@database //Help/english/ToolManager.guide

@Master english.tex

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This is the AmigaGuide® file //Help/english/ToolManager.guide, produced by Makeinfo-1.55 from 
the input file english.tex.


@Node Main "//Help/english/ToolManager.guide"
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ToolManager 3.1 Documentation
*****************************


Important information:

 @{" Copyright " Link "Copyright"}           Copyright and other legal stuff
 @{" GiftWare " Link "GiftWare"}            If you like ToolManager...
 @{" Future " Link "Future"}              About the future of ToolManager
 @{" Author " Link "Author"}              Where to send bug reports, comments & donations

Usage:

 @{" Requirements " Link "Requirements"}        What is required to run ToolManager?
 @{" Installation " Link "Installation"}        How to install ToolManager
 @{" Concepts " Link "Concepts"}            Concepts behind ToolManager
 @{" Preferences " Link "Preferences"}         How to configure ToolManager

Appendices:

 @{" Hotkeys " Link "Hotkeys"}             How to define a Hotkey
 @{" Questions " Link "Questions"}           Frequently asked questions
 @{" History " Link "History"}             History of ToolManager
 @{" Credits " Link "Credits"}             The author would like to thank...
 @{" MUI " Link "MUI"}                 Information about MUI
 @{" Index " Link "Index"}               Index for this document


@EndNode

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@Toc "Main"

Copyright and other legal stuff
*******************************

   Permission is granted to make and distribute verbatim copies of this
manual provided the copyright notice and this permission notice are
preserved on all copies.

COPYRIGHT

   Copyright (C) 1990-1998 Stefan Becker

   No program, document, data file or source code from this software
package, neither in whole nor in part, may be included or used in other
software packages unless it is authorized by a written permission from
the author.

NO WARRANTY

   There is no warranty for this software package. Although the author
has tried to prevent errors he can't guarantee that the software package
described in this document is 100% reliable. You are therefore using
this material at your own risk. The author cannot be made responsible
for any damage which is caused by using this software package.

DISTRIBUTION

   This software package is freely distributable. It may be transfered
to any media which is used for the distribution of free software like
Public Domain disk collections, CDROMs, FTP servers or bulletin board
systems.

   In order to ensure the integrity of this software package
distributors should use the original archive files:

ToolManager3_1Binaries.lha  (file name on Aminet: ToolManagerBin.lha)
ToolManager3_1Developer.lha (file name on Aminet: ToolManagerDev.lha)
ToolManager3_1Extras.lha    (file name on Aminet: ToolManagerExt.lha)
ToolManager3_1Locale.lha    (file name on Aminet: ToolManagerLoc.lha)
ToolManager3_1Sources.lha   (file name on Aminet: ToolManagerSrc.lha)

   The author cannot be made responsible if this software package has
become unusable due to modifications of the archive contents or of the
archive files itself.

   There is no limit on the fee taken by distributors, e.g. for the
media costs of floppy disks, streamer tapes or compact discs, or the
process of duplicating. Such limits have proven to be harmful to the
idea of freely distributable software, e.g. the software package was
removed instead of reducing the price of a floppy disk below the limit.

   Although the author does not impose any limit on these fees he would
like to express his personal opinions on this matter:

   @{b}*@{ub} This software package should be made available to everyone free of
     charge whenever this is possible.

   @{b}*@{ub} If you have purchased this software package under normal conditions
     from a Public Domain dealer on a floppy disk and have paid more
     than 5 DM or US $5 then you have @{i}definitely@{ui} paid too much. Please
     don't support this improper profit making any longer and switch to
     a cheaper source as soon as possible.

USAGE RESTRICTIONS

   No program, document, data file or source code from this software
package, neither in whole nor in part, may be used on any machine which
is used

   @{b}*@{ub} for the research, development, construction, testing or production
     of weapons or other military applications. This also includes any
     machine which is used in the education for any of the above
     mentioned purposes.

   @{b}*@{ub} by people who accept, support or use violence against other people,
     e.g. citizens from foreign countries.


@EndNode

@Node "GiftWare" "ToolManager.guide/GiftWare"
@Next "Future"
@Prev "Copyright"
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If you like ToolManager...
**************************

   ToolManager is @{i}GiftWare@{ui}, @{i}not@{ui} ShareWare!

   So if you like the program and use it very often, you should
consider to send a little donation or gift to honor the work that I
have put into this program. I suggest a donation of US $10-$20 or 10-20
DM. Please don't send cheques or money orders from outside Europe,
because most often cashing those items costs more than what they amount
to.

   If can't affort to send a donation you don't have to feel bad about
it.  But you have to send me at least a postcard or letter saying that
you are using ToolManager (I like to get fan mail :-). See @{"Author" Link "Author"}.


@EndNode

@Node "Future" "ToolManager.guide/Future"
@Next "Author"
@Prev "GiftWare"
@Toc "Main"

About the future of ToolManager
*******************************

   Since the last major release of ToolManager 2.1 in May 1993 it has
been a troubled time for the Amiga and its user community. At the time
of this writing the future still doesn't look too optimistic. Despite
of this I have decided to develop a new version of ToolManager 3.0,
because of the enormous feedback I got from hundreds of satisfied users.

   My trustworthy A3000 is now getting old and with the current
situation it is uncertain which direction the Amiga will take. I can't
afford to buy every upgrade or any of the (eventually) new machines,
because this project is only my hobby. Thus it depends on your feedback
and donations if I'm able to work on future versions of ToolManager.

   This is also a call to the companies which are working on the future
Amigas (Amiga Technologies, Phase5, ProDAD, VisCorp or whoever is
currently involved).  I'm only a FD author and can't afford to buy
every possible system or to pay the developer material for every
system. So I need your support if you wan't to see ToolManager running
on your system. Remember that ToolManager is one of (if not @{i}the@{ui})
most-used tools on the Amiga and therefore it will be a bonus for your
system.

   The future of ToolManager depends on @{i}YOUR@{ui} support!


@EndNode

@Node "Author" "ToolManager.guide/Author"
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@Prev "Future"
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Where to send bug reports, comments & donations
***********************************************

   The author can be reached at the following addresses:

Post address:

                  Stefan Becker
                  Bonner Ring 68
          D-50374 Erfstadt
                  GERMANY

Electronic Mail:

          stefanb@yello.ping.de

   There is also a ToolManager homepage available in the World Wide Web:

     http://www.ping.de/sites/yello/toolmanager.html


@EndNode

@Node "Requirements" "ToolManager.guide/Requirements"
@Next "Installation"
@Prev "Author"
@Toc "Main"

What is required to run ToolManager?
************************************

   ToolManager needs at least:

AmigaOS 3.0 (V39)
     or better for memory pools and the picture.datatype.

