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GSMATE
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INSTRUCT
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1992-10-17
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GIRL SCOUTMATE
by
Kevin Coleman
Copyrighted(c) by Kevin Coleman, 1992
All Rights Reserved
Table of Contents
General Information . . . . . . . . . . . . . . . . . . . . . . . 1
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Start Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Add Scout . . . . . . . . . . . . . . . . . . . . . . . . . 6
Add Adult/Leader . . . . . . . . . . . . . . . . . . . . . 12
Modify . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Global Update . . . . . . . . . . . . . . . . . . . . 14
Erase Unawarded Badges Marks . . . . . . . . . . . . 14
Delete . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Query Database . . . . . . . . . . . . . . . . . . . . . . 15
Print . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Reports . . . . . . . . . . . . . . . . . . . . . . . 17
Permission Slips . . . . . . . . . . . . . . . . . . 18
Envelope/Label Printing . . . . . . . . . . . . . . . 19
Roster . . . . . . . . . . . . . . . . . . . . . . . 20
Phone List . . . . . . . . . . . . . . . . . . . . . 21
Notes . . . . . . . . . . . . . . . . . . . . . . . . 21
Printing of Records . . . . . . . . . . . . . . . . . 21
Select Pages Menu . . . . . . . . . . . . . . . . . 21
Printer Status Screen . . . . . . . . . . . . . . . . 22
Select Names Menu . . . . . . . . . . . . . . . . . . 23
Mail Merge . . . . . . . . . . . . . . . . . . . . . . . . 24
Customized Reports . . . . . . . . . . . . . . . . . . . . 27
Troop Inventory Module . . . . . . . . . . . . . . . . . . 27
Book Inventory Module . . . . . . . . . . . . . . . . . . 30
Financial Module . . . . . . . . . . . . . . . . . . . . . 32
Calendar . . . . . . . . . . . . . . . . . . . . . . . . . 34
Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Utilities . . . . . . . . . . . . . . . . . . . . . . . . 36
Choose Active Troop . . . . . . . . . . . . . . . . . 36
Pack Records . . . . . . . . . . . . . . . . . . . . 37
Undelete Record . . . . . . . . . . . . . . . . . . . 37
Export/Import Records . . . . . . . . . . . . . . . . 38
Backup Files . . . . . . . . . . . . . . . . . . . . 39
Defaults/Updates . . . . . . . . . . . . . . . . . . 39
Delete Bridge Files . . . . . . . . . . . . . . . . . 40
Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Appendices
Appendix A . . . . . . . . . . . . . . . . . . . . . . . . 41
Appendix B . . . . . . . . . . . . . . . . . . . . . . . . 43
Appendix C . . . . . . . . . . . . . . . . . . . . . . . . 46
General Information
UPDATED INFORMATION
There may be a file included on the Girl Scoutmate disk called
readme. Print out this file by typing copy readme prn: and hitting
enter or read the file by typing type readme and hitting enter. This file contains any updated information not in the Girl Scoutmate
manual.
_____________________________________________________________________
LICENSING AGREEMENT
COPYING
This package is licensed only to the person to whom it is registered.
No other copies, except as stipulated under Backup Copies, may be
made without the express written consent of Kevin Coleman.
BACKUP COPIES
Backup copies may be made as seen fit. However, registered copies of
GIRL SCOUTMATE may not be copied for distribution to other persons
without the express written consent of Kevin Coleman except as stipulated under Copying.
LIMITED WARRANTY
This software is warranted to the original purchaser of this product that the software programs will be free from defects in materials and
workmanship for ninety days from the date of purchase. Defective
media that have not been subjected to misuse, excessive wear, or
damage due to carelessness may be returned during that ninety-day
period and replaced without charge.
Following the ninety-day period, defective media will be replaced for a fee of $10.
I specifically disclaim all other warranties, expressed or implied,
including but not limited to implied warranties of merchantability
and fitness for a particular purpose. In no event shall I be liable for any loss of profit or any other damage including but not limited
to special, incidental, consequential or other damages.
This agreement shall be construed, interpreted and governed by the
laws of the state of New York.
Use of this program indicates that you have accepted the terms of
this agreement.
_____________________________________________________________________
TECHNICAL SERVICE
All correspondence should be mailed to:
Kevin Coleman
P.O. Box 210574 Bushwick Finance Station
Brooklyn, N.Y. 11221-0010
For phone support, call (718) 919-2082 24 hours a day/7 days a week.
If an answering machine picks up, leave a brief message with your
name, number and registration number and someone will get back to you as soon as possible.
I can also be reached via Prodigy (ID #: HRTD86A) and Compuserve
(ID #: 76270,1115).
- 1 -
Installation
In order to use GIRL SCOUTMATE, you must first run the installation
program. The installation program will copy and make the appropriate
files on your disk as well as making a configuration file which
contains the necessary information to run GIRL SCOUTMATE. GIRL
SCOUTMATE can be run from both floppy and hard drives, however
running from a hard drive (if you have one) is strongly recommended.
To run installation, first put your GIRL SCOUTMATE disk in your
floppy drive and type INSTALL (make sure the active drive is the
floppy drive).
This program will create your configuration and all files necessary
to run GIRL SCOUTMATE.
Step 1: Choose the drive that you are installing from (the drive the
GIRL SCOUTMATE disk is in). GIRL SCOUTMATE will automatically pick
the current default path. If the GIRL SCOUTMATE disk is in a
different drive, erase the current line and type in the correct drive
and path.
Step 2: You will be asked to input the path where the GIRL SCOUTMATE
master files should be copied to. This will be the program path.
This will be where you will be running GIRL SCOUTMATE from (never use
the original disk). A default path will already be shown. If you
wish to change it, put the drive letter and the path (ex. c:\gsmate
or e:\troop\scout\files). Make sure that you do not leave out the
drive letter and colon. If you leave these out, the directories may
be improperly created. If these directories do not exist, they will
automatically be created. Note that you cannot install GIRL
SCOUTMATE to the same directory that the master files are in. Also
note that if you are using a floppy disk(s), the disk(s) MUST be
formatted.
Step 3: You will be asked if you wish Girl Scoutmate to be installed
on two separate floppy disks. This is for floppy disk drive users
only. The default is No. Y and N (yes and no, respectively) are
your choices for this option. This will put the executable file
(only needed in the beginning) on one disk, and the rest of the files
on another.
Step 4: You will be asked for the printer port. The choices are
LPT1:, LPT2:, COM1:, COM2: and No Printer. If you do not have a
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printer then select No Printer otherwise select the appropriate port.
If you select No Printer, then you will only be able to print to a
file.
Step 5: The next question is how many lines per page your printer is.
Enter a number from 1 to 99 lines. The default is 54.
Step 6: You will now be asked whether you wish to keep a history of
the Troop Inventory Module. The history will keep track of the item
number, who the item was lent to, the date lent, date due and date
returned and also any comments which were put in. The history can be
viewed from the Troop Inventory menu. See page 27 for more
information. Y and N (yes and no, respectively) are your choices for
this option.
Step 7: You will now be asked whether you wish to keep a history of
the Book Inventory Module. The history will keep track of the item
number, who the item was lent to, the date lent, date due and date
returned and also any comments which were put in. The history can be
viewed from the Book Inventory menu. See page 31 for more
information. Y and N (yes and no, respectively) are your choices for
this option.
Step 8: Finally, you will be asked to enter the number of the first
troop to be kept track of.
That's it. GIRL SCOUTMATE will now be installed. The necessary
files will be created or copied from the main disk to your
destination path (or floppy disk(s)).
After this, a message confirming the success of the installation will
be shown and you will be returned to the DOS prompt. If there were
any errors, they will be shown. Refer to Appendix A for error
messages/solutions.
When the installation is complete, you will automatically be put in
your GIRL SCOUTMATE directory. Type in GS. You will then be brought
to the title screen. Hit return for the main menu.
Changing installation information: To change the current
installation settings or copy the program files to a different
directory, run the installation program again. For program disk
path, erase the information in that field and hit return. When asked
for the destination where the GIRL SCOUTMATE files should be put,
choose the directory that the GIRL SCOUTMATE files are currently
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residing in. For the next three items (Printer Port, lines per page
and Troop Inventory History), choose the appropriate selections (you
can change them if you desire (i.e. if your printer port changed from
COM1: to LPT1:, choose LPT1: when asked for the printer port
selection). After your selections are complete, GIRL SCOUTMATE will
notify you that the configuration file exists and will bring up a
menu.
The menu options are as follows:
[1] Move files to a different directory: this option allows you to
move the GIRL SCOUTMATE files from the current directory to a new
one. If you select this option, you will be asked to enter the
directory that files should be transferred to. After selecting the
directory, all of the files will be copied from the old directory to
the new one and the configuration file will be updated with the new
information (including the new directory). After this is done, the
new directory will be verified for any errors. If there are any
errors, check Appendix A.
NOTES: The old directory will not be deleted.
[2] Update configuration file: this option will update the
configuration file with the new information you supplied.
[3] Abort Installation: this option will exit the installation
without updating any files.
Index
The main data base is indexed for a reason. The index is loaded into
memory at the start of the program and manipulated in memory, and
upon termination of the program, the index is rewritten to disk. If
no index is found at the time the program is run a new one will be
created. This will take only a few moments (depending on how large
the database is). When a record is being searched for, the index is
used. This results in much greater speed. Also, the index is the
file that is sorted, not the actual record file. The main reason the
index is used is to lessen the chance of the main data file being
corrupted. The more the main data file is used, the more the chance
it will be corrupted. This is unlikely though it can happen.
Imagine reading, sorting, and re-writing a large number of records
with large amounts of information many times during each session.
This is asking for trouble. The index contains the record number and
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name of each record and is sorted by the name. Not only is this a
convenience because of faster program performance, but also because
it saves wear and tear on your hard drive from deleting and re-
writing large files (info.dat) many times and also helps prevent file
corruption.
