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INSTRUCT
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1993-05-29
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G-SCOUTMATE v1.1
by
Kevin Coleman
Copyrighted(c) by Kevin Coleman, 1992, 1993
All Rights Reserved
Table of Contents
General Information . . . . . . . . . . . . . . . . . . . . . . . 1
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Start Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Add Scout . . . . . . . . . . . . . . . . . . . . . . . . . 6
Add Adult/Leader . . . . . . . . . . . . . . . . . . . . . 16
Modify . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Global Update . . . . . . . . . . . . . . . . . . . . 18
Erase Unawarded Badges Marks . . . . . . . . . . . . 19
Delete . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Query Database . . . . . . . . . . . . . . . . . . . . . . 20
Print . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Reports . . . . . . . . . . . . . . . . . . . . . . . 23
Permission Slips . . . . . . . . . . . . . . . . . . 24
Envelope/Label Printing . . . . . . . . . . . . . . . 25
Roster . . . . . . . . . . . . . . . . . . . . . . . 26
Phone/Address List . . . . . . . . . . . . . . . . . 27
Notes . . . . . . . . . . . . . . . . . . . . . . . . 27
Printing of Records . . . . . . . . . . . . . . . . . 28
Select Pages Menu . . . . . . . . . . . . . . . . . 28
Printer Status Screen . . . . . . . . . . . . . . . . 29
Select Names Menu . . . . . . . . . . . . . . . . . . 30
Change Printer Options . . . . . . . . . . . . . . . 32
Mail Merge . . . . . . . . . . . . . . . . . . . . . . . . 33
Customized Reports . . . . . . . . . . . . . . . . . . . . 36
Troop Inventory Module . . . . . . . . . . . . . . . . . . 36
Book Inventory Module . . . . . . . . . . . . . . . . . . 40
Financial Module . . . . . . . . . . . . . . . . . . . . . 43
Calendar . . . . . . . . . . . . . . . . . . . . . . . . . 45
Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Utilities . . . . . . . . . . . . . . . . . . . . . . . . 48
Choose Active Troop . . . . . . . . . . . . . . . . . 48
Pack Records . . . . . . . . . . . . . . . . . . . . 49
Undelete Record . . . . . . . . . . . . . . . . . . . 49
Export/Import Records . . . . . . . . . . . . . . . . 50
Backup Files . . . . . . . . . . . . . . . . . . . . 51
Defaults/Updates . . . . . . . . . . . . . . . . . . 52
Delete Bridge Files . . . . . . . . . . . . . . . . . 54
Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Appendices
Appendix A . . . . . . . . . . . . . . . . . . . . . . . . 55
Appendix B . . . . . . . . . . . . . . . . . . . . . . . . 57
Appendix C . . . . . . . . . . . . . . . . . . . . . . . . 60
General Information
MEMORY REQUIREMENTS
In order for all of the features of G-Scoutmate to work correctly,
your computer must have 640k with at least 590k free. If you do not
have that much memory, some of the features of G-Scoutmate may not
work (i.e. notepad) or it may not work at all. If you have expanded
memory available, Scoutmate will use it for the overlay file.
G-Scoutmate is in no way affiliated with the Girl Scouts of the
United States of America.
_____________________________________________________________________
LICENSING AGREEMENT
COPYING
This package is licensed only to the person to whom it is registered.
No other copies, except as stipulated under Backup Copies, may be
made without the express written consent of Kevin Coleman.
BACKUP COPIES
Backup copies may be made as seen fit. However, registered copies of
G-Scoutmate may not be copied for distribution to other persons
without the express written consent of Kevin Coleman except as
stipulated under Copying.
LIMITED WARRANTY
This software is warranted to the original purchaser of this product
that the software programs will be free from defects in materials and
workmanship for ninety days from the date of purchase. Defective
media that have not been subjected to misuse, excessive wear, or
damage due to carelessness may be returned during that ninety-day
period and replaced without charge.
Following the ninety-day period, defective media will be replaced for
a fee of $10.
I specifically disclaim all other warranties, expressed or implied,
including but not limited to implied warranties of merchantability
and fitness for a particular purpose. In no event shall I be liable
for any loss of profit or any other damage including but not limited
to special, incidental, consequential or other damages.
This agreement shall be construed, interpreted and governed by the
laws of the state of New York.
Use of this program indicates that you have accepted the terms of
this agreement.
_____________________________________________________________________
TECHNICAL SERVICE
All correspondence should be mailed to:
Kevin Coleman
P.O. Box 210574
Bushwick Finance Station
Brooklyn, N.Y. 11221-0010
For phone support, call (718) 919-2082 24 hours a day/7 days a week.
If an answering machine picks up, leave a brief message with your
name, number and registration number and someone will get back to you
as soon as possible.
I can also be reached via Prodigy (ID #: HRTD86A) and Compuserve
(ID #: 76270,1115).
- 1 -
Installation
In order to use G-Scoutmate, you must first run the installation
program. The installation program will copy and make the appropriate
files on your disk as well as making a configuration file which
contains the necessary information to run G-Scoutmate. G-Scoutmate
can be run from both floppy and hard drives, however running from a
hard drive (if you have one) is strongly recommended. To run
installation, first put your G-Scoutmate disk in your floppy drive
and type INSTALL (make sure the active drive is the floppy drive).
This program will create your configuration and all files necessary
to run G-Scoutmate.
Step 1: Choose the drive that you are installing from (the drive the
G-Scoutmate disk is in). G-Scoutmate will automatically pick the
current default path. If the G-Scoutmate disk is in a different
drive, erase the current line and type in the correct drive and path.
Step 2: You will be asked to input the path where the G-Scoutmate
master files should be copied to. This will be the program path.
This will be where you will be running G-Scoutmate from (never use
the original disk). A default path will already be shown. If you
wish to change it, put the drive letter and the path (ex. c:\gsmate
or e:\troop\scout\files). Make sure that you do not leave out the
drive letter and colon. If you leave these out, the directories may
be improperly created. If these directories do not exist, they will
automatically be created. Note that you cannot install G-Scoutmate
to the same directory that the master files are in. Also note that
if you are using a floppy disk(s), the disk(s) MUST be formatted.
Step 3: You will be asked if you wish G-Scoutmate to be installed on
two separate floppy disks. This is for floppy disk drive users only.
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The default is No. Y and N (yes and no, respectively) are your
choices for this option. This will put the executable file (only
needed in the beginning) on one disk, and the rest of the files on
another.
Step 4: You will be asked for the printer port. The choices are
LPT1:, LPT2:, COM1:, COM2: and No Printer. If you do not have a
printer then select No Printer otherwise select the appropriate port.
If you select No Printer, then you will only be able to print to a
file.
Step 5: The next question is how many lines per page your printer is.
Enter a number from 1 to 99 lines. The default is 54.
Step 6: You will now be asked whether you wish to keep a history of
the Troop Inventory Module. The history will keep track of the item
number, who the item was lent to, the date lent, date due and date
returned and also any comments which were put in. The history can be
viewed from the Troop Inventory menu. See page 36 for more
information. Y and N (yes and no, respectively) are your choices for
this option.
Step 7: You will now be asked whether you wish to keep a history of
the Book Inventory Module. The history will keep track of the item
number, who the item was lent to, the date lent, date due and date
returned and also any comments which were put in. The history can be
viewed from the Book Inventory menu. See page 42 for more
information. Y and N (yes and no, respectively) are your choices for
this option.
Step 8: Finally, you will be asked to enter the number of the first
troop to be kept track of.
That's it. G-Scoutmate will now be installed. The necessary files
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will be created or copied from the main disk to your destination path
(or floppy disk(s)).
After this, a message confirming the success of the installation will
be shown and you will be returned to the DOS prompt. If there were
any errors, they will be shown. Refer to Appendix A for error
messages/solutions.
When the installation is complete, you will automatically be put in
your G-Scoutmate directory. Type in GS. You will then be brought to
the title screen. Hit ENTER for the main menu.
Changing installation information: To change the current
installation settings or copy the program files to a different
directory, run the installation program again. For program disk
path, erase the information in that field and hit ENTER. When asked
for the destination where the G-Scoutmate files should be put, choose
the directory that the G-Scoutmate files are currently residing in.
For the next three items (Printer Port, lines per page and Troop
Inventory History), choose the appropriate selections (you can change
them if you desire (i.e. if your printer port changed from COM1: to
LPT1:, choose LPT1: when asked for the printer port selection).
After your selections are complete, G-Scoutmate will notify you that
the configuration file exists and will bring up a menu.
The menu options are as follows:
[1] Move files to a different directory: this option allows you to
move the G-Scoutmate files from the current directory to a new one.
If you select this option, you will be asked to enter the directory
that files should be transferred to. After selecting the directory,
all of the files will be copied from the old directory to the new one
and the configuration file will be updated with the new information
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(including the new directory). After this is done, the new directory
will be verified for any errors. If there are any errors, check
Appendix A.
NOTES: The old directory will not be deleted.
[2] Update configuration file: this option will update the
configuration file with the new information you supplied.
[3] Abort Installation: this option will exit the installation
without updating any files.
Index
The main data base is indexed for a reason. The index is loaded into
memory at the start of the program and manipulated in memory, and
upon termination of the program, the index is rewritten to disk. If
no index is found at the time the program is run a new one will be
created. This will take only a few moments (depending on how large
the database is). When a record is being searched for, the index is
used. This results in much greater speed. Also, the index is the
file that is sorted, not the actual record file. The main reason the
index is used is to lessen the chance of the main data file being
corrupted. The more the main data file is used, the more the chance
it will be corrupted. This is unlikely though it can happen.
Imagine reading, sorting, and re-writing a large number of records
with large amounts of information many times during each session.
This is asking for trouble. The index contains the record number and
name of each record and is sorted by the name. Not only is this a
convenience because of faster program performance, but also because
it saves wear and tear on your hard drive from deleting and re-
writing large files (info.dat) many times and also helps prevent file
corruption.
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Overlays
G-Scoutmate uses overlays in order to require the least amount of
system memory possible. The overlay file keeps portions of the
program on disk until that part of the program is needed, and then it
is loaded into memory. All of the printer routines (print and mail
merge), view record and modules (troop inventory, finance and
calendar) are kept in the overlay. If you have enough EXPANDED
memory (approximately 250K), then the entire overlay file (containing
all of the overlays) will automatically be loaded into it and instead
of loading an overlay from disk when it is needed, it will be
retrieved from the expanded memory which results in faster
performance.