WBStart 2.2
     This enables ToolManager to start Workbench programs.

DOSPath 1.0
     This enables ToolManager to handle AmigaDOS paths.

   Additionally it supports:

ScreenNotify 1.0
     This package enables ToolManager to open and close its dock
     windows when public screens open or close.

picture.datatype V43
     The extensions of this enhanced picture.datatype are automatically
     supported if it is installed on your system. See @{"Credits" Link "Credits"}.

   The Preferences editor requires:

AmigaOS 3.0 (V39)
     or better for memory pools.

MUI 3.7
     The object-oriented GUI system. See @{"MUI" Link "MUI"}.

Pophotkey, Popport, Popposition
     MUI custom classes for popups. See @{"Credits" Link "Credits"}.


@EndNode

@Node "Installation" "ToolManager.guide/Installation"
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@Prev "Requirements"
@Toc "Main"

How to install ToolManager
**************************

   Please use the supplied Installer script to install ToolManager. It
requires the AmigaOS Installer V43.3. This version can be found on the
Aminet.

   Make sure that you quit the old ToolManager first before installing
the new version!


@EndNode

@Node "Concepts" "ToolManager.guide/Concepts"
@Next "Preferences"
@Prev "Installation"
@Toc "Main"

Concepts behind ToolManager
***************************

   ToolManager is a program which lets you start your tools in a very
easy way.  You can start programs by using keyboard shortcuts (see
@{"Hotkeys" Link "Hotkeys"}), by selecting an entry from the Workbench's Tools menu or by
clicking an icon either on the Workbench or in special dock windows.
You can even drag icons from Workbench drawers on those icons to supply
files to the programs.  Additionally you can attach a sound to each of
these actions.

   All these things are controlled by ToolManager objects. Each object
has a specific task and contains information how to accomplish this
task. F.ex.  programs are represented as Exec objects and contain
information about the program name and the stack size.

   There are two types of objects. The object types Exec, Image and
Sound are called basic objects, because they only contain information
about one program, one image and one sound.

   The object types Menu, Icon and Dock are called compound objects,
because they bind several basic objects together to perform their
tasks. F.ex. an icon on the Workbench is represented by an Icon object
which has a link to an Image object for the icon imagery and a link to
an Exec object which will start a program when the icon is activated.


 @{" Exec objects " Link "Exec objects"}     Programs
 @{" Image objects " Link "Image objects"}    Images
 @{" Sound objects " Link "Sound objects"}    Sounds
 @{" Menu objects " Link "Menu objects"}     Entries in the Workbench Tools menu
 @{" Icon objects " Link "Icon objects"}     Icons in the Workbench window
 @{" Dock objects " Link "Dock objects"}     Button windows


@EndNode

@Node "Exec objects" "ToolManager.guide/Exec objects"
@Next "Image objects"
@Toc "Concepts"

Programs
========

   An Exec object contains information about a program which is started
when the object is activated. The object can be activated directly by
the user using a @{"hotkey" Link "Hotkeys"} or through a compund object. On activation a
set of files can be supplied which are forwarded to the program as
startup parameters. Exec objects are configured with the
@{"Exec object edit window" Link "ExecWindow"}.

   ToolManager can execute different kinds of programs:

Shell
     The program is executed as shell program just as the user had
     typed in the command line into the shell. Shell scripts have to be
     started in this mode. You can use the usual @{b}[]@{ub} place holders to
     specify where the file arguments should be placed on the command
     line.

Workbench
     A start from the Workbench is simulated. All files are supplied as
     Workbench arguments. Shell-only programs and shell scripts will
     not work when started as Workbench program.

ARexx
     An ARexx script or command is executed.

Dock
     The command specifies a ToolManager Dock object which should be
     activated. You can use this program type to create docks which are
     embedded in other docks.

Hotkey
     A hotkey is generated. This might be used to control another
     program from ToolManager.


@EndNode

@Node "Image objects" "ToolManager.guide/Image objects"
@Next "Sound objects"
@Prev "Exec objects"
@Toc "Concepts"

Images
======

   An Image object contains information about an image which is used by
a compund object. ToolManager can load Workbench icons which are used
by @{"Icon objects" Link "Icon objects"}. When a @{"Dock object" Link "Dock objects"} uses an Image object the data is
loaded using the DataTypes system. Thus ToolManager can use every image
for which you have a valid datatype installed on your system. Image
objects are configured with the @{"Image object edit window" Link "ImageWindow"}.


@EndNode

@Node "Sound objects" "ToolManager.guide/Sound objects"
@Next "Menu objects"
@Prev "Image objects"
@Toc "Concepts"

Sounds
======

   A Sound object contains information about a sound command. This
sound command is sent as an ARexx command to an external sound player.
Sound objects are configured with the @{"Sound object edit window" Link "SoundWindow"}.


@EndNode

@Node "Menu objects" "ToolManager.guide/Menu objects"
@Next "Icon objects"
@Prev "Sound objects"
@Toc "Concepts"

Entries in the Workbench Tools menu
===================================

   A Menu object is a compound object which binds an @{"Exec object" Link "Exec objects"} and a
@{"Sound object" Link "Sound objects"} together to create an entry in the Workbench Tools menu.
Whenever this menu entry is selected the Exec object and the Sound
object are activated. Every selected icon on the Workbench is used as
startup parameter for the program. Menu objects are configured with the
@{"Menu object edit window" Link "MenuWindow"}.


@EndNode

@Node "Icon objects" "ToolManager.guide/Icon objects"
@Next "Dock objects"
@Prev "Menu objects"
@Toc "Concepts"

Icons in the Workbench window
=============================

   An Icon object is a compound object which binds an @{"Exec object" Link "Exec objects"}, an
@{"Image object" Link "Image objects"} and a @{"Sound object" Link "Sound objects"} together to create an icon in the
Workbench window. The Image object is used to create the icon image.
Icon objects are configured with the @{"Icon object edit window" Link "IconWindow"}.

   Icons can be activated in two ways. The user can double-click the
icon or he can select icons on the Workbench and drop them on the icon.
Whenever the icon is activated the Exec object and the Sound object are
activated. The icons which have been dropped onto the icon are used as
startup parameter for the program.


