Our
premier GUI compiler for the Windows "look-n-feel".
PowerBASIC for
Windows is a native code compiler for all versions of Windows, from Windows 95 to Windows 7. It
creates applications with a Graphical User Interface (GUI), to provide
the typical "Look and Feel" of Windows. It creates highly efficient
executables and industry-standard DLLs for optimum flexibility. The
machine code generated by PowerBASIC is among the most efficient in the
industry, both in terms of size and speed. It compares most favorably
with leading compilers of any dialect, Pascal, C++, Fortran, and others.
With PowerBASIC, you'll end BloatWare
forever!
This newest version of PB/Win sports a number of exciting new features.
Total support for both ANSI and Unicode strings with automatic conversion. Simplified resource support. You can add resource data inline, right in your basic source code. There is no need to create a resource file, compile it, and then link it into your source. All this done automatically.
Dead code removal. Unreferenced code will be removed from the compiled program to minimize the executable file size. Create client COM applications and COM components using Dispatch, Direct, Automation, or Dual interfaces. The inline assembler has been expanded to support the full range of SIMD opcodes. A complete graphics engine, a printer package for Windows-Only printers,
dynamic pointers, and thread local storage, to name just a few. But more
about them later.
Dynamic Dialog Tools™ (DDT™) allow you to create a complete graphical user
interface with ease, using just built-in statements and functions. DDT
is perfect for many applications, as it gives you complete access to all
of the standard controls like menus, buttons, listboxes, text boxes,
labels, bitmaps, listviews, treeviews, and much more. You can specify custom colors, custom
fonts, and custom styles, for the
Windows "Look and Feel", and best of
all, your dialogs are truly dynamic! Controls
can be modified, resized, moved, disabled, all
under program control. Perhaps even more important,
they're fast, fast, fast... loading as much as 20 times faster than Visual Basic
forms.
Try our complete SMTP email client, a 30k executable
with a graphical user interface, that allows
you to send an email message to anyone on the
internet. Some other compilers can't display
"Hello" in a program 40 times that size! Of
course, for more complex user interfaces, you
should probably consider
PowerBASIC Forms,
our state-of-the-art Visual Dialog Designer.
Total Cost Of Ownership
"I have been a PowerBASIC fan for years. I cannot imagine why anybody would use VB or .NET but I suppose it is all about marketing. Talk about the Total Cost Of Ownership!!!! One programmer and PowerBASIC can do what takes a room full of .NET folks to write and maintain."
- Mark Strickland, Chief Engineer SimplyBASICsecurity.com
PowerBASIC has long been associated
with performance. Our motto has always
been smaller-faster, smaller-faster, smaller-faster.
In fact, it's been said more than once that
PowerBASIC is the "Consultant's Secret Weapon".
So, how does it really stack up? In our comparisons, we've found that
PowerBASIC can outperform Visual Basic by a factor from 3 to 23 times.
That's correct, it's up to 2,300% faster than VB! Of course, PowerBASIC
never requires any DLLs or run-times of any sort. So specifications on
program size can be even more impressive. A "Hello, World!" program in
VB is over 1,400,000 bytes with the necessary runtime code... but with
PowerBASIC Compiler for Windows? Just 5,632 bytes on disk, or 2,615 bytes
in memory. That's something like 23,000% smaller than Visual Basic!
So just how fast is PB/WIN anyway?
We thought you'd never ask! This tiny example
may give you some idea of the power in PowerBASIC.
x## = 1
y## = 1.000001
t! = Timer
For i& = 1 To 100000000
x## = x## * y##
Next
t! = Timer - t!
What do we have here? 100,000,000 iterations of a simple floating point operation. On an AMD 64 CPU, PowerBASIC 3.5 for DOS runs this loop in 1.977 seconds. Pretty respectable, we think. PB3 has been benchmarked favorably against every sort of compiler... C++, Pascal, QuickBasic, you name it. It's always competitive.
So what about the PowerBASIC for Windows? Same computer. Same operating system (WinXP Pro). Same source code, line for line. No attempt to minimize any background tasks. Elapsed time: 0.209 seconds. May we repeat that? Elapsed time: 0.209 seconds. That's an instant gain of around 945%! Windows versions of PowerBASIC are more than nine times faster than the best DOS Basic around!
So why the big difference? A number of reasons...
Attention to detail. Attention to results.
A philosophy that requires us to provide the very
best possible code generation. We simply don't believe that sloppy
coding can always be overcome by ever faster hardware. At some point,
every programmer (ours included!) must take on the obligation to write
quality code... and we take that obligation very seriously. That's
why our entire compiler, including all the library code to be linked,
occupies less than 265K! Compare that to multi-megabyte compilers
that seem more like dinosaurs! That's a simple example of the attention
we pay to careful programming.
Of course, performance is a factor of
technical design issues, too. Like Register
Variables. Normally, every time a variable is altered,
assigned, or retrieved, memory must be accessed. That's a relatively
slow process, as compared to accessing CPU and FPU registers. So
PowerBASIC stores 4 float variables and 2 integer variables from each
Sub/Function in a register instead of memory. Simple concept, but very
effective. If those variables are referenced frequently, the improvement
can be dramatic. Moreover, we let the programmer decide which variables
should be register variables... that way, you can decide which will be
most helpful. And if you still decline to choose, PowerBASIC will try
to pick the best candidates for you, from those at hand.
So, how about graphics? Create a graphic control, open a graphic window,
and you're ready to go! You'll use GRAPHIC PRINT to draw plain text or
fancy text... Any font. Any size. Any color. Any escapement. Bold. Underline. Italic
and strikeout. Mix any combination of fonts on any window. Print just about
anything, just about anywhere, even on private bitmaps that aren't yet
visible. You'll copy or stretch bitmaps. Shrink them or change them.
