
                              Scout 37.7
                             Release 1.1
                            User's Manual
                  Copyright (C) 1994 Andreas Gelhausen

What is Scout?
==============

   `Scout' is a tool that allows you to monitor your computer system.
It displays many different things -- like tasks, ports, assigns,
expansion boards, resident commands, interrupts, etc.  -- and you can
perform some certain actions on them.

   For example you can freeze tasks, close windows and screens, release
semaphores or remove locks, ports and interrupts.

   An implemented ARexx interface makes you these actions available,
too.

   But this program is rather a tool for programmers and everybody who
wants to watch a little bit deeper in his system than for `normal'
users.

Copyright
=========

   Scout 37.7 (Release 1.1) - Copyright (C) 1994 by Andreas Gelhausen,
all rights reserved.

   `Scout' is a giftware program and you are only allowed to freely
distribute it, if you let this archive unchanged.

   No part of this archive is allowed to be distributed with commercial
software without written permission of the author.

No Warranty
===========

   No warranties are made for this program. All use is at your own risk.
No liability or responsibility is assumed for any damages occured
during the usage of `Scout'. You have been warned.

Giftware
========

   `Scout' 37.7 is giftware. If you like and use this program, you are
welcome to appreciate my programming efforts by sending me a little
present -- thanks a lot in advance!  =:^)

What your system should have
============================

   `Scout' requires Amiga operating system version 2.04 and MUI version
2.0.  See MUI.  Of course you can use higher versions of these things,
too.

MUI - MagicUserInterface
========================

              (C) Copyright 1993 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 20.- or US$
15.- to

                        Stefan Stuntz
                   Eduard-Spranger-Straße 7
                        80935 München
                           GERMANY

Installing Scout
================

   You only have to copy the program `Scout' to your favourite
directory and then you can start it.

How to use Scout
****************

   If you start the program you will see the main window which includes
many gadgets.  Each of these gadgets represents a certain kind of
system structure.

   You can choose between:

   Assigns, Devices, Expansions, Fonts, InputHandlers, Interrupts,
Libraries, Locks, Memory, Mounted Devices, Ports, Resident Commands,
Residents, Resources, Semaphores, Tasks, Vectors and Windows.

   Click one of these gadgets and another window will be opened with a
list of the structure type that is indicated on the pressed gadget.

   *Example:* Press the task gadget and you will get a window with the
list of tasks and processes.

   You can also select these functions by pressing the underlined key
you see on each gadget or by using the right mousebutton menu.

   If you wish to handle/remove a given structure, you should know what
you do.

     *Warning:* Wrong handling of the showed structures can crash your
     system. At the worst you will lose your data.

   *Please note:* You should not be surprised, if you don't find a
certain detail information in this manual, because it's to much work to
explain each element of all the structures you could see in this
program.

   Many books are written about these things and if you want to have
more information about them, you should have a look in the specialized
literature.

Assigns
=======

   This type of structure assigns a logical name to a directory.

   If you assign the directory `dh0:data/documents' the logical name
`texts:', you will also be able to choose a file FILENAME in that
directory with the path `texts:FILENAME'.

Column items
------------

`Address'
     Address of the assign structure.

`Name'
     Logical name of a directory

`Path'
     Here you will find the path of the directory.

Actions
-------

`Update'
     Selecting this gadget updates the list of assigns.

`Exit'
     The `Assigns' window will be closed.

Devices
=======

   A device is -- like a library (see Libraries) -- a collection of
functions/procedures, which have to do certain jobs.

   E.g. the `trackdisk.device' includes functions for the floppy disk
handling.

Column items
------------

`Address'
     Address of the device structure

`ln_Name'
     Name of a device

`ln_Pri'
     Priority of a device

`OpenC'
     This element shows how often the device was opened.

`RPC'
     `RPC' means `RAM Pointer Count' and shows how many jump addresses
     of the device point into RAM.  In this way many programs -- like
     the `setpatch' command from Commodore -- patch the system.

     Many viruses patch the system in this way too, but don't panic now.
     If you check your system in regular intervals with a current virus
     killer, it should be out of danger.

     If the whole program code of the device is located in RAM, you will
     find a dash (minus sign) here, because in this case it's
     unimportant how many jump addresses point into RAM.

`ln_Type'
     Type of this structure (usually `device')

Actions
-------

`Update'
     If you select this gadget, the list of devices will be updated.

`Remove'
     The selected device will be removed with this function provided
     that no program uses this device anymore and the `OpenC' is zero.

`Priority'
     Herewith the priority of the device can be changed.  A little
     window will be opened, that asks you for a new priority.  Through
     the new priority it can happen that the device gets a new place in
     the device list.

