-=> Quoting Jason Schuman to Liu Chuang <=- -=>╓╗╝√Liu Chuang╙δJason Schuman╥╗═¼╟╞╝√┴╦┤µ┤ó╣²│╠<=- -=>╢┘╩▒││╡├▓╗┐╔┐¬╜╗,║÷╠²╢·▒▀╬╦╡─╥╗╔∙<=-??????╒Γ╩╟╦¡╡─┼·╫ó,╝≥╓▒╩╟║·╦╡╛┼╡└,╬╥├╟╩╟╟╨┤Θ(╟╨┼╞/┤Θ╖╣)PB╨─╡├,║▀! LC> Jason LC> ╒┼╔· :) JS> NO,is ╜▄╔¡,OK? :) LC> ┤µ┤ó╣²│╠╛═╩╟ LC> ... JS> ╠²┴╦─π╡─╜Θ╔▄,╬╥╩╟╩▄╥µ╖╟╟│,╩╟▓╗╩╟┐╔╥╘╒Γ╤∙└φ╜Γ,┤µ┤ó╣²│╠╘┌PB╓╨╡─▒φ╧╓ JS> ╛═╩╟╢»╠¼╡─SQL╙∩╛Σ? LC> ╚τ╣√─π╧δ╓¬╡└╡─╕ⁿ╧Ω╧╕╨⌐ú¼╡╜║ú╡φ═╝╩Θ│╟╖¡╖¡╣╪╙┌Oracle╡─╩Θú¼▓Θ▓Θ╩╓▓ßú¼ LC> ╔╧╗·╩╣╩╣Oralceú¼╥╗╟╨╛═╢╝├≈░╫┴╦íú JS> JS> ▒╛└┤╬╥╡─╚╖╩╟╧δ┬≥▒╛╩Θ└┤┐┤┐┤╡─,╡½1└┤╥╤╙╨╟░│╡╓«╝°:╣Γ╩╟┐┤╩Θ,╙╨╨⌐╢½╬≈╩╟ JS> ║▄─╤╢«╡─,2└┤╬╥╩╟╫í╘┌║╝╓▌╡─. :) LC> ╘¡└┤╩╟╘╢╖╜╡─┐═╚╦,╗╢╙¡╗╢╙¡! JS> ╞Σ╩╡ú¼╬╥╥▓╩╟╨┬╤ºPBú¼╨┬╤ºOralceú¼╨┬╔╧BBSú¿╒Γ╡π┐╔─▄─π╩╟╧╚╚╦ú⌐ú¼ LC> JS> ╬╥╛⌡╡├ú¼╒Γ╨⌐╙∩╤╘╢╝╩╟╧α═¿╡─ú¼╓╗╥¬─π╕π╟σ╘¡└φú¼╩⌡╙∩ú¼└φ╟σ╦╝┬╖ú¼ LC> JS> ╩ú╧┬╡─╛═╩╟╟├╝ⁿ┼╠ú¼▓Θ╩╓▓ßú¼╠⌠bug┴╦íú╗╣╙╨╛═╩╟╛¡╤Θ┴╦ú¼╦∙╥╘╘█├╟ LC> JS> ╙ª╡▒╛¡│ú╟╨┤Φú¼╜╗┴≈ú¼╣▓═¼╧φ╙╨╒Γ╨⌐╛¡╤Θ▓╞╕╗úí ║├░í! JS> :)╬╥╗╣╒²╧δ╒╥╥╗╕÷═µPB╡─╣▓═¼╜╗┴≈╜╗┴≈.─π╧δ░í,╬╥╧╓╘┌╚⌠╩╟╡├╡╜╥╗╡π JS> ╨í╛¡╤Θ,╛═─▄╧≥─π└┤∞┼╥½∞┼╥½! :) JS> ╬╥╕╒╤ºPB╗╣├╗╢α╔┘╩▒╝Σ,╧╓╘┌╢╘╙┌▓╦╡Ñ╡─╥╗╨⌐▓╦╡Ñ╗∙▒╛╥╤╛¡╗ß╩╣╙├,╙╨╣╪ JS> ╕≈╓╓┐╪╝■╡─╩┬╝■╥▓╙╨┴╦╥╗╢¿╡─┴╦╜Γ,╧╓╘┌╒²╘┌╤╨╧░║»╩²,(╒µ╩╟╠½╢α┴╦:< ) JS> ─π─╪? ╧┬╗╪╬╥╕°─π╜Θ╔▄╥╗╡π╬╥╓¬╡└╡─│ú╙├╡─║»╩²! JS> ╬╥╧╓╘┌╕╒╙╨╡π╨─╡├,╛═╩╟╙╨╣╪╡π╗≈╙╥╝ⁿ╡»│÷╡─▓╦╡Ñ,╥╗░π└┤╦╡╒Γ╕÷▓╦╡Ñ╙╔╙┌ JS> ╛╓╧▐╨╘╓╗─▄╡»│÷╘┌▓╦╡Ñ╠⌡╔╧╥╤╙╨╡─╥╗╧ε▓╦╡Ñ─┌╡─╦∙╙╨╫╙▓╦╡Ñ,╡½╩┬╩╡╔╧▓ó├╗╙╨ JS> ╒Γ╕÷▒╪╥¬,╦∙╨Φ╥¬╡─╩╟╕≈╕÷▓╦╡Ñ╧ε╡─╛¡│ú╨Φ╥¬╙├╡─╫╙▓╦╡Ñ╧ε╡─╫Θ║╧.╢╘╙┌╒Γ╕÷╬╩ JS> ╠Γ─π┐╝┬╟╣²┬≡?╚⌠╓¬╡└,─╟╬╥╛═▓╗╦╡┴╦.├Γ╡├╩╟╫╘╠╓├╗╚ñ. :) ~~~~~~~~~~~~~~~~ ▒≡▒≡,╓╗╙╨╧╚├╗╚ñ,▓┼╗ß╙╨╚ñ! ╚├╬╥├╟╘┌▒α│╠╓╨╗±╡├└╓╚ñ!╧┬├µ╩╟╬╥╡─╗╪╨┼:JONSON:(╒╞╔∙ú⌐ú║▒≡└┤╬▐φªúí╙╓╩╟╓▄┴∙┴╦ú¼╩╒╡╜┴╦─π╡─╨┼ú¼╕╧╜⌠╗╪╨┼úí ╕╔┴╦╥╗╨╟╞┌pb╡─╗εú¼╕╧╜⌠║═─π╖╓╧φ╥╗╧┬╬╥╡─╓φ─╘░π╝╟╥Σ╓╨▓╨┴⌠╡─╜÷╙╨╡─╥╗╡π╡π╨í╨─╡├íú┐∞┐∞ú¼▓╗╚╗╒Γ╥╗╡π╡π╥▓╥¬▒╗╬╥═ⁿ╝╟┴╦í¬í¬╬╥╡─╝╟╥Σ┴ª╝½▓εú¼really,not lie!1íú ╩²╛▌┤░┐┌╡─retrieve()║»╩²╩╟┤╙╩²╛▌╗║│σ╟°╝∞╦≈╡─ (╫╝╚╖╡╪╦╡╩╟┤╙╩²╛▌┐Γ ╗╪╣÷╟°ú⌐ú¼▓╗╩╟┤╙╩²╛▌┐Γ╡─┐Γ▒φ─┌╓▒╜╙╝∞╦≈╡─íú └²╚τú║dw_1.update()║≤ú¼┴ó┐╠dw_1.retrieve() ─π╗ß╖ó╧╓─π╡├╡╜╡─╩╟update ║≤╡─╩²╛▌ú¼ ╛í╣▄─π▓ó├╗╙╨╙├commit╧≥╩²╛▌┐Γ╠ß╜╗ úí2íú ╩²╛▌┤░┐┌╢╘╧≤╡─╩²╛▌╘┤ú¼╓╕╡─╩╟─π╙├╚╬║╬╖╜╖¿╡├╡╜╡─╩²╛▌ú¿╬▐┬█╩╟─π┤╙═Γ▓┐╩Σ╚δ╡─ú¼╗╣╩╟┤╙┐Γ▒φ╓╨╥╤╛¡╝∞╦≈│÷└┤╡─╩²╛▌ úíú⌐▓╗╥¬░╤╦²╧δ╡├╠½│Θ╧≤ú¼╦²╛═╩╟╥╗╢╤╩╡╩╡╘┌╘┌╡─╩²╛▌ú¼╬╥╫ε┐¬╩╝╩▒░╤╦²└φ╜Γ│╔í░╩²╛▌┐Γí▒ú¿í░╩²╛▌┐Γí▒=╩²╛▌╘┤ú⌐ú¼╒Γ╩╟┤≤┤φ╠╪┤φú¼╩²╛▌╘┤╓╗╩╟select from í░╩²╛▌┐Γí▒║≤╡├╡╜╡─╢½╢½ úí3íú ╡▒─π╘┌┐╪╝■╓╨╟├═Ω╬─▒╛║≤ú¼┴ó┐╠╙├╩≤▒Ω╡π╗≈┤░┐┌╙╥╔╧╜╟╡─'X',╣╪▒╒┴╦┤░┐┌ú¼─π╗ß╖ó╧╓─π╘┌í░closequeryí▒╓╨▒α╨┤╡─╫╘╢»▒ú┤µ╡─╜┼▒╛▓ó├╗╙╨▒╗╓┤╨╨ú¼why? tell you,▒≡═ⁿ┴╦╘┌┐╪╝■╡─losefocus╩┬╝■╓╨╝╙╔╧í░accepttext()í▒╛═╒Γ├┤╝≥╡Ñ úí4íú datastore╢╘╧≤úí╛═╩╟╥╗╕÷┐╪╝■ú¼╛í╣▄╦ⁿ╡─├√╫╓╩╟ XXX╢╘╧≤ú¼╦ⁿ╩╟▓╗┐╔╝√╡─╩²╛▌┤░┐┌í░┐╪╝■í▒ú¼╦ⁿ╥▓╥¬╣╥╥╗╕÷╩²╛▌┤░┐┌í░╢╘╧≤í▒ú¼╦ⁿ╡─╙├╖¿║═╩²╛▌┤░┐┌í░┐╪╝■í▒╥╗─ú╥╗╤∙ú¼╛═╩╟▓╗┐╔╝√╢°╥╤ úí ╝╟╫íú║datastore ╢╘╧≤▓╗╩╟╢╘╧≤ú¼╩╟┐╪╝■úí 5íú ╙╨╩▒ú¼─π╧δ╖ß╕╗╥╗╧┬─π╡─╜τ├µú¼─π╧δ╘┌┤░┐┌╔╧╝╙╔╧╥╗╕÷╞╜░σú¼╚╗║≤╘┘╘┌╔╧├µ╠φ╝╙▒≡╡─┐╪╝■ú¼┐╔╩╟PB└∩▓ó├╗╙╨╒Γ╤∙╡─í░╞╜░σ┐╪╝■í▒─╟╛═╘∞╥╗╕÷░╔ú║ ╖╜╖¿╥╗ú║╩╣╙├╙├╗º┐╪╝■ú¼╘┌visible╓╨╤ícustom,╔·│╔╥╗╕÷╞╜░σ╝┤┐╔íú ╖╜╖¿╢■ú║╩╣╙├button┼Ñ┐╪╝■ú¼░╤╦²└¡┤≤ú¼╚Ñ╡⌠▒Ω╩╢╬─▒╛ú¼ ▒≡═ⁿ┴╦╔Φenabled╩⌠╨╘╬¬false !6íú ╢╘┴╦úípb╡─┴¼╗·░∩╓·╣ª─▄╝½╞Σ╟┐┤≤ú¼╩╟╫ε╙╨╙├╡─╤º╧░▓─┴╧░íúí╗╣╙╨ú¼╜┼▒╛╔╧╖╜╡─╙∩╛Σ╒│╠∙╣ñ╛▀└╕╣ª─▄║▄╟┐┤≤ú¼╠╪▒≡╩╟SQL╙∩╛Σ╡─╒│╠∙╣ª─▄ú║┐╔╢¿╥σ╣Γ▒Ωú¿declare cursor)ú¼╒│╠∙SQL╙∩╛Σú¿none cursor-select)╡╚╡╚ú¼╢╘╙┌─π╨┤╟╢╚δSQL╙∩╛Σ║▄╙╨░∩╓·ú¼╦ⁿ╔·│╔╡─╙∩╛Σ╒²╚╖┬╩=100% ! One word ,good helper !7íúMessage ▒Σ┴┐╩╟╥╗╕÷pb╠ß╣⌐╡─╚½╛╓▒Σ┴┐ú¼├√╛═╜╨í░Messageí▒ú¼▓╗╙├╢¿╥σú¼─├└┤▒π╩╣úí╦ⁿ║▄║▄╙╨╙├íú▒╚╚τú¼─π╥¬╘┌┤░┐┌W_1╓╨┤≥┐¬┴φ╥╗╕÷┤░┐┌W_2,▓ó╟╥╥¬┤½╥╗╕÷╜ß╣╣▒Σ┴┐▓╬╩²╕°╦ⁿú¼─π┐╔╥╘ú║ ╘┌W_1╓╨╡─cb_open░┤┼Ñclicked╩┬╝■╓╨: openwithparm(w_2,str_parm_for_w_1) ╘┌W_2╓╨╡─┤≥┐¬╩┬╝■╓╨ú║ str_parm_for_w_2=message.powerobjectparm (str_parm_for_w_1,str_parm_for_w_2╩╟┴╜╕÷╜ß╣╣▒Σ┴┐ú⌐ ╒Γ╤∙ú¼╛═╩╡╧╓┴╦▓╬╩²╡─┤½╡▌úí ╝╟╫íúíMessage ▒Σ┴┐┤½▓╬╩╣úí╖╜▒π╓«╝½úí ╩▒╝Σ┤╥┤╥ú¼╧╚╨┤╒Γ╨⌐░╔ú¼─π╬╥╢╝╩╟╨┬╩╓ú¼╙╨╨⌐╬╩╠Γ╩╟╨┬╩╓╢╝╗ß╙÷╡╜╡─ú¼╨╥║├╬╥╧╓╘┌╘┌╥╗╕÷┐¬╖ó╨í╫Θ╓╨ú¼╦√├╟╢╝╩╟╬╥╡─═¼╤ºú¼╬╥├╟╥╗╞≡╫÷▒╧╔Φú¼╙╨╬╩╠Γ╥╗╞≡╠╓┬█ú¼╚╖╩╡╩╒╥µ╖╟╟│úí ╬╥╧ú═√─π╙╨╬╩╠Γ╢α╢α╠ß│÷└┤ú¼╬╥╜Γ╛÷▓╗┴╦╛═╧≥╦√├╟╠ß╜╗ú¼╥╗╞≡╠╓┬█ú¼╣▓═¼╜°▓╜úí╥╗╛Σ╗░ú¼▒α│╠├╗╙╨─╤▓╗─╤ú¼╓╗╙╨╓¬╡└▓╗╓¬╡└ú¼─│╕÷┐╪╝■/─│╕÷║»╩²─π▓╗╓¬╡└ú¼╬╩╠Γ╛═╩╟╜Γ╛÷▓╗┴╦ú╗─π╓¬╡└┴╦ú¼╬╩╠Γ╛═╜Γ╛÷┴╦ú¼╛═╒Γ├┤╝≥╡Ñúí─╟├┤ú¼╧┬╓▄╘┘╝√┴╦ú¼╜±╠∞├╗╩▒╝Σ┴╦ú¼╧┬╓▄╚╒╬╥╘┘║Σ╒¿─π░╔úíú¿╬╥┐╔╙╨╥╗╢╤╬╩╠Γú¼╟δ╫÷║├╨─└φ╫╝▒╕úíú⌐ú¼╗╢╙¡╧┬╓▄╬╥╔╧╒╛╩▒╢╘╬╥╜°╨╨╡╪╠║╩╜║Σ╒¿ú¼╬╥╡╚┤²╫┼...... 0-0 Liu Chuang ! + =adding : "▒▒╛⌐╩╨╧■═¿═°┬τ╩²╛▌┐Γ╤╨╛┐╦∙" │÷╡─╥╗╠╫5▒╛╡─PB╩Θ▓╗┤φ, ╓╡╡├═╞╝÷,╛═╩╟╠½╣≤┴╦,─π▓╗╖┴╜Φ╫┼╟╞╥╗╟╞ ! * Origin: Paradise BBS ╠∞╠├╫╩╤╢╢■╒╛ TEL: 10-6603-9434 (6:650/24) WX> HI: WX> ╕▀╩╓├╟.╬╥╙╨╕÷╨í╬╩╠Γ. WX> ╙╨╕÷╚φ╝■╥¬▒α,╩╟╣╪╙┌╡Ñ╞¼╗·╙δ╝╞╦π╗·┤«┐┌═¿╤╢╝░╩²╛▌╝╞╦π╡─, WX> ╥¬╟≤╙╨╝░╩▒╧╘╩╛╣ª─▄.VB,VC,DELPHI──╓╓║╧╩╩?╙╨╩▓├┤║╧╩╩╡─╩Θ? LabWindow/CVI ╫ε║╧╩╩▓╗╣²ú¼░ⁿ─π░δ╨í╩▒╕π╢¿íú ╙├VB╛═╥¬╡≈╙├APIú¼┐╔┐┤í╢Visual Basic ╙δ Windows API ╜╙┐┌┤≤╚½í╖ ╒Γ▒╛╩Θ╡─╡┌╩«╦─╒┬íúVC═¿└φ┐╔╡├íú╗≥╡╜╬≈╡π╬╩╬╩╙╨├╗DELPHI╡─┐╪╝■ú¼ ╚τ╙╨╛═╢╝╥╗╤∙┴╦íú /~~~~~~~~╚╬░╫╘╞╖╔└┤╖╔╚Ñ~~~~~~~~~~~~~~| <<<<<<<<<<<<<< Cao Zyuan <<<<<<<<<<<<<|▓▓▓▓▓▓▓▓▓▓▓▓▓▓╬ \_____________░Θ║∞╚╒═¼╞≡═¼├▀_________|... ░│╩╟┤╙└┤▓╗│▄╧╣╦╡--- └╢▓¿┐∞╨┼/DOS v2.20 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)í░┐┤╡╜í▒Free Maní░╨┤╕°í▒Wei Chen╡─╣╪╙┌while╡─╬╩╠Γú¼╬╥╥¬╦╡┴╜╛Σú║ WC> while ((ch<'A') || (ch>'z') || (ch==' ')) FM> while (((ch<'A') || (ch>'z') || (ch==' '))&&(ch!='\0')) WC> ╒Γ╕÷╠⌡╝■╘⌡├┤╕─╢╝▓╗╨╨. FM> ┐╔─▄─π╡─│╠╨≥╓╨╗╣╙╨╞Σ╦√▓╗╬╚╢¿╡─╡╪╖╜,╡½╩╟╒Γ╕÷ FM> ╬▐╧▐╤¡╗╖╩╟╘∞│╔─┌┤µ╥τ│÷╡─╣╪╝ⁿ. ╬╥╩╟│⌡╤º,▓╗╓¬╡└╚τ║╬╕──▄╨╨,╫ε║├─π─▄├≈╚╖╓╕╡π.>>> í∙í≡í∙í≤í∙í≡í∙í≤í∙í≡í∙íεíεí∙í≡í∙í≤í∙í≡í∙í≤í∙ ... íε ─·╡─┼≤╙╤:│┬ ▐▒ E-mail:chenwei@usa.netíε >>> í∙í≡í∙í⌠í∙í±í∙í⌡í∙í≈Tel:010-68310745í°í∙í⌡í∙ ... ╤º╬╩:╥¬╤º╛═╥¬╬╩íú--- Blue Wave/DOS v2.30 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100) -=> Quoting Dam Liu to all <=- -=> ─π║├: all SL> ╡╜╩Θ╡Ω╥╗┐┤ú¼╛í╩╟╨⌐╣╪╙┌vb5.0╡─╩Θíú SL> ╙╨├╗╙╨╣╪╙┌delphi3.0▒α│╠╝╝╟╔╖╜├µ╡─╩Θíú JC> VB5.0╡─╩Θ╥▓▓╗╩╟║▄╢α╤╜ú¼╬╥╗╣╧δ┬≥╝╕▒╛VB5╡─╩Θ─╪íú JC> ─π╙╨║├╜Θ╔▄┬≡ú┐╨╗╨╗úí DB> VB5┤╙╚δ├┼╡╜╛½═¿. DL> ╩Θ╡Ω╙╨╥╗▒╛║┌╔½╖Γ├µ╡─,╜╨delphi│╠╨≥╘▒...░│═ⁿ┴╦,95RMB(░│╝╟╡├). DL> ╚½╩╟└²│╠,╙╨email╚φ╝■╡╚╡─╘┤│╠╨≥. ╟δ╬╩╩╟──╕÷│÷░µ╔τ│÷╡─?╩Θ├√╩╟╩▓├┤?╬╥║▌╧δ┬≥┴¿! ╢α╨╗┴╦! Cai Jie... «▄ «▄«▐ «α«ß «α «▄ ╬╥╫í│ñ╜¡═╖,╛²╫í│ñ╜¡╬▓--- «α «▌«▀ «α«ß «α «▌ ½í½í½í½í½í½í½í½í½í½í½í½í½í½í½í½í... «▌ «α«ß «α«▀ «α «▌ ╚╒╚╒╦╝╛²▓╗╝√╛²,╣▓╥√│ñ╜¡╦«... --Sunrise ╬╥├╟╘┌╠½╤⌠╔²╞≡╡─╡╪╖╜! ╬Σ║║│┐Ω╪----─π╙└╘╢╡─┼≤╙╤! Sunrise----- Blue Wave/DOS v2.30 * Origin: Sunrise BBS ╬Σ║║│┐Ω╪╡τ╫╙╫╔╤»╒╛ (027)262-4760 (6:663/6) XH> ─π╒µ╩╟╔φ╘┌╕ú╓╨▓╗╓¬╕ú, ╬╥┤≥┐¬╓╗╙╨╬σ┴∙╠⌡╝╟┬╝╡─db2╩²╛▌┐Γ XH> ╨Φ╥¬10├δ!!!! :~< ▓╗╗ß░╚,╬╥├╟╥▓╘┌╙├DB2,╢°╟╥╩╟╘╢│╠╙├,╥▓▓╗╗ß╒Γ├┤┬²,╝┤╩╣┬²╥▓ ▓╗╣╪DB2╥²╟µ╡─╩┬,╥╗░π╩╟╙╔╧╡═│╫╩╘┤╗≥═°┬τ╫╩╘┤▓╗╫π╥²╞≡╡─.:)>>> === Liu Xiang Feng ===... ╬╥╩╟╬╥--- Blue Wave/DOS v2.30 * Origin: West-Line Programmer's BBS * 86-756-333-1931±1 (6:655/301)... HI ...... Kiven Soft╛²,▒≡└┤╬▐φª! ... LS> 3.╟δ╬╩╚τ║╬╩╡╧╓╜½.EXE╬─╝■╖┤▒α╥δ│╔.C╬─╝■? ╟δ▓╗┴▀┤═╜╠! KS> ╙╨╕÷╚φ╝■╜╨EXE2C┐╔═Ω│╔EXE╖┤▒α╥δ│╔C, KS> ╡½░│╙├┴╦╛⌡╡├╖┤▒α╥δ╨º╣√╝½▓ε,╗╣▓╗╚τ▓╗╙├. ╥▓▓╗╩╟╦∙╙╨╡─EXE╢╝─▄╖┤▒α╥δ│╔C░╔?... ╫ó▓ß╔╠▒Ω:Liu Shaoxiong ┼Σ ┴╧:┤╧├≈╗·╓╟,╙ó┐íΣ∞╚≈,╝√╥σ╙┬╬¬.......... ▓· ╡╪:╖≡ ╔╜ ╛╗ ╓╪:60KG... │÷│º╚╒╞┌:197X─ΩX╘┬X╚╒ ▒ú ╓╩ ╞┌:101─Ω ... ╬ñ╨í▒ª╙∩┬╝ú║╦╡│÷└┤╓╗┼┬╧┼─π╥╗┤≤╠°íú--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501) -=> Quoting Richard Tsang to All <=- RT> ╦¡╓¬╡└VB3.0╗≥windows API╙╨╔╢║»╩²┐╔╥╘╡├│÷╡▒╟░windows RT> ╒²╘┌╘╦╨╨╡─╚φ╝■┬≡? RT> ╓¬╡└╡─╟δ╓¿╥╗╔∙,╨╗└╓ :) ╙╨╕÷API║»╩²GetCurrentTask. Declare Fouction GetCurrentTask Lib "Kernel" () As Integer │╔╣ª╩▒╖╡╗╪╡▒╟░╚╬╬±╡─╛Σ▒·.╖±╘≥╖╡╗╪NULL.~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)╟δ╬╩──╬╗╓¬╡└:. ╚τ║╬╘┌VB└∩╫≈╬¬▒│╛░╥⌠└╓,╤¡╗╖▓Ñ╖┼╥╗╕÷╔∙╥⌠╬─╝■?. ╨╗╨╗└▓!~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)╘┌SyBase╡─╓≈╥│╔╧╙╨PB6.0╡─▓Γ╩╘░µ.┤≤╕┼6XXM░╔.www.sybase.com~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)...Chen Tian Ying╘°╢╘Jing Zaichen╦╡╞≡FOXPRO╓╨╡─╓╨╬─╩²╫╓╩Σ╚δ JZ> ^^^^╬╥╥╘╟░╙╨╥╗╕÷,╡½╦░╬±╛╓▓╗╚├╙├,║≤╛═╕─╙├╦░╬±╛╓╫╘╝║▒α╡─╚φ╝■ JZ> ╬╥╘┘╖¡╧Σ╡╣╣±┐┤┐┤╗╣╘┌▓╗╘┌. CTY> ╒µ╠½╕╨╨╗┤≤╝╥░∩├ª┴╦,╚τ╣√╒╥╡╜┴╦└α╦╞│╠╨≥▒≡═ⁿ┴╦╕°╬╥┼╖ CTY> ╬╥╫╘╝║╡─╦«╞╜╩╡╘┌╩╟╚²╜┼├½:)╧╓╘┌╬╥╡╜╩╟┐╔╥╘┤≥┴╦,╡½║▄ CTY> ╢α╧╕╜┌╬╩╠Γ╢╝▓╗─▄╜Γ╛÷,╚τ╨╨╝Σ╛α└δ╘⌡├┤╡≈╜┌? ▓╗╓¬╙╨├╗╙╨╘┤│╠╨≥?╘┌╩▓├┤║║╫╓╗╖╛│╧┬? CTY> ╥╘║≤╚τ╣√╗╣╙╨╩▓├┤╬╩╠Γ╧ú═√┤≤╧║░∩├ª┼╖:_) ╗Ñ╧α░∩╓·!BTW:╬╥╔╧╒╛╡─╩▒╝Σ║▄╔┘,▓╗─▄╝░╩▒╕°─π╗╪╨┼.... └┤ ╫╘ ╟α ▓╪ ╕▀ ╘¡ ╡─ ╬╩ ║≥ ¼∙ ╘· ╬≈ ╡┬ └╒ ╛ú í╝wí╜>>> ½»½▄½»½▄½»½▄½»½▄½»½▄½»½▄½»½▄½»½▄½»½▄½»½▄½»½▄ ╘┘ ú»--- ½» ½▐ ½▄½▐½▄½▐½▄½▐½▄½▐½▄½▐½▄½▐½▄½▐½▄½▐½▄½▐½▄½▐½▄ Φí ... ╫╙╘╗ú║í░╛²╫╙║═╢°▓╗═¼ú¼╨í╚╦═¼╢°▓╗║═íúí▒--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501) -=> Quoting Xin Li to Xiao Hui <=- XH> ╟░├µ╡─┴╜╕÷║├╧≤╢╝╩╟┤╙Paul Gao╡─╓≈╥│└¡╡─, ║≤├µ╡─┴╜╕÷╣└╝╞├┐╕÷└╧ XL> PG╡─╓≈╥│║┼┬δ╩╟╢α╔┘? XH> http://202.102.15.149/~person/paulgao XL> ╨╗╨╗,╬╥╕π╡╜ULTRAEDIT┴╦,▓╗╣²─π╙╨╫ó▓ß┬δ┬≡? ┤╙╦√╡─╓≈╥│┐╔╥╘╒╥╡╜╫ó▓ß╞≈╡─. XH> ╘┌NT└∩╝╕║⌡╬▐╖¿╜°╨╨╡═╝╢╡─┤┼┼╠╖├╬╩░╔. XL> ─╟╬╥╘⌡├┤─▄DEL.DEL▓╗╡═╝╢┬≡? XH> ╢┴╨┤╬─╝■╩⌠╙┌╗∙▒╛▓┘╫≈, ╔╛│²╬─╝■╡╚╢╝╩╟▓┘╫≈╧╡═│╡─╗∙▒╛╣ª─▄. XH> ─π╩╘╩╘UNDELETE, ┐┤┐┤95╗ß╘⌡├┤╢╘─π╦╡. XL> ╬╥UNDELETE┴╦╥╗╧┬,╜ß╣√╦└╗·. ╢α╚╬╬±▓┘╫≈╧╡═│╢╝╩╟├╗╙╨╒Γ╤∙╡─╣ª─▄╡─. ╬¬╩▓├┤? ╥▓╨φ╦√╩╣╙├ ┴╦╢╘┤┼┼╠╡─╜╧╡═╝╢╡─▓┘╫≈░╔. ╦∙╥╘, 95╙╨╕÷└¼╗°╒╛╚├─π╖┤╗┌ :) BTW:╚τ╣√─π╡─95╒µ╡─╧≤─π─╟├┤╦╡╡─, "╦└╗·┴╦"--╦╡├≈─π╡─95 ╧╓╘┌╥╤╛¡▓╗╒²│ú┴╦, ╙ª╕├╩╣╙├╗╓╕┤░▓╫░┴╦. ╒²│ú╡─╙ª╕├╩╟95 ╠ß╩╛─π╜°╚δDOS╜°╨╨▓┘╫≈.~~~ │┴─¼╡─O╤≥ ╧■╗╘ ICQ: 2300547 ═°╔╧╝√___ 66767729-4263 ╓▄─⌐No╚╦╜╙, 66717938╣ñ╫≈╚╒No╚╦╜╙ ;D___ ╗╣╩╟╚├╥┴├├╢∙╕°╬╥╦═╨┼░╔:ElicksonJohnz@starplace.com... ╕╒├■95╡─▓╦Bird ;-) * Origin: Paradise BBS ╠∞╠├╫╩╤╢╢■╒╛ TEL: 10-6603-9434 (6:650/24) LJY> ╟δ╬╩╕≈╬╗╕▀╩╓╚τ║╬╘┌VC++╓╨╧╘╩╛╕≈└α╕±╩╜╡─═╝╞¼?? WN> ├╗╙╨╓▒╜╙╡─╖╜╖¿,╓╗─▄╙╔│╠╨≥╜Γ╛÷. ╬╩╥╗╧┬──╙╨JPG╡─╕±╩╜╫╩┴╧ú¼╗≥╘┤┬δú¼──╕÷╒╛╗≥WWW╡π╙╨ú┐ LJY> BTW:╬╥╘┌VC╓╨╩Σ╚δ╓╨╬─,╘╦╨╨║≤╚▒╧╘╩╛┬╥╫╓╖√.. LJY> ╟δ╬╩╩╟╩▓├┤╘¡╥≥?? WN> ╩╟▓╗╩╟╘┌╢╘╗░┐≥╓╨?║├╧≤╗∙╙┌╢╘╗░┐≥╡─│╠╨≥╙╨╒Γ╕÷╬╩╠Γ. WN> ╥▓╨φ╩╟BUG░╔,╬─╡╡└α╨═╡─│╠╨≥▓╗╗ß╒Γ╤∙. ║├╧≤▓╗╩╟ú¼╩╟╥¬╥╗╕÷╓╨╬─╟²╢»ú¼┐╔╥╘╡╜▒≡╚╦╡─╗·╔╧┐╜╥╗╕÷ú¼ /~~~~~~~~╚╬░╫╘╞╖╔└┤╖╔╚Ñ~~~~~~~~~~~~~~| <<<<<<<<<<<<<< Cao Zyuan <<<<<<<<<<<<<|▓▓▓▓▓▓▓▓▓▓▓▓▓▓╬ \_____________░Θ║∞╚╒═¼╞≡═¼├▀_________|... ░│╩╟┤╙└┤▓╗│▄╧╣╦╡--- └╢▓¿┐∞╨┼/DOS v2.20 * Origin: ▒▒╛⌐╩µ┐╦╡τ─╘╫╩╤╢╒╛ (010)62244902 ╚½╠∞┐¬╖┼,╗╢╙¡╣Γ┴┘! (6:650/28) * Reply to msg originally in PROGRAM ╚φ╝■▒α│╠(╚½╣·) WY> All: WY> ─π├╟║├,╘┌╧┬╙╨╥╗╬╩╠Γ╟δ╜╠: WY> ╘┌visual foxpro5.0╓╨,╬╥╨┬╜¿┴╦╥╗╕÷▒φ╡Ñ,╩²╛▌└┤╘┤╩╟╥╗╕÷▒φsh.dbf, WY> ┐╔╩╟╡▒╬╥╘╦╨╨╩▒,╩²╛▌╩Σ╚δ║≤,╘┌╫┤╠¼└╕└∩┐╔╥╘┐┤╡╜╝╟┬╝╘┌╘÷╝╙,╢°╟╥╙├brow WY> ├ⁿ┴ε┐╔╥╘┐┤╡╜╦∙╙╨╩Σ╚δ╡─╝╟┬╝,╡½╩╟╘┌╚╦╙├use╣╪▒╒table║≤,╘┘╙├use WY> sh.dbf╩▒, WY> ╚┤╖ó╧╓╕╒╕╒╩Σ╚δ╡─╝╟┬╝╥╗╡π╥▓├╗╙╨┤µ╚δsh.dbf,╛▌╦╡╩╟╥≥╬¬╕╒▓┼╡─╩²╛▌╢╝╖┼╘┌┴┘╩▒ WY> ▒φ└∩┴╦,├╗╙╨╒µ╒²┤µ┼╠,─╟├┤╚τ║╬▓┼─▄░╤┴┘╩▒▒φ└∩╡─╩²╛▌┤µ┼╠─╪? WY> ╟δ╕µ╦▀╬╥,╧╚╨╗┴╦! SAVE:TABLEUPDATE() REVERT:TABLEREVERT() [Green Kong]... ├╗╝√╩╢╥¬╙╨╓¬╩╢,├╗╓¬╩╢╥¬╙╨│ú╩╢,├╗│ú╩╢╥¬╗ß╤┌╩╬--- Blue Wave/386 v2.30 * Origin: -* Nature BBS, ┤≤╫╘╚╗╫╩╤╢╒╛(User) * (423-7461) (6:650/25)... Gao Qi Chao >>*=-» .VS. «-=*<< All GQC> ─π║├.. ^^^^^ GQC> -=-=-= ═µ╝╥▓╬╩²╔Φ╢¿╚τ╧┬:. ─π╙├PASCAL?. ─Ω┴Σ╔Φ╓├╠½................. btw, ╡Ñ╗·░µ╢°╥╤┬≡?╙╨├╗╙╨╒µ╒²╡─╘┌╧▀░µ?--- ■ Xu Jinxuan ■ version UNREGISTER │ * Origin: PC User Group BBS <Shantou> [0754-8567753] (6:655/401)╕≈╬╗║├: ╟δ╜╠╥╗╕÷C++╡──┌┤µ╬╩╠Γ, ╟δ╢α╓╕╜╠! ╬╥╘┌│╠╨≥╓╨╓┤╨╨╢α┤╬SPAWNL(P_WAIT,"PKZIP.EXE"....)║≤, │╠╨≥╛═│÷╧╓─┌┤µ▓╗╫π╡─┤φ╬≤, ╟δ╬╩╚τ║╬─▄╧≤BWAVE╥╗╤∙, ╘┌╓┤╨╨═Γ▓┐├ⁿ┴ε╩▒╜°╨╨─┌┤µ╜╗╗╗? (╫ε║├─▄╜½╘┤│╠╨≥╠∙│÷└┤), ▓╗╩ñ╕╨╨╗!-!- ░░░░░░░░░░░░░░░░▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓░░░░░░░░░░░░░░░░* ▒▒▒▒ñ½ñúñ»ñ≤▒▒▒▒ K e i t h ▒▒▒▒ñ½ñúñ»ñ≤▒▒▒▒-!- ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓░░░░░░░░░░░░░░░░░░░▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓KL> E-MAIL:keith@nenpub.szptt.net.cn... ╓╘╨─╕╨╨╗╣²╚Ñ║═╧╓╘┌░∩╓·╬╥╡─┼≤╙╤!--- GEcho/32 1.20/Pro * Origin: ╔ε█┌┐¡┴Φ íñ╨í╟┼íñ┴≈╦«íñ╚╦╝╥ 07552293655 (6:655/109)╕≈╬╗┤≤╧└: ╟δ╬╩╚τ║╬╜½╬─╝■╡─╚╒╞┌╢┴│÷└┤? ffblk╜ß╣╣╡─╬─╝■╚╒╞┌╩▒╝Σ╩╟unsigned int╡─, ╘⌡├┤▓┼─▄╜½╞Σ╫¬╗╗╬¬╫╓╖√┤«╚╒╞┌╩▒╝Σ? ff_ftime: 0- 4╬╗ ├δ╩²│²2 5-10╬╗ ╖╓╓╙ 11-15╬╗ ╨í╩▒ ff_fdate: 0-4╬╗ ╚╒ 5-8╬╗ ╘┬ 9-15╬╗ ─Ω-1980 ╬╥╙├╥╞╬╗╖╜╖¿, ╡½╡├│÷╡─╚╒╞┌╩▒╝Σ╢╝▓╗╩╟║▄╫╝╚╖! ╟δ╕≈╬╗┤≤╧└░∩░∩╬╥!-!- ░░░░░░░░░░░░░░░░▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓░░░░░░░░░░░░░░░░* ▒▒▒▒ñ½ñúñ»ñ≤▒▒▒▒ K e i t h ▒▒▒▒ñ½ñúñ»ñ≤▒▒▒▒-!- ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓░░░░░░░░░░░░░░░░░░░▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓KL> E-MAIL:keith@nenpub.szptt.net.cn... ╦╫╙∩╦╡╡├║├:"╚²╚╦╨╨▒╪╙╨╬╥╩ª"!--- GEcho/32 1.20/Pro * Origin: ╔ε█┌┐¡┴Φ íñ╨í╟┼íñ┴≈╦«íñ╚╦╝╥ 07552293655 (6:655/109)Zhang Jian╣╪╙┌"╣╪╙┌FOX╡─╥╗╨⌐╬╩╠Γ"╡─╗░╠Γ║▄╙╨╥Γ╦╝,░│╥▓└┤╖ó▒φ╥╗╧┬╥Γ╝√. ZJ> ╕≈╬╗║├! ZJ> ╨í╡▄╜ⁿ└┤╤º╧░╩╣╙├FoxBAS║═FOXPRO,╙╨║▄╢α▓╗├≈╓«┤ª═√╕≈╬╗┤═╜╠! ZJ> ZJ> 1.╚τ║╬╘┌┤≥╙í╩▒╩╣╙├┤≥╙í╗·╫╘┤°╡─╫╓┐Γ?╧ú═√╓¬╡└╕ⁿ╢α┤≥╙í╡─┐╪╓╞ ZJ> ╝╝╟╔║═╖╜╖¿. ▓╗╟σ│■.╒Γ║├╧≤╩╟╘┌┤≥╙í╗·╔╧╔Φ╓├╡─,├╗╖¿╙├╚φ╝■└┤░∞? ZJ> 2.╬¬╩▓├┤╬╥╘┌UCDOS╓╨╩╣╙├╠╪╩Γ┤≥╙í,├┐┤╬╓╗─▄┤≥╙í│÷╥╗╨╨╫╓(╦ⁿ╡─ ZJ> ╦╡├≈╬╥╥╤┐┤╣²┴╦╢α▒Θ)? ZJ> 3.╬╥╘┌FOXPRO╓╨╫▄╩╟╬▐╖¿╩╣╙├UC╡─╠╪╧╘╣ª─▄? ─π╡─│╠╨≥╩╟╘⌡╤∙╡─? ZJ> 4.╢╘╙┌FOX╙δ╞Σ╦ⁿ╚φ╙▓╝■╡─╜╙┐┌╬╩╠Γ?─▄▓╗─▄╜Θ╔▄╥╗▒╛║├╩Θ? ╝╟╡├╙╨╥╗▒╛<FOXPRO▒α│╠╠ß╕▀╞¬>▓╗┤φ. ╞Σ╩╡╧╓╘┌║├╢αFOXPRO╡─╩Θ╢╝╩╟░╤╦ⁿ╡─HELP╖¡╥δ╥╗╧┬,┬▐┴╨┴╦╥╗ ┤≤╢╤║»╩²╡─╝≥╡Ñ╦╡├≈,╚┤╗╣╩╟├╗╙╨╛▀╠σ╡─└²│╠. ZJ> 5.╘┌FOXBAS╓╨╜½╥╗┐Γ╓╨╡─╝╟┬╝╡──│╥╗╫╓╢╬╕┤╓╞╡╜▒≡╥╗┐Γ╓╨╡──│╥╗╫╓╢╬╔╧│²┴╦ ZJ> ╩╣╙├update═Γ╗╣╙╨╞Σ╦ⁿ╡─╖╜╖¿┬≡? ╚τ╣√╓╗╙├╥╗╠⌡╙∩╛Σ,║├╧≤╓╗╙╨╒Γ╥╗╕÷╖╜╖¿┴╦. ZJ> 6.╘┌FOX╚τ║╬─▄╩╣┤≥╙í╗·╫╘╢»╩╢▒≡╓╜╒┼╡─┤≤╨í,╞≡╡╜╖╓╥│╫≈╙├. ZJ> 7.╚τ║╬╘┌FOX│╠╨≥╓╨╝╙╚δ╢»╠¼╡─╩▒╝Σ╧╘╩╛? SET CLOCK TO X,Y SET CLOCK ON ZJ> 8.FOXPRO│╠╨≥╩╟▓╗╩╟╓╗─▄╦│╨≥╓┤╨╨├ⁿ┴ε?╚τ╖±.─▄▓╗─▄╕°╬╥╥╗╕÷└²│╠? ╦│╨≥╜ß╣╣╡─│╠╨≥▓╗║├├┤?... ├50 │ █ │ ╒┼╩╧╝»═┼ * ╢¡╩┬│ñ: ╒┼░▓░ε... ├40 ┼ ┴ ▀ ▄ ╪ ▄ █ │ ╚²╤⌠┐¬╠⌐ * ╡τ ╗░: 57833210... ├30 │ ┬ ┼ ╧ ▀ │ ╦┘╦┘┬·▓╓! * ║⌠ ╗·: 64389300*70203... ┐▌╠┘└╧╩≈╗Φ╤╗,╨í╟┼┴≈╦«╚╦╝╥,╣┼╡└╬≈╖τ╩▌┬φ.╧ª╤⌠╬≈╧┬,╢╧│ª╚╦╘┌╠∞╤─.--- Blue Wave/DOS v2.30 * Origin: Shanghai Valiant BBS -*58893174*- (6:654/1010) YY> ╟δ╬╩╘┌╚τ╧┬│╠╨≥╓╨╚τ║╬╔╛│²╡Ñ┴┤▒φ╡─╫ε║≤╥╗╕÷╜ß╡π? YY> ------------------------------------------------------------------- YY> PROC del_linklist(la:linkisttp; i:integer); YY> {la╬¬╓╕╧≥┤°═╖╜ß╡π╡─╡Ñ┴┤▒φ╡─═╖╓╕╒δ,╡▒1<= i YY> <=▒φ│ñ╩▒,▒╛╦π╖¿╔╛│²▒φ╓╨╡┌i╕÷╘¬╦╪╜ß╡π} pa:=la; j:=0; YY> WHILE (p^.next<>NIL) AND (J<i-1) DO [p:=p^.next; j:=j+1]; YY> IF (p^.next=NIL) OR (j>i-1) YY> {╚τ╣√╬¬╫ε║≤╥╗╕÷╜ß╡π,─╟├┤p^.next=NIL,╕├╚τ║╬╔╛│²} THEN ERROR (No this YY> position') ELSE [q:=p^.next; p^.next:=p^.next^.next; dispose(q);] YY> ENDP; YY> {▒╛╦π╖¿╒¬╫╘╟σ╗¬┤≤╤º╝╞╦π╗·╧╡┴╨╜╠▓─<<╩²╛▌╜ß╣╣>>P30╓«╦π╖¿2.9} YY> ------------------------------------------------------------------- YY> ──╬╗┤≤╧║░∩░∩░│,░│╢╝╧δ║²═┐┴╦:~( ╒Γ╕÷╦π╖¿║├╧≤▓╗╢╘. ╙ª╕├╩╟ PROC del_linklist(la:linkisttp; i:integer); { pa := la; j := 1; WHILE (p^.next<>NIL) AND (j<i-1) DO [p:=p^.next; j:=j+1]; IF (p^.next = NIL) AND (j < i) THEN ERROR (no this position) ELSE [q:=p^.next; p^.next:=p^.next^.next; dispose(q);] } ... Your Friend Shao Wei E-mail: shao_horace@huateng.com--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: SHANGHAI WILL BBS UNIVERSITY(57956523) (6:654/1007)-=> Ma Gui Sheng ║═ Li Shen Jie ┴─╫┼ "Re: ├╘╣¼",╬╥╥▓╦╡┴╜╛Σ <=- MGS> ┐┤┴╦─π╡─╠ß╩╛,╬╥╖ó╛⌡╦╞║⌡╬╥╠∙╡─├╘╣¼│╠╨≥╡─╦π╖¿║═─π╦╡╡─ MGS> ▓ε▓╗╢α,╥≥╬¬╬╥╣█▓∞╡╜├╘╣¼╔·│╔╩╟╥▓╩╟╧≤╩≈╓ª╥╗╤∙╡─,╡½╬╥├╗╤º╣² MGS> ═╝┬█,╦∙╥╘╗╣╩╟▓╗├≈. :( ╬╥╙╓╡≈╩╘┴╦╝╕▒Θ─╟╕÷│╠╨≥,├≈░╫┴╦,╦ⁿ╙├╡─╖╜╖¿║▄╟╔├ε,╛═╩╟┤╙┴╜╢┬╧α┴┌ (╗≥╒▀╦╡╧α╜╗)╡─╟╜--└²╚τ"L"╨═║═"|"╨═(╫ó╥Γ│ñ╢╚╬¬2╡─╟╜╞Σ╩╡╩╟┴╜╢┬ ╧α┴┌╡─╟╜)--╡─╜╗╡π"│ñ"│÷╥╗╢┬╟╜("│ñ"│÷╡─╟╜▓╗─▄║═▒≡╡─╟╜╧α┴┌), ╜╙╫┼╘┘┤╙╒Γ╢┬╟╜╡─┴φ╥╗╢╦╝╠╨°"│ñ",...,╓▒╡╜"│ñ"▓╗╧┬╚Ñ(╝┤╬▐┬█╧≥ ╦─╕÷╖╜╧≥╓╨╡───╕÷╖╜╧≥"│ñ"╢╝╗ß║═▒≡╡─╟╜╧α┴┌). ╚╗║≤╘┘╒╥─▄"│ñ"╡─(┴╜╢┬╧α┴┌╡─╟╜╡─)╜╗╡π╧≤╔╧├µ╒Γ╤∙"│ñ", ╓╪╕┤╥╘╔╧▓╜╓Φ╫π╣╗╢α┤╬(╒Γ╕÷│╠╨≥╚í(│ñ*┐φ+1)┤╬). ╫ε║≤░╤╚δ┐┌║═│÷┐┌╡─╟╜╚Ñ╡⌠. ╧╓╘┌─π├≈░╫┴╦┬≡?╞Σ╩╡╒Γ╕÷│╠╨≥╦Σ╚╗╙├╡╜┴╦═╝┬█╡─╓¬╩╢, ╡½├╗╤º╣²═╝┬█╥╗╤∙┐╔╥╘╢┴╢«╡─. BTW:╩²╛▌╜ß╣╣╡─╓¬╩╢╢╘╙┌▒α│╠║═╢┴│╠╨≥╢╝╩╟║▄╙╨░∩╓·╡─.>>> ⌐┤ ⌐╨ ⌐░⌐┤⌐┤⌐░⌐░⌐┤⌐╨⌐┤ ⌐╨ ⌐╨⌐░⌐┤ ╚╩╒▀▓╗╙╟ <<<>>> ⌐ª ⌐ª ⌐╕⌐┤⌐└⌐╚⌐└ ⌐ª⌐ª ⌐ª ⌐ª⌐└ ╓╟╒▀▓╗╗≤ <<<>>> ⌐╕⌐╝⌐╪ ⌐╕⌐╝⌐╝⌐╕⌐╕⌐╝⌐╝⌐╕ ⌐╕⌐╝ ⌐╪⌐╕⌐╝ ╙┬╒▀▓╗╛σ <<<... ░∩╓· Ma Gui Sheng ╩╟ Li Shen Jie ╫ε┤≤╡─┐∞└╓.--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008)-=> Evan Jon ║═ All ┴─╫┼ "Float to Int",╬╥╥▓╦╡┴╜╛Σ <=- EJ> ╚τ║╬╜½float└α╓╡╕│╕°int└α? └²╚τ╙╨ EJ> float var1; int var2; EJ> var1╡╚╙┌3.1, ╜½var1╨í╩²▓┐╖╓╔ß╚Ñ, ┴εvar2╡╚╙┌var1╒√╩²▓┐╖╓. EJ> C ╗≥ PASCAL╜╘┐╔ :) PASCAL: var2 := trunc(var1); var1 var2 3.1 3 -3.1 -3>>> ⌐┤ ⌐╨ ⌐░⌐┤⌐┤⌐░⌐░⌐┤⌐╨⌐┤ ⌐╨ ⌐╨⌐░⌐┤ ╚╩╒▀▓╗╙╟ <<<>>> ⌐ª ⌐ª ⌐╕⌐┤⌐└⌐╚⌐└ ⌐ª⌐ª ⌐ª ⌐ª⌐└ ╓╟╒▀▓╗╗≤ <<<>>> ⌐╕⌐╝⌐╪ ⌐╕⌐╝⌐╝⌐╕⌐╕⌐╝⌐╝⌐╕ ⌐╕⌐╝ ⌐╪⌐╕⌐╝ ╙┬╒▀▓╗╛σ <<<... Evan Jon ┐┤═Ω╨┼,╡└:"╒µ...╒µ╩╟╒Γ╤∙├┤? ╬╥╩╘╩╘┐┤."--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008)HI ALL, ╟δ╬╩╘⌡╤∙│╖└δTSR.--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Wen Li╘°╢╘Xian Xiao Long╦╡╞≡│⌡╩╝╗»8259A XXL> ┤≡░╕: MOV AL,00010011B XXL> OUT 20H,AL ; ICW1 ╬¬║╬╨┤╚δ20H,▓╗╩╟21H,╚τ║╬╖╓▒≡? WL> A0(╡╪╓╖╧▀0)=0╟╥D4(╩²╛▌╬╗4)=1, ▒φ╩╛│⌡╩╝╗»8259A, ╟╥╦═╡─╩╟ICW1 WL> ╜╙╧┬╚ÑA0=1▒φ╩╛╢╘ICW2▒α│╠; WL> ╜╙╧┬╚ÑA0=1 WL> ╚τ╣√ICW1╡─D1=0▒φ╩╛╢╘ICW3▒α│╠; WL> ╚τ╣√ICW1╡─D1=1▒φ╩╛╢╘ICW4▒α│╠; WL> ╦∙╥╘... ─π╦╡╡─╗╣─▄╘┌╩Θ╒╥╡╜╦╡├≈,╡½╗╣╩╟▓╗├≈░╫╬¬║╬╨┤╡╜20H╚Ñ? ╘⌡├┤▓╗╩╟21H? XXL> ╗╣╙╨:▒▀╤╪┤Ñ╖ó╖╜╩╜║═╡τ╞╜┤Ñ╖ó╖╜╩╜╒Γ┴╜╕÷├√┤╩║╬╜Γ?? WL> ▒▀╤╪┤Ñ╖ó╛═╩╟╡τ╤╣╖ó╔·╕▀->╡═╗≥╡═->╕▀▒Σ╗»╡─"╩▒┐╠"┤Ñ╖ó;╡τ╞╜┤Ñ╖ó╛═╩╟╡τ╞╜╬¬ WL> ╕▀╗≥╡═╩▒┤Ñ╖ó. ├≈░╫┴╦,╕├S╡──╟╩Θ┴¼╒Γ├√┤╩╥▓▓╗╜Γ╩═╥╗╧┬,╗╣╩╟╬╥├╗┐┤╡╜.... ¼⌡ ▒╛╚╦╨╒├√:┘■╨Ñ┴· ID:Xian Xiao Long 20╦Ω ¼⌠... E-MAIL:xiao-long@usa.net ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ [W]>>> LV:5╝╢ ╕∩├ⁿ╔╨├╗│╔╣ª ═¼╓╛╗╣╨Φ┼¼┴ª(98/03/22)... ░═╢½╚²╧┐╬╫╧┐│ñ ╘│├∙╚²╔∙└ß╒┤╔╤ -- ─╧▒▒│»/░═╢½╚²╧┐╕Φ--- └┤╫╘╖≡╔╜╡─╬╩║≥ v XXL * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Patrick Xiao ╦╡ PX> ╝╟╡├ Huang Dengqiao ╘┌╕° Patrick Xiao ╡─╞Σ╓╨╥╗╖Γ╣╪╙┌ í╢PVFP PX> 5.0í╖╡─╨┼╓╨╠ß╡╜ú║ HD> ┐╔╥╘╡─,╘┌║▄╢α╖╜├µ╢╝▒╚VFP║├.╚τPB5.0╘┌┐¬╖ó╔╧╛═▒╚VFP╝≥╡Ñíó┐∞╦┘. PX> Power Builder 5.0 ╩╟╓╨╬─░µ┬≡? ╙╨├╗╙╨║├╡─╩Θ═╞╝÷╥╗╧┬? PX> ╬╥╙╨╕÷PB 6.0,╡½╩╟╩╟E╬─╡─. :( PB║├╧≤╗╣├╗╙╨╓╨╬─░µ. ╬╥╓╗┐┤╣²PB4.0╡─╩Θ,PB5.0╬╥╓╗╩╟╡▒4.0╙├. ╬╥┐┤╡╜╙╨╥╗╠╫═Ω╒√╡─╜╠▓─,╥¬500╢α╘¬,╙╨╝╕╒┼└²│╠╡─╚φ┼╠. ╒Γ╩Θ╩╟▓╗┤φ╡─,┐╔╩╟╠½╣≤┴╦. ╬╥╙╨╥╗▒╛í╢Power Builder┐¬╖ó╓╕─╧í╖,▓╗┤φ╡─,╦ⁿ╥▓╙╨╥╗╒┼└²│╠╡─╚φ┼╠,▓┼49╘¬.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ═≥└∩╛¡─Ω▒≡ ╣┬╡╞┤╦╥╣╟Θ -- ╠╞/░╫╛╙╥╫/│²╥╣╝─╡▄├├--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Li Jiangfeng ╦╡ PX> ╦¡─▄╕µ╦▀╬╥ Visual Foxpro 5.0 ╓╨╬─░µ │÷├╗│÷═Ω╚½╫¿╥╡░µ? PX> ╧╓╘┌║├╧≤╒²░µ╡─╓╗╩╟╕÷<╜╠╙²░µ>. ╦ⁿ╡─╣ª─▄▓ε╩▓├┤? PX> ┤≤╝╥╢╝╘┌╙├╩▓├┤░µ▒╛╡─ VFP? HD> ╬¬║╬▓╗╫¬╙├PowerBuilder5.0íóVB5.0íóDelphi3.0? LJ> ╬╥╧╓╘┌╙├╡─╩╟FOXPRO,╒Γ╘┌╟░╥╗┴╜─Ω╗╣═ª┴≈╨╨╡─╧╓╘┌▓╗╨╨┴╦,╬╥╘┌═°╔╧ LJ> ╥▓╠²╦╡VB5║═DELPHI╥¬║├╡─╢α,┐╔╚τ╣√╫¬╡╜─╟└∩╚Ñ▓╗╓¬╡└╙╓╥¬╗»╖╤╢α╔┘ LJ> ╩▒╝Σ└┤╤º╧░╒Γ╓╓╨┬╡─╣ñ╛▀,╩╟▓╗╩╟▒╚╜╧─╤╤º,╗≥╒▀╦╡╚τ╣√╥¬═Ω│╔╥╗╧ε╧╡ LJ> ═│╥¬╤º╧░║▄╢α▓┼╨╨. ─π╥╤╛¡╙╨▒α│╠╛¡╤Θ╝µ╥╘╟░╤º╣²BASIC╙∩╤╘,─╟╤ºVB╛═├╗╩▓├┤─╤╤º╡─. ╚τ╣√╥¬╕π═¿╤╢│╠╨≥┐¬╖ó,VB╥▓╩╟║├░∩╩╓.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╚╦╬▐╘╢┬╟ ▒╪╙╨╜ⁿ╙╟ -- ╛»╩└╧═╬─-╖└╙╟╞¬--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Kiven Soft ╦╡ KS> ┐┤╡╜MS╦╡▓╗╣▄╘⌡╤∙,VB╢╝╨Φ╥¬╘╦╨╨┐Γ, KS> ╓╗╩╟P┤·┬δ║═▒╛╗·┤·┬δ╦∙╨Φ╡─╘╦╨╨┐Γ KS> ▓╗═¼╢°╥╤. HD> ┐╔╖±╕µ╓¬╧╓╘┌VB╨Φ╥¬──╝╕╕÷╘╦╨╨┐Γ?╜ⁿ└┤╥¬▒α╥δ╥╗╨⌐╢½╬≈. KS> ░│╩╟╙├DELPHI╡─,╫░VB╩╟╧δ┐┤┐┤╓╡▓╗╓╡╡─░│╕─╙├ KS> ╦ⁿ,VB║▌┴ε░│╩º═√!VB░│╓╗╙├┴╦╚²╠∞,╦ⁿ╡─EXE╬─╝■╘╦╨╨ KS> ┐Γ╘┌SYSTEM╧┬,╙╨1.XX╒╫.╥▓╩╟╥╘VB┐¬═╖╡─,╛▀╠σ├√╫╓ KS> ░│═ⁿ┴╦.SORRY!─π╫╘╝║╒╥╒╥┐┤░╔.║▌║├╒╥╡─! (: VB╗╣╩╟╓╡╡├╙├╥╗╧┬╡─,╙├╦ⁿ┐¬╖ó╖■╬±╞≈/┐═╗º│╠╨≥═ª╝≥╡Ñ╡─.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╫╙╣▒╬╩╛²╫╙.╫╙╘╗:"╧╚╨╨╞Σ╤╘╢°║≤┤╙╓«."--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Lin Yi ╦╡ LY> ╨╓╡▄├╟: LY> Visual FoxPro╙╨╨⌐┬Σ║≤┴╦,╧╓╘┌╙├╨⌐╩▓├┤─╪? Power BuilderíóVisual BasicíóDelphi╡╚.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╥╗╖≥╡▒╣╪ ═≥╖≥─¬┐¬ -- ╠╞/└ε░╫/╩±╡└─╤--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)╚τ╠Γíú╧ú═√╕≈╬╗╕▀╩╓─▄┤═╜╠íú╨╗┴╦íúííú»⌐ñ⌐ñ⌐ñ╗╞╜≡╝╫╣ñ╫≈╩╥⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐┤í┤⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñí∞Frosty Bladeí∞⌐ñí∩í¬íεí¬í∩í¬íεí¬í∩í¬íεí¬í∩í¬ííúⁿííú▄⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ╣ª├√░δ╓╜ú¼╖τ╤⌐╟º╔╜⌐ñ⌐ñ⌐ñ⌐ñ⌐╝... ╨í╡▄╓╗╥¬░╤╝Γ╡╢╪α┴╦╫╘╝║╡─╤█╛ªú¼╘¡└┤▓╗╩╢║├╚╦íúííííííí¬í¬╤α╦│--- ╚║╨╟╓╨╨─╙╩╛╓ * Origin: ╚║╨╟▄÷▌═╒╛╧ú═√─·─▄│╔╬¬╥╗╨╟! (0571)5113934 (6:660/106) -=> ║├╧δ╥²╥╗╖Γ Heqing Mu ╕° Bai Xiaodong <=- ║├╧δ╦╡ú«ú«ú«┐╝╕▀╝╢│╠╨≥╘▒╥╗╢¿╥¬╧╚┐╝│⌡╝╢┬≡? BX> ╚τ╠Γ,╟≤╜Γ? HM> HEQING MU>▓╗▒╪. ╕▀│╠╥¬╟≤║▄╕▀!╚░─π╧╚╩╘╥╗╧┬│╠╨≥╘▒╝╢. ▒≡┼┬, ╨í╢∙┐╞╢°╥╤. ╡╣╩╟╚τ╣√─π╧δ┐╝╧╡═│╖╓╬÷╘▒╡─╗░...╛═▓╗╜÷╜÷╩╟╗ß ╙├╕≈╓╓╙∩╤╘, ═µ╫¬╝╞╦π╗· ╛═┐╔╥╘╫÷╡╜╡─. BX> ╗╣╙╨╛═╩╟╒Γ╢½╬≈╥╗─Ω┐╝╝╕╗╪? HM> HEQING MU> ~~~~\╥╗╗╪,┤≤╘╝10╘┬,┐╔╡╜╡▒╡╪┐╞╬»▓Θ╤». ▓╗╨╥╡─╩╟, ╚τ╣√─π▓╗╨í╨─┐╝╣²┴╦, ┐╔─▄╥¬╡╚ú∞úΘúφíín(n->í▐)─Ω▓┼─▄─├╡╜▒╛▒╛.... ^ `'~`' ^ Gao Hong Yi (Gow-honye). `( G H )` Tel : 028-5589610 ╕▀║δ╥π--- \ Y / Email: hongyi.gao@usa.net │╔╢╝... ╤└║├, ╬╕┐┌╛═║├, ...--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: ╓╬▓í╢╛ú¼╒╥└╢╜úúí└╢╜ú╖┤▓í╢╛BBS 86-28-3342363 (6:656/7) -=> ╘¡╨┼╙╔Evan Jon╖ó╕°All, ╓≈╠Γí╝Float to Intí╜<=- EJ> ╚τ║╬╜½float└α╓╡╕│╕°int└α? └²╚τ╙╨ EJ> float var1; int var2; EJ> var1╡╚╙┌3.1, ╜½var1╨í╩²▓┐╖╓╔ß╚Ñ, ┴εvar2╡╚╙┌var1╒√╩²▓┐╖╓. EJ> C ╗≥ PASCAL╜╘┐╔ :)C/C++╧┬: var2=(int)var1;╬╥╩╘╣²,┐╔╥╘. :)C╙∩╤╘╢╘└α╨═╫¬╗╗╡─╝∞▓Θ╥¬╚⌡╥╗╨⌐,╬╥▓╗╗ßPascal. :(╧┬├µ╩╟Borland C/C++3.1 ╧┬╩╘╡─,╡Ñ▓╜╓┤╨╨. :)void main(void){ float var1=3.1; int var2; var2=(int)var1; var1=var2; //╒Γ╥╗╨╨╚⌠├╗╙╨,▒α╥δ╞≈▒¿╕µ"▒Σ┴┐var2╙╨╥╗╕÷╓╡╡½├╗▒╗╩╣╙├". :)}... ╬╥├╟╢╝╩╟└┤╓┴╬σ║■╦─║úú¼╬¬┴╦╥╗╕÷╣▓═¼╡──┐▒Ω╫▀╡╜╥╗╞≡└┤íú--- Blue Wave/DOS v2.30 * Origin: Red Apple BBS ╬Σ║║║∞╞╗╣√╫╩╤╢╒╛ (027)2617315 (6:663/5)╕≈╬╗╕▀╩╓: ╟δ╜╠╥╗╧┬ ╘⌡╤∙╙├C╙∩╤╘╘┌╬≈╬─═╝╨╬╜τ├µ╧┬╩╡╧╓║║╫╓╧╘╩╛? ▓╗─▄╡≈╙├║║╫╓┐Γ. ──╬╗─▄╓╕╡π╥╗╧┬,▓╗╩ó╕╨╝ñ!... ¡╬ ... ¡═ ¬┬¬∞¬⌡¬σ¬µ¬∩¬° ¬╫½⌡... ¡√¡√¡√¡√¡√¡√¡√¡√¡√¡√¡√ ¡╧... ... ╓╕╡π├╘╜≥--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501) ╟δ╬╩╓ε╬╗,╙╨├╗╙╨╒Γ╤∙╥╗╓╓═¿╙├▒α╥δ╞≈,╦ⁿ─▄╙├╙┌PC╗·╓╨32╬╗▓┘╫≈╧╡═│ NT,OS2,Windows95?... He who dies with the most TAGLINES wins! --- FastEcho 1.46pl1 DPMI * Origin: Rainbow BBS, Nanjing P.R.China (86-25-6634200 V34+) (6:653/1002)Hi,all: MS SQL server v6.5╓╨─▄╖±╕ⁿ╕─╥╗╕÷table└∩╡─field, ▒╚╚τ╔╛│²╕├╫╓╢╬╗≥╒▀╕─▒Σ╫╓╢╬╡─│ñ╢╚? alter table ... drop column╘┌╕├░µ▒╛└∩╩╟╖╟╖¿╡─.> ª≈ª⌡ª≈ª⌡ª≈ª⌡ª≈╨í╔Ω╩╛╔╜╚╦ª≈ª⌡ª≈ª⌡ª≈ª⌡ª≈... ╫╙╘╗:"╛²╫╙╙≈╙┌╥σ,╨í╚╦╙≈╙┌└√."--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Guangzhou New Moon BBS (6:655/201) ╙╨╦¡╓¬╡└ANSI ┐φ╫╓╖√╩╟╘⌡├┤╗╪╩┬┬≡?╧≤╧┬┴╨│╠╨≥, ╬╥╛═▓╗├≈░╫┐φ╫╓╖√╙╨║╬▓╗═¼.short wideChar1='ab'; //▓╗┐╔╥╞╓▓╢°▓╗╜¿╥Θ╩╣╙├.short wideChar2=L'cd'; //ANSI┐φ╫╓╖√. BC 3.1 ═¿╣², //VC 5.0 ▒¿╛»╕µ: //characters beyond first in wide-character constant ignoredshort wideChar3=L'c'; //VC5.0 ╢╘╒Γ╕÷┬·╥Γ, ┐┤└┤VC╓╨ ╥╗╕÷┐φ╫╓╖√╩╟ //╥¬┴╜╕÷byte╡─.char *wideStr=L"abc"; //ANSI ┐φ╫╓╖√┤«? BC3.1╜½╦ⁿ╡▒╞╒═¿╫╓╖√┤«. //VC5.0╚┤╥¬░╤╦ⁿ╡▒ ╢╠╒√╩²╩²╫Θ short [] ─╤╡└╒Γ╢½╬≈╓╗┐╔╥╘╓º│╓ CP 437 ╨┤UNICODE ╫╓╖√? ▓╗╣²┐┤└┤BC3.1 ╓╨┴¼╒Γ╕÷╢╝╓º│╓▓╗┴╦, VC 5.0 ╡╣╗╣╙╨╧ú═√.>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<╣╪╙┌C╡─╬╩╠Γ!>╘╥╧┬╚Ñ,╘╥╡├Liu Shaoxiong┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ LS> 1.╟δ╬╩TC╡─╦½╝α╩╙─ú╩╜╩╟╩▓├┤╢½╢½,╘┌╩▓├┤╟Θ┐÷╧┬╙╨╙├? LS> ─π╡─╥Γ╦╝╩╟:═¼╩▒╩╣╙├┴╜╕÷╧╘╩╛╞≈,╥╗╕÷╧╘╩╛╘¡│╠╨≥,╥╗╕÷╧╘╩╛│╠╨≥╓┤╨╨╜ß╣√? LS> ╝┤▓╗╙├░┤ALT+F5╘┌╙├╗º╞┴╙δTC╞┴╓«╝Σ└┤╗╪╟╨╗╗? ╢╘. LS> BTW:─▄╖±╩╡╧╓┤╙╥╗C╬─╝■─┌┐╜▒┤┐Θ╡╜┴φ╥╗C╬─╝■╡─╚╬║╬╬╗╓├?╛▀╠σ╚τ║╬▓┘╫≈?╨╗┴╦! TC2.0 ╩╣╙├WordStar ╡─╖╜╖¿ ( WPS for DOS ╥▓╩╟) CTRL-K B ╢¿╥σ┐Θ┐¬╩╝. CTRL-K K ╢¿╥σ┐Θ╜ß╬▓. CTRL-K C ┐╜▒┤╡╜╡▒╟░╬╗╓├. CTRL-K D ╔╛│²┐Θ CTRL-K M ╥╞╢». ╡½╬╥╛├▓╗╙├TC ┴╦, BC ╩╣╙├╙δWin/DOS Edit ═¼╤∙╡─╖╜╖¿.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<DOS ╧┬╡─▒α│╠╙∩╤╘>╘╥╧┬╚Ñ,╘╥╡├Xue Jun┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ XHT> C-- ▒α╥δ╞≈╡─╘┤┬δ║▄┬╥, ▓╗╣²╗╣╦π╝≥╡Ñ. XJ> .~~~╒Γ╕÷╢½╢½─π╙╨┬≡? ╙╨╡─╗░╕°░│╥╗╖▌░╔. :) XJ> E-mail: liyou@public.zz.ha.cn ╡½╩╟╒Γ╕÷▒α╥δ╞≈, ▓╗╚τ╘┌CCDL151S.ZIP ╣ª─▄╟┐. (╡▒╚╗ gcc ╫ε╟┐, ╡½╠½┤≤). ╬╥╥╤╖ó│÷, ╟δ╫ó╥Γ▓Θ╩╒. ╔╛│²╞Σ╓╨┴╜╕÷EXE ╬─╝■║≤, ╚╘╙╨║▄┤≤(5xxK), ╜╙╩▄╩▒┐╔─▄╗ß╖╓╬─╝■. ╨í╨─┤ª└φ.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<┐╝┐╝C++ User>╘╥╧┬╚Ñ,╘╥╡├Kiven Soft┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ XHT> void a(int); XHT> void a(char); XHT> int main() XHT> { XHT> void (*pfa)(int); XHT> void (*pfb)(char); XHT> pfa=a; XHT> pfb=a; XHT> pfa=(char *)a;} KS> ╘┌╔╧├µ│╠╨≥╡─╫ε║≤╥╗╛Σ╓╨PFA╡─└α╨═║═ KS> VOID A(INT)╥╗╤∙,╦∙╥╘╩╡╝╩╛═╩╟╙├╦ⁿ. ╜ß╣√╩╟▓╗─▄═¿╣²▒α╥δ.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<BC 3.1╡─ BUG>╘╥╧┬╚Ñ,╘╥╡├Wang Zhen┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ XHT> BC 3.1 for DOS ╡─BUG ║▄╢α, ╦¡╥¬├╗╝√╣², ╬╥┐╔╥╘╛┘╥╗└². WZ> ╬╥╥▓╙╨═¼╕╨,╓╗╩╟├╗╧δ╡╜└╧╨╓╕°╡─T.CPP╥▓╩╟SYSTEM HILT :) WZ> ╥╘╬¬╗ß╩╟▒≡╡─╩▓├┤╣┼╣╓╡─╜ß╣√─╪,╬╥╡▒╒µ▒α╥δ┴╦╥╗╧┬.:) ╒Γ├┤╢╠╡─╥╗╕÷╬─╝■, ┤╬┤╬╢╝╥¬═ú╗·, ╩╟╬╥╧δ▓╗╡╜╡─. WZ> (╬╥╡─BC 3.1╩╟ -░µ╡─:(,╙╨├½▓í,└╧╨╓╦╡╡─╩╟╒Γ╕÷╜ß╣√┬≡?) ╙δ-░µ╙ª╕├╬▐╣╪╡─. WZ> └╧╨╓╧╓╘┌╙├╡─╩▓├┤▒α╥δ╞≈? BC3.1 + VC5.0.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<┐╔╓┤╨╨╬─╝■╕±╩╜>╘╥╧┬╚Ñ,╘╥╡├Huang Fei┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ XHT> BTW: NASM ╒Γ╕÷├Γ╖╤ ╗π▒α╞≈, ╚τ╒╒╫≈╒▀╡─╦╡╖¿, ╧╓╘┌╙ª╕├╩╟╓º│╓MMX ┴╦. HF> NASM╙╨╘┤┤·┬δ┬≡? ╘┌─╟┐╔╥╘╒╥╡╜? :) ╙╨╘┤┬δ. ┤╙yahoo - asm └∩┐╔╥╘╒╥╡╜╥╗╢╤assembler ╡─╘┤┬δ. The NASM web page is at http://www.cryogen.com/Nasm/>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<MS SQL Server╡─╬╩╠Γ>╘╥╧┬╚Ñ,╘╥╡├Liu Xiang Feng┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ LXF> ┤╙╬╥╙├╩²╛▌┐Γ╡─╛¡╤Θ└┤┐┤,╥╗░π╢╘╙┌╞≤╥╡╝╢╡─╙ª╙├└┤╦╡╙ª╛í┴┐▒▄├Γ╣²╢α╡─╩╣ LXF> ╙├CURSOR,╥≥╬¬CURSOR╥╗┤≥┐¬╛═╕°╧α╙ª╡─╝╟┬╝╝»╝╙╦°,╢╘╒√╕÷╧╡═│╡─PERFORMENCE LXF> ▓╗║├. cursor ╙╨▓╗═¼╡─╝╙╦°╖╜╩╜. MS Sqlserver ╙╨╚²╓╓╖╜╩╜. ╡▒╘╩╨φdirty ╩²╛▌╩▒, ▓╗╗ß╙░╧∞▒≡╚╦╨╘─▄. ╘┌▒α╨┤ "╟σ╦π" "═│╝╞" "║╧╝╞" ╥╗└α│╠╨≥╩▒, ╨╘─▄╓╪╥¬, ╟╥╥╗░π┤╦╩▒├╗╙╨ ╠½╢α═¼╩▒╡─╙├╗º, ╦∙╥╘╬╥├╟▓╗╙├╕┤╘╙select, ╢°╙├cursor. LXF> BTW:╥╘╔╧╜÷╩╟▒╛╚╦╕÷╚╦╝√╜Γ,╬╥│ú┐┤─π╡─╨┼,╓¬╡└─π╩╟╕▀╩╓,╧ú═√─▄╢α╙δ─π╠╓┬█. . ^^^^^^^^^^^^ ╙╨╡└└φ. ^^^^^^^╕π╩╓╢°╥╤. ┤≤╝╥╠╓┬█ :)>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<C & C++>╘╥╧┬╚Ñ,╘╥╡├Wang Zhaoyang┐▐╫┼╒╥Xiao Hai Tong╕µ╫┤ WZ> ├┐╡▒╜┌╝┘╚╒,╬ó╚φ╛═┼╔╫¿│╡╡╜▒ª└╝╡─╦∙╘┌╡╪,░╤╦ⁿ╡─╫¿╝╥└¡╡╜╖τ╛░├√╩ñ╡╪ WZ> ╚Ñ╢╚╝┘.╦∙╥╘,▒ª└╝╕µ╬ó╚φ▓╗╒²╡▒╛║╒∙. ╗╣╙╨┤╦╡╚╩┬? ╣■╣■! XHT> ╙├Delphi ╩▒└╧╙├▓╗╣▀ Pascal ╣┼╣╓╡─╢╘╧≤╖╜╩╜, ╟├ := =╩▒ WZ> ╖▓╩╟╤º╣²╩²╛▌╜ß╣╣╡─╢╝╗ß║▄╧░╣▀╒Γ╓╓╖╜╖¿. WZ> ╥≥╬¬╩²╛▌╜ß╣╣╡─├Φ╩÷╚½▓┐╩╣╙├"└αPASCAL". ╬╥┤≤╥╗╫╘╤º unix ─┌║╦╙δC, ╥╘║≤╦∙╙╨╫≈╥╡╩╣╙├C═Ω│╔. PASCAL ╬╥╛⌡╡├╠½┬▐α┬, ╙╓▓╗─▄ #define { begin. ╦Σ╚╗PASCAL ╩╟╥╗╓╓║▄╣µ╖╢╡─╜ß╣╣╗»╙∩╤╘, ╡½╩╟╬╥├╗╙╨║├╕╨ :) WZ> ╥▓╨φ╩╟─π╡─╗·╞≈╠½┬²┴╦! P5 166, 64M SDRAM. WZ> ╬╥╖ó╧╓BCB▒╚BC5.0╥¬┐∞╡├╢α(║≤╒▀╠½┬²┴╦,╙╚╞Σ╩╟├╗╙╨╘ñ▒α╥δ═╖╬─╝■╩▒) WZ> ╡▒╚╗,BCB╥¬▒╚D┬²╡├╢α!╡½╩╟,╦ⁿ╡─┤·┬δ╓╩┴┐╛▌╦╡╩╟┐╔╩╙╗»▒α│╠╙∩╤╘╓╨╫ε╕▀╡─. ╬╥╓¬╡└╘¡╥≥. ╬╥╙├╣▀ VC5.0 , ╢¿║├┴╦═╖╬─╝■╘ñ▒α╥δ, ▒α╥δ╦┘╢╚║▄┐∞. ╬╥╡─╣ñ│╠╬─╝■└∩╙╨ 50╕÷ .cpp, ╥╗╣▓╘╝ 1M. ╚τ╣√╓╗╕─╢»┴╦╥╗╕÷└α╡─ private ╡─║»╩²╘¡╨═, VC ┐╔╥╘╘┌╝╕├δ╓╙─┌═Ω│╔▒α╥δ┴¼╜╙(║»╩²╩╜╘÷┴┐▒α╥δ║═┴¼╜╙). ╚τ╣√╬╥╚Ñ▒α╥δ16 ╬╗░µ▒╛, ╝┤╩╣╩▓├┤╢╝├╗╕─, BC3.1 ┴¼╝∞▓Θ──╨⌐╬─╝■╥╤╛¡ ╕─╢»╡─╩▒╝Σ╢╝│ñ╣²╦ⁿ.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<TCP/IP>╘╥╧┬╚Ñ,╘╥╡├Liu Jiang Dong┐▐╫┼╒╥Zhi Chen╕µ╫┤ LJD> ┐┤└┤╨╓╠¿╬≤╗ß┴╦, FTP SOFTWARE╩╟╥╗╝╥║▄╙╨├√╡─TCP/IP╚φ╝■╔╠, LJD> ╦ⁿ╡─DOS╧┬╡─TCP/IP╧╡═│╩╣╙├║▄╣π╖║. LJD> ╬╥╩╟╧δ┴╦╜Γ╦ⁿ╗∙╙┌░ⁿ╟²╢»╡─IP▒α│╠. LJD> ╬╥▓ΘINTRLIST, ╖ó╧╓INT 60H╩╟╞Σ╣ª─▄╡≈╙├╜╙┐┌, ╡½╦╡├≈▓╗╧Ω╧╕, LJD> ╥▓├╗╙╨└²│╠. ╕├│º╔╠╫╘╝║╙╨╥╗╠╫╙┼╨π╡─SDK, ▒╚Novell LWP + Novell SDK ║├. ╡½╩╟╬╥╙δ╓«╩º╓«╜╗▒█.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<▒α│╠╦≡╗╡╙▓╝■>╘╥╧┬╚Ñ,╘╥╡├Wang Zhaoyang┐▐╫┼╒╥ALL╕µ╫┤ WZ> ╬╥╓╗╓¬╡└,EGA╧╘╩╛╞≈┐╔─▄╥≥╬¬▒α│╠┤φ╬≤╢°╦≡╗╡. WZ> ─╟├┤╧╓╘┌,╙╨├╗╙╨┐╔─▄▒α│╠╦≡╗╡╙▓╝■? ╚τ╣√─π╡──┐╡─▓┘╫≈╧╡═│▓╗╫Φ╓╣─π╖├╬╩╙▓╝■. 1. ┐╪╓╞╧╓┤µ╨╛╞¼╔╧╡──┌┤µ╦┘╢╚, ╙╨┐╔─▄╩╣╞Σ╣²╚╚╔╒╗┘. ╧≤Voodoo ╝╙╦┘│╠╨≥, ╗≥╒▀ mclk (s2/trident/cirrus ╡╚╡─╝╙╦┘)─╟╤∙╕╔. 2. ╞╞╗╡╙▓┼╠╔╧╡─firmware, ╙▓┼╠╓╗─▄╓╪╨┬┬╝╚δfirmware ▓┼─▄╩╣╙├, ╢╘╥╗░π╙├╗º╢°╤╘, ╡╚╙┌▒¿╖╧. ( ╧≤─┐╟░╘┌internet ╔╧, ╬╥╛═╒╥▓╗╡╜ ╬╥╡─Quantum HD ╡─firmware, ╓╗─▄╒╥╡╜Seagate╡─). ╥╤╛¡╣╗╜╠╗╡╚╦┴╦, ▓╗╦╡┴╦.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)--░ß╞≡<╟δ╜╠╚τ║╬▒α╨┤".PDF"╡─╬─╝■>╘╥╧┬╚Ñ,╘╥╡├Johnson Zhang┐▐╫┼╒╥All╕µ╫┤ JZ> ▒╛╚╦╧δ░╤▒╛╚╦╡─╔·▓·╡─▓·╞╖╦╡├≈▒α│╔".PDF"╨═╡─, ─┐╡─╩╟╬¬┴╦╘┌═°╔╧ JZ> ┤½╦═╝░╦═╕°╙├╗º┐┤╩▒╕ⁿ╝╙╖╜▒π. ╬¬╨⌐▒╛╚╦╘┌INTERNET═°╔╧╖╤┴╦║├╝╕╕÷╨í╩▒ JZ> ╧┬╘╪┴╦╥╗╕÷ ACROBAT READ 3.1, ╜Θ╔▄╕├╚φ╝■╡─╦╡├≈╓╨╦╡╦ⁿ╝┤┐╔╥╘┐┤.PDF JZ> ╨═╡─╬─╝■, ╥▓┐╔╥╘"╘┌╧▀"▒α╝¡.PDF╡─╬─╝■. ╡½▒╛╚╦┤≤╓┬┐┤┴╦╥╗╧┬║≤, ║├╧≤ Acrobat write ╩╟╥¬╗¿╟«, ▓╗─▄├Γ╖╤DL ╡─. JZ> ╕├╚φ╝■╓╗─▄┐┤.PDF╡─╬─╝■, ╢°▓╗─▄▒α╬─╝■. ╟δ├≈░╫╡─┼≤╙╤╓╕╡π╥╗╧┬. ┴φ═Γ JZ> ╒Γ╓╓.PDF╡─╬─╝■─┌▓┐╡─╬─╫╓╩╟╖±┐╔╥╘╩╣╙├╓╨╬─? ╚⌠─▄╩╣╙├╓╨╬─, ╢°╣█┐┤╕├ JZ> ╬─╝■╡─╚╦╡─╧╡═│▓╗╩╟╓╨╬─╡─, ─▄╖±╧╘╩╛╓╨╬─? ╩╣╙├╠¿═σULead ╣½╦╛╡─╥╗╕÷╩▓├┤╚φ╝■, ═ⁿ┴╦, ┐╔╥╘╜½╫╓╠σ┤≥░ⁿ╥╗╞≡╦═│÷, ║╧▓ó│╔exe ╬─╝■, ░ⁿ╢╘╖╜┐╔╥╘┐┤╡╜.BTW: ▒α╨┤PDF ╬─╝■▓╗╓¬╩╟╖±╩⌠╙┌┼▄╠Γ╖╢│δ, ╚τ╩╟, ╬╥╕·└╧╨╓╥¬╥╗╞≡░ñ K ┴╦.>>> í╛╨ñ║ú═«í┐... ╢╘▓╗╞≡╕≈╬╗, ╧╓╘┌╗╪└┤┴╦╣π╓▌, ┐╔╥╘╗╪╨┼┴╦.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)┤║╠∞╡╜┴╦, ╗░╠Γ└┤┴╦: DK> ╧╡═│╣╪╗·╩▒╓╗╝╟╡├╙╨┴╜╕÷╧√╧ó╣²└┤, DK> WM_QUERYENDSESSION║═WM_ENDSESSION DK> ▓╗╓¬╗╣╙╨╔╢╧√╧ó? DK> ╚τ╣√╘┌╒Γ╨⌐╧√╧ó║≤┤ª└φ, ╙├╒Γ╓╓╖╜╖¿┐╓┼┬╩╟▓╗╨╨╡─. ╬╥╧δ╙ª╕├╩╟WM_ENDSESSION ╧╚╖ó│÷, │╠╨≥╧∞╙ª║≤╗ß░╤│╠╨≥╜ß╩°▒Ω╓╛╓├╬╗, ╚╗║≤╜╙╡╜WM_QUERYENDSESSION║≤╖╡╗╪│╠╨≥╥╤╜ß╩°╡─╨┼╧ó, ╧╡═│▓┼SHUTDOWN. ║·┴ª... New Mail not found. Start whine-pout sequence? (Y/N)--- Blue Wave/386 v2.30 * Origin: Guangzhou New Moon BBS (6:655/201)┤║╠∞╡╜┴╦, ╗░╠Γ└┤┴╦: LY> ╕≈╬╗: LY> ╧╓╘┌═°┬τ▒α│╠│ú╙├╩▓├┤╙∩╤╘?JAVA╙├╡─╢α┬≡? LY> ╟δ╕°░│╡─╗╪╨┼╧Ω╧╕╡π:-),╒Γ╧ß╙╨└±┴╦. ╩▓├┤═°┬τ▒α│╠? ╩╟╓╕╒δ╢╘═°┬τ╨¡╥Θ╡─▒α│╠╗╣╩╟═°┬τ╙ª╙├│╠╨≥╡─▒α│╠╗╣╩╟═°┬τ ╔╧┴≈═¿╡─│╠╨≥╡─▒α│╠? ╟░┴╜╕÷╙├╩▓├┤╙∩╤╘╢╝┐╔╥╘, ╙ª╕├C++ ╜╧╢α. ║≤╥╗╕÷╡▒ ╚╗╩╟JAVA┴╦, ╙╔╙┌JAVA╡─╨Θ─Γ╗·╕┼─ε╩╣═°╔╧╡─╕≈╓╓╗·╞≈, ╕≈╓╓▓┘╫≈╧╡═│╢╝╙╨ ┐╔─▄╘╦╨╨, ╦∙╥╘╘┌═°╔╧╓▒╜╙╘╦╨╨╡─┐═╗º╢╦╚φ╝■╗∙▒╛╢╝╩╟JAVA╡─. ╬╥╝√╣²JAVA ╡─BBS Client, Mud Client, ╙╬╧╖... ╫÷═°╥│╠╪▒≡╨º╣√JAVA Script ║═JAVA Class ╕ⁿ╩╟╦µ┤ª┐╔╝√. ║·┴ª... Open mouth, insert foot, echo internationally.--- Blue Wave/386 v2.30 * Origin: Guangzhou New Moon BBS (6:655/201)HI ALL ╚Ñ─Ω╛═┐┤╡╜╙╨╚╦╠ß╡╜DELPHI3░▓╫░║≤,╩╣╙├╦└╗·╡─╬╩╠Γ,╡▒╩▒╬╥░▓╫░╩▒╥╗╟╨╒²│ú,┤╙╬┤╦└╣²╗·,╦∙╥╘╥▓╬┤╫ó╥Γ. ║≤└┤╬╥╔²╝╢┴╦╥╗╧┬╗·╞≈,╓≈╥¬╩╟╝╙┴╦╥╗╕∙16M╧╓┤·╡─SD-RAM,╧╓╘┌╩╟32M.╡½╥╘║≤░▓╫░DELPHI║≤,╞⌠╢»╣²│╠╓╨,╧╚│÷╧╓COMPONENT▓╦╡Ñ,╚╗║≤╡╜│÷╧╓DATABASE▓╦╡Ñ╩▒╦└╗·,╥¬░┤RESET▓┼─▄╓╪╨┬╞⌠╢». ║≤└┤╩╘╫┼╓╪╨┬╥╘╫╘╢¿╥σ░▓╫░,╖ó╧╓▓╗╫░ACTIVEX╫Θ╝■,▒π▓╗╗ß╦└╗·. ║≤└┤╙╓╩╘╫┼╥╘═Ω╚½░▓╫░,╦└╗·║≤╓╪╨┬╞⌠╢»,╔╛╡⌠*SMP*.DCL╬─╝■,*┤ª╛▀╠σ╝╟▓╗╡├┴╦,╒Γ╤∙▒π▓╗╦└╗·┴╦,╡½SAMPLE╥│╓╗╩ú╥╗╕÷┐╪╝■┴╦.┐┤└┤*.DCL╩╟╫Θ╝■░σ╡─┼Σ╓├╬─╝■. ╙╨──╬╗╓¬╡└╦└╗·╡─╛▀╠σ╘¡╥≥,╟δ▓╗┴▀┤═╜╠.... ╒Γ╧▀╔╧╙÷╝√─·ú¼─╤╡├úí╚├╬╥├╟▒╦┤╦╒Σ╧ºúí :)--- * Origin: Joyride BBS,Nanjing,P.R.C(+86-25-3430909) (6:653/1000)HI ALL ╬╥╙├DELPHI╡─DATABASE DESKTOP╜¿┴ó┴╦╥╗╕÷PARADOX╡─TABLE,╞Σ╓╨╥╗╕÷FIELD╩╟GRAPHIC,┐╔╩╟╘┌└∩├µ▓╗╣▄╘⌡≈ß░┤╒╒HELP╓╨╡─╦╡├≈PASTE╥╗╕÷.BMP╬─╝■╢╝PASTE▓╗╔╧,║≤└┤╓╗║├╫░┴╦╕÷PARADOX7,╙├PARADOX7▓┼╨╨. ╩╟▓╗╩╟DATABASE DESKTOP▓╗─▄PASTE *.BMP╬─╝■╡╜PARADOX╡─TABLE╓╨,╚τ╣√─▄╘⌡≈ß░∞,╟δ▓╗┴▀┤═╜╠.... ╒Γ╧▀╔╧╙÷╝√─·ú¼─╤╡├úí╚├╬╥├╟▒╦┤╦╒Σ╧ºúí :)--- * Origin: Joyride BBS,Nanjing,P.R.C(+86-25-3430909) (6:653/1000) ╝╟╡├ Stone Lee ╘┌╕° Patrick Xiao ╡─╞Σ╓╨╥╗╖Γ╣╪╙┌ í╢PB 5.0í╖╡─╨┼╓╨╠ß╡╜ú║ PX> Power Builder 5.0 ╩╟╓╨╬─░µ┬≡? ╙╨├╗╙╨║├╡─╩Θ═╞╝÷╥╗╧┬? SL> ├╗╝√╣²╙╨. ╧■═¿╡──╟╝╕▒╛┐╔╥╘. ~~~~╩╟╫≈╒▀╗╣╩╟│÷░µ╔τ? ─▄▓╗─▄╕µ╦▀╚½├√? PX> ╬╥╙╨╕÷PB 6.0,╡½╩╟╩╟E╬─╡─. :( SL> + or -? ╬╥╧δ╥¬... - ╡─! ║═╬╥E-mail ┴¬╧╡░╔.... patrick@pub.sy.lnpta.net.cn... íεí∩ííPatrick Xiao ú» Shen Yang í∩íε... ╚╧╩╢─πú¼╬╥║▄╕▀╨╦...--- └╢▓¿│╡├≈║║╗»░µ v98.3 * Origin: Huachu Information BBS ╔≥╤⌠╗¬┤ó╫╩╤╢╒╛ 024-3922722,23,24 (6:651/240) -=> ╥²╥╗╖Γ Hu Xiaoming ╕° All <=- HX> ╕≈╬╗║├! HX> ╨í╡▄╩╟╥╗╬╗▒α│╠╨┬╩╓,╠²┤≤╝╥╦╡Delphi║▌║├╙├,╢°╤º╨ú╒²╘┌╜╠Pascal, HX> ╥≥┤╦╨í╡▄╧δ╤ºDELPHI.╡½╩╟╬╥╫≥╠∞╡╜╕ú╓▌╫ε┤≤╡─═╝╩Θ│╟╒╥DELPHI╡─╩Θ,╚┤ HX> ┴¼╥╗▒╛╢╝├╗┐┤╡╜,╧α╖┤VB╡─╚┤▒Θ╡╪╢╝╩╟,─╤╡└╬╥╥¬╤ºVB?(╦ⁿ╙╨╕╜╚½╓╨╬─╦╡ HX> ├≈╩Θ).┴φ═ΓDELPHI╡─CD╥▓─╤╒╥--╬╥║├▓╗╚▌╥╫╒╥╡╜╥╗╒┼. HX> ┴φ═Γ,─▄▓╗─▄╜Θ╔▄╥╗▒╛DELPHI╡─╚δ├┼╩Θ,╫ε║├═¿╣²╥╗╕÷╝≥╡Ñ╡─└²╫╙╧Ω HX> ╧╕╜Θ╔▄▒α╥╗╕÷│╠╨≥╡─╚½╣²│╠,╫ε║├─▄═¿╣²╨φ╢α╤¡╨≥╜Ñ╜°╡─└²╫╙╦╡├≈. HX> ╨╗╨╗! ╬╥╧≥─π═╞╝÷╥╗▒╛╩Θ, < DELPHI2.0┤╙╚δ├┼╡╜╛½═¿>, ┐╞╤º│÷░µ╔τ┴·├┼ ╩Θ╛╓│÷░µ, ╙├╙┌╚δ├┼║≤╜°╥╗▓╜╠ß╕▀... íε íΦ íΦ íεí·í·í·╬≈░▓:╨∞ ║╜í√í√í√íε.. í∙ í± í∙ TEL:2226800-6429 í∙... í∙ Q í∙E-MAIL:wise@ihw.cow.cní∙... ╓╪╥¬╡─╘┌╙┌▓≤║═.--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: ╬≈░▓╚╩│¼╫╩╤╢╒╛ (86-29-8633675) Renchao BBS (6:661/1) -=>┐┤╡╜Jiang We╒²╘┌╕°Zhang Jian╔╧┐╬,╬╥└╧╒┼▓╗╫╘╛⌡┴⌠▓╜╬╩╔╧╝╕╛Σ<=- ZJ> ╕≈╬╗║├! ZJ> 3.╬╥╘┌FOXPRO╓╨╫▄╩╟╬▐╖¿╩╣╙├UC╡─╠╪╧╘╣ª─▄? JW> ╩╣TX│ú╫ñ ╬╥╥╘╩╣tx│ú╫ñ─┌┤µ┴╦,┐╔╩╟╓╗╧╘╩╛╥╗╞┴,╥╘║≤╛═▓╗─▄┴╦? ZJ> 8.FOXPRO│╠╨≥╩╟▓╗╩╟╓╗─▄╦│╨≥╓┤╨╨├ⁿ┴ε?╚τ╖±.─▄▓╗─▄╕°╬╥╥╗╕÷└²│╠? JW> ▓╗╓¬╡└─π╦∙╓╕║╬╥Γ. ╝┤╩╟─▄▓╗─▄╨┤│╔┤Ñ╖ó╨╘╓┤╨╨╡─│╠╨≥?... ╗╢╙¡╩╣╙├└╢▓¿│╡├≈║║╗»░µ!--- GEcho 1.20/Pro * Origin: ª²╠╞╔╜╛▐╨╟ª² ╜±╥╣╨╟╣Γ▓╙└├... 0315-2316153 (6:652/201)-=> Quoting Stone Lee to Eddie Huang <=- EH> ╟δ╬╩╘┌DOS╓╨╘⌡├┤╤∙╓╞╫≈║≤╫║╩╟ ??_ ╡─╤╣╦⌡╬─╝■? SL> ╙├Compress╤╣╦⌡╚φ╝■. ▓╗╨╨┬∩! ╓╞╫≈╡─??_▓╗─▄╙├EXPAND╜Γ┐¬! :~( ╙╨├╗╙╨╓╞╫≈ ??_ ╡─ WINDOWS API░í?--- GEcho 1.20/Pro * Origin: ShangHai Twelve-Apostle BBS. (6:654/1003) ╔·┤µ╙δ╔·╗ε ╢╘╙┌╒Γ╕÷╠Γ─┐└┤╦╡ú¼║▄╢α╚╦╚╧╬¬╒Γ╔·┤µ╙δ╔·╗ε▓ε▓╗╢αú¼╢╝╩╟╬¬┴╦╤╙╨°╔·├ⁿ╧┬╚Ñú¼├╗╙╨╩▓├┤┐╔╠╕╡─íú╡½╬╥▓╗╩╟╒Γ╤∙╧δ╔·┤µ╙δ╔·╗ε╩╟═Ω╚½▓╗═¼╡─╥Γ╦╝║═╥Γ╥σíú ╔·┤µ╩╟╚╬║╬╢½╬≈╢╝┐╔╫÷╡╜╡─ú¼╓╗╥¬╙╨▒╪╥¬╡─╩│┴╕╛═┐╔╥╘╔·┤µ╧┬╚Ñú¼╒Γ╬▐┬█╩╟╓φ║═╣╖╢╝┐╔╥╘╫÷┴╦íú╡½╚╦╛═╫÷▓╗╡╜┴╦ú¼╬╥├╟╧δ╥╗╧δú¼╚╦╩╟╙╨╦╝╧δ╡─╕▀╝╢╢»╬∩ú¼─╤╡└╓╗╥¬╙╨╩│┴╕╛═┐╔╥╘┴╦┬≡ú┐┤φú¼╥≥╬¬╚╦▓╗╓╗╩╟╥¬╙╨╩│┴╕▓┼╔·┤µ╧┬╚Ñú¼╗╣╥¬╙╨╞Σ╦ⁿ╥≥╦╪ú¼╚╦╩╟╚║╠σ╔·╗ε╡─ú¼╥¬╙╨╞▀╟Θ┴∙╙√ú¼╚▒╥╗┐╔─▄╗ß▓╗─▄╔·┤µ╧┬╚Ñíú╛═╚τ╬╥░╤─π╖┼╡╜┴φ╥╗╕÷╩└╜τ└∩├µú¼└∩├µ╩▓├┤╢╝├╗╙╨ú¼╡½╩╟╙╨╦«ú¼╙╨╩│╬∩ú¼╙╨┐╒╞°╙╨═µ└╓ú¼╙╨═µ╛▀......,╡½╩╟╛═╩╟├╗╙╨╚╦,╘┌╒Γ╓╓╟Θ┐÷╧┬,╚╦╩╟╗ß╛⌡╡├║▄╣┬╡Ñ,║▄┐╒╨Θ,║▄╛▓╝┼╡─. ├╗╙╨╟Θ,├╗╙╨░«...... ,╘┌╒Γ╓╓╟Θ┐÷╧┬╚╦╛═╗ß╟Θ╘╕╦└┴╦╥▓▓╗╧δ╘┌╔·┤µ╧┬╚Ñ.╖┤╣²└┤,╢»╬∩╩╟├╗╙╨╦╝╧δ╡─,▓╗╗ß╧δ╞Σ╦ⁿ╢½╬≈,╓╗╗ß╙╨╠∞╔·╡─╥Γ╩╢,┐┤╡╜┐╔╥╘╬¼│╓╦√╔·├ⁿ╡─╠⌡╝■╛═╗ß╚Ñ╫÷.╓╗╥¬╝╕╫π╩│╬∩,╦√╛═╗ß╤╙╨°╔·├ⁿ╧┬╚Ñ. ╚╦╙╨╬∩╓╩╛═┐╔╥╘╔·┤µú¼╘┌╙╨╬∩╓╩╡─╗∙┤í╔╧ú¼╛═▒╪╨Φ╦╝╧δú¼╙╨╦╝╧δ╔╧┴╦╛═╩╟╙╨╔·╗εíú╚τ╣√╚╦├╗╙╨╦╝╧δ╛═╡╚╙┌╩╟╞╒═¿╡─╢»╬∩ú¼├╗╙╨╩▓├┤╟°▒≡íú╓╗╥¬╙╨╬∩╓╩╛═┐╔╥╘┴╦íú ╚╦╡─╔·╗ε╛═╘┌╙┌╗ß╙├─╘ú¼╙╨╕╨╟Θú¼╫╖╟≤╬∩╓╩╡─╕╗╙╨ú¼╫╖╟≤╟Θ╕╨╡─┐∞└╓íú╚╦╗ε╫┼╡─╥Γ╦╝╛═╩╟╛°┤≤▓┐╖╓╫╖╟≤╫╘╝║╡─└φ╧δíú╔·╗ε╩╟╥╗╕÷╕┤╘╙╡─╢½╢½ú¼╢°╔·┤µ╩╟╥¬╙╨╩│┴╕ú¼╦∙╥╘═Ω╚½▓╗═¼╡─╥Γ╦╝║═╥Γ╥σíú╖¿╣·╫≈╝╥╙Ω╣√╦╡╣²ú║í░╚╦╙╨┴╦╬∩╓╩▓┼─▄╔·┤µú¼╚╦╙╨┴╦╦╝╧δ▓┼╠╕╡├╔╧╔·╗εú¼─π╥¬┴╦╜Γ╔·┤µ╙δ╔·╗ε╡─▓╗═¼┬≡ú┐╢»╬∩╔·┤µú¼╢°╚╦╘≥╔·╗εíúí▒ ╥╗╞¬╢╠╬─ú¼╫▄╖╓ú╢ú░╖╓ú¼▓╗╓¬┐╔╥╘─├╢α╔┘╖╓ú┐--- ¡╬¡╧ <╚╦╔·║╬┤ª▓╗╧α╖Ω!> ¼┤┼≤╙╤ú╜─πú½¼≤:¼┤ ¡╦... í▓í╤í╤í│ ½■½■½■½■½■½■½■½■ ú╔ú─ú║ú─ú┴ú╓ú┘ ú╦ú╧ú╬ú╟ ú¿íºú⌐>>> ¡¿¼▌í¡¼▀¡Ñ╬╥╘┌╡╚─π╗╪╨┼░í!!! ╙╨╩┬╛═╒╥╬╥░╔!BP:95958-90092 ½■íª½■... ╣½╬▐╢╔║╙ ╣½╛╣╢╔║╙ ╢Θ║╙╢°╦└ ╡▒─╬╣½║╬ -- ╣┼╕Φ╥Ñ/≤╥≤≤╥²--- LATALA Message * Origin: LATALA ª²╓Θ║ú└╢╠∞┴·ª² 756-2260945 (6:655/302) -=> Quoting Jammy Czao to All <=- JC> ╘┌VB└∩╩╣╙├┴╦═Γ╣╥╡─OCX╥╘║≤,▒α╥δ╩▒╩╟╖±▓╗─▄ JC> ░╤OCX▒α╜°╥╗╕÷┐╔╓┤╨╨│╠╨≥└∩?╞Σ╦√╙∩╤╘─╪? . ╞Σ╦ⁿ╙∩╤╘╬╥▓╗╓¬╡└,VB ▓╗╨╨!... │╔╢╝╠⌐┴ó╚φ╝■╣ñ╫≈╩╥.╥ⁿ╟┐<<< VB φ¼╘░: www.nease.net/~jackyyin 202.96.158.245/personal/yinqiang>>> Mailto: jackyyin@mail.sc.cninfo.net... ╧α╨┼╬╥ú¼├╗┤φ╡─úí--- Blue Wave/386 v2.30 * Origin: ╠∞╗╩╨╟,┴┴╛º╛º! MegaStar BBS (86-28-776-5276) (6:656/2) FB> ╚τ╠Γíú╧ú═√╕≈╬╗╕▀╩╓─▄┤═╜╠íú╨╗┴╦íú ─π╕╔┬≡▓╗╙├VB,║▄╝≥╡Ñ╡─. DELPHI▓╗╛═╩╟╙├╡─pascal╙∩╤╘┬≡! +++++++íεíεíε Je Di íεíεíε+++++++ +++ ╛░╠╬ BP-5191688-11802 +++ ++++++++++++++++++++++++++... ╬▌┬⌐╕ⁿ╘Γ┴¼╥╣╙Ω,┤¼│┘╙╓╙÷┤≥═╖╖τ.--- ╚║╨╟╓╨╨─╙╩╛╓ * Origin: ╚║╨╟▄÷▌═╒╛╧ú═√─·─▄│╔╬¬╥╗╨╟! (0571)5113934 (6:660/106)... ╜¡║■╚╦╤╘í╛VFPí┐▓╪▒ª═╝╘┌Lin Yong Jian╔φ╔╧!... Pan Yq╜⌠╫╖▓╗╔ß,░│╢└└╟╥¬╥╗═°┤≥╛í! LYJ> ╟δ╬╩╚τ║╬╜½╥╗╕÷DBF╓╨╡─╧α═¼╡─╝╟┬╝╔╛│²(╩ú╧┬╥╗╠⌡)? PY> ╫ε╝≥╡Ñ╡─╩╟╜¿╥╗╕÷╦≈╥², ╘┌╦≈╥²╓╨╩╣╙├ Unique ╫╙╛Σ, ╗≥╒▀ PY> ╘┌╜¿╦≈╥²╟░ SET unique ON , ╡½╩╡╝╩╔╧╓╪╕┤╝╟┬╝╗╣╘┌, ╓╗╩╟ PY> ▓╗┐╔╢╘╓«▓┘╫≈╢°╥╤, ╘┘ copy to aaa , ╔·│╔╡─aaa.dbf╓╨╛═ PY> ▓╗║¼╓╪╕┤╝╟┬╝┴╦.... LYJ> ╧╓╘┌╬╩╠Γ╘┌╙┌╝╟┬╝▓╗╩╟═Ω╚½╧α═¼╡─,╞Σ╓╨╙╨╥╗╕÷╫╓╢╬▓╗═¼. ║├╧≤╙├╔╧╩÷╖╜╖¿─π╓╗╢╘╧α═¼╡─╫╓╢╬╜°╨╨╦≈╥²╛═┐╔╥╘┴╦, ▓╗╙├└φ╗ß╙╨ ├╗╙╨▓╗═¼╡─╫╓╢╬. ╘┌╬╥╙í╧≤╓╨Unique╙∩╛Σ╓╗╝∞▓Θ╡─╩╟╦≈╥²╝ⁿ╓╡, ╙δ╞Σ╦ⁿ╬▐╣╪ ─π╘┘▓Θ▓Θ╙∩╖¿╩Θ░╔ :) α╦, ─Ω╝═┤≤┴╦, ╝╟╨╘╛═╩╟▓╗║├ ;DDDDD PY> ─π╚τ╣√▓╗╧╙╖│, ╥▓┐╔╥╘▒α╕÷╨í│╠╨≥┬∩.... ;D LYJ> ╩²╛▌┐Γ╠½┤≤┴╦,╚⌠╙├│╠╨≥,╘≥╥¬╓≡╕÷╝╟┬╝╢╘▒╚,╠½┬². :( ├╗╣╪╧╡, ╧╓╘┌╗·╞≈┐∞╡├║▌ ;D ╚τ╣√╓╗╜°╨╨╥╗┤╬╡─╗░, ╡└╥▓╬▐╦∙╬╜ ╚τ╣√─π╩╟╨┤╡╜│╠╨≥└∩, ╫÷╬¬╥╗╕÷╣ª─▄─ú┐Θ╡─╗░....╥¬▒╗╚╦╝╥┬ε╦└╡─ ;D PY> Nice to meet you here! :) LYJ> ─π╘┌▒≡╡─╡╪╖╜╝√╣²╬╥┬≡? ├╗, ─π╩╟╣π└╨, ░│╩╟├╔╣┼└╟ ;D... ⌐░⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖ íεíεíε Pan Yq íεíεíε⌐ñ⌐┤>>> úí 3.14159265358979..⌐╟⌐Ñ⌐┐⌐╟⌐Ñ⌐╧⌐º╫▄⌐º ─┌├╔╢└└╟ú║┼╦╥╘╟┐ ╬╩║├ úí... ⌐╕⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐º░╦┬╖⌐º╛ⁿ⌐º⌐º║≤⌐º ║╝╓▌ 0571-8072824-483 ⌐╝... ╢∙╨δ╙╨├√ ╛╞╨δ╫φ ╛╞╫φ╫▌╠╕ ═┬╨─╤╘ ______ Pan Yq ╬╩║├--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101)... ╜¡║■╚╦╤╘í╛PVFPí┐▓╪▒ª═╝╘┌Patrick Xiao╔φ╔╧!... Jiang We╜⌠╫╖▓╗╔ß,░│╢└└╟╥¬╥╗═°┤≥╛í! PX> ┤≤╝╥╢╝╘┌╙├╩▓├┤░µ▒╛╡─ VFP? JW> VFP3.0,Z FOXPRO 2.5 for DOS PX> VFP3.0 ┐╔╥╘▒α╥δ│╔╒µ╒²╡─┐╔╓┤╨╨╬─╝■┬≡? PX> BTW,╝╚╚╗╙╨╞Σ╦√╡─╕ⁿ║├╡─╠µ┤·╙∩╤╘,─π╬¬╩▓├┤╗╣╙├xFoxPro? ╒Γ╝╕╕÷╙∩╤╘▒╛╬▐║├╗╡╓«╖╓, ─π╙├╩∞┴╦──╕÷╛═╖┼╨─╩╣╙├ ║├┴╦, ▒╛╔φ├╗╙╨╙┼┴╙╓«╖╓ VFP╡─╩²╛▌┐Γ┤ª└φ╫╘╙╨╥╗╠╫, ┴¼Access╡─▓╗╔┘╢½╢½╢╝╩╟╒╒ ░ß╣²╚Ñ╡─... ⌐░⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖ íεíεíε Pan Yq íεíεíε⌐ñ⌐┤>>> úí 3.14159265358979..⌐╟⌐Ñ⌐┐⌐╟⌐Ñ⌐╧⌐º╫▄⌐º ─┌├╔╢└└╟ú║┼╦╥╘╟┐ ╬╩║├ úí... ⌐╕⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐º░╦┬╖⌐º╛ⁿ⌐º⌐º║≤⌐º ║╝╓▌ 0571-8072824-483 ⌐╝... ╢∙╨δ╙╨├√ ╛╞╨δ╫φ ╛╞╫φ╫▌╠╕ ═┬╨─╤╘ ______ Pan Yq ╬╩║├--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101) ▓╗╗ß╖╔╡╢╡─╨í└ε╜╙╫í┴╦Wang Jianping╖ó╧≥Kiven Soft╣╪╙┌í╝Borland C++ Builder 3í╜╡─░╡╞≈,╣╓╜╨╥╗╔∙:┐┤∞¡... CY> ▓╗╓¬╦¡╙├╣²BCBuilder 3├╗╙╨? WJ> 1.0╒²╘┌╙├íú ─╟╘█┴⌐┐╔╥╘╜╗┴≈╜╗┴≈┴╦. CY> ▓╗╓¬-CD╔╧╙╨BCBuilder 3├╗╙╨? WJ> ║├╧≤╗╣├╗╙╨╒²╩╜╖ó╨╨íú ╩╟▓╗╩╟BORLAND╡─C++BUILDER├╗╙╨2.0░µ?░│╢╝├╗╠²╦╡╣²2.0░µ,╘⌡├┤╥╗╧┬╫╙╛═│÷╡╜┴╦3.0? KS> C++BUILDER 1.0╩╟97─Ω╡╫│÷╡─,──╙╨─╟├┤┐∞╡─╔²╝╢?VC╩╟ WJ> 1.0│÷╡├╧α╡▒▓╓┤┘ú¼┴¬╗·╬─╡╡ú¼└²╫╙╥▓▓╗╩╟║▄║├ú¼╙╨╨⌐ WJ> ╔⌡╓┴╩╟DELPHI╡─íú╘┌╦╡╚φ╝■╔²╝╢┐∞▓╗╞µ╣╓íú C++BUILDER╕∙▒╛╛═╩╟╙├╡─╘¡╫░DELPHI╡─VCL┐Γ,╦∙╥╘DELPHI╡─│╠╨≥─π┐╔╥╘╓▒╜╙╘┌C++BUILDER╔╧▒α╥δ.▓╗╙├╫≈╚╬║╬╡─╨▐╕─. KS> ╙ª╕├▒╚╜╧║├╙├.╡½VB5╣ª─▄╔╧├╗DELPHI╟┐┤≤,░│▓╗╧▓╗╢. WJ> ╬╥▓╗╧▓╗╢╦ⁿ╡─╙∩╖¿íú ░│╫ε╠╓╤ß╡─╩╟╦ⁿ╡─╩²╛▌└α╨═╠½╔┘,╠╪▒≡╩╟├╗╙╨╓╕╒δ,░│╙├╦ⁿ▒α│╠╩▒┤≤╩▄╧▐╓╞.í∩í⌠ ╞∞╬─╚φ╠σ ª╜ CopyRight KivenSoft International,inc 1998 í≤íε... í╛ í╝ ¼⌡ └ε ╗ß ╬─ Ñ√ í╜ í┐ ...í≈í≡ ª╗:53777-83001 ª╛:0898-6218020 º■:kivensoft@163.net í±í°... ╫÷╚╦┬∩,╒²╚τ∞¡╨┼.╒Γ╩└╔╧▒╛├╗╙╨╨┼,∞¡╡─╚╦╢α┴╦,╥▓╛═╙╨┴╦╨┼!--- ┐╬▒╛└╓╘░╙╩╛╓╙╩╡▌╨┼╝■ * Origin: Instructive Fun Park BBS íε 86-898-5368632 íε (6:659/103) ▓╗╗ß╖╔╡╢╡─╨í└ε╜╙╫í┴╦Wen Li╖ó╧≥Kiven Soft╣╪╙┌í╝MOUSE╝╙╦┘í╜╡─░╡╞≈,╣╓╜╨╥╗╔∙:┐┤∞¡... KS> ╚τ╧┬,░│╚τ╣√╧δ╥¬MOUSE┐∞╥╗▒╢, KS> ╩╟▓╗╩╟╕├╒Γ╤∙: KS> mov ax,0fh KS> mov dx,2 KS> int 33h WL> ╩╟╖±│¼╣²┴╦13h╣ª─▄╡─π╨╓╡. ╒Γ░│╥▓▓╗┤≤╟σ│■.╥¬╩╟─π╗ß╘⌡╤∙╔Φ╢¿─╪? ╟δ╬╩─π─▄╙╨╩▓├┤▒≡╡─╖╜╖¿╚├MOUSE╝╙╦┘┬≡(░│╓╕╡─╩╟╙├▒α│╠╡─╖╜╖¿)? (:í∩í⌠ ╞∞╬─╚φ╠σ ª╜ CopyRight KivenSoft International,inc 1998 í≤íε... ║ú┐┌ í╛ í╝ ¼⌡ └ε ╗ß ╬─ Ñ√ í╜ í┐ ...í≈í≡ ª╗:53777-83001 ª╛:0898-6218020 º■:kivensoft@163.net í±í°... ╫÷╚╦┬∩,╒²╚τ∞¡╨┼.╒Γ╩└╔╧▒╛├╗╙╨╨┼,∞¡╡─╚╦╢α┴╦,╥▓╛═╙╨┴╦╨┼!--- ┐╬▒╛└╓╘░╙╩╛╓╙╩╡▌╨┼╝■ * Origin: Instructive Fun Park BBS íε 86-898-5368632 íε (6:659/103) ▓╗╗ß╖╔╡╢╡─╨í└ε╜╙╫í┴╦Evan Jon╖ó╧≥All╣╪╙┌í╝Float to Intí╜╡─░╡╞≈,╣╓╜╨╥╗╔∙:┐┤∞¡... EJ> ╚τ║╬╜½float└α╓╡╕│╕°int└α? └²╚τ╙╨ EJ> float var1; int var2; EJ> var1╡╚╙┌3.1, ╜½var1╨í╩²▓┐╖╓╔ß╚Ñ, ┴εvar2╡╚╙┌var1╒√╩²▓┐╖╓. EJ> C ╗≥ PASCAL╜╘┐╔ :) var2=(int)var1; ╒Γ╤∙╕│╓╡▒α╥δ╞≈╗ß╫╘╢»╚Ñ│²╨í╩²▓┐╖╓.í∩í⌠ ╞∞╬─╚φ╠σ ª╜ CopyRight KivenSoft International,inc 1998 í≤íε... ║ú┐┌ í╛ í╝ ¼⌡ └ε ╗ß ╬─ Ñ√ í╜ í┐ ...í≈í≡ ª╗:53777-83001 ª╛:0898-6218020 º■:kivensoft@163.net í±í°... ╫÷╚╦┬∩,╒²╚τ∞¡╨┼.╒Γ╩└╔╧▒╛├╗╙╨╨┼,∞¡╡─╚╦╢α┴╦,╥▓╛═╙╨┴╦╨┼!--- ┐╬▒╛└╓╘░╙╩╛╓╙╩╡▌╨┼╝■ * Origin: Instructive Fun Park BBS íε 86-898-5368632 íε (6:659/103) ║Σ┬í╥╗╔∙│╟├┼┐¬,╓╗╝√Kiven Soft╙δLouie Lee╫▀│÷└┤, └≈╔∙║╚╡└:"╬╥X,╩╟╦¡╒¿┐¬╡─!?" Hi Kiven, LL>> ╘┌DELPHI╓╨╚τ║╬╡≈╙├═Γ▓┐│╠╨≥íú BW>> winexec('someprogram.exe', sw_show); LL>> SW_show╩╟╥╗╕÷╩▓├┤▒Σ┴┐? KS> ╓╕├≈─π╘╦╨╨╕├│╠╨≥╩▒╡─╓≈┤░┐┌╡─│⌡╩╝╗»╤∙╩╜ KS> ╩╟╫ε┤≤,╫ε╨í,╗╣╩╟░┤│╠╨≥╡─╚▒╩í┼Σ╓├. LL>> ┴φ═Γú¼2íú0╙δ3íú0╡─╫ε┤≤╟°▒≡╘┌──└∩? BW>> ╥≥┤╦3.0╨º┬╩╙δC╙∩╤╘├╗╙╨╟°▒≡,╘÷╝╙┴╦ACTIVEX╓º│╓... LL>> ╬╥╥╗╓▒╕▀▓╗╟σACTIVE X╩╟╙╨╨⌐╩▓├┤╠╪╩Γ╙├═╛? KS> ╒Γ╕÷░│╥▓▓╗┤≤╟σ│■,╩Θ╔╧╩╟╦╡╦ⁿ╩╟ KS> ╙├└┤┴¬╜╙╙ª╙├│╠╨≥║═INET╡─,╙╨╕÷┴≈╨╨ KS> ╡─├√╫╓╜╨COM╫Θ╝■┐¬╖ó─ú╩╜. ACTIVEX╩╟OLE2╡─╤▌╜°íú╩╡╝╩╔╧╚⌠─π└φ╜ΓDELPHI╡─ VCLú¼─╟├┤ACTIVEX╥▓╛═─▄┴╦╜Γ╕÷┤≤╕┼┴╦íú╞Σ╩╡╢╝╩╟╚φ╝■ ╡─╫Θ╝■┐¬╖ó─ú╩╜íú╘┌INET╔╧╡─╙ª╕├╩╟DCOMíúííííííííííííííííííííííííííííííííBye bye! -----------*>┬▀╝¡╒¿╡»<*---------└ε╬σ╬─-----------*>┬▀╝¡╒¿╡»<*------------- ú¡íεú¡ ║Σ! ╒¿╡⌠╥╗╟╨╕├╒¿╡─║═▓╗╕├╒¿╡─╢½╢½! ú¡íεú¡ --------*>logical bomb<*-------Logia Lee--------*>logical bomb<*------------ * SeM. 2.24 0000 * Logia╬╥╘¡└┤╥╘╬¬─π║▄┤└,╡½╩╟╬╥┤φ┴╦,─π╝≥╓▒╛═╩╟╥╗╕÷░╫│╒!