Circles, ovals, lines and boxes. Fat lines, skinny lines, stylized lines.
Arcs, circles, rounded rectangles. Ellipses, pie sections, polygons,
polylines. Even get or set pixels -- one by one. Filled forms or empty.
Colors or not. The choices are endless. You can mix new colors with those
which exist, and measure proportional text size before you print it. Then
create a custom scaling system, even with fractional floating point
coordinates! Of course, once you've built that work of art, you need to
load and save it: you'll load from a resource, load and save a BMP on disk! Create a virtual graphic control or window that displays the contents of a larger virtual window. Scroll bars are added so the user can move the viewport to the desired section. There is even an option to allow the user to "drag" the edges of a graphic window to a new size.
And then there's printing. Access to printers has always been something
of an issue, but not any more. First, we added the complete family of
LPRINT functions, to give you direct text access to line printers. Then,
we took it a step further with extended printing (XPRINT), even for
"Windows-Only" printers! Just like GRAPHIC for the screen, XPRINT offers
it all on the printer. Print plain text or fancy text -- any font,
any size, any color. Bitmaps and images, lines and boxes, circles and
polygons, virtually all the features of the GRAPHIC screen are there for
printers, too! You can retrieve the size of the printer page, the printable
area, the margins, even the number of points per inch. Select landscape or
portrait mode, even the print quality setting. The PRINTER$() function
returns the name and port of every available printer. You can attach a
printer by its name, by default, or just display a printer dialog to let the
user decide. It's all in there.
Another interesting point is that graphics are extensible. Using the DC
(Device Context) from PowerBASIC, you can call the Windows API, your own
custom code, even third-party code for special graphic functions. With
GRAPHIC GET/SET BITS, you can even manipulate the bitmap directly...
each pixel is stored in succession as a long integer color value.
A complete Macro facility is provided. That's something seldom seen in a high level language. Essentially, a Macro invokes a text substitution engine which allows you to extend the PowerBASIC language in ways not seen before. PowerBASIC supports single line macros, multi-line macros, even function macros which return a result. And they don't occupy one byte of code space unless actually used. Each macro may take up to 240 arguments, so capacity shouldn't be an issue. MACROTEMP may even be used to specify identifiers which are made unique to each macro expansion, thus avoiding name conflicts. With PowerBASIC macros, you can design your own unique, personal language!
Mix Unicode and ANSI in the same program. Convert strings to and from OEM, Unicode, ANSI, and UTF-8. Display Unicode characters. Print Unicode characters. Read and write to Unicode files. Conversions from Unicode and ANSI are automatic. You can even select to have a complete Unicode emulation package in your executable or DLL to allow them to run properly on Windows 95, 98, and ME or select to have the runtime only use ANSI API routines.
PowerBASIC is entirely thread-safe, so multi-threaded
applications are a breeze. Isn't it
good to know your program can handle 2, 3, or
5000 tasks, all at the same time? You
can print a report, while still allowing data
entry. Watch for a hardware signal, while calculating
data services. All the power you need is packed
right into the PowerBASIC Thread Statement,
along with its simple extensions.
There is even a built-in THREAD object that offers a collection of methods which allow you to easily create and maintain additional threads of execution in your programs. Functions, Subroutines, Methods, and Properties can even be marked as THREADSAFE. When a procedure is declared THREADSAFE, PowerBASIC automatically establishes a semaphore which allows only one thread to execute it at a time. Others must wait until the first thread exits the THREADSAFE procedure before they are allowed to begin. This is important to protect global data (global, threaded, static, and instance variables) from corruption by interaction of the threads. PowerBASIC even offers
THREADED variables for "Thread Local Storage" -- each THREAD get its own
unique copy of the variable -- automatically.
COM Components (Servers), create Dispatch, Direct, Dual, or Automation COM Components using easy to use built-in Basic like statements. Create classes with multiple interfaces, inheritance, constructors, destructors, private class methods, override inherited base classes, and much much more. Every object created or defined in PowerBASIC is fully compatible with the COM specification. Many popular compilers are not able to make that claim accurately. The COM specification defines a standardized method of communication between modules of code (frequently called components), regardless of the platform or the tool used to create them.
Client COM services, and support
for the Dispatch, Direct, Automation, and Dual Interfaces lets you tap the
power of components. Invoke libraries and applications
with ease, all controlled from your PowerBASIC
client program. You'll find that the PowerBASIC object implementation is very efficient, with virtually no degradation of execution speed as compared to standard Subs and Functions.
Invoke an instance of Microsoft
Word, load and edit documents, all under the
control of PowerBASIC? It's all there now, waiting
for your command...
The PowerBASIC IDE has had some major improvements. Numerous improvements in the IDE have been made. The IDE is now based on tabs rather than MDI children. Up to 36 bookmarks are now supported Improved undo handeling. Quick context-sensitive syntax help is shown on the status bar. Find/Replace can now be set to wrap around the file. Project files have been ehanced to support a list of files, their scrolling position and caret position, a primary file, the active tab, breakpoints, bookmarks, and the debug Watch list. Backup files can now be created with a timestamp, numbered from 0 to 99, or even no backup file is you prefer. There's Print Preview and the new #PAGE metastatment for inserting a page break when printing from the IDE. Improved template files. The Open File dialog for source files now allows selecting multiple files at a time. And much more!
