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SMBI TUTORIAL

© 2005, MICHAEL MOLINARI

SMBI.TRIPOD.COM

SMBI.SOFT@GMAIL.COM

  

SMBI BASICS. What you need to know first

 

         SMBI is a programming language targeted at people who are new to programming

         Most of the information in this tutorial is for use in the “Lazy Mans Editor”.

         SMBI code is executed from top to bottom starting with line 1.

         To start SMBI double click on the SMBI icon placed on your desktop

         A variable is a place that temporary data can be stored for comparison, math and other functions. A variable has a tidal that can be substituted for text so if you wan to add 2 variables you could bla+blabla instead of 10 + 15

 

THE FLOW CHART EDITOR

*      The flow char editor is set up with 10 blocks (10 lines of code) with a line going down it to an X at the end.

*      Each block is separated by a doted line.

*      To modify a program all you have to do is click on the icon or block you wish to modify. It will ask you whether you want to modify the current commands settings or if you want to choose a new command. If you choose to change it to another command it will have you select from a list of commands. It will then ask you all the information it needs to know about the command.

*       Code written in the “flow chart editor” is executed down the line until it hits the X. The X ends the program.

*      To learn the uses of all the commands please go to page 3.

 

THE LAZY MANS EDITOR

  • You must type a line number into the line number field box before selecting a command for that line.
  • To select a command hit enter or click on the select command button after typing the line number
  • The code written in the “lazy mans editor” is executed from line one down.
  • All command are in the A column wile all the information used by those commands is in the other four columns.
  • The list of commands that you used in the “flow chart editor” is the same for this editor.
  • You have virtually unlimited lines of code to work with. You could go out to 10,000 and not have an error but SMBI will be come slow and bogged down. To prevent issues like this use smaller chunks of code around the maximum of 500 lines.

 

COMMANDS

 

DISPLAY

Displays text or variable on to the screen. “text only”

 

INPUT

Gets data from the user and stores it in a variable. “text only”

 

GOTO

This command allows your program to jump from one point in the program to another.

 

IF THEN

The if then command can compare text or variables to each other. It can compare threw math (more than, less than) or equal to which apply to text to.

 

LET

The let command can change the contents of a variable to text, another variable or to the output of an equations.

 

END

The end command ends your program at that point.

 

LOAD

The load command loads another module of code and executes it.

 

WINDOWS COMMAND

This command can run any command that can be run from the run dialog box that is accessible from the start menu.

 

LETL

The letl command can change the code in a program. You must give it the line number and the column to edit. It can change the code in that position to text or the contents of variables.

 

SAVE

The save command can save any changes you have made to the current program threw the letl command.

 

GOSUB

The gosub command is like the goto command except when the return command is encountered it goes back to the line number after the gosub command.

 

RETURN

This command jumps back to the line number that was after the gosub command

 

 

THE GUI EDITOR

  • The “GUI EDITOR” allows anyone to make a windows program.
  • Your windows program can contain buttons, fields and text.
  • You have five of each feature to add to your window.
  • Double click on the control that you want to edit
  • Fields are variables, buttons are goto statements and text boxes are display.

When you create a GUI and put it into your program remember that when some one clicks on the button you created the window is closed. The program jumps to the line number specified. The data in the field at the time that the window is closed or that a button is pressed will be put into the variable specified. Any data that is in a variable will be put into that field when the GUI is brought up.

 

TEST YOUR KNOWLEDGE

 

 

Now that you have taken the SMBI familiarization source you should make the following programs.

 

  • Program that adds 2 + 2 and displays the result. (hint- You will use the let statement and the display command)
  • A program that ask the user for the first number to add and the second number to add and adds them. Then display the result.(hint- you will use the input command, the let command and the display command)
  • Make a program that requires a password to get threw it. (hint- you will use the input command, the if then command, the display command and possibly the goto command)

 

Now this is the toughest part of making a SMBI program

Make a program using the GUI editor that serves as a calculator program. It requires 3 fields. One for the first number, one for the second number and one for the output. You will also require four buttons. One for each math operation (+ - * /). If you can complete this challenge you shooed be fairly well acquainted with SMBI.

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