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The help messages are linked to their corresponding object programs by one of the following three methods:
This is the simplest way to link a help message to an object program. The Comet Help System combines the object program name and the current cursor position, and uses the resulting field as the key to store and retrieve the help message. However, if your program has multiple display formats that use the same screen location, the help system provides access to only one help message (see method 2 for an alternative).
This method adds the program execution address to the object program name and cursor position. The resulting field is used as the key to store and retrieve the help message. This combination solves the multiple format problem from above. However, if you modify and recompile your program, the execution addresses will change, and your help links will no longer be valid.
The ultimate way to control the links between your program and
the Comet Help System is to use the system variable called
HELPKEY$ is a 4-byte string whose value is set by your MTB
program and subsequently used by the help system as the key to
store and retrieve the help message.
For example, if your program sets HELPKEY$ to a value of
"ABCD", the help message will be keyed by the object program
name plus "ABCD" (see example below).
You may change the value of HELPKEY$ throughout a single MTB
program; each new value will effect a new help message link.
This is the way to link numerous help messages to a single
object program without using the screen position/program
address method.
If the HELPKEY$ variable is not set by your MTB program, the
system assigns it a null value, and the Comet Help System (if
invoked) will link help messages using one of the first two
methods from above.
Thus, with HELPKEY$, your access to help messages does not
depend on the screen position or the program execution
address.
Example:
This sample MTB program segment shows how the value of HELPKEY$ can be changed throughout a single program. This object program is named TEST.
!S XTEST,DSK !O TEST,DSK !L T00,E !R CED . . HELPKEY$="ABCD" ! At this point, the help message INPUT (0) VAR1$ ! will be keyed by . ! "TEST.MTB" + "ABCD" . . HELPKEY$="1234" ! At this point, the help message INPUT (0) VAR2$ ! will be keyed by . ! "TEST.MTB" + "1234" . . HELPKEY$="ZZZZ" ! At this point, the help message INPUT (0) VAR3$ ! will be keyed by . ! "TEST.MTB" + "ZZZZ" . . !
Please see also: