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-
- COLORS
- COLORS COLORS:
- COLORS
- COLORS A brief essay
-
- COLORS
- on
- COLORS the use of color
- COLORS in PC-Write screen displays . . .
- COLORS
- COLORS
- COLORS
- COLORS from --
- COLORS
- COLORS High Boskage House
- COLORS
- COLORS Software
- COLORS
- COLORS
- COLORS
- COLORS
- COLORS
- COLORS
-
- ABOUT SCREEN-DISPLAY OPTIONS IN PC-WRITE
-
- PC-Write is a very powerful tool. Every tool represents a series of trade-
- offs between power and simplicity, and PC-Write is no exception. The price
- that must be paid for its power is an innate complexity--a need for the
- user to be able to understand and profitably harness all those powers.
-
- While no powerful tool can be without complexity, the better ones are
- designed with that complexity systematized as well as can be, so as to make
- learning and using it no more difficult than it inherently must be. Every
- cue and clue that can ease the way for the user is important. Without a
- good set of such cues and clues, the most powerful of tools can be nearly
- valueless, for an inoperable tool is a useless tool, regardless of its
- capabilities; a tractor beats a mule, but not if you don't know how to drive.
-
- To move from the philosophically vague to the pragmatically specific, PC-
- Write offers its user a substantial variety of ways to transform simple text
- into printed characters on a page. Although some printers will be limited
- in their abilities to make use of all of PC-Write's capabilities, most newer
- ones can use most of the available options. In full, PC-Write offers users
- some 20 different ways to output printed text; 18 of these are specifically
- defined (although redefinable), and another two are user-definable.
-
- The full panoply of available effects, with their nominal definitions, is:
-
- ∙ Boldface (significantly darker than normal type)
- ∙ Compressed type (pitch varies with printer, but usually circa 17 cpi)
- ∙ Double-width type (halves pitch of prevailing type)
- ∙ Elite (12 cpi, draft quality)
- ∙ "Fast" (10 cpi, pica draft quality)
- ∙ "Higher" (superscripts, as in algebraic equations)
- ∙ Italics
- ∙ "Lower" (subscripts, as in chemical formulae)
- ∙ "Marine Blue" (for printers that can do color printing)
- ∙ Overstrike (everything overstruck, usually with /, for legal usages)
- ∙ Pica, (10 cpi, "near-letter quality")
- ∙ "Quality" (12 cpi, elite "near-letter quality")
- ∙ Red (for printers that can do color printing)
- ∙ Second-Strike (slightly darker than normal type)
- ∙ Underlining (all characters, including spaces, underlined)
- ∙ "Variable" (proportionally spaced type--each character a different width)
- ∙ "W" [Double-U] (double underlining)
- ∙ "X" [user #1] (available for user definition)
- ∙ Yellow (for printers that can do color printing)
- ∙ "Z" [user #2] (available for user definition)
-
-
- Considering that even the nominally specified effects can be redefined by
- the user, that is quite an assortment of styles.
-
- Specifying these effects within a document is extraordinarily simple. One
- need only press a two-key combination--the Alt key and an ordinary letter
- key--to toggle any one of these effects. And, as long as they are not
- incompatible, any number of them can be made to be "on" simultaneously via
- "nested" commands (Red and italics are compatible, but subscripting and
- superscripting simultaneously is manifestly impossible). The Quicksoft
- folks have even managed to make virtually all of the letter keys used
- reasonably mnemonic for their effects (as the previous Table showed).
-
- So far, so good. Now, however, comes the problem: keeping the user
- (that's you) clearly informed as to what text is "scheduled" to be printed
- in what form. If all your "enhancements" (anything in the Table above)
- are invisible (to you) in your text, editing is almost as impossible as it
- would be if the text itself were invisible. Manifestly, text affected by
- an enhancement must be displayed on the screen in a way different from
- "plain" or "normal" text. Moreover, the user would ideally like to know a
- lot more than just "enhanced/not-enhanced" about her or his text,
- especially when there are nearly two dozen possibilities to consider.
-
- In the best of worlds, monitors would show text exactly as it would appear
- on the printed page. A few dedicated word-processing machines have come
- close to this ideal, but even the jazziest new video hardware cannot do
- the trick for PCs. It is therefore necessary to use what amounts to a
- symbolic information system to give the user as much information as
- possible in a useful form--that is, without overwhelming him or her.
-
- Monochrome monitors offer a limited but useful set of symbols. In
- addition to "normal" text, they can show text as underlined, boldfaced,
- boldfaced and underlined, or "reversed" (dark on light). Clearly, it is
- essential to group all enhancements into no more than four categories, or
- "families," for monochrome displays.
-
- Color obviously offers far more possibilities. Although today's jazzy
- hardware has lots of potential, one is best advised to stick with the old
- CGA standard "palette" of colors. A video card that offers "256 colors"
- is offering tints and hues that differ from one another in subtle degrees
- of more interest to an artist than a word processor seeking visual cues.
-
- Judging just by the color tables, a CGA-standard color system offers 16
- foreground colors on 8 backgrounds, 128 different possible combinations.
- But this is a simplistic calculation, and its results useless.
-
- First of all, any color on itself is invisible. Second, the 16 foreground
- colors are really 8 colors in two groups: "normal" and "intense." The
- differences can be seen, of course, but few users can readily detect them
- outside of a side-by-side, or "A-B" comparison mode. Blue on red versus
- bright-blue on red is definitely not a wise way to distinguish different
- enhancements.
-
- These obvious considerations alone reduce the useful palette to 56
- combinations (8 times 8, minus the 8 same-on-same pairs). Beyond this is
- the fact that many nominally visible and distinguishable combinations are,
- in practice, nearly unreadable. This latter point is, to some extent, a
- judgement call, and in any event a matter for trial-and-error on-screen
- examination, not color theory. At all odds, the useful palette is smaller
- than 56 combinations.
-
- One might initially reason that with only "normal" and a maximum of 22
- enhancements to portray, the palette must surely suffice, even if a few
- pairings are impractical. Well, yes and no. Yes, in that there are
- assuredly well over 23 viable color combinations available. No (or at
- least "Whoa, let's look at this"), in that merely making assignments that
- are unique but arbitrary is not a terribly good approach. It is here, in
- the matter of "patterns," that things get tricky.
-
- Most users, given time, would probably learn to live with any arbitrary
- assignment of color combinations to enhancements; sheer repetition would
- drill it in, given enough time. But the adjustment process would be slow,
- tedious, painful, and--rightly so--aggravating. What is needed is for the
- assignments to follow some reasonable system, so that each of the
- enhancement/color-combination pairings is informative not only in itself
- (that is, by pure memorization) but as part of a logical system of cues
- and clues--so that even if not immediately specifically remembered its
- general significance can be grasped. It is when we attempt to construct
- such logical groupings of color combination to signify specific
- enhancements that we find--even with a nearly two-to-one ratio of
- available color-pairs to enhancements--we are feeling the pinch.
-
- This verbose document could easily be trebled in length by an attempt to
- outline how High Boskage House Software came to the color sets it uses;
- instead, we will present our results and merely (?!?) offer some after-
- the-fact thoughts on that set. Incidentally, we tried to extend the same
- principles to the mono displays, and will comment on that set as well.
-
- Note that there are Appendices that discuss the mechanics of coding the
- "attributes" (color combinations or mono displays) into PC-Write, and the
- derivation of the arbitrary-looking "attribute" codes (for the curious).
-
- The High Boskage House set of PC-Write enhancement displays is this.
- (Each line is actually shown in YOUR current display of that mode.)
- ∙ Pica, draft∙∙∙∙∙∙∙∙∙∙∙∙∙∙white on blue∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Pica, NLQ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙red on blue∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Elite, draft∙∙∙∙∙∙∙∙∙∙∙∙∙white on green∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Elite, NLQ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙red on green∙∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Compressed∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙white on brown∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Double-width∙∙∙∙∙∙∙∙∙∙∙∙∙white on red∙∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Proportionally spaced∙∙∙∙white on cyan∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ Boldface∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙red on black∙∙∙∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ Second-Strike∙∙∙∙∙∙∙∙∙∙∙∙yellow on black∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ Superscripts∙∙∙∙∙∙∙∙∙∙∙∙∙green on black∙∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ Subscripts∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙cyan on black∙∙∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ Overstrike∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙blue on black∙∙∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ Italics∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙green on grey∙∙∙∙∙∙∙∙∙∙∙∙∙underline
- ∙ Underlining∙∙∙∙∙∙∙∙∙∙∙∙∙∙cyan on grey∙∙∙∙∙∙∙∙∙∙∙∙∙∙underline
- ∙ Double underlining∙∙∙∙∙∙∙black on grey∙∙∙∙∙∙∙∙∙∙∙∙∙underline
- ∙ "Blue"∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙blue on grey∙∙∙∙∙∙∙∙∙∙∙∙∙∙bright underline
- ∙ "Red"∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙red on grey∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙bright underline
- ∙ "Yellow"∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙yellow on grey∙∙∙∙∙∙∙∙∙∙∙∙bright underline
- ∙ USER #1 (Alt-X)∙∙∙∙∙∙∙∙∙∙
- brown on black∙∙∙∙∙∙∙∙∙∙∙∙bright
-
- ∙ USER #2 (Alt-Z)∙∙∙∙∙∙∙∙∙∙magenta on grey∙∙∙∙∙∙∙∙∙∙∙reverse
-
- Before we dilate on these, we need to consider another aspect of screen
- display as yet unmentioned: "areas."
-
- We need more visual information than just the enhancements in effect on
- our text. There are nonprinting formatting devices that we use in PC-
- Write--things like Ruler Lines, Help screens, and Guide Lines (Help
- screens are not actually a "formatting device," but we do need to see them
- on screen too). Moreover, our text itself has characteristics associated
- with its screen display but not--not necessarily anyway--its printout:
- whether it runs beyond the current left or right screen edge, where the
- actual text (including spaces) ends and blank screen begins, and so on and
- so forth.
-
- For all of this (PC-Write defines 16 separate "areas" of screen display),
- we need distinctive visual cues and clues, and they need, urgently need,
- to fit into our overall pattern of display-characteristic assignments.
-
- It should be painfully clear that what is "obviously" a good system to one
- observer may be equally "obviously" terrible to another--there's no
- accounting for tastes, as the old lady who kissed the goat remarked. But
- any system, to even be considered, must have some overall logic, even
- granted that tradeoffs are impossible to avoid.
-
- Listed next are the 16 PC-Write screen "areas" and what we color them as
- part of the pattern that includes the attribute display listed earlier.
-
- ∙ screen border∙∙∙∙∙∙∙∙∙∙∙∙black on black∙∙∙∙∙∙∙∙∙∙∙∙normal
- ∙ "normal" text∙∙∙∙∙∙∙∙∙∙∙∙grey on black∙∙∙∙∙∙∙∙∙∙∙∙∙normal
- ∙ lines below text end∙∙∙∙∙grey on black∙∙∙∙∙∙∙∙∙∙∙∙∙normal
- ∙ area after text line∙∙∙∙∙white on black∙∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ beyond-screen marker∙∙∙∙∙grey on red∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ marking/boxing text∙∙∙∙∙∙light magenta on black∙∙∙∙reverse
- ∙ marked/boxed text∙∙∙∙∙∙∙∙magenta on black∙∙∙∙∙∙∙∙∙∙bright
- ∙ rulers, outside margins∙∙light magenta on grey∙∙∙∙∙bright
- ∙ rulers, within margins∙∙∙magenta on grey∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ status line∙∙∙∙∙∙∙∙∙∙∙∙∙∙grey on magenta∙∙∙∙∙∙∙∙∙∙∙underline
- ∙ top-area prompts∙∙∙∙∙∙∙∙∙white on magenta∙∙∙∙∙∙∙∙∙∙bright underline
- ∙ menus∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙white on magenta∙∙∙∙∙∙∙∙∙∙bright
- ∙ selected menu item∙∙∙∙∙∙∙magenta on grey∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ help topic list∙∙∙∙∙∙∙∙∙∙white on red∙∙∙∙∙∙∙∙∙∙∙∙∙∙reverse
- ∙ selected help topic∙∙∙∙∙∙red on grey∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙bright
- ∙ help text∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙grey on blue∙∙∙∙∙∙∙∙∙∙∙∙∙∙normal
-
- If you're not sure to what some of these "area" descriptions refer,
- consult your PC-Write manual index under Screen, areas of.
-
- The first critical distinction we felt necessary was that between
- enhancements that change the pitch of the text and those that do not.
- There can, we feel, hardly be a more basic division: pitch changers affect
- the very fit of the words onto the page, and have to be carefully
- considered in formatting. As you will see, all pitch-effect enhancements
- are reverse-video in mono, and something-on-color in color modes. Non-
- pitch enhancements in color are all on either black or grey backgrounds.
-
- This set up our first major trade-off. Everyone with a color monitor
- likes color; using plain black as the "normal" background may seem a bit
- boring to users who like vivid displays. Several points affected our
- decision. One, the display is to convey information, not impress your
- friends and neighbors with your wonderful new video card's abilities.
- Two, black is a useful background to more foreground colors than most or
- all of the other possible backgrounds. Three, text on black may not
- produce as much candlepower as text on a jazzy colored background, but
- over the long haul is probably both more readable and easier on the eyes
- (which is why most serious text-only users still stick to mono monitors).
- Four, keeping the whole screen illuminated constantly will eventually wear
- out the screen phosphors more quickly than just illuminating letters (yes,
- monitor screens do eventually wear out, at least if you log 100 hours
- weekly on them, as we typically do).
-
- So, in our pattern, a colored background for text always signals that that
- text is going to (or, considering draft-versus-NLQ, is probably going to)
- affect the fit of that area on the page, and will require close scrutiny
- to ensure a properly formatted printout. There are two notable apparent
- exceptions to this rule: magenta backgrounds and the help-topic displays,
- with their red and blue backgrounds.
