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BasWiz Copyright (c) 1990-1993 Thomas G. Hanlin III
=---------------------------------------------------=
The BASIC Wizard's Library, version 1.9
Use of LibWiz or LibMatic is strongly recommended for creating
the BasWiz library, due to the number of routines involved.
This is BasWiz, a general-purpose library with hundreds of
routines for use with Microsoft BASIC compilers: QuickBasic,
Bascom/PDS, and Visual BASIC for DOS.
The BasWiz collection is copyrighted. It may be distributed
only under the following conditions:
All BasWiz files must be distributed together as a unit.
No files may be altered, added, or deleted from this unit.
BasWiz is not free software. If you find this evaluation copy
suited to your needs, send in your registration. The complete
registered edition includes assembly language source code, a
sampler of other quality software, and an unlimited license to
distribute BasWiz routines as part of your compiled programs.
You use BasWiz entirely at your own risk. It works for me on
the computers I've tried it on, of course. I can't guarantee
it will do the same for you. If you have trouble using BasWiz,
tell me about it, and I'll see what I can do. The WHERE.BBS
file gives mail and email addresses at which you can find me.
To create a BasWiz library using LibWiz, you will need a
complete set of .OBJ files for all BasWiz routines. Create a
fresh subdirectory and extract the BASIC source code from the
BW$BAS archive. Compile them using a DOS command like so:
FOR %x IN (*.BAS) DO BC %x /o;
Add the /FS switch (before the /o) if you wish to use far
strings with the PDS compiler. This is required for using
BasWiz in the QBX editor/environment.
Extract the .OBJ files from BW$MAIN.LIB into the same location,
using the UNLIB utility that comes with LibWiz.
Now you must extract the string routines by using UNLIB on the
appropriate string library: BW$NEAR.LIB for near strings or
BW$FAR for far strings. For QuickBasic, use near strings. For
Visual Basic, use far strings. For PDS, choose one or the
other (use far strings if you use the QBX editor/environment).
After these three steps-- compiling the BASIC files with your
compiler, extracting the main .OBJ files, and extracting the
appropriate string .OBJ files-- you have a complete set of
.OBJs for BasWiz. Use LibWiz to create a custom subset of
BasWiz that's tailored to your needs.
Table of Contents page 2
Overview and Legal Info ................................... 1
BCD Math .................................................. 3
Expression Evaluator ...................................... 7
Extensions to BASIC's math ................................ 8
Far Strings .............................................. 10
File Handling ............................................ 12
Fractions ................................................ 20
Graphics
General Routines ...................................... 21
VESA Info Routines .................................... 31
Text-mode Routines .................................... 33
Dual Monitor Routines ................................. 34
Printer Routines ...................................... 35
A Little Geometry ..................................... 36
Equations, Etc ........................................ 40
Memory Management and Pointers ........................... 43
Telecommunications ....................................... 47
Virtual Windowing System ................................. 53
Other Routines ........................................... 67
Miscellaneous Notes ...................................... 68
Error Codes .............................................. 71
Troubleshooting .......................................... 73
History & Philosophy ..................................... 76
Using BasWiz with P.D.Q. or QBTiny ....................... 78
Credits .................................................. 79
BCD Math page 3
Some of you may not have heard of BCD math, or at least not
have more than a passing acquaintance with the subject. BCD
(short for Binary-Coded Decimal) is a way of encoding numbers.
It differs from the normal method of handling numbers in
several respects. On the down side, BCD math is much slower
than normal math and the numbers take up more memory. However,
the benefits may far outweigh these disadvantages, depending on
your application: BCD math is absolutely precise within your
desired specifications, and you can make a BCD number as large
as you need. If your applications don't require great range or
precision out of numbers, normal BASIC math is probably the
best choice. For scientific applications, accounting,
engineering and other demanding tasks, though, BCD may be just
the thing you need.
The BCD math routines provided by BasWiz allow numbers of up to
255 digits long (the sign counts as a digit, but the decimal
point doesn't). You may set the decimal point to any position
you like, as long as there is at least one digit position to
the left of the decimal.
Since QuickBasic doesn't support BCD numbers directly, we store
the BCD numbers in strings. The results are not in text format
and won't mean much if displayed. A conversion routine allows
you to change a BCD number to a text string in any of a variety
of formats.
Note that the BCD math handler doesn't yet track
overflow/underflow error conditions. If you anticipate that
this may be a problem, it would be a good idea to screen your
input or to make the BCD range large enough to avoid these
errors.
Let's start off by examining the routine which allows you to
set the BCD range:
BCDSetSize LeftDigits%, RightDigits%
The parameters specify the maximum number of digits to the left
and to the right of the decimal point. There must be at least
one digit on the left, and the total number of digits must be
less than 255. The BCD strings will have a length that's one
larger than the total number of digits, to account for the sign
of the number. The decimal point is implicit and doesn't take
up any extra space.
It is assumed that you will only use one size of BCD number in
your program-- there are no provisions for handling
mixed-length BCD numbers. Of course, you could manage that
yourself with a little extra work, if it seems like a useful
capability. If you don't use BCDSetSize, the default size of
the BCD numbers will be 32 (20 to the left, 11 to the right, 1
for the sign).
BCD Math page 4
You can get the current size settings as well:
BCDGetSize LeftDigits%, RightDigits%
Of course, before doing any BCD calculations, you must have
some BCD numbers! The BCDSet routine takes a number in text
string form and converts it to BCD:
TextSt$ = "1234567890.50"
Nr$ = BCDSet$(TextSt$)
If your numbers are stored as actual numbers, you can convert
them to a text string with BASIC's STR$ function, then to BCD.
Leading spaces are ignored:
Nr$ = BCDSet$(STR$(AnyNum#))
BCD numbers can also be converted back to text strings, of
course. You may specify how many digits to the right of the
decimal to keep (the number will be truncated, not rounded). If
the RightDigits% is positive, trailing zeros will be kept; if
negative, trailing zeros will be removed. There are also
various formatting options which may be used. Here's how it
works:
TextSt$ = BCDFormat$(Nr$, HowToFormat%, RightDigits%)
The HowToFormat% value may be any combination of the following
(just add the numbers of the desired formats together):
0 plain number
1 use commas to separate thousands, etc
2 start number with a dollar sign
4 put the sign on the right side of the number
8 use a plus sign if the number is not negative
BCD Math page 5
The BCD math functions are pretty much self-explanatory, so
I'll keep the descriptions brief. Here are the
single-parameter functions:
Result$ = BCDAbs$(Nr$) ' absolute value
Result$ = BCDCos$(Nr$) ' cosine function
Result$ = BCDCot$(Nr$) ' cotangent function
Result$ = BCDCsc$(Nr$) ' cosecant function
Result$ = BCDDeg2Rad$(Nr$) ' convert degrees to radians
e$ = BCDe$ ' the constant "e"
Result$ = BCDFact$(N%) ' factorial
Result$ = BCDFrac$(Nr$) ' return the fractional part
Result$ = BCDInt$(Nr$) ' return the integer part
Result$ = BCDNeg$(Nr$) ' negate a number
pi$ = BCDpi$ ' the constant "pi"
Result$ = BCDRad2Deg$(Nr$) ' convert radians to degrees
Result$ = BCDSec$(Nr$) ' secant function
Result% = BCDSgn%(Nr$) ' signum function
Result$ = BCDSin$(Nr$) ' sine function
Result$ = BCDSqr$(Nr$) ' square root
Result$ = BCDTan$(Nr$) ' tangent function
Notes on the single-parameter functions:
The signum function returns an integer based on the sign of
the BCD number:
-1 if the BCD number is negative
0 if the BCD number is zero
1 if the BCD number is positive
BCDpi$ is accurate to the maximum level afforded by the BCD
functions. BCDe$ is accurate to as many as 115 decimal
places. The actual accuracy, of course, depends on the size
of BCD numbers you've chosen.
The trigonometric functions (cos, sin, tan, sec, csc, cot)
expect angles in radians. BCDDeg2Rad and BCDRad2Deg will
allow you to convert back and forth between radians and
degrees.
BCD Math page 6
Here is a list of the two-parameter functions:
Result$ = BCDAdd$(Nr1$, Nr2$) ' Nr1 + Nr2
Result$ = BCDSub$(Nr1$, Nr2$) ' Nr1 - Nr2
Result$ = BCDMul$(Nr1$, Nr2$) ' Nr1 * Nr2
Result$ = BCDDiv$(Nr1$, Nr2$) ' Nr1 / Nr2
Result$ = BCDPower$(Nr$, Power%) ' Nr ^ Power
Result% = BCDCompare%(Nr1$, Nr2$) ' compare two numbers
The comparison function returns an integer which reflects how
the two numbers compare to each other:
-1 Nr1 < Nr2
0 Nr1 = Nr2
1 Nr1 > Nr2
Expression Evaluator page 7
The expression evaluator allows you to find the result of an
expression contained in a string. Normal algebraic precedence
is used, e.g. 4+3*5 evaluates to 19. The usual numeric
operators (*, /, +, -, ^) are supported (multiply, divide, add,
subtract, and raise to a power). Use of negative numbers is
just fine, of course. Parentheses for overriding the default
order of operations are also supported.
You may use either double asterisk ("**") or caret ("^")
symbols to indicate exponentiation.
The constant PI is recognized, as are the following functions:
ABS absolute value INT integer
ACOS inverse cosine LOG natural log
ASIN inverse sine SIN sine
ATAN inverse tangent SQR square root
COS cosine TAN tangent
FRAC fraction
Trig functions expect angles in radians.
To evaluate an expression, you pass it to the evaluator as a
string. You will get back either an error code or a
single-precision result. Try this example to see how the
expression evaluator works:
REM $INCLUDE: 'BASWIZ.BI'
DO
INPUT "Expression? "; Expr$
IF LEN(Expr$) THEN
Evaluate Expr$, Result!, ErrCode%
IF ErrCode% THEN
PRINT "Invalid expression. Error = "; ErrCode%
ELSE
PRINT "Result: "; Result!
END IF
END IF
LOOP WHILE LEN(Expr$)
END
An expression evaluator adds convenience to any program that
needs to accept numbers. Why make someone reach for a
calculator when number crunching is what a computer does best?
Extensions to BASIC's math page 8
For the most part, the math routines in this library is
designed to provide alternatives to the math routines that are
built into BASIC. Still, BASIC's own math support is quite
adequate for many purposes, so there's no sense in ignoring
it. Here are some functions which improve on BASIC's math.
Result! = ArcCosHS!(Nr!) ' inverse hyperbolic cosine
Result! = ArcSinHS!(Nr!) ' inverse hyperbolic sine
Result! = ArcTanHS!(Nr!) ' inverse hyperbolic tangent
Result! = ArcCosS!(Nr!) ' arc cosine (1 >= Nr >= -1)
Result! = ArcSinS!(Nr!) ' arc sine (1 >= Nr >= -1)
Result! = ErfS!(Nr!) ' error function
Result! = FactS!(Nr%) ' factorial
Result! = CotS!(Nr!) ' cotangent
Result! = CscS!(Nr!) ' cosecant
Result! = SecS!(Nr!) ' secant
Result! = CosHS!(Nr!) ' hyperbolic cosine
Result! = SinHS!(Nr!) ' hyperbolic sine
Result! = TanHS!(Nr!) ' hyperbolic tangent
Result! = Deg2RadS!(Nr!) ' convert degrees to radians
Result! = Rad2DegS!(Nr!) ' convert radians to degrees
Result! = Cent2Fahr!(Nr!) ' centigrade to Fahrenheit
Result! = Fahr2Cent!(Nr!) ' Fahrenheit to centigrade
Result! = Kg2Pound!(Nr!) ' convert kilograms to pounds
Result! = Pound2Kg!(Nr!) ' convert pounds to kilograms
Pi! = PiS! ' the constant "pi"
e! = eS! ' the constant "e"
Result# = ArcCosHD#(Nr#) ' inverse hyperbolic cosine
Result# = ArcSinHD#(Nr#) ' inverse hyperbolic sine
Result# = ArcTanHD#(Nr#) ' inverse hyperbolic tangent
Result# = ArcCosD#(Nr#) ' arc cosine (1 >= Nr >= -1)
Result# = ArcSinD#(Nr#) ' arc sine (1 >= Nr >= -1)
Result# = ErfD#(Nr#) ' error function
Result# = FactD#(Nr%) ' factorial
Result# = CotD#(Nr#) ' cotangent
Result# = CscD#(Nr#) ' cosecant
Result# = SecD#(Nr#) ' secant
Result# = CosHD#(Nr#) ' hyperbolic cosine
Result# = SinHD#(Nr#) ' hyperbolic sine
Result# = TanHD#(Nr#) ' hyperbolic tangent
Result# = Deg2RadD#(Nr#) ' convert degrees to radians
Result# = Rad2DegD#(Nr#) ' convert radians to degrees
Pi# = PiD# ' the constant "pi"
e# = eD# ' the constant "e"
Extensions to BASIC's math page 9
Result% = GCDI%(Nr1%, Nr2%) ' greatest common denominator
Result% = Power2I%(Nr%) ' raise 2 to a specified power
Result& = GCDL&(Nr1&, Nr2&) ' greatest common denominator
Result& = Power2L&(Nr%) ' raise 2 to a specified power
Like BASIC's trig functions, these trig functions expect the
angle to be in radians. Conversion functions are provided in
case you prefer degrees.
Note that there is no ArcTanS! or ArcTanD# function for the
simple reason that BASIC supplies an ATN function.
Constants are expressed to the maximum precision available.
The Power2I% and Power2L& functions are vastly quicker than the
equivalent BASIC formulas. If powers of two are useful to you,
try these functions!
If you are not familiar with variable postfix symbols, here's a
brief summary:
Symbol Meaning Range (very approximate)
------ -------- ------------------------
% integer +- 32767
& long integer +- 2 * 10^9
! single precision +- 1 * 10^38 (7-digit prec.)
# double precision +- 1 * 10^308 (15-digit prec.)
$ string [0 to 32767 characters]
See your BASIC manual or QuickBasic's online help for further
details.
Far Strings page 10
One of the best things about BASIC is its support for
variable-length strings. Few other languages support such
dynamically-allocated strings and they're a terrifically
efficient way of using memory. At least, they would be, except
for one minor limitation... in every version of QuickBasic and
BASCOM (except for the new and expensive BASCOM 7.0
"Professional Development System"), string space is limited to
a mere 50K-60K bytes. As if this weren't trouble enough, this
space is also shared with a number of other things. Running
out of string space is a common and painful problem.
Anyway, it used to be. The BasWiz library comes with an
assortment of routines and functions which allow you to keep
variable-length strings outside of BASIC's tiny string area.
Currently, you may have up to 65,535 far strings of up to 255
characters each, subject to available memory. Either normal
system memory or expanded memory may be used. Extended memory
can also be used if you have an XMS driver (such as HIMEM.SYS)
installed.
Using far strings works almost the same way as using normal
strings. Rather than referring to a far string with a string
variable name, however, you refer to it with an integer
variable called a "handle". To create a new far string, you
use a handle of zero. A new handle will be returned to you
which will identify that string for future reference.
Before you use any far strings, you must initialize the far
string handler. When you are done using far strings, you must
terminate the far string handler. Normally, each of these
actions will take place only once in your program: you
initialize at the beginning and terminate at the end.
NOTE: The BasWiz far string handler does not support PDS or
VB/DOS far strings! If you are using PDS far strings, you
can't use BasWiz far strings.
Far Strings page 11
A working example of far string use is provided in FDEMO.BAS.
Somewhat simplified code is given below as an overview.
