster according
    to the setting of the INSTALL SOUND command.
    
    The .WAV Windows music files can be created via some programs
    that you can get for MicroSoft Windows v. 3.x (tm).  You have
    to supply a frequency with this command.  You can try out se-
    veral values until you find the right value,  where the sound
    is the best it can be on the internal PC speaker, to an Adlib
    or Sound Blaster Card. Usually the Wave files that comes with
    Windows has a frequency of 12MHz.
    
    The .VOC music files are files that exists in abundance. They
    include music and speach.  As is the case with .WAV files you
    must supply a frequency. Trial and error is the best way.  If
    the sound sounds slow like a record running at too slow speed
    you must increase the frequency.  You must decrease the freq-
    uency if the sounds goes too fast.
    
    PLEASE NOTE, This has been changed from Version 4.2A:
    -----------------------------------------------------
    Frequencies can be in the range 20-44400,  so examples of of-
    ten used frquencies looks like this:
    


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                    For   8MHz the value is   8000
                    For  12MHz the value is  12000
                    For  23MHz the value is  23000
    
    With the registered version of DataShow you get a large bunch
    of .WAV files ready for you to play!
    
    Example 1:
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Playing music.."     ; write text on the screen
       MUSIC PROCESS "m1.snd" SND  ; start a music file
    
    Example 2:
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Playing music.."     ; write text on the screen
       MUSIC PROCESS "beback.wav" WAV 12000 ; start a music file
    
    This command is still under construction. The syntax shown a-
    bove is correct, but the command doesn't work as a background
    process.  You can only issue  the command,  and then wait for
    the process to stop. A utility is supplied to create DataShow
    sound files from PianoMan v. 4 files, look further below!
    
    The syntax for the .SND file goes like this; On the first li-
    ne there has to be a semicolon followed directly  by the word
    DataShow.  Then there has to be one or more lines, where each
    line represents a sound (frequency) and the time the sound is
    to be played (duration). An example is the following:
    
             ;DataShow music file: Noise.snd
             Freq:   1564   Dur: 360
             Freq:   1315   Dur: 360
             Freq:   1756   Dur: 540
             Freq:   1756   Dur: 180
             Freq:   1394   Dur: 360
             Freq:   1172   Dur: 360
             Freq:   1564   Dur: 540
             Freq:   1564   Dur: 180
             Freq:   1315   Dur: 360
             Freq:   1044   Dur: 360
             Freq:   1394   Dur: 360
             Freq:   1172   Dur: 360
             Freq:   1564   Dur: 540
             Freq:   1564   Dur: 180
             Freq:   1044   Dur: 720
    
    The example music file shown above is supplied with the SHOW-
    UTIL pack. It is shipped  together with DataShow when you re-
    gister  by following  the method  described  in the  enclosed
    INFO.TXT text file.


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    To calculate the frequency used in DataShow  you can use this
    formula:
    
             Frequency is set to 32.625
    
             For 1 to Octave
                 Frequency is set to Frequency times 2
    
             For 1 to NoteValue-1
                 Frequency is set to Frequency times 1.059463094
    
             The Duration is supplied in milliseconds
    
    NoteValues are:
    
             C=1, CF=2, D=3, DF=4, E=5, F=6, FF=7,
             G=8, GF=9, A=10, AS=11, B=12.
    
    Alternatively you can use the SHOWUTIL pack to create a .SND
    file by entering notes, octaves and durations.
    






























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    SOUND
    
    Syntax.:  MUSIC SOUND <notechar> <number> <number>
    
    Modes..:  + text, + graphic
    
    This command makes it possible to generate sounds.  When cal-
    led the command requires a character symbolizing a note (A-G,
    AS,CF,DF,GF,FF). Then a number for the octave,  and finally a
    number giving the duration  of the sound.  So by making loops
    you can create music on your own.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 1 3                    ; move to new location
       WRITE "TELEPHONE.."         ; write text
       VARIABLE CREATE loop 1 TYPE NUMBER   ; to control loop
       MARK 1                      ; set a mark to jump to
       MUSIC SOUND G 4 70          ; sound G in octave in m.secs.
       MUSIC SOUND D 4 70          ; sound D in octave in m.secs.
       VARIABLE INCREASE loop 1    ; increment control variable
       IF loop EQ 8 DO JUMPMARK 2  ; test the variable
       JUMPMARK 1                  ; if we're here, go to mark 1
       MARK 2                      ; set a mark to jump to
       VARIABLE RELEASE loop       ; clean up after us
       WAIT 1                      ; pause before returning
    
























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    EFFECT
    
    Syntax.:  EFFECT <SCROLL | FADE | GLITTER | TEXTTYPE | POINT>
    
    As you can see,  there are several different types of parame-
    ters to this command.  Choose the one  you wish to have  more
    information about.
    
        SCROLL        FADE         GLITTER
    
        TEXTTYPE      TEXTPLACE    POINT
    








































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    EFFECT SCROLL
    
    Syntax.:  EFFECT SCROLL <UP | DOWN>
    
    Modes..:  + text, + graphic
    
    This command scrolls the  entire screen one line UP  or DOWN,
    with all text on the screen being moved. The new line at the
    bottom or  at the top of the screen,  will have the color set
    by the COLOR command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       WRITE "Here"                ; print text at position
       VARIABLE CREATE loop 1 TYPE NUMBER  ; variable for loops
       MARK 1                      ; mark a place to jump to
       EFFECT SCROLL UP            ; move all screen one place up
       IF loop EQ 10 DO JUMPMARK 2 ; test the variable
       VARIABLE INCREASE loop 1    ; increment loop variable
       JUMPMARK 1                  ; if reached here, goto mark 1
       MARK 2                      ; jump to here if loop is 10
    




























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    EFFECT FADE
    
    Syntax.:  EFFECT FADE  <IN | OUT | BOTH>
    
    Modes..:  + text, + graphic
    
    This command either fades the screen in, fades the screen out
    or does first a fade out and then a fade in (this is the BOTH
    command).
    
    Example:
    
       SET GRAPHICS EGA1           ; initialize graphics
       SHOW SCREEN "g1.gra" GRA    ; show file called g1.gra
       WAIT 2                      ; pause to see picture
       EFFECT FADE OUT             ; slowly clear out the screen
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Text again"          ; continue as usual
       WAIT 2                      ; pause to see text
    
    Please note that this command requires a VGA or better screen
    but  on such a screen it  will work  in text and all graphics
    modes.
    
    



























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    EFFECT GLITTER
    
    Syntax.:  EFFECT GLITTER
    
    Modes..:  + text, + graphic
    
    This command works equally well in text and graphics mode. It
    fills the screen with blanks and the COLOR ATTRIBUTE setting.
    
    The effect is that the screen is blanked out  in a "firework"
    sort of way. You can then continue with the next command.
    
    Example:
    
       SHOW SCREEN "s1.scr" TXT    ; show file s1.scr
       WAIT 2                      ; pause to see screen
       EFFECT GLITTER              ; make the image disappear
       SHOW SCREEN "s2.scr" TXT    ; show file s2.scr
       WAIT 2                      ; pause to see screen
    
































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    EFFECT TEXTTYPE
    
    Syntax.:  EFFECT TEXTTYPE <font-number> <size-number>
    
    Modes..:  + text, + graphic
    
    This command makes it possible for you to change the style in
    which graphic writes are to be done.  The command have no in-
    fluence on textmode writes.
    
    The first parameter you specify is a number that tell which
    character font you wish to have displayed. Choose between:
    
                 0  Default    (8x8 Bitmapped font)
                 1  Triplex    (stroked font)
                 2  Sansserif  (stroked font)
                 3  Script     (stroked font)
                 4  - User installed font
    
    The command can be used in conjunction  with the INSTALL FONT
    if you want to install a font yourself,  and then make it the
    current one. (That is the "4" parameter above).
    
    With the second parameter  you tell which size  you want  the
    font displayed in. You can have numbers between 1 and 10 with
    1 being the smallest and 10 the largest.
    
    Example:
    
       SET GRAPHICS EGA1           ; make sure we're in graphics
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; set current coordinates
       EFFECT TEXTTYPE 1 6         ; change font and size
       WRITE "IMPORTANT"           ; print text on blank screen
       WAIT 2                      ; pause to see text
       GOXY 10 20                  ; set current coordinates
       EFFECT TEXTTYPE 0 1         ; change default font and size
       WRITE "This is normal"      ; print text on blank screen
       WAIT 2                      ; pause to see text
    












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    EFFECT TEXTPLACE
    
    Syntax.:  EFFECT TEXTPLACE <horizontal> <vertical>
    
    Modes..:  + text, + graphic
    
    This command makes it possible for you to change the place in
    which graphic writes are to be done.  The command have no in-
    fluence on textmode writes.
    