Extra debugging tools? PowerBASIC shines with an array of built-in
functions. PROFILE gives an overview. A list of every sub and function,
how many times each was called, and the total time spent executing each of
them. CALLSTK captures all stack frames above you. It answers, "How did I
get here?". TRACE generates an execution log of each sub, function, label,
and TRACE PRINT, as they're executed in sequence. It gives you parameter
values, return values, even error codes. TRACE answers "Where have I been?",
and "How did I get here?". With these tools, debugging might now be fun!
You know, a quality compiler must offer data types to suit the needs. And
PowerBASIC handles that with ease. Signed and unsigned integers to 64-bit.
Single, double, and extended precision float. Two forms of currency.
Dynamic ANSI and Unicode strings, fixed ANSI and Unicode strings, Nul-Terminated ANSI and Unicode strings. User-defined Types and
Unions. Guids. Variants, pointers, and more. BIT and
SIGNED BIT variables in TYPES and UNIONS. Each may be from 1 to 31 bits
wide, packed one after another. Perfect for bit coding, or translation
from C code. And FIELD variables? They work with the new FIELD statement,
just like in DOS versions of BASIC. A FIELD is a string, mapped to a
specific section of a file buffer, or even another string. They're
allocated at run-time, so they can be changed as needed. Much like a TYPE
that can be altered under program control. There is even Unicode FIELD variables. Best of all, a new internal
design makes them fast, fast, fast!
Pointers are great, but sometimes the syntax is daunting, particularly
for very simple tasks. So we implemented Dynamic Pointers, using the
original PEEK/POKE as a model: xx# = PEEK(DOUBLE,addr&) This retrieves
the double precision value stored at addr&, assigning it to xx#. Very
straightforward and it works for all data types. And unlike the old
PEEK and POKE, it's just as fast as a pointer variable! Speaking of
simplification, LOCAL, STATIC, GLOBAL, and RESET can now use a list of
variables, like: STATIC abc, bcd, xyz AS STRING And, ARRAY ASSIGN lets
you assign values to every element of an array in a single statement!
At that, we're still not done.
The Inline Assembler supports opcodes through
Pentium class, including MMX. SIMD, and floating point.
Built-in TCP and UDP functions allow you to
download files from a web server, access an
FTP site, send email over the internet, and
even more. And Regular Expression Search and
Replace offer amazing scan capabilities.
We have added Collections, PowerCollection, LinkList, and Stack Collections. A Power Collection creates a set of data items, each of which is associated with an alpha-numeric key. A Linked List Collection is an ordered set of data items, which are accessed by their position in the list rather than by an alphanumeric key. A Stack Collection is an ordered set of data items, which are accessed on a LIFO (Last-In / First-Out) basis. Support for SafeArrays with the new PowerARRAY object that encapsulates the Windows SAFEARRAY structure. A PowerARRAY is perfect for sharing arrays between processes and COM Servers. How about comparing two dates? A PowerTime Object allows easy calculations on date and time values.
So simply put, one of our favorite slogans
has been "We put the POWER in Basic..."
We've said it before, but it's never been more
true than it is today. With PowerBASIC version
10, there's a renewed War On Bloatware! You know,
using PowerBASIC for Windows, it's not unusual
to deliver a substantial GUI application
on a single floppy diskette. Don't let the Power
of PowerBASIC pass you by...
New Features in Version 10
#COM CLASS metastatement allows you to add the COM attribute to a class defined elsewhere.
#EXPORT metastatement declare a Sub/Function to have the EXPORT attribute.
#LINK metastatement links a pre-compiled Static Link Library (SLL) into your host program.
#OPTIMIZE CODE ON metastatement removes unreferenced code from the compiled program.
#OPTIMIZE CODE OFF metastatement keeps unreferenced code in the compiled program.
#OPTION LARGEMEM32 metastatement allows your application to use more than the original limit of 2 Gigabytes of memory.
#OPTION WIN95 metastatement includes a complete Unicode emulation package in your EXE or DLL to allow them to run properly on Windows 95, 98, and ME.
#OPTION ANSIAPI metastatement directs the internal runtime library to only use ANSI Windows API calls.
#PAGE metastatement sets a page boundary for the PowerBASIC IDE.
#RESOURCE BITMAP metastatement embeds a bitmap as Resource data into your program or DLL.
#RESOURCE ICON metastatement embeds a icon as Resource data into your program or DLL.
#RESOURCE MANIFEST metastatement embeds a manifest file into your program or DLL.
#RESOURCE RCDATA metastatement embeds raw resource data into your program or DLL.
#RESOURCE STRING metastatement embeds a string as Resource data into your program or DLL.
#RESOURCE TYPELIB metastatement embeds a type library as Resource data into your program or DLL.
#RESOURCE PBR metastatement embeds a PowerBASIC compiled resource (.PBR) into your program or DLL.
#RESOURCE RES metastatement embeds a compiled resource (.RES) file into your program or DLL.
#RESOURCE WAVE metastatement embeds a wave file into your program.
#RESOURCE VERSIONINFO metastatement embeds version information into your program or DLL.
#UNIQUE metastatement specifies whether unique variable names are required.
ASM ALIGN statement rounds up the instruction location to a power of two address.
ASMDATA/END ASMDATA statements defines a block where primitive read-only data is stored.
BITS$ function copies string contents without modification.
CHRBYTES function determines the size of a single character in a string variable.
CHR$$ function converts one or more numeric Unicode character codes, code ranges, and/or strings into a single string.
ChrToOem$ function translates a string of ANSI/WIDE characters to OEM byte characters.
ChrToUtf8$ function translates a string of ANSI/WIDE characters to UTF-8 byte characters.
