Part 4Ú@-lÿÿÿþˆ€„&ÿþ@-h‚ËÔ¬Àm @tËÔ2TEXT????,p™`=™`=QHnÿüNºH/+N­ª/+,N­MACINTOSH KERMIT (Chapter of Kermit User Guide) (Part 4 of 4) 10.7.6.2. DIALOG: Set Function Definitions Background: Skip to next section if you know what function keys are. Many popular terminals have "function keys" in addition to the alpabetic, numeric, punctuation, and modifier keys described above. Function keys are usually labeled F0, F1, F2, ..., or PF1, PF2, ... On some terminals, like the DEC VT100, the function keys send predefined sequences of characters -- for in- stance PF1 sends three characters: ESCAPE (ASCII 033), followed by "O", and "P". On others, the function keys may have arbitrary strings assigned to them. For instance, if you find yourself typing "Aaaarrrgggghhh!!! Sigh..." a lot, you can assign this string to function key F1, and then pressing the F1 key will cause this entire character string to be transmitted. Macintosh Kermit Function Keys: The Macintosh has no physical function keys -- no keys are marked F0, F1, F2, etc. However, any key (modified by any combination of modifier keys) may be designated as a "soft" function key. Selecting "Function Definitions..." from the SET menu brings you to the SET FUNCTIONS dialog (it would be nice if you could double click on a function key in the SET KEYS dialog but that is not yet available). Use SET FUNCTIONS to declare a function definition string. Scroll through the function definition list and select a function to define, preferably starting with F0, though this is not required (high numbered functions are reserved for special uses). Type in the function definition; non printable characters must be entered with a backslash ("\") followed by exactly (yes exactly) three octal characters representing the ASCII value, for instance "\015" for carriage return. A backslash itself is entered as "\134". The function definition has to fit in the box. Having defined a function, you must use SET KEYS to actually associate it with a key. Note that it is possible to associate a function with more than one key. 10.7.6.3. DIALOG: Set Keys Selecting the "Keys..." menu item under SET initiates the SET KEYS dialog for redefining individual keys. SET KEYS displays a picture of the keyboard. You can either hold down the modifier and key you wish to define or click on the displayed picture with the mouse (double clicking on one of the modifier keys brings up the SET MODIFIER KEYS dialog). Once a key is selected, it and any modifiers are highlighted, the name of the key and its value are displayed in the lower portion of the dialog. You may enter the new value in the little box by selecting the box with the mouse and then typing a DECIMAL (yes decimal) number from 0 to 127. Then you should click on either SET KEY or else SET FUNCTION KEY. Clicking on SET KEY means that the key should transmit the ASCII character corresponding to the given value (subject to modification by the meta key); clicking SET FUNC- TION KEY means the number you entered in the box is a function number and that the key should transmit the character string associated with that function. SET KEYS does not display a picture of the numeric keypad, but may be used with the keypad anyway -- just select the desired key by pressing it and then define it as above. 10.7.7. MENU: File The File menu must be used to Open a Kermit settings file before CKMKEY will allow you do perform any other operations. You may also Quit from CKMKEY through the File menu, and you can save your work. The Save option allows you to save the settings file back under its own name, replacing the previous copy. If you need to make copies of settings files, you can use Kermit itself to save them under different names, or else you can use the Finder. There is also a Decompile option, that is of use only to programmers working on Macintosh Kermit -- it decompiles the key definition resource into a form that can be included in a C program. 10.7.8. CKMKEY Known Limitations, Restrictions, Bugs - There is no picture of the numeric keypad in Set Keys. - In Set Keys, when you strike a key on the numeric keypad, its name is not displayed. You can still make assignments to the key. - You can't save from CKMKEY under a different name. Use the Finder or Kermit to do that. - You must use decimal numbers in the SET KEY dialog, and backslash followed by 3 octal digits in function definitions, which can be con- fusing. - You may have problems on a 128K mac if you define many long func- tions. - CKMKEY doesn't deal with write protected diskettes very well. 10.7.9. Unlocking CAPS LOCK (Adapted from directions posted by David Chase on INFO-MAC@SUMEX-AIM, Friday 14 December 1984. Follow these instructions at your own risk. Not the authors, nor David Chase, nor Columbia University, nor Rice University provide any warranty, nor acknowledge any liability or respon- sibility for damage, injury, inconvenience, or loss of Apple or other service warranty sufferred as a result of the publication of these directions.) A major impediment to using the Macintosh as a terminal is that the CAPS LOCK key is where you would normally expect to find the CONTROL key. A key redefinition package, such as CKMKEY, can assign the CONTROL function to the COMMAND or OPTION keys but these keys are not easy to reach. CONTROL can also be assigned to the CAPS LOCK key using software, but the CAPS LOCK key includes a mechanical locking device. The following directions tell how to remove the locking device so that the CAPS LOCK key will go up and down like the other keys. PROCEED AT YOUR OWN RISK. Tools you'll need: - Phillips screwdriver for screws on bottom of the keyboard. - Solder sucker/wick. - Soldering iron. - Small prying tools (jewelers screwdrivers, small knife blade, etc). - Tweezers/small needlenose pliers. - Some paper clips or straight pins. Now follow these steps: 1. Remove the five screws. The keyboard should fall into three pieces. 2. GENTLY pry off the Caps Lock keycap. This takes a little patience. 3. Remove the restoring spring so it doesn't get in the way. 4. Locate the two connections to the Caps Lock key on the back of the PC board, and remove all solder from them using wick or sucker. Be careful not to overheat the solder pads, since they can be damaged (come loose from the PC board). 5. Pry back the plastic locking clips holding the key in, and remove it. (All the keys are clipped into a metal frame. Removing the metal frame is not possible, since all the keys are soldered to the PC board, and clipped to the frame. The clips are located "north" and "south" of the key, where the number row is "north" and the space bar "south".) There are four clips holding the bottom of the key on; pry these back, and, WHILE HOLDING THE KEY BOTTOM UP, remove the bottom of the key. You may have to use some makeshift tools, like a couple of unbent paper clips, to hold the four clips open. 6. Two pieces should be ready to fall out; a small piece of PC-board-like material (about 7/16 by 3/32 inch, with two notches on one edge and a tiny hole in the center), and a tiny piece of wire (a small, beefy staple with short legs). Let them fall out. (It may help to toggle the key). These two pieces are the locking device, they should be removed and left out of the reassembly. 7. Replace the restoring spring, snap the key back into place, resolder the two leads, screw the keyboard back together, and replace the key cap. You may wish to experiment with the spring to reduce the key's springiness (this can be done with the keyboard assembled, though removing the cap is more difficult). the key's