    The parameters you specify is horizontal and vertical numbers
    that tell  where characters are displayed with the WRITE com-
    mand. Choose between:
    
     Horizontal Constant  Value     Vertical Constant    Value
          
     LeftText               0       BottomText             0
     CenterText             1       CenterText             1
     RightText              2       TopText                2
    
    Here's how each justification constant places the output text
    relative to the output coordinates:
    
                  TopText     TopText  TopText   TopText
                  LeftText      CenterText       RightText
                  BottomText    BottomText       BottomText
    
    The default justification settings can be restored by EFFECT
    TEXTPLACE 0 2.
    
    Example:
    
       SET GRAPHICS VGA1           ; go into graphics mode
       GOXY 10 10 WRITE "Default"  ; write text on the screen
       EFFECT TEXTPLACE 1 2        ; change where to write
       GOXY 20 10 WRITE "Cen/Top"  ; write text on the screen
       EFFECT TEXTPLACE 2 0        ; change where to write
       GOXY 10 12 WRITE "Rig/Bot"  ; write text on the screen
       WAIT                        ; wait for a key
    
    











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    EFFECT POINT
    
    Syntax.:  EFFECT POINT <x-coordinate> <y-coordinate>
    
    Modes..:  + text, + graphic
    
    This command is used to show an  arrow  on the screen.  So if
    you wish to point out a specific place on the screen, you is-
    sue  this  command,  with  similar  coordinates  as the  GOXY
    command. But the x, and y coordinates set by GOXY are not as-
    fected by the POINT command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; set current coordinates
       WRITE "IMPORTANT"           ; print text on blank screen
       WAIT 2                      ; pause to see text
       EFFECT POINT 10 9           ; print arrow on screen
       WAIT 2                      ; pause to see text
    































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    DRAW
    
    Syntax.:  DRAW <BOX | LINE | CIRCLE | BAR>
    
    Modes..:  + text, + graphic
    
    This command  has several different  parameters.  Choose  the
    one you wish to have more information about.
    
       BOX      LINE       CIRCLE     BAR
    









































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    DRAW BOX
    
    Syntax.:  DRAW BOX <length> <height>
    
    Modes..:  + text, + graphic
    
    This command draws a frame from the current x and y coordina-
    tes with the length and height specified on the command line.
    The box must  fit within the coordinates of the screen set by
    the  current  settings of the  x-coordinate and y-coordinate,
    which are set by the GOXY command. The command can be useful
    in cases where you wish to have a box (frame) printed  around
    a SCREEN WINDOW. The color is set by COLOR.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       DRAW BOX 5 10               ; print frame at position
       WAIT 2                      ; pause to see box
    































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    DRAW LINE
    
    Syntax.:  DRAW LINE <length-number>
    
    Modes..:  + text, + graphic
    
    This command prints a line on the screen, with the length gi-
    ven at the command line.  The line can be a  single line or a
    double line  according to the  setting of the SET DOUBLELINE
    command.  The line  is drawn  in the  current back- and fore-
    ground colors.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET DOUBLELINE OFF          ; set single lines writes
       DRAW LINE 10                ; write single line
       WAIT 2                      ; pause to see cursor position
       GOXY 1 3                    ; move to new location
       SET DOUBLELINE ON           ; write double lines
       DRAW LINE 10                ; write double lines
       WAIT 2                      ; pause to see cursor position
    





























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    DRAW CIRCLE
    
    Syntax.:  DRAW CIRCLE <radius-number>
    
    Modes..:  - text, + graphic
    
    This command draws  a circle in the color defined by the cur-
    rent COLOR setting.  The middle point of the circle is set by
    the GOXY command.  The radius is a positive number that auto-
    matically is scaled according to the current size of the
    screen. So a number of 1 will make a small circle an a number
    of 10 will make a large circle in any graphics mode.
    
    The command only has meaning in graphic scripts  (since it is
    impossible to make circles in text mode),  but no error  will
    occur is you give this command in text mode.
    
    Example:
    
       SET GRAPHICS EGA2           ; make sure we're in graphics
       GOXY 10 10                  ; current position is set
       DRAW CIRCLE 1               ; draw small circle at place
       WAIT 2                      ; pause to see picture
       DRAW CIRCLE 10              ; draw large circle at place
       WAIT 2                      ; pause to see picture
    


























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    DRAW BAR
    
    Syntax.:  DRAW BAR <length> <height>
    
    Modes..:  - text, + graphic
    
    This command draws a bar from the current x and y coordinates
    with the length and height specified on the command line. The
    bar must  fit within the coordinates of the screen set by the
    current settings of the  x-coordinate and y-coordinate, which
    are set by the GOXY command.  The command can be useful
    in cases where you wish to have an area  blanked out with the
    current foreground color set by COLOR.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       DRAW BAR 5 10               ; print bar at position
       WAIT 2                      ; pause to see bar
    































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    SET
    
    Syntax.:  SET <parameter>
    
    This command has many parameters,  that can be switched on or
    off.  Beneath here, the different parameters are shown, toge-
    ther with their default states. Simply choose which parameter
    you wish to see described.
    
        GRAPHICS       DELAYFACTOR    SHADOW
    
        CURSOR         TIMEOUT        ESCAPEKEY
    
        TEXTSOUND      DOUBLELINE     DEBUG
    





































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    SET GRAPHICS
    
    Syntax.:  SET GRAPHICS
                 <OFF | CGA | EGA1 | EGA2 | VGA1 | VGA2 |
                  SVGA1 | SVGA2 | SVGA3 | SVGA4>
    
    Modes..:  + text, + graphic
    
    This command either starts  or stops  the use of the graphics
    mode.  Many commands work  in the same way  regardless of the
    video mode. However many texts looks more interesting in gra-
    phics mode, since they are more easy to see.
    
    So by specifying a graphicsmode as the parameter to this com-
    mand, you'll switch DataShow into that graphics mode if it is
    possible given your graphics adapter.
    
    The possible values are:
    
       Value:       Adapters supported:          Resolution:
    
       CGA          CGA, EGA, VGA, SVGA, XGA     320x200x16
       EGA1         EGA, VGA, SVGA, XGA          640x200x16
       EGA2         EGA, VGA, SVGA, XGA          640x350x16
       VGA1         MCGA, VGA, SVGA, XGA         640x480x16
       VGA2         MCGA, VGA, SVGA, XGA         320x200x256
       SVGA1        SVGA/VESA                    640x480x256
       SVGA2        SVGA/VESA                    800x600x256
       SVGA3        SVGA/VESA                   1024x768x256
       SVGA4        SVGA/VESA                  1280x1024x256
    
    The default value that is used for the SHOW SCREEN <filename>
    GRA command is EGA1,  except if DataShow finds  that you only
    have a CGA monitor  in which case the default will be set  to
    CGA.
    
    Note:  Since some of the SHOW SCREEN  commands  (PCX and GIF)
    manipulates  the colors on the  graphics screen  quite a bit,
    DataShow  has to  switch  back  and forth  between text-  and
    graphicsmode to reset the screen.
    
    The default setting  for  SET GRAPHICS,  at the  beginning of
    DataShow is OFF however,  since many programs still use text-
    mode screens only.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET DELAYFACTOR 4           ; set for slow writes
       GOXY 10 10                  ; move position to 10,10


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       WRITE "NOW TEXTMODE"        ; print text at position
       WAIT 2                      ; pause to see cursor position
       SET GRAPHICS EGA1           ; switch into graphics mode
       GOXY 10 10                  ; move to line 18,20 places in
       WRITE "NOW GRAPHICS"        ; print text at position
       WAIT 2                      ; pause to see cursor position
    













































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    SET DELAYFACTOR
    
    Syntax.:  SET DELAYFACTOR <number>
    
    Modes..:  + text, + graphic
    
    This command  controls  various output to screen.  By setting
    the delayfactor you control how long time in 1/10 of a second
    the is between writes with the WRITE command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 1 8                    ; set coordinates
       WRITE "Now fast"            ; print text at position
       WAIT 4                      ; wait to see text
       GOXY 1 10                   ; show file screen2.scr
       SET DELAYFACTOR 5           ; make text slower on screen
       WRITE "Now slow"            ; same result as above
       WAIT 2                      ; wait to see text
    































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    SET SHADOW
    
    Syntax.:  SET SHADOW <OFF | name | number>
    
    Modes..:  + text, + graphic
    
    This command makes it possible for you to have several of the
    write functions to display a shadow. This makes an effectfull
    presentation.
    
    The command has no effect in text mode.
    
    The number  that is used is the same  as COLOR FOREGROUND for
    all screens that has 0-15 different colors,  and in the range
    0-255 for screens that has modes up to 256 different colors.
    
    You can use a variable name in the command, in which case the
    number will be taken from the value of the variable.
    
    Example:
    
       SET GRAPHICS EGA1           ; switch into graphics mode
       GOXY 10 10                  ; move to line 10,10 places in
       WRITE "NOW NO SHADOW"       ; print text at position
       WAIT 2                      ; pause to see cursor position
       SET SHADOW 3                ; set the shadow attribute
       GOXY 10 20                  ; move to line 20,10 places in
       WRITE "NOW A SHADOW"        ; print text at position
       WAIT 2                      ; pause to see cursor position
    






















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    SET CURSOR
    
    Syntax.:  SET CURSOR  ON | OFF
    
    Modes..:  + text, + graphic
    
    This command controls the cursor. When turned on,  the cursor
    is shown as a small blinking line in the current location se-
    lected by GOXY.  When turned off,  the cursor is not shown
    on the screen.  Default (at the start of DataShow) the cursor
    is ON.
    
