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28 .\"	@(#)appen.C	8.1 (Berkeley) 6/8/93
29 .\"
30 .ie t .oh '\*(Ln Appendix A''PS1:19-%'
31 .eh 'PS1:19-%''\*(Ln Appendix A'
32 .el .he ''\fIAppendix A\fR''
33 .bp
34 .(x
35 .ti 0
36 .b "Appendix A"
37 .)x
38 .sh 1 "Examples" 1
39 .pp
40 Here we present a few examples
41 of how to use the package.
42 They attempt to be representative,
43 though not comprehensive.  Further examples can be found in the games section
44 of the source tree and in various utilities that use the screen such as
45 .i systat(1) .
46 .sh 2 "Screen Updating"
47 .pp
48 The following examples are intended to demonstrate
49 the basic structure of a program
50 using the screen updating sections of the package.
51 Several of the programs require calculational sections
52 which are irrelevant of to the example,
53 and are therefore usually not included.
54 It is hoped that the data structure definitions
55 give enough of an idea to allow understanding
56 of what the relevant portions do.
57 .sh 3 "Simple Character Output"
58 .pp
59 This program demonstrates how to set up a window and output characters to it.
60 Also, it demonstrates how one might control the output to the window.  If
61 you run this program, you will get a demonstration of the character output
62 chracteristics discussed in the above Character Output section.
63 .(l I
64 .so t2.gr
65 .)l
66 .sh 3 "A Small Screen Manipulator"
67 .pp
68 The next example follows the lines of the previous one but extends then to
69 demonstrate the various othe uses of the package.  Make sure you understand
70 how this program works as it encompasses most of anything you will
71 need to do with the package.
72 .(l I
73 .so t3.gr
74 .)l
75 .sh 3 "Twinkle"
76 .pp
77 This is a moderately simple program which prints
78 patterns on the screen.
79 It switches between patterns of asterisks,
80 putting them on one by one in random order,
81 and then taking them off in the same fashion.
82 It is more efficient to write this
83 using only the motion optimization,
84 as is demonstrated below.
85 .(l I
86 .so twinkle1.gr
87 .)l
88 .sh 3 "Life"
89 .pp
90 This program fragment models the famous computer pattern game of life
91 (Scientific American, May, 1974).
92 The calculational routines create a linked list of structures
93 defining where each piece is.
94 Nothing here claims to be optimal,
95 merely demonstrative.
96 This code, however,
97 is a very good place to use the screen updating routines,
98 as it allows them to worry about what the last position looked like,
99 so you don't have to.
100 It also demonstrates some of the input routines.
101 .(l I
102 .so life.gr
103 .)l
104 .sh 2 "Motion optimization"
105 .pp
106 The following example shows how motion optimization
107 is written on its own.
108 Programs which flit from one place to another without
109 regard for what is already there
110 usually do not need the overhead of both space and time
111 associated with screen updating.
112 They should instead use motion optimization.
113 .sh 3 "Twinkle"
114 .pp
115 The
116 .b twinkle
117 program
118 is a good candidate for simple motion optimization.
119 Here is how it could be written
120 (only the routines that have been changed are shown):
121 .(l
122 .so twinkle2.gr
123 .)l
124