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1
REVISION RECORD
0First Edition March 1986
0
PREFACE
0Kermit is a system for transferring files between computers. In particular
it can transfer text and binary files between the UMRCC Cyber 170-730 and a
microcomputer. The Cyber Kermit guide (REP105) is written for people who
know little or nothing about the Cyber or its operating system, NOS. The
guide describes only those Cyber features which you need when you are using
Cyber Kermit. For more information, consult the UMRCC Cyber 170-730 Intro-
ductory Guide (LOC101).
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March 1986 ii Cyber Kermit
1 CONTENTS
0
1. Introduction 1
0
2. Files on the Cyber 170-730 2
0 2.1. How are Cyber files stored? 2
0 2.2. What do Cyber files contain? 4
0 2.3. What are structured files on the Cyber? 6
0
3. Using Kermit 7
0
4. Kermit on your micro 9
0 4.1. Starting a micro Kermit 9
0 4.2. Connecting to the Cyber and escaping back 10
0 4.3. Micro Kermit commands that affect Cyber Kermit 10
0 4.4. Other micro Kermit commands 12
0
5. Kermit on the Cyber 170-730 13
0 5.1. Basic Cyber Kermit commands 13
0 5.2. Cyber Kermit SET commands 14
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0March 1986 iii Cyber Kermit
1 KERMIT
0 A File Transfer Facility
0
1. Introduction
0Kermit is a tool for transferring information from one computer to another.
The Kermit protocol was defined and developed at Columbia University.
Implementations of Kermit are available for many computers, but this manual
assumes that one computer is the UMRCC Cyber 170-730, and that the other is
a microcomputer you are using. Let us suppose you have typed some document
on your micro and saved it on a floppy disk. Kermit can transfer this text
to the Cyber if three conditions are fulfilled:
0(1) You can get a version of Kermit for your micro.
0(2) You can connect your micro to the Cyber.
0(3) You are a registered user of the Cyber.
0A version of Kermit for your micro may be available in the microprocessor
area at UMRCC. If you are not registered to use the Cyber and wish to do
so, you must contact your departmental representative. (In general, you
should not use the Cyber merely to keep backup copies of micro files.)
0To transfer a file you must run two Kermit programs on two computers at the
same time: one on your micro, which we shall call `micro Kermit', and the
other on the Cyber 170-730, which we shall call `Cyber Kermit'. Any Kermit
program has three parts: one deals with the particular machine on which it
runs, one deals with other Kermit programs, and one (the `user interface')
deals with people. This guide describes the Cyber Kermit `user interface';
that is, it tells you how to use Cyber Kermit. It should also say enough
about micro Kermits to help you transfer files. Your micro Kermit may not
agree with those described here in every respect; to learn more about your
micro Kermit in particular, you must obtain a guide which treats your micro
specifically (if there is such a guide). Kermit programs themselves ordi-
narily provide comprehensive help information; simply run one and type
0 ?
0You should obtain a list of the commands accepted by that Kermit. For in-
formation about one of them, type the command followed by `?'. So, for ex-
ample, to ask what you can SET, type
0 SET ?
0and you should get a list of the terms you are allowed to SET. If one of
these is FILE, then type
0 SET FILE ?
0to get a list of the values to which you can SET FILE. Parts of Kermit
commands should be separated by blank spaces. Most Kermits allow you to
abbreviate any part of any command, provided the result is not ambiguous.
0
0
0
March 1986 1 Cyber Kermit
12. Files on the Cyber 170-730
0The Cyber supports many types of files. This may bewilder you if you are
new to our style of computing. Unfortunately you must learn a few facts
about Cyber files before you can use Kermit to transfer them.
0Every file on the Cyber has a name consisting of one to seven letters or
digits. The first character of any file name should be a letter.
Extensions to file names are not allowed. There are no pathnames. Cyber
Kermit imposes an additional restriction: it cannot transfer files whose
names (on the Cyber) begin with ZZZ. (If you have such a file, you should
RENAME it during the file transfer.
0
We shall now look at the different kinds of file available on the Cyber,
asking first how Cyber files are stored, next what they contain, and
finally what structure they may have.
