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2 messages
2 total messages Started by Scott Hossler Thu, 07 Feb 1985 09:54
RE: Action! Brain damage
#560
Author: Scott Hossler
Date: Thu, 07 Feb 1985 09:54
112 lines
5628 bytes


> 3. Let's whine about Action; I love the fact that it is in ROM, that it
>    compiles fast, and *is* fast, but why can't you have pointers in records?

Sure, it's easy to whine about a product, but do you really think 
that it will really help.  We could TALK about Action!, and any of it's
short commings and benefits, and then maybe get something useful out of
it.

Granted, Action! is not a full implementation of Pascal, C or Ada, but
neither is it BASIC.  I don't want to argue about about BASIC, it has
it's uses on the Atari, but we all know it's disadvantages.  One of
them being a complete lack of pointers.  Having pinters available
makes programming some tasks so much easier.  That, with the ability
to bind variables to a physical location, and bit-wise logical
operators give the programmer great control over their machine without
all the details that a complete assembly language program would require.

As an example, here is a procedure that I wrote to overcome a feature
of the Sound procedure in the library that came with the early versions.

	;**************************************
	;* PROC: sound                        *
	;* PURPOSE: Loads the sound registers *
	;*   with desired values for channel, *
	;*   frequency, distortion and volume *
	;*   as compatible with the BASIC     *
	;*   sound function.                  *
	;* CALLED BY: any PROC or FUNC        *
	;* CALLS: nothing                     *
	;**************************************

	PROC sound(BYTE chan, freq, dist, vol)

	DEFINE AUDIOBASE = $D200	; Beginning of sound register table

	BYTE AUDCTL = $D208,		; Audio control option byte
	     SKCTL = $D20F		; Serial control byte

	BYTE POINTER audio		; An index into the sound table

	AUDCTL=0			; Set no options
	SKTL=3				;  ditto

	vol = vol & $F			;Strip off volume bits
	dist = dist RSH 1		; Divide by 2 to adjust for 3 bit value
	dist = dist LSH 5		; Align to proper bit locations

	chan = chan & $3		; Strip off channel info
	audio = AUDIOBASE + 2*chan	; Align to proper channel in table
					;  of sound control bytes.

	audio^ = freq			; Store an 8 bit value
	audio==+1			; Point to next control byte
	audio^ = dist + vol		; Store concatenated bits into byte

	RETURN


I wrote this a year ago December in about twenty minutes, including 
the time needed to read through "MAPPING THE ATARI" to figure out where
the sound channel bytes were located, how they were used ....  Now,
try doing this in BASIC, sure it could be done, but I wouldn't want
to.  Assembly, sure possible here too, but this is certainly clearer
to read and understand, and was much easier for me to write.  What
also made it so easy to do was:

	 1) Bind variables to memory locations.  No POKEs here,
	    ( POKEing in Action! IS Brain Damaged ) I used the 
	    Atari's hardware registers as any other variable would
	    have been.

	 2) Bit-wise operators.  The sound registers store the
	    three parameters into two bytes, so the two have to
	    be isolated and then combined.  Is there really any 
	    other way you would want to do this?

	 3) Pointers.  This made getting into the table a simple
	    offset problem.  But in fact this may not have been needed,
	    I probably would have been able to declare a byte array
	    to reside there and then used the array index for access.
	    I have not tried this here, but I like the pointer it
	    makes sense.


So I think the language is very useful for a variety of tasks.  Sure,
the manual SUCKS!, Clint admits this but he didn't write it so he has to
live with it too.  It is misleading and in certain instances WRONG.

Action! is not a complete language, full of everything you would want,
but it has enough to get by.  If you play with it awhile you start to 
learn it's peculiarities and can make adjustments to them.

MY big gripe is the cartridge itself.  It is a piece of ****.  I have
had my cartridge a little over a year and the tin-foil that OSS tries to
pass for contacts on the board are a joke.  Mine are already worn out
so that when I boot the system the cartridge is NOT RECOGNIZED.  I end
up in DOS-XL and when I try to go to it I get some sort of "NO CARTRIDGE"
error message.  This little trick is really irritating when the cartridge
"DISAPPEARS" while I am using it.  No amount of cleaning helps and this
does not happen with any other cartridge.  What really sets me off about
this is that I really have not used it that much.  In fact I didn't touch
it at all during September - November.  I could not have had it in and
out of the machine more than 100 times if that.  I do not think that it's
life should have been entirely consumed already.  I imagine this is a 
common problem but I do not know for sure.  This just started 5 weeks 
ago and I have not tried to contact OSS about it yet.

Scott Hossler
rochester!ritcv!sah9577
Re: RE: Action! Brain damage
#581
Author: Ravi Subrahmanyan
Date: Mon, 25 Feb 1985 21:07
20 lines
1551 bytes
I'm not sure why Scott Hessler's cartridge would tend to
  'disappear', but I've had my ACTION! cartridge for about 9 months
now, and it certainly has been inserted more than 100 times, but
the plating on the contacts is still very much there. I think
there may be a problem with that particular piece ( sure that spilled
tea didn't get just a little too close to the cart?? Tannic acid
does wonders for tinplate..), and OSS should  replace it
without complaining.

Re. the lack of features, I agree with Scott that what is present
is pretty good, considering BASIC is really the only alternative..
I guess I can always think of features I would like it to have, but
there is so much I can do with what there is now .. again, the 
bitwise operations and structures are such an improvement over Basic.
With ATARI apprently planning to keep the 800 series alive with the
new XE's, I hope OSS will keep ACTION! alive and bring out bug-freer
versions (you listening, Clint?)

-=ravi=-
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