-
- Magenta in our system has a key role--it signals "special" information:
- as a background, it is reserved for non-document "top-line" text, while
- when appearing, light or normal, on grey (or white) it signals non-
- document lines (such as Rulers or Guide Lines) appearing in the area
- normally reserved for true text. And "Marking" and "Marked," both
- transient states of true text, are conveyed by variations of magenta on
- black. The reservation of magenta-on-grey for the Alt-Z code may seem
- like an exception to this rule, but we haven't yet discussed the "phantom
- lines": Guide Lines and Page-Break Lines. While Alt-Z could be used as a
- real printer code, fracturing the rule, we will see why this is unlikely.
-
- The use of red as a background for the Help topic-selection area, and of
- blue for Help text, is also not a true violation of the rule, because
- those areas simply take over the whole screen when they appear, and could
- not possibly be mistaken for document text or vice-versa.
-
- Just as a colored background distinctively cues a pitch-change, the lack
- of color in the background signifies fixed-pitch text. And while the use
- of plain grey-on-black for "normal" text is easy on the eyes, it also
- makes it possible for the use of foreground color to distinctively signal
- a fixed-pitch text enhancement. Since there are 13 such enhancements
- possible and only about half that number of colors, it is clearly
- impossible to signal all fixed-pitch enhancements by colors on black; by
- including colors on grey, we reach the requisite total without actually
- infringing the rule about colored backgrounds.
-
- Most of the fixed-pitch enhancements can be readily grouped into two
- "families," and these are especially clearly reflected in the mono-mode
- displays used: things that alter the appearance of the printed characters
- themselves, and things that emphasize those characters without actually
- altering them. (The prototypical examples of these families are
- boldfacing and underlining.) Italics, which might logically belong to the
- first group, are universally signified by underlining ordinary text--so in
- practice they naturally fall into the second group.
-
- The first group was signified with--we hope--good logic by changing the
- color of the affected characters, just as the enhancement changes their
- printed appearance; for the second group, the grey background signifies an
- "external" augmentation (like underlining in print) of their effect.
-
- The only open questions were the "color" commands (Blue, Red, Yellow) and
- the undefined (but user-definable) enhancements. Manifestly, an
- enhancement intimately associated with a color should have that color in
- its screen display; and since the "on-black" colors are all used for far
- more common enhancements, the color commands were included in the second
- group and display as their named colors on grey.
-
- The Alt-X "undefined" enhancement was included in the "on-black" family
- rather by Hobson's choice, because--as we will see--the Alt-Z "user"
- enhancement is not really a viable "user" option, and its "on-grey"
- status is essentially mandated by other concerns (but, as you can read in
- your PC-Write manual, Alt-X isn't really much of an "option" either).
-
- Within these three major groupings--pitch-changers, character modifiers,
- and character emphasizers--the assignment of specific colors to specific
- enhancements was made to some extent intuitively. The factor most often
- in play was the "feel" of the color versus the effect (red should be
- something dramatic or important). For instance, boldfacing cries out for
- red, given the black background, while double-wide is the "on-red" pitch
- modifier because it's the most "dangerous" one (it can easily run right
- off the printed page.) And the criterion for a given foreground color in
- "bright" versus "normal" intensity was thoroughly empirical--visibility.
-
- In the "area" displays, the key-cue color magenta is a bit restricting,
- but not as much so as it might seem. Most of these displays are in little
- or no danger of being mistaken one for another, or for text, so some
- duplication of color combinations is tolerable. As previously noted, for
- example, the Help facility completely takes over the whole screen, while a
- Ruler line is not likely to be mistaken for anything else at all.
-
- Using magenta for "marking" and "marked" text, while a minor compromise,
- was acceptable to us because it is denoting a "special" kind of material:
- a transitory, unusual state. And with the Marking/MARKED notices in the
- Status Line, we felt that "bright/normal" were workable distinctions.
-
- The Ruler Lines are virtually the only other place where we allowed the
- difference between "normal" and "bright" to signify. While we earlier
- remarked that such distinctions are not readily noticeable to a user, a
- Ruler Line is a clear exception: a true side-by-side, "A-B" situation.
- (We do actually also make the cursor white, not grey, when it's past the
- true end of a line, but that is a nicety, not a critical distinction.)
-
- Note that our "area" assignments in mono/single-color are mostly the PC-
- Write defaults (we took the Status line from bright to normal after
- noticing that it was literally burned into our amber--not green--screen).
-
- Last, but not least, our scheme needs to deal with the "phantom lines":
- Guide Lines and Page-Break Lines. Guide Lines always begin with an Alt-G
- character in column 1 of the line--this is a PC-Write absolute requirement
- (in versions 3.xx). In the "hide" screen mode of PC-Write--which is what
- PC-WREAD emulates--Guide Lines are totally invisible. But while PC-WREAD
- needn't concern itself with them, you and we, as overall PC-Write users
- do. The PC-Write default values for Guide-Line coloration are grey-on-
- black for all monitor types. We instead, working them into our pattern,
- have adopted magenta-on-grey; the non-black, non-color grey emphasizes
- their critical nature, while the magenta shows them as non-text items.
