blang.htm:

There are some keyboard shortcuts to quicken some common editing tasks:
Keystroke Resulting Action
Ctrl+A Position cursor at stArt of line.
Ctrl+D Delete the character after cursor.
Ctrl+E Position cursor at End of line.
Ctrl+K Kill text between the cursor and the next carriage return.
Ctrl+N Move cursor down one line (to the Next line).
Ctrl+P Move cursor up one line (to the Previous line).
blang4.htm: The rest of this section covers the following topics:
Topic Description Page
Comments Remarks ignored by BASIC but useful to people See Comments
Variables, Constants, and Types Places to store data, and types of data that is stored See Variables, Constants, and Types
Assignments and Expressions Computing values by combining values and storing those values in variables See Expressions and Assignments
Flow Control Constructs Branching and looping constructs See Flow Control Constructs
Calling Functions and Subroutines Calling functions and subroutines: both those you've written, and those built in See Calling Functions and Subroutines
Built-in Routines Routines provided by NewBASIC See Built-in Routines and Operators
Components Summary of syntax for manipulating components, properties, actions, and events See Components: Summary of Syntax
Modules Managing programs with source code in more than one file See Loading Modules
P>The rest of this section covers the following topics:

Comments

Topic Description Page
Comments Remarks ignored by BASIC but useful to people See Comments
Variables, Constants, and Types Places to store data, and types of data that is stored See Variables, Constants, and Types
Assignments and Expressions Computing values by combining values and storing those values in variables See Expressions and Assignments
Flow Control Constructs Branching and looping constructs See Flow Control Constructs
Calling Functions and Subroutines Calling functions and subroutines: both those you've written, and those built in See Calling Functions and Subroutines
Built-in Routines Routines provided by NewBASIC See Built-in Routines and Operators
Components Summary of syntax for manipulating components, properties, actions, and events See Components: Summary of Syntax
Modules Managing programs with source code in more than one file See Loading Modules
a routine. We will discuss each of these constructs in detail.
Construct Description Page
IF-THEN constructs allow for simple branching See IF-THEN-ELSE IF-ELSE-END IF
FOR-NEXT loops allow you to repeat a group of BASIC statements a set number of times See FOR-TO-STEP-EXIT FOR-NEXT-
DO-LOOPS allow you to repeat a group of statements until some condition is met See DO-WHILE-EXIT DO-LOOP-UNTIL-
SELECT-CASE constructs allow you to execute one of several groups of statements based upon the value of some variable See SELECT CASE-CASE-CASE ELSE-END SELECT
GOTO jumps to a label within the routine See GOTO ...
buildera.htm:

To select a component, click it with the mouse.

To select a component, click it with the mouse.

To change... Method of changing component
position Select and click-drag it. If you drag it within the bounds of a Group, Dialog, Clipper, Form, or Floater, it will become a child of that Group, Dialog, Clipper, Form, or Floater.
size Select it, then position the mouse pointer close to its edge. The mouse pointer picture changes to an arrow. Click-drag to change the size.
properties Bring up the Properties Box by choosing Component Properties from the Window menu. For more information, see Properties Box.
handler Bring up the Editor window (double-click the component or choose Editor from the Window menu). For more information about using the Editor window, see The Editor Window.
Concept.htm:

Available color constants

The following color constants are available so you can easily specify system colors:

To change... Method of changing component
position Select and click-drag it. If you drag it within the bounds of a Group, Dialog, Clipper, Form, or Floater, it will become a child of that Group, Dialog, Clipper, Form, or Floater.
size Select it, then position the mouse pointer close to its edge. The mouse pointer picture changes to an arrow. Click-drag to change the size.
properties Bring up the Properties Box by choosing Component Properties from the Window menu. For more information, see Properties Box.
handler Bring up the Editor window (double-click the component or choose Editor from the Window menu). For more information about using the Editor window, see The Editor Window.
CONST WHITE &Hffffffff
CONST BLACK &Hff000000
CONST GRAY_50 &Hff808080
CONST GREY_50 &Hff808080
CONST DARK_GRAY &Hff555555
CONST LIGHT_GRAY &Hffaaaaaa
CONST DARK_GREY &Hff555555
CONST LIGHT_GREY &Hffaaaaaa
CONST DARK_GREEN &Hff00aa00
CONST LIGHT_GREEN &Hff55ff55
CONST DARK_BLUE &Hff0000aa
CONST LIGHT_BLUE &Hff5555ff
CONST DARK_CYAN &Hff00aaaa
CONST LIGHT_CYAN &Hff55ffff
CONST DARK_PURPLE &Hffaa00aa
CONST LIGHT_PURPLE &Hffff55ff
CONST DARK_ORANGE &Hffaa5500
CONST LIGHT_ORANGE &Hffff5555
CONST YELLOW &Hffffff55
CONST RED &Hffaa0000
Tutor.htm:

Components of the Builder

The function of the Builder's tools are described in more detail in this table.
Builder Tool What this does
Toolbox
(also known as the Component Palette)
The Toolbox contains buttons which allow you to add new components to your application. For example, a button is a simple component that you will add to a form--it detects when the user clicks it, and alerts your program.
Form The Form is the working area where you add the components with the Toolbox.You will add components such as buttons, text entries, and labels.
Main Window The main window contains menus and buttons which let you debug, save, edit, pause, and track your work. You compile and run the program you are writing, from this window.
Properties Box This window comes up when you click the main window's Window, Properties menu. It allows you to set different starting properties for your components. For example, if you want a button to always close the window when it is clicked, you can set that up here.
Editing Window This window, often called the Code Editor, is where you actually type in the NewBASIC programming commands which tell your buttons and windows what to do when a user interacts with them.