0
02.1. How are Cyber files stored?
0The most important feature of Cyber files is the difference between LOCAL
files and PERMANENT files. When you log out from the Cyber, any LOCAL
files which you may have written are lost; only PERMANENT files continue to
exist after your session ends. On the other hand, Cyber programs generally
read and write only LOCAL files; in particular, Cyber Kermit reads and
writes only LOCAL files. Therefore if you log in to the Cyber, you cannot
simply type KERMIT and send a file; you must make a LOCAL file first.
Moreover, if you type KERMIT and receive a file, you will lose the file
when you log out unless you have made a PERMANENT copy of it.
0There are two kinds of PERMANENT file: INDIRECT and DIRECT access files.
0INDIRECT access files are PERMANENT files which are typically quite small.
All Cyber users can have INDIRECT access files. To send an INDIRECT access
file using Kermit, you must make a LOCAL copy of the file using the Cyber
GET command. This LOCAL copy and the original PERMANENT file usually have
the same name. When you have used Kermit to send a file to the Cyber, the
file will be a LOCAL file. To keep that file on the Cyber as an INDIRECT
access file, you must make a PERMANENT copy of it using the SAVE command.
If you already have an INDIRECT access file by that name, you may use the
REPLACE command to replace your old PERMANENT file with a new PERMANENT
copy of the LOCAL file.
0DIRECT access files are PERMANENT files which are typically quite large
(i.e., more than about 80 kbytes or 128 PRU's). Many Cyber users are not
allowed to have DIRECT access files. To send a DIRECT access file using
Kermit, you must first make the file LOCAL by using the Cyber ATTACH com-
mand. An ATTACHed DIRECT access file is in fact both LOCAL and PERMANENT
at the same time. When Cyber Kermit has received a file, the file will be
a LOCAL file. To keep that file on the Cyber as a DIRECT access file
(which you should not do unless it is very large), you may use the DSAVE
command. If you already have a DIRECT access file by that name, you may
use the DEPLACE command to replace your old PERMANENT file with a new copy
of the LOCAL file.
0
0
0March 1986 2 Cyber Kermit
1You should know at least the following Cyber commands:
0 HELPME,command This gives you information about a Cyber com-
mand and, in most cases, prompts you for each
parameter and executes the command. For extra
help with any parameter, type `?'. HELPME with
no argument lists the commands you may use.
0LOCAL files:
0 ENQUIRE,F Lists the names of all LOCAL files.
0 LENGTH,filename Tells you the length of a LOCAL file in PRU's.
A PRU contains 640 characters.
0 LIST,filename Lists a LOCAL file at your terminal.
0 RENAME,newname=oldname Changes the name of a LOCAL file.
0 RETURN,filename Gets rid of (deletes) a LOCAL file.
0 CLEAR Gets rid of (deletes) all LOCAL files.
0PERMANENT files:
0 CATLIST Lists the names of all PERMANENT files.
0 CATLIST,FN=filename,LO=F Gives the length of a PERMANENT file in
PRU's, as well as other information.
0 CHANGE,newname=oldname Changes the name of a PERMANENT file.
0 PURGE,filename Erases a PERMANENT file.
0INDIRECT access files:
0 GET,filename Makes a LOCAL copy of an INDIRECT access file.
0 SAVE,filename Makes a new INDIRECT access copy of a LOCAL file.
0 REPLACE,filename Makes an INDIRECT access copy of a LOCAL file,
overwriting any existing INDIRECT access file
with the same name.
0DIRECT access files:
0 ATTACH,filename Makes a DIRECT access file both PERMANENT and
LOCAL.
0 DSAVE,filename Makes a new DIRECT access copy of a LOCAL file.
0 DEPLACE,filename Makes a DIRECT access copy of a LOCAL file, over-
writing any existing file with the same name.
0Transferring files between the Cyber and the Amdahl:
0 PUTFEP Transfers a file from the Cyber to the Amdahl.
0 GETFEP Transfers a file from the Amdahl to the Cyber.
0
March 1986 3 Cyber Kermit
12.2. What do Cyber files contain?
0Files on any computer may contain different kinds of data. The fundamental
distinction between files with respect to content divides TEXT files from
BINARY files. Most micros have only one kind of TEXT file; if your micro
Kermit has a name to distinguish TEXT files, it probably calls them ASCII
files. The default file type on nearly all Kermits is ASCII.