Overlays
GIRL SCOUTMATE uses overlays in order to require the least amount of
system memory possible. The overlay file keeps portions of the
program on disk until that part of the program is needed, and then it
is loaded into memory. All of the printer routines (print and mail
merge), view record and modules (troop inventory, finance and
calendar) are kept in the overlay. If you have enough EXPANDED
memory (approximately 250K), then the entire overlay file (containing
all of the overlays) will automatically be loaded into it and instead
of loading an overlay from disk when it is needed, it will be
retrieved from the expanded memory which results in faster
performance.
- 5 -
Start Up
Anytime you wish to start using GIRL SCOUTMATE, first change to the
GIRL SCOUTMATE directory and type GS. After a few seconds, you will
be taken to the title screen. The title screen contains the software
copyright information. To advance to the main menu, hit any key. If
you are using two floppy disks, switch to your second disk and then
hit a key.
Main Menu
The main menu contains the various things you can do within GIRL
SCOUTMATE. A menu item can be chosen by pressing the letter next to
the item or moving the cursor to the appropriate item using the Up
and Down arrow keys and pressing the Enter key.
[A] Add Scout
The Add command allows you to enter the information for a scout.
There are twenty-two pages of information for each scout (and some
pages contain more than one section). To go between the
pages/sections, use the [Page Up] and [Page Down] keys; to save the
record, press the [F10] key and to abort (not save) the record, press
the [ESC] key. Each field is delimited by brackets (< and >). You
can move between fields using the Up, Down, [Ctrl-Left] and [Ctrl-
Right] cursor keys and the [TAB] and [Shift TAB] keys. You have full
featured editing features. When entering/changing information you
can use the left and right cursor keys, insert and delete keys, etc.
to perform their appropriate functions. Also, for certain sections
(Bridging, Other Awards, and all Badges and Patches), you can mark
whether the badge has been awarded yet (and print out "grocery"
lists). This is useful for knowing how many badges to buy for the
next awards ceremony, etc. To do this, move the cursor to the
appropriate item and hit [ALT-G]. This will put a NA (Not Awarded)
mark next to the badge to signify that it hasn't been awarded yet.
To remove the NA, simply hit [ALT-G] again.
The first page deals with the scout's personal information. On this
first page, there are three sections. The first section is the
scout's personal information. This section records GSUSA ID, Number,
Name, Address (2 lines), City, State, Zip Code, Home Phone Number,
Work Phone Number, School, Grade, Date of Birth, Alternate Emergency
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Contact and phone number and Comments (three lines available for
Comments).
The second section is the scout's registration information. You can
enter in the dates that the scout joined each level.
The third section is the scout's Medical Information. This section
tracks Physician's name and phone number, shot information, allergies
and medical comments.
NOTES: In the upper left hand corner, the record number will be
shown.
The second page records Parental/Guardian information (space for two
parents or guardians). The fields for these two parts include the
Parent/Guardians' Name, Home Address, Phone Number, Work Phone Number
and Comments (two lines). Note that when you are on the
address/phone number fields for either of the parents, you can hit
[CTRL-C] to copy the scout's address information into the parents'
fields.
NOTES: Whenever entering a date (i.e. birth date or later on, dates
badges were earned, etc.) the format is MM/DD/YY (M for month, D for
day and Y for year). You do not have to enter the slashes (i.e. if
the birth date is September 5, 1972, you can enter 090572). Entering
a date in an improper format will cause an error message to occur,
the proper format of date entry will be shown on the screen and you
will be asked to re-enter the date.
The third page deals with advancement and consists of Positions held,
Dates the Bridges were earned, and the requirements completed for
each Bridge.
Positions held is the first part of this page. The positions held
allows up to nine positions to be entered along with the date the
position was started and the date the position was terminated. Enter
the number of the Position held or hit [F2] to list all positions.
Pressing [Page Down] will move the cursor to the Bridging subsection.
When entering a bridge, if incomplete, put the date the bridge was
last updated (a new requirement was earned) or if complete, put the
date the bridge was earned. After that, you are asked to put in a C
or I for Complete or Incomplete. The initial setting for each bridge
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is Incomplete. If the bridge is incomplete, a window will appear
with the requirements of the patch. Move the cursor with the up and
down cursor keys. If the requirement is complete, type Y when the
cursor is next to the completed requirement. A Y will appear to
signify that the requirement was completed. If the requirement
wasn't completed yet, a - will be next to the requirement. If you
want to change a requirement marked complete to not complete move the
cursor to the requirement and type N. If the requirements go beyond
one screen, then a down cursor will appear in the right line of the
box. Simply use the down cursor (and up cursor to go to the previous
requirements - an up cursor will appear in the right line of the box
signifying there are previous requirements) to go through the list of
requirements. After selecting all of the completed requirements, hit
[F10] to remove the window and save the updated bridge information or
[ESC] to remove the window without updating the bridge information.
The fourth page consists of the Try-It Badges. Each try-it badge is
listed with the date earned next to it. When you hit [ENTER], the
requirements for that badge will be listed. For each requirement,
you can enter Y or N. If a try-it badge has four or more
requirements complete, an * will appear next to the badge. Hit [F10]
to save the requirement information or [ESC] to exit without saving
the requirement information.
The fifth through seventh pages consists of the Proficiency badges.
There is room for up to one hundred and twenty proficiency badges.
This is in case you add any proficiency badges later on. Each
proficiency badge entry consists of the number of the proficiency
badge, the status of the proficiency badge, requirements for the
badge and the date earned/last updated. To enter a proficiency
badge, you have to enter the badge's number. The numbers are in
Appendix B. Also, by pressing [F2], the proficiency badge list will
be shown (and can be scanned using the Page Up, Page Down, Up and
Down Cursor keys, or hitting the first letter of the proficiency
badge). If you do not wish to choose a proficiency badge after
selecting to look at the list, go to the bottom of the list by
pressing [END] and choose NONE. If you press escape when a
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proficiency badge is highlighted, it will still be chosen. After
entering the number and pressing ENTER, you will be asked for the
proficiency badge status. You can enter only an I (for incomplete)
or a C (for Complete). If you attempt to enter another character,
you will not be able to advance to the next field. After entering
the status of the badge, you can then mark off the requirements that
the scout completed for that badge. Finally, you can then enter the
date that the badge was last updated (or earned).
NOTES: To traverse the proficiency badge lists, [F5] and [F6] will
move to the left and right fields respectively. This is done because
the left and right cursor keys are already used to do the editing
when entering information. The Up and Down Cursor keys will traverse
the numbers on that page. Also, when entering the date, you must end
input with either [ESC] or [RETURN]. If you attempt to press a
different key, a buzzer will sound. Actual requirements aren't in
the program. The program knows how many requirements there are for
the badge and will leave a space for you to check off next to each
requirement number (i.e. if there are 3 requirements, there will be
three spaces named Requirement #1, Requirement #2, and Requirement
#3).
The eight and ninth pages contain the Interest Project Patches.
There is room for up to seventy-five interest project patches to be
entered. This is in case you add any interest project patches later
on. Each interest project patch entry consists of the number of the
interest project patch, the status of the interest project patch,
requirements for the patch and the date earned/last updated. To
enter a interest project patch, you have to enter the patch's number.
The numbers are in Appendix B. Also, by pressing [F2], the interest
project patch list will be shown (and can be scanned using the Page
Up, Page Down, Up and Down Cursor keys, or hitting the first letter
of the interest project patch). If you do not wish to choose a
interest project patch after selecting to look at the list, go to the
bottom of the list by pressing [END] and choose NONE. If you press
escape when a interest project patch is highlighted, it will still be
chosen. After entering the number and pressing ENTER, you will be
asked for the interest project patch status. You can enter only an I
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(for incomplete) or a C (for Complete). If you attempt to enter
another character, you will not be able to advance to the next field.
You will then be allowed to enter the requirements that the scout
completed for the patch. Finally, you can then enter the date that
the badge was last updated (or earned).
NOTES: To traverse the interest project patch lists, [F5] and [F6]
will move to the left and right fields respectively. This is done
because the left and right cursor keys are already used to do the
editing when entering information. The Up and Down Cursor keys will
traverse the numbers on that page. Also, when entering the date, you
must end input with either [ESC] or [RETURN]. If you attempt to
press a different key, a buzzer will sound. Actual requirements
aren't in the program. The program knows how many requirements there
are for the patch and will leave a space for you to check off next to
each requirement number (i.e. if there are 3 requirements, there will
be three spaces named Requirement #1, Requirement #2, and Requirement
#3).
The tenth page contains Other Recognition Information. Daisy,
Brownie, Junior, Cadette and Senior Recognitions are contained on
this page as well as Service Training Bars. Some of the Recognitions
(and all of the Service Training Bars) have requirements stored on
disk. If the badges requirement is on disk then when you hit
[ENTER], the requirements for that badge will be listed. For each
requirement, you can enter Y or N. Hit [F10] to save the requirement
information or [ESC] to exit without saving the requirement
information. If the badge's requirements is not on disk, then you
will be able to enter a comment for that badge.
Page eleven records Cadette Service Hours Information. You can
record the date the service was performed, type of service, number of
hours and what the service was used towards. There is room for 20
entries.
Page twelve records Cadette Training Information. You can record the
date the training was acquired, type of training, number of hours and
what the training was used towards. There is room for 20 entries.
- 10 -
Page thirteen records Cadette Leadership Activities Information. You
can record the date of the activity, type of activity, number of
hours and what the activity was used towards. There is room for 20
entries.
Page fourteen records Senior Service Hours Information. You can
record the date the service was performed, type of service, number of
hours and what the service was used towards. There is room for 20
entries.
Page fifteen records Senior Training Information. You can record the
date the training was acquired, type of training, number of hours and
what the training was used towards. There is room for 20 entries.
Page sixteen records Senior Leadership Activities Information. You
can record the date of the activity, type of activity, number of
hours and what the activity was used towards. There is room for 20
entries.
