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Post by bluatigro on Jun 10, 2018 4:27:36 GMT
i hered how LB5 gone look like so i created somthing like it in JB2 i changed sometings to save code
lets get rid of down , up , ; and ""
feel free to extend whit evenry thing you find useful
name your sub's lb5.* and place them in alphabet order
'' bluatigro 10 jun 2018 '' LB 5 sim WindowWidth = DisplayWidth WindowHeight = DisplayHeight global winx , winy , backcolor$ , color$ , size global orange$ orange$ = "255 127 0" winx = WindowWidth winy = WindowHeight nomainwin open "LB 5 sim" for graphics as #m #m "trapclose [quit]" call lb5.backcolor orange$ call lb5.color "black" call lb5.size 7 call lb5.triangle 50 , 50 , 200 , 50 , 150 , 300 wait [quit] close #m end sub lb5.backcolor$ kl$ backcolor$ = kl$ #m "backcolor " ; kl$ end sub sub lb5.box x , y , filled #m "down" if filled then #m "boxfilled " ; x ; " " ; y else #m "box " ; x ; " " ; y end if end sub sub lb5.circle r , filled #m "down" if filled then #m "circlefilled " ; r else #m "circle " ; r end if #m "up" end sub sub lb5.color kl$ color$ = kl$ #m "color " ; kl$ end sub sub lb5.goto x , y #m "goto " ; x ; " " ; y end sub sub lb5.line x1 , y1 , x2 , y2 #m "down" #m "line " ; x1 ; " " ; y1 ; " " ; x2 ; " " ; y2 #m "up" end sub sub lb5.pie x , y , a , b , filled #m "down " if filled then #m "piefilled " ; x ; " " ; y ; " " ; a ; " " ; b else #m "pie " ; x ; " " ; y ; " " ; a ; " " ; b end if #m "up" end sub sub lb5.pixel x , y #m "goto " ; x ; " " ; y #m "down" #m "set " ; x ; " "; y #m "up" end sub sub lb5.size i size = i #m "size " ; i end sub sub lb5.text txt$ #m "down" #m "\" ; txt$ #m "up" end sub sub lb5.triangle x1 , y1 , x2 , y2 , x3 , y3 if y1 = y2 then y1 = y1 - .1 if y2 = y3 then y3 = y3 + .1 if y1 = y3 then y3 = y3 + .1 if y1 > y3 then h = y1 y1 = y3 y3 = h h = x1 x1 = x3 x3 = h end if if y1 > y2 then h = y1 y1 = y2 y2 = h h = x1 x1 = x2 x2 = h end if if y2 > y3 then h = y2 y2 = y3 y3 = h h = x2 x2 = x3 x3 = h end if #m "color " ; backcolor$ #m "size 1" for i = y1 to y3 a = x1 + ( x3 - x1 ) * (i-y1) / ( y3 - y1 ) if i < y2 then b = x1 + ( x2 - x1 ) * (i-y1) / ( y2 - y1 ) else b = x2 + ( x3 - x2 ) * (i-y2) / ( y3 - y2 ) end if if abs( a - b ) > 1 then call lb5.line int( a ) , i , int( b ) , i end if next i #m "size " ; size #m "color " ; color$ call lb5.line x1 , y1 , x2 , y2 call lb5.line x3 , y3 , x2 , y2 call lb5.line x1 , y1 , x3 , y3 end sub
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Post by bluatigro on Jun 10, 2018 5:09:07 GMT
update : added some stuf i like
'' bluatigro 10 jun 2018 '' LB 5 sim WindowWidth = DisplayWidth WindowHeight = DisplayHeight global winx , winy , backcolor$ , color$ , size global orange$ , true , false , pi orange$ = lb5.rgb$( 255 , 127 , 0 ) false = 0 true = not( false ) pi = atn( 1 ) * 4 winx = WindowWidth winy = WindowHeight nomainwin open "LB 5 sim" for graphics as #m #m "trapclose [quit]" call lb5.backcolor orange$ call lb5.color "black" call lb5.size 7 call lb5.triangle 50 , 50 , 200 , 50 , 150 , 300 call lb5.size 1 for i = 0 to 360 x = 400 + sin( i * pi / 180 ) * 100 y = 300 + cos( i * pi / 180 ) * 100 call lb5.color lb5.rainbow$( i ) call lb5.line 400 , 300 , x , y next i wait [quit] close #m end sub lb5.backcolor kl$ backcolor$ = kl$ #m "backcolor " ; kl$ end sub sub lb5.box x , y , filled #m "down" if filled then #m "boxfilled " ; x ; " " ; y