@EndNode

@Node "Dock objects" "ToolManager.guide/Dock objects"
@Prev "Icon objects"
@Toc "Concepts"

Button windows
==============

   A Dock object is a compound object which presents a window with
button rows to the user. Each button binds an @{"Exec object" Link "Exec objects"}, an
@{"Image object" Link "Image objects"} and a @{"Sound object" Link "Sound objects"} together. Each button can display
either a text, an image or both. The name of the Exec object is used
for the text. The Image object is used to for the image. Dock objects
are configured with the @{"Dock object edit window" Link "DockWindow"}.

   Each button can be activated in two ways. The user can click on the
button or he can select icons on the Workbench and drop them on the
button. Whenever the icon is activated the Exec object and the Sound
object are activated. The selected icons are used as startup parameter
for the program.

   A Dock object can be "activated" with a @{"hotkey" Link "Hotkeys"}. When the dock window
is closed and the user enters the hotkey then the dock window is opened
and vice versa.

   If the @{b}screennotify.library@{ub} is installed then ToolManager can open
and close dock windows automatically. Every time a screen is going to
be closed all dock windows on this screen are closed first. When the
public screen opens again all dock windows for this screen are opened
again.


@EndNode

@Node "Preferences" "ToolManager.guide/Preferences"
@Next "Hotkeys"
@Prev "Concepts"
@Toc "Main"

How to configure ToolManager
****************************

   The ToolManager preferences editor is used to configure ToolManager.


 @{" MainWindow " Link "MainWindow"}          The main window

Object edit windows:

 @{" ExecWindow " Link "ExecWindow"}          How to configure Exec objects
 @{" ImageWindow " Link "ImageWindow"}         How to configure Image objects
 @{" SoundWindow " Link "SoundWindow"}         How to configure Sound objects
 @{" MenuWindow " Link "MenuWindow"}          How to configure Menu objects
 @{" IconWindow " Link "IconWindow"}          How to configure Icon objects
 @{" DockWindow " Link "DockWindow"}          How to configure Dock objects

Miscellaneous windows:

 @{" GroupWindow " Link "GroupWindow"}         How to rename an object group
 @{" ClipWindow " Link "ClipWindow"}          Clipboard for objects
 @{" GlobalWindow " Link "GlobalWindow"}        Global ToolManager options

   The preferences editor understands the standard Workbench tool types
and Shell command parameters:

@{b}FROM@{ub} (Shell only)
     Specifies the file name from which the editor should load the
     configuration.

@{b}EDIT@{ub} (default)
     Edit the configuration.

@{b}USE@{ub}
     Use the specified configuration temporarily.

@{b}SAVE@{ub}
     Use the specified configuration permanently.

@{b}CREATEICONS@{ub}
     Create icons for the configuration files when they are saved. When
     started from Workbench the preferences editor creates icons by
     default. When started from the shell no icons are created by
     default.


@EndNode

@Node "MainWindow" "ToolManager.guide/MainWindow"
@Next "ExecWindow"
@Toc "Preferences"

The main window
===============

   The main window contains the object lists. By clicking on the object
type you can select which list is currently visible. Each list can
contain several groups. Each group can hold several objects.

   A double-click on the name of a group opens the @{"group edit window" Link "GroupWindow"}.
Clicking on the symbol left to the group name opens and closes the
group. If a group is open you can see all the objects in this group. A
double-click on the name of an object opens the object edit window.

   To move a group you first select one, drag it to the new position
while holding the left mouse button and then release the mouse button.
You can also move objects between groups with this method.

   Attached to the list are four buttons:

New Group
     Creates a new empty group. The @{"group edit window" Link "GroupWindow"} will open so that
     you can set the name of the new group.

New Object
     Create a new object in the selected group. The object edit window
     will open so that you can edit the properties of the new object.

Delete
     Deletes the selected group or object. If a group is selected also
     all objects in this group will be deleted.

Sort
     If an object or an open group is selected then the contents of
     this group are sorted alphabetically. Otherwise the groups are
     sorted alphabetically.

   With the buttons at the bottom of the main window you can tell the
preferences editor where to store the configuration. The name of the
configuration file is @{b}ToolManager.prefs@{ub}.

Save
     Store the configuration to @{b}ENVARC:@{ub} and @{b}ENV:@{ub}. The new configuration
     will be taken into use automatically and survive a reboot. After
     storing the preferences editor exits.

Use
     Store the configuration to @{b}ENV:@{ub}. The new configuration will be
     taken into use automatically but it will @{i}not@{ui} survive a reboot.
     After storing the preferences editor exits.

Test
     Store the configuration to @{b}ENV:@{ub}. The new configuration will be
     taken into use automatically but it will @{i}not@{ui} survive a reboot. The
     preferences editor does not exit.

Cancel
     The preferences editor exits. All changes which have not been
     saved will be discarded.


@EndNode

@Node "ExecWindow" "ToolManager.guide/ExecWindow"
@Next "ImageWindow"
@Prev "MainWindow"
@Toc "Preferences"

How to configure Exec objects
=============================

@{"Exec objects" Link "Exec objects"} contain information about programs. The edit window has the
following gadgets:

Name
     Name of the object.

Exec Type
     Type of the program. You can choose between Shell, Workbench,
     ARexx, Dock, Hotkey and Network. The type Network is currently not
     supported.

Command
     The name of the program. This is either the file name, the name of
     a dock objects or a hotkey description depending on the Exec Type.

Hotkey
     A @{"hotkey" Link "Hotkeys"} desciption string which activates this Exec object.

Stack
     The stack size for the program. ToolManager will enforce a minimum
     size of 4096 bytes.

Priority
     The priority for the program. Usually you should only use the
     default value 0.

Arguments
     If this gadget is selected then files are forwarded to the program
     as startup arguments. Otherwise the files are ignored.

To Front
     If this gadget is selected then the specified public screen is
     moved to front before starting the program.

Current Directory
     The program is started from this directory.

Path
     You can here supply a list of directories (separated with
     semicolons) which is used by shell programs to search for other
     programs.

Output File
     The output of shell programs is redirected to this file. If you
     specify a console window here then the ouput and the input of the
     shell program is redirected to this window.

Public Screen
     Specifies the public screen which will be moved to the front
     before starting the programm.


