STAK ` C %O0@ T00""""""""̪3̪3 @"""""D"DĀ hC0&0 "U""U"U"UU"Uwwww݀UUUUH0 D9D"AA"A>"t"%2d$LA*@ @ "t"G"q]APP  Aon openStack go to first card end openStackMASTPOTC%ZWXLISTO6 PAGE O̺; %`sw  w/  @BKGD C C C`CARD % C"-:buK What are they?on mouseUp go to card "What are they?" end mouseUp \M How to use themon mouseUp go to card id 4062 end mouseUp "Lf Marking menusMarking menus are the copyright of Gordon Kurtenbach and the University of Toronto. The XFCN "HyperMM" in this stack is shareware and should not be used for commercial purpose with out the expressed permission of Gordon Kurtenbach and the University of Toronto. FREEFree Object w" else if x is 3 then flash 2 else if x is 4 then visual effect iris close fast to black go to next card visual effect iris open fast to card go to prev card end if end mouseDownV*Oi New Buttonon mouseUp go to card id 3469 end mouseUp "1L'Marking menus are an interaction technique that works like pop-up menus. However, the menus that pop-up are radial (or "pie") menus. A selection is made by moving the cursor in the direction of an item. Press the mouse button down over the example button below and marking menu will pop up. But wait there's more...What are they?CARD C0L"}R Stroke me!!on mouseDown put MMHyper(" beep | play | flash | visual ") into y put char 1 of y into x if x is 1 then beep 1 else if x is 2 then play "harpsichord" tempo 180 "e f# g# ah ah c#5q e5w" else if x is 3 then flash 2 else if x is 4 then visual effect iris close fast to black go to next card visual effect iris open fast to card go to prev card end if end mouseDownV*Oi New Buttonon mouseUp go to card id 3609 end mouseUp ".KOne can select from the menu without having to wait for it to appear (this is very fast!!!). Instead of pressing and waiting for the menu to pop-up, one can press and make a stroke in the direction of the desired menu item (the cursor will leave a "mark" hence the name marking menus).#So why would I want marking menus?`CARD C"."/IV*Oi New Buttonon mouseUp go to card id 4062 end mouseUp PThe idea behind marking menus is that novice users can pop-up the menus to select menu items. With experience users memorize the layout of menus and accelerate their selections by using the marks. The neat thing is that selecting from the menu actually makes one physically rehearse the movement needed to make the faster mark. Thus, while novices use the menus they are training themselves to use the marks like experts. Like regular pop-up menus, marking menus help save on screen space. One doesn't need to have a bunch of buttons on the screen. The commands can be "hidden" in pop-up menus. One disadvantage of regular pop-up menus is that one always has to wait for the menu to pop-up, even when one knows exactly which menu item is wanted. Marking menus overcome this disadvantages by allowing one to avoid menu pop-up by using a mark. ,Great, but how do I script them in a stack? FREEFree Object C "@I V&Kr New Buttonon mouseUp go to card id 2853 end mouseUp "8$V Example stackon mouseUp go to NewsStack end mouseUp |Marking menus is an XCMD called MMHyper. Like any XCMD you can add it to your own stack by using ResEdit to copy from this stack to your own. On mouse button down one can call the XCMD to pop the menu or make the mark. MMHyper returns the item selected. Here is a typical example of calling a marking menu from button script: on mouseDown put MMHyper(" open | print | close | save ") into item if item is -1 -- they just clicked the button then -- do button action here else if item is 0 -- they popped the menu but didn't pick any thing then -- do nothing else if item is 1 then -- do open action else if item is 2 then -- do print action else if item is 3 then -- do close action else item is 4 then -- do save action end if end mouseDown The parameters for the XCMD are: MMHyper(menuString, enableString, onAxis, style, showSpokes, showCenter) menuString - The menu items divided by the "|" characters. For example, " a | b | c | d" creates an menu with 4 items a, b , c and d. If an item is left completely blank, for example "a || c | d" the menus is still laid out the same but the blank item is not displayed. The rest of the parameters are optional. For example, HyperMM(" a | b | c | d") will display menu with a default layout. The default layout is a spoke style menu where the first item starts at 12 o'clock and all items are enabled. See below for more info. MMHyper returns the index of item picked. For example if "a" was picked it returns "1". If "d" was picked it returns "4". If nothing was picked it returns 0. If the mouse was just clicked (the menu didn't have time to pop-up) it returns -1. enableString - controls which items are active. For example, "1100" makes items a and b active and items c and d greyed out. If enableString is "" then all the items are enabled. onAxis - is either 0 or 1. It controls whether the menu is laid out so the first item appears centered at 12'oclock or with its left edge at 12 o'clock. spoke - is either 0 or 1. If it is 0 then menus is display like a "pie". If it is 1 then the menu is displayed in spoke style showSpokes, showCenter - either 0 or 1. If the menu is being displayed in spoke style then showSpokes controls whether or not the "spokes" from the center of the menu to the labels are displayed. Similarly showCenter controls whether or not the center "hole " is displayed. $How to use marking menus in a stack STBLits @FTBLPalatinoChicagoGeneva `CARD C0J"BE Press and hold meon mouseDown put MMHyper(" beep | play | flash | visual ") into item if item is 1 then beep 1 else if item is 2 then play "harpsichord" tempo 180 "e f# g# ah ah c#5q e5w" else if item is 3 then flash 2 else if item is 4 then visual effect iris close fast to black go to next card visual effect iris open fast to black go to prev card end if end mouseDownV*Oi New Buttonon mouseUp go to card id 3469 end mouseUp "1L'Marking menus are an interaction technique that works like pop-up menus. However, the menus that pop-up are radial (or "pie") menus. A selection is made by moving the cursor in the direction of an item. Press the mouse button down over the example button below and marking menu will pop up. But wait there's more...What are they?