CLIP$ function deletes characters from a string.
COLLECTION Object Group provides a convenient way to refer to a related group of items as a single object.
COMM TIMEOUT statement places a limit on the time to complete a COMM operation.
CONTROL ADD HEADER statement adds a header control to a dialog.
CONTROL HIDE statement makes a CONTROL invisible.
CONTROL NORMALIZE statement makes a control visible.
DAYNAME$ function converts a Day-of-Week number to the associated name.
DEC$ function converts an integral value to a decimal string.
DIALOG DEFAULT FONT statement specifies the default font to be used for DDT Dialogs and Controls.
DIALOG HIDE statement makes a Dialog invisible.
DIALOG NONSTABLE statement makes a Dialog non-stable (closeable).
DIALOG NORMALIZE statement makes a Dialog visible.
DIALOG STABILIZE statement makes a Dialog stabilized (non-closeable).
END statement terminates the program immediately.
ENUM/END ENUM statements creates a group of logically related numeric equates.
EXE.INST read-only user defined type returns the instance handle of the program which is currently executing.
FASTPROC/END FASTPROC statements defines a FastProc code section.
FOR EACH/NEXT statements defines a loop of program statements which can sequentially examine and act upon each member of a PowerCollection or LinkListCollection.
GET$$ statement reads WIDE string data from a file opened in binary mode.
GRAPHIC(CANVAS.X) function retrieves the writable width of the attached graphic target.
GRAPHIC(CANVAS.Y) function retrieves the writable height of the attached graphic target.
GRAPHIC(Cell.Size.X) function retrieves the character cell width including external leading.
GRAPHIC(Cell.Size.Y) function retrieves the character cell height including external leading.
GRAPHIC(Chr.Size.X) function retrieves the character width on the graphic target.
GRAPHIC(Chr.Size.Y) function retrieves the character height on the graphic target.
GRAPHIC(Client.X) function retrieves the client width of the attached graphic target.
GRAPHIC(Client.Y) function retrieves the client height of the attached graphic target.
GRAPHIC(Clip.X) function retrieves the width of the clip area.
GRAPHIC(Clip.Y) function retrieves the height of the clip area.
GRAPHIC(COL) function retrieves the next column print position, based upon the row and column position of a text cell.
GRAPHIC(DC) function retrieves the handle of the DC (device context) for the selected graphic target.
GRAPHIC(INSTAT) function determines whether a keyboard character is ready.
GRAPHIC(LINES) function retrieves the number of text lines which will fit on the graphic target.
GRAPHIC(LOC.X) function retrieves the horizontal location of the graphic target on the desktop.
GRAPHIC(LOC.Y) function retrieves the vertical location of the graphic target on the desktop.
GRAPHIC(MIX) function retrieves the color mix mode for the selected graphic target.
GRAPHIC(OVERLAP) function retrieves the status of Graphic Overlap Mode.
GRAPHIC(PIXEL...) function retrieves the color of the pixel at the specified point.
GRAPHIC(POS.X) function retrieves the horizontal POS (last point referenced) by a GRAPHIC statement.
GRAPHIC(POS.Y) function retrieves the vertical POS (last point referenced) by a GRAPHIC statement.
GRAPHIC(PPI.X) function retrieves the horizontal resolution of the display device, in points per inch.
GRAPHIC(PPI.Y) function retrieves the vertical resolution of the display device, in points per inch.
GRAPHIC(ROW) function retrieves the next row print position, based upon the row and column position of a text cell.
GRAPHIC(SCROLLTEXT) function retrieves the status of Graphic ScrollText Mode.
GRAPHIC(SIZE.X) function retrieves the overall width of the selected graphic target.
GRAPHIC(SIZE.Y) function retrieves the overall height of the selected graphic target.
GRAPHIC(STRETCHMODE) function retrieves the default bitmap stretching mode for the attached DC.
GRAPHIC(TEXT.SIZE.X...) function calculates the width of text to be printed.
GRAPHIC(TEXT.SIZE.Y...) function calculates the height of text to be printed.
GRAPHIC(View.X) function retrieves the horizontal position of the virtual graphic viewport.
GRAPHIC(View.Y) function retrieves the vertical position of the virtual graphic viewport.
GRAPHIC(WORDWRAP) function retrieves the status of Graphic WordWrap Mode.
GRAPHIC(WRAP) function retrieves the status of Graphic Wrap Mode.
GRAPHIC$(CAPTION) function retrieves the caption from a Graphic Window.
GRAPHIC$(INKEY$) function reads a keyboard character if one is ready.
GRAPHIC$(WAITKEY$) function reads a keyboard character or extended key, waiting until one is ready.
GRAPHIC$ (WAITKEY$...) function reads a limited set of keyboard characters or extended keys, with an optional timeout value.
GRAPHIC CELL SIZE statement retrieves the character cell size including external leading.
GRAPHIC CELL statement sets or retrieves the next print position, based upon the row and column position of a text cell.
GRAPHIC COL statement retrieves the next column print position, based upon the row and column position of a text cell.
GRAPHIC GET CANVAS statement retrieves the buffer size of the attached graphic target.
GRAPHIC GET CAPTION statement retrieves the caption from a Graphic Window.
GRAPHIC GET CLIP statement retrieves the size of the clip area.
GRAPHIC GET OVERLAP statement retrieves the status of Graphic Overlap Mode.
GRAPHIC GET SCROLLTEXT statement retrieves the status of Graphic ScrollText Mode.
GRAPHIC GET SIZE statement retrieves the overall size of the selected graphic target.