@EndNode

@Node "ImageWindow" "ToolManager.guide/ImageWindow"
@Next "SoundWindow"
@Prev "ExecWindow"
@Toc "Preferences"

How to configure Image objects
==============================

@{"Image objects" Link "Image objects"} contain information about images. The edit window has the
following gadgets:

Name
     Name of the object.

File
     The name of the file from which the image data should be loaded.
     Usually you have to remove the ending @{b}.info@{ub} if you want to load an
     icon file.


@EndNode

@Node "SoundWindow" "ToolManager.guide/SoundWindow"
@Next "MenuWindow"
@Prev "ImageWindow"
@Toc "Preferences"

How to configure Sound objects
==============================

@{"Sound objects" Link "Sound objects"} contain information about sounds. The edit window has the
following gadgets:

Name
     Name of the object.

Command
     The ARexx command which should be send to the external sound
     player.

ARexx Port
     The ARexx port name of the external sound player. The default is
     @{b}PLAY@{ub} which is used by the program @{b}upd@{ub}.


@EndNode

@Node "MenuWindow" "ToolManager.guide/MenuWindow"
@Next "IconWindow"
@Prev "SoundWindow"
@Toc "Preferences"

How to configure Menu objects
=============================

@{"Menu objects" Link "Menu objects"} contain information about entries in the Workbench Tools
menu. The edit window has the following gadgets:

Name
     Name of the object. This is also used to create the menu entry.

Exec Object
     Link to the attached @{"Exec object" Link "Exec objects"}. Use Drag&Drop from the
     @{"main window" Link "MainWindow"} or a @{"clipboard" Link "ClipWindow"} to attach an object. You can edit the
     attached object by clicking on it.

Sound Object
     Link to the attached @{"Sound object" Link "Sound objects"}. Use Drag&Drop from the
     @{"main window" Link "MainWindow"} or a @{"clipboard" Link "ClipWindow"} to attach an object. You can edit the
     attached object by clicking on it.


@EndNode

@Node "IconWindow" "ToolManager.guide/IconWindow"
@Next "DockWindow"
@Prev "MenuWindow"
@Toc "Preferences"

How to configure Icon objects
=============================

@{"Icon objects" Link "Icon objects"} contain information about icons in the Workbench window.
The edit window has the following gadgets:

Name
     Name of the object.

Exec Object
     Link to the attached @{"Exec object" Link "Exec objects"}. Use Drag&Drop from the
     @{"main window" Link "MainWindow"} or a @{"clipboard" Link "ClipWindow"} to attach an object. You can edit the
     attached object by clicking on it.

Image Object
     Link to the attached @{"Image object" Link "Image objects"}. Use Drag&Drop from the
     @{"main window" Link "MainWindow"} or a @{"clipboard" Link "ClipWindow"} to attach an object. You can edit the
     attached object by clicking on it.

Sound Object
     Link to the attached @{"Sound object" Link "Sound objects"}. Use Drag&Drop from the
     @{"main window" Link "MainWindow"} or a @{"clipboard" Link "ClipWindow"} to attach an object. You can edit the
     attached object by clicking on it.

Position
     Specifies the X and Y coordinates of the icon, e.g. for @{b}X = 100@{ub} and
     @{b}Y = 55@{ub} you would enter @{b}100/55@{ub}. The coordinates are relative to the
     top left corner of the Workbench window.

Show Name
     If this gadget is selected then the name of the object is shown
     below the icon.


@EndNode

@Node "DockWindow" "ToolManager.guide/DockWindow"
@Next "GroupWindow"
@Prev "IconWindow"
@Toc "Preferences"

How to configure Dock objects
=============================

@{"Dock objects" Link "Dock objects"} contain information about dock windows. The edit window has
the following gadgets:

Name
     Name of the object. This also used as window title.

Hotkey
     A @{"hotkey" Link "Hotkeys"} desciption string which open and closes the dock window.

Public Screen
     Specifies the public screen on which the dock window appears. You
     @{i}must@{ui} specify a valid public screen name if you want to use the
     automatic open and close feature for dock windows.

Font
     Use this font for the button texts.

Columns
     Number of button columns in the dock window. Columns will be
     filled with buttons from left to right. If the last column in a
     row is filled then a new button row is added. All buttons will
     have the same width and height.

Position
     Specifies the X and Y coordinates of the dock window, e.g. for @{b}X =
     150@{ub} and @{b}Y = 200@{ub} you would enter @{b}150/200@{ub}. The coordinates are
     relative to the top left corner of the screen.

Entries
     Each entry in this list creates one button. The left column
     contains the link to the attached @{"Exec object" Link "Exec objects"}, the middle column
     the link to the attached @{"image object" Link "Image objects"} and the right column the
     link to the attached @{"sound object" Link "Sound objects"}. Use Drag&Drop from the
     @{"main window" Link "MainWindow"} or a @{"clipboard" Link "ClipWindow"} to attach an object. You can edit the
     attached objects by double-clicking on them. You can use Drag&Drop
     to sort the entries in the list. When you press the Delete button
     the currently selected entry is removed from the list. The
     attached objects itself are @{i}not@{ui} deleted.

Activated
     The dock window will be opened when the configuration is loaded.

Backdrop
     The dock window is moved to the back after it has been opened.

Border
     When this gadget is selected the dock window looks like a normal
     window with a border and window gadgets. Otherwise it will have no
     border at all. Note that you can move the dock window only if it
     has a border.

Menu
     A menu is attached to the dock window. The menu allows you to
     close the dock window, start the ToolManager @{"preferences editor" Link "Preferences"} or
     to quit ToolManager.

Frontmost
     When this gadget is selected then the dock window will always open
     on the frontmost public screen.

Pop Up
     The dock window closes automatically after a button has been
     selected.

Centered
     The dock window opens centered around the current mouse position.

Sticky
     Usually a dock window remembers its position when you close it. It
     will open on this position if you open it again. If this gadget is
     selected then the dock window will always open at the same
     position.

Images
     The buttons in the dock window will display images. Note that you
     have to attach @{"Image objects" Link "Image objects"} to the dock entries in this case.

Text
     The buttons in the dock window will display the name of the
     attached @{"Exec object" Link "Exec objects"}. Note that you have to attach Exec objects to
     the dock entries in this case.


@EndNode

@Node "GroupWindow" "ToolManager.guide/GroupWindow"
@Next "ClipWindow"
@Prev "DockWindow"
@Toc "Preferences"

How to rename an object group
=============================

   You can change the name of the group with the name string gadget.