REM $INCLUDE: 'BASWIZ.BI'
DIM Text%(1 TO 5000) ' array for string handles
FSInit 0 ' init far string handler
TextLines = 0
OPEN "ANYFILE.TXT" FOR INPUT AS #1
DO UNTIL EOF(1)
LINE INPUT#1, TextRow$
Handle% = 0 ' zero to create new string
FSSet Handle%, TextRow$ ' set far string
TextLines% = TextLines% + 1
Text(TextLines%) = Handle% ' save far string handle
LOOP
CLOSE
FOR Row% = 1 TO TextLines%
PRINT FSGet$(Text%(Row%)) ' display a far string
NEXT
FSDone ' close far string handler
END
If you wanted to change an existing far string, you would
specify its existing handle for FSSet. The handle of zero is
used only to create new far strings, rather in the manner of
using a new variable for the first time.
Note the 0 after the FSInit call. That specifies that main
system memory is to be used. If you would prefer to use EMS,
use a 1. If you specify EMS and none is available, BasWiz will
fall back to conventional memory.
File Handling page 12
The file handling capabilities of BASIC were improved quite a
bit as of QuickBasic 4.0. A binary mode was added and it
became possible to use structured (TYPE) variables instead of
the awkward FIELD-based random access handling. Even today,
however, BASIC file handling is inefficient for many tasks. It
requires error trapping to avoid problems like open floppy
drive doors and cannot transfer information in large quantities
at a time.
The BasWiz routines provide additional flexibility and power.
They allow you to access files at as low or high a level as you
wish. Here are some of the features of BasWiz file handling:
- File sharing is automatically used if the DOS version is
high enough, (DOS 3.0 or later) providing effortless
network compatibility.
- Critical errors, like other errors, are detected at any
point you find convenient via a single function call.
- Optional input buffers speed up reading from files.
- Up to 32K of data may be read or written at one time.
- Files can be flushed to disk to avoid loss due to power
outages, etc.
Files are not considered to be strongly moded by BasWiz,
although there are a few limitations on how you can deal with
text files as opposed to other kinds of files. Reads and
writes normally take place sequentially, like the INPUT and
OUTPUT modes allowed by BASIC. However, you can also do random
access by moving the file pointer to anywhere in the file, just
as with the RANDOM and BINARY modes allowed by BASIC. These
routines place no arbitrary limitations on the programmer.
As with BASIC, files are referred to by a number after they
are opened for access. Unlike BASIC, the number is returned to
you when the file is successfully opened, rather than being
specified by you when you open the file. This means that you
never have to worry about a file number already being in use.
We'll refer to the file number as a "file handle" from now on.
File Handling page 13
Before doing anything else, you must initialize the file
handling routines. This is typically done only once, at the
beginning of your program. The FInit routine needs to know the
number of files you want to deal with. This can be up to 15
files, or possibly up to 50 if you are using DOS 3.3 or higher.
FInit MaxFiles%, ErrCode%
A file is opened for access like so:
FOpen File$, FMode$, BufferLen%, Handle%, ErrCode%
You pass the File$, FMode$, and BufferLen%. The Handle% and
ErrCode% are returned to you. The BufferLen% valueis the
length of the buffer desired for input. This must be zero if
you want to write to the file. The filename is passed in
File$, naturally enough. There is a choice of various modes
for FMode$ and these can be combined to some extent:
A Append to file used to add to an existing file
C Create file creates a new file
R Read access allows reading (input) from a file
T Text mode file allows text-mode input from a file
W Write access allows writing (output) to a file
For the most part, the combinations are self-explanatory. For
instance, it would be reasonable to open a file for read and
write, for create and write, for append and write, or for read
and text. Text files always require a buffer. If you request
text access without specifying a buffer, a buffer of 512 bytes
will be provided for you. If you request "create" access
without additional parameters, the file will be opened for
write by default.
You may not use a buffer if you want to write to a file. This
includes text files, which always use a buffer, as well as
binary files. This is an artificial limitation which may
change in a future version of BasWiz. It exists now to reduce
the internal complexity of the routines which write to the
file, so that they do not have to account for any buffering as
well as the current file pointer. However, writing may be done
to a text-type file if the file was not opened in text mode.
We'll see how that works presently.
When you are done using a particular file, you can close it,
just as in ordinary BASIC:
FClose Handle%
Before your program ends, you should terminate the file
handler. This will close any open files as well as concluding
use of the file routines:
FDone
File Handling page 14
That covers the basic set-up routines: initialize, open, close,
and terminate. Of more interest are the routines which
actually deal with the file itself. These provide assorted
read/write services, the ability to get or set the file
read/write pointer, size, time, and date, and the ability to
get or set the error code for a specific file, among other
things. Let's take a look at the error handler first.
The FInit and FOpen routines return an error code directly,
since you need to know immediately if these have failed. The
other file routines do not return a direct error code,
however. In order to discover whether an error has occurred,
you use the FGetError% function. This will return an error of
zero if there was no error, or a specific error code (listed at
the end of this manual) if some problem occurred. The error
code will remain the same until you reset it using FError. The
FError service also allows you to test your error handler by
forcing specific error codes even when everything is fine.
PRINT "Error code: "; FGetError%(Handle%)
FError Handle%, 0 ' clear the error code
It is recommended that you check for errors after any file
routine is used if there is a chance that your program will be
executed on a floppy disk. These are particularly prone to
user errors (like leaving the drive door open) or running out
of space. If your program will only run on a hard drive, you
may not need to check as frequently. It's your choice. Note
that the error code is not cleared automatically-- use FError
to reset the error code to zero if you determine that it wasn't
a serious error.
Down to the nitty-gritty... we've seen how to open and close a
file, how to check operations for errors, and so forth. So how
do we actually manipulate the file? There are assorted
alternatives, depending on how you want to deal with the file:
text reads, text writes, byte-oriented reads and writes, and
block reads and writes, not to mention handling the time, date,
size, and read/write pointer. We'll start off with the
routines which read from a file.
If you opened the file for text access, you must want to read
the file a line at a time. Each line is assumed to be less
than 256 characters and delimited by a carriage return and
linefeed (<CR><LF>, or ^M^J, in normal notation). In that case,
you should use the FReadLn$ function:
St$ = FReadLn$(Handle%)
File Handling page 15
A simple program to display a text file directly on the
screen might look something like this in BASIC:
OPEN COMMAND$ FOR INPUT AS #1
WHILE NOT EOF(1)
LINE INPUT#1, St$
PRINT St$
WEND
CLOSE #1
The same program using BasWiz would look something like this:
REM $INCLUDE: 'BASWIZ.BI'
FInit 5, ErrCode%
FOpen COMMAND$, "RT", 0, Handle%, ErrCode%
WHILE NOT FEOF%(Handle%)
PRINT FReadLn$(Handle%)
WEND
FDone
In either case, we're accepting a command-line parameter which
specifies the name of the file. In the BasWiz example, note
the use of the FEOF% function, which tells whether we've gone
past the end of the file. This works like the EOF function in
BASIC.
There are two ways of reading from binary files. You can get
the results as a string of a specified (maximum) length:
St$ = FRead$(Handle%, Bytes%)
In plain BASIC, the same thing might be expressed this way:
St$ = INPUT$(Bytes%, FileNumber%)
The other way of reading from a binary file has no equivalent
in BASIC. It allows you to read in up to 32K bytes at a time,
directly into an array or TYPEd variable. You can read the
information into anything that doesn't contain normal strings
(the fixed-length string type can be used, though):
Segm% = VARSEG(Array(0))
Offs% = VARPTR(Array(0))
FBlockRead Handle%, Segm%, Offs%, Bytes%
That would read the specified number of bytes into Array(),
starting at array element zero.
File Handling page 16
You can use any data type, whether single variable or array, as
long as it is not a variable length string. In other words,
Vbl$ and Vbl$(0) would not work. If you want to use a string
with the block read, it must be a fixed-length string. For
example:
DIM Vbl AS STRING * 1024
Segm% = VARSEG(Vbl)
Offs% = VARPTR(Vbl)
FBlockRead Handle%, Segm%, Offs%, Bytes%
It's a good idea to calculate the Segment and Offset values
each time. These tell FBlockRead where to store the
information it reads. BASIC may move the variables around in
memory, so VARSEG and VARPTR should be used just before
FBlockRead to ensure that they return current information.
The file output commands are similar. File output can only be
done if there is no input buffer. This means that you can't
use file output if the file was opened in text mode, either,
since text mode always requires an input buffer. That's a
limitation that will be removed in a future version of BasWiz.
It is possible to do text output on a file that was opened in
binary mode, however. The limitation just means that you can't
open a file for both reading and writing if you use a buffer
(or text mode).
To output (write) a string to a file, use this:
FWrite Handle%, St$
This is like the plain BASIC statement:
PRINT #FileNumber%, St$;
If you would like the string to be terminated by a carriage
return and linefeed, use this instead:
FWriteLn Handle%, St$
This is like the plain BASIC statement:
PRINT #FileNumber%, St$
In BASIC, the difference between the two writes is controlled
by whether you put a semicolon at the end. With BasWiz,
different routines are used instead. FWrite is like PRINT with
a semicolon and FWriteLn is like PRINT without a semicolon.
File Handling page 17
As well as simple string output, you can also output TYPEd
variables and even entire arrays. This type of output has no
corresponding BASIC instruction, although it's somewhat similar
to the file PUT statement. Up to 32K can be output at a time:
Segm% = VARSEG(Array(0))
Offs% = VARPTR(Array(0))
FBlockWrite Handle%, Segm%, Offs%, Bytes%
If you haven't already read the section on FBlockRead, go back
a page and review it. The same comments apply for FBlockRead:
it can handle fixed-length strings but not old-style strings,
and VARSEG/VARPTR should immediately precede the block I/O,
among other things.
Normally, reads and writes take place sequentially. If you
want to move to a specific spot in the file, though, that's
easy. You can do it in text mode or binary mode, whether or
not you have a buffer, giving you additional flexibility over
the usual BASIC file handling. Set the location for the next
read or write like so:
FLocate Handle%, Position&
The Position& specified will be where the next read or write
takes place. It starts at one and (since it's specified as a
LONG integer) can go up to however many bytes are in the file.
If you want a record position rather than a byte position, you
can do that too. Just convert the record number to a byte
number, like so:
Position& = (RecordNumber& - 1&) * RecordLength& + 1&
If you do not want to maintain RecordNumber and RecordLength as
LONG integers, convert them to such by using the CLNG()
function on them before doing the calculation. Otherwise you
may get an overflow error in the calculation, since QuickBasic
will assume that the result will be an integer.
You can get the current position of the file read/write pointer
too:
Position& = FGetLocate&(Handle%)
Let's see... we've examined initialization and termination,
opening and closing, reading and writing, and manipulating the
file read/write pointer. What else could there be? Well, how
about checking the size of a file and getting or setting the
file time and date? Why, sure! The "get" routines are pretty
well self-explanatory:
FileSize& = FGetSize&(Handle%)
FileTime$ = FGetTime$(Handle%)
FileDate$ = FGetDate$(Handle%)
File Handling page 18
Setting the time and date is equally easy. This should be done
just before you close the file with FClose or FDone. You may
use any date and time delimiters you choose. If a field is
left blank, the appropriate value from the current time or date
will be used. Years may be specified in four-digit or
two-digit format. Two-digit years will be assumed to be in the
20th century ("90" == "1990"). Careful there! Your program
should allow four-digit dates to be used or disaster will
strike when the year 2000 rolls around. The 21st century is
closer than you think!
FTime Handle%, FileTime$
FDate Handle%, FileDate$
There's just one more file routine. It allows you to "flush" a
file to disk. This insures that the file has been properly
updated to the current point, so nothing will be lost if there
is a power outage or similar problem. If you do not use the
"flush" routine, data may be lost if the program terminates
unexpectedly. Note that use of FFlush requires that a free
file handle be available, before DOS 4.0.
FFlush Handle%
That's it for the BasWiz file handler. As a quick review,
let's run through the available routines, then try a couple of
example programs. You might also wish to examine the WDEMO.BAS
program, which also makes use of the file routines.
FInit initialize the file handler
FDone end the file handler and close any open files
FOpen open a file for access (like OPEN)
FClose close a file (like CLOSE)
FRead$ read a string from a binary file (like INPUT$)
FReadLn$ read a string from a text file (like LINE INPUT)
FBlockRead read an item from a binary file
FWrite write a string to a binary file
FWriteLn write a string with a <CR><LF> to a binary file
FBlockWrite write an item to a binary file
FLocate set the read/write pointer to a given position
FTime set the time stamp
FDate set the date stamp
FError set the error code
FGetLocate& get the read/write pointer
FGetTime$ get the time stamp
FGetDate$ get the date stamp
FGetError get the error code
FFlush flush to disk (makes sure file is updated)
FGetSize& get size
FEOF see if the end of the file has been reached
File Handling page 19
So much for theory. Let's try something practical. A common
problem is copying one file to another. We'll limit this to
text files, so we can do it in both plain BASIC and with
BasWiz. Although BasWiz can handle any type of file readily,
BASIC has problems in efficiently handling variable-length
binary files. So, we'll do this first in BASIC, then BasWiz,
for text files.
In BASIC, a text-file copying program might look like this:
INPUT "File to copy"; FromFile$
INPUT "Copy file to"; ToFile$
OPEN FromFile$ FOR INPUT AS #1
OPEN ToFile$ FOR OUTPUT AS #2
WHILE NOT EOF(1)
LINE INPUT#1, St$
PRINT#2, St$
WEND
CLOSE
With BasWiz, the same program would look more like this:
REM $INCLUDE: 'BASWIZ.BI'
INPUT "File to copy"; FromFile$
INPUT "Copy file to"; ToFile$
FInit 15, ErrCode%
FOpen FromFile$, "RT", 1024, FromHandle%, ErrCode%
FOpen ToFile$, "CW", 0, ToHandle%, ErrCode%
FileTime$ = FGetTime$(FromHandle%)
FileDate$ = FGetDate$(FromHandle%)
WHILE NOT FEOF%(FromHandle%)
WriteLn ToHandle%, ReadLn$(FromHandle%)
WEND
FTime ToHandle%, FileTime$
FDate ToHandle%, FileDate$
FDone
You might have noticed that the BasWiz version of the program
is a bit longer than the plain BASIC version. It has a number
of advantages, however. It's faster, produces smaller code
under ordinary circumstances, and preserves the date and time
of the original file in the copied file. Unlike some of the
BASIC compilers, the BasWiz routines do not automatically add a
^Z to the end of text files, so the BasWiz example will not
alter the original file.
Fractions page 20
Using BCD allows you to represent numbers with excellent
precision, but at a fairly large cost in speed. Another way to
represent numbers with good precision is to use fractions.
Fractions can represent numbers far more accurately than BCD,
but can be handled much more quickly. There are some
limitations, of course, but by now you've guessed that's always
true!
Each fraction is represented by BasWiz as an 8-byte string. The
numerator (top part of the fraction) may be anywhere from
-999,999,999 to 999,999,999. The denominator (the bottom part)
may be from 1 to 999,999,999. This allows handling a fairly
wide range of numbers exactly.
Fractions can be converted to or from numeric text strings in
any of three formats: real number (e.g., "1.5"), plain fraction
(e.g., "3/2"), or whole number and fraction (e.g., "1 1/2").
Internally, the numbers are stored as a plain fraction, reduced
to the smallest fraction possible which means the same thing
(for instance, "5/10" will be reduced to "1/2").