    The command can be issued in both text and graphics mode.  In
    textmode the function is as described above. In graphics mode
    however the command is just ignored.  In graphics mode  there
    is no visible cursor.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET CURSOR ON               ; make sure we see the cursor
       GOXY 10 10                  ; move position to 10,10
       WRITE "NOW HERE"            ; print text at position
       WAIT 2                      ; pause to see cursor position
       SET CURSOR OFF              ; turn cursor off
       GOXY 20 18                  ; move to line 18,20 places in
       WRITE "NOW GONE"            ; print text at position
       WAIT 2                      ; pause to see cursor position
    























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    SET TIMEOUT
    
    Syntax.:  SET TIMEOUT <number>
    
    Modes..:  + text, + graphic
    
    This command lets you set a time for which the WAIT command
    will wait  for a key  to be pressed.  If the number is 0, the
    command will always wait for any key to be pressed.  A number
    greater than 0 will wait for that number of seconds, and then
    continue the next command in the script file.  This is useful
    when you do not want  a script to stop running,  just because
    nobody has touched the keyboard.  Default (at program start),
    the value for TIMEOUT is 0, which means that when a WAIT com-
    mand is issued, the script will await a key press.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET TIMEOUT 5               ; set timeout time to 5 secs.
       WAITKEY "Any key"           ; wait for any key for 5 secs.
       GOXY 10 10                  ; position cursor on screen
       WRITE "Here we go"          ; key pushed or 5 secs. passed
       SET TIMEOUT 0               ; resets, to force key input
       WAIT "Any key"              ; wait for any key (will wait)
    


























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    SET ESCAPEKEY
    
    Syntax.:  SET ESCAPEKEY  OFF | <number>
    
    Modes..:  + text, + graphic
    
    This command makes it possible to turn on or off the possibi-
    lity to interrupt scriptfiles with  a given key.  If a script
    should continue to run no matter which key is pressed, speci-
    fy OFF.  If you wish to have the possibility to stop the exe-
    cution of  a script at any time, the number you write  in the
    command is the ASCII number associated with a key,  eg. 27 is
    the <Esc> key.
    
    By default  (at the beginning of DataShow) it is  possible to
    stop a script by using the <Esc> key.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET ESCAPEKEY 81            ; script can stop with Q key
       WRITE "NOW ON"              ; print text at position
       GOXY 10 10                  ; write at new location
       WRITE "Use key <Q>"         ; print text at new location
       WAIT 2                      ; pause to see cursor position
       SCREEN CLEAR                ; blank out entire screen
       SET ESCAPEKEY OFF           ; script cannot be stopped
       WRITE "NOW OFF"             ; print text at position
       WAIT 2                      ; pause to see cursor position
    






















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    SET TEXTSOUND
    
    Syntax.:  SET TEXTSOUND  ON | OFF
    
    Modes..:  + text, + graphic
    
    This command control sound when text is written on screen. If
    turned on, a sound will be heard when each letter is written.
    If turned off, no sound is heard. See also WRITE. Default (at
    the start of DataShow) textsound is OFF.    Textsound is con-
    trolled together with the SET DELAYFACTOR setting.  Textsound
    is not related to the MUSIC SOUND command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET DELAYFACTOR 4           ; setup for slow printing
       SET TEXTSOUND OFF           ; set silence first
       GOXY 10 10                  ; move position to 10,10
       WRITE "Silence"             ; print text at position
       WAIT 2                      ; pause to see cursor position
       SET TEXTSOUND ON            ; turn writing sound on
       GOXY 20 18                  ; move to line 18,20 places in
       WRITE "Hear this"           ; print text at position
       WAIT 2                      ; pause to see cursor position
    


























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    SET DOUBLELINE
    
    Syntax.:  SET DOUBLELINE  ON | OFF
    
    Modes..:  + text, + graphic
    
    This command specifies that lines written by certain commands
    are to be printed with or without double borders. The default
    setting is OFF, and then only one line will show.   If set to
    ON, two lines next to each other will be shown.  See also the
    DRAW LINE command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET DOUBLELINE OFF          ; set single lines print
       LINE 10                     ; print line at position
       WAIT 2                      ; pause to see cursor position
       GOXY 1 3                    ; move to new location
       SET DOUBLELINE ON           ; write double lines
       LINE 10                     ; write double lines
       WAIT 2                      ; pause to see cursor position
    





























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    SET DEBUG
    
    Syntax.:  SET DEBUG  ON | OFF
    
    Modes..:  + text, - graphic
    
    This command let you halt a script with the <alt+d> keys. You
    simply set this command to ON and then with the <alt> and the
    <d> keys pressed together, a page of current information will
    be shown.  After you press enter, you will be returned to the
    exact same spot, where you interrupted the script. This makes
    it easy to trace the value of variables  at certain places in
    your script. Once you have completed your script and it works
    as it should you could just  remove this line from the script
    before sending it out. The default setting is OFF.
    
    Note that when you are in a READ command, you cannot halt the
    script with <alt+d>.  The best way to make "breakpoints" in a
    script  is to issue eg. a WAIT command  and at that point hit
    the <alt+d> key combination.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       SET DEBUG ON                ; make script debugable
       VARIABLE CREATE test TYPE NUMBER 1  ; make a variable
       WAIT 10                     ; now <alt+d> will show status
    
























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    IF
    
    Syntax.:
    
       IF <<variable name> <EQ | NE | LT | LE | GT | GE | IN>
          <<number> | <variable name>> DO <command choise>
    
       IF [NOT] GRAPH <VGA | EGA | CGA> DO <command choise>
    
       IF [NOT] KEYPRESSED DO <command choise>
    
       IF [NOT] MOUSE DO <command choise>
    
       IF [NOT] FILE <"filename"> DO <command choise>
    
       IF [NOT] SOUND <ADLIB | BLAST> DO <command choise>
    
       IF [NOT] VERSION <EQ | NE | LT | LE | GT | GE | IN>
          <number> DO <command choise>
    
    Where <command choise> is one of the following:
    
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
    
    Modes..:  + text, + graphic
    
    This command  has  seven meanings.  The first command variant
    executes a given command if a named variable compares with an
    operator to a given number or to a given variable. The second
    variant uses some predefined commands to determine which kind
    of graphic adapter the user of a script has.  The third vari-
    ant let you test if a key is pressed on the keyboard.  Then a
    mouse driver and mouse can be detected. The fifth variant let
    you test if a file with a given name can be found. And final-
    ly the sixth variant lets you check  for the presence of cer-
    tain sound cards.  The seventh  lets you test  the version of
    DataShow.
    
    See the syntax  for each of the commands  that follow  the DO
    in the appropriate individual sections.
    
    You have the possibility  to not just execute one command af-
    ter the DO statement.  On several new lines you can execute a
    lot of commands, as long as the last line in the list is END.
    This makes it easier to execute a number of commands if a gi-
    ven criteria is fulfilled.  You can not however issue a JUMP-
    MARK command from within a IF ... DO ... END number of state-
    ments.
    
    The meaning of the operators in the first command variant are


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    as follows:
    
              EQ       Equals
              NE       Not equal
              LT       Less than
              LE       Less than or equal
              GT       Greater than
              GE       Greater than or equal
    
    The IN operator requires one more number or variable  to com-
    pare with:
    
    IN <<number> | <variable name>> <<number> | <variable name>>
    
    If a number or a variable is in the range specified after the
    IN command, the command following the DO will be executed.
    
    All command variants  are useful  to control  the sequence of
    execution  of a script  file.  A variable  can be manipulated
    through the VARIABLE command.
    
    The GRAPH function  let you check the graphic adapter card on
    a computer.  The function will return true with the VGA para-
    meter  on a VGA or better adapter.  It will return true  with
    EGA if any EGA adapter is found.  And it will return true for
    CGA if a CGA or MCGA card is detected.
    
    So if the GRAPH function returns false in all the above cases
    you know that you're dealing with an unsupported adapter. See
    the PROMOTE1.SHW file for an example.
    
    The IF VERSION function makes it possible for you to test the
    version of DataShow. From version 5.0A of DataShow this func-
    tion will always return a hole number  representing the Data-
    Show version.  Eg. version 5.0A will return 50  and 6.0A will
    return 60.  This makes it easy  for you  to make sure  that a
    script is run under the proper DataShow version.
    