@EndNode

@Node "ClipWindow" "ToolManager.guide/ClipWindow"
@Next "GlobalWindow"
@Prev "GroupWindow"
@Toc "Preferences"

Clipboard for objects
=====================

   This window contains a list with attached @{"Exec objects" Link "Exec objects"},
@{"Image objects" Link "Image objects"} and @{"Sound objects" Link "Sound objects"}. You can drag objects from this list
and drop them on edit windows. You can edit the attached objects by
double-clicking them. When you press the Delete button the currently
selected object is removed from the list. The object itself is @{i}not@{ui}
deleted.

   The clipboard can be opened from the menu in the main window. You
can have several clipboards open at once.


@EndNode

@Node "GlobalWindow" "ToolManager.guide/GlobalWindow"
@Prev "ClipWindow"
@Toc "Preferences"

Global ToolManager options
==========================

   This window lets you change the global options of ToolManager. It
can be opened from the menu in the main window. It has the following
gadgets:

Current Directory
     Set the current directory for the ToolManager process. All files
     without an absolute path name will be opened relative to this
     directory. The default directory is the boot volume.

Preferences editor
     Path of the ToolManager @{"preferences editor" Link "Preferences"} binary. The default is
     @{b}SYS:Prefs/ToolManager@{ub}.

Enable Network
     Currently not supported.

Enable Remap
     Enable colour remapping for picture.datatype. Disable this only if
     you the images in the dock windows come up with the wrong colours.

Remap Precision
     Sets the precision of the colour remapping. You might try change
     this value if the colour choices of the remap algorithm are
     unsatisfactory on your system.


@EndNode

@Node "Hotkeys" "ToolManager.guide/Hotkeys"
@Next "Questions"
@Prev "Preferences"
@Toc "Main"

How to define a Hotkey
**********************

   This chapter describes how to define a Hotkey as an Input
Description String, which is then parsed by Commodities. Each time a
Hotkey is activated Commodities generates an event which is used by
ToolManager to activate Exec objects or to toggle Dock objects. A
description string has the following syntax:

     [<class>] {[-][<qualifier>]} [-][upstroke] [<key code>]

   All keywords are case insensitive.

   @{b}class@{ub} describes the InputEvent class. This parameter is optional and
if it is missing the default @{b}rawkey@{ub} is used. See @{"InputEvent classes" Link "InputEvent classes"}.

   Qualifiers are "signals" that must be set or cleared by the time the
Hotkey is activated; otherwise no event will be generated. For each
qualifier that must be set you supply its keyword. All other qualifiers
are expected to be cleared by default. If you want to ignore a
qualifier, just set a @{b}-@{ub} before its keyword. See @{"Qualifiers" Link "Qualifiers"}.

   A Hotkey event is usually generated when a key is pressed. If the
event should be generated when the key is released, supply the keyword
@{b}upstroke@{ub}. When both press and release of the key should generate an
event, use @{b}-upstroke@{ub}.

   The key code is depending on the InputEvent class. See @{"Key codes" Link "Key codes"}.


 @{" InputEvent classes " Link "InputEvent classes"} 
 @{" Qualifiers " Link "Qualifiers"} 
 @{" Key codes " Link "Key codes"} 
 @{" Hotkey examples " Link "Hotkey examples"} 

   Note: Choose your Hotkeys @{i}carefully@{ui}, because Commodities has a high
priority in the InputEvent handler chain, i.e. it will override existing
definitions.


@EndNode

@Node "InputEvent classes" "ToolManager.guide/InputEvent classes"
@Next "Qualifiers"
@Toc "Hotkeys"

InputEvent classes
==================

   Commodities supports most of the InputEvent classes that are
generated by the input.device. This section describes those classes
that are most useful for ToolManager Hotkeys.

@{b}rawkey@{ub}
     This is the default class and covers all keyboard events. For
     example @{b}rawkey a@{ub} or @{b}a@{ub} creates an event every time when the key "a"
     is pressed. You must specify a key code for this class.  See
     @{"rawkey" Link "rawkey key codes"}.

@{b}rawmouse@{ub}
     This class describes all mouse button events. You must specify a
     key code for this class. See @{"rawmouse" Link "rawmouse key codes"}.

@{b}diskinserted@{ub}
     Events of this class are generated when a disk is inserted in a
     drive. This class has no key codes.

@{b}diskremoved@{ub}
     Events of this class are generated when a disk is removed from a
     drive. This class has no key codes.


@EndNode

@Node "Qualifiers" "ToolManager.guide/Qualifiers"
@Next "Key codes"
@Prev "InputEvent classes"
@Toc "Hotkeys"

Qualifiers
==========

   Commodities supports the following qualifiers:

@{b}lshift@{ub}, @{b}left_shift@{ub}
     Left shift key

@{b}rshift@{ub}, @{b}right_shift@{ub}
     Right shift key

@{b}shift@{ub}
     Either shift key

@{b}capslock@{ub}, @{b}caps_lock@{ub}
     Caps lock key

@{b}caps@{ub}
     Either shift key or caps lock key

@{b}control@{ub}, @{b}ctrl@{ub}
     Control key

@{b}lalt@{ub}, @{b}left_alt@{ub}
     Left alt key

@{b}ralt@{ub}, @{b}right_alt@{ub}
     Right alt key

@{b}alt@{ub}
     Either alt key

@{b}lcommand@{ub}, @{b}lamiga@{ub}, @{b}left_amiga@{ub}, @{b}left_command@{ub}
     Left Amiga/Command key

@{b}rcommand@{ub}, @{b}ramiga@{ub}, @{b}right_amiga@{ub}, @{b}right_command@{ub}
     Right Amiga/Command key

@{b}numericpad@{ub}, @{b}numpad@{ub}, @{b}num_pad@{ub}, @{b}numeric_pad@{ub}
     This keyword @{i}must@{ui} be used for any key on the numeric pad.

@{b}leftbutton@{ub}, @{b}lbutton@{ub}, @{b}left_button@{ub}
     Left mouse button

@{b}midbutton@{ub}, @{b}mbutton@{ub}, @{b}middlebutton@{ub}, @{b}middle_button@{ub}
     Middle mouse button

@{b}rbutton@{ub}, @{b}rightbutton@{ub}, @{b}right_button@{ub}
     Right mouse button

@{b}repeat@{ub}
     This qualifier is set when the keyboard repeat is active. This is
     only useful for the InputEvent class @{b}rawkey@{ub}.