To convert a numeric text string into a fraction, do this:
Nr$ = FracSet$(NumSt$)
To convert a fraction into a numeric text string, try this:
NumSt$ = FracFormat$(Nr$, HowToFormat%)
The formatting options are:
0 convert to plain fraction
1 convert to whole number and fraction
2 convert to decimal number
Here is a list of the other functions available:
Result$ = FracAbs$(Nr$) ' absolute value
Result$ = FracAdd$(Nr1$, Nr2$) ' Nr1 + Nr2
Result% = FracCompare%(Nr1$, Nr2$) ' compare two fractions
Result$ = FracDiv$(Nr1$, Nr2$) ' Nr1 / Nr2
Result$ = FracMul$(Nr1$, Nr2$) ' Nr1 * Nr2
Result$ = FracNeg$(Nr$) ' - Nr
Result% = FracSgn%(Nr$) ' signum function
Result$ = FracSub$(Nr1$, Nr2$) ' Nr1 - Nr2
Fractions are automatically reduced to allow the greatest
possible range. Note that little range-checking is done at this
point, so you may wish to screen any input to keep it
reasonable.
Result FracSgn FracCompare
-1 negative # 1st < 2nd
0 # is zero 1st = 2nd
1 positive # 1st > 2nd
Graphics: General Routines page 21
These routines are designed to work with specific graphics
modes, so your program will only include those routines which
apply to the modes you use. These modes are supported:
SCREEN Card Graph. Res Colors Text Res. Notes
====== ==== ========== ====== ============= =====
0 any varies 16 varies *0
1 CGA 320 x 200 4 40 x 25
2 CGA 640 x 200 2 80 x 25
3 HGA 720 x 348 2 90 x 43 *1
7 EGA 320 x 200 16 40 x 25
8 EGA 640 x 200 16 80 x 25
9 EGA 640 x 350 16 80 x 25/43
10 EGA 640 x 350 4 80 x 25/43 mono
11 VGA 640 x 480 2 80 x 30/60
12 VGA 640 x 480 16 80 x 30/60
13 VGA 320 x 200 256 40 x 25
--------------------------------------------------------------
GV VESA <varies> <varies> <varies> *7
N0 VGA 360 x 480 256 45 x 30 *2
N1 VGA 320 x 400 256 40 x 25 *2
N2 <printer> 480 x 640 2 60 x 80/45/40 *3
N4 any 80 x 50 2 6 x 10 *4
N5 SVGA <user spec> 256 <varies> *5
N6 MDA 80 x 25 --- 25 x 80 *6
The number of rows of text available depends on the font:
8 x 8, 8 x 14, or 8 x 16.
*0 This is actually for text mode, not graphics mode.
*1 The BasWiz Hercules routines don't need Microsoft's QBHERC
TSR to be loaded. This may confuse the BASIC editor. In
that case, use BC.EXE to compile the program directly.
*2 This non-standard VGA mode works on most ordinary VGAs.
*3 This works with Epson-compatible dot matrix printers and
HP-compatible laser printers. The results may be previewed
on a VGA. See "Printer Routines".
*4 This actually provides graphics in text mode for any
display adapter. 80x25 text remains available via PRINT.
*5 This mode provides support for high-resolution 256-color
on SuperVGAs based on the popular Tseng ET4000 chips.
*6 This mode provides support for the monochrome monitor of
a dual-monitor system. It works when the mono display is
the (theoretically) "inactive" display.
*7 This mode provides support for the VESA graphics standard,
which is common on SuperVGAs. See "VESA Info Routines".
Graphics: General Routines page 22
Compatibility: An EGA can display CGA modes. A VGA can display
EGA and CGA modes. An MCGA can display CGA modes and two VGA
modes: SCREEN 11 and SCREEN 13. See "Miscellaneous Notes" for
additional information.
The routine for a specific mode is indicated by a prefix of
"G", followed by the mode number, and then the routine name.
For example, if you wished to plot a point in SCREEN 2 mode,
you would use:
G2Plot X%, Y%
Many of these routines correspond with existing BASIC
instructions. However, they are smaller and usually faster by
22% - 64%. See "Miscellaneous Notes" for notes on the
differences between BASIC and the BasWiz routines.
The smaller size may not be noticeable if you use the SCREEN
statement, since that causes BASIC to link in some of its own
graphics routines. If you intend to use only BasWiz routines
for graphics, you can avoid that by using the G#Mode command
instead of SCREEN:
G#Mode Graphics% ' 0 for SCREEN 0, else SCREEN #
If you're using the mode N5 routines, you'll need to initialize
them before setting the mode. This is done by specifying the
BIOS mode number and the screen resolution:
GN5Init BIOSMode%, PixelsWide%, PixelsHigh%
The mode GV routines need to be initialized before you set the
mode and shut down before your program terminates. Also, you
specify the actual VESA mode number when setting the mode.
GGVInit ' before setting the mode
GGVMode VESAmode% ' to set a VESA mode
GGVDone ' when done using VESA modes
One difference between BASIC and BasWiz is that, instead of
each "draw" command requiring a color parameter as in BASIC,
the BasWiz library provides a separate color command:
G#Color Foreground%, Background%
The "foreground" color is used by all graphics routines. The
background color is used by the G#Cls routine. Both foreground
and background colors are used in the G#Write and G#WriteLn
routines.
Graphics: General Routines page 23
Here is a list of the corresponding routines, first BASIC, then
BasWiz (replace the "#" with the appropriate mode number):
' get the color of a specified point
colour% = POINT(x%, y%)
colour% = G#GetPel(x%, y%)
' set the color of a specified point
PSET (x%, y%), colour%
G#Color colour%, backgnd% : G#Plot x%, y%
' draw a line of a specified color
LINE (x1%, y1%) - (x2%, y2%), colour%
G#Color colour%, backgnd% : G#Line x1%, y1%, x2%, y2%
' draw a box frame of a specified color
LINE (x1%, y1%) - (x2%, y2%), colour%, B
G#Color colour%, backgnd% : G#Box x1%, y1%, x2%, y2%, 0
' draw a box of a specified color and fill it in
LINE (x1%, y1%) - (x2%, y2%), colour%, BF
G#Color colour%, backgnd% : G#Box x1%, y1%, x2%, y2%, 1
' clear the screen and home the cursor
CLS
G#Cls
' get the current cursor position
Row% = CSRLIN: Column% = POS(0)
G#GetLocate Row%, Column%
' set the current cursor position
LOCATE Row%, Column%
G#Locate Row%, Column%
' display a string without a carriage return and linefeed
PRINT St$;
G#Write St$
' display a string with a carriage return and linefeed
PRINT St$
G#WriteLn St$
Note that BasWiz, unlike BASIC, allows both foreground and
background colors for text in graphics mode. It also displays
text substantially faster than BASIC. See the "Miscellaneous
Notes" section for information on other differences in text
printing.
Graphics: General Routines page 24
If you need to print a number rather than a string, just use
the BASIC function STR$ to convert it. If you don't want a
leading space, use this approach:
St$ = LTRIM$(STR$(Number))
The BasWiz library has other routines which have no BASIC
equivalent. One allows you to get the current colors:
G#GetColor Foreground%, Background%
Sometimes the normal text services seem unduly limited. Text
is displayed only at specific character positions, so it may
not align properly with a graph, for instance. Text is also of
only one specific size. These are limitations which make the
normal text routines very fast, but for times when you need
something a little bit more fancy, try:
G#Banner St$, X%, Y%, Xmul%, Ymul%
You may display the string starting at any graphics position.
The Xmul% and Ymul% values are multipliers, specifying how many
times larger than normal each character should be. Using Xmul%
= 1 and Ymul% = 1 will give you normal-sized characters. What
"normal" means depends on the font in use.
Since G#Banner "draws" the text onto the screen, it is a bit
slower than the normal text services. It also uses only the
foreground color, so the letters go right on top of anything
that was previously there. Use G#Box to clear the area
beforehand if this is a problem for you.
The G#Banner routine supports several fonts. The larger fonts
provide a more precise character set but leave you with less
room on the screen. You may choose from these fonts:
Font Number Font Size (width x height)
0 8 x 8 --- default
1 8 x 14
2 8 x 16
Select a font like so:
BFont FontNr%
If you want to find out what the current font is, can do:
FontNr% = GetBFont
Besides looking more elegant, the larger fonts are easier to
read. They will also suffer less from being increased in size,
although some deterioration is inevitable when magnifying these
kinds of fonts.
Graphics: General Routines page 25
The G#Banner routines accept CHR$(0) - CHR$(127). No control
code interpretation is done. All codes are displayed directly
to the screen.
Circles and ellipses can be drawn with the Ellipse routine.
This is similar to the BASIC CIRCLE statement. You specify the
center of the ellipse (X,Y), plus the X and Y radius values:
G#Ellipse CenterX%, CenterY%, XRadius%, YRadius%
A circle is an ellipse with a constant radius. So, to draw a
circle, just set both radius values to the same value.
As well as the usual points, lines, and ellipses, BasWiz also
allows you to draw polygons: triangles, squares, pentagons,
hexagons, all the way up to full circles!
G#Polygon X%, Y%, Radius%, Vertices%, Angle!
The X% and Y% values represent the coordinates of the center of
the polygon. The Radius% is the radius of the polygon (as if
you were fitting it into a circle). Vertices% is the number of
angles (also the number of sides) for the polygon to have.
Angle! specifies the rotation of the polygon, and
is specified in radians. See "A Little Geometry" for more
information.
Another routine is designed to manipulate a GET/PUT image.
Given an image in array Original%() and a blank array of the
same dimensions called Flipped%(), this routine copies the
original image to the new array as a mirror image about the
horizontal axis. This is the same as the image you'd see if
you turned your monitor upside-down: the resulting image is
upside-down and backwards.
G#MirrorH Original%(), Flipped%()
Don't forget to make the Flipped%() array the same DIM size as
the original, or the picture will overflow into main memory,
probably causing disaster!
Note that G#MirrorH will only work properly on images with byte
alignment. This means that the width of the image must be
evenly divisible by four if SCREEN 1 is used, or evenly
divisible by eight if SCREEN 2 is used. EGA modes are not yet
supported for this routine.
There are more routines that work only with SCREEN 2. One
allows you to load a MacPaint-type image ("ReadMac" or .MAC
files) into an array which can then be PUT onto the screen:
G2LoadMAC FileName$, Image%(), StartRow%
Graphics: General Routines page 26
Note that a full .MAC picture is 576x720, which won't fit on
the screen, so the image will be truncated to 576x200. You may
specify a starting row within the .MAC image, StartRow%, which
may be 0-521, allowing the entire picture to be loaded in
several parts.
The Image%() must be dimensioned with 7202 elements:
DIM Array(1 TO 7202) AS INTEGER
If you don't give an extension in the FileName$, an extension
of ".MAC" will be used. There is no checking to see if the
file actually exists, so you may wish to do this beforehand.
There is no way of knowing whether a .MAC picture is supposed
to be black on white or white on black. If the image doesn't
look right when you PUT using PSET, you can switch it around by
using PUT with PRESET instead.
PC PaintBrush (.PCX) pictures can also be loaded. These images
can be of various sizes, so you need to dimension a dynamic
array for them:
REM $DYNAMIC
DIM Image(1 TO 2) AS INTEGER
The array will be set to the correct size by the loader. It
goes like this:
G2LoadPCX FileName$, Image%(), ErrCode%
If you don't give an extension in the FileName$, an extension
of ".PCX" will be used. You may wish to check to see if the
file exists beforehand. Possible errors are as follows:
-1 File is not in PCX format
1 Image is too large for this screen mode
2 Image won't work in this screen mode (too many planes)
Two new routines are replacements for the GET and PUT image
statements in BASIC. They are on the slow side, but if you
don't intend to use them for animation, they will serve to save
some memory. There are also GN5Get and GN5Put routines for use
with 256-color SuperVGA modes.
REM $DYNAMIC
DIM Image(1 TO 2) AS INTEGER
G2Get X1%, Y1%, X2%, Y2%, Image()
Note the DIMensioning of a dynamic array. The G2Get routine
will set the array to the appropriate size to hold the image.
Graphics: General Routines page 27
The PUT replacement assumes that you intend to PSET the image.
It doesn't allow for other display modes yet:
G2Put X%, Y%, Image()
See "Miscellaneous Notes" for more information on using GET/PUT
images and the directions I'll be taking with them in the
future. Note that SCREEN 13 is also supported, via G13Get and
G13Put.
Windows 256-color bitmaps may displayed in, or written from,
any of the VGA or SVGA modes which support 256 colors. This
includes modes 13, GV, N0, N1, and N5. Since BasWiz file
handling is employed, you must be sure to initialize the file
handler with FInit before using these routines and close the
file handler with FDone before your program terminates. The
graphics mode must be set beforehand. When reading a BMP, the
palette will be initialized according to the settings in the
.BMP file.
G#ShowBMP FileName$, X%, Y%, ErrCode%
G#MakeBMP FileName$, X1%, Y1%, X2%, Y2%, ErrCode%
A bitmap can only be displayed if the screen resolution is
sufficient to hold the entire image. You can read the .BMP
information using the following routine:
GetInfoBMP FileName$, Wide%, High%, Colors%, ErrCode%
A positive error code indicates a DOS error code, which is a
problem in reading the file. Negative error codes are one of
the following:
-1 not a valid .BMP file
-2 color format not supported
-3 compression type not supported
-4 incorrect file size
-5 unreasonable image size
-6 invalid (X,Y) origin specified for G#ShowBMP
Graphics: General Routines page 28
The COLOR statement in SCREEN 1 is anomalous. It doesn't
really control color at all, which is why QuickBasic proper
doesn't support colored text in this (or any graphics) mode.
Instead, it is used for controlling the background/border color
and palette. Since BasWiz -does- support a true G1COLOR
routine, there are different routines which allow you to change
the palette and border colors. To change the background (and
border) color, use:
G1Border Colour%
There are two palette routines. Why two? Well, QuickBasic
supports two CGA palettes. One of the routines works like
QuickBasic and can be used on any CGA, EGA or VGA display (as
long as it's in CGA mode). The other routine gives you a wider
choice of palettes, but will only work on true CGAs (and some
EGA or VGA systems that have been "locked" into CGA mode).
Here's the QuickBasic-style two-palette routine for any
CGA/EGA/VGA:
G1PaletteA PaletteNr%
The PaletteNr% may be as follows:
0 (bright) Green, Red, Yellow
1 Cyan, Violet, White
The more flexible six-palette routine (for CGA only) works like
this:
G1PaletteB PaletteNr%
Palettes are as follows:
0 Green, Red, Brown 4 (bright) Green, Red, Yellow
1 Cyan, Violet, White 5 (bright) Cyan, Violet, White
2 Cyan, Red, White 6 (bright) Cyan, Red, White
Graphics: General Routines page 29
The EGA has a number of features which work in all its modes,
so rather than giving them screen mode prefixes, they are
simply named with an "E". These routines allow you to get or
set the palette, get or set the border color, and determine
whether the higher background colors should be displayed as
bright colors or as blinking.
To get a palette color value, use:
Colour% = EGetPalette(ColorNumber%)
To set the color value, use:
EPalette ColorNumber%, Colour%
To get the border color:
Colour% = EGetBorder%
You can probably guess how to set the border color:
EBorder Colour%
Finally, the blink vs. intensity. Actually, this is designed
for text mode; I'm not sure whether it has any function in
graphics modes. The text-mode default is for blinking to be
turned on. With BASIC, you add 16 to the foreground color to
make it blink. That's a little weird, since the "blink"
attribute is actually a part of the background color, but
that's how BASIC views it. You can tell the EGA to turn off
blinking, in which case adding 16 to the foreground color makes
the background color intense. This doubles the number of
available background colors.
EBlink Blink%
Use -1 for blinking (default), or 0 to turn off blinking.
Like the EGA, the VGA has a number of features which work in
all its modes. Again, rather than giving them screen mode
prefixes, we simply name them with a "V". The current routines
allow you to get or set the palette colors.
