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- Grocery Listing Program
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- Version 1.2
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- -by-
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- Synergy Software of Nebraska
- 904 Lariat Circle
- Papillion, NE 68046
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- Synergy Software of Nebraska (SSoN) is distributing GROCERY under
- the Public Domain concept. This program may be freely distri-
- buted to all interested individuals without further authorization
- or request from SSoN. If you are interested in other programs
- developed by SSoN, you can write to the above address for
- information.
-
- Since GROCERY is being distributed without any charge or
- obligation by the user, Synergy Software of Nebraska disclaims
- all responsibilities for its purpose or its effectiveness. (In
- other words, "Don't look a gift horse in the mouth.")
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- If you like the program and would like to have a copy of the
- source code, you can send us $10 to the above address. We will
- send you a copy. The program was written in Turbo Pascal.
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- This program has been developed to run with only color display
- systems. Later versions will work with monochrome displays.
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- Into the fire pit:
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- There are those who grocery shop on a regular basis that
- often know precisely what they want to get, where to find it, and
- how many (or much) to buy. Of course, there are those, like
- myself, who dread the local Food-4-Less, Piggly-Wiggly, and
- Helter-Skelter food chains; who make illogical and often unsup-
- ported reasons why it is better to buy a dozen items at the 7-
- eleven store just down the street for the price of the monthly
- car payment rather than beat the hords of food shoppers at the
- BIG ones; and who look for building maps at the entrance in case
- of getting lost "somewhere" between isles 7 and 8 while seeking
- the location of a jar of Jif.
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- Well, despite my efforts, the day came when my wife gave me
- the grocery list and simply stated: "Go to it." It was in the
- two hours after this SEE (Significantly Emotional Event), while
- wearing out my shoe soles in search of a that infintesimally
- small, but ever so important, spice that I decided to write this
- program.
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- The Program's Afoot:
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- Within a day of previously described misadventure I had the
- workings of the program complete. At last! Not only did I have
- a program that I could use at the store, but I could finally
- prove to my wife that a computer DOES have useful purposes. I
- can honestly say now that having the program completed, with
- several modifications as time goes on, for nearly a year that my
- wife consistently and faithfully uses it every time she goes to
- her favorite grocery store.
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- The Inner'ds:
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- Since there is a built-in help screen (my wife would not
- have had much luck running the program without being able to
- first find the F1 key), this document will be short. It will
- only cover a general description of what the program does.
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- First of all, GROCERY is a data base program. It contains
- the grocery items you buy on a regular (or even an irregular)
- basis, along with the normal amount of each item. When you
- execute GROCERY, it will display the items by isle.
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- 1) enter new grocery items,
- 2) delete existing grocery items,
- 3) select grocery items to be printed, and
- 4) print the final grocery list (or entire data base).
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- The program will handle up to 30 isles and each isle may
- have up to 36 items. The display shows the items three isles at
- a time; 18 items per isle. There are two "windows", a top and
- bottom, that can be switched between which enables you to view
- all 36 items (18 in the top window, 18 in the bottom window).
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- Items are selected (or cleared) by placing the item cursor
- (a inverted color window) over the item you are interested in and
- pressing the RETURN key. Once you have selected the items you
- wish to include in the grocery list, the F3 function key sends
- the list to the printer (LPT1:).
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- Of course the difficult part about running the program is in
- having to enter ALL of the items into the data base at the
- beginning. The nice thing is that once you have the items
- entered (and organized in the fashion you desire), printing the
- grocery list is a snap; and the print-out is organized by isle.
- All you have to do is go through the grocery store, checking the
- items by the isle.
- Isles in the program are numbered 1 to 30; however, I have
- added a feature that allows you to change the name of the isle.
- Thus, you can rename one of the isles "Produce" and another
- "Meats". This also simplifies the shopping procedures.
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- Key Points:
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- A) The function keys:
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- F1: This key brings up the first (of two) help screens.
- These screens provide a synopsis of the keys that are
- available within the program. To go to the second help
- screen page, strike the F1 key again. Any other key
- returns the main screen.