-
- Page-Break lines do display, even in "hide" mode. We have colored them
- magenta-on-grey in our scheme, for two reasons. First, there is no real
- chance of confusing them with a Ruler, a Guide Line, or any other special
- non-text line; second, this coordinates with coloring Alt-Z the same. A
- Page Break may be "Hard" or "Soft." Soft Breaks are marked by a Code-12
- character, Hard Breaks by a Code-12 followed by a Code-15. But Code-15 is
- just the Alt-Z character! So, if we want Page-Break lines to be colored
- the same no matter whether Hard or Soft, Alt-Z has to be colored in a
- nontext manner--the same way as Alt-T (the Code-12, not the character-
- pair). This is why "User 2" (Alt-Z) some ways back appears to be--but
- really is not--an infraction of the "magenta-for-nontext-only" rule.
-
- Always keep clearly in mind the schizophrenic nature of Page-Break Lines:
- the code-number characteristics discussed above control the appearance of
- such lines in the "show" mode; in "hide" mode, their appearance is
- controlled by the "Area 10" attributes. The hide-mode display has a life
- of its own; the previous paragraph refers to the "show" mode display.
-
- That's a few notes on the main thrust of our reasoning in designing the
- specific set of display attributes we associate in our customized PC-Write
- with the various enhancements and areas. It is not exhaustive--we didn't
- go into the white-for-draft/red-for-NLQ mirroring in the Pica and Elite
- modes--but it covers the general outline of our thinking, and points out
- most of the complexities and trade-offs faced in creating such a set.
-
- If you are using just the default attributes of PC-Write--especially on a
- color display--we feel you are missing a lot of available help. This is
- not a criticism of Quicksoft; they built a reasonable set of "quiet"
- defaults, presumably because "quiet" (muted-tone) displays offend no one.
- But they included tremendous customization power in PC-Write, and it is
- our own fault if we do not take full advantage of that power. Notice how
- much more jazzy the main documentation file (what you saw with SEEDOC) is
- than this file; that's what you can accomplish by customization.
-
- If you like the idea of a spectrum of screen effects for the PC-Write
- spectrum of enhancements and information but don't like our specific
- choices, design your own. We like these, and built them into the PC-WREAD
- documentation reader so you could see them in action for yourself; but the
- actual PC-WREAD program uses--in the shareware demonstration version--only
- the original PC-Write default values. It's what you're reading this with.
-
- The full-license distribution version will read your PR.DEF and ED.DEF
- files, and display accordingly. But whether or not you ultimately
- register PC-WREAD, we recommend your customizing those .DEF files, either
- with our pattern or with one of your own designing.
-
- This discussion has been dual-purpose: to show you the underlying logic of
- our choices, and to thereby equip you with a better sense of the problems
- to be met and trade-offs to be made in evolving such a system should you
- undertake the task yourself.
-
- In the Appendices that follow, we will first show you how to implement PC-
- Write customization, then explain a bit about how the screen displays are
- coded inside your computer. Your PC-Write manual remains your primary
- information source--it is an outstanding example of what program
- documentation should be (but so rarely is)--but you may find the
- elaborated instructions here easier to use for this specific task.
-
- Also, if you are trying to follow all this out with your PC-Write manual
- in hand, literally or figuratively, you should be aware of a few critical
- typographical errors therein concerning these topics. These errors
- appear in the full PC-Write User's Guide manual, Version 3.0, dated
- September 1988, and are not picked up in the October 1988 Addenda.
-
- On page 335 of the manual, there is a Table of enhancements, showing the
- corresponding font letter and character code for the 20 normal PR.DEF
- font variations. The middle column shows incorrect code values. There
- is a correct, and more complete, Table on page 339.
-
- On page 354 of the manual, the monochrome default attribute for Area 10,
- "normal" Ruler-line text, is shown as 9 (underline); it is actually
- implemented as 15 (bright), which makes much more sense anyway.
-
- In conclusion, if we may be excused our self-interest, once again--
-
- ╔═════════════════════════════════════════════════════╗
- ║ DON'T FORGET TO REGISTER YOUR COPY OF PC-WREAD! ║
- ╟─────────────────────────────────────────────────────╢
- ║ It's the honorable thing to do, and it's cheap! ║
- ╚═════════════════════════════════════════════════════╝
-
-
-
- ╔═════════════════════════════════════╗
- ║ APPENDIX 1: ║
- ╟─────────────────────────────────────╢
- ║ Implementing The Color Scheme ║
- ╚═════════════════════════════════════╝
-
-
-
- Let us assume, for the sake of discussion, that you have elected to
- implement the display formats discussed above exactly as shown there. (If
- you want to implement different changes, the same methods will apply, but
- the actual numbers to enter will be different; nevertheless, the
- information here should be very useful to you.)