To get a palette color value, use:
VGetPalette ColorNumber%, Red%, Green%, Blue%
To set the color value, use:
VPalette ColorNumber%, Red%, Green%, Blue%
Graphics: General Routines page 30
As you've probably noticed, this doesn't work the same way as
the QuickBasic PALETTE statement. Rather than using a formula
to calculate a single LONG color value, like QuickBasic, the
BasWiz library allows you to specify the color in a more
meaningful way. The Red%, Green%, and Blue% parameters each
hold an intensity value (0-63). By mixing these three, you can
get an immense variety of shades-- over 250,000 combinations in
all.
If you need to keep track of the intensities in your program,
I'd suggest the following TYPE definition:
TYPE VGAcolor
Red AS INTEGER
Green AS INTEGER
Blue AS INTEGER
END TYPE
If space is more important than speed, you can compress that to
half the size by using STRING * 1 instead of INTEGER. In that
case, you will need to use the CHR$ and ASC functions to
convert between string and integer values.
VESA Info Routines page 31
As IBM's influence decreased in the microcomputer world, there
came to be a great deal of chaos associated with new graphics
standards-- or, more precisely, the lack thereof. With each
manufacturer merrily creating a new SVGA interface, it became
very difficult to find software which actually supported
whichever SuperVGA you purchased. The exciting capabilities of
the new adapters, often as not, turned out to be worthless
advertising promises. Eventually, the VESA graphics standard
was created in order to help resolve this problem.
Most SuperVGAs today offer VESA support, either built into the
adapter's ROM BIOS, or as an optional TSR or driver. BasWiz
allows you to see if VESA support is available, and if so,
what video modes may be used. The best approach to using VESA
is to offer the user a choice of the modes that VESA reports as
available, since the monitor may well not support all of the
modes that the adapter is capable of handling.
Quite honestly, VESA is not much of a standard. It offers the
barest minimum needed to access the capabilities of a display,
and not always even that. The standard allows the manufacturer
to leave out normal BIOS support for extended video modes,
though it does recommend that they be supported. BasWiz
expects a bit more than such sketchy minimalist compliance with
VESA. Most importantly, BasWiz must be able to access the
display through the normal BIOS routines, in conjunction with
appropriate VESA mode handling. If you believe your SVGA
provides VESA support, but the routines to get mode information
do not return any valid modes, perhaps your implementation of
VESA lacks this key feature. Check with the manufacturer.
Among the things VESA doesn't support, by the way, is modes
with more than 256 colors-- so BasWiz can't either. Sorry.
One thing the VESA standard does provide is a great deal of
information about the available video modes-- their mode
numbers, graphics and text resolutions, number of colors, and
so forth. You may access this information through BasWiz
whether or not you intend to actually use VESA graphics in your
program-- the routines do not need GGVInit to be initialized.
Note that VESA supports both extended graphics and text modes.
The BasWiz VESA routines currently support only VESA graphics,
which is referred to as mode GV. VESA text modes, when
implemented, will become mode TV. As the VESA information
routines do not specifically refer to either a text or graphics
mode, there is no mode number; instead, the routines simply
have a prefix of VESA.
The key routine for all of this allows you to see whether VESA
support is available, and which version of VESA:
VesaVersion MajorV%, MinorV%
The MajorV% value is the major version number, and MinorV% the
minor version number. If VESA support is not available, both
of these numbers will be zero.
VESA Info Routines page 32
Since VESA is intended to support a wide variety of video
modes, the mode numbers and specifications are not built into
the standard as such. Instead, they are part of the VESA
driver which supports your particular video card. You can ask
the driver which modes are available and what they are like.
BasWiz treats this in a way similar to the way DOS lets you
seek for files: with a "find first" request to initialize the
routines and search for the first item, followed by any number
of "find next" requests to find subsequent items.
The "find first" and "find next" routines return a mode number.
If the mode number is -1 (negative one), you have reached the
end of the mode list. Otherwise, it's a video mode number, and
you can get additional information about the mode with an
assortment of other functions. This is pretty straightforward,
so I won't go into detail here. See VESAINFO.BAS for an
example program which uses all of these functions to tell you
about all available VESA modes on your display.
VMode% = VesaFindFirst% ' find first mode
VMode% = VesaFindNext% ' find subsequent mode
These provide results in pixels for graphics modes, or in
characters for text modes. Note that BasWiz does not yet
support use of VESA text modes.
XSize% = VesaScrWidth% ' screen width
YSize% = VesaScrHeight% ' screen height
These describe the size of the character matrix in pixels (use
for figuring text rows & cols in graphics modes). Note that
BasWiz requires VesaChrWidth% = 8 for printing, which is the
usual setting in graphics modes.
ChWidth% = VesaChrWidth% ' character width
ChHeight% = VesaChrHeight% ' character height
BasWiz supports no more than 256 colors, as neither VESA nor
the standard BIOS functions were designed for more. If someone
can send me info on how to handle more colors, I'll see what I
can do.
Colors& = VesaColors& ' number of colors
These two return boolean values: -1 if true, 0 if false.
Mono% = VesaIsMono% ' if mode is monochrome
Text% = VesaIsText% ' if it's a text mode
Scrolling in VESA modes is extremely slow. Avoid if possible.
Graphics: Text-mode Routines page 33
It may seem odd to lump text-mode handling in with graphics
mode. It seemed like the most logical approach, however. There
is certainly some value in having graphics-type capabilities
for text mode. The ability to draw lines and boxes, use
banner-style text, and so forth can be handy. So, for the
folks who don't need all the power of the virtual windowing
system, I've added text-mode support into the "graphics"
routines.
There are some quirks to these routines, since text mode
doesn't work the same way as graphics mode. For one thing,
each "pixel" is actually an entire character. The default
pixel is a solid block character, CHR$(219). You can change
this, however:
G0SetBlock Ch% ' set ASCII code (use ASC(Ch$))
Ch% = G0GetBlock% ' get ASCII code
Since a pixel consists of a character with both foreground and
background colors, the "get pixel" routine has been altered to
accordingly:
G0GetPel X%, Y%, Ch%, Fore%, Back%
Finally, let's consider the "set mode" command. If you pass it
a zero, the current mode will be used as-is. This is useful in
case you've already set up a desired mode.
Any other mode number will be assumed to be a BIOS video mode
which should be set. If you feel like initializing the screen
mode for some reason, it may be useful to know that 3 is the
normal color mode (for CGA, EGA, VGA, etc) and 7 is the normal
mono mode (for MDA and Hercules). These provide 80x25 text.
If you wish to take advantage of 43-row EGA or 50-row VGA text
modes, you must set them up in advance (using the BASIC
statements SCREEN and WIDTH) before calling G0Mode with a zero.
If you have a SuperVGA or other adapter which supports unusual
text modes, you can use the mode command to switch to the
appropriate mode. On my Boca SuperVGA, for example, mode &H26
provides 80x60 text, and mode &H22 provides 132x44. The G0
routines are designed to support any text resolution up to
255x255, provided that the video BIOS properly updates the
appropriate memory locations when a mode set is done. This
should be true for any special EGA or VGA-based text modes.
G0Mode ModeNr%
Graphics: Dual Monitor Routines page 34
The N6 mode support dual monitors. To use this mode, you must
make the color monitor the "active" display, so it can be
handled with the usual BASIC or BasWiz display routines. The N6
routines are designed to work with a monochrome monitor only
when it is the (supposedly) "inactive" display in a dual
monitor system.
These routines are designed for monochrome adapters. Either a
plain MDA or a Hercules mono graphics adapter will do.
The notes on SetBlock and GetPel from the explanation of mode 0
on the previous page apply. In this case, of course, they're
GN6SetBlock and GN6GetPel, but the functionality is the same.
In addition, there are two new routines which allow you to get
and set the cursor size. The cursor size is defined in scan
lines, which may range from 0 (invisible) to 11 (large block):
GN6CursorSize ScanLines%
ScanLines% = GN6GetCursorSize%
Graphics: Printer Routines page 35
The BasWiz printer routines allow you to work with a printer
using the same convenient methods you'd use on a screen. The
image is created with the usual G# routines (using mode N2),
but the results are kept in a buffer in memory (about 37K
bytes) rather than being displayed directly. The image can be
previewed on a VGA or printed out at your convenience, to any
printer or even a file. The results will take up a single
printer page, assuming the usual 8.5" x 11" paper is used.
Printing a finished page works like this:
GN2Print Device$ ' for Epson-type dot matrix printers
GN2PrintL Device$ ' for HP-type laser printers
The Device$ variable should be set to the name of the device:
LPT1 parallel printer on port 1 (PRN also works)
LPT2 parallel printer on port 2
LPT3 parallel printer on port 3
COM1 serial printer on port 1 (AUX also works)
COM2 serial printer on port 2
Instead of using a device name, you can also use a file name,
to store the results for later printing. Output is done using
BASIC file handling, so it would be a good idea to provide an
ON ERROR GOTO trap in case of problems. The FREEFILE function
is used, so you don't have to worry about conflicts with any
file numbers which may be in use by your program.
Getting a page layout just right can consume a lot of paper.
Fortunately, there's a "preview" routine that allows you to
display the results on a VGA. The display will be sideways,
allowing the whole page to be seen at once. This will exactly
match the printed output in N2 mode. Here's how it works:
G11Mode 1 ' set SCREEN 11 (VGA 640x480 x2)
GN2Display ' display the page
DO ' wait for a key to be pressed
LOOP UNTIL LEN(INKEY$) '
G11Mode 0 ' set SCREEN 0 (text mode)
The GN2Write and GN2WriteLn printer routines are unlike the
display versions of the same routines in that they don't
scroll. These routines only handle one page at a time.
Before using GN2Write or GN2WriteLn routines, you must choose a
font with GN2Font. These are the same fonts as used with
G#Banner:
0 8 x 8 80 text rows
1 8 x 14 45 text rows
2 8 x 16 40 text rows
The current font can be retrieved with GN2GetFont%. The result
will be meaningless if the font was never set with GN2Font.
Graphics: A Little Geometry page 36
The increasing capabilities of computer graphics systems has
left many of us in the dust. It's great to be able to run
dazzling applications or to doodle with a "paint" program, but
many of us find it difficult to design appealing images of our
own. Becoming an artist is perhaps a bit more than most of us
are willing to take on! It is important to remember, however,
that computers are wonderful number-crunchers. With a little
application of plane geometry, you can have the computer take
on much of the work for you-- and after all, isn't that why we
have computers in the first place?
A complete review of plane geometry is a bit beyond the scope
of this text. However, I'm going to run through some of the
things I think you'll find most useful. I'd also like to
suggest that you might dig out your old textbooks or rummage
through your local used book store. It may have seemed like a
dry subject at the time, but when you can watch the results
growing on your computer screen, you will have a much better
idea of how geometry can be useful to you-- and it can be
surprisingly fun, too!
In geometry talk, a "point" doesn't have any actual size. In
our case, we want to apply geometry to physical reality, namely
the computer screen. As far as we're concerned, a "point" will
be an individual graphics dot, also called a "pel" or "pixel"
(for "picture element"). We can safely dispense with such
formalities for our applications, for the most part.
The most important thing about a point is that it has a
location! Ok, that may not seem staggering, but it happens
that there are a number of ways of specifying that location.
The most common method is called the Cartesian coordinate
system. It is based on a pair of numbers: X, which represents
the distance along a horizontal line, and Y, which represents
the distance along a vertical line. Consider the CGA in SCREEN
2, for instance. It has a coordinate system where X can be 0 -
639 and Y can be 0 - 199. The points are mapped on kind of an
invisible grid.
The Cartesian coordinate system makes it easy to visualize how
a given point relates to other points on the same plane (or
screen). It is particularly useful for drawing lines.
Horizontal and vertical lines become a cinch: just change the X
value to draw horizontally, or the Y value to draw vertically.
Squares and rectangles (or boxes) can be formed by a
combination of such lines. You can define an area of the
screen in terms of an imaginary box (as GET and PUT do) with
nice, clean boundaries. When we get to diagonal lines, it's a
bit more of a nuisance, but still easy enough with the proper
formula. That means we can do triangles too. Curves are
worse... when it comes to even a simple circle or ellipse, the
calculations start to get on the messy side. For things like
that, though, there is an alternative.
Graphics: A Little Geometry page 37
Another way of describing the location of a point is by Polar
coordinates. In Cartesian coordinates, the location is
specified by its horizontal and vertical distances from the
"origin" or reference point, (0,0). In Polar coordinates, the
location is specified by its distance and angle from the
origin. Think of it as following a map: Cartesian coordinates
tell you how many blocks down and how many blocks over the
point is, whereas Polar coordinates tell you in which direction
the point is and how far away it is "as the crow flies".
The Polar coordinate system is great for describing many kinds
of curves, much better than Cartesian. For example, a circle
is defined as all of the points at a given (fixed) distance
from a center point. Polar coordinates include both a distance
and an angle, and we've already got the distance, so all we
need to do is plot points at all of the angles on a circle.
Technically, there is an infinite number of angles, but since
our points don't follow the mathematical definition (they have
a size), we don't have to worry about that.
Let me digress for a moment to talk about angles. In BASIC,
angles are specified in "radians". People more often use
"degrees". Fortunately, it isn't hard to convert from one to
the other. Both may be visualized on a circle. In radians,
the sum of the angles in a circle is twice pi. In degrees, the
sum of the angles is 360. That's something like this:
90 deg, 1/2 * pi rad
/---|---\
/ | \
/ | \
180 degrees |___ . ___| 0 deg, 0 rad; or...
pi radians | | 360 deg, 2 * pi rad
\ | /
\ | /
\---|---/
270 deg, 3/2 * pi rad
Ok, so that's a grotesquely ugly circle! Hopefully it shows
the important thing, though. Angles start at zero on the
extreme right and get larger as they work around
counter-clockwise. The places marked on the "circle" are
places where lines drawn horizontally and vertically through
the center intersect the outside of the circle. These serve as
a useful reference point, especially in that they help show how
the angles can be construed from a Cartesian viewpoint.
So much for angles. I'll go into conversion formulae, the
value of pi, and other good junk a bit later on. Right now,
let's get back to our discussion of Polar coordinates.
Graphics: A Little Geometry page 38
I've explained how the Polar system makes it easy to draw a
circle. Since you can vary the range of angles, it's equally
simple to draw an arc. If you wanted to make a pie chart, you
might want to join the ends of the arcs to the center of the
circle, in which case you'd keep the angle constant (at the
ends of the arc) and plot by changing the distance from zero to
the radius. Circles are also handy for drawing equilateral
polygons... you know, shapes with sides of equal length:
triangle, square, pentagon, hexagon, etc. In this case, the
best features of the Cartesian and Polar systems can be joined
to accomplish something that would be difficult in either alone.
The starting point for these polygons is the circle. Imagine
that the polygon is inside a circle, with the vertices (pointy
ends, that is, wherever the sides meet) touching the edge of
the circle. These are equilateral polygons, so all of the
sides and angles are the same size. Each of the vertices
touches the circle, and each does it at exactly the same
distance from each other along the arc of the circle.
All of this detail isn't precisely necessary, but I hope it
makes the reasoning a bit more clear!
The circle can be considered as being divided by the polygon
into a number of arcs that corresponds to the number of
vertices (and sides) the polygon has. Think of a triangle
inside a circle, with the tips all touching the circle. If you
ignore the area inside the triangle, you will see that the
circle is divided into three equal arcs. The same property is
true of any equilateral polygon. As a matter of fact, as the
number of vertices goes up, the circle is partitioned into
more, but smaller, arcs... so that a polygon with a large
enough number of vertices is effectively a circle itself!
Anyway, the important thing is the equal partitioning. We
know how many angles, be they degrees or radians, are in a
circle. To get the points of a polygon, then... well, we
already know the "distance" part, that's the same as the
radius. The angles can be calculated by dividing the angles in
the whole circle by the number of vertices in the desired
polygon. Trying that case with the triangle, assuming a radius
of 20 (why not), and measuring in degrees, that would give us
the Polar points (20, 0), (20, 120), (20, 240). To make this a
triangle, we need to connect the points using lines, which is
easy in Cartesian coordinates. Since the computer likes
Cartesian anyway, we just convert the Polar coordinates to
Cartesian, draw the lines, and viola!