GRAPHIC GET STRETCHMODE statement retrieves the default bitmap stretching mode for the attached DC.
GRAPHIC GET VIEW statement retrieves the position of the virtual graphic viewport.
GRAPHIC GET WORDWRAP statement retrieves the status of Graphic WordWrap Mode.
GRAPHIC GET WRAP statement retrieves the status of Graphic Wrap Mode.
GRAPHIC ROW statement retrieves the next row print position, based upon the row and column position of a text cell.
GRAPHIC SET AUTOSIZE statement expands a graphic target into autosize mode.
GRAPHIC SET CAPTION statement changes the caption on a Graphic Window.
GRAPHIC SET CLIENT statement changes the size of a graphic control or graphic window to a specific client area size.
GRAPHIC SET CLIP statement establishes margins around the outer edges of the graphic target.
GRAPHIC SET FIXED statement restores a graphic target to standard fixed mode.
GRAPHIC SET OVERLAP statement enables or disables Graphic Overlap Mode.
GRAPHIC SET SCROLLTEXT statement enables or disables Graphic ScrollText Mode.
GRAPHIC SET SIZE statement changes the overall size of a graphic control or graphic window.
GRAPHIC SET STRETCHMODE statement sets the default bitmap stretching mode for the current DC.
GRAPHIC SET VIEW statement changes the position of the viewport on a virtual graphic target.
GRAPHIC SET VIRTUAL statement expands a graphic target into virtual mode.
GRAPHIC SET WORDWRAP statement enables or disables Graphic WordWrap Mode.
GRAPHIC SET WRAP statement enables or disables Graphic Wrap Mode.
GRAPHIC SPLIT statement splits a string into two parts for display on a graphic target.
GRAPHIC STRETCH PAGE statement copies and resizes a bitmap to the clip or client area of the selected graphic target.
GRAPHIC WINDOW HIDE statement makes a graphic window invisible.
GRAPHIC WINDOW MINIMIZE statement minimizes a graphic window.
GRAPHIC WINDOW NONSTABLE statement makes a graphic window non-stable (closeable).
GRAPHIC WINDOW NORMALIZE statement makes a graphic window visible.
GRAPHIC WINDOW STABILIZE statement makes a graphic window stabilized (non-closeable).
GRAPHIC WINDOW TEXT statement creates a new standalone window oriented more towards the display of text.
HEADER statement manipulates a HEADER control in order to set/retrieve data.
IMPORT ADDR statement loads a library (DLL) to access an imported procedure.
IMPORT CLOSE statement frees a library.
ILinkListCollection.ADD method adds am item to the end of the LinkListCollection.
ILinkListCollection.CLEAR method removes all items from the LinkListCollection.
ILinkListCollection.COUNT method returns the number of items currently in the LinkListCollection.
ILinkListCollection.FIRST method sets the current index for the LinkListCollection to one (1) and returns the previous value.
ILinkListCollection.INDEX method sets the current index for the LinkListCollection to the specified value and returns the previous value.
ILinkListCollection.INSERT method adds the specified item to the specified index position..
ILinkListCollection.ITEM method returns the item from the specified index position.
ILinkListCollection.LAST method sets the index value to the last item and returns the previous value.
ILinkListCollection.NEXT method returns the next item in the LinkListCollection.
ILinkListCollection.PREVIOUS method returns the previous item in the LinkListCollection.
ILinkListCollection.REMOVE method removes the item at the specified position from the LinkListCollection.
ILinkListCollection.REPLACE method replaces the item at the specified position with a new item in the LinkListCollection.
IPowerArray.ARRAYBASE method returns the address of the first element of the array.
IPowerArray.ARRAYDESC method returns the address of the SAFEARRAY descriptor.
IPowerArray.ARRAYINFO property retrieves the info string, if one is present.
IPowerArray.ARRAYINFO property assigns the info string to the array.
IPowerArray.CLONE method copies an exact duplicate of the SafeArray, and stores it in the specified PowerArray object.
IPowerArray.COPYFROMVARIANT method copies an exact duplicate of the specified SafeArray and stores it in this PowerArray object.
IPowerArray.COPYTOVARIANT method copies an exact duplicate of the SafeArray in this object and stores it in the specified Variant.
IPowerArray.DIM method dimensions (creates) a new array.
IPowerArray.ELEMENTPTR method retrieves the address of the specified data element.
IPowerArray.ELEMENTSIZE method retrieves the storage size (in bytes) of each data element of the array.
IPowerArray.ERASE method destroys the contained array and empties the object.
IPowerArray.LBOUND method retrieves the lower bound number for the dimension specified.
IPowerArray.LOCK method increments the lock count of the SAFEARRAY.
IPowerArray.MOVEFROMVARIANT method transfers ownership of the specified SafeArray contained in the variant to the PowerArray object.
IPowerArray.MOVETOVARIANT method transfers ownership of the SafeArray contained in this PowerArray object to a variant parameter.
IPowerArray.REDIM method allows the SafeArray to be erased and re-dimensioned to a new size.
IPowerArray.REDIMPRESERVE method allows the least significant (rightmost) bound to be changed to a new size. The remaining data items in the array are preserved.
IPowerArray.RESET method sets all elements in the SafeArray back to their initial, default value.
IPowerArray.SUBSCRIPTS method retrieves the number of dimensions (subscripts) for this array.
IPowerArray.UBOUND method retrieves the upper bound number for the dimension specified.
IPowerArray.UNLOCK method decrements the lock count of the SAFEARRAY.
IPowerArray.VALUEGET method retrieves the value of the specified array element.