--- SemPoint v2.24 0000 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100) ║Σ┬í╥╗╔∙│╟├┼┐¬,╓╗╝√Zhao Gump╙δAll╫▀│÷└┤, └≈╔∙║╚╡└:"╬╥X,╩╟╦¡╒¿┐¬╡─!?" Hi Zhao, ZG> Wang Hongyi╒²╘┌All╡─<Delphi┤·┬δ▒α╝¡╞≈>└∩╕▀│¬:"╕°╬╥╥╗▒¡┌▓╚░╦«..." ZG> ░│╛═╦│╩╜┼í┐¬┴╦╦«┴·═╖... WH>> ╕≈╬╗Delphi╕▀╩╓, WH>> ▓╗╓¬╕≈╬╗╘┌▒α│╠╩▒╩╟╖±╕╨╡╜Delphi╡─┤·┬δ▒α╝¡╞≈╙╨╨⌐▓╗╠½╦│╩╓, ╓┴╔┘ WH>> ╙╨╩▒╥¬╟░║≤Search╥╗╕÷╢½╬≈║▄┬Θ╖│(╬╥▓╗╓¬╡└╘⌡╤∙▓┼─▄▒φ┤∩╟σ│■), ╙╨ WH>> ╕÷╛▌╦╡║▄║├╡─▒α╝¡╞≈╜╨╫÷Slickedit, ╛▌╦╡┐╔╥╘┴╨│÷├┐╥╗╕÷Function WH>> ║═Procedure, ┤≤╕┼▒╚VC└∩╡─Goto...╥¬║├╙├. ╞Σ╦√╣ª─▄╬╥╥▓╙╨╨⌐═ⁿ╝╟┴╦. WH>> ┤≤╝╥┐╔╥╘┐┤╥╗┐┤Unofficial Delphi News Letter 12╘┬╖▌╡─╜Θ╔▄. ╒Γ WH>> ╢½╢½╓º│╓Delphi 3.0. WH>> ═°╓╖╬¬http://www.slickedit.com, ╦ⁿ╧╚╕°─π╥╗╕÷╫ó▓ß┬δ╚├─π╙├30╠∞, ZG> ╙╨╕÷GExpert0.9 for delphi╩╟╚½├Γ╖╤╡─,║▄║├╙├, ZG> ╘┌www.torry.ru╙╨╡─down ╥¬░│╦╡╫ε║├╡─┤·┬δ▒α╝¡╞≈╗╣╩╟UNIX└∩╡─VIíú╓╗ ╥¬╩∞┴╖┴╦║≤ú¼─π┐╔╥╘╘╦╓╕╚τ╖╔úíúíúíííííííííííííííííííííííííííííííííBye bye! -----------*>┬▀╝¡╒¿╡»<*---------└ε╬σ╬─-----------*>┬▀╝¡╒¿╡»<*------------- ú¡íεú¡ ║Σ! ╒¿╡⌠╥╗╟╨╕├╒¿╡─║═▓╗╕├╒¿╡─╢½╢½! ú¡íεú¡ --------*>logical bomb<*-------Logia Lee--------*>logical bomb<*------------ * SeM. 2.24 0000 * Logia╬╥╘¡└┤╥╘╬¬─π║▄┤└,╡½╩╟╬╥┤φ┴╦,─π╝≥╓▒╛═╩╟╥╗╕÷░╫│╒!--- SemPoint v2.24 0000 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)╖┬╖≡┘Γ╚⌠╟α╘╞╓«▒╒╘┬,╞«╞«┘Γ╚⌠┴≈╖τ╓«╗╪╤⌐MY> ╙╨──╬╗╓¬╡└╦└╗·╡─╛▀╠σ╘¡╥≥,╟δ▓╗┴▀┤═╜╠. delphi3║═s3virge/dx╡─╟²╢»╙╨│σ═╗.║═─π╒Γ╓╓▓╗╠½╥╗╤∙. ª² │╠ ║╞ ª⌠ Call:(010)68410011-10771 ª² ª² UIN: 2152727 ª⌠ E-mail:chenghao@public.east.cn.net ª² * Origin: -* Point * (6:650/2.1)-=>Evan Jon║═All╒²╘┌╠╕"Float to Int",╥╗╕÷░╦┬╖├■┴╦╣²└┤. EJ> ╚τ║╬╜½float└α╓╡╕│╕°int└α? └²╚τ╙╨ EJ> float var1; int var2; EJ> var1╡╚╙┌3.1, ╜½var1╨í╩²▓┐╖╓╔ß╚Ñ, ┴εvar2╡╚╙┌var1╒√╩²▓┐╖╓. C╙∩╤╘╓╨í├ var2=(int)var1; ─╤╡└▓╗╩╟╒Γ╤∙┬≡? > ░│▓╗╩╟╝╙╖╞├¿!░│╩╟í║╤α ┴╝í╗! ¼⌡ e-mail:peky@usa.net... ╥▓╨φ╩╟╬╥▓╗╢«╡─╩┬╠½╢α,╥▓╨φ╩╟╬╥╡─┤φ.--- Blue Wave/DOS v2.30 * Origin: ▒▒╛⌐╩µ┐╦╡τ─╘╫╩╤╢╒╛ (010)62244902 ╚½╠∞┐¬╖┼,╗╢╙¡╣Γ┴┘! (6:650/28) ┐┤└┤┐╔╥╘╘▌╩▒═ⁿ╡⌠SlickEdit┴╦. Zhao Gump╜¿╥Θ╡─Gexpert╖╟│ú║├. Delphi superpage╔╧╙╨╒Γ╕÷╢½╢½. ╗≥╒▀╡╜ www.amano-blick.com/~gnunn/gexperts.htm╒╥╫ε╨┬░µ. --- Blue Wave/386 v2.30 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)╕≈╬╗: Delphi╓╨╙╨├╗╙╨╧≤╘┌pascal╓╨╡─Fsplit, packtime╡╚╡─╢½╢½. Delphi╡──┐┬╝▓┘╫≈║═╘┌pascal╓╨╡─╟°▒≡? ╨╗╨╗.best regards,Wang Hongyi--- Blue Wave/386 v2.30 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100) LY> ╨╓╡▄├╟: LY> Visual FoxPro╙╨╨⌐┬Σ║≤┴╦,╧╓╘┌╙├╨⌐╩▓├┤─╪? ╬╥╒²╘┌╤ºACCESS 97─╪. ╗╢╙¡╜╗┴≈. íεí½í½í½í½í½í½╨╨╘╦│¼╚╦í½í½í½í½í½í½íε í┌┼¼┴ª ╗⌠╜ú║τ ╙╨╨═í█ í∩í½í½í½í½í½í½í½┤≤╝¬í½í½í½í½í½í½í½í∩... ├⌐╩«░╦╓╕╫┼╗⌠╜ú║τ╦╡:╒Γ╬╗┼≤╙╤╨╒┤≤,├√╝¬,╜¡║■╚╦│╞╨╨╘╦│¼╚╦,┐┌╦«╣ª╖≥╫ε╩╟┴╦╡├--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Huang Dengqiao╘°╢╘Patrick Xiao╦╡╞≡PB 5.0 HD> ╒Γ╩Θ╩╟▓╗┤φ╡─,┐╔╩╟╠½╣≤┴╦. HD> ╬╥╙╨╥╗▒╛í╢Power Builder┐¬╖ó╓╕─╧í╖,▓╗┤φ╡─,╦ⁿ╥▓╙╨╥╗╒┼ ^^^^^^^^^^^^^ ╒Γ╚φ╝■╙╨╩▓├┤╠╪╔½,┐¬╖ó╩▓├┤╢╘╧≤╡─│╠╨≥,│╠╨≥▒α╨┤╡─╜ß╣╣ ╘⌡╤∙?... ¼⌡ ▒╛╚╦╨╒├√:┘■╨Ñ┴· ID:Xian Xiao Long 20╦Ω ¼⌠... E-MAIL:xiao-long@163.net ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ [W]>>> LV:7╝╢ ╕∩├ⁿ╔╨├╗│╔╣ª ═¼╓╛╗╣╨Φ┼¼┴ª(98/03/22)... ▓╗╨┼╟α┤║╗╜▓╗╗╪ -- ├±╣·/╙┌╙╥╚╬/╚╔╫╙╘¬╚╒--- └┤╫╘╖≡╔╜╡─╬╩║≥ v XXL * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Zhang An Bang╘°╢╘Zhang Jian╦╡╞≡╣╪╙┌FOX╡─╥╗╨⌐╬╩╠Γ ZJ> 1.╚τ║╬╘┌┤≥╙í╩▒╩╣╙├┤≥╙í╗·╫╘┤°╡─╫╓┐Γ?╧ú═√╓¬╡└╕ⁿ╢α┤≥╙í╡─┐╪╓╞ ZJ> ╝╝╟╔║═╖╜╖¿. ZAB> ▓╗╟σ│■.╒Γ║├╧≤╩╟╘┌┤≥╙í╗·╔╧╔Φ╓├╡─,├╗╖¿╙├╚φ╝■└┤░∞? ╧Ω╧╕┤≥╙í╗·╡─╓╕┴ε╡├┐┤┤≥╙í╗·╡─╦╡├≈╩Θ,╥╗┤≤╢╤┐┤S┴╦, ╗╣╩╟╙├UCDOS╡─╖╜▒π,╝µ╚▌╨╘╙╓║├. ZJ> 2.╬¬╩▓├┤╬╥╘┌UCDOS╓╨╩╣╙├╠╪╩Γ┤≥╙í,├┐┤╬╓╗─▄┤≥╙í│÷╥╗╨╨╫╓(╦ⁿ╡─ ZJ> ╦╡├≈╬╥╥╤┐┤╣²┴╦╢α▒Θ)? ?? ─π╠∙╔┘╔┘│╠╨≥└┤┐┤┐┤. ZJ> 3.╬╥╘┌FOXPRO╓╨╫▄╩╟╬▐╖¿╩╣╙├UC╡─╠╪╧╘╣ª─▄? ZAB> ─π╡─│╠╨≥╩╟╘⌡╤∙╡─? ╩╟░í,╬╥│ú╙├├╗╬╩╠Γ╡─. ZJ> 4.╢╘╙┌FOX╙δ╞Σ╦ⁿ╚φ╙▓╝■╡─╜╙┐┌╬╩╠Γ?─▄▓╗─▄╜Θ╔▄╥╗▒╛║├╩Θ? ZAB> ╝╟╡├╙╨╥╗▒╛<FOXPRO▒α│╠╠ß╕▀╞¬>▓╗┤φ. ZAB> ╞Σ╩╡╧╓╘┌║├╢αFOXPRO╡─╩Θ╢╝╩╟░╤╦ⁿ╡─HELP╖¡╥δ╥╗╧┬,┬▐┴╨┴╦╥╗ ZAB> ┤≤╢╤║»╩²╡─╝≥╡Ñ╦╡├≈,╚┤╗╣╩╟├╗╙╨╛▀╠σ╡─└²│╠. ╔╧├µ╒Γ╩Θ╩╟▓╗┤φ,╬╥╥▓┬≥┴╦▒╛;╬╥╗╣╜Θ╔▄─π╥¬┬≥▒╛FOXPRO├ⁿ┴ε ╙δ║»╩²╫¿╝¡,╬╥╛═╩╟┐┤╒Γ╩Θ╙├┴╦1╕÷╘┬╤º╡─. ZJ> 5.╘┌FOXBAS╓╨╜½╥╗┐Γ╓╨╡─╝╟┬╝╡──│╥╗╫╓╢╬╕┤╓╞╡╜▒≡╥╗┐Γ╓╨╡──│╥╗╫╓╢╬╔╧│²┴╦ ZJ> ╩╣╙├update═Γ╗╣╙╨╞Σ╦ⁿ╡─╖╜╖¿┬≡? ZAB> ╚τ╣√╓╗╙├╥╗╠⌡╙∩╛Σ,║├╧≤╓╗╙╨╒Γ╥╗╕÷╖╜╖¿┴╦. ╙├FOXPRO░╔,╥╗╢¿╥¬╤º╤ºSELE - SQL╙∩╛Σ,║├┤ª║▄┤≤,╬╥╥╘╟░ ├╗╖ó╧╓╒Γ║├╢½╬≈╟░╫▀┴╦▓╗╔┘═Σ┬╖. ZJ> 6.╘┌FOX╚τ║╬─▄╩╣┤≥╙í╗·╫╘╢»╩╢▒≡╓╜╒┼╡─┤≤╨í,╞≡╡╜╖╓╥│╫≈╙├. ╘°╛¡╩╘╣²╫╘╢»▒¿▒φ╔·│╔╞≈,└∩├µ║├╧≤╙╨╡├╔Φ╓├,╗╣╙╨┤≥╙í╗·╨═║┼. ║▄╛├├╗╙├╦√╡─,═ⁿ┴╦. :Q ▓╗╣²╬╥▒α│╠╒Γ╫▀╓╜╥▓╩╟╕÷╬╩╠Γ,╬╥╩╟╩╓╣ñ╔Φ╢¿╡─. :~ ZJ> 8.FOXPRO│╠╨≥╩╟▓╗╩╟╓╗─▄╦│╨≥╓┤╨╨├ⁿ┴ε?╚τ╖±.─▄▓╗─▄╕°╬╥╥╗╕÷└²│╠? ╡▒╚╗╙╨╨⌐╡≈╙├╫╙│╠╨≥,╠⌡╝■╫¬╥╞,─π╦╡╩╟╒Γ╥Γ╦╝┬≡?... ¼⌡ ▒╛╚╦╨╒├√:┘■╨Ñ┴· ID:Xian Xiao Long 20╦Ω ¼⌠... E-MAIL:xiao-long@163.net ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ [W]>>> LV:7╝╢ ╕∩├ⁿ╔╨├╗│╔╣ª ═¼╓╛╗╣╨Φ┼¼┴ª(98/03/22)... ╥╗╚╦┤½╩«╩«┤½░┘ú¼╙└╩└▓╗╢Θ╡╪╙ⁿ├┼íú -- ╚²╩└╥≥╣√--- └┤╫╘╖≡╔╜╡─╬╩║≥ v XXL * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Huang Dengqiao╘°╢╘Lin Yi╦╡╞≡╩²╛▌┐Γ▒α│╠ LY> Visual FoxPro╙╨╨⌐┬Σ║≤┴╦,╧╓╘┌╙├╨⌐╩▓├┤─╪? HD> Power BuilderíóVisual BasicíóDelphi╡╚. FOXPRO╡Ñ╗·╗╣╦π▓╗┤φ░╔,╓╗╩╟═°┬τ╔╧╘╦╨╨╙╨╡π╬╩╠Γ░╔. :)... ¼⌡ ▒╛╚╦╨╒├√:┘■╨Ñ┴· ID:Xian Xiao Long 20╦Ω ¼⌠... E-MAIL:xiao-long@163.net ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ [W]>>> LV:7╝╢ ╕∩├ⁿ╔╨├╗│╔╣ª ═¼╓╛╗╣╨Φ┼¼┴ª(98/03/22)... ╥╗│»┤║╛í║∞╤╒└╧ ╗¿┬Σ╚╦═÷┴╜▓╗╓¬ -- ╟σ/▓▄╤⌐╟█/║∞┬Ñ├╬-┴╓≈∞╙±/╘ß╗¿╩½--- └┤╫╘╖≡╔╜╡─╬╩║≥ v XXL * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)*** Answering a msg posted in area ECHO045 (SYSOP.DK (╢í┐¡╫¿╟°)).[1998-03-16 ╨╟╞┌╥╗] [23:19]╘┌╨┤╕°"Wang Ning"╣╪╙┌"╣╪╙┌VC╡─╥╗╕÷┤└╬╩╠Γ :D"╡─╨┼╓╨╜▓╡╜: DK>> ╦¡─▄╜╠╜╠░│╙├MFC╩▒╒ª╕─ WNDCLASS ╒Γ╕÷╜ß╣╣? ░│╧δ╗╗ DK>> ╕÷ hbrBackground :) WN> ▓╗╟σ│■:) WN> ╜¿╥Θ╩╘╩╘ONCREATE ▓╗╣▄╙├, OnCreate ╡─▓╬╩²╓╨├╗╒Γ╥╗╧ε :( ╬╥╙├╡─╩╟ CFormView ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚════════════════════════════════════════════════════════╝... .║Θ╜╠╓≈╡└:Wang Ning╓╟─▒╔ε│┴╬Σ╣ª╕▀╟┐,▒╩╧┬╕ⁿ╩«╖╓└┤╡├,╥╗╞¬╬─╒┬╦─╞╜░╦╬╚.║▄║├!--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20)*** Answering a msg posted in area ECHO045 (SYSOP.DK (╢í┐¡╫¿╟°)).[1998-03-19 ╨╟╞┌╦─] [01:36]╘┌╨┤╕°"Xu Hang"╣╪╙┌"Delphi╡─╦┘╢╚"╡─╨┼╓╨╜▓╡╜: DK>> ▓╗╕╥╧δ╧≤╡▒╙╨100000╠⌡╝╟┬╝╩▒╗╣╒ª╙├ :~( DK>> Delphi╒µ╡─╒Γ├┤├╗╙├┬≡? XH> ─π╒µ╩╟╔φ╘┌╕ú╓╨▓╗╓¬╕ú, ╬╥┤≥┐¬╓╗╙╨╬σ┴∙╠⌡╝╟┬╝╡─db2╩²╛▌┐Γ XH> ╨Φ╥¬10├δ!!!! :~< ╒Γ╗╣─▄╜╨╕ú? :) ┤≥┐¬, ▓Θ╒╥, ┤ª└φ, ╦π╧┬└┤╡Ñ╘┌┐Γ╔╧╡─▓┘╫≈╛═╩╟1╖╓╓╙, ╢α└█╚╦╤╜. ░│╗╣╩╟64M─┌┤µ╤╜, ╥¬╩╟8M╝≥╡Ñ▓╗╕╥╧δ╧≤ :( ║≤└┤╓╗║├╙├ Foxpro for DOS ╫÷┴╦. ─╟╦┘╢╚╒µ╜╨┐∞ ;D ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚════════════════════════════════════════════════════════╝... ╬ñ╨í▒ª╙∩┬╝ú║Xu Hangú¼╘█╕τ╢∙└┤║╧╗∩╢─╥╗╢─íú--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20)*** Answering a msg posted in area ECHO045 (SYSOP.DK (╢í┐¡╫¿╟°)). JC>> ╥╘║≤,─▄╦⌡╡╜╚╬╬±└╕└∩.╒Γ╥¬╘⌡├┤╫÷─╪? DK>> ▓╗╓¬VB5╙╨├╗╙╨└α╦╞╡─┐╪╝■, ╓┴╔┘┐╔╥╘╙├API╫÷╡╜. ╙├Shell_NotifyIcon RQ> .╟δ╬╩─╟╝╕╕÷▓╬╩²╘⌡├┤╙├? ╘┌VC╓╨╡─└²╫╙└∩╙╨╕÷ TRAYNOT , ╛═╩╟╣╪╙┌╒Γ╢½╢½╡─. ╕°─π╠∙╕÷╞¼╢╬░╔:BOOL TrayMessage(HWND hDlg, DWORD dwMessage, UINT uID, HICON hIcon, PSTR pszTip){ BOOL res; NOTIFYICONDATA tnd; tnd.cbSize = sizeof(NOTIFYICONDATA); tnd.hWnd = hDlg; tnd.uID = uID; tnd.uFlags = NIF_MESSAGE|NIF_ICON|NIF_TIP; tnd.uCallbackMessage = MYWM_NOTIFYICON; tnd.hIcon = hIcon; if (pszTip) { lstrcpyn(tnd.szTip, pszTip, sizeof(tnd.szTip)); } else { tnd.szTip[0] = '\0'; } res = Shell_NotifyIcon(dwMessage, &tnd); if (hIcon) DestroyIcon(hIcon); return res;}~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚════════════════════════════════════════════════════════╝... .├≈╕┤╟σ╖┤,─╕╡╪╕╕╠∞--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20) -=>╘¡╨┼╩╟ Wang Jianping ╕° Kiven Soft ╡─<=- CY> ▓╗╓¬╦¡╙├╣²BCBuilder 3├╗╙╨? WJ> 1.0╒²╘┌╙├íú :) CY> ▓╗╓¬-CD╔╧╙╨BCBuilder 3├╗╙╨? WJ> ║├╧≤╗╣├╗╙╨╒²╩╜╖ó╨╨íú ╠¿═σ╚²╘┬╩«╚╒╫≤╙╥╔╧╩╨╡─. WJ> BORLAND ╡─╓≈╥│╔╧╙╨╒Γ╕÷3.0╡─╣π╕µú¼╗╣┐╔╥╘╧┬╘╪ WJ> ╥╗╕÷╔²╝╢░µ╓«└α╡─╢½╬≈ú¼╥¬╩╟╦√╡─MEMBERSHIP ▓┼─▄ ─▄╧┬╘╪╡─╩╟╥╗╕÷Demo, ╓╗─▄┐┤. :( WJ> ╧┬╘╪ú¼╒Γ╕÷╚φ╝■┤≤╘╝10Míú WJ> ╛½═¿DELPHI╡─╚╦╢╘╦ⁿ╥▓╫╘╚╗╛½═¿íú ╛½═¿Delphi▓╗═¿C╘⌡├┤░∞? ;) CY> BCBuilder 1╙δ║║╫╓╧╡═│╡─│σ═╗╙╨╩▓├┤░∞╖¿╜Γ╛÷┬≡? KS> ║║╫╓╧╡═│╡─│σ═╗.╓┴╔┘░│╛═╙├╡├║▄║├! WJ> ╬╥╥▓╩╟ú¼▓╗╓¬╡└╦√╡─│σ═╗╛▀╠σ╩╟╩▓├┤íú BCB + Ewin97, ▓╗╝╙║║╫╓╥╗╟╨╒²│ú, ╝╙NJWin1.6┴ó╝┤GPE, ╝╙RichWin 4.2P╙├╫┼ ╙├╫┼╛═Down. WJ> ├╗┤φú¼╥▓╨φ╣·═Γ╥╤╛¡╒²╩╜╖ó╨╨┴╦─╪íú ╩╟╡─. WJ> 1.0│÷╡├╧α╡▒▓╓┤┘ú¼┴¬╗·╬─╡╡ú¼└²╫╙╥▓▓╗╩╟║▄║├ú¼╙╨╨⌐ WJ> ╔⌡╓┴╩╟DELPHI╡─íú╘┌╦╡╚φ╝■╔²╝╢┐∞▓╗╞µ╣╓íú BCB1╓╨, ▒α╥δ╞≈╗╣╩╟╙├╡─Delphi╡─, BCB3╓╪╨┬╙├C╨┤┴╦▒α╥δ╞≈, ╦╡╩╟╨º┬╩╕▀║▄╢α.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ╓╪╟∞╫╩╤╢ 023-63633050,63614737,67618280,68208813 (6:656/110) -=>╥²╫╘ Bandy Ye ╕° All ╡─╨┼,╓≈╠Γ╩╟í╝HELPí╜<=- BY> HI ALL, BY> ╟δ╬╩╘⌡╤∙│╖└δTSR.╙├int21╓╨╢╧(49),╓╕╧≥psp╛═┐╔╥╘┴╦.... ... í½ ╧╨╚╦ í½--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Noah's Ark BBS from HeFei 0551-4658843 V.34 (6:666/2) -=>╥²╫╘ Wei Chen ╕° Free Man ╡─╨┼,╓≈╠Γ╩╟í╝whileí╜<=- WC> while ((ch<'A') || (ch>'z') || (ch==' ')) FM> while (((ch<'A') || (ch>'z') || (ch==' '))&&(ch!='\0')) WC> ╒Γ╕÷╠⌡╝■╘⌡├┤╕─╢╝▓╗╨╨. FM> ┐╔─▄─π╡─│╠╨≥╓╨╗╣╙╨╞Σ╦√▓╗╬╚╢¿╡─╡╪╖╜,╡½╩╟╒Γ╕÷ WC> ╬╥╩╟│⌡╤º,▓╗╓¬╡└╚τ║╬╕──▄╨╨,╫ε║├─π─▄├≈╚╖╓╕╡π.▓╗║├╥Γ╦╝,╬╥┤╙▓╗▒ú┴⌠╨┼░ⁿ,╦∙╥╘...╡½─π┐╔╥╘╩╘╫┼╢╘─π╗│╥╔╙╨╬╩╠Γ╡─┤·┬δ╟░╝╙"//"╗≥"/*",╘┘▒α╥δ╘╦╨╨(╒Γ╖¿╫╙┐╔─▄╙╨╡π▒┐).╢α╩╘╝╕┤╬,╥╗╡⌐┐╔╥╘╘╦╨╨╘┘┬²┬²╦⌡╨í╖╢╬º,╬╥╧δ─π╥╗╢¿┐╔╥╘╜Γ╛÷╬╩╠Γ╡─.... ... í½ ╧╨╚╦ í½... ╠∞╡╪╙╨═≥╣┼,┤╦╔φ▓╗╘┘╡├,╚╦╔·╓╗░┘─Ω,┤╦╚╒╫ε╥╫╣² --║Θ╙ª├≈/▓╦╕∙╠╖--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Noah's Ark BBS from HeFei 0551-4658843 V.34 (6:666/2)... Yao Yi╣√╚╗╕▀├≈,┼σ╖■┼σ╖■!! > ┐┤╡╜Sirius Huang╙δYao Yi╒²╬¬Re: YY> ──╓╓C++║├!┤≥╡├═╖╞╞╤¬┴≈,░│▓╗╡├╥╤╔╧╚Ñ╥╗┐┌╜½╞Σ═╠╡⌠! SH> ╙ª┤╙║╬┤ª╚δ╩╓? YY> ╡▒╚╗╧╚┤╙C╚δ╩╓┴╦. SH> C╬╥╥╤╙├┴╦╦─╬σ─Ω┴╦ :) YY> ─╟╧┬╥╗╕÷╛═╩╟WINAPI┴╦. ─π╡─C++╦«╞╜╚τ║╬,╬╥╤º┴╦╥╗╢╬╩▒╝Σ,║▄╢α╬╩╠Γ,╬╥╩╟ ╓¬╞Σ╚╗╢°▓╗╓¬╞Σ╦∙╥╘╚╗╥▓! BTW:╬╥╫╝▒╕╘┌╒┐╜¡╔Ω╟δ╥╗╓≈╥│,░╤╥╗╡π╨─╡├╖┼╔╧╚Ñ,╧δ╟δ╕≈ ╬╗┤≤╧║┼·╞└╓╕╒²,╧╓│≤┴╦ :( ╓≈╥│┐╔─▄╩╟.../fiend ,╒Γ╝╕╠∞┐╔ ─▄╛═╕π╢¿.--- í∩íεí∩ í╝ ú╙úΘú≥úΘú⌡ú≤ í╜ í∩íεí∩⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñFiend Lab (H) í╝╒≥╜¡í╜ [E-MAIL] xiangh@usa.net ICQ: 3759535... Yao Yi╒Γ├┤║├╡─╠∞╞°╕╔┬∩▓╗╚Ñ║╚┴╜╣╞.--- FastEcho 1.46.1 DPMI * Origin: Touch BBS, Zhenjiang, P.R. China. 86-511-5229970 (6:653/2400)Evan Jon╒²╘┌All╡─<Float to Int>└∩╕▀│¬:"╕°╬╥╥╗▒¡┌▓╚░╦«..."░│╛═╦│╩╜┼í┐¬┴╦╦«┴·═╖... EJ> ╚τ║╬╜½float└α╓╡╕│╕°int└α? └²╚τ╙╨ EJ> float var1; int var2; EJ> var1╡╚╙┌3.1, ╜½var1╨í╩²▓┐╖╓╔ß╚Ñ, ┴εvar2╡╚╙┌var1╒√╩²▓┐╖╓. EJ> C ╗≥ PASCAL╜╘┐╔ :)pascal└∩╙╨int=trunc(float) ╒Γ╥╗║»╩².delphi└φ╥▓╙╨.... ¼│ _/ ║µ┼α╝ª:http://www.nease.com/~ganglion _//!\¡╩¡╠¡╦¡∙ _/ http://www.acrosoft.home.ml.org _/--- ¡╠ _/ ╥┴├├╢∙:gumpz@cenpok.net _/... ╢½║ú╦«╘°╬┼╬▐╢¿▓¿ú¼╩└╩┬║╬╨δ╢≤═≤ú┐▒▒┌°╔╜╬┤╩í┴⌠╧╨╡╪ú¼╚╦╔·╟╥╫╘╩µ├╝íú--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008) CTY> ╢α╧╕╜┌╬╩╠Γ╢╝▓╗─▄╜Γ╛÷,╚τ╨╨╝Σ╛α└δ╘⌡├┤╡≈╜┌? JZ> ▓╗╓¬╙╨├╗╙╨╘┤│╠╨≥?╘┌╩▓├┤║║╫╓╗╖╛│╧┬? ╘┌UCDOS╧┬,╙╨╚╦╚├╬╥╙├UCDOS╡─╠╪╧╘,╡½╬╥▓╗╗ß╘┌│╠╨≥╓╨╡≈╙├ CTY> ╥╘║≤╚τ╣√╗╣╙╨╩▓├┤╬╩╠Γ╧ú═√┤≤╧║░∩├ª┼╖:_) JZ> ╗Ñ╧α░∩╓·! ╨╗┴╦:) JZ> BTW:╬╥╔╧╒╛╡─╩▒╝Σ║▄╔┘,▓╗─▄╝░╩▒╕°─π╗╪╨┼. ├╗╩┬:) ... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖... ⌐º╢─╔±╠∞╠∞╗∞╘┌╢─│í└∩úª│┬╠∞╙▒úªCCHENú└GUOMAI.SH.CNúªBP126-5326163⌐º... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐... ╟┌╖▄:▒╚─π╔╧╦╛╘τ░δ╨í╩▒╔╧░α.┤╧├≈:▒╚─π╔╧╦╛╧╚░δ╖╓╓╙╡╜┤∩.--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Gu Qi Kai BBS,Shanghai(24hours) (6:654/1005) ╝╟╡├ Shengke Li ╘┌╕° Patrick Xiao ╡─╞Σ╓╨╥╗╖Γ╣╪╙┌ í╢PVFP 5.0í╖╡─╨┼╓╨╠ß╡╜ú║ PX> ╧╓╘┌║├╧≤╒²░µ╡─╓╗╩╟╕÷<╜╠╙²░µ>. ╦ⁿ╡─╣ª─▄▓ε╩▓├┤? SL> ░│├╗╙├╣²╜╠╙²░µ,└╧╨╓╩╘╩╘╦√─▄╖±▒α╥δ.EXE║═╓╞╫≈░▓╫░┼╠ ? ░ⁿ╫░║╨╔╧╠∙╫┼╕÷▒Ω╟⌐"╜╠╙²░µ". ╡½┐╔╥╘▒α╥δ│╔.EXE╬─╝■.╥▓ ┐╔╥╘╔·│╔░▓╫░┼╠. ╒µ▓╗╓¬╡└╦ⁿ╬¬╩▓├┤╜╨"╜╠╙²░µ"! PX> ┤≤╝╥╢╝╘┌╙├╩▓├┤░µ▒╛╡─ VFP? SL> ╡▒╚╗╩╟5.0,╦Σ╚╗╦√╡─║║╗»▓╗╚τ3.0║├ ╬╥╧╓╘┌╥▓╩╟╙├5.0.╡½┐┤3.0╡─░∩╓·... íεí∩ííPatrick Xiao ú» Shen Yang í∩íε~~~ E-mail : patrickxiao@writeme.com ... ╚╧╩╢─πú¼╬╥║▄╕▀╨╦...--- └╢▓¿│╡├≈║║╗»░µ v98.3 * Origin: Huachu Information BBS ╔≥╤⌠╗¬┤ó╫╩╤╢╒╛ 024-3922722,23,24 (6:651/240) ┤≤╝╥║├,╬╥╩╟┴⌡╬¼: ╬╥╧╓╘┌╨Φ╥¬▒α╥╗╕÷╬σ╫╙╞σ╡─╚φ╝■,╩╟░┤╒╒╓░╥╡╣µ╘≥╡─, ┐╝┬╟╜√╩╓.╧ú═√┤≤╝╥─▄░∩╓·╬╥╠╓┬█╠╓┬█╦π╖¿,╗≥╒▀╠ß╣⌐ ╥╗╨⌐╘¡│╠╨≥(╫ε║├╩╟C)╣⌐╬╥╤º╧░,╨╗╨╗. ╬╥╙╨╥╗╨⌐╦╝┬╖,├≈╠∞╦╡╕°┤≤╝╥╠². ╧╚╨╗┴╦. ┴⌡ ╬¼ BP: 191-8101850 Email:lp@nease.net... ╫▌╩╣╕╢│÷▓╗╩╟╬¬┴╦╗±╡├,╙╓╞±╩╟╬¬┴╦╩º╚Ñ╕ⁿ╢α?--- Blue Wave/386 v2.30 * Origin: ╓╬▓í╢╛ú¼╒╥└╢╜úúí└╢╜ú╖┤▓í╢╛BBS 86-28-3342363 (6:656/7) XHT> cursor ╙╨▓╗═¼╡─╝╙╦°╖╜╩╜. MS Sqlserver ╙╨╚²╓╓╖╜╩╜. ╡▒╘╩╨φdirty /^^^^^^^^^ ╩▓├┤╥Γ╦╝,╘╩╨φDIRTY╩²╛▌,╗╣╙╨╥Γ╥σ├┤? XHT> ╩²╛▌╩▒, ▓╗╗ß╙░╧∞▒≡╚╦╨╘─▄. XHT> ╘┌▒α╨┤ "╟σ╦π" "═│╝╞" "║╧╝╞" ╥╗└α│╠╨≥╩▒, ╨╘─▄╓╪╥¬, ╟╥╥╗░π┤╦╩▒├╗╙╨ XHT> ╠½╢α═¼╩▒╡─╙├╗º, ╦∙╥╘╬╥├╟▓╗╙├╕┤╘╙select, ╢°╙├cursor. ┤╙╬╥╡─╩╣╙├╛¡╤Θ└┤╦╡,╬╥╓╗╘┌╥╗╨⌐╟Θ┐÷╧┬╩╣╙├CURSOR,▒╚╚τ╦╡:╙╨╥╗┼·╩²╛▌ ╡½╨Φ╥¬╥╗╠⌡╥╗╠⌡┤ª└φ╢°╟╥╧α╗Ñ╝Σ╙╨╘╝╩°╡─╟Θ┐÷,╘┘╙╨╛═╩╟╡▒╬╥╘┌╫÷UPDATE ╟░╨Φ╥¬╢╘╩²╛▌╜°╨╨╥╗╨⌐VALIDATE╩▒,╬╥╛═╗ß╙├CURSOR┴╦. >>> === Liu Xiang Feng ===... ╬╥╩╟╬╥--- Blue Wave/DOS v2.30 * Origin: West-Line Programmer's BBS * 86-756-333-1931±1 (6:655/301) XH> ╧╓╘┌╥╤╛¡▓╗╒²│ú┴╦, ╙ª╕├╩╣╙├╗╓╕┤░▓╫░┴╦. ╒²│ú╡─╙ª╕├╩╟95 XH> ╠ß╩╛─π╜°╚δDOS╜°╨╨▓┘╫≈. ╬╥╙╓╩╘┴╦╝╕┤╬,╡▒╬╥╓▒╜╙┤╙WIN95╓╨═╦╡╜WIN95┤°╡─DOS╓╨╩▒ ┐╔╥╘UNDELETE,╚├╬╥░┤ALT+DEL+CTRL.╡½╡▒╬╥┤╙WIN95╓╨╡─ MSDOS═╝▒Ω╜°╚δDOS╩▒╦└╝ª. ╒Γ▓╗╗ß╕·╬╥╫░╡─╩╟WIN97╙╨╣╪░╔! * Origin: Paradise BBS ╠∞╠├╫╩╤╢╢■╒╛ TEL: 10-6603-9434 (6:650/24)Cao Zyuan╖≥╫╙ú║╖Ñ╓«╡├╬┬ú¼╠╓╓«╡├▒Ñú¼╬┬▒Ñ╓«╙αú¼╘█├╟═¼┘⌐í╢╗π▒α╡─╬╩╠Γí╖: CZ> ╟≤╧┬├µ┴╜╠⌡╢╠╫¬╥╞╓╕┴ε╡─╫¬╥╞╡╪╓╖ A10 ║═ A20 ╖╓▒≡╩╟╢α╔┘? CZ> (╙├16╜°╓╞) CZ> (1) 01 10 EB F7 JMP A10 . ~~~~~╚Ñ╡⌠╡▒╓╨╡─┐╒╕±úí╡╪╓╖0110H╝╙2╘┘╝⌡F7H╡─▓╣┬δ9ú¼╛═╡╚╙┌109H CZ> (2) 01 10 EB 09 JMP A20112H+9=11BH CZ> ▒Ω╫╝┤≡░╕╚τ╧┬: CZ> (1) 109H (2) 11BH CZ> ╟δ╕≈╬╗╦╡├≈╝╞╦π╣²│╠,╨╗╨╗─·┴╦ 8)112H╩╟╧┬╥╗╓╕┴ε╡─╡╪╓╖ú¼╩╟╠°╫¬╓«╘┤ú¼┤╙╒Γ└∩┐¬╩╝╝╞╦πíú╝╞╦π─┐▒Ω╡╪╓╖╡─╘╦╦π╩²╜÷╜÷╙δ╘┤╡╪╓╖╡─╡═░╦╬╗╧α╝╙ú¼╧α╢╘╫¬╥╞╡─╖╢╬º▒╪╨δ╘┌255╓«─┌ú¼╢°╘╦╦π╩²╡─╫ε╕▀╬╗1╘≥▒φ╩╛╠°╫¬╖╜╧≥╬¬╕║íú╦∙╥╘╡┌(1)╠Γ╕ⁿ╚╖╟╨╡─╦π╖¿╩╟ú║12H+F7H=09H▓╗╜°╬╗╨╬│╔╡╪╓╖╡─╡═╬╗ú¼╘┘╝╙╔╧╡╪╓╖╕▀╬╗ú¼╛═╩╟╫¬╥╞╡──┐▒Ω╡╪╓╖íú┤╙16╕∙╡╪╓╖╫▄╧▀╡─░╦╬╗╗·┐¬╩╝ú¼╥╗╓▒╢╝╩╟╒Γ╤∙╦π╡─íú├≈░╫┴╦┬≡ú┐╬╥┐╔▓╗╧▓╗╢▒┐╤º╔·íú> ___OOOí╔__í╠ ▒▒╛⌐║╜┐╒║╜╠∞┤≤╤º╗·╨╡│º> ú¿ª╙Ñ╬ 100083 ~~~ ½í½í½í½í½í½í½í½í (010)62017251-7279 í╛╞╖í┐... ╡▒─π├≈░╫╡─╩▒║≥ú¼╥╗╟╨╢╝╚τ┤╦╝≥╡Ñ--- BUAA╒┼═ñ Wipe virus * Origin: -* Nature BBS, ┤≤╫╘╚╗╫╩╤╢╒╛(User) * (423-7461) (6:650/25)-=> Bluefox Wu ╢±║▌║▌╡╪╢╘ All ╦╡<=- BW> ╕≈╬╗╕▀╩╓: BW> ╟δ╜╠╥╗╧┬ BW> ╘⌡╤∙╙├C╙∩╤╘╘┌╬≈╬─═╝╨╬╜τ├µ╧┬╩╡╧╓║║╫╓╧╘╩╛? BW> ▓╗─▄╡≈╙├║║╫╓┐Γ. BW> ──╬╗─▄╓╕╡π╥╗╧┬,▓╗╩ó╕╨╝ñ! ╚τ╣√─π├≈░╫╘⌡├┤╡≈╙├║║╫╓┐Γ╧╘╩╛║║╫╓,─╟╛═║▄╚▌╥╫┴╦.╓╗╨Φ░╤─π╥¬╧╘╩╛╡─ ║║╫╓┤╙╫╓┐Γ╓╨╠ß╚í│÷└┤,┴φ┤µ╬¬╥╗╕÷╫╘╘∞╡─╨í║║╫╓┐Γ╛═┐╔╥╘┴╦.... ╡│╡─╒■▓▀╩╟┐φ┤≤╬¬╗│ú¼╟≤═¼┤µ╥∞íú--- └╢▓¿┐∞╨┼/DOS v2.20 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)╕≈╬╗: 1998─Ω3╘┬25╚╒╡─<<╓╨╣·╡τ─╘╜╠╙²▒¿>>╢╘╙┌"╟┼▒╛╠ε╩²"╜°╨╨┴╦╜Γ┤≡. ╥┼║╢╡─╩╟░│┐┤▓╗╢«. ╬╥▓╗╘┌╒Γ└∩╨┤╚½╣²│╠┴╦, ╓╗╠ß╝╕╕÷╬╩╠Γ, ╟δ├≈░╫╚╦╕°░│╜Γ┤≡. ▒¿╓╜╔╧╦╡, ╚⌠a(9)=9, ╘≥╖╡╗╪╟░╥╗╕÷╩²╫Θ╘¬╦╪a(8)╘÷1╕│╓╡╘┘╩╘. ╚⌠a(8)=9, ╘≥╖╡╗╪╟░╥╗╕÷╩²╫Θ╘¬╦╪a(7)╘÷1╕│╓╡╘┘╩╘.... ─╟├┤┤╦╩▒▒╚╚τa(8)╚τ║╬┤ª└φ, ▒ú│╓a(8)╬¬9? a(9)╬¬9? ╒√╕÷╣²│╠╓╨┼╨╢╧╩²╫╓╓╪╕┤╩╟╩▓├┤╥Γ╦╝? ╩²╫Θ╘¬╦╪╘÷1╕│╓╡║≤║═╞Σ╦√ ╘¬╦╪▒╚╜╧? ▓╗┐╔─▄░╔, ╒Γ╤∙┐╧╢¿╗ß╙╨╓╪╕┤╡─. ──╬╗╕°░│╜▓╜▓. ░│╠½╘╬┴╦.Best regards,Wang Hongyi--- Blue Wave/386 v2.30 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)... Ding Kai ╒²╢╘╫┼ Wang Ning ┤≤╖óí║╣╪╙┌VC╡─╥╗╕÷┤└╬╩╠Γ :Dí╗╡─└╬╔ºú¼~~~ ┐┤└┤░│╡├│÷└┤╦╡┴╜╛Σ┴╦íú DK>> ╦¡─▄╜╠╜╠░│╙├MFC╩▒╒ª╕─ WNDCLASS ╒Γ╕÷╜ß╣╣? ░│╧δ╗╗ DK>> ╕÷ hbrBackground :) WN> ▓╗╟σ│■:) WN> ╜¿╥Θ╩╘╩╘ONCREATE DK> ▓╗╣▄╙├, OnCreate ╡─▓╬╩²╓╨├╗╒Γ╥╗╧ε :( DK> ╬╥╙├╡─╩╟ CFormView ╥¬╩╟└╧╨╓╓╗╩╟╬¬┴╦╧╘╩╛╫╘╝║╢¿╓╞╡─▒│╛░ú¼╡╣╩╟┐╔╥╘╩╘╥╗╩╘ ┤ª└φWM_ERASEBKGND╧√╧óú¼hdc = (HDC) wParam íú ╘┌╗¡═Ω║≤╖╡╗╪╒µ╓╡╛═┐╔╥╘┴╦íú╫ú║├! Gold Song... í░░╤╚╒▒╛╚╦╕╔╡⌠úíí▒ú¡ú¡╢╟┬│├┼ú¼1945--- Blue Wave/386 v2.30 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)... Xiao Hai Tong ╒²╢╘╫┼ All ┤≤╖óí║ANSI ┐φ╫╓╖√í╗╡─└╬╔ºú¼~~~ ┐┤└┤░│╡├│÷└┤╦╡┴╜╛Σ┴╦íú XHT> ╙╨╦¡╓¬╡└ANSI ┐φ╫╓╖√╩╟╘⌡├┤╗╪╩┬┬≡? ░│╡─└φ╜Γ╩╟╦½╫╓╜┌╫╓╖√íú XHT> ╧≤╧┬┴╨│╠╨≥, ╬╥╛═▓╗├≈░╫┐φ╫╓╖√╙╨║╬▓╗═¼. XHT> short wideChar1='ab'; //▓╗┐╔╥╞╓▓╢°▓╗╜¿╥Θ╩╣╙├. XHT> short wideChar2=L'cd'; //ANSI┐φ╫╓╖√. BC 3.1 ═¿╣², XHT> //VC 5.0 ▒¿╛»╕µ: XHT> //characters beyond first in wide-character constant ignored ╔╧├µ┴╜╨╨╡─└α╨═╢¿╥σ▓╗╢╘íú├≈╚╖╩╣╙├┐φ╫╓╖√╨═╩▒╙ª╢¿╥σ╬¬ú║ /* STL */ wchar_t wideChar1 = L'ab'; /* M$ WIDOWS SDK */ WCHAR wideChar1 = L'ab'; ╚τ╣√═¼╩▒╬¬95/NT╨┤│╠╨≥┐╔╥╘╙├ú║ /* M$ WIDOWS SDK */ TCHAR tChar1 = _T'ab'; ╦ⁿ╗ß╕∙╛▌╢╘╙ª╞╜╠¿▒α╥δ│÷char ╗≥ wchar_t└α╨═íú ╙├VC5╩▒╒Γ└∩STL╙├▓╗┴╦ú¼╕├╦└╡─M$╘┌╩╣╙├MFC─┌┐π ╩▒▓╗╚├╙├STLíú╡½VCL+STL╛═├╗╙╨╬╩╠Γíú XHT> short wideChar3=L'c'; //VC5.0 ╢╘╒Γ╕÷┬·╥Γ, ┐┤└┤VC╓╨ ╥╗╕÷┐φ╫╓╖√╩╟ XHT> //╥¬┴╜╕÷byte╡─. XHT> char *wideStr=L"abc"; //ANSI ┐φ╫╓╖√┤«? BC3.1╜½╦ⁿ╡▒╞╒═¿╫╓╖√┤«. XHT> //VC5.0╚┤╥¬░╤╦ⁿ╡▒ ╢╠╒√╩²╩²╫Θ short [] XHT> ─╤╡└╒Γ╢½╬≈╓╗┐╔╥╘╓º│╓ CP 437 ╨┤UNICODE ╫╓╖√? XHT> ▓╗╣²┐┤└┤BC3.1 ╓╨┴¼╒Γ╕÷╢╝╓º│╓▓╗┴╦, VC 5.0 ╡╣╗╣╙╨╧ú═√. BC3.1 ═µ╕÷╩▓├┤WIDE CHARACTARú┐ ╒Γ╢½╢½╩╟╕°32╬╗╓º│╓ UNICODE╡─╞╜╠¿╧┬╡─│╠╨≥╙├╡─íú╫ú║├! Gold Song... Xiao Hai Tong ╬¿┐╓╠∞╧┬▓╗┬╥...--- Blue Wave/386 v2.30 * Origin: * Paradise BBS * ╠∞╠├╫╩╤╢ ⌐ñ ╥┴╡Θ╘░(10-68382962) (6:650/100)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Xian Xiao Long ╦╡ HD> ╒Γ╩Θ╩╟▓╗┤φ╡─,┐╔╩╟╠½╣≤┴╦. HD> ╬╥╙╨╥╗▒╛í╢Power Builder┐¬╖ó╓╕─╧í╖,▓╗┤φ╡─,╦ⁿ╥▓╙╨╥╗╒┼ XXL> ^^^^^^^^^^^^^ XXL> ╒Γ╚φ╝■╙╨╩▓├┤╠╪╔½,┐¬╖ó╩▓├┤╢╘╧≤╡─│╠╨≥,│╠╨≥▒α╨┤╡─╜ß╣╣ XXL> ╘⌡╤∙? ╦ⁿ╙╨╩▓├┤╠╪╔½╬╥╦╡▓╗╫╝,╦ⁿ╓≈╥¬╩╟╗∙╙┌┐═╗º/╖■╬±╞≈╡─╠σ╧╡╜ß╣╣,╙├└┤┐¬╖ó╒Γ╖╜├µ╡─┤≤╨═╩²╛▌┐Γ,╦ⁿ┐╔╙├╙┌╢α╞╜╠¿┐¬╖ó.╦ⁿ═╗│÷╠╪╡π╩╟┐¬╖ó╩²╛▌┐Γ╚φ╝■▒╚╜╧┐∞╜▌.│╠╨≥╜ß╣╣╙δ╞╒═¿│╠╨≥├╗╩▓├┤╟°▒≡.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╟º╟∩═≥╦Ω├√ ╝┼─»╔φ║≤╩┬ -- ╠╞/╢┼╕ª/├╬└ε░╫/╓«╢■--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Xian Xiao Long ╦╡ LY> Visual FoxPro╙╨╨⌐┬Σ║≤┴╦,╧╓╘┌╙├╨⌐╩▓├┤─╪? HD> Power BuilderíóVisual BasicíóDelphi╡╚. XXL> FOXPRO╡Ñ╗·╗╣╦π▓╗┤φ░╔,╓╗╩╟═°┬τ╔╧╘╦╨╨╙╨╡π╬╩╠Γ░╔. :) ╬╩╠Γ▓╗╩╟╘┌╩╟╡Ñ╗·╙├╗╣╩╟═°┬τ╙├╔╧,╢°╩╟╘┌┐¬╖ó╡─╣²│╠╡▒╓╨,FOxpro╡─┐¬╖ó─▄┴ª║═╦┘╢╚▒╚▓╗╔╧╥╘╔╧╡─╚φ╝■.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ║Θ╜╠╓≈╡└:Xian Xiao Long╓╟─▒╔ε│┴╬Σ╣ª╕▀╟┐,▒╩╧┬╕ⁿ╩«╖╓└┤╡├,╥╗╞¬╬─╒┬╦─╞╜░╦╬--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Ma Yongning ╦╡ MY> ╚Ñ─Ω╛═┐┤╡╜╙╨╚╦╠ß╡╜DELPHI3░▓╫░║≤,╩╣╙├╦└╗·╡─╬╩╠Γ,╡▒╩▒╬╥░▓╫░╩▒╥╗╟╨╒²│ú,┤╙╬ MY> ┤╦└╣²╗· ,╦∙╥╘╥▓╬┤╫ó╥Γ. MY> ║≤└┤╬╥╔²╝╢┴╦╥╗╧┬╗·╞≈,╓≈╥¬╩╟╝╙┴╦╥╗╕∙16M╧╓┤·╡─SD-RAM,╧╓╘┌╩╟32M.╡½╥╘║≤░▓╫░ MY> DELPHI║≤,╞⌠╢»╣²│╠╓╨,╧╚│÷╧╓COMPONENT▓╦╡Ñ,╚╗║≤╡╜│÷╧╓DATABASE▓╦╡Ñ╩▒╦└╗·,╥¬ MY> ░┤RESET ▓┼─▄╓╪╨┬╞⌠╢». MY> ║≤└┤╩╘╫┼╓╪╨┬╥╘╫╘╢¿╥σ░▓╫░,╖ó╧╓▓╗╫░ACTIVEX╫Θ╝■,▒π▓╗╗ß╦└╗·. MY> MY> ║≤└┤╙╓╩╘╫┼╥╘═Ω╚½░▓╫░,╦└╗·║≤╓╪╨┬╞⌠╢»,╔╛╡⌠*SMP*.DCL╬─╝■,*┤ª╛▀╠σ╝╟▓╗╡├┴╦, MY> ╒Γ╤∙▒π▓╗╦└╗·┴╦,╡½SAMPLE╥│╓╗╩ú╥╗╕÷┐╪╝■┴╦.┐┤└┤*.DCL╩╟╫Θ╝■░σ╡─┼Σ╓├╬─╝■. MY> ╙╨──╬╗╓¬╡└╦└╗·╡─╛▀╠σ╘¡╥≥,╟δ▓╗┴▀┤═╜╠. ╬╥▓╗╓¬╡└╛▀╠σ╘¡╥≥,▓╗╣²,╬╥╫░╡─╩▒║≥╩╟╧╘╩╛╟²╢»│╠╨≥╡─╬╩╠Γ,╬╥╕─┴╦╧╘╩╛╟²╢»│╠╨≥╓«║≤,╦ⁿ╛═╒²│ú┴╦.╙╓╙╨┐╔─▄╩╟╙δDirectX╙╨╣╪,╬╥╘¡╧╚╡─╧╘╩╛╟²╢»│╠╨≥╙δDirectX╙╨│σ═╗. ╬╥╫░╡─╩╟WIN95OSR2║═DirectX 5.0.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╫╙╧─╘╗:"╩╦╢°╙┼╘≥╤º,╤º╢°╙┼╘≥╩╦."--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Huang Dengqiao╘°╢╘Xian Xiao Long╦╡╞≡PB 5.0 HD> ╦ⁿ╙╨╩▓├┤╠╪╔½╬╥╦╡▓╗╫╝,╦ⁿ╓≈╥¬╩╟╗∙╙┌┐═╗º/╖■╬±╞≈╡─╠σ╧╡╜ß╣╣, HD> ╙├└┤┐¬╖ó╒Γ╖╜├µ╡─┤≤╨═╩²╛▌┐Γ,╦ⁿ┐╔╙├╙┌╢α╞╜╠¿┐¬╖ó.╦ⁿ═╗│÷╠╪╡π╩╟┐¬ HD> ╖ó╩²╛▌┐Γ╚φ╝■▒╚╜╧┐∞╜▌.│╠╨≥╜ß╣╣╙δ╞╒═¿│╠╨≥├╗╩▓├┤╟°▒≡. │╠╨≥╜ß╣╣║═FOXPRO▒╚▓ε╢α╔┘?... ¼⌡ ▒╛╚╦╨╒├√:┘■╨Ñ┴· ID:Xian Xiao Long 20╦Ω ¼⌠... E-MAIL:xiao-long@163.net ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ [W]>>> LV:7╝╢ ╕∩├ⁿ╔╨├╗│╔╣ª ═¼╓╛╗╣╨Φ┼¼┴ª(98/03/25)... ╧τ┤σ╦─╘┬╧╨╚╦╔┘ ▓┼┴╦▓╧╔ú╙╓▓σ╠∩ -- ╦╬/╬╠╛φ/╧τ┤σ╦─╘┬--- └┤╫╘╖≡╔╜╡─╬╩║≥ v XXL * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)Hi, Kiven!╨╟╞┌╚² 3╘┬ 04 1998 05:08, Kiven Soft ╨┤╕° Wang Zhaoyang: WZ>> ─π─▄▓╗─▄╛▀╠σ╜Θ╔▄╥╗╧┬╒Γ╕÷C++ Builder? WZ>> ╦ⁿ╙δBC++5.0╙╨╩▓├┤╣╪╧╡? KS> C++BUILDER╚½├µ╝╠│╨┴╦DELPHI╡─VCL┐Γ,╙╨╫┼║═ KS> DELPHI╥╗╤∙╡─▒α│╠╜τ├µ║═┐╪╝■.╢╘╙┌─╟╨⌐▓╗╧δ╖┼╞· KS> C╢°╙╓╧δ╙├┐╔╩╙╗»▒α│╠╡─╚╦└┤╦╡,╩╟╬¬╡┌╥╗╤í╘±.BC KS> ╓º│╓╙δC++BUILDER╗∞║═▒α│╠.╡½C++BUILDER═╞│÷╔⌡╬¬ KS> ┤╥├ª,║▄╢α╡╪╖╜╢╝╗╣▓╗═Ω╔╞.░│╙├╡─╛⌡╡├╗╣┐╔╥╘.░│ KS> ╧╓╘┌╘┌╡╚BORLAND═╞│÷╦ⁿ╡─2.0░µ.╧ú═√┐╔╥╘╕─╜°╦ⁿ╧╓╘┌╥╤╛¡│÷╡╜3.0░µ┴╦:D CM>> C++ Builder ╡─╜τ├µ║═Visual Basic,Delphi╥╗╤∙╩╟╒µ╒²╡─┐╔╩╙╗»▒α│╠ WZ>> ─╟├┤,^^^^^^^^^^^\╡─╒²╩╜░µ╩╟╖±╥╤╛¡═╞│÷┴╦? KS> ╒²░µ╘┌╚Ñ─Ω11╘┬░│╛═╝√╡╜╙╨-CD┬⌠┴╦.─π┐╔╘┌WWW.BORLAND.COM╔╧┐┤╡╜╦╡├≈,╓╗╩╟╠½┤≤┴╦,╘╝30M,╩╟30╠∞╡─DEMO.Limin wang@hempseed.com (liminw@usa.net) ICQ: 3435746... ╤█╛ª╩╟╨─┴Θ╡─┤░╗º,░│╡─┤░╗º╗╣╢α╫░┴╦┴╜╔╚▓ú┴º.....--- GoldED/386 3.00.Beta3+ * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² (371)635-1372 (19:30~7:30) (6:662/25)Hi, Cai!╨╟╞┌╬σ 3╘┬ 13 1998 16:36, Cai Jie ╨┤╕° All: CJ> ╬╥╧δ╬¬BBS╨┤╥╗╨⌐╨í╙╬╧╖,┐╔╩╟▓╗╓¬╦ⁿ╙δ╘┌╡Ñ╗·╔╧╘╦╨╨╡─╙╬╧╖╙╨╩▓├┤▓╗═¼?├╗╩▓├┤▓╗═¼. CJ> ╙╨├╗╙╨╩▓├┤╣ñ╛▀░ⁿ,║»╩²┐Γ╓«└α╡─╢½╢½?╙╨Open Door 6.0 for C/C++, JPDoor for C, EasyDoor for basic.Limin wang@hempseed.com (liminw@usa.net) ICQ: 3435746... ┴╜╒┼╗·,╨╨╚╦┴ó┬φ╥Γ│┘│┘.╔ε╨─╬┤╚╠╟ß╖╓╕╢.╗╪═╖╥╗╨ª,╗¿╝Σ╣Θ╚Ñ,╓╗┐╓▒╗╗¿╓¬.--- GoldED/386 3.00.Beta3+ * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² (371)635-1372 (19:30~7:30) (6:662/25) -=> Quoting Wang Hongyi to Jammy Czao <=- JC> ┐╔╩╟║├╧≤Do...Loop└∩╡──┌╚▌╥╗╕┤╘╙,╛═Until╡─╠⌡╝■╛═╩º JC> ┴Θ┴╦! ╩╟▓╗╩╟DoEvents╡─╬╗╓├╩╟╣╠╢¿╡─? WH> ┐╔─▄╤¡╗╖╠½│ñ, ╢°DoEvents╡─┼╨╢╧╣²│╠║▄╢╠║▄┐∞ WH> ░┤╝ⁿ╨┼╧ó▓╗╚▌╥╫▒╗╜╪╗±. WH> ╖╓╔ó╢α╝╙╝╕╕÷DoEvents╘┌╤¡╗╖└∩╩╘╩╘? ╦Σ╚╗║▄▒┐, ╡½ WH> ├╗╫╝╙╨╙├. ╩╟╬╥═ⁿ░╤KeyProview╔Φ│╔True┴╦.╦∙╥╘▓╗╝∞▓Γ╝ⁿ┼╠. :)~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Kiven Soft to Huang Dengqiao <=- KS> ░│╩╟╙├DELPHI╡─,╫░VB╩╟╧δ┐┤┐┤╓╡▓╗╓╡╡─░│╕─╙├ KS> ╦ⁿ,VB║▌┴ε░│╩º═√!VB░│╓╗╙├┴╦╚²╠∞,╦ⁿ╡─EXE╬─╝■╘╦╨╨ KS> ┐Γ╘┌SYSTEM╧┬,╙╨1.XX╒╫.╥▓╩╟╥╘VB┐¬═╖╡─,╛▀╠σ├√╫╓ KS> ░│═ⁿ┴╦.SORRY!─π╫╘╝║╒╥╒╥┐┤░╔.║▌║├╒╥╡─! (: ╜╨MSVBVM50.DLL,╣▓1,347,344╫╓╜┌! ╬╥╥╘╟░├╗╙╨╒╥╡╜VBRUN500.DLL,║▄╕▀╨╦, ┐╔╩╟╟░┴╜╠∞╫÷┴╦╕÷╞┴─╗▒ú╗ñ.▒╚╜╧┤≤,5XXK. ▒≡╚╦╧┬╘╪║≤╦╡╫░▓╗┴╦,╜ß╣√▓┼╖ó╧╓╒Γ╕÷┤≤┴╜ ▒╢░δ╡─┐Γ├╗╫░.~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Ding Kai to Wei Chen <=- ─·╓¬▓╗╓¬╡└Windows─¼╚╧╡─Σ»└└╞≈╘⌡├┤╡≈╙├? ╛═╩╟╦╡,╡▒╡π┴╦╥╗╕÷URL╥╘║≤,Windows95╫╘╢» ┤≥┐¬╧╡═│─¼╚╧Σ»└└╞≈. :))~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)╬╥┐┤╡╜Win95╡─API└∩╙╨╕÷BEEP║»╩²,┐╔╬╥▓╗╓¬╡└╘⌡├┤╙├,╟δ┤═╜╠! :))~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)▓╗╓¬──╬╗╕▀╩╓╘┌╒╛╔╧┤½┴╦╢½╖╜┐∞│╡╫ó▓ß╗·ú¼╟δ╬╩╚τ║╬╩╣╙├ú┐╧╚╨╗╨╗┴╦--- * Origin: -* ║╙─╧╩í╓╨╨╨╨┼╙├┐¿╨┼╧ó╓╨╨─ *- (6:662/1)->╠²╡╜Xiao Hai Tong║═All╬¬BC 3.1╡─ BUG╒∙╡├═┬─¡║ß╖╔,╗╣╩╟╚├░│└┤╞└╕÷└φ<- XHT> BC 3.1 for DOS ╡─BUG ║▄╢α, ╦¡╥¬├╗╝√╣², ╬╥┐╔╥╘╛┘╥╗└². XHT> ╜½╧┬├µ╬─╝■┤µ│╔ ╥╗╕÷ cpp ╬─╝■, ▒α╥δ╥╗╧┬, ▓┬▓┬╗ß╙╨║╬╜ß╣√? (╧╚▓╗├ª╕µ╦▀╬╥, XHT> ╒Γ╕÷│╠╨≥╩╟BUG │╠╨≥, ╬╥╓¬╡└.) ╗╣╙╨,▒α╥δ─│╓╓│╠╨≥╩▒╗ß╦└╗·(▒ú╗ñ│÷┤φ).... ╔ε█┌ ╢┼╧■╟αíß í∙ dxq@nease.net í∙ http://dxq.kstar.com í∙ 9813-1110--- ..└╦╗≈╞╜╔·╬▐║╢╥Γ ... * Origin: ╔ε█┌│┐╨╟ - Morning Star BBS * ╒Σ╧º╧α╛█╥╗┐╠ *755-6672764* (6:655/150)->╠²╡╜Kiven Soft║═Chou Yu╬¬Borland C++ Builder 3╒∙╡├═┬─¡║ß╖╔,╗╣╩╟╚├░│└┤╞└╕÷└φ<- CY> ▓╗╓¬╦¡╙├╣²BCBuilder 3├╗╙╨? CY> ▓╗╓¬-CD╔╧╙╨BCBuilder 3├╗╙╨? KS> ░│╓╗╓¬╡└╙╨C++BUILDER 1.0,▓╗╓¬╡└╙╨ 3.0, KS> ┐╓┼┬╩╟─π┼¬┤φ┴╦░╔? ╕╒│÷╡─,╝√borland╓≈╥│! CY> ▓╗╓¬╧╓╘┌╣·─┌╙╨BCBuilder╡─╩Θ╝«╥╘╝░╫╩┴╧┬≡? KS> ╙ª╕├╗╣├╗╙╨! ╬╥╥▓├╗╒╥╡╜.... ╔ε█┌ ╢┼╧■╟αíß í∙ dxq@nease.net í∙ http://dxq.kstar.com í∙ 9813-1110--- ..└╦╗≈╞╜╔·╬▐║╢╥Γ ... * Origin: ╔ε█┌│┐╨╟ - Morning Star BBS * ╒Σ╧º╧α╛█╥╗┐╠ *755-6672764* (6:655/150) FB> ╚τ╠Γíú╧ú═√╕≈╬╗╕▀╩╓─▄┤═╜╠íú╨╗┴╦íú ╘¡└┤╛¡╬│╣ñ╫≈╩╥│÷└╓╥╗╠╫╣ñ╛▀╚φ╝■.╜╨SWAG,└∩├µ╙╨╕÷PASCAL╡─┐Γ.╦╡├≈ ╙╨╟²╢»▓Ñ╖┼WAV.MID╬─╝■╡─╘┤│╠╨≥. ┴φ:╓╨╣·╝╞╦π╗·╙├╗º96─Ω11╘┬╖▌▒¿╓╜╙╨C╟²╢»WAV╬─╝■╘┤│╠╨≥,┐╔╥╘╫¬╗╗ ╩╣╙├. BTW:╬╥├╗╙╨╔╧INTENET,╖±╘≥▒π┐╔╥╘E╕°─α.... ░│╘┌BBS╔╧├╗╙╨╣ª└═,╥▓╙╨┐α└═,├╗╙╨┐α└═,╞ú└═╥▓╗╣╩╟╙╨╡─┬∩--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: ┼ε└│╧╔╛│-╤╠╠¿ [0535-6257576] (6:665/2) JC> ╘┌SyBase╡─╓≈╥│╔╧╙╨PB6.0╡─▓Γ╩╘░µ.┤≤╕┼6XXM░╔. JC> www.sybase.com╩╟╫ε║≤╡─BETA░µ┬≡?║├╘┌──└∩? email: jZ.Wang@USA.NET ICQ# :6580238... Blue Wave - World Tour - 1998--- ╛ó╜▌└╢▓¿╓╨╬─░µ v2.30 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) ▓╗╗ß╖╔╡╢╡─╨í└ε╜╙╫í┴╦Liu Shaoxiong╖ó╧≥Kiven Soft╣╪╙┌í╝╣╪╙┌C╡─╬╩╠Γ!í╜╡─░╡╞≈,╣╓╜╨╥╗╔∙:┐┤∞¡... LS> 3.╟δ╬╩╚τ║╬╩╡╧╓╜½.EXE╬─╝■╖┤▒α╥δ│╔.C╬─╝■? ╟δ▓╗┴▀┤═╜╠! KS> ╙╨╕÷╚φ╝■╜╨EXE2C┐╔═Ω│╔EXE╖┤▒α╥δ│╔C, KS> ╡½░│╙├┴╦╛⌡╡├╖┤▒α╥δ╨º╣√╝½▓ε,╗╣▓╗╚τ▓╗╙├. LS> ╥▓▓╗╩╟╦∙╙╨╡─EXE╢╝─▄╖┤▒α╥δ│╔C░╔? ╦ⁿ▓╗─▄╖┤▒α╥δ┤≤╥╗╡π╡─EXE.╥≥╬¬╦ⁿ╖┤▒α╥δ╩▒╓╗╙├65536╕÷▒Σ┴┐,┤≤╡─EXE╦ⁿ╛═╬▐╖¿╖┤▒α╥δ┴╦.░│╛⌡╡├┐┤╦ⁿ╖┤▒α╥δ│÷└┤╡─╢½╢½,╗╣▓╗╚τ┐┤SR╡─╖┤╗π▒α╨º╣√.í∩í⌠ ╞∞╬─╚φ╠σ ª╜ CopyRight KivenSoft International,inc 1998 í≤íε... í╛í╝ ¼⌡ └ε╗ß╬─ Ñ√ í╜í┐ ª╛:0898-6218020 ª╗:53777-83001 ...í≈í≡ º■:99999@163.net º■:My16888@goplay.com º■:80586@pemail.netí±í°... ╜╙╣²╨í└ε╡─╖╔∞¡,Liu Shaoxiong╛╣╚╗╧┼╡├┤⌠╘┌─╟┴╦......--- ┐╬▒╛└╓╘░╙╩╛╓╙╩╡▌╨┼╝■ * Origin: Instructive Fun Park BBS íε 86-898-5368632 íε (6:659/103)scripting languages-----------------------------------------------------------------------------category: scripting languagesdescription: These are languages that are primarily interpreted, and on unix sytems, can ususally be invoked directly from a text file using #!.iref: (Scheme) scshlanguage: ABCpackage: ABCversion: 1.04.01parts: interpreter/compilerauthor: Leo Geurts, Lambert Meertens, Steven Pemberton <Steven.Pemberton@cwi.nl>location: ftp /pub/abc/* from ftp.cwi.nl or http://www.cwi.nl/~steven/abc.htmldescription: ABC is an imperative language embedded in its own environment. It is interactive, structured, high-level, very easy to learn, and easy to use. It is suitable for general everyday programming, such as you would use BASIC, Pascal, or AWK for. It is not a systems-programming language. It is an excellent teaching language, and because it is interactive, excellent for prototyping. ABC programs are typically very compact, around a quarter to a fifth the size of the equivalent Pascal or C program. However, this is not at the cost of readability, on the contrary in fact.reference: "The ABC Programmer's Handbook" by Leo Geurts, Lambert Meertens and Steven Pemberton, published by Prentice-Hall (ISBN 0-13-000027-2) "An Alternative Simple Language and Environment for PCs" by Steven Pemberton, IEEE Software, Vol. 4, No. 1, January 1987, pp. 56-64.ports: unix, MSDOS, atari, macdiscussion: abc-list-request@cwi.nlcontact: abc@cwi.nlupdated: 1991/05/02language: awk (new)package: mawkversion: 1.2betaparts: interpreterauthor: Mike Brennan <brennan@bcsaic.boeing.com>location: ftp public/mawk* from oxy.edudescription: a pattern-directed language for massaging text filesconformance: superset of (old, V7) awkfeatures: + RS can be a regular expression + faster than most new awksports: sun3,sun4:sunos4.0.3 vax:bsd4.3,ultrix4.1 stardent3000:sysVR3 decstation:ultrix4.1 msdos:turboC++status: actively developedcontact: Mike Brennan <brennan@bcsaic.boeing.com>updated: 1994/12/16language: awk (new)package: GNU awk (gawk)version: 2.15.6parts: interpreter, documentationauthor: David Trueman <david@cs.dal.ca> and Arnold Robbins <arnold@cc.gatech.edu>location: ftp gawk-2.15.tar.Z from a GNU archive sitedescription: a pattern-directed language for massaging text filesconformance: superset of (old, V7) awk including some Plan 9 featuresports: unix, msdos:msc5.1status: activly developedupdated: 1995/03/09>>> í╛╨ñ║ú═«í┐... ╘⌡╤∙╢╘╕╢MM╡─╨─? ...┐╔╧º▓╗─▄╙├S-ICE.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)language: BASICpackage: bwBASIC (Bywater BASIC interpreter)version: 2.10parts: interpreter, shell, ?author: Ted A. Campbell <tcamp@delphi.com>location: comp.sources.misc volume 40description: The Bywater BASIC Interpreter (bwBASIC) implements a large superset of the ANSI Standard for Minimal BASIC (X3.60-1978) implemented in ANSI C, and offers a simple interactive environ- ment including some shell program facilities as an extension of BASIC. The interpreter has been compiled successfully on a range of ANSI C compilers on varying platforms with no alterations to source code necessary.ports: DOS, Unix, Acorn's RISC OSupdated: 1993/10/29language: BASICpackage: ? basic ?version: ?parts: paser(yacc), interpreterauthor: ?location: comp.sources.unix archives volume 2description: ?updated: ?language: BASICpackage: ? bournebasic ?version: ?parts: interpreterauthor: ?location: comp.sources.misc archives volume 1description: ?updated: ?language: BASICpackage: ubasicversion: 8.74parts: interpreter, documentation, examplesauthor: Yuji Kida <kida@ax251.rikkyo.ac.jp>location: math.ohio-state.edu in pub/msdos/ubasic/ N.America:ftp SimTel/msdos/ubasic/* from oak.oakland.edu Europe: ftp pub/msdos/SimTel/ubasic/* from ftp.funet.fidescription: An implementation of BASIC with high precision real and complex arithmetic (up to 2600 digits), exact rational arithmetics, arithmetic of rational, modulo p or complex polynomials, and strings and linked lists. It supports algebraic, transcendental and arithmetic functions, some C-like and Pascal-like functions. The latest version supports VGA graphics.reference: reviewed in Notices of the A.M.S #36 (May/June 1989), and "A math-oriented high-precision BASIC", #38 (3/91)ports: MS-DOS, VGA capability present.updated: 1994/06/05language: BASICpackage: ?version: ?parts: interpreterauthor: ?location: ftp pub/unix-c/languages/basic/basic.tar-z from oak.oakland.edudescription: public domain version of DEC's MU-Basic with Microsoft Basic mixed togethercontact: ?updated: ?language: BASICpackage: ACE - AmigaBASIC Compiler with Extrasversion: 2.3parts: Compiler (produces 68000 assembly code), assembler, linker, run-time libraries (linkable), text and AmigaGuide docs, integrated development environment, large collection of example programs, utilities.author: David Benn. E-mail: D.Benn@appcomp.utas.edu.aulocation: ftp /pub/ACE/ace23.lha from ftp.appcomp.utas.edu.au ftp dev/basic/ace23.lha from Aminet sites (wuarchive.wustl.edu)description: ACE is a FreeWare Amiga BASIC compiler which, in conjunction with A68K and Blink produces standalone executables. The language defines a large subset of AmigaBASIC but also has many features not found in the latter such as: turtle graphics, recursion, SUBs with return values, structures, arguments, include files, a better WAVE command which allows for large waveforms, external references, named constants and a variety of other commands and functions not found in AmigaBASIC.conformance: Follows AmigaBASIC fairly closely with most differences being minor. Many extra features have been added however. Major AmigaBASIC features yet to be implemented: double-precision floating point math, random files, sprites.bugs: See documentation: ace.doc, p 43-44.restrictions: See documentation: ace.doc, p 42-43 and conformance (above).portability: ACE is targetted at the Amiga but many generic BASIC programs will compile with little or no change.status: ACE is still being developed. Version 2.3 is its sixth release.discussion: Discussion list: send the message "subscribe ace FirstName LastName" to: Listserver@appcomp.utas.edu.auannouncements:On the ACE discussion list and the newsgroup comp.sys.amiga.programmerupdated: 1994/10/22>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)language: Bourne Shellpackage: ashversion: ?parts: interpreter, manual pageauthor: Kenneth Almquistlocation: ftp from any 386BSD, NetBSD, or FreeBSD archive Linux: ftp pub/linux/ports/ash-linux-0.1.tar.gz from ftp.win.tue.nldescription: A Bourne Shell clone. It works pretty well. For running scripts, it is sometimes better and sometimes worse than Bash.ports: 386BSD, NetBSD, FreeBSD, Linuxupdated: ?language: csh (C-Shell)package: tcshversion: 6.06parts: interpreter, manual page, html manualauthor: Christos Zoulas <christos@ee.cornell.edu>location: ftp://ftp.deshaw.com/pub/tcshdescription: a modified C-Shell with history editingports: unix, VMS_POSIX, nearing completion: OS/2 EMX.updated: 1994/06/27language: ERGO-Shell (a window-based Unix shell)package: ERGO-Shellversion: 2.1parts: interpreterauthor: Regine Freitag <freitag@gmd.de>location: ftp gmd/ergo/? from ftp.gmd.dedescription: An ergonomic window-based Unix shell for software engineers. [Can one program in ERGO-Shell? --ed]bugs: Relative path names are not expanded on the SUN 3 port, expansion ability on SUN 4 only on certain conditions.requires: Needs X-windows (X11R4) or OSF/Motif (revision 1.1)ports: Sun 4contact: Dr. Wolfgang Dzida, GMD <dzida@gmd.de> or the authorupdated: 1993/06/04language: es (a functional shell)package: esversion: 0.84parts: interpreterauthor: Byron Rakitzis <byron@netapp.com>, Paul Haahr <haahr@adobe.com>location: ftp pub/es/es-0.84.tar.Z from ftp.sys.utoronto.cadescription: shell with higher order functions + builtin features implemented as redefineable functionsupdated: 1993/04/30language: Korn Shellpackage: SKshversion: 2.1parts: interpreter, utilitiesauthor: Steve Koren <koren@hpfcogv.fc.hp.com>location: ftp pub/amiga/incom*/utils/SKsh021.lzh from hubcap.clemson.edudescription: SKsh is a Unix ksh-like shell which runs under AmigaDos. it provides a Unix like environment but supports many AmigaDos features such as resident commands, ARexx, etc. Scripts can be written to run under either ksh or SKsh, and many of the useful Unix commands such as xargs, grep, find, etc. are provided.ports: Amigaupdated: 1992/12/16language: Bourne Shellpackage: Bash (Bourne Again SHell)version: 1.14.5parts: parser(yacc), interpreter, documentationauthor: Brian Fox <bfox@vision.ucsb.edu>location: ftp://slc2.ins.cwru.edu/pub/dist/bash-1.14.5.tar.gzdescription: Bash is a Posix compatible shell with full Bourne shell syntax, and some C-shell commands built in. The Bourne Again Shell supports emacs-style command-line editing, job control, functions, and on-line help.bugs: gnu.bash.bug, bug-bash@prep.ai.mit.edurestriction: GNU General Public Licenseupdated: 1995/07language: Korn Shellpackage: pdkshversion: 5.1.3parts: interpreter, documentation (complete man page)author: Michael Rendell <michael@cs.mun.ca> (maintainer)location: ftp://ftp.cs.mun.ca:pub/pdksh/pdksh.tar.gzdescription: pdksh is a public domain implementation of ksh88. pdksh was started by Eric Gisin based on Charles Forsyth's version of sh. It has since been maintained by John R MacMillan and Simon J. Gerraty and is currently maintained by Michael Rendell.conformance: Only major feature not implemented (yet) is Korn's @(patter1|pattern2|..) style pattern matching. A few other things are also missing like trap DEBUG (see NOTES file in distribution for details).bugs: should be reported to pdksh@cs.mun.ca.restriction: noneports: Most unix boxes (uses GNU autoconf), OS2.status: active (missing ksh88 features being added, being made POSIX conforming)support: pdksh@cs.mun.caannouncements:posted to comp.unix.shells newsgroup (also, send mail to pdksh-request to be placed on a mailing list for announcements)updated: 1994/12/22language: REXXpackage: The Regina Rexx Interpreterversion: 0.05iparts: interpreter, documentation, test programsauthor: Anders Christensen <anders@pvv.unit.no>location: ftp pub/rexx/regina-0.05g.tar.Z from flipper.pvv.unit.no N.America:ftp pub/freerexx/regina/regina-0.05d.tar.Z from rexx.uwaterloo.cadescription: A Rexx interpreter. The VMS version has an almost complete set of DCL lexical functions in the interpreter. Ports to MS-DOS and OS/2 exist by lack special support for these platforms.conformance: Almost completely to Rexx Language Level 4.00 with some Rexx SAA API extensions.restriction: GNU General Public Licenseports: Unix, VMS, MS-DOS (partial), OS/2 (partial)discussion: comp.lang.rexxupdated: 1993/10/15language: REXXpackage: ?version: 102parts: interpreterauthor: ? al ?location: ftp alrexx/rx102.tar.Z from rexx.uwaterloo.ca USA: ftp ? from tony.cat.syr.edudescription: ?requires: C++ports: unixdiscussion: comp.lang.rexxcontact: ?updated: 1992/05/13language: REXXpackage: REXX/imcversion: 1.6parts: Interpreter, documentation.author: Ian Collier <imc@comlab.oxford.ac.uk>location: ftp pub/freerexx/imc/rexx-imc-1.6.tar.Z from rexx.uwaterloo.cadescription: REXX for Unix. A general-purpose programming language designed by Mike Cowlishaw of IBM UK for readability and ease of use. Also useful as a control language for Unix or for applications which make use of REXX's programming interface (REXX/imc may be compiled as a dynamic C library for applications to include on some systems). REXX is an official scripting language of VM/CMS, OS/2 and AmigaDOS.conformance: REXX language level 4.00 (more or less), with some small extensions. The C programming interface is a subset of the SAA interface exhibited by OS/2 REXX.reference: "The REXX Language" 2nd edition, by M.F. Cowlishaw; Prentice-Hall 1990.ports: SunOS, AIX 3.2portability: Requires Unix-domain sockets (restriction may be relaxed in the future). Dynamic link function dlopen() is useful but not essential.status: Under slow development. Contact author for help/support.discussion: comp.lang.rexx (general forum for all REXX-related products).announcements:comp.lang.rexxupdated: 1994/05/18language: ssh (Steve's Shell)package: sshversion: 1.7parts: interpreterauthor: Steve Baker <ice@judy.indstate.edu> with help from Thomas Moorelocation: comp.sources.unix volume 26description: A unix shell with a lot of csh/ksh-like features.ports: sequent, sun, next, ultrix, bsdiupdated: 1993/04/15>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)language: ESLpackage: ESLversion: 0.2parts: ?author: David J. Hughes <bambi@kirk.Bond.edu.au>location: Bond.edu.au [131.244.1.1] in /pub/Bond_Uni/Minervadescription: Styled scripting language with automatic allocation, associative arrays, compilation to host-independent binary format, bindings to CMU-SNMP libraryports: SPARC (under Sun OS 4.1.1), Solaris 2.3, Ultrix 4.3, Linux 1.0updated: 1994/07/12language: Glishpackage: glishversion: 2.4.1parts: interpreter, C++ class library, user manualauthor: Vern Paxson <vern@ee.lbl.gov>location: ftp glish/glish-2.4.1.tar.Z from ftp.ee.lbl.govdescription: Glish is an interpretive language for building loosely-coupled distributed systems from modular, event-oriented programs. These programs are written in conventional languages such as C, C++, or Fortran. Glish scripts can create local and remote processes and control their communication. Glish also provides a full, array-oriented programming language (similar to S) for manipulating binary data sent between the processes. In general Glish uses a centralized communication model where interprocess communication passes through the Glish interpreter, allowing dynamic modification and rerouting of data values, but Glish also supports point-to-point links between processes when necessary for high performance.reference: "Glish: A User-Level Software Bus for Loosely-Coupled Distributed Systems," Vern Paxson and Chris Saltmarsh, Proceedings of the 1993 Winter USENIX Conference, San Diego, CA, January, 1993.requires: C++ports: SunOS, Ultrix, HP/UX (rusty)updated: 1993/11/01language: icipackage: iciversion: ?parts: interpreter, documentation, examplesauthor: Tim Longlocation: ftp pub/ici.tar.Z from ftp.su.edu.au ftp pub/oz/ici.tar.Z from nexus.yorku.cadescription: ICI has dynamic arrays, structures and typing with the flow control constructs, operators and syntax of C. There are standard functions to provided the sort of support provided by the standard I/O and the C libraries, as well as additional types and functions to support common needs such as simple data bases and character based screen handling.features: + direct access to many system calls + structures, safe pointers, floating point + simple, non-indexed built in database + terminal-based windowing libraryports: Sun4, 80x86 Xenix, NextStep, MSDOS, HP-UXportability: highstatus: actively developed.discussion: send "help" to listserv@research.canon.oz.aucontact: Andy Newman <andy@research.canon.oz.au>updated: 1994/04/18language: Iconpackage: iconversion: 8.8 (8.7, 8.5, 8.0 depending on platform)parts: interpreter, compiler (some platforms), library (v8.8)author: Ralph Griswold <ralph@CS.ARIZONA.EDU>location: ftp icon/* from cs.arizona.edu MS-DOS version: ftp norman/iconexe.zip from bellcore.comdescription: Icon is a high-level, general purpose programming language that contains many features for processing nonnumeric data, particularly for textual material consisting of string of characters. Some features are reminiscent of SNOBOL, which Griswold had previously designed. - no packages, one name-space - no exceptions + object oriented features + records, sets, lists, strings, tables + unlimited line length - unix interface is primitive + co-expressionsreference: "The Icon Programming Language", Ralph E. Griswold and Madge T. Griswold, Prentice Hall, seond edition, 1990. "The Implementation of the Icon Programming Language", Ralph E. Griswold and Madge T. Griswold, Princeton University Press 1986ports: Amiga, Atari, CMS, Macintosh, Macintosh/MPW, MSDOS, MVS, OS/2, Unix (most variants), VMS, Acorndiscussion: comp.lang.iconcontact: icon-project@cs.arizona.edu mengarini@delphi.com for MS-DOS versionupdated: 1992/08/21language: Iconiref: (BNF) Ibpag2language: IVYpackage: Ivyversion: experimentalparts: interpreterauthor: Joseph H Allen <jhallen@world.std.com>location: alt.sources 1993/09/28 <CE1wo3.74A@world.std.com>description: A language with a pleasant syntax compared to perl, tcl or lisp. It has nice features like low punctuation count, blocks indicated by indentation, and similarity to normal procedural languages. This language started out as an idea for an extension language for the editor JOE.updated: 1993/09/28language: LPCpackage: LPC4version: 4.05.11parts: interpreter, bytecode compiler, documentation, sample scripts, sample mudlibauthor: Fredrik Hubinette <hubbe@lysator.liu.se>location: ftp pub/lpmud/drivers/profezzorn/* from ftp.lysator.liu.sedescription: A development of Lars Pensj|'s language for MUD, with script-running capability. LPC has a syntax similar to C, but works internally like Perl or some one-cell Lisp.features: mappings, dynamic arrays, binary strings (ie. they can contain zeros) and socket communication functionsrestriction: May currently not be used for monetary gain. (Imposed by Lars Pensj|)requires: yacc/byacc/bisonports: dynix, hp-ux, Sunos4, Solaris, Linuxportability: Should work fine on most Unix.discussion: lpc4-request@lysator.liu.seupdated: 1994/06/04language: luapackage: luaversion: 2.2parts: bytecode compiler, grammar(yacc, lex), library, documentation, examples, run-time, interpreterauthor: TeCGraf, the Computer Graphics Technology Group of PUC-Rio, the Catholic University of Rio de Janeiro, Brazil. contact Luiz Henrique de Figueiredo <lhf@icad.puc-rio.br>location: ftp://ftp.icad.puc-rio.br/pub/lua/lua-2.2.tar.gz http://www.inf.puc-rio.br/~roberto/lua.htmldescription: Lua is a language for extending applications.features: simple syntax, variables need no declaration. associative arrays, user-controlled type constructors. variable number of arguments and multiple return values in functions.restriction: Lua is not in the public domain; TeCGraf keeps its copyright. Nevertheless, Lua is freely available for academic purposes. For commercial purposes, please contact TeCGraf.ports: unix (Sun, AIX, dec), DOS, MacOSportability: Lua is written in ANSI C and is completely portable.updated: 1995/11/28language: Proxypackage: Proxyversion: 1.4parts: interpreter, documentationauthor: Burt Leavenworth <edlsoft@delphi.com>location: ftp pub/scheme-repository/scm/proxy.zip from ftp.cs.indiana.edudescription: Proxy is an interpreter dor a rapid prototyping/specification language with C/C++ like syntax based on modelling software using data structures such as sets, maps, sequences, structures and objectss. It allows the developer to make incremental changes to a design and test them immediately. Proxy is written in Scheme, provides a Scheme interface. New in version 1.4 is a non-preemptive CSP-like multi-tasking facility.ports: MS-DOSupdated: 1994/09/23language: Pythonpackage: Pythonversion: 1.3parts: interpeter, libraries, documentation, emacs macrosauthor: Guido van Rossum <guido@cwi.nl> OS/2 port by: Simon K Johnston <S.K.Johnston.bra0801@oasis.icl.co.uk>location: ftp pub/python* from ftp.cwi.nl N.America:ftp pub/plan/python from gatekeeper.dec.com N.America:ftp languages/python from ftp.uu.net Europe: ftp pub/unix/languages/python from ftp.fu-berlin.de Finland: ftp pub/languages/python from ftp.funet.fi UK: ftp uunet/languages/python from unix.hensa.ac.ukdescription: Python is a simple, yet powerful programming language that bridges the gap between C and shell programming, and is thus ideally suited for rapid prototyping. Its syntax is put together from constructs borrowed from a variety of other languages; most prominent are influences from ABC, C, Modula-3 and Icon. Python is object oriented and is suitable for fairly large programs. + packages + exceptions + good C interface + dynamic loading of C modules + methods, inheritance - arbitrary restrictions + supports the native windowing system with most platforms - does not support a common windowing api across platforms A beta release of the X extension for Python release 1.3 is now available by anonymous ftp from ftp://ftp.cwi.nl/pub/sjoerd/python-X.tar.gz Preformatted documentation is available from ftp://ftp.cwi.nl/pub/sjoerd/python-X-doc.ps.gzreference: Python documentation http://www.python.org/extensions: tkinter (Tcl's Tk), termios, curses, syslog, sybaselref: Tkports: unix, Macintosh, OS/2, Windows 3.1 (with Win32s), Windows NTdiscussion: python-list-request@cwi.nlupdated: 1995/04/10language: Pythoniref: (BNF variant) kwParsing ?language: PILOTpackage: pilotversion: 1.6parts: compiler(->C), interpreter, library, documentation, examples, tutorial, test suite.author: Eric S. Raymond <esr@snark.thyrsus.com>location: ftp locke.ccil.org:pub/retro/pilot-1.6.shar.gz (in the Museum of Retrocomputing)description: PILOT is a primitive CAI language first designed in 1962 on IBM mainframes. It is rather weak and has very odd lexical rules, but is easy to learn and use. I wrote this implementation strictly as a hack, but it works and does include an interactive tutorial written in PILOT itself which is also a decent test load. This implementation is both an interpreter for the PILOT language and a compiler for it using C as an intermediate language.conformance: Reference implementation of the IEEE Standard for PILOT, 1154-1191bugs: report to Eric S. Raymond <esr@snark.thyrsus.com>restrictions: If you plan to make money from it, contact the author.portability: Any ANSI C host.announcements:comp.lang.misc,alt.lang.intercalupdated: 1994/10/16 language: Pythonpackage: vpAppversion: 0.2parts: Class Library, User Referenceauthor: Per Spilling <per@cwi.nl> Real Name <email@address>location: ftp.cwi.nl in /pub/python/vpApp.tar.gz.description: vpApp = visual-programming application. It supports the building of applications in Python.requires: Python interpreter with built-in X support.updated: 1994/05/06language: Q (also small subsets of Common Lisp and Scheme)package: Qversion: ? 1parts: interpreter, compiler framework, libraries, documentationauthor: Per Bothner <bothner@cygnus.com>location: ftp pub/Q.* from ftp.cygnus.comdescription: Q is a very high-level programming language, and a test-bed for programming language ideas. Where APL uses arrays to explicit looping, Q uses generalized sequences (finite or infinite, stored or calculated on demand). It has lexical scoping, and some support for logical and constraint programming. The syntax was designed for convenient interactive use. A macro facility together with primitives to run programs is used to make an interactive command language with full shell features. The Q system is written in C++, and its run-time code may be useful to people implementing other languages.ports: Linux and SUN 4portability: Should work on 32-bit Unix-like systemsupdated: 1993/06/07language: rc (Plan 9 shell)package: rcversion: 1.4parts: interpretorauthor: Byron Rakitzis <byron@netapp.com>location: ftp pub/rc/* from ftp.white.toronto.edudescription: a free implementation of the Plan 9 shell.discussion: rc-request@hawkwind.utcs.toronto.eduupdated: 1992/05/26language: S-Langpackage: slangversion: 0.94parts: interpreter, documentation, examplesauthor: John E. Davis <davis@amy.tch.harvard.edu>location: ftp pub/slang/* from amy.tch.harvard.edudescription: A small but highly functional embedded interpreter. S-Lang was a stack-based postfix language resembling Forth and BC/DC with limited support for infix notation. Now it has a C-like infix syntax. Arrays, Stings, Integers, Floating Point, and Autoloading are all suported. The editor JED embeds S-lang.restriction: GNU Library General Public Licenseports: MSDOS, Unix, VMSportability: Must be compiled with large memory model on MSDOS.updated: 1993/06/12>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)language: Perl (Practical Extraction and Report Language)package: perl5version: 5.002parts: interpreter, debugger, libraries, tests, documentationauthor: Larry Wall <lwall@netlabs.com>location: many! Australia: ftp://coombs.anu.edu.au:/pub/perl/CPAN/ ftp://ftp.mame.mu.oz.au:/pub/perl/CPAN/ ftp://ftp.tekotago.ac.nz:/pub/perl/CPAN/ Canada: ftp://mango.pinc.com:/pub/mirrors/CPAN/ Germany: ftp://ftp.leo.org:/pub/comp/programming/languages/perl/CPAN/ ftp://ftp.rz.ruhr-uni-bochum.de:/pub/CPAN/ Japan: ftp://ftp.lab.kdd.co.jp:/lang/perl/CPAN/ Taiwan: ftp://dongpo.math.ncu.edu.tw:/perl/CPAN/ USA: ftp://ftp.cdrom.com:/pub/perl/CPAN/ ftp://ftp.cis.ufl.edu:/pub/perl/CPAN/ ftp://uiarchive.cso.uiuc.edu:/pub/lang/perl/CPAN/ ftp://ftp.delphi.com:/pub/mirrors/packages/perl/CPAN/ ftp://ftp.uoknor.edu:/mirrors/CPAN/ ftp://ftp.sedl.org:/pub/mirrors/CPAN/ ftp://ftp.metronet.com:/pub/perl/ ftp://ftp.sterling.com:/CPAN/description: Perl5 is a major rewrite and enhancement to perl4. It adds real data structures (by way of "references"), un-adorned subroutine calls, and method inheritance. It is repackaged with many extensions that can be dynamically loaded in the interpreter at runtime.features: + very-high semantic density becuase of powerful operators like regular expression substitution + no arbitrary limits + exceptions + variables can be tied to arbitrary code (like dbm) + direct access to almost all system calls + can access binary data + many powerful idioms for common tasks + 8-bit clean, including nulls + dynamic loading of extensions + constructors, destructors, multiple inheritence, and operator overloading + support for writing secure systems + many useful libraries and extensionsreferences: http://www.perl.com/perl/index.html. "Programming Perl" by Larry Wall and Randal L. Schwartz, O'Reilly & Associates, Inc. Sebastopol, CA. ISBN 0-93715-64-1 "Learning Perl" by Randal L. Schwartz, O'Reilly & Associates, Inc. Sebastopol, CA. ISBN 1-56592-042-2extensions: + Tk - easy to use X11 interface + tcl - dynamically load Tcl into perl + Curses - sreen-based + CGI - easy web programming + perlmenu - http://www.cc.iastate.edu/perlmenu/ + DDI - interfaces to many relational databases + Safe - secure execution of untrusted code + Penguin - distributed secure execution of untrusted codebugs: Send bugs to <perl-bugs@perl.com>lref: Tklref: Tclports: Almost all unix systems, Amiga, Atari, LynxOS, Macintosh, MPE, MS-DOS, MVS, Netware, OS/2, QNX, VMS, Windows 3.x, Windows NT (http://info.hip.com/ntperl/PerlFaq.htm)portability: Extreamly high.updated: 1996/02/29language: Perl (Practical Extraction and Report Language)package: perlversion: 4.0 patchlevel 36parts: interpreter, debugger, libraries, tests, documentationauthor: Larry Wall <lwall@netlabs.com>location: ftp pub/perl.4.0/* from jpl-devvax.jpl.nasa.gov OS/2: ftp pub/os2/all/unix/prog*/perl4019.zip from hobbes.nmsu.edu Macintosh:ftp software/mac/src/mpw_c/Mac_Perl_405_* from nic.switch.ch Amiga: ftp perl4.035.V010.* from wuarchive.wustl.edu VMS: ftp software/vms/perl/* from ftp.pitt.edu Atari: ftp amiga/Languages/perl* from atari.archive.umich.edu MSDOS: ftp pub/msdos/perl/* from ftp.ee.umanitoba.ca ftp pub/msdos/perl/bperl* from oak.oakland.edu Windows NTftp://ntperl.hip.com/ntperl/ntperl5.001.src.zip ftp://ntperl.hip.com/ntperl/ntperl5.001.i86.zip MVS: ftp dist/perl-4036.tar.Z from oozelum.csi.cam.ac.uk Netware: contact Jack Thomasson <Jack_Thomasson@Novell.COM>description: perl is an interpreted language optimized for scanning arbitrary text files, extracting information from those text files, and printing reports based on that information. It's also a good language for many system management tasks.reference: "Programming Perl" by Larry Wall and Randal L. Schwartz, O'Reilly & Associates, Inc. Sebastopol, CA. ISBN 0-93715-64-1 "Learning Perl" by Randal L. Schwartz, O'Reilly & Associates, Inc. Sebastopol, CA. ISBN 1-56592-042-2 The perl FAQ, ftp from rtfm.mit.edufeatures: + very-high semantic density becuase of powerful operators like regular expression substitution + exceptions, provide/require + associative array can be bound to dbm files + no arbitrary limits + direct access to almost all system calls + can access binary data + many powerful idioms for common tasks + 8-bit clean, including nulls - three variable types: scalar, array, and hash table - syntax requires variable and function prefix charactersbugs: comp.lang.perl; Larry Wall <lwall@netlabs.com>ports: almost all unix, MSDOS, Mac, Amiga, Atari, OS/2, VMS, NT, MVSportability: very high for unix, not so high for othersdiscussion: comp.lang.perl Macintosh:mpw-perl-request@iis.ee.ethz.chupdated: 1993/02/07language: perl, awk, sed, findpackage: a2p, s2p, find2perlversion: ?parts: translators(->perl)author: Larry Walllocation: comes with perldescription: translators to turn awk, sed, and find programs into perl programs.updated: ?language: Perlpackage: perl profiler.version: ? 1parts: profilerauthor: Anthony Iano-Fletcher <arf@maths.nott.ac.uk>location: Source posted on comp.lang.perl in mid-June 1993description: Profiles Perl scripts (mkpprof). Collates data from Perl scripts (pprof)updated: 1993/06/17package: GNU sedversion: 2.04parts: interpreter, documentationauthor: Tom Lord <lord@cygnus.com>location: ftp sed-* from a GNU archive sitedescription: A SED interpreter. Sed is a stream editing filter language.features: Modulo n line addressing.bugs: bug-gnu-utils@prep.ai.mit.eduupdated: 1994/04/30language: Snobol4package: beta2version: 0.91parts: compiler(->C)author: Phil Budne <phil@cs.bu.edu>location: ftp snobol4/budne/beta2.tar.Z from cs.arizona.edudescription: An implementation of Ralph Griswold's SNOBOL 4, a classic early language design specialized for text and string manipulation that (among other things) influenced UNIX rexexp syntax. See also Icon. This compiler is implemented as macro programs in SIL (SNOBOL Implementation Language); this is a SIL implementation plus macros with C as the target language.features: + supports loading of C library functions on BSD systemscontact: snobol4@arizona.eduports: various UNIX flavors, including 'generic' and 'POSIX' APIsupdated: 1986/06/24language: Snobol4package: vanillaversion: ?parts: compiler, documentationauthor: Catspaw, Inc.location: ftp snobol4/vanilla.arc from cs.arizona.edudescription: An implementation of Ralph Griswold's SNOBOL 4, a classic early language design specialized for text and string manipulation that (among other things) influenced UNIX rexexp syntax. See also Icon. This implementation is closely related to Phil Budne's 'beta2' SNOBOL.ports: MSDOScontact: ?updated: 1994/11/01>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)category: C variantsdescription: These are languages that are closely based on C. lref: C-Refine,C++-Refine&comma *-Refine iref: (Duel) DUELlanguage: C, C++, Objective-C, RTLpackage: GNU CC (gcc)version: 2.7.1parts: compiler, runtime, examples, documentation Library listed separatelyauthor: Richard Stallman and otherslocation: ftp gcc-2.X.X.tar.gz from a GNU archive site MSDOS: ftp pub/msdos/djgpp/* from oak.oakland.edu 6811: ftp pub/coactive/gcc-6811-beta.tar.gz from netcom.com (these are diffs from 2.5.8 distribution)... ║┘║┘, ╧╓╘┌╩╟ 2.8.x ░µ┴╦.... ┤≤╝╥╥▓▓╗╙├╚Ñ╒╥▒Σ╓╓PGCC ┴╦, GCC ╡─2.8 ▓╗┤φ╡─.description: A very high quality, very portable compiler for C, C++, Objective-C. The compiler is designed to support multiple front-ends and multiple back-ends by translating first into RTL (Register Transfer Language) and from there into assembly for the target architecture. Front ends for Ada, Pascal, and Fortran are all under development. There is a bounds checking port based on gcc 2.7.1. Patches for this port are available at: ftp://dse.doc.ic.ac.uk/pub/misc/bccconformance: C: superset of K&R C and ANSI C. C++: supports most ARM features; exceptions supported only on some platforms. Supports "bool". Alpha-level RTTI implementation included. Not yet supported: member templates, namespaces. Developers are tracking the draft ANSI/ISO standard and are committee members. Objective-C: Complies with NeXT proposed (ANSI?) standard.bugs: gnu.gcc.bug (for C/Objective-C), gnu.g++.bug (for C++)restriction: GNU General Public Licenseports: 3b1, a29k, aix385, alpha, altos3068, amix, arm, convex, crds, elxsi, fx2800, fx80, genix, hp320, clipper, i386-{dos,isc,sco,sysv.3,sysv.4,mach,bsd,linux,windows,OS/2}, iris,i860, i960, irix4, m68k, m88ksvsv.3, mips-news, mot3300, next, ns32k, nws3250-v.4, hp-pa, pc532, plexus, pyramid, romp, rs6000, sparc-sunos, sparc-solaris2, sparc-sysv.4, spur, sun386, tahoe, tow, umpis, vax-vms, vax-bsd, we32k, hitachi-{SH,8300}, 6811portability: very highstatus: actively developeddiscussion: gnu.gcc.help (for C/Objective-C), gnu.g++.help (for C++)announcements: gnu.gcc.announce (for C/Objective-C), gnu.g++.announce (for C++)updated: 1995language: C, C++, Objective-C, RTLpackage: GNU CC (gcc) - unsupported Macintosh portversion: 1.37parts: compiler, runtime, examples, documentation Library listed separatelyauthor: ?location: ftp mpw-gcc-1.37.1r14 from ?description: This is an unsupported port of the GNU C compiler to the Macintosh environment. The GNU project is actively supporting the League for Programming Freedom (LPF) boycott of Apple due to the "Look and Feel" lawsuit and chooses not to support this port. [Note: I have been told this is no longer in effect, can someone from LPF update me? - ed]bugs: ?restriction: GNU General Public Licenseports: Macintoshportability: very highstatus: ?updated: 1993/11/27language: C, Fortran, SUIFpackage: Stanford SUIF Compilerversion: 1.0.1parts: compiler(->C, ->MIPS), run-time, documentation, examplesauthor: "Stanford Compiler Group" <suif@hawg.stanford.edu>location: ftp pub/suif/suif-1.0.1.tar.Z from suif.stanford.edu http://suif.Stanford.EDU. (Patch to version 1.0 also available)description: SUIF is a framework for research in compiler algorithms. It contains a kernel, which supports the Stanford University Intermediate Format (file I/O, manipulation, etc.), and a toolkit consisting of passes and libraries for dependence analysis, loop transformations, scalar optimizations, code generation, etc. Can generate parallel code from major benchmarks.conformance: C front end is ANSI-C compatible, FORTRAN front end mostly f77reference: Wide range of published papers available from ftp siterestriction: Free for non-commercial use; redistribution prohibitedrequires: GNU g++ 2.5.8, GNU makeports: DECstation, SPARC/SunOS/Solaris, SGI, Linuxportability: Very system independent - requires UNIXstatus: First public release; not supported, but we'll try to helpdiscussion: Mailing list information included in distribution Archives available from http://suif.stanford.eduupdated: 1994/06/15language: Cpackage: GNU C Library (glibc)version: 1.09parts: library, documentationauthor: ?location: ftp glibc-1.09.1.tar.gz from a GNU archive site Source for "crypt" must be FTP'ed from non-USA site if you are outside the USA: ftp glibc-1.09-crypt.tar.z from ftp.uni-c.dk.description: The GNU C library is a complete drop-in replacement for libc.a on Unix. It conforms to the ANSI C standard and POSIX.1, has most of the functions specified by POSIX.2, and is intended to be upward compatible with 4.3 and 4.4 BSD. It also has several functions from System V and other systems, plus GNU extensions.conformance: ANSI and POSIX.1 superset. Large subset of POSIX.2bugs: Reports sent to mailing list bug-glibc@prep.ai.mit.edu.ports: most os's on alpha, i386, m88k, mips, and sparcupdated: 1994/11/07language: Cpackage: fdlibmversion: ?parts: libraryauthor: Dr. K-C Nglocation: ftp netlib/fdlibm.tar from netlib.att.comdescription: Dr. K-C Ng has developed a new version of libm that is the basis for the bundled /usr/lib/libm.so in Solaris 2.3 for SPARC and for future Solaris 2 releases for x86 and PowerPC. It provides the standard functions necessary to pass the usual test suites. This new libm can be configured to handle exceptions in accordance with various language standards or in the spirit of IEEE 754. The C source code should be portable to any IEEE 754 system with minimal difficulty.conformance: IEEE 754bugs: Send comments and bug reports to: fdlibm-comments@sunpro.eng.sun.com.updated: 1993/12/18language: Cpackage: c68/c386version: 4.2aparts: compilerauthor: Matthew Brandt, Christoph van Wuellen, Keith and Dave Walkerlocation: ftp://archimedes.nosc.mil/pub/misc/c386-4.2b.tar.Z [Temporary location, looking for a permanent home. -ed] You can get an older, 68k-only version from ftp motorola/m68k/cc68k.arc from bode.ee.ualberta.cadescription: K&R C plus prototypes and other ANSI features. targetted to several 68k and i386 assemblers, incl. gas. floating point support by inline code or emulation. lots of available warnings. better code generation than ACK.ports: 386 and 68k Minix. generic unix actually.status: actively worked on by the Walkers.discussion: comp.os.minixupdated: ?language: Cpackage: GNU superoptimizerversion: 2.5parts: exhaustive instruction sequence optimizerauthor: Torbjorn Granlund <tege@gnu.ai.mit.edu> with Tom Woodlocation: ftp superopt-2.5.tar.Z from a GNU archive sitedescription: GSO is a function sequence generator that uses an exhaustive generate-and-test approach to find the shortest instruction sequence for a given function. You have to tell the superoptimizer which function and which CPU you want to get code for. This is useful for compiler writers.bugs: Torbjorn Granlund <tege@gnu.ai.mit.edu>restriction: GNU General Public Licenseports: Alpha, Sparc, i386, 88k, RS/6000, 68k, 29k, Pyramid(SP,AP,XP)updated: 1995language: Cpackage: xdbxversion: 2.1parts: X11 front end for dbxauthor: ?location: retrieve xxgdb from comp.sources.x volumes 11, 12, 13, 14, & 16description: ?contact: Po Cheung <cheung@sw.mcc.com>updated: 1992/02/22language: Cpackage: upsversion: 2.1parts: interpreter, symbolic debugger, tests, documentationauthor: Mark Russell <mtr@ukc.ac.uk>location: ? ftp from contrib/ups*.tar.Z from export.lcs.mit.edu ? unofficial: unofficial enhancements by Rod Armstrong <rod@sj.ate.slb.com>, available by ftp misc/unix/ups/contrib/rob from sj.ate.slb.comdescription: Ups is a source level C debugger that runs under X11 or SunView. Ups includes a C interpreter which allows you to add fragments of code simply by editing them into the source windowbugs: Mark Russell <mtr@ukc.ac.uk>ports: Sun, Decstation, VAX(ultrix), HLH Clipperdiscussion: ups-users-request@ukc.ac.ukupdated: 1991/05/20language: Cpackage: C-Interp version: ?parts: interpreterauthor: ?location: ftp Mac/Misc/C_Interp.sit from oac2.hsc.uth.tmc.edudescription: An interpreter for a small subset of C, originally part of a communications package.contact: ? Chuck Shotton <cshotton@oac.hsc.uth.tmc.edu>updated: 1993/05/14language: Cpackage: ae (application executive)version: 2parts: interpreterauthor: Brian Bliss <bliss@convex.com> location: ftp://sp2.csrd.uiuc.edu/pub/CSRD_Software/APPL_EXEC/description: ae (the "application executive") is a C interpreter library which is compiled with an application; hence, the interpreter exists in the same process and address space. it includes a dbx symbol table scanner to access compiled vars & routines, or you can enter them manually by providing a type/name declaration and the address. when the interpreter is invoked, source code fragments are read from the input stream (or a string), parsed, and evaluated immediately. The user can call compiled functions in addition to a few built-in intrinsics, declare new data types and data objects, etc. Different input streams can be evaluated in parallel on alliant machines. Version 2 differs substantially in that the code fragments are read into an intermediate form before being evaluated, and can be stored in this form and then called from either user code or the interpreter. Version 2 also handles looping constructs (and the full C language), unlike version 1.ports: SunOS (cc or gcc), Alliant FX, SGI (partial), Cray YMP (partial)updated: 1993/07/18language: C (ANSI), lcc intermediate formatpackage: lccversion: 3.4bparts: compiler, test suite, documentationauthors: Chris Fraser <cwf@research.att.com> Dave Hanson <drh@cs.princeton.edu>location: ftp://ftp.cs.princeton.edu/pub/lcc/*description: + hand coded C parser (faster than yacc) + retargetable + code "nearly as good as GCC"ports: x86, MIPS, SPARCstatus: small-scale production usediscussion: email "subscribe lcc" to majordomo@cs.princeton.eduupdated: 1995/02/01language: C, lcc intermediate formatpackage: Chopversion: 0.6parts: code generatorauthor: Alan L. Wendt <wendt@CS.ColoState.EDU>location: ftp pub/chop/0.6.tar.Z from beethoven.cs.colostate.edudescription: The current revision, 0.6, is interfaced with Fraser and Hanson's lcc front end. The result is a highly fast C compiler with good code selection and no global optimization. Project Status: Chop compiles and runs a number of small test programs on the Vax. I'm currently updating the NS32k and 68K retargets for lcc compatibility. After I get them working, I'll work on getting the system to compile itself, get struct assignments working, improve the code quality and compile speed, and run the SPEC benchmarks. That will be rev 1.0.reference: "Fast Code Generation Using Automatically-Generated Decision Trees", ACM SIGPLAN '90 PLDIupdated: 1993/04/28language: Cpackage: GCTversion: 1.4parts: test-coverage-preprocessorauthor: Brian Marick <marick@cs.uiuc.edu>location: ftp pub/testing/gct.file/ftp.* from cs.uiuc.edudescription: GCT is test-coverage tool based on GNU C. Coverage tools measure how thoroughly a test suite exercises a program.restriction: CopyLeftports: sun3, sun4, rs/6000, 68k, 88k, hp-pa, ibm 3090, ultrix, convex, scodiscussion: Gct-Request@cs.uiuc.edusupport: commercial support available from author, (217) 351-7228updated: 1993/02/12language: Cpackage: Maspar MPLversion: 3.1parts: compilerauthor: Christopher Glaeserlocation: ftp pub/mpl-* from maspar.maspar.comdescription: MPL is based on ANSI C and includes SIMD language estensions. The new keyword "plural" is a type qualifier which is used to declare variables on a parallel array. For example, the declaration "plural int i" declares an "i" on each of the parallel processors. In addition, plural expressions can be used in IF, WHILE, SWITCH, and other statements to support plural control flow. The MPL compiler is based on the GNU compiler.contact: Christopher Glaeser cdg@nullstone.comupdated: ?language: Cpackage: gcversion: 3.4parts: libraryauthor: Hans-J. Boehm <boehm@parc.xerox.com>, Alan J. Demerslocation: ftp pub/russell/gc3.4.tar.Z from parcftp.xerox.comdescription: This is a garbage colecting storage allocator that is intended to be used as a plug-in replacement for C's malloc. Since the collector does not require pointers to be tagged, it does not attempt to ensure that all inaccessible storage is reclaimed. However, in our experience, it is typically more successful at reclaiming unused memory than most C programs using explicit deallocation. Unlike manually introduced leaks, the amount of unreclaimed memory typically stays bounded.ports: Sun-3, Sun-4 , Vax/BSD, Ultrix, i386/Unix, SGI, Alpha/OSF/1, Sequent (single threaded), Encore (single threaded), RS/600, HP-UX, Sony News, A/UX, Amiag, NeXT. updated: 1993/11/05language: Cpackage: dsp56k-gccversion: ?parts: compilerauthor: ?location: ftp pub/ham/dsp/dsp56k-tools/dsp56k-gcc.tar.Z from nic.funet.fi Australia: ftp pub/micros/56k/g56k.tar.Z from evans.ee.adfa.oz.audescription: A port of gcc 1.37.1 to the Motorola DSP56000 done by Motorolacontact: ?updated: ?language: Cpackage: dsp56165-gccversion: ?parts: compilerauthor: Andrew Sterian <asterian@eecs.umich.edu>location: ftp usenet/alt.sources/? from wuarchive.wustl.edu description: A port of gcc 1.40 to the Motorola DSP56156 and DSP56000.updated: ?language: Cpackage: Harvest Cversion: 1.3parts: compiler, assembler, linker.author: ?location: ftp mac/development/languages/harves* from archive.umich.edudescription: The parts of the system are all integrated in a unique application, which manages a "project" composed by several C source files and resource files (which contain data).ports: Macintoshcontact: Eric W. Sinkupdated: 1992/05/26language: C, C++package: Cyclo - cyclomatic complexity toolversion: the one and only versionparts: code analysis toolauthor: Roger D Binns location: alt.sources archive, 1993/06/28, <C9C2rH.EE@brunel.ac.uk>description: It measures cyclomatic complexity, shows function calls and can draw flowgraphs of ANSI C and C++ code.requires: lex, C++updated: 1993/06/28language: Cpackage: cxrefversion: ?parts: code analysis toolauthor: Arnold Robbins <arnold@gatech.?>location: use archiedescription: A cross-reference genratorupdated: ?language: Cpackage: xrefversion: ?parts: code analysis toolauthor: Jim Leinweberlocation: use archiedescription: A cross-reference genratorupdated: 1985 ?language: Cpackage: csizeversion: 1.12parts: code analysis toolauthor: Christopher Lott <lott@informatik.uni-kl.de>location: comp.sources.reviewed volume 4description: A C language code counterupdated: 1994/10/17language: C, C++package: Xcoralversion: 2.5parts: editorauthor: ?location: ftp contrib/editors/xcoral* from ftp.x.org Europe: ftp X/contrib-R5/clients/xcoral* from ftp.inria.frdescription: Xcoral is a multiwindow mouse-based text editor, for X Window System, with a built-in browser to navigate through C functions and C++ classes hierarchies... Xcoral provides variables width fonts, menus, scrollbars, buttons, search, regions, kill-buffers and 3D look. Commands are accessible from menus or standard key bindings. Xcoral is a direct Xlib client and run on color/bw X Display. Also includes HTML and Latex modes.contact: Lionel Fournigault <Lionel.Fournigault@aar.alcatel-alsthom.fr>updated: 1995/12/21language: C++package: Lily (LIsp LibrarY)version: 0.1parts: libraryauthor: Roger Sheldon <sheldon@kong.gsfc.nasa.gov>location: ftp packages/development/libraries/lily-0.1.tar.gz from sunsite.unc.edudescription: Lilly is a C++ class library which gives C++ programmers the capability to write LISP-style code. Lily's garbage collection mechanism is not sufficient for commercial use. The documentation is incomplete.restriction: GNU Library General Public Licenserequires: C++ (g++ or Turbo C++, but not cfront)updated: 1993/11/08language: C++package: C++SIMversion: 1.0parts: libraryauthor: Mark Little <M.C.Little@newcastle.ac.uk>location: ftp ? from arjuna.ncl.ac.ukdescription: C++SIM is a class library that provides the same sort of features found in the simulation class libraries of SIMULA.updated: 1993/06/14language: C++package: ? signatures for GCC 2.5.2. ?version: ?parts: patches to GNU CC, documentationauthor: Gerald Baumgartner <gb@cs.purdue.edu>location: ftp pub/gb/* from ftp.cs.purdue.edudescription: Signatures are very similar to abstract base classes except that they have their own heirarchy and can be applied to compiled classes. They provide a means of separating subtyping and inheritance.requires: GNU CC 2.5.2updated: 1993/11/03language: C++package: aard ???version: ?parts: memory use tracerauthor: ?location: ftp pub/aard.tar.Z from wilma.cs.brown.edudescription: We have a prototype implementation of a tool to do memory checking. It works by keeping track of the typestate of each byte of memory in the heap and the stack. The typestate can be one of Undefined, Uninitialized, Free or Set. The program can detect invalid transitions (i.e. attempting to set or use undefined or free storage or attempting to access uninitialized storage). In addition, the program keeps track of heap management through malloc and free and at the end of the run will report all memory blocks that were not freed and that are not accessible (i.e. memory leaks). The tools works using a spliced-in shared library.requires: Sparc, C++ 3.0.1, SunOS 4.Xcontact: Steve Reiss <spr@cs.brown.edu>updated: ?language: C++package: ET++version: 3.0-alphaparts: class libraries, documentationauthor: ?location: ftp C++/ET++/* from iamsun.unibe.chdescription: ?contact: Erich Gamma <gamma@ifi.unizh.ch>updated: 1992/10/26language: C++package: C++ grammarversion: ?parts: parser (yacc)author: ?location: comp.sources.misc volume ?description: [is this a copy of the Roskind grammar or something else? --ed]updated: 1991/10/23language: C++package: cpppversion: 1.14parts: parser (yacc)author: Tony Davis <ted@cs.brown.edu>location: wilma.cs.brown.edu:/pub/cppp.tar.Zdescription: A compiler front-end for C++, with complete semantic processing. Outputs abstract syntax graph.restriction: Permission needed for incorporation into commercial software.requires: Native C++ compiler, lex, yacc, make, sed (or hand editing)status: Upgrading the back end.updated: 1993/05/26language: C++package: C++ Object Oriented Libraryversion: COOL ?, GECOOL 2.1, JCOOL 0.1parts: libraries, tests, documentationauthor: ?location: GECOOL, JCOOL: ftp pub/COOL/* from cs.utexas.edu COOL: ftp pub/COOL.tar.Z from csc.ti.comdescription: A C++ class library developed at Texas Instruments. Cool contains a set of containers like Vectors, List, Hash_Table, etc. It uses a shallow hierarchy with no common base class. The funtionality is close to Common Lisp data structures (like libg++). The template syntax is very close to Cfront3.x and g++2.x. Can build shared libraries on Suns. JCOOL's main difference from COOL and GECOOL is that it uses real C++ templates instead of a similar syntax that is preprocessed by a special 'cpp' distributed with COOL and GECOOL.ports: ?contact: Van-Duc Nguyen <nguyen@crd.ge.com>updated: 1992/08/05language: C++package: GNU C++ Library (libg++)version: 2.6parts: libraryauthor: Per Bothner <bothner@cygnus.com> ?location: libg++-2.5.1.tar.gz from a GNU archive sitedescription: The run-time library for the GNU C++ compiler. This package is separately maintained.conformance: ? ANSI and POSIX.1 supersetbugs: bug-lib-g++@prep.ai.mit.eduupdated: 1994/07/19language: C++package: ??? A C++ Parser toolkitversion: ?parts: libraryauthor: Mayan Moudgill <moudgill@cs.cornell.EDU>location: ftp pub/Parse.shar from ftp.cs.cornell.edudescription: A collection of C++ classes that make building a recursive descent parser/scanner very easy.ports: Sun 4 with cfront 3.0, portability: uses mmap(); probably low.updated: 1993/04/11language: C++, Extended C++package: EC++version: ?parts: translator(C++), documentationauthor: Glauco Masotti <masotti@lipari.usc.edu>location: ? ftp languages/c++/EC++.tar.Z from ftp.uu.net ?description: EC++ is a preprocessor that translates Extended C++ into C++. The extensions include: + preconditions, postconditions, and class invariants + parameterized classes + exception handling + garbage collectionstatus: ?updated: 1989/10/10language: C++package: LEDAversion: 3.0parts: librariesauthor: ?location: ftp pub/LEDA/* from ftp.mpi-sb.mpg.dedescription: library of efficient data types and algorithms. New with 3.0: both template and non-template versions.contact: Stefan N"aher <stefan@mpi-sb.mpg.de>updated: 1992/11/30language: E (a persistent C++ variant)package: GNU Eversion: 2.3.3parts: compilerauthor: ?location: ftp exodus/E/gnu_E* from ftp.cs.wisc.edudescription: GNU E is a persistent, object oriented programming language developed as part of the Exodus project. GNU E extends C++ with the notion of persistent data, program level data objects that can be transparently used across multiple executions of a program, or multiple programs, without explicit input and output operations. GNU E's form of persistence is based on extensions to the C++ type system to distinguish potentially persistent data objects from objects that are always memory resident. An object is made persistent either by its declaration (via a new "persistent" storage class qualifier) or by its method of allocation (via persistent dynamic allocation using a special overloading of the new operator). The underlying object storage system is the Exodus storage manager, which provides concurrency control and recovery in addition to storage for persistent data.restriction: GNU General Public License; not all runtime sources are available (yet)requires: release 2.1.1 of the Exodus storage managercontact: exodus@cs.wisc.eduupdated: 1993/01/20language: C (ANSI)package: ? 1984 ANSI C to K&R C preprocessor ?version: ?parts: translator(K&R C)author: ?location: from comp.sources.unix archive volume 1description: ?status: ?updated: ?language: C (ANSI)package: unproto ?version: ? 4 ? 