Graphics: A Little Geometry page 39
That's essentially the method used by the G#Polygon routines.
It's very simple in practice, but I haven't seen it
elsewhere... probably because people forget about the Polar
coordinate system, which is what makes it all come together.
Polar coordinates also have simple equations for figures that
look like daisies, hearts, and other unusual things. See
"Equations, Etc" and ROSES.BAS for more information.
On a side note, the Cartesian system isn't used by all
computers, although it's the most common. Cartesian
coordinates are the standard for what is called "raster"
displays. The Polar coordinate system is used on "vector"
displays. One example of a vector display that you may have
seen is the old Asteroids video arcade game. Vector displays
tend to be used for drawing "framework" pictures where the
image must be very sharp (unlike in raster images, the diagonal
lines aren't jagged, since there's no raster "grid").
In this section, I'm going to list a number of equations and so
forth. Some of them will be useful to you in experimenting
with Polar coordinates. Some of them provide formulae for
things that are already in BasWiz, but which you might like to
understand better. Some of them are just for the heck of it...
note that not all of this information may be complete enough
for you to just use without understanding it.
One problem is... if you try to draw a circle, for instance, it
will come out looking squashed in most SCREEN modes. Remember
we said our points, unlike mathematical points, have a size?
In most graphics modes, the points are effectively wider than
they are high, so a real circle looks like an ellipse.
Another problem is that these equations are based on an
origin of (0,0) which is assumed to be at the center of the
plane. In our case, (0,0) is at the upper right edge, which
also makes the Y axis (vertical values) effectively
upside-down. This isn't necessarily a problem, but sometimes
it is! Adding appropriate offsets to the plotted X and Y
coordinates often fixes it. In the case of Y, you may need to
subtract the value from the maximum Y value to make it appear
right-side-up.
The displayed form of these equations may contain "holes",
usually again because the points have a size, and/or since we
try to use integer math to speed things up. If the screen had
infinite resolution, this would not be a problem... meanwhile
(!), getting around such problems takes fiddlin'.
Graphics: Equations, Etc page 40
There are other problems, mostly due to forcing these
simplified-universe theoretical equations into practical use.
It's a lot easier to shoehorn in these simple equations than to
use more accurate mathematical descriptions, though... a -lot-
easier. So a few minor quirks can be ignored!
With those disclaimers, here's the scoop on some handy
equations.
Polar coordinates may be expressed as (R, A), where R is
radius or distance from the origin, and A is the angle.
Cartesian coordinates may be expressed as (X, Y), where X is
the distance along the horizontal axis and Y is the distance
along the vertical axis.
Polar coordinates can be converted to Cartesian coordinates
like so:
X = R * COS(A): Y = R * SIN(A)
Angles may be expressed in radians or degrees. BASIC
prefers radians. Radians are based on PI, with 2 * PI
radians in a circle. There are 360 degrees in a circle.
Angles increase counter-clockwise from a 3:00 clock
position, which is the starting (zero) angle. Angles can
wrap around: 720 degrees is the same as 360 degrees or 0
degrees, just as 3:00 am is at the same clock position as
3:00 pm.
Angles may be converted between degrees and radians, so:
radians = degrees * PI / 180
degrees = radians * 180 / PI
The value PI is approximately 3.14159265358979. For most
graphics purposes, a simple 3.141593 should do quite
nicely. The true value of PI is an irrational number (the
decimal part repeats forever, as near as anyone can tell).
It has been calculated out to millions of decimal points by
people with a scientific bent (and/or nothing better to do)!
Graphics: Equations, Etc page 41
Line Drawing:
One of the convenient ways of expressing the formula of a
line (Cartesian coordinates) is:
Y = M * X + B
Given the starting and ending points for the line, M (the
slope, essentially meaning the angle of the line) can be
determined by:
M = (Y2 - Y1) / (X2 - X1)
The B value is called the Y-intercept, and indicates where
the line intersects with the Y-axis. Given the ingredients
above, you can calculate that as:
B = Y1 - M * X1
With this much figured out, you can use the original formula
to calculate the appropriate Y values, given a FOR X = X1 TO
X2 sort of arrangement. If the slope is steep, however, this
will result in holes in the line. In that case, it will be
smoother to recalculate the formula in terms of the X value
and run along FOR Y = Y1 TO Y2... in that case, restate it
as:
X = (Y - B) / M
Keep an eye on conditions where X1 = X2 or Y1 = Y2! In
those cases, you've got a vertical or horizontal line.
Implement those cases by simple loops to improve speed and
to avoid dividing by zero.
Circle Drawing:
The Cartesian formula gets messy, especially due to certain
aspects of the display that are not accounted for (mainly
that pixels, unlike theoretical points, have a size and
shape which is usually rectangular). The Polar formula is
trivial, though. The radius should be specified to the
circle routine, along with the center point. Do a FOR
ANGLE! = 0 TO 2 * PI! STEP 0.5, converting the resulting
(Radius, Angle) coordinates to Cartesian, then adding the
center (X,Y) as an offset to the result. The appropriate
STEP value for the loop may be determined by trial and
error. Smaller values make better circles but take more
time. Larger values may leave "holes" in the circle.
Graphics: Equations, Etc page 42
Spiral Drawing:
If you use Polar coordinates, this is easy. Just treat it
like a circle, but decrease the radius as you go along to
spiral in... or increase the radius as you go along if you
prefer to spiral out.
Polygon Drawing:
I've already discussed that, so I'll leave it as an
exercise... or of course you can examine my source code if
you register BasWiz! The polygon routines are in BASIC,
except for the line-drawing parts.
Flower Drawing:
This sort of thing would be rather difficult to do using
strictly Cartesian methods, but with Polar coordinates, no
problem. Here we calculate the radius based on the angle,
using something like:
FOR Angle! = 0 TO PI! * 2 STEP .01
(a low STEP value is a good idea). The radius is calculated
like so:
Radius! = TotalRadius! * COS(Petals! * Angle!)
The Petals! value specifies how many petals the flower
should have. If it is odd, the exact number of petals will
be generated; if even, twice that number will be generated.
These figures are technically called "roses", although they
more resemble daisies. Try the ROSES.BAS program to see how
they look.
Other Drawing:
Experiment! There are all sorts of interesting things you
can do with the Polar coordinate system in particular. Dig
up those old Geometry texts or see if your Calculus books
review it. If you've kept well away from math, try your
local library or used book store.
Memory Management and Pointers page 43
On the whole, BASIC is easily a match for any other language,
as far as general-purpose programming goes. There is one major
lack, however-- a set of valuable features that is supported by
most other languages, but was inexplicably left out of BASIC.
Perhaps Microsoft felt it was too advanced and dangerous for a
so-called "beginner's" language. In truth, using pointers and
memory management takes a little understanding of what you're
doing-- the compiler can't protect you from all of your
mistakes. However, they can be extraordinarily useful for many
things, so I have added these capabilities to BasWiz.
A "pointer" is essentially just the address of an item. It
is useful in two respects: it allows you to pass just the
pointer, rather than the whole item (be it a TYPEd variable,
normal variable, entire array, or whatever) to a subprogram.
This is faster and more memory-efficient than the alternatives.
Secondly, a pointer combined with memory management allows you
to allocate and deallocate memory "on the fly", in just the
amount you need. You don't have to worry about DIMensioning an
array too large or too small, or even with how large each
element of the array should be, for example. You can determine
that when your program -runs-, rather than at compile time, and
set up your data structures accordingly. You can also create a
large variety of data structures, such as trees and linked
lists, which would be difficult and cumbersome to emulate using
BASIC alone.
The BasWiz memory/pointer routines allow you to allocate and
deallocate memory; fill, copy or move a block of memory; get or
put a single character according to a pointer; and convert back
and forth between a segment/offset address and a pointer.
Pointers are kept in LONG integers, using an absolute memory
addressing scheme. This means that you can manipulate pointers
just like any ordinary LONG integer, e.g. to move to the next
memory address, just add one. Since you can convert from a
segment/offset address to a pointer and you can copy
information from one pointer to another, you can move
information back and forth between allocated memory and a TYPEd
variable, numeric variable, or array. You can even do things
like set a pointer to screen memory and transfer the screen
into a variable or vice versa! Or implement your own "far
string" routines, hierarchical evaluations, or any number of
other things. Pointers are incredibly powerful!
Memory Management and Pointers page 44
Note that there are different ways of representing the same
segment/offset address, but only one absolute pointer
representation. If you need to compare two addresses, using
pointers is terrific. However, it's good to keep in mind that
an segment/offset address may -appear- to change if you convert
it to a pointer and then back to a segment/offset address.
When you convert from a pointer to a segment and offset, the
segment will be maximized and the offset will be minimized.
So, for example, 0040:001C will turn into 0041:000C.
Although the byte count for these routines is handled through
a LONG integer, the routines handle a maximum of 65,520 bytes
at a time. In other words, a pointer can only access a bit
less than 64K at a time. If I get enough requests to extend
this range, I will do so. Meantime, that's the limit!
There are two routines which take care of memory management.
These allow you to allocate or deallocate memory. Note that if
you allocate too much memory, QuickBasic won't have any memory
to work with! Use the BASIC function "SETMEM" to see how much
memory is available before going hog-wild.
You can allocate memory like so:
MAllocate Bytes&, Ptr&, ErrCode%
If there isn't enough memory available, an error code will be
returned. Otherwise, Ptr& will point to the allocated memory.
Memory is allocated in chunks of 16 bytes, so there may be some
memory wasted if you choose a number of bytes that isn't evenly
divisible by 16.
When you are finished with that memory, you can free it up by
deallocation:
MDeallocate Ptr&, ErrCode%
An error code will be returned if Ptr& doesn't point to
previously allocated memory.
In the best of all possible worlds, there would be a third
routine which would allow you to reallocate or resize a block
of memory. However, due to certain peculiarities of
QuickBasic, I was unable to implement that. You can simulate
such a thing by allocating a new area of memory of the desired
size, moving an appropriate amount of information from the old
block to the new, and finally deallocating the old block.
Memory Management and Pointers page 45
Once you've allocated memory, you can move any sort of
information in or out of it except normal strings--
fixed-length strings, TYPEd values, arrays, or numeric values.
To do that, you use BASIC's VARSEG and VARPTR functions on the
variable. Convert the resulting segment/offset address to a
pointer:
TSeg% = VARSEG(Variable)
TOfs% = VARPTR(Variable)
VariablePtr& = MJoinPtr&(TSeg%, TOfs%)
Moving the information from one pointer to another is like so:
MMove FromPtr&, ToPtr&, Bytes&
For STRING or TYPEd values, you can get the number of bytes via
the LEN function. For numeric values, the following applies:
Type Bytes per value
======= ===============
INTEGER 2
LONG 4
SINGLE 4
DOUBLE 8
The "memory move" (MMove) routine is good for more than just
transferring information between a variable and allocated
memory, of course. Pointers can refer to any part of memory.
For instance, CGA display memory starts at segment &HB800,
offset 0, and goes on for 4000 bytes in text mode. That gives a
pointer of &HB8000. You can transfer from the screen to a
variable or vice versa. For that matter, you can scroll the
screen up, down, left, or right by using the appropriate
pointers. Add two to the pointer to move it to the next
character or 160 to move it to the next row. As I said,
pointers have all kinds of applications! You don't need to
worry about overlapping memory-- if the two pointers, combined
with the bytes to move, overlap at some point, why, the MMove
routine takes care of that for you. It avoids pointer
conflicts. MMove is a very efficient memory copying routine.
Suppose you've got a pointer and would like to convert it back
to the segment/offset address that BASIC understands. That's no
problem:
MSplitPtr Ptr&, TSeg%, TOfs%
Memory Management and Pointers page 46
You might also want to fill an area of memory with a specified
byte value, perhaps making freshly-allocated memory zeroes, for
example:
MFill Ptr&, Value%, Bytes&
Finally, there may be occasions when you might want to transfer
a single character. Rather than going through putting the
character into a STRING*1, getting the VARSEG/VARPTR, and using
MJoinPtr&, there is a simpler way:
MPutChr Ptr&, Ch$
Ch$ = MGetChr$(Ptr&)
Hopefully, this will give you some ideas to start with. I'll
expand on the uses of pointers and give further examples in
future versions of BasWiz. There are many, many possible uses
for such capabilities. Pointers and memory management used to
be the only real way in which BASIC could be considered
inferior to other popular languages-- that is no more!
NOTE:
QuickBasic may move its arrays around in memory! Don't
expect the address of an array to remain constant while your
program is running. Be sure to get the VARSEG/VARPTR for
arrays any time you're not sure they're in the same
location. Among the things which can cause arrays to move
are use of DIM, REDIM, or ERASE, and possibly calls to SUBs
or FUNCTIONs. I'm not sure if anything else may cause the
arrays to move, so be cautious!
Telecommunications page 47
BASIC is unusual among languages in that it comes complete with
built-in telecommunications support. Unfortunately, that
support is somewhat crude. Amongst other problems, it turns off
the DTR when the program SHELLs or ends, making it difficult to
write doors for BBSes or good terminal programs. It also
requires use of the /E switch for error trapping, since it
generates errors when line noise is encountered, and doesn't
provide much control. It doesn't even support COM3 and COM4,
which have been available for years.
BasWiz rectifies these troubles. It allows comprehensive
control over communications, includes COM3 and COM4, and
doesn't require error trapping. It won't fiddle with the DTR
unless you tell it to do so. The one limitation is that you
may use only a single comm port at a time.
Before you can use communications, you must initialize the
communications handler. If you didn't have BasWiz, you would
probably use something like:
OPEN "COM1:2400,N,8,1,RS,CS,DS" AS #1
With BasWiz, you do not have to set the speed, parity, and so
forth. Communications will proceed with whatever the current
settings are, unless you choose to specify your own settings.
When you initialize the comm handler, you specify only the port
number (1-4) and the size of the input and output buffers
(1-32,767 bytes):
TCInit Port, InSize, OutSize, ErrCode
The size you choose for the buffers should be guided by how
your program will use communications. Generally, a small
output buffer of 128 bytes will be quite adequate. You may
wish to expand it up to 1,500 bytes or so if you expect to
write file transfer protocols. For the input buffer, you will
want perhaps 512 bytes for normal use. For file transfer
protocols, perhaps 1,500 bytes would be better. If a high baud
rate is used, or for some other reason you might not be
emptying the buffer frequently, you may wish to expand the
input buffer size to 4,000 bytes or more.
When you are done with the telecomm routines, you must
terminate them. In BASIC, this would look something like:
CLOSE #1
With the BasWiz routines, though, you would use this instead:
TCDone
Telecommunications page 48
The BasWiz "TCDone" does not drop the DTR, unlike BASIC's
"CLOSE". This means that the modem will not automatically be
told to hang up. With BasWiz, you have complete control over
the DTR with the TCDTR routine. Use a value of zero to drop
the DTR or nonzero to raise the DTR:
TCDTR DTRstate
You may set the speed of the comm port to any baud rate from
1-65,535. If you will be dealing with comm programs that were
not written using BasWiz, you may wish to restrict that to the
more common rates: 300, 1200, 2400, 4800, 9600, 19200, 38400,
and 57600.
TCSpeed Baud&
The parity, word length, and stop bits can also be specified.
You may use 1-2 stop bits, 6-8 bit words, and parity settings
of None, Even, Odd, Mark, or Space. Nearly all BBSes use
settings of None, 8 bit words, and 1 stop bit, although you
will sometimes see Even, 7 bit words, and 1 stop bit. The
other capabilities are provided for dealing with mainframes and
other systems which may require unusual communications
parameters.