`More'
     Another window will be opened and you will see more informations
     about the selected device.

     You will have the same effect, if you doubleclick an element of the
     device list.

`Exit'
     The `Devices' window will be closed.

Expansions
==========

   In this list you will find all your expansion boards (graphic boards,
memory expansions and so on).

Column items
------------

`BoardAddr'
     Usually you will find the ROM of the card here.  If this address
     points into RAM, the card is a memory expansion.

`BoardSize'
     If the entry belongs to a memory expansion, the size of the memory
     is displayed here.  Otherwise it's the ROM size of the card.

`Manufacturer'
     ManufacturerID, assigned by Commodore

`Product'
     Productnumber, assigned by the manufacturer of the board

`Serial#'
     Serialnumber of the card (usually unused)

Actions
-------

`More'
     Now a window will be opened, that includes more informations about
     the selected expansion board.

     Doubleclick an element of the `Expansions' list and you will have
     the same effect.

`Exit'
     The `Expansions' window will be closed.

Unknown expansion boards
------------------------

   If you select an expansion board by selecting its list item, you will
get the name of the manufacturer and the card in the textfield you find
below the list, provided that I have known these data at compiling.

   If no information is available in this textfield or the given
information is wrong, you should send me the following data, please.


                1. ManufacturerID (Manufacturer)
                2. ProductID (Product)
                3. Name of the company
                4. Name of your expansion card

   If you send me these data, the next version of `Scout' will know
your expansion boards.  Please be as precise you can.

Fonts
=====

   This function will show you all fonts existing in your system.

Column items
------------

`YSize'
     Vertical size of the font

`Count'
     Here you can see how many programs use the font.

`Type'
     `ROMFONT' means the font is located in ROM and `DISKFONT' means
     the font was loaded from disk/harddisk.

`Name'
     Name of the font

Actions
-------

`Update'
     The list of fonts will be updated.

`Remove'
     It is possible to remove a font from system, provided that no
     program uses it and it's no `ROMFONT'.

`Exit'
     The `Fonts' window disappears.

InputHandlers
=============

   Input handlers take care of all user input arriving in system
(pressed keys, mouseclicks, inserted disks, etc.). They stand one
behind the other like on a production line and analyze the user input.
The input handler with the highest priority gets the `events' first and
if it doesn't know how to react on these `events', the second input
handler gets them, and so on.

   Usually the system input handler has a priority of 50.  Every input
handler, that wants to get the user input before the system, must have
a higher priority.

Column items
------------

`ln_Name'
     Name of the input handler

`ln_Pri'
     Its priority

`is_Data'
     This address points to some data needed by the input handler.

`is_Code'
     The program code starts here.  If the code is located in RAM, the
     address is of different color.  Otherwise you can find the code in
     ROM.  Some viruses install an input handler in system.  In this
     case the `is_Code' address points into RAM, but many other
     programs uses input handlers, too.  Don't panic!

Actions
-------

`Update'
     The list of input handlers will be updated when you select this
     gadget.

`Remove'
     Removes an input handler from system.

`Priority'
     Changes the priority of an input handler.

`Exit'
     The window will be closed.

Interrupts
==========

   Interrupts are important events the computer system has to react on.
It exists a list of interrupt routines for each interrupt type. If a
certain interrupt occurs, all these interrupt routines will be called.
During their execution the running program will be interrupted.

Column items
------------

`ln_Name'
     Name of the interrupt

`ln_Pri'
     Its priority

`is_Data'
     At this address you find the data of the interrupt.

`is_Code'
     Address of the interrupt code.  If this address points into RAM,
     it's of a different color.

`NUM'
     This number represents the type of event the interrupt routine is
     called on.  The `IntName' you find in the interrupt detail window
     gives you a little bit more information about it.

     *Example:* Number 5 means that the interrupt is called at every
     vertical blank interval.

Actions
-------

`Update'
     The list of interrupts will be updated.

`Remove'
     If the interrupt is a server you can remove it from system.  An
     interrupt handler can't be removed by `Scout'.

     If you call `avail flush' and the audio.device isn't used, the
     interrupt handlers of the audio.device will be removed.

`More'
     Now a window will be opened that includes more details of the
     interrupt.

`Exit'
     Selecting this gadget will close the `Interrupts' window.

Libraries
=========

   A library is a collection of functions/procedures, which have to do
certain jobs.

   E.g. the `graphics.library' includes routines for graphical display.

Column items
------------

`Address'
     Adress of the library structure

`ln_Name'
     Name of a library

`ln_Pri'
     Priority of a library

`OpenC'
     Here you see, how often the library was opened.