Page seventeen is the Events Attended Information. You can record
the event date and name. There is room for 40 entries.
The eighteenth page records camping information. On this page, you
can record the date, camp name, number of days and comments. There
is room for 20 entries.
Page nineteen consists of Patrol, Other Awards and Group/Projects.
Use the up and down cursor keys to cycle through the fields. When on
the patrol field, enter the number of the patrol from the list (not
the actual patrol number) of the patrol the scout is currently in or
hit [F2] to show a list of patrols for you to pick from. Enter 0 if
the scout does not belong to any patrol. When on the Other Awards
fields, you can enter the up to ten awards. Enter the name and date
of each award. The final part of this section is the Groups/Projects
that this scout is involved in. Enter the code of the Group/Project
and the position that the scout holds. To bring up a list of
Group/Projects that you currently have defined, hit [F2]. Note that
- 11 -
Group/Projects and Patrols are defined in the Utilities Section.
Page twenty is the Dues screen. There can be up to 54 entries on
this screen. Each entry allows a date and the amount paid to be
entered. Near the top of the screen, the sum of all of the dues paid
is shown. Again, the [F5] and [F6] keys will move the cursor to the
left and right columns respectively.
If you hit [F1] on this screen, you can delete a column. This is
very useful when all of the 54 entry spaces are full. Instead of
manually deleting each entry in a column, hitting [F1] will do it
automatically. Simply hit [F1] and enter the column you wish to
delete. Hit Y to confirm the deletion and the column will be
deleted. If you do not wish to delete the column, hit N and the
column deletion will be aborted.
The final page, number twenty-one, is the scout note pad. Each scout
record will have it's own note pad. The text editor is loaded and
then notes can be added, deleted, printed, etc. For information on
how to use the text editor consult page 35. To exit from the note
pad, if you wish to save the notes, hit [F7] and hit enter. If you
do not wish to save the note pad changes, hit [F1] and type Y.
After exiting the record notes, an option screen will appear. [ESC]
will return you to the main menu without adding the record to the
database, [Page Up] will take you back to the Dues Screen and [F10]
will save the record.
There is a maximum of 150 scout records.
NOTES: When you hit [ESC] to abort to the main menu, you will be
asked if you are sure that you wish to abort. Hit Y if you wish to
go to the main menu or N to continue adding a scout.
[B] Add Adult/Leader
This option allows you to enter information for adult leaders. The
adult leader record consists of three pages of information.
The following fields on the first page are in the adult leader
record: name, home address (2 lines), home city, home state, home zip
code, home phone number, business address (2 lines), city (business),
state (business), zip code and phone number (business), positions (up
to four), and 2 lines for comments. When on the position fields, you
- 12 -
can hit [F2] to list all adult positions.
NOTES: In the upper left hand corner, the record number will be
shown.
The second page contains training information. You can enter the
training date, name, and hours. There is room for 20 entries.
The third page consists of Other Awards and Group/Projects.
The first part of this section is the Other Awards fields. You can
enter up to fifteen awards. Enter the name and date of each award.
The final part of this section is the Groups/Projects that this adult
is involved in. Enter the code of the Group/Project and the position
that the adult holds. To bring up a list of Group/Projects that you
currently have defined, hit [F2]. After entering all of the
information, hit [F10]. To get back to the main menu, hit [ESC].
There is a maximum of 100 adult/leader records.
NOTES: When you hit [ESC] to abort to the main menu, you will be
asked if you are sure that you wish to abort. Hit Y if you wish to
go to the main menu or N to continue adding a scout.
[C] Modify
The Modify option allows you to change an existing record. Under the
modify option, you can change actual record information, perform the
Global Updates or Erase Unawarded Badges Marks.
When selecting this option, a menu will appear. Choose whether you
wish to modify a scout or an adult leader's record. After choosing
the appropriate selection, a second menu will appear. If you chose
to modify a scout's record, five options will appear on the menu.
The first three options allow you to choose the way in which you wish
to select the record which is to be modified. You can either type in
the name, type in the record number or see a list of the names in the
database. If you choose to select a record by name, case does not
matter. Also, you do not have to enter in the entire name. For
example, if you wish to choose a record for scout Johnson, Tammy, you
could enter in jo and GIRL SCOUTMATE will choose that name. GIRL
SCOUTMATE will choose the first record matching the specification
that you enter, so if you had two or more scouts with the last name
Johnson, you would have to enter in more characters to ensure that
the correct record is selected. If you enter an invalid name (a name
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not in the database) or invalid record number, an error will occur
and you will be returned to the menu. After choosing the record, the
record will be retrieved and changes can be made. The keys for
scrolling through the windows and fields are the same as the ADD
option. To save the changes, hit [F10] and to abort the changes hit
[ESC].
NOTES: If a record is marked for deletion, a message will be shown on
the last line of the first page.
The Global Update allows you to do "batch" updates on the database.
By choosing this option (#4), you can enter perform "batch" updates
for Try-Its, Proficiency Badges, Interest Project Patches and Dues.
For the Badges and Patches, you will first be asked whether you wish
to update all or selected scouts. After choosing your desired
selection, you will be asked to choose the badge/patch that you wish
to be added to the selected records. Next, you will be asked to
enter the requirements that the scouts completed. Lastly, you will
be asked to enter the date that the requirements were completed.
For the Global Dues Update, you will be asked to enter the date to be
inserted in each record. If the date is invalid, you will be
notified and asked to enter a valid date. Each record (starting with
number one) will then be loaded into memory and you will be taken
right to the Dues Screen. The new date will be inserted in the first
available spot. If no spot is available, the first field will be
highlighted, but the new date will NOT be inserted. If you wish to
make an entry, enter the information and hit [F10]. If you do not
want to make any changes, erase the inserted date and then hit [F10].
If you want to abort the Global Dues Update, hit the [ESC] key.
If you choose Erase Unawarded Badges Marks (#5), all badges and
awards marked as Unawarded will be marked as Awarded in ALL records,
so make sure you print out a list before you select this option.
If you chose to modify an adult leader's record, all of the options
above, except the Global Dues Update and Erase Unawarded Badges
Marks, will appear. After modifying the record, hit [F10] to update
the record or [ESC] to abort to the main menu.
[D] Delete
This option allows you to delete a record in the database. If you
wish to erase a record then this is the option to select.
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A menu will appear allowing you to select whether you wish to delete
a scout's record or an adult leader's record. Once you select your
choice, a second menu will appear allowing you to choose how you wish
to select the record you wish to delete. You can enter the desired
record by name, record number or select from a list.
If you choose to see the database list, you can select more than one
scout. Mark each scout that you wish to delete with the space bar.
Hit [ENTER] when you are finished marking scouts.
If you choose to select a record by name, case does not matter.
Also, you do not have to enter in the entire name. For example, if
you wish to choose a record for scout Johnson, Tammy, you could enter
in jo and GIRL SCOUTMATE will choose that name. GIRL SCOUTMATE will
choose the first record matching the specification that you enter, so
if you had two or more scouts with the last name Johnson, you would
have to enter in more characters to ensure that the correct record is
selected. If an invalid name or invalid record number is entered, an
error message will appear and you will return to the menu.
Confirmation of the deletion(s) is necessary. Enter Y to mark the
record(s) for deletion or N to abort to the main menu. Notice that
the record(s) are marked for deletion. In case you change your mind
later, you can undelete the record. By choosing Y, you are marking
the record(s) for deletion so that when you pack the records, the
record(s) will be deleted permanently. Until you pack the records,
however, the record(s) will still be in the database and can be
viewed, printed, etc. After the deletion(s) occur, the program will
return to the main menu.
NOTES: Packing and undeleting are covered in the Utilities Section.
[E] Query Database
Option E on the main menu allows you to query the database.
Querying allows you to ask the database to print names of scouts that
meet (or don't meet) a certain criteria (such as Who Earned the Food
Fun Try-It? Who Didn't Attend Camp Alamo? Who Didn't Pay Dues on
05/15/92? What Scout's Are Currently Cadettes?).
You can query the following items: Try-Its, Proficiency Badges,
Interest Project Patches, Other Awards, Events, Camping Activities,
Bridges, Dues Date, Position Held, Patrol and Group/Projects.
Try-It: Enter the Try-It number or hit [F2] to bring up a list.
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Proficiency Badge: Enter the Proficiency Badge number or hit [F2] to
bring up a list.
Interest Project Patch: Enter the Interest Project Patch number or
hit [F2] to bring up a list.
Other Award: Type in the (partial) name of the other award.
Event: Type in the (partial) name of the event.
Camping Activity: Type in the (partial) name of the camping activity.
Bridge: Select the Bridge to query for.
Dues Date: Type in the date to query for.
Position Held: Enter the position number or hit [F2] to bring up a
list.
Patrol: Enter the Patrol number or hit [F2] to bring up a list.
Group/Project: Enter the Group/Project code or hit [F2] to bring up a
list.
After you enter in the information, you are asked if the query is to
look for TRUE or FALSE queries. What this asks is whether the
computer is to show the names of the scouts that match (TRUE) or
don't match (FALSE) the query. Example: If you wanted to see all of
the scout's that paid dues on 05/15/92, you would enter in 5/15/92
for the date and enter TRUE. If you wanted to see all of the scout's
that DIDN'T pay dues on 05/15/92, you would enter in 5/15/92 for the
date and enter FALSE.
After you are done, you are asked if you want the results to go the
printer. Hit Y if you want the printer status screen to appear or N
to print the results on the screen.
[F] Print
Selection of this option allows you to print the records in the
database, a variety of reports, Permission Slips, Unawarded Badges,
Rosters, Phone Lists, the note pad and envelopes/labels.
If there are no records in the data base, you will be notified and
returned to the main menu.
The first menu appearing will be whether you wish to print adult
records, scout records or badge/patch lists.
