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-
- DECORATOR DOCUMENTATION
- for I.B. Magazette by Karl Minor
-
-
- DECORATOR was written to aid anyone who must occasionally
- rearrange a roomful of furniture, and particularly for people who
- consider room-rearranging to be an enjoyable indoor sport. It takes
- the guesswork out of placing furniture by allowing the user to create
- the room layout on the computer screen before ever moving a single
- piece of furniture. This is done by obtaining the room dimensions and
- characteristics from the user, along with the dimensions of all
- furniture to be placed in the room. You may then move the pieces of
- furniture around on the screen until the room is arranged
- satisfactorily. If you have a IBM Graphics or compatible printer, you
- can then print a copy of the room layout. All rooms and furniture are
- stored on disk for later sessions.
-
- We have tried to make the program easy-to-use and self-prompting.
- However, you should read the following documentation at least once
- before using the program for any real application.
-
-
- CREATING A DECORATOR WORKDISK
-
- We suggest that you copy the DECORATOR program onto a separate disk
- before use, since it will create datafiles when run. You should keep
- one WORKDISK for each separate house or office that you intend to work
- with. The instructions below tell how to create a DECORATOR WORKDISK.
- Repeat the instructions for each WORKDISK you wish to create.
-
- 1. BOOT your computer in DOS.
- 2. Place your blank WORKDISK in drive B.
- 3. Type> FORMAT B:/s
- 4. Type> COPY A:BASIC*.* B:
- (Compatible users should also type COPY A:GWBASIC*.* B: )
- 5. Remove the DOS disk from drive A and replace it with the
- MAGAZETTE disk. Type> COPY A:DECORATE.* B:
- 6. Type> COPY CON: B:AUTOEXEC.BAT
- BASICA DECORATE
- F6 (will show as ^Z)
- 7. Remove the disk from drive B and label it DECORATOR
- WORKDISK
-
- This disk is now a self-booting copy of DECORATOR. To run the program,
- insert the disk into your default drive and press CTRL-ALT-DEL.
-
-
- RUNNING THE PROGRAM
-
- Required 128K IBM PC or 256K COMPATIBLE
- hardware : 1 DISK DRIVE
- GRAPHICS CARD
- (optional) IBM GRAPHICS PRINTER OR COMPATIBLE
-
- If you have created a self-booting diskette, run the program by booting
- with the WORKDISK. Otherwise, type RUN "DECORATE" from BASICA.
-
- You will see a picture of a desk and the DECORATOR logo. Press any key
- to continue. At this point, if there is a furniture file on the disk,
- the program will load it into memory. You will then be presented with
- the main menu.
-
-
- THE MAIN MENU
-
- The MAIN MENU consists of three SUBMENU and three ACTION selections.
- The SUBMENU selections take you to different areas of the program. The
- ACTION selections allow you to toggle between METRIC and ENGLISH
- systems of measurement, remove all furniture from all rooms, or EXIT
- the program.
-
- 1. Design a room - Allows you to create a room and store it
- on diskette. When selecting this option, you will be given a
- chance to return to the previous menu. If you do not, the
- program proceeds to ask you for the dimensions of the room to
- be constructed. The room will be displayed on the screen, and
- you will be presented with another menu. This is the WORKING
- IN ROOM menu, and is where most work in DECORATOR will be done
- from. This menu will be discussed more later.
-
- 2. Create, delete, or view furniture - Allows you to enter
- the shape, size, and name of your different pieces of
- furniture. You must CREATE furniture before you can work with
- it in a room. The FURNITURE menu will be discussed more later.
-
- 3. Work in a room - Takes you directly to the WORKING IN
- ROOM menu with the room currently being arranged. If a
- room has not yet been selected, a menu of rooms available on
- the disk will be presented. If there are no rooms to WORK in,
- you will be taken to the DESIGN A ROOM section.
-
- 4. Change to Metric/Feet and Inches - Allows you to toggle
- back and forth between Metric and English forms of measurement.
- This may be done at any time during the program.
-
- 5. Remove all furniture from all rooms - The equivalent of
- moving all your furniture onto your front lawn. If any
- furniture has been put into any rooms, this selection will take
- it ALL back out. If you accidentally select this option, you
- will be given a chance to abort.