else #m "box " ; x ; " " ; y end if end sub sub lb5.circle r , filled #m "down" if filled then #m "circlefilled " ; r else #m "circle " ; r end if #m "up" end sub sub lb5.color kl$ color$ = kl$ #m "color " ; kl$ end sub sub lb5.font font$ , h , bold if bold then #m "font " ; font$ ; " " ; h ; " bold" else #m "font " ; font$ ; " " ; h end if end sub sub lb5.goto x , y #m "goto " ; x ; " " ; y end sub sub lb5.line x1 , y1 , x2 , y2 #m "down" #m "line " ; x1 ; " " ; y1 ; " " ; x2 ; " " ; y2 #m "up" end sub function lb5.mix$( kl1$ , f , kl2$ ) ''ONLY R G B STRINGS AS INPUT !!! r1 = val( word$( kl1$ , 1 ) ) g1 = val( word$( kl1$ , 2 ) ) b1 = val( word$( kl1$ , 3 ) ) r2 = val( word$( kl2$ , 1 ) ) g2 = val( word$( kl2$ , 2 ) ) b2 = val( word$( kl2$ , 3 ) ) r = r1 + ( r2 - r1 ) * f g = g1 + ( g2 - g1 ) * f b = b1 + ( b2 - b1 ) * f lb5.mix$ = lb5.rgb$( r , g , b ) end function function lb5.rainbow$( deg ) r = sin( deg * pi / 180 ) * 127 + 128 g = sin( ( deg - 120 ) * pi / 180 ) * 127 + 128 b = sin( ( deg + 120 ) * pi / 180 ) * 127 + 128 lb5.rainbow$ = lb5.rgb$( r , g , b ) end function function lb5.rgb$( r , g , b ) r = int( r ) and 255 g = int( g ) and 255 b = int( b ) and 255 lb5.rgb$ = str$( r ) ; " " ; g ; " " ; b end sub sub lb5.pie x , y , a , b , filled #m "down " if filled then #m "piefilled " ; x ; " " ; y ; " " ; a ; " " ; b else #m "pie " ; x ; " " ; y ; " " ; a ; " " ; b end if #m "up" end sub sub lb5.pixel x , y #m "goto " ; x ; " " ; y #m "down" #m "set " ; x ; " "; y #m "up" end sub sub lb5.size i size = i #m "size " ; i end sub sub lb5.text txt$ #m "down" #m "\" ; txt$ #m "up" end sub sub lb5.triangle x1 , y1 , x2 , y2 , x3 , y3 if y1 = y2 then y1 = y1 - .1 if y2 = y3 then y3 = y3 + .1 if y1 = y3 then y3 = y3 + .1 if y1 > y3 then h = y1 y1 = y3 y3 = h h = x1 x1 = x3 x3 = h end if if y1 > y2 then h = y1 y1 = y2 y2 = h h = x1 x1 = x2 x2 = h end if if y2 > y3 then h = y2 y2 = y3 y3 = h h = x2 x2 = x3 x3 = h end if #m "color " ; backcolor$ #m "size 1" for i = y1 to y3 a = x1 + ( x3 - x1 ) * (i-y1) / ( y3 - y1 ) if i < y2 then b = x1 + ( x2 - x1 ) * (i-y1) / ( y2 - y1 ) else b = x2 + ( x3 - x2 ) * (i-y2) / ( y3 - y2 ) end if if abs( a - b ) > 1 then call lb5.line int( a ) , i , int( b ) , i end if next i #m "size " ; size #m "color " ; color$ call lb5.line x1 , y1 , x2 , y2 call lb5.line x3 , y3 , x2 , y2 call lb5.line x1 , y1 , x3 , y3 end sub
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Post by bluatigro on Jun 10, 2018 5:22:24 GMT
there is a function that ends whit end sub must be end function
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Post by B+ on Jun 10, 2018 12:47:57 GMT
i hered how LB5 gone look like so i created somthing like it in JB2 i changed sometings to save code lets get rid of down , up , ; and "" feel free to extend whit evenry thing you find useful name your sub's lb5.* and place them in alphabet order Let's get rid of the "lb5." prefix too! (Yes, I confess, I do not like to type a bunch of repetitious stuff.) Ah, then you get what I posted of years ago at old forum, but that was for one screen apps. You might want to consider adding a handle# in parameters list for doing multiple windows if your ambition is of the most general type of reusable procedures. Also with some thinking and planning, you could "down" the pen once at the beginning and be done with all the ups and downs eg use place x, y instead of goto x, y.