Start Up
Anytime you wish to start using G-Scoutmate, first change to the
G-Scoutmate directory and type GS. After a few seconds, you will be
taken to the title screen. The title screen contains the software
copyright information. To advance to the main menu, hit any key. If
you are using two floppy disks, switch to your second disk and then
hit a key.
Main Menu
The main menu contains the various things you can do within
G-Scoutmate. A menu item can be chosen by pressing the letter next
to the item or moving the cursor to the appropriate item using the Up
and Down arrow keys and pressing the ENTER key.
[A] Add Scout
The Add command allows you to enter the information for a scout.
There are twenty-two pages of information for each scout (and some
pages contain more than one section). To go between the
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pages/sections, use the [Page Up] and [Page Down] keys; to save the
record, press the [F10] key and to abort (not save) the record, press
the [ESC] key. Each field is delimited by brackets (< and >). You
can move between fields using the Up, Down, [Ctrl-Left] and [Ctrl-
Right] cursor keys and the [TAB] and [Shift TAB] keys. You have full
featured editing features. When entering/changing information you
can use the left and right cursor keys, insert and delete keys, etc.
to perform their appropriate functions. Also, for certain sections
(Bridging, Other Awards, and all Badges and Patches), you can mark
whether the badge has been awarded yet (and print out "grocery"
lists). This is useful for knowing how many badges to buy for the
next awards ceremony, etc. To do this, move the cursor to the
appropriate item and hit [ALT-G]. This will put a NA (Not Awarded)
mark next to the badge to signify that it hasn't been awarded yet.
To remove the NA, simply hit [ALT-G] again.
You can quickly jump to different pages within a scout record. Hit
[ALT-P] and a list of pages will come up. Hit the appropriate letter
to jump to that page, or hit [ESC] to remain on the same page.
The first page deals with the scout's personal information. On this
first page, there are three sections. The first section is the
scout's personal information. This section records GSUSA ID Number,
Name, Address (2 lines), City, State, Zip Code, Home Phone Number,
Work Phone Number, School, Grade, Date of Birth, Alternate Emergency
Contact and phone number and Comments (three lines available for
Comments).
The second section is the scout's registration information. You can
enter in the dates that the scout joined each level.
- 7 -
The third section is the scout's Medical Information. This section
tracks Physician's name and phone number, shot information, allergies
and medical comments.
NOTES: In the upper left hand corner, the record number will be
shown.
The second page records Parental/Guardian information (space for two
parents or guardians). The fields for these two parts include the
Parent/Guardians' Name, Home Address, Phone Number, Work Phone Number
and Comments (two lines). Note that when you are on the
address/phone number fields for either of the parents, you can hit
[CTRL-C] to copy the scout's address information into the parents'
fields.
NOTES: Whenever entering a date (i.e. birth date or later on, dates
badges were earned, etc.) the format is MM/DD/YY (M for month, D for
day and Y for year). You do not have to enter the slashes (i.e. if
the birth date is September 5, 1972, you can enter 090572). Entering
a date in an improper format will cause an error message to occur,
the proper format of date entry will be shown on the screen and you
will be asked to re-enter the date.
The third page deals with advancement and consists of Positions held,
Dates the Bridges were earned, and the requirements completed for
each Bridge.
Positions held is the first part of this page. The positions held
allows up to nine positions to be entered along with the date the
position was started and the date the position was terminated. Enter
the number of the Position held or hit [F2] to list all positions.
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Pressing [Page Down] will move the cursor to the Bridging subsection.
When entering a bridge, if incomplete, put the date the bridge was
last updated (a new requirement was earned) or if complete, put the
date the bridge was earned. After that, you are asked to put in a C
or I for Complete or Incomplete. The initial setting for each bridge
is Incomplete. If the bridge is incomplete, a window will appear
with the requirements of the patch. Move the cursor with the up and
down cursor keys. If the requirement is complete, type Y when the
cursor is next to the completed requirement. A Y will appear to
signify that the requirement was completed. If the requirement
wasn't completed yet, a - will be next to the requirement. If you
want to change a requirement marked complete to not complete move the
cursor to the requirement and type N. If the requirements go beyond
one screen, then a down cursor will appear in the right line of the
box. Simply use the down cursor (and up cursor to go to the previous
requirements - an up cursor will appear in the right line of the box
signifying there are previous requirements) to go through the list of
requirements. After selecting all of the completed requirements, hit
[F10] to remove the window and save the updated bridge information or
[ESC] to remove the window without updating the bridge information.
The fourth page is the Try-Its page. There is room for up to forty
try-its. Each try-it entry consists of the number of the try-it,
requirements for the try-it and the date earned/last updated. To
enter a try-it, you have to enter the try-it's number. The numbers
are in Appendix B. Also, by pressing [F2], the try-it list will be
shown (and can be scanned using the Page Up, Page Down, Up and Down
Cursor keys, or hitting the first letter of the try-it). If you do
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not wish to choose a try-it after selecting to look at the list, hit
[ESC]. You can then mark off the requirements that the scout
completed for that badge. Finally, you can then enter the date that
the badge was last updated (or earned).
NOTES: To traverse the proficiency badge lists, [F5] and [F6] will
move to the left and right fields respectively. This is done because
the left and right cursor keys are already used to do the editing
when entering information. The Up and Down Cursor keys will traverse
the numbers on that page. Also, when entering the date, you must end
input with either [ESC] or [ENTER]. If you attempt to press a
different key, a buzzer will sound. You may notice that it takes a
few seconds for the page to appear. This is because every time you
go to that page, G-Scoutmate checks to see if each patch was
completed by checking the scout's data files.
The fifth through seventh pages consists of the Proficiency badges.
There is room for up to one hundred and twenty proficiency badges.
This is in case you add any proficiency badges later on. Each
proficiency badge entry consists of the number of the proficiency
badge, the status of the proficiency badge, requirements for the
badge and the date earned/last updated. To enter a proficiency
badge, you have to enter the badge's number. The numbers are in
Appendix B. Also, by pressing [F2], the proficiency badge list will
be shown (and can be scanned using the Page Up, Page Down, Up and
Down Cursor keys, or hitting the first letter of the proficiency
badge). If you do not wish to choose a proficiency badge after
selecting to look at the list, then hit [ESC]. After entering the
number and pressing ENTER, you will be asked for the proficiency
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badge status. You can enter only an I (for incomplete) or a C (for
Complete). If you attempt to enter another character, you will not
be able to advance to the next field. After entering the status of
the badge, you can then mark off the requirements that the scout
completed for that badge. Finally, you can then enter the date that
the badge was last updated (or earned).
NOTES: To traverse the proficiency badge lists, [F5] and [F6] will
move to the left and right fields respectively. This is done because
the left and right cursor keys are already used to do the editing
when entering information. The Up and Down Cursor keys will traverse
the numbers on that page. Also, when entering the date, you must end
input with either [ESC] or [ENTER]. If you attempt to press a
different key, a buzzer will sound. Actual requirements aren't in
the program. The program knows how many requirements there are for
the badge and will leave a space for you to check off next to each
requirement number (i.e. if there are 3 requirements, there will be
three spaces named Requirement #1, Requirement #2, and Requirement
#3).
The eight and ninth pages contain the Interest Project Patches.
There is room for up to seventy-five interest project patches to be
entered. This is in case you add any interest project patches later
on. Each interest project patch entry consists of the number of the
interest project patch, the status of the interest project patch,
requirements for the patch and the date earned/last updated. To
enter a interest project patch, you have to enter the patch's number.
The numbers are in Appendix B. Also, by pressing [F2], the interest
project patch list will be shown (and can be scanned using the Page
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Up, Page Down, Up and Down Cursor keys, or hitting the first letter
of the interest project patch). If you do not wish to choose a
interest project patch after selecting to look at the list, then hit
[ESC]. After entering the number and pressing ENTER, you will be
asked for the interest project patch status. You can enter only an I
(for incomplete) or a C (for Complete). If you attempt to enter
another character, you will not be able to advance to the next field.
You will then be allowed to enter the requirements that the scout
completed for the patch. Finally, you can then enter the date that
the badge was last updated (or earned).
NOTES: To traverse the interest project patch lists, [F5] and [F6]
will move to the left and right fields respectively. This is done
because the left and right cursor keys are already used to do the
editing when entering information. The Up and Down Cursor keys will
traverse the numbers on that page. Also, when entering the date, you
must end input with either [ESC] or [ENTER]. If you attempt to press
a different key, a buzzer will sound. Actual requirements aren't in
the program. The program knows how many requirements there are for
the patch and will leave a space for you to check off next to each
requirement number (i.e. if there are 3 requirements, there will be
three spaces named Requirement #1, Requirement #2, and Requirement
#3).
The tenth page contains Other Recognition Information. Daisy,
Brownie, Junior, Cadette and Senior Recognitions are contained on
this page as well as Service Training Bars. Some of the Recognitions
(and all of the Service Training Bars) have requirements stored on
disk. If the badges requirement is on disk then when you hit
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[ENTER], the requirements for that badge will be listed. For each
requirement, you can enter Y or N. Hit [F10] to save the requirement
information or [ESC] to exit without saving the requirement
information. If the badge's requirements is not on disk, then you
will be able to enter a comment for that badge.
Page eleven records Cadette Service Hours Information. You can
record the date the service was performed, type of service, number of
hours and what the service was used towards. There is room for 20
entries.
Page twelve records Cadette Training Information. You can record the
date the training was acquired, type of training, number of hours and
what the training was used towards. There is room for 20 entries.
Page thirteen records Cadette Leadership Activities Information. You
can record the date of the activity, type of activity, number of
hours and what the activity was used towards. There is room for 20
entries.
Page fourteen records Senior Service Hours Information. You can
record the date the service was performed, type of service, number of
hours and what the service was used towards. There is room for 20
entries.
Page fifteen records Senior Training Information. You can record the
date the training was acquired, type of training, number of hours and
what the training was used towards. There is room for 20 entries.
- 13 -
Page sixteen records Senior Leadership Activities Information. You
can record the date of the activity, type of activity, number of
hours and what the activity was used towards. There is room for 20
entries.
Page seventeen is the Events Attended Information. You can record
the event date and name. There is room for 40 entries. You can sort
this page by hitting [ALT-S]. Note that items before 1978 will be
put after items after 1978 (i.e. if you have three events with the
dates 05/09/83, 12/18/92 and 10/10/76 and you hit [ALT-S], it will be
sorted as 05/09/83, 12/18/92 and 10/10/76).