1.6 ?parts: translator(K&R C)author: Wietse Venema <wietse@wzv.win.tue.nl>location: ftp pub/unix/unproto4.shar.Z from ftp.win.tue.nldescription: ?contact: ?updated: ?language: C (ANSI)package: LCLintversion: 1.4parts: code analysis toolauthor: David E Evans <evs@larch.lcs.mit.edu>location: ftp pub/Larch/lclint/ from larch.lcs.mit.edudescription: LCLint is a lint-like tool for ANSI C. It can be used like a traditional lint to detect certain classes of C errors statically; if formal specifications are also supplied, it can do more powerful checking to detect inconsistencies between specifications and code.references: http://larch-www.lcs.mit.edu:8001/larch/lclint.htmlports: OSF/1, Ultrix, SunOS, Solaris, Linux, IRIXupdated: 1994/10/16language: C (ANSI)package: cprotoversion: 4 patchlevel 0parts: translator(K&R C)author: Chin Huang <chin.huang@canrem.com>location: comp.sources.misc volume 29description: cproto generates function prototypes from function definitions. It can also translate function definition heads between K&R style and ANSI C style.ports: Unix, VMS, MS-DOSupdated: 1992/07/18language: C (ANSI)package: cextractversion: 1.7parts: translator(K&R C), header file generatorauthor: Adam Bryant <adb@cs.bu.edu>location: ftp from any comp.sources.reviewed archivedescription: A C prototype extractor, it is ideal for generating header files for large multi-file C programs, and will provide an automated method for generating all of the prototypes for all of the functions in such a program. It may also function as a rudimentary documentation extractor, generating a sorted list of all functions and their locationsports: Unix, VMSupdated: 1992/11/03language: C (ANSI)package: cgramversion: ?parts: grammarauthor: Mohd Hanafiah Abdullah <napi@cs.indiana.edu>location: ftp pub/comp.compilers/cgram-ll1.Z from primost.cs.wisc.edudescription: An ANSI C grammar in LL(k) (1 <= k <= 2). It's written in Scheme, so you need to have a Scheme interpreter to process the grammar using a program (f-f-d.s) that extracts the FIRST/FOLLOW/DIRECTOR sets.requires: Schemeports: ?updated: ?language: C, ANSI C, C++package: The Roskind grammarsversion: cpp5 (cf2.0)parts: parser(yacc), documenationauthor: Jim Roskind <jar@netscape.com>location: ftp ftp/pub/c++grammar/* from ftp.infoseek.com Japan: ftp://ftp.sra.co.jp/.a/pub/cmd/c++grammar2.0.tar.gzdescription: The C grammar is CLEAN, it does not use %prec, %assoc, and has only one shift-reduce conflict. The C++ grammar has a few conflicts. Also included is an extension to byacc that produces graphical parse trees automatically.conformance: the C grammar is true ANSI; the C++ grammar supports cfront 2.0 constructs.requires: byacc 1.8 (for graphical parse trees)status: actively developedupdated: 1991/07/01language: C (ANSI/ISO)package: Metreversion: 2.3parts: grammar(yacc,lex), generated parser files, metrics examples, documentation (man pages).author: Paul Long <plong@perf.com>location: ftp pub/file/metre.tar.gz from iecc.comdescription: Metre is a freely-distributable ANSI/ISO Standard C parser whose behavior is determined by a set of rules. Sets are provided for a metrics tool and a call-tree tool. Written in Standard C, lex, and yacc, it is source-code portable across operating systems, Standard C compilers, and the various flavors of lex and yacc.conformance: Intended to conform to ANSI and ISO standards.updated: 1995/04/04language: C, C++package: xxgdbversion: 1.06parts: X11 front end for gdbauthor: ?location: retrieve xxgdb from comp.sources.x volumes 11, 12, 13, 14, & 16description: ?contact: Pierre Willard <pierre@la.tce.com>updated: 1992/02/22language: C, C++package: gdbversion: 4.15.1parts: symbolic debugger, documentationauthor: many, but most recently Fred Fish <fnf@cygnus.com>, Stu Grossman <grossman@cygnus.com>, and John Gilmore <gnu@cygnus.com>, all of Cygnus Supportlocation: ftp gdb-*.tar.[zZ] from a GNU archive sitedescription: gdb is a full-featured symbolic debugger. It fills the same niche as dbx. Programs must be compiled with debugging symbols.bugs: <bug-gdb@prep.ai.mit.edu>restriction: CopyLeftports: most unix variants, vms, vxworks, amiga, msdosupdated: 1995/11/04language: C, C++, Objective-Cpackage: emx programming environment for OS/2version: 0.8gparts: gcc, g++, gdb, libg++, .obj linkage, DLL, headersauthor: Eberhard Mattes <mattes@azu.informatik.uni-stuttgart.de>location: ftp os2/2_x/unix/gnu/emx0.8g from ftp-os2.cdrom.com Europe: ftp soft/os2/emx-0.8g from ftp.uni-stuttgart.dedescription: ?discussion: subscribe to emx-list using listserv@ludd.luth.seupdated: 1992/09/21language: Cpackage: Pthreadsversion: 1.17parts: libraryauthor: PART (POSIX / Ada-Runtime Project)location: ftp pub/PART/pthreads* from ftp.cs.fsu.edudescription: As part of the PART project we have been designing and implementing a library package of preemptive threads which is compliant with POSIX 1003.4a Draft 6. A description of the interface for our Pthreads library is now available on ftp.restriction: GNU General Public Licenseports: Sun-4/SunOS 4.1.xdiscussion: send "Subject: subscribe-pthreads" to mueller@uzu.cs.fsu.educontact: pthreads-bugs@ada.cs.fsu.eduupdated: 1993/07/22language: C, nroff, texinfo, latex, htmlpackage: c2manversion: 2.0 patchlevel 34parts: documentation generator (C -> nroff -man, -> texinfo, -> latex, -> html)author: Graham Stoney <greyham@research.canon.oz.au>location: ftp from any comp.sources.misc archive, in volume42 (the version in the comp.sources.reviewed archive is obsolete) ftp /pub/Unix/Util/c2man-2.0.*.tar.gz from dnpap.et.tudelft.nl Australia: ftp /usenet/comp.sources.misc/volume42/c2man-2.0/* from archie.au N.America: ftp /usenet/comp.sources.misc/volume42/c2man-2.0/* from ftp.wustl.edu Europe: ftp /News/comp.sources.misc/volume42/c2man-2.0/* from ftp.irisa.fr Japan: ftp /pub/NetNews/comp.sources.misc/volume42/c2man-2.0/* from ftp.iij.ad.jp Patches: ftp pub/netnews/sources.bugs/volume93/sep/c2man* from lth.sedescription: c2man is an automatic documentation tool that extracts comments from C source code to generate functional interface documentation in the same format as sections 2 & 3 of the Unix Programmer's Manual. It requires minimal effort from the programmer by looking for comments in the usual places near the objects they document, rather than imposing a rigid function-comment syntax or requiring that the programmer learn and use a typesetting language. Acceptable documentation can often be generated from existing code with no modifications.conformance: supports both K&R and ISO/ANSI C coding stylesfeatures: + generates output in nroff -man, TeXinfo, LaTeX or HTML format + handles comments as part of the language grammar + automagically documents enum parameter & return values + handles C (/* */) and C++ (//) style comments - doesn't handle C++ grammar (yet)requires: yacc/byacc/bison, lex/flex, and nroff/groff/texinfo/LaTeX.ports: Unix, OS/2, MSDOS, VMS.portability: very high for unix, via Configurestatus: actively developed; contributions by users are encouraged.discussion: via a mailing list: send "subscribe c2man <Your Name>" (in the message body) to listserv@research.canon.oz.auhelp: from the author and other users on the mailing list: c2man@research.canon.oz.auannouncements: patches appear first in comp.sources.bugs, and then in comp.sources.misc.updated: 1995/03/02language: Small-Cpackage: smallcversion: ?parts: compilerauthor: ?location: ?, comp.sources.unix volume 5description: Small-C is a subset of the C programming language for which a number of public-domain compilers have been written. The original compiler was written by Ron Cain and appeared in the May 1980 issue of Dr.Dobb's Journal. More recently, James E.Hendrix has improved and extended the original Small-C compiler and published "The Small-C Handbook", ISBN 0-8359-7012-4 (1984). Both compilers produce 8080 assembly language, which is the most popular implementation of Small-C to-date. The 6502 Small-C compiler for the BBC Micro is based on "RatC", a version of the original Ron Cain compiler described by R.E.Berry and B.A.Meekings in "A Book on C", ISBN 0-333-36821-5 (1984). The 6502 compiler is written in Small-C and was bootstrapped using Zorland C on an Amstrad PC1512 under MSDOS 3.2, then transferred onto a BBC Micro using Kermit. The compiler can be used to cross-compile 6502 code from an MSDOS host, or as a 'resident' Small-C compiler on a BBC Micro.conformance: subset of Cports: 68k, 6809, VAX, 8080, BBC Micro, Z80updated: 1989/01/05language: Maisiepackage: Maisieversion: 2.1parts: ?, user manual, examplesauthor: Wen-Toh Liao <wentoh@may.CS.UCLA.EDU>location: ftp pub/maisie.2.1.1.3.tar.Z from cs.ucla.edu description: C-based parallel programming language that uses asynchronous typed-message passing and supports light-weight processes. The language is C with enhancements to allow processes to be defined, created, and destroyed, to send and receive messages, and manipulate the system clock.ports: PVM/3.1, Cosmic Environment, and SUN Sockets.updated: 1993/06/14language: MeldC (MELD, C)package: MeldCversion: 2.0parts: microkernel, compiler, debugger, manual, examplesauthor: MELD Project, Programming Systems Laboratory at Columbia Universitylocation: obtain license from <MeldC@cs.columbia.edu>description: MeldC 2.0: A Reflective Object-Oriented Coordination Programming Language MELDC is a C-based, concurrent, object-oriented language built on a reflective architecture. The core of the architecture is a micro-kernel (the MELDC kernel), which encapsulates a minimum set of entities that cannot be modeled as objects. All components outside of the kernel are implemented as objects in MELDC itself and are modularized in the MELDC libraries. MELDC is reflective in three dimensions: structural, computational and architectural. The structural reflection indicates that classes and meta-classes are objects, which are written in MELDC. The computational reflection means that object behaviors can be computed and extended at runtime. The architectural reflection indicates that new features/properties (e.g., persistency and remoteness) can be constructed in MELDC.restriction: must sign license, cannot use for commercial purposesports: Sun4/SunOS4.1 Mips/Ultrix4.2contact: <MeldC@cs.columbia.edu>updated: 1992/12/15language: uC++package: uC++version: 4.4parts: translator (uC++ to C++), concurrency library, documentation, examplesauthor: Peter A. Buhr <pabuhr@uwaterloo.ca>location: ftp pub/uSystem/u++-4.4.tar.gz from plg.uwaterloo.cadescription: An extended C++ with light-weight concurrency for Unix-like systems. uC++ is pronounced "micro-C++".reference: Software--Practice and Experience, 22(2):137-172, February 1992.features: 1. true multiprocessor support on SUN, DEC, SGI, Sequent 2. coroutine, monitor and task extensions to C++ 3. non-blocking I/O library 4. mechanism to group tasks and virtual processors 5. non-deterministic time slicingbugs: LINUX non-blocking sockets failrequires: dmake 4.0+ (ftp pub/dmake/dmake40.tar.gz from plg.uwaterloo.ca) GNU C++ 2.6.3+ports: Sequent (BSD), SUN Solaris (SPARC) & SunOS (SPARC, M68K), DEC OSF 3.2+ (Alpha), SGI IRIX 5.3+ (MIPS), IBM AIX 3.2+ (RS/6000), HP HP-UX 9.03+ (PA), LINUX 1.2.13+/1.3.20+ (i386+)portability: Needs "setitimer" and "sigcontext" from Unix-like systems.updated: 1995/09/14language: Objective-Cpackage: libcoll -- Collection Class Library for GNU Objective-Cversion: 940510parts: class libraryauthor: Andrew McCallum <mccallum@cs.rochester.edu>location: ftp.cs.rochester.edu in pub/objc/libcoll-940510.tar.gzdescription: It's a library of Objective-C objects with similar functionality to Smalltalk's Collection objects. It includes: Set, Bag, Array, LinkedList, LinkList, CircularArray, Queue, Stack, Heap, SortedArray, MappedCollector, GapArray and DelegateList.updated: 1994/05/10language: Glendapackage: Glenda parallel programming environmentversion: 0.91parts: preprocessor,tuple server, and tuple functionsauthor: Ray Seyfarth <seyfarth@whale.st.usm.edu>location: ftp pub/glenda.tar.Z from seabass.st.usm.edudescription: Glenda is a programming environment for parallel programming implementing a variation of the Linda programming model defined by Carriero and Gelernter. It consists of a C preprocessor to allow reasonable syntax for the added operations, a tuple server process and a set of functions to connect an application to the tuple server.ports: RS6000, SUN4, LINUXupdated: 1993/06/01>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201) ╦╡╡╜╗π▒α, ╬╥╗╣╩╟╚╧╬¬╔╧┤╬╦╡╣²╡─NASM ▒╚╜╧║├. └∩├µ╗╣┤°╥╗╕÷╖┤╗π▒α╚φ╝■╘¡╨═.assemblers-------------------------------------------------------------------------------category: assemblerslanguage: various assemblypackage: GNU assembler (GAS)version: 2.5.2parts: assembler, documentationauthor: ?location: ftp binutils-*.tar.z from a GNU archive sitedescription: Many CPU types are now handled, and COFF and IEEE-695 formats are supported as well as standard a.out.bugs: bug-gnu-utils@prep.ai.mit.eduports: Sun-3, Sun-4, i386/{386BSD, BSD/386, Linux, PS/2-AIX}, VAX/{Ultrix,BSD,VMS}updated: 1994/11/02language: various assemblypackage: fas: Frankenstein Cross Assemblersversion: ?parts: base assembler, parser modules (yacc), documentation?author: Mark Zenierlocation: ftp.njit.edu:/pub/msdos/frankasm/frankasm.zoo [Inform me of the other sites -Mark]description: A reconfigurable assembler package, especially suited for 8-bit processors, consisting of a base assembler module and a yacc parser, for each microprocessor, to handle mnemonics and addressing. Second party parser modules available from many sites.requires: YACCupdated: ?language: 6502, Z80, 8085, 68xxpackage: ?version: ?parts: ?author: msmakela@cc.helsinki.fi and Alan R. Baldwinlocation: ftp ? from ccosun.caltech.edudescription: I have enhanced a set of 68xx and Z80 and 8085 cross assemblers to support 6502. These assemblers run on MS-DOS computers or on any systems that support standard Kerninghan & Richie C, for example, Amiga, Atari ST and any "big" machinesupdated: 1993/03/10language: 6502, 6800, and 16 and 32 bit machine-independent skeletonspackage: ?version: ?parts: assembler, manualauthor: Doug Jones <jones@cs.uiowa.edu>location: http://www.cs.uiowa.edu/~jones/cross/ ftp.cs.uiowa.edu:/pub/jones/smaldescription: Supports macro and conditional features, even, as well as being usable for linkage editing of object files. Easy to modify to support other machines.requires: Pascalupdated: ?language: 65xx assemblerpackage: d65 disassemblerversion: 0.1.0parts: disassembler, documentationauthor: Marko.Makela@Helsinki.FIolocation: ftp.funet.fi in /pub/cbm/programming/d65-0.1.0.tar.gz.description: A disassembler for the 65xx microprocessor.ports: Unixupdated: 1994/06/15language: mc6809package: usimversion: 0.90parts: simulator, documentationauthor: Ray P. Bellis <rpb@psy.ox.ac.uk>location: ftp /pub/mc6809/usim-* from ftp.mrc-bbc.ox.ac.uk Alt.sources archive at FTP site: wuarchive.wustl.edu in usenet/alt.sources/articles files 10405.Z 10406.Z and 10407.Zdescription: a mc6809 simulatorupdated: 1994/05/30language: mc6809package: 6809, E-Forthversion: ?parts: assembler, simulatorauthor: Lennart Benschop <lennart@blade.stack.urc.tue.nl>location: alt.sources, 1993/11/03 <2b8i2r$j0e@tuegate.tue.nl>description: An assembler and simulator for the Motorola M6809 processor. Also included is a Forth interpreter, E-Forth written in 6809.ports: assembler: Unix, DOS; simulator: Unixupdated: 1993/11/03language: 68HC11package: 68HC11 simulatorversion: ? 1parts: simulatorauthor: Ted Dunning <ted@nmsu.edu>location: ftp pub/non-lexical/6811/sim6811.shar from crl.nmsu.edudescription: An opcode simulator for the 68HC11 processor. Interrupts, hardware I/O, and half carries are still outside the loop. [Adding interrupts may require simulating at the clock phase level -Mark]ports: unix?, ms-dosupdated: 1993/07/28language: 8051package: CAS 8051 Assemblerversion: 1.2parts: assembler/linker, disassembler, documentation, examplesauthor: Mark Hopkins <mark@freenet.uwm.edu>location: ftp pub/8051/assem from lyman.pppl.gov Europe: ftp pub/microprocs/MCS-51/csd4-archive/assem from nic.funet.fidescription: experimental one-pass assembler for the 8051 with C-like syntax. Most features of a modern assembler included except macros (soon to be added). Other software tools and applications contained in /pub/compilers/8051/*.requires: ANSI-C compilerports: MSDOS, Ultrix, Sun4 (contact author)updated: 1993/07/22language: 8051package: as31 - An 8031/8051 assembler.version: ? 1parts: assembler, parser(yacc), documentationauthor: Ken Stauffer <stauffer@cpsc.ucalgary.ca> (Theo Deraadt wrote the S-record output routines)location: comp.sources.misc volume 10description: Assembler with ability to produce a variety of object output formats, including S-records.ports: SUN 3 / SUN 4 (SunOS 4.0), Tandy 6000 (Xenix)portability: File I/O may require porting on non-Unixs.updated: 1990/01/26language: MIL-STD-1750 assemblypackage: as1750version: 0.8parts: assembler and linker (monolithic)author: Oliver M. Kellogg <okellogg@cube.net>location: ftp /pub/crossgcc/1750gals/as1750-0.7.tar.gz from host ftp.fta-berlin.dedescription: Simple assembler for the MIL-STD-1750 (A and B) instruction set. This is the assembler used by gcc-1750a. Assembly and linkage are not separate passes: load modules are generated directly from sources, without object files.features: + produces Tektronix Extended Hex or TLD LDM load modules + parameterized macros (MACRO/ENDMACRO) + macro variables (SET) + macro expressions with operators as in the C language + conditional assembly (IF/ELSIF/ELSE/ENDIF) + repeated assembly (WHILE/ENDWHILE) + small and fast - no linker control directive file, the only means of linkage control is via ORG statementsrestriction: GNU General Public Licenserequires: 32-bit ANSI C compiler (gcc is just fine)ports: Unix, VMS, DOSstatus: actively developedannouncements:The Cross-GCC List <crossgcc@prosun.first.gmd.de>updated: 1995/06/24language: Motorola DSP56000package: ?version: 1.1parts: assemblerauthor: Quinn Jensen <jensenq@qcj.icon.com>location: alt.sources archive or ftp ? from wuarchive.wustl.edudescription: ?updated: ?language: Motorola DSP56001package: a56version: 1.2parts: assemblerauthor: Quinn Jensen <jensenq@qcj.icon.com>location: ftp pub/pin/misc/a56/a56v1.2* from ftp.novell.comdescription: DSP56001 cross-assembler written in YACC. Produces OMF or S-record format output suitable for serial download or EPROM. Package includes sample 56001 code fragments that implement musical DSP effects like reverberation, chorus, and flange.ports: Unix, DOSannouncements:comp.dsp,comp.musicupdated: 1994/09/07language: DSP32Cpackage: a32srcversion: ?parts: assemblerauthor: Tom Roberts <tjrob@iexist.att.com>location: comp.sources.misc volume 44description: This is an assembler for the AT&T DSP32C Digital Signal Processor chip. This is source for the assembler and for an enhanced C pre-processor; a DSP test program is included.portability: probably highports: MS-DOSupdated: 1994/09/23language: 80486package: WDASM17B.ZIP - Windows 80486 Disassembler for Windows 3.1version: 1.7bparts: disassemblerauthor: Eric Grass <S876795@UMSLVMA.UMSL.EDU>location: SIMTEL20, pd1:<msdos.windows3>description: An interactive 80486 disassembler for Windows 3.1. Multiple options for formatting disassembly exist.ports: Windows3.1portability: Windows-specificupdated: 1993/06/29language: Assember (SPARC)package: elfdisversion: 2.3parts: disassemblerauthor: Bruce Ediger <bediger@teal.csn.org>location: comp.sources.misc archives volume 42, issue 83description: An object code disassembler for SPARC which, unlike the native SPARC disassembler, uses the relocation and dynamic linking information in the Elf file.updated: 1994/05/08language: 68000 assemblerpackage: m68kdisversion: ??parts: documentation, disassemblerauthor: Christopher Phillips <pefv700@chpc.utexas.edu>location: comp.sources.misc volume 45description: A disassembler for the M68000 family of microprocessors. Some extra functionality for Macintosh resource forks is provided.updated: 1994/11/08language: PDP-11 macro assemblypackage: PDPXASM.EXEversion: 2.20parts: assembler, linker, disassembler, serial line loader, library routinesauthor: Jim Cook <jcook@halcyon.com>location: ftp://ftp.idiom.com/pub/msdos/pdpxasm.exedescription: A cross assembler that runs on the IBM PC/AT family. Assembles PDP-11 into core image files. Developed for use in testing an add-in PDP-11 clone board.reference: Brief help files/screens for each program.features: 1. Macro and .IRP supportbugs: Contact jcook@halcyon.comrestriction: May not be sold for profit. Must be distributed in toto.requires: 2mb on a MS-DOS compatible machine.updated: 1995/06/02>>> í╛╨ñ║ú═«í┐... All╧δ:┐¬╕÷microshit┴¼╦°▓▐,╟º╟∩═≥┤·,╥╗═│╜¡║■▓┼╩╟╒²╒╨--┼╢,╥¬24h╣⌐╙ªJava.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)macro preprocessors-------------------------------------------------------------------------------category: macro preprocessorsdescription: These are tools that expand macros for another language.iref: (C) GNU CCiref: (C) lcclanguage: C preprocessorpackage: Decus cppversion: ?parts: pre-processorauthor: Martin Minowlocation: included in the X11R5 distribution as contrib/util/cppdescription: An almost-ANSI C preprocessor. It is shipped with X11R5 because some systems don't have a working cpp.ports: VMS (Vax C, Decus C), RSX-11M, RSTS/E, P/OS, and RT11, A/UX, Apollo Domain/IX 9.6, etc.portability: very highupdated: ?language: C-Refine,C++-Refine&comma *-Refinepackage: crefineversion: 3.0parts: pre-processor, documentationauthor: Lutz Prechelt <prechelt@ira.uka.de>location: aquire from any comp.sources.reviewed archivedescription: C-Refine is a preprocessor for C and languages that vaguely resemble C's syntax. It allows symbolic naming of code fragments so as to redistribute complexity and provide running commentary.ports: unix, msdos, atari, amiga.portability: highupdated: 1992/07/16language: gemapackage: gemaversion: 1.1parts: macro processor, documentation, examples.author: David N. Gray <DGray@acm.org>location: FTP /pub/gema/gema.tar.gz from ftp.ugcs.caltech.edu MS-DOS executable in file exe.zip To just view doc: http://www.ugcs.caltech.edu/gema/description: A general-purpose macro processor that uses pattern matching and replacement. It can be used as a pre-processor or to translate one language to another, or to extract selected information from files.features: + Does not impose any particular syntax for macro calls. + No built-in assumptions about input language syntax. + Can recognize patterns spanning multiple lines. + Handles recursive patterns, such as matching pairs of nested parentheses. + Different sets of rules can be used in different contexts. + Easy to ignore redundant white space.requires: ANSI C compilerports: Unix, MS-DOS, Windows/NTupdated: 1995/05/23language: m4package: pd/bsd m4version: ?parts: interpreter, man pageauthor: Ozan Yigit <oz@sis.yorku.ca>, Richard A. O'Keefe <ok@goanna.cs.rmit.OZ.AU>location: ftp from any 386BSD, NetBSD, or FreeBSD archivedescription: A macro preprocessor, more flexible than cppconformance: ?updated: 1993/11/03language: m4package: GNU m4version: 1.4parts: interperterauthor: Francois Pinard <pinard@iro.umontreal.ca>location: ftp m4-1.4.tar.gz from a GNU archive site Macintosh:ftp pub/software/mac/src/mpw-c/* from nic.switch.ch.description: A macro preprocessor, more flexible than cpp. It copies its input to the output, expanding macros. Macros are either built-in or user-defined. `m4' has built-in functions for including files, running Unix commands, doing integer arithmetic, manipulating text in various ways, recursing, etc. `m4' can be used either as a front-end to a compiler or as a macro processor in its own right.conformance: Mostly SVR4 compatible with a few extensions.restriction: GNU General Public Licenseupdated: 1994/11/06>>> í╛╨ñ║ú═«í┐... CPU╥╗░π╢╝╩╟╒²│ú╡─ -- │²┴╦╘╦╨╨╫╘╝║╨┤╡─│╠╨≥.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201) * ╢α╟°═╢╡▌, └┤╫╘: í║PROGRAMME.GZ[▒α│╠╕▀╩╓.╣π╓▌▒╛╡╪]í╗ ╬¬├Γ┤≤╝╥▓Θ╒╥, ╜½╬╥╒╥╡╜╡─╥╗╨⌐compiler/assembler ╒√└φ┤½╔╧. ├╗╚╦╙├╡─, └²╚τ PASCAL(┐╔─▄╩╟╬╥╡─╞½╝√, ╙╨╚╦╙├╡─?) Fortran, Prolog, LISP(┐╔╧º╡▒─Ω╒Γ╚²╕÷╬╥╢╝╗ß╡π╡─), FP, ADA, COBOL ╡╚╛═╦π┴╦. Java ╡──┐╟░╦╞║⌡├╗╙╨║▄│╔╩∞╡─, ╧δ╥¬┐╔╚ÑGNU. ▓╗╥╗╢¿╩╟▒α╨┤compiler ▓┼╩╣╙├╒Γ╨⌐│╠╨≥, ┐╔╥╘╙├╘┌▒α╨┤╬─▒╛╩╢▒≡║═┤ª└φ,╗≥┴Θ╗ε╡─┼Σ╓├╬─╝■╖╓╬÷╩╣╙├. ╗╣╙╨, ╚τ╣√─π╨┤╡─│╠╨≥, ╘╦╨╨╩▒╞┌┐╔╥╘╢╘▒φ┤∩╩╜╟≤╓╡, ╒Γ╕÷│╠╨≥┐╔╥╘║▄┴Θ╗ε╡─. ╚τ╣√┤≤╝╥▒α╨┤╡─╚φ╝■╓╨╘ñ▒╕╓º│╓╟┐┤≤╡─script ╣ª─▄, ╥▓┐╔╥╘╘┌╞Σ╓╨╤í╘±╥╗╕÷┐¬╩╝. HU LI, ─π╡─ OS ╩╟╖±╩╡╧╓╥╗╕÷ KSH + C + assembel + debug ╡─│¼╝╢ shell╕°╬╥╙├─╪ ? ┐┤└┤─π╓╗▓ε╥╗╕÷debug ┴╦ :) ╚Ñ╒╥ DOS32V33.zip ░╔, 32╬╗ DPMIserver + linker + debuger, ╚½▓┐with src, ┐╔╥╘┤ª└φ32▒ú╗ñ─ú╩╜, cool░╔? α▐, ╗╣╙╨, Intel ╡─ *.obj *.lib ╡─OMF ╬─╝■╕±╩╜╦╡├≈(║├╧≤┴¼╓╕┴ε▒φ╥▓╩╟)╩╟postscript ╕±╩╜╡─, ║▄╢±╨─, ╙╨╨╦╚ñ╡─╚╦╥▓┐╔╥╘╡╜ ftp://ftp.microsoft.com/softlib/mslfiles/ss0288.exe ╒╥╬─▒╛╦╡├≈.BTW: ╡╜─┐╟░╬¬╓╣, ╬╥╗╣├╗╒╥╡╜┬·╥Γ╡─ linker ╘┤┬δ, ╩╓└∩╙╨ FLINK, VALLINKOLINK, ╙╨──╬╗╓¬╡└╡─, ╜╠╜╠╘┌╧┬, ▓╗╩ñ╕╨╝ñ.... ▒α╝¡╡├└█┴╦, ╫▄╦π╕π═Ω┴╦.>>> í╛╨ñ║ú═«í┐... Oh,╒Γ╩╟╤≤╗░,─π▓╗╢«╡─,╖±╘≥,╕∩├ⁿ╘τ│╔╣ª┴╦!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Guangzhou New Moon BBS (6:655/201)-=>╥²╙├Zhou Xindong╕°Arthur Arh╣╪╙┌VB ╓╨╡─Seek╙├╖¿?╡─╨┼<=-(╥²╨┼╨┤╙┌23 Mar 98 10:52:49) -=>╘¡╨┼╩╟ Arthur Arh ╕° All ╡─<=- AA> ╕≈╬╗╒╛╙╤: AA> 1. VB╓╨╘┌╘╦╙├seek╢¿╬╗╢■╜°╓╞╬─╝■╬╗╓├╩▒,╫▄╩╟│÷╧╓┤φ╬≤, AA> ╒Γ╩╟║╬╣╩?(╞Σ║≤╡─▓╬╩²╢¿╥σ╬¬Integer). ZX> ╬¬║╬▓╗░╤▓╬╩²╢¿╥σ╬¬Byte,╬╥╘°╙├VB▒α╣²╙╬╧╖╡─▒α╝¡╞≈, ┐╔╩╟Byte╠°╫¬╬╗╓├╙╨╧▐.╬─╝■╥¬╩╟┤≤╡─╗░─╤╡└ ╥¬╢α╠°╫¬╝╕┤╬? ZX> ╙├└┤╕─╨┤╙╬╧╖╡─┤µ┼╠╬─╝■,├╗╙╨│÷╧╓┤φ╬≤░í! ╬╥╘°╧δ╙├VB▒α╨┤╙╬╧╖,┐╔▓╗╓¬╚τ║╬╚δ╩╓,╟δ╬╩─▄▓╗─▄╓╕╡π╥╗╧┬╨í╡▄? ╙╨▒╛╩Θ╗≥╒▀╩╟╣Γ┼╠║├╧≤╦╡╩╟╙╨VB╙╬╧╖╓╞╫≈,▓╗╓¬╘⌡├┤╤∙. ╩Θ╩╟╧ú═√│÷╡─.╬╥╘┌PhotoShop 4.0╡─╩Θ╔╧╝√╡─╣π╕µ.~~~ ╩«╖╓╕╨╨╗!>>> │¬╓º╕Φ╢∙╕°─π╠²,╛═┼┬─π╠²▓╗╝√. íεí¼¿¼¿¼¿¼¿¼¿¼¿¼¿¼¿í∙í∙í± ╓╨╣·¬│╬≈░▓ í±í∙í∙¼¿¼¿¼¿¼¿¼¿¼¿¼¿¼¿¼¿íεíε ░ ▒ ▓ í∩ ª° ╘¼╤╟╔τ(ARTHUR ARH) ª∙ TEL: (029)6234555 ª° í∩ ▓ ▒ ░ ª·ª·ª·ª·ª· ª≤ ª≤ ª⌡ª⌡ª⌡ arthur.arh@usa.net ª⌡ª⌡ª⌡ ª≤ ª≤ ª·ª·ª·ª·ª·ª·... ╡├╠∞╧┬╙╨╩╢╓«╩┐╢°├¿╓«.--- └╢▓¿┐∞╨┼/DOS v2.20 * Origin: ╬≈░▓╚╩│¼╫╩╤╢╒╛ (86-29-8633675) Renchao BBS (6:661/1) -=> ╥²╥╗╖Γ Jammy Czao ╕° All <=- JC> ╟δ╬╩──╬╗╓¬╡└: JC> . ╚τ║╬╘┌VB└∩╫≈╬¬▒│╛░╥⌠└╓,╤¡╗╖▓Ñ╖┼╥╗╕÷╔∙╥⌠╬─╝■? JC> . ╨╗╨╗└▓! .╙├MCI┐╪╝■╛═┐╔╥╘╤╜!~~~ //\\\\\ --╚╬╟▀├≈--------------Ren Qinming----... [0] [0] | UIN:5522724 |~~~ \ - / | E-Mail:eyeren@pub.xa-online.sn.cn | ... ╬╥├╟╢╝╩╟└┤╓┴╬σ║■╦─║úú¼╬¬┴╦╥╗╕÷╣▓═¼╡──┐▒Ω╫▀╡╜╥╗╞≡└┤íú--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: ╬≈░▓╚╩│¼╫╩╤╢╒╛ (86-29-8633675) Renchao BBS (6:661/1) KS> DELPHI╓╨╘⌡╤∙▓┘╫▌╫ó▓ß▒φ?░│╓╗╓¬╡└╘⌡╤∙╢┴╨┤INI KS> ╬─╝■,▓╗╓¬╡└╘⌡╤∙▓┘╫▌╫ó▓ß▒φ. (: ╩╣╙├WIn32 API└∩╡─RegOpenKeyEx┤≥┐¬╓≈╝ⁿ RegQueryKeyEx▓Θ╤»╓≈╝ⁿ╓╡ RegCreateKey┤┤╜¿╓≈╝ⁿ(New) RegDeleteKeyEx╔╛│²╓≈╝ⁿ. ╗╣╙╨╨φ╢α.─π╫╘╝║▓Θ╥╗╧┬Win32╡─API░∩╓·░╔. ╓┴╙┌Delphi└∩╙╨├╗╙╨└α╦╞║»╩²,╬╥▓╗╓¬╡└.;> ⌐│⌐╫⌐╫⌐Ñ⌐╫⌐Ñ⌐╫⌐Ñ⌐╫⌐╫⌐╫⌐Ñ⌐╫⌐╖ ª² Disentwine.TangChao>>> ⌐│⌐┐⌐º⌐º⌐╫⌐º⌐º⌐º⌐╗⌐╧⌐º⌐º ⌐╧⌐º ╬╥╩╟└┤╫╘╤╠╠¿╩╨╡─╜¬╬░ ⌐╗⌐Ñ⌐▀⌐▀⌐▀⌐▀⌐▀⌐▀⌐Ñ⌐▀⌐Ñ⌐▀⌐Ñ⌐▀⌐┐ TEL:(0535)6231248 ... ╬╥├╟╢╝╩╟╬¬┴╦╥╗╕÷╕∩├ⁿ─┐▒Ω╫▀╡╜╥╗╞≡└┤╡─...--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: ┼ε└│╧╔╛│-╤╠╠¿ [0535-6257576] (6:665/2) ZJ> 3.╬╥╘┌FOXPRO╓╨╫▄╩╟╬▐╖¿╩╣╙├UC╡─╠╪╧╘╣ª─▄? JW> ╩╣TX│ú╫ñ ZJ> ╬╥╥╘╩╣tx│ú╫ñ─┌┤µ┴╦,┐╔╩╟╓╗╧╘╩╛╥╗╞┴,╥╘║≤╛═▓╗─▄┴╦? └╧╨╓╒Γ╗ß─┌┤µ╗╣╩ú╢α╔┘?╗╣╩╟╩╣╙├UCSDK░╔,▒╚╜╧╖╜▒π. ZJ> 8.FOXPRO│╠╨≥╩╟▓╗╩╟╓╗─▄╦│╨≥╓┤╨╨├ⁿ┴ε?╚τ╖±.─▄▓╗─▄╕°╬╥╥╗╕÷└²│╠? JW> ▓╗╓¬╡└─π╦∙╓╕║╬╥Γ. ZJ> ╝┤╩╟─▄▓╗─▄╨┤│╔┤Ñ╖ó╨╘╓┤╨╨╡─│╠╨≥? ╘¡└┤╬╥╧δ┼¬╥╗╕÷┐╔╥╘╘┌FOXPRO╧┬╧╘╩╛╩▒╓╙╡─,┐╔╩╟║≤└┤╖ó╧╓╓╗╙╨╟≤╓·ASM ╦∙╥╘╛═├╗╙╨╫÷╧┬╚Ñ. ▒╛└┤FOXPRO└∩╙╨║»╩²┐╔╥╘╧╘╩╛╩▒╓╙:Set Clock On Set Clock To Y,X ╡½╩╟╢╝╩╟╡Ñ╡≈╡─╩²╫╓╫┤╠¼,╦∙╥╘║≤└┤╙├Time║»╩²╫÷└╓╥╗╕÷═╝╨╬╡─. Time║»╩²┐╔╥╘╛½╚╖┐╪╓╞╩▒╝Σ║═▒╛╗·╥╗╓┬. ▓╗╣²PRO└∩╡─READ╟░┐╔╥╘╢¿╥σKEY LABEL╓╡.└²╚τ ╤í╘±╬▐┬█║╬╩▒░┤F1│÷╧╓╫╘╢¿╥σ░∩╓·: On Key Label F1 Do MyHelp;MyHelp is a Procedure yourselve made ╡½╩╟╥¬╫ó╥Γ▒ú╗ñ╩²╛▌.╥≥╬¬┤╦╩▒╗ß╘∞│╔─┌┤µ╢¿╥σ▒Σ┴┐╡─╢¬╩º. ⌐│⌐╫⌐╫⌐Ñ⌐╫⌐Ñ⌐╫⌐Ñ⌐╫⌐╫⌐╫⌐Ñ⌐╫⌐╖ ª² Disentwine.TangChao>>> ⌐│⌐┐⌐º⌐º⌐╫⌐º⌐º⌐º⌐╗⌐╧⌐º⌐º ⌐╧⌐º ╬╥╩╟└┤╫╘╤╠╠¿╩╨╡─╜¬╬░ ⌐╗⌐Ñ⌐▀⌐▀⌐▀⌐▀⌐▀⌐▀⌐Ñ⌐▀⌐Ñ⌐▀⌐Ñ⌐▀⌐┐ TEL:(0535)6231248 ... ╓▒╤╘╧α╝φ,┤φ╬≤─╤├Γ:)--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: ┼ε└│╧╔╛│-╤╠╠¿ [0535-6257576] (6:665/2)╤º╧░VC╫ε║├╡─╩Θ╩╟╩▓├┤?╬╥╡─╗·╫╙╔╧╘╦╨╨BC5.0╡─╫╩╘┤▒α╝¡╞≈╩▒╖┤╙ª╠½┬²,▓ó╟╥├╗╙╨╣µ┬╔╡╪│÷╧╓"─π╡─│╠╨≥BCW╥²╞≡┴╦╥╗╕÷XXXX┤φ╬≤╘┌─ú┐ΘXXXX╓╨",╚╗║≤╓╗─▄╤í╘±╣╪▒╒!╦∙╙╨╡─╢½╬≈╢╝╢¬╩º┴╦! :(├╗╙╨░∞╖¿,╓╗║├╔╛│²┴╦BC5.0╫░╔╧VC5.0.--- ╩»╝╥╫»╩╨╬¼├≈╜╓9║┼╕▒1║┼ ═⌡╒╫╤⌠... ╡τ╗░:0311-7092971 ┤½║⌠:0311-6054151║⌠68(║║╧╘)>>> ╙╩╒■▒α┬δ:050051--- Blue Wave/DOS v2.30 * Origin: ║╙▒▒╜≡╚┌╫╩╤╢╒╛ Hebei Info Bank BBS (86-311)3031617 (6:652/1) ╟δ╬╩╥╗╕÷form─┌╫ε╢α┐╔╖┼╢α╔┘┐╪╝■,▓╗╗ß│÷╬╩╠Γ, ╚τ╣√┐╪╝■╧√╩º┴╦╚τ║╬╜Γ╛÷?╨╗╨╗! -+- Yvette Sheng -+-E-mail:yvettesheng@usa.net Tel: (027)7309303--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: íε╨í┬∞╥╧ BBSíε (86-027-6828231) (6:663/4)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Xian Xiao Long ╦╡ HD> ╦ⁿ╙╨╩▓├┤╠╪╔½╬╥╦╡▓╗╫╝,╦ⁿ╓≈╥¬╩╟╗∙╙┌┐═╗º/╖■╬±╞≈╡─╠σ╧╡╜ß╣╣, HD> ╙├└┤┐¬╖ó╒Γ╖╜├µ╡─┤≤╨═╩²╛▌┐Γ,╦ⁿ┐╔╙├╙┌╢α╞╜╠¿┐¬╖ó.╦ⁿ═╗│÷╠╪╡π╩╟┐¬ HD> ╖ó╩²╛▌┐Γ╚φ╝■▒╚╜╧┐∞╜▌.│╠╨≥╜ß╣╣╙δ╞╒═¿│╠╨≥├╗╩▓├┤╟°▒≡. XXL> │╠╨≥╜ß╣╣║═FOXPRO▒╚▓ε╢α╔┘? PB╡─▓╗╙├║▄╢α│╠╨≥.VB╩╟╬ó╚φ╡─╓╪╡π▓·╞╖╡▒╚╗▒╚FOXPRO║├.╢°DELPHI╩╣╙├╡─╩╟PASCAL╡─╜ß╣╣.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╒╔╖≥╬┤┐╔╟ß─Ω╔┘ -- ╠╞/└ε░╫/╔╧└ετ▀--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)Hi All!╟δ╬╩OpenGL╩╟╕÷║»╩²┐Γ┬≡?╩╟▓╗╩╟╦ⁿ▒╪╨δ╕╜╝╙╘┌─│╕÷▒α│╠╙∩╤╘└∩▓┼─▄╣ñ╫≈?~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ╚½╩└╜τ╙╨├¿╒▀┴¬║╧╞≡└┤!--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)[1998-03-24 ╨╟╞┌╢■] [16:46]╘┌╨┤╕°"Wei Zhihui"╣╪╙┌"╬╩╢½╖╜┐∞│╡"╡─╨┼╓╨╜▓╡╜: WZ> ▓╗╓¬──╬╗╕▀╩╓╘┌╒╛╔╧┤½┴╦╢½╖╜┐∞│╡╫ó▓ß╗·ú¼╟δ╬╩ WZ> ╚τ║╬╩╣╙├ú┐╧╚╨╗╨╗┴╦... ┤╦└α╗░╠Γ▓╗╩╩║╧╘┌▒╛╨┼╟°╠╓┬█.╨╗╨╗║╧╫≈, ┤╦╨┼╬≡╗╪ ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚═══ http://www.nease.net/~dingkai ══════════════════════╝... .╬ñ╨í▒ª╤░╦╝:Wei Zhihui│╘┴╦╬╥╒Γ═δ╝╙┴╧┤≤▓╣╡─╓φ╚Γ░╫▓╦,▒╪╚╗░╦┐╫┴≈╤¬╢°╦└!--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20)[1998-03-24 ╨╟╞┌╢■] [13:22]╘┌╨┤╕°"Jammy Czao"╣╪╙┌"╟≤╜╠"╡─╨┼╓╨╜▓╡╜: JC> ─·╓¬▓╗╓¬╡└Windows─¼╚╧╡─Σ»└└╞≈╘⌡├┤╡≈╙├? JC> ╛═╩╟╦╡,╡▒╡π┴╦╥╗╕÷URL╥╘║≤,Windows95╫╘╢» JC> ┤≥┐¬╧╡═│─¼╚╧Σ»└└╞≈. :)) ╧≤╘╦╨╨EXE╬─╝■─╟╤∙╘╦╨╨╒Γ╕÷HTML╬─╝■. ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚═══ http://www.nease.net/~dingkai ══════════════════════╝... ╬ñ╨í▒ª╙∩┬╝ú║┤≤╗∩╡▒╚╗╢╝▓╗╘┌╒Γ└∩┴╦ú¼╩╟▓╗╩╟ú┐--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20)[1998-03-23 ╨╟╞┌╥╗] [00:29]╘┌╨┤╕°"Eddie Huang"╣╪╙┌"╓╞╫≈ *.??_"╡─╨┼╓╨╜▓╡╜: SL>> ╙├Compress╤╣╦⌡╚φ╝■. EH> ▓╗╨╨┬∩! ╓╞╫≈╡─??_▓╗─▄╙├EXPAND╜Γ┐¬! :~( ╗╗╕÷EXPAND, ╥¬─╟╓╓┐╔╥╘╙├ -r ▓╬╩²╡─. EH> ╙╨├╗╙╨╓╞╫≈ ??_ ╡─ WINDOWS API░í? ├╗╙╨. ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚═══ http://www.nease.net/~dingkai ══════════════════════╝... .├≈╕┤╟σ╖┤,─╕╡╪╕╕╠∞--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20)[1998-03-22 ╨╟╞┌╠∞] [20:12]╘┌╨┤╕°"Davy Kong"╣╪╙┌"╠╕╔·┤µ╙δ╔·╗ε"╡─╨┼╓╨╜▓╡╜: DK> ╔·┤µ╙δ╔·╗ε... ╔·╗ε╓╨╗ß╙╨║▄╢α╫╝╣µ└┤╘╝╩°╨╨╬¬╡─... ─π░╤╨┼╖ó╘┌╒Γ╕÷╨┼╟°, ╩╟▓╗╧δ╩▄╘╝╩°┬≡?┤╦╨┼▓╗╙├╗╪, ╨╗╨╗║╧╫≈. ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚═══ http://www.nease.net/~dingkai ══════════════════════╝... ╬ñ╨í▒ª╙∩┬╝ú║─╟╒Γ╩╟└╧╠∞╥»├╗┴╦╤█╓Θ╫╙└▓íú--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20)[1998-03-24 ╨╟╞┌╢■] [06:22]╘┌╨┤╕°"Xian Xiao Long"╣╪╙┌"PB 5.0"╡─╨┼╓╨╜▓╡╜: HD>> ╒Γ╩Θ╩╟▓╗┤φ╡─,┐╔╩╟╠½╣≤┴╦. HD>> ╬╥╙╨╥╗▒╛í╢Power Builder┐¬╖ó╓╕─╧í╖,▓╗┤φ╡─,╦ⁿ╥▓╙╨╥╗╒┼ XL> ^^^^^^^^^^^^^ XL> ╒Γ╚φ╝■╙╨╩▓├┤╠╪╔½,┐¬╖ó╩▓├┤╢╘╧≤╡─│╠╨≥,│╠╨≥▒α╨┤╡─╜ß╣╣ XL> ╘⌡╤∙? ╙├└┤┐¬╖ó┤≤╨═╩²╛▌┐Γ╙ª╙├╧╡═│╡─╥╗╕÷┐╔╩╙╗»┐¬╖ó╣ñ╛▀, ╢╘Sybase╡─╓º│╓╫ε║├. ╦ⁿ╡─│╠╨≥╩╟╙├╫╘╥╤╢¿╥σ╡─╜┼▒╛▒α╨┤╡─. ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚═══ http://www.nease.net/~dingkai ══════════════════════╝... ╬ñ╨í▒ª╙∩┬╝ú║Xian Xiao Longú¼─π╔φ╫╙▒ú╓╪ú¼┐╔╟º═≥▒≡╙╨╩▓├┤╔╦╖τ┐╚╦╘íó═╖═┤╢╟═┤íú--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20) ╬¬╩▓├┤╬╥╙├JavaScript╡─ back,go║»╩²╫▄╩╟▓╗│╔╣ª?╬╥╧δ╘┌╓≈╥│╓╨╧╘╩╛╥╗╖∙═╝╞¼,╙├╗º╡π╗≈║≤╗╪╡╜╟░╥╗╥│├µ,╙╔╙┌╙├╗º┐╔─▄═¿╣²▓╗═¼╡─═╛╛╢╡╜┤∩╕├╥│,╥≥┤╦╨Φ╥¬╩╣╙├╕├╣ª─▄,╬╥╙├╚τ╧┬╖╜╖¿: <A HREF="" onClick="history.back"><IMG SRC="XXX"> ╡½╩╟╙├╩≤▒Ω╡π╗≈╫▄╩╟╫¬╡╜href╦∙╓╕,JavaScript╙∩╛Σ▓╗╞≡╫≈╙├,╟δ╬╩┤φ╘┌║╬┤ª?╙╨║╬░∞╖¿╩╡╧╓?(▓╗╥¬BUTTON)... ╓ú╓▌ ╒┼∞┐... Email: zhang-wei@usa.net... ▓╗╩╟╬╥▓╗├≈░╫,╒Γ╩└╜τ▒Σ╗»╠½┐∞...--- ╬≈╡π╤º╔·╗ß v3.30 * Origin: -* ║╙─╧╩í╓╨╨╨╨┼╙├┐¿╨┼╧ó╓╨╨─ *- (6:662/1) ──╬╗┤≤╧└─▄╖┤▒α╥δJAVA CLASS,╟δ╗╪╨┼,┐┤─▄▓╗─▄░∩╬╥╖┤▒α╥δ╥╗╕÷Java│╠╨≥,╬╥╧┬╘╪┴╦╥╗╕÷cider,╡½╩╟╘┌╬╥╡─JDK1.1.4╗╖╛│╧┬╦└╗ε▓╗╓┤╨╨.... ╓ú╓▌ ╒┼∞┐... Email: zhang-wei@usa.net... ├½╓≈╧»╦╡:╗╣╩╟╚╦╢α┴ª┴┐┤≤!!!--- ╬≈╡π╤º╔·╗ß v3.30 * Origin: -* ║╙─╧╩í╓╨╨╨╨┼╙├┐¿╨┼╧ó╓╨╨─ *- (6:662/1) ╬╥╘┌╙├shell╙∩╤╘▒α╨┤╥╗CGI│╠╨≥,FORM╓╨╡─▓╬╩²╙├POST╖╜╩╜┤½╡▌,╬╥╘┌SHELL╓╨╙├╩▓├┤├ⁿ┴ε╢┴╚δ╩²╛▌?╢α╨╗┴╦!... ╓ú╓▌ ╒┼∞┐... Email: zhang-wei@usa.net... ▓╗╩╟╬╥▓╗├≈░╫,╒Γ╩└╜τ▒Σ╗»╠½┐∞...--- ╬≈╡π╤º╔·╗ß v3.30 * Origin: -* ║╙─╧╩í╓╨╨╨╨┼╙├┐¿╨┼╧ó╓╨╨─ *- (6:662/1) ╖≡╔╜╩╨│┐╣Γ┐╞╝╝╙╨╧▐╣½╦╛╒╨╞╕╡τ─╘▒α│╠╘▒3├√: ╥╗íó╣ñ╫╩1200╘¬/╘┬ú¼╫í╖┐▓╣╠∙300╘¬/╘┬ú╗ ╢■íó╕∙╛▌╧ε─┐║═▓·╞╖╠ß│╔ú¼▒ú╓ñ├┐╘┬╩╡╝╩╩╒╚δ▓╗╡═╙┌4500╘¬ú╗ ╚²íó╥¬╟≤╙δ╣½╦╛╟⌐┴╜─Ω╥╘╔╧║╧═¼ú╗ ╦─íó╙╨Windows╧┬╡─▒α│╠╛¡╤Θú¼├µ╩╘╨Φ┤°╥╤═Ω│╔╡─╫≈╞╖(VB╗≥VC╗≥Java╢╝┐╔)ú╗ ╬σíó╙╨Internet▒α│╠╛¡╤Θ╡─╙┼╧╚┐╝┬╟ú╗ ┴∙íó┤≤╫¿╥╘╔╧╤º└·ú¼╙ó╙∩┴╝║├ú¼╫╘┼σCall╗·ú╗ ╞▀íó┐╔┴ó╝┤▓╬╝╙╣ñ╫≈ú¼▒╛╜∞▒╧╥╡╔·╨╗╛°íú ╙╨╨╦╚ñ╟δ░╤┬─└·║═┴¬╧╡╖╜╖¿┤½╒µ╓┴0757-3388476ú¼╥▓┐╔╡╜╣½╦╛╓▒╜╙├µ╩╘ú¼ ╡τ╗░║═╨┼║»╨╗╛°íú ╡╪╓╖ú║╣π╢½ ╖≡╔╜ ╞╒└╜╢■┬╖39║┼╨┬╚┘┤≤╧├A╫∙4┬Ñ ┴¬┬τú║╘°╧╚╔· ┴║╨í╜π ╣½╦╛╓≈╥¬▓·╞╖╬¬í░╠∞╤█═╝╬─═¿í▒╣╔╞▒╜╙╩╒╗·íóí░╗ß═¿í▒▓╞╬±╧╡═│╡╚íú ╫ó╥Γú║╚τ╣√╣ñ╫≈╥╘║≤╖ó╧╓╩┬╩╡╙δ┬─└·▓╗╖√ú¼╜½╖ú╕▀╢ε╬Ñ╘╝╜≡íú ▒╛╨┼╬≡╗╪úí )WW( W ( 00 ) í∩ http://www.nease.net/~jafs í∩ jafs@nease.net í∩ |___íª__o0o________í∩ ╕°─·└┤╫╘╖≡╔╜╡─╫ú╕ú í∩ Jaf Smoking = ╒╘╤╠╧└ í∩... ╚τ╙╨╬Ñ╣µ ╧┬▓╗╬¬└² :)--- GoldED 2.50+ * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 0757-3387141í½3387144 ╖≡╔╜ (6:655/500)... Cao Zyuan╣√╚╗╕▀├≈,┼σ╖■┼σ╖■!! ─π╒Γ╦π? ╫╘╬╩╫╘┤≡? CZ> ═°╔╧╕≈╬╗┤≤╧└: CZ> BBS╔╧▓╦─±╥╗╓╗ CZ> ╨╥╗ß!╨╥╗ß! CZ> ╨í╡▄╜ⁿ╚╒╨┬╤ºVC 5.0(╙├╡─╩╟VC 5.0 Enterprise CZ> Version),╔ε╕╨Windows CZ> ╘█├╟╥╗╤∙ ╒Γ╡╣╒µ╩╟╥╗╤∙ CZ> ▒α│╠╙δDOS▒α│╠╙╨║▄┤≤╡─▓ε▒≡.╣╪╙┌╙╨╨⌐╬╩╠Γ╗╣╧δ╟δ╜╠═°╔╧╕▀╩╓! * CZ> ║╬╬¬MFC▒α│╠,║╬╬¬╖╟MFC▒α│╠ ╩╟▓╗╩╟╙╨├╗╙╨WinMain╡─▓ε▒≡? CZ> MFC╛═╩╟└α┐Γú¼╛═╩╟░╤╩▓├┤╢½╬≈╢╝╙├└α╖Γ╫░╞≡└┤ ^^^^^^^^^^^MICROSOFT ╗∙▒╛└α CZ> ╫ó▓ßWindows,┤┤╜¿Windows,╧√╧ó╤¡╗╖╡╚╩╟╖±╩⌠╙┌╖╟MFC▒α│╠? ^^^^^^^^╒Γ╥╤╙│╔Σ╬¬│╔╘▒║»╩² CZ> ┤░┐┌╥╤╛¡│╔╬¬└αú¼─π╥¬╫÷╡─╩╟╔∙├≈╥╗╕÷╒Γ╕÷┤░┐┌└α╡─╩╡└²▒Σ┴┐ CZ> * ╣╪╙┌Visual Studio 97╓╨╡─VC 5.0 Enterprise CD╓╨╡─DirectX└²│╠ ╬╥╗╣├╗╙╨╙├╣²╒Γ╕÷/^^^^^^^^^ CZ> SDK\DIRECTX\DDEX1,DDEX2,DDEX3,PALETTE╡╚└²│╠╚τ║╬▒α╥δ,▓ó╘╦╨╨? CZ> ░│▒α╥δ├╗╬╩╠Γ,╡½╘╦╨╨╩▒╫▄╩╟│÷╧╓"╓┤╨╨╖╟╖¿▓┘╫≈" CZ> ╙├╫╩╘┤╣▄└φ╞≈░╤─┐┬╝╧┬╡─╥╗╕÷╙δ─┐┬╝├√═¼├√╡─┤≤╕┼╬▐║≤╫║╡─╬─╝■╕─├√ CZ> ║≤╫║╬¬ mak ú¿┐╔─▄░╔ú¼╬╥═ⁿ┴╦ú⌐ú¼├√╚╬╥Γú¼╘┌VC└∩╙├┤≥┐¬╣ñ│╠ú¼╤í╘± CZ> ─π╥╤╛¡╕─║├├√╡──╟╬─╝■ú¼╦ⁿ╗ß│÷╢╘╗░┐≥╥¬╟≤─π╚╖╚╧╩╟╖±╕ⁿ╨┬╦ⁿ╡─╕±╩╜ú¼ CZ> ╚╖╚╧ú¼╛═╡≈╚δ┴╦ú¼╚╗║≤╛═┐╔╥╘▒α╥δ╘╦╨╨┴╦ú¼╡▒╚╗─π╡─╗·╔╧╥¬╫░DirectX3.0 CZ> ╥╘╔╧íú░╤└²╫╙╘╦╨╨╥╗╧┬ú¼╘┘┐┤╦ⁿ╡─┤·┬δú¼─π╛═╗ß╢╘╫╘╝║╙╨╨┼╨─╡─íú CZ> ╦ⁿ╡─└²╫╙╢╝╩╟▒Ω╫╝Cíú CZ> * ╣╪╙┌"╫╩╘┤" CZ> ╘┌VC╓╨╫╩╘┤╙ª╕├╙╨┴╜╓╓▒α╨┤─ú╩╜,(│╠╨≥╨╨▒α╨┤╙δ┐╔╩╙╗»▒α╨┤) CZ> ╡½░│╘┌VC 5.0 ╓╨╬▐╖¿╡≈│÷│╠╨≥╨╨▒α╨┤─ú╩╜. ╬╥╘┌VC═Γ╨┤,▓╗╣²╥▓├╗╩▓├┤╥Γ╥σ BTW:▓╦╡Ñ╓╨╡─╚τ║╬╙├╓╨╬─? BTW:╬╥╒²╘┌╕π╥╗╕÷"VC++│⌡╤º╒▀╘░╡╪"╡─╕÷╚╦╓≈╥│,╧δ║═╕≈╬╗╣▓═¼╜°▓╜.╧ú═√ ─▄└┤╠╕╠╕.╒Γ╩╟╬╥╡─╡┌╥╗╕÷╓≈╥│(═°╓╖╚τ╧┬),╕π╡├║▄▓ε.╝√╨ª┴╦! :(--- í∩íεí∩ í╝ ú╙úΘú≥úΘú⌡ú≤ í╜ í∩íεí∩⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ www.zhanjiang.gd.cn/personl/fiend ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñFiend Lab (H) í╝╒≥╜¡í╜ [E-MAIL] xiangh@usa.net ICQ: 3759535... SH▓ª╜ú╓╕╫┼Cao Zyuan,│ñ╥≈:"╩«─Ω─Ñ╥╗╜ú,╦¬║«╬┤╘°╩╘.╜±╚╒░╤╬╩╛²,╦¡╙╨▓╗╞╜╩┬"--- FastEcho 1.46.1 DPMI * Origin: Touch BBS, Zhenjiang, P.R. China. 86-511-5229970 (6:653/2400) -=> Quoting Bluefox Wu to All <=- BW> ╟δ╜╠╥╗╧┬ BW> ╘⌡╤∙╙├C╙∩╤╘╘┌╬≈╬─═╝╨╬╜τ├µ╧┬╩╡╧╓║║╫╓╧╘╩╛? BW> ▓╗─▄╡≈╙├║║╫╓┐Γ. ^^^^^^^^^^^^^^ ╡╜╡╫╩╟─π▓╗╗ß╘┌C╧┬╡≈║║╫╓┐Γ,╗╣╩╟▒α│╠╠⌡╝■▓╗╘╩╨φ╡≈║║╫╓┐Γ? ╧╓╘┌╡─╗·╞≈╢╝╙╨║║╫╓╧╡═│,╙▓┼╠╓╨┤µ╘┌║║╫╓╫╓─ú╬─╝■╩╟▓╗╤╘╢°╙≈╡─,╖┼╫┼╧╓│╔╫╓ ─ú▓╗╙├,─╤╡└╗╣╡├╫╘╝║╜¿╥╗╕÷?--- FastEcho 1.46pl1 DPMI * Origin: Rainbow BBS, Nanjing P.R.China (86-25-6634200 V34+) (6:653/1002) -=> Quoting Bandy Ye to All <=- BY> ╟δ╬╩╘⌡╤∙│╖└δTSR. ╒Γ╚í╛÷╙┌TSR╡─│÷┐┌╔Φ╓├,▓╗═¼╡─TSR│╖└δ╖╜╩╜╥▓▓╗╥╗╤∙. ╥╘┤≤╝╥╦∙╩∞╓¬╡─UCDOS╬¬└²,│╖└δ├ⁿ┴ε╩╟QUIT. ╙╨╨⌐MOUSE│ú╫ñ│╠╨≥╡─│╖└δ├ⁿ┴ε╩╟MOUSE/Q.... New Mail not found. Start whine-pout sequence? (Y/N)--- FastEcho 1.46pl1 DPMI * Origin: Rainbow BBS, Nanjing P.R.China (86-25-6634200 V34+) (6:653/1002)Hi!Lin Yi,─π║├: LY> ╨╓╡▄├╟: LY> Visual FoxPro╙╨╨⌐┬Σ║≤┴╦,╧╓╘┌╙├╨⌐╩▓├┤─╪? FoxPro --> Access ║▄▒╪╚╗. :) ─┐╟░╗╣╩╟╚╦ Tue Mar 24 19:03:19 1998... ┬┼╜╠▓╗╕─╡─╤º╔· --- "╔·╗»║╖╜½"--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008) TL> MS SQL server v6.5╓╨─▄╖±╕ⁿ╕─╥╗╕÷table└∩╡─field, ▒╚╚τ╔╛│²╕├╫╓╢╬╗≥╒▀╕─▒Σ TL> ╫╓╢╬╡─│ñ╢╚? alter table ... drop column╘┌╕├░µ▒╛└∩╩╟╖╟╖¿╡─.▓╗┐╔╥╘!╓╗─▄╕ⁿ╕─Column╡─├√╫╓,╗≥╒▀╘÷╝╙Column(╘÷╝╙╡─▓╗─▄╬¬Null)╚τ╣√╥╗╢¿╥¬╔╛│²Column╗≥╒▀╕─▒Σ│ñ╢╚,╓╗─▄╧╚╔·│╔╕├Table╡─SQL╙∩╛Σ,╚╗║≤═¿╣²╕ⁿ╕─SQL╙∩╛Σ╜¿┴ó╥╗╕÷╨┬Table,╘┘╙├insert into╜½╛╔╩²╛▌╡╝╚δ.... ╗¬┤ó╫╩╤╢╒╛ HUACHU INFORMATION BBS...í░ ╙ó╠╪─═╠╪ í▒╨┼╟°╣▄└φ╘▒ ú║Abraham Lincoln... E-mail: fqwang@hstar.lnu.edu.cn--- └╢▓¿95 v2.54 [NR] * Origin: Huachu Information BBS ╔≥╤⌠╗¬┤ó╫╩╤╢╒╛ 024-3922722,23,24 (6:651/240) HD>> ╒Γ╩Θ╩╟▓╗┤φ╡─,┐╔╩╟╠½╣≤┴╦. HD>> ╬╥╙╨╥╗▒╛í╢Power Builder┐¬╖ó╓╕─╧í╖,▓╗┤φ╡─,╦ⁿ╥▓╙╨╥╗╒┼ XXL> ^^^^^^^^^^^^^ XXL> ╒Γ╚φ╝■╙╨╩▓├┤╠╪╔½,┐¬╖ó╩▓├┤╢╘╧≤╡─│╠╨≥,│╠╨≥▒α╨┤╡─╜ß╣╣ XXL> ╘⌡╤∙?Power Builder╩╩║╧┐¬╖ó╩²╛▌┐Γ│╠╨≥,╦ⁿ╩╣╩²╛▌┐Γ┐¬╖ó╖╟│ú╝≥╥╫íó╕▀╨º,╦ⁿ╦∙┤°╡─SQL Anywhere╩╟╥╗╕÷═°┬τíó╡Ñ╗·╢■║╧╥╗╡─SQL Server.... ╗¬┤ó╫╩╤╢╒╛ HUACHU INFORMATION BBS...í░ ╙ó╠╪─═╠╪ í▒╨┼╟°╣▄└φ╘▒ ú║Abraham Lincoln... E-mail: fqwang@hstar.lnu.edu.cn--- └╢▓¿95 v2.54 [NR] * Origin: Huachu Information BBS ╔≥╤⌠╗¬┤ó╫╩╤╢╒╛ 024-3922722,23,24 (6:651/240)hello!all: ╟δ╜╠╕≈╬╗┤≤╧└,╚τ║╬╙├╗π▒α╓╕┴ε╩╢▒≡║═╤í╢¿╣Γ╟²?┤╦═Γ,╩╢▒≡│÷╡─CD╩╟╖±╗ß╙δ═°┬τ╙│╔Σ┼╠╗∞╧²?--- ¼σ¼╒ FOX & GLOAMING ¼σ¼╒--- @ @ From Ning Bo @ @--- ñ├ Email:nb_qyj@163.net ñ├... ╝╕╩▒▒¡╓╪░╤ ╫≥╥╣╘┬═¼╨╨ -- ╠╞/╢┼╕ª/╖ε╝├µΣ╓╪╦═╤╧╣½╦─╘╧--- ╧■╟∩╬╩╠Γ╔·│╔╞≈ v─■▓¿ * Origin: ª²╗╞╗Φ╨í╒╛ª² --╨╟║╙╡π╡╬, ░╫╘╞╙╞╙╞, ╝√╔╜║╙╚τ╓», ╚╦╤╠τ╘╚╞-- (6:660/1)hello!all! ╚τ║╬▒α╨┤win95│╠╨≥╩╣╞Σ╫ñ┴⌠─┌┤µ? ╫ε║├╕°░│╠∙╕÷╨í└²│╠(VB/Delphi)!╢α╨╗└▓!;) ╥▓┐╔╕µ╦▀░│╙╨╣╪╡─═°╓╖(╓╗─▄╩╟╣·─┌╡─!) :~~(--- ¼σ¼╒ FOX & GLOAMING ¼σ¼╒--- @ @ From Ning Bo @ @--- ñ├ Email:nb_qyj@163.net ñ├... ║┌░╡╕°┴╦╬╥║┌╔½╡─╤█╛ªú¼╬╥╚┤╙├╦ⁿ╤░╒╥╣Γ├≈...--- ╧■╟∩╬╩╠Γ╔·│╔╞≈ v─■▓¿ * Origin: ª²╗╞╗Φ╨í╒╛ª² --╨╟║╙╡π╡╬, ░╫╘╞╙╞╙╞, ╝√╔╜║╙╚τ╓», ╚╦╤╠τ╘╚╞-- (6:660/1)╕≈╬╗╕▀╩╓: ░│╧δ░╤fread╕─│╔╛▀╙╨╓╨╬─╠ß╩╛,╡½╜ß╣╣═¼fread╧α═¼ ╙├╖¿▒╚fread╝≥╡Ñ╡─║»╩²,readfile(...,...,...,*fp) ╡½╘⌡├┤┤╙fread║»╩²╓╨┤ª└φfp─╪?«╫ª≥ª≥ª≥ª≥ª≥ª≥ª≥ª≥╛»╕µª≥ª≥ª≥ª≥ª≥ª≥ª≥«╫»√»Γ NAME: ╣╦╨└ «█íí╒Γ╩╟╥╗╕÷╩╘╙├░µú¼╩╣╙├╞┌╥╤╣²úí╟δ╫ó▓ßúí«╪ COMPANY: «╜«¡«│«¬«º«╗«ε«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«φ«┘ SERIALS NUMBER:«╥«╙«╘«╒«╓«╒«╘ ... ║ß╘╜╫Φ╕⌠╡─┐╒╝Σ,╫╖╦▌├ú├ú╡─╦Ω╘┬,╬┤▒Σ╡─╣╪╨─,╦µ╫┼╒Γ╞¼╘╞--╝─╕°All!25 Mar 98--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008) -=>╘¡╨┼╩╟ Wen Li ╕° Want You ╡─<=- WY> ╬╥╘┌Delphi 1.0╧┬╧δ╫≈╥╗╕÷WinG╡─┐╪╝■,╡½╘┌TBitmap╢╘╧≤║═╝╕╕÷GDI║»╩²╧┬ WY> ┐¿╫í┴╦. WY> ... ─▄╖±╜½╫╘╝║╡─╥╗╕÷DIB╬╗═╝╖Γ╚δTBitmap╓╨─╪? WY> TBitmap╡──┌╚▌╓╗─▄╙├LoadFromFile░╤Bmp╬─╝■╫░╚δ. WY> ╚τ╣√╬╥╥¬╫╘╝║▓·╔·╥╗╕÷DIB╬╗═╝,╬¬╞Σ╔·│╔╥╗╕÷TBitmap╢╘╧≤,║├╧±╛═▓╗┐╔─▄┴╦. WY> TBitmap╦Σ╚╗╙╨╫╘╝║╡─Handle,╡½╒Γ╕÷Handle╩╟╙╔╞Σ╫╘╝║╔·│╔╡─(╬╥┐┤┴╦VCL╘┤┬δ). WL> ╙├bmp := TBitmap.Create;▓╗╨╨┬≡? Create╛═╔·│╔╫╘╝║╡─Handle┴╦.╬╥╩╟╧δ╕╢╥╗╕÷╫╘╝║╡─Handle╕°TBitmap. WY> ... GetObject╖╡╗╪HBitmap╡─╩▓├┤? WY> ╛═╩╟TBitmap╜ß╣╣┬≡? WL> ╖╡╗╪╡─╜ß╣╣╓╗░ⁿ║¼│▀┤τ║═╤╒╔½╨┼╧ó, ▓╗░ⁿ║¼╧±╦╪╡π╩²╛▌ WY> ╖╡╗╪╡─TBitmap╓╨╡─bmBit╛═╩╟╬╗═╝╡─╧≤╦╪╩²╫Θ┬≡? WY> ╚τ╣√╩╟,─▄╖±╓▒╜╙╖├╬╩bmBit╩²╫Θ. WY> ╢°▓╗╙├GetBitmapBit║═SetBitmapBit. ╬╥╘┌C++╓╨│ó╩╘╖├╬╩╒Γ╕÷╩²╫Θ,╜ß╣√╩╟"▒ú╗ñ┤φ"... ╗ε╡├╧≤╡π╚╦╤∙....--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) -=>╘¡╨┼╩╟ Tong Zhu ╕° All ╡─<=- TZ> ╟δ╬╩──╬╗╓¬╡└╘┌WATCOMC╓╨╚τ║╬╔Φ╓├640*480*256╧╘╩╛─ú╩╜? TZ> (╬╥╙├╡─╩╟_SETVIDEOMODE(VRES256COLOR),╡½╩╟▓╗╨╨, TZ> ░│╡─╧╘┐¿╩╟S280(1MB).). TZ> ╙╨──╬╗╓¬╡└╟δ╕µ╦▀░│╥╗╔∙,░│╘┌╒Γ└∩╧╚╨╗┴╦. s280╬╥├╗╙╨,╡½╬╥╓¬╡└WC╓╨╡─╒Γ╨⌐║»╩²╙δMSC╝µ╚▌. ╢°╟╥╬╥╘┌msc╓╨╔Φ╓├│╔╣ª┴╦.▓┘╫≈║▄┬²,║▄┬²... ╗ε╡├╧≤╡π╚╦╤∙....--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) -=>╘¡╨┼╩╟ Li Shen Jie ╕° Lin Quan ╡─<=- LQ> ╬╥▒α╡─╥╗╝≥╡Ñ╡─╙├PC└«░╚╖ó╥⌠╡─│╠╨≥╓╨,╙├DELAY LQ> ╙∩╛Σ╩╡╧╓╤╙╩▒. LQ> ╘┌╬╥╡─╗·╞≈╔╧╡≈╩╘┴╝║├,╘┌╥╗═¼╤º╝╥╚┤╦┘╢╚╞µ┐∞. LQ> ╧╓╘┌╬╥╘▌╩▒╗╗╔╧┴╦╦√╡─╨╛╞¼,╖ó╧╓╦┘╢╚╥▓▒Σ┐∞┴╦. LQ> Delay╤╙╩▒╡─╫╝╚╖▓╗╩╟╥└└╡╙┌╝╞╦π╗·╡──┌▓┐╩▒╓╙╡─ LQ> ╫╝╚╖╨╘┬≡?╗╗╗╗╨╛╞¼╗ß╙╨╚τ┤╦┤≤╡─▓ε╥∞? LQ> (MY:P100 HE:K5-133) LQ> ╙╨╬▐░∞╖¿╩╣┴╜╠¿╗·╞≈╨º╣√╥╗╤∙? LSJ> ╩╘╩╘╧┬├µ╒Γ╕÷╣²│╠: LSJ> procedure Wait(Time: Longint); { ╤╙│┘╡─├δ╩² = Time/18.2 } LSJ> var LSJ> T : Longint; LSJ> begin LSJ> T := MemL[$40:$6C]; LSJ> while Abs(MemL[$40:$6C]-T)<Time do; LSJ> end; ╒Γ╕÷╬╩╠Γ║├╧±╬╥╥╘╟░╦╡╣²,TC2.0╡─Delay╛═╩╟╒Γ╤∙╡─. ╡½╗╗┴╦BC 3.1╛═┐╔╥╘┴╦.... ╗ε╡├╧≤╡π╚╦╤∙....--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) ╬╥╒²╘┌╤º╧░ Win32 API ,╡½╙╨╥╗╩┬▓╗├≈,═√┤≤╝╥╓╕╡π:
╘┌ Windows 95 ╡─ kernel32.dll ╓╨,╙╨╥╗╫Θ╥╘ SMap ┤≥═╖
╡─║»╩²,╢°╬╥╦∙╢┴╣²╡─╜▓╩÷ Win32 API ╡─╩Θ╓╨╢╝╬┤╢╘┤╦╜°╨╨╣²
... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Ding Kai ╦╡ DK>> │²╖╟─π┐¬╖ó╡─╧╡═│╕°╫╘╥╤╙├. :D HD> ┐¬╖ó╦┘╢╚╢╘┐¬╖ó╣½╦╛║═╙├╗º╩╟╙╨╥Γ╥σ╡─,╞Σ╥Γ╥σ╛═╩╟╠ß╕▀╣ñ╫≈╨º┬╩. HD> ╕▀╡─╣ñ╫≈╨º┬╩╙╨║╬╡├╥µ╬╥▓╗╙├╦╡┴╦.─π╡├║├║├║├└φ╜Γ╥╗╧┬"╩▒╝Σ╛═╩╟╜≡╟«, HD> ╨º┬╩╛═╩╟╔·├ⁿ"╒Γ╛Σ╗░. DK> ╢╘┐¬╖ó╒▀╢°╤╘╓╪╥¬╡─┐¬╖ó╨º┬╩, ╢╘╙├╗º╢°╤╘╓╪╥¬╡─╘╦╨╨╨º┬╩. DK> ╬╥╧δ╢■╒▀╩╟▓╗╥╗╤∙╡─ :) ╢╘╙├╗º└┤╦╡,┐¬╖ó╨º┬╩╩╟╥╗╤∙╓╪╥¬╡─,╚τ╙├╗º╧δ╘┌╥╗╕÷╘┬─┌╥¬░╤╚φ╝■┐¬╖ó│÷└┤,┐╔─π╥¬╚²╕÷╘┬,╙├╗º╗ß╘⌡├┤░∞?╓╗║├╡╚┬≡?╒Γ╢╘╙├╗º└┤╦╡╩╟╥╗╕÷╦≡╩º. DK> ╘┌DOS╧┬┐╔─▄╖╤╛í╛┼┼ú╢■╗ó╓«┴ª▓┼─▄┐¬╖ó│÷└┤╡─╢½╢½, ╢╘╙├╗º┐╔─▄╩╟╕÷╘╦╨╨╨º┬╩ DK> ╝½╕▀╡─▒ª▒┤ :) ┤≤╨═╩²╛▌┐Γ╘┌DOS╧┬╡─╘╦╨╨╨º┬╩▓ó▓╗╥╗╢¿╕▀,╗╣╩╟╥¬╝╙┤≤─┌┤µ╡─,╙╨╩▒CPU╡╣╩╟╥╗╕÷╕ⁿ┤≤╡─╧▐╓╞. DK> ╖┤╣²└┤, ╙├╧╓╙╨╡─┐¬╖ó╣ñ╛▀╫÷╡─╢½╢½, ╘┌8M─┌┤µ╡─╗·╞≈╔╧┐╔─▄├╗╖¿╙├ :) DK> ╫▄▓╗─▄╬¬┴╦┐¬╖ó╨º┬╩╢°╚├╙├╗º╔²╝╢╗·╞≈░╔? ╝╕╩«╠¿╔╧░┘╠¿╡─╗·╞≈, ╔²╝╢╧ú═√╚╖ DK> ╩╡▓╗┤≤ :( ▓╗╩╟╬¬┴╦┐¬╖ó╨º┬╩╢°╚├╙├╗º╔²╝╢╗·╞≈,╛═╧≤╙├WORD╥╗╤∙,╩╟╙├WINDOWS░µ▒╛╡─╫≈╙├║═╨º┬╩║├,╗╣╩╟DOS╡─║├?─▄╙╨╝╕╩«╠¿╔╧░┘╠¿╡─╗·╞≈,╔²╝╢▓╗╩╟╬╩╠Γ,╓╗╥¬╦√├╟╓¬╡└╔²╝╢╡─║├┤ª,╬╥╡─╕▀╓╨═¼╤º╘┌╦│╡┬╦░╦∙╕╔,╦░╦∙╬¬┴╦╙├NT┴¼═°,░╤╚½╩╨╡─486╢╝╗╗│╔┴╦586,╗╣╙├PB╓╪╨┬┐¬╖ó┴╦╚φ╝■. DK>> ╡▒╖├╬╩╥╗╕÷╥╗═≥╠⌡╥╘╔╧╝╟┬╝╡─DBF╩²╛▌┐Γ╩▒, Delphi 3.0╬▐┬█╚τ║╬╢╝▒╚▓╗╔╧ DK>> Foxpro for DOS╡─╧∞╙ª╦┘╢╚. └╧╨╓┐╔╥╘╩╘╩╘. HD> ─π╕╔┬≡╖╟╥¬╙├Delphi╚Ñ╢┴Foxpro╡─╩²╛▌┐Γ─╪?╒Γ╘⌡├┤┐╔╥╘╙├└┤╫÷ HD> ▒╚╜╧╡─╓╕▒Ω.DBF╡─╜ß╣╣╩╟╫¿├┼╬¬FOXPRO╢°╔Φ╡─,Delphi╥¬╙├╦√╥¬╛¡╣² HD> ODBC▓┼─▄╙├╦√,╘┌╦┘╢╚╔╧╡▒╚╗▓╗╨╨.─π╘⌡├┤▓╗╙├Delphi╫╘╝║╡─╩²╛▌┐Γ└α╨═ HD> └┤╫÷╥╗╕÷▒╚╜╧. DK> ╬╩╠Γ╩╟╬╥╧╓╘┌╩╡╘┌╒╥▓╗╡╜╕ⁿ║├╡─╘┌WIN3.X╧┬─▄╙├╡─┐╔╥╘╖├╬╩DBF┐Γ╡─┐¬╖ó╣ñ╛▀ DK> :) ╓┴╙┌╬¬╔╢╙├DBF┐Γ, ╘¡╥≥╡╣╩╟╖╟│ú╡─╝≥╡Ñ: ╙├╗º╥¬╟≤! DK> ═¼╩▒, ╬╥╥▓▓╗╚╧╬¬VB╗≥PB╗ß▒╚Delphi┐∞╢α╔┘. ┐┤└┤╒Γ╙├╗º╡╣╢«╡π╡τ─╘,╛╙╚╗╢«╡├╥¬╙├DBF┐Γ.╞Σ╩╡╬╥├╟╜Γ╩═╟σ│■,╙├╗º▓╗╥╗╢¿╥¬DBF┐Γ╡─. DK> ╬╥╡──┐╡─▓ó▓╗╩╟╬¬┴╦▒╚╜╧╦ⁿ├╟, ╢°╩╟╬¬┴╦╒╥╡╜╥╗╓╓─▄╚├╬╥┐∞╡π╧┬╩╓╕╔╗ε╡─╢½╢½. DK> ╡▒╬╥─├╡╜╙├╗º╠ß╣⌐╡─╧╡═│╔Φ╝╞▒¿╕µ║═╧╡═│╨Φ╟≤╖╓╬÷╩▒, ╬╥╓╗─▄╘┌╙╨╧▐╡─╖╢╬º─┌ DK> ╜°╨╨╤í╘± :( ╒Γ╡▒╚╗,╤º╧░╨┬╢½╬≈▓ó▓╗╩╟╚▌╥╫╡─,▓╗╣²,╧╓╘┌╤º╥╗╤º├╗╗╡,╘┌╬╥├╟╒Γ▒▀,╒╒╣ñ╥¬╟≤╥╘╩╟╢«VBíóPB╡─╙┼╧╚┴╦. DK> ╚τ╣√╬╥─▄╢╘╙├╗º╦╡: ╬╥╒Γ╕÷╧╡═│▒╛└┤╨Φ╥¬3╕÷╘┬▓┼─▄═Ω│╔, DK> ╧╓╘┌╓╗╨Φ1╕÷╘┬╛═╨╨┴╦, ╡½─π├╟╡├░╤╗·╞≈╔²╝╢, ░╤▓┘╫≈╘▒┼α╤°╡├─▄╙├WIN95. DK> ─╟├┤╔╧╩÷╡─╬╩╠Γ▒π╢╝▓╗┤µ╘┌┴╦ :) ╘┌DOS╧┬,─π╥╘╬¬▓╗╨Φ╥¬┼α╤°┬≡?─╟╕ⁿ─╤┼α╤°,╚τ╣√╗╣╥¬╕π─┌┤µ┼Σ╓├,─╟╢╘╙├╗º└┤╦╡┐╔╩╟╠∞┤≤╡──╤╠Γ.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╬¬╛²│╓╛╞╚░╨▒╤⌠ ╟╥╧≥╗¿╝Σ┴⌠═φ╒╒ -- ╦╬/╦╬╞ε/╙±┬Ñ┤║--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Ding Kai ╦╡ XXL>> DOS╩╟╙ª╙├┬╩╫ε╕▀╡─╚φ╝■,╘┌─│╥╗┴∞╙≥─┌,╩╟╥╗╓╓▓╗┐╔ ║⌡╩╙╡─╙∩╤╘. HD> ▓╗╥¬└╧╧≥║≤┐┤,─π╦╡,╩╟╨┬╙├╗º╢α,╗╣╩╟└╧╙├╗º╢α? HD> ╨┬╙├╗º╧╓╘┌╥╗░π╫░╩▓├┤╗·╞≈?╗·╞≈╥╗░π╫░╩▓├┤╧╡═│? HD> ╚τ╣√╥¬░╤╦√╕π│╔═°┬τ╡─╗░,╩╟Windows║├╗╣╩╟Novell║├? DK> ╚τ╣√┤╙╚½╛╓╜╟╢╚└┤╜▓, ╡▒╚╗╩╟╨┬╙├╗º╢α┴╦, ╡½╒Γ╙╨╩▓├┤╥Γ╥σ─╪? ╥Γ╥σ╛═╩╟╬╥├╟╙ª╕├╒╝╙╨╒Γ▓┐╖╓╨┬╙├╗º,╢°▓╗╚├╦√├╟┴∩╡⌠. DK> ▒╚╚τ╦╡└╧╨╓┐¬┴╦╥╗╝╥╚φ╝■╣½╦╛, ┤╙╩┬╕≈╓╓╚φ╝■┐¬╖ó╡─. DK> ─╟├┤│ú╝√╡─┐¬╖ó╖╜╧≥╙╨┴╜╓╓: DK> ╥╗╓╓╩╟═¿╙├╨╘▓·╞╖: ╢╘╙┌╒Γ╓╓─π╥¬╟≤─π╡─▓·╞╖╓╗─▄╘┌WIN95, 32M─┌┤µ╡─ DK> ╗·╞≈╔╧╘╦╨╨, ─π╚╧╬¬╨╨╡├═¿┬≡? ╩┬╩╡╔╧, ┤≤╢α╩²╡─for 95▓·╞╖╢╝╙╨╧α╙ª DK> ╡─Windows 3.x░µ. DK> ┴φ╥╗╓╓╩╟╫¿╙├▓·╞╖: ╒δ╢╘─│╨╨╥╡, ─│╡Ñ╬╗╡─, ─π─▄╓╗│╨╜╙╛▀╙╨╕▀╡╡╗·╡─ DK> ╦∙╬╜"╨┬╙├╗º"╡─╗ε┬≡? DK> ╡▒╚╗, ╚τ╣√─π╩╟─│╡Ñ╬╗╡─╝╞╦π╗·╓≈╣▄, ╘≥╡▒▒≡┬█, ╥≥╬¬╠⌡╝■╥╤╛¡╢¿╦└┴╦. ─π┬≥┐┤╡╜,╧╓╘┌╡─┤≤╚φ╝■╣½╦╛╥╤▓╗│÷WIN3.X░µ▒╛╡─╢½╬≈┴╦┬≡?╒Γ╩╟│▒┴≈,╩╟▓╗┐╔┐╣┴ª,╚τ╣√─π╫¬▒Σ┬²╡π,─π╛═╗ß┬Σ║≤,IBM╛═╩╟╥╗╕÷║▄║├╡─└²╫╙.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╫╙╘╗:"╛²╫╙╙√┌½╙┌╤╘╢°├⌠╙┌╨╨."--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Ding Kai╘°╢╘Xian Xiao Long╦╡╞≡PB 5.0 XL> ▓╗╩╟╩²╛▌╜ß╣╣,╩╟│╠╨≥▒α╨┤╡─╜ß╣╣. :) DK> ┐┤┤φ┴╦ :) DK> ╥¬▒╚FOXPRO╢α╥╗╨⌐┐╪╓╞╖╜╩╜, ╡½╬╥▓╗┤≤╧▓╗╢╦ⁿ, ╠½╖╓╔ó┴╦. ^^^^^^ ─╟╛▀╠σ╩╟╘⌡╖╓╔ó╖¿. :) DK> ╗≥╨φPB5.0▓╗╩╟╒Γ╤∙. btw:╬╥╧δ╬╩╬╩└δ╔ó╩²╤º╩╟╩▓├┤╢½╬≈?║═▒α│╠╙╨╩▓├┤╣╪╧╡. :)... ¼⌡ ▒╛╚╦╨╒├√:┘■╨Ñ┴· ID:Xian Xiao Long 20╦Ω ¼⌠... E-MAIL:xiao-long@163.net ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ [W]>>> LV:6╝╢ ╕∩├ⁿ╔╨├╗│╔╣ª ═¼╓╛╗╣╨Φ┼¼┴ª(98/04/06)... ╬─╫╓╘╡═¼╣╟╚Γ╔ε -- ╟σ/╣¿╫╘╒Σ/╘╙--- └┤╫╘╖≡╔╜╡─╬╩║≥ v XXL * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501) -=>╘¡╨┼╩╟ Lin Quan ╕° All ╡─<=- LQ> 3.╙├DELPHI╓╨╡─╗¡═╝╣ñ╛▀╜¿═╝▒Ω,╚τ║╬╩╡╧╓╞Σ▒│╛░╔½║═ LQ> ╡▒╩▒╡─▒│╛░╔½╥╗╓┬. ░∩╓·╦╡╡─║▄╟σ│■: . A transparent area allows the desktop color behind the icon or cursor to show through. . An inverted area reverses the desktop color at run time. The designated transparent and inverted colors do not appear in your icon or cursor at run time. Instead, they are replaced by the desktop color or its inverse. The colors that you set as Transparent and Inverted should be colors that you won't use in your icon or cursor. The default transparent color is the current desktop color set in the Windows Control Panel's color palette. If the desktop uses a dithered color, the default transparent color is the nearest solid color that the Image editor can provide. (If you have a 256-color device, this restriction does not apply; the default transparent color will always match the desktop color.) You can change the transparent color to something other than the desktop color, but it will always revert to the desktop color each time you start the Image editor. Nevertheless, regions that you designate as transparent - using the default color or a color you assign - remain transparent and take on the current transparent color. Note: You can change colors so that you have transparent and nontransparent regions that use the same color.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Yin Qiang to Jammy Czao <=- YQ> <<< VB φ¼╘░: www.nease.net/~jackyyin JC> ╬╥╧δ╚Ñ─π╡─╓≈╥│┐┤┐┤,╡½╩╟├╗╙╨┴¼╔╧. :( YQ> . ▓╗╗ß░╔!├┐╠∞╢╝╙╨╥╗┴╜░┘╚╦└┤▓╬╣█─╪! JC> ╧ú═√═∙║≤─▄╢α╜╗┴≈VB╡─▒α│╠╛¡╤Θ. :) YQ> . ╔╧╬╥╡─╓≈╥│░╔!╔╧├µ╡─ VB ┬█╠│ ╔╧╕▀╩╓╘╞╝»! ╔╧╚Ñ┴╦!╧┬╘╪┴╦╥╗╨⌐║├╢½╬≈.┐╔╧º╙╨╨⌐┐╪╝■╨Φ╥¬╫ó▓ß. JC> BTW:─·╓¬╡└╘⌡├┤╘┌VB└∩╡≈╙├╧╡═│─¼╚╧╡─inetΣ»└└╞≈┬≡? YQ> . ╝≥╡Ñ╡─╖╜╖¿┐╔╥╘╙├ ShellExcute API║»╩² YQ> . ╔╘╬ó╕┤╘╙╡π╛═╩╟▓Θ╫ó▓ß▒φ. ▓Θ╫ó▓ß▒φ╬╥╡╣╗ß┴╦,ShellExecute()┐╔╩╟▓╗╗ß╙├┴╦,─π╥¬▓╗╧╨┬Θ╖│ ╛═╕°░│╜▓╜▓░╔, :) BTW:─π╓¬╡└╙╨╜▓VB╡─API║»╩²╡≈╙├╡─╓≈╥│┬≡? :)~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ... ... ... ... ... ... ... ... ... ... ... ... ...--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Jason Schuman to Jammy Czao <=- -=>╓╗╝√Jammy Czao╙δAll╥╗═¼╟╞╝√┴╦PowerBuilder6.0<=- -=>╢┘╩▒││╡├▓╗┐╔┐¬╜╗,║÷╠²╢·▒▀╬╦╡─╥╗╔∙<=- JC> ╘┌SyBase╡─╓≈╥│╔╧╙╨PB6.0╡─▓Γ╩╘░µ.┤≤╕┼6XXM░╔. JC> www.sybase.com JS> ╙╨4XXM╩╟╥╗╕÷└╧═Γ╘┌╜▓╗░. ▓╤└ó,╬╥╧╓╘┌╓╗╠²╦╡╣²PowerBuilder. ╬╥┐┤╥╗╨⌐╩Θ╔╧╡─PB╙∩╛Σ║├╧≤┤°╨╨║┼. :))~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ... ... ... ... ... ... ... ... ... ... ... ... ...--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Yin Qiang to All <=- BX> ─▄▓╗─▄╕°░│╜Θ╔▄╥╗╧┬VB 5.0╧┬╡─ActiveBar ╒Γ╕÷┐╪╝■╡─╧Ω╧╕╙├╖¿.╨╗┴╦! RY> ╬╥╥╡╧δ╓¬╡└.╗╪╨┼╟δ╕°ALL YQ> . ╞Σ╓╨░ⁿ└¿ OCX ┐╪╝■,╔Φ╝╞╞≈,╧Ω╧╕░∩╓·╬─╝■ YQ> . ┤╦┐╪╝■╙δ╓┌▓╗═¼╓«┤ª╘┌╙┌╞Σ╔Φ╝╞╞≈ YQ> . ╙├╩≤▒Ω╙╥╝ⁿ░┤┐╪╝■,╤í╘± Design,╝┤╜°╚δ╔Φ╝╞╫┤╠¼ ─π╓≈╥│╔╧╡─┴╜╕÷┴¼╜╙╢╝▓╗─▄╧┬╘╪.(╘┌4╘┬6║┼═φ╔╧)~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ... ... ... ... ... ... ... ... ... ... ... ... ...--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Yin Qiang to Shen Long <=- SL> ║├╧≤╙├Delphi,VB,PB▒α╩²╛▌┐Γ│╠╨≥╓╨, SL> ║├╧≤╢╝╙├Tab└┤╫¬╥╞╜╣╡π.╡½╚τ║╬╙├Enter└┤ ┤·╠µ─╪? SL> ╚τ╬╥╥¬╩Σ╚δ╕≈╫╓╢╬╢╝╩╟╩²╫╓, SL> ╚τ╙├╨í╝ⁿ┼╠╔╧╩Σ═Ω╥╗╕÷╫╓╢╬,╓▒╜╙░┤Enter░╤╜╣╡π╥╞╡╜ SL> ╧┬╥╗╕÷╫╓╢╬╓╨╜°╨╨╩Σ╚δ.╒Γ╤∙╛═╖╜▒π╢α┴╦,╚τ└╧╩╟░┤Tab╫¬╥╞╜╣╡π,╠½┬Θ╖│┴╦. SL> ╟δ╕≈╬╗╕▀╚╦╓╕╜╠. YQ> . ╘┌ VB ╓╨┐╔╥╘╙├╥╘╧┬╖╜╖¿: YQ> . ╘┌ KeyUp ╩┬╝■╓╨┼╨╢╧░┤╝ⁿ,╚τ╣√╩╟ Enter,╘≥╔Φ╓├ Focus ╡╜╧┬╥╗┐╪╝■. ╗≥╒▀╡╜╫╓╖√╨┤╡╜╘ñ╢¿╡─╩²┴┐╥╘║≤,Focus╡╜╧┬╥╗╕÷. :))~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ... ... ... ... ... ... ... ... ... ... ... ... ...--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)╙╨╥╗─╤╠Γ: (╝▒!!!) ╘┌win95╧┬╥¬╧╘╩╛┤½╒µ╕±╩╜╡─╬─╝■,╡½╬╥▓╗╓¬╡└╬─╝■╕±╩╜ :( ╥¬╢╘╧╘╩╛╡─╬─╝■╜°╨╨╨²╫¬,╖┼┤≤,╦⌡╨í,╙├─╟╓╓╙∩╤╘▒α│╠╫ε┐∞,VB─▄▓╗─▄? ╕≈╬╗┤≤╧└┐∞░∩░∩├ª!!! =*=*=*=*=* ╓ú╓▌-╣∙╤╨ =*=*=*=*=* TEL:0371-8982414 BP:127-0116381 E-mail : jqneta@public.zz.ha.cn... ▓╗┼┬╫÷▓╗╡╜,╛═┼┬╧δ▓╗╡╜...--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)[1998-03-31 ╨╟╞┌╢■] [22:08]╘┌╨┤╕°"Guo Fenghua"╣╪╙┌"Delphi 3.0"╡─╨┼╓╨╜▓╡╜: GF> ░│╧δ╬╩╥╗╬╩,╘╦╨╨Delphi GF> 3.0╨Φ╥¬╘⌡╤∙╡─╙▓╝■┼Σ╓├?░│╡─486/100,16M─┌┤µ─▄╒²│ú╘╦╨╨ ┬≡?═√╕▀╩╓╓╕╡π! ┐╧╢¿┐╔╥╘╒²│ú╘╦╨╨, ╡½─π╡─╙▓┼╠╚┤├╗╙╨╨¬╡─╩▒║≥┴╦ :) ~~~ ╔══ ╢í┐¡ -- ░«╨─╚φ╝■╣ñ╫≈╫Θ ═════════════════════Ö═══╗... ║ C:\China\ZhengZhou\LoveHeart Software\DingKai ║ ╚═══ http://www.nease.net/~dingkai ══════════════════════╝... ╬ñ╨í▒ª╙∩┬╝ú║╬╥╫╘╝║╒╥└╓╫╙ú¼─π▓╗╙├┐═╞°íú--- GoldED/386 3.00.Beta2+ * Origin: ░«╨─╚φ╝■BBS╒╛ (LoveHeart BBS) -*- 22:00-07:00 (6:662/20) ╝╟╡├ Viano Wu ╘┌╕° Patrick Xiao ╡─╞Σ╓╨╥╗╖Γ╣╪╙┌ í╢PVFP 5.0í╖╡─╨┼╓╨╠ß╡╜ú║ VW> ╬╥╘▌╩▒╒╥╡╜╡╜PVFP5.0, ╓╗╩╟╘┌╤º╙├3.0, ▓╗╓¬┴╜╒▀╣ª─▄╔╧╙╨╩▓├┤▓╗═¼? VW> 3.0┐╔╥╘╓╞╫≈░▓╫░┼╠┬≡? ╖╜╖¿╚τ║╬? ╬╥╥▓╩╟╕╒╕╒┐¬╩╝╤º.╛▀╠σ▓╗┤≤╟σ│■.║├╧≤5.0▒╚3.0╢α│÷┴╦100╢α╠⌡ ├ⁿ┴ε,╛┐╛╣╢α╘┌──└∩,╬╥╥▓╥º▓╗╠½╫╝. :( 3.0┐╔╥╘╓╞╫≈░▓╫░┼╠╡─░╔,VFP3.0╫Θ└∩╛═╫¿├┼╙╨╥╗╕÷░▓╫░╬─╝■╔·│╔╧≥╡╝, ░┤╒╒╦ⁿ╡─╠ß╩╛╚Ñ╫÷╛═│╔┴╦.... íεí∩ííPatrick Xiao ú» Shen Yang í∩íε~~~ E-mail : patrick_xiao@yahoo.com ... ╬╥╥▓╛═╓╗╓¬╡└╒Γ├┤╢α--- └╢▓¿│╡├≈║║╗»░µ v8.88 * Origin: Huachu Information BBS ╔≥╤⌠╗¬┤ó╫╩╤╢╒╛ 024-3922722,23,24 (6:651/240) XHT> ╚τ╣√─π╡──┐╡─▓┘╫≈╧╡═│▓╗╫Φ╓╣─π╖├╬╩╙▓╝■. XHT> 1. ┐╪╓╞╧╓┤µ╨╛╞¼╔╧╡──┌┤µ╦┘╢╚, ╙╨┐╔─▄╩╣╞Σ╣²╚╚╔╒╗┘. XHT> ╧≤Voodoo ╝╙╦┘│╠╨≥, ╗≥╒▀ mclk (s2/trident/cirrus XHT> ╡╚╡─╝╙╦┘)─╟╤∙╕╔. XHT> 2. ╞╞╗╡╙▓┼╠╔╧╡─firmware, ╙▓┼╠╓╗─▄╓╪╨┬┬╝╚δfirmware XHT> ▓┼─▄╩╣╙├, ╢╘╥╗░π╙├╗º╢°╤╘, ╡╚╙┌▒¿╖╧. ( ╧≤─┐╟░╘┌internet ╔╧, XHT> ╬╥╛═╒╥▓╗╡╜ ╬╥╡─Quantum HD ╡─firmware, ╓╗─▄╒╥╡╜Seagate╡─). HL> ╚τ╣√╙╨╚╦╙├╒Γ└┤╕π V, ─╟╛═╒µ╩╟╩└╜τ─⌐╚╒┴╦. XHT> ─π▒≡╦╡, ╒Γ╓╓▓í╢╛╡─▒α╨┤▓ó▓╗─╤, ═°╔╧╙╨╧╓│╔╘┤┬δ, ╙╓╙╨╔·│╔╞≈. XHT> ▓ó╟╥╧╓╘┌ DOS/95 ╧┬, ╨┤╕÷▒ú╗ñ╖╜╩╜╡─▓í╢╛, ┐╔╥╘╕ⁿ║├╡╪╥■▓╪, XHT> ╬╥┐┤╥╘║≤╥╗╢¿╗ß│÷╧╓╒Γ╤∙╡─▓í╢╛! ┤≤╝╥╗╣╩╟╩╣╙├░▓╚½╥╗╡π╡─OS║├┴╦.╞Σ╩╡└╧╨╓▓╗╙├╠½╡ó╨─,─π╓╗╥¬┐┤┐┤╧╓╘┌┴≈╨╨╡─virus╛═╗ß╖ó╧╓┤≤╢α╩²╢╝▓╗╩╟E╨╘╡─.╒Γ▓╗╩╟╥≥╬¬╨┤E╨╘virus╡─╚╦╔┘.╢°╩╟╥≥╬¬╚τ╣√╥╗╕÷virus╩╟E╨╘╡─╚τ╒Γ╕÷╞╞╗╡HD╡─firmware,──╦ⁿ╥╗╖ó╫≈╡╚╙┌░╤╫╘╝║╥▓╕°▒¿╧·┴╦.╥▓╛═╘┘╥▓▓╗─▄┤½╚╛┴╦....zhongbo@usa.net... --- CatMail For PWin v1.3b * Origin: West-Line Programmer's BBS * 86-756-333-1931±1 (6:655/301) -=> Quoting John Smith to ALL <=- BY> HI ALL, BY> ╟δ╬╩╘⌡╤∙│╖└δTSR. JS> ╬╥╥▓╧δ╓¬╡└, Thanks. :) ▓╗═¼╡─TSR,│╖└δ╖╜╖¿╥▓▓╗╥╗╤∙. ╚τ┤≤╝╥╦∙╩∞╧ñ╡─UCDOS│╖└δ├ⁿ┴ε╩╟QUIT,╙╨╨⌐╩≤▒Ω│ú╫ñ╟²╢»│╠╨≥╡─│╖└δ├ⁿ┴ε ╬¬MOUSE/Q.... Go straight to the docs. Do not pass GO. Do not collect $200!--- FastEcho 1.46pl1 DPMI * Origin: Rainbow BBS, Nanjing P.R.China (86-25-6634200 V34+) (6:653/1002) -=> Quoting Jammy Czao to All <=- JC> Hello! JC> ╟δ╬╩Windows95╩╟╘⌡├┤╩╢▒≡╫≤╙╥Shift╝ⁿ╡─? :)) ╜¿╥Θ┐┤╥╗┐┤PC╙▓╝■╖╜├µ╜▓╝ⁿ┼╠╝░╞Σ╓╨╢╧╡─╩Θ╝«. ╫≤╙╥Shift(═¼└φ,╫≤╙╥Alt,╫≤╙╥Ctrl,╫≤╙╥╩²╫╓╝ⁿ),╦ⁿ├╟╡─╝ⁿ┬δ╩╟▓╗═¼╡─.... Tagline fever is the primary symptom of the Blue Wave epidemic!!--- FastEcho 1.46pl1 DPMI * Origin: Rainbow BBS, Nanjing P.R.China (86-25-6634200 V34+) (6:653/1002)-=> Wang Hongyi ║═ All ┴─╫┼ "Copy file in pascal",╬╥╥▓╦╡┴╜╛Σ <=- WH> Pascal╡▒╓╨╙╨├╗╙╨╩▓├┤╣²│╠─▄╣╗═Ω│╔╜½╥╗╕÷╬─╝■┤╙╥╗╕÷─┐┬╝ WH> copy╡╜┴φ╥╗╕÷─┐┬╝? ╚τ╣√╙╨, ╟δ╕µ╦▀╬╥╧α╙ª╡─░∩╓·╬─╝■╚τ║╬ WH> ╒╥╡╜. ╨╗╨╗. ├╗╙╨╧╓│╔╡─. ▓╗╣²╙╨╧┬├µ┴╜╕÷╝≥╡Ñ╡─╩╡╧╓╖╜╖¿: 1.└√╙├DOS╡─copy├ⁿ┴ε(╢╘╣╪╝ⁿ╫╓Exec╟≤░∩╓·). 2.└√╙├Pascal╡─╬─╝■╢┴╨┤▓┘╫≈┐╜▒┤╬─╝■(╢╘╣╪╝ⁿ╫╓BlockRead╟≤░∩╓·). ╔╧├µ┴╜╓╓╖╜╖¿╡─░∩╓·└∩╢╝╙╨Example(╚τ╣√─π╙├╡─╩╟TP 6.0╥╘╔╧╡─╗░). ╜¿╥Θ─π╩╣╙├╡┌╥╗╓╓,╥≥╬¬╚▌╥╫╥╗╨⌐ -- ╦╡░╫┴╦╛═╩╟┐╔╥╘═╡╥╗╡π└┴ ;)>>> ⌐┤ ⌐╨ ⌐░⌐┤⌐┤⌐░⌐░⌐┤⌐╨⌐┤ ⌐╨ ⌐╨⌐░⌐┤ ╚╩╒▀▓╗╙╟ <<<>>> ⌐ª ⌐ª ⌐╕⌐┤⌐└⌐╚⌐└ ⌐ª⌐ª ⌐ª ⌐ª⌐└ ╓╟╒▀▓╗╗≤ <<<>>> ⌐╕⌐╝⌐╪ ⌐╕⌐╝⌐╝⌐╕⌐╕⌐╝⌐╝⌐╕ ⌐╕⌐╝ ⌐╪⌐╕⌐╝ ╙┬╒▀▓╗╛σ <<<... Li Shen Jie┤╙└┤▓╗╧╣╦╡╡─.--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008) -=> ╥²╥╗╖Γ Huang Dengqiao ╕° Ma Yongning <=- MY> ╚Ñ─Ω╛═┐┤╡╜╙╨╚╦╠ß╡╜DELPHI3░▓╫░║≤,╩╣╙├╦└╗·╡─╬╩╠Γ,╡▒╩▒╬╥░▓╫░╩▒╥╗╟╨╒²│ú,┤╙╬ MY> ┤╦└╣²╗· ,╦∙╥╘╥▓╬┤╫ó╥Γ. MY> ║≤└┤╬╥╔²╝╢┴╦╥╗╧┬╗·╞≈,╓≈╥¬╩╟╝╙┴╦╥╗╕∙16M╧╓┤·╡─SD-RAM,╧╓╘┌╩╟32M.╡½╥╘║≤░▓╫░ MY> DELPHI║≤,╞⌠╢»╣²│╠╓╨,╧╚│÷╧╓COMPONENT▓╦╡Ñ,╚╗║≤╡╜│÷╧╓DATABASE▓╦╡Ñ╩▒╦└╗·,╥¬ MY> ░┤RESET ▓┼─▄╓╪╨┬╞⌠╢». MY> ║≤└┤╩╘╫┼╓╪╨┬╥╘╫╘╢¿╥σ░▓╫░,╖ó╧╓▓╗╫░ACTIVEX╫Θ╝■,▒π▓╗╗ß╦└╗·. MY> MY> ║≤└┤╙╓╩╘╫┼╥╘═Ω╚½░▓╫░,╦└╗·║≤╓╪╨┬╞⌠╢»,╔╛╡⌠*SMP*.DCL╬─╝■,*┤ª╛▀╠σ╝╟▓╗╡├┴╦, MY> ╒Γ╤∙▒π▓╗╦└╗·┴╦,╡½SAMPLE╥│╓╗╩ú╥╗╕÷┐╪╝■┴╦.┐┤└┤*.DCL╩╟╫Θ╝■░σ╡─┼Σ╓├╬─╝■. MY> ╙╨──╬╗╓¬╡└╦└╗·╡─╛▀╠σ╘¡╥≥,╟δ▓╗┴▀┤═╜╠. HD> ╬╥▓╗╓¬╡└╛▀╠σ╘¡╥≥,▓╗╣²,╬╥╫░╡─╩▒║≥╩╟╧╘╩╛╟²╢»│╠╨≥╡─╬╩╠Γ,╬╥╕─┴╦╧╘╩╛ HD> ╟²╢»│╠╨≥╓«║≤,╦ⁿ╛═╒²│ú┴╦.╙╓╙╨┐╔─▄╩╟╙δDirectX╙╨╣╪,╬╥╘¡╧╚╡─╧╘╩╛╟²╢»│╠╨≥ HD> ╙δDirectX╙╨│σ═╗. HD> ╬╥╫░╡─╩╟WIN95OSR2║═DirectX 5.0. ╬╥╡─╩╟VIEWTOP S3 VIRGE 3325╡─┐¿,4M╧╘┤µ.╞╜╩▒║═DIRECTX║├╧≤╥▓├╗│σ═╗. ╘┌╘¡└┤2M╩▒╥▓╨╨,╥≥╬¬╬╥╡─╧╘┤µ║═─┌┤µ╩╟╥╗╞≡╝╙╡─,╦∙╥╘╥▓▓╗╟σ│■╩╟╔⌡≈ß╘¡╥≥. ╡½╡─╚╖║∞╔½╛»▒¿╡─╙╬╧╖╥¬─¬├√╞Σ├ε╡─╦└╗·.... ╒Γ╧▀╔╧╙÷╝√─·ú¼─╤╡├úí╚├╬╥├╟▒╦┤╦╒Σ╧ºúí :)--- * Origin: Joyride BBS,Nanjing,P.R.C(+86-25-3430909) (6:653/1000) -=> ╥²╥╗╖Γ Cheng Hao ╕° Ma Yongning <=- CH> ╖┬╖≡┘Γ╚⌠╟α╘╞╓«▒╒╘┬,╞«╞«┘Γ╚⌠┴≈╖τ╓«╗╪╤⌐ MY> ╙╨──╬╗╓¬╡└╦└╗·╡─╛▀╠σ╘¡╥≥,╟δ▓╗┴▀┤═╜╠. CH> delphi3║═s3virge/dx╡─╟²╢»╙╨│σ═╗.║═─π╒Γ╓╓▓╗╠½╥╗╤∙. ╬╥╩╟S3 VIRGE 3325╡─┐¿,╥▓╨φ╩╟░╔,╬╥╛═╚Ñ╗╗╕÷╟²╢»╩╘╩╘.... ╒Γ╧▀╔╧╙÷╝√─·ú¼─╤╡├úí╚├╬╥├╟▒╦┤╦╒Σ╧ºúí :)--- * Origin: Joyride BBS,Nanjing,P.R.C(+86-25-3430909) (6:653/1000) ╘┌╒Γ┤║╣Γ├≈├─╡─╚╒╫╙└∩,╥╗╬╗╞»┴┴╡─╣├─∩╞«╚╗╜½╥╗╖ΓJacky╡─╨┼╦═╡╜Free Man╡─╩╓└∩... FM> Hi! FM> ╬╩╕÷┤└╬╩╠Γ,│╠╨≥╘▒┐╝╩╘╡─╜ß╣√┤≤╘╝║╬ FM> ╩▒─▄│÷└┤?╬╥╚Ñ─Ω╩«╘┬╖▌┐╝╡─,║╬╥╘╓┴╜± FM> ╚╘╚τ╚Γ░ⁿ┤≥╣╖╥╗░π. ▓╗╓¬─π╩╟──╕÷╩í╡─,╜¡╦╒╩í╡─│╔╝¿╥╤╛¡│÷└┤└╓ :) ▓Θ╤»═°╓╖:202.102.0.118 ª∩ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª⌡ª∩ ª²ª²ª²├╬└∩╤░╦²╟º░┘╢╚,├═╗╪═╖------╦²╘┌──╢∙,╬╥╘⌡├┤╗╣╩╟╒╥▓╗╡╜╦²ª²ª²ª²... ╬╥└┤╫╘─╧╛⌐ -- Jacky Yuan Tel:(025)2414247... Free Man╢┴┴╦Jacky Yuan╡─╨┼╥╘║≤,╞╚▓╗╝░┤²╡╪╫╝▒╕╗╪╨┼...--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008)╓ε╬╗╧└:╘┌delphi└∩╚τ║╬╩╣╙├ ANI╕±╩╜╡─╢»╗¡╣Γ▒Ω?... ¼│ _/ ║µ┼α╝ª:http://www.nease.com/~ganglion _//!\¡╩¡╠¡╦¡∙ _/ http://www.acrosoft.home.ml.org _/--- ¡╠ _/ ╥┴├├╢∙:gumpz@cenpok.net _/... ╜╗╙╤╨δ┤°╚²╖╓╧└╞°,╫÷╚╦╥¬┤µ╥╗╡π╦╪╨─.--- └¼╗°┤ª└φ╞≈_1997_ * Origin: í≤.DreamLand.í≤ BBS NanJing (025-882-1997) P.R.China (6:653/1008)>╘┬┴┴╧┬Huang Xiaoji╧≥All╦▀╦╡╫┼<<╨┬╩╓╙├C++╨┤╡─╗¬╚▌╡└>>╡─╣╩╩┬,╬╥╣╥╘┌╩≈╔╥╔╧│÷╔±╡─╠²,▓╗╨í╨─╡⌠┴╦╧┬└┤ HX> ╨íD ╜ⁿ╝╕╚╒╤º╧░BORLAND C++ú¼┐┤┴╦╝╕╕÷└²│╠ú¼╥└╤∙╗¡║∙┬½╨┤┴╦ HX> ╕÷╗¬╚▌╡└│╠╨≥íú íú HX> ╓┤╨╨│╠╨≥║═╘┤┤·┬δ╥╘UPLOAD ╓┴─■▓¿╜ⁿ╡╪╡π╒╛╡─"╬╥╡▒╕▀╩╓"╫╘▒α HX> │╠╨≥╔╧┤½╟°ú¼╔╧▓ª║┼┬δ"0574-6265735"ú¼╗╢╙¡┼≤╙╤├╟╔╧╒╛╗Ñ╧α╜╗┴≈íú ─π║├,╬╥╩╟╘┌╣π╓▌╨┬╘┬╒╛╡─,╬▐╖¿DL─π╡─│╠╨≥,╬╥╥╘╟░╙├VB╥▓╨┤╣²╗¬╚▌╡└ ╡½├╗│╔╣ª,╦∙╥╘║▄╧δ┐┤┐┤─π╡─│╠╨≥, ─π─▄▓╗─▄░╤╘┤│╠╨≥╖ó╘┌BBS╔╧, ╗≥╙├ E-mail╝─╕°╬╥, ╡╪╓╖: riversea@ihw.com.cn ╖╟│ú╕╨╨╗!...¼∙--╗╢╙¡▓╬╣█╬╥╡─VRML╨Θ─Γ╧╓╩╡╓≈╥│.╒µ╒²╡─╚²╬¼╩└╜τ/╥⌠└╓/╬─╤º/╫╘╬╥╜Θ╔▄-⌐┤>>> ⌐ª ú╥iver ú╙ea (╣π╓▌) ID: Jiang Hai E-mail: Riversea@ihw.com.cn ⌐ª>>> ⌐╕-╗╢╙¡▓╬╣█ HomePage: http://www.nease.net/~rs ---╡├┐╒╒╥╬╥┤≥╟≥┼╢--⌐╝... "42? 7 and a half million years and all you can come up with is 42?!"--- Blue Wave/DOS v2.30 * Origin: Guangzhou New Moon BBS (6:655/201)┤║╠∞╡╜┴╦, ╗░╠Γ└┤┴╦: HL> ╫▄╓«╬╥╛⌡╡├▒α│╠▒╚╒√╠∞═µ╙╬╧╖╙╨╥Γ╦╝╡─╢α, ╙╬╧╖╘┘║├═µ╥▓╓╗╩╟╡τ─╘═µ╚╦, HL> ▒α│╠╚┤┐╔╥╘░╤╡τ─╘═µ╫¬. ░ª, ╬╥╧╓╘┌╒╥╡─╒Γ╕÷╠⌠╒╜╫π╥╘╚├╬╥╕╔╡╜┤≤╤º▒╧ HL> ╥╡┴╦. :~( XHT> ╜¿╥Θ▓╗╥¬╜½╩▒╝Σ╓╗╖┼╘┌╔╧├µ. ╤╨╛┐╥╗╧┬OOP ╜¿─ú, ╡▒╟░╡─╣╪╧╡╩²╛▌┐Γ╙├╡─ XHT> ╖╓╬÷╖╜╖¿(┐╬▒╛╔╧╡─╩²╛▌┴≈═╝╖╓╬÷, ╙╨╡π╣²╩▒, ┴ª▓╗┤╙╨─┴╦)╡╚, ╗ß╙╨╙├╡─. ╬╥▓╗╗ß░╤╚½▓┐╩▒╝Σ╢╝╖┼╘┌╔╧├µ╡─, ╦∙╥╘▓┼╦╡┐╔─▄╥¬╫÷╡╜▒╧╥╡. ╙╨╩▒╬╥╥▓╕π ╨⌐╨í╢½╬≈, ╫≈╥╗╧┬╩╘╤Θ, ╚╗║≤┤╙╓╨╤í▒╚╜╧╩╡╙├╡─╦π╖¿╖┼╡╜▓┘╫≈╧╡═│└∩├µ. ╦∙╥╘╙╨╩▒║≥╨┤▓┘╫≈╧╡═│├╗╙╨┴Θ╕╨╩▒╛═╗ß│÷╨⌐╕▒▓·╞╖. :) ╬╥╧╓╘┌╗╣▓╗╩«╖╓╨Φ╥¬OOP ╜¿─ú, ╡╣╩╟╣╪╧╡╩²╛▌┐Γ╡─╥╗╨⌐╢½╬≈╙╨╡π╙├. HL> ╬╥╗╣╥╘╬¬╨í╡╜╓╗─▄▒α╥δ╥╗╨⌐╫÷╨í╤º╦─╘≥╘╦╦π╡─│╠╨≥─╪. :) XHT> ─╟▓╗╜╨▒α╥δ╞≈░í :) ╬¬╩▓├┤─╟▓╗╜╨▒α╥δ╞≈? ╚τ╨┤╥╗╕÷│╠╨≥╩╡╧╓a=(b+c-d*e)/f ╓«└α╡─╘╦╦π, ╚╗ ║≤╙├ "╨í" ▒α╥δ╞≈▒α╥δ╒Γ╕÷│╠╨≥. ╓╗╩╟╩²╡─└α╨═╝≥╡Ñ, ╥▓├╗╙╨╠½╢α╡─╞Σ╦√ ▓┘╫≈╢°╥╤. XHT> ▓╗│÷╞µ░í. ╙╨╨⌐└╧╩ª╥▓└█╡─. ╧≤OS └╧╩ª, ├┐╕÷╚╦╥¬╙├C ═Ω│╔╥╗╕÷ DOS ╧┬ XHT> ╡─╢α╧▀╦≈╡≈╢╚│╠╨≥, ╝∞▓Θ╫≈╥╡╕ⁿ┬Θ╖│, ▓╗╚╧╒µ┐┤, ┐╔╥╘╙╓╗ß▒╗╤º╔·╞¡┴╦. ─╟╡╣╩╟. ┐╔─▄╚╒║≤╬╥╥▓╗ß╫÷╕÷═Γ▒φ╔╧╡─╢α╧▀╦≈│╠╨≥└┤╞¡╥╗╧┬└╧╩ª, ─╟╥¬ ┐┤╞╜╩▒└╧╩ª╡─╦«╞╜╩╟╖±╚▌╥╫╩▄╞¡┴╦... :D HL> ╬╥┐╔├╗╙╨╩▓├┤┐╔╥╘╒√╣╞╡─╢╘╧≤, ─╟╨⌐╘┌╤º╨ú▒α│╠╡─╢╝╨┤▓╗│÷┤≤╙┌10K HL> ╡─╘┤│╠╨≥. ╘┘╦╡, ╬╥╩╟╧δ╕π╩╘╤Θ╢°╥╤, ╙╓║╬▒╪╘┌╫╘╝║╡─╗·╔╧╖┼╢¿╩▒╒¿ HL> ╡»─╪? ╤º╨ú╡─└╧╩ª╒√╠∞╢ó╫┼╬╥┐┤, ├╗╙╨╩▓├┤╗·╗ß░╤╩▓├┤▓í╢╛╖┼╜°╡τ─╘, HL> ╕ⁿ▒≡╦╡╘┌╤º╨ú▒α▓í╢╛┴╦. XHT> ╕╔┬≡└╧╩ª╒√╠∞╢ó╫í─π, ─π╠½╡≈╞ñ? ▓╗╩╟╠╪▒≡╡≈╞ñ, ╓╗╩╟╙╨╩▒║≥▒α═Ω│╠║≤╧▓╗╢╕π╨⌐╬▐┴─╡─╢½╬≈, ║├╧≤logout, ╘┌login supervisor╓«└α, ╬╥├≈╓¬▓╗╨╨╡─, ╡½╦╡▓╗╢¿─╟╥╗┤╬╗ß▒╗╬╥┼÷╔╧ ─╟╕÷├▄┬δ... ╫▄╓«─╟╨⌐└╧╩ª╫▄╩╟▓╝╓├╨⌐╬╥▓╗╙├╥╗╖╓╓╙╛═╨┤│÷└┤╡─╠Γ─┐, ╕°╒√╠├┐╬╬╥├╟╫÷, ─╟╩ú╧┬╡─╩▒╝Σ╘⌡├┤┤≥╖ó? :) ║·┴ª... The OFFICIAL tagline of the 2000 Olympics!--- Blue Wave/386 v2.30 * Origin: Guangzhou New Moon BBS (6:655/201)┤║╠∞╡╜┴╦, ╗░╠Γ└┤┴╦: HL> ─╟├┤╝≥╡Ñ. ╡½╧╓╘┌╒╛╔╧╙╓╙╨╢α╔┘╚╦╘┌╧≤─π╬╥░π╫÷─╟├┤╝Φ╛▐╡─▒α│╠╣ñ╫≈? HL> ╬╥╡─═¼╤º╢╝╦╡ ╬╥╡──╘┤ⁿ╙╨╬╩╠Γ, ░┌╫┼║├║├╡─95║═98▓╗╙├, ╥¬╫╘╝║╕π?! :( LXF> ─π╘┌╨┤╩▓├┤╤∙╡─OS,╜Θ╔▄╥╗╧┬░╔,╬╥╥▓╫╝▒╕╨┤╛═╩╟╧╓╘┌╠½├ª┴╦,╧╚╫÷╡π╟░╞┌ LXF> ╫╝▒╕╘┘╦╡. ╧╓╘┌╗╣├╗╙╨═Ω╚½╚╖╢¿╤∙╫╙╩╟╚τ║╬╡─, ╫▄╡─└┤╦╡╛═╩╟╢α╚╬╬±╡Ñ╙├╗º╡─GUI ╧╡═│, ╧╓╘┌╒²╘┌╨┤║▄╡╫▓π╡──┌║╦▓┐╖╓, ╦∙╥╘GUI ╡─╫ε╓╒╩╡╧╓╗╣╥ú╥ú╬▐╞┌, │⌡▓╜╔Φ╧δ╩╟╩╡╩▒╚²╬¼┐╒╝Σ╗Ñ╢»╩╜, ╛═╩╟╧≤Quake ─╟╤∙╡─. ╟░╞┌╣ñ╫≈╥▓╛═ ╩╟╣ñ╫≈┴┐╫ε╨í, ╡½╢╘╧╡═│╨╘─▄╙░╧∞╫ε┤≤╡──┌║╦▓┐╖╓┴╦. ║·┴ª... ─π▓╗╩╟╘┌╞¡╬╥░╔?--- Blue Wave/386 v2.30 * Origin: Guangzhou New Moon BBS (6:655/201) -=> Quoting Jing Zaichen to All <=- JZ> ╙╨╥╗FOXPRO FOR DOS │╠╨≥,╘┌╒δ╩╜┤≥╙í╗·╧┬═Ω╚½╒²│ú,╡½╘┌╝ñ JZ> ╣Γ┤≥╙í╧┬╛═╩╟╥╗╕÷╫╓╥▓┤≥▓╗│÷└┤,╒Γ╩╟╘⌡╗╪╩┬?║║╫╓╗╖╛│UCDOS 7.0╙ª╕├╩╟┤≥╙í╗·╡─╟²╢»│╠╨≥▓╗╢╘,─π╗╗┴╦╩╘╩╘.ªφªφ Best wishes! ªφªφªφªφªφªφªφªφªφ íε í∩ ªφªφªφªφªφªφªφªφªφªφ China.Guangzhou.BBS ªφªφªφªφªφªφªφ .º▐. ªφ Lin Yong Jian ªφªφªφªφªφªφªφªφªφªφªφªφªφªφªφªφªφªφªφªφ ª≈ ªφªφªφªφªφªφªφªφªφªφ... ╢└╤º╢°╬▐╙╤,╘≥╣┬┬¬╢°╣╤╬┼!--- Blue Wave/386 v2.30 * Origin: Guangzhou New Moon BBS (6:655/201) * Crossposted from: SOFTWARE.CHINA [╚φ╝■▓╗╚φ]╟δ╬╩╦¡╙╨FOXPRO2.6╡─╖┤▒α╥δ╞≈ú¼╬╥╙╨╥╗╕÷foxpro 2.6 ▒α╥δ╡─EXE╬─╝■ú¼╙├UNFOXP25╬▐╖¿╖┤▒α╥δíú╚τ╣√╦¡╙╨FOXPRO2.6╡─╖┤▒α╥δ╞≈ú¼╟δEMAIL╥╗╕÷╕°╬╥ú¼═≥╖╓╕╨╝ñú¼╗≥╒▀╕µ╦▀╬╥╘┌──└∩┐╔╥╘╡├╡╜íú╢α╨╗╢α╨╗úíemail:qszx@public.jn.sd.cn... Email: turbopeng@usa.net... What do you mean? You actually read this tagline?!?--- Blue Wave/DOS v2.21 * Origin: ║╙▒▒╜≡╚┌╫╩╤╢╒╛ Hebei Info Bank BBS (86-311)3031617 (6:652/1) -=> Quoting Du Xiao-Qing to All <=- DX> ╬╥╙╨╝╕╕÷╥╘╟░╡─║▄║├╡─vbx┐╪╝■ú¼╟δ╬╩win95╧┬┐¬╖ó╣ñ╛▀╚τvb5ú¼delphi3ú¼PBú¼VCú DX> ¼ C++Builder ╡╚─▄╖±╩╣╙├╓«ú¼╚τ║╬╩╣╙├íú . ╞Σ╦√╬╥▓╗╓¬╡└!╡½ VB5 ▓╗─▄╙├ VBX.... │╔╢╝╠⌐┴ó╚φ╝■╣ñ╫≈╩╥.╥ⁿ╟┐<<< VB φ¼╘░: www.nease.net/~jackyyin 202.96.158.245/personal/yinqiang>>> Mailto: jackyyin@mail.sc.cninfo.net... ╧α╨┼╬╥ú¼├╗┤φ╡─úí--- ├╬╗├╓«╨╟+╨╥╘╦╓«╨╟=╠∞╗╩╨╟ * Origin: ╠∞╗╩╨╟,┴┴╛º╛º! MegaStar BBS (86-28-776-5276) (6:656/2)-=> Zhang An Bang ╢╘ You Shan ╦╡╫┼'╣╪╙┌FOX╡─╥╗╨⌐╬╩╠Γ' <=- -=> ╬╥└┤▓σ╛Σ╫∞ : YS> . ╧╓╘┌╙▓╝■╚τ┤╦▒π╥╦,║╬▓╗╓▒╜╙╙├VF? ZAB> ▓╗║├╥Γ╦╝,╬╥╡─╗·╫░VF╡▒╚╗╩╟├╗╬╩╠Γ┴╦,▓╗╣²╬╥▒α╡─│╠╨≥│ú│ú╩╟╙├╘┌ ZAB> 486╔⌡╓┴386╔╧╡─,╦∙╥╘╡╜╧╓╘┌╗╣╘┌╙├FOXPRO FOR DOS. :) . ╦╡╡─╛═╩╟─π▒α╡─│╠╨≥╙├╘┌╩▓├┤╡╪╖╜:) . ╬╥╩╣╙├BASE└α╩²╛▌┐Γ╥╤╛¡╙╨╩«╢α─Ω┴╦,╫ε┤≤╡─╠σ╗ß╩╟:╬º╫┼╙├╗º╡─ . ╙▓╝■┼Σ╓├╫¬╫ε║≤│╘┐≈╡─╗╣╩╟╫╘╝║. . ╬╥╘°░∩╓·╙├╗º▒α╣²╥╗╕÷└α╦╞╡╡░╕╣▄└φ╡─│╠╨≥(╥╗╗Θ╜Θ╗·╣╣),╩╟╙├ . 386╘┌┤≤╘╝4,5─Ω╟░┐¬╖ó╡─,╙├╡─╩╟FOXBASE.┤≤╕┼╝╕╕÷╘┬║≤╕∙╛▌╙├ . ╗º╥¬╟≤╙├FOXPRO┤≥┴╦╨⌐▓╣╢í.╧╓╘┌╬╩╠Γ└┤┴╦:╙├╗º╥¬╔╧INTERNET, . ╬╥╙╓╡├╕°╦√╫÷╧α╙ª╡─╕─▒Σ.(╦√╡─╛╓═°╩╟NOVELL3.12╡─,╖■╬±╞≈╩╟ . 486\100╡─)╜ß╣√╩┬╟Θ║▄╢α.╣Γ╩╟╕─╥╗╕÷╫╓╢╬╛═╡├╢»╝╕║⌡╩«╕÷╞┴─╗ . │╠╨≥.╢°VF╓╗╨Φ╥¬╜½─ú░σ╕─╣²╛═╨╨┴╦. . ─┐╟░╢╘╨┬╙├╗º,╙▓╝■┼Σ╓├╠½╡═╛═╚░╦√╗╗╨┬╗·╞≈---╥≥╬¬╕╢▓╗│÷╨┬ . ╗·╞≈╟«╡─╙├╗º─π╩╟▒≡╧δ╓╕═√╦√╗ß╕°─π╚φ╝■╖╤╡─.... ╓╨╣·│╔╢╝ ╙╬╔╝ 02 Apr 98--- ╤⌠╣Γ└╢▓¿║║╗»░µ v3.30 * Origin: ╓╬▓í╢╛ú¼╒╥└╢╜úúí└╢╜ú╖┤▓í╢╛BBS 86-28-3342363 (6:656/7)Hello Cloud! CW> ╔╧┤╬╜Θ╔▄╡─ DJGPP ▓╗╓¬╙╨┼≤╙╤╕╨╨╦╚ñ╖±? ╬╥╕°─π╨┤╣²╥╗╖Γ, ╡½╒╛│ñ┤≤╚╦╚┤├╗╙╨╖ó│÷...... CW> ╬╥╥╤╛¡╩╣╙├╙╨╥╗╢╬╩▒╝Σ┴╦. ╬╥╕╨╛⌡├╗╙╨Watcom C/C++║├╙├, ┐╔─▄╩╟╢╘DJGPP▓╗╩∞. ╢╘▒α╙╬╧╖└┤╦╡, ╬╥╕ⁿ╣╪╨─┤·┬δ╓┤╨╨╡─╨º┬╩, Watcom VS DJGPP ? CW> ╙╚╞Σ┼Σ╠╫╡─ RHIDE ,╖╟│ú╦│╩╓. CW> ╜τ├µ║═ Borland ╡─ C++ ╥╗╤∙,╗╣╥¬╟┐╡π,╕ⁿ╓º│╓ C C++ CW> Pascal Fortran Ada ╡╚╗∞║╧▒α│╠. CW> (RHIDE ╓╗╩╟╥╗╕÷ IDE) CW> ╞Σ╓╨─┌╜¿╥╗debug,▒╚ BC └∩╡──╟╕÷╖╜▒π╢α┴╦,╥≥╬¬╦ⁿ╗╣╓º│╓ CW> ╓▒╜╙─┐▒Ω┬δ╡─╡≈╩╘.║═ Turbo Debug ╣ª─▄╧α╡▒;) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^╒Γ▓╗┤φ, ┐╔╧º░│├╗╒╥╡╜ CW> ║├┴╦,╤╘╣Θ╒²┤½. ╬╥╧δ╧≥┤≤╝╥╜Θ╔▄ Allegro for djgpp 3.0 CW> ╒Γ╩╟╕÷║▄░⌠╡─╙╬╧╖┐¬╖ó░ⁿ. CW> ─π┐╔╥╘║▌╚▌╥╫╡─╙╡╙╨╧╓╘┌╙╬╧╖┐¬╖ó╜τ╡─╫ε╨┬╝╝╩⌡. CW> ▒╚╚τ 3-buffer ╝░╩▒╣Γ╙░ ═╕├≈╨º╣√ ╡╚╡╚. ^^^^^^^^ ╧╘┐¿▒╪╨δ╓º│╓32K╔½╥╘╔╧─ú╩╜, ╟╥╦┘╢╚┬²┴╦╡π CW> ─π▓╗╙├╣▄╩▓├┤╧╘┐¿,╔∙┐¿╡─▒α│╠. CW> Allegro ╓º│╓╝╕║⌡╦∙╙╨╡─╧╘┐¿(▒╚Windows┤°╡─╢α) ╗╣╙╨ VESA1 VESA2 Mode-X ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^▓╗╗ß░╔? │²┴╦│ú╝√╡─╝╕╓╓═Γ, ╞Σ╦ⁿ╡─╧╘┐¿║├╧≤╩╟╙├VESA CW> ╔∙┐¿╥▓┤╙ Adlib -> SB32 CW> ╩≤▒Ω,┤«┐┌╡─┐╪╓╞╥▓╨┤║├┴╦. CW> ╕≈╓╓═╝╨╬╕±╩╜╢╝─▄╣▄└φ (PCX BMP TGA...) ╢╘╙┌▒α╙╬╧╖╢°╤╘, ═╝╨╬╡─┤µ┤ó▒╪╨δ╙╨└√╙┌┤ª└φ║═╠ß╕▀╦┘╢╚, ╦∙╥╘... CW> ╬╥╗╣║▄╨└╔═╦ⁿ─┌╜¿╡─ LZSS ,─π┐╔╥╘╜½╩²╛▌╬─╝■╤╣╦⌡,╙├ LZSS ╡─║»╩²╢┴╚í:) CW> ╒Γ┤╬░µ▒╛╕ⁿ╨┬,╙╓╝╙┴╦╕÷ 3D Engine,░⌠╝½┴╦ ;) CW> ╩└╜τ╔╧╙╨╨φ╢α╚╦╘┌╬¬ allegro ╝╙╨┬╡─╣ª─▄. CW> ╧╓╘┌╬╥╕π╡╜┴╦╥╗╕÷╖┬Windows╜τ├µ╡─┐Γ,╥╗╕÷╢α╧▀│╠╣▄└φ╡─└⌐│Σ┐Γ. CW> ╜¿╥Θ╧╓╘┌╘┌╕π╫╘╝║┐¬╖ó╙╬╧╖┐¬╖ó░ⁿ╡─┼≤╙╤╠┌│÷╩▒╝Σ╕╔╕ⁿ╙╨╥Γ╥σ╡─╩┬░╔. CW> ╬╥╫╘╝║╥╤╛¡═ú╓╣╨┤└α╦╞╡─╥╗╕÷╢½╢½┴╦.(─╟╕÷╓╗═Ω│╔┴╦╝ⁿ┼╠,╩≤▒Ω,╧╘┐¿╡─┐╪╓╞, CW> ▒╚╒Γ╕÷allegro▓ε╘╢┴╦) CW> ▓╗╣² allegro 3.0 ║═╫ε╨┬╡─ djdev2.02 ╙╨│σ═╗. CW> ─π▒╪╨δ╩╣╙├ dedev2.01 ▓┼─▄╚├ allegro 3.0 ┼▄╞≡└┤. CW> ╛¡╬╥╥╗═φ╔╧╡─╤╨╛┐,╖ó╧╓ CW> ╬╩╠Γ│÷╘┌ djdev2.02 └∩╨▐╕─┴╦ realloc() CW> ╚τ╣√─┌┤µ├╗╙╨╙├ malloc() ╖╓┼Σ,╛═▓╗╘╩╨φ╩╣╙├ realloc() CW> ╢° djdev2.01 └∩ realloc() ┼÷╡╜┐╒╓╕╒δ╗ß╫╘╢»╖╓┼Σ─┌┤µ. CW> ╬╥╨▐╕─┴╦allegro╡─╘┤┬δ╥╘╚├╦ⁿ╘╦╨╨,▓╗╣²╜¿╥Θ╧δ╩╣╙├allegro3╡─┼≤╙╤ CW> ╗╣╩╟╩╣╙├djdev201 CW> allegro3 ╡─╢α╧▀│╠╣▄└φ┐Γ,╘┌ gcc2.80 └∩╥▓▒α╥δ═¿▓╗╣². CW> ┴╜╕÷bug ▒╗╬╥┼┼│². CW> ║├╧≤╩╟╥≥╬¬ extern ▒Σ┴┐╡─╔∙├≈╬╩╠Γ,╬╥╧╓╘┌╗╣╘┌╤╨╛┐. CW> ╩╣╙├ gcc2.721 ╙ª╕├├╗╙╨╬╩╠Γ╡─. CW> BTW: GNU ╚φ╝■╒µ║├,╥≥╬¬╙╨╘┤│╠╨≥ CW> Allegro ┬φ╔╧╜½═╞│÷╨┬░µ,╗ß╓º│╓ 3Dfx CW> ╨φ╢α╡─╨┬╙▓╝■╓º│╓║═ Univbe 6.5 ╬╥╕÷╚╦╚╧╬¬, ┐¬╖óDOS╧┬╡─╙╬╧╖╜÷╜÷╬¬┴╦╒╒╣╦╙▓╝■┼Σ╓├▓ε╡─┼≤╙╤. ╘┌DOS╧┬╥╗╨⌐╔∙┐¿║═╧╘┐¿▓╗─▄╖ó╗╙╦ⁿ╡─╫ε┤≤╨╘─▄. ▒╚╚τAllegro╓╗─▄╜½╬╥╡─ESS688╔∙┐¿╡▒SB Pro╙├, S3 64V+╧╘┐¿╘┌ 64K╔½╧┬╓╗─▄┤∩╡╜30╓í/├δ, ╘┌DirectX╧┬┐╔┤∩60╓í/├δ. ═√╡├╡╜─π╡─╓╕╒² !!! TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 13:45... ╕µ╦▀░│ú¼Cloud Wu└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>The Tile Based Games FAQ version 1.2by Greg Taylor<═╝╞¼>á=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-- Tile-Based Games FAQ version 1.2 == by Greg Taylor --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=File : tilefaq.12Home site: x2ftp.oulu.fi : pub/msdos/programming/docsVersion : 1.2Released : 4-20-95Tilefaq 1.2 Copyright 1995 Greg Taylor. All rights reserved.Appendix I Copyright 1995 Chris Palmer. All rights reserved.This document is freely redistributable provided that isdistributed in its entirety, with this copyright noticeincluded verbatim. There are no restrictions on worksderived from this document.-------------------------- I : Introduction... --------------------------There has been a fair response to my initial release of this fileand there have been many requests for additional information, all ofwhich I will cover in this version.This FAQ emphasizes on the style of graphics similar to those usedin U6 and U7 by Origin. Many of the techniques presented are aimedat systems with limited memory and/or speed like PCs with a 640K barrier;but this document also includes alternative methods and suggestionson how to code for less restrictive systems. This is just a brief,but hopefully complete overview of one method to achieving theTile-based style. There are other methods and I'd like to hear aboutthem, because much of this FAQ has been pieced together from variousimplementations of the 'Tile' graphics style.---------------------------------- II : Multiple layered maps. ----------------------------------This is an essential section to master because of the possibilitiesthat stem from having more than one layer of map. Almost all of yourtraditional effects can be more easily implemented with a multi-layermap as compared to a single layered one.One of the key considerations when doing a multi-layer map is thespeed of your drawing routines. Since you may be drawing each tileseveral times, the speed at which that routine performs is vital toproducing a fast game. These should be coded in Assembly if possibleor if in a higher level language, should be optimized as well aspossible.A 'SEE-THRU' tile placement routine is another important tool thatis a major part of Tile-games. I would separate my place-tile routineinto two independent routines, one with 0 pixels 'SEE-THRU' and theother which doesn't. This allows you to place tiles that don't havethe need for the SEE-THRU option to be drawn faster.------------------------------------ II i : SEE-THRU Tile routines ------------------------------------For those who do not have a SEE-THRU routine written and are wonderinghow you write one, here's a brief overview. Basically, when you arecopying your tile over, copy only the non-zero pixels to the screen(it doesn't -have- to be zero, it can be any of the palette values, butzero has become a sort of standard). And when you draw your tiles,color the areas which you would like to be seen thru, with the zerocolor. Thus allowing you to lay one tile over another, withoutdestroying all of the image beneath.A SEE-THRU routine is slower due to the check for the zero value,so it should only be used when necessary.Another 'SEE-THRU' sort of technique I've seen used is what the programmertermed a 'SEE-FORTH' routine. In this one he checked the destinationpixel and only put the pixel color where there wasn't already a pixel there(ie the pixel location had a value of 0). This routine is not as usefulin tile games, but it is a possibility that I've seen used, so I thoughtI'd mention it.---------------------------------- II ii : The Multiple Layers ----------------------------------I use a three-layer map and it works fairly well for all of the thingsI do in my tile games. A fourth layer can provide even more effectsand a two layer map is possible as well, but I find three to be theoptimum number.I split the layers up as such...(these will be referenced to throughoutthe remainder of this text)Layer Name - The types of tiles used in each layer...BASE : Grass, Dirt, Brick, Stone, Doors, Water...FRINGE : Trees, Rocks, Tables...OBJECT : Swords, Booty, People, Monsters, Keys...A sample map variable declaration with three layers might be...(C code)#define SIZE 128typedef struct {unsigned char base[SIZE][SIZE];unsigned char frng[SIZE][SIZE];unsigned char obj[SIZE][SIZE];} maptype;Or perhaps...(to address the layers numerically) (C code)typedef unsigned char maptype[3][SIZE][SIZE];These are drawn on the screen in the order as listed above. The BASElayer is drawn first, without the use of your SEE-THRU routine (Sinceit's the base). Then you draw the FRINGE over the BASE using yourSEE-THRU routine.The FRINGE layer is about the most useful tool in producing powerfulgraphics easily. A FRINGE tile might be a tree, with zero-values everywhere around the tree. Then you could place the tree on any of theBASE tiles. This allows you to have one tree drawing, but it can bea 'tree-on-grass' or a 'tree-on-dirt' or even a strange 'tree-in-the-water'.Other possible FRINGE tiles are transitions. These are like going>from grass-to-dirt or dirt-to-stone. The FRINGE layer allows you todraw one set of transitions, for example grass, and then use thoseto do all of your grass-to-?? transitions. This is a nice use of theFRINGE layer to save you from drawing endless tiles.Tables and other non-pick-up-able objects are perfect for FRINGE, thisway they can be placed on any BASE tile you like. The possible uses ofthis layer of map are enormous.After drawing both of the other layers, draw your OBJECT layer. Thislayer is where you store things that move or can be picked up, etc.including monsters, keys, townspeople... This makes it easy to pickup and put down objects without destroying other parts of your map.---------------------------------------------------------- III : Walkability - restricting character movement. ----------------------------------------------------------I usually assign an attribute I call the 'walkability' to my BASE tiles.This provides a fast, easy, way to check whether you can/cannot moveto a certain space, and it also helps you to control other specialoccurrences with a relative level of ease.At each position in my map arrays, I have a byte (unsigned char) valuewhich serves as both the tile-index and the walkability value. I usea set of 128 tiles, and split them up as such...0-1270-63 : Normal, walkable tiles, dirt, grass etc.64-127 : Normal, unwalkable tiles, walls, etc.128-255128-191 : Special tiles, group 1192-255 : Special tiles, group 2When I'm drawing the screen, I simply use the REM (or MOD) statement orequivalent to get the proper value, by MODing the number by 128. Thisgives a value from 0-127, which is the actual tile-index number. When itcomes to checking if that tile is 'walkable', you then would divide thenumber by 64, yielding a value of 0, 1, 2, or 3...0 : Walking is OK1 : Walking is not OK2 : Special thing happens when they step here - group 13 : Special thing happens when they step here - group 2The first two values are simply understood, but the special values mightneed some explaining...This allows you to program in special occurrencesthat happen when that space is walked on. When it hit's a special squarefor instance, you would check through the special spots list for the x,ycoords of the spot that triggered the special occurrence and the level mapthat it is on. This allows an easy way to throw cool stuff into yourgame with little work. Why it is split into two groups is so that youneed not search ALL of your specials for that particular map at once,searching for the effects of that one.You will note that the WA (Walkability) value of 3 represents the sectionof tiles which are unwalkable normally (like walls etc.) These can makefor excellent 'secret' walls and so forth.The walkability setting can also be stored as a separate element of yourmap structure, to increase speed, at the expense of memory. Having itas a separate element allows you to include many more than 4 settingsto the rating, allowing for 'level exits' and so forth without havingto resort to listing them as 'specials'. The method I list above withthe byte being split into the various categories is the most generalcompromise between, ease, speed, and memory, I have come up with; but onsystems where memory is not much of a constraint, having walkability storedin a seperate element of the map structure is usually a better way to go.More mention is made to the 'Walkability' values later in the text.----------------------------------- VI : Disappearing Roof Tiles -----------------------------------This effect can be done using my multi-layer method by simply sectioningoff a few of your base tiles (say 48-63 for example) as 'FLOOR' types.These would have another tile in memory as well as their normal tile,for when those floors are covered. In general, all of the FLOOR typeswill be covered most of the time. When drawing your screen and comeupon a tile that is a FLOOR tile, then you'd check to see if the playerwas standing on a tile of that type... If not, draw -only- the alternate'ROOF' tile which corresponds to that FLOOR tile. If the player -is-standing on a FLOOR tile of that type, draw the BASE, FRINGE and OBJECTlayers normally. This way you can have only the roofs where the playeris, disappear when they enter a building. (also see Appendix I)------------------------------------------------- V : Tilted effects, using the FRINGE Layer -------------------------------------------------I like the 'tilted' look in my tile projects, it gives a bit more of arealistic flavor. If you have the memory, the best way to achieve thiseffect is to set aside a 4th layer to your map, called the TILT layeror something (it can also be used for ROOF file management if you like,think about it :) ). But since most people don't have the memory forfour map layers in memory, I'll discuss the memory-deficient method.Just draw the main portion of your tilted walls as your BASE layertiles, then use the FRINGE layer to hold the extra bits that tilt off ofthe tile. You would have to do a special check to see if the FRINGElayer tile in question is a tilt-result or a normal FRINGE tile, becauseof the order of drawing. If it's a tilt-result, then you would want todraw the OBJECT layer and the PLAYER before drawing the tilt-resulttile; and if not you'd follow the normal order of BASE-FRINGE-OBJ.This is where the 4th TILT layer makes like easier, for those who havethe memory to use for it. It allows you to skip this check and justdraw in the normal order, since your normal FRINGE and tilt-resultsare already split up...------------------------------------------------- VI : General comments on the OBJECT layer. -------------------------------------------------The OBJECT layer in my projects is an array the same as the other layersof the map, of unsigned characters (or bytes). These have a value of0 to 255, by the variable size. I find this to be enough objects tocover my needs. Each number would be an index to a particular object,0 meaning there's no object in that map-space. I split the byte up intovarious object categories...for example 1-127 would be monsters and townspeople, 128-255 for inanimate objects...whatever. Anyway, I like to havean 'intelligence' (much like walkability) assigned to various groups ofobjects.These are usually broken into groups of 16, for the ease of the math toget the values...Below is an example break down of 'Intelligence' ofobjects (more info on this style of attribute, see the 'Walkability'section)...INT Index : What behavior is exhibited by the Object...0 0-15 : Townspeople...wander aimlessly...1 16-31 : Townspeople/Monsters who are afraid of the character.2 32-47 : Docile Monsters, wander aimlessly until attacked, atwhich point their INT is switched to...3...3 48-63 : Same Docile Monster pictures, but now they're mad!4-5 64-95 : Normal monsters, they charge at a slow pace...6 96-111 : Baddie monsters, they charge right at you..7 112-127 : Projectile firing monsters...8 128-143 : Keys, and other door-opening things.9 144-159 : Weapon objects...10 160-175 : Armor and the like...11 176-191 : Cash, and other booty.12-13 192-223 : Normal, plain objects, like books and candles.14 224-239 : Some other Obj category...15 240-255 : Objs that hold other objs...bags, chests, backpacks.The above is just a sample chart of how you might choose to lay outyour OBJECTS to get the most efficient use of the INT value. I likeusing an Intelligence to keep track of behavior of OBJECTS. Thus inorder to do the proper things for each OBJECT I would simple have tocheck that object's INT and then do what I need to do for that OBJ.It's helpful...understand? I hope so.Many large projects will find that 255 just isn't enough objects, inthese cases, you'd be best advised to move to an array of unsignedshort variables (short ints...16bits) this allows for a value from0 to 65535. That should be enough objects for any game I've everplayed!------------------------------------------- VII : Multiple OBJECTs on one space. -------------------------------------------The question was raised when I was discussing my methods with anotherprogrammer, how do you handle multiple OBJECTs in one space? I neverreally thought much about it before and just restricted OBJs to oneper space. The simplest method I came up with is special INT (see abovesection) values for OBJs that hold other objects. These are thingslike bags, backpacks, treasure chests, etc. In the example abovethis is category 15, Indexes 240-255. The objects would have a pictureassigned to them as normal, but they would each have an independentarray of other OBJECTS that they hold. Each of them could have acertain max set by your particular array structures. This way, whenyou pick up those objects, -all- of the object list gets added to yourinventory. When there is a chest or bag on the ground you could alsodrop a number of OBJs there and have them be filed off to the independentarray for that bag or chest.This method is a good way to incorporate a way to have multiple objectsin one map space, without having a huge amount of additional map layers.It's relatively speedy, and still memory efficient. Please note thatthe maximum number of bags and other such mult-OBJ-objects, are limitedin number by the number of array structures that you assign to them, sonever include more than the number that you can handle on one map.Often times the above method is too restrictive or doesn't match the playstyle of the game. The alternate method is a bit more complicated andrequires a knowledge of the use of 'linked-lists'. If you aren't familiarwith linked-lists, pick up nearly any intro-book for your programminglanguage of choice and look up linked-lists on the index...you should findit. Assuming a knowledge of linked-lists, I'll continue.Change your object layer to an array of list pointers. Then as you placeobjects in a map-location, add a node to the list at that location. Whenobjects are removed, remove the node. This will allow for an unlimited(well, memory limited) number of objects on any particular map-location.