    Example 1 (IF <variable name> <operator> <number> DO ...):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE test TYPE NUMBER 1  ; create variable
       MARK 1                      ; mark a place to jump to
       GOXY 1 1                    ; go to location on screen
       WRITE "Test is"             ; write text at location
       GOXY 10 1                   ; go to location on screen
       WRITE test                  ; write variable at location
       IF test EQ 4 DO "file1"     ; check the variable
       IF test EQ 8 DO JUMPMARK 2  ; check the variable
       IF test EQ 10 DO BREAK      ; check the variable


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       VARIABLE INCREASE test 1    ; increase variable
       JUMPMARK 1                  ; go top the marked position
       MARK 2                      ; mark a place to jump to
       VARIABLE RELEASE test       ; delete variable
       CONTINUE                    ; reset script
    
    Example 2 (IF GRAPH DO ...):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       IF GRAPH VGA DO JUMPMARK 1  ; check the graphics adapter
    
       WRITE "THIS PRESENTATION ONLY WORKS ON VGA SCREENS!"
       GOXY 1 2
       WAIT "PUSH ANY KEY..."
       QUIT
    
       MARK 1
       SET GRAPHICS VGA1
       ...
    
    Example 3 (IF MOUSE DO ...):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       IF MOUSE DO JUMPMARK 1      ; check for a mouse driver
    
       WRITE "Sorry - You need a mouse for this presentation!"
       GOXY 1 2
       WAIT "PUSH ANY KEY..."
       QUIT
    
       MARK 1
       ...
    
    Example 4 (IF FILE <"filename"> DO ...):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       IF FILE "scores.dat" DO JUMPMARK 1  ; look for the file
    
       WRITE "Sorry! A file is missing for this presentation!"
       GOXY 1 2
       WAIT "PUSH ANY KEY..."
       QUIT
    
       MARK 1
       ...
    
       See the file GUESS.SHW in the EXAMPLES file for a more ex-
       tensive example of the IF FILE command.
    
    Example 5: (IF SOUND <ADLIB | BLAST> DO ...):


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       ; Create variable to control sound output
       VARIABLE CREATE soundtype TYPE NUMBER 0
    
       ; Check for presence of sound cards
       IF SOUND ADLIB DO MATH soundtype = 1
       IF SOUND BLAST DO MATH soundtype = 2
    
       IF soundtype EQ 0 DO JUMPMARK 3
       IF soundtype EQ 2 DO JUMPMARK 2
    
       IF soundtype EQ 1 DO
          INSTALL SOUND ADLIB
       END
       JUMPMARK 3
    
       MARK 2
       IF soundtype EQ 2 DO
          INSTALL SOUND BLAST
       END
    
       ; Now play music via selected output device
       MARK 3
       MUSIC PROCESS "beback.wav" WAV 12000
    
    Example 6: (IF VERSION ... DO):
    
       SCREEN CLEAR
       IF VERSION LT 50 DO
          WRITE "Error in version"
       ELSE
          WRITE "OK version"
       END
       WAIT 2
    
    General example (DO ... END):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       IF NOT FILE "scores.dat" DO ; look for the file
          WRITE "Sorry! A file is missing for this presentation!"
          GOXY 1 2
          WAIT "PUSH ANY KEY..."
          QUIT
       END
       ...
    






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    DO
    
    Syntax.:  DO FILE "<filename>" |
    
              DO CALL "<command>"
    
    Modes..:  + text, + graphic
    
    This command executes another scriptfile. You thereby get the
    chance to branch into a submodule from your program.  Once in
    another submodule, you cannot branch from that submodule into
    other submodules.  You are restricted to only branch into one
    submodule at a time.  Back in the  main program you can again
    branch to another or the same submodule.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Main file"           ; print text at position
       WAIT 2                      ; pause to see text
       DO FILE "file2.shw"         ; branch to other scriptfile
    
       ; File 2
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; move position to 10,10
       WRITE "In file2"            ; print text at position
       WAIT 2                      ; pause to see text
       ; End file 2
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "I am back"           ; print text at position
       WAIT 2                      ; pause to see text
    
    Note that when  a script is tokenized,  the extension  of all
    .SHW files are changed to .TOK.  This is also done  in all DO
    commands automatically.
    
    
    With the other variant of this command, you can call a opera-
    ting system command.  It is possible  to execute another pro-
    gram,  or a batch file.  You simply name the command you wish
    to have executed.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       DO CALL "command.com"       ; start dos again; "EXIT" back
       SCREEN CLEAR                ; empty screen after program
       WRITE "Back again"          ; write text from DataShow
       WAIT 5                      ; wait for 5 seconds to end


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    In this way  you can call  executable files (programs), batch
    files, or the OS shell. Eg. you can call another graphic pro-
    gram, and then return to DataShow after it finishes. The com-
    mand you specify must be a valid OS command.
    














































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    MARK
    
    Syntax.:  MARK <name | number>
    
    Modes..:  + text, + graphic
    
    This command  sets a marker  in a  script file.  Then you can
    jump to that location with the JUMPMARK command.   It is easy
    to control  the sequence  of transactions  in the script with
    this command. Marks can be any name or number.  Eg. gotohere1
    or just 1.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Hello there"         ; display text
       MARK 1                      ; set a marker
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; position place to write text
       WRITE "Hello here"          ; display text
       JUMPMARK 1                  ; next command is executed
    





























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    JUMPMARK
    
    Syntax.:  JUMPMARK <name | number>
    
    Modes..:  + text, + graphic
    
    This command together with the MARK command, lets you control
    the execution flow of a program.  When a marker  has been set
    you use this command  to jump  to that location.  The command
    can only be issued to a MARK within the same command file.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Hello there"         ; display text
       MARK 1                      ; set a marker
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 10 10                  ; position place to write text
       WRITE "Hello here"          ; display text
       JUMPMARK 1                  ; next command is executed
    






























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    VARIABLE
    
    Syntax.:  VARIABLE  <CREATE   | RELEASE  |
                         INCREASE | DECREASE |
                         VALUE    | LOAD     | SAVE>
    
    With this command you can manipulate values of variables. You
    start by creating a variable and then increase or decrease it
    to control eg. loops in you scripts.  When you don't need the
    variable any more, you simply issue the release command.
    
    For more specific information on each of the items, choose:
    
        CREATE         INCREASE        DECREASE
    
        RELEASE        VALUE           LOAD
    
        SAVE
    

































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    VARIABLE CREATE
    
    Syntax.:  VARIABLE CREATE <name> TYPE
                              <STRING "<text>" | NUMBER <value>>
    
    Modes..:  + text, + graphic
    
    This command creates a variable with a given name and a given
    type.  At the same time the variable is assigned a value.
    
    If the variable  is of a string type,  a text value has to be
    assigned. The string variable can then be used in a number of
    other commands such as: IF and SPEAK.
    
    If the variable is of a number type, the variable can then be
    manipulated with the INCREASE and DECREASE commands.  This is
    useful to control eg. loops,  and to setup other control se-
    quences in a script file.  A number type variable can also be
    used in the MATH command.
    
    A variable can be removed with the RELEASE command.
    
    Note that once a variable has been created with a certain na-
    me,  the value of that variable will not be effected if a new
    CREATE variable is encountered.  That makes it easier to con-
    trol loops.  If you wish to reassign a given value to a given
    variable name you must first release the variable.
    
    A maximum of 15 variables can be active at the same time.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE test TYPE NUMBER 1  ; create variable
       MARK 1                      ; mark a place to jump to
       GOXY 1 1                    ; go to location on screen
       WRITE "Test is"             ; write text at location
       GOXY 10 1                   ; go to location on screen
       WRITE test                  ; write variable at location
       IF test EQ 4 DO "file1"     ; check the variable
       IF test EQ 8 DO JUMPMARK 2  ; check the variable
       IF test EQ 10 DO BREAK      ; check the variable
       VARIABLE INCREASE test 1    ; increase variable
       JUMPMARK 1                  ; go top the marked position
       MARK 2                      ; mark a place to jump to
       VARIABLE RELEASE test       ; delete variable
       CONTINUE                    ; reset script
    




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    VARIABLE INCREASE
    
    Syntax.:  VARIABLE INCREASE <name> <number>
    
    Modes..:  + text, + graphic
    
    This command increases a named variable  with a given number.
    First the variable  must be created  with the CREATE command.
    Then it can be increased with a positive number. This is use-
    full to control eg. loops, and to setup other control sequen-
    ces in a script file.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE test TYPE NUMBER 1  ; create variable
       MARK 1                      ; mark a place to jump to
       GOXY 1 1                    ; go to location on screen
       WRITE "Test is"             ; write text at location
       GOXY 10 1                   ; go to location on screen
       WRITE test                  ; write variable at location
       IF test EQ 4 DO "file1"     ; check the variable
       IF test EQ 8 DO JUMPMARK 2  ; check the variable
       IF test EQ 10 DO BREAK      ; check the variable
       VARIABLE INCREASE test 1    ; increase variable
       JUMPMARK 1                  ; go top the marked position
       MARK 2                      ; mark a place to jump to
       VARIABLE RELEASE test       ; delete variable
       CONTINUE                    ; reset script
    






