The eighteenth page records camping information. On this page, you
can record the date, camp name, number of days and comments. There
is room for 20 entries. You can sort this page by hitting [ALT-S].
(Please read above paragraph for how the information is sorted).
Page nineteen consists of Patrol, Other Awards and Group/Projects.
Use the up and down cursor keys to cycle through the fields. When on
the patrol field, enter the number of the patrol from the list (not
the actual patrol number) of the patrol the scout is currently in or
hit [F2] to show a list of patrols for you to pick from. Enter 0 if
the scout does not belong to any patrol. When on the Other Awards
fields, you can enter up to ten awards. Enter the name and date of
each award. The final part of this section is the Groups/Projects
that this scout is involved in. Enter the code of the Group/Project
and the position that the scout holds. To bring up a list of
Group/Projects that you currently have defined, hit [F2]. Note that
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Group/Projects and Patrols are defined in the Utilities Section.
Page twenty is the dues screen. There can be up to 54 entries on
this screen. Each entry allows a date and the amount paid to be
entered. Near the top of the screen, the sum of all of the dues paid
is shown. Again, the [F5] and [F6] keys will move the cursor to the
left and right columns respectively.
If you hit [F1] on this screen, you can delete a column. This is
very useful when all of the 54 entry spaces are full. Instead of
manually deleting each entry in a column, hitting [F1] will do it
automatically. Simply hit [F1] and enter the column you wish to
delete. Hit Y to confirm the deletion and the column will be
deleted. If you do not wish to delete the column, hit N and the
column deletion will be aborted.
The final page, number twenty-one, is the scout note pad. Each scout
record will have it's own note pad. The text editor is loaded and
then notes can be added, deleted, printed, etc. For information on
how to use the text editor see page 46. To exit from the note pad,
if you wish to save the notes, hit [F7] and hit ENTER. If you do not
wish to save the note pad changes, hit [F1] and type Y.
After exiting the record note pad, an option screen will appear.
[ESC] will return you to the main menu without adding the record to
the database, [Page Up] will take you back to the Dues Screen and
[F10] will save the record.
There is a maximum of 150 scout records.
NOTES: When you hit [ESC] to abort to the main menu, you will be
asked if you are sure that you wish to abort. Hit Y if you wish to
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go to the main menu or N to continue adding a scout.
[B] Add Adult/Leader
This option allows you to enter information for adult leaders. The
adult leader record consists of three pages of information.
The following fields are on the first page: name, home address (2
lines), home city, home state, home zip code, home phone number,
business address (2 lines), city (business), state (business), zip
code and phone number (business), positions (up to four), and 2 lines
for comments. When on the position fields, you can hit [F2] to list
all adult positions.
NOTES: In the upper left hand corner, the record number will be
shown.
The second page contains training information. You can enter the
training date, name, and hours. There is room for 20 entries.
The third page consists of Other Awards and Group/Projects.
The first part of this page is the Other Awards fields. You can
enter up to fifteen awards. Enter the name and date of each award.
The second part of this page is the Groups/Projects that this adult
is involved in. Enter the code of the Group/Project and the position
that the adult holds. To bring up a list of Group/Projects that you
currently have defined, hit [F2]. After entering all of the
information, hit [F10]. To get back to the main menu, hit [ESC].
There is a maximum of 100 adult/leader records.
NOTES: When you hit [ESC] to abort to the main menu, you will be
asked if you are sure that you wish to abort. Hit Y if you wish to
go to the main menu or N to continue adding a adult.
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[C] View/Modify
The View/Modify option allows you to change an existing record.
Under the modify option, you can change actual record information,
perform the Global Updates or Erase Unawarded Badges Marks.
When selecting this option, a menu will appear. Choose whether you
wish to modify a scout or an adult leader's record. After choosing
the appropriate selection, a second menu will appear. If you chose
to modify a scout's record, five options will appear on the menu.
The first three options allow you to choose the way in which you wish
to select the record which is to be modified. You can either type in
the name, type in the record number or see a list of the names in the
database. If you choose to select a record by name, case does not
matter. Also, you do not have to enter in the entire name. For
example, if you wish to choose a record for scout Johnson, Tammy, you
could enter in jo and G-Scoutmate will choose that name. G-Scoutmate
will choose the first record matching the specification that you
enter, so if you had two or more scouts with the last name Johnson,
you would have to enter in more characters to ensure that the correct
record is selected. If you enter an invalid name (a name not in the
database) or invalid record number, an error will occur and you will
be returned to the menu. After choosing the record, the record will
be retrieved and changes can be made. The keys for scrolling through
the windows and fields are the same as the ADD option. To save the
changes, hit [F10] and to abort the changes hit [ESC].
The ability to change to another record while in another record can
by accomplished by hitting [ALT-R]; a menu will appear. You can
switch to another record by: 1) Next Record, 2) Previous Record, 3)
Select Name From List or 4) Record Number. To remain in the same
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record hit [ESC]. NOTE: This can only be done from the first page of
a MODIFIED record. It cannot be done from a record that is being
added.
NOTES: If a record is marked for deletion, a message will be shown on
the last line of the first page.
The Global Update allows you to do "batch" updates on the database.
By choosing this option (#4), you can perform "batch" updates for
Try-Its, Proficiency Badges, Interest Project Patches, Events
Attended, Camping Information and Dues.
For the Try-Its, Badges and Patches, you will first be asked whether
you wish to have the badge/patch marked as unawarded. This is the
same as pressing [ALT-G] when modifying a record. You will then be
asked whether you wish to update all or selected scouts. After
choosing your desired selection, you will be asked to choose the
badge/patch that you wish to be added to the selected records. Next,
you will be asked to enter the requirements that the scouts
completed. Lastly, you will be asked to enter the date that the
requirements were completed.
For Events Attended and Camping Information, you will be asked to
enter the appropriate information (date and event name for Events
Attended, date, camp name, days and comments for Camping
Information).
For the Global Dues Update, you will be asked to enter the date to be
inserted in each record. If the date is invalid, you will be
notified and asked to enter a valid date. Each record (starting with
number one) will then be loaded into memory and you will be taken
right to the Dues Screen. The new date will be inserted in the first
available spot. If no spot is available, the first field will be
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highlighted, but the new date will NOT be inserted. If you wish to
make an entry, enter the information and hit [F10]. If you do not
want to make any changes, erase the inserted date and then hit [F10].
If you want to abort the Global Dues Update, hit the [ESC] key.
If you choose Erase Unawarded Badges Marks (#5), all badges and
awards marked as Unawarded will be marked as Awarded in ALL records,
so make sure you print out a list before you select this option.
If you chose to modify an adult leader's record, all of the options
above, except the Global Updates and Erase Unawarded Badges Marks,
will appear. After modifying the record, hit [F10] to update the
record or [ESC] to abort to the main menu.
[D] Delete
This option allows you to delete a record in the database. If you
wish to erase a record then this is the option to select.
A menu will appear allowing you to select whether you wish to delete
a scout's record or an adult leader's record. Once you select your
choice, a second menu will appear allowing you to choose how you wish
to select the record you wish to delete. You can enter the desired
record by name, record number or select from a list.
If you choose to see the database list, you can select more than one
scout. Mark each scout that you wish to delete with the space bar.
Hit [ENTER] when you are finished marking scouts.
If you choose to select a record by name, case does not matter.
Also, you do not have to enter in the entire name. For example, if
you wish to choose a record for scout Johnson, Tammy, you could enter
in jo and G-Scoutmate will choose that name. G-Scoutmate will choose
the first record matching the specification that you enter, so if you
had two or more scouts with the last name Johnson, you would have to
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enter in more characters to ensure that the correct record is
selected. If an invalid name or invalid record number is entered, an
error message will appear and you will return to the menu.
Confirmation of the deletion(s) is necessary. Enter Y to mark the
record(s) for deletion or N to abort to the main menu. Notice that
the record(s) are marked for deletion. In case you change your mind
later, you can undelete the record. By choosing Y, you are marking
the record(s) for deletion so that when you pack the records, the
record(s) will be deleted permanently. Until you pack the records,
however, the record(s) will still be in the database and can be
viewed, printed, etc. After the deletion(s) occur, the program will
return to the main menu.
NOTES: Packing and undeleting are covered in the Utilities Section.
[E] Query Database
Querying allows you to ask the database to print names of scouts that
meet (or don't meet) a certain criteria (such as Who Earned the Food
Fun Try-It? Who Didn't Attend Camp Alamo? Who Didn't Pay Dues on
05/15/92? What Scout's Are Currently Cadettes?).
You can query the following items: Try-Its, Proficiency Badges,
Interest Project Patches, Other Awards, Events, Camping Activities,
Bridges, Dues Date, Position Held, Patrol and Group/Projects.
Try-It: Enter the Try-It number or hit [F2] to bring up a list.
Proficiency Badge: Enter the Proficiency Badge number or hit [F2] to
bring up a list.
Interest Project Patch: Enter the Interest Project Patch number or
hit [F2] to bring up a list.
Other Award: Type in the (partial) name of the other award.
Event: Type in the (partial) name of the event.
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Camping Activity: Type in the (partial) name of the camping activity.
Bridge: Select the Bridge to query for.
Dues Date: Type in the date to query for.
Position Held: Enter the position number or hit [F2] to bring up a
list.
Patrol: Enter the Patrol number or hit [F2] to bring up a list.
Group/Project: Enter the Group/Project code or hit [F2] to bring up a
list.
After you enter in the information, you are asked if the query is to
look for TRUE or FALSE queries. What this asks is whether the
computer is to show the names of the scouts that match (TRUE) or
don't match (FALSE) the query. Example: If you wanted to see all of
the scout's that paid dues on 05/15/92, you would enter in 5/15/92
for the date and enter TRUE. If you wanted to see all of the scout's
that DIDN'T pay dues on 05/15/92, you would enter in 5/15/92 for the
date and enter FALSE. After choosing the truth value of the query, a
"Output to Printer [Y/N]? " message will appear. Enter Y or N.
After selecting that, the query search will be displayed (i.e. Query
= NOT Dues 5/15/92 for a query for all scouts that didn't pay dues on
5/15/92) and to start the query, simply hit a key. After the query
is done, a completion message will be displayed; hit a key to return
to the main menu.
[F] Print
Selection of this option allows you to print the records in the
database, a variety of reports, Permission Slips, Unawarded Badges,
Rosters, Phone/Address Lists, the note pad and envelopes/labels.
If there are no records in the data base, you will be notified and
returned to the main menu.
- 21 -
The first menu appearing will be whether you wish to print 1) Adult
Records, 2) Scout Records, 3) Badge/Patch Lists and 4) Change Printer
Options.