--------------------- VIII : Cool FX ---------------------This section discusses some random cool effects I've come across, thatare relatively simple to implement and can really improve the 'look andfeel' of the game.One such effect that I like doing rotating palettes. This is good forflowing water in streams and smoking chimneys. You just run a rotatingpalette which will change certain colors in a certain order whichproduces good FX without much added programming time...Also another cool effect is to animate your tiles, this can be done byan array of pictures instead of just one being assigned to a tile; andthen incrementing thru the array during your playloop. For example youmight have a section of your FRINGE layer be animated tiles, one of whichis a 'fire'. This would rotate thru say...4 frames of a fire burning andsmoking etc....providing a nice effect for the player. Animating people/monsters is also a nice addition for a better effect.For those who are confident with palette manipulation routines, anothergood effect can be achieved by lightening and darkening the palette. Forinstance, a player is in a cave, with only a torch providing the light,you could set up your palette so that as the tiles get further from thelight source (the torch) the darker they are drawn. A good way to do thisis to make a palette of say...64 colors and then have 4 copies of thatpalette to make up your 256 color palette. A simple shift by 64 willlighten or darken a whole tile.Another way to achieve this same effect, but staying with a single paletteof 256 colors, is to create several 'reference-palette's. Sort throughyour palette and create a cross-referenced palette for each darknesslevel you want. Take each color on the palette and darken it the desiredammount, then search the palette for the best match and keep that color'sindex as the cross-reference value. These reference palettes can all becalculated beforehand and stored to disk, so no real run-time slowdown isintroduced. When drawing a 'shaded-tile' (might be one of your settings inyour DrawTile routine along with SEE-THRU) check the appropriate darknesscross-reference palette for each pixel value and draw the cross-referencedvalue to the screen. This method is superior to the above method in thatit allows for much more dramatic shades and colors, but it's drawbackis that it's slower (do to the checking for -what- shade to make eachsquare, the actual drawing of a shaded square is just slightly slower).Either of the above methods are good ways to do shadows and passing cloudsoverhead etc. As alluded to in the example, they also provide a great wayto create a 'torch-light' effect, where the tiles fade to black as theyget further from the light source. You could also fade to a light grey fora good 'fog' effect. If you are implementing a limited-display as describedin Appendix I of this document, you may want to combine the two algorythmsinto one, to improve efficiency.------------------------------------------------- IX : Smooth Loading of new map sections... -------------------------------------------------This question comes up a lot. My way of dealing with it is splittingmy map into a LOT of little sections within my map-file. I load ninesections of that map into memory at one time....The Map Chunks in Memory./-------+-------+-------\| | | || | | || | | |+-------+-------+-------+| | Where | || | Player| || | Is... | |+-------+-------+-------+| | | || | | || | | |\-------+-------+-------/Then when the player moves into a new section of the map, shift sixsections of map over in memory, then load in the three new sections.This makes for smooth scrolling with no edges, without extremely longload times.Your on-disk map can be incredibly large, in fact, the only limit is theammount of disk space you have (or variable addressing, that is, if youexceed a 4gig x 4gig map :), the in-memory map is only a little window ofthat, then the displayed map is yet another subset window in that. Onstandard memory limit systems (like dos, 640k barrier) you can set yourin-memory map to a fixed size. But when you have access to variableammounts of memory, it's usually best to adjust to the available memory.Thus calculating the dimensions of your in-memory map to conform withthe memory available. This way if a user has a lot of memory, they canbenefit with load times occuring less often. This method pleases theplayer with more memory (loads less often) but is a bit of a headacheto code; the variable size mapsegmenting is tricky.------------------------------------------ IX : Portability and Speed vs. Size ------------------------------------------This section is more of a discussion on programming style and suggestionsconcerning that, but mention of it here may be useful for many tile-coders.When coding any project, it is generally a good idea to keep that codeas 'portable' as possible. This loosely put means that you code using'standard' functions and routines, and try to avoid using system orcompiler specifics in your code. I've run up against this head-on justlately as I bought a new compiler which is 32-bit (as apposed to the16-bit compiler I used before), and had to go through my code and completelyrevise it to work under the new system. One of the main problems was myuse of the type 'int' (integer, I code in C mostly), which is 16-biton some systems, but 32-bit on others. To solve portability problems I'venow gone to rarely, if ever, using 'int' but in it's stead use 'short'(a short integer, 16-bits) and 'long' (a long integer 32-bits), which arethe same under all of the compilers I use.Also, many languages allow you to split your code into seperate chunks orin the more formal circles known as 'units' or 'packages'. I split mycode two ways: one section is my standard library of game functions (myfxlib) and the other section is the code for whatever game I'm working on.This way I can save myself the trouble of cut-and-pasting code and someof the problems that come with that, and just stick with my standard libraryfor those functions.Along the lines of system specifics and segmentation of code, it is usallybest to stuff any system-dependent code off in one library or unit, sothat you only need to recode that one unit when porting the code to anothercompiler/system. Examples of system-specific code are : graphics,controller (mouse, keyboard, joystick), timing and of course assembly(another porting problem I had...).With some extra effort spent learning about portability, you can preventa *lot* of wasted time later revising code...SIZE versus SPEED, the endless struggle. Though computers are getting fasterand have more memory, size and speed are still at odds and a balance must bestruck between them. There are many ways of going about coding variousparts of a game, each of which has varying size (memory used) and speed (howfast they go). What each programmer must decide is what memory they mustsacrifice in order to gain added speed, or what speed they must sacrificeto shrink the ammount of memory used. The methods described in this filehave been devised to generally strike a pretty good balance between size andspeed, though you can go either way with them, tuning them for smaller sizeor tuning them for faster exicution. You'll have to use your own descretionon what balance you want to strike, but I think that the methods in thisfaq are pretty close to the optimal 'middle-ground'.-------------------------------------------- X : Last Minute Ideas...and thoughts. --------------------------------------------Well I guess that's it for this version of the FAQ. It's not reallylaid out in the Standard Question/Answer method, but it is in reasonablecategories to assist you in finding the info you want. Keep in mindthat this is just a summary of my method of Tiley-games, and thus thereare other (probably better) methods out there. My methods arecontinuously growing and shifting, due to questions people ask me oreffects I see in other games, so if you've got any ideas I might beinterested in hearing them.I've received some requests for some of my finished games using thismethod...unfortunately, like so many programmers, I have not finisheda single Tile-RPG game. I always get a new idea for a better way todo things half-way thru and start fresh...going nowhere. But thru thehordes of half-projects I've developed a method that works well. I'vealso been requested to put together a demo of my methods. I will likelydo such, but currently I'm very busy. When I do write up some samplecode, I'll post it at x2ftp.oulu.fi as well.I do have one Shareware game currently on the market, it uses a smalloffshoot of my tile-method; not nearly as complicated as the methodpresented in this file. My current project(s) include directing amulti-continental (literally) game project which will be implementinga form of Genetic Algorhythms (Alife simulations) and the other is atile-based strategy wargame (with no name yet). This game (when I getit finished) will demonstrate several of the methods discussed in thisdocument, amoung them : a 3-layer map, palette rotation for cool fx,a single directional tilt, and other neat tile-stuffs.I hope this FAQ gives a good enough summary of basic Tile-Game conceptsto get you started/finished with your programming projects. Have fun!I can be reached for questions/comments/additions/etc. via email at :gtaylor@oboe.aix.calpoly.eduThe latest version of this FAQ can be found at :x2ftp.oulu.fi pub/msdos/programming/docs/tilefaq.*May you code for many days and never have a bug. -=GT=------------------------------------------ APPENDIX I : Limiting the display -----------------------------------------A common problem to most tile based games is "what can the player see?".For example, in a dungeon setting you must be very careful to limitwhat is shown to the player or else there is just no point includingsecret doors.Map: Display:************* ********* [ assume that S is a secret*...*.......* ===> *.......* door and most likely looks*...S.......* S.......* like the rest of the walls ]************* *********I've come up with my method of choice which anyone is free to disputewith me or to offer up a better solution. This algorith is O(n) witha moderate constant (that is, the algorithm looks at each square onlyonce and doesn't have a particularily large or small overhead).You need one extra piece of information in your map (which hasn'tbeen discussed in the tileFAQ) which is opaqueness of each square.That is you need to be able to get a value of:1 = You cannot see through this square. This does not mean thatthe square is never visible just that things "behind" it won'tbe visible.0 = You can see through this square.It does not matter how you store this information. Where this algorithmcame from I defined all my objects to have many attributes one of whichwas opaqueness.[ Editor's Note (GT) - I would implement the opaque values as a attributeof each tile, thus keeping an array of opaque values (say ...opaq[MAXTILES]) which is indexed by the same index as the tiles. Soin checking the opaque attribute, you wouls simple have to take thetile value (say ... 0..255) from the map position in question, and usethat value to index the opaque array.For multiple layered maps you can just use the opaqueness of the basetiles and ignore any of the higher levels. However, to offer yourselfmore variety in the effects, you could balance 1, 2, perhaps 3. It'salso important to note that even when checking three values (BASE,FRINGE, OBJECT) of opaque attriibutes, if any of them are non-opaque,then the whole tile is non-opaque. ]I'll be using a standard coordinate system where the map is locatedon a cartesian plane and i'll be using (x,y) as a normal notation.I'm assuming that the player is at position (o_x, o_y) and that youwant to draw the map with the player in the center of the squareand with a radius of DELTA (that means that you want to draw DELTA*2+1by DELTA*2+1 tiles).For any pedantic readers: define the radius of a square as beingthe length of any orthogonal vector from the origin to the square.Throughout the remainder of this explanation i'll include the"pedantic people" comments in square brackets. If you don't care,then don't read the information in square brackets.For the non-pedantic readers, we'll build successively larger squaresstarting with the squares one space from the origin.For any given point (x,y) we will approximate whether or not it isviewable by finding one or two points that lie on the previous square[Let R = radius of the square containing (x,y), find (x1,y1), (x2,y2)which lie on the square of radius R-1] between (x,y) and the origin.It turns out that the statement "one or two" points is easiest toimplement if we always have two points. For any point which lies ina horizontal, vertical or diagonal line from the origin we will simplyuse the same point twice.The one last thing that we need is a sign function (not sine). Forthose who don't happen to know what that is|u|sign(u) = -------, for all non-zero u, let sign(0) = 0.u[ Editor's Note (GT) - The strictly defined formula as stated above isnot the best way to implement it in a program, because divides area slow operation. You can reach the sign value of an integer-baseddata-type by a simple bitshift by n-1 bits (e.g. for an 16-bitinteger, shift it right by 15 to get the sign bit). Or you couldalso implement a sign function by the following code (C) :if (u>0) sign=1;else if (u < 0) sign=-1;else sign = 0; ]To restate, assume that we have origin (o_x, o_y) and point (x,y).Let (i, j) = (x - o_x, y - o_y) [be the vector from (o_x, o_y) to (i,j)]We can then easily calculate the two points as:point_1 = (-1 * sign (i) + x, -1 * sign (j) + y){ (x,-1 * sign (j) + y) IF |j| > |i|point_2 = { (-1 * sign (i) + x, y) IF |j| < |i|{ point_1 IF |j| = |i|[ point_1 is in the diagonal direction from (x,y) to (o_x,o_y) andpoint_2 is in the horizontal/vertical direction from (x,y) to (o_x, o_y).Pretty easy to prove that that statement is true and from that youcan convincingly assert that this provides an good O(n) determinationof which squares are blocked from view.Notice that the definition of sign(0)=0 means that point_2 collapses topoint_1 if j = 0 or i = 0 which is why i've decided to always use twopoints. Well, that and the use of the constant 2 in the algorith,see the comments after the algorithm. ]>From the calculation of those two points it because almost criminallyeasy to decide which tiles can be seen and which cannot.Let opaque be an array DELTA*2+1 by DELTA*2+1 which undefined value(ie: you don't have to initialize it). Remember that DELTA is the numberof tiles in any direction [radius of the display] that we will be drawing.Here's the pseudo-code of how to do it:{ cheat and do the case of delta=0 so that we don't have to worryabout any kind of special case }middle = DELTA+1 { This is the middle of the display }opaque[middle][middle] = 0 { delta=0 wasn't so hard :-) }FOR delta = 1 TO DELTA DOFOR each (x,y) that lie on the square of radius deltaCalculate the two points as described above, call themp1_x, p1_y, p2_x, p2_x.Make sure that (p1_x,p1_y) and (p2_x,p2_y) are on the map.IF Opaque[p1_x - o_x + middle][p1_y - o_y + middle] +Opaque[p2_x - o_x + middle][p2_y - o_y + middle] >= 2 ITHEN{ You can't see this square }Opaque[x - o_x + middle][y - o_y + middle] = 1 IIELSEOpaque[x - o_x + middle][y - o_y + middle] = ??? III{ You might want to draw the tile now if you can }ENDIFENDFORENDFORThat looks a lot more complicated than it really is. The hardest partin implementing that loop is the "FOR each (x,y) that ..." line.If you are a little creative you can do that easily enough.On line I and II the constants 2 and 1 are used to give the algorithm alittle flexibility. By setting the opaqueness of unviewable squares to 1and requiring that both "blocking" squares to be opaque (the value 2) thealgorithm will allow for looking "around" minor obstacles. To make theroutine much more strict you could use a value of 2 on line II whichwill often give more realistic displays but (IMHO) less playableresults.If you would like a more detailed explanation of the derivation of thetwo points or something a pretty close to an actual C implementation(I have my first attempt at writing this appendix which was far tooformal but did have some code with it) you can send me an email andpolitely ask me to forward it to you or if you have a web browser(mosaic, netscape, lynx) you could find both documents athttp://noether.math.uwaterloo.ca/~crpalmer/Any questions/comments/criticisms can be directed to me via email at:crpalmer@undergrad.math.uwaterloo.ca/=====================================================================\| Revision History... ||---------------------------------------------------------------------|| 1.0 : Initial Release - Basic info on my method for Tiley-games. ||---------------------------------------------------------------------|| 1.1 : Added clarifications, especially a more in depth look at || memory structures. Added several new methods to the list. ||---------------------------------------------------------------------|| 1.2 : Touched it up a bit, added porting/size/speed and Appendix I. |\=====================================================================/Thanks to Gabor Torok and Scott Host, who's methods have influenced thosein this document (as well as countless tile-based games which I've examined).Any questions/comments/criticisms can be directed to me via email at: mailto:dace@mackay.net.au<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:32... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>Translating mouse to map coordiantesáá------------------------------------------------------------------------Date: Mon, 20 May 1996 08:08:16 -0500 (CDT)From: Lennart SteinkeTo: Jason KaczorSubject: Re: Help: Isometric/Axonometric------------------------------------------------------------------------On Fri, 17 May 1996, Jason Kaczor wrote: [...]How to get mouse coordinates... that's another problem.At least it was for me. It took me some time, messingaround with some "cunning ideas"... finally, I've beenusing two linear equations.Treat the rotated x-y axes as lines, and check where theyconnect with the screen axes.I'm using world coordinates (imagine the complete mapdrawn in a BIG offscreen buffer. Every point has now itsunique coordinates... that's what I call world coordinates),and calculate the coressponding map coordinates only whenneccessary (scrolling, collision detection).Say, your (ground) tiles are 32x16. I call the half widthq and the half height p. That gives us the slope m withp/q = 0.5for the isometric y axis, (-m) for the x axis.W0x, where the line hits the x axis is W0x=(map height)*qso, for our [3/3] map, W0x equals 48W0y, where the lines x coordinate is zero is W0y=0-m*W0xso, W0y is -24.A line is defined asy=mx+b ->b=y-mx ->x=(y-b)/mSay, in a 3/3 map with 32x16 tiles, and a given point P(x=48/y=8),which is in the center of map(0/0). xm + y( ------- - W0x ) / (2q) = x' m 48*0.5 + 8 32( ---------- - 48) / (32) = (----- - 48) / 32 = (64-48)/32 = 0.5 0.5 0.5Now, the y coordinate | (y- mx) - W0y | | 8 - 0.5*48 - (-24) | | - 16 + 24 | | 8 |y'= ----------------- = ---------------------- = ------------- = ----- 2p 16 16 16 8y'= -- = 0.5 16Hope that helped.Feel free to ask further questions.Lenny--Lennart Steinke (steinke@adv-boeblingen.de)------------------------------------------------------------------------<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:39... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>Introduction To Isometric EnginesThe following document is ⌐ by Jim Adams.Used with permission.This is the best FAQ around. Why?? Because Jim Adams is a legend. ______ ____ _____ __ __ ____ _____ ____ ______ _____ /_ __/ / ___/ / __ / / /_/ / / __/ /_ _/ /__ / /_ __/ / ___/ / / /_/__ / / / / / / / / /_ / / //_// / / / / _/ /_ ___/ / / /_/ / / / / / / /_ / / / __ \ _/ /_ / /__ /____/ /____/ /_____/ /_/ /_/ /___/ /_/ /_/ /_/ /____/ /____/ __ __ ______ ___ _ _ ____ / / / / /_ __/ / __/ // // / __/ / /_/ / / / / /_ // // /_/__ \ / _/ /_ / /_ / // / __/ / \/ /____/ /___/ /_/\_/ /____/ Isometric Views Explanation and Implemention. Second Edition :) Tile and Sprite drawing in an Isometric View. By Jim Adams of Game Developers Network, Inc. (Jun 7,1996). Copyright (c) 1996 by Jim Adams, All right reserved. The author, Jim Adams, gives full permission to duplicate this file only for personal use. No part of this file may be published without prior written permission by the author. NOTES: Isometric can means a multitude of view angles, but we are discussingthe one made popular from games like Ultima and XCOM to name a couple. All examples are not optimized for speed, but in a way to easilyunderstand the concept. All improvements are left up to the reader.Please do not flood me with mail on how to improve the tile drawingroutines and such, as I already know how. All text in this was typed with a mono-spaced editor (such as edit.com).Certain programs adjust the width of the font spacing so the 'graphics'I typed will not look correct. If you're using Windows, please selecta proper font to view it. This file has an acompanying .ZIP file (ISO_SRC.ZIP) that containsthe Isometric drawing engine with a sample program using it. Thisalso contains some great libraries that you can compile usingeither BORLAND or WATCOM. (See 'library.txt' in LIBRARY.ZIP)---------------------------------------------------------------------------- If you don't already know about tiled graphics, here it is ina nutshell. Sections of pixels, usually a rectangle, compose a tile,much like a floor tile. When you place these tiles together, theyform a pattern. It is possible to take a tile with a brick pattern andput them together to create a bigger tile pattern. So instead of storing raw bitmaps, you just use a map array to storethe number of the tiles to draw to form the bigger picture. A typicaldrawing function would start at the top-left corner of the screen,moving right until the right edge is reached, then moving down a rowto start again. No on to the Isometric view type. Instead of using rectangular tiles,they are angled. When you draw them, instead of x going left to rightand y going top to bottom, x now goes down-right and y goes down-left.The map is still left to right as x, top to bottom as y. Take a look: (The x and y are map cords) Rectangular: Isometric: - X - 0 0 0123456789 / 1 * 1 \ 0 ********** Y 2 * * 2 X| 1 * ** * / 3 * * 3 \Y 2 * **** * 4 * * 4| 3 * ** * 5 * * 5 4 * * * * 6 5 ********** * * * * 7 * * * * * 8 * * * * 9 * * * * * * * * * * * Now remember our display (video screen) is still rectangular, so atypical scene would look something like:------------------------| \ Grass / || \ / || \ / | (slants show angle of tiles)| \/ Water || Sand \ || \ |------------------------ We achieve the view by using angled tiles. These tiles have width, heightand depth. As the viewing angle depends on the width and height of the tile(which give us depth), we need to draw them using a certain ratio.So depth is not involved in the drawing, as we only need to worry aboutwidth and height. A good angle to view uses a 2:1 ratio. This means for every two horizontalpixels drawn, there is one vertical pixel. We'll actually be using a 2.1:1.Our tile width will be 32, so we quickly figure our height is 32/2.1=15.23.So our final tile dimensions are 32x15. This is the 'base' tile size with a height of 1. Remember, our tilescan have different heights. So a wall may be 32x90. The height doesn'tchange anything, but the width must stay as 32.Let's take a look at the tile shape (in pixels): 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 ---------------------------------------------------------------- 1| O O O O 2| O O O O O O O O 3| O O O O O O O O O O O O 4| O O O O O O O O O O O O O O O O 5| O O O O O O O O O O O O O O O O O O O O 6| O O O O O O O O O O O O O O O O O O O O O O O O 7| O O O O O O O O O O O O O O O O O O O O O O O O O O O O 8| O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O 9| O O O O O O O O O O O O O O O O O O O O O O O O O O O O10| O O O O O O O O O O O O O O O O O O O O O O O O11| O O O O O O O O O O O O O O O O O O O O12| O O O O O O O O O O O O O O O O13| O O O O O O O O O O O O14| O O O O O O O O15| O O O O( From now on, when we draw, I'll represent a tile like: /\ )( \/ ) If you play with the shape a bit, you'll notice they piece togethereasily. Just draw one, go right 16 pixels, down 8, and draw another. So, a screen drawn like this would look like:+-----------+|/\/\ ||\/\/\ ||/\/\/\ ||\/\/\/\ ||/\/\/\/\ ||\/\/\/\/\ ||/\/\/\/\/\ |+-----------+ But how do you know what block to draw where? Take a look at thescreen again, this time zoomed in with the map x and y cordinatesadded: (top number is x, bottom is y) +-------------------+ | /\ | | / 0 \ | |/\ 0 /\ | Note: | 0 \/ 1 \ | | 1 /\ 0 /\ | / \ |\/ 1 \/ 2 \ | Y /\ X | \ 1 /\ 0 /\ | / /\/\ \ | 1 \/ 2 \/ 3 \ | /\/\/\ | 2/ \ 1 /\ 0 / \ | \/\/\/ +-------------------+So it looks like this in a map: -X-| 0 1 2 3Y 1 X X X| 2 X X X 3 X X X Now it may seem like we want to draw down and right, but no. This isnot the best way to do this. In fact, we still want to drawn left toright, top to bottom. What? I thought you said not to do it this way. Well, it's a bit different. When we draw left to right, our tilesare spaced 32 pixels apart. As we move top to bottom, we only move8 pixels at a time. Every other row, we pre-step 16 pixels left tomake them piece together correctly.So we'll draw the screen like this:(the numbers are the order in which the tiles are drawn) +-----------------+ |0 /\ 1 /\ 2 /\|3 | / \/ \/ | 4|/\ 5 /\ 6 /\ 7 | 8 | \/ \/ \/| |9 /\ 10 /\ 11 /\|12 |\/ \/ \/ |13|/\14 /\15 /\16 |17 | \/ \/ \/| |18 /\19 /\20 / |21 +-----------------+ Because some of the tiles can be 'cut' be the edges of the screen, weclip them. You'll notice every other row we are drawing one more tile.This is because these are the tiles pre-stepped left and we need tocompensate for this. Got it? While it's easy to draw like this, we certainly can't updatethe map cordinates this way. So how do we do it? Well, take a quicklook back at the zoom in with the map cords. Watch the x and y cordsas you move right. You'll see that the x is increase by one and they is decreased by one for every tile. It's a bit different for top tobottom. Since we are pre-stepping every other vertical tile like: \ 0,0 \ MAP CORDS: 1,0 <---- increase x / 1,1 <-- increase y \ 2,1 <---- increase x / 2,2 <-- increase y We will need to alter the addition of the x and y for every other verticaltile. What this means is if the vertical tile counter is even, we increasethe map x when we move down. If the vertical tile counter is odd, weincrease the map y when we move down. So now we know how to draw the screen and how to track the map cordinatesfor each tile drawn. Now the hard part, putting this to work in a program. Using your favorite map storage method (fixed array, variable array,link list, etc) we'll create a simple drawing function. For ease ofexplanation, I'll use a fixed array. We'll use a 10x10 map array, with the ability to stack tiles onone another each with a different height. This gives us the abilityto combine graphics tiles to create new ones. For instance we want a wall and a wall with a candle. Instead ofcreate two wall graphics tiles, we create one wall and one with acandle. Now you just draw the wall, then draw the candle on top of it.If you want the candle on something else, just draw over it.So we need to set aside an array that holds the number of differenttiles and heights. In C this would be:struct MAP_STRUCTURE { char num_tiles; char tiles[10]; // assuming a max of 10 tiles per map cord char height[10]; // also assuming a max of 10};and an array for our map:MAP_STRUCTURE map[10][10]; We want three different objects in the map:0) grass1) wall2) a tall wallLook at our sample map: 0 1 2 3 4 5 6 7 8 90 O O O O O O O O O O1 O . . . . . . . . O2 O . . . . . . . . O . = grass (0)3 O . . o o o o . . O o = wall (1)4 O . . o . . o . . O O = tall wall (2)5 O . . o . . o . . O6 O . . o o o o . . O7 O . . . . . . . . O8 O . . . . . . . . O9 O O O O O O O O O O Now we have to define how the graphics tiles look. Well, the grass iseasiest, just a 16x15 tile drawn with a grass pattern. The wall isa tile 16x50. Since we're going to use a stacked method of drawing,the tall wall will be two walls, one higher than the other. So now we put the data in our map array as: (tile 0 = grass, tile 1 = wall)map[0][0].num = 2;map[0][0].tile[0] = 1;map[0][0].height[0] = 0;map[0][0].tile[1] = 1;map[0][0].height[1] = 50;...map[1][1].num = 1;map[1][1].tile[0] = 0;map[1][1].height[0] = 0;... And you get the idea. Our drawing loop will now go through eacharray in the map, using num to draw that many tiles there. Also, since every tile can be a different size for both height andwidth, we need to create a handle position that is the same for alltiles. The bottom-right corner would do just fine. Just subtract thewidth and height from the screen x and y position before drawing it.In C, it would look something like:(NOTE: This is not an Isometric drawing method. It's just to get you to understand the stacked drawing method.)for(i=0;i<10;i++) { for(j=0;j<10;j++) { for(k=0;k<map[i][j].num;k++) { tile_to_draw = map[i][j].tile[k]; height_to_draw = map[i][j].tile[k]; width = block_width(tile_to_draw); height = block_height(tile_to_draw); block_draw(tile_to_draw,x-width,y-height-height_to_draw); } }} All you have to do is apply the mapping cordinates as learnedfrom above to get the Isometric view. You'll notice when youdraw from top to bottom, left to right, it automatically coversup all tiles that are further away. There's no need for anythinglike a zbuffer or such. To draw the map Isometric, follow this: Start by setting the current screen x and y cords to 8,16.Remember to subtract the block width and height from those cordsbefore you draw the tile. The map cords are passed to the drawing function as the top-lefttile to be drawn. We now start a loop for every vertical tile tobe drawn. A 320x200 screen can draw 25 tiles vertically. We willactually need to draw more, as higher blocks would be clipped off,so we'll draw about 35 vertically. We now setup some temporary cords that will hold the map cordinates(as they will get messed up). We now check if the vertical loop is anodd number, and if it is, pre-step the screen x left 16 pixels. Nowstart a loop that draws horizontally. There are 12 tiles that can bedrawn across (13 for every other vertical line). Pull the tile to drawfrom the map. Draw the tile/tiles using the structure method above. Move right32 pixels, add 1 to the temp map cords, subtract 1 from the tempcords. Finish horizontal loop. Now move down 8 pixels. If thisis an even vertical line, add one to map x, otherwise add one to map y.Finish the vertical loop. Voila, The screen is now drawn. After you get a working engine, you'll notice that when youmove in any direction, it 'jump's by 32 or 16 pixels. There'sno 'smooth' scroll. Well, this is VERY simple to change.We still have a 10x10 map like: -X- 0123456789| 0 ..........Y 1 ..........| 2 .......... 3 .......... 4 .......... 5 .......... 6 .......... 7 .......... 8 .......... 9 ..........but now, we increase the size inside a map cord to 16x16: X0 X1 ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................Y ................ ................0 ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ ................ The map still stays 10x10, but we can move around inside each cordwhile still saying inside it. This gives us a range of 160x160.We call this a fine cordinate system. One thing to note: we cannot work with odd numbers using thefine cords as it creates some jumpy movement. Just try it laterand see for yourself.Now we make the following changes to our engine:- Take the x and y position that we want to be drawn as the top-left on the screen. These can range from 0-160. We'll call these vx and vy.- Divide these numbers by 16 to get the map cords we're standing in. We'll call these mx and my: - mx = px / 16 my = py / 16- We need to setup some variables to pre-step our tiles we draw to give the smooth-scroll effect, which we'll call prestep_x and prestep_y. We also need some temporary variable we'll call x_off and y_off. Calculate these by: - boolean "and"ing vx and vy by 15: x_off = x and 15 y_off = y and 15 - we calculate the presteps like: prestep_x = x_off - y_off prestep_y = (x_off / 2) + (y_off / 2) (these function are dependent on your tile size, in out case 32x15) We now have our prestep cords. When we are ready to draw a tile by pullingit from the map using mx and my, we step left by prestep_x pixels and upby prestep_y pixels. Ok, we now have a smooth-scroll. Here is where a problem comes up-sprites. You can't draw a sprite using these techniques as theymay not line up on a 16x16 map boundry. A sprite may be overwritten byanother tile being drawn. So we want to the ability to draw our sprites at any cordinate.What we need to do is add the ability for our engine to draw inlayers. This will give it a tile drawing order. You draw flatground objects such as grass first. Then go back and drawwhat's above that and so on. Note that large objects such as thetall wall need to be on one layer as they are considered one object. It seems hard to think about, but it is really necessary if youdon't want to maintain a zbuffer. Just work with it a bit and you'llfinally understand it. So we now have to add a layer to our structure:struct MAP_STRUCTURE { char num_tiles; char tiles[10]; // assuming a max of 10 tiles per map cord char height[10]; // also assuming a max of 10 char layer[10]; // ditto};MAP_STRUCTURE map[10][10];now add the following to the map data:map[0][0].layer[0] = 1;map[0][0].layer[1] = 1;...map[1][1].layer[0] = 0;... Now use a loop like this to draw: (in C)current_layer = 0;max_layers = 0;while(1) { for(i=0;i<10;i++) { for(j=0;j<10;j++) { for(k=0;k<map[i][j].num;k++) { if(map[i][j].layer == current_layer) { // draw the tile } if(map[i][j].layer > max_layers) max_layers = map[i][j].layer; } } } current_layer++; if(current_layer >= max_layers) break;} Now all you have to do is link in the map cordinate and screen cordinateof the sprite you want to draw on a certain layer and draw it.You can do this by comparing the current tile cord being drawn with thesprites map x and map y:(spritex & y are map fine cords of sprite to be drawn)(mx and my are the current map cord that is being drawn)if(mx == sprite_x / 16 && my == sprite_y / 16) { Then you just offset the sprite before drawing it at that position:xo = sprite_x & 15;yo = sprite_y & 15;xx = xo - yo;yy = (xo/2) + (yo/2);block_draw(sprite_num,screenx-32+xx,screeny-16+yy); Well, I'll leave you now to your newfound knowledge of Isometric views.If you have any questions or comments, please EMAIL or snail mail me. Jim Adams Game Developers Network, Inc 1200 N Lamb Ste#124 Las Vegas, NV 89110 EMAIL: tcm@accessnv.com<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:40... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>Smooth Scrolling a Tile MapThe following document is ⌐ by Jim Adams Copyright (c) 1998 by Jim Adams. All Rights Reserved<disclaimer> No part of this article may be reprinted or duplicated in any manner without prior written permission by the Author, Jim Adams with one exception- You may display it unmodified on your Web Page for free public viewing. It must include credits to author, Jim Adams. The author, Jim Adams, will not to be held resposible for any damages, directly or indirectly, resulting from the use of this file or it's information.</disclaimer>----------------------------------------------------------------------------INTRODUCTIONWell, here's another attempt at bringing a little information into theworld that seems to be a problem for some of you out there. This articlewill quickly go over scrolling a map view using a tile engine.I will not be showing how to make a tile blitting routine. If you'rereading this, I'm assuming you already have one. What I will be showing isa way to use your tile blitter to render a view, and a very simple one atthat. It will consist of one layer.Also - I didn't have time to add some graphics, but if I get someresponse, I'll put it in html format and add some pictures.With that all said, let's get on with it, shall we? Jim Adams tcm@pobox.com----------------------------------------------------------------------------MAP STRUCTUREAs I mentioned, we'll use a very simple one layered map. It will consistof one thing - the tile number to draw at that location. Let's say youhave 256 tiles, numbered 0-255. typedef struct { unsigned char tile_number; } MAP_INFO;Now comes the map structure array that actually holds the map. Also comesthe dimensions of the map in memory through a couple of definitions. Theexample one will be 128x128. #define MAP_HEIGHT 128 #define MAPWIDTH 128 MAP_INFO map[MAP_HEIGHT][MAP_WIDTH];Since we are using just the tile number, we could have just created anarray, but I'm leaving it open for you to play with by adding to thestructure.Our map can be stored inside a PCX file, with a 128x128 image representingit. Each color palette entry (0-255) would represent the tile number to draw.If you have a standard PCX reader, just load a map like: signed short map_load(char *pcx_filename) { char *pcxmapbuf; short i, j; if(pcx_loadimage(pcx_filename, pcxmapbuf) == -1) return -1; for(i = 0; i < 128; i++) { for(j = 0; j < 128; j++) map[i][j] = get_pixel(pcxmapbuf, j, i); } free(pcxmapbuf); return 1; }----------------------------------------------------------------------------RENDERING A SIMPLE VIEWFrom there you should have a map in memory along with your tiles. I'llassume you have your tiles in an array. I'll use a structure array forexample. You should be able to follow along. #define NUM_TILES 256 TILE_INFO tiles[NUM_TILES];To render a simple view, with no scrolling, you simply start at thetop-left of the screen and render across and down until the screen is full.Let's say we're using 16x16 tiles and a screen res of 320x240. That meanswe will fit (320/16) 20 tiles across and (240/16) 15 vertically. That meanswe will draw 300 tiles a screen. void map_draw(short mapx, short mapy) { short i, j; for(i = 0; i < 15; i++) { for(j = 0; j < 20; i++) tile_draw(map[mapy + i][mapx + j].tile_number, j * 16, i * 16); } }The above doesn't correct for bounds checking, I'll leave that up to you.Also, you'll see the two variables passed represent what map coordinateto use to start drawing at the top-left of the screen. For us, thatruns from 0-127.If you draw with the above increasing a coordinate, like X, every time,you'll see it scrolls by the size of the tile, or 16 pixels at a time.We need it smoother.