IPowerAraay.VALUESET method assigns the value to the specified array element.
IPowerArray.VALUETYPE method retrieves the %VT code which describes the data contained in this array.
IPowerCollection.ADD method adds an item and key to the end of the PowerCollection.
IPowerCollection.CLEAR method removes all items and keys from the PowerCollection.
IPowerCollection.CONTAINS method scans the PowerCollection for the specified key.
IPowerCollection.COUNT method returns the number of data items currently contained in the PowerCollection.
IPowerCollection.ENTRY method returns the PowerCollection item specified by the Index number.
IPowerCollection.FIRST method sets the index to the first item and returns the previous value.
IPowerCollection.INDEX method sets the index value and returns the previous value.
IPowerCollection.ITEM method returns the item associated with the specified key in the PowerCollection.
IPowerCollection.LAST method sets the index to the last item and returns the previous value.
IPowerCollection.NEXT method returns the next item in the PowerCollection.
IPowerCollection.PREVIOUS method returns the previous item in the PowerCollection.
IPowerCollection.REMOVE method removes the item associated with the specified key from the PowerCollection.
IPowerCollection.REPLACE method replaces the item associated with the specified key with a new item.
IPowerCollection.SORT method sorts the data items in the PowerCollection based upon the text in the associated keys.
IPowerThread.Close method releases the thread handle of this thread.
IPowerThread.Equals method compares the specified object to determine if it references the same object as this object.
IPowerThread.Handle method retrieves the handle of the thread for use with Windows API functions.
IPowerThread.Id method retrieves the ID of the thread for use with Windows API functions.
IPowerThread.IsAlive method checks the thread to see if it is currently "alive".
IPowerThread.Join method waits for the specified thread object to complete before execution of this thread continues.
IPowerThreadLaunch method begins execution of the thread object.
IPowerThread.Priority property get retrieves the priority value for this thread.
IPowerThread.Priority property set sets the priority value for this thread.
IPowerThread.Result method retrieves the results value if the thread has ended.
IPowerThread.Resume method resumes execution of a suspended thread.
IPowerThread.StackSize property get retrieves the size of the stack for this thread.
IPowerThread.StackSize property set sets the size of the stack for this thread to the value specified.
IPowerThread.Suspend method suspends execution of the thread.
IPowerThread.TimeCreate method retrieves the date and time-of-day of the thread creation.
IPowerThread.TimeExit method retrieves the date and time-of-day of the thread exit
IPowerThread.TimeKernel method retrieves the amount of time this thread has spent in kernel mode.
IPowerThread.TimeUser method retrieves the amount of time this thread has spent in user mode.
IPowerTime.AddDays method adds or subtracts a specified number of days to value of this object.
IPowerTime.AddHours method adds or subtracts a specified number of hours to value of this object.
IPowerTime.AddMinutes method adds or subtracts a specified number of minutes to value of this object.
IPowerTime.AddMonths method adds or subtracts a specified number of months to value of this object.
IPowerTime.AddMSeconds method adds or subtracts a specified number of milliseconds to value of this object.
IPowerTime.AddSeconds method adds or subtracts a specified number of seconds to value of this object.
IPowerTime.AddTicks method adds or subtracts a specified number of ticks to value of this object.
IPowerTime.AddYears method adds or subtracts a specified number of years to value of this object.
IPowerTime.DateDiff method compares the date component of an external PowerTime object to this objects date component.
IPowerTime.DateString method returns the Date component of the object expressed as a string.
IPowerTime.DateStringLong method returns the Date component of the PowerTime object, expressed as a string, with a full alphabetic month name.
IPowerTime.Day method returns the Day component of the object.
IPowerTime.DayOfWeek method returns the Day-of-Week component of the object.
IPowerTime.DayOfWeekString method returns the Day-of-Week of the object, expressed as a string (Sunday, Monday...).
IPowerTime.DaysInMonth method returns the number of days which comprise the month of the date of the PowerTime object.
IPowerTime.FileTime property get returns a Quad-Integer value of the PowerTime object as a FileTime.
IPowerTime.FileTime property set the FileTime Quad-Integer value specified is assigned as the PowerTime object value
IPowerTime.Hour method returns the Hour component of the object.
IPowerTime.IsLeapYear method returns true/false (-1/0) to tell if the object year is a leap year.
IPowerTime.Minute method returns the Minute component of the object.
IPowerTime.Month method returns the Month component of the object.
IPowerTime.MonthString method returns the Month component of the object, expressed as a string (January, February...).
IPowerTime.MSecond method returns the millisecond component of the PowerTime object.
IPowerTime.NewDate method assigns a new value to the date component of the PowerTime object.
IPowerTime.NewTime method assigns a new value to the time component of the PowerTime object.
IPowerTime.Now method assigns the current local date and time on this computer to this object.
IPowerTime.NowUTC method assigns the current Coordinated Universal date and time (UTC) to this object.
IPowerTime.Second method returns the Second component of the object.
IPowerTime.Tick method returns the Tick component of the object.
IPowerTime.TimeDiff method compares the time component of an external PowerTime object with this objects time component.
IPowerTime.TimeString method returns the Time component of the PowerTime object expressed as a string.
IPowerTime.TimeString24 method returns the Time component of the PowerTime object expressed as a string. The time is formatted as hh:mm in 24-hour notation.
IPowerTime.TimeStringFull method returns the Time component of the PowerTime object expressed as a string. The time is formatted as hh:mm:ss.tt in 24-hour notation.
IPowerTime.Today method the current local date on this computer is assigned to this PowerTime object.
IPowerTime.ToLocalTime method converts the object to local time.