The adult leader's menu has three choices on it. You can print 1)
Phone/Address List, 2) Envelopes/Labels, 3) All Personal Records and
4) Selected Records. All Records will print all of the adult records
in the database, Selected Records will print records which you select
to be printed (see page 30). Choosing envelopes/labels will bring
you to another menu. The envelope/label printing option for adult
leaders is the same as printing for scouts except the Select
Recipient option is replaced with the Select Home/Business option.
This option (#3) lets you choose whether the label/envelope is to be
addressed to the adult leader's home or business address (see page
25). At the top of the screen, it will show you which address will
be printed on the envelope/label.
After you finish selecting what you wish to print, the printer status
screen will appear. Hit a key to print the information. After the
printing is complete, the main menu will reappear.
The Badge/Patch lists allow you to print Proficiency Badge, Interest
Project Patch or Try-Its lists. Select the desired list that you
wish to print.
The scout print menu has many more options to choose from. The
choices (in order) are: 1) Reports, 2) Permission Slips, 3) Unawarded
Badges, 4) Envelopes/Labels, 5) Roster, 6) Phone/Address List, 7)
Note Pad, the eighth and ninth deal with printing the actual records
(All records or Selected Records).
- 22 -
Reports
Advancement Progress Report
The Advancement Progress Report will print out the detailed
bridge requirement screen of each scout.
A menu will appear asking you to choose whether you want
selected or all records. If you choose select records, the
select names menu will appear (see page 30). After choosing the
appropriate selection, the printer status screen will appear.
Hit a key when your printer is online.
Try-It's Badge Report
The Try-It's Badge Report will print out a list of Try-It's
(along with the requirements completed) for each scout.
Choose whether you want to print the report for all or select
records. Next, choose whether you wish to print ALL of the try-
its or just the try-it's with one or more requirement completed.
You will then be taken to the Printer Status Screen. Note that
the date will only be printed if the scout completed four (or
more) requirements for the try-it (which means that she earned
it).
Interest Project Patch Report
The Interest Project Patch Report will print out a list of
Interest Project Patches for each scout.
Choose whether you want to print the report for all or select
records. Next, choose whether you wish to print ALL of the
Interest Project Patches which are complete OR incomplete or
just the Interest Project Patches which are completed. You will
then be taken to the Printer Status Screen.
- 23 -
Proficiency Badge Report
The Proficiency Badge Report will print out a list of
Proficiency Badges for each scout.
Choose whether you want to print the report for all or select
records. Next, choose whether you wish to print ALL of the
Proficiency Badges which are complete OR incomplete or just the
Proficiency Badges which are completed. You will then be taken
to the Printer Status Screen.
Permission Slips
This option allows you to print out permission slips to scouts.
First, select whether you want permission slips for all or select
records. Next, the entry screen will appear. There are fields for
the following: Activity, Dates, Destination, Departing From and Time,
Returning To and Time, Adults Accompanying Scouts, Cost, What the
money is for, Equipment Needed, Leader's Emergency Contact and Phone
Number, Troop Number and Leader's Phone Number. When you are
satisfied with the entries, hit [F10] to go to the printer status
screen.
Unawarded Badges Report
The Unawarded Badges Report will print out all of the unawarded
badges in the database. After choosing this option, the printer
status screen will appear.
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Envelope/Label Printing
Printing : Labels
Records : All
Recipient : Scout at Home Address
Feed : Continuous
Labels/Envelope Print Menu (SCOUT)
1 Print Labels
2 Print Envelopes
3 Single/Continuous Envelopes
4 All Records
5 Select Records
6 Select Recipient
7 Done
This option allows you to print envelopes and labels.
In the upper left hand corner will be the status of your options.
Next to Printing:, it will have the item which you are printing
(Labels or Envelopes) and next to Records:, it will have either All
or Selected (meaning All or Selected Records). Next to Recipient:
shows who the recipient of the envelope/label is and which address it
is going to. Choosing option one sets the printing status to Labels.
Choosing option two sets the printing status to Envelopes. When
printing envelopes, you can put up to five lines that will be printed
in the upper left hand corner of the envelope (a header). If you
would like, you can center or right justify the heading by putting in
the appropriate number of spaces. Move between the lines with the up
and down cursor keys. Hit [F10] when done typing in the header.
Selection 3 will toggle between continuous and single envelopes.
Labels must be continuous. When you get to the printer status
screen, if you selected single envelopes, it will ask you to put an
envelope in your printer and hit a key. After an envelope is
- 25 -
printed, you will be asked to load another envelope into your printer
and hit a key. This process will continue until all of the envelopes
have been printed. If you selected continuous envelopes, put the
continuous envelopes in your printer and hit a key. Selection 4 will
set the Records: option to ALL and selection 5 will allow you to
select records that you wish to print. Selection 6 allows you to
choose the recipient of the envelope/label. You can choose either
the scout, parent/guardian #1 or parent/guardian #2. If you choose
either of the parent/guardians, you will then have to choose which
address to make the envelope/label out to. You can choose either the
home address or the respective parent/guardian's business address.
If, for example, you choose to send the envelope/label to
Parent/Guardian #1 at the home address, next to Recipient: will be
Parent/Guardian #1 at Home Address. When you are complete, select
number 7 (Done) and the printer status screen will appear and after
checking your printer, hit a key to start.
NOTES: The default label size is 15x16" X 3 1/2". For labels, the
optimum position should be to cut the last hole of the previous label
in half with the printer bar. Also do the same with the continuous
envelopes. However, some printers are different so experiment to
find the appropriate starting position. You can also change the
label size from the Change Printer Options Menu (see page 32). Also,
when you are performing single envelope feeding, when the envelope
finishes printing, the printer will formfeed the envelope out of it.
Roster
The roster will print the names, positions, patrol and phone number
of all or selected scouts. You can also choose whether you want the
Roster to be printed in alphabetical or patrol order. The default is
- 26 -
Alphabetical. If you choose by Patrol, then you can choose whether
you want to print each patrol on a separate page (option #3). The
default is All Patrols on the Same Page. Your current choices are
shown at the top of the screen.
In order for the Roster Printout to print the current position of a
scout, it goes backwards through the scout's positions held list, and
after finding one taken, it is going to see if it has a Date From
entered, but no Date To entered. For example, if a scout's positions
held fields were filled up to eight (the scout has held eight
positions), G-Scoutmate will look at number eight and see if the Date
To field had a date. If it doesn't, then that is the scout's current
position. If it does have a date entered, then the scout does not
have a position at the present time, and nothing is printed for
position.
Phone/Address List
The phone/address list will print the names and addresses of all or
selected scouts and their parent/guardian's first names. You can
also choose whether you want the Phone/Address List to be printed in
alphabetical or patrol order. The default is Alphabetical. If you
choose by Patrol, then you can choose whether you want to print each
patrol on a separate page (option #3). The default is All Patrols on
the Same Page. Your current choices are shown at the top of the
screen.
Notes
This will print the G-Scoutmate note pad. If the note pad doesn't
exist, a message will be printed on the screen and the program will
return to the main menu. If the file exists, the printer status
screen will appear and the note pad will be printed.
- 27 -
Printing of Records
The last two selections on the main print menu deal with the actual
printing of records in the database. All Records will print all
records. Select records will allow you to select which records are
to be printed.
After choosing the appropriate option, the pages menu will appear and
you will then choose whether all of the pages or some of the pages
are to be printed.
Select Pages Menu
1 Select Page
2 Unselect Page
3 Load Default Page Selections
4 Save Default Page Selections
5 Clear ALL Page Selections
6 Done
Selection one and two will bring up a list of pages. Pages that are
selected will have an * next to them. Select or Unselect them by
hitting the number of the page.
Selection three will load the default page selection.
Selection four will save your page selections in the default page
file. This is useful if you regularly print out certain pages, but
not all. You will be asked to confirm that you wish save your page
selections. Enter Y (yes) or N (no).
Selection five will clear all page selections. You will be asked to
confirm that you wish to clear all selections. Enter Y (yes) or N
(no).
After choosing the pages, select Done and the printer status screen
- 28 -
will appear. Line up your paper and hit a key to start printing.
NOTES: if no pages are chosen, a message will appear stating that you
chose no pages and you will be taken back to the main menu. Also
note that when printing, the detailed bridge requirement information
for the scouts will not be printed. This is what the Advancement
Progress Report is for. Lastly, badges and patches that weren't
awarded will contain a NA message next to them.
Printer Status Screen
The Printer Status Screen is the screen which appears whenever a
report is being printed. This screens shows the current status of
the printer. There are five codes that can be returned.
Printing - The data is being printed.
Out of Paper - The printer is out of paper.
Printer Offline - The printer is either off or offline.
Printer Busy - The printer is printing something else. The
program will wait its turn to print.
Unknown Problem - Something else is wrong with your printer.
If an error occurs (with the exception of Printer Busy), the printer
will reprint the ENTIRE current page. If you wish to abort printing,
type A and hit ENTER otherwise reset the printer paper to the top of
the page and type C and then hit ENTER to print.
This screen also allows you to choose how many copies of a report you
would like to print as well as whether the report is to be printed to
a file.
If you hit [ALT-F], you will be asked for a file name.
G-Scoutmate will then check to see if that file exists. If it does,
you will be asked to confirm whether you want the file to be
overwritten or not. Hit Y to overwrite the file or N to select
another file name.
If you hit [ALT-C], then you will asked to enter the number of copies
that you want printed. Enter a number from 1 to 99.
- 29 -
The printer status screen shows the current copy that G-Scoutmate is
printing as well as how many copies were requested.
If you selected NO PRINTER in the installation program, a message
will appear on the top of the screen notifying you that you can only
print to a file. Regardless of what key you hit (except for [ESC] to
abort to the main menu or [ALT-C] for copies), you will be asked for
a file name.
NOTES: There has been some problems with G-Scoutmate and printers
when they run out of paper (or another problem occurs) and the
printer status screen still says PRINTING. If this problem occurs,
simply turn the printer off and back on. Leave the problem intact.
For example, if you run out of paper and the program does not
acknowledge this, turn off your printer and then back on with the
PRINTER STILL OUT OF PAPER. G-Scoutmate will then recognize the
problem and then you can correct it. Reload the paper to the top of
the page and G-Scoutmate will continue printing starting with the
entire page where the error occurred.
Select Names Menu
The Select Names Menu allows you to select certain names in the
database to be printed.
