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appen.C revision 1.6
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      3 .\" Copyright (c) 1980, 1993
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     34 .\"	@(#)appen.C	8.1 (Berkeley) 6/8/93
     35 .\"
     36 .ie t .oh '\*(Ln Appendix A''PS1:19-%'
     37 .eh 'PS1:19-%''\*(Ln Appendix A'
     38 .el .he ''\fIAppendix A\fR''
     39 .bp
     40 .(x
     41 .ti 0
     42 .b "Appendix A"
     43 .)x
     44 .sh 1 "Examples" 1
     45 .pp
     46 Here we present a few examples
     47 of how to use the package.
     48 They attempt to be representative,
     49 though not comprehensive.
     50 Further examples can be found in the games section
     51 of the source tree and in various utilities that use the screen such as
     52 .i systat(1) .
     53 .sh 2 "Screen Updating"
     54 .pp
     55 The following examples are intended to demonstrate
     56 the basic structure of a program
     57 using the screen updating sections of the package.
     58 Several of the programs require calculational sections
     59 which are irrelevant of to the example,
     60 and are therefore usually not included.
     61 It is hoped that the data structure definitions
     62 give enough of an idea to allow understanding
     63 of what the relevant portions do.
     64 .sh 3 "Simple Character Output"
     65 .pp
     66 This program demonstrates how to set up a window and output characters to it.
     67 Also, it demonstrates how one might control the output to the window.
     68 If you run this program, you will get a demonstration of the character output
     69 chracteristics discussed in the above Character Output section.
     70 .(l I
     71 .so t2.gr
     72 .)l
     73 .sh 3 "A Small Screen Manipulator"
     74 .pp
     75 The next example follows the lines of the previous one but extends then to
     76 demonstrate the various othe uses of the package.
     77 Make sure you understand how this program works as it encompasses most of
     78 anything you will need to do with the package.
     79 .(l I
     80 .so t3.gr
     81 .)l
     82 .sh 3 "Twinkle"
     83 .pp
     84 This is a moderately simple program which prints
     85 patterns on the screen.
     86 It switches between patterns of asterisks,
     87 putting them on one by one in random order,
     88 and then taking them off in the same fashion.
     89 It is more efficient to write this
     90 using only the motion optimization,
     91 as is demonstrated below.
     92 .(l I
     93 .so twinkle1.gr
     94 .)l
     95 .sh 3 "Life"
     96 .pp
     97 This program fragment models the famous computer pattern game of life
     98 (Scientific American, May, 1974).
     99 The calculational routines create a linked list of structures
    100 defining where each piece is.
    101 Nothing here claims to be optimal,
    102 merely demonstrative.
    103 This code, however,
    104 is a very good place to use the screen updating routines,
    105 as it allows them to worry about what the last position looked like,
    106 so you don't have to.
    107 It also demonstrates some of the input routines.
    108 .(l I
    109 .so life.gr
    110 .)l
    111 .sh 2 "Motion optimization"
    112 .pp
    113 The following example shows how motion optimization
    114 is written on its own.
    115 Programs which flit from one place to another without
    116 regard for what is already there
    117 usually do not need the overhead of both space and time
    118 associated with screen updating.
    119 They should instead use motion optimization.
    120 .sh 3 "Twinkle"
    121 .pp
    122 The
    123 .b twinkle
    124 program
    125 is a good candidate for simple motion optimization.
    126 Here is how it could be written
    127 (only the routines that have been changed are shown):
    128 .(l
    129 .so twinkle2.gr
    130 .)l
    131