IPowerTime.ToUTC method converts the object to Coordinated Universal Time (UTC).
IPowerTime.Year method returns the Year component of the PowerTime object as a numeric value.
IQueueCollection.CLEAR method removes all items from the QueueCollection.
IQueueCollection.COUNT method returns the number of data items currently contained in the QueueCollection.
IQueueCollection.DEQUEUE method returns the item at the "oldest" position in the QueueCollection.
IQueueCollection.ENQUEUE method adds the specified item to the "newest" position in the QueueCollection.
IStackCollection.CLEAR method removes all items from the StackCollection.
IStackCollection.COUNT method returns the number of data items currently contained in the StackCollection.
IStackCollection.POP method returns the item at the "Stack-Top" (the item most recently added).
IStackCollection.PUSH method adds the specified item to the StackCollection at the "Stack-Top" position.
IStringBuilderA.Add method appends an ANSI string to the object.
IStringBuilderA.Capacity property get retrieves the size of the internal buffer.
IStringBuilderA.Capacity property set sets the size of the internal buffer.
IStringBuilderA.Char property get returns the numeric character code of the character at the specified position.
IStringBuilderA.Char property set changes the numeric character code of the character at the specified position.
IStringBuilderA.Clear method erases all data in the object.
IStringBuilderA.Delete method deletes all data in the object.
IStringBuilderA.Insert method inserts a string at a specified position.
IStringBuilderA.Len method returns the number of characters stored in the object.
IStringBuilderA.String method returns the ANSI string stored in the object.
IStringBuilderW.Add method appends an WIDE string to the object.
IStringBuilderW.Capacity property get retrieves the size of the internal buffer.
IStringBuilderW.Capacity property set sets the size of the internal buffer.
IStringBuilderW.Char property get returns the numeric character code of the character at the specified position.
IStringBuilderW.Char property set changes the numeric character code of the character at the specified position.
IStringBuilderW.Clear method erases all data in the object.
IStringBuilderW.Delete method deletes all data in the object.
IStringBuilderW.Insert method inserts a string at a specified position.
IStringBuilderW.Len method returns the number of characters stored in the object.
IStringBuilderW.String method returns the WIDE string stored in the object.
ISNOTNULL function determines if a string is not nul (contains 1 or more characters).
ISNULL function determines if a string is nul (zero-length).
LISTVIEW GET HEADERID statement returns the handle of the LISTIVEW control and the ID of HEADER control.
MEMORY COPY statement copies a specified number of bytes from one address to another.
MEMORY FILL statement fills a specified address with a specified number of bytes with one or more copies of a specified string expression.
MEMORY SWAP statement exchanges a specified number of bytes from at one address with the data at another address.
MENU CONTEXT statement creates a floating context menu.
METRICS function retrieves information or dimensions of system elements.
MONTHNAME$ function converts a Month number to the associated name.
OBJEQUAL function checks if object variables refer to the same object.
OemToChr$ function translates a byte string of OEM characters into ANSI/WIDE characters.
PLAY statement plays a wave file under program control.
POKE$$ statement stores the characters of a string expression as consecutive 2-byte words of memory at a specific address.
PEEK$$ function retrieves a specified count of consecutive 2-byte wide characters, and returns them as a wide character string.
PowerArray object encapsulates the Windows SAFEARRAY structure.
PowerTime object contains a date and time value, allowing easy calculations.
PREFIX/END PREFIX statements execute a series of statements, each of which utilizes pre-defined source code.
PUT$$ statement writes a WIDE Unicode string to a file opened in binary mode.
RESOURCE$ function returns predefined resource data.
RESUME FLUSH statement flushes the RESUME stack and program execution simply continues on the line immediately following the RESUME FLUSH.
RETURN FLUSH statement removes the most recent return address from the system stack and program flow continues normally after the RETURN FLUSH.
SHRINK$ function shrinks a string to use a consistent single character delimiter.
SPLIT statement splits a string into two parts.
STRINGBUILDER Object offers the ability to concatenate many string sections at a very high level of performance.
STRING$$ function returns a Unicode string consisting of multiple copies of a specified character.
TAB GET IMAGE statement retrieves the index of the image displayed on the specified TAB page.
TAB GET PAGE statement retrieves the page number of the specified TAB page dialog.
TAB GET SELECT statement returns the index of the currently selected TAB page.
TAB GET TEXT statement retrieves the text displayed on the specified page tab.
TAB SET IMAGE statement displays the specified image on the specified page tab.
TAB SET TEXT statement displays the specified text on the specified page tab.
THREAD Object offers a collection of methods which allow you to easily create and maintain additional threads of execution in your programs.
TXT.CELL method sets or retrieves the cursor position.
TXT.CLS method clears the Text Window and moves to caret to the upper left corner.
TXT.COLOR method sets the foreground color.
TXT.END method destroys and detaches the Text Window currently attached to your program from the process.
TXT.INKEY$ method reads a keyboard character if one is ready.
TXT.INSTAT method determines whether a keyboard character is ready.
TXT.LINE.INPUT method reads an entire line from the keyboard.
TXT.PRINT method writes text data to the TEXT WINDOW at the current caret location.
TXT.WAITKEY$ method reads a keyboard character, waiting until one is ready.
TXT.WINDOW method creates a new Text Window and attaches it to your program.
UNWRAP$ removes paired characters from the beginning and end of a string.
Utf8ToChr$ function translates a byte string of OEM characters into ANSI/WIDE characters.
VAL statement converts a text string to a numeric value with additional information.
VARIANT$$ function returns the Unicode string value contained in a Variant variable.