- 30 -
What the Select Names menu looks like:
Select Names Menu
1 - Record Number
2 - Name
3 - List Names in Database
4 - List Selected Names
5 - Unselect Name
6 - Select Groups
7 - Select Patrols
8 - Done
Names Selected: 0
Option 1 allows you to enter the record number of the record to be
added to the selected names list. If an invalid record number is
entered, an error message will appear. Option 2 allows you to enter
the name of the scout to be added to the selected names list. Note
that you do not have to enter in the entire name. For example, if
you wish to choose a record for scout Johnson, Tammy, you could enter
in jo and G-Scoutmate will choose that name. G-Scoutmate will choose
the first record matching the specification that you enter, so if you
had two or more scouts with the last name Johnson, you would have to
enter in more characters to ensure that the correct record is
selected. If an invalid name (not in the database) is entered, an
error message will appear. Option 3 will list all of the names in
the database. To choose one name, go to the name and hit ENTER. To
choose more than one name, use the space bar to mark each name that
you want to select, and then hit ENTER. Hit [ESC] if no names are
desired. Option 4 lists all of the names selected. Browse the list
using the Up, Down, Page Down and Page Up keys. Choose DONE (at the
bottom of the list) when finished browsing the list. Option 5 allows
- 31 -
you to unselect a name which was selected. Hit [ESC] if no names are
to be unselected. Option 6 allows you to select all of the scouts or
adults in certain Group/Projects. When you select this option, all
of the Group/Project codes will appear. Select the group you want to
be included in the report. Option 7 allows you to select
scouts/adults in certain patrols. When you select this option, all
of the Patrol names will appear. Select the patrol you want to be
included in the report, and option 8 (DONE) goes to the next menu.
Next to Names Selected: will appear the number of names selected.
Change Printer Options
The Change Printer Options allow you to change your printer port,
lines per page, and label and envelope setup.
The first item is Change Printer Port. Choosing this option will
bring up a list of printer ports and NP (which stands for no
printer). Select your new printer port and hit [F10] to make the
change permanent.
The second item is Change Lines Per Page. Choosing this option will
allow you to change the number of lines you want printed per page.
Enter the new number of lines per page and hit [F10] to make the
change permanent.
The third item is Change Label Setup. You can configure: 1) Number
of Spaces Across, 2) Number of Lines Down, 3) Number of Lines per
Labels (size) and 4) Number of Labels Per Page. If you enter in a
number other than 0 for labels per page, then after the specified
number of labels have been printed, a form feed will occur. This
will most likely be used for people with laser printers. Option #2
(number of lines down) will linefeed the specified number of lines
down at the beginning of the printout and after each form feed.
- 32 -
NOTES: On a Panasonic KX-P1180i, the default of 7 for label size
works fine (for 15x16" X 3 1/2" labels). For some printers, however,
you may need to adjust the number (probably to 8) to print correctly
on that label size. To abort changing any of the values, hit [ESC].
The fourth item is Change Envelope Setup. Choosing this option will
allow you to configure the number of spaces across an envelope (where
the name and address will be printed), the number of lines down
(number of line feeds before printing an envelope), and the number of
lines per envelope (the size of the envelope). The defaults are 28
spaces across, 0 lines down and 25 lines per envelope (for a regular
business sized envelope).
[G] Mail Merge
The purpose of the Mail Merge option is to greatly simplify the task
of mailings. Remember when you had to load a letter, type in a
person's name and address, print it out, then the next person's name
and address, print it out and so on. The Mail Merge fully automates
printing letters for you. Whether you are mailing a letter to one or
fifty scouts, mail merge is a handy convenience.
- 33 -
What the mail merge menu looks like:
Header: OFF
Scout Records: ALL
Adult Records: ALL
Mail Merge Menu
1 Type Letter
2 Select Scout Records
3 All/No Scout Records
4 Select Adult Records
5 All/No Adult Records
6 Header ON/OFF
7 Print Letters
8 Exit
Option number one will allow you to create (or edit) the letter that
will be used in the mail merge. Select a name for the letter
(maximum of eight characters). If the you wish to modify a letter,
simply type the name of the letter and it will be retrieved. The
text editor will be invoked and you can then make whatever changes
need to be made. After typing the letter, hit [F7] and type Y to
confirm that you wish to save the letter. The letter will be saved
and the program will return to the Mail Merge Menu. For information
concerning the text editor, see the NOTEPAD section (see page 46).
Option number two will allow you to select scout records. The select
records menu will appear and you will be able to choose the scout
records which you wish to have included in the mail merge. For
information on the select records menu see page 30.
Option number three is for including all or no scout records in the
mail merge. This is useful if you wish to have letters printed to
only the adult leaders. Choosing this option will switch between ALL
- 34 -
and NONE or if you previously chose selected records, it will switch
to ALL. The Scout Records: message on the top of the screen shows
which scout records will be printed (ALL, SELECTED or NONE).
Option number four allows you to select the adult records which you
wish to include in the mail merge. The select records menu will
appear and you will be able to choose the adult records which you
wish to have included in the mail merge. For information on the
select records menu see page 30.
Option number five is for including all or no adult records in the
mail merge. This is useful if you wish to have letters printed to
only the scouts. Choosing this option will switch between ALL and
NONE or if you previously chose selected records, it will switch to
ALL. The Adult Records: on the top of the screen shows which adult
records will be printed (ALL, SELECTED or NONE).
Option number six allows you to choose whether you want a header or
not. The header is the return address, date, etc. If a header is
desired, select item #6 and type in the header. Five lines are
available for the header. This option was included in case a header
wasn't put in the actual letter. The header, if selected, will be
the first thing printed. When done with the header, hit [F10] to
return to the mail merge menu. If the header is selected and you
wish to deselect (or change) it, choose header again.
Option number seven is to print the letters. Enter the name of the
file containing the letter. If the file doesn't exist an error
message will be shown. If the file exists the program will take you
to the selection screen. On this screen, if you are sending letters
to any scouts, you now select the recipient of the letter. Choose
either Scout, Parent/Guardian #1 or Parent/Guardian #2. If you
- 35 -
choose Parent/Guardian #1 or Parent/Guardian #2, a menu will appear
allowing you to choose the address to send the letter. Select either
the home address or the respective Parent/Guardian's business
address. After selecting the appropriate choice the program will
proceed to the printer status screen. After making sure the paper is
in the printer and properly loaded, hit a key to start printing.
If you didn't select any records, you will be informed and returned
to the main menu. If you choose Select Scout Records (option #2) or
Select Adult Records (option #4) on the mail merge menu and return to
the mail merge menu without selecting any records, the appropriate
category (either Scout or Adult Records) will be set to NONE.
Option eight will return you to the main menu.
NOTES: What mail merge does is make a letter for each chosen scout
and/or adult. It will print a header if desired and then Dear [name
of scout or adult]: and then print the body of the letter.
Customized Reports
You can created Customized Reports with G-Scoutmate. Many variables
are supported and creating customized forms is very easy.
All you have to do is use a word processor (or TED - see page 47) to
create the report. When you wish to include a field, enter the
desired field name in the report. All of the variables, as well as
examples, are covered in Appendix C.
[H] Troop Inventory Module
This will bring you to the Troop Inventory Module menu. After
choosing this option, if the file "TROOPINV.DAT" (the inventory file)
is not in the directory, a message will appear and a new file will be
created. Here is what each option does:
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Add Items
This option allows you to add items to the Troop Inventory database.
There are fields for the Item name, value, condition, the person to
whom the item was lent to, the date lent, date due, date returned and
two lines for comments. In the top of the box will be the item
number. Hit [F10] to save or [ESC] to abort to the main menu.
View Items
This option allows you to view/modify/delete items in the Troop
Inventory database. When choosing this item, the database will
display record number one. You can browse through the fields with
the up and down arrow keys. You can also change information such as
the person to whom the item was lent to, condition, etc. To browse
through the different items in the database, use the [PG/UP] and
[PG/DN] keys. If an attempt is made to go beyond or before the
database, an error beep will sound. There are also some other
functions. To mark or unmark the item for deletion, hit [CTRL-D].
If an item is marked for deletion when the database is packed, the
item will be permanently erased. To go to a specific item number,
hit [CTRL-G]. A prompt will be made for the item number to go to.
Enter the item number and hit ENTER. If the item number is invalid,
an error beep will sound. After modifying an item, hit [F10] to save
the updated information or [ESC] to return to the Troop Inventory
menu. If you hit [F10], a message will be briefly printed on the
screen confirming the update.
If the item was lent out and the borrower returned the item, enter
the date it was returned. After entering the date returned, hit
[F10]. If a troop inventory history is being kept, the information
will be saved in the troop history file, otherwise the item will
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return to the unborrowed state (the lent to, date lent, date due and
returned fields will be erased).
Overdue/Lent Out Items
This option will show either which items were lent out or which items
are overdue (depending on the selection).
After selecting this option, another menu will appear. You will be
asked to choose either to view the items which are lent out or which
items are overdue. After selecting the appropriate choice, you will
be asked if the output is to go to the printer. If you select NO the
screen will clear and will show which items meet the condition that
was selected. If the list is more than one screen, when the screen
is full, a message will appear prompting you to hit a key to go to
the next screen. If you selected to output the information to the
printer, the printer status screen will appear. Hit ENTER to start
printing. When checking for overdue items, G-Scoutmate will compare
the "Date Due" field of the record with the system date. If the
system date is incorrect, then the Overdue option will not produce
accurate results.
After all of the items meeting the condition are printed out, a
message confirming this will be shown. Hit a key to return to the
troop inventory menu.
View History
If this option was selected in the installation, it will be
available, otherwise a message stating that you chose not keep a
troop history will appear and you will be returned to the troop
inventory menu.
After choosing to view the history, you will be asked whether the
output should go to a printer. If you answer no, the output will be
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displayed on the screen. If the contents are more than one screen,
after the screen is full a message will appear prompting you to hit a
key to view the next screen. If you chose to print the information
on a printer, the printer status screen will appear. Hit a key to
print.
About the Troop History File: After a borrower returns the item (data
is entered for the "Date Returned" field of the specific item), the
information will be stored in the troop history file. Here is a
sample of an entry in the troop history file:
Troop Inventory History
-----------------------
Item: Four Person Tent
Lent to: Jane Scout
Date Lent: 12/12/90 Date Due: 12/20/90 Date Returned: 12/19/90
The tent was returned in great condition.
The data file name is "TRHIS.HST" so if it gets too large or you wish
to delete it, simply delete or move it somewhere else (if you wish to
keep it) and G-Scoutmate will automatically create a new history
file.