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Post by bluatigro on Jun 10, 2018 18:48:06 GMT
sub line is inposeble line is reseved word or do you have a other idea for naming the lb5.* sub's ?
how do i pas #m into a sub ?
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Post by B+ on Jun 10, 2018 19:59:24 GMT
sub line is inposeble line is reseved word or do you have a other idea for naming the lb5.* sub's ? how do i pas #m into a sub ? I changed name, line, to sub name, aline, and I set it up in some old code to show how aline needs to be called now with a Window Handle variable. see Help: GUI > Handle Variables (4th bullet down). There are also lots of examples of how I name subs without the silly lb5. = 4 extra letters to type eg call ink red, green, blue ' color in rgb call fcirc x, y, radius ' filled circle This is old favorite of mine and tsh kindly animated it with sprites! Great lessons here. 'Aquarium with handle variable.txt for JB v2 bplus 2018-06-10 'aquarium.txt for Just Basic 2015-10-03 MGA/B+ translated from: 'aquarium.sdlbas (with plasma fish!) 2015-09-29 MGA/B+ 'translated from SmallBASIC '2018-06-10 post to show how a handle variable is setup and used for call aline handle$, x1, y1, x2, y2
' =============================== here is setup for a variable window handle Global h$ '<<<< this makes my handle variable available to subs and functions as well as main code h$ = "#gr" '<<<< this is the one and only window open here but is sample of usage with the sub aline ' ===================== see the sub aline and notice all calls to aline had to include a handle variable
'gosub [ajustWindow] 'gets window borders and title sizes
'xmax=1200 xmax = 1200 'full screen width ymax=700 nomainwin UpperLeftX = 100 UpperLeftY = 10
WindowWidth = xmax + 8 'adjust +10 for screen frame plus slight white frame WindowHeight = ymax + 32 'add +32 for screen frame plus slight white frame
'_nf =no full screen, _nsb =no scroll bars open "Aquarium for JB by B+ mod tsh mod B+ " for graphics_nsb_nf as #gr #gr "trapclose [quit]" #gr "down"
r=0:g=0:b=0 n=55 dim x(n),y(n),l(n), v(n) vmax=7 for i=1 to n l(i)=(rnd(1)*xmax*.05)+25 x(i)=rnd(1)*xmax y(i)=rnd(1)*(ymax-2*l(i)) 's fish doesn't go down off screen v(i)=rnd(1)*vmax*2-vmax next 'water gradient fill for i=0 to ymax call ink 0,0,255-(i/ymax)*255 call aline h$, 0,i,xmax,i next #gr "getbmp bg 0 0 ";xmax;" ";ymax #gr "background bg";
'FISHes for i=1 to n SCAN 'make a single fish sprite #gr "cls" 'white sprWidth=1.3*l(i)+5 sprHeight=2*l(i) call sink "black" call fbox 0,sprHeight,sprWidth,2*sprHeight
r=r+.2:g=g+.005:b=b+.010 if r>.5 then r=.02 if g>.5 then g=.005 if b>.5 then b=.01 for ra=1 to l(i) call ink 127+127*sin(r*ra),127+127*sin(g*ra),127+127*sin(b*ra) call aline h$, ra,sprHeight*1.5-ra,ra,sprHeight*1.5+ra #gr "color black" call aline h$, ra,sprHeight*0.5-ra,ra,sprHeight*0.5+ra next for ra=5 to .3*l(i) call ink 127+127*sin(r*ra),127+127*sin(g*ra),127+127*sin(b*ra) call aline h$, l(i)+ra,sprHeight*1.5-ra,l(i)+ra,sprHeight*1.5+ra #gr "color black" call aline h$, l(i)+ra,sprHeight*0.5-ra,l(i)+ra,sprHeight*0.5+ra next call ink 0,0,0 call fcirc 0.25*l(i),sprHeight*1.5,.1*l(i) call ink 255,255,0 call circ 0.25*l(i),sprHeight*1.5,.06*l(i) 'the #gr "getbmp fish";i;" 0 0 ";sprWidth;" ";2*sprHeight #gr "addsprite fish";i;" fish";i #gr "spritexy fish";i;" ";x(i);" ";y(i) if v(i) >0 then #gr "spriteorient fish";i;" mirror"; next
timer 100, [frame]
[frame] for i=1 to n x(i)=x(i)+v(i) if v(i)>0 then if x(i)>xmax then x(i)=-1.5*l(i) else if x(i)<-1.5*l(i) then x(i)=xmax end if #gr "spritexy fish";i;" ";x(i);" ";y(i) next #gr "drawsprites" wait