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- F2: This key saves the present data base to the file:
- GROCERY.DB. The data saved includes the items as well
- as the selection settings. Thus, you can select items
- to be printed, save them to file, and when you reload
- the program, the selection settings are still there.
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- F3: This key prints out the final grocery listing. All
- print-out is organized by isle and the specific sequence
- of items in the isles.
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- F5: This key prints the entire data base. This is good for
- checking the data base against the grocery store; just
- print out the data base and take it with you the next
- time you go shopping.
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- F7: This key resets all selected grocery items. It is meant
- primarily to clear the selection settings so that you
- can start from scratch with the next grocery list. If
- you select this option, GROCERY will give you one last
- chance to abort the action: with the ESC key.
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- F9: This key sets the display to the TOP window. As men-
- tioned above, there are two windows required to display
- all 36 items for each isle: TOP and BTM (Bottom). This
- key and F10 are available to switch between the two.
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- F10:This key sets the display to the BTM (Bottom) window.
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- See the F9 key above for more information.
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- B) Cursor Movement Keys:
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- The 4 Arrow Keys:
- These keys are the primary keys to move the item cursor
- around the display area of the screen. The item cursor is
- used to select or clear items for the grocery listing, to
- point to items to be deleted, or to point to locations where
- an item is to inserted in the list.
- In addition to the F9 and F10 keys described above, the
- arrow keys also can cause the display to switch between the
- TOP and BTM windows. If the cursor is placed over the last
- item in the TOP window (and there are items that extend into
- the BTM window), the down arrow will cause the program to
- display the bottom window. Likewise, if the cursor is at
- the first item on the BTM window and the up arrow is
- pressed, the program will display the top window, placing
- the cursor at the end of the top window's list.
- The left and right arrows "wrap" around through the
- three isles displayed. To display the next three isles, use
- the page up and page down keys (described below).
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- Home and End:
- In addition the the arrow keys described above, the
- Home and End keys also move the cursor. The Home key moves
- the item cursor to the first item on that particular isle.
- If the BTM window is displayed, the window is not switched.
- The End key moves the cursor to the end of the list.
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- C) Paging:
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- GROCERY only displays three isles of data at one time.
- Each of these three isle displays are called pages. Since
- there are 30 isles in all and three isles are displayed per
- page, there are a total of 10 pages. To move from page to
- page, the PgUp and PgDn keys are used. PgUp moves back to
- the previous page; PgDn moves to the next. For quick
- "jumps", holding the CTRL key down and striking the PgUp or
- PgDn key will send you to the first page or the last page,
- respectively.
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- D) Other keys:
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- RETURN: This key is used to toggles the item pointed to by
- the item cursor between selected and cleared. If an item is
- clear, and the RETURN key is pressed, GROCERY will ask you
- for the quantity. If you don't wish to change the quantity
- as shown, press the RETURN key again; otherwise, you may
- type in a value between 1 and 99.
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- INS: This key allows you to insert new items into the data
- base. To insert a new item, place the item cursor at the
- location you wish it to be and press the INS key. GROCERY
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- will ask you to enter the item. Type in the name and hit
- RETURN. The item will be inserted.
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- DEL: This key deletes an existing item from the data base.
- Place the cursor over the item to be deleted and hit DEL.
- GROCERY will ask you to verify the delete. If you are sure,
- type "Y".
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- CTRL-HOME: As discussed above, it is possible to change the
- name of the isle which, by default, is simply numbered from
- 1 to 30. Text descriptors are often more informative of
- what the isle contains, rather than just a number. To
- change the name, hold down the CTRL key and press Home. The
- item cursor will jump to the screen location displaying the
- isle number. Now, just type in the name. To clear the name
- from the display, press CTRL-Home and hit RETURN.
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- ESC: Finally, to exit the program, use the ESC key.
- GROCERY will ask you to verify this is what you wish to do.
- It is not necessary to save the data base to file before
- exiting the program. GROCERY will do this automatically if
- you have updated any of the data.
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- That's it! I hope you enjoy and use this program. It has been a
- great value to my family.
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- Happy hunting...
- Synergy Software of Nebraska
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