Print Items
This option will allow you to print your troop inventory file or a
troop inventory checklist.
When you select this option, another menu will appear. You will be
asked to choose either a Full Inventory Printout (#1) or Troop
Inventory Checklist (#2).
The Full Inventory Printout will print out the entire contents in
your Troop Inventory file. If the item is lent out, the person whom
it was lent to, the date lent and date due will be printed underneath
the item. If the item is not lent out, the item name, condition and
value will be printed out. The Inventory Checklist consists of a
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short line and next to it the name of the item. The checklist is
useful for doing inventory checks, while not taking up a lot of
paper. If an item is lent out, there will be an & next to it (in the
left margin).
[I] Book Inventory Module
This will bring you to the Book Inventory Module menu. After
choosing this option, if the file "MBINV.DAT" (the book inventory
data file) is not in the directory, a message will appear and a new
file will be created. Here is what each option does:
Add Books
This option allows you to add books to the Book Inventory database.
There are fields for the Book title, the person to whom the book was
lent to, the date lent, date due, date returned and two lines for
comments. In the top of the box will be the book number. Hit [F10]
to save or [ESC] to abort to the main menu.
View Books
This option allows you to view/modify/delete books in the Book
Inventory database. When choosing this option, the database will
display record number one. You can browse through the fields with
the up and down arrow keys. You can also change information such as
the person to whom the book was lent to, title, etc. To browse
through the different books in the database, use the [PG/UP] and
[PG/DN] keys. If an attempt is made to go beyond or before the
database, an error beep will sound. There are also some other
functions. To mark or unmark the book for deletion, hit [CTRL-D].
If a book is marked for deletion when the database is packed, the
book will be permanently erased. To go to a specific book number,
hit [CTRL-G]. A prompt will be made for the book number to go to.
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Enter the book number and hit ENTER. If the book number is invalid,
an error beep will sound. After modifying a book, hit [F10] to save
the updated information or [ESC] to return to the Book Inventory
menu. If you hit [F10], a message will be printed on the screen
briefly confirming the update.
If the book was lent out and the borrower returned the book, enter
the date it was returned. After entering the date returned, hit
[F10]. If a book inventory history is being kept, the information
will be saved in the book history file, otherwise the book will
return to the unborrowed state (the lent to, date lent, date due and
returned fields will be erased).
Overdue/Lent Out Books
This option will show either which books were lent out or which books
are overdue (depending on the selection).
After selecting this option, another menu will appear. You will be
asked to choose either to view the books which are lent out or which
books are overdue. After selecting the appropriate choice, you will
be asked if the output is to go to the printer. If you select no the
screen will clear and will show which books meet the condition that
was selected. If the list is more than one screen, when the screen
is full, a message will appear prompting you to hit a key to go to
the next screen. If you selected to output the information to the
printer, the printer status screen will appear. Hit ENTER to start
printing. When checking for overdue books, G-SCOUTMATE will compare
the "Date Due" field of the record with the system date. If the
system date is incorrect, then the Overdue option will not produce
accurate results.
After all of the books meeting the condition are printed out, a
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message confirming this will be shown. Hit a key to return to the
book inventory menu.
View History
If this option was selected in the installation, it will be
available, otherwise a message stating that you chose not keep a book
history will appear and you will be returned to the book inventory
menu.
After choosing to view the history, you will be asked whether the
output should go to a printer. If you answer NO, the output will be
displayed on the screen. If the contents are more than one screen,
after the screen is full a message will appear prompting you to hit a
key to view the next screen. If you chose to print the information
on a printer, the printer status screen will appear. Hit a ENTER to
print.
About the Book History File: After a borrower returns the book (data
is entered for the "Date Returned" field of the specific book), the
information will be stored in the book history file. Here is a
sample of an entry in the book history file:
Book Inventory History
----------------------
Book: Bridge to Junior Requirement Book
Lent to: Jane Scout
Date Lent: 12/12/90 Date Due: 12/20/90 Date Returned: 12/19/90
The book was returned in great condition.
The data file name is "MBHIS.HST" so if it gets too large or you wish
to delete it, simply delete or move it somewhere else (if you wish to
keep it) and SCOUTMATE will automatically make a new file.
Print Books
This option will allow you to print your book inventory file or a
book inventory checklist.
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When you select this option, another menu will appear. You will be
asked to choose either a Full Inventory Printout (#1) or Book
Inventory Checklist (#2).
The Full Inventory Printout will print out the entire contents in
your Book Inventory file. If the book is lent out, the person whom
it was lent to, the date lent and date due will be printed underneath
the book. If the book is not lent out, the book name, condition and
value will be printed out. The Inventory Checklist consists of a
short line and next to it the name of the book. The checklist is
useful for doing inventory checks, while not taking up a lot of
paper. If a book is lent out, there will be an & next to it (in the
left margin).
[J] Financial Module
The Financial Module tracks troop bank accounts. The menu consists
of Adding, Modifying and Printing Financial transactions and Querying
the Financial database. You can also do a Dues Report which totals
the amount of dues collected between certain (or all) dates. You can
track up to five different accounts.
Add
This option brings up the entry page. This consists of check number,
date, payee, amount and memo. To enter a withdrawal OR a check, just
enter a negative amount (such as -65.00). To enter a deposit, just
enter the amount (such as 65.00). You should use consistent memo
categories, so that when you do a query, you can do a reliable search
using memo categories.
Hit [F10] to save the record or [ESC] to abort to the menu.
Modify
This option allows you to modify financial transactions. You will be
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placed at the first record. Use [Page Up] and [Page Down] to move
between records. Use [Alt-G] to go to a specific record. Use [Alt-
D] to mark or unmark the record for deletion. If a record is marked
for deletion, a message will be shown on the screen. When the
financial database is packed, all records marked for deletion will be
permanently erased. Otherwise, follow the same instructions as
stated above under ADD.
Query
This option allows you to query the financial transaction database by
Check Number, Payee, Memo or Amount. You will first be asked whether
all accounts are to be included in the query. After choosing the
desired query field, you will then be asked to enter a string to
search for. When querying for payee and memo, case doesn't matter.
Also, you can enter partial information. Any transaction that
contains that partial information will be printed out. You will then
be asked if the output is to go to the printer or screen. The output
will consist of record numbers which meet the query condition.
Print
Selecting this option will bring up the Print menu. You will first
be asked whether all accounts are to be included in the printout.
You have the option to print out Transaction or Dues Reports. The
Transaction Report consists of records entered in the Financial
database. The Dues Report consists of dues paid by your scouts.
After you choose the desired report, G-Scoutmate will ask whether to
use all dates or records between certain dates. For example, if you
would like to see the dues paid between 1/1/92 and 2/1/92 you would
choose the Dues Report, choose selected dates and then enter 1/1/92
and 2/1/92. If you wanted to see the dues paid on a particular date,
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say 2/5/92, then you would choose selected dates and enter 2/5/92 for
both Date from and Date to. After entering the desired information,
the printer status screen will appear. Hit ENTER to start printing.
Select Account
This option allows you to select, add and delete accounts.
Select Account
This option will bring up a list of all of your accounts.
Highlight the account that you wish to activate and press
[ENTER].
Add New Account
This option allows you add new accounts. Enter the name of the
account that you wish to add. The account name can be up to 8
characters long. If you enter an invalid file name (one that
contains spaces or no characters), an error message will occur
and you will be asked to reenter the file name. There is a
maximum of 5 accounts.
Delete Account
This option allows you to delete accounts. Select the account
that you wish to delete. Confirm whether you wish to delete the
selected account (Y or N). If you choose Y, it will be
permanently deleted.
Pack Records
This option will delete all financial records marked for deletion.
NOTES: All of the actions you take will be performed on the active
account only. The active account will be displayed on the top of
each screen.
[K] Calendar
The calendar is capable of holding up to thirty entries. There will
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be fifteen entries displayed on the screen at any one time. To make
an entry move the cursor to a blank spot. First enter the date. Hit
ENTER and enter the time of the event. The next field allows you to
enter either a P for PM or A for AM. After entering that, you will
proceed to the data box. This box allows up to 4 lines of seventy-
two characters each line. To save the event, hit [F10]. To move
between entries, use the [PAGE UP] and [PAGE DOWN] keys. To abort
the event (not save it as an entry), hit [ESC] or another one of the
keys in the box except [F10]. If you wish to delete an entry, go to
the entry and hit [CTRL-D]. When done using the calendar, hit the
[ESC] key to return to the main menu. To print the calendar, hit
[F5] and the printer status screen will appear. Make sure paper is
in the printer and hit a key to print the calendar. When you abort
to the main menu, the calendar is resorted and saved. While you are
in calendar mode, you can sort the calendar if you wish by hitting
[CTRL-S]. Entries that are on or before the current system date will
be marked with an *.
When you start up G-Scoutmate, it checks to see if there is an event
on or before today's date. If there is an event today or any day
before today, an alarm will sound and a message will appear notifying
you. Also, if you are using G-Scoutmate when the day changes, it
will recheck the calendar to see if there are any events occurring on
the new date. The alarm for an event will only go off once, and then
it will be disabled.
NOTES: if the system date is incorrect, the calendar alarm function
will be inaccurate. Make sure your system date is set correctly.
[L] Notes
The Note pad invokes the mini-word processor. The word processor was
- 46 -
not built into this program but is a generic separate file. It is
called TED and is copyrighted (c) by Ziff Communications. TED is a
Bannerware program (free distribution, but still copyrighted by the
author), but has many useful functions built into a very small
program. If another text editor is desired, then the main file has
to be renamed to TED and put in the G-Scoutmate directory. If it
doesn't take up a large amount of memory it should work fine. Don't
forget to rename it to TED. Briefly, here are the options available
in TED.
F1 : Abort will return you to the main menu without saving any
changed information.
F2 : This will undo information just changed.
F3 : Print will send marked text to the printer.
F4 : Mark will highlight desired text. This option is used to
Cut and Paste and for printing.
F5 : Cut will cut (remove) marked text and store it in memory.
F6 : Paste will take the text that was cut (now in memory) and
put it where the cursor is located.
F7 : Exit allows you to save the note pad. After hitting
F7, simply hit enter. The note pad will be saved and
the program will return to the main menu.
F8 : This option will delete everything to the right of the
cursor.
F9 : This option will delete the line the cursor is on.
F10: This will undelete a line that was just deleted.
Don't forget that you can print the note pad from the Print option on
the main menu. If you wish to send text to the printer while you are
in the note pad, you must first mark the text that you wish to print,
and then send it to the printer.
