AmigaWorld Tool Chest Volume 3 Issue 1

Calendar Publisher, Vector Objects, MultiPlayer, RAMGuage, Pizza Delivery Man (PDM), Apr, CrossCircuit, Europe

September/October 1991

 

Disk 1: 

Calendar Publisher

By Patrick Simmons

Calendar Publisher is an easy-to-use program that allows you to personalize and print calendars for home, office, school, or any application where you need to organize your monthly schedule.

Features include:

  • Print a calendar for any month.
  • Enter text for any day in the month.
  • Enter text across a group of days in a week.
  • Automatic entry of most common holidays.
  • Import clipart saved as an IFF-ILBM file.
  • Advanced editing functions for both text and graphics.
  • WYSIWYG ("What You See is What You Get") preview option.
  • Save and load files in Calendar Publisher format.
  • Save in IFF-ILBM format to edit the calendar in a paint program (like Deluxe Paint III).

Vector Objects

Submitted by Merilyn Scott

The Vector Objects drawer contains sample image screens including Street Objects (such as water hydrant, street lamp, lamp post, street sign, and traffic light) and Bugle & Trombone. Click on the icons to view the images.

In the VectorObj subdirectory, you will find .scene files for all objects, so you can load them into your Sculpt-Animatepackage.


MultiPlayer

By Foster Hall

MultiPlayer is a unique display program that can handle any Amiga IFF picture or brush, regardless of size or Viewmodes. It also processes IFF sound samples, intelligently recognizing file types and responding by either playing a digitized sample or displaying an IFF image.


RAMGuage

By Steven Mathers

RAMGuage is a small window that displays the available Chip RAM, Fast RAM, and the total of the two in bytes. It runs in the background, using no CPU cycles until activated, and is accessible from any program at any time via a "HOT KEY" combination (ALT-ESC).
RAMGuage will disappear again simply by moving the mouse or pressing a key. Additionally, it displays the total memory available in the form of a "Fuel Gauge."


Pizza Delivery Man (PDM)

By Robert Hurst

In Pizza Delivery Man, you just got a part-time job at a local pizza shop, delivering pies. Your task is to deliver a quota of pizzas within 99 seconds. But watch out! A blue munchie monster lives in the neighborhood, and it loves chasing pizza delivery trucks.
The munchie monster is fast, relentless, and never tires. It will even wait around corners to catch you and steal your precious pizzas!

 

Disk 2: 

  • Apr (printer utility)

  • CrossCircuit (game)

  • Europe (IFF brushes)

 

Gallery

91a20bbea63c515fccefbcec72d97989.jpg
c96071b42ed8fe0a8946d10d360f1a3f.jpg

Disk Preview

CalendarPublisher
clipart
.info
07/01/1991 04:00
16
cake
06/18/1991 09:00
742
cake
christmas_tree
06/18/1991 09:00
838
christmas_tree
flag
06/18/1991 09:00
738
flag
happy_face
06/18/1991 09:00
642
happy_face
heart
06/18/1991 09:00
258
heart
sad_face
06/18/1991 09:00
642
sad_face
shamrock
06/18/1991 09:00
390
shamrock
small_heart
06/18/1991 09:00
226
small_heart
star
06/18/1991 09:00
406
star
star_of_david
06/18/1991 09:00
432
star_of_david
.info
07/18/1991 16:00
56
CalendarPublisher
06/18/1991 10:00
97184
CalendarPublisher.doc
07/18/1991 12:00
13793
                       Calendar Publisher
                     ver 1.0 April 22, 1991
                Programmed by Patrick J. Simmons 
                Art Work   by Patrick R. Simmons 

    
Calendar Publisher is an easy to use program that will allow you
to personalize and print calendars for home, office, school, or
any application where there is a need to organize your monthly
schedule.  