The adult leader's menu has three choices on it. You can print All
Records, Selected Records or Envelopes/Labels. All Records will
print all of the adult records in the database, Selected Records will
print records which you select to be printed (see page 23). Choosing
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envelopes/labels will bring you to another menu. The envelope/label
printing option for adult leaders is the same thing as printing for
scouts except the Select Recipient option is replaced with the Select
Home/Business option. This option (#3) lets you choose whether the
label/envelope is to be addressed to the adult leader's home or
business address (see page 19). At the top of the screen, it will
show you which address will be printed on the envelope/label.
After you finish selecting what you wish to print, the printer status
screen will appear. Hit a key to print the information. After the
printing is complete, the main menu will reappear.
The Badge/Patch lists allow you to print Proficiency Badge or
Interest Project Patch lists. Select the desired list that you wish
to print.
The scout print menu has many more options to choose from. The
choices (in order) are: 1) Reports, 2) Permission Slips, 3) Unawarded
Badges, 4) Envelopes/Labels, 5) Roster, 6) Phone List, 7) Note Pad,
the eighth and ninth deal with printing the actual records (All
records or Selected Records).
Reports
Advancement Progress Report
The Advancement Progress Report will print out the detailed
bridge requirement screen of each scout.
A menu will appear asking you to choose whether you want
selected or all records. If you choose select records, the
select names menu will appear (see page 23). After choosing the
appropriate selection, the printer status screen will appear.
Hit a key when your printer is online. After the Advancement
Progress Report is finished, you will return to the main menu.
If a printer error occurs while printing out the advancement
progress report, reload and reset the printer and hit C. The
entire advancement progress report for the scout currently being
printed will be reprinted in its entirety.
Try-It's Badge Report
The Try-It's Badge Report will print out a list of Try-It's
(along with the requirements completed) for each scout.
Choose whether you want to print the report for all or select
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records. Next, choose whether you wish to print ALL of the try-
its or just the try-it's with one or more requirement completed.
You will then be taken to the Printer Status Screen. Note that
the date will only be printed if the scout completed four (or
more) requirements for the try-it (which means that she earned
it).
Interest Project Patch Report
The Interest Project Patch Report will print out a list of
Interest Project Patches for each scout.
Choose whether you want to print the report for all or select
records. Next, choose whether you wish to print ALL of the
Interest Project Patches which are complete OR incomplete or
just the Interest Project Patches which are completed. You will
then be taken to the Printer Status Screen.
Proficiency Badge Report
The Proficiency Badge Report will print out a list of
Proficiency Badges for each scout.
Choose whether you want to print the report for all or select
records. Next, choose whether you wish to print ALL of the
Proficiency Badges which are complete OR incomplete or just the
Proficiency Badges which are completed. You will then be taken
to the Printer Status Screen.
Permission Slips
This option allows you to print out permission slips to scouts.
First, select whether you want permission slips for all or select
records. Next, the entry screen will appear. There are fields for
the following: Activity, Dates, Destination, Departing From and Time,
Returning To and Time, Adults Accompanying Scouts, Cost, What the
money is for, Equipment Needed, Leader's Emergency Contact and Phone
Number, Troop Number and Leader's Phone Number. When you are
satisfied with the entries, hit [F10] to go to the printer status
screen.
Unawarded Badges Report
The Unawarded Badges Report will print out all of the unawarded
badges in the database.
After choosing this option, the printer status screen will appear.
Hit a key when your printer is online. After the Unawarded Badges
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Report is finished, you will return to the main menu.
Envelope/Label Printing
Printing : Labels
Records : All
Recipient : Scout at Home Address
Feed : Continuous
Labels/Envelope Print Menu (SCOUT)
1 Print Labels
2 Print Envelopes
3 Single/Continuous Envelopes
4 All Records
5 Select Records
6 Select Recipient
7 Done
This option allows you to print envelopes and labels.
In the upper right hand corner will be the status of your options.
Next to Printing:, it will have the item which you are printing
(Labels or Envelopes) and next to Records:, it will have either All
or Selected. Next to Recipient: shows who the recipient of the
envelope/label is and which address it is going to. Choosing option
one sets the printing status to Labels. Choosing option two sets the
printing status to Envelopes. When printing envelopes, you can put
up to five lines to printed in the upper left hand corner of the
envelope (a header). If you would like, you can center or right
justify the heading by putting in the appropriate number of spaces.
Move between the lines with the up and down cursor keys. Hit [F10]
when done typing in the header. Selection 3 allows you to select
either continuous or single envelopes. When you select this option,
it asks whether you want to enter Y if the envelopes are continuous,
otherwise enter N for single envelopes. Labels must be continuous.
When you get to the printer status screen, if you selected single
envelopes, it will ask you to put an envelope in your printer and hit
a key. After an envelope is printed, you will be asked again to load
an envelope into your printer and hit a key. This process will
continue until all of the envelopes have been printed. If you
selected continuous envelopes, put the continuous envelopes in your
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printer and hit a key. Selection 4 will set the Records: option to
ALL and selection 5 will allow you to select records that you wish to
print. Selection 6 allows you to choose the recipient of the
envelope/label. You can choose either the scout, parent/guardian #1
or parent/guardian #2. If you choose either of the parent/guardians,
you will then have to choose which address to make the envelope/label
out to. You can choose either the home address or the respective
parent/guardian's business address. If, for example, you choose to
send the envelope/label to Parent/Guardian #1 at the home address,
next to Recipient: will be Parent/Guardian #1 at Home Address. When
you are complete, select number 7 (Done) and the printer status
screen will appear and after checking your printer, hit a key to
start. When the printing is complete, you will return to the main
menu.
NOTES: The label size supported by GIRL SCOUTMATE are 15x16" X 3
1/2". This is a very common size. You will have to experiment with
lining up the labels and envelopes to get the best position. For
labels, the optimum position should be to cut the last hole of the
previous label in half with the printer bar. Also do the same with
the continuous envelopes. However, some printers are different so
experiment to find the appropriate starting position.
Roster
Selection four from the main print menu will print a roster. The
roster will print the names, positions, patrol and phone number of
all or selected scouts. You can also choose whether you want the
Roster to be printed in alphabetical or patrol order. The default is
Alphabetical. If you choose by Patrol, then you can choose whether
you want to print each patrol on a separate page (option #3). The
default is All Patrols on the Same Page. Your current choices are
shown at the top of the screen.
In order for the Roster Printout to print the current position of a
scout, it is going to go backwards through the scout's positions held
list, and after finding one taken, it is going to see if it has a
Date From entered, but no Date To entered. For example, if a scout's
positions held fields were filled up to eight (the scout has held
eight positions), Girl Scoutmate will look at number eight and see if
the Date To field had a date. If it doesn't, then that is the
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scout's current position. If it does have a date entered, then the
scout does not have a position at the present time, and nothing is
printed for position.
Phone List
Selection five from the main print menu will print a phone list. The
phone list will print the names and addresses of all or selected
scouts and their parent/guardian's first names. You can also choose
whether you want the Phone List to be printed in alphabetical or
patrol order. The default is Alphabetical. If you choose by Patrol,
then you can choose whether you want to print each patrol on a
separate page (option #3). The default is All Patrols on the Same
Page. Your current choices are shown at the top of the screen.
Notes
Selection six from the main print menu will print the GIRL SCOUTMATE
note pad. If the note pad doesn't exist, a message will be printed
on the screen and the program will return to the main menu. If the
file exists, the printer status screen will appear and the note pad
will be printed.
Printing of Records
Options seven and eight on the main print menu deal with the actual
printing of records in the database. Option 7 (All Records) will
print all records. Option 8 (Select records) will allow you to
select which records to be printed.
After choosing the appropriate option, the pages menu will appear and
it is time to choose whether all of the pages or some of the pages
are to be printed.
Select Pages Menu
1 Select Page
2 Unselect Page
3 Load Default Page Selections
4 Save Default Page Selections
5 Clear ALL Page Selections
6 Done
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Selection one and two will bring up a list of pages. Pages that are
selected will have an * next to them. Select or Unselect them by
hitting the number of the page.
Selection three will load the default page selection.
Selection four will save your page selections in the default page
file. This is useful if you regularly print out certain pages, but
not all. You will be asked to confirm that you wish save your page
selections. Enter Y (yes) or N (no).
Selection five will clear all page selections. You will be asked to
confirm that you wish to clear all selections. Enter Y (yes) or N
(no).
After choosing the pages, select Done and the printer status screen
will appear. Line up your paper and hit a key to start printing.
NOTES: if no pages are chosen, a message will appear stating that you
chose no pages and you will be taken back to the main menu. Also
note that when printing, the detailed bridge requirement information
for the scouts will not be printed. This is what the Advancement
Progress Report is for. Lastly, badges and patches that weren't
awarded will contain a NA message next to them.
Printer Status Screen
The Printer Status Screen is the screen which appears whenever a
report is being printed. This screens shows the current status of
the printer. There are five codes that can be returned.
Printing - The data is being printed.
Out of Paper - The printer is out of paper.
Printer Offline - The printer is either off or offline.
Printer Busy - The printer is printing something else. The
program will wait its turn to print.
Unknown Problem - Something else is wrong with your printer.
If an error occurs (with the exception of Printer Busy), the printer
will reprint the ENTIRE current page. If you wish to abort printing,
type A and hit return otherwise reset the printer paper to the top of
the page and type C and then hit return to print.
This screen also allows you to choose how many copies of a report you
would like to print as well as whether the report is to be printed to
a file.
If you hit [ALT-F], you will be asked for a file name. GIRL
SCOUTMATE will then check to see if that file exists. If it does,
you will be asked to confirm whether you want the file to be
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overwritten or not. Hit Y to overwrite the file or N to select
another file name. To abort to the main menu, hit [ESC].
If you hit [ALT-C], then you will asked to enter the number of copies
that you want printed. Enter a number from 1 to 99.
The printer status screen also shows the current copy GIRL SCOUTMATE
is printing as well as how many copies were requested.
If you selected NO PRINTER in the installation program, a message
will appear on the top of the screen notifying you that you can only
print to a file. Regardless of what key you hit (except for [ESC] to
abort to the main menu or [ALT-C] for copies), you will be asked for
a file name.
NOTES: There has been some problems with GIRL SCOUTMATE and printers
when they run out of paper (or another problem occurs) and the
printer status screen still says PRINTING. If this problem occurs,
simply turn the printer off and back on. Leave the problem intact.
For example, if you run out of paper and the program does not
acknowledge this, turn off your printer and then back on with the
PRINTER STILL OUT OF PAPER. GIRL SCOUTMATE will then recognize the
problem and then you can correct it. Reload the paper to the top of
the page and GIRL SCOUTMATE will continue printing starting with the
entire page where the error occurred.
Select Names Menu
The Select Names Menu allows you to select certain names in the
database to be printed.
What the Select Names menu looks like:
Select Names Menu
1 - Record Number
2 - Name
3 - List Names in Database
4 - List Selected Names
5 - Unselect Name
6 - Select Groups
7 - Select Patrols
8 - Done
Names Selected: 0
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Option 1 allows you to enter the record number of the record to be
added to the selected names list. If an invalid record number is
entered, an error message will appear. Option 2 allows you to enter
the name of the scout to be added to the selected names list. Note
that you do not have to enter in the entire name. For example, if
you wish to choose a record for scout Johnson, Tammy, you could enter
in jo and GIRL SCOUTMATE will choose that name. GIRL SCOUTMATE will
choose the first record matching the specification that you enter, so
if you had two or more scouts with the last name Johnson, you would
have to enter in more characters to ensure that the correct record is
selected. If an invalid name (not in the database) is entered, an
error message will appear. Option 3 will list all of the names in
the database. To choose one name, go to the name and hit ENTER. To
choose more than one name, use the space bar to mark each name that
you want to select, and then hit ENTER. Choose NONE if no names are
desired. Option 4 lists all of the names selected. Browse the list
using the Up, Down, Page Down and Page Up keys. Choose DONE (at the
bottom of the list) when finished browsing the list. Option 5 allows
you to unselect a name which was selected. Choose NONE (at the
bottom of the list) if no names are to be unselected. Option 6
allows you to select all of the scouts or adults in certain
Group/Projects. When you select this option, all of the
Group/Project codes will appear. Select the group you want to be
included in the report. Option 7 allows you to select scouts/adults
in certain patrols. When you select this option, all of the Patrol
names will appear. Select the patrol you want to be included in the
report, and option 8 (DONE) goes to the next menu. Next to Names
Selected: will appear the number of names selected.
[G] Mail Merge
The purpose of the Mail Merge option is to greatly simplify the task
of mass mailings. Well, they don't really have to be mass mailings,
but the mail merge function will save a lot of time and headaches.
Remember the days when you had to load a letter, type in a person's
name and address, print it out, then the next person's name and
address, print it out and so on. The Mail Merge fully automates
printing letters for you. Whether you are mailing a letter to one or
fifty scouts, mail merge is a convenience that just couldn't be left
- 24 -
out.
What the mail merge menu looks like:
Header: OFF
Scout Records: ALL
Adult Records: ALL
Mail Merge Menu
1 Type Letter
2 Select Scout Records
3 All/No Scout Records
4 Select Adult Records
5 All/No Adult Records
6 Header ON/OFF
7 Print Letters
8 Exit
Option number one will allow you to create (or edit) the letter that
will be used in the mail merge. Select a name for the letter
(maximum of eight characters). If the you wish to modify a letter,
simply type the name of the letter and it will be retrieved. The
text editor will be invoked and you can then make whatever changes
need to be made. After typing the letter, hit [F7] and type Y to
confirm that you wish to save the letter. The letter will be saved
and the program will return to the Mail Merge Menu. For information
concerning the text editor, see the NOTEPAD section (page 35).
Option number two will allow you to select scout records. The select
records menu will appear and you will be able to choose the scout
records which you wish to have included in the mail merge. For
information on the select records menu see page 23.
Option number three is for including all or no scout records in the
mail merge. This is useful if you wish to have letters printed to
only the adult leaders. Choosing this option will switch between ALL
and NONE or if you previously chose selected records, it will switch
to ALL. The Scout Records: message on the top of the screen shows
which scout records will be printed (ALL, SELECTED or NONE).
Option number four allows you to select the adult records which you
- 25 -
wish to include in the mail merge. The select records menu will
appear and you will be able to choose the adult records which you
wish to have included in the mail merge. For information on the
select records menu see page 23.
Option number five is for including all or no adult records in the
mail merge. This is useful if you wish to have letters printed to
only the scouts. Choosing this option will switch between ALL and
NONE or if you previously chose selected records, it will switch to
ALL. The Adult Records: on the top of the screen shows which adult
records will be printed (ALL, SELECTED or NONE).
Option number six allows you to choose whether you want a header or
not. The header is the return address, date, etc. If a header is
desired, select item #6 and type in the header. Five lines are
available for the header. This option was included in case a header
wasn't put in the actual letter. The header, if selected, will be
the first thing printed. When done with the header, hit [F10] to
return to the mail merge menu. If the header is selected and you
wish to deselect (or change) it, choose header again.
Option number seven is to print the letters. Enter the name of the
file containing the letter. If the file doesn't exist an error
message will be shown. If the file exists the program will take you
to the selection screen. On this screen, if you are sending letters
to any scouts, you now select the recipient of the letter. Choose
either Scout, Parent/Guardian #1 or Parent/Guardian #2. If you
choose Parent/Guardian #1 or Parent/Guardian #2, a menu will appear
allowing you to choose the address to send the letter. Select either
the home address or the respective Parent/Guardian business address.
After selecting the appropriate choice the program will proceed to
the printer status screen. After making sure the paper is in the
printer and properly loaded, hit a key to start printing.
If you didn't select any records, you will be informed and returned
to the main menu. If you choose Select Scout Records (option #2) or
Select Adult Records (option #4) on the mail merge menu and return to
the mail merge menu without selecting any records, the appropriate
category (either Scout or Adult Records) will be set to NONE. Option
eight will return you to the main menu.
NOTES: What mail merge does is make a letter for each chosen scout
- 26 -
and/or adult. It will print a header if desired and then Dear [name
of scout or adult]: and then print the body of the letter.
Customized Reports
Even though this is contained in the mail merge menu, it's importance
requires a major heading.
You can created Customized Reports with GIRL SCOUTMATE. Even though
some of the variables aren't supported, many are supported and
creating customized forms is very easy.
All you have to do is use a word processor (or TED - see page 35) to
create the report. When you wish to include a field, enter the
desired field name in the report. All of the variables, as well as
examples, are covered in Appendix C.
[H] Troop Inventory Module
Option H on the main menu will bring you to the Troop Inventory
Module menu. After choosing this option, if the file "TROOPINV.DAT"
(the inventory file) is not in the directory, an error message will
appear and a new file will be created. Here is what each option
does:
Add Items
This option allows you to add items to the Troop Inventory database.
There are fields for the Item name, value, condition, the person to
whom the item was lent to, the date lent, date due, date returned and
two lines for comments. In the top of the box will be the item
number. Hit [F10] to save or [ESC] to abort to the main menu.
View Items
This option allows you to view/modify/delete items in the Troop
Inventory database. When choosing this item, the database will
display record number one. You can browse through the fields with
the up and down arrow keys. You can also change information such as
the person to whom the item was lent to, condition, etc. To browse
through the different items in the database, use the [PG/UP] and
[PG/DN] keys. If an attempt is made to go beyond or before the
database, an error beep will sound. There are also some other
functions. To mark or unmark the item for deletion, hit [CTRL-D].
If an item is marked for deletion when the database is packed, the
item will be permanently erased. To go to a specific item number,
hit [CTRL-G]. A prompt will be made for the item number to go to.
- 27 -
Enter the item number and hit return. If the item number is invalid,
an error beep will sound. After modifying an item, hit [F10] to save
the updated information or [ESC] to return to the Troop Inventory
menu. If you hit [F10], a message will be briefly printed on the
screen confirming the update.
If the item was lent out and the borrower returned the item, enter
the date it was returned. After entering the date returned, hit
[F10]. If a troop inventory history is being kept, the information
will be saved in the troop history file, otherwise the item will
return to the unborrowed state (the lent to, date lent, date due and
returned fields will be erased).
Overdue/Lent Out Items
This option will show either which items were lent out or which items
are overdue (depending on the selection).
After selecting this option, another menu will appear. You will be
asked to choose either to view the items which are lent out or which
items are overdue. After selecting the appropriate choice, you will
be asked if the output is to go to the printer. If you select NO the
screen will clear and will show which items meet the condition which
was selected. If the list is more than one screen, when the screen
is full, a message will appear prompting you to hit a key to go to
the next screen. If you selected to output the information to the
printer, the printer status screen will appear. Hit RETURN to start
printing. If an error occurs while printing, reset the printer to
the top of the page. It will start printing from the item where the
error occurred.
When checking for overdue items, GIRL SCOUTMATE will compare the
"Date Due" field of the record with the system date. If the system
date is wrong, then the Overdue option will not print accurate
results. Make sure that your system date is correct.
After all of the items meeting the condition are printed out, a
message confirming this will be shown. Hit a key to return to the
troop inventory menu.
View History
If this option was selected in the installation, it will be
available, otherwise a message stating that you chose not keep a
troop history will appear and you will be returned to the troop
- 28 -
inventory menu.
After choosing to view the history, you will be asked whether the
output should go to a printer. If you answer no, the output will be
displayed on the screen. If the contents are more than one screen,
after the screen is full a message will appear prompting you to hit a
key to view the next screen. If you chose to print the information
on a printer, the printer status screen will appear. Hit a key to
print.