0On the Cyber there are three kinds of TEXT file; Cyber Kermit calls them
ASCII files, DISPLAY code files, and EIGHT code files.
0ASCII files are files of TEXT. ASCII is a standard character set consis-
ting of 95 printable characters (including a blank space) and 33 unprint-
able `characters'. You can make an ASCII file on the Cyber using one of
the Cyber editors, FSE or XEDIT, or by giving the TEXT command when your
terminal is in ASCII mode. ASCII is the default file type for Cyber
Kermit; when you first give the KERMIT command on the Cyber, Kermit will be
prepared to send and receive ASCII files (even if your terminal is not in
ASCII mode).
0DISPLAY code files are files of TEXT. DISPLAY code consists of 64 print-
able characters (including a blank space); it is also called 64-character
code, DIS, DIS64, NORMAL, and UPPER CASE by some Cyber programs. Almost
all Cyber compilers require input in DISPLAY code; if you compile a program
on the Cyber, is is probably in DISPLAY code. You can make a DISPLAY code
file on the Cyber by using one of the Cyber editors, FSE or XEDIT, or by
giving the TEXT command when your terminal is in NORMAL mode.
0EIGHT code files are files of TEXT. They are often called ASCII8 or 8
code files by other Cyber programs. You can make an EIGHT code file on the
Cyber by using the Cyber editor FSE with the option 8 or ASCII8. Most
people do not need to use files of this type.
0The special Cyber command FCOPY converts files from one character code to
another. For information about FCOPY, give the Cyber command HELPME,FCOPY.
The FCOPY command requires code set parameters which correspond as follows
to Cyber Kermit's names for types of text file:
0 Cyber Kermit FCOPY
File-type code set
0 ASCII ASCII
DISPLAY DIS
EIGHT ASCII8
0
If your TEXT file contains only printable characters, if none of its lines
contains more than 160 characters, and if you do not mind having invisible
blank characters added to or taken off the ends of lines, then Cyber Kermit
should transfer your file satisfactorily. Otherwise, note that
0(1) When it receives TEXT files, Cyber Kermit replaces all carriage re-
turns with standard NOS ends-of-line and removes any line feed char-
acters.
0(2) When it receives a DISPLAY code file, Cyber Kermit replaces all
unprintable characters except carriage return and line feed with a
blank space, and it replaces all printable characters which are not
DISPLAY code characters with their closest printable equivalents.
When it receives ASCII or EIGHT code files, Cyber Kermit keeps all
characters it receives except carriage returns and line feeds.
0March 1986 4 Cyber Kermit
1
(3) When it receives a text file, Cyber Kermit keeps any blanks it re-
ceives -- even if they are not needed. It also writes one blank on
every otherwise empty line. Note that most Cyber programs will either
remove this blank or add a second blank to the line.
0(4) When it receives a DISPLAY code file, Cyber Kermit adds a blank to any
line ending in a colon. When it receives an EIGHT code file, it adds
a blank to any line ending in NUL or @.
0(5) When it sends a text file, Cyber Kermit replaces all NOS ends-of-line
with a carriage return followed by a linefeed. This is the standard
Kermit line separator. If the file already contains carriage returns
or linefeeds (as both ASCII and EIGHT code files may), Cyber Kermit
sends them as part of the data.
0(6) When it sends a text file, Cyber Kermit replaces any undefined charac-
ters with blank spaces. If you do not SET the correct File-type, you
may lose much of the file's contents during a Kermit transfer.
0(7) When it sends a text file, Cyber Kermit strips any blank characters
from the end of each line.
0(8) Cyber Kermit sets no limit on the length of lines; it does not shorten
lines longer than 160 characters. However, most Cyber programs do not
allow lines to have more than 160 characters.
0
0We often call any file which is not a TEXT file a BINARY file. On most
computers there are at least two kinds of binary files: EXECUTABLE files
and DATA files. A DATA file can be read and understood by programs on any
computer, while an EXECUTABLE file makes sense only to the computer for
which is was compiled.