----------------------------------------------------------------------------SMOOTH SCROLLINGAs a matter of fact, it's extremely easy to change this to smooth scrolling.First thing we have to do is ensure our tile sizes are in the power of 2(2, 4, 8, 16, 32, 64, etc). This helps the math. There are ways todo other sizes, but I'm dealing with those as they are most popular.We now create a fine coordinate system for the map. The fine coordinatesare simply the size of the tiles, or 16x16. So each map coordinate nowis 16x16 in size. That means a map 128x128 is 2048x2048 in fine coordinates.When we render a map from now on, we tell it to draw from those coordinates.For the rendering function to deal with it, it must decide how much toscroll all the tiles we draw left and up.So basically, we're now making the map seem like a huge bitmap. We pickan exact coordinate from that to start drawing in the top-left of thescreen. To do that from tiles, we have to decided how the tiles aligninto that large area.That's why we use tile sizes with the power of 2. First of all, when wewant to render the map, say at 100,126 , we have to find the coordinatein the map array.Since the fine coordinates run off the tile size, we just divide thenumbers by 16, coming up with (100/16) 6, (126/16) 7. That tile willbe first draw at the top-left of the screen. mapx = map_drawx / 16; mapy = map_drawy / 16;Now comes the fine scroll. If you look, there is actually a remainderfrom the divisions. 100/16 = 6.25 and 126/16 = 7.88. Those are thefine scroll parts. If we take the coordinates to draw and AND themby the size of the tile -1, we have those remainders. In our case that's(100 & 15) = 4, (126 & 15) = 14. map_xoff = map_drawx & 15; map_yoff = map_drawy & 15;So we now start drawing the tiles 4 pixels to the left and 14 pixels upfrom where you normally would. Note that because of this, we will haveto draw one more row and column of tiles or the right and bottom edgebut mess up because we are not drawing enough. It's too easy to understandwhy, so I'll let you play with it to see what I mean.So our new rendering function looks like: void map_draw(short map_drawx, short map_drawy) { short i, j; short mapx, mapy; short map_xoff, map_yoff; mapx = map_drawx / 16; mapy = map_drawy / 16; map_xoff = map_drawx & 15; map_yoff = map_drawy & 15; for(i = 0; i < 16; i++) { for(j = 0; j < 21; i++) tile_draw(map[mapy + i][mapx + j].tile_number, j * 16 - map_xoff, i * 16 - map_yoff); } }----------------------------------------------------------------------------THE ENDHope it helps!Jim Adamsthe Collective Mindtcm@pobox.comtcm.lv@worldnet.att.net<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:41... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>Screen to Map CoordinatesThe following document is ⌐ by Jim Adams Copyright (c) 1998 by Jim Adams. All rights reserved.Disclaimer -Do what you want with this information, although all text iscopyright (c) 1998 to Jim Adams, and may not be duplicated, replicated,rejuvinated or whatever else you can think of to make a copy.I'm not responsible for anything you do with this informationor any damage it may cause you, or anybody else, using it.If you do post this article, you must post it in it's entiretyand give full credit to it's author (me!) AND you must not charge anymoney for it.No animals were harmed during the making of this article.For further information about this topic, visit your local library.Badges!?! Badges?!?! We don't need no stinking badges!!!!if(overdoing_it_a_bit) exit(1);-----------------------------------------------------------------------(Refering to our Sci-Fi Isometric game, 'The Light Befallen')Our original method to convert from screen space to map spacewas to 'cut' the screen into sections the size of our tiles, 64x32.Once we placed the coordinates inside one of the sections, wecould then look into a 64x32 array and see where exactly it was,whether it be pointing to the map section up-left, up-right, down-left,down-right, or on the map section itself.NOTE:In actuality, the tiles are 64x31, but are padded down to 32 with thebottom-most line blank so it all fits together correctly. The paddingworks for calculations ONLY. Don't waste the space to store theextra line in memory for graphics purposes. This is all because whenwe tile the screen, the two leftmost and rightmost pixels of the tilewill touch, with room for the topmost and bottommost lines to fit in.Here's a blow-up of what I mean. Bottom Edge of Tile ............ ##........** Right edge of Tile ####....**** Left Edge of Tile ######****** ####....**** ##........** ............ Top Edge of TileHere's how the function looked:void pointer_get_map_position(short pointx, short pointy,signed short mapxo, signed short mapyo, short *mapx,short *mapy){ short mx, my; short rmx, rmy; short xo, yo; signed char xoff[5] = { -1, 0, 0, 0, 1}; signed char yoff[5] = { 0, -1, 0, 1, 0}; char off_map[32][64] = { { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,1,1,1,1,1,1 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,1,1,1,1 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,1,1 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1 }, { 0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1 }, { 0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1 }, { 0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1 }, { 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 }, { 3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4,4 }, { 3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4,4,4,4 }, { 3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,2,2,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,2,2,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2,4,4 ,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,4,4,4,4 ,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 }, { 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,2,2,2,4,4,4,4,4,4 ,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4 } }; // divide by the base tile size, adjusting for the clipping mx = (short)((pointx + 32 + mapxo) / 64); my = (short)((pointy + 16 + mapyo) / 32); // calculate a rough estimate of the map coordinate from those rmx = mx + my; rmy = my - mx; // figure the position of the pointer within that rough map space xo = (pointx + 32 + mapxo) & 63; yo = (pointy + 16 + mapyo) & 31; // further adjust the map positions based on the pointers exact // position within those map coordinates rmx += xoff[off_map[yo][xo]]; rmy += yoff[off_map[yo][xo]]; // store the results *mapx = (short)rmx; *mapy = (short)rmy;}Now that is the quick and dirty method. Although not to great, as ituses an array, it does do the job. For those with a good eye, you'llnotice a small bug - but it's so minor, I didn't bother fixing it.Don't worry, it still works great.After a few nights of playing, I came up with the following formulasto replace the above function:signed short xo = pointer_xpos - (center_x + xadjust);signed short yo = pointer_ypos - (center_y + yadjust);signed short x = yo + (xo/2);signed short y = yo + (-xo/2);This will return a signed value in x and y that represents thedifference from the center map coordinate to where you are pointing.The center map coordinate should be where you draw the 0, 0 map coordinate,which for us is the top-left of the screen (0, 0). Note that thex and y values are in fine MAP space (read ahead).xadjust and yadjust are fine-scrolling variables if your engine iscapable. Note the coordinates 0, 0 of a tile are the top-middle,with x going down-right and y going down-left.Confusing? Not really. Let's say we start drawing our screen atSCREEN coordinates 0,0. The top-middle of the tile is drawn there,so the left side of the tile is cut from the screen.We place our pointer at SCREEN coordinates 125, 304. We are notfine scrolling, so those can be 0.So:1)xo = 125 - (0 + 0);yo = 304 - (0 + 0);x = xo + (xo / 2);y = yo + (-xo / 2);2)xo = 125;yo = 304;x = 125 + (125 / 2);y = 304 + (-125 / 2);3)x = 125 + (62);y = 304 + -62);4)x = 187;y = 242;Now just divide these values by your MAP section size (32x32 in ourcase) and voila! We have map coordinate 5, 7! What's that you ask?What is the MAP section size? I can't help explain it much here -I don't have enough time or space, but it's the fine coordinate sizewithin a single map section. If you don't know it, use the height ofthe tile (32).I am fairly certain the above will work with all tile sizes that havea 2:1 ratio (16x8, 32x16, 64x32, etc). If you use a 3:1 ratio, Ibelieve you substitue the 2's with 3' in there.Jim Adamsthe Collective MindCo-Designer 'The Light Befallen' - A new Sci-Fi Isometric CRPGnospam.tcm.lv@worldnet.att.net (remove first part (damn spam-bots))nospam.tcm@pobox.com (again, remove first part)http://www.mackay.net.au/~dace/<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:41... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>Introduction To GravityThe following document is ⌐ by Edgar Roman. _Gravity FaqThe information contained in document will allow you to realisticallysimulate jumping and interstellar maneuvers.The purpose of this document is to understand the physics of theworld we live in, and apply realistic physics to your game. Itwill not give you optimized routines for your program, that is yourjob! But if you understand how things work, it will be a heck ofa lot easier.====================================================================== Basics=====================================================================There are some key terms I will define to make sure we are talkingabout the same things:Distance : Total path of travel.Displacement: Difference between original position, and final positionSpeed : Change in displacement divided by the change in timeVelocity : Direction of travel, and speed of travel.Acceleration: Change in velocity divided by the change in time.Force :Note: That displacement, velocity, and acceleration are actuallyvector quantities. (That is, they have a direction and magnitude).Abbreviations:a : accelerationM : masss : displacements0 : initial displacementt : timev : velocityv0 : initial velocityunitsm : meter (unit of length)m/s : meter per second (unit of speed)m/s^2 : meter per second squared (unit of acceleration)N : Newtons (unit of force)s : second (unit of time)====================================================================== The concepts=====================================================================Imagine a spaceship flying through space at 1000 m/s. It is deep ininterstellar space with nothing around it. What forces are actingon it? The answer: none!It will continue to fly through space at 1000 m/s forever if noforce acts on it.: The ONLY reason why objects will change velocity (direction and/or: speed) is if a force is applied to it.What is a force you ask? A force is an external push or pull. Aforce is also a vector. It has a magnitude and a directionassociated with it. Right now gravity is exerting a force on you:it is pulling you toward the center of the earth.Also, the only reason an object will change displacement is ifit has some velocity.Suppose now that the hand of god reaches down and starts pushing thespaceship forward. There is now a force applied to the ship. Withany force applied, an acceleration is induced. With our newacceleration, the velocity starts to increase. If god doesn't stoppushing the ship, then soon the ship will go very fast!====================================================================== Look, I just want to make my guy jump.=====================================================================Ok, I'm getting to this. We have our jumping dude Joe. Joe'sinitial position is on the floor or platform that is not moving.The user presses a key and Joe should leap into the air. You needto keep track of three things about Joe: His position, velocity,and acceleration.Initially, his position will be at the floor. Once the key is hit,we simply give Joe a very fast velocity in the upward direction.Then every frame/sec/update/whatever decrease his upward velocityby a constant amount. That's it!The constant decrease is actually an acceleration in the downwarddirection. The horizontal motion of Joe is unaffected. So whileJoe is flying through the air, you can change his forward/backwardmovement as normal.Side note: In real life, it is impossible to move forward/backwardwhen jumping straight up. But I find games that allow forward/backward movement while jumping more playable and fun than just jumpingstraight up. And who said games are realistic anyway?What should be the acceleration that we are applying? On earth, theacceleration of Joe will be 9.81 m/s^2 in the downward direction.Unfortunately, meters per second squared means nothing to the computer.The acceleration must be determined based on your game's update rate.Usually guessing and tweaking is the best way to achieve this.So our pseudo-code is as such:Joe.pos.y = 0; (Or wherever floor is)Joe.vel.y = 0;Joe.accel = 10;Joe.jumping = NO;Loop If (jump key is pressed) { Joe.vel.y = 100; Joe.jumping = YES; } if (Joe.jumping == YES) /* Move Joe if we are jumping */ { Joe.vel.y = Joe.vel.y - Joe.accel Joe.pos.y = Joe.pos.y + Joe.vel.y } if (Joe.pos.y <= 0) /* Check to see if Joe has hit floor */ { Joe.vel.y = 0; Joe.jumping = NO; }End LoopFor the first time the jump key is pressed, the position of Joe willsuddenly jump off the floor.As he goes higher, Joe begins to slow down because the velocityis constantly decremented. Joe will eventually stop moving up, andbegin to move down. He will move faster and faster untilhe reaches the floor again.Joe's velocity and position in the y direction at the end of each loopwill appear as such:Loop0 : Joe.vel.y = 0 Joe.pos.y = 0Loop1 : Joe.vel.y = 100 Joe.pos.y = 100Loop2 : Joe.vel.y = 90 Joe.pos.y = 190Loop3 : Joe.vel.y = 80 Joe.pos.y = 270Loop4 : Joe.vel.y = 70 Joe.pos.y = 340Loop5 : Joe.vel.y = 60 Joe.pos.y = 400Loop6 : Joe.vel.y = 50 Joe.pos.y = 450Loop7 : Joe.vel.y = 40 Joe.pos.y = 490Loop8 : Joe.vel.y = 30 Joe.pos.y = 520Loop9 : Joe.vel.y = 20 Joe.pos.y = 540Loop10: Joe.vel.y = 10 Joe.pos.y = 550Loop11: Joe.vel.y = 0 Joe.pos.y = 550Loop12: Joe.vel.y = -10 Joe.pos.y = 540Loop13: Joe.vel.y = -20 Joe.pos.y = 520Loop14: Joe.vel.y = -30 Joe.pos.y = 490Loop15: Joe.vel.y = -40 Joe.pos.y = 450Loop16: Joe.vel.y = -50 Joe.pos.y = 400Loop17: Joe.vel.y = -60 Joe.pos.y = 340Loop18: Joe.vel.y = -70 Joe.pos.y = 270Loop19: Joe.vel.y = -80 Joe.pos.y = 190Loop20: Joe.vel.y = -90 Joe.pos.y = 100Loop21: Joe.vel.y =-100 Joe.pos.y = 0Notice that Joe is going very fast when he hits the floor.If Joe does not hit the floor, or the floor disappears (i.e. he jumpsoff a platform) then eventually Joe will be going very fast.We need to give him a limiting velocity. This is the fastest velocityJoe can go by falling. In real life this is caused by air resistance.This is easy enough to do.The modified pseudo-code is such:Joe.pos.y = 0; (Or wherever floor is)Joe.vel.y = 0;Joe.accel = 10;Joe.jumping = NO;Loop if (jump key is pressed) { Joe.vel.y = 100; Joe.jumping = YES; } if (Joe.jumping == YES) /* Move Joe if we are jumping */ { if (Joe.vel.y > -100) /* Limit Joe's velocity to -100 */ { Joe.vel.y = Joe.vel.y - Joe.accel Joe.pos.y = Joe.pos.y + Joe.vel.y } } if (Joe.pos.y <= 0) /* Check to see if Joe has hit floor */ { Joe.vel.y = 0; Joe.jumping = NO; }End LoopThe added loop will not decrease Joe's velocity if he is already movingdownward at a speed of -100. Thus we have added his limiting velocity.====================================================================== Other dimensions=====================================================================Ok, the above example is all well and good, but some game spritesdo not just go up and down. Some go side to side while they arejumping.Easy! It just so happens that the x and y values of velocity andacceleration are independent! So while you resolve the y positionand velocity of Joe, you can move Joe in the x direction normally.It will appear that Joe follows a parabolic path, which is what hewould follow in the real world.The same goes for 3 dimensions. x,y,z velocities and accelerations areall independent of one another.====================================================================== Spaceman Spiff=====================================================================Another example where kinematics applies is an asteroids type game.You fly around in a zero-g environment, but can thrust forward inany direction.In this case gravity is not a factor. What do we use instead? Weuse the thrust of the spaceship as our acceleration. We simply breakup our acceleration vector into x and y directions, and apply the sametechniques as above.To implement this we get the pseudo-code:pos.x = 0; pos.y = 0;vel.x = 0; vel.y = 0;acc.x = 0; acc.y = 0;Loop if (thrust key pressed) { resolve_direction_vector; acc.x = scale_x * 10; acc.y = scale_y * 10; } vel.x = vel.x + acc.x; vel.y = vel.y + acc.y; pos.x = pos.x + vel.x; pos.y = pos.y + vel.y;End LoopNow we have a step we have not seen before: resolve_direction_vector.We need this because the ship can move in any direction.What this step does is get the appropriate directions vector andbreak it down into an x vector and y vector. Once broken down, theresolve_direction_vector step will set scale_x and scale_y. /^ Original / | acceleration / | vector / | / | / | Y vector / | Start / * | position -> X------->| X vector* = Angle of ship measured from x axisGiven an angle for our direction from 0 to 365, we can determinethe scale_x and scale_y variables. There are various ways todo this, but an easy way (not optimized) is to use trig:scale_x = cos(angle);scale_y = sin(angle);The trig functions will take care of negative values. That is, ifthe ship is facing West (angle = 180 degrees), the values forscale_x and scale_y: scale_x = -1; scale_y = 0;And our ship will accelerate in the negative x direction.How about if the ship is pointed in a Northeast direction (angle = 45)?We get:scale_x = .707scale_y = .707Which means the ship is accelerating by 7.07 in the y direction, andby 7.07 in the x direction. The illusion you see the shipaccelerate by 10 in a 45 degree direction.You will want to limit the maximum velocity of the ship, or elseit will soon be going faster than the user can see.If you want, some people like a damping field. That means eventually,the ship slows down by itself. To do this, simply decrement thevelocity towards zero every loop. (e.g. if velocity is positive,subtract; if velocity is negative, add)====================================================================== The REAL equations=====================================================================This section explains the real equations. If you wish to do somemore complex kinematics, this section will give you everything youneed to resolve the equations. If not, then the above text isplenty for a lot of applications. For more explanations, consulta basic physics book.We define three key variables with respect to an object:displacement, velocity, and acceleration.Force is related to acceleration in the following way:(Incidentally, Newton's second law of motion);Eqn 1;; F = M * a;In English: Force equals mass times acceleration.So in our spaceship example, the hand of god can cause a smallinterceptor with little mass to accelerate faster than a hugedreadnought with much mass.The relationship between displacement, velocity, and accelerationare:;Eqn 2;; s = s0 + v0*t + 0.5*a*t^2;The current displacement is equal to the initial displacement, plusthe velocity times time, plus one-half times acceleration timestime squared.;Eqn 3;; v = v0 + a*t;The current velocity equals the initial velocity plus accelerationtimes time.;Eqn 4;; v^2 - v0^2 = 2*a*s;The current velocity squared minus the initial velocity equals twotimes acceleration time displacement.With these 4 magic equations, almost all physics motion problemscan be resolved.These equations are all based on constant acceleration (which fitsin fine with most computer applications)====================================================================== How do these equations work?=====================================================================Let us take a ball thrown directly up into the air. This is aone-dimensional situation, because the ball is only going up ordown. Let's take s0 to be the position where we release the ballup into the air. Since we have an initial position, I'm going tobe referring to the current displacement of the ball as position.The term position will be reference from s0.Ok, so we throw the ball up into the air. The instant we releasethe ball (t = 0) we know:s0 = 0;v0 = 10 m/s in the up direction (about 22 miles per hour)a = ?Hmm. What is the acceleration? For any object near the earth'ssurface, the force due to gravity can be found with:;Eqn 5;; Fg = M*g;Where M is the mass and g is the gravitational constant.For earth, g = 9.81 m/s^2.A bit of math now. Combine Eqns 1 & 5;; Fg = M*a -> M*g = M*a -> g = a;Whoa! The masses seem to have canceled! That's interesting. Forany falling object, the acceleration is not affected by the mass.Does this mean that a hippo will fall as fast as a Ping-Pong ball?Yes they will: in a vacuum. But I digress...So the acceleration of the ball equals g, or 9.81 m/s^2.But the acceleration is in the DOWNWARD direction, so we say a = -gUsing Eqn 3, we get: v = v0 + a*t = 10 m/s + (-9.81 m/s^2) * 0 s = 10 m/s.If we use Eqn 2, we also get s = 0. Big deal, huh?Let's take a look at 0.5 sec later: v = 10 + (-9.81) * 0.5 s = 5.1 m/sThe ball has slowed down, which is what we expect. Eventually itwill stop. To find this, we simply set v = 0 and solve for t.v = 0 = 10 + (-9.81) * tSolving for t, we find t = 1.019 seconds. Thus 1.019 seconds afterwe throw the ball up, it stops in mid-air.Ok, we know it stops, but where is it? To find this, we use Eqn 2: s = 0 + 10 * 1.019 + 0.5 * (-9.81) * 1.019^2 = 5.1 metersThat is 5.1 meters above the spot where we released it.What goes up must come down, but how fast? How fast is our ballgoing when we catch it? When we catch the ball, we know that s = 0. So use Eqn 4. After some calculations, we find v = sqrt( v0^2 ). That's easy, right? v = v0. Well...sort of.There is actually two solutions to this equation. +v0 and -v0.What does this mean? It means whenever the ball is at position s = 0, then it is either going up at v0 or down at v0. Sincewe know it was going up when we threw it, it must be coming downat the same velocity.The last thing we find is what time it comes down:Use Eqn 3: v = -v0 = v0 + (-9.81) * tResult: t = 2.038 seconds. If we throw a ball up at 10 m/s, then2.038 seconds later, we will find the same ball in our hand.This section was just to show how the equations work. In anactual program, you wouldn't simply stick these equations in becauseyou would have to keep track of t for every single object. Every timesomething jumped, you'd reset that object's personal t.====================================================================== Hasta La Vista, dudes=====================================================================Well, that's it. Hope this gives you enough information to start out.If you have questions, suggestions, clarifications, and any othermodifications, please drop me a line.Edgar Romaneroman@nmsu.eduor (aroman@nmsu.edu)First Release: 12/29/94<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:42... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello All!=== Cut ===<═╝╞¼><═╝╞¼>Introduction To Collision DetectionThe following document is ⌐ by Tom Moertal.Date: Mon, 27 Jun 1994 21:43:13 -0400From: Tom Moertel <thor@telerama.lm.com>Subject: Collision Detection - How?Date: Mon, 4 Jul 1994 23:24:15 -0400Subject: Typo fixed with 2K(K-1) expansionMany people have requested copies of my collision detection code. Isuspect that it's of general interest for the readers of thisnewsgroup, so I'm posting the code here along with a discussionof the techniques it uses. Please accept my apologies for the lengthof this posting.The code was written in C++ on a Macintosh, but I've endeavored tokeep the collision detection code close to ANSI C. Porting itshould be a 30 minute affair. The testing-timing harness is C++-and Macintosh-specific, so it will take, say, an hour longer toport that, if you feel so inclined.OVERVIEWHere's how the code works, roughly speaking. The screen is dividedinto "sectors," defined by a regularly-spaced grid. All objects(e.g., sprites) are placed into the appropriate sectors as determinedby the objects' upper-left corners. Then the objects in each sectorare tested for collision with one another, taking advantage of theobservation that overlapping objects will usually be classified intothe same sector. This isn't always the case, however, and the codetherefore makes well-behaved translations of the grid to ensure thatall collisions will be detected and that no false collisions will bereported.NOTESThe first thing to do when you get the code is to look at thedeclaration of the "obj" structure. It represents an on-screenobject. For convenience's sake, I've made all my objects 30x30. Thatway I can define the x and y data members to be the upper-left cornerof an object's bounding rectangle, and when I need the lower-right, Icalculate it by adding 30 to x and y. (That's the way I'd do it in ashoot-'em-up, too. Each class of objects would have a different sizeassociated with it. E.g., for a bullet I'd add, say, 8 instead of 30because they're smaller.)I keep all the objects in a linked list, where the obj_link member isthe link between objects. The sector_link is especially important.It is used to keep all the objects in a sector in a single linkedlist. That's a key to making this collision detection techniquework quickly. Placing each object in its containing sector takes O(1)time, with a low constant, to boot.With that in mind, here's an overview of the implementation: iterate four times, shifting the sector grid between iterations place objects into the appropriate sectors for each sector check for collisions among its objectsYou may find it interesting that I've chosen to repeat the entiresectorization and per-sector collision checking process four times.That's how I get around the problems associated with overlappingobjects that are placed into adjacent sectors. Instead of testing forcollisions with objects in adjacent sectors, I just shift the entiresector grid and repeat the process. Before you accuse me of beinginsane for this "four-shifts" business, you should know that it'sasymptotically 20 times faster than testing the adjacent sectors, andabout 40 times faster for the most common "real world" cases. Ifyou're interested in my analysis, it's near the end of my notes.Uninterested readers may feel free to skip it.A side effect of the multiple iterations is that the same collisionwill sometimes be reported more than once. For example, if you havetwo objects directly on top of each other, they will both be placed inthe same sector and detected as having collided, regardless of how thesector grid is shifted. The result: this particular collision will bereported four times. This isn't a big concern, and there are trivialways to sidestep the issue, but I think I'd be remiss if I didn'tpoint it out. I'd hate to have people screaming because particularbullets were packing four times the expected wallop, hurling theirinnocent spaceships into oblivion.ANALYSIS: FOUR-SHIFTS vs. ADJACENT-SECTORSBefore you begin thinking that this shift-and-repeat technique isterribly inefficient, consider the alternative, checking adjacentsectors. Let's say you've got a sector in the middle of the screen;call it S. Objects in S could collide with objects in adjacentsectors, so you'd have to include all eight of them in your collisiontesting of S. How does that affect running time?Assume that objects are randomly distributed over the screen and thatthere are on average K objects in each sector. Recall that to testfor collisions in each sector, we use a brute-force technique thatrequires n(n-1)/2 rectangle intersection operations (check it) for nobjects. Now we can compare the four-shifts method with thetest-adjacent-sectors method.* Four-shifts method: each sector is checked by itself, at a cost ofK(K-1)/2 rectangle tests, but the process is repeated 4 times.Consequently, the cost to entirely check a sector is 4 * K(K-1)/2 =2K(K-1) = 2K^2 - 2K.* Adjacent-sectors method: Each sector is checked only once, but itseight neighboring sectors are included in the check. Define L =(1+8)K be the average number of objects in these 9 sectors. So thecost per sector is L(L-1)/2 = (9K)((9K)-1)/2 = (81K^2 - 9K)/2.Now, let's calculate the ratio of the two methods' expectednumber of rectangle tests: cost of adjacent-sectors (81K^2 - 9K)/2 R = ------------------------ = -------------- cost of four-shifts 2K^2 - 2KNote that the limit of R as K -> Infinity is 20.25. Asymptotically,then, the four-shifts method is about 20 times faster than theadjacent-sectors method. Admittedly, it's unlikely you'll have aninfinite number of objects on the screen. That fact begs thequestion, how much faster is the four-shifts method for the morecommon cases in which there are, on average, one, two, or threeobjects in a sector? Answer: For one object, it's *much* faster; fortwo, 38 x faster; for three, 30 x faster.The four-shifts method needs to perform *no* tests when there's only asingle object in a sector---a very common case. The adjacent-sectorsmethod, on the other hand, needs an average of 36 tests to handle thesame situation.THE CODEHere it is. Enjoy. And, let me know how it works on yourplatform. If you port the testing-timing harness, please send methe timing results.The code is broken into sections. They are, in order: front matter introductory comments declarations defines constants and parameters test code testing/timing harness (Mac specific) sector code code that puts objects into sectors helpers functions that are used by intersection code intersection code uses sector and helper code to determine object intersections and, hence, collisions======= begin// Sector-based collision detection routines &// timing code.//// Tom Moertel 21-Jun-94//// Results for a 25 MHz 68040 Macintosh (not// exactly a screamer) and an 80 MHz PPC 601// Power Macintosh 8100 (this one screams)://// tests/s// object count -68K- -PPC-//// 0 611 7640// 50 340 4020// 100 189 2060// 200 81 788//// where a "test" is defined to be a complete// check of all objects, determining for each// object whether it is involved in a collision// (and if it is, with what other object).//// NOTES//// For this job I made all objects 30x30, but// the code will work for arbitrarily-sized// objects, with the restriction that objects// are smaller than half of kSectorSize.//// This code is far from optimized. I didn't// even bother to run it through a profiler.// With a little work, it could probably be// twice as fast.//// LEGAL STUFF//// Feel free to use this code in your own// projects, but please give me credit.//// Copyright 1994 by Tom Moertel// moertel@acm.org//// PORTING//// Most of the "real" code is portable C++,// but the testing code uses some Mac-// specific calls, namely Microseconds()// and a few graphics and windowing calls.// To port to the timing code to your platform,// redifine Clock_us() to return the current// state (count) of a fast internal clock in// microseconds. The Macintosh drawing// code will automaticaly compile out on// non-Mac platforms, so if you want pretty// pictures, you'll have to roll your own.#include <iostream.h>#include <string.h>#include <stdlib.h>#include <math.h>#if defined(macintosh) || defined(__MWERKS__)#include <Types.h>#include <Quickdraw.h>#include <Windows.h>#include <Events.h>#include <Timer.h>#endif// define compilation parameters#if defined(__MWERKS__) || defined (__SC__)#define BRAIN_DEAD_INLINING // define this to declare "hot"#endif // functions as macros instead // of C++ inline functions// define test parametersenum{ kMaxObjects = 200, // more than you're likely to need kRectSize = 30, // each object is 30 x 30 pixels kTBase = 1000000L, // timing is in microseconds kTestLength = 30*kTBase,// 30 seconds per experiment kCycleLength = 50 // inner timing loop cycles 50 times};// types#if defined(powerc) || defined (__powerc)typedef int scalar; // fast integer type#elsetypedef short scalar; // fast integer type#endif// sprite objectstruct obj{ scalar x, y; // coords obj* sector_link; // link in sector list obj* obj_link; // link in obj list // ... other members ...} ;// module-scope globalsstatic obj gObjects[kMaxObjects];static Boolean gCollisionArray[kMaxObjects];// forward declatationsstatic void _DetermineCollisions();static void _ShowLastIteration(scalar numObj);static void _RandomizeObjects(scalar numObj);static void _RunExperiment(scalar numObj, Boolean drawQ=false);//==================================================================// test code//==================================================================// returns a long representing a count of internal clock "ticks"#if defined(powerc) || defined (__powerc)inline long Clock_us() { return TickCount() * (kTBase/60); }#elselong Clock_us(){ static UnsignedWide base; static Boolean initQ = true; if (initQ) Microseconds(&base), initQ = false; UnsignedWide x; Microseconds(&x); return (x.lo - base.lo);}#endifvoid main(){ srand((unsigned int) Clock_us()); cout << "Collision testing..." << endl; _RunExperiment( 0, false); _RunExperiment( 50, false); _RunExperiment(100, false); _RunExperiment(200, true ); // draw this one}static void _RunExperiment(scalar numObjects, Boolean drawQ){ if (numObjects > kMaxObjects) return; // too many cout << (int) numObjects << " objects: "; long endTime = Clock_us() + kTestLength; long iterations = 0; while (Clock_us() < endTime) { // don't count initialization time { long t0 = Clock_us(); _RandomizeObjects(numObjects); endTime += Clock_us() - t0; } // test/timing loop scalar i; for (i = 0; i < kCycleLength && Clock_us() < endTime; i++) _DetermineCollisions(), iterations++; } long totalTime = kTestLength + Clock_us() - endTime; if (drawQ) _ShowLastIteration(numObjects); // draw results cout << (int) iterations << " in " << (int) totalTime << " us: "; float usec = totalTime; float iter = iterations; cout.precision(2); cout << usec/iter << " us/iter, " << ((float)kTBase)*iter/usec << " iter/s" << endl;}//==================================================================// sector code//==================================================================#define CEILING_DIV(x, y) ( ((x)+(y)-1) / (y) )// define constants//// Note that to work properly, kSectorSize must be greater// than twice the length of the largest side of any// object's bounding box. E.g., if your objects are// 30x30, then the sector size should be > 60 -- 64 would// be an excellent choice.enum { kSectorSize = 64, // length of a sector's side in pixels kLog2SectorSize = 6, // log2(kSectorSize): for shifting kScreenWidth = 640, kScreenHeight = 480, kNumXSectors = CEILING_DIV(kScreenWidth, kSectorSize) + 1, kNumYSectors = CEILING_DIV(kScreenHeight, kSectorSize) + 1, kNumSectors = kNumXSectors * kNumYSectors} ;// define a module-scope array of linked list heads,// one for each sectorstatic obj* gSectorArray[kNumXSectors][kNumYSectors];// call this routine to place all objects into the// appropriate sectors//// (assumes all objects are kept in a linked list and// GetMyFirstObject() returns the head of this list)extern obj* GetMyFirstObject();static void UpdateSectors(register scalar xoff, register scalar yoff){ // reset the sectors' linked lists obj** theArray = (obj**) gSectorArray; // for 1-D access for (scalar i = 0; i < kNumSectors; i++) *theArray++ = NULL; // put each object in its sector's linked list. for (obj* o = GetMyFirstObject(); o != NULL; o = o->obj_link) { // get the list head for the sector in which o resides register obj** thisSectorListHead = &gSectorArray [ (o->x + xoff) >> kLog2SectorSize ] [ (o->y + yoff) >> kLog2SectorSize ]; // add o to this sector's linked list o->sector_link = *thisSectorListHead; *thisSectorListHead = o; }}//==================================================================// helpers//==================================================================// Draw an object (rectangle). If the object is involved// in a collision, it is drawn as a rectanglular outline;// otherwise it's drawn as a solid gray rectangle.// [Macintosh specific]static void _DrawObject(obj* o, Boolean collidedQ){#if defined(macintosh) || defined(__MWERKS__) static Pattern myBlack = { 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff }; static Pattern myGray = { 0xaa, 0x55, 0xaa, 0x55, 0xaa, 0x55, 0xaa, 0x55 }; Rect r; SetRect(&r, o->x, o->y, o->x + kRectSize, o->y + kRectSize); PenPat(collidedQ ? &myBlack : &myGray); if (collidedQ) FrameRect(&r); else PaintRect(&r);#endif // macintosh}// conciliate skeptics by showing them that the// code did, indeed, work properly// [Macintosh specific]static void _ShowLastIteration(scalar numObjects){#if defined(macintosh) || defined(__MWERKS__) Rect rBounds = { 0, 0, kScreenHeight, kScreenWidth }; OffsetRect(&rBounds, 0, GetMBarHeight()); WindowPtr wind = NewWindow(nil, &rBounds, "\p", true, plainDBox, WindowPtr(-1), false, 0); GrafPtr savePort; GetPort(&savePort); SetPort(wind); for (scalar i = 0; i < numObjects; i++) _DrawObject(&gObjects[i], gCollisionArray[i]); while (!Button()) ; SetPort(savePort); DisposeWindow(wind);#endif // macintosh}static scalar _RandScalar(scalar max){ return (((unsigned long) max) * ((unsigned short) rand())) / (RAND_MAX+1);}static void _RandomizeObjects(scalar numObjects){ obj* o = gObjects; for (scalar i = 0; i < numObjects; i++, o++) { o->x = _RandScalar(kScreenWidth-1); o->y = _RandScalar(kScreenHeight-1); o->obj_link = o + 1; } (--o)->obj_link = NULL;}//==================================================================// intersection code//==================================================================obj* GetMyFirstObject() { return &gObjects[0]; }// local helpersstatic void _ClearCollisionArray();static void _UpdateCollisionArray();// determine all collisionsstatic void _DetermineCollisions(){ _ClearCollisionArray(); // erase the slate; no collisions yet scalar shift = kSectorSize / 2; // We need to try four differnt "shifts" of the // sector grid to detect all collisions. Proof of // why this is so is left as an excercise for the // reader. (Hint: consider an analogous 1-D case.) UpdateSectors( 0, 0), _UpdateCollisionArray(); UpdateSectors( 0, shift), _UpdateCollisionArray(); UpdateSectors(shift, 0), _UpdateCollisionArray(); UpdateSectors(shift, shift), _UpdateCollisionArray();}// "hot" functions that are used in inner loops#ifdef BRAIN_DEAD_INLINING#define _Abs(a) ((a) < 0 ? -(a) : (a))#define _IntersectQ(o1, o2) \ (_Abs(o1->x - o2->x) < kRectSize && \ _Abs(o1->y - o2->y) < kRectSize)#elseinline scalar _Abs(scalar a){ return a < 0 ? -a : a;}inline scalar _IntersectQ(obj* o1, obj* o2){ return _Abs(o1->x - o2->x) < kRectSize && _Abs(o1->y - o2->y) < kRectSize;}#endif // BRAIN_DEAD_INLININGstatic void _ClearCollisionArray(){ memset(gCollisionArray, 0, sizeof(gCollisionArray));}static void _CalcCollisionsInSector(obj* objList);static void _UpdateCollisionArray(){ for (scalar x = 0; x < kNumXSectors; x++) for (scalar y = 0; y < kNumYSectors; y++) _CalcCollisionsInSector(gSectorArray[x][y]);}// We've got the head of the linked list for a// sector. Let's see if there are any objects// in it that are involved in collisions.