About the Troop History File: After a borrower returns the item (data
is entered for the "Date Returned" field of the specific item), the
information will be stored in the troop history file. Here is a
sample of an entry in the troop history file:
Troop Inventory History
-----------------------
Item: Four Person Tent
Lent to: Jane Scout
Date Lent: 12/12/90 Date Due: 12/20/90 Date Returned: 12/19/90
The tent was returned in great condition.
The data file name is "TRHIS.HST" so if it gets too large or you wish
to delete it, simply delete it from DOS or copy it somewhere else (if
you wish to keep it) and GIRL SCOUTMATE will automatically create a
new history file.
Print Items
This option will allow you to print your troop inventory file or a
troop inventory checklist.
When you select this option, another menu will appear. You will be
asked to choose either a Full Inventory Printout (#1) or Troop
Inventory Checklist (#2).
The Full Inventory Printout will print out the entire contents in
your Troop Inventory file. If the item is lent out, the person whom
it was lent to, the date lent and date due will be printed underneath
the item. If the item is not lent out, the item name, condition and
value will be printed out. The Inventory Checklist consists of a
short line and next to it the name of the item. The checklist is
useful for doing inventory checks, while not taking up a lot of
paper. If an item is lent out, there will be an & next to it (in the
left margin).
The printer status screen will appear. Hit a key to print.
- 29 -
[I] Book Inventory Module
Option I on the main menu will bring you to the Book Inventory Module
menu. After choosing this option, if the file "MBINV.DAT" (the book
inventory data file) is not in the directory, an error message will
appear and a new file will be created. Here is what each option
does:
Add Books
This option allows you to add items to the Book Inventory database.
There are fields for the Book title, the person to whom the book was
lent to, the date lent, date due, date returned and two lines for
comments. In the top of the box will be the book number. Hit [F10]
to save or [ESC] to abort to the main menu.
View Books
This option allows you to view/modify/delete items in the Book
Inventory database. When choosing this option, the database will
display record number one. You can browse through the fields with
the up and down arrow keys. You can also change information such as
the person to whom the item was lent to, title, etc. To browse
through the different books in the database, use the [PG/UP] and
[PG/DN] keys. If an attempt is made to go beyond or before the
database, an error beep will sound. There are also some other
functions. To mark or unmark the book for deletion, hit [CTRL-D].
If a book is marked for deletion when the database is packed, the
book will be permanently erased. To go to a specific book number,
hit [CTRL-G]. A prompt will be made for the book number to go to.
Enter the book number and hit return. If the book number is invalid,
an error beep will sound. After modifying a book, hit [F10] to save
the updated information or [ESC] to return to the Book Inventory
menu. If you hit [F10], a message will be printed on the screen
briefly confirming the update.
If the book was lent out and the borrower returned the book, enter
the date it was returned. After entering the date returned, hit
[F10]. If a book inventory history is being kept, the information
will be saved in the book history file, otherwise the book will
return to the unborrowed state (the lent to, date lent, date due and
returned fields will be erased).
Overdue/Lent Out Books
- 30 -
This option will show either which books were lent out or which books
are overdue (depending on the selection).
After selecting this option, another menu will appear. You will be
asked to choose either to view the books which are lent out or which
books are overdue. After selecting the appropriate choice, you will
be asked if the output is to go to the printer. If you select no the
screen will clear and will show which books meet the condition which
was selected. If the list is more than one screen, when the screen
is full, a message will appear prompting you to hit a key to go to
the next screen. If you selected to output the information to the
printer, the printer status screen will appear. Hit return to start
printing. If an error occurs while printing, reset the printer to
the top of the page. It will start printing from the book where
error occurred.
When checking for overdue items, SCOUTMATE will compare the "Date
Due" field of the record with the system date. If the system date is
wrong, then the Overdue option will not print accurate results. Make
sure that your system date is correct.
After all of the books meeting the condition are printed out, a
message confirming this will be shown. Hit a key to return to the
book inventory menu.
View History
If this option was selected in the installation, it will be
available, otherwise a message stating that you chose not keep a book
history will appear and you will be returned to the book inventory
menu.
After choosing to view the history, you will be asked whether the
output should go to a printer. If you answer NO, the output will be
displayed on the screen. If the contents are more than one screen,
after the screen is full a message will appear prompting you to hit a
key to view the next screen. If you chose to print the information
on a printer, the printer status screen will appear. Hit a RETURN to
print.
About the Book History File: After a borrower returns the book (data
is entered for the "Date Returned" field of the specific book), the
information will be stored in the book history file. Here is a
sample of an entry in the book history file:
- 31 -
Book Inventory History
----------------------
Book: Bridge to Junior Requirement Book
Lent to: Jane Scout
Date Lent: 12/12/90 Date Due: 12/20/90 Date Returned: 12/19/90
The book was returned in great condition.
The data file name is "MBHIS.HST" so if it gets too large or you wish
to delete it, simply delete it from DOS or copy it somewhere else (if
you wish to keep it) and SCOUTMATE will automatically make a new
file.
Print Books
This option will allow you to print your book inventory file or a
book inventory checklist.
When you select this option, another menu will appear. You will be
asked to choose either a Full Inventory Printout (#1) or Book
Inventory Checklist (#2).
The Full Inventory Printout will print out the entire contents in
your Book Inventory file. If the item is lent out, the person whom
it was lent to, the date lent and date due will be printed underneath
the item. If the item is not lent out, the item name, condition and
value will be printed out. The Inventory Checklist consists of a
short line and next to it the name of the item. The checklist is
useful for doing inventory checks, while not taking up a lot of
paper. If an item is lent out, there will be an & next to it (in the
left margin).
The printer status screen will appear. Hit a key to print.
[J] Financial Module
Option J on the main menu invokes the Financial Module. The menu
consists of Adding, Modifying and Printing Financial transactions and
Querying the Financial database. You can also do a Dues Report which
totals the amount of dues collected between certain (or all) dates.
You can track up to five different accounts.
Add
This option brings up the entry page. This consists of check number,
date, payee, amount and memo. To enter a withdrawal OR a check, just
enter a negative amount (such as -65.00). To enter a deposit, just
enter the amount (such as 65.00). You should use consistent memo
categories, so that when you do a query, you can do a reliable search
- 32 -
using memo categories.
Hit [F10] to save the record or [ESC] to abort to the menu.
Modify
This option allows you to modify financial transactions. You will be
placed at the first record. Use [Page Up] and [Page Down] to move
between records. Use [Alt-G] to go to a specific record. Use [Alt-
D] to mark or unmark the record for deletion. If a record is marked
for deletion, a message will be shown on the screen. When the
financial database is packed, all records marked for deletion will be
permanently erased. Otherwise, follow the same instructions as
stated above under ADD.
Query
This option allows you to query the financial transaction database by
Check Number, Payee, Memo or Amount. You will first be asked whether
all accounts are to be included in the query. After choosing the
desired query field, you will then be asked to enter a string to
search for. You will then be asked if the output is to go to the
printer or screen. The output will consist of record numbers which
meet the query condition.
Print
Selecting this option will bring up the Print menu. You will first
be asked whether all accounts are to be included in the printout.
You have the option print out Transaction or Dues Reports. The
Transaction Report consists of records entered in the Financial
database. The Dues Report consists of dues paid by your scouts.
After you choose the desired report, GIRL SCOUTMATE will ask whether
to use all dates or records between certain dates. For example, if
you would like to see the dues paid between 1/1/92 and 2/1/92 you
would choose the Dues Report, selected dates and then enter 1/1/92
and 2/1/92. If you wanted to see the dues paid on a particular date,
say 2/5/92, then you would choose selected dates and enter 2/5/92 for
both Date from and Date to. After entering the desired information,
the printer status screen will appear. Hit return to start printing.
Select Account
This option allows you to select, add and delete accounts.
Select Account
This option will bring up a list of all of your accounts.
- 33 -
Highlight the account that you wish to activate and press
[ENTER].
Add New Account
This option allows you add new accounts. Enter the name of the
account that you wish to add. The account name can be up to 8
characters long. If you enter an invalid file name (one that
contains spaces or no characters), an error message will occur
and you will be asked to reenter the file name. There is a
maximum of 5 accounts.
Delete Account
This option allows you to delete accounts. Select the account
that you wish to delete. Confirm whether you wish to delete the
selected account (Y or N).
Pack Records
This option will delete all financial records marked for deletion.
NOTES: All of the actions you take will be performed on the active
account only. The active account will be displayed on the top of
each screen.
[K] Calendar
Option K on the main menu invokes the calendar. The calendar is
capable of holding up to thirty entries. There will be fifteen
entries displayed on the screen at any one time. To enter an entry
move the cursor to a blank entry and start typing. First enter the
date. Hit RETURN and enter the time the event is supposed to take
place. The next field allows you to enter either a P for PM or A for
AM. After entering that, you will proceed to the data box. This box
allows up to 4 lines of seventy-two characters each line. To save the
event, hit [F10]. To move between entries, use the [PAGE UP] and
[PAGE DOWN] keys. To abort the event (not save it as an entry), hit
[ESC] or another one of the keys in the box except [F10]. If you
wish to delete an entry, go to the entry and hit [CTRL-D]. When done
using the calendar, hit the [ESC] key to return to the main menu. To
print the calendar, hit [F5] and the printer status screen will
appear. Make sure paper is in the printer and hit a key to print the
calendar. When you abort to the main menu, the calendar is resorted
and saved. While you are in calendar mode, you can sort the calendar
if you wish by hitting [CTRL-S]. Entries that are on or before the
- 34 -
current system date will be marked with an *.
When you boot up GIRL SCOUTMATE, it checks to see if there is an
event on or before today's date. If there is an event today or any
day before today, an alarm will sound and a message will appear
notifying you. Also, if you are using GIRL SCOUTMATE when the day
changes, it will recheck the calendar to see if there are any events
occurring on the new date. The alarm for an event will only go off
once, and then it will be disabled.
NOTES: if the system date is incorrect, the calendar alarm function
will be inaccurate. Make sure your system date is set correctly.