Features include:

     - Print a calendar for any month.
     - Enter text for any day in the month.
     - Enter text across a group of days in a week.    
     - Automatic entry of most common holidays.
     - Import clipart that was saved as an IFF-ILBM file.
     - Advanced editing functions for both text and graphics.
     - WYSIWYG ("What You See is What You Get") preview option. 
     - Save and load files in Calendar Publisher format.
     - Save in IFF-ILBM format to edit the calendar in a paint  
       program (like Deluxe Paint III).
     
                    Using Calendar Publisher.

Getting Started.

Calendar Publisher is built around the familiar intuition
interface.  It can be started from the workbench by double-
clicking on the Calendar Publisher icon, or from the CLI by
entering "CalendarPublisher". 

The Control Screen

The first screen to appear is the main control screen.  This
screen contains a graphic representation of the month.  Calendar
Publisher automatically sets the month and year to the month
after the system date.  You can change the month by clicking on
the gadgets to the left and right of the month's name.  Likewise,
you can change the year by clicking on the gadgets on either side
of the year. 

Each day of the month is a gadget.  Clicking on a day's gadget
and then clicking on the larger "Edit Day" gadget on the bottom
of the screen will allow you to enter text for that day.  Double-
clicking on a day will save you the trouble of hitting the "Edit
Day" gadget.  To enter text that will span 2 to 7 days in a week
(an "Event"), click on the first day, then click on the last day.
You will notice that all of the days between will appear to be
depressed, and the "Edit Day" gadget will now read "Edit Event". 
"Event" is a term used in Calendar Publisher to describe text
associated with more than one day. 

On the bottom of the control screen are 4 large gadgets.

On the far left is "Preview", by selecting preview, the
calendar, as it will be printed, will appear on the screen.

The second is "Edit Day" or "Edit Event" as described earlier.

The third, "Heading" will allow you to enter an optional one line
heading to appear at the top of the calendar.

The fourth, "Notes", gives you the option of entering up to four
lines of text that will appear at the bottom of the calendar.
 
Text Editing.

The text edit screen will appear whenever you want to enter text
for a day, event, headings, or notes.  You will notice a large
white rectangle with a smaller grey rectangle outline within. 
The cursor will be positioned at the upper left corner of the
grey rectangle.  The area enclosed by the grey rectangle shows
you where the limits of the text for the day or event are.  In
either case, if text was already entered, it will appear and you
will be able to change it.   

At the bottom of this screen there are four large gadgets:

     - "Done" accepts the text entered and returns you to the    
       control screen. 

     - "Cancel" will ignore all of the changes made and return
        you to the control screen.

     - "Insert / Typeover" displays the current entry mode.     
        Clicking will toggle between modes.

     - "Clear" will erase all of the text on the screen.

   
There are also a number of control-key combinations that will
make the job of entering text a little easier.  They are all
evoked by holding down the ctrl key and pressing the
designated key.  

     Key    Function
     ---    ------------------------------------------------
      E     Clears the line to the right of the cursor.
      I     Toggles between insert and overstrike mode.
      J     Joins the line below with the current line.
      B     Breaks the line at the cursor (WARNING, the line     
            below will be lost.
      Q     Same as the "Done" gadget.
      
The arrow keys will allow non-destructive movement through the 
text, ctrl and arrow will move the cursor to the limit in the
direction of the arrow.  You can also move the cursor by pointing
the mouse and clicking.  The tab key will move the cursor four
spaces to the right, backtab (shift and tab together) will move
the cursor left four spaces. 

Cutting and Pasting Text.

You can copy or move text from one day or event to another by
using the options on the edit menu from the control screen. 

To copy the text from a day or event, first click on the day (or
range of days for an event) and select "copy" from the edit menu.
This will put a copy of the text into a special area in memory
called a buffer.  To copy the text to another day or event,
click on the day (or range of days for an event) that you
want the text copied to and select "paste" from the edit menu.
You can continue to paste the text to other days (or events) by
repeating the last (paste) step.  
 