挤on mouseUp go to card id 4062 end mouseUp t挤g+DP2DL"LD̈$&d@2 6p<6fqssaDPwwwDP `CARD C*L"}R Stroke me!!on mouseDown put MMHyper(" beep | play | flash | visual ") into item if item is 1 then beep 1 else if item is 2 then play "harpsichord" tempo 180 "e f# g# ah ah c#5q e5w" else if item is 3 then flash 2 else if item is 4 then visual effect iris close fast to black go to next card visual effect iris open fast to black go to prev card end if end mouseDownV*Oi New Buttonon mouseUp go to card id 3609 end mouseUp ".KOne can select from the menu without having to wait for it to appear (this is very fast!!!). Instead of pressing and waiting for the menu to pop-up, one can press and make a stroke in the direction of the desired menu item (the cursor will leave a "mark" hence the name marking menus).#So why would I want marking menus?P挤on mon mouseDown put MMHyper(" beep | play | flash | visual ") into item if item is 1 then beep 1 else if item is 2 then play "harpsichord" tempo 180 "e f# g# ah ah c#5q e5w" else if item is 3 then flash 2 else if item is 4 then visual effect iris close fast to black go to next card visual effect iris open fast to black go to prev card end if end mouseDownrd 挤֋xssNEs CARD C "@I V&Kr New Buttonon mouseUp go to card id 2853 end mouseUp "8$V Example stackon mouseUp go to NewsStack end mouseUp Marking menus is an XCMD called MMHyper for HyperCard 2.0 or later. Like any XCMD you can add it to your own stack by using ResEdit to copy from this stack to your own. On mouse button down one can call the XCMD to pop the menu or make the mark. MMHyper returns the item selected. Here is a typical example of calling a marking menu from button script: on mouseDown put MMHyper(" open | print | close | save ") into item if item is -1 -- they just clicked the button then -- do button action here else if item is 0 -- they popped the menu but didn't pick any thing then -- do nothing else if item is 1 then -- do open action else if item is 2 then -- do print action else if item is 3 then -- do close action else item is 4 then -- do save action end if end mouseDown The parameters for the XCMD are: MMHyper(menuString, enableString, onAxis, style, showSpokes, showCenter) menuString - The menu items divided by the "|" characters. For example, " a | b | c | d" creates an menu with 4 items a, b , c and d. If an item is left completely blank, for example "a || c | d" the menus is still laid out the same but the blank item is not displayed. The rest of the parameters are optional. For example, HyperMM(" a | b | c | d") will display menu with a default layout. The default layout is a spoke style menu where the first item starts at 12 o'clock and all items are enabled. See below for more info. MMHyper returns the index of item picked. For example if "a" was picked it returns "1". If "d" was picked it returns "4". If nothing was picked it returns 0. If the mouse was just clicked (the menu didn't have time to pop-up) it returns -1. enableString - controls which items are active. For example, "1100" makes items a and b active and items c and d greyed out. If enableString is "" then all the items are enabled. onAxis - is either 0 or 1. It controls whether the menu is laid out so the first item appears centered at 12'oclock or with its left edge at 12 o'clock. spoke - is either 0 or 1. If it is 0 then menus is display like a "pie". If it is 1 then the menu is displayed in spoke style showSpokes, showCenter - either 0 or 1. If the menu is being displayed in spoke style then showSpokes controls whether or not the "spokes" from the center of the menu to the labels are displayed. Similarly showCenter controls whether or not the center "hole " is displayed. $How to use marking menus in a stackFREEFree Object use the following File menu commands while the Spelling command dialog box is open: Use To New Create a new user dictionary. To add entries to a new dictionary, type each entry in the Change To box, select the dictionary, and click + (plus sign). Save As Save selected user dictionary under its current or a new name Open Open a user dictionary Close Close a user dictionary selected from the Open Dictionaries list Contents Defining a style Define Styles command options Viewing and revising automatic styles Deleting, copying, and printing styles A style is a collection of paragraph and character formats to which you assign a style name. By applying a style to selected paragraphs, you can apply many formats all at once instead of choosing each format command separately. When you change the format of a style, formats of all paragraphs having that style are automatically updated in the document. STYLE SHEET Collection of styles defined for a document, including automatic styles and styles you create. Each new document includes a default style sheet. AUTOMATIC STYLES Predefined styles inserted by Word when you create document elements such as outlines, indexes, and footers. [344] You can redefine automatic styles. [350] NORMAL STYLE Automatic style applied to all paragraphs until you apply a different style. Defines the default font. Defining a style 1. Select a paragraph having the format you want to define as a style. 