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    VARIABLE DECREASE
    
    Syntax.:  VARIABLE DECREASE <name> <number>
    
    Modes..:  + text, + graphic
    
    This command decreases a named variable  with a given number.
    First the variable  must be created  with the CREATE command.
    Then it can be decreased with a positive number. This is use-
    full to control eg. loops, and to setup other control sequen-
    ces in a script file.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE test TYPE NUMBER 1  ; create variable
       MARK 1                      ; mark a place to jump to
       GOXY 1 1                    ; go to location on screen
       WRITE "Test is"             ; write text at location
       GOXY 10 1                   ; go to location on screen
       WRITE test                  ; write variable at location
       IF test EQ 4 DO "file1"     ; check the variable
       IF test EQ 8 DO JUMPMARK 2  ; check the variable
       IF test EQ 10 DO BREAK      ; check the variable
       VARIABLE INCREASE test 1    ; increase variable
       JUMPMARK 1                  ; go top the marked position
       MARK 2                      ; mark a place to jump to
       VARIABLE RELEASE test       ; delete variable
       CONTINUE                    ; reset script
    






















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    VARIABLE RELEASE
    
    Syntax.:  VARIABLE RELEASE  <name> | ALL
    
    Modes..:  + text, + graphic
    
    This  command  deletes  a variable  that previously  has been
    created with the CREATE command. If you specify the ALL para-
    meter, all variables will be deleted.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE test TYPE NUMBER 1  ; create variable
       MARK 1                      ; mark a place to jump to
       GOXY 1 1                    ; go to location on screen
       WRITE "Test is"             ; write text at location
       GOXY 10 1                   ; go to location on screen
       WRITE test                  ; write variable at location
       IF test EQ 4 DO "file1"     ; check the variable
       IF test EQ 8 DO JUMPMARK 2  ; check the variable
       IF test EQ 10 DO BREAK      ; check the variable
       VARIABLE INCREASE test 1    ; increase variable
       JUMPMARK 1                  ; go top the marked position
       MARK 2                      ; mark a place to jump to
       VARIABLE RELEASE test       ; delete variable
       CONTINUE                    ; reset script
    
























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    VARIABLE VALUE
    
    Syntax.:  VARIABLE VALUE <name> <value>
    
    Modes..:  + text, + graphic
    
    This command forces a value to a variable that previously has
    been created with the CREATE command. You can force values to
    string, number and key type variables.  For number type vari-
    ables you can also force a new value with the MATH command.
    
    For strings this is useful,  if you have just read  one value
    into the variable and the want to read another.  By forcing a
    value,  the previous string  will be erased  and you can read
    an all new string into the variable. You can also make "defa-
    ult" values ready in string commands.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE str TYPE STRING "" ; create variable
       GOXY 1 1                    ; go to location on screen
       WRITE "Type 'TEST'"         ; write text on screen
       MARK 1                      ; make place to jump to
       GOXY 12 1                   ; go to location on screen
       READ STRING str 8           ; read string into variable
       CASE STRING UPPER str "TEST" DO JUMPMARK 2  ; test string
       JUMPMARK 1                  ; string is not right
       MARK 2                      ; string is right
       ; /// Note ///
       VARIABLE VALUE str ""       ; make string empty
       GOXY 1 3                    ; go to location on screen
       WRITE "Type 'QUICK'"        ; write text on screen
       MARK 3                      ; make place to jump to
       GOXY 12 3                   ; go to location on screen
       READ STRING str 8           ; read string into variable
       CASE STRING UPPER str "QUICK" DO JUMPMARK 4  ; test string
       JUMPMARK 3                  ; string is not right
       MARK 2                      ; string is right
    
    If  you didn't  reset  the variable  at the place  where  the
    /// Note /// is placed,  when you made the next  READ STRING,
    the prior content  of string  would be shown  (TEST that is).
    Now an empty string will result in a blank field.
    







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    VARIABLE LOAD
    
    Syntax.:  VARIABLE LOAD <name> FROM "<filename>"
    
    Modes..:  + text, + graphic
    
    This  command  loads  a  variable  that  previously  has been
    created  with the CREATE  command,  and  then saved  with the
    SAVE command.
    
    This is a means of saving variables  from one run of a script
    to another.
    
    Example:
    
       SCREEN CLEAR                ; empty screen
       VARIABLE CREATE test1 TYPE NUMBER 1  ; make variable
       WRITE test1                 ; write variable value
       WRITE " "                   ; write separator
       VARIABLE SAVE test1 TO "test1.var"  ; save variable
       VARIABLE INCREASE test1 1   ; increase variable value
       WRITE test1                 ; write variable value
       WRITE " "                   ; write separator
       VARIABLE LOAD test1 FROM "test1.var" ; load variable
       WRITE test1                 ; write variable value
       WRITE " "                   ; write separator
       WAIT 2
    
























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    VARIABLE SAVE
    
    Syntax.:  VARIABLE SAVE <name> TO "<filename>"
    
    Modes..:  + text, + graphic
    
    This  command  saves  a  variable  that  previously  has been
    created with the CREATE  command.  You can then load it again
    with the LOAD command.
    
    This is a means of saving variables  from one run of a script
    to another.
    
    Example:
    
       SCREEN CLEAR                ; empty screen
       VARIABLE CREATE test1 TYPE NUMBER 1  ; make variable
       WRITE test1                 ; write variable value
       WRITE " "                   ; write separator
       VARIABLE SAVE test1 TO "test1.var"  ; save variable
       VARIABLE INCREASE test1 1   ; increase variable value
       WRITE test1                 ; write variable value
       WRITE " "                   ; write separator
       VARIABLE LOAD test1 FROM "test1.var" ; load variable
       WRITE test1                 ; write variable value
       WRITE " "                   ; write separator
       WAIT 2
    
























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    READ
    
    Syntax.:  READ CHOISE <number> <number> |
                STRING [UPPER] <variable name> <length number> |
                KEY <variable name>
    
    Modes..:  + text, + graphic
    
    This command has three ways of working.
    
    In the first way,  the command  let the user  enter a number.
    The number must be in the range between the two numbers given
    in the command. A key is then awaited to be pressed. The num-
    ber entered by the user can then be further examined with the
    CASE CHOISE command.
    
    In the second way, a variable can be read.  It doesn't matter
    if the variable is of type string or type number. The current
    content (if any) is shown in an  edit field and  the user can
    edit the variable quite easily. After the Carriage Return key
    has been hit, the variable will have the new content.  A READ
    STRING variable can not be longer than 80 characters. The va-
    riable can be further examined by the CASE STRING command.
    If you add the word UPPER to the command, any letter you type
    will be forced to upper case.
    
    In the third way, a key variable can be read. A single key is
    awaited,  and that key  can then be  further evaluated by the
    CASE KEY command.
    
    Example 1 (READ CHOISE...):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "1: test1"            ; display text
       GOXY 20 12                  ; position place to write text
       WRITE "2: test2"            ; display text
       GOXY 20 14                  ; position place to write text
       WRITE "3: Exit"             ; display text
       GOXY 20 16                  ; position place to write text
       WRITE "[1..3]:"             ; display text
       READ CHOISE 1 3             ; get input from user
       CASE CHOISE 1 DO "test1"    ; do the file test1
       CASE CHOISE 2 DO JUMPMARK 4 ; jump to a new location
       CASE CHOISE 3 DO QUIT       ; halt DataShow
       ; handle the error situation with eg. jumpmark command
    
    Example 2 (READ STRING...):
    
       VARIABLE CREATE name TYPE STRING "" ; create variable


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       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Enter your name:"    ; prompt user for input
       GOXY 20 11                  ; position place to read text
       READ STRING name 20         ; read the input
       GOXY 20 13                  ; position place to write text
       WRITE "Hello"               ; write text
       GOXY 20 14                  ; position place to write text
       WRITE name                  ; write variable
    
    Example 3 (READ KEY...):
    
    ; Main file:
       VARIABLE CREATE test TYPE KEY    ; create variable
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Hit any key"         ; prompt user for input
       GOXY 20 11                  ; position place to read text
       READ KEY test               ; read the input
       CASE KEY test 113 DO JUMPMARK 1  ; q
       CASE KEY test 81 DO JUMPMARK 1   ; Q
       DO FILE "testkey"
       CONTINUE
       MARK 1
    
    ; Testkey file:
       GOXY 20 12                  ; position place to write text
       CASE KEY test 472 DO JUMPMARK 1
       CASE KEY test 480 DO JUMPMARK 2
       WRITE "Unknown key"         ; write text
       JUMPMARK 3
       MARK 1
       WRITE "You hit the UP key"
       JUMPMARK 3
       MARK 2
       WRITE "You hit the DN key"
       MARK 3
       WAIT 2
    













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    CASE
    
    Syntax.:
    
       CASE <CHOISE <number>> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
    
       CASE <STRING [UPPER] <variable name>
       <<"text"> | <variable name>>> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
    
       CASE <KEY <variable name> <key number>> DO
       "<filename>" | JUMPMARK | BREAK | MATH | QUIT | .. END
    
    Modes..:  + text, + graphic
    
    This command has three ways of working.
    
    Remember  that each command  must  fit  on to  one line  in a
    script.  The above syntax  is only written over more than one
    line in order for it to fit into the help window.
    
    See the syntax  for each of the commands  that follow  the DO
    in the appropriate sections.
    