Moving text from one day (or event) to another is just as easy,
only instead of selecting "copy" from the menu, select "cut".
This will copy the text into the buffer and then delete it from 
the day (or event) that was selected.

The "Clear Buffer" option will disable the "Paste" option until
another day (or event) is cut or copied.

The Preview Screen.

This screen gives you a WYSIWYG (what you see is what you get)
view of the calendar.  I recommend that you use this option
often.  The program will draw the calendar on the screen in the
same way that the calendar will be printed with the exception of
a 1 pixel boarder that is added in this display to show you where
the page edges are.  The calendar will be larger than your
display, so you can scroll around by using either the mouse or
cursor keys.  To use the mouse, place the pointer on the edge
that you want to scroll and hold the left button to scroll
slowly, or hold the right bottom to move quickly.  The cursor
keys will scroll slowly in the direction indicated by the key,
hold the ctrl key along with the cursor key to move quickly.
Exit this function by clicking the left mouse button in the upper
left corner or hit esc key.
 
Working with Clipart.

Clipart graphic images can be placed onto your calendar providing
the following are true:

  -  The file is in an ILBM_IFF format (the AMIGA standard).
  -  The image is less than 320 pixels wide and 100 pixels high. 
  -  The image has only 2 colors. (Calendar Publisher will
     consider the background color (color 0) as transparent).

A directory called "ClipArt" is included and contains numerous
samples.
 
Loading an Image.

To load an image, select load from the image menu on the control
screen.  A new screen with a file requester will appear (the file
requester is explained in detail later, but you will find that it
operates pretty much like others that you've seen).  Select the
file that contains the image that you want to import and hit the
load button.  From here will be taken to a screen that is the
WYSIWYG display of your calendar (just like the "Preview"
option).  Instead of a mouse pointer, you will see the image that
you just loaded.  Moving the mouse will cause the image to move. 
You can scroll the screen by using the cursor keys.  Holding ctrl
along with the cursor key will speed up the scrolling.  When you
have decided where you want your image placed, hit the left mouse
button to draw the image on to the calendar.  You can continue to
draw the same image in different places on the calendar, by
moving the image around and hitting the left mouse button.  When
you are done, hit the right mouse button (you will notice that
the mouse pointer returns) clicking on the upper left corner of
the screen will return you to the control screen.  You can also
exit this screen by hitting the esc key.


Moving an Image.

To move an image that is already on the calendar, select move
from the image menu on the control screen.  This option will take
you into the WYSIWYG screen with a mouse pointer that says
"PICK".  Find the image you want to move (the cursor keys work
the same way the did in the add function) and click on the image.
The mouse pointer will disappear, and the image selected will
move with the mouse.  From this point, this function works just
like the load function described above.

Deleting an Image.

To delete an image that is already on the calendar, select delete
from the image menu on the control screen.  This option will take
you into the WYSIWYG screen with a mouse pointer that says
"DEL", find the image you want to delete (the cursor keys work
the same way the did in the load and move functions) and click on
the image.  The image will disappear, you can continue to delete
images, or click the right mouse button to disable the delete
function.  Exit this function by clicking in the upper left 
corner of the screen (after hitting the right mouse button), 
or by hitting the esc key.

Adding an Image.

The "Add" function works just like the load or move function,
except that the image that you will be adding to the calendar is
the last one that was loaded, moved, or deleted.

Preferences

The preferences menu gives you the option of printing:

     - The year on the top line of the calendar.
     - The text for most common holidays.
     - Your choice of:
          - A small version of last and next months calendars.
          - A small version of the last two months calendars.
          - A small version of the next two months calendars.
          - No small calendars at all.

Check marks next to the menu items will indicate which options
are in effect.  Note that if you change the default text option,
you must select "New" from the "Project" menu before the change
takes effect.  The best way to learn what these options do is to
experiment.

Loading and Saving.

You can save you calendar in two different formats. 

Calendar Publisher format will enable to re-load the calendar
into Calendar Publisher for modification and/or printing at a
later time.