0Cyber Kermit recognises two kinds of BINARY file: ordinary BINARY files
and KERMIT files.
0You should normally use BINARY files when you are transferring binary DATA.
Cyber Kermit reads and writes BINARY files bit by bit. Files on the Cyber
are stored in words of 60 bits each, while files on most micros are stored
in bytes of 8 bits each. This means that Cyber Kermit must usually add
padding to the end of a BINARY file to fill up its last word; this padding,
which always consists of zeros, should not cause difficulty in most cases,
but you should know that your BINARY files may be longer when they leave
the Cyber than they were when they arrived!
0If you are transferring an EXECUTABLE file from one micro to another via
the Cyber, you should receive it on the Cyber as a KERMIT file. KERMIT
files are supported only by Cyber Kermit; they make no sense to any other
program. If you intend to process your file in any way on the Cyber, or if
you intend to transfer it to another computer by any means other than Cyber
Kermit, you must NOT receive it as a KERMIT file. On the other hand, Cyber
Kermit guarantees when it sends a KERMIT file that it is sending precisely
what it received, provided of course that it received the file as a Kermit
file.
0
0
0March 1986 5 Cyber Kermit
12.3. What are structured files on the Cyber?
0The simplest files contain TEXT or BINARY data stored sequentially. Cyber
Kermit handles these files without any difficulty. But some Cyber files
are `structured', that is, organised by the operating system into parts
called RECORDS and INTERNAL FILES. Since end-of-record and end-of-file
marks are not part of the data in files, the Kermit protocol has no way to
represent them. For this reason,
0(1) Cyber Kermit cannot receive a structured file. Any file Cyber Kermit
writes will contain no internal ends-of-record or ends-of-file.
0(2) If you tell Cyber Kermit to send a structured file, it transfers only
the first record of the file. It does not look to see if there is any
other data in the file.
0(3) Almost all files which are executable on the Cyber have an internal
structure, since most Cyber compilers write structured files. Kermit
cannot transfer such files successfully.
0(4) If you have a structured TEXT file on the Cyber, you can remove its
divisions with the Cyber command
0 PACK,filename
0 The file to be packed must be a LOCAL file. Cyber Kermit will transfer
the entire file after you have packed it, but you cannot automatically
restore its internal structure. (There are several ways you can create
a structured text file deliberately, but the most common way you might
accidentally create one is by combining two files with either the COPY
or the APPEND command.)
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March 1986 6 Cyber Kermit
13. Using Kermit
0Kermit is very easy to use, but some people may at first have difficulty
understanding that Kermit involves running two programs at the same time on
two computers from the same terminal, and that one computer will sometimes
pass on your commands to the other. To clarify this, let us first describe
the different states or conditions each computer can enter, then describe a
simple Kermit session.
0Your micro can be in one of four states or conditions:
0(1) Not running Kermit.
0(2) Running Kermit and expecting a command from you. We may say that the
micro is in Kermit command mode.
0(3) Running Kermit and pretending to be a Cyber terminal. In this state
it passes on (almost) everything you type to the Cyber, ignoring any-
thing but a special character or pair of characters called the ESCAPE
SEQUENCE, which restores the micro to the state in which it expects a
Kermit command from you.
0(4) Running Kermit, but not acting as a terminal and not expecting you to
give a Kermit command; in this state your micro expects to exchange
specially coded packets of information with the Cyber.
0At the same time that your micro is being so versatile, the Cyber may be in
any of the following four states:
0(1) Not connected to your micro; you are not logged in.
0(2) Connected to your micro but not running Kermit; it expects you to
give it an ordinary Cyber command.
0(3) Running Kermit and waiting for you to give it a Cyber Kermit command.
We may say that the Cyber is in Kermit command mode.
0(4) Running Kermit, but not expecting a Cyber Kermit command; instead the
Cyber expects to exchange coded information with your micro.
0
Now let us consider a simple Kermit session, omitting most of the details
for the moment. We shall suppose that you wish to transfer two text files:
CYBTEXT is on the Cyber and must go to your micro, while PROG is on your
micro and must go to the Cyber. When you start, your micro is not running
Kermit, and you are not logged in on the Cyber.