When specifying parity, only the first character in the string
is used, and uppercase/lowercase distinctions are ignored.
Thus, using either "none" or "N" would specify that no parity
is to be used.
TCParms Parity$, WordLength, StopBits
If your program needs to be aware of when a carrier is present,
it can check the carrier detect signal from the modem with the
TCCarrier function. This function returns zero if no carrier
is present:
IF TCCarrier THEN
PRINT "Carrier detected"
ELSE
PRINT "No carrier"
END IF
Telecommunications page 49
Suppose, though, that you need to know immediately when someone
has dropped the carrier? It wouldn't be too convenient to have
to spot TCCarrier functions all over your program! In that
case, try the "ON TIMER" facility provided by BASIC for keeping
an eye on things. It will enable you to check the carrier at
specified intervals and act accordingly. Here's a brief
framework for writing such code:
ON TIMER(30) GOSUB CarrierCheck
TIMER ON
' ...your program goes here...
CarrierCheck:
IF TCCarrier THEN ' if the carrier is present...
RETURN ' ...simply resume where we left off
ELSE ' otherwise...
RETURN Restart ' ...return to the "Restart" label
END IF
To get a character from the comm port, use the TCInkey$
function:
ch$ = TCInkey$
To send a string to the comm port, use TCWrite:
TCWrite St$
If you are dealing strictly with text, you may want to have a
carriage return and a linefeed added to the end of the string.
No problem:
TCWriteLn St$
Note that the length of the output buffer affects how the
TCWrite and TCWriteLn routines work. They don't actually send
string directly to the comm port. Instead, they put the string
into the output buffer, and it gets sent to the comm port
whenever the comm port is ready. If there is not enough room
in the output buffer for the whole string, the
TCWrite/TCWriteLn routines are forced to wait until enough
space has been cleared for the string. This can delay your
program. You can often avoid this delay simply by making the
output buffer larger.
If you'd like to know how many bytes are waiting in the input
buffer or output buffer, there are functions which will tell
you:
PRINT "Bytes in input buffer:"; TCInStat
PRINT "Bytes in output buffer:"; TCOutStat
Telecommunications page 50
If you would like to clear the buffers for some reason, you can
do that too. The following routines clear the buffers,
discarding anything which was waiting in them:
TCFlushIn
TCFlushOut
Finally, there is a routine which allows you to handle ANSI
codes in a window. Besides the IBM semi-ANSI display code
subset, mock-ANSI music is allowed. This routine is designed
as a subroutine that you can access via GOSUB, since there are
a number of variables that the routine needs to maintain that
would be a nuisance to pass as parameters, and QuickBasic
unfortunately can't handle SUBs in $INCLUDE files (so SHARED
won't work). To use it, either include ANSI.BAS directly in
your code, or use:
REM $INCLUDE: 'ANSI.BAS'
Set St$ to the string to process, set Win% to the handle of the
window to which to display, and set Music% to zero if you don't
want sounds or -1 if you do want sounds. Then:
GOSUB ANSIprint
Note that the virtual screen tied to the window must be at
least an 80 column by 25 row screen, since ANSI expects that
size. You are also advised to have an ON ERROR trap if you use
ANSIprint with Music% = -1, just in case a "bad" music sequence
slips through and makes BASIC unhappy. Check for ERR = 5
(Illegal Function Call). I may add a music handler later to
avoid this.
To get some idea of how these routines all tie together in
practice, see the TERM.BAS example program. It provides a
simple "dumb terminal" program to demonstrate the BasWiz comm
handler. Various command-line switches are allowed:
/43 use 43-line mode (EGA and VGA only)
/COM2 use COM2
/COM3 use COM3
/COM4 use COM4
/300 use 300 bps
/1200 use 1200 bps
/9600 use 9600 bps
/14400 use 14400 bps
/38400 use 38400 bps
/57600 use 57600 bps
/QUIET ignore "ANSI" music
By default, the TERM.BAS program will use COM1 at 2400 baud
with no parity, 8 bit words and 1 stop bit. You can exit the
program by pressing Alt-X.
Telecommunications page 51
If you're using a fast modem (9600 bps or greater), you should
turn on hardware flow control for reliable communications:
TCFlowCtl -1
The Xmodem file transfer protocol is currently supported for
sending files only. It automatically handles any of the usual
variants on the Xmodem protocol: 128-byte or 1024-byte blocks,
plus checksum or CRC error detection. In other words, it is
compatible with Xmodem (checksum), Xmodem CRC, and Xmodem-1K
(single-file Ymodem-like variant).
There are only two routines which must be used to transfer a
file. The first is called once to initialize the transfer. The
second is called repeatedly until the transfer is finished or
aborted. Complete status information is returned by both
routines. You can ignore most of this information or display
it any way you please.
The initialization routine looks like this:
StartXmodemSend Handle, Protocol$, Baud$, MaxRec, Record,
EstTime$, ErrCode
Only the first three parameters are passed to the routine.
These are the Handle of the file that you wish to send (use
FOpen to get the handle) and the Protocol$ that you wish to use
("Xmodem" or "Xmodem-1K"), and the current Baud$. On return,
you will get an ErrCode if the other computer did not respond,
or MaxRec (the number of blocks to be sent), Record (the
current block number), and EstTime$ (an estimate of the time
required to complete the transfer. The Protocol$ will have
"CHK" or "CRC" added to it to indicate whether checksum or CRC
error detection is being used, depending on which the receiver
requested.
The secondary routine looks like this:
XmodemSend Handle, Protocol$, MaxRec, Record, ErrCount,
ErrCode
The ErrCode may be zero (no error), greater than zero (error
reading file), or less than zero (file transfer error,
completion or abort). See the appendix on Error Codes for
specific details. The TERM.BAS example program shows how these
routines work together in practice.
The file accessed by the Xmodem routine will remain open.
Remember to close it when the transfer is done (for whatever
reason), using the FClose routine.
Telecommunications page 52
A few notes on the ins and outs of telecommunications...
The DTR signal is frequently used to control the modem. When
the DTR is "raised" or "high", the modem knows that we're ready
to do something. When the DTR is "dropped" or "low", the modem
knows that we're not going to do anything. In most cases, this
tells it to hang up or disconnect the phone line. Some modems
may be set to ignore the DTR, in which case it will not
disconnect when the DTR is dropped. Usually this can be fixed
by changing a switch on the modem. On some modems, a short
software command may suffice.
The DTR is generally the best way to disconnect. The Hayes
"ATH" command is supposed to hang up, but it doesn't work very
well.
The BasWiz comm handler makes sure the DTR is raised when
TCInit is used. It does not automatically drop the DTR when
TCDone is used, so you can keep the line connected in case
another program wants to use it. If this is not suitable, just
use TCDTR to drop the DTR. Your program must always use TCDone
before it exits, but it need only drop the DTR if you want it
that way.
If you want to execute another program via SHELL, it is ok to
leave communications running as long as control will return to
your program when the SHELLed program is done. In that case,
the input buffer will continue to receive characters from the
comm port unless the SHELLed program provides its own comm
support. The output buffer will likewise continue to transmit
characters unless overruled.
An assortment of file transfer protocols will be provided in
future versions of BasWiz. Among the ones supported will be
Xmodem, Xmodem-1K, Ymodem (batch), and Modem7 (batch). I do
not expect to support Kermit or Zmodem, since they are unduly
complicated. You can handle any file transfer protocol you
like by SHELLing to an external protocol program, or of course
you can write your own support code.
The Virtual Windowing System page 53
The virtual windowing system offers pop-up and collapsing
windows, yes... but that is just a small fraction of what it
provides. When you create a window, the part that you see on
the screen may be only a view port on a much larger window,
called a virtual screen. You can make virtual screens of up to
255 rows long or 255 columns wide. The only limitation is that
any single virtual screen must take up less than 65,520 bytes.
Each virtual screen is treated much like the normal screen
display, with simple replacements for the standard PRINT,
LOCATE, and COLOR commands. Many other commands are provided
for additional flexibility. The window on the virtual screen
may be moved, resized, or requested to display a different
portion of the virtual screen. If you like, you may choose to
display a frame and/or title around a window. When you open a
new window, any windows under it are still there and can still
be updated-- nothing is ever destroyed unless you want it that
way! With the virtual windowing system, you get a tremendous
amount of control for a very little bit of work.
The current version of the virtual windowing system only allows
text mode screens to be used. All standard text modes are
supported, however. This includes 25x40 CGA screens, the
standard 25x80 screen, and longer screens such as the 43x80 EGA
screen. The virtual windowing system is designed for computers
that offer hardware-level compatibility with the IBM PC, which
includes almost all MS-DOS/PC-DOS computers in use today.
Terminology:
-----------
DISPLAY
The actual screen.
SHADOW SCREEN
This is a screen kept in memory which reflects any changes
you make to windows. Rather than making changes directly on
the actual screen, the virtual windowing system works with a
"shadow screen" for increased speed and flexibility. You
specify when to update the display from the shadow screen.
This makes changes appear very smoothly.
VIRTUAL SCREEN
This is a screen kept in memory which can be treated much
like the actual screen. You may choose to make a virtual
screen any reasonable size. Every virtual screen will have a
corresponding window.
WINDOW
This is the part of a virtual screen which is actually
displayed. You might think of a window as a "view port" on
a virtual screen. A window may be smaller than its virtual
screen or the same size. It may have a frame or a title and
can be moved or resized.
The Virtual Windowing System page 54
Frankly, the virtual windowing system is one of those things
that's more difficult to explain than to use. It's very easy
to use, as a matter of fact, but the basic concepts will need a
little explanation. Rather than launching into a tedious and
long-winded description of the system, I'm going to take a more
tutorial approach, giving examples and explaining as I go
along. Take a look at the WDEMO.BAS program for examples.
Let's begin with the simplest possible scenario, where only a
background window is created. This looks just like a normal
screen.
REM $INCLUDE: 'BASWIZ.BI'
DEFINT A-Z
Rows = 25: Columns = 80 ' define display size
WInit Rows, Columns, ErrCode ' initialize window system
IF ErrCode THEN ' stop if we couldn't...
PRINT "Insufficient memory"
END
END IF
Handle = 0 ' use background handle
WWriteLn Handle, "This is going on the background window."
WWriteLn Handle, "Right now, that's the full screen."
WUpdate ' update the display
WDone ' terminate window system
What we just did was to display two lines on the screen--
nothing at all fancy, but it gives you the general idea of how
things work. Let's take a closer look:
- We INCLUDE the BASWIZ.BI definition file to let
QuickBasic know that we'll be using the BasWiz routines.
- We define the size of the display using the integer
variables Rows and Columns (you can use any variable
names you want). If you have an EGA display and had
previously used WIDTH ,43 to go into 43x80 mode, you'd
use "Rows = 43" here, for example.
- We initialize the windowing system with WInit, telling it
how large the display is. It returns an error code if it
is unable to initialize.
- We define the Handle of the window that we want to use.
The "background window" is always available as handle
zero, so we choose "Handle = 0".
- We print two strings to the background window with
WWriteLn, which is like a PRINT without a semicolon on
the end (it moves to the next line).
- At this point, only the shadow screen has been updated.
We're ready to display the information, so we use WUpdate
to update the actual screen.
- We're all done with the program, so we end with WDone.
The Virtual Windowing System page 55
See, there's nothing to it! We initialize the screen, print to
it or whatever else we need to do, tell the windowing system to
update the display, and when the program is done, we close up
shop.
The background screen is always available. It might help to
think of it as a virtual screen that's the size of the
display. The window on this virtual screen is exactly the same
size, so the entire virtual screen is displayed. As with other
virtual screens, you can print to it without disturbing
anything else. That means you can treat the background screen
the same way regardless of whether it has other windows on top
of it-- the other windows just "cover" the background
information, which will still be there.
This leads us to the topic of creating windows. Both a virtual
screen and a window are created simultaneously-- remember, a
window is just a view port on a virtual screen. The window can
be the same size as the virtual screen, in which case the
entire virtual screen is visible (as with the background
window) or it can be smaller than the virtual screen, in which
case just a portion of the virtual screen will be visible at
any one time.
A window is created like so:
' This is a partial program and can be inserted in the
' original example after the second WWriteLn statement...
VRows = 43: VColumns = 80 ' define virtual screen size
' create the window
WOpen VRows, VColumns, 1, 1, Rows, Columns, Handle, ErrCode
IF ErrCode THEN ' error if we couldn't...
PRINT "Insufficient memory available"
WDone ' (or use an error handler)
END
END IF
What we have done here is to create a virtual screen of 43 rows
by 80 columns. The window will be the size of the display, so
if you are in the normal 25x80 mode, only the first 25 rows of
the virtual screen will be visible. If you have an EGA or VGA
in 43x80 mode, though, the entire virtual screen will be
visible! So, this window lets you treat a screen the same way
regardless of the display size.
The Handle returned is used any time you want to print to this
new window or otherwise deal with it. If you are using many
windows, you might want to keep an array of handles, to make it
easier to keep track of which is which.
The Virtual Windowing System page 56
By default, a virtual screen is created with the following
attributes:
- The cursor is at (1,1), the upper left corner of the
virtual screen.
- The cursor size is 0 (invisible).
- The text color is 7,0 (white foreground on a black
background).
- There is no title or frame.
- The window starts at (1,1) in the virtual screen, which
displays the area starting at the upper left corner of
the virtual screen.
When you create a new window, it becomes the "top" window, and
will be displayed on top of any other windows that are in the
same part of the screen. Remember, you can print to a window
or otherwise deal with it, even if it's only partially visible
or entirely covered by other windows.
Don't forget WUpdate! None of your changes are actually
displayed until WUpdate is used. You can make as many changes
as you like before calling WUpdate, which will display the
results smoothly and at lightning speed.
We've created a window which is exactly the size of the
display, but which might well be smaller than its virtual
screen. Let's assume that the normal 25x80 display is being
used, in which case our virtual screen (43x80) is larger than
the window. We can still print to the virtual screen normally,
but if we print below line 25, the results won't be displayed.
What a predicament! How do we fix this?
The window is allowed to start at any given location in the
virtual screen, so if we want to see a different portion of the
virtual screen, all we have to do is tell the window to start
somewhere else. When the window is created, it starts at the
beginning of the virtual screen, coordinate (1,1). The WView
routine allows us to change this.
In our example, we're displaying a 43x80 virtual screen in a
25x80 window. To begin with, then, rows 1-25 of the virtual
screen are visible. To make rows 2-26 of the virtual screen
visible, we simply do this:
WView Handle, 2, 1
That tells the window to start at row 2, column 1 in the
virtual screen. Sounds easy enough, doesn't it? Well, if not,
don't despair. Play with it a little until you get the hang of
it.
The Virtual Windowing System page 57
You've noticed that the window doesn't need to be the same size
as the virtual screen. Suppose we don't want it the same size
as the display, either... suppose we want it in a nice box,
sitting out of the way in a corner of the display? Well, we
could have created it that way to begin with when we used
WOpen. Since we've already created it, though, let's take a
look at the routines to change the size of a window and to move
it elsewhere. The window can be made as small as 1x1 or as
large as its virtual screen, and it can be moved anywhere on
the display you want it.
Let's make the window a convenient 10 rows by 20 columns:
WSize Handle, 10, 20
And move it into the lower right corner of the display:
WPlace Handle, 12, 55
Don't forget to call WUpdate or the changes won't be visible!
Note also that we didn't really lose any text. The virtual
screen, which holds all the text, is still there. We've just
changed the size and position of the window, which is the part
of the virtual screen that we see, so less of the text (if
there is any!) is visible. If we made the window larger again,
the text in the window would expand accordingly.
If you were paying close attention, you noticed that we didn't
place the resized window flush against the corner of the
display. We left a little bit of room so we can add a frame
and a title. Let's proceed to do just that.
