TI-84 Multiple Menu Program - menu

So when you make a menu using the Menu() function, It goes:
Title
Option 1
Option 2
Option 3
Etc...
But almost every menu already on the calculator has multiple titles that you can choose from, then each with their own options. How would you program that in?
End product being:
Main Secondary Tertiary
1. Option 1
2. Option 2
3. Option 3
Etc...
Also, how could I make it so it has more than seven items? Thanks.

That is written in TI assembly, which is completely different from TI BASIC. Maybe one of the new TI programming languages such as Axe might be able to do it. Im not sure since I didnt have the new programming languages when I programmed for calculators

I realize this question is several years old but my solution for this fully in TI-BASIC is to have something set up like this (example is from my dice roller program built for D&D)
Lbl 00
ClrHome
Menu("How many sides?","Coin",2,"Four",4,"Six",6,"Eight",8,"Ten",10,"Page 2",P
//Page 2 directs to another menu at label P
Lbl P
Menu("How many sides?","Twelve",12,"Twenty",20,"Custom",C,"One hundred (Percentile)",99, Page 1",00,"Quit",XX
You'll see how page 2 is just another menu option that goes to a label like all the others. But it acts like another page or a sub-menu. It does this by going to a label that has another Menu( command that looks like the first.
To give you another example from the same program let's look at the d20 roller. First you'll notice in the previous code it directs to label 20.
Lbl 20
Menu("Advantage or disadvantage?","Neither",21,"Advantage",22,"Double advantage",23,"Triple advantage",24,"Disadvantage",02,"Back to top",00,"Quit",XX
Back to top goes to the top menu at label 00

Related

"Book like" view in Openseadragon (several "2 pages" sequences)

Openseadragon newbbie here !
I'm trying to display images by group of 2 AND keeping sequence mode activated, so I can "turn pages".
I managed to display 2 pages, I managed to read pages 1 by 1 in sequence mode, ...
But I just didn't find a way to do both.
To display 2 pages, I loaded 2 tiles sets and configured "sequenceMode=false". Then I set coordinates, to display visuals aside.
To read pages 1 by 1, I loaded several tiles and configured "sequenceMode = true".
What I would like to do is display two visuals (= tiles sets) aside (like an open book). And then, on "next" button click, display the two next visuals from my "tilesSources" array... and so on !
Thank you for your help !
I recommend keeping sequence mode off, like you did for the two pages, and lay out the entire sequence (in pairs) that way. You should then create your own next/previous buttons and use viewer.viewport.fitBounds to animate the viewer to each pair as needed.
Here's an example of a system that does something like that (plus a lot more):
https://iangilman.com/osd/test/demo/m2/
Press the "book" button at the top to see the "two-page" mode. The code for this is here:
https://github.com/openseadragon/openseadragon/tree/master/test/demo/m2
Of course you don't need all of that code, but hopefully it can be a helpful reference.

Vim and terminator programming environment

Creating a programming environment using vim and terminator.
I would like to achieve something close to the picture below.
Yesterday, I found a website with an interesting solution on it, for an environment using terminator and vim, but I'm not sure how to achieve it.
Terminator can split screens and resize, etc.. but in the picture it looks like there's only 2 terminal screens (highlighted with red an grey) even though there are 5 panels.
The website I found the solution on: http://www.igordejanovic.net/2015/10/21/terminator-and-vim-love.html
Picture:
I would like to achieve something like this, but I have no idea what those 2 panels on the sides are.
Would like to be able to see 3 or 4 panels, one is a file exlorer like thing (left in the picture) a vim panel, and a compiler / tools panel. Optionally a function list like there's one in the picture on the right.
Any idea what those panels are, and how are 3 different things in apparently 1 terminal screen?
Thanks in advance.

Group box with title as Check box

I am using Visual Studio 6.0 (VC++ with MFC) in Windows XP platform. I am trying to create a group box with the title of the group box as a check box. My intention is this: If the check box is enabled, the controls inside the group box should be enabled; or else disabled.
Is this possible to accomplish? If yes, please give me some directions.
Thanks.
There are a few things you can try, depending on how true you want to stay to your idea and how much work you are prepared to put into the effort:
Simple method
Use a normal group box, and then inside this make the first item be the checkbox. This is simple to accomplish, but you lose the goal of having the checkbox as the title.
Funky drawing method 1
Use a normal group box, then in the space over where you know the title is to go, place your checkbox. You will have to perform some tricky calculation to get it to fit in nicely and draw well without flicker.
Funky drawing method 2
Use some form of superclass or subclass/subclass on the group box. You can override the WM_PAINT handler to draw in only the frame for the group box. Place a normal checkbox in the place where you know the title is to go. This should work better because you will have more control over the drawing, but it is likely to be tricky to get right. In my experience, subclassing is lower risk to implement than superclassing.
Are you using the Dialog editor? If so, put down the group box. Next, on top of it, put a check box over the line of the group box. Edit the resource to set the Z order, or do it in code. You want the checkbox to be on top of the group box. Add a handler for the checkbox and enable / disable controls depending on the check box state.
I wrote one called CGroupCheck a few years back and it's available from CodeProject: http://www.codeproject.com/KB/buttons/groupcheck123.aspx