-
- To implement the font-effect (Alt-plus-letter) characteristics, you need
- to edit your Printer Definition file, PR.DEF; to implement the "area"
- characteristics, you need to edit your Edit Control file, ED.DEF.
-
- In both cases, you edit these files with PC-Write, just like any file.
-
-
-
- ╔══════════════════════╗
- ║ ┌──────────────────┐ ║
- ║ │ ╔══════════════╗ │ ║
- ║ │ ║ WARNING!!! ║ │ ║
- ║ │ ╚══════════════╝ │ ║
- ║ └──────────────────┘ ║
- ╚══════════════════════╝
-
-
-
- NEVER EDIT ANY CRITICAL FILE WITHOUT MAKING A BACKUP COPY FIRST!!
-
-
-
- If, like most PC-Write users, your primary control files are indeed named
- ED.DEF and PR.DEF, we suggest backup copies named EDDEF.OLD and PRDEF.OLD;
- but the exact names you use aren't as important as the fact that you have
- backups, clearly labelled and readily identified. Be sure to make such
- copies before modifying your files; that way, if you do make a mistake,
- you haven't done critical damage.
-
- Let's start with PR.DEF. While there may be many curious lines in the
- file, you will always find a block where each line begins with a # sign
- followed immediately by a letter of the alphabet. These are the font
- lines, and it is them that you need to edit. We will be inserting three
- new lines, but in most cases, the form of the change (and we will show
- you the exact specifics too) will be to take a line that starts this way:
-
- #B=02 ∙∙∙∙∙∙∙∙∙∙∙∙
-
- and change it, by inserting three codes, to one that starts like this:
-
- #B:15.15.12=02 ∙∙∙∙∙∙∙∙∙∙∙∙
-
- Please note that the actual PR.DEF lines are not in boldface! That's just
- a device we use in this document to highlight what we're talking about.
- Also please note that the string of dots is not literally what you'll find
- there; they just stand for some text not relevant to what we're doing now.
-
- When you inspect this area of your PR.DEF file, you will see that the
- fonts (the #B shown above is Boldface, the Alt-B font) are alphabetical
- but that six--A,G,J,K,N and T--are "missing." Don't worry about them;
- most we'll leave alone, while for two (G and T) we'll insert new lines.
-
- #B:15.15.12=02 ∙∙∙∙∙∙∙∙∙
- #C:112.112.111=06 ∙∙∙∙∙∙∙∙ ╔════════════════════════════════════╗
- #D:112.112.79=16 ∙∙∙∙∙∙∙∙ ║ This is the relevant portion of a ║
- #E:112.112.47=03 ∙∙∙∙∙∙∙∙ ║ PR.DEF file customized to display ║
- #F:112.112.31=28 ∙∙∙∙∙∙∙∙ ║ the exact color scheme described. ║
- #G:112.112.125=11 ╚════════════════════════════════════╝
- #H:15.15.10=24 ∙∙∙∙∙∙∙∙
- #I:1.15.122=21 ∙∙∙∙∙∙∙∙ ┌──────────────────────────────────┐
- #L:15.15.11=25 ∙∙∙∙∙∙∙∙ │ CRITICAL NOTE: If you do add a │
- #M:9.15.113=07 ∙∙∙∙∙∙∙∙ │ new #T line, as was done here, │
- #O:15.15.9=19 ∙∙∙∙∙∙∙∙ │ you MUST also add the numbered │
- #P:112.112.18=05 ∙∙∙∙∙∙∙∙ │ line (276:708,015) shown, just │
- #Q:112.112.44=22 ∙∙∙∙∙∙∙∙ │ AFTER the #-letter list. This │
- #R:9.15.116=30 ∙∙∙∙∙∙∙∙ │ retains Alt-T as a Hard Break. │
- #S:15.15.14=01 ∙∙∙∙∙∙∙∙ └──────────────────────────────────┘
- #T:112.112.117=12
- #U:1.15.123=23 ∙∙∙∙∙∙∙∙ Comments:
- #V:112.112.63=04 ∙∙∙∙∙∙∙∙∙
- #W:1.15.112=18 ∙∙∙∙∙∙∙∙∙ 1. The #G, #T, and 276: lines are new.
- #X:15.15.6=13
- #Y:9.15.126=31 ∙∙∙∙∙∙∙∙∙ 2. Do NOT add or change any text after
- #Z:112.112.117=15 the =xx entry of each line.
- 276:708,015
-
- If you insert a definition line for #T in PR.DEF, you MUST add a
- third line in PR.DEF if you want Alt-T to work properly! That line is:
- 276=708,015 (Enter it flush left right AFTER the # lines.