Window frames are displayed around the outside of a window and
will not be displayed unless there is room to do so. We have
four different types of standard frames available:
0 (no frame)
1 single lines
2 double lines
3 single horizontal lines, double vertical lines
4 single vertical lines, double horizontal lines
We must also choose the colors for the frame. It usually looks
best if the background color is the same background color as
used by the virtual screen. Let's go ahead and create a
double-line frame in bright white on black:
FType = 2: Fore = 15: Back = 0
WFrame Handle, FType, Fore, Back
The Virtual Windowing System page 58
If you'd rather not use the default frame types, there's ample
room to get creative! Frames 5-9 can be defined any way you
please. They are null by default. To create a new frame type,
you must specify the eight characters needed to make the frame:
upper left corner, upper middle columns, upper right corner,
left middle rows, right middle rows, lower left corner, lower
middle columns, and lower right corner.
+----------------------------------------+
| Want a plain text frame like this? |
| Use the definition string "+-+||+-+" |
+----------------------------------------+
The above window frame would be defined something like this:
Frame = 5
FrameInfo$ = "+-+||+-+"
WUserFrame Frame, FrameInfo$
Of course, you can choose any values you like. As always, the
names of the variables can be anything, as long as you name
them consistently within your program. You can even use
constants if you prefer:
WUserFrame 5, "+-+||+-+"
If you use a frame, you can also have a "shadow", which
provides a sort of 3-D effect. The shadow can be made up of
any character you choose, or it can be entirely transparent, in
which case anything under the shadow will change to the shadow
colors. This latter effect can be quite nice. I've found that
it works best for me when I use a dim foreground color with a
black background-- a foreground color of 8 produces wonderful
effects on machines that support it (it's "bright black", or
dark gray; some displays will show it as entirely black,
though, so it may not always work the way you want). For a
transparent shadow, select CHR$(255) as the shadow character.
You can turn the shadow off with either a null string or
CHR$(0).
Shadow$ = CHR$(255) ' transparent shadow
Fore = 8: Back = 0 ' dark gray on black
WShadow Handle, Shadow$, Fore, Back
A shadow will only appear if there is also a frame, and if
there is enough space for it on the screen. Currently, there
is only one type of shadow, which appears on the right and
bottom sides of the frame. It effectively makes the frame
wider and longer by one character.
The Virtual Windowing System page 59
We can have a title regardless of whether a frame is present or
not. Like the frame, the title is displayed only if there is
enough room for it. If the window is too small to accommodate
the full title, only the part of the title that fits will be
displayed. The maximum length of a title is 70 characters.
Titles have their own colors.
Title$ = "Wonderful Window!"
Fore = 0: Back = 7
WTitle Handle, Title$, Fore, Back
To get rid of a title, just use a null title string, for
example:
Title$ = ""
It may be convenient to set up a window that isn't always
visible-- say, for a help window, perhaps. The window could be
set up in advance, then shown whenever requested using just one
statement:
WHide Handle, Hide
You can make a window invisible by using any nonzero value for
Hide, or make it reappear by setting Hide to zero. As always,
the change will only take effect after WUpdate is used.
When WWrite or WWriteLn gets to the end of a virtual screen,
they normally scroll the "screen" up to make room for more
text. This is usually what you want, of course, but there are
occasions when it can be a nuisance. The automatic scrolling
can be turned off or restored like so:
WScroll Handle, AutoScroll
There are only a few more ways of dealing with windows
themselves. After that, I'll explain the different things you
can do with text in windows and how to get information about a
specific window or virtual screen.
If you have a lot of windows, one window may be on top of
another, obscuring part or all of the window(s) below. In
order to make sure a window is visible, all you need to do is
to put it on top, right? Hey, is this easy or what?!
WTop Handle
You may also need to "unhide" the window if you used WHide on
it previously.
The Virtual Windowing System page 60
Note that the background window will always be the background
window. You can't put handle zero, the background window, on
top. What? You say you need to do that?! Well, that's one of
the ways you can use the WCopy routine. WCopy copies one
virtual screen to another one of the same size:
WCopy FromHandle, ToHandle
You can copy the background window (or any other window) to
another window. The new window can be put on top, resized,
moved, or otherwise spindled and mutilated. The WDEMO program
uses this trick.
We've been through how to open windows, print to them, resize
them and move them around, among other things. We've seen how
to put a frame and a title on a window and pop it onto the
display. If you're a fan of flashy displays, though, you'd
probably like to be able to make a window "explode" onto the
screen or "collapse" off. It's the little details like that
which make a program visually exciting and
professional-looking. I wouldn't disappoint you by leaving
something fun like that out!
Since we're using a virtual windowing system rather than just a
plain ol' ordinary window handler, there's an extra benefit.
When a window explodes or collapses, it does so complete with
its title, frame, shadow, and even its text. This adds rather
nicely to the effect.
To "explode" a window, we just set up all its parameters the
way we normally would-- open the window, add a title or frame
if we like, print any text that we want displayed, and set the
screen position. Then we use WExplode to zoom the window from
a tiny box up to its full size:
WExplode Handle
The "collapse" routine works similarly. It should be used only
when you are through with a window, because it closes the
window when it's done. The window is collapsed from its full
size down to a tiny box, then eliminated entirely:
WCollapse Handle
Note that WExplode and WCollapse automatically use WUpdate to
update the display. You do not need to use WUpdate yourself
and you should make sure that the screen is the way you want it
displayed before you call either routine.
The Virtual Windowing System page 61
The WCollapse and WExplode routines were written in BASIC, so
you can customize them just the way you want them.
That's it for the windows. We've been through all the "tricky
stuff". There are a number of useful things you can do with a
virtual screen, though, besides printing to it with WWriteLn.
Let's take a look at what we can do.
WWriteLn is fine if you want to use a "PRINT St$" sort of
operation. Suppose you don't want to move to a new line
afterward, though? In BASIC, you'd use something like "PRINT
St$;" (with a semicolon). With the virtual windowing system,
you use WWrite, which is called just like WWriteLn:
WWrite Handle, St$
There are also routines that work like CLS, COLOR and LOCATE:
WClear Handle
WColor Handle, Fore, Back
WLocate Handle, Row, Column
The WClear routine is not quite like CLS in that it does not
alter the cursor position. If you want the cursor "homed", use
WLocate.
Note that the coordinates for WLocate are based on the virtual
screen, not the window. If you move the cursor to a location
outside the view port provided by the window, it will
disappear. Speaking of disappearing cursors, you might have
noticed that our WLocate doesn't mimic LOCATE exactly: it
doesn't provide for controlling the cursor size. Don't panic!
There's another routine available for that:
WCursor Handle, CSize
The CSize value may range from zero (in which case the cursor
will be invisible) to the maximum size allowed by your display
adapter. This will always be at least eight.
Now, since each virtual screen is treated much like the full
display, you may be wondering what happens if the cursor is
"on" in more than one window. Does that mean multiple cursors
are displayed? Well, no. That would get a little confusing!
Only the cursor for the top window is displayed. If you put a
different window on top, the cursor for that window will be
activated and the cursor for the old top window will
disappear. The virtual windowing system remembers the cursor
information for each window, but it only actually displays the
cursor for the window that's on top.
The Virtual Windowing System page 62
In addition to the usual screen handling, the windowing system
provides a number of new capabilities which you may find very
handy. These include routines to insert and delete both
characters and rows, which is done at the current cursor
position within a selected virtual screen:
WDelChr Handle
WDelLine Handle
WInsChr Handle
WInsLine Handle
These routines can also be used for scrolling. Remember, the
display isn't updated until you use WUpdate, and then it's
updated all at once. You can use any of the routines multiple
times and the display will still be updated perfectly
smoothly-- all the real work goes on behind the scenes!
Normally, the windowing system interprets control codes
according to the ASCII standard-- CHR$(7) beeps, CHR$(8) is a
backspace, and so forth. Sometimes you may want to print the
corresponding IBM graphics character instead, though... or
maybe you just don't use control codes and want a little more
speed out of the windowing system. You can turn control code
handling on or off for any individual window:
WControl Handle, DoControl
When you are done with a virtual screen and no longer need it,
you can dispose of it like so:
WClose Handle
All of the information that can be "set" can also be
retrieved. That's useful in general, of course, but it's also
a great feature for writing portable subprograms. You can
create subprograms that will work with any virtual screen,
since it can retrieve any information it needs to know about
the virtual screen or its window. That's power!
The Virtual Windowing System page 63
Here is a list of the available window information routines:
WGetColor Handle, Fore, Back
' gets the current foreground and background colors
WGetControl Handle, DoControl
' gets whether control codes are interpreted
WGetCursor Handle, CSize
' gets the cursor size
WGetFrame Handle, Frame, Fore, Back
' gets the frame type and frame colors
WGetLocate Handle, Row, Column
' gets the cursor position
WGetPlace Handle, Row, Column
' gets the starting position of a window on the display
WGetScroll Handle, AutoScroll
' gets the status of auto-scroll
' (scrolling at the end of a virtual screen)
Shadow$ = SPACE$(1)
WGetShadow Handle, Shadow$, Fore, Back
' gets the shadow character (CHR$(0) if there's no
' shadow) and colors
WGetSize Handle, Rows, Columns
' gets the size of a window
Title$ = SPACE$(70)
WGetTitle Handle, Title$, TLen, Fore, Back
Title$ = LEFT$(Title$, TLen)
' gets the title string (null if there's no title) and
' title colors
WGetTop Handle
' gets the handle of the top window
FrameInfo$ = SPACE$(8)
WGetUFrame$ Frame, FrameInfo$
' gets the specification for a given user-defined frame
WGetView Handle, Row, Column
' gets the starting position of a window within a
' virtual screen
WGetVSize Handle, Rows, Columns
' gets the size of a virtual screen
WHidden Handle, Hidden
' tells you whether a window is visible
The Virtual Windowing System page 64
As well as displaying information in a window, you will
frequently want to allow for getting input from the user. Of
course, INKEY$ will still work fine, but that's not an
effective way of handling more than single characters. The
virtual windowing system includes a flexible string input
routine which is a lot more powerful:
WInput Handle, Valid$, ExitCode$, ExtExitCode$,
MaxLength, St$, ExitKey$
The Valid$ variable allows you to specify a list of characters
which may be entered. If you use a null string (""), any
character will be accepted.
ExitCode$ specifies the normal keys that can be used to exit
input. You'll probably want to use a carriage return,
CHR$(13), for this most of the time. You can also specify exit
on extended key codes like arrow keys and function keys via
ExtExitCode$.
MaxLength is the maximum length of the string you want. Use
zero to get the longest possible string. The length may go up
to the width of the virtual screen, minus one character. The
window will be scrolled sideways as needed to accommodate the
full length of the string.
The St$ variable is used to return the entered string, but you
can also use it to pass a default string to the routine.
ExitKey$ returns the key that was used to exit input.
A fairly strong set of editing capabilities is available
through WInput. The editing keys can be overridden by ExitCode$
or ExtExitCode$, but by default they include support for both
the cursor keypad and WordStar:
Control-S LeftArrow move left once
Control-D RightArrow move right once
Control-V Ins insert <--> overstrike modes
Control-G Del delete current character
Control-H Backspace destructive backspace
Home move to the start of input
End move to the end of input
The Virtual Windowing System page 65
Pop-up menus have become very popular in recent years.
Fortunately, they are a natural application for virtual
windows! BasWiz provides a pop-up menuing routine which allows
you to have as many as 255 choices-- the window will be
scrolled automatically to accommodate your "pick list", with a
highlight bar indicating the current selection.
The pop-up menu routine uses a window which you've already set
up, so you can use any of the normal window options-- frames,
titles, shadows, etc. You must provide a virtual screen large
enough to hold your entire pick list; the window itself can be
any size at all.
The pick list is passed to WMenuPopUp through a string array.
You can dimension this array in any range that suits you. The
returned selection will be the relative position in the array
(1 for the first item, etc); if the menu was aborted, 0 will be
returned instead.
The current window colors will be used for the "normal"
colors. You specify the desired highlight colors when calling
the pop-up menu routine.
Result = WMenuPopUp(Handle, PickList$(), HiFore, HiBack)
The mouse is not supported, since BasWiz does not yet have
mouse routines. However, scrolling can be accomplished with any
of the more common methods: up and down arrows, WordStar-type
Control-E and Control-X, or Lotus-type tab and backtab. The
ESCape key can be used to abort without choosing an option.
On exit, the menu window will remain in its final position, in
case you wish to pop up a related window next to it or
something similar. Since it's just an ordinary window, you can
use WClose or WCollapse if you prefer to get rid of it.
The WMenuPopUp routine was written in BASIC, so you will find
it easy to modify to your tastes if you register BasWiz. It
was written with extra emphasis on comments and clarity, since
I know many people will want to customize this routine!
The Virtual Windowing System page 66
There are two more routines which allow the virtual windowing
system to work on a wide variety of displays: WFixColor and
WSnow.
Chances are, as a software developer you have a color display.
However, there are many people out there who have monochrome
displays, whether due to preference, a low budget, or use of
notebook-style computers with mono LCD or plasma screens.
WFixColor allows you to develop your programs in color while
still supporting monochrome systems. It tells the virtual
windowing system whether to keep the colors as specified or to
translate them to their monochrome equivalents:
WFixColor Convert%
Set Convert% to zero if you want true color (default), or to
any other value if you want the colors to be translated to
monochrome. In the latter case, the translation will be done
based on the relative brightness of the foreground and
background colors. The result is guaranteed to be readable on
a monochrome system if it's readable on a color system. You
should check the results on your system to make sure that such
things as highlight bars still appear highlighted, however.
In the case of some of the older or less carefully designed CGA
cards, the high-speed displays of the virtual windowing system
can cause the display to flicker annoyingly. You can get rid
of the flicker at the expense of slowing the display:
WSnow Remove%
Set Remove% to zero if there is no problem with "snow" or
flickering (default), or to any other value if you need "snow
removal". Using snow removal will slow down the display
substantially, which may be a problem if you update (WUpdate)
it frequently.
Note that you can't detect either of these cases automatically
with perfect reliability. Not all CGA cards have flicker
problems. Also, mono displays may be attached to CGA cards and
the computer won't know the difference. A VGA with a "paper
white" monitor may well think it has color, and will mostly act
like it, but some "color" combinations can be very difficult to
read. While you can self-configure the program to some extent
using the GetDisplay routine (see Other Routines), you should
also provide command-line switches so that the user can
override your settings. Microsoft generally uses "/B" to denote
a monochrome ("black and white") display, so you may want to
follow that as a standard.
Finally, by popular request, there is a routine which returns
the segment and offset of a virtual screen. This lets you do
things with a virtual screen that are not directly supported by
BasWiz. Virtual screens are laid out like normal text screens.
WGetAddress Handle, WSeg, WOfs
Other Routines page 67
There are a number of routines for which I couldn't find a
specific category.
To see how much expanded memory is available, use the GetEMS
function. It'll return zero if there is no expanded memory
installed:
PRINT "Kbytes of expanded memory:"; GetEMS
The GetDisplay routine tells what kind of display adapter is
active and whether it's hooked up to a color monitor. The only
time it can't detect the monitor type is on CGA setups (it
assumes "color"). It's a good idea to allow a "/B" switch for
your program so the user can specify if a monochrome monitor is
attached to a CGA.
GetDisplay Adapter, Mono
IF Mono THEN
PRINT "Monochrome monitor"
ELSE
PRINT "Color monitor"
END IF
SELECT CASE Adapter
CASE 1: PRINT "MDA"
CASE 2: PRINT "Hercules"
CASE 3: PRINT "CGA"
CASE 4: PRINT "EGA"
CASE 5: PRINT "MCGA"
CASE 6: PRINT "VGA"
END SELECT
The ScreenSize routine returns the number of rows and columns
on the display (text modes only):
ScreenSize Rows%, Columns%
Miscellaneous Notes page 68
The virtual windowing system allows up to 16 windows to be open
at a time, including the background window, which is opened
automatically. This is subject to available memory, of course.