Change the values to the following.
Button Properties
Component Property Field Value Component Property Field Value
Button1
Name letsgo
Button4
Name Forward
Proto letsgo Proto Forward
Caption Text Let's Go! Caption Text Forward-->
Left 5 Left 236
Top 44 Top 136
Width 74 Width 54
Height 24 Height 24
Specific default Specific default
Button2
Name nah
Button5
Name Home
Proto nah Proto Home
Caption Text Nah, I'll come back later Caption Text Home
Left 90 Left 100
Top 44 Top 136
Width 144 Width 54
Height 24 Height 24
Specific closeDialog Specific nothing
Button3
Name Back
Button6
Name Endbutton
Proto Back Proto Endbutton
Caption Text <--Back Caption Text End
Left 28 Left 170
Top 136 Top 136
Width 54 Width 54
Height 24 Height 24
Specific nothing Specific nothing

For each of the matching buttons on forms three and four, specify the same properties.
Other Components
Component Property Field Value Component Property Field Value
Text1
Name text
Form1
Name form1
Proto text1 Proto form1
Caption Text -- Caption Text TurboTalk
Left 23 Left 200
Top 43 Top 100
Width 300 Width 250
Height 72 Height 100
Label1
Name label
Form2
Name TurboTalk
Proto label1 Proto TurboTalk
Caption Text Welcome to TurboTalk! Caption Text TurboTalk
Left 5 Left 200
Top 18 Top 100
Width 150 Width 350
Height 16 Height 200
Label2
Name label2
Proto label2
Caption Text Slide 1
Left 144
Top 18
Width 54
Height 12
you can use these variables to tell the computer what to do.
button pressed event code to enter comments
Forward sub
Forward_pressed(self as button)
If label2.caption="Slide 2" then
text1.text="You are at the end of this show. Press Back or Home to continue."
Home.enabled=1
Endbutton.enabled=0
end if
If label2.caption="Slide 1" then label2.caption="Slide 2"
text1.text=""
Home.enabled=0 Endbutton.enabled=1 End If end sub
This makes the next slide appear.
However, we don't want the End button to appear when it is already on Slide 2.
Likewise, we don't want the user to see the Home button if they are already on Slide 1.
Also, we don't want the user to keep clicking Forward when he is on the last slide, so we provide a help message.
However, we want the message to appear only when the user clicks an extra time. We must clear the message other times.
There are two If -- then statements in here.
Back sub Back_pressed(self as button)
If label2.caption="Slide 1" then
text1.text="You are already at the beginning. Press End or Forward to continue."
Home.enabled=0
Endbutton.enabled=1
end if
If label2.caption="Slide 2" then
Home.enabled=1
     Endbutton.enabled=0
label2.caption="Slide 1"
text1.text=""
end if
end sub
This makes the previous slide appear.
However, we don't want the End button to appear when it is already on Slide 2.
Likewise, we don't want the user to see the Home button if they are already on Slide 1.
Also, we don't want the user to keep clicking Back when he is on the first slide, so we provide a help message.
However, we want the message to appear only when the user clicks an extra time. We must clear the message other times.
There are two If -- then statements in here.
Home sub Home_pressed(self as button)
If label2.caption="Slide 2" then
label2.caption="Slide 1"
End if
Home.enabled=0
Endbutton.enabled=1
text1.text=""
end sub
This brings the user to Slide 1, the first slide of the presentation.
However, we don't want the End button to appear when it is already on Slide 2.
Likewise, we don't want the user to see the Home button if they are already on Slide 1.
There is only one If -- then statement in here.
Endbutton sub endbutton_pressed(self as button)
If label2.caption="Slide 1" then
label2.caption="Slide 2"
End if
Home.enabled=1
Endbutton.enabled=0
text1.text=""
end sub
This brings the user to Slide 2, the last slide of this presentation.
However, we don't want the End button to appear when it is already on Slide 2.
Likewise, we don't want the user to see the Home button if they are already on Slide 1.
There is only one If -- then statement in here.

Return to the Edit window and highlight and edit the following routines:
routine code to enter comments
module_exit sub module_exit( )
form1.visible=0
form2.visible=0
end sub
This hides the entire module.
module_show sub module_show( )
REM code for making this module appear
form1.visible=1
end sub
This shows what would appear when the module is started.
module_hide sub module_hide( )
REM code for making this module disappear
form1.visible=0
end sub
This hides the entire module.
module_init sub module_init( )
REM place initialization code here
form1.visible=1
form2.visible=0
end sub
This shows the small welcome window and hides the main window.