[quit] timer 0 unloadbmp "bg" close #gr end
'JB notes to BASIC like commands ----- but faster to NOT use CALLs ? sub ink r,g,b #gr "color ";r;" ";g;" ";b #gr "backcolor ";r;" ";g;" ";b end sub
sub bink r,g,b 'back color ink #gr "backcolor ";r;" ";g;" ";b end sub
sub fink r,g,b 'fore color ink #gr "color ";r;" ";g;" ";b end sub
sub sink cstr$ 'string ink ie call sink "white" #gr "color ";cstr$ #gr "backcolor ";cstr$ end sub
sub pset x,y 'pixel set color #gr "set ";x;" ";y end sub
'=========================================== this sub changed to use any window handle variable ' so it could draw a line in any window given it's handle sub aline hdl$, x0,y0,x1,y1 #hdl$ "line ";x0;" ";y0;" ";x1;" ";y1 end sub '========================= all these subs could be made more generic like aline sub, but it is an added argument to the call
sub box x0,y0,x1,y1 #gr "place ";x0;" ";y0 #gr "box ";x1;" ";y1 end sub
sub fbox x0,y0,x1,y1 #gr "place ";x0;" ";y0 #gr "boxfilled ";x1;" ";y1 end sub
Sub circ x, y, radius #gr "Place ";x;" ";y;"; Circle ";radius End Sub
Sub fcirc x, y, radius #gr "Place ";x;" ";y;"; CircleFilled ";radius End Sub
Sub text x,y,message$ 'note: have to reset fore or back color after ink #gr "Place ";x;" ";y;";|";message$ End Sub
function rad(angle) rad = angle/180*3.1415926 end function
sub pause mil t=time$("milliseconds") while time$("milliseconds")<t+mil wend end sub
'-------------------------- [ajustWindow] WindowWidth = 200: WindowHeight = 100 open "Ajusting..." for graphics_nsb_nf as #gr #gr, "home ; down ; posxy x y" close #gr width = 2*x : height = 2*y slackX = 200-width slackY = 100-height return
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Post by tsh73 on Jun 10, 2018 20:56:39 GMT
Re:handle
One really more often use *same* handle so to pass it every time is extra overhead
I think using GLOBAL here is a good thing:
' Form created with the help of Freeform-J v.261006 ' Generated on Jun 10, 2018 at 23:50:17
nomainwin global h$ 'handle
WindowWidth = 536 WindowHeight = 585
UpperLeftX=int((DisplayWidth-WindowWidth)/2) UpperLeftY=int((DisplayHeight-WindowHeight)/2)
graphicbox #main.graphicbox1, 14, -4, 224, 185 graphicbox #main.graphicbox2, 238, -4, 280, 190 button #main.button3, "set lines to here", [button3Click], UL, 22, 211, 122, 25 button #main.button4, "set lines to here", [button4Click], UL, 246, 211, 122, 25 button #main.button5, "add a line", [button5Click], UL, 174, 251, 122, 25 texteditor #main.log, 22, 281, 496, 245 menu #main, "Edit" '<--- Texteditor Menu can be moved but not removed.
open "untitled" for window as #main print #main.graphicbox1,"down; fill white; flush" print #main.graphicbox2,"down; fill white; flush" print #main, "trapclose [quit.main]"
print #main, "font ms_sans_serif 10"
wait
[quit.main] Close #main END
[button3Click] 'Perform action for the button named 'button3' h$ = "#main.graphicbox1" #main.log "line set to ";h$
wait
[button4Click] 'Perform action for the button named 'button4' h$ = "#main.graphicbox2" #main.log "line set to ";h$
wait
[button5Click] 'Perform action for the button named 'button5' if h$="" then #main.log "handle is not set" wait end if call aline rnd(0)*170, rnd(0)*170, rnd(0)*170, rnd(0)*170 #main.log "line drawn to ";h$ wait
sub aline x0,y0,x1,y1 #h$ "line ";x0;" ";y0;" ";x1;" ";y1 end sub
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Post by B+ on Jun 11, 2018 1:35:23 GMT
Ah! maybe one of these days I will have several picture boxes to use as fancy buttons with action graphics. Possibly with the Lander Project that I've redone now in 2 different Basic's. Then I would be glad that all my graphics subs have a handle variable.