[N] Notes
The Note pad (selection N on the main menu) invokes the mini-word
processor. The word processor was not built into this program but is
a generic separate file. It is called TED and is copyrighted (c) by
Ziff Communications. TED is a Bannerware program (free distribution,
but still copyrighted by the author), but has many useful functions
built into a very small program. If another text editor is desired,
then the main file has to be renamed to TED and put in the GIRL
SCOUTMATE directory. If it doesn't take up a large amount of memory
it should work fine. Don't forget to rename it to TED. Briefly,
here are the options available in TED.
F1 : Abort will return you to the main menu without saving any
changed information.
F2 : This will undo information just changed.
F3 : Print will send marked text to the printer.
F4 : Mark will highlight desired text. This option is used to
Cut and Paste and for printing.
F5 : Cut will cut (remove) marked text and store it in memory.
F6 : Paste will take the text that was cut (now in memory) and
put it where the cursor is located.
F7 : Exit allows you to save the note pad. After hitting
F7, simply hit return. The note pad will be saved and
the program will return to the main menu.
F8 : This option will delete everything to the right of the
cursor.
F9 : This option will delete the line the cursor is on.
- 35 -
F10: This will undelete a line that was just deleted.
Don't forget that you can print the note pad from the Print (Option G
from the main menu) Function. If you wish to send text to the
printer while you are in the note pad, you must first mark the text
that you wish to print, and then send it to the printer.
The note pad will be stored as NOTES.TXT in the GIRL SCOUTMATE
directory.
[M] Utilities
The utilities option (main menu letter M) will bring you to the
utilities menu.
Utilities Menu
1 - Choose Active Troop
2 - Pack Records
3 - Undelete Records
4 - Export/Import Records
5 - Backup Files
6 - Defaults/Updates
7 - Delete Bridge Files
8 - Exit
Choose Active Troop - This option allows you to select, add and
delete troops that you wish to keep track of. The first menu
selection allows you to select the troop that you wish to activate.
A list will come up with all of the troops. Select the appropriate
troop and hit Enter. The second menu selection is adding a troop.
Enter the number of the troop that you wish to add. If you enter a
duplicate troop then you will be notified. There is a maximum of 20
troops. The third menu selection is delete a troop. Select the
troop that you wish to delete. Confirm the deletion and it will be
removed from the list.
NOTES: You cannot delete the currently active troop. You would have
to activate another troop, and then delete the troop. You must have
at least one troop. When a troop is added, GIRL SCOUTMATE first
checks to see if that directory already exists. If it does then the
troop number is added to the list. If it doesn't, then GIRL
SCOUTMATE creates a directory (with the troop number as its name) and
puts the data files in it. When you activate the troop, only that
- 36 -
directory is used. When you delete a troop, the troop is only
deleted from the troop list. The directory and data files are NOT
deleted. If you so desire, you can remove that directory (and data
files) without consequence.
Pack Records - To Pack Records means to permanently erase the records
marked for deletion and squeeze the remaining records together to
take up the least amount of space. This includes permanently erasing
any Troop Inventory and Book Inventory records that were marked for
deletion. Invoking this option will back up the info.dat (calling it
info.bak) and the adinfo.dat (calling it adinfo.bak) files.
Afterwards, a new index will be generated and the program will return
to the main menu.
If there is not enough space on your disk to pack records, a message
will be printed on the screen and you will be returned to the main
menu.
On the screen will be shown the current progress of the pack. When
the pack is working on anything other than the scout database, a
message will be shown that the pack is currently working on all
miscellaneous files. When the scout database begins to be packed,
you will be shown how many records are to be packed and the progress
of the pack (how many records were packed and how many were deleted).
This information will be constantly updated throughout the packing
process. When the packing is done, a message will appear on the
screen and you will be returned to the main menu.
Undelete Record - Undeleting a record will UNMARK a record which is
marked for deletion.
A menu will appear asking whether the record you wish to undelete is
a scout or an adult record. After selecting your choice, a second
menu will appear allowing you to choose the way of undeleting the
record(s). Select the record you wish to undelete by entering the
record number, the name of the scout or adult marked for deletion or
by listing the records which are marked for deletion. If you choose
to select a record by name, case does not matter. Also, you do not
have to enter in the entire name. For example, if you wish to
undelete a record for scout Johnson, Tammy, you could enter in jo and
GIRL SCOUTMATE will choose that name. GIRL SCOUTMATE will choose the
first record matching the specification that you enter, so if you had
- 37 -
two or more scouts with the last name Johnson, you would have to
enter in more characters to ensure that the correct record is
selected. If an invalid record is entered (such as a record which is
not marked for deletion or a record not in the database), an error
message will be shown. If successfully undeleted, a message will be
shown to inform you of the success.
Export/Import Records - This option allows the exporting and
importing of records from/to your GIRL SCOUTMATE database. After
choosing this option, a menu will appear asking you whether you wish
to import or export a file from the database.
Import - Choosing Import will import records to your database.
You will be asked to enter the name of the import file. GIRL
SCOUTMATE will then check to make sure that the import file is a
valid import file (was exported from another GIRL SCOUTMATE
database). If the import file is invalid, an error message will
appear and you will be allowed to enter a different name (you
can hit [ESC] now to abort to the Utilities menu). You will
then be shown the number of records to be imported and the
current progress. After the importation is complete, a message
will appear and you will be returned to the Utilities menu.
Export - Choosing Export will export records from your database.
You will first be asked to choose which records you wish to
export. If you wish to export all of the records in your
database, hit 6 otherwise choose the records you wish to export.
If you exit without choosing any names, you will be informed and
returned to the Utilities menu. After choosing the records you
wish to export, you will then be asked to enter the name of the
export file. Make sure that you do not enter an extension for
the file. GIRL SCOUTMATE will then check to make sure that no
file with that name exists and isn't restricted. If the file
exists, you will be asked to confirm that the file should be
overwritten. If you choose no, you will be asked for a
different file name (you can hit [ESC] now to abort to the
Utilities menu). If you choose yes, the file will be
overwritten with the new information. The screen will display
how many files were selected to be exported and the progress.
After the exportation is done, you will be notified and returned
- 38 -
to the Utilities Menu.
NOTES: The file extension for the export file will be .dat.
There will also be a file created with the extension .fil. This
file will contain all of the exported records' data files
(notepad, bridge, and badge and patch information).
Backup Files - Backing up files is an essential part of using a
computer. One power surge or mistake can ruin days or weeks of work.
BACKING UP FILES REGULARLY IS STRONGLY RECOMMENDED. To do this will
take only a few seconds and can save days of work. Simply select the
path to back up the files to (i.e, a: or c:\gsmate\backup) and hit
return. Make sure the backup disk is in the appropriate drive and
that the path specified exists. The info.dat (scout records),
adinfo.dat (adult leader records), config.cfg (configuration file)
and all scout record data files (badge and patch information, etc.)
will be copied to the backup disk. A message will be shown informing
you of the success or non-success of the backup. If an error message
appears, check Appendix A for what the message means and solutions to
solve the problem.
Defaults/Updates - this option allows you to change the color and
return address defaults as well as update the proficiency badge and
interest project patch lists, troop and adult positions and
Group/Project Names.
Troop Positions
You can enter up to 30 troop positions. No default positions are
included.
Adult Positions
You can enter up to 30 adult positions. Default positions are
included.
Return Address
You can enter up to five lines of seventy eight characters each for a
default return address. This return address will be the default for
envelopes as well as mail merge.
City, State, Zip Code and Area Code
You can enter defaults for the above four items. Every time you
enter a new adult or scout record, the fields for which you have
default values will be automatically inserted in the new record.
Group/Project Names
- 39 -
You can enter up to 9 Group/Project names. You must first enter a
code by which to identify each Group/Project. This code will be used
when entering group codes in individual scout and adult records. You
will then enter the Group/Project name of up to 30 characters. Note
that o is a different code than O.
Colors
You can choose the default colors for the background, foreground,
highlighted message foreground and highlighted message background.
As you enter different numbers, the colors will change to show you
what your selections would look like.
For all of the above (except Badge Lists), hit [F10] to save the
defaults/updates or [ESC] to abort without saving.
Delete Bridge Files - this option is used when you manually change
the bridge requirements for a certain bridge. Enter the bridge you
wish to have deleted (the bridge you changed) and hit RETURN. After
confirming that the deletion is to occur, GIRL SCOUTMATE will delete
all of the appropriate bridge files. After the deletion is complete,
you will be shown how many bridge files were deleted and then
returned to the menu.
[N] Quit
This will end the GIRL SCOUTMATE session. The index will be saved
and the program will terminate returning to your operating system.
- 40 -
Appendix A
Error Messages
When backing up files, the following (error) messages can occur:
Copy Successful - the backup was successfully performed.
Source and Target are the Same - you entered the GIRL SCOUTMATE
directory as the backup path. Change the backup path.
Source file not found - for some reason, the program could not
find the info.dat file. Did you erase it? If so, you have to
run install again or copy it to the GIRL SCOUTMATE directory if
it was previously backed up.
Unable to create target file - the target file could not be
created. This means that an invalid path was entered. Enter a
correct path. If you need to create another subdirectory,
simply go to DOS and use the md (make dir) command to make the
desired subdirectory.
Data Copy Failed - An undetermined error occurred. Maybe a bad
floppy disk is the cause.
Installation Errors
When installing GIRL SCOUTMATE, errors can occur. If you get an
Unable to Create Directory, you most likely forgot to put in a colon
(:) after the drive letter. Make sure you put the destination path
in this format: DRIVE:PATH. Here are two examples of directories:
c:\gsmate and e:\troop\gsmate\files.
Here are the specific list of errors that the installation
verification procedure looks for:
Error #1 - GS.EXE file is missing
Error #2 - GS.OVR file is missing
Overlay Errors
GS.OVR is the overlay file used. After loading GIRL SCOUTMATE, the
overlay file will be checked for errors (system or overlay). The
following errors can occur:
Overlay Error #1 - Overlay system error. Reboot the system and try
again. If the error persists, copy GS.OVR from the master disk.