@EndNode

@Node "Key codes" "ToolManager.guide/Key codes"
@Next "Hotkey examples"
@Prev "Qualifiers"
@Toc "Hotkeys"

Key codes
=========

   Each InputEvent class has its own key codes:


 @{" rawkey " Link "rawkey key codes"}                 
 @{" rawmouse " Link "rawmouse key codes"} 


@EndNode

@Node "rawkey key codes" "ToolManager.guide/rawkey key codes"
@Next "rawmouse key codes"
@Toc "Key codes"

Key codes for InputEvent class @{b}rawkey@{ub}
-------------------------------------

@{b}a@{ub}-@{b}z@{ub}, @{b}0@{ub}-@{b}9@{ub}, ...
     ASCII characters

@{b}f1@{ub}, @{b}f2@{ub}, ..., @{b}f10@{ub}, @{b}f11@{ub}, @{b}f12@{ub}
     Function keys

@{b}up@{ub}, @{b}cursor_up@{ub}, @{b}down@{ub}, @{b}cursor_down@{ub}
@{b}left@{ub}, @{b}cursor_left@{ub}, @{b}right@{ub}, @{b}cursor_right@{ub}
     Cursor keys

@{b}esc@{ub}, @{b}escape@{ub}, @{b}backspace@{ub}, @{b}del@{ub}, @{b}help@{ub}
@{b}tab@{ub}, @{b}comma@{ub}, @{b}return@{ub}, @{b}space@{ub}, @{b}spacebar@{ub}
     Special keys

@{b}enter@{ub}, @{b}insert@{ub}, @{b}delete@{ub}
@{b}page_up@{ub}, @{b}page_down@{ub}, @{b}home@{ub}, @{b}end@{ub}
     Numeric Pad keys. Each of these key codes @{i}must@{ui} be used with the
     @{b}numericpad@{ub} qualifier keyword!


@EndNode

@Node "rawmouse key codes" "ToolManager.guide/rawmouse key codes"
@Prev "rawkey key codes"
@Toc "Key codes"

Key codes for InputEvent class @{b}rawmouse@{ub}
---------------------------------------

@{b}mouse_leftpress@{ub}
     Press left mouse button

@{b}mouse_middlepress@{ub}
     Press middle mouse button

@{b}mouse_rightpress@{ub}
     Press right mouse button

   Note: To use one of these key codes, you must also set the
corresponding qualifier keyword, e.g.

     rawmouse leftbutton mouse_leftpress


@EndNode

@Node "Hotkey examples" "ToolManager.guide/Hotkey examples"
@Prev "Key codes"
@Toc "Hotkeys"

Examples for Hotkeys
====================

@{b}ralt t@{ub}
     Hold right Alt key and press "t"

@{b}ralt lalt t@{ub}
     Hold left @{i}and@{ui} right Alt key and press "t"

@{b}alt t@{ub}
     Hold either Alt key and press "t"

@{b}rcommand f2@{ub}
     Hold right Amiga key and press the second function key

@{b}numericpad enter@{ub}
     Press the Enter key on the numeric pad

@{b}rawmouse midbutton leftbutton mouse_leftpress@{ub}
     Hold middle mouse button and press the the left mouse button

@{b}diskinserted@{ub}
     Insert a disk in any drive


@EndNode

@Node "Questions" "ToolManager.guide/Questions"
@Next "History"
@Prev "Hotkeys"
@Toc "Main"

Frequently asked questions
**************************

   Here are the answers to the most asked questions about ToolManager:

   - When I start the ToolManager preferences editor only a requester
     with the text "Program initialization failed" appears. What's
     wrong?

     The preferences editor checks the basic requirements before
     opening the first window. Please check that these @{"requirements" Link "Requirements"} are
     fulfilled! Your system might also be running out of memory. You may
     have to quit some other applications first before enough memory is
     available to run the ToolManager preferences editor. Also there
     can be only one preferences editor running at one time.

   - How can I run the ToolManager preferences editor on another public
     screen than the Workbench screen?

     Select the entry @{b}MUI...@{ub} from the settings menu in the @{"main window" Link "MainWindow"}
     menu. Now select the @{b}System@{ub} settings page and enter the name of
     the public screen into the string gadget. For further details
     please consult the @{"MUI" Link "MUI"} documentation.

   - After converting my old ToolManager 2.x configuration some pictures
     are missing in the dock windows and some dock windows don't appear
     at all!

     ToolManager 3.1 only supports picture files in dock windows which
     can be accessed via the picture.datatype. In your old
     configuration you have attached some Image objects to the Dock
     objects which refer to icon files. In order to use icon files you
     have to install an icon datatype on your system. You may find such
     a datatype e.g. on the Aminet. You can also convert them to e.g.
     IFF Brushes.

   - After converting my old ToolManager 2.x configuration some of the
     icons in the Workbench window are missing!

     ToolManager 3.1 only supports icons files for Icon objects. In
     your old configuration you have attached some Image objects to the
     Icon objects which refer to IFF Brushes. You have to convert them
     to icon files in order to use them with ToolManager 3.1 Icon
     objects.

   - When I use icon files for images in the dock windows then there are
     some addtional texts attached to the image or it has a thick
     border.  What's wrong?

     You have installed an icon.datatype on your system which inserts
     additional information from the icon into the image. Please check
     the documentation of the icon.datatype how this information can be
     suppressed. If you don't like the thick border you also have to
     tell the icon.datatype not to generate the usual icon borders.

   - Why can't ToolManager create multiple "Tools" menus or sub-menus?

     Multiple menus or sub-menus are currently not supported by the
     Workbench.  To create them, you have to @{i}hack@{ui} them into the
     AmigaOS, which can result in an unstable system. Therefore I won't
     implement it in ToolManager.

   - How can I create a horizontal dock window?

     Just set the number of columns to the number of entries in the
     dock object.

   - How can I create an output window for shell programs?

     Output windows can be created by using the @{b}CON:@{ub} device. Use the
     following file name to create an auto-open window with a close
     gadget which doesn't close after the program has quit:

          CON:10/10/640/100/Output-Window/AUTO/CLOSE/WAIT

     The @{b}CON:@{ub} device has many options, please consult your AmigaDOS
     manual for further information.

   - How can I put the arguments in the middle of a Shell/Arexx command
     line?

