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32 .\" @(#)appen.C 8.1 (Berkeley) 6/8/93
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34 .ie t .oh '\*(Ln Appendix A''PS1:19-%'
35 .eh 'PS1:19-%''\*(Ln Appendix A'
36 .el .he ''\fIAppendix A\fR''
37 .bp
38 .(x
39 .ti 0
40 .b "Appendix A"
41 .)x
42 .sh 1 "Examples" 1
43 .pp
44 Here we present a few examples
45 of how to use the package.
46 They attempt to be representative,
47 though not comprehensive. Further examples can be found in the games section
48 of the source tree and in various utilities that use the screen such as
49 .i systat(1) .
50 .sh 2 "Screen Updating"
51 .pp
52 The following examples are intended to demonstrate
53 the basic structure of a program
54 using the screen updating sections of the package.
55 Several of the programs require calculational sections
56 which are irrelevant of to the example,
57 and are therefore usually not included.
58 It is hoped that the data structure definitions
59 give enough of an idea to allow understanding
60 of what the relevant portions do.
61 .sh 3 "Simple Character Output"
62 .pp
63 This program demonstrates how to set up a window and output characters to it.
64 Also, it demonstrates how one might control the output to the window. If
65 you run this program, you will get a demonstration of the character output
66 chracteristics discussed in the above Character Output section.
67 .(l I
68 .so t2.gr
69 .)l
70 .sh 3 "A Small Screen Manipulator"
71 .pp
72 The next example follows the lines of the previous one but extends then to
73 demonstrate the various othe uses of the package. Make sure you understand
74 how this program works as it encompasses most of anything you will
75 need to do with the package.
76 .(l I
77 .so t3.gr
78 .)l
79 .sh 3 "Twinkle"
80 .pp
81 This is a moderately simple program which prints
82 patterns on the screen.
83 It switches between patterns of asterisks,
84 putting them on one by one in random order,
85 and then taking them off in the same fashion.
86 It is more efficient to write this
87 using only the motion optimization,
88 as is demonstrated below.
89 .(l I
90 .so twinkle1.gr
91 .)l
92 .sh 3 "Life"
93 .pp
94 This program fragment models the famous computer pattern game of life
95 (Scientific American, May, 1974).
96 The calculational routines create a linked list of structures
97 defining where each piece is.
98 Nothing here claims to be optimal,
99 merely demonstrative.
100 This code, however,
101 is a very good place to use the screen updating routines,
102 as it allows them to worry about what the last position looked like,
103 so you don't have to.
104 It also demonstrates some of the input routines.
105 .(l I
106 .so life.gr
107 .)l
108 .sh 2 "Motion optimization"
109 .pp
110 The following example shows how motion optimization
111 is written on its own.
112 Programs which flit from one place to another without
113 regard for what is already there
114 usually do not need the overhead of both space and time
115 associated with screen updating.
116 They should instead use motion optimization.
117 .sh 3 "Twinkle"
118 .pp
119 The
120 .b twinkle
121 program
122 is a good candidate for simple motion optimization.
123 Here is how it could be written
124 (only the routines that have been changed are shown):
125 .(l
126 .so twinkle2.gr
127 .)l
128