-
- 6. Exit to BASIC
-
-
- CREATE OR DELETE FURNITURE MENU
-
- This menu allows you to add to or modify the furniture stockpile, as
- well as letting you view individual pieces of furniture. All furniture
- is kept on one file on the diskette. This is referred to as the
- furniture STOCKPILE. It is loaded from disk at the beginning of the
- program, and is saved to disk whenever a ROOM is saved, or when you
- EXIT the program. If you exit the program with a CTRL-BREAK, you may
- lose any changes to the furniture STOCKPILE. It is safe to exit the
- program with F8, or with any of the EXIT options within the program.
-
- 1. ADD A PIECE OF FURNITURE - Use this option to add pieces
- of furniture to your STOCKPILE. Up to 90 items can be added to
- a single furniture file. You will be asked whether the
- furniture is rectangular or circular. These are the only two
- shapes supported by the program, for purposes of speed and
- simplicity. Oval furniture should be represented as a
- rectangle, and complex desks or sofas (such as L-shaped items)
- should be entered as two separate rectangles. Large, permanent
- pieces of furniture, such as bars, hot tubs, and waterbeds,
- should be entered as a PERMANENT FIXTURE in the room. This is
- described in the WORKING IN ROOM section below. Any piece of
- furniture over eight feet in diameter or width should be
- entered as a permanent fixture also. After you enter the shape
- of the item, you will be asked for its measurements. The only
- measurement required for circular objects is the diameter (the
- width). Rectangular pieces of furniture must be given a length
- and width. It makes no difference which measurement is the
- length and which is the width, as long as you can keep up with
- it. You will be asked for a label to be assigned to the
- furniture (i.e. BLUE CHAIR, OAK TABLE, etc.). This label can
- be up to 12 characters long.
-
- 2. DELETE FURNITURE - When selecting this option, you will be
- presented with the FURNITURE STOCKPILE MENU. The item you
- select will be erased from the STOCKPILE. You can escape this
- option by pressing ESC or answering NO to the "Are you sure"
- question.
-
- 3. VIEW A PIECE OF FURNITURE - If you need to review the
- furniture STOCKPILE, this is the selection to use. You will be
- shown the items available and allowed to pick a particular item
- for view. That piece of furniture will then be displayed along
- with its dimensions.
-
-
- THE FURNITURE SELECTION MENU
-
- In certain parts of this program, such as the VIEW FURNITURE or DELETE
- FURNITURE options, you are required to select a piece of furniture from
- the STOCKPILE. This is accomplished through the FURNITURE SELECTION
- MENU, which operates as follows.
-
- UP and DOWN arrow keys move the pointer (>) vertically among the items.
- LEFT and RIGHT arrow keys move the pointer between the two columns.
- If there are more than thirty pieces of furniture, The PG UP and PG DN
- keys will switch between the sets of thirty items.
- ESC will leave the menu without a selection.
-
-
- WORKING IN ROOM MENU
-
- Most of the work is done from this menu. It is used to add doors,
- windows and fixtures to the room, and is also used to move furniture
- into or out of the room. Doors, windows and fixtures may be added to a
- room at any time. Remember to SAVE the room before exiting the program.
-
- 1. ADD A DOOR - This allows you to add a door to the room
- you are working in. When selecting this option, you will be
- asked to move the cursor to the point at which the HINGE of the
- door will be. It is important to mark the HINGE first when
- creating a door or it will open backwards. For more
- information about using the cursor, refer to USING THE ARROW
- CURSOR below. After you have marked the hinge, mark the other
- side of the door. You will then be asked whether the door
- opens into or out of the room. If the doors opens in, a curved
- path of the door will be drawn, indicating the area which must
- be clear for the door to open properly. You can add up to ten
- doors, but they can only be entered on the outside walls of the
- room. If you have a closet door which is not on the outer
- perimeter of the room, you can use the PERMANENT FIXTURE option
- to indicate where the closet door will be.
-
- 2. ADD A WINDOW - This option works much like the ADD A DOOR
- option, with the exception that windows don't have hinges and
- don't open in or out. You simply mark both ends of the window.
-
- 3. ADD A PERMANENT FIXTURE - You should use this to add any
- features to the room that can't be entered as doors, furniture,
- or windows. Some examples would be poles, room partitions,
- steps, or bathroom fixtures. When selecting this option, you
- will be asked if the item is rectangular, circular, or
- diagonal. If entering a circular object, you will be asked for
- the diameter and the point in the room that the object's center
- will be located. If entering a rectangular object, you will
- mark the upper left and lower right corners of the object. The
- diagonal option is not limited to diagonals. It essentially
- asks for two points in the room and draws a line between them.