`RPC'
     `RPC' means `RAM Pointer Count' and shows how many jump addresses
     of the library point into RAM.  In this way many programs -- like
     the `setpatch' command from Commodore -- patch the system.

     Many viruses patch the system in this way too, but don't panic now.
     If you check your system in regular intervals with a current virus
     killer, it should be out of danger.

     If the whole program code of the library is located in RAM, you
     will find a dash (minus sign) here, because in this case it's
     unimportant how many jump addresses point into RAM.

`ln_Type'
     Type of this structure (usually `library')

Actions
-------

`Update'
     The list of libraries will be updated.

`Remove'
     The selected library will be removed with this function provided
     that no program uses this library anymore and the `OpenC' is zero.

     Some libraries can't be removed from system without a reset.  So
     you shouldn't wonder about it, if this happens.

`Close'
     A library must be closed by all programs, if you want to remove it
     from system. In this case the `OpenC' is zero.

     If you select this function, you will be asked, how often you want
     to close it. You can choose between `Once' and `All'.

     Select `All' and the library will so often be closed till the
     `OpenC' is zero.

`Priority'
     Herewith the priority of the library can be changed.  A little
     window will be opened, that asks you for a new priority.  Through
     the new priority it can happen that the library gets a new place
     in the list of libraries.

`More'
     A window will be opened that includes more details of the library.

`Exit'
     Selecting this gadget will close the `library' window.

Locks
=====

   A lock structure shows you, that a program reads from or perhaps
write into a file or a directory.  With this type of structure the
system prevents, that a file will be deleted while another program gets
some data from it.

Column items
------------

`Access'
     Here you can see the type of access.  This could be `READ',
     `WRITE' or `OWN'.  `OWN' stands for a lock `Scout' created to get
     the elements of this list.

`Path'
     Path of the file or directory

Actions
-------

`Update'
     The list of `Locks' will be updated.

`Remove'
     A lock will be removed through dos.library's `UnLock()' function.

`Pattern'
     If you give `Scout' a pattern, only the locks with a matching path
     will be shown.

`Exit'
     The `Locks' window will be closed.

Memory
======

   In this list you will find the segments of your memory.  At least you
will find an entry for your chip memory.

Column items
------------

`ln_Name'
     Name of the memory segment (e.g. `chip memory')

`ln_Pri'
     Priority of memory

`mh_Lower'
     First address of memory

`mh_Upper'
     Last address of memory

Actions
-------

`Priority'
     This function allows you to change the priority of a memory
     segment.  The memory segment with the highest priority will be
     preferred from system, provided that no certain type of memory is
     demanded.

`More'
     Another window will be opened. This window includes more
     information about the memory segment.

`Exit'
     The window will be closed.

Mounted Devices
===============

   In this list you will find all your devices like disk drives, printer
devices, etc.

Column items
------------

`Name'
     Name of the device

`Unit'
     Unit number

`Heads'
     Number of heads

`Cyl'
     Number of cylinders

`State'
     The state shows you for example, if a disk is in drive.

`DiskType'
     Type of a disk (e.g. OFS (OldFileSystem), FFS (FastFileSystem),
     ...)

`Handler or Device'
     The handler or the device you find here has to manage the stream of
     data from and to the device.

Actions
-------

`Update'
     The list will be updated.

`Exit'
     The window will be closed.

Ports
=====

   Programs are able to communicate together through ports.

Column items
------------

`Address'
     Here you will find the port structure.

`ln_Name'
     Name of port

`ln_Pri'
     Priority of port

`mp_SigTask'
     The task is communicating through the port.

Actions
-------

`Update'
     The ports list will be updated.

`Remove'
     The port will be removed.

`Priority'
     Herewith the port priority can be changed.

`Exit'
     The `Ports' window will be closed.

Resident Commands
=================

   This list includes all resident commands. That means all commands you
find in ROM and the commands you made `resident' through the `resident'
command.

   Positions and sizes of their hunks you will find here, too.

Column items
------------

`Name'
     Name of the command

`UseCount'
     Here you can see, how often a command was being executed at the
     time the list was build.

`Lower'
     First address of hunk in memory

`Upper'
     Last address of hunk in memory

`Size'
     Size of hunk (upper - lower - 8 bytes overhead)

Actions
-------

`Update'
     The list of `Resident Commands' will be updated.

`Exit'
     The window disappears.

Residents
=========

   Resident modules are reset-protected segments (code and data).  In
the list of `Residents' you usually find libraries, devices and
resources.  A programmer has the possibility to make his own programs
reset-protected.  He has to initialize a resident structure for it and
then he can link the program through the kick-vectors (see Vectors) to
the list of the resident modules.  The residents you linked to system
are usually located in RAM and are of a different color.