    The  first  command  variant let you  test the  content of  a
    READ CHOISE command.  It will then execute a given command if
    the number entered in a prior READ CHOISE command is equal to
    the number in this command.
    
    The second  command variant  let you examine the content of a
    string variable. String variables can be assigned values with
    either  the VARIABLE CREATE  or the READ STRING commands.  If
    the string value  is equal  to the text  in quotation marks a
    given command is executed.  To compare strings  you could add
    the UPPER keyword which causes the comparison between the two
    strings  to both be in upper case.  Example:  UtiLiTy matches
    the word UTiliTY. That makes it easier to compare the strings
    no matter how they have been read.
    
    The third  command variant  let you  examine the content of a
    READ KEY command. (Look after example 3 hereunder for all the
    key numbers that you can compare the entered key with).
    
    Example 1 (CASE CHOISE <number> DO ...):
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "1: test1"            ; display text
       GOXY 20 12                  ; position place to write text


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       WRITE "2: test2"            ; display text
       GOXY 20 14                  ; position place to write text
       WRITE "3: Exit"             ; display text
       GOXY 20 16                  ; position place to write text
       WRITE "[1..3]:"             ; display text
       READ CHOISE 1 3             ; get input from user
       CASE CHOISE 1 DO "test1"    ; do the file test1
       CASE CHOISE 2 DO JUMPMARK 4 ; jump to a new location
       CASE CHOISE 3 DO QUIT       ; halt DataShow
    
    Example 2 (CASE STRING <variable name> <"text"> DO ...):
    
       MARK 1                      ; set a mark to jump to
       VARIABLE CREATE name TYPE STRING "" ; create variable
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Write: TEST"         ; prompt user for input
       GOXY 20 11                  ; position place to read text
       READ STRING name 20         ; read the input
       CASE STRING name "TEST" DO JUMPMARK 2  ; test the input
       GOXY 20 13                  ; position place to write text
       WRITE "Invalid input"       ; write text
       WAIT 4                      ; pause to see text
       GOXY 20 13                  ; position place to write text
       WRITE "             "       ; write text
       JUMPMARK 1                  ; start over
       MARK 2                      ; here right input is entered
       GOXY 20 13                  ; position place to write text
       WRITE "Fabulous!!!"         ; write text
       WAIT 4                      ; pause to see text
    
    Example 3 (CASE KEY <variable name> <key number> DO ...):
    
    ; Main file:
       VARIABLE CREATE test TYPE KEY    ; create variable
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Hit any key"         ; prompt user for input
       GOXY 20 11                  ; position place to read text
       READ KEY test               ; read the input
       CASE KEY test 113 DO JUMPMARK 1  ; q
       CASE KEY test 81 DO JUMPMARK 1   ; Q
       DO FILE "testkey"
       CONTINUE
       MARK 1
    
    ; Testkey file:
       GOXY 20 12                  ; position place to write text
       CASE KEY test 472 DO JUMPMARK 1
       CASE KEY test 480 DO JUMPMARK 2


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       WRITE "Unknown key"         ; write text
       JUMPMARK 3
       MARK 1
       WRITE "You hit the UP key"
       JUMPMARK 3
       MARK 2
       WRITE "You hit the DN key"
       MARK 3
       WAIT 2
    
    Key Numbers:
    
         Plain  Shift  Control  Alt
    Up     472    ---    ---    ---
    Down   480    ---    ---    ---
    Left   475    ---    ---    ---
    Right  477    ---    ---    ---
    Home   471    ---    ---    ---
    End    479    ---    ---    ---
    PgUp   473    ---    ---    ---
    PgDn   481    ---    ---    ---
    
         Plain  Shift  Control  Alt
    Ins    482    ---    ---    ---
    Del    483    ---    ---    ---
    Enter   13     13     13    ___
    Esc     27     27     27    ---
    Tab      9    415    ---    ---
    BkSp     8    ---    ---    ---
    
         Plain  Shift  Control  Alt
    F1     459    484    494    504
    F2     460    485    495    505
    F3     461    486    496    506
    F4     462    487    497    507
    F5     463    488    498    508
    F6     464    489    499    509
    F7     465    490    500    510
    F8     466    491    501    511
    F9     467    492    502    512
    F10    468    493    503    513
    
      Plain  Shift  Control  Alt      Plain  Shift  Control  Alt
    a    97     65    ---    430    n   110     78    ---    449
    b    98     66    ---    448    o   111     79    ---    424
    c    99     67    ---    445    p   112     80    ---    425
    d   100     68    ---    432    q   113     81    ---    416
    e   101     69    ---    418    r   114     82    ---    419
    f   102     70    ---    433    s   115     83    ---    431
    g   103     71    ---    434    t   116     84    ---    420


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    h   104     72    ---    435    u   117     85    ---    422
    i   105     73    ---    436    v   118     86    ---    447
    j   106     74    ---    437    w   119     87    ---    417
    k   107     75    ---    438    x   120     88    ---    445
    l   108     76    ---    439    y   121     89    ---    421
    m   109     77    ---    450    z   122     90    ---    444
    
        Plain  Shift  Control  Alt     Plain  Shift  Control  Alt
    1 !    49     33    ---    520 [ {    91    ---    ---    ---
    2 @    50     64    ---    521 ] }   ---    ---    ---    ---
    3 #    51     35    ---    522 ; :   ---    ---    ---    ---
    4 $    52     35    ---    523 ' "   ---    ---    ---    ---
    5 %    53     37    ---    524 , <   ---    ---    ---    ---
    6 ^    54     94    ---    525 . >   ---    ---    ---    ---
    7 &    55     38    ---    526 / ?   ---    ---    ---    ---
    8 *    56     42    ---    527 ` ~   ---    ---    ---    ---
    9 (    57     40    ---    528 \ |   ---    ---    ---    ---
    0 )    48     41    ---    529
    

































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    MATH
    
    Syntax.:  MATH <variable name> = <expression>
    
    Modes..:  + text, + graphic
    
    This command let you do mathematic operations  with predefined
    mathematic commands, variables and numbers.
    
    An expression can be put together after the following rules:
    
    
    Expression  =  [+ | -] Term { + Term | - Term }
    
    An expression consist of  an optional + or - sign followed by
    a Term. After that, zero or more (symbolized by the {}) Terms
    preceded by a + or - sign can follow.
    
    
    Term        =  Factor { * Factor | / Factor }
    
    A term consist of a factor.  After that, zero or more factors
    preceded  by a  * (multiplication)  or  / (division) sign can
    follow.
    
    
    Factor       =  Value | (Expression) { ^ Factor }
    
    A factor consist of  a value or a parenthesis  with a expres-
    sion in.  After that,  zero or more  values  preceded  by a ^
    (raised to the power of) sign can follow.
    
    
    Value        =  Number | Variable name | Predefined command
    
    A value consist of a number  or the value of a variable  or a
    predefined command value (see further below).
    
    
    Number       =  Digit { Digit } [. { Digit }] | . { Digit }
    
    Digit        =  { 0|1|2|3|4|5|6|7|8|9 }
    
    A number  consist of  one or more digits followed by a an op-
    tional decimal separator and one or more digits.  Or a number
    consist of a decimal point followed by one or more digits.
    
    
    Here's a list of predefined commands:
    


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    MIN(expression 1 {,expression n}):
       Gives the smallest value of numbers specified.
    
    MAX(expression 1 {,expression n}):
       Gives the largest value of numbers specified.
    
    AVERAGE(expression 1 {,expression n}):
       Gives the average value of numbers specified.
    
    SIN <factor>:
       Gives the sine value of a number specified.
    
    COS <factor>:
       Gives the cosine value to a number specified.
    
    TAN <factor>:
       Gives the tangent value to a number specified.
    
    COT <factor>:
       Gives you the cotangent value to a number.
    
    ARCTAN <factor>:
       Gives the arcustangent value of a number.
    
    LN <factor>:
       Gives the natural logarithm value of a number.
    
    LOG <factor>:
       Gives logarithm to a number specified.
    
    EXP <factor>:
       Gives the exponential value of a number specified.
    
    ABS <factor>:
       Gives the absolute (positive) value of a number.
    
    SQRT <factor>:
       Gives the square root of a number as result.
    
    FAC(<expressions>):
       Gives the faculty value of a number specified.
    
    FRAC <factor>:
       Gives you the fractional part of a real.
    
    INT <factor>:
       Gives you the integer part of a real.
    
    ROUND <factor>:
       Gives you the rounded value to a given number.


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    TRUNC <factor>:
       Gives you the truncated value to a given number.
    
    PI:
       Gives the value of pi which is 3.14...'
    
    RANDOM(<expression>):
       Gives you  a randomly generated number,  between 1 and the
       the expression given.
    