0(1) Give your micro the command KERMIT. It is now in Kermit command mode.
(2) Give your micro Kermit several commands which help it to communicate
when you connect it to the Cyber; we discuss these in section 4.1.
(3) Give your micro Kermit the CONNECT command; it will then start to act
as a terminal.
(4) Log in to your username on the Cyber.
(5) Give the Cyber command
0 GET,CYBTEXT
0 to make a local copy of the file CYBTEXT.
0
0March 1986 7 Cyber Kermit
1(6) Give the Cyber command
0 KERMIT
0 The Cyber responds with the special prompt
0 Cyber Kermit>
0 This tells you that the Cyber is in Kermit command mode.
(7) Give the Cyber Kermit command
0 SERVER
0 The Cyber makes no response. It now expects to exchange packets with
your micro; it will speak only in code.
(8) Escape back to your micro. It is no longer acting as a terminal, but
has returned to Kermit command mode. (Later we shall discuss what you
must do to escape back to your micro.)
(9) Give your micro the Kermit command
0 GET CYBTEXT
0 Your screen will show the progress of the transfer. When the transfer
is complete, press the RETURN key to reenter Kermit command mode.
(10) Give your micro Kermit the command
0 SEND PROG
0 When the transfer is complete, press the RETURN key.
(11) Give your micro Kermit the command
0 FINISH
0 This puts Cyber Kermit into Kermit command mode; in effect it can-
cels the SERVER command.
(12) Give your micro Kermit the CONNECT command; it starts to act as
a terminal once again.
(13) Give Cyber Kermit the QUIT command to stop running Cyber Kermit.
(14) Give the Cyber command
0 SAVE,PROG
0 to make a permanent copy of the file.
(15) Give the Cyber command BYE to log out.
(16) Escape back to your micro. It enters Kermit command mode.
(17) And give your micro the Kermit command QUIT to stop running Kermit.
0
From this sample session you can see that the real work gets done when your
micro and the Cyber are exchanging coded packets. The rest of the time you
either prepare for this exchange or tidy up after it; this involves giving
commands and Kermit commands to both the Cyber and your micro. To simplify
the treatment of these commands, we shall look at your micro first, then at
the Cyber.
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0March 1986 8 Cyber Kermit
14. Kermit on your micro
0The Kermit protocol does not specify precisely what commands a given Kermit
must accept or what format the commands must have. The descriptions below
may not therefore match the commands you must give to your micro in every
detail. However they should come so close that most users will not need to
consult another guide.
0
04.1. Starting a micro Kermit.
0Your first action in a Kermit session must be to start a Kermit program on
your micro. Usually this means giving your micro the command
0 KERMIT
0or something similar. This Kermit program lets your micro act as a Cyber
terminal. Before you actually connect to the Cyber, you must give certain
SET commands to your micro to make the connection work properly. You ought
to give as many of the following commands (or their equivalents) as your
micro allows:
0 SET LOCAL ON This lets you see what you are typing while you are
connected to the Cyber. Do NOT use the Cyber's echo-
plex feature.
0 SET PARITY EVEN Cyber Kermit uses only EVEN parity; your micro must
also be set to EVEN parity before Kermit can transfer
files.
0 SET TIMER ON Kermit works best when one of the two Kermit programs
is timing operations. Since Cyber Kermit cannot time
Kermit transactions, the micro should do so. If your
micro Kermit has no timer, you may need to press the
RETURN key during file transfers if the exchange of
packets should stop.
0 SET BAUD value This controls the speed of data transmission. The
value will probably be 1200, 2400 or 4800.
0 SET ESCAPE char You may not need to do this if your micro already has
a usable escape sequence. The ESCAPE character may
or may not be transmitted to the Cyber; if your micro
transmits this character, it must not be the BREAK
signal and it must not be the CONTROL key with one of
the letters H, M, P, Q, S, T, or X. If you need to
define an ESCAPE character on your micro, use CONTROL
with `['. This has no special meaning to the Cyber,
and if your micro has an ESCAPE key, pressing it
should be equivalent to pressing CONTROL with `['.