Navigating with arrow keys

What are some generally accepted practices for navigating between irregularly placed and sized elements in a canvas (such as controls on a form) using the arrow keys?
For example, if the currently focused element is a tall element (A) whose height encompasses three shorter elements to the right of it (B, C and D):
####### #######
# # # B #
# # #######
# #
# # #######
# A # # C #
# # #######
# #
# # #######
# # # D #
####### #######
Which of these elements should be focused when the user presses the Right arrow? The top element (B)? The one in the center (C)?
What if D was focused before the use user moved focus to A by pressing Left? Should focus return to D when the user subsequently presses Right?
I'm wondering if there are some published guidelines for these scenarios.
I haven't looked into any specific guidelines or anything, but it seems that in the first case, when you're on A and you push Right, it should go to B.
If you're already on C or D when you push A, it probably makes sense to go back to that one. I'm less sure about this one, because the user might have gone to A from the bottom as a "shortcut" to get to B (This makes sense if there are a lot of elements in the right column, so instead of going (Up-Up-Up-Up-Up-Up you go Left-Right).
I think it's also important to note what element 'B' is that you're navigating to. Suppose B is a text box. If you go from A to B, will you assume the user wants to enter input and automatically focus their cursor in the text box? This would give a user immediate use of typing into the box, but immediate problems if he/she wanted to move to C or D instead.
I think it's more important to give the user feedback on which field he/she is in. Windows controls tend to suck for showing a well highlighted field, while in OS X, you get a distinctive highlight around the control that is selected (in most cases).
Just make it a point not to get in the way of the user if they want to go somewhere else. Don't lock down their keyboard after moving into A-D if they only want to move to another element.
In general, navigating through controls should follow the user's natural reading order. In Western cultures, that's left-to-right, top-to-bottom. This has been a usability standard at Microsoft going back to the excellent The Windows Interface Guidelines for Software Design and Microsoft Windows User Experience.
In your example, navigation through the controls should go A-B-C-D-A-...
If you're on A and you hit right, you should go to B.
If you're on D, and you hit Left, there are two options: "going left", which is A, or "going back", which would mean going to B. If you choose the second way, there's no place to get lost, although it can look a bit weird at first.
That said, if you choose the first way, I think the proper would be going to B: no need to remember where you were, just where you are, to know where you'll be. ("State is bad. Don't make the user think about it.")
Take a look at what Microsoft says for Vista applications.

Building Nav Bars with rollovers in DreamWeaver CS3

I'm working with Dreamweaver CS3. The question here is what part of the code (listed below) do I need to replicate to have my secondary nav bar utilize the on-click action?
FYI...DW has two menu options or auto insert items...one for roll over images and one for "navbar". DW will only allow you to use the 'navbar' item once per page
the nav bar option builds all the rollover actions for you (listed below)
the "rollover" option ONLY builds normal and over, but no click
I guess I really have two questions...the first is what part of the code do I need to insert manually, the second is what does the "MM_nbGroup" code mean?
"../photogallery.html" target="_top" onClick="MM_nbGroup('down','group1','photoMainNav','../images/buttons/photography_down.gif',1)"
onMouseOver="MM_nbGroup('over','photoMainNav','../images/buttons/photography_over.gif','../images/buttons/photography_over.gif',1)" onMouseOut="MM_nbGroup('out')"><img src="../images/buttons/photography.gif"
Thanks for any help on this in advance!
For anyone wondering the same thing, here's what I've found so far...
The 'insert' bar provided in DWCS3 doesn't allow for two 'inserted' menu bars on one page. However, the 'Behaviors' palette will allow you to add effective roll-overs with the "Set Nav Bar Image" option. Unfortunately (as far as I can tell) DWCS3 is not as smart as Adobe's GoLive was, in that it won't automatically fill in the appropriate items if you name your files correctly. Even still, you should name your images accordingly (xxx_over, xxx_down, etc) to keep it straight in your own head.
As for the MM_nbGroup question, best I can tell this is WYSIWYG code that ships with DWCS3 (the kind of stuff that really mifs some of you developers, sorry guys), as it names items by group # and doesn't seem to have any real relevance in the lexicon of html. I could be mistaken on this however, and am open to enlightenment on the topic if anyone can offer.

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