    
    So here's what it all boils down to. Look also in the accom-
    panying example file called MATHWIZZ.SHW to see a live exam-
    ple of how the MATH command can be used.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       VARIABLE CREATE var1 TYPE NUMBER 0  ; create a variable
       VARIABLE CREATE var2 TYPE NUMBER 0  ; create a variable
    
       GOXY 10 2                   ; position place to write text
       WRITE "Enter a value:"      ; write text
       GOXY 30 2                   ; position to read number
       READ STRING var1 3          ; read number
    
       MATH var2 = SIN(var1)       ; do math operation on number
       GOXY 10 4                   ; position place to write text
       WRITE "Sine value is:"      ; write text
       GOXY 30 4                   ; position to write number
       WRITE var2                  ; write variable
    
       MATH var2 = var1 * var1     ; do math operation on number
       GOXY 10 6                   ; position place to write text
       WRITE "Times itself:"       ; write text
       GOXY 30 6                   ; position to write number
       WRITE var2                  ; write variable
    
       GOXY 10 10                  ; position to write text
       WAIT "Press any key"        ; wait for any key
    










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    DEFINE
    
    Syntax.:  DEFINE
    
    Modes..:  + text, + graphic
    
    This command is used to mark lines.  Together with the MOTION
    and the END commands it is possible to define texts to be mo-
    ved around the screen.  This command marks  the start  of the
    definition area.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       DEFINE                      ; start defining text
           //                      ; first defined line
         ////                      ; second defined line
       //  //                      ; third defined line
           //                      ; fourth line
           //                      ; fifth line
          ////                     ; sixth line
       END                         ; mark end of defined lines
       DELAYFACTOR 4               ; set speed for motion
       GOXY 10 0                   ; set place to begin motion
       MOTION RIGHT 0              ; start motion across screen
    


























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    END
    
    Syntax.:  END
    
    Modes..:  + text, + graphic
    
    This command is used to mark lines.  Together with the MOTION
    and the DEFINE commands  it is possible to define texts to be
    moved around the screen.  This command  marks the end  of the
    definition area.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       DEFINE                      ; start defining text
           //                      ; first defined line
         ////                      ; second defined line
       //  //                      ; third defined line
           //                      ; fourth line
           //                      ; fifth line
          ////                     ; sixth line
       END                         ; mark end of defined lines
       DELAYFACTOR 4               ; set speed for motion
       GOXY 10 0                   ; set place to begin motion
       MOTION RIGHT 0              ; start motion across screen
    


























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    MOTION
    
    Syntax.:  MOTION <LEFT | RIGHT> <times>
    
    Modes..:  + text, + graphic
    
    This command is used to move lines.  Together with the DEFINE
    and the END commands it is possible to define texts to be mo-
    ved around the screen.
    
    This command starts the motion of the defined area.  You must
    specify the direction of the motion, and the number of times
    to the left or right that the defined area is to be moved.
    
    If times is equal to zero, the defined text will be moved all
    the way across the screen. The number that times is to be set
    to must lie between 0 and 160, since the motion really starts
    off the screen (which is 80 characters wide).
    
    The speed  with which  the motion  is carried out,  is set by
    SET DELAYFACTOR and color is set by the COLOR command.
    
    Note that in graphics mode,  this command only works when you
    use the default font with the size 1 (see the EFFECT command).
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       DEFINE                      ; start defining text
           //                      ; first defined line
         ////                      ; second defined line
       //  //                      ; third defined line
           //                      ; fourth line
           //                      ; fifth line
          ////                     ; sixth line
       END                         ; mark end of defined lines
       DELAYFACTOR 4               ; set speed for motion
       GOXY 10 0                   ; set place to begin motion
       MOTION RIGHT 0              ; start motion across screen
    












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    MOUSE
    
    Syntax.:  MOUSE <ON | OFF> |
    
              MOUSE GOXY <x-coordinate> <y-coordinate> |
    
              MOUSE TRACK <button number> <var1> <var2> |
    
              MOUSE QUERY <variable name> <var1> <var2> |
    
              MOUSE TYPE <number> |
    
              *** MOUSE DRAW under construction
    
    Modes..:  + text, + graphic
    
    This command let you control a mouse from a script. First you
    turn the mouse on, then you track the mouse around the screen
    and then the mouse position  is returned to you.  This can be
    useful eg. if users of a script must point to a certain place
    on the screen before continuing.
    
    The command has slightly different meanings in the two modes.
    In text mode it is not possible to call this command  without
    there actually is a mouse present.  It is however possible in
    graphic mode.
    
    In both modes you can also use the keyboard to move the mouse
    pointer. By using the arrow keys the mouse will be moved, and
    pressing  <ctrl>+L for left, <ctrl>+R for right,  or <ctrl>+M
    for middle mouse button.  The first variable  will hold the X
    coordinate and the second variable will hold the Y coordinate
    of the mouse at the time the <button number> was pressed. The
    <button number> constant can be 1 for left, 2 for right, or 3
    for middle mouse button.
    
    The main diffenrence  between the MOUSE TRACK  and the  MOUSE
    QUERY commands is that the first waits until a specific mouse
    button is pressed, while the second gives you the possibility
    to get any mouse button back.
    
    Note that switching the mouse on and off is your own respons-
    ability. Certain other commands that deal with the screen can
    give weird results,  if you haven't turned the mouse off  be-
    fore the command is issued.  (This problem  is known as mouse
    droppings).
    
    Example (in text mode):
    
       SCREEN CLEAR                ; blank out screen


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       IF NOT MOUSE DO             ; check for mouse
          WRITE "Mouse required"   ; write text
          WAIT                     ; wait for any key press
          QUIT                     ; halt execution
       END                         ; end of if
       VARIABLE CREATE MX TYPE NUMBER 0  ; create x coordinate
       VARIABLE CREATE MY TYPE NUMBER 0  ; create y coordinate
       MOUSE ON                    ; turn mouse on
       MOUSE TRACK 1 MX MY         ; track mouse and keyboard
       MOUSE OFF                   ; hide mouse
       GOXY 1 1 WRITE "X: "+MX     ; position cursor and write
       GOXY 1 2 WRITE "Y: "+MY     ; position cursor and write
       WAIT                        ; wait for any key press
    
    Example (in graph mode):
    
       VARIABLE CREATE MX TYPE NUMBER 0  ; create x coordinate
       VARIABLE CREATE MY TYPE NUMBER 0  ; create y coordinate
       SET GRAPHICS VGA1           ; go to graphics mode
       MOUSE ON                    ; turn mouse on
       MOUSE TRACK 1 MX MY         ; track mouse and keyboard
       MOUSE OFF                   ; turn mouse off
       CLEARSCREEN                 ; clean screen
       GOXY 1 1 WRITE "X: "+MX     ; position cursor and write
       GOXY 1 2 WRITE "Y: "+MY     ; position cursor and write
       WAIT                        ; wait for any key press
    
    Note that in graphic mode, the return value for var1 and var2
    will depend on the graphic mode you're currently in. Eg. mode
    VGA1 will be in the range 640 for var1 and 480 for var 2.
    
    Example (MOUSE GOXY):
    
       SET GRAPHICS VGA1           ; go to graphics mode
       SET DELAYFACTOR 1           ; set step size
       MOUSE ON                    ; turn mouse on
       MOUSE GOXY 02 02            ; move mouse to location
       WAIT 1                      ; wait a little
       MOUSE GOXY 78 20            ; move mouse to location
       WAIT                        ; wait for any key
    
    Note  that this command  uses the delayfactor setting to move
    the mouse cursor. The command corresponds to the GOXY command
    in that it uses  a scaling factor  in graphics mode,  so that
    all modes has x values from 1 to 80, y values from 1 to 24.
    
    Example (MOUSE TYPE):
    
       VARIABLE CREATE MX TYPE NUMBER 0  ; create x coordinate
       VARIABLE CREATE MY TYPE NUMBER 0  ; create y coordinate


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       SET GRAPHICS VGA1           ; go to graphics mode
       MOUSE ON                    ; turn mouse on
       MOUSE TYPE 2                ; make mouse into checkmark
       MOUSE TRACK 1 MX MY         ; track mouse and keyboard
       MOUSE OFF                   ; turn mouse off
    
    Note that this command only works in graphics mode and that a
    mouse must be present.  If no mouse is present the command is
    ignored, and you continue with the default arrow cursor.
    
    These numbers gives you different mouse cursors:
    
                     0     arrow (default)
                     1     stop hand
                     2     check mark
                     3     hour glass
                     4     question mark
    
    The number given to the command must be in the range 0 to 4.
    
































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    SPRITE
    
    Syntax.:  SPRITE "<name>"
                 <LOAD | GOXY | SHOW | HIDE | FRAME | RELEASE>
    
    Modes..:  - text, + graphic
    
    This command work with the sprites that can be created in the
    Animation Center.
    
    The LOAD command loads a sprite from a file, that is saved in
    the Animation Center. You can load a total of 10 sprites into
    a sprite buffer  at a time.  The sprite is not shown  by this
    command.
    
    The GOXY command  moves the named sprite from one location to
    another on the screen.  The sprite is not shown  by this com-
    mand, unless the sprite is already visible.
    
    The SHOW and HIDE commands shows or hides sprites if they are
    either hidden or visible.
    
    The FRAME  command  let you set  another frame  as the active
    from the sprite file.  In the Animation Center you can draw a
    sprite with several frames.  With this command you can toggle
    between these frames. The command only works, when the sprite
    is hidden.
    