IFF-ILBM format will create a file that is compatible with most
Amiga paint packages (like Deluxe Paint III).  If you want to add
graphics that are beyond the scope of Calendar Publisher, or
perhaps create a color calendar, this option will get you
started.

Printing

To print the calendar, select the "Print" option from the
project menu.  Calendar Publisher should work with any printer
that has graphics capabilities and the proper printer driver
installed (see the manual that came with your Amiga for details).

After you confirm that your printer is ready, the WYSIWYG screen
will appear, however, you will not be able to scroll the screen
at this time, and you will notice that the border lines are not
drawn.  This screen will be displayed until the calendar is
completely printed.

If for any reason you want to cancel the print in progress, hit
the esc key.  If you do this, before attempting to print again,
I recommend that you reset the printer by turning the power off
and on.  This will keep any "leftover" data from appearing on
your next attempt at printing. 

The File Requester.

When you ask Calendar Publisher to load or save data, you will be
presented with the file requester screen.  This file requester
is similar to most other included with Amiga software.  Here are
the particulars of it's operation.  

At the top of the screen, a title bar tells what operation you
are about to perform.  The center of the screen contains a list
of files and directories.  Under that are two string gadgets for
directly entering drawer and filenames, and at the bottom, there
are four large control gadgets that allow you to:
     
     "Load/Save" the selected file.
     "Devices"   returns a list of devices attached to your      
                 Amiga. 
     "Parent"    backs you up a branch on the directory tree.
     "Cancel"    terminates the file operation without taking any
                 action.

Tapping enter after entering a filename is the same as clicking
on the "Load/Save" gadget.

The "Cancel" gadget is active even when a directory is being
read.

Double clicking on a directory will load the names of the files
and directories in that directory into the file requester.

Double clicking on a file is the same as clicking on the
"Load/Save" gadget. 

To eliminate excessive disk thrashing, the file requester will
not re-read a directory.  For this reason, the requestor could
become out-of-date (if there has been activity in the directory
since it was first loaded.  If you suspect this to be true,
simply position the cursor to the right of the drawer name
string requester and tap enter.

Keyboard Short Cuts.

There are keyboard short cuts for every menu item.  They are
shown when the menu is displayed.

Requesters that ask for your "Ok" can be answered by hitting the
"o" key.

Requesters that ask for a "Yes" or "No" response, can be answered
by hitting the "y" or "n" key.

Technical Information (for anyone who cares).

Calendar Publisher was written in C and assembler using SAS C
5.10A and CAPE 2.5.  The images for the gadgets requesters,
fonts, etc were drawn in Deluxe Paint III.  

If you have any questions or comments about Calendar Publisher, 
we love to here from you.  Contact us at:
     1275 Evergreen Drive
     Palatine, Il 60067
     (708) 991-1721
--------------------------------------------------------------------------

Tool Chest Volume 3, Issue 1, September 1991
IDG Communications/Peterborough, Copyright 1989 Peterborough, NH 03458
CalendarPublisher.doc.info
07/04/1991 23:00
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CalendarPublisher.info
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example.cal
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MultiPlayer
.info
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MultiPlayer.doc
07/18/1991 13:00
1439
                      MultiPlayer Ver.1.0
                      By Foster Hall

Multiplayer is a unique display program.

As far as I can tell it will display ANY amiga IFF picture or
brush, regardless of size and Viewmodes.  But before you say
"Oh great, another picture show program" I'd like to state that
on top of that, it also handles any IFF samples as well and is 
intelligent enough to determine what the file type is
and how to respond, by either playing a digitized sample or
showing an IFF image.

Multiplayer supports multi command line parsing (up to 32 files)
and can work with any sequence of data types.  A possible command
line could easily be:

MULTIPLAYER Sound Picture Sound Picture Sound Sound Sound etc.

Up to a maximum of 32 files. Any combination.
A sample picture and sound file (piano) are included in the Multiplayer 
drawer.