     Usually all arguments are appended to the command line. To insert
     the arguments anywhere in the command line, ToolManager uses the
     same @{b}[]@{ub} syntax, which is used by the AmigaShell command @{b}alias@{ub}. So
     for example

          Dir [] all

     will insert all arguments before the keyword @{b}all@{ub}.

   - How can I create sub-docks?

     You must use Exec objects of the type Dock. Put such objects in
     the entries of your main dock and they will open/close the other
     docks.

   - The dock windows disappear when the Workbench screen is closed and
     opened again.

     You have forgotten to set the public screen name for the dock
     window to @{b}Workbench@{ub}. ToolManager will close dock windows when the
     public screen closes. But it has to know on which public screen
     the dock windows should appear in order to open them automatically
     when the public screen opens again.


@EndNode

@Node "History" "ToolManager.guide/History"
@Next "Credits"
@Prev "Questions"
@Toc "Main"

History of ToolManager
**********************

3.1, Release date 01.06.1998
        - Clipboard list also shows the object type now

        - Only requires locale.libary V38 now

        - Icon drop corrected for dock windows with borders

        - The __geta4 qualifier was missing for some BOOPSI
          dispatchers. This might correct some strange bugs which were
          reported?

        - Installer script now checks for required libraries

3.0, Release date 23.02.1997
        - Again rewritten (almost) from scratch :-)

        - Old object system removed, TM objects are now BOOPSI objects

        - Now uses memory pools

        - Delay parameter removed from Exec Objects

        - Animation support removed from Image Objects

        - Picture.datatype V43 support added to Image Objects

        - Only icon images supported for Icon Objects

        - Only images loadable via picture.datatype are supported in
          Dock Objects

        - Pattern & Vertical flags and Title parameter removed from
          Dock Objects

        - Dock Objects can now display text and images

        - Dock Objects can now be completely borderless

        - New preferences file format, hopefully more flexible

        - Converter for the ToolManager 2.x format

        - Events are now checked while the configuration is read

        - Preferences is now a MUI application: resizable window,
          multiple open edit windows and Drag&Drop support

        - Changing an object name automatically updates all references
          to the object.

        - Support for grouping objects.

        - All dock objects get the screen notifications

        - Added support for DOSPath 1.0

        - CLI command lines are not limited to 4KB anymore

        - Installer script

2.1b, Release date 13.03.1996
        - Minor update to 2.1

        - Added support for WBStart 2.0

2.1a, Release date 26.03.1995
        - Minor update to 2.1

        - Added support for ScreenNotify 1.0

        - Included newer version of WBStart-Handler

        - Included missing AutoDocs for toolmanager.library

2.1, Release date 16.05.1993, Fish Disks #872 & #873
        - New Exec object types: Dock, Hot Key, Network

        - New Dock object flags: Backdrop, Sticky

        - New object type: Access

        - Network support

        - Editor main window is now an AppWindow

        - Gadget keyboard shortcuts in the preferences editor

        - New tooltypes for the preferences editor

        - Several bug fixes

        - Enhanced documentation

2.0, Release date 26.09.1992, Fish Disk #752
        - Complete new concept (object oriented)

        - (Almost) Complete rewrite

        - ToolManager is now split up into two parts

        - Main handler is now embedded into a shared library

        - Configuration is now handled by a Preferences program

        - Configuration file format has changed again :-) It is an IFF
          File now and resides in ENV:

        - Multiple Docks and multi-column Docks

        - Docks with new window design

        - Dock automatically detects largest image size

        - Sound support

        - Direct ARexx support for Exec objects

        - ToolManager can be used without the Workbench. If the
          Workbench isn't running, it won't use any App* features.

        - Locale support

        - Path from Workbench will be used for CLI tools

        - Seperate Handler Task for starting WB processes

1.5, Release date 10.10.1991, Fish Disk #551
        - Status Window: New/Open/Append/Save As menu items for config
          file

        - Edit Window: File requesters for file string gadgets

        - Added a Dock Window (a la NeXT)

        - Added a DeleteTool

        - A list of all active HotKeys can be shown

        - Tools can be moved around in the list

        - Icon positioning in the edit window added

        - Name of the program icon can be set

        - CLI tools can have an output file and a path list

        - Uses UserShell for CLI tools

        - Maximum command line length for CLI tools is now 4096 Bytes

        - AppIcons without a name are supported now

        - Workbench screen will be moved to front if you pop up the
          Status window

        - Workbench screen can be moved to front before starting a tool
          via HotKey

        - TM will wait up to 20 seconds for the workbench.library

        - Added a DELAY switch which causes TM to wait <num> seconds
          before adding any App* stuff

        - renamed some tooltypes/parameters

        - some visual cues added

        - some internal changes

1.4, Release date 09.07.1991, Fish Disk #527
        - Keyboard short cuts for tools

        - AppIcons for tools

        - Menu item can be switched off

        - Configuration file format completely changed (hopefully the
          last time)

        - CLI commandline parsing is now done by ReadArgs()

        - Status & edit window updated to new features

        - Safety check before program shutdown added

        - Menu item "Open TM Window" only appears if the program icon is
          disabled

        - WB startup method changed. Now supports project icons

        - several internal changes

1.3, Release date 13.03.1991, Fish Disk #476
        - Now supports different configuration files

        - Format of the configuration file slightly changed

        - Tool definitions can be changed at runtime

        - Now supports CLI & Workbench startup method

        - Selected icons are passed as parameters to the tools

        - Now uses the startup icon as program icon if started from
          Workbench

        - The position of the icon can now be supplied in the
          configuration file

        - The program icon can now be disabled

        - New menu entry "Show TM Window"

        - Every new started ToolManager passes its startup parameters
          to the already running ToolManager process

1.2, Release date 12.01.1991, Fish Disk #442
        - Status window changed to a no-GZZ & simple refresh type (this
          should save some bytes)

        - Status window remembers its last position

        - New status window gadget "Save Configuration": saves the
          actual tool list in the configuration file

        - Small bugs removed in the ListView gadget handling

        - Name of the icon hard-wired to "ToolManager"

1.1, Release date 01.01.1991
        - Icons can be dropped on the status window

        - Status window contains a list of all tool names

        - Tools can be removed from the list

1.0, Release date 04.11.1990
        - Initial release


@EndNode

@Node "Credits" "ToolManager.guide/Credits"
@Next "MUI"
@Prev "History"
@Toc "Main"

The author would like to thank...
*********************************

   ToolManager has gone through many major evolutionary phases since
its first implementation in mid-1990. This development would have been
impossible if I hadn't received the enormous feedback from various
ToolManager users. Many ideas & features resulted from this source...

