.\" Copyright (c) 1980, 1993 .\" The Regents of the University of California. All rights reserved. .\" .\" Redistribution and use in source and binary forms, with or without .\" modification, are permitted provided that the following conditions .\" are met: .\" 1. Redistributions of source code must retain the above copyright .\" notice, this list of conditions and the following disclaimer. .\" 2. Redistributions in binary form must reproduce the above copyright .\" notice, this list of conditions and the following disclaimer in the .\" documentation and/or other materials provided with the distribution. .\" 3. Neither the name of the University nor the names of its contributors .\" may be used to endorse or promote products derived from this software .\" without specific prior written permission. .\" .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF .\" SUCH DAMAGE. .\" .\" @(#)appen.C 8.1 (Berkeley) 6/8/93 .\" .ie t .oh '\*(Ln Appendix A''PS1:19-%' .eh 'PS1:19-%''\*(Ln Appendix A' .el .he ''\fIAppendix A\fR'' .bp .(x .ti 0 .b "Appendix A" .)x .sh 1 "Examples" 1 .pp Here we present a few examples of how to use the package. They attempt to be representative, though not comprehensive. Further examples can be found in the games section of the source tree and in various utilities that use the screen such as .i systat(1) . .sh 2 "Screen Updating" .pp The following examples are intended to demonstrate the basic structure of a program using the screen updating sections of the package. Several of the programs require calculational sections which are irrelevant of to the example, and are therefore usually not included. It is hoped that the data structure definitions give enough of an idea to allow understanding of what the relevant portions do. .sh 3 "Simple Character Output" .pp This program demonstrates how to set up a window and output characters to it. Also, it demonstrates how one might control the output to the window. If you run this program, you will get a demonstration of the character output chracteristics discussed in the above Character Output section. .(l I .so t2.gr .)l .sh 3 "A Small Screen Manipulator" .pp The next example follows the lines of the previous one but extends then to demonstrate the various othe uses of the package. Make sure you understand how this program works as it encompasses most of anything you will need to do with the package. .(l I .so t3.gr .)l .sh 3 "Twinkle" .pp This is a moderately simple program which prints patterns on the screen. It switches between patterns of asterisks, putting them on one by one in random order, and then taking them off in the same fashion. It is more efficient to write this using only the motion optimization, as is demonstrated below. .(l I .so twinkle1.gr .)l .sh 3 "Life" .pp This program fragment models the famous computer pattern game of life (Scientific American, May, 1974). The calculational routines create a linked list of structures defining where each piece is. Nothing here claims to be optimal, merely demonstrative. This code, however, is a very good place to use the screen updating routines, as it allows them to worry about what the last position looked like, so you don't have to. It also demonstrates some of the input routines. .(l I .so life.gr .)l .sh 2 "Motion optimization" .pp The following example shows how motion optimization is written on its own. Programs which flit from one place to another without regard for what is already there usually do not need the overhead of both space and time associated with screen updating. They should instead use motion optimization. .sh 3 "Twinkle" .pp The .b twinkle program is a good candidate for simple motion optimization. Here is how it could be written (only the routines that have been changed are shown): .(l .so twinkle2.gr .)l