   If you find a resident module that points into RAM and you don't know
which program has created it, you should start your favourite virus
detector and let it check your memory.  Many viruses prefer this way to
travel around.

Column items
------------

`Address'
     At this address the resident module is located.

`ln_Name'
     Name of the resident module

`rt_Pri'
     Priority

`rt_IdString'
     Identity string of the resident module.

Actions
-------

`Update'
     The list of `Residents' will be updated.

`More'
     Selecting this gadget opens a new window with more information
     about the selected resident module.

`Exit'
     The `Residents' window will be closed.

Resources
=========

   Usually a resource is -- like a library (see Libraries) -- a
collection of functions/procedures, which have to do certain jobs.

   E.g. the `filesystem.resource' includes functions for the filesystem
handling.

Column items
------------

`Address'
     Address of the resource structure

`ln_Name'
     Name of a resource

`ln_Pri'
     Priority of a resource

`OpenC'
     This element shows how often the resource was opened.

`RPC'
     `RPC' means `RAM Pointer Count' and shows how many jump addresses
     of the resource point into RAM.  In this way many programs -- like
     the `setpatch' command from Commodore -- patch the system.

     Many viruses patch the system in this way too, but don't panic now.
     If you check your system in regular intervals with a current virus
     killer, it should be out of danger.

     If the whole program code of the resource is located in RAM, you
     will find a dash (minus sign) here, because in this case it's
     unimportant how many jump addresses point into RAM.

`ln_Type'
     Type of this structure (usually `resource')

Actions
-------

`Update'
     The list of `Resources' will be updated.

`Remove'
     The selected resource will be removed with this function, provided
     that no program uses it anymore and the `OpenC' is zero.

`Priority'
     Herewith the priority of the resource can be changed. A small
     window will be opened, that asks you for a new priority. Through
     the new priority it can happen that the resource gets a new
     position in the list of resources.

`More'
     Select this gadget and you get a new window with more information
     about the selected resource.

`Exit'
     The `Resources' window will be closed.

   *Please note:* If you should find three dashes (minus signs) at
`OpenC' and/or `RPC', the resource has no typical library structure.
This happens for example at the `FileSystem.resource'.

Semaphores
==========

   The use of semaphores is a way of single-threading critical
sections.  For example only one program is allowed to use the printer
at one time, otherwise the texts would be mixed.

Column items
------------

`ln_Name'
     Name of a semaphore

`NestCnt'
     This element shows how often the semaphore is used.

`ln_Type'
     Type of the structure (usually `signalsem')

Actions
-------

`Update'
     The list of `Semaphores' will be updated.

`Obtain'
     This function is used to gain access to a semaphore.  The `NestCnt'
     will be increased at one by this call.

`Release'
     Herewith you can make a signal semaphore available to others.

`Exit'
     The `Semaphores' window will be closed.

Tasks
=====

   In this window you find a list of all tasks and processes being in
system. Each program you start will be executed as a task or process.

Column items
------------

`ln_Name'
     Name of the task/process

`ln_Type'
     Type of the structure (`task' or `process')

`ln_Pri'
     Priority of the task/process

`NUM'
     If a non detaching program was started from shell, you will find
     here the number of the process. Programs you started from
     Workbench have a dash here.

`State'
     Here you see the state of the task or process. You will find
     Scout's own process on the top of the list with a `run' at this
     place, because this process is always running when it gets the
     task list.

     `ready' means the task wants to work, but it's interrupted by the
     execution of another task.

     A task that is waiting for a certain signal is in the state
     `wait'. In this case it doesn't need processing time.

`SigWait'
     Signalmask the task is waiting for.

Actions
-------

`Update'
     The list will be updated.

`Remove'
     A task will be removed from the list.  You should prefer the freeze
     function, if you perhaps need this task again.

     See also `Break'!

`Freeze'
     With this function you freeze the selected task. It can still be
     found in the list of tasks, but it gets no processing time from
     system.

          *Warning:* If you try to freeze tasks essential to the system
          like `input.device', you should have saved all important
          data, cause a RESET is the only way out!

`Activate'
     A frozen task can be activated here.

`Priority'
     The priority of a task can be changed with this function.

`Signal'
     If you select a signal mask, it will be send to the task.

`Break'
     A signal mask that includes the signals CTRL-C and CTRL-D will be
     send to the task you selected.  Many tasks and processes end, if
     they receive these signals.

`More'
     Selecting this gadget will open another window that displays more
     informations about the task or the process.