Until then, yes indeed, the graphics handle in all the graphics drawing subs is extra overhead.
BTW, it wasn't too hard to just add the handle parameter to the reusable procedures when the app requires multiple handles.
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Post by bluatigro on Jun 11, 2018 3:25:31 GMT
even better :
global handle$
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Post by bluatigro on Jun 11, 2018 13:41:47 GMT
update : i tryed it but
error : type mismatch in : handle$ = #m
i wil change it back later this is just to let see that this idea did not work in JB1 and JB2 pitty on us i have to try it whit a handle$ as parameter
see code
'' bluatigro 10 jun 2018 '' LB 5 sim WindowWidth = DisplayWidth WindowHeight = DisplayHeight global winx , winy , backcolor$ , color$ , lb5.size global orange$ , handle$ orange$ = "255 127 0" winx = WindowWidth winy = WindowHeight nomainwin open "LB 5 sim" for graphics as #m #m "trapclose [quit]" handle$ = #m call backcolor orange$ call color "black" call size 7 call triangle 50 , 50 , 200 , 50 , 150 , 300 wait [quit] close #m end sub backcolor kl$ backcolor$ = kl$ print handle$ , "backcolor " ; kl$ end sub sub box x , y , filled print handle$ , "down" if filled then print handle$ , "boxfilled " ; x ; " " ; y else print handle$ , "box " ; x ; " " ; y end if end sub sub circle r , filled print handle$ , "down" if filled then print handle$ , "circlefilled " ; r else print handle$ , "circle " ; r end if print handle$ , "up" end sub sub color kl$ color$ = kl$ print handle$ , "color " ; kl$ end sub sub lino x1 , y1 , x2 , y2 print handle$ , "down" print handle$ , "line " ; x1 ; " " ; y1 ; " " ; x2 ; " " ; y2 print handle$ , "up" end sub sub pie x , y , a , b , filled print handle$ , "down " if filled then print handle$ , "piefilled " ; x ; " " ; y ; " " ; a ; " " ; b else print handle$ , "pie " ; x ; " " ; y ; " " ; a ; " " ; b end if print handle$ , "up" end sub sub pixel x , y print handle$ , "goto " ; x ; " " ; y print handle$ , "down" print handle$ , "set " ; x ; " "; y print handle$ , "up" end sub sub place x , y print handle$ , "goto " ; x ; " " ; y end sub sub size i lb5.size = i print handle$ , "size " ; i end sub sub text txt$ print handle$ , "down" print handle$ , "\" ; txt$ print handle$ , "up" end sub sub triangle x1 , y1 , x2 , y2 , x3 , y3 if y1 = y2 then y1 = y1 - .1 if y2 = y3 then y3 = y3 + .1 if y1 = y3 then y3 = y3 + .1 if y1 > y3 then h = y1 y1 = y3 y3 = h h = x1 x1 = x3 x3 = h end if if y1 > y2 then h = y1 y1 = y2 y2 = h h = x1 x1 = x2 x2 = h end if if y2 > y3 then h = y2 y2 = y3 y3 = h h = x2 x2 = x3 x3 = h end if print handle$ , "color " ; backcolor$ print handle$ , "size 1" for i = y1 to y3 a = x1 + ( x3 - x1 ) * (i-y1) / ( y3 - y1 ) if i < y2 then b = x1 + ( x2 - x1 ) * (i-y1) / ( y2 - y1 ) else b = x2 + ( x3 - x2 ) * (i-y2) / ( y3 - y2 ) end if if abs( a - b ) > 1 then call .line int( a ) , i , int( b ) , i end if next i print handle$ , "size " ; lb5.size print handle$ , "color " ; color$ call lino x1 , y1 , x2 , y2 call lino x3 , y3 , x2 , y2 call lino x1 , y1 , x3 , y3 end sub
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Post by bluatigro on Jun 11, 2018 13:51:59 GMT
update : now whit a handle as parameter
error : gues [ in JB1 ]