The ability to play multiple formats is unique as far as I know
but the real treat about this program is that it does all this
and the file size is an incredibly small 2096 bytes long!!  This
program was written entirely in 68000 assembler and a great deal
of time was spend optimizing and making this one of the fastest
and smallest IFF viewers I've seen.  


Foster Hall
Surrey, BC
Canada
--------------------------------------------------------------------------

Tool Chest Volume 3, Issue 1, September 1991
IDG Communications/Peterborough, Copyright 1989 Peterborough, NH 03458
MultiPlayer.doc.info
07/05/1991 00:00
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Sound
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multiplayer
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PDMan
.info
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PDMan
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PDMan.doc
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                            Pizza Delivery Man!
                            By Robert Hurst



PIZZA DELIVERY MAN! RULES

    You just got a part-time job at your local pizza shop delivering their
pies.  Should be a breeze, right?  The owners never told you of the perils
of your new position.  First, you must deliver a quota of pizzas within 99
seconds.  That is not the worst of it.  There is a blue munchie monster
that lives in this neighborhood.  It loves chasing pizza delivery trucks.
And with all that running around, it gets hungry.  And guess what it loves
to eat?  Yep, pizza.  Especially your pizza!  This munchie monster is fast
and relentless.  It never tires.  It will wait around corners to catch you
and eat your prize pizza.

    Fortunately, the owners have installed in their delivery trucks a turbo
charged engine that can leave the munchie monster in your dust.  Using the
turbo feature, however, also uses up your delivery time faster.  Scientists
have claimed this is based upon the theory of relativity or the space-time
continuum.  Hmmf!  You just think this is some programmers way of
penalizing your use of this invaluable escape mechanism.

    Now that you have this under control, there is one more obstacle to
deal with.  Road construction!  Just when you are familiar with all the
streets and short cuts, some road is under construction.  And you never
just know where -- or when -- a DO NOT ENTER sign might pop up!  Well, at
least the munchie monster has to follow the rules of the road, too.

    Should you fail at any of these perils, you get a demerit.  You start
with 3 credits.  Every fifth level, you are given the opportunity of
receiving an additional credit by recruiting another truck driver.  If you
spot another delivery truck in the area, drive over to it and pick up the
recruit.  Watch out, though!  If the munchie monster gets there first, the
potential recruit gets frightened off.  Bet you wish you knew about the
munchie monster before you took this job, eh?



TO PLAY PIZZA DELIVERY MAN!

    To start playing the game, plug a joystick in Port 2 on your Amiga
computer.  Press the fire button to begin the game.  Your flashy, red pizza
delivery truck appears and you drive it by moving the joystick in the
direction you want it to go.  Holding the fire button down while driving
the delivery truck causes it to move faster (as your timer expires more
quickly!).  It is sometimes necessary to use the turbo feature in order to
escape the munchie monster.  But, it can make it difficult to navigate the
winding turns in some reaches of a neighborhood.

    To deliver the pizzas, drive your delivery truck to the pizza shop and
pick up the pizza box.  Once you have picked up the pizza box, the house
you are to deliver it to appears within the neighborhood streets.  Drive
your truck there and drop off the pizza box.  You must repeat this until
you have completed your quota.  The quota starts at 1 pizza to be delivered
and increments after each level until 9.  You receive 100 points for each
pizza delivered.  Upon completing a level, you receive any additional
points for each second remaining on the timer.

    You deliver pizzas in the same neighborhood every two levels.  There
are three different neighborhoods in all.  Bonus lives are awarded for
picking up pizza delivery recruits.  They appear every fifth level.  Road
construction becomes a random hazard starting with level six.  Remember,
you cannot let the munchie monster catch you or allow the timer to expire.