Overlay Error #2 - Overlay not found. Copy GS.OVR from the master
disk.
Overlay Error #3 - Not enough memory. Your system must have at least
512K to run GIRL SCOUTMATE.
Overlay Error #4 - I/O error reading overlay. The file may be
corrupted. Copy GS.OVR from the master disk.
- 41 -
Other possible problems
There has been a elusive problem with index corruption, even with the
protection methods programmed into Girl Scoutmate. If your index
ever becomes corrupted (you'll know when this happens - garbage
begins appearing when you list names -- or you may even get an error
when printing records), exit out of Girl Scoutmate, type del *.idx
and then rerun Girl Scoutmate. This will fix the problem. This
problem should occur rarely, if at all.
If GIRL SCOUTMATE ever aborts with an error or hangs the system for
some reason, please note what steps you did prior to the hang and
contact me via phone or mail. If there was any kind of error message
(i.e. Runtime Error #######-###), write that down also. GIRL
SCOUTMATE has been thoroughly tested, but there may be some obscure
bugs which weren't caught. If GIRL SCOUTMATE does abort, none of
your data files should have been corrupted (a routine was put in so
that if it aborts during program execution the index will be
recreated the next time GIRL SCOUTMATE is executed, therefore
excluding all errors that may have occurred during the unexpected
abort of the program), so just run GIRL SCOUTMATE again.
- 42 -
Appendix B
Try-Its Badge List
Food Fun 1
2 Dancercize
3 Sports and Games
4 Manners
5 Good Food
6 Safety
7 Caring and Sharing
8 People of the World
9 Her Story
10 Girl Scout Ways
11 It's a Small World
12 Listening to the Past
13 Careers
14 Play
15 Science Magic
16 Math Fun
17 Numbers and Shapes
18 Space Explorer
19 Science in Action
20 My Body
21 Movers
22 Colors and Shapes
23 Puppets, Dolls and Plays
24 Music
25 Art to Wear
26 Creative Composing
27 Me and My Shadow
28 Artful Architecture
29 Outdoor Happenings
30 Plants and Animals
31 Outdoor Fun
32 Earth and Sky
33 Outdoor Adventurer
34 Water Everywhere
35 Earth is our Home
36 Our Own Council's
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Proficiency Badges
1. Dabbler and Tomorrow) 77. Video
(Well-Being) 38. Aerospace Production
2. Across 39. Business-Wise 78. Visual Arts
Generations 40. Car Care 79. Dabbler
3. Becoming a Teen 41. Computer Fun (Out-of-Doors)
4. Caring for 42. Do-It-Yourself 80. Eco-Action
Children 43. Food, Fibers 81. Ecology
5. Collecting and Farming 82. Finding Your
Hobbies 44. Geology Way
6. Doing Hobbies 45. Math Whiz 83. Frosty Fun
7. Exploring 46. Money Sense 84. Hiker
Healthy Eating 47. Ms. Fix-It 85. Horse Lover
8. Family Living 48. Plants and 86. Horseback Rider
Skills Animals 87. Outdoor Cook
9. First Aid 49. Puzzlers 88. Outdoor
10. Health and 50. Ready for Creativity
Fitness Tomorrow 89. Outdoor Fun
11. Healthy 51. Science in 90. Outdoor Fun in
Relationships Action the City
12. Making 52. Science Sleuth 91. Small Craft
Decisions 53. Science in the 92. Swimming
13. Making Hobbies Worlds 93. Troop Camper
14. My Self-Esteem 54. Sky Search 94. Walking for
15. Pet Care 55. Water Wonders Fitness
16. Safety Sense 56. Weather Watch 95. Water Fun
17. Sports 57. Dabbler (Arts) 96. Wildlife
18. Sports Sampler 58. Architecture 97. Careers
19. Dabbler 59. Art in the Home 98. Communication
(People) 60. Art in the 99. Healthy Living
20. Active Citizen Round 100. Helping in
21. Celebrating 61. Art to Wear Your Community
People 62. Books 101. Leadership
22. Creative 63. Ceramics and 102. Looking Your
Solutions Clay Best
23. Geography Fun 64. Communication 103. Technology
24. Girl Scouting Arts 104. Wider
in the U.S.A. 65. Dance Opportunities
25. Girl Scouting 66. Drawing and 105. Your Outdoor
Around the Painting Surroundings
World 67. Folk Arts 106. Our Own
26. Junior Citizen 68. Jeweler Council's
27. Local Lore 69. Music Lover 107. Our Own
28. My Community 70. Musician Troop's
29. My Heritage 71. Photography
30. Native People 72. Popular Arts
of the U.S.A. 73. Prints and
31. On My Way Graphics
32. The World in My 74. Textiles and
Community Fibers
33. Traveler 75. Theatre
34. Women Today 76. Toymaker
35. Women's Stories
36. World Neighbors
37. Dabbler (Today
- 44 -
Interest Project Patches
1. Dabbler (Well-Being) 53.Dabbler (Out-of-Doors)
2. Child Care 54.Camping
3. Creative Cooking 55.Eco-Action
4. Emergency Preparedness 56.Outdoor Survival
5. Sports 57.Water Sports
6. Fashion/Fitness/Makeup 58.Wildlife
7. Skills for Living 59.Horse Sense
8. Tune in to Well-Being 60.Paddle, Pole and Roll
9. Collecting 61.Animal Observation
10.Family Living 62.Backpacking
11.Managing Stress 63.Cycling
12.Pets 64.Orienteering
13.Reading 65.Skiing and Snow-Shoeing
14.Dabbler (People) 66.Smooth Sailing
15.Community Time Capsule 67.Our Own Council's
16.Global Understanding 68.Our Own Troop's
17.Leadership
18.Travel
19.Do You Get The Message
20.Heritage Hunt
21.American Indian Lore
22.Games
23.The Law
24.Understand Yourself and
Others
25.Women's History
26.Dabbler (Today and Tomorrow)
27.Auto Maintenance
28.Career Exploration
29.Energy Awareness
30.Money Management
31.Plant Culture
32.High-Tech Communication
33.Audiovisual Production
Advanced
34.Audiovisual Production Basic
35.Computers
36.Entrepreneurship
37.Geology
38.Space Exploration
39.Dabbler (Arts)
40.Folk Arts
41.Music
42.Photography
43.Visual Arts
44.The Plays The Thing
45.Invitation to Dance
46.Artistic Crafts
47.Creative Writing
48.Fashion Design and Clothing
49.Museum Discovery
50.Prints and Graphics
51.The Performing Arts
52.Weaving
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Appendix C
Customized Reports
Scout Variables
^sfname - First Name
^slname - Last Name
^saddress1 - Address Line #1
^saddress2 - Address Line #2
^scity - City
^sstate - State
^szip - Zip Code
^sphone - Phone Number
^sheight - Height
^sweight - Weight
^sdob - Date of Birth
^sschool - School
^1pgnname - First Parent/Guardian's Name
^1pgnad1 - First Parent/Guardian's Address Line #1
^1pgnad2 - First Parent/Guardian's Address Line #2
^1pgncity - First Parent/Guardian's Business City
^1pgnstate - First Parent/Guardian's State
^1pgnzip - First Parent/Guardian's Zip Code
^1pgnhphone - First Parent/Guardian's Home Phone Number
^1pgnwphone - First Parent/Guardian's Work Phone Number
^2pgnname - Second Parent/Guardian's Name
^2pgnad1 - Second Parent/Guardian's Address Line #1
^2pgnad2 - Second Parent/Guardian's Address Line #2
^2pgncity - Second Parent/Guardian's City
^2pgnstate - Second Parent/Guardian's State
^2pgnzip - Second Parent/Guardian's Zip Code
^2pgnhphone - Second Parent/Guardian's Home Phone
^2pgnwphone - First Parent/Guardian's Work Phone Number
Adult Variables
^afname - First Name
^alname - Last Name
^ahaddress1 - Home Address Line #1
^ahaddress2 - Home Address Line #2
^ahcity - Home City
^ahstate - Home State
^ahzip - Home Zip Code
^ahphone - Home Phone Number
^abaddress1 - Business Address #1
^abaddress2 - Business Address #1
^abcity - Business City
^abstate - Business State
^abzip - Business Phone
^abphone - Business Phone
^aposition1 - First Position in troop
^aposition2 - Second Position in troop
^aposition3 - Third Position in troop
^aposition4 - Fourth Position in troop
Other Variables
leg(field,"[char]")
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This variable takes the length of the specified field and prints
[char] that many times.
no ff
This will tell GIRL SCOUTMATE not to form feed after each record (but
it will still form feed at the end of page). To do this, on the very
first line of your report, type "no ff". Don't forget, it must on
the very first line AND by itself in order for this to work.
Example 1
leg(^sfname,"-")-leg(^slname,"-")
|^sfname ^slname|
---------------------------------------------------------------------
| |
---------------------------------------------------------------------
Say the scout currently being read is Tammy Johnson, this will print:
---------------
|Tammy Johnson|
---------------------------------------------------------------------
| |
---------------------------------------------------------------------
This example is on your master disk (disk #2 if using 5 1/4" disks)
under the name sample.frm. This is known as a general worksheet.
There are two other sample forms on the master disk called testa.frm,
which is a sample of ALL of the possible leg (length) and variable
functions for adults, and testb.frm, which is a sample of ALL of the
possible leg (length) and variable functions for scouts.
Note that there was an extra - in the first line. It has to be
included to account for the black space between the first and last
name.
Example 2
Dear ^1pgnname:
Your daughter, ^sfname, has not been actively participating in the
troop. Please contact me so that we may set up an arrangement.
Troop Leader Reilly
If the first parent's name was Joe Johnson, it would print:
Dear Joe Johnson:
Your daughter, Tammy, has not been actively participating in the
pack. Please contact us so that we may set up an arrangement.
Troop Leader Reilly
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