- NOTE: Permanent fixtures cannot be moved or deleted once
- they are placed.
-
- 4. SAVE THIS ROOM AND CONTINUE - This stores the room and
- everything in it to disk. It is a good idea to save the room
- often if you are working in a complex room. When selecting this
- option, you will be asked for a name for the room. If the name
- you give the room is the same as a room already on the disk,
- the room on the disk will be erased, so be sure to give each
- room a different name. Room names are limited to eight
- characters and can consist of letters and spaces only. The
- furniture file is saved to disk also whenever this option is
- used.
-
- 5. WORK WITH FURNITURE - This routine is what DECORATOR is
- all about. It allows you to select a piece of furniture from
- the stockpile and place it anywhere in the room. The furniture
- can be moved about the room with the ARROW KEYS and SHIFT-ARROW
- combinations. Furniture can be rotated around its axis by
- pressing the + and - keys. If a piece of furniture is moved
- off the screen, it will be returned to the center of the room.
- When the furniture is placed where you wish to leave it, press
- ENTER. The furniture now becomes part of the room and will be
- saved to disk as being located in that particular position in
- that particular room. This routine also lets you remove a piece
- of furniture from the room. Select the item from the menu and
- press ESC to return it to the list. The room will be redrawn.
- To move a piece of furniture that has already been placed in
- the room, select it from the FURNITURE menu. The room will be
- redrawn and you will have control over that piece of furniture.
-
- 6. REMOVE ALL FURNITURE - This option will remove all
- furniture from this particular room and return it to the list.
- This is similar to the option on the main menu, except that it
- only removes the furniture from the room that is currently
- being arranged.
-
- 7. VIEW THE FURNITURE - This selection is the same as the
- VIEW A PIECE OF FURNITURE option under CREATE AND DELETE
- FURNITURE.
-
- 8. RETURN TO MAIN MENU - Brings you back to the Main Menu.
-
-
- USING THE ARROW CURSOR
-
- In several areas of the program you will be required to use a graphics
- cursor to enter room features or to move furniture. This cursor is
- shaped like an arrow and will always point toward the upper left corner
- of the screen. The point on the screen that the arrow points to is
- directly beneath the tip of the arrow. To move the arrow, use the
- arrow keys, located on the numeric keypad on the right side of the
- keyboard. Pressing the arrow keys by themselves will move the cursor
- arrow in increments of one inch if you are using English measurement, or
- one centimeter if you are using Metric. By pressing SHIFT+arrow key, you
- will move the cursor in increments of feet or decimeter, respectively.
-
- POSITION BOX - When using the arrow cursor to mark doors, windows, or
- fixtures, a box will appear on the right side of the screen. Within
- this box are four numbers indicating how far the cursor is from each of
- the four main walls. For example, the number between the arrow and the
- top of the box indicates the distance between the cursor and the top
- wall of the room. This let you see exactly where you are in the room,
- allowing you to precisely position doors and windows, etc..
-
- MARKING DOORS AND WINDOWS - When creating doors and windows, you will
- notice that the cursor cannot be moved away from the walls. These
- features cannot be placed in the middle of the room.
-
- MARKERS - When marking a box, line, window, or door, the cursor will
- usually leave behind some sort of marker to indicate where you placed
- the first corner or point.
-
-
- MISCELLANEOUS NOTES
-
- ROOM FILES - Each room is saved as a separate file on the diskette.
- No provisions were made for deleting a room after it is created, to
- eliminate the chance of accidentally erasing a lot of hard work. If you
- need to erase a room file or the furniture stockpile file, do so with the
- KILL or ERASE commands from BASIC or DOS.
-
- SCALE - Although the furniture and room are all scaled to each
- other, the horizontal and vertical axes may not be scaled to each other
- perfectly. This is rarely noticeable, and will cause no problems when
- moving furniture. If your computer uses an LCD screen, chances are the
- display will look odd.
-
- HARDCOPY - IBM DOS includes a file named GRAPHICS.COM that will
- allow users with IBM Graphics Printers or IBM Graphics compatible printers
- to obtain a hardcopy of a room layout. Before entering BASICA, type
- GRAPHICS. If using a self-booting disk, add the command GRAPHICS to
- AUTOEXEC.BAT before the BASICA DECORATE command. This will modify the
- SHIFT-PrtSc routine so that it will print a Graphics dump of a room layout
- screen. To get this dump, press SHIFT-PrtSc while the room is on the
- screen.