    At the end of the game, your final score displays along with the
current high score.  Also, a ranking of your delivery ability displays as
follows:  Novice, Rookie, Amateur, Starter, Driver, Racer, Pro, and Ace.
To exit Pizza Deliver Man!, press the ESCape key.
--------------------------------------------------------------------------

Tool Chest Volume 3, Issue 1, September 1991
IDG Communications/Peterborough, Copyright 1989 Peterborough, NH 03458
PDMan.doc.info
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PDMan.info
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Title.pic
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Title.pic
RAMGauge
.info
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RAMGuage
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ramguage.doc
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/***************************************************************************/






                    RAMGuage: the dynamic memory monitor
                           By Steven M Mathers
                           611 N 14th St 
                           Selah WA  98942
                              
                              
                       Possible only on the AMIGA!        
                              
                              
                              
/***************************************************************************/

/***************************************************************************/
                            What is RAMGuage?
/***************************************************************************/

        The Amiga, as we all know, is a Multi-Tasking powerhouse, capable
        of performing many different tasks at the same time. When running
        several applications at the same time however, memory often becomes
        a valuable resource, necessitating the need for some method of
        dynamically monitoring system memory. This is where RAMGuage comes
        in.
                
        RAMGuage is simply a small window that displays the available Chip
        RAM,Fast RAM,and the total of the two in number of bytes. Where
        RAMGuage differs from other methods of obtaining this information,
        is important:
         
            First of all,RAMGuage runs in the background,using no CPU cycles
            until activated,and is accessible from ANY PROGRAM,at any time,
            just by pressing a "HOT KEY" combination (ALT-ESC). This means
            that even in the middle of editing a document,or rendering
            a graphic image,you can always be aware of memory constraints.
            Once opened,RAMGuage will disappear again by simply moving the
            mouse or pressing a key!
            
            Secondly,RAMGuage also displays the total memory available as a
            "Fuel Guage" at the bottom of it's window. Why is this important?
            The human brain tends to be better at processing graphic 
            information, as opposed to abstract numbers and data. This is 
            the premise behind the Graphical User Interface (icons,buttons,
            etc). For example,if the fuel guage in your car is pointing to
            the half-way mark,your brain processes this information much more
            readily than if you had a readout that said you had 6.7 gallons
            available. If you have an AMIGA with three megabytes of RAM,
            and you've used approximately half of your available memory,it's
            usually more intuitive to see a guage pointing at the half-way
            mark than to read a string of numbers that says, 1505384 bytes
            available.
            
            Finally,RAMGuage can be used from either the CLI,or the WorkBench
            environment,making it suitable for either occasional use or 
            launching it from your startup-sequence.
            
            
            
/***************************************************************************/
                               Using RAMGuage... 
/***************************************************************************/

From the CLI:
------------
        
        DO NOT 'RUN' RAMGuage! This program automatically detaches itself 
        from the CLI.
        
        Available options are:
        
        -i[n]    ---->  sets the interval (in milliseconds) used by RAMGuage 
                        for memory checks. As long as it's window is opened,
                        RAMGuage will continue to recheck and redisplay
                        memory every interval. The default is 500 
                        milliseconds.

        -x[n]    ---->  determines where the left edge of RAMGuage's
                        window will appear in the WorkBench screen. Note that
                        this does not affect it's usage in custom screens.
                        The default is the center of the screen. Using a 
                        value of '0' will use the default.
                                
         -y[n]   ---->  same as above, only for the top edge of the window.
                        The default is the top of the WorkBench screen.
                                
                                
An example:
-----------

        1> RAMGuage -i200 -x20 -y10       
        This will set the interval for memory checks at 200 milliseconds. 
        When opened in the WorkBench screen, RAMGuage will open 20 pixels 
        from the left edge of the screen, and 10 from the top.
        
        1> RAMGuage ?
        displays usage and help to the console.
        
        1> RAMGuage QUIT
        removes RAMGuage                              
        
        After RAMGuage is installed, pressing the Hot Key combination of
        [ALT][ESC], will bring up RAMGuage. If you are in a program that
        runs in a custom screen, RAMGuage will open its' own screen at the
        bottom. 

