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Topic: Richard: 'include (Read 508 times) |
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michael
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Richard: 'include
« Thread started on: Sep 14th, 2015, 6:29pm » |
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I just didn't keep posting, because my example wasn't dealt with and I didn't want to irritate anyone.. so I have been talking to mmiscool on the phone and he says he knows how to make it work. He is busy too and I am having to learn C++ for the ESP8266 wifi module and Im having issues with the LB interface for the slave Arduino Uno... (freezes up on my modifications for switch control.) I was gonna ask you if you were willing to contribute to the public art forums for graphics creations that everyone can use for anything, but I didn't want to poke at you. You can do it your way.. I have seen your work and it is impressive.. Your skills would be an asset to your platform as well as Liberty Basic. So far Im the only one doing the work and I don't mind it because its my hobby to make free stuff for everyone. I am a free public software contributor and want to help everyone. If you are interested here is the link: http://canevian.conforums.com/index.cgi?board=Development I am putting more content in there all the time and promoting it for public use.
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« Last Edit: Sep 15th, 2015, 04:26am by michael » |
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tsh73
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Re: Richard: 'include
« Reply #1 on: Sep 14th, 2015, 8:58pm » |
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Quote:I just didn't keep posting, because my example wasn't dealt with and I didn't want to irritate anyone.. |
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If you are speaking about your use of 'include, you was told that 1) Include is tested to work, so you might be doing something wrong 2) 'include doesn't work on a first line.
Here I moved that line to the end of program. It works for me. Code:nomainwin
open "The sphere subroutine !!Created by Michael Gallup (free for the public to use)" for graphics_nsb_fs as #1
#1 "trapclose [quit]"
#1 "fill black ; home ; down ; north"
'************H***V***S***R***G***B**Dimmer
call sphere 500,500,220,225,240,250,1
call sphere 50,50,25,225,240,250,9
call sphere 100,100,50,200,200,200,4
call sphere 200,200,100,140,200,200,2
wait
[quit]
close #1
end
'include mytools.bas
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« Last Edit: Sep 14th, 2015, 8:59pm by tsh73 » |
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michael
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Re: Richard: 'include
« Reply #2 on: Sep 14th, 2015, 9:02pm » |
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Ok thanks.. I am only using LBB for this.. I didn't use Liberty Basic Workshop because I was told it would work fine in LBB. I will use your example and see if it works this time.. Maybe its where the files are saved that is causing the issue. I thought I did it the way your showing.
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michael
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Re: Richard: 'include
« Reply #3 on: Sep 14th, 2015, 9:35pm » |
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ok. it works now for that type of example.. The example program I used was a quick snippet I slapped together and was not the original program I had issues with.. I made sure my savefile was all lower case and I was able to make it work in the above program. The next one, even though it executes, wont open graphics screen. But if I make a generic graphics screen sub command, it will open a text box and wont display the graphics: here is the main program: Code:
call screen ' I made this for a generic screen call
call sphere 500,500,220,225,240,250,1'sphere h,v,size,R,G,B,dimmer --syntax
call block 100,50,20,200,200,200,8' block x,y,size,R,G,B,dimmer
call ellipse 100,500,250,100,225,240,250,2 ' ellipse x,y,width,height,R,G,B,dimmer
call circle 800,600,20,"green" 'circle x,y,size,"color"
call chip 700,700,100,"lightgray","black","blue"'chip x,y,size, color$ , topcolor$,midcolor$
call star 100,200,"starhalf" 'star h,v,"half or full star"
call star 200,120,"starfull"
wait
[quit]
close #1
end
'include tools.BAS
and here is the program named tools.BAS LBB saves the files with uppercase BAS.. so maybe that's important Code:sub sphere h,v,size,x,c,a,dimmer ' dimmer cannot be more than 24
#1 "place ";h;" ";v
for y=1 to size
#1 "down"
#1 "color ";x;" ";c;" ";a
#1 "size 2"
#1 "circle ";y
#1 "flush"
x=x-dimmer
c=c-dimmer
a=a-dimmer
if x<2 then x=2
if c<2 then c=2
if a<2 then a=2
next y
end sub