    The RELEASE command  let you control the sprite buffer by re-
    leasing a sprite from memory.  That way  you can load and un-
    load sprites as they are needed.
    
    Example:
    
       ; Go into graphics mode
       SET GRAPHICS VGA1
       ; Create variable to control sprite loop
       VARIABLE CREATE loopno TYPE NUMBER 80
       ; Read file into sprite buffer
       SPRITE "mann.spr" LOAD
       ; Position sprite
       SPRITE "mann.spr" GOXY 80 300
       SPRITE "mann.spr" SHOW
    
       MARK 1
       MATH loopno=loopno+1
       SPRITE "mann.spr" GOXY loopno 300
       IF loopno LE 300 DO JUMPMARK 1
    
       ; Clean up after us


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       SPRITE "mann.spr" RELEASE
       VARIABLE loopno RELEASE
    
    Please note:
    ------------
    The format for sprites  has changed a bit from version 5.x to
    5.5. This means that you should load any sprites made in ear-
    lier versions that 5.5 and resave them before you can use the
    SPRITE commands.
    










































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    INSTALL
    
    With this command  you can set up extra features  not readily
    and normally available i DataShow. Some of these features are
    taken from external files,  and some features  are built into
    Datashow, but has to be activated before you can use them.
    
    The commands can be found as:
    
                            INSTALL FONT.
                            INSTALL SOUND.
    








































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    Syntax.:  INSTALL FONT "<filename>"
    
    Modes..:  - text, + graphic
    
    This command  let you  install more fonts  than the ones that
    are already built  into DataShow.  This makes it possible  to
    display text on the screen that takes on several styles.
    
    With the registered version of DataShow comes some files with
    the extension "CHR". You can use them one at a time with this
    command.
    
    Note that you have to be in graphics mode before you issue
    the command,  and if you switch into another mode the font
    installation will be forgotten. Just install one again.
    
    The command is used in conjunction with the EFFECT TEXTTYPE.
    
    Example:
    
       SET GRAPHICS EGA1           ; make sure we're in graphics
       GOXY 1 1                    ; set current coordinates
       EFFECT TEXTTYPE 1 2         ; change font and size
       WRITE "FONT: Triplex"       ; print text on blank screen
       WAIT 2                      ; pause to see text
       INSTALL FONT "EURO.CHR"     ; install a user font
       GOXY 1 10                   ; set current coordinates
       EFFECT TEXTTYPE 4 1         ; change default font and size
       WRITE "USER FONT: Euro"     ; print text on blank screen
       WAIT 2                      ; pause to see text
       INSTALL FONT "BOLD.CHR"     ; install a user font
       GOXY 1 20                   ; set current coordinates
       EFFECT TEXTTYPE 4 1         ; change default font and size
       WRITE "USER FONT: Bold"     ; print text on blank screen
       WAIT 2                      ; pause to see text
    














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    Syntax.:  INSTALL SOUND <SPEAK | ADLIB | BLAST>
    
    Modes..:  + text, + graphic
    
    This command  sets the output device  with which  music files
    are played with the MUSIC PROCESS command. The necessary dri-
    vers are built into DataShow,  so this command activates  the
    appropriate one.
    
    Note that the  MUSIC PROCESS command  produce an error  if an
    Adlib  or  Sound Blaster  is not found.  You should therefore
    check for their presence with the  IF SOUND  command,  before
    executing this command. INSTALL SOUND SPEAK will always work,
    and sets the output device to the internal PC speaker.
    
    The speaker  is set to be the output device (default)  at the
    beginning of DataShow.
    
    Example:
    
       ; Create variable to control sound output
       VARIABLE CREATE soundtype TYPE NUMBER 0
    
       ; Check for presence of sound cards
       IF SOUND ADLIB DO MATH soundtype = 1
       IF SOUND BLAST DO MATH soundtype = 2
    
       IF soundtype EQ 0 DO JUMPMARK 3
       IF soundtype EQ 2 DO JUMPMARK 2
    
       IF soundtype EQ 1 DO
          INSTALL SOUND ADLIB
       END
       JUMPMARK 3
    
       MARK 2
       IF soundtype EQ 2 DO
          INSTALL SOUND BLAST
       END
    
       ; Now play music via selected output device
       MARK 3
       MUSIC PROCESS "beback.wav" WAV 12000
    






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    CONTINUE
    
    Syntax.:  CONTINUE
    
    Modes..:  + text, + graphic
    
    This command  starts  from the beginning of the  script  file
    again.  It cannot however be given from a second commandfile,
    eg.  if you have written the  command in a  scriptfile called
    from another scriptfile with the DO FILE command.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Testing.."           ; print text on blank screen
       WAIT 2                      ; pause to see text
       GOXY 10 10                  ; move to new location
       WRITE "Moved.."             ; print text at new location
       WAIT 2                      ; pause to see text
       CONTINUE                    ; start scriptfile over again
    































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    BREAK
    
    Syntax.:  BREAK
    
    Modes..:  + text, + graphic
    
    This  command  finds  the  next CONTINUE command,  and resume
    execution of the script from the command following the conti-
    nue statement. This makes it possible to control the sequence
    of execution of a script.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       GOXY 20 10                  ; position place to write text
       WRITE "Hello there"         ; write text
       BREAK                       ; look for continue
       WRITE "No more"             ; this is not executed
       CONTINUE                    ; next command is executed
       QUIT                        ; stop script and end DataShow
    































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    QUIT
    
    Syntax.:  QUIT
    
    Modes..:  + text, + graphic
    
    This  command ends script execution immediately, returning to
    the operating system.
    
    Example:
    
       SCREEN CLEAR                ; empty screen, cursor at 1,1
       WRITE "Testing.."           ; write text
       WAIT 2                      ; pause to see text
       QUIT                        ; stop script and end DataShow
       WRITE "No more"             ; this is not executed
    



































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    changes
    
    Beneath here are mentioned some of the changes that have been
    made to the command script language  over time.  It should be
    easy for you to see, what change has happened, and how you to
    get around it.
    
    
    SCREEN
    ------
    The SCREEN command consist of the CLEARSCREEN, GETSCREEN, and
    the PUTSCREEN commands.  They have been put together  as part
    of the work of making DataShow easier to use. Simply change:
    
               CLEARSCREEN    to     SCREEN CLEAR
               GETSCREEN      to     SCREEN GET
               PUTSCREEN      to     SCREEN PUT
    
    From version 5.5A  the once alone command WINDOW is also part
    of the SCREEN command as a parameter. Just change;
    
               WINDOW         to     SCREEN WINDOW
    
    CALL
    ----
    From version 5.5A the CALL command has been included in the
    DO command. Simply put a DO in front of CALL.
    
    
    * (Comment)
    -----------
    From version 3.0A a new MATH command has been added.  Since a
    star (*) denotes multiplication, a star can no longer also be
    the symbol  telling the interpreter  that a comment has begun
    and that the rest of the line should be ignored.
    
    Therefore a new comment marker  is introduced.  From now on a
    comment marker is a semicolon (;).
    
    To change your existing scripts, simply replace all stars (*)
    with semicolons (;).  This has been done in all the promotion
    scripts and in the examples given here in the help manual.
    
    
    WAITKEY
    -------
    This command  has been  incorporated  into the  WAIT command.
    There is no reel need to have two separate commands.  You can
    use the WAIT command with the same options  that you used the
    WAITKEY command.  That is, you can enter a text next to it or


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    you can enter it without  parameters.  In both cases the exe-
    cution will be stopped until a key is hit. So all you have to
    do to upgrade is remove the KEY letters in WAITKEY...
    
    
    GRAPHICS
    ---------
    This command has been incorporated into the SHOW SCREEN com-
    mand.  Simply substitute  the word GRAPHICS  with  the  words
    SHOW SCREEN.
    
    
    SOUND
    -----
    This command has been incorporated into the MUSIC SOUND com-
    mand. Simply put the word MUSIC in front of the old command.
    
    
    SAY
    ---
    This command has been replaced by the WRITE command.  This is
    because  there from version 1.2A has been  added a SPEAK com-
    mand which could cause confusion because of ambiguity.
    
    
    POINT
    -----
    This command has been incorporated into the EFFECT command.
    Simply put the word EFFECT in front of the old command.
    
    
    ESCAPE
    ------
    This command has been incorporated into the SET command. You
    now issue the command SET ESCAPEKEY with either the parameter
    OFF or with a number that signifies the key that can halt the
    execution of a script.















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    INDEX FOR MANUAL:
    ----------------------------------------------------------------------
    
    CHAPTER:                                PAGE:
    
    1  : Help on Help                       2
    
    2  : About DataShow                     6
    
    3  : Capture utility                    15
    
    4  : The Main Menu                      17
    
    5  : The Script Center                  21
    
    6  : The Draw Center                    25
    
    7  : The Text Center                    30
    
    8  : The Slide Center                   33
    
    9  : The Graph Menu                     37
    
    10 : Errormessages                      38
    
    11 : Commands                           40
    
    
    
    *** End of Manual ***





















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