'' bluatigro 11 jun 2018 '' LB 5 sim WindowWidth = DisplayWidth WindowHeight = DisplayHeight global winx , winy , backcolor$ , color$ , lb5.size global orange$ orange$ = "255 127 0" winx = WindowWidth winy = WindowHeight nomainwin open "LB 5 sim" for graphics as #m #m "trapclose [quit]" call backcolor #m , orange$ call color #m , "black" call size #m , 7 call triangle #m , 50 , 50 , 200 , 50 , 150 , 300 wait [quit] close #m end sub backcolor h$ , kl$ backcolor$ = kl$ print h$ , "backcolor " ; kl$ end sub sub box h$ , x , y , filled print h$ , "down" if filled then print h$ , "boxfilled " ; x ; " " ; y else print h$ , "box " ; x ; " " ; y end if end sub sub circle h$ , r , filled print h$ , "down" if filled then print h$ , "circlefilled " ; r else print h$ , "circle " ; r end if print h$ , "up" end sub sub color h$ , kl$ color$ = kl$ print handle$ , "color " ; kl$ end sub sub lino h$ , x1 , y1 , x2 , y2 print h$ , "down" print h$ , "line " ; x1 ; " " ; y1 ; " " ; x2 ; " " ; y2 print h$ , "up" end sub sub pie h$ , x , y , a , b , filled print handle$ , "down " if filled then print h$ , "piefilled " ; x ; " " ; y ; " " ; a ; " " ; b else print h$ , "pie " ; x ; " " ; y ; " " ; a ; " " ; b end if print h$ , "up" end sub sub pixel h$ , x , y print h$ , "goto " ; x ; " " ; y print h$ , "down" print h$ , "set " ; x ; " "; y print h$ , "up" end sub sub place h$ , x , y print h$ , "goto " ; x ; " " ; y end sub sub size h$ , i lb5.size = i print h$ , "size " ; i end sub sub text h$ , txt$ print h$ , "down" print h$ , "\" ; txt$ print h$ , "up" end sub sub triangle h$ , x1 , y1 , x2 , y2 , x3 , y3 if y1 = y2 then y1 = y1 - .1 if y2 = y3 then y3 = y3 + .1 if y1 = y3 then y3 = y3 + .1 if y1 > y3 then h = y1 y1 = y3 y3 = h h = x1 x1 = x3 x3 = h end if if y1 > y2 then h = y1 y1 = y2 y2 = h h = x1 x1 = x2 x2 = h end if if y2 > y3 then h = y2 y2 = y3 y3 = h h = x2 x2 = x3 x3 = h end if print h$ , "color " ; backcolor$ print h$ , "size 1" for i = y1 to y3 a = x1 + ( x3 - x1 ) * (i-y1) / ( y3 - y1 ) if i < y2 then b = x1 + ( x2 - x1 ) * (i-y1) / ( y2 - y1 ) else b = x2 + ( x3 - x2 ) * (i-y2) / ( y3 - y2 ) end if if abs( a - b ) > 1 then call .line int( a ) , i , int( b ) , i end if next i print h$ , "size " ; lb5.size print h$ , "color " ; color$ call lino h$ , x1 , y1 , x2 , y2 call lino h$ , x3 , y3 , x2 , y2 call lino h$ , x1 , y1 , x3 , y3 end sub
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Post by B+ on Jun 11, 2018 18:40:35 GMT
try handle$ = "#m" '<<< handle variables are strings and need to be enclosed in "'s
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Post by tsh73 on Jun 12, 2018 8:29:00 GMT
Also using handle variable requires # so not
print h$ , "up" but
print #h$ , "up"
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Post by B+ on Jun 12, 2018 15:22:09 GMT
Also using handle variable requires # so not print h$ , "up" but print #h$ , "up" Interesting that it's not print #;h$ (or maybe that works too?)
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Post by tsh73 on Jun 12, 2018 20:08:24 GMT
Doesn't make sense for me. things that work for me: 1) full form
print #h$, "up" 2) PRINT omitted
#h$, "up" 3) comma omitted
#h$ "up"
my guess that # needed so LB know that's a handle.
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