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.