   Therefore I would like to thank:

For Alpha/Beta testing, ideas & bug reports:
     Osma Ahvenlampi, Stephane Barbaray, Olaf Barthel, Fionn Behrens,
     Mario Cattaneo, Michael van Elst, Michael Hohmann, Markus
     Illenseer, Frank Mariak, Klaus Melchior, Bernhard Moellemann,
     Matthias Scheler, Ralph Schmidt, Tobias Walter.

For the translations:
     The Amiga Translators Organization (ATO). Please check the file
     @{b}Readme.Locale@{ub} for the list of translators.

Matthew Dillon
     Without your @{i}excellent@{ui} C development system DICE and various other
     tools, ToolManager wouldn't exist!

All users who sent me money:
     Your support made this release possible.

All users who sent me a note:
     I really enjoyed reading your letters and E-Mails!

   ToolManager uses the following packages:

picture.datatype V43
     Copyright (C) 1995-1996 Ralph Schmidt, Frank Mariak &
     Matthias Scheler

WBStart 2.2
     Copyright (C) 1991-1996 Stefan Becker

ScreenNotify 1.0
     Copyright (C) 1995 Stefan Becker

DOSPath 1.0
     Copyright (C) 1996 Stefan Becker

MUI
     Copyright (C) 1993-1997 Stefan Stuntz
     World Wide Web home page: @{b}http://www.sasg.com/@{ub}.

Pophotkey.mcc, Popport.mcc, Popposition.mcc
     Copyright (C) 1996-1997 Klaus Melchior

Icons
     Copyright (C) 1995 Michael W. Hohmann


@EndNode

@Node "MUI" "ToolManager.guide/MUI"
@Next "Index"
@Prev "Credits"
@Toc "Main"

Information about MUI
*********************

                               This application uses
     
     
                             MUI - MagicUserInterface
     
                     (c) Copyright 1993-97 by Stefan Stuntz
     
     
     MUI is a system to generate and maintain graphical user interfaces. With
     the  aid  of  a  preferences program, the user of an application has the
     ability to customize the outfit according to his personal taste.
     
     MUI is distributed as shareware. To obtain a complete package containing
     lots of examples and more information about registration please look for
     a  file  called  "muiXXusr.lha"  (XX means the latest version number) on
     your local bulletin boards or on public domain disks.
     
               If you want to register directly, feel free to send
     
     
                              DM 30.-  or  US$ 20.-
     
                                       to
     
                                  Stefan Stuntz
                             Eduard-Spranger-Straße 7
                                  80935 München
                                     GERMANY
     
     
     
                  Support and online registration is available at
     
                               http://www.sasg.com/


@EndNode

@Node "Index" "ToolManager.guide/Index"
@Prev "MUI"
@Toc "Main"

Index
*****

@Index "Index"



 @{" Addresses " Link "Author"}                            Author
 @{" Author " Link "Author"}                               Author
 @{" Concepts " Link "Concepts"}                             Concepts
 @{" Contact addresses " Link "Author"}                    Author
 @{" Copyright " Link "Copyright"}                            Copyright
 @{" Credits " Link "Credits"}                              Credits
 @{" DataTypes " Link "Requirements"}                            Requirements
 @{" Diskinserted " Link "InputEvent classes"}                         InputEvent classes
 @{" Diskremoved " Link "InputEvent classes"}                          InputEvent classes
 @{" Distribution " Link "Copyright"}                         Copyright
 @{" Dock objects " Link "Dock objects"}                         Dock objects
 @{" Donations " Link "GiftWare"}                            GiftWare
 @{" DOSPath " Link "Requirements"}                              Requirements
 @{" EMail " Link "Author"}                                Author
 @{" Examples for Hotkeys " Link "Hotkey examples"}                 Hotkey examples
 @{" Exec objects " Link "Exec objects"}                         Exec objects
 @{" Future " Link "Future"}                               Future
 @{" GiftWare " Link "GiftWare"}                             GiftWare
 @{" Homepage " Link "Author"}                             Author
 @{" Hotkeys " Link "Hotkeys"}                              Hotkeys
 @{" Icon objects " Link "Icon objects"}                         Icon objects
 @{" Image objects " Link "Image objects"}                        Image objects
 @{" InputEvent classes " Link "InputEvent classes"}                   InputEvent classes
 @{" Installation " Link "Installation"}                         Installation
 @{" Installer V43.3 " Link "Installation"}                      Installation
 @{" Introduction to Hotkeys " Link "Hotkeys"}              Hotkeys
 @{" Key codes for rawkey " Link "rawkey key codes"}                 rawkey key codes
 @{" Key codes for rawmouse " Link "rawmouse key codes"}               rawmouse key codes
 @{" Legal stuff " Link "Copyright"}                          Copyright
 @{" Menu objects " Link "Menu objects"}                         Menu objects
 @{" MUI " Link "MUI"}                                  MUI
 @{" OS 3.0 " Link "Requirements"}                               Requirements
 @{" Permissions " Link "Copyright"}                          Copyright
 @{" PictDT V43 " Link "Requirements"}                           Requirements
 @{" Pophotkey " Link "Requirements"}                            Requirements
 @{" Popport " Link "Requirements"}                              Requirements
 @{" Popposition " Link "Requirements"}                          Requirements
 @{" Post address " Link "Author"}                         Author
 @{" Preferences " Link "Preferences"}                          Preferences
 @{" Probibitions " Link "Copyright"}                         Copyright
 @{" Qualifiers " Link "Qualifiers"}                           Qualifiers
 @{" Rawkey " Link "InputEvent classes"}                               InputEvent classes
 @{" Rawmouse " Link "InputEvent classes"}                             InputEvent classes
 @{" Requirements " Link "Requirements"}                         Requirements
 @{" ScreenNotify " Link "Requirements"}                         Requirements
 @{" Sound objects " Link "Sound objects"}                        Sound objects
 @{" Thanks " Link "Credits"}                               Credits
 @{" V39 " Link "Requirements"}                                  Requirements
 @{" WBStart " Link "Requirements"}                              Requirements
 @{" Word Wide Web " Link "Author"}                        Author

@EndNode