        
        
From the WorkBench:
-------------------

        Double-clicking on RAMGuage's icon will install the program into
        the background,and display a small message window.
        
        Once installed RAMGuage can be activated from any program simply
        by pressing and holding either Alt key (next to the Amiga keys),
        and pressing the Esc key.
        
        To remove RAMGuage, simply double-click on it's icon,and a 
        message window will appear,telling you that RAMGuage is quitting.
        
Changing options from the WorkBench:
------------------------------------

        Select RAMGuage's icon,and select "info" from the WorkBench menu. 
        There are three values that can be changed from the "Tool Types"
        requester. These are:
                INTERVAL=500
                WINDOW_LEFT=0
                WINDOW_TOP=0
        
        Changing the INTERVAL value, changes the the amount of time,in 
        milliseconds,between memory checks while RAMGuage's window is opened.
        Remember, the smaller the number, the more RAMGuage will hog CPU 
        time.
        
        The WINDOW_LEFT value determines where RAMGuage will open it's
        window, when running in the WorkBench screen. A value of 0 will
        center the window in the screen. When RAMGuage is activated from
        a custom screen,RAMGuage will open in it's own screen. This 
        prevents accidental damage to the calling programs' screen, and
        guarantees that RAMGuage's colors will always be consistent.
        Neither the WINDOW_LEFT or the WINDOW_TOP values have any effect
        when activated in a custom screen.
        
        The WINDOW_TOP value sets the top edge of RAMGuage's window,again
        only in the WorkBench screen.  
        
        After changing these values,exit RAMGuage(double-click on it's 
        icon) and restart the program. RAMGuage will now run with the new
        values.

Using RAMGuage:
---------------
        
        After using RAMGuage for a while, you will probably want to change
        some of the default settings (see the previous sections) to suit
        your own needs. For example,if you're a programmer,you could set
        the interval to 100 milliseconds and continually monitor system
        memory while compiling,linking,or assembling. If you're a graphic
        artist,leaving RAMGuage open while doing image processing will
        help you avoid memory related system crashes that can wipe out
        unsaved work. Remember however,using shorter intervals with
        RAMGuage will hog more CPU time,(only while the window is open)
        thereby slowing down multi-tasking.
        
        An important note: RAMGuage's window will remain open at least as
        long as the interval you have set. Avoid values that are extremely 
        short (under 20) or long (over 3000).

----------------------------------------------------------------------------                   
        Special thanks to Paul Leonard and Sherrie Baird for their
        contributions to this program.

--------------------------------------------------------------------------

Tool Chest Volume 3, Issue 1, September 1991
IDG Communications/Peterborough, Copyright 1989 Peterborough, NH 03458
VectorObj
.info
07/08/1991 00:00
60
Bugle & Trombone.image
06/17/1991 15:00
36118
Bugle & Trombone.image
Bugle & Trombone.image.info
06/18/1991 02:00
449
Bugle.scene
07/07/1991 04:00
57804
FireHydrant.scene
07/07/1991 04:00
31992
LampPost.scene
07/07/1991 04:00
21104
Show
06/17/1991 20:00
7748
Street Objects.image
06/17/1991 14:00
62924
Street Objects.image
Street Objects.image.info
06/18/1991 01:00
449
StreetLamp.scene
07/07/1991 04:00
23632
StreetSign.scene
07/07/1991 04:00
11828
TrafficLight.scene
07/07/1991 05:00
112960
Trombone.scene
07/07/1991 05:00
102504
.info
07/18/1991 16:00
87
CalendarPublisher.info
07/05/1991 04:00
894
Disk.info
06/29/1991 04:00
10566
More
06/18/1991 12:00
11284
MultiPlayer.info
07/05/1991 02:00
894
PDMan.info
07/05/1991 00:00
894
RAMGauge.info
06/24/1991 21:00
894
TableOfContents.info
06/24/1991 18:00
3401
VectorObj.info
07/05/1991 00:00
894