If you must use a letter with CONTROL, use E or F.
0
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0
0
0March 1986 9 Cyber Kermit
14.2. Connecting to the Cyber and escaping back.
0You can connect to the Cyber by giving your micro Kermit the command
0 CONNECT
0Before you do this, be sure you know how to escape back to your micro, even
if you have to SET your micro's ESCAPE character to do so. If you cannot
escape back to your micro, you cannot use Kermit! Usually the command SHOW
or STATUS will force your micro to reveal this information. All Kermits
use the notation CTRL-F to mean `press the CONTROL key and F at the same
time'. The micro's escape sequence may be simply its escape character, but
you may need to type the escape character followed by the letter C.
0Before you first log in on the Cyber, you may need to send a BREAK signal,
depending on what kind of connection you have. Your micro may have a BREAK
key, or your micro Kermit may send a BREAK signal when you type its escape
character followed by the letter B. After you connect to the Cyber, you
must not send another BREAK signal or you may lose your Cyber connection.
0When you escape back to your micro, you are not actually disconnected from
the Cyber. Unless you have logged out, the Cyber will be expecting a Cyber
command, a Cyber Kermit command, or a coded packet from your micro Kermit,
depending on the Cyber's state at the time you escape back. Do not give
your micro Kermit any of the commands BYE, EXIT, PUSH, or QUIT when you are
still connected to the Cyber.
0Note: Whatever key you may use on your micro to correct typing errors, it
probably won't work on the Cyber. You can always delete a character
on the Cyber by pressing the CONTROL key and the letter H at the
same time. The character you have deleted will still appear on your
screen.
0
04.3. Micro Kermit commands that affect Cyber Kermit.
0Many of the commands you give to your micro Kermit will send coded messages
to Cyber Kermit. Cyber Kermit cannot obey these messages unless you have
given it a SERVER command. Remember that your micro Kermit may not allow
some of the commands listed here.
0GET filename This command tells the micro Kermit to receive a file
from the Cyber, and at the same time tells Cyber
Kermit to send the file. Your micro probably allows
you to give two file names, one the name of the file
on the Cyber, and the other the name it will have on
your micro after it is transferred.
0SEND filename This tells your micro Kermit to send filename, and at
the same time tells Cyber Kermit to receive it. Your
micro probably allows you to give two file names, one
the name of the file on the micro, and the other the
new name it will have on the Cyber after transfer.
0
0
0
0March 1986 10 Cyber Kermit
1REMOTE TYPE filename This tells Cyber Kermit to send filename; at the same
time it tells your micro Kermit not to save it, just
to list it on your screen. You may use this command
to check you have SET the correct Cyber FILE-TYPE for
transferring this file. You can interrupt a REMOTE
TYPE command at any time, usually by pressing RETURN.
0FINISH This stops Cyber Kermit from acting as a SERVER; when
you CONNECT to the Cyber, it will be in Kermit com-
mand mode, expecting a Cyber Kermit command.
0LOGOUT This command not only stops Cyber Kermit from running
as a SERVER; it stops it completely. When next you
CONNECT to the Cyber, it will expect an ordinary
Cyber command.
0REMOTE HOST command These two command formats are equivalent as far as
KERMIT command Cyber Kermit is concerned. They allow you to send a
command to Cyber Kermit without having to FINISH and
CONNECT. Only four commands may follow REMOTE HOST
or KERMIT:
0REMOTE HOST SET-FILE-TYPE type This command allows you to change the Cyber
REMOTE HOST SET type Kermit file-type. You must specify one of
these types: ASCII, BINARY, DISPLAY, EIGHT,
and KERMIT. File-types can be abbreviated
to their first letter.
0REMOTE HOST SHOW This prints on your micro the information
displayed by the Cyber Kermit SHOW command.
It is transferred to the micro like a file.
This is useful for checking the file-type
currently SET on the Cyber.
0REMOTE HOST STATUS This prints on your micro the information
displayed by the Cyber Kermit STATUS com-
mand. Since it is transferred to the micro
like a file, the packet numbers listed will
refer to the current transfer. This STATUS
command can be used to learn the name Cyber
Kermit gave to the last file it received;
in that case the REMOTE HOST STATUS command
must be the first REMOTE command after the
transfer.