WINDOW GET HANDLE statement retrieves the handle of a Window.
WINDOW GET STYLE statement retrieves the style of the Window.
WINDOW GET STYLEX statement retrieves the extended-style of the Window.
WINDOW GET USER statement retrieves the user data value associated with the window.
WINDOW SET ID statement changes the integral ID of the window.
WINDOW SET STYLE statement changes the style of the Window.
WINDOW SET STYLEX statement changes the extended-style of the Window.
WINDOW SET USER statement changes the user data value associated with the window.
WRAP$ function adds paired characters to the beginning and end of a string.
XPRINT(CANVAS.X) function retrieves the writable width of the host printer page.
XPRINT(CANVAS.Y) function retrieves the writable height of the host printer page.
XPRINT(Cell.Size.X) function retrieves the character cell width including external leading.
XPRINT(Cell.Size.Y) function retrieves the character cell height including external leading.
XPRINT(Chr.Size.X) function retrieves the character width on the host printer page.
XPRINT(Chr.Size.Y) function retrieves the character height on the host printer page.
XPRINT(Client.X) function retrieves the width of the client area (printable area) on the host printer page.
XPRINT(Client.Y) function retrieves the height of the client area (printable area) on the host printer page.
XPRINT(Clip.X) function retrieves the width of the clip area on the selected printer.
XPRINT(Clip.Y) function retrieves the height of the clip area on the selected printer.
XPRINT(COL) function retrieves the next column print position, based upon the row and column position of a text cell.
XPRINT(COLLATE) function retrieves the XPRINT collate status.
XPRINT(COLORMODE) function retrieves the XPRINT colormode status.
XPRINT(COPIES) function retrieves the XPRINT copy count.
XPRINT(DC) function retrieves the handle of the device context (DC) for the host printer page.
XPRINT(DUPLEX) function retrieves the XPRINT duplex status.
XPRINT(LINES) function retrieves the number of lines that can be printed.
XPRINT(MIX) function retrieves the color mix mode for a host printer page.
XPRINT(ORIENTATION) function retrieves the paper orientation for a host printer page.
XPRINT(OVERLAP) function retrieves the status of XPrint Overlap Mode.
XPRINT(PAPER) function retrieves the current paper size/type.
XPRINT(PIXEL...) function retrieves the color of a pixel on a host printer page.
XPRINT(POS.X) function retrieves the last horizontal point referenced (POS) by an XPRINT statement.
XPRINT(POS.Y) function retrieves the last vertical point referenced (POS) by an XPRINT statement.
XPRINT(PPI.X) function retrieves the horizontal resolution of the host printer page.
XPRINT(PPI.Y) function retrieves the vertical resolution of the host printer page.
XPRINT(ROW) function retrieves the next row print position, based upon the row and column position of a text cell.
XPRINT(QUALITY) function retrieves the print quality setting for the host printer.
XPRINT(SELECTION) function retrieves the status of the SELECTION flag.
XPRINT(SIZE.X) function retrieves the width of the host printer page.
XPRINT(SIZE.Y) function retrieves the height of the host printer page.
XPRINT(STRETCHMODE) function retrieves the default bitmap stretching mode for the attached DC.
XPRINT(TEXT.SIZE.X...) function calculates the width of text to be printed on a host printer.
XPRINT(TEXT.SIZE.Y...) function calculates the height of text to be printed on a host printer.
XPRINT(TRAY) function retrieves the active printer tray.
XPRINT(WORDWRAP) function retrieves the status of XPRINT WordWrap Mode.
XPRINT(WRAP) function retrieves the status of XPRINT Wrap Mode.
XPRINT$(ATTACH) function returns the name of the attached host printer.
XPRINT$(PAPERS) function retrieves a list of supported paper types.
XPRINT$(TRAYS) function retrieves a list of supported paper trays.
XPRINT CELL SIZE statement retrieves the character cell size including external leading.
XPRINT CELL statement sets or retrieves the next print position, based upon the row and column position of a text cell.
XPRINT GET ATTACH statement retrieves the name of the attached host printer.
XPRINT GET CANVAS statement retrieves the buffer size of the attached host printer.
XPRINT GET CLIP statement retrieves the size of the clip area on the selected printer.
XPRINT GET OVERLAP statement retrieves the status of XPrint Overlap Mode.
XPRINT GET PAGES statement retrieves the XPRINT page number limits for this print job.
XPRINT GET SELECTION statement retrieves the status of the SELECTION flag.
XPRINT GET STRETCHMODE statement retrieves the default bitmap stretching mode for the attached DC.
XPRINT GET WORDWRAP statement retrieves the status of XPRINT WordWrap Mode.
XPRINT GET WRAP statement retrieves the status of XPRINT Wrap Mode.
XPRINT PREVIEW statement display a replica of a printed document on the screen.
XPRINT PREVIEW CLOSE statement reverts XPRINT output back to the host printer.
XPRINT SET CLIP statement establishes margins around the outer edges of the print page.
XPRINT SET OVERLAP statement enables or disables XPRINT Overlap Mode.
XPRINT SET PAGES statement sets the XPRINT page number limits for this print job.
XPRINT SET STRETCHMODE statement sets the default bitmap stretching mode for the current DC.
XPRINT SET WORDWRAP statement enables or disables XPRINT WordWrap Mode.
XPRINT SET WRAP statement enables or disables XPrint Wrap Mode.
XPRINT SPLIT statement splits a string into two parts for printing with XPRINT.
XPRINT STRETCH PAGE statement copies and resizes a bitmap to the clip or client area of the print page.
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