'block h,v,size,R,G,B,dimmer
sub block h,v,size,x,c,a,dimmer ' dimmer cannot be more than 24
#1 "place ";h;" ";v
p=size/2
for y=1 to size
#1 "down"
#1 "color ";x;" ";c;" ";a
#1 "size 1"
print #1, "line ";h-y;" ";v-y;" ";h+y;" ";v-y
print #1, "line ";h+y;" ";v-y;" ";h+y;" ";v+y
print #1, "line ";h+y;" ";v+y;" ";h-y;" ";v+y
print #1, "line ";h-y;" ";v+y;" ";h-y;" ";v-y
x=x-dimmer
c=c-dimmer
a=a-dimmer
if x<2 then x=2
if c<2 then c=2
if a<2 then a=2
p=p-1
next y
end sub
'ellipse h,v,sizex,sizey,R,G,B,dimmer
sub ellipse h,v,sizex,sizey,x,c,a,dimmer ' dimmer cannot be more than 24
#1 "place ";h;" ";v
if sizex>sizey then limit=sizex
if sizey>sizex then limit=sizey
for y=1 to limit
#1 "down"
#1 "color ";x;" ";c;" ";a
#1 "size 2"
hi=hi+1:if sizex>sizey then hi=hi+1
wi=wi+1:if sizey>sizex then wi=wi+1
if hi>sizex then hi=sizex
if wi>sizey then wi=sizey
#1 "ellipse ";hi;" ";wi
x=x-dimmer
c=c-dimmer
a=a-dimmer
if x<2 then x=2
if c<2 then c=2
if a<2 then a=2
next y
end sub
'initialize generic screen
sub screen
nomainwin
open "Another way of doing graphics !!" for graphics_nsb_fs as #1
print #1, "Down trapclose [quit]"
print #1, "fill black ; home ; down ; north"
end sub
' generic circle syntax - circle horizontal, vertical, size, color$
sub circle x, y, size, color$
print #1," place "; x;" ";y
print #1," color "; color$
print #1," circle "; size
end sub
sub color c$
print #1, "color ";c$
end sub
'chip x,y,size, color$,topcolor$,midcolor$
sub chip x,y,size, color$ , topcolor$,midcolor$ '******** HERE IS THE CHIP SUB FOR THIS PROJECT
print #1, "down"
if size< 30 then size =30
print #1, "color ";color$
for nloc= 1 to size/10
print #1,"place "; x;" ";y-nloc
print #1, "ellipsefilled ";size;" ";size/2
next nloc
print #1, "flush"
print #1, "color ";topcolor$
print #1, "ellipsefilled ";size;" ";size/2
print #1, "flush"
print #1, "color ";midcolor$
m= size/4
print #1, "ellipsefilled ";size/2;" ";m
print #1, "flush"
end sub
' ****************** RATING STARS **************
sub star h, v, type$
if type$ ="starhalf" then restore [starhalf]
if type$ ="starfull" then restore [starfull]
ost$ =""
read x, y
while nst$ <>"100000"
read nst$, t
if nst$ ="0" then r = 0: g= 0: b= 0 'black 0 0 0
if nst$ ="3" then r =128: g= 128: b= 128 'dark grey 128 128 128
if nst$ ="b" then r =224: g= 32: b= 64 'light red 224 32 64
if nst$ ="h" then r =255: g= 255: b= 255 'white 255 255 255
if nst$ ="i" then r =255: g= 255: b= 0 'yellow 255 255 0
#1 "color "; r; " "; g; " "; b
for u =0 to t
a =a +1
#1 "set "; c +h; " "; a +v
if a >x then c =c +1: a =0
next u
wend
#1 "flush"
[starhalf]
data 16,16
data 0,5,b,0,0,15,b,1,0,14,b,0,h,0,b,0,0,13,b,0,i,0,b,0,0,4,b,1,0,6,b,0,i,1,b,0,0,0,b,3,0
data 7,b,0,i,2,b,0,h,0,i,1,b,0,0,7,b,0,i,5,b,0,0,5,b,2,i,5,h,0,b,0,0,3,b,1,h,1,i,6,b,0
data 100000,0
[starfull]
data 16,16
data 0,5,b,0,0,15,b,1,0,14,b,0,h,0,b,0,0,13,b,0,i,0,b,0,0,4,b,1,0,6,b,0,i,1,b,0,0,0,b,3,0
data 7,b,0,i,2,b,0,h,0,i,1,b,0,0,7,b,0,i,5,b,0,0,5,b,2,i,5,h,0,b,0,0,3,b,1,h,1,i,6,b,0
data 0,6,b,2,h,0,i,5,b,0,0,8,b,0,i,2,h,1,i,0,b,0,0,8,b,0,i,1,h,0,b,0,h,2,b,0,0,7,b,0,i
data 0,h,0,b,0,0,0,b,3,0,7,b,0,h,0,b,0,0,4,b,1,0,6,b,0,h,0,b,0,0,13,b,1,100000,0
end sub
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michael
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Re: Richard: 'include
« Reply #4 on: Sep 14th, 2015, 9:50pm » |
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OH!!! I FIGURED IT OUT I have to press ENTER after I type the 'INCLUDE line.... on the same line.... I seen something about that but didn't realize it meant that you had to press enter after the line was typed
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Richard Russell
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Posts: 1348
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Re: Richard: 'include
« Reply #5 on: Sep 15th, 2015, 05:51am » |
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on Sep 14th, 2015, 9:50pm, michael wrote:I seen something about that but didn't realize it meant that you had to press enter after the line was typed |
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Ah, I wrote that you need a CRLF after the 'include: I assumed you would know that CRLF (Carriage Return, Line Feed) means a 'new line', i.e. what you get from pressing the Enter or Return key.
Richard.
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michael
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Re: Richard: 'include
« Reply #6 on: Sep 15th, 2015, 06:27am » |
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Yeah.. I didn't know what your terminology meant. I am sure there will be many others that wont understand it either. Once I know though, I will be around to help others understand in Layman's terms. Thanks.
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