The note pad will be stored as NOTES.TXT in the G-Scoutmate
directory.
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[M] Utilities
The utilities option will bring you to the utilities menu.
Utilities Menu
1 - Choose Active Troop
2 - Pack Records
3 - Undelete Records
4 - Export/Import Records
5 - Backup/Restore Database
6 - Defaults/Updates
7 - Delete Bridge Files
8 - Exit
Choose Active Troop - This option allows you to select, add and
delete troops that you wish to keep track of. The first menu
selection allows you to select the troop that you wish to activate.
A list will come up with all of the troops. Select the appropriate
troop and hit ENTER. The second menu selection is adding a troop.
Enter the number of the troop that you wish to add. If you enter a
duplicate troop then you will be notified. There is a maximum of 40
troops. The third menu selection is delete a troop. Select the
troop that you wish to delete. Confirm the deletion and it will be
removed from the list.
NOTES: You cannot delete the currently active troop. You would have
to activate another troop, and then delete the troop. You must have
at least one troop. When a troop is added, G-Scoutmate first checks
to see if that directory already exists. If it does then the troop
number is added to the list. If it doesn't, then G-Scoutmate creates
a directory (with the troop number as its name) and puts the data
files in it. When you activate the troop, only that directory is
used. When you delete a troop, the troop is only deleted from the
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troop list. The directory and data files are NOT deleted. If you
desire, you can then remove that directory (and data files) without
consequence.
Pack Records - To Pack Records means to permanently erase the records
marked for deletion and squeeze the remaining records together to
take up the least amount of space. This includes permanently erasing
any Troop Inventory and Book Inventory records that were marked for
deletion. Invoking this option will back up the info.dat (calling it
info.bak) and the adinfo.dat (calling it adinfo.bak) files.
Afterwards, a new index will be generated and the program will return
to the main menu.
If there is not enough space on your disk to pack records, a message
will be printed on the screen and you will be returned to the main
menu.
On the screen will be shown the current progress of the pack. When
the pack is working on anything other than the scout database, a
message will be shown that the pack is currently working on all
miscellaneous files. When the scout database begins to be packed,
you will be shown how many records are to be packed and the progress
of the pack (how many records were packed and how many were deleted).
This information will be constantly updated throughout the packing
process. When the packing is done, a message will appear on the
screen and you will be returned to the main menu.
Undelete Record - Undeleting a record will UNMARK a record which is
marked for deletion.
A menu will appear asking whether the record you wish to undelete is
a scout or an adult record. After selecting your choice, a second
menu will appear allowing you to choose the way of undeleting the
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record(s). Select the record you wish to undelete by entering the
record number, the name of the scout or adult marked for deletion or
by listing the records which are marked for deletion. If you choose
to select a record by name, case does not matter. Also, you do not
have to enter in the entire name. For example, if you wish to
undelete a record for scout Johnson, Tammy, you could enter in jo and
G-Scoutmate will choose that name. G-Scoutmate will choose the first
record matching the specification that you enter, so if you had two
or more scouts, that were marked for deletion, with the last name
Johnson, you would have to enter in more characters to ensure that
the correct record is selected. If an invalid record is entered
(such as a record which is not marked for deletion or a record not in
the database), an error message will be shown. If successfully
undeleted, a message will be shown to inform you of the success.
Export/Import Records - This option allows the exporting and
importing of records from/to your G-Scoutmate database. After
choosing this option, a menu will appear asking you whether you wish
to import or export a file from the database.
Import - Choosing Import will import records to your database.
First, you will be asked if duplicate records should be
overwritten. If you enter Y, then all records in your database
with the same (scout) name as the records being imported will be
overwritten. Enter N if you do not want any records to be
overwritten (duplicates will be created). You will then be
prompted to enter the name of the import file. G-SCOUTMATE will
then check to make sure that the import file is a valid import
file (was exported from another G-SCOUTMATE database). If the
import file is invalid, an error message will appear and you
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will be allowed to enter a different name. Hit [ESC] to abort
to the Utilities menu. You will then be shown the number of
records to be imported and the current progress. After the
importation is complete, a message will appear and you will be
returned to the Utilities menu.
Export - Choosing Export will export records from your database.
You will then be asked to choose which records you wish to
export. You will first be asked whether you wish to export all
or selected records. If you choose selected, the select names
menu will appear. If you exit without choosing any names, you
will be informed and returned to the Utilities menu. After
choosing the records you wish to export, you will then be
prompted to enter the name of the export file. Make sure that
you do not enter an extension for the file. G-SCOUTMATE will
then check to make sure that no file with that name exists and
isn't restricted. If the file exists, you will be asked to
confirm that the file should be overwritten. If you choose no,
you will be prompted for a different file name. Hit [ESC] to
abort to the Utilities menu. If you choose yes, the file will
be overwritten with the new information. The screen will
display how many records were selected to be exported and the
progress. After the exportation is done, you will be notified
and returned to the Utilities Menu.
NOTES: The file extension for the export file will be .dat.
There will also be a file created with the extension .fil. This
file will contain all of the exported records' data files
(notepad, bridge, and try-it/badge/patch information).
Backup Files - Backing up files is an essential part of using a
- 51 -
computer. One power surge or mistake can ruin days or weeks of work.
BACKING UP FILES REGULARLY IS STRONGLY RECOMMENDED. To do this is
painless and can save days of work. Since DOS diskettes can only
hold 122 (or 244 if you use high density disks) files per directory,
the backup utility will only copy the info.dat, adinfo.dat and it
will create backfile.dat. This backfile.dat file will contain all of
the scout data files (notepad, bridge, and badge and patch
information). Therefore, you must use the restore option to
uncompress the backfile.dat file. The backup process can take quite
a while. You will be updated as to how much of the backup has been
completed throughout the process. Please note that you are
responsible for making sure you have enough disk space for the
backup. The amount of space needed is the total of the file sizes of
adinfo.dat, info.dat and all scout data files for the currently
active troop. If this number is larger than your floppy disk size,
you should do a backup to your hard drive and then save the
individual backup files across floppy disks (i.e. do a backup to your
hard drive and then save info.dat to one floppy disk and adinfo.dat
and backfile.dat to another floppy disk). NOTE: If you attempt to
perform a backup to a directory (or disk) that already contains
backup files, the previous backup files will automatically be
overwritten. Also, if you attempt to perform a backup with not
enough disk space on the backup drive, you will get a "backup
unsuccessful" message.
Defaults/Updates - this option allows you to change the defaults of
G-Scoutmate.
Troop Positions
You can enter up to 30 troop positions. No default positions are
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included.
Adult Positions
You can enter up to 30 adult positions. Default positions are
included.
Return Address
You can enter up to five lines of seventy eight characters each for a
default return address. This return address will be the default for
envelopes as well as mail merge.
City, State, Zip Code and Area Code
You can enter defaults for the above four items. Every time you
enter a new adult or scout record, the fields for which you have
default values will be automatically inserted into the new record.
Group/Project Names
You can enter up to 9 Group/Project names. You must first enter a
code by which to identify each Group/Project. This code will be used
when entering group codes in individual scout and adult records. You
will then enter the Group/Project name of up to 30 characters. Note
that capital letters are treated differently than lowercase letters
(i.e. P is treated differently than p).
Colors
You can choose the default colors for the background, foreground,
highlighted message foreground and highlighted message background.
As you enter different numbers, the colors will change to show you
what your selections would look like.
For all of the above (except Badge Lists), hit [F10] to save the
defaults/updates or [ESC] to abort without saving.
Badges/Patches/Try-Its
This option allows you to add badges, patches and try-its. First,
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select which award you wish to add. After your selection, you then
enter the name. For patches and badges, you would then enter in the
number of requirements. For try-its, you can enter in the actual
requirements. After that, you will be asked to confirm the addition.
Enter Y to add the award or N to abort. Hit [ESC] at any time to
abort the add.
Delete Bridge Files - this option is used when you manually change
the bridge requirements for a certain bridge. Enter the bridge you
wish to have deleted (the bridge you changed) and hit ENTER. After
confirming that the deletion is to occur, G-Scoutmate will delete all
of the appropriate bridge files. After the deletion is complete, you
will be shown how many bridge files were deleted and then returned to
the menu.
[N] Quit
This will end the G-Scoutmate session. The index will be saved and
the program will terminate returning to your operating system.
- 54 -
Appendix A
Error Messages
When backing up files, the following (error) messages can occur:
Copy Successful - the backup was successfully performed.
Source and Target are the Same - you entered the G-Scoutmate
directory as the backup path. Change the backup path.
Source file not found - for some reason, the program could not
find the info.dat file. Did you erase it? If so, you have to
run install again or copy it to the G-Scoutmate directory if it
was previously backed up.
Unable to create target file - the target file could not be
created. This means that an invalid path was entered. Enter a
correct path. If you need to create another subdirectory,
simply go to DOS and use the md (make dir) command to make the
desired subdirectory.
Data Copy Failed - An undetermined error occurred. Maybe a bad
floppy disk is the cause.
Installation Errors
When installing G-Scoutmate, errors can occur. If you get an Unable
to Create Directory, you most likely forgot to put in a colon (:)
after the drive letter. Make sure you put the destination path in
this format: DRIVE:PATH. Here are two examples of directories:
c:\gsmate and e:\troop\gsmate\files.
Here are the specific list of errors that the installation
verification procedure looks for:
Error #1 - GS.EXE file is missing
Error #2 - GS.OVR file is missing
Overlay Errors
GS.OVR is the overlay file used. After loading G-Scoutmate, the
overlay file will be checked for errors (system or overlay). The
following errors can occur:
Overlay Error #1 - Overlay system error. Reboot the system and try
again. If the error persists, copy GS.OVR from the master disk.
Overlay Error #2 - Overlay not found. Copy GS.OVR from the master
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disk.
Overlay Error #3 - Not enough memory. Your system must have at least
640K to run G-Scoutmate. See General Information Page for more
information.
Overlay Error #4 - I/O error reading overlay. The file may be
corrupted. Copy GS.OVR from the master disk.
Other possible problems
If your index ever becomes corrupted (you'll know when this happens -
garbage begins appearing when you list names -- or you may even get
an error when printing records), exit out of G-Scoutmate, type del
*.idx and then rerun G-Scoutmate. This will fix the problem. This
corruption should occur rarely, if at all.
If G-Scoutmate ever aborts with an error or hangs the system for some
reason, please note what steps you did prior to the hang and contact
me via phone or mail. If there was any kind of error message (i.e.
