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Length: 25600 (0x6400) Types: TextFile Names: »HELP.HLP«
└─⟦dbfde0963⟧ Bits:30004114 SW1639 Animator - Rel. 1.0 └─ ⟦this⟧ »HELP.HLP«
L20 Help screen for... Locate-declaration Help78 You have chosen to key in the name of the item to be queried; this can be a data item or a file-name, in which case you will locate the declaration in the data division of your program, or it can be a procedure name, in which case you will locate the start of the procedure in your program. F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the current name. Escape Return to the Animate menu without specifying a name. Enter name Enter the name of the item you want to locate. If there is a name already displayed simply press RET to locate that item. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Query-data Help79 You have chosen to key in the name of the data-item to be queried. Provided the data item is non-numeric you can also specify an offset into the data-item in bytes. This will be the point at which display of the data-item begins. Alternatively you can specify, if you know it, the hexadecimal address within the data division of the data you wish to query. Examples of data-items are: PI LOOP-COUNTER INPUT-BUFFER + 80 Example of hex literal address is: X"098C" F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the current name. Escape Return to the Animate menu without querying a data-item. Enter name Enter the name, name plus offset, or hexadecimal address of the data-item that you want to query. press F1, H or space bar to return ▶7f◀ L20 Help screen for... File below not found Help80 In order to animate a program, you need to have compiled it first.During compilation a number of files are produced that ANIMATOR needs so that your program can be successfully animated. Your program may also call other programs while it is executing. One of these files cannot be found on your disk. You may have used the wrong disk when initiating the animation of your program, you may have accidentally deleted one of the files, or you may have deliberately put a CALLed program onto another disk. In order to continue you can try another disk drive or change disks and retry. If neither of these courses of action work then you probably need to check your program(s) again. F1 or H=help The help key... you pressed this to get this screen. Stop-run Abandon the execution of your program. Retry Try the file operation again. (Do this after changing disks.) Alter-drive Change the drive that ANIMATOR is searching for your file. You will be prompted for the new drive identifier. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Animate Help82 This menu allows you to control the execution of your program. Some options change the way the program is shown to you or move the cursor around the screen or program, others change the order or the speed of execution. You may display and alter variables while the program is running, or you may execute quickly without displaying the source. Escape stops Zoom and Go and returns from View. F1 or H=help Display this screen I=next-if Execute until next IF F2 or V=view Display user screen P=perform Set perform level F3 or A=align Make this line 3 R=reset Reset execute position F4 or X=exchange Move to other screen B=break Set/unset break-points F5 or W=where Find current position E=env Set program environment F6 or K=look-up Set entered line to 3 Q=query Interrogate data-item F9 or <=word-left Move one word to left F=find Find next occurrence F10 or >=word-right Move one word to right L=locate Locate item declaration Escape Leave ANIMATOR T=text Set screen separator S=step Execute one instruction D=do Execute typed COBOL G=go Execute slowly 0-9 Set default Go speed Z=zoom Execute at full speed press F1, H or space bar to return ▶7f◀ L20 Help screen for... Break-points Help83 Break-points are places in the program where execution will stop. You can set and unset break-points and also specify a condition that stops execution when it becomes true. The cursor must be at the start of a COBOL statement. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. S=set Set a break-point at the current cursor position. U=unset Unset the break-point at the current cursor position. C=cancel-all Unset all break-points. E=examine Move the cursor to the next break-point. I=if Set a conditional break-point at current cursor position. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Program-name: other Help84 You have chosen to animate one particular program in this suite of programs,and it is not the one currently being executed. This menu prompts you for the name of the program to be animated. F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the current name. Escape Return to the Animate menu without specifying a program name. Enter name Enter the name of the program in this suite that you want to be animated. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Perform-level Help85 This menu allows you to control the execution of PERFORM statements in your program. You should use Exit if, during animation, you find yourself in a PERFORM that you want executed but you don't want to see every statement. Exit executes all the remaining code in the current PERFORM but doesn't animate it. Step is used when you encounter a PERFORM statement, and causes the PERFORM to be executed as a single step rather than animating every statement. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. S=step Execute this PERFORM (or CALLed subprogram) as single step. E=exit Execute, but do not animate, remainder of current PERFORM. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Threshold-level Help86 This menu allows you to avoid animating all PERFORMs and CALLs in your program. If you have nested PERFORMs or CALLs, then you may not want to animate all of them. You can set a threshold level of nesting below which execution, but no animation, will take place. Note that this is similar to, but more permanent than, Perform-level facilities in the Animate menu. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. S=set Set the threshold level at the current level of nesting. U=unset Unset threshold level, i.e. animate all PERFORM/CALL code. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Until Help87 You can set a general condition which, unlike a break-point, is not tied to a particular statement in the program. When this condition becomes true execution stops. If you choose the Set option you will be prompted for the condition, which is in the same form as a conditional break-point, e.g. PI > 3.10. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. S=set Set a condition. You will be prompted for the condition. U=unset Unset the current condition, if there is one. E=examine Display the current condition, if there is one. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Break-points: Enter condition Help88 A conditional break-point is very similar to an ordinary break-point as it is set at the first character of a COBOL statement in the program, and when it is encountered by ANIMATOR it causes execution to stop. A conditional break- point, however, becomes active only after the condition has become true. A condition is not a COBOL statement but is merely a test on the state of a data-item. These are examples of valid conditions (provided the data-items referred to are actually declared in the program): PI > 3.14 N < 25 STRING = "entrypoint" loop-counter > limit There may be only one conditional break-point in a program at any time. F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the current condition. Escape Leave break-point and return to the Animate menu. Enter condition Enter the condition you want to attach to this break-point. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Program-break Help89 A COBOL program may call a number of other programs and under ANIMATOR you may zoom through all of them. If you want to stop on entry to a particular program then you need to set a program break-point that causes zooming or going to stop on entering the program specified. Only one program break-point may be in force at any time. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. T=this Stop on entering the program currently being executed. S=select You are prompted for name of program to stop execution. C=cancel Cancel any current break-point set on a program name. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Locate-declaration Help90 Locate allows you to find the point in your program's data division where a data-item is declared. Locate also allows you to find the start of a procedure in your program. You can either key in the name of the data-item (or file or procedure) or you can place the cursor on any occurrence of the name you locate. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. C=cursor-name Locate the item indicated by the current cursor position. E=enter-name Enter the name of the item to be located. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Query text Page 1 Help91 You have displayed the contents of a data-item. If the data-item is longer than 80 bytes, only the first 80 bytes are displayed; use the left/right options to look at other parts of the data. If the item is in a table use the up/down options to look at other table items. You can use the hex option to look at the data-item in both hexadecimal and text together. You can clear or alter the contents of the item (see the next screen for details). Note that for certain types of data some options do not apply and are not displayed. F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the value of this item to spaces. F3 or /X=hex Query this item in hex; another menu is displayed. F4 or /M=monitor Display the value of this item while program executes. F5 or /L=left data Move 80 bytes left in non-numeric data > 80 bytes. F6 or /R=right data Move 80 bytes right in non-numeric data > 80 bytes. F7 or /U=up table Move 1 item up table (subscripted/indexed items only). F8 or /D=down table Move 1 item down table (subscripted/indexed items only). Escape Escape to Animate menu without altering displayed data. press F1 or H for more help, or space bar to return L20 Help screen for... Query text Page 2 Help91 To replace the contents of a data-item, type over the displayed data and press the RET key. You can enter either text characters or hexadecimal numbers by selecting the Query hex menu (F3 or /X) and using F9 or /X to choose either hex or text. If the data you are currently displaying is part of a larger data item in which you can move left and right, and you have entered new data, that data will be written if you move; the Esc key cannot then undo the changes. Note that you can move by switching from text to hex, since hex displays only 16 bytes rather than 80. This is also true if you enter new data and then press F4 or /M; the changes will be made. Esc only escapes without making changes to the currently displayed data. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Query hex Page 1 Help92 You can now see the contents of the data-item in both hexadecimal and text (ASCII). If the data-item is longer than 16 bytes only the first 16 bytes are displayed; use the left/right options to look at other parts of the data item. If the item is in a table, use the up/down options to look at other table items. Use the text option to look at the data-item in text only. You can clear or alter the contents of the item (see the next screen for details). F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the value of this item to spaces. F3 or /T=text Query this item in ASCII; another menu is displayed. F4 or /M=monitor Display the value of this item while program executes. F5 or /L=left data Move 16 bytes left in non-numeric data > 16 bytes. F6 or /R=right data Move 16 bytes right in non-numeric data > 16 bytes. F7 or /U=up table Move 1 item up table (subscripted/indexed items only). F8 or /D=down table Move 1 item down table (subscripted/indexed items only). F9 or /X=hex/ASCII Toggle between keying over hex/ASCII contents of data-item. Escape Escape to Animate menu without altering data. press F1 or H for more help, or space bar to return L20 Help screen for... Query hex Page 2 Help92 To replace the contents of a data-item, type over the displayed data and press the RET key. You can enter either text characters or hexadecimal numbers by using F9 or /X to choose either hex or text. If the data you are currently displaying is part of a larger data item in which you can move left and right, and you have entered new data, that data will be written if you move; the Esc key cannot then undo the changes. Note that you can move by switching from text to hex as hex displays only 16 bytes rather than 80. This is also true if you enter new data and then press F4 or /M; the changes will be made. Esc only escapes without making changes to the currently displayed data. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Query Help93 Query allows you to examine the contents of a data-item in your program and to clear or alter the contents. You can either enter the name of the data-item or you can place the cursor on an occurrence of the name in your program. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. C=cursor-name Query the data-item currently pointed at by the cursor. E=enter-name Enter the name of the data-item to be queried. R=repeat Query the same data-item as last time. M=monitor-off Switch off monitoring if a data-item is being monitored. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Text Help94 These commands affect the way the program is displayed to you. Split allows you to see two different parts of the program at once; you can execute the program in either (or both) parts of the screen or you can keep an item you wish to re- examine frequently in one part while execution proceeds in the other. The cursor is used as the point to divide the screens when Split is selected. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. S=split Split screen in two. The cursor defines the divider line. J=join Return from split-screen mode to single-screen mode. R=refresh Repaint current screen( useful if it becomes corrupted). press F1, H or space bar to return ▶7f◀ L20 Help screen for... Go Help95 This option allows you to execute your program slowly, with the source on the screen, and to stop execution at any time. Break-points work in Go mode and you can avoid having to watch every PERFORM by setting the Perform-level before entering Go. In case you are worrying, execution is paused when you ask for help and is resumed when you press any key after leaving help. Escape stops execution and returns to the Animate menu. You can set the initial speed for Go before you enter it by typing a number 0 through 9 from the Animate menu. If you want to execute your program more quickly than speed 9 then you should use Zoom from the Animate menu, but since this executes at full speed you will be unable to see the source code on the screen. F1 or /H=help The help key... you pressed this to get this screen. F2 or /V=view Display user screen. Execution pauses. Any key continues. F3 or /A=align Display program with current line at line 3 and continue. F4 or /X=exchange Display other screen (in split-screen mode). See Text menu. Escape Stop execution and return to the Animate menu. 0-9 Set the speed of execution: 0 is slowest, 9 is fastest. Z=zoom Execute at full speed. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Find Help96 This menu allows you to find the next occurrence of a string of characters in the source of your program. If you want to enter significant spaces at the end of the string then terminate it with a # character. If the string is terminated by a # character followed by M, only the main program file will be searched, not any copy files. Examples of strings are: PI, LOOP-COUNTER, DI-PI2 #, ENTRYPOINT#M F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Clear the current string. Escape Return to the Animate menu without finding a string. Enter string Enter the string that you want to find. If a string is already displayed simply press RET to find that string. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Do Help97 Do enables you to enter a COBOL satatement that is executed immediately, before execution of the program continues. The COBOL statement will not be inserted in the program, since it would then be impossible to maintain an accurate record of the amendments to a program; so if you need the COBOL statements to be executed as part of your program remember to add it when you next edit the program. The COBOL statement is entered exactly as it would be if you were adding it to the program in the editor. F1 or /H=help The help key... you pressed this to get this screen. F2 or /C=clear Cancel the current COBOL statement. Escape Return to the Animate menu without executing anything. Enter statement Enter the COBOL statement. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Reset Help98 The current line, the one highlighted, is pointed at by the program counter and is the line of the program that will be executed next. This menu allows you to move the program counter and therefore change the current line and the sequence of execution. In a PERFORM N TIMES, Quit will only exit from one of the loops. F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. C=cursor-position Set program counter to the line shown by the cursor. N=next Skip instruction (set program counter to next instruction). S=start Set the program counter to the start of the program. Q=quit-perform Leave the current PERFORM paragraph without executing. press F1, H or space bar to return ▶7f◀ L20 Help screen for... Environment Help99 This menu allows you to control the environment in which your program is run. You can set certain programs, subprograms or PERFORM paragraphs to be animated rather than zoomed through. You can also set a general condition that causes execution to stop when it becomes true (not a conditional break-point). F1 or H=help The help key... you pressed this to get this screen. F2 or V=view Display the user screen. Press any key to return. F3 or A=align Display program with line shown by the cursor at line 3. F4 or X=exchange Move to other screen (in split-screen mode). See Text menu. F5 or W=where Find current line and re-display program at that point. F6 or K=look-up Prompt for line number; display with that line at line 3. F9 or <=word-left Move the cursor one word to the left. F10 or >=word-right Move the cursor one word to the right. Escape Return to the Animate menu. P=program-break Specify a break-point on entry to a particular program. T=threshold-level Set the depth of PERFORM statements for full animation. U=until Set a general condition that stops execution when true. press F1, H or space bar to return ▶7f◀ «eof»