2. Choose Show Ruler (Format menu) if the ruler is not displayed. The style box (left end of ruler) displays the name of the current style of the paragraph. 3. Click the style box, type a style name, and press Return. Word asks if you want to define the style based on the selection. 4. Click Define to create the new style. You also can define a style using the Define Styles command (Format menu, Full menus) [345]. To modify an existing style, reformat a paragraph having that style and define the style using the same style name. Define Styles command options [47] Based On Word incorporates all formats defined for style indicated in Based On box into new style you define. Other formatting you select is added to base style. If you redefine a style on which other styles are based, changes are also reflected in the other styles. Next Style Specifies style automatically applied to paragraph following a paragraph with style you are defining. By default, Word applies the same style to the next paragraph when you press Return. Set Default Adds selected style to default style sheet so it is available in all new documents. You also can use this option to revise automatic styles. Viewing and revising automatic styles To list all automatic styles in the Define Styles dialog box so you can revise them, hold down Shift and choose Define All Styles (Format menu). Automatic styles are indicated by bullet (). Deleting, copying, and printing styles When the Define Styles dialog box is open, the following commands affect styles or the style sheet: Command Action Cut Deletes style selected in list box Copy Copies formats of style selected in list box Paste Assigns formats you cut or copied from one style to another selected style Open Copies styles from document you open into your current document. An incoming style replaces a style having same name in current document. Print Prints style sheet You apply styles by selecting paragraphs and then selecting a style name using the ruler or the Styles command (Format menu, Full menus). Applying a style using the ruler 1. Select paragraph(s) you want to apply a style to. 2. Choose Show Ruler (Format menu) if ruler is not displayed. 3. Click arrow of style box (left end of ruler) and drag to select style from list. Applying a style using keys To apply Normal style to selected paragraph, press -Shift-P. To apply any style to selected paragraph, press -Shift-S, type style name, and press Return. Styles command options [340] List box Lists styles youve defined and automatic styles for elements used in your document. To list all automatic styles, press Shift while choosing Styles. Style description area Shows format instructions for selected style, consisting of base style (often Normal) plus additional formats. Apply Applies style selected in list box to selected paragraphs but leaves dialog box open so you can apply another style. OK Applies selected style and closes dialog box. Cancel Closes dialog box without applying selected style, but does not remove styles applied by clicking Apply button. Contents Designating table of contents entries Compiling a table of contents Compiling a table of contents for a series of documents To create a table of contents: Create an outline of your document or use the Insert TOC Entry command (Document menu, Full menus) to designate text you want listed in the table of contents. Use the Table of Contents command (Utilities menu, Full menus) to compile and insert the table of contents at the beginning of the document. Designating table of contents entries 1. Select text you want listed in the table of contents. 2. Choose Insert TOC Entry. Word inserts a .c. table of contents code, in hidden text format, at the beginning of the selection. If the selection is not followed by a paragraph mark, Word inserts a hidden semicolon end-of-entry code at the end of the selection. To display the hidden codes, turn on Show Hidden Text in Preferences (Edit menu). The encoded text entry will be printed normally. 3. Repeat this procedure for each table of contents entry. You can designate up to nine levels of subentries by using outline levels or including a number in the .c. code. For example, type .c3. for the third level. Subentries are automatically indented in the table of contents, based on the default tab stop interval. Compiling a table of contents 1. Choose Table of Contents. 2. If your document has an outline (i.e., headings using the heading 1 through heading 9 styles) and you want to list the outline headings only, click Outline in the Collect box. If you want to list the entries designated with .c. codes, click .C. Paragraphs. 3. To print page number for each entry, Show Page Numbers must be turned on. Turn off this option to create lists other than tables of contents. [359] 4. Click All to include all heading levels or .c. entries. or Specify a range of level numbers in From and To boxes. 5. Click Start. Word repaginates the document and compiles the table of contents. Compiling a table of contents for a series of documents 1. Link the documents using the Next File option in the Document command. See Help topic Documents: Long documents. 2. Open first document in the series and compile the table of contents. Word inserts the table of contents at beginning of first document. Word tables consist of rows and columns divided into rectangular areas called cells. Each cell can contain any number of paragraphs, and text wraps within cells. The Insert Table command (Document menu, Full menus) converts existing text into a table or inserts an empty table in which to insert text and graphics. 1. Position insertion point where you want to insert an empty table. To convert existing text to a table, select the text. 2. Choose Insert Table. 3. 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