Runtime Error #######-###), write that down also. G-Scoutmate has
been thoroughly tested, but there may be some obscure bugs which
weren't caught. If G-Scoutmate does abort, none of your data files
should have been corrupted (a routine was put in so that if it aborts
during program execution the index will be recreated the next time
G-Scoutmate is executed, therefore excluding all errors that may have
occurred during the unexpected abort of the program), so just run
G-Scoutmate again.
Notepad Errors: If you ever try to use the Deluxe Notepad or Scout's
notepad (the last page of their record), and a message flashes on the
screen and the program automatically returns you to the last screen,
then you must free up more memory in your computer in order to use
them. Eliminate some TSR's (or other programs loaded at the time
you're using Scoutmate) from memory. See the General Information
page for memory requirements.
- 56 -
Appendix B
Try-Its Badge List
1. Animals 42. Food Fun (*)
2. Around the World 43. Dancercize (*)
3. Art to Wear 44. Good Food (*)
4. Building Art 45. Caring and Sharing (*)
5. Careers 46. People of the World (*)
6. Caring and Sharing 47. Her Story (*)
7. Citizen Near and Far 48. Girl Scout Ways (*)
8. Colors and Shapes 49. It's a Small World (*)
9. Creative Composing 50. Listening to the Past (*)
10. Dancercize 51. Careers (*)
11. Earth and Sky 52. Science Magic (*)
12. Earth is Our Home 53. Numbers and Shapes (*)
13. Food Fun 54. Science in Action (*)
14. Girl Scout Ways 55. Movers (*)
15. Good Food 56. Colors and Shapes (*)
16. Her Story 57. Music (*)
17. Hobbies 58. Me and My Shadow (*)
18. Listening to the Past 59. Artful Architecture (*)
19. Manners 60. Outdoor Happenings (*)
20. Math Fun 61. Plants and Animals (*)
21. Me and My Shadow 62. Earth and Sky (*)
22. Movers 63. Outdoor Adventurer (*)
23. Music 64. Water Everywhere (*)
24. My Body 65. Earth is Our Home (*)
25. Numbers and Shapes
26. Outdoor Adventurer
27. Outdoor Fun
28. Outdoor Happenings
29. People of the World The old try-its have a (*) next
30. Plants to them signifying that they are
31. Play no longer being awarded. You
32. Puppers, Dolls and Plays may notice that quite a few try-
33. Safety its are listed twice; this is
34. Science in Action because ones without the (*)
35. Science Wonders have the newer requirements.
36. Senses Use the one without the (*) for
37. Sounds of Music scout's that earned the try-its
38. Space Explorer with the newer requirements.
39. Sports and Games Use the ones with the (*) for
40. Water Everywhere scout's that earned the try-its
41. Our Own Council with the older requirements.
- 57 -
Proficiency Badges
1. Dabbler and Tomorrow) 77. Video
(Well-Being) 38. Aerospace Production
2. Across 39. Business-Wise 78. Visual Arts
Generations 40. Car Care 79. Dabbler
3. Becoming a Teen 41. Computer Fun (Out-of-Doors)
4. Caring for 42. Do-It-Yourself 80. Eco-Action
Children 43. Food, Fibers 81. Ecology
5. Collecting and Farming 82. Finding Your
Hobbies 44. Geology Way
6. Doing Hobbies 45. Math Whiz 83. Frosty Fun
7. Exploring 46. Money Sense 84. Hiker
Healthy Eating 47. Ms. Fix-It 85. Horse Lover
8. Family Living 48. Plants and 86. Horseback Rider
Skills Animals 87. Outdoor Cook
9. First Aid 49. Puzzlers 88. Outdoor
10. Health and 50. Ready for Creativity
Fitness Tomorrow 89. Outdoor Fun
11. Healthy 51. Science in 90. Outdoor Fun in
Relationships Action the City
12. Making 52. Science Sleuth 91. Small Craft
Decisions 53. Science in the 92. Swimming
13. Making Hobbies Worlds 93. Troop Camper
14. My Self-Esteem 54. Sky Search 94. Walking for
15. Pet Care 55. Water Wonders Fitness
16. Safety Sense 56. Weather Watch 95. Water Fun
17. Sports 57. Dabbler (Arts) 96. Wildlife
18. Sports Sampler 58. Architecture 97. Careers
19. Dabbler 59. Art in the Home 98. Communication
(People) 60. Art in the 99. Healthy Living
20. Active Citizen Round 100. Helping in
21. Celebrating 61. Art to Wear Your Community
People 62. Books 101. Leadership
22. Creative 63. Ceramics and 102. Looking Your
Solutions Clay Best
23. Geography Fun 64. Communication 103. Technology
24. Girl Scouting Arts 104. Wider
in the U.S.A. 65. Dance Opportunities
25. Girl Scouting 66. Drawing and 105. Your Outdoor
Around the Painting Surroundings
World 67. Folk Arts 106. Our Own
26. Junior Citizen 68. Jeweler Council's
27. Local Lore 69. Music Lover 107. Our Own
28. My Community 70. Musician Troop's
29. My Heritage 71. Photography
30. Native People 72. Popular Arts
of the U.S.A. 73. Prints and
31. On My Way Graphics
32. The World in My 74. Textiles and
Community Fibers
33. Traveler 75. Theatre
34. Women Today 76. Toymaker
35. Women's Stories
36. World Neighbors
37. Dabbler (Today
- 58 -
Interest Project Patches
1. Dabbler (Well-Being) 53.Dabbler (Out-of-Doors)
2. Child Care 54.Camping
3. Creative Cooking 55.Eco-Action
4. Emergency Preparedness 56.Outdoor Survival
5. Sports 57.Water Sports
6. Fashion/Fitness/Makeup 58.Wildlife
7. Skills for Living 59.Horse Sense
8. Tune in to Well-Being 60.Paddle, Pole and Roll
9. Collecting 61.Animal Observation
10.Family Living 62.Backpacking
11.Managing Stress 63.Cycling
12.Pets 64.Orienteering
13.Reading 65.Skiing and Snow-Shoeing
14.Dabbler (People) 66.Smooth Sailing
15.Community Time Capsule 67.Our Own Council's
16.Global Understanding 68.Our Own Troop's
17.Leadership
18.Travel
19.Do You Get The Message
20.Heritage Hunt
21.American Indian Lore
22.Games
23.The Law
24.Understand Yourself and
Others
25.Women's History
26.Dabbler (Today and Tomorrow)
27.Auto Maintenance
28.Career Exploration
29.Energy Awareness
30.Money Management
31.Plant Culture
32.High-Tech Communication
33.Audiovisual Production
Advanced
34.Audiovisual Production Basic
35.Computers
36.Entrepreneurship
37.Geology
38.Space Exploration
39.Dabbler (Arts)
40.Folk Arts
41.Music
42.Photography
43.Visual Arts
44.The Plays The Thing
45.Invitation to Dance
46.Artistic Crafts
47.Creative Writing
48.Fashion Design and Clothing
49.Museum Discovery
50.Prints and Graphics
51.The Performing Arts
52.Weaving
- 59 -
Appendix C
Customized Reports
Scout Variables
^sfname - First Name
^slname - Last Name
^saddress1 - Address Line #1
^saddress2 - Address Line #2
^scity - City
^sstate - State
^szip - Zip Code
^sphone - Phone Number
^sheight - Height
^sweight - Weight
^sdob - Date of Birth
^sschool - School
^altname - Alternate Contact's Name
^altphone - Alternate Contact's Phone Number
^1pgnname - First Parent/Guardian's Name
^1pgnad1 - First Parent/Guardian's Address Line #1
^1pgnad2 - First Parent/Guardian's Address Line #2
^1pgncity - First Parent/Guardian's Business City
^1pgnstate - First Parent/Guardian's State
^1pgnzip - First Parent/Guardian's Zip Code
^1pgnhphone - First Parent/Guardian's Home Phone Number
^1pgnwphone - First Parent/Guardian's Work Phone Number
^2pgnname - Second Parent/Guardian's Name
^2pgnad1 - Second Parent/Guardian's Address Line #1
^2pgnad2 - Second Parent/Guardian's Address Line #2
^2pgncity - Second Parent/Guardian's City
^2pgnstate - Second Parent/Guardian's State
^2pgnzip - Second Parent/Guardian's Zip Code
^2pgnhphone - Second Parent/Guardian's Home Phone
^2pgnwphone - First Parent/Guardian's Work Phone Number
Adult Variables
^afname - First Name
^alname - Last Name
^ahaddress1 - Home Address Line #1
^ahaddress2 - Home Address Line #2
^ahcity - Home City
^ahstate - Home State
^ahzip - Home Zip Code
^ahphone - Home Phone Number
^abaddress1 - Business Address #1
^abaddress2 - Business Address #1
^abcity - Business City
^abstate - Business State
^abzip - Business Phone
^abphone - Business Phone
^aposition1 - First Position in troop
^aposition2 - Second Position in troop
^aposition3 - Third Position in troop
^aposition4 - Fourth Position in troop
- 60 -
Other Variables
leg(field,"[char]")
This variable takes the length of the specified field and prints
[char] that many times.
no ff
This will tell G-Scoutmate not to form feed after each record (but it
will still form feed at the end of page). To do this, on the very
first line of your report, type "no ff". It must be on the very
first line AND by itself in order for this to work.
Example 1
leg(^sfname,"-")-leg(^slname,"-")
|^sfname ^slname|
---------------------------------------------------------------------
| |
---------------------------------------------------------------------
Say the scout currently being read is Tammy Johnson, this will print:
---------------
|Tammy Johnson|
---------------------------------------------------------------------
| |
---------------------------------------------------------------------
This example is on your master disk (disk #2 if using 5 1/4" disks)
under the name sample.frm. This is known as a general worksheet.
There are two other sample forms on the master disk called testa.frm,
which is a sample of ALL of the possible leg (length) and variable
functions for adults, and testb.frm, which is a sample of ALL of the
possible leg (length) and variable functions for scouts.
Note that there was an extra - in the first line. It has to be
included to account for the black space between the first and last
name.
Example 2
Dear ^1pgnname:
Your daughter, ^sfname, has not been actively participating in the
troop. Please contact me so that we may set up an arrangement.
Troop Leader Reilly
If the first parent's name was Joe Johnson, it would print:
Dear Joe Johnson:
Your daughter, Tammy, has not been actively participating in the
pack. Please contact us so that we may set up an arrangement.
Troop Leader Reilly
- 61 -