The far string handler allows up to 65,535 strings of up to 255
characters each, subject to available memory. When the handler
needs additional memory for string storage, it allocates more
in blocks of 16 Kbytes. If that much memory is not available,
an "out of memory" error will be generated (BASIC error number
7). You can check the size of the available memory pool using
the SETMEM function provided by QuickBasic.
The communications handler only allows one comm port to be used
at a time. This will change in a future version.
The file handler does not allow you to combine Write mode with
Text mode or input buffering. This will change in a future
version of BasWiz.
A certain lack of speed is inherent in BCD math, especially
if you require high precision. The division, root, and trig
routines in particular are quite slow. I'll attempt to improve
this in the future, but the routines are already fairly well
optimized, so don't expect miracles. Precision costs!
The fraction routines are much faster, but they have a much
smaller range. I'll have to do some experimenting on that. It
may prove practical to use a subset of the BCD routines to
provide an extended range for fractions without an unreasonable
loss in speed.
All routines are designed to be as bomb-proof as possible.
If you pass an invalid value to a routine which does not return
an error code, it will simply ignore the value.
The EGA graphics routines are designed for use with EGAs having
at least 256K RAM on board. They will not operate properly on
old 64K EGA systems.
Image loading (.MAC and .PCX) is quite slow. The bulk of the
code is in BASIC at this point, to make it easier for me to
extend the routines to cover other graphics modes. They will
be translated to assembly later.
The G#Write and G#WriteLn services support three different
fonts: 8x8, 8x14, and 8x16. The default font is always 8x8,
providing the highest possible text density. QuickBasic, on
the other hand, allows only one font with a text density of as
close to 80x25 as possible.
Miscellaneous Notes page 69
The G#Write and G#WriteLn services interpret ASCII control
characters, i.e. CHR$(0) - CHR$(31), according to the more
standard handling used by DOS rather than the esoteric
interpretation offered by QuickBasic. This is not exactly a
limitation, but it could conceivably cause confusion if your
program happens to use these characters. The ASCII
interpretation works as follows:
Code Meaning
==== =======
7 Bell (sound a beep through the speaker)
8 Backspace (eliminate the previous character)
9 Tab (based on 8-character tab fields)
10 LineFeed (move down one line, same column)
12 FormFeed (clear the screen)
13 Return (move to the start of the row)
G#MirrorH will only work properly on images with byte
alignment! This means that the width of the image must be
evenly divisible by four if SCREEN 1 is used, or evenly
divisible by eight if SCREEN 2 is used.
The graphics routines provide little error checking and will
not do clipping (which ignores points outside the range of the
graphics mode). If you specify coordinates which don't exist,
the results will be unusual at best. Try to keep those values
within the proper range!
A very few of the graphics routines are slower than their
counterparts in QuickBasic. These are mostly drawing diagonal
lines and filling boxes. I hope to get these better optimized
in a future release. The GET/PUT replacements are quite slow,
but that's strictly temporary! I rushed 'em in by special
request from a registered BasWiz owner.
If you use PRINT in conjunction with GN4Write or GN4WriteLn, be
sure to save the cursor position before the PRINT and restore
it afterwards. BASIC and BasWiz share the same cursor
position, but each interprets it to mean something different.
The GN0 (360x480x256) and GN1 (320x400x256) routines use
nonstandard VGA modes. The GN1 routines should work on just
about any VGA, however. The GN0 routines will work on many
VGAs, but are somewhat less likely to work than the GN1
routines due to the techniques involved.
Miscellaneous Notes page 70
The GN0Write, GN0WriteLn, GN1Write and GN1WriteLn routines are
somewhat slow in general and quite slow when it comes to
scrolling the screen. These problems are related to
peculiarities of these modes that I'm still grappling with.
They will hopefully be improved in a future release.
The G1Border routine is normally used to select the background
(and border) color for SCREEN 1 mode. It can also be used in
SCREEN 2 mode, where it will change the foreground color
instead. Note that this may produce peculiar results if an EGA
or VGA is used and it isn't locked into "CGA" mode, so be
careful if your program may run on systems with displays other
than true CGAs.
GET/PUT images have a lot of possibilities that Microsoft has
never touched on. I'll be exploring this extensively in future
versions. Among other things, expect the ability to change the
colors, rotate the image, and translate the image from one
graphics mode format to another. Enlarging and shrinking the
image will also be a good bet.
Note that you can GET an image in SCREEN 1 and PUT it in SCREEN
2! It'll be shaded instead of in colors. This is a
side-effect of the CGA display format.
The first two elements of a GET/PUT array (assuming it's an
integer array) tells you the size of the image. The first
element is the width and the second is the height, in pixels.
Actually, that's not quite true. Divide the first
element by 2 for the width if the image is for SCREEN 1, or by
8 if for SCREEN 13.
It's always possible that a problem has escaped notice. If you
run into something that you believe to be a bug or
incompatibility, please tell me about it, whether you've
registered BasWiz or not.
Do you like what you see? Tell me what you like, what you
don't like, and what you'd be interested in seeing in future
versions! Chances are good that I'll use your suggestions. If
you know of a good reference book or text file, I'd like to
hear about that too! You can reach me through U.S. Mail or
through several of the international BASIC conferences on
BBSes. See the WHERE.BBS file for places I frequent!
Error Codes page 71
The expression evaluator returns the following error codes:
0 No error, everything went fine
2 A number was expected but not found
4 Unbalanced parentheses
8 The expression string had a length of zero
9 The expression included an attempt to divide by zero
The far string handler does not return error codes. If an
invalid string handle is specified for FSSet, it will be
ignored; if for FSGet, a null string will be returned. If you
run out of memory for far strings, an "out of memory" error
will be generated (BASIC error #7). You can prevent this by
checking available memory beforehand with the SETMEM function
provided by QuickBasic. Far string space is allocated as
needed in blocks of just over 16 Kbytes, or 16,400 bytes to be
exact.
The telecommunications handler returns the following error
codes for TCInit:
0 No error, everything A-Ok
1 The comm handler is already installed
2 Invalid comm port specified
3 Not enough memory available for input/output buffers
The telecommunications handler returns these error codes for
Xmodem Send:
-13 FATAL : Unsupported transfer protocol
-12 FATAL : Excessive errors
-11 FATAL : Keyboard <ESC> or receiver requested CANcel
-5 WARNING : Checksum or CRC error
-1 WARNING : Time-out error (receiver didn't respond)
0 DONE : No error, transfer completed ok
>0 ERROR : File problem (see file error codes)
Error Codes page 72
The file services return the following error codes: (The
asterisk "*" is used to identify "critical errors")
0 No error
1 Invalid function number (usually invalid parameter)
2 File not found
3 Path not found
4 Too many open files
5 Access denied (probably "write to read-only file")
6 Invalid file handle
7 Memory control blocks destroyed
8 Insufficient memory (usually RAM, sometimes disk)
9 Incorrect memory pointer specified
15 Invalid drive specified
* 19 Tried to write on a write-protected disk
* 21 Drive not ready
* 23 Disk data error
* 25 Disk seek error
* 26 Unknown media type
* 27 Sector not found
* 28 Printer out of paper
* 29 Write fault
* 30 Read fault
* 31 General failure
* 32 Sharing violation
* 33 Lock violation
* 34 Invalid disk change
36 Sharing buffer overflow
A "critical error" is one that would normally give you the
dreaded prompt:
A>bort, R>etry, I>gnore, F>ail?
Such errors generally require some action on the part of the
user. For instance, they may need to close a floppy drive door
or replace the paper in a printer. If a critical error occurs
on a hard drive, it may indicate a problem in the drive
hardware or software setup. In that case, the problem may
possibly be cleared up by "CHKDSK /F", which should be executed
directly from the DOS command line (do not execute this by
SHELL).
Troubleshooting page 73
Problem:
QB says "subprogram not defined".
Solution:
The definition file was not included. Your program must
contain the line:
REM $INCLUDE: 'BASWIZ.BI'
before any executable code in your program. You should
also start QuickBasic with
QB /L BASWIZ
so it knows to use the BasWiz library.
Problem:
LINK says "unresolved external reference".
Solution:
Did you specify BasWiz as the library when you used LINK?
You should! The BASWIZ.LIB file must be in the current
directory or along a path specified by the LIB environment
variable (like PATH, but for LIB files).
Problem:
The virtual windowing system doesn't display anything.
Solution:
Perhaps you left out the WUpdate routine? If so, the
shadow screen is not reflected to the actual screen and
nothing will appear. The screen also needs to be in text
mode (either no SCREEN statement or SCREEN 0). Finally,
only the default "page zero" is supported on color
monitors.
Problem:
The virtual windowing system causes the display to flicker
on CGAs.
Solution:
Use the WSnow routine to get rid of it. Unfortunately,
this will slow the display down severely. You might want
to upgrade your display card!
Troubleshooting page 74
Problem:
QuickBasic doesn't get along with the Hercules display
routines.
Solution:
Are you using an adapter which mimics Hercules mode along
with EGA or VGA mode? QuickBasic doesn't like that, since
it thinks you'll be using EGA or VGA mode. Use the
stand-alone compiler (BC.EXE) instead of the environment
(QB.EXE) and you should be fine. You might also consider
getting a separate Herc adapter and monochrome monitor. It's
possible to combine a Hercules monochrome adapter with a
CGA, EGA or VGA. This does, however, slow down 16-bit VGAs.
Problem:
QB says "out of memory" (or "range out of bounds" on a DIM
or REDIM).
Solution:
If you're using the memory management/pointer routines,
you've probably allocated too much memory! You need to
leave some for QuickBasic. Use the SETMEM function
provided by BASIC to determine how much memory is
available before allocating memory. The amount needed by
QuickBasic will depend on your program. The primary
memory-eaters are arrays and recursive subprograms or
functions.
Many of the BasWiz routines need to allocate memory,
including the virtual window manager, telecommunications
handler, and memory management system. Besides checking
with SETMEM to make sure there's memory to spare, don't
forget to check the error codes returned by these routines
to make sure they're working properly!
Problem:
The cursor acts funny (appears when it shouldn't or vice
versa).
Solution:
Try locking your EGA or VGA into a specific video mode
using the utility provided with your display adapter.
Cursor problems are usually related either to "auto mode
detection" or older EGAs.
Troubleshooting page 75
Problem:
The BCD trig functions return weird results.
Solution:
Make sure you've made room in your BCD size definition for
some digits to the left of the decimal as well as to the
right! Calculations with large numbers are needed to
return trig functions with high accuracy.
Problem:
The G#MirrorH routine is -almost- working right, but the
results are truncated or wrapped to one side.
Solution:
Make your GET image a tad wider. The number of pixels
wide must be evenly divisible by four in SCREEN 1, or by
eight in SCREEN 2.
History and Philosophy page 76
"History," you say. "Philosophy. What the heck does that have
to do with a BASIC library? Yuck! Go away and leave me alone!"
Ok. This section is not strictly necessary for using BasWiz.
If you're not interested, you can certainly avoid reading this
without ill effects.
Still here? Thank you! I'll try to keep it short.
Back in 'bout 1984 or so, I created ADVBAS, one of the very
first assembly language libraries for BASIC. That was for IBM
BASCOM 1.0, well before QuickBasic came out. I created the
library for my own use and ended up making a moderately
successful shareware project out of it.
ADVBAS was designed in bits and pieces that came along
whenever I felt like adding to the library or needed a new
capability. The routines were designed at a low level, with
most of the actual work needed to accomplish anything useful
left to BASIC. All this resulted in a decent amount of
flexibility but also a good deal of chaos as new routines
provided capabilities that overlapped with old routines.
Although I tried to keep the calling sequence reasonably
standardized, it didn't always work out that way. Then too,
the library was designed well before the neat capabilities of
QuickBasic 4.0 came into being and couldn't take good advantage
of them.
The BasWiz project is a next-generation library. It is
designed to overcome the liabilities I've encountered with
ADVBAS and every other library I've seen for BASIC. Rather
than being put together haphazardly, one routine at a time, I
have designed BasWiz as a coordinated collection. The virtual
windowing system is an excellent example of this. Rather than
having separate print routines, window routines, screen saving
routines, virtual screen routines and all the rest, it is all
combined into one single package. The routines are designed at
a high level, providing a maximum of functionality with a
minimum of programming effort. The gritty details are kept
hidden inside the library where you need never deal with them.
Consider the apparent simplicity of the far string handler!
Many more capabilities will be added in future versions, but...
very carefully.
History and Philosophy page 77
This library represents the culmination of many years of
experience in the fields of BASIC and assembly language
programming. I have spared no effort. It's the best I can
offer and I hope you'll forgive me for taking some pride in my
work! If you find this library powerful and easy to use, I'll
count my efforts a great success.
As you might have guessed, I'm not exactly in it just for the
money. Nonetheless, money is always nice! If you like BasWiz,
please do register. That will enable me to continue to upgrade
my equipment and reference library so I can design more
advanced BasWiz routines.
Update: BasWiz was the first to use my new approach to BASIC
library design. On the whole, I think, it has been successful.
However, I have come to realize that there are elements of the
design which don't fit together as well as I had envisioned. I
will be writing another library which will reach closer to my
goals. It should be available in mid-1993, for 80386 and more
advanced machines only. Of course, I will also continue to
support BasWiz and PBClone as long as there is any demand for
them (not a serious problem at the moment)!
Using BasWiz with P.D.Q. or QBTiny page 78
Most of the BasWiz routines will work with current versions of
Crescent's P.D.Q. or my QBTiny library without modification.
The major exceptions are the expression evaluator, the BCD and
fraction math routines, and the polygon-generating graphics
routines, due to their use of floating point math.
Older versions of the P.D.Q. library do not support the SETMEM
function, which is required by many BasWiz routines. If your
version of P.D.Q. is before v2.10, you must LINK in the SETMEM
stub provided with BasWiz:
LINK program+PDQSTUB/NOD,,NUL,BASWIZ+PDQ;
If you use LINK differently, that's fine. The only thing
necessary is to make sure "+PDQSTUB" is listed after the name
of your program as the first LINK argument. Use of /EX and
other LINK parameters is no problem. Use of other libraries,
if any, is also supported. I've found that, for some reason,
P.D.Q. usually wants to be the last library listed.
P.D.Q. does not support dynamic string functions at the time I
write this, although I understand it's in the works. You will
have to add the STATIC keyword to all BasWiz string functions
and recompile them in order to use them with P.D.Q.
QBTiny does not support dynamic arrays. You will be unable to
use any routines which require dynamic arrays with QBTiny.
Credits page 79
For some of the reference works I have used in writing BasWiz,
see the BIBLIO.TXT file.
Crescent Software provided me with a copy of P.D.Q. so I could
test for any compatibility problems between it and BasWiz.
The inverse hyperbolic trig functions are based on a set of
BASIC routines by Kerry Mitchell.
The 360x480 256-color VGA mode was made possible by John
Bridges' VGAKIT library for C. Two of the most vital low-level
routines are based directly on code from VGAKIT. If you use C,
check your local BBS for this library. Last I looked,
VGAKIT41.ZIP was the current version.
The 320x400 VGA mode was made possible by Michael Abrash's
graphics articles in Programmer's Journal. Since the sad
demise of P.J., Mr. Abrash's articles can be found in another
excellent tech magazine, Dr. Dobb's Journal.
Definicon Corp very kindly released a public-domain program
called SAMPLE.C which shows how to access the 64k banks used by
extended VGA 256-color modes. This was the key to the GN5xxx
routines (the so-called "tech ref" section of my Boca SuperVGA
manual referred me to IBM's VGA docs, which would be utterly
useless in accessing these modes).