-
- Again: all that is involved with each of the 20 changed lines is to
- insert between the letter and the = sign a set of three numbers preceded
- by a : and separated by periods. From #B= we go to #B:15.15.12= and
- that's all you have to do; leave the rest of each line unchanged. And
- the three new PR.DEF lines need only be inserted exactly as shown above.
-
- Just so you know what you're doing and why (our old habit):
-
- ∙ The colon : tells PC-Write that the character's effect on affected
- text has been customized and that the custom values follow.
-
- ∙ The three numbers are the "attributes" (discussed more in Appendix 2
- of this file) that specify the associated screen-enhancement values
- for, respectively: monochrome monitors, so-called "single-color"
- monitors, and color monitors.
-
- ∙ The two periods . just tell PC-Write where one attribute ends and
- another begins.
-
- In the ED.DEF file, we will not be changing any existing lines. Instead,
- we will simply insert some brand-new lines, which will redefine the
- appearance of the "areas" discussed above, in the ways discussed above.
- You can put these lines anywhere in ED.DEF, but try to place them at a
- logical-looking point; it's nice to be tidy.
-
- These are the 14 needed new ED.DEF lines:
- &1:7.7.7
- &2:15.15.15
- &3:112.112.71 NOTE:
- &5:15.15.5
- &6:112.112.13 Enter all these lines FLUSH LEFT!
- &7:7.7.23
- &8:1.15.87 DO NOT indent any of them.
- &9:9.15.95
- &10:15.15.117
- &11:112.112.125
- &12:112.112.79
- &13:15.15.124
- &14:15.15.95
- &15:112.112.125
-
- As always, let's tell you what you're doing here.
-
- The ampersand & tells PC-Write that this line is a redefinition command.
- The number right after that defines the specific screen "area" to be dealt
- with by this line (see your PC-Write manual for the specific meanings that
- correspond to each number). The colon : marks the start of the attribute
- list to be used. The periods . separate the attribute codes. And, as in
- the PR.DEF codings, the three numbers are, in turn, the attributes to be
- used with monochrome monitors, "single-color" monitors, and color
- monitors.
-
- We have left areas 0 and 4 in entirely their default states by simply not
- redefining them. The codes we use in our redefinitions for single-color
- monitors are all the same as the default codes. The mono codes are all
- the same as the default codes except for the normal Status Line display,
- which is now ordinary underline rather than bright underline; that line,
- in a nearly unchanging form, is always on the screen when you work in PC-
- Write, and if you do as much of that as we do (unlikely, we grant), you
- really can burn it into the screen, even on a modern amber monitor.
-
- Remember that--as mentioned before--the "Area 10" (Ruler Lines outside
- the margins) attribute also controls "hide" mode Page-Break-Line display.
-
-
-
- ╔═════════════════════════════════════╗
- ║ APPENDIX 2: ║
- ╟─────────────────────────────────────╢
- ║ Display-Character "Attributes" ║
- ╚═════════════════════════════════════╝
-
-
- Note 1: This discussion pertains only to text-mode displays. The display
- of text in any graphics mode is a decidedly more complex process.
-
- Note 2: You DO NOT need to know this stuff! It's here for the curious.
-
-
- Your display monitor screen shows text at up to 80 characters a line, and
- up to 25 lines a screen. The total number of text-character positions on
- your screen is thus simply 80 x 25, or 2000. Glossing over a lot of
- complications, exceptions, and differences between various specific pieces
- of video hardware, we may say that somewhere in your computer there is a
- bank of memory with 2000 bytes each of which corresponds to a specific
- character spot on your monitor screen. The byte in a given memory cell is
- the character that will be displayed at the corresponding screen location.
-
- All possible bytes--all the values from 0 to 255--will display on the
- screen if you can get them into video memory (actually two, the zero byte
- and the "space" byte, will show as blanks on the screen, but that's their
- "display"). Bytes with codes under 32 cannot always be put into video
- memory--it depends on the specific software that you ask to do the
- putting. BASIC, for example, treats 11 of those 32 low-order codes as
- instructions to do something (such as beep the speaker) rather than as
- characters to display. But your video hardware will show them all if you
- can get them into that video memory.
-
- If the terms "value" and "code" as used here are not clear to you,
- refer to the Appendix in the main PC-WREAD documentation file via SEEDOC.
-
- But, as you should be well aware by now, what to display is only half of
- the matter; how to display that "what" is the other half.
-
- Sure enough, video memory has another 2000 memory bytes, each uniquely
- associated with one of the first 2000, and thus also uniquely associated
- with a specific character position on your screen. It is in this second
- bank of memory that we store the "attribute"--or display instructions--for
- each character position of the screen.