0REMOTE HOST TYPE filename This is equivalent to the REMOTE TYPE com-
mand; it is provided because some micros
support REMOTE HOST commands but not REMOTE
TYPE commands.
0Note: Cyber Kermit provides help information for all remote commands, but
you cannot ask for this with a `?', since your micro Kermit will try
to answer such queries itself. If you use `*' (or almost any other
symbol), Cyber Kermit interprets it as a query.
0
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0
0March 1986 11 Cyber Kermit
14.4. Other micro Kermit commands.
0Most Kermits have an extensive range of SET commands that change various
constants required by the Kermit protocol. When you are using Cyber Kermit
you should need to give only those SET commands listed in section 4.1.
0SET FILE filetype Most micro Kermits recognise at least two types of
SET FILE TYPE filetype file: ASCII and BINARY. Note that this SET command
affects only the micro Kermit; you must change the
file type on the Cyber separately, either by REMOTE
HOST SET filetype or by CONNECTing and giving a SET
FILE-TYPE filetype command.
0SHOW These commands should display the current values of
STATUS anything you can SET and the statistics of the last
file transfer. In fact, few micros distinguish the
two commands, and many do not support one of them.
0TYPE filename This lists a file from your micro's filestore.
0DELETE filname This erases a file from your micro's filestore.
0EXIT These three commands stop your micro Kermit; they
QUIT may or may not be equivalent, and your micro might
PUSH not accept all of them. Before you stop your micro
Kermit, be sure you have logged out from the Cyber.
0Note: Many micro Kermits also have a BYE command. This command does not
work with Cyber Kermit and should not be used.
0RECEIVE This command tells a micro Kermit to receive a file
RECEIVE filename from Cyber Kermit; you must first give Cyber Kermit
a SEND command. You will probably find it simpler
to use the micro Kermit GET command with the Cyber
Kermit SERVER command.
0Micro Kermits usually allow you to get directory information and to give
commands to their operating systems without stopping the Kermit program.
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0March 1986 12 Cyber Kermit
15. Kermit on the Cyber 170-730
0Kermit is available to all users of the Cyber. To start the Cyber Kermit
program, simply give the command
0 KERMIT
0without any parameters. Cyber Kermit sets your terminal to ASCII mode when
it is running, but if your terminal is in NORMAL mode when Cyber Kermit
starts, it will return to NORMAL mode when Cyber Kermit stops. Although
Cyber Kermit runs in ASCII mode, it ignores the difference between upper
and lower case letters even in the commands it receives in coded form from
your micro.
0Whenever it runs, Cyber Kermit logs all commands except SHOW and STATUS,
and it records file transfers, file name changes, and other information in
the local file ZZZKLOG. Each time you start Cyber Kermit, it writes at the
end of this file; if you give the KERMIT command several times, the log for
all of these sessions will be preserved. There are special Cyber commands
to help you list this log file. The command
0 KERMIT,LOG
0lists the part of the log which was written when you last gave the KERMIT
command. To list the entire log, use the command
0 KERMIT,ALL
0If you wish to print your log file at a Cyber printer, give the name of the
printer as a parameter to the KERMIT command; for example, to print the log
on the MBS printer at UMRCC, give the command
0 KERMIT,MBS
0For a list the printers available to users of the Cyber, consult the UMRCC
Cyber 170-730 Introductory Guide.
0
05.1. Basic Cyber Kermit commands.
0Cyber Kermit accepts nine commands when it is in Kermit command mode. The
SET command is so complex that we shall treat it separately. Cyber Kermit
commands and their parameters can be abbreviated to any unambiguous string,
but all Cyber file names must be given in full. You will notice that Cyber
Kermit always prints required letters in UPPER CASE and optional letters in
lower case; all hyphens are optional. All input commands, local or remote,
accept lower case letters as variant forms of upper case letters.
0STATUS This command lists information about past file transfers:
how many there were, what was the name of the most recent
file transferred, and statistics after the program began
its most recent file transfer. Note that sending data in
response to remote commands or requests for help count as
file transfers.