//// Use the plain, old O(n^2) technique to compute// the collisions in this sector. If the grid size// was appropriately chosen, n should be very small;// in many cases it will be 0 or 1, obviating// collision tests altogether.static void _CalcCollisionsInSector(obj* objList){ if (objList == NULL || objList->sector_link == NULL) return; for (obj* o0 = objList; o0->sector_link; o0 = o0->sector_link) for (obj* ox = o0->sector_link; ox; ox = ox->sector_link) if (_IntersectQ(o0, ox)) gCollisionArray[ o0 - gObjects ] = gCollisionArray[ ox - gObjects ] = 1; // Note that at this point we know object o0 // collided with object ox, so we could use that // information to, say, determine what kind of // explosion is appropriate. Here, however, I // just toss the information away.}======= endRegards,Tom Moertel Interests: Software Engineering, Symbolic Mathematics,MSA, CSG Technologies Division Algorithms,thor@telerama.lm.com Itchy-Scratchy Theory.<═╝╞¼>This page is hosted by Mackay Internet=== Cut === TM op--@ = Wu XueQing (0570)5020075 Monday April 06 1998, 22:43... ╕µ╦▀░│ú¼All└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)Hello Yan! -=>> Cloud Wu║═Yan Liang╒²╘┌╠╕"╟δ╜╠game▒α│╠",╥╗╕÷░╦┬╖├■┴╦╣²└┤. YL>> ╧≤í╢Diabloí╖─╟╤∙╡─╨▒45╢╚╩╙╜╟╡─╞┴─╗╩╟╘⌡╤∙╣╣╘∞│÷└┤╡─ú┐ CW>> ╒Γ╕÷╩╟╥╗╓╓╜╨"╡╚╛α┴ó╖╜╠σ"(╬╥╫╘╝║╧╣╖¡╥δ╡─,E╬─╩╟Iom... CW>> ╣·═Γ║▄╘τ╛═┐¬╩╝╩╣╙├┴╦,─π┐╔╥╘╩╘╫┼╘┌ Inet ╔╧╒╥╡╜ E ╬─╡─╫╩┴╧. YL> ╡╜──└∩╚Ñ╒╥,╘⌡├┤╒╥? ╬╥╜½╙╨╣╪E ╬─╡─╫╩┴╧╠∙╔╧, ╣⌐▓╬┐╝. TM op--@ = Wu XueQing (0570)5020075 Tuesday April 07 1998, 09:13... ╕µ╦▀░│ú¼Yan Liang└╧╨╓╡─╔╦┐┌╘┌──╢∙ú┐ ░│╧δ╚÷╤╬íú :)--- ╩╓╠╕┤≥╜┘░µ * Origin: Point of VerDure BBS (6:660/1001.8)---Winfree Kongú¼╛═─π╡─í░╘⌡╤∙╙├Turbo Pascal▓Ñ╖┼.WAV║═.MID╬─╝■ú┐í▒╥╗░╕ú¼┼╨╛÷╚τ╧┬ú║ FB>> ╚τ╠Γíú╧ú═√╕≈╬╗╕▀╩╓─▄┤═╜╠íú╨╗┴╦íú WK> Turbo Pascal╩╟├╗╙╨╒Γ╡─Unit╡─. ╥¬╫╘╝║╨┤╥╗╕÷. ─π╓¬╡└╘⌡├┤╨┤┬≡ú┐╬╥┴¼╬─╝■╕±╩╜╢╝╔╨▓╗╟σ│■íúííú»⌐ñ⌐ñ⌐ñ╗╞╜≡╝╫╣ñ╫≈╩╥⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐┤í┤⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñí∞Frosty Bladeí∞⌐ñí∩í¬íεí¬í∩í¬íεí¬í∩í¬íεí¬í∩í¬⌐ñ⌐╚ííú▄⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñEmail: frostyblade@163.net⌐ñ⌐ñ⌐ñ⌐ñ⌐╝... ─π╡─╗╩╡█╨╒╦╬ú¼╬╥╡─╕τ╕τ╥▓╨╒╦╬ú¼─π╫÷╡├╗╩╡█ú¼╞½╬╥╕τ╕τ╫÷▓╗╡├╗╩╡█íúííí¬í¬└εσ╙--- ╚║╨╟╓╨╨─╙╩╛╓ * Origin: ╚║╨╟▄÷▌═╒╛╧ú═√─·─▄│╔╬¬╥╗╨╟! (0571)5113934 (6:660/106)... ╜¡║■╚╦╤╘í╛foxpro╡─╥╗╕÷├▄┬δ╨í│╠╨≥í┐▓╪▒ª═╝╘┌Gong Lei╔φ╔╧!... All╜⌠╫╖▓╗╔ß,░│╢└└╟╥¬╥╗═°┤≥╛í! GL> ╙╨╨⌐╧╡═│╨Φ╥¬┐┌┴ε,╚τ╣√┐┌┴ε╩╟┐╔╕ⁿ╕─╡─,╩╞▒╪╥¬╖┼╘┌.dbf╓╨, ┤≤┐╔▓╗▒╪╖┼╘┌DBF╓╨ :) GL> ┐╔╒Γ╤∙╡─╗░,╓╗╥¬type╒Γ╕÷dbf╬─╝■╛═┐╔╥╘┐┤╡╜┐┌┴ε├▄┬δ,╦╞║⌡ GL> ╠½*╓▒╣█*┴╦ ;) ╓╗╥¬╜°╢╘├▄┬δ╜°╨╨╢α┤╬╗╗╦π║≤╘┘╖┼╡╜DBF╓╨, ╔±╧╔╥▓─╤╞╞│÷└┤, │² ╖╟─π╡─│╠╨≥▒╗╣Ñ╞╞┴╦ :) ╖┤╒²╧╓╘┌╝╞╦π╗·╘╜└┤╘╜┐∞, ─π╥¬▓╗╧╙╖│, ┤≤┐╔╢╘╘¡├▄┬δ╜°╨╨╥╗░┘┤╬ ╗╗╦π║≤╔·│╔╡─╜ß╣√╖┼╡╜DBF╓╨ :) ▓╗╣²░╤╜ß╣√╖┼╡╜DBF╓╨╩╟▓╗┐╔┐┐╡─, ╦¡╥¬╕·─π┐¬╕÷═µ╨ª, ░╤├▄┬δ╜ß╣√ ╦µ▒π╕─╥╗╧┬, ─╟╛═╦└╢¿┴╦, ─π╫╘╥╤╥▓╜°▓╗╚Ñ┴╦ ;D ╦∙╥╘╬╥╙├VFP▒α│╠╩▒┐┌┴ε╩╟╛°╢╘▓╗╖┼╡╜DBF╓╨╡─ :) ╢°╟╥╬╥╥▓═¿│ú╘┌│╠╨≥╓╨┴⌠╙╨╥╗╕÷├╪├┼┐╔╥╘╜°╚δ, ╥╘▒╕║≤╗╝ :) ╒Γ╓╓╫÷╖¿═¿│ú▒╗╚╧╬¬╩╟▓╗╡└╡┬╡─ :( ║├╘┌╬╥▒α╡─▓╗╩╟╔╠╥╡│╠╨≥ :) GL> ╒Γ╕÷│╠╨≥╢╘╕╢╕▀╩╓╡▒╚╗╩╟╘╢╘╢▓╗╣╗╡─,╡½╬╥─┐╟░╗╣├╗╙╨╕ⁿ║├╡─ ╕▀╩╓╓╗╥¬┤≥┐¬─π╡─│╠╨≥, ─π╘┘╟╔├ε╥▓├╗╙├ :) ╒Γ╛═╕·╦°╥╗╤∙, ╩╟╖└╛²╫╙▓╗╖└╨í╚╦╡─ :( GL> ╧δ╖¿,╗╢╙¡┤≤╝╥└┤╨┼╠╓┬█╠╓┬█. GL> btw:╬╥╡─╩²╤º║▄└├ 8-) ╬╥╩²╤º╘°╛¡║▌║├, ┐╔╧º║≤└┤╚╙┴╦ :(... ⌐░⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖ íεíεíε Pan Yq íεíεíε⌐ñ⌐┤>>> úí 3.14159265358979..⌐╟⌐Ñ⌐┐⌐╟⌐Ñ⌐╧⌐º╫▄⌐º ─┌├╔╢└└╟ú║┼╦╥╘╟┐ ╬╩║├ úí... ⌐╕⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐º░╦┬╖⌐º╛ⁿ⌐º⌐º║≤⌐º ║╝╓▌ 0571-8072824-483 ⌐╝... ╛▌╦╡╙┬╙┌│╨╚╧┤φ╬≤▓ó╝ß│╓┤φ╡╜╡╫╡─═¼╓╛╗╣╦π╩╟╕÷║├═¼╓╛......--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101)... ╜¡║■╚╦╤╘í╛PVFP 5.0í┐▓╪▒ª═╝╘┌Viano Wu╔φ╔╧!... Patrick Xiao╜⌠╫╖▓╗╔ß,░│╢└└╟╥¬╥╗═°┤≥╛í! PX>> ┤≤╝╥╢╝╘┌╙├╩▓├┤░µ▒╛╡─ VFP? SL>> ╡▒╚╗╩╟5.0,╦Σ╚╗╦√╡─║║╗»▓╗╚τ3.0║├ PX> ╬╥╧╓╘┌╥▓╩╟╙├5.0.╡½┐┤3.0╡─░∩╓· ╣╪╙┌╟░╢╬╩▒╝Σ╙├VFP5.0╬▐╖¿▒α╥δ┐╔╢└┴ó╓┤╨╨╡─EXE╡─╬╩╠Γ, ╣√╚τ ─│╬╗╕▀╚╦╦∙╤╘, ╩╟░µ▒╛╬╩╠Γ ╬╥╧╓╘┌╙├╡─╩╟╫¿╥╡░µ(╞≤╥╡░µ)╡─VFP5.0, ╥╗╒┼═╖CD╡─, ╧╓╘┌╩▓├┤ ╢╝├╗╬╩╠Γ, ╓╞╫≈░▓╫░┼╠╡╚╥▓╒²│ú :) ╧≥╠ß╨╤╬╥╡──╟╬╗═¼╚╩▒φ╩╛╨╗╥Γ, ╬╥═ⁿ┴╦╩╟╦¡┴╦ ;D... ⌐░⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖ íεíεíε Pan Yq íεíεíε⌐ñ⌐┤>>> úí 3.14159265358979..⌐╟⌐Ñ⌐┐⌐╟⌐Ñ⌐╧⌐º╫▄⌐º ─┌├╔╢└└╟ú║┼╦╥╘╟┐ ╬╩║├ úí... ⌐╕⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐º░╦┬╖⌐º╛ⁿ⌐º⌐º║≤⌐º ║╝╓▌ 0571-8072824-483 ⌐╝... ╗╪╩╫╧≥└┤╧⌠╚≈(╥╗╫≈'╔¬')┤ª, ╣Θ╚Ñ, ╥▓╬▐╖τ╙Ω╥▓╬▐╟Θ(╟τ).--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101)... ╜¡║■╚╦╤╘í╛VFP3.0╣²╩▒┴╦úíí┐▓╪▒ª═╝╘┌Jason Schuman╔φ╔╧!... Shi Tian╜⌠╫╖▓╗╔ß,░│╢└└╟╥¬╥╗═°┤≥╛í! ST> ╬╥╧δ╟δ╬╩╥╗╧┬ú¼╧╓╘┌╕π╩²╛▌┐Γú¼╙├╩▓├┤╙∩╤╘╫ε║├ú¼VF╒µ╡─╣²╩▒┴╦┬≡ú┐ JS> ─╟╩╟╫╘╚╗,╕÷╚╦┐╔╥╘╙├access,═°┬τ┐╔╥╘╙├VB╗≥PowerBuilder. ╣╪╙┌VFP╣²╩▒╓«╦╡, ╗╣╘τ! ╩╣╙├VFP╡─═¼╓╛, ╝╠╨°╖┼╨─╩╣╙├ :)... ⌐░⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖ íεíεíε Pan Yq íεíεíε⌐ñ⌐┤>>> úí 3.14159265358979..⌐╟⌐Ñ⌐┐⌐╟⌐Ñ⌐╧⌐º╫▄⌐º ─┌├╔╢└└╟ú║┼╦╥╘╟┐ ╬╩║├ úí... ⌐╕⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐º░╦┬╖⌐º╛ⁿ⌐º⌐º║≤⌐º ║╝╓▌ 0571-8072824-483 ⌐╝... ╒Σ╧º╟α┤║╩▒╣Γ ╨─╓╨╥╗╞¼╟τ┐╒ ╬╥╡─╤⌠╣Γ ╬╥╡─├╬ ╥╗┤«╜┼╙í ╥╗╡└║τ--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101)... ╜¡║■╚╦╤╘í╛╣╪╙┌UCDOS╠╪╧╘í┐▓╪▒ª═╝╘┌Health Boy╔φ╔╧!... All╜⌠╫╖▓╗╔ß,░│╢└└╟╥¬╥╗═°┤≥╛í! HB> ALL: HB> ╫ε╜ⁿ┼÷╡╜╥╗╬╩╠Γ,╛═╩╟UCDOS╡─╠╪╧╘╕├╘⌡├┤╫÷? HB> ╬─╫╓╝░═╝╞¼╕├╚τ║╬╚Ñ╡≈╙├? ╟δ╜°╚δUCDOS─┐┬╝, ╫╨╧╕╘─╢┴README ╘╦╨╨README.EXE :) ╥╗░π╡─╬╩╠Γ╢╝┐╔╕π╢¿┴╦ :) BTW: ─π╗╣╘┌╙├DOS▒α│╠?... ⌐░⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖⌐│⌐Ñ⌐╖ íεíεíε Pan Yq íεíεíε⌐ñ⌐┤>>> úí 3.14159265358979..⌐╟⌐Ñ⌐┐⌐╟⌐Ñ⌐╧⌐º╫▄⌐º ─┌├╔╢└└╟ú║┼╦╥╘╟┐ ╬╩║├ úí... ⌐╕⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ⌐ñ ⌐º░╦┬╖⌐º╛ⁿ⌐º⌐º║≤⌐º ║╝╓▌ 0571-8072824-483 ⌐╝... ─¬│ε╟░┬╖╬▐╓¬╝║ ╣╪╝ⁿ╗╣╡├┐┤╫╘╝║--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101)... ╬╥╝√Health╙δCheng Bin╒²╬¬"╣╪╙┌UCDOS6.0╡─╠╪╧╘!"╡─╡τ─╘╨╛╞¼┤≥╡├═╖╞╞╤¬┴≈,┴¼├ª└┤▓σ╥╗┐╕ HB> ╬╥╙├UCDOS6.0░µ╓╨╡─README╬─╝■,┐┤┴╦░δ╠∞,╘┘╩╘╩╘╥╗╡π╖┤╙│╥▓├╗╙╨! ╬╥╧δ╦╡╡─╩╟,╝╙╘╪TX│╠╨≥║≤,╕├╚τ║╬╓┤╨╨? └²╚τ,╧╓╘┌╙╨╥╗╕÷PCX╡─╬─╝■,├√╫╓╬¬ROSE.PCX,╙├UCDOS╠╪╧╘,╕├╘⌡├┤╫÷? Thank You!>>> ░╦┬╖╛ⁿ╫▄╒■╓╬▓┐ í╝ ╔≥ Ω┐ úª ║╝╓▌ úª ╒π╜¡ í╜ ... ╒■╣ñ┤ª┤ª│ñ <-í∩->╘╕╙δ╓ε╬╗╘┌▒╚╠╪┐╒╝Σ╧α╝√! TEL:(0571)8078909>>> íε Health Boy íε <<╨─╟Θ┐═╒╗>>-->╗╢╙¡╕≈╬╗└┤╫≈┐═! BP:127--2053311... We will win, We must win, We can win!--- ┬Ω└÷╙╩╝■╠╪┐∞╫¿╡▌ * Origin: [┬Ω└÷╩└╜τ] ╩⌠╙┌╬╥├╟┤≤╝╥╡─╩└╜τ. 0571-7960553 (6:660/101) LF> ╬╥╝╟╡├║├╧≤╩╟┐╔╥╘╡─░╔,╡½▓╗╓¬╡└─π┤≥╙í╦ⁿ╕╔╩▓├┤,╬╥╩╝╓╒╚╧╬¬,╢╘PB LF> ╒Γ╓╓╢½╬≈,├╗▒╪╥¬╧≤╢╘┤²C╥╗╤∙. :) DK> ╖╓╬÷, ┤µ╡╡, ╔⌡╓┴╓°╫≈╚¿╡╟╝╟╢╝╥¬╙├. DK> ╒Γ╓╓╥¬╟≤─▄╦π╣²╖▌? :D ╒Γ╡╣╩╟,╬╥╝╟╡├.PBL╬─╝■┤≥┐¬║≤╛═─▄┐┤╡╜╦∙╙╨┐╪╓╞╡─├Φ╩÷╝░╫╘╝║╨┤╡─┤·┬δ.>>> === Liu Xiang Feng ===... ╬╥╩╟╬╥--- Blue Wave/DOS v2.30 * Origin: West-Line Programmer's BBS * 86-756-333-1931±1 (6:655/301) JS> PB5╙╨╥╗╒┼╣Γ╡·╡─╚▌┴┐,╢°PB6╓╗╙╨100╢αM,╚½╫░╥▓╓╗╥¬100╢αM, JS> ╘┌░▓╫░╩▒╡─╜τ├µ╦╡,╒Γ╩╟╒²╩╜░µ,║├╧±╗╣╩╟╥╗╕÷▓Γ╩╘░µ. :( DK> ─π╡─PB5╓╗╙╨╥╗╒┼CD? ╩╟-░µ░╔? ╬╥╙╨╡π╞µ╣╓┴╦. DK> PB4╢╝▓╗╓╣╥╗╒┼CD :) PB5░▓╫░╩╟╓╗╙╨╥╗╒┼CD,╞Σ╦√╡─╢╝╩╟╡τ╫╙╩Θ╩▓├┤╡─. ;)>>> === Liu Xiang Feng ===... ╬╥╩╟╬╥--- Blue Wave/DOS v2.30 * Origin: West-Line Programmer's BBS * 86-756-333-1931±1 (6:655/301)╚τ║╬╩╡╧╓║╧═¼╡─┤≥╙íú║1íó╟Θ┐÷ú║ ║╧═¼╡──┌╚▌╩╟╣╠╢¿╡─ú¼╬╥┤µ╖┼╘┌╥╗╕÷╬─▒╛╬─╝■╓╨ú╗í░╝╫╥╥╖╜í▒íóí░╩▒╝Σí▒╡╚▒Σ╩²┤µ╖┼╘┌─│╕÷DB╓╨íú2íó╬╩╠Γú║ íú╙├QReport╗╣╩╟╓▒╜╙╙├TPrinterú┐ íúQReport╚τ║╬╧≤Word─╟╤∙┐╪╓╞╫╓╠σú┐ íúTPrinter╚τ║╬┐╪╓╞╥│▒▀╛α╡╚╕±╩╜ú┐ íú─▄╖±╡≈╙├Wordú¼▓ó╜½╕≈╕÷▒Σ╩²▓σ╚δ╡╜╬─▒╛╓╨ú┐╧╚╨╗┴╦úíúíúí... --- GEcho 1.20/Pro * Origin: SeaWind BBS (0898-8530097) V.34 (6:659/101)╚τ║╬┤≥╙í▒φ╕±ú¿╧≤Excel─╟╤∙ú⌐ú┐╒Γ╕÷╬╩╠Γ║├╧±▒╚╜╧╙▐:) ╬╥┐┤QReport╡─└²╫╙└∩├µ╩╟├╗╙╨═°╕±╡─ú¼╘⌡├┤░∞─╪ú┐... ╬╥╗╣├╗╫╩╕±╫≈E╚╦--- GEcho 1.20/Pro * Origin: SeaWind BBS (0898-8530097) V.34 (6:659/101)╕≈╬╗┤≤╧║: ╟δ╬╩╙╨├╗╙╨╩▓├┤╚φ╝■─▄╜½╥╗░π═╝╧≤╬─╝■╫¬╗╗╬¬Fax╙├╡─tiff-3╕±╩╜? ╥╘╝░╙╨├╗╙╨╧α╙ª╡─┐¬╖ó┐Γ╗≥╫Θ╝■? ╢α╨╗┴╦.... ╔ε█┌ ╢┼╧■╟αíß í∙ dxq@nease.net í∙ http://dxq.kstar.com í∙ 9813-1110--- GEcho/32 1.20/Pro * Origin: íΦ╗ε╔½╔·╧πíΦ Colorful Life BBS 755-3805152 (6:655/105) -=>╘¡╨┼╩╟ Cloud Wu ╕° Want You ╡─<=- CW> ╒Γ└∩╙╨╥╗╡π╡π┬Θ╖│,╦∙╥╘╧╓╘┌╨φ╢α╙╬╧╖╗╣╩╟ 90 ╢╚╩╙╜╟╡─,╒µ╩╟═╡└┴ ;< WY> ^^^^?▓╗╤╜. WY> ─π┤╙╘╢╡╜╜ⁿ╗¡,╜ⁿ┤ª╡─╛═░╤╘╢┤ª╡─╕▓╕╟┴╦.─π╨Φ╥¬╡─╧√╥■╛═╩╡╧╓┴╦. CW> ╒Γ╕÷╩╟╦∙╬╜╡─╗¡╝╥╦π╖¿.╘┌─╟╓╓╝┘3D╓╨╩╟▓╗╙├╡─.╥≥╬¬╦┘╢╚╠½┬². CW> ╒µ╒²╩╣╙├╩▒╫╘╚╗╥¬╝╞╦π╨Φ╥¬╓╪╗¡╡─▓┐╖╓,╒Γ╕÷╝╞╦π╡─╣²│╠,45╢╚╩╙╜╟▒╚90 ^^^^?▓╗╥¬╦π╡─.╓▒╜╙═∙Double Buffer└∩╨┤,╨┤═Ω┴╦╘┌═∙ VRAM╓╨copy╛══Ω═Ω┴╦.╦∙└╦╖╤╡─╓╗╩╟╓╪╕┤╨┤╡─╩▒╝Σ. CW> ╢╚╡─╩╙╜╟╥¬╕┤╘╙╥╗╨⌐. CW> ▓╗╨┼┐╔╥╘╨┤╕÷╝≥╡Ñ╡─ Engine ╩╘╩╘,▒ú╓ñ─π╧δ╡─╚▌╥╫,╫÷╞≡└┤─╤. CW> ╣╪╝ⁿ╘┌╨º┬╩.┐┤┐┤╧╔╜ú║═╔±╡±, Engine ▓ε▓╗╢α░╔.┐╔╦┘╢╚╠∞╚└╓«▒≡. ^^^^╒Γ╕÷▓╗╩╟3D,╞Σ╧√╥■╩╟╩╣╙├┴╦color mask═Ω│╔╡─. Hahaha. ╔±╡±╗╣├╗╙╨─╪. CW> ╚τ╣√─π╙├ WIn95 ╡─╗░,(╡▒╚╗─π╥╗╢¿╘┌╙├) ╛═╥╗╢¿╥¬╤º╤º MFC, WY> ╕ⁿ╩╟╬≤╚╦╫╙╡▄┴╦. CW> ╒Γ╕÷▓╗╘▐│╔. WY> ─π╫╘╝║╗╣╙├delphi,delphi║═mfc╙╨╣╪╧╡┬≡? CW> ╬╥╙├ delphi ▓╗╝┘,╡½─╟╕÷╓╗╩╟╨┤╡π╩²╛▌┐Γ╙╨╣╪╡─╢½╢½╞¡╡π┴π╙├╟«╢°╥╤. ║▄╢α╩▒║ε╬╥├╟╓╗╥¬─╟╡π┴π╙├╟«.╨┤┤≤╢½╢½▓╗╩╟╥╗╕÷╚╦╕╔╡├┴╦╡─,╢°╟╥╬╥├╟╥▓ ├╗╙╨╒Γ╕÷╩╡┴ª└┤╕π┤≤╢½╢½. CW> ▒╛╚╦╡─╣█╡π╩╟╨┤│╠╨≥╨Φ╥¬┴╦╜Γ╡╫▓π╩╟╘⌡╤∙╣ñ╫≈╡─.╒Γ╤∙╙╨╥╗╓╓╩²╛▌╬╒╘┌ CW> ╩╓╓╨╡─╕╨╛⌡,╨┤╞≡│╠╨≥╡├╨─╙ª╩╓. ▓╗═Ω╚½╚τ┤╦,╦∙╬╜"│╠╨≥╘▒═╕├≈"╡─║¡╥σ╩╟╙╨╥╗╢¿╙ª╙├│╠╢╚║═╖╢╬º╡─. ▓╗╥╗╢¿╢«╡├╘╜╢α╘╜║├. CW> BTW:╒Γ╛Σ╗░╬╥╩╟╒δ╢╘ API ║═ MFC ╠╕╡─,╩╣╙├Win95╡─╗░,╚τ╣√╒µ╥¬╤º╞Σ╓╨ CW> ╥╗╕÷,╬╥╛⌡╡├ MFC ╥¬║├╨⌐. CW> BTW: ╛═╬╥╡─╕╨╛⌡, MFC ╡─╚╖▒╚ API ║├╝╟,╥≥╬¬╦ⁿ▒╚╜╧╧╡═│╥╗╡π ╒µ╒²╧╡═│╡─╡─╩╟Turbo Pascal ╡─ OWL, ─╟╕÷│╠╨≥▓┼╥╗┐┤╛═╢«. ╡Ñ┤┐╡─╨┤╝╕╕÷window,╙├MFC╗≥╒▀╞Σ╦√╡─╩▓├┤"─┌┐π"╢╝║▄╖╜▒π. ╡½╒µ╒²╥¬└φ╜Γwindows(▓╗╥¬╥╗╠ßwindows╛═╓╕95,╗╣╙╨╡─╢α─╪,3.x,NT╛═▓╗╩╟ windows? ╬╥┐┤X-window▓┼╩╟│╠╨≥╘▒╡─╠∞╠├), API╩╟▓╗┐╔╚▒╔┘╡─╗╖╜┌.... ╗ε╡├╧≤╡π╚╦╤∙....--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2)-> "╗π▒α╣ñ╛▀ ├┤? ╒Γ╕÷╬╥╓¬╡└." CW ▓╗╡╚ Xue Hui ╦╡═Ω╛═▓σ┴╦╜°└┤ <- XH> ░│╒²╘┌╤º╗π▒α╙∩╤╘,╙├╡─╩╟MASM.EXE,LINK.EXE└┤▒α╥δ,┴¼╜╙. XH> ╬╥╧δ╬╩╬╩╙╨├╗╙╨╧≤tubio c2.0╥╗╤∙╡─╝»▒α╝¡,▒α╥δ,╡≈╩╘╙┌╥╗╔φ╡─ XH> ╝»│╔╚φ╝■.╙├DEBUG└┤╡≈╩╘╠½┬Θ╖│┴╦. 1. ASMEDIT ┐╔╥╘;) ╦ⁿ╓╗╩╟╕÷▒α╝¡═Γ┐╟+asm╩╓▓ß ▒α╥δ╡≈╩╘╣ñ╛▀╩╟ ╡≈╡─═Γ▓┐│╠╨≥.debug ─π┐╔╥╘╙├turbo debug 2. emacs ╞Σ╩╡╩╟╫ε║├╡─│╠╨≥╘▒▒α╝¡╞≈.╘┌unix╧┬┴≈╨╨,╡½╙╨dos░µ. ─π┐╔╥╘╙├╦ⁿ╫÷╚╬║╬╙∩╤╘├ⁿ┴ε╨╨░µ▒╛╡─IDE 3. ═╞╝÷─π╙├ djgpp ╡─ rhide ║═ djasm, ╛°╢╘╡─╦¼.╥≥╬¬ rhide ─┌╓├ rhdebug (║═ turbo debug ▓ε▓╗╢α) ┐╔─▄╫ε╖√║╧─π╡─╥¬╟≤ 4. ╘┘╝≥╡Ñ╛═╙├ qedit ╗≥ ╞Σ╦√┐╔╥╘╓▒╜╙╡≈╙├dos ╓╕┴ε,╓º│╓║Ω╡─ ▒α╝¡╞≈ ╦π┴╦,╙├╞≡└┤╥▓▓╗╠½┬Θ╖│>>> _/_/_/_/ _/ _/ /-_/_ _ /, _ E-mail: cloudwu@nease.net> _/ _/ _/ _/ _\ /_ /_//_/_/ |_| ╜¡│╟└╦╫╙ Cloud Wu ╗╢╙¡─π└┤_/_/_/_/ _/_/_/_/_/ http://www.nease.net/~cloudwu ╘╞╖τ╣ñ╫≈╩╥ í╝┼╓í╜... ┬╖┬■┬■╞Σ╨▐╘╢┘Γ,╬ß╜½╔╧╧┬╢°╟≤╦≈!--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2)-> "╢φ┬▐╦╣╟≤╓· ├┤? ╒Γ╕÷╬╥╓¬╡└." CW ▓╗╡╚ Tom Chen ╦╡═Ω╛═▓σ┴╦╜°└┤ <- TC> ╡½╡▒╦┘╢╚╝╙┐∞╩▒╗ß╙╨╤╧╓╪╡─╔┴╦╕╕╨. ║═╧╘╩╛╞≈╔¿├Φ╧▀▓╗═¼▓╜. ╚τ╣√─π╙├BGI,borland C ╓º│╓╢α╥│├µ. ╖±╘≥╟δ╙├╦½╗║│σ. ╘┌├┐┤╬╕ⁿ╨┬╞┴─╗╩▒,╝╙╔╧╥╘╧┬┤·┬δ while(inp(0x3da)&0x08); while(!inp(0x3da)&0x08); btw,╥╗░π▓╗╥¬╘┌640x480x16╨┤╢»╫≈╨╘╟┐╡─╙╬╧╖. ╧δ╧δ windows ╧┬╙├16╔½╖┼╙░╡·>>> _/_/_/_/ _/ _/ /-_/_ _ /, _ E-mail: cloudwu@nease.net> _/ _/ _/ _/ _\ /_ /_//_/_/ |_| ╜¡│╟└╦╫╙ Cloud Wu ╗╢╙¡─π└┤_/_/_/_/ _/_/_/_/_/ http://www.nease.net/~cloudwu ╘╞╖τ╣ñ╫≈╩╥ í╝┼╓í╜... Tom Chen ╨┼└╡╞«╚ß,═╖╖ó╚½├╗┴╦...--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) -=> ╥²╥╗╖Γ Yin Qiang ╕° Yvette Sheng <=- YS> ╟δ╬╩╥╗╕÷form─┌╫ε╢α┐╔╖┼╢α╔┘┐╪╝■,▓╗╗ß│÷╬╩╠Γ, YQ> . ╙ª╕├╩╟╚╬╥Γ╢α╕÷! ╩╘╩╘╖┼╝╕░┘╕÷╡─╟Θ┐÷? ╩┬╩╡╓ñ├≈,Win95╩╟╜╧║├╡─,╓┴╔┘╧╓╘┌╗╣├╗│÷╬╩╠Γ. ╢°Win32╩╟▓╗╨╨╡─,200╕÷╛══µ═Ω┴╦.(╬╥╙├╡─╩╟VB4.0) YS> ╚τ╣√┐╪╝■╧√╩º┴╦╚τ║╬╜Γ╛÷?╨╗╨╗! YQ> . ╧√╩º┴╦?╩▓├┤╥Γ╦╝? ╛═╩╟╥≥╬¬╠½╢α,│╠╨≥╘╦╨╨╩▒,═╝╨╬▒╗╞╞╗╡╡─╟Θ┐÷,╙╨╨⌐┐╪╝■╗ß╧√╩º, ╡½╓╪╨┬load╥╗▒Θ╛═║├┴╦.╬╥┐¬╖ó╡─╩╟╥╗╕÷╜╧╕┤╘╙╡─╢½╢½,╘╦╨╨╩▒▒╪╨δ ▒▄├Γ╒Γ╓╓╟Θ┐÷. -+- Yvette Sheng -+-E-mail:yvettesheng@usa.net Tel: (027)7309303... ╜±─Ω╗¿╩ñ╚Ñ─Ω║├ ┐╔╧º├≈─Ω╗¿╕ⁿ║├ ╓¬╙δ╦¡═¼ -- ╦╬/┼╖╤⌠╨▐/└╦╠╘╔│--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: íε╨í┬∞╥╧ BBSíε (86-027-6828231) (6:663/4) LL> ╬╥┐╔╥╘╕°─π╥╗╕÷└²╫╙íú─π╥¬╧╚╜¿╥╗╕÷░┤┼ñú¼╥╗╕÷▒Ω╟⌐íú LL> Dim com-x,com-y as Integer '┴╜╕÷╚½╛╓▒Σ┴┐ .╖╟│ú╕╨╨╗─·╡─╓╕╡π! /\\\\\\\\\ ╥≥│÷▓ε╗╪╨┼╝√│┘, ═√╢α╢α░ⁿ║»!!! - ╣Γ╗╘╚φ╝■╣ñ╫≈╩╥ ═⌡╧╫▒∙ -/ \\\\\\\\\| │ º ∩ º | HomePage: http://www.nease.net/~glow E-mail: xb.wang@usa.net... ╡╣║├╕÷─ú╤∙╢∙, ╛╣╙╨╨⌐╧≤╘█├╟╢½╕«└∩Lei┤≤─╠─╠╡─╞╖╕±╢∙íú[║∞┬Ñ├╬7]--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ª² ╛┼╓╪╠∞ BlueSky ª² (371)635-1372 [19:30 ~ 7:30] (6:662/25) SL> ╬╥╘┌╬─╝■╟°─┌╔╧╘╪┴╦╥╗╖▌borland SL> pascal╡─╣ñ╛▀╧Σ,└∩├µ╙ª╕├╙╨╜Γ├▄╡─╘┤│╠╨≥.╩╘╩╘░╔. .╚├─·╒Γ├┤╨┴┐α, ╒µ╡─║▄╕╨╨╗─·! :) /\\\\\\\\\ ╥≥│÷▓ε╗╪╨┼╝√│┘, ═√╢α╢α░ⁿ║»!!! - ╣Γ╗╘╚φ╝■╣ñ╫≈╩╥ ═⌡╧╫▒∙ -/ \\\\\\\\\| │ º ∩ º | HomePage: http://www.nease.net/~glow E-mail: xb.wang@usa.net... E++╟δ┐═,E╚╦╛═╩╟▓╗╕╥╚Ñ╥▓╡├╚Ñ╤╜!╦╡░╔,╩▓├┤╩▒║≥?╖ε┼π╡╜╡╫.--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ª² ╛┼╓╪╠∞ BlueSky ª² (371)635-1372 [19:30 ~ 7:30] (6:662/25) XJ> ─·─▄╕µ╦▀╬╥─╟╨⌐0x??╩╟╚τ║╬╡├╓¬╡─┬≡? XJ> ╦π╖¿╛═╨╨, ╬╥┐┤└∩├µ║├╧±╧α═¼╡─╫╓╖√0x??╥▓▓╗╥╗╤∙ :) XJ> ╩╟╘⌡├┤╦π╡─? .▓╗╛═╩╟╜½╫╓╜┌╓╡╫¬╗╗│╔16╜°╓╞, ╚╗║≤╥╘ C ╙∩╤╘╡─╩²╫Θ╨╬╩╜┤µ╡╜╬─╝■╓╨. ╚τ: ch=0xA5; ... fprintf(fp,"0x%x",ch); /\\\\\\\\\ ╥≥│÷▓ε╗╪╨┼╝√│┘, ═√╢α╢α░ⁿ║»!!! - ╣Γ╗╘╚φ╝■╣ñ╫≈╩╥ ═⌡╧╫▒∙ -/ \\\\\\\\\| │ º ∩ º | HomePage: http://www.nease.net/~glow E-mail: xb.wang@usa.net... Xu Jinxuan╥▓╩╟╕÷┤╧├≈╚╦, ╥▓▓╗═∙╧┬╧╕╬╩┴╦íú[║∞┬Ñ├╬10]--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ª² ╛┼╓╪╠∞ BlueSky ª² (371)635-1372 [19:30 ~ 7:30] (6:662/25) -=>╘¡╨┼╩╟ Cloud Wu ╕° All ╡─<=- CW> ╛▌╬╥╡─╝≥╡Ñ╡≈▓Θ │¼╚╬─ú─Γ╞≈, Quake I, Callus ╡╚╛∙╬¬ Djgpp v2 ╦∙ . ~~~~~~Callus 0.30╩╟Watcom C++╨┤╡─. :) CW> ╫≈(╚τ╣√╙╨╬≤╟δ╓╕│÷),┐╔╝√ Djgpp ╘┌╣·═Γ╥╗┼·╫╖╟≤═Ω├└╡─│╠╨≥╘▒╓╨╡─╡╪╬╗. CW> ╛│ RHIDE.╝≥╓▒░⌠╝½┴╦,╜τ├µ░┤╬╥╩∞╧ñ╡─Borland C++ 3.1 ╖┬╓╞╢°│╔(╥╤╛¡╙╨╚╦ CW> ╜½Borland╡─ Turbo Vision ╥╞╓▓╡╜┴╦ Djgpp ╔╧),╢°╧╕╬ó┤ª╙╓╘÷╝╙┴╦╨φ╢α╠σ╠∙ . ~~~~~~~~~~~~~╘┌LISTINGS.zip└∩╙╨,╡½░│╘┌FTP╔╧├╗╒╥╡╜. :( CW> ╚╦╨─╡─╔Φ╝╞,╙╚╞Σ─┌╓├╡─Debug,▓╗╜÷╣ª─▄│¼╣²┴╦Turbo Debug,╢°╟╥╬╚╢¿╨╘╥╗┴≈. CW> bsh1147b.zip 223,610 GNU bash 1.14.7 ╜¿╥Θ─π D/L ╥╗╕÷ CW> bsn125b.zip 130,183 GNU bison 1.25 ╜¿╥Θ─π D/L ╥╗╕÷ . ~~~~~~~~~~~╔╧├µ╒Γ┴╜╕÷╩╟╕╔┬∩╡─? CW> gcc2721b.zip 1,096,967 GNU GCC 2.7.2.1 ═╞╝÷─π D/L (▓╗╣²╧╓╘┌ 2.8.0 CW> │÷└┤┴╦;) fil316b.zip 1,001,682 ╜¿╥Θ─π . ~~~~~▓╗╩╟▓Γ╩╘░µ┴╦░╔. CW> (┐╔╥╘╘┌DOS└∩╜Γ Unix╡─zip) mak3761b.zip 233,951 GNU Make 3.76.1 ╜¿╥Θ─π CW> D/L╥╗╕÷ (make ╣ñ╛▀╙╨╩▒▒╚▒╪╨δ╡─) sed118b.zip 42,141 GNU sed 1.18 . ~~~~~~~~╕╔┬∩╙├? CW> ╜¿╥Θ─π D/L╥╗╕÷ shl112b.zip 690,967 GNU sh-utils 1.12 ╜¿╥Θ─π D/L╥╗╕÷ . ~~~~~~~~╕╔┬∩╙├?... ╨í╡▄╢╘╩ª╨╓╡─╛┤┼σ╓«╟Θ╙╨╚τ╠╧╠╧╜¡╦«╤╙├α▓╗╢╧,╝▒╫¬╓▒╧┬╩╟╥╗╨╣╟º└∩!--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Ding Kai to Jammy Czao <=- JC> ╙╓╙╨╥╗╕÷┼≤╙╤╦╡╙├ShellExecute().░│╛═├╘├ú┴╦. :(( DK> ╬╥╥╤╛¡╕π▓╗╟σ─π╧δ╕╔╔╢┴╦? :) DK> ╧δ╫╘╢»╞⌠╢»╥╗╕÷.html╬─╝■┬≡? ╙├ShellExecute()╓┤╨╨╦ⁿ╛═╨╨┴╦. DK> ╗╣╩╟╧δ╫╘╢»┴¼╜╙╥╗╕÷╙≥├√╗≥IP╡╪╓╖? ╡▒╚╗╩╟╫╘╢»┴¼╜╙╥╗╕÷╙≥├√,╛═╥≥╬¬▓╗╓¬╡└╘⌡├┤┴¼,╓╗╓¬╡└ Σ»└└╞≈╡─├ⁿ┴ε╨╨┤°╙≥├√╫÷▓╬╩²╩▒┐╔╥╘┤≥┐¬╒Γ╕÷╙≥├√╓╕╧≥╡─╓≈╥│, ╦∙╥╘▓┼╖╤╛ó╨─╦╝╘┌╫ó▓ß▒φ└∩╒╥. :(( ╠²─·╡─╥Γ╦╝,─·╓¬╡└╚τ║╬╫╘╢»┴¼╜╙╥╗╕÷╙≥├√? :))~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ... ... ... ... ... ... ... ... ... ... ... ... ...--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25) -=> Quoting Jian Cheng to ALL <=- JC> @MSGID: 6:655/303.0 35279331 JC> ╬╥╙╨╥╗╬╩╠Γ╥¬╧≥┤≤╝╥╟δ╜╠╡─: JC> ╘┌╥╗╨⌐html╡─╬─▒╛╓╨,╖ó╧╓╦√└∩├µ╡─║║╫╓╢╝╛¡╣²▒α┬δ, JC> ╨╬╚τ&xxxx;&xxxx; ╟δ╬╩╦√╩╟╙├╩▓├┤╦π╖¿╡─.┤≤╗∩─▄╖± JC> ╕°╬╥╜Γ╩═╥╗╧┬,╫ε║├╕°╬╥╥╗╢╬╨í│╠╨≥,╬╥╘┌╫÷html->txt─╪! ╒Γ╩╟╥≥╬¬Σ»└└╞≈├╗╙╨░╤║║╫╓╡▒║║╫╓╢╘┤². :)) ║║╫╓╩╟┴╜╕÷ASCII┬δ╫Θ│╔╡─,╡½╩╟╙╨╨⌐Σ»└└╞≈,▒╚╚τNetscape ╘┌├╗╙╨╔Φ╢¿│╔╝≥╠σ║║╫╓╡─╩▒║≥,╛═░╤╓≈╥│╔╧╡─╥╗╕÷║║╫╓╡▒│╔ ┴╜╕÷ASCII┬δ. ╘┌HTML╙∩╖¿└∩╥╗╨⌐╠╪╩Γ╫╓╖√╩╟╙├&XXX▒φ╩╛╡─. ╙╨╫╩┴╧╫¿├┼╜Θ╔▄&XXXX╡─▒α┬δ,┐╔╥╘╡╜www.w3c.org|net┐┤┐┤. :))~~~ ─── Tel:(86)371-632 7005 ───┐ Jammy Czao ┌─┐ ▀█▀▀█▀ ▄... ─── E-mail:jammy@nease.net ─ └ BG6-2-7177 ┘ │ █ ▄██████■~~~ ═══ Http://www.nease.net/~jammy ═════════════╛ í≥í≥í≥ í≥ \... ... ... ... ... ... ... ... ... ... ... ... ... ...--- Blue Wave/DOS v2.30 * Origin: ª² ╛┼╓╪╠∞ Blue Sky ª² 86-371-635-1372 [19:30 ~ 7:30] (6:662/25)Hi, Dear All, ─π├╟║├! ╘┌ Delphi ▒α│╠╓╨, ╘┌╧∞╙ª─│╕÷ Form ╡─ Click ╩┬╝■╩▒, ╬╥╚τ║╬╡├╓¬╩≤▒Ω Click ╡─╡╪╖╜╡─╫°▒Ω? Delphi ╔·│╔╡─║»╩²╚τ╧┬: procedure TMF.FormClick(Sender: TObject); ╬╥▓╗╓¬╡└╚τ║╬┤╙╒Γ╕÷ Sender ╗±╡├╕├╨┼╧ó. ╜½┤╦╬╩╠Γ└⌐┤≤, ╛═╩╟╚τ║╬┤╙╒Γ╕÷ Sender ╗±╡├ TMessage ? ─╤╡└╥╗╢¿╥¬╩╣╙├╧┬├µ╒Γ╓╓╖╜╖¿, ╔Φ╓├╫╘╝║╡─┤░┐┌║»╩²? procedure TMF.FormCreate(Sender: TObject); begin InitSystem; FMyInstance := MakeObjectInstance( MyWindowProc ); FPrevWinProc := Pointer( GetWindowLong( Handle, GWL_WNDPROC )); SetWindowLong( Handle, GWL_WNDPROC , LongInt( FMyInstance )); end; ╧ú═√╕≈╬╗╓╕╡π├╘╜≥, ╧╚╨╗┴╦!> ╙α ╛ⁿ E-mail: master.yu@usa.net ICQ: 9798983 ... ╨┼╬╥░╔, ├╗┤φ╡─.--- ┼≤╙╤└┤╨┼╩╒╖ó╩╥ v2.30 * Origin: ╫ε│ú╝√╡─BUG? ╛═╩╟░╤char╨┤│╔┴╦chat! │ñ╔│ NEWORLD BBS (6:666/5)Richard Tsang║═Lin Yi╘┌╠╓┬█í«╩²╛▌┐Γ▒α│╠í»╩╟▓╗╩╟╬┌┴∩┴∩íó╧π┼τ┼τ╡─╧┌úí ╬╥╩ó╥╗═δú¼╩╘╩╘í¡í¡ LY> Visual FoxPro╙╨╨⌐┬Σ║≤┴╦,╧╓╘┌╙├╨⌐╩▓├┤─╪? RT> Microsoft Access ░│╠²╦╡┤╦╬¬╩²╛▌┐Γ▒α│╠╓«╫ε╝╤╚φ╝■ RT> ▓╗╣²░│╗╣╩╟╧▓╗╢╙├Visual FoxPro :D ╛▌╦╡╢╘═°┬τ╓º│╓╡├╢╝▓╗║├úí íí... ▄▀▄ ███░▓▓▓ ╬╥╙╨╨─▒╩╗╙ ▒▒▒▒░░ª± >>> «╛ _▄ ▀ ▓▓ YOURS Z.C. ▒▒▒▒░░í╞í╞ñ»ñ»ñ» ú╨úΦú∩úσúεúΘú° ñ≤ñ≤ñ╪ñ╪ñ╪ ... ▀ ███░▓▓▓ ╬╥╙╨╗¿▒╠╠ß ▒▒▒▒░░ª± ... ┬╖╛╢╒¡┤ª┴⌠╥╗▓╜ú¼╙δ╚╦╨╨ú╗╫╠╬╢┼¿╡─╝⌡╚²╖╓ú¼╚├╚╦╩╚íú┤╦╩╟╔µ╩└╥╗╝½└╓╖¿íú--- └╢▓¿-╗≡╖∩╗╦░µ v1.00 * Origin: ª² ╧α╘╝╙╤░╢ ª² [Line2:021-6870-9160<33.6k><24hr>] (6:654/1014)Jing Zaichen╣╪╙┌"foxpro╘┌╝ñ╣Γ┤≥╙í╗·╧┬┤≥╙í"╡─╗░╠Γ║▄╙╨╥Γ╦╝,░│╥▓└┤╖ó▒φ╥╗╧┬╥Γ╝√. JZ> ╕≈╬╗╕▀╩╓║├! JZ> ╙╨╥╗FOXPRO FOR DOS │╠╨≥,╘┌╒δ╩╜┤≥╙í╗·╧┬═Ω╚½╒²│ú,╡½╘┌╝ñ JZ> ╣Γ┤≥╙í╧┬╛═╩╟╥╗╕÷╫╓╥▓┤≥▓╗│÷└┤,╒Γ╩╟╘⌡╗╪╩┬?║║╫╓╗╖╛│UCDOS 7.0 ╙╨├╗╙╨╩Σ│÷╗╗╥│╖√?╝ñ╣Γ┤≥╙í╗·╩╟╥│╩╜┤≥╙í,╥╗╥│├╗╙╨╜ß╩°╡─╗░, ╦ⁿ╩╟▓╗╗ß╩Σ│÷╡─.... ├50 │ █ │ ╒┼╩╧╝»═┼ * ╢¡╩┬│ñ: ╒┼░▓░ε... ├40 ┼ ┴ ▀ ▄ ╪ ▄ █ │ ╚²╤⌠┐¬╠⌐ * ╡τ ╗░: 57833210... ├30 │ ┬ ┼ ╧ ▀ │ ╦┘╦┘┬·▓╓! * ║⌠ ╗·: 64389300*70203... ┐▌╠┘└╧╩≈╗Φ╤╗,╨í╟┼┴≈╦«╚╦╝╥,╣┼╡└╬≈╖τ╩▌┬φ.╧ª╤⌠╬≈╧┬,╢╧│ª╚╦╘┌╠∞╤─.--- Blue Wave/DOS v2.30 * Origin: Shanghai Valiant BBS -*58893174*- (6:654/1010)Xue Hui╣╪╙┌"╗π▒α╣ñ╛▀"╡─╗░╠Γ║▄╙╨╥Γ╦╝,░│╥▓└┤╖ó▒φ╥╗╧┬╥Γ╝√. XH> ░│╒²╘┌╤º╗π▒α╙∩╤╘,╙├╡─╩╟MASM.EXE,LINK.EXE└┤▒α╥δ,┴¼╜╙. XH> ╬╥╧δ╬╩╬╩╙╨├╗╙╨╧≤tubio c2.0╥╗╤∙╡─╝»▒α╝¡,▒α╥δ,╡≈╩╘╙┌╥╗╔φ╡─ XH> ╝»│╔╚φ╝■.╙├DEBUG└┤╡≈╩╘╠½┬Θ╖│┴╦. ║├╧≤TURBO DEBUG┐╔╥╘╡─.... ├50 │ █ │ ╒┼╩╧╝»═┼ * ╢¡╩┬│ñ: ╒┼░▓░ε... ├40 ┼ ┴ ▀ ▄ ╪ ▄ █ │ ╚²╤⌠┐¬╠⌐ * ╡τ ╗░: 57833210... ├30 │ ┬ ┼ ╧ ▀ │ ╦┘╦┘┬·▓╓! * ║⌠ ╗·: 64389300*70203... ┐▌╠┘└╧╩≈╗Φ╤╗,╨í╟┼┴≈╦«╚╦╝╥,╣┼╡└╬≈╖τ╩▌┬φ.╧ª╤⌠╬≈╧┬,╢╧│ª╚╦╘┌╠∞╤─.--- Blue Wave/DOS v2.30 * Origin: Shanghai Valiant BBS -*58893174*- (6:654/1010)-=> ╠²╡╜Jing Zaichen╢╘All┤≤┼τ'foxpro╘┌╝ñ╣Γ┤≥╙í╗·╧┬┤≥╙í'┐┌╦«,░│╕╧├ª┤╒┴╦╔╧╚Ñ <=- JZ> ╙╨╥╗FOXPRO FOR DOS │╠╨≥,╘┌╒δ╩╜┤≥╙í╗·╧┬═Ω╚½╒²│ú,╡½╘┌╝ñ JZ> ╣Γ┤≥╙í╧┬╛═╩╟╥╗╕÷╫╓╥▓┤≥▓╗│÷└┤,╒Γ╩╟╘⌡╗╪╩┬?║║╫╓╗╖╛│UCDOS 7.0 ╙╨┴╜╓╓┐╔─▄: ─α╙├╙▓╫╓┐Γ┤≥╙í,╛═╩╟┤≥╙í╗·╫╘┤°╡─╫╓┐Γ,╒δ┤≥╙╨┤°╢°╝ñ┤≥╬▐,╗≥ ┤≥╙í├ⁿ┴ε├╗╙╨╕─│╔╝ñ┤≥╡─ ─α╙├ucdos╡─╚φ╫╓┐Γ,╘≥╘┌ucdos╡─setup╓╨╤í╘±┤≥╙í╗·└α╨═╥¬╔Φ╓├ │╔╝ñ┤≥╡─ :) >>> ¡í¡í¡í¡Ñ ¡╔¡╦¡¡¡╔¡╩¡╦ ┤≤NAME: Richard Tsang ¼╪ >>> ¡º¡⌐¡⌐¡⌐¡⌐¡⌐¡⌐ ╥┴├├╢∙: richard.tsang@usa.net >>> ░│└╧Tsang╡╜┤╦╥╗╙═,╦│▒π╔▒┼▌╨┼ @ ¡√¡√¡√... ╙╨┐┼╨╟╨╟┐▐┴╦ ╙┌╩╟ ╘┌╥╗╕÷╧─╠∞╡─═φ╔╧ ▒π╙╨┴╦╥╗│í ▓╙└├╡─┴≈╨╟╙Ω--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: └╢├╬ Blue Dream BBS (╕ú╜¿╕ú╓▌) 0591-3334689 (6:657/102) -=>╘¡╨┼╩╟ Tong Zhu ╕° Xu Jinxuan ╡─<=- XJ> mov ax,0x4f02 XJ> mov bx,0x101 XJ> int 10h XJ> . ╒Γ╤∙╛═╨╨┴╦. XJ> . btw, ╓¬╡└640x480╡─╥│┤µ┤ó╕±╩╜░╔? TZ> ╔Φ╓├╩╟├╗╙╨╬╩╠Γ,┐╔╩╟╘┌WC╓╨╚τ╣√╙├ TZ> WCL386 /L=DOS4G XXX.CPP╡─╗░,╬╥ TZ> ╩╣╙├╩╡─ú╩╜╡─╡╪╓╖(╚τA000:0000)╛═ TZ> S╗·&▒¿┤φ.QS░│┴╦. ─π┐╔╥╘╒╥╕÷└²╫╙│╠╨≥(WC╙╨╕╜┤°),╓▒╜╙╨┤╩╡─ú╩╜╡─╡╪╓╖. ╒Γ╩▒╡─A000:0000╛═▒Σ│╔ ╢╬╤í╘±╖√:A0000000. WC╙╨╠ß╣⌐╡═1M╡─╢╬╤í╘±╖√.╫╘╝║╒╥╒╥░╔,░│├╗╙╨╩▒╝Σ▓Θ┴╦.... ╗ε╡├╧≤╡π╚╦╤∙....--- └╢▓¿│╡├≈║║╗»░µ v2.31 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) -=> ╘¡╨┼╙╔Zhao Chun╖ó╕°Power Bamboo, ╓≈╠Γí╝╝╙├▄í╜<=- ZC> │²┴╦╒Γ╕÷╗╣╙╨╩▓├┤╕ⁿ║├╡─╝╙├▄╖╜╖¿┬≡? PB> ▓╗,╒Γ╓╗╩╟╝╙├▄╡─╥╗╕÷╖╜├µ.╚τ╣√─π╡─│╠╨≥▒≡╚╦─▄╢┴╢«,▒≡╚╦ PB> ╬¬╩▓├┤▓╗─▄╓▒╜╙╕──π┼╨╢╧├▄┬δ╡──╟▓┐╖╓─╪?╚τ╣√╧δ╝╙├▄,╛═ PB> ╥¬┐╝┬╟╡╜╡╜╖┤╕·╫┘,╢°╢╘╕╢╕·╫┘╙├╗π▒α╩╟╫ε║╧╩╩╡─. ZC> ╛═╩╟╦╡┐╔─▄╙╨╚╦╘┌─┌┤µ└∩,╘┌╬╥╓┤╨╨╬╥╡─│╠╨≥╩▒╜½╬╥╡─┤·┬δ ZC> ╓≡╠⌡╝╟┬╝╧┬└┤,╩╟┬≡?╥▓▓ó▓╗╥╗╢¿╥¬═Ω╚½╝╟┬╝╧┬└┤,▒╚╚τ─π╦╡╡─┼╨╢╧┤┼┼╠╔╧╡─╝╙├▄╡π,╓╗╥¬╖╓╬÷╡╜─π╡╜╡╫╢┴┴╦┤┼┼╠╔╧╡───╕÷(╨⌐)╔╚╟°╥▓╛══Ω│╔│╠╨≥╖╓╬÷╡─╚╬╬±┴╦,▒≡╚╦┐╔╥╘▓╗╕──π╡─│╠╨≥,╢°╘┌┴φ╥╗╒┼┼╠╔╧╓╞╫≈│÷╥╗╤∙╡─╝╙├▄╡π.(╚τ╣√╙├┤┼┼╠╡─╓╕╬╞,╘≥┼╠╔╧╙ª╕├╙╨╫¿├┼╡─╡╪╖╜╗≥╬─╝■▒ú┤µ╧α╙ª╡─╓╕╬╞╩²╛▌╙├╥╘╩╢▒≡╓╕╬╞╡─╒²╚╖╨╘,╒Γ╩▒╕─╒Γ╕÷╩²╛▌╛═╨╨┴╦.) PB> ─π┐╔─▄╥╗╓▒┬±═╖╨┤╗π▒α│╠╨≥,╢°├╗╙╨│ó╩╘╕·╫┘║═╖╓╬÷▒≡╚╦╡─ PB> │╠╨≥. ZC> ╚τ╣√╩╟░┤╬╥╥╘╔╧╡─╧δ╖¿╝╟┬╝╡─╗░,╚τ╣√▒≡╚╦╙├┴╦║Ω─╟╬╥╝╟┬╝╡─ ZC> ╢½╬≈╗ß▓╗╗ß╛═╠½╢α┴╦. :)╓╗╥¬─▄╢┴╢«│╠╨≥,╝╟▓╗╝╟╛▀╠σ╡─╓╕┴ε╬╩╠Γ╢╝▓╗┤≤.║Ω╓╕┴ε╦Σ╚╗╚▌╥╫▓·╔·┤≤┴┐╡──┐▒Ω┤·┬δ,╡½╒Γ╨⌐┤·┬δ╩╟╛▓╠¼╡─,╓╗╥¬╖┤╗π▒α│÷└┤,╛═║▄║├╢┴╢«┴╦.╝╙├▄│╠╨≥▓╗╩╟╒Γ╤∙╡─,╦ⁿ├╟╟░├µ╓╗╙╨╝╕╠⌡╓╕┴ε┐╔╥╘╢┴,╞Σ║≤╡─╓╕┴ε╓╗╙╨╡▒│╠╨≥╓┤╨╨╡╜╥╗╢¿╡╪╖╜╩▒▓┼▒╗╜Γ├▄.╛┘╕÷└²╫╙,─π╙├SR╖┤╗π▒α─π╫╘╝║╙├╗π▒α╨┤╡──╟╕÷╩²╛▌┐Γ│╠╨≥,▒ú╓ñ╟ß╢°╥╫╛┘╡├╡╜╗π▒α╘┤│╠╨≥,╢°─π╙├SR╖┤╗π▒αUCDOS└∩╡─KNL.COM╛═╗ß▓·╔·┤≤┴┐╡─DB╙∩╛Σ.. ID: Power Bamboo | E-mail:pbomb@163.net... ╥╘╔╧┤┐┤Γ╨í╡▄╡─╙▐╝√ú¼┐╥╟δ╕≈╬╗┼·╞└íó╓╕╜╠íú--- Blue Wave/DOS v2.30 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2)-> "MFC&╙╬╧╖ ├┤? ╒Γ╕÷╬╥╓¬╡└." CW ▓╗╡╚ Want You ╦╡═Ω╛═▓σ┴╦╜°└┤ <- CW> ╒Γ└∩╙╨╥╗╡π╡π┬Θ╖│,╦∙╥╘╧╓╘┌╨φ╢α╙╬╧╖╗╣╩╟ 90 ╢╚╩╙╜╟╡─,╒µ╩╟═╡└┴ ;< WY> ^^^^?▓╗╤╜. ╚τ╣√─π╚╧╬¬╒Γ┴╜╓╓╩╙╜╟╡─╩╡╧╓─╤╢╚╥╗╤∙,╙╓╘⌡├┤╜Γ╩═╨φ╢α╡═╦«╞╜╡─RPG ▓╔╙├90╩╙╜╟╢°▓╗╙├╙╨╕ⁿ╝╤╩╙╛⌡▒φ╧╓╡─45╢╚╩╙╜╟?▓╗╥¬╕µ╦▀╬╥╩╟├└╣ñ╡─ ╘¡╥≥.<<╩Ñ╣Γ╡║>>╡─├└╣ñ▓╗╦π▓ε. WY> ─π┤╙╘╢╡╜╜ⁿ╗¡,╜ⁿ┤ª╡─╛═░╤╘╢┤ª╡─╕▓╕╟┴╦.─π╨Φ╥¬╡─╧√╥■╛═╩╡╧╓┴╦. CW> ╒Γ╕÷╩╟╦∙╬╜╡─╗¡╝╥╦π╖¿.╘┌─╟╓╓╝┘3D╓╨╩╟▓╗╙├╡─.╥≥╬¬╦┘╢╚╠½┬². CW> ╒µ╒²╩╣╙├╩▒╫╘╚╗╥¬╝╞╦π╨Φ╥¬╓╪╗¡╡─▓┐╖╓,╒Γ╕÷╝╞╦π╡─╣²│╠,45╢╚╩╙╜╟▒╚90 WY> ^^^^?▓╗╥¬╦π╡─.╓▒╜╙═∙Double Buffer└∩╨┤,╨┤═Ω┴╦╘┌═∙ WY> VRAM╓╨copy╛══Ω═Ω┴╦.╦∙└╦╖╤╡─╓╗╩╟╓╪╕┤╨┤╡─╩▒╝Σ. ╛═╩╟╒Γ╕÷╓╪╕┤╨┤╡─╩▒╝Σ,╙╨╩▒╠½│ñ┴╦. ╒Γ╨⌐ Isometic ─ú╩╜(╨▒45╡╚┤≤╫⌐┐Θ─ú╩╜)╡─RPG,╩╟▓╗╨Φ╥¬╒Γ╓╓╗¡╝╥╦π╖¿╡─. ╥≥╬¬╞┴─╗▒╛└┤╛═▒╗╖╓│╔┴╦╫⌐┐Θ╩╜╡─╕±╫╙,╦π│÷╥¬╗¡╡──│╕÷╫⌐┐Θ╗ß╢╘──╨⌐ ╫⌐┐Θ╘∞│╔╙░╧∞╩╟┐╔╨╨╡─.▓ó▓╗╨Φ╥¬╓╪╗¿╒√╕÷╞┴─╗. ╡½╩╟╚τ╣√▓╔╙├90╢╚╞╜├µ╩╙╜╟╒Γ╕÷╣²│╠╜½╕ⁿ╝≥╡Ñ. ╝┤╩╣╩╟╘┌╖╟ Isometic (├╗╙╨╣╠╢¿┤≤╨í╡─╡Ñ╘¬,╥▓▓╗╩╟╣µ╘≥╡─╫▌║ß╧α╜╗)╡─╝┘3D─ú ╩╜╧┬,╥▓▓ó▓╗╨Φ╓╪╗¡╒√╕÷╞┴─╗,╓╗╨Φ╙├BSP╩≈┼┼╨≥╛═┐╔╥╘╟≤│÷╨Φ╥¬╓╪╗¡╡─╬∩╠σ. ╦∙╙╨╡─╒Γ╨⌐,╓╗╩╟╦π╖¿─╤╢╚╡─╬╩╠Γ,▓╗╩╟╦π╖¿╨º┬╩╡─╬╩╠Γ. ╢°▓╔╙├╓╪╗¡╒√╕÷╞┴─╗╡─╗¡╝╥╦π╖¿,╝⌡╡═┴╦╦π╖¿─╤╢╚,╚┤╥▓╝⌡╡═┴╦╓┤╨╨╡─╨º┬╩ ╢°┴φ╥╗╓╓╝⌡╡═╦π╖¿─╤╢╚╡─╖╜╖¿╩╟╩╣╙├90╢╚╩╙╜╟,╢°▓╗╙├45╢╚─ú╩╜ CW> ▓╗╨┼┐╔╥╘╨┤╕÷╝≥╡Ñ╡─ Engine ╩╘╩╘,▒ú╓ñ─π╧δ╡─╚▌╥╫,╫÷╞≡└┤─╤. ╚τ╣√─π╩╡╝∙╥╗╧┬... CW> ╣╪╝ⁿ╘┌╨º┬╩.┐┤┐┤╧╔╜ú║═╔±╡±, Engine ▓ε▓╗╢α░╔.┐╔╦┘╢╚╠∞╚└╓«▒≡. WY> ^^^^╒Γ╕÷▓╗╩╟3D,╞Σ╧√╥■╩╟╩╣╙├┴╦color mask═Ω│╔╡─. WY> Hahaha. ╔±╡±╗╣├╗╙╨─╪. ╧╚╛└╒²╥╗╕÷┤φ╬≤,╧╔╜ú║═╔±╡±╢╝▓╗╩╟3D.(┴¼ Diablo ╥▓▓╗╩╟) ╦√├╟╩╣╙├╡─═¼╬¬ Isometic ╨╬╩╜ ─π╦╡╡─ color mask ╬╥▓╗╠½├≈░╫.╒Γ╕÷╩╟╘⌡├┤╠ß╕▀╦┘╢╚╡──╪? ╬╥├╗╙╨╔ε╚δ╤╨╛┐╧╔╜ú╡─╥²╟µ,╡½╬╥▓┬╧δ,╧╔╜ú╥²╟µ╓«╦∙╥╘─▄▒╚╔±╡±╡─╦┘╢╚┐∞ ╣╪╝ⁿ╘┌╙┌├┐┤╬╕ⁿ╨┬╞┴─╗╩▒╦²├╗╙╨╓╪╗¡╒√╕÷╞┴─╗(╬╥╓╕╡─▓╗╩╟Double Buffer ╓«╝Σ╡─╕ⁿ╨┬)╢°╔±╡±▒╪╢¿╩╟╙├╓╪╗¡╒√╕÷╞┴─╗╩╡╧╓╡─.╒Γ╘┌║┌╥╣╡─▒φ╧╓╙╔╬¬ ├≈╧╘,╔±╡±╦∙▓╔╙├╡─╝░╩▒╣Γ╙░╛═╩╟┤╙╓╨╨─╡╜╞┴─╗▒▀╘╡┴┴╢╚╝⌡╔┘╡─. ╡½╬╥▓╗╚╧╬¬╒Γ╩╟╦┘╢╚┬²╡─└φ╙╔.Diablo╡─╥²╟µ╛═▒╚╦ⁿ┐∞,(Diablo ╩╟ 640x480╡─) ╡½Diablo╩╡╧╓╡─╝░╩▒╣Γ╙░▓ó▓╗╨Φ╥¬╓╪╗¡╒√╕÷╞┴─╗,┴┴╢╚╡─╡▌╝⌡╓╗┤µ╘┌ ╙┌╓≈╜╟╡─╓▄╬º╙╨╧▐╛α└δ. CW> ╬╥╙├ delphi ▓╗╝┘,╡½─╟╕÷╓╗╩╟╨┤╡π╩²╛▌┐Γ╙╨╣╪╡─╢½╢½╞¡╡π┴π╙├╟«╢°╥╤. WY> ║▄╢α╩▒║ε╬╥├╟╓╗╥¬─╟╡π┴π╙├╟«.╨┤┤≤╢½╢½▓╗╩╟╥╗╕÷╚╦╕╔╡├┴╦╡─,╢°╟╥╬╥├╟╥▓ WY> ├╗╙╨╒Γ╕÷╩╡┴ª└┤╕π┤≤╢½╢½. ╨┤┤≤╢½╢½─╤╡└╥╗╕÷╚╦╒µ╡─▓╗╨╨┬≡? ─╟─π┐╔─▄▓╗╓¬╡└ Stallman,GNU╡─┤┤╩╝╚╦,╦√╥╗╕÷╚╦╨┤┴╦╢α╔┘║├╚φ╝■! (┐╔╥╘┤≥┐¬ unix.china ┐┤┐┤:) ╚τ╣√╩╟╔╠╥╡╙├═╛╡─╚φ╝■,╘┘╨í╥▓╨Φ╥¬╥╗░∩╚╦└┤┐¬╖ó,╖┤╓«,╘┘┤≤╡─╚φ╝■, 1,2╕÷╚╦╫π╥╙.─╤╡└─π▓╗╚╧╬¬ 1╕÷╚╦╨┤10╨í╩▒╡─│╠╨≥╥¬▒╚ 10╕÷╚╦╨┤╥╗╨í╩▒ ╡─│╠╨≥└┤╡─╨º┬╩╕▀┬≡? ╝╕║⌡╦∙╙╨╡─ GNU ╚φ╝■╢╝╩╟╕÷╚╦┐¬╖ó╡─,(╙╔╙┌▓╗╩╟╔╠╥╡╙├═╛,╥▓║▄─╤ ╩╣╥╗┤≤░∩╚╦╙╨╫Θ╓»╡─╨┤╥╗╕÷┤≤╚φ╝■) ╢°GNU╚φ╝■└∩▓ó▓╗╚▒╔┘10═≥╨╨╝╢▒≡╡─╚φ╝■ ▓ó╟╥╬╥║┴▓╗╗│╥╔ GNU C ╩╟╩└╜τ╔╧╫ε║├╡─ C ▒α╥δ╞≈. ;) CW> ▒╛╚╦╡─╣█╡π╩╟╨┤│╠╨≥╨Φ╥¬┴╦╜Γ╡╫▓π╩╟╘⌡╤∙╣ñ╫≈╡─.╒Γ╤∙╙╨╥╗╓╓╩²╛▌╬╒╘┌ CW> ╩╓╓╨╡─╕╨╛⌡,╨┤╞≡│╠╨≥╡├╨─╙ª╩╓. WY> ▓╗═Ω╚½╚τ┤╦,╦∙╬╜"│╠╨≥╘▒═╕├≈"╡─║¡╥σ╩╟╙╨╥╗╢¿╙ª╙├│╠╢╚║═╖╢╬º╡─. ╜÷╧▐╙┌╔╠╥╡╚φ╝■╡─┐¬╖ó ╥╗╕÷╜½┬·╟╗╚╚│╧═╢╚δ╡╜╫╘╝║╡─╚φ╝■┐¬╖ó╓╨,▓ó╥╘╨┤│÷╫ε║├╡─│╠╨≥(╢°▓╗╩╟╜≡╟«) ╬¬─┐▒Ω╡─│╠╨≥╘▒,╩╟▓╗╗ß╖┼╞·┴╦╜Γ╕ⁿ╢α╡─╗·╗ß╡─. WY> ▓╗╥╗╢¿╢«╡├╘╜╢α╘╜║├. :-? ─╤╡└╢«╡─╢α╩╟╗╡╩┬? ╬╥╝ß│╓╢«╡├╘╜╢α╘╜║├ WY> ╡½╒µ╒²╥¬└φ╜Γwindows(▓╗╥¬╥╗╠ßwindows╛═╓╕95,╗╣╙╨╡─╢α─╪,3.x,NT╛═▓╗╩╟ WY> windows? ╬╥┐┤X-window▓┼╩╟│╠╨≥╘▒╡─╠∞╠├), API╩╟▓╗┐╔╚▒╔┘╡─╗╖╜┌. ┐╔╧º╧╓╘┌╥╗╠ßwindows,╛═╩╟win95. :( ╘┌win95╧┬▒α│╠╡─,╩╟▓╗╗ß╫¬╡╜win3.x╚Ñ┴╦. NT╬╥╩╟├╗╙╨╥╗╡π┴╦╜Γ.┐╓┼┬╬╥├╟╨┤│╠╨≥╥▓▓╗╗ß╨┤╫¿├┼for NT╡─┴╦. X-windows╬╥╓╗╩╟╙├╣²╢°╥╤,▓╗╠╕▒α│╠.▓╗╣²║├╧≤X-windows║═MS windows ▓╗╩╟╥╗╗╪╩┬╤╜?╒µ╡─╨┤╞≡│╠╨≥─╟├┤╦¼├┤?┐┤┐┤╬╥╡├═µ═µ┴╦:) btw,┼Σ╓├X-windows╒µ╡─║├┬Θ╖│:( X-windows ╥▓╠½╧√║──┌┤µ>>> _/_/_/_/ _/ _/ /-_/_ _ /, _ E-mail: cloudwu@nease.net> _/ _/ _/ _/ _\ /_ /_//_/_/ |_| ╜¡│╟└╦╫╙ Cloud Wu ╗╢╙¡─π└┤_/_/_/_/ _/_/_/_/_/ http://www.nease.net/~cloudwu ╘╞╖τ╣ñ╫≈╩╥ í╝┼╓í╜... ╛┤╕µ BBS ╒╜╙╤: ╩╣╙├╬┴╢╝╦└╙╨║ª╜í┐╡.--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2)-> "╘┌VESA╧┬╩╣╙├MOUSE ├┤? ╒Γ╕÷╬╥╓¬╡└." CW ▓╗╡╚ Jiang Hua ╦╡═Ω╛═▓σ┴╦╜°└┤ <- JH> ╟δ╬╩╘⌡╤∙╘┌VESA 800x600 256╔½╧┬ JH> ╢╘╩≤▒Ω▒α│╠╧╘╩╛╩≤▒Ω? mouse ╓╨╢╧└∩╘╩╨φ╝╙╚δ╫╘╝║╢╘mouse╡─┐╪╓╞║»╩²:) (╝√initmouse() ) ╧┬├µ╩╟╬╥╥╘╟░╨┤╡─. :) (╕╜╔╧▓┐╖╓ VBE ┐Γ) ┐╔╧º╬╥╓╗╨┤╣² VESA 640x480x256 ╡─╣▄└φ┐Γ. BTW:╚τ╣√─π╙├ Allegro ╛═├╗╒Γ├┤╢α┬Θ╖│╩┬┴╦----------vbemouse.c----------8<--------------------------#include "vbe.h"#include <stdio.h>#include <dos.h>#include <stdlib.h>#define MOUSEINT 0x33int initmouse(void);void resetmouse(void);void showcur(void);void hidecur(void);void setcurbox(int left,int top,int right,int bottom);void setxy(int x,int y);void far interrupt mouseevent(void);volatile int m_event,m_botton,m_x,m_y,m_on;unsigned char save[96];unsigned char cur[96]={49,0 ,0 ,0 ,0 ,0 ,0 ,0 ,49,51,0 ,0 ,0 ,0 ,0 ,0 ,49,51,53,0 ,0 ,0 ,0 ,0 ,49,51,53,55,0 ,0 ,0 ,0 ,49,51,53,55,57,0 ,0 ,0 ,49,51,53,55,57,59,0 ,0 ,49,51,53,55,57,59,61,0 ,49,51,53,55,57,59,61,63,49,51,53,55,57,59,0 ,0 ,49,51,53,55,57,59,0 ,0 ,49,51,0 ,55,57,59,61,0 ,49,0 ,0 ,0 ,57,59,61,0};/*11111111111111111111111111111111111111111111111111 111 111*/void drawcur(void);void clearcur(void);void drawcur(void){ register int i; disable(); for (i=0;i<96;i++) { save[i]=getp(m_x+(i&7),m_y+(i>>3)); if (cur[i]) setp(m_x+(i&7),m_y+(i>>3),cur[i]); } enable();}void clearcur(void){ register int i; disable(); for (i=0;i<96;i++) setp(m_x+(i&7),m_y+(i>>3),save[i]); enable();}void setcurbox(int left,int top,int right,int bottom){ union REGS reg; reg.x.ax=7; reg.x.cx=left; reg.x.dx=right; int86(MOUSEINT,®,®); reg.x.ax=8; reg.x.cx=top; reg.x.dx=bottom; int86(MOUSEINT,®,®);}void showcur(void){ if (m_on) return; else m_on=!m_on; drawcur();}void hidecur(void){ if (!m_on) return; else m_on=!m_on; clearcur();}void setxy(int x,int y){ union REGS reg; if (m_on) clearcur(); reg.x.ax=4; reg.x.cx=x; reg.x.dx=y; int86(MOUSEINT,®,®); m_x=x,m_y=y; if (m_on) drawcur();}void far interrupt mouseevent(void){ asm { push ax push bx push cx push dx } if (m_on) clearcur(); asm { pop dx pop cx pop bx pop ax } m_event=_AX; m_botton=_BX; m_x=_CX; m_y=_DX; if (m_on) drawcur(); asm { mov sp,bp pop bp pop es pop ds pop di pop si pop dx pop cx pop bx pop ax retf }}void resetmouse(void){ union REGS reg; struct SREGS sreg; reg.x.ax=0; int86(MOUSEINT,®,®);}int initmouse(void){ union REGS reg; struct SREGS sreg; reg.x.ax=0; int86(MOUSEINT,®,®); if (reg.x.ax==0) { printf("Please install mouse!\n"); return 1; } m_event=0; m_on=0; reg.x.ax=3; int86(MOUSEINT,®,®); m_botton=reg.x.bx; m_x=reg.x.cx; m_y=reg.x.dx; reg.x.ax=0xc; reg.x.cx=31; sreg.es=FP_SEG(&mouseevent); reg.x.dx=FP_OFF(&mouseevent); int86x(MOUSEINT,®,®,&sreg); return 0;}---------svga640.c----------------------------void setp(int x,int y,int color);int getp(int x,int y);void xorp(int x,int y,int xor);╞Σ╦√║»╩²┬╘extern unsigned char _seg* VBUF;extern void (far *setwin)(void);extern int memblock;void xorp(int x,int y,int xor){ register int off; asm { mov dx,y mov si,dx mov ax,dx mov cl,9 shl si,cl dec cl dec cl shr dx,cl shl ax,cl add ax,si jnc loop1 inc dx }loop1: asm { add ax,x jnc loop2 inc dx } loop2:off=_AX; if (_DX!=memblock) memblock=_DX,_BX=0,setwin(); VBUF[off]^=xor;}void setp(int x,int y,int color){ register int off; if (x>=640) return; asm { mov dx,y mov si,dx mov ax,dx mov cl,9 shl si,cl dec cl dec cl shr dx,cl shl ax,cl add ax,si jnc loop1 inc dx }loop1: asm { add ax,x jnc loop2 inc dx } loop2:off=_AX; if (_DX!=memblock) memblock=_DX,_BX=0,setwin(); VBUF[off]=color;}int getp(int x,int y){ register int off; asm { mov dx,y mov si,dx mov ax,dx mov cl,9 shl si,cl dec cl dec cl shr dx,cl shl ax,cl add ax,si jnc loop1 inc dx }loop1: asm { add ax,x jnc loop2 inc dx } loop2:off=_AX; if (_DX!=memblock) memblock=_DX,_BX=0,setwin(); return VBUF[off];}╞Σ╦ⁿ║»╩²┬╘--------------------vbe.c-----------------#define NDEBUG#include <stdio.h>#include <stdlib.h>#include <dos.h>typedef unsigned char byte;typedef unsigned word;typedef unsigned long dword;void (far *setwin)(void);void setmode(word mode);word getmode(void);void checkerr(union REGS *reg);typedef struct { char sign[4]; //('VESA') word ver; char far * OEMstr; dword capabilities; word far *mode; //(0xffff end) word vmemsize; //(v1.1+) byte res[236]; } VESAinfo;typedef struct { word attr; byte Aattr; byte Battr; word granu; //1perKb word size; //1perKb byte _seg * Aseg; byte _seg * Bseg; void far *fun; //(AX=0x4f05) word bpscan; //VESA modes in v1.0/1.1 word w; //width word h; //height byte cw; //char width byte ch; //char height byte planes; byte bppixel; byte banks; byte memtype; byte banksize; byte pages; byte res1; //v1.2+,Information about Hi,True Color Mode byte Rmsize; byte Rpos; byte Gmsize; byte Gpos; byte Bmsize; byte Bpos; byte Xmsize; byte Xpos; byte dirinfo; byte res2[216]; } VESAmode;byte _seg *VBUF;int memblock;void checkerr(union REGS *reg){ if (reg->h.al!=0x4f) { _AX=3,geninterrupt(0x10); printf("VBE not support!\n"); exit(1); } if (reg->h.ah!=0) { _AX=3,geninterrupt(0x10); printf("VBE call fail!\n"); exit(2); }}void setmode(word mode){ union REGS reg; struct SREGS sreg; VESAmode vm,*pvm; reg.x.ax=0x4f02; reg.x.bx=mode; int86(0x10,®,®); checkerr(®); if (mode>0xff) { pvm=&vm; reg.x.ax=0x4f01; sreg.es=FP_SEG(pvm); reg.x.di=FP_OFF(pvm); reg.x.cx=mode; int86x(0x10,®,®,&sreg); checkerr(®);// printf("%x:%x",FP_SEG(vm.fun),FP_OFF(vm.fun)); setwin=vm.fun; VBUF=vm.Aseg; if (vm.granu!=64 || vm.size!=64) { printf("Sorry, this video card didn't be supported.\n"); exit(1); } } memblock=-1;}word getmode(void){ union REGS reg; reg.x.ax=0x4f03; int86(0x10,®,®); checkerr(®); return reg.x.bx;}-------------------8<-------------------------------->>> _/_/_/_/ _/ _/ /-_/_ _ /, _ E-mail: cloudwu@nease.net> _/ _/ _/ _/ _\ /_ /_//_/_/ |_| ╜¡│╟└╦╫╙ Cloud Wu ╗╢╙¡─π└┤_/_/_/_/ _/_/_/_/_/ http://www.nease.net/~cloudwu ╘╞╖τ╣ñ╫≈╩╥ í╝┼╓í╜... ╬╥╥╤╚½▓┐╜╗┤·┴╦ ...--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: Jingle BBS╬Σ║║╛ó╜▌╡τ╫╙╨┼╧ó╒╛(027)3648668,3636678,3692889 (6:663/2) ├┐┤╬┤≥┐¬╣½╣▓╢╘╗░┐≥(CommonDialog)╦ⁿ╢╝╢¿╬╗╘┌(0,0), ┐╔╥╘░╤╦ⁿ┼▓╡╜╞┴─╗╓╨╤δ├┤?-=> lin.de@usa.net... ╨ª╨ª :)--- ┐╬▒╛└╓╘░╙╩╛╓╙╩╡▌╨┼╝■ * Origin: Instructive Fun Park BBS íε 86-898-5368632 íε (6:659/103) ▓╗╗ß╖╔╡╢╡─╨í└ε╜╙╫í┴╦Hu Minghu╖ó╧≥All╣╪╙┌í╝╘┌╬≈╬─╫┤╠¼╧┬╕▀╦┘╧╘╩╛║║╫╓í╜╡─░╡╞≈,╣╓╜╨╥╗╔∙:┐┤∞¡... HM> /* ╜½╫╓╖√ t ░┤╞Σ╢■╜°╓╞╬╗╓▒╜╙╨┤╡╜╞┴─╗ */ HM> void point8(int x,int y,int color,char t) HM> { HM> char far *ptr=(char far *)MK_FP(0xa000,0x0000); HM> char bm; HM> /* ╒Γ╕÷║»╩²╡─┤·┬δ╥≥╬╥╩╓═╖╬▐╝─┤µ╞≈╡─╫╩┴╧┐┤▓╗╢«,╥▓╧ú═√┤≤╗∩─▄╓╕╡π╥╗╢■ HM> */ ptr+=(y*80+x/8); ╕├╛Σ╩╟╟≤│÷░╤╕├╫╓╖√╨┤╘┌──. HM> outportb(0x3ce,5); outportb(0x3cf,2); ╒Γ┴╜╛Σ╩╟╓├VGA╡─╨┤╖╜╩╜2.╝┤╜½CPU╦═└┤╡─╫╓╜┌░┤╬╗╖╓▒≡╨┤╚δ0-3╕÷╬╗╞╜├µ╡─╦∙╙╨8╬╗╓╨╚Ñ. HM> outportb(0x3ce,8); outportb(0x3cf,t); ╒Γ┴╜╛Σ╩╟╓├VGA╡─╬╗╞┴▒╬╝─┤µ╞≈.╦ⁿ╙├└┤┐╪╓╞╨┤╚δVideo RAM╚Ñ╡─╩²╛▌╫╓╜┌╓╨,──╨⌐╬╗╙ª╕├╨▐╕─,──╨⌐╬╗╙ª╕├▒ú│╓▓╗▒Σ. HM> bm=*ptr; HM> *ptr=color%16; HM> outportb(0x3ce,8); outportb(0x3cf,0xff); HM> outportb(0x3ce,5); outportb(0x3cf,0); ╒Γ╦─╛Σ╩╟╕┤╬╗╬╗╞┴▒╬╝─┤µ╞≈║═╨┤╚δ─ú╩╜. HM> } HM> /* ╘┌ x,y ╧╘╩╛╥╗╓╨╬≈╬─╫╓╖√┤«,╫╓╖√╤╒╔½╬≈╬─:color,╓╨╬─:ccolor HM> x: ╫ε║├╬¬ 8 ╡─╒√▒╢╩² */ HM> void disp_str(int x,int y,int color,int ccolor,unsigned char far *str) HM> { HM> register char i; HM> long len; HM> char buf[32]; HM> struct viewporttype sc; HM> getviewsettings(&sc); HM> x+=sc.left; HM> y+=sc.top; HM> while(*str){ HM> if ( (hzk)&&(*str&0x80)&&(*(str+1)&0x80) ){ HM> len= ((*str-0xa1)*94+(*(str+1)-0xa1))*32L; HM> if (XMS_HZK) HM> XMS_read(32,XMS_handle,len,buf); //┤╙└⌐╒╣─┌┤µ╓╨╢┴╫╓┐Γ HM> else HM> { HM> fseek(fp1,len,SEEK_SET); HM> fread(buf,1,32,fp1); HM> } HM> for (i=0;i<16;i++) { HM> point8(x,y+i,ccolor,buf[2*i]); HM> point8(x+8,y+i,ccolor,buf[2*i+1]); HM> } HM> x+=16; HM> str+=2; HM> } HM> else { HM> for (i=0;i<16;i++) HM> point8(x,y+i,color,asc16[*str][i]); HM> x+=8; HM> str++; ╒Γ┴╜╕÷FOR╤¡╗╖╙∩╛Σ╡≈╙├╠½╢α,╙░╧∞╦┘╢╚.╜¿╥Θ░╤Point8▓σ╜°└┤,▓ó╙├╗π▒α└┤╨┤╒Γ╥╗╢╬. HM> } HM> } } ░│╙├╡─▓ε▓╗╢α╥▓╩╟╒Γ╤∙╡─╖╜╖¿.╡½░│╛⌡╡├╦┘╢╚▓ó▓╗┬².░│╩╟░╤╫╓╖√╨┤╚δ║»╩²╓▒╜╙▓σ╚δ╜°╚Ñ.▓ó╟╥╙├╗π▒α└┤╨┤─╟╥╗╢╬.╥╘╩╣░╤╙░╧∞╦┘╢╚╫ε╣╪╝ⁿ╡─╤¡╗╖┤∩╡╜╫ε╙┼╗».í∩í⌠ ╞∞╬─╚φ╠σ ª╜ CopyRight KivenSoft International,inc 1998 í≤íε... í╛ í╝ ¼⌡ └ε╗ß╬─ Ñ√ í╜ í┐ ...í≈í≡ ª╛:0898-6218020 ª╗:53777-83001 º■:99999@163.net í±í°... ╥╗╕÷╚╦╔╧╡▒┴╦▓╗╥¬╜⌠, ╫ε╓≈╥¬╡─╩╟╥¬╚├▒≡╚╦╥▓╔╧╡▒!--- ┐╬▒╛└╓╘░╙╩╛╓╙╩╡▌╨┼╝■ * Origin: Instructive Fun Park BBS íε 86-898-5368632 íε (6:659/103)... ╔╡║⌠║⌠╡─ Huang Dengqiaod ╢╘╔╡╨ª╫┼╡─ Ma Yongning ╦╡ MY> ╚Ñ─Ω╛═┐┤╡╜╙╨╚╦╠ß╡╜DELPHI3░▓╫░║≤,╩╣╙├╦└╗·╡─╬╩╠Γ,╡▒╩▒╬╥░▓╫░╩▒╥╗╟╨╒²│ú,┤╙╬ MY> ┤╦└╣²╗· ,╦∙╥╘╥▓╬┤╫ó╥Γ. MY> ║≤└┤╬╥╔²╝╢┴╦╥╗╧┬╗·╞≈,╓≈╥¬╩╟╝╙┴╦╥╗╕∙16M╧╓┤·╡─SD-RAM,╧╓╘┌╩╟32M.╡½╥╘║≤░▓╫░ MY> DELPHI║≤,╞⌠╢»╣²│╠╓╨,╧╚│÷╧╓COMPONENT▓╦╡Ñ,╚╗║≤╡╜│÷╧╓DATABASE▓╦╡Ñ╩▒╦└╗·,╥¬ MY> ░┤RESET ▓┼─▄╓╪╨┬╞⌠╢». MY> ║≤└┤╩╘╫┼╓╪╨┬╥╘╫╘╢¿╥σ░▓╫░,╖ó╧╓▓╗╫░ACTIVEX╫Θ╝■,▒π▓╗╗ß╦└╗·. MY> ║≤└┤╙╓╩╘╫┼╥╘═Ω╚½░▓╫░,╦└╗·║≤╓╪╨┬╞⌠╢»,╔╛╡⌠*SMP*.DCL╬─╝■,*┤ª╛▀╠σ╝╟▓╗╡├┴╦, MY> ╒Γ╤∙▒π▓╗╦└╗·┴╦,╡½SAMPLE╥│╓╗╩ú╥╗╕÷┐╪╝■┴╦.┐┤└┤*.DCL╩╟╫Θ╝■░σ╡─┼Σ╓├╬─╝■. MY> ╙╨──╬╗╓¬╡└╦└╗·╡─╛▀╠σ╘¡╥≥,╟δ▓╗┴▀┤═╜╠. HD> ╬╥▓╗╓¬╡└╛▀╠σ╘¡╥≥,▓╗╣²,╬╥╫░╡─╩▒║≥╩╟╧╘╩╛╟²╢»│╠╨≥╡─╬╩╠Γ,╬╥╕─┴╦╧╘╩╛ HD> ╟²╢»│╠╨≥╓«║≤,╦ⁿ╛═╒²│ú┴╦.╙╓╙╨┐╔─▄╩╟╙δDirectX╙╨╣╪,╬╥╘¡╧╚╡─╧╘╩╛╟²╢»│╠╨≥ HD> ╙δDirectX╙╨│σ═╗. HD> ╬╥╫░╡─╩╟WIN95OSR2║═DirectX 5.0. MY> ╬╥╡─╩╟VIEWTOP S3 VIRGE 3325╡─┐¿,4M╧╘┤µ.╞╜╩▒║═DIRECTX║├╧≤╥▓├╗│σ═╗. MY> ╘┌╘¡└┤2M╩▒╥▓╨╨,╥≥╬¬╬╥╡─╧╘┤µ║═─┌┤µ╩╟╥╗╞≡╝╙╡─,╦∙╥╘╥▓▓╗╟σ│■╩╟╔⌡≈ß╘¡╥≥. MY> ╡½╡─╚╖║∞╔½╛»▒¿╡─╙╬╧╖╥¬─¬├√╞Σ├ε╡─╦└╗·. ╩╟▓╗╩╟─┌┤µ╡─╬╩╠Γ?╛▀╠σ╬╥╥▓▓╗╟σ│■,╬╥╛═╫░┴╦╝╕┤╬,║≤╕─╧╘╩╛╟²╢»│╠╨≥║≤╛═╨╨┴╦.╬╥╡─╫÷╖¿╩╟╜°╚δ░▓╚½─ú╩╜╘╦╨╨DELPHI├╗╙╨╬╩╠Γ,╚╗║≤╨▐╕─╥╗╨⌐╣└╝╞╙╨╣╪╡─╟²╢»│╠╨≥,╚╗║≤╗╪╡╜╒²│ú─ú╩╜╘┘╩╘,▓╗╨╨╛═╓╪╫÷╥╗▒Θ.... ⌐│⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ///ú▐\\\⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐╖ í∩ ╣π╢½╖≡╔╜ ╗╞╡╞╟┼ í∩... ⌐º╙╨┼≤╫╘═°╔╧└┤í▓ í╤ú⌡í╤ í│ ▓╗╥α└╓║⌡ú┐⌐º ªφªφªφªφªφªφªφªφªφªφªφ... ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ\ ú÷ /⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ í∩ TEL:0757-2261807 í∩... ╢∙═»╣▓╡└╧╚╔·╫φ ╒█╡├╗╞╗¿▓σ┬·═╖ -- ╦╬/┬╜╙╬/╨í╓█╙╬╜ⁿ┤σ╔ß╓█▓╜╣Θ--- └╢▓¿│╡├≈║║╗»░µ v2.30 * Origin: Homeboy Club ╤⌠╣Γ▓╙└├╡─╚╒╫╙ 86-757-3387141í½3387144 ╖≡╔╜ (6:655/501)... Ding Kai═¼╓╛,╩╫╧╚╚├╬╥├╟╥╗╞≡╤º╥╗╢╬├½╓≈╧»╙∩┬╝,... ╚╗║≤╘┘╣▓═¼╤╨╛┐PB 5.0╡─╩┬ JS> PB5╙╨╥╗╒┼╣Γ╡·╡─╚▌┴┐,╢°PB6╓╗╙╨100╢αM,╚½╫░╥▓╓╗╥¬100╢αM, JS> ╘┌░▓╫░╩▒╡─╜τ├µ╦╡,╒Γ╩╟╒²╩╜░µ,║├╧±╗╣╩╟╥╗╕÷▓Γ╩╘░µ. :( DK> ─π╡─PB5╓╗╙╨╥╗╒┼CD? ╩╟-░µ░╔? ╬╥╙╨╡π╞µ╣╓┴╦. DK> PB4╢╝▓╗╓╣╥╗╒┼CD :) ╬╥╡─+░µPB4 ╩╟┴╜╒┼╣Γ┼╠,+░µPB5╩╟┴∙╒┼╣Γ┼╠.╡▒╚╗,╒µ╒²╡─PB╓≈╧╡═│╓╗╙╨ ╥╗╒┼╣Γ┼╠,╞Σ╦√╡─╢╝╩╟╦µ╗·╩Θ╝«╗≥╜╠╤º╡─. >>> ⌐│⌐ÑUSRobotics⌐Ñ⌐╖ Stone Lee Email: hebeic@public.sj.he.cn ... ⌐º í±RD í±SD ⌐╟⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐>>> ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ TEL:0311-3030194 BP:0311-6054151-70617... ░│╘┌╧τ╧┬╔·╗εú¼╢«╡─╔┘...--- ╩»╝╥╫»╔╧╕√╠∩╚╦ v2.30 * Origin: ║╙▒▒╜≡╚┌╫╩╤╢╒╛ Hebei Info Bank BBS (86-311)3031617 (6:652/1)... Jammy Czao═¼╓╛,╩╫╧╚╚├╬╥├╟╥╗╞≡╤º╥╗╢╬├½╓≈╧»╙∩┬╝,... ╚╗║≤╘┘╣▓═¼╤╨╛┐PowerBuilder6.0╡─╩┬ JS> ╙╨4XXM╩╟╥╗╕÷└╧═Γ╘┌╜▓╗░. JC> ▓╤└ó,╬╥╧╓╘┌╓╗╠²╦╡╣²PowerBuilder. JC> ╬╥┐┤╥╗╨⌐╩Θ╔╧╡─PB╙∩╛Σ║├╧≤┤°╨╨║┼. :)) ▒α│╠╩▒▓╗┤°╨╨║┼,╡≈╩╘╩▒╙╨╨╨║┼. >>> ⌐│⌐ÑUSRobotics⌐Ñ⌐╖ Stone Lee Email: hebeic@public.sj.he.cn ... ⌐º í±RD í±SD ⌐╟⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐⌐>>> ⌐╗⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐Ñ⌐┐ TEL:0311-3030194 BP:0311-6054151-70617... ░│╘┌╧τ╧┬╔·╗εú¼╢«╡─╔┘...--- ╩»╝╥╫»╔╧╕√╠∩╚╦ v2.30 * Origin: ║╙▒▒╜≡╚┌╫╩╤╢╒╛ Hebei Info Bank BBS (86-311)3031617 (6:652/1) ╩╣╙├BIOS╡─╓╨╢╧╡≈╙├,╓╗─▄╫ε╢α┤∩╡╜640*480*16╡─╖╜╩╜, ╘┌TC2.0╧┬,╘⌡╤∙▓┼─▄╡≈╙├SVGA╡─640*480*256╖╜╩╜─╪?... ▒▒╛⌐╘¡╔¡┤┤╫≈╨í╫Θ │╔╢╝╨╟║ú╣ñ╫≈╩╥ ┴⌡╬¼___ EMAIL: LP@NEASE.NET-!- ╘°╛¡▓╫║ú,╤α╛⌐╘╞╧÷,─╤╬¬╝╕╢α║├║║ │²╚┤╬╫╔╜,▄╜╚╪╤╠╙Ω,╩╘╫≈╥╗┤·╙ó╨█... ╛²╨ª╬╥,╘╕╥╗╔·▓╗╦└╡─╡╚║≥...--- Blue Wave/386 v2.30 * Origin: ╓╬▓í╢╛ú¼╒╥└╢╜úúí└╢╜ú╖┤▓í╢╛BBS 86-28-3342363 (6:656/7)(05 Apr 98 17:51)╝√╡╜ Li Jing Jiong ║═ All╒²╬¬"╙╨╣╪VB╡─╬╩╠Γ"╔▒╡├▓╗┐╔┐¬╜╗,╬╥╚╠▓╗╫í╠ß╔α▓╬╒╜ LJJ> 4: const ╓╨╚τ:const a = &H2 LJJ> ^^^^^^^┤╦┤ª╩╟╔╢╥Γ╦╝?╞Σ╦ⁿ╬╩╠Γ╬╥▓╗╓¬╡└,╓╗╓¬╡└&H2▒φ╩╛╩«┴∙╜°╓╞╩²2íú >>> íεí∩ ╓╨╣·.╦─┤¿.│╔╢╝.╨╗ ╜ú í╓íΦí╓ ╠∞╧Φ╥╗╬╤ ╧Φ │╜ í∩íε ... í≈í≈í≈ íε E-Mail: xiejian@usa.net íε í≈í≈í≈ í╓ B P:(028)2191-634701 í╓ í≥ í╓ TEL: (028)5212066 í╓ ... ╫φ╬╘═°╔╧╛²─⌐╨ªú¼─▄╚δ═°╒▀╦¡╧δ╧┬íú--- └╢▓¿-┐∞╨┼/DOS v2.30 * Origin: └╦┬■╓«┬├ú¡├╡╣σ╘░BBS (+86-28-351-9261) ChengDu,China. (6:656/6) -=> Quoting Hu Li to Xiao Hai Tong <=- HL> ╘╜╕▀╝╢╡─╥⌠╧Σ╘╜▓╗╗ß╙╨╒Γ╓╓▒ú╗ñ. ╚τ╣√╥⌠╧Σ▒╛╔φ╫Φ╓╣╒Γ╓╓╨┼║┼╡─╩Σ│÷ HL> ╛═╗ß╘∞│╔╒²│ú╥⌠╞╡╨┼║┼╡─╩º╒µ, ─╟╥▓▓╗╜╨╕▀╝╢╥⌠╧Σ┴╦. ╞Σ╩╡└φ┬█╔╧╚╦ HL> ╡─╢·╢Σ┐╔╥╘╠²╝√20-20KHz╡─╥⌠╞╡, ╡½┤≤▓┐╖╓╚╦╓╗─▄╠²╡╜15KHz ╥╘╧┬╡─ HL> ╔∙╥⌠, ─╟├┤╚τ╣√╬╥╩Σ│÷╥╗╕÷20KHz ╡─╥⌠╞╡, ╦√╛═╩▓├┤╢╝▓╗╗ß▓∞╛⌡. ──╙╨─╟├┤║├╡─╓╜└«░╚, ╘┘╦╡╡τ─╘╙├╡─└«░╚╞╡╧∞─▄┤∩╡╜╚τ║╬╡─│╠╢╚ ╓╗╙╨╠∞╓¬╡└... ├╗╫╝╓╗╙╨14.5KHz--15KHz░╔ ;D)) HL> ┐┤└┤╡τ─╘╒µ╩╟╠½┤α╚⌡┴╦! XHT> ╩╟PC, ┤╙╚φ╝■╡╜╙▓╝■. XHT> ╚τ╣√▓╗╩╟PC, ╩╟╞Σ╦√╗·╞≈, ╝┤╩╣ ╞Σ╩╡║▄┤α╚⌡, ╡½╩╟─π╒╥▓╗╡╜╫╩┴╧. HL> ╬▐┬█┤╙╩▓├┤╖╜├µ╡τ─╘╢╝╙╨┤α╚⌡╨╘, ╠╪▒≡╩╟╙▓╝■, ╥╗╕÷└╫╛═╛¡│ú╦≡╗╡▓╗ HL> ╔┘╡─╡τ─╘. ▓┘╫≈╧╡═│╥▓─╤├Γ╙╨ bug. ╓╗╥¬╞╞╗╡╚╬║╬╥╗╖╜├µ, ╡τ─╘╛═╩╟ ╖└└╫┐╔╥╘╙├╣Γ╡τ╕⌠└δ, ▓┘╫≈╧╡═│╩╟╚╦▒α╡─, ───▄├╗╙╨┤φ╬≤. ╙╨┤φ╬≤▓╗ ╒╒╤∙┬⌠╡├║▄╗≡. HL> ╖╧╠·╥╗╢╤. ╖╧╦▄┴╧╥╗╢╤ :) ┐┤└┤╓╗╙╨┤≤╫╘╚╗╫ε╜ß╩╡┴╦...~~~ │┴─¼╡─O╤≥ ╧■╗╘ ICQ: 2300547 ═°╔╧╝√___ 66767729-4263 ╓▄─⌐No╚╦╜╙, 66717938╣ñ╫≈╚╒No╚╦╜╙ ;D___ ╗╣╩╟╚├╥┴├├╢∙╕°╬╥╦═╨┼░╔:ElicksonJohnz@starplace.com... ═┼╜ß╛═╩╟┴ª┴┐ * Origin: Paradise BBS ╠∞╠├╫╩╤╢╢■╒╛ TEL: 10-6603-9434 (6:650/24)╙╔╙┌╣ñ╫≈╘¡╥≥╬╥╧δ╤º╤º╡Ñ╞¼╗·▒α│╠,╡½╬╥╗∙┤í║▄╚⌡,╬╥╧δ╬╩╬╩╥¬═╕│╣└φ╜Γ╡Ñ╞¼╗·▒α│╠╨Φ╥¬╙╨╩▓├┤╗∙┤í╓¬╩╢,╫ε║├╕╜┤°╫┼═╞╝÷╝╕▒╛╩Θ,═≥╖╓╕╨╨╗! * Origin: Paradise BBS ╠∞╠├╫╩╤╢╢■╒╛ TEL: 10-6603-9434 (6:650/24)│╠╨≥╘╦╨╨╡╜▒Σ┴┐ Shi Jin ╒²╕° All ╕│╓╡╩▒═╗╚╗Float Pointer╥▓╓╕╧≥┴╦"HZK"... SJ> ╬╥╟δ╬╩, UCDOS╧┬╡─HZK16╡─╜ß╣╣╩╟╩▓├┤╤∙╫╙╡─.▒Ω╫╝╡─16X16╡π╒≤╫╓┐Γ,A1A1H┐¬╩╝,├┐╕÷╫╓╒╝32╫╓╜┌│ñ,╖╟│ú╝≥╡Ñ╡─.╥¬╩╟SPDOS─╟╛═╕┤╘╙┴╦. :) SJ> *.CMF╡─╥⌠└╓╬─╝■╡─╜ß╣╣╙╓╚τ║╬?╣▄╦ⁿ─╪,╙├CMF2MID╫¬│╔MID╬─╝■╛═║├╦╡┴╦. :)╥¬▓╗╚╗╒╥CREATIVE╘τ╞┌╡─SB┐¬╖ó╣ñ╛▀░ⁿ,▒╛╔φ╛═╓º│╓CMF.... -> ==>> ___________________\ ⌐╨⌐ñ⌐ñ ⌐╨⌐ñ⌐┤~~~ -> ==>> ___________________ `> ⌐└⌐ñ ⌐└⌐ñ⌐╝..> -> ==>> / ⌐╪ ⌐╪ ... press ALT-A key to continue...--- ∞¡╨┼╞≈,║├╢½╬≈ * Origin: -* ▒▒╛⌐╩µ┐╦╡τ─╘╫╩╤╢╒╛ 010-62244902 ╚½╠∞┐¬╖┼, ╗╢╙¡╣Γ┴┘! *- (6:650/28)│╠╨≥╘╦╨╨╡╜▒Σ┴┐ Tom Chen ╒²╕° All ╕│╓╡╩▒═╗╚╗Float Pointer╥▓╓╕╧≥┴╦"╢φ┬▐╦╣╟≤╓·"... TC> ▒╛╚╦╙├QB▒α┴╦╥╗╕÷╢φ┬▐╦╣╖╜┐Θ,╗∙▒╛╥╤═Ω│╔. TC> ╙├╡─╩╟640*480 16color TC> ╥╞╢»╖╜┐Θ╙├╡─╩╟╧╚▓┴╡⌠╘¡╙╨╡─╖╜┐Θ╘┘╗¡╔╧╨┬╖╜┐Θ. TC> ╡½╡▒╦┘╢╚╝╙┐∞╩▒╗ß╙╨╤╧╓╪╡─╔┴╦╕╕╨.╙├╞┴─╗╥│░╔,╙├SCREEN 9,╙╨┴╜╥│,╡½╖╓▒µ┬╩╩╟640X350╡─,┤╒║╧╙├╗╣│╔.╖╜╖¿┐┤QB╡─HELP░╔,╙├SCREEN╗╣╩╟PCOPY╢╝│╔.╥¬▓╗╚╗╛═╘┌─┌┤µ└∩╨Θ─Γ╥╗╕÷,├┐╗¡═Ω╥╗╒Ω┤½╡╜A000H╚Ñ,─╟╛═╥¬╗π▒α╫╙║»╩²┴╦,╖±╘≥▓╗║├┤ª└φ╦─╕÷─┌┤µ╥│.... -> ==>> ___________________\ ⌐╨⌐ñ⌐ñ ⌐╨⌐ñ⌐┤~~~ -> ==>> ___________________ `> ⌐└⌐ñ ⌐└⌐ñ⌐╝..> -> ==>> / ⌐╪ ⌐╪ ... press ALT-A key to continue...--- ∞¡╨┼╞≈,║├╢½╬≈ * Origin: -* ▒▒╛⌐╩µ┐╦╡τ─╘╫╩╤╢╒╛ 010-62244902 ╚½╠∞┐¬╖┼, ╗╢╙¡╣Γ┴┘! *- (6:650/28) -=> ╥²╥╗╖Γ Logia Lee ╕° All <=-