-
- A byte comprises eight bits. Each of the bits in an attribute byte
- controls some specific aspect of the display your screen will show at the
- associated location. Here is how an attribute byte breaks down:
-
- 128 64 32 16 ║ 8 4 2 1
- ╔═══════╤═══════╤═══════╤═══════╬═══════╤═══════╤═══════╤═══════╗
- ║ blink │ Red │ Green │ Blue ║ bright│ Red │ Green │ Blue ║
- ╚═══════╧═══════╧═══════╧═══════╬═══════╧═══════╧═══════╧═══════╝
- 8 4 2 1 ║ 8 4 2 1
- Background control bits ║ Foreground control bits
-
-
- Let's demystify this picture a bit. First, the numbers: every bit in a
- byte is a digit in a binary--base 2--number (the word bit is derived from
- "binary digit"), and is thus a power of 2 (just like every place in a
- familiar decimal--base 10--number is a power of ten). The numbers across
- the top are the values of every place in the byte expressed in "normal"
- decimal representation. As you see, the byte divides into two areas of
- control; since in some situations (such as the BASIC programming
- language's COLOR statement) we think of these separately, we have also
- shown bit coding for each half as if it were a distinct entity (which it
- is not; we just sometimes think of it that way).
-
- Next, the color names: color monitors, like color TV sets, use three
- separate color-presentation tools (we'll skip the electronics involved),
- one each in the three so-called "primary colors" of Red, Green, and Blue,
- to produce the full spectrum of visible colors. On a TV, the relative
- intensities of each primary can be varied in almost infinitesimal
- increments; on a PC monitor, at least one compatible with the old CGA
- cards, the primary colors have only two or three possible values: on, off,
- and--sometimes--high-intensity on. There are three bits in the
- "background" area and another three in the "foreground" area which control
- the primary-color display for the byte's screen position; if a given bit
- is 1, that primary in that area is on, and if it's 0, that primary in that
- area is off--very simple.
-
- In the foreground area, there is a fourth bit called the "intensity bit,
- or the "brightness" bit. If it is on, each foreground primary is on--if
- at all--at a "bright" level; otherwise each is on--if at all--at a
- "moderate" level of intensity. Finally, there is the so-called "blink
- bit"; this, just as you think, enables blinking at the associated screen
- spot. (But, although this bit is in the "background" area of the byte,
- only the foreground blinks!) On many monitors, appropriate software can
- change the function of the "blink bit" to that of an intensity bit for
- the background; but, since not every monitor can do this, our display
- scheme made no attempt to utilize this feature.
-
- By using the three primary colors one at a time, we rather obviously get
- only three different colors: red, green, and blue. But we can mix the
- primaries to get secondary colors. With both Green and Blue turned on, we
- get the curious result quaintly referred to as "Cyan" in computerspeak; by
- mixing Red and Green, we get a sort of Brown; Red and Blue give us a
- passable Magenta; and with all three primaries on, we get--as Isaac Newton
- discovered long ago--white (actually, a sort of grey).
-
- These seven combinations, plus Black (the absence of any color) are the
- full set of background colors normally available. In the foreground, we
- have these same eight, plus a set of intensified shades of much the same
- description (the intensified Brown becomes Yellow, but the others don't
- change that much in character). Curiously, the brighter "intensified"
- versions of these colors all look to the human eye as paler and more
- washed-out than their plain versions.
-
- By now, you have probably deduced from whence comes the unique "attribute"
- number associated with a specific color pattern in PC-Write's PR.DEF and
- ED.DEF customization entries: it is just the numeric value of the screen-
- attribute control byte that produces the desired effect.
-
- The easiest way to see this is with an example.
-
- Assume that we want to have a given character display as Blue on a Brown
- background. The bits we need to turn on are Blue in the foreground area
- and Red and Green in the background area. The bit values of these three
- bits are, respectively, 1, 64, and 32 (check the byte shown earlier).
- When we add those up, we get 97, which is the correct attribute number to
- specify to PC-Write "Blue on a Brown background."
-
- Monochrome specifications work a little differently, because mono has so
- few (five) possible states. The "blink" and "intensity" bits control the
- same features--blinking and intensified-foreground. What would be a Blue
- foreground in color--just the "blue" bit on--enables underlining; if any
- other foreground bits are also on, underlining is disabled and the
- display is "normal" text (or "bright" if the intensity bit is on). The
- background is always black unless all three background bits are on and no
- foreground bits are on; this produces black on white (or whatever color
- your monochrome monitor displays, probably amber), or "reverse video."
- You cannot underline in reverse, since all foreground bits must be off.
-
- As we said, you do not need to know all this stuff. You can get all the
- attribute codes from the table in the PC-Write manual. It's just our old
- instinct to provide knowledge along with the step-by-steps.
- ─────────────────────THAT'S ALL, FOLKS!───────────────────────────
-