0SHOW This command lists all values that can be SET and certain
others required by the Kermit protocol (parity and block
check types). It also gives the file name which will be
used by default for the next file Cyber Kermit receives
whose name already belongs to a local file.
0March 1986 13 Cyber Kermit
1SERVER This command starts ordinary file transfers either to or
from the Cyber. After you give a SERVER command, Cyber
Kermit expects to receive all instructions in coded form
from micro Kermit. The normal way to return Cyber Kermit
to Kermit command mode is to give a FINISH command to the
micro Kermit. You can type Cyber Kermit's escape charac-
ter, CONTROL with C, if you forget to give a FINISH com-
mand before you CONNECT to the Cyber.
0SEND filename You may use the SEND command to transfer a file from the
Cyber to your micro. You must give the name of the file
to SEND. The micro Kermit will expect a RECEIVE command
rather than a GET command. After the file is sent, Cyber
Kermit returns to Kermit command mode. It is ordinarily
simpler to use the Cyber Kermit SERVER command with the
micro Kermit command GET.
0RECEIVE You may use the RECEIVE command to transfer a file to the
RECEIVE filename Cyber from your micro. If you specify a file name, Cyber
Kermit ignores the name sent by the other Kermit. It is
usually simpler to use Cyber Kermit's SERVER command.
0QUIT You may use either of these commands to stop Cyber Kermit
EXIT without saving any values you have SET. If you give the
Cyber command KERMIT again, the log will still contain a
record of your earlier session, but any values you SET
before QUITting or EXITing will not be saved.
0PUSH Use this command to store whatever values you have SET,
and then stop Cyber Kermit. The next time you give the
Cyber command KERMIT, the program will recover this data
before starting. The data is saved in a local file named
ZZZKDAT.
0
05.2. Cyber Kermit SET commands.
0The SET command allows you to change a number of values which affect the
way Cyber Kermit runs. Most people will need this feature only to change
from one file-type to another; this is done with the command
0 SET FILE-TYPE value
0where the acceptable values are ASCII, BINARY, DISPLAY, EIGHT, and KERMIT.
Each of these options can be abbreviated to a single letter. The program
offers help for each of these options. Since so many programs and commands
on the Cyber use different abbreviations or names for various file types,
Cyber Kermit actually recognises additional names as alternatives to one or
another of these five.
0The command
0 SET DEBUG ON
0can be used to include in the log file a copy of every packet sent and of
any packets or putative packets received (a putative packet begins with the
first character after the Kermit packet sychronisation marker and ends with
what ought to be the checksum or with any unprintable character or end-of-
0
March 1986 14 Cyber Kermit
1line which occurs before what ought to be the checksum). Most people will
not want to SET DEBUG ON.
0The remaining SET commands control the various terms and values required by
the Kermit protocol. All SET options except DEBUG and FILE-TYPE allow you
to restore the default value by giving the command
0 SET option
0without a parameter; thus for example the command
0 SET DELAY
0will set the requested delay to the default value of 20 seconds. The SET
options are:
0SET BIT-PREFIX These options require a single letter as their value.
SET QUOTE-CHAR All three characters must differ from each other, and
SET REPEAT-CHAR each must be in the ASCII range 33 -- 62 or 96 -- 126.
0SET DELAY These options require a decimal number as their value;
SET PACKET-LENGTH octal and hexadecimal values are not allowed. The pro-
SET RETRY gram will give you the range allowed for each option.
0SET ESCAPE These options can be set only to unprintable values.
SET MARKER Since many of these values are not allowed because they
cause difficulties with the operating system, you may
not specify these values directly. Instead, to specify
a value of, for example, CTRL-A for the packet marker,
use the command
0 SET MARKER A
0If your connection to the Cyber is extremely poor, you may need to increase
the number of retries allowed, and perhaps decrease the maximum allowed
packet length. If the Cyber is being used so heavily that response time is
quite long, you may need to increase the requested delay period; it would
probably be more effective to shut off the timer altogether. Do not reset
the Kermit protocol constants unless you know precisely what you are doing.
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March 1986 15 Cyber Kermit