`Exit'
     The window will be closed.

Vectors
=======

Reset Vectors
-------------

   A program can make itself reset-protected by using the reset vectors.
If the vectors are unused, they have a value of zero. The programs
which use the Kick-Vectors (KickTagPtr, KickMemPtr and KickCheckSum)
can also be found in the list of resident structures.  See also
Residents.

Auto Vector Interrupts
----------------------

   In a computer system with a MC68000 processor you will find the seven
`Auto Vector Interrupts' from address $64 to address $7c. Higher
processors (MC68010, etc.) have the VBR (Vector Base Register) that
allows you to move the interrupt table to FAST-MEM. The system will be
a little bit faster then. `Scout' uses the VBR if it exists.

Interrupt Vectors
-----------------

   Here you see 16 interrupt vectors (IntVecs). These vectors are
located in the `ExecBase' (base structure of the exec.library).

Windows
=======

   All screens with the windows opened on them are listed here. Screens
are of a different color as windows.

Column items
------------

`Pos(x,y)'
     x and y position of the screen/window

`Size(x,y)'
     x and y size of the screen/window

`Title'
     Title of the screen/window

Actions
-------

`Update'
     The list will be updated.

`Close'
     With this function it is possible to close screens and/or windows.
     If you close a screen, all windows on it will be closed too.

`More'
     If you select this gadget another window will be opened that
     displays more informations about the window or the screen.

`Exit'
     The window will be closed.

Options
*******

   There are some options for `Scout' which you can use, when you start
the program.  The following options are available from shell and as
tool types from Workbench.

   *Example:*
     Scout TOOLPRI=1 ICONIFIED
   starts `Scout' iconified with a priority of one.

`ICONIFIED'
     *Usage:* `ICONIFIED'

     If this option is activ, `Scout' starts iconified.

`PORTNAME'
     *Usage:* `PORTNAME'=PORTNAME

     The name of Scout's ARexx port can be changed into PORTNAME.
     Without this option the ARexx port is called `SCOUT.X'. The X
     stands for a decimal number that will be incremented, if a so
     called port already exists.

`TOOLPRI'
     *Usage:* `TOOLPRI'=VALUE

     This option allows you to change the priority of Scout's process
     into VALUE.

`STARTUP'
     *Usage:* `STARTUP'=SCRIPTNAME

     You can choose an ARexx script SCRIPTNAME, that will be executed
     at the start of `Scout'. In this way you can open more than only
     the main window. If for example the ARexx script includes the
     command `OpenWindow Tasks', the task list window will always be
     opened when the program starts.

     (See also ARexx Port.)

Scout's ARexx interface
***********************

   It's a feature of MUI to give each application its own ARexx port.
Therefore `Scout' also has an ARexx port that usually has the name
`SCOUT.X'. The X stands for a decimal number that will be incremented,
if a so called port already exists.

   You will find the name of Scout's ARexx port in the window you get,
if you select the `Project/About' menu.

Using tasknames:
----------------

   If a task or a process was started from shell and hasn't detached
itself, you will find the name of the command being executed without
his path, where usually the taskname is diplayed.  The real name of
those tasks usually is something like `Background CLI', but such a
taskname isn't useful.

   *Example:* If you start a non detaching task like `DH0:Debug/Sushi'
from shell, you will only see `Sushi' as taskname instead of
`DH0:Debug/Sushi'.

   Some ARexx commands need a taskname as parameter. You have to select
those from CLI started self detaching tasks by using their command
names like `Scout' displays them in the lists of tasks.

Scout supports following ARexx commands:
========================================

`FindTask'
     *Usage:* `FindTask' TASKNAME

     This command returns the address of the task TASKNAME, if it is in
     system.

`FreezeTask'
     *Usage:* `FreezeTask' TASKNAME

     The task TASKNAME will be frozen.

`ActivateTask'
     *Usage:* `ActivateTask' TASKNAME

     The frozen task TASKNAME will be activated.

`RemoveTask'
     *Usage:* `RemoveTask' TASKNAME

     This command removes the task TASKNAME.

`SendBreak'
     *Usage:* `SendBreak' TASKNAME

     `Scout' sends the task TASKNAME a certain signal mask that
     includes the signals CTRL-C and CTRL-D. Many programs support
     these signals and finish themselves, if they receive one of them.

`SendSignal'
     *Usage:* `SendSignal' TASKNAME HEXSIGNAL

     This command allows you to send a signal HEXSIGNAL to the task
     TASKNAME.  The signal must specified as a hexadecimal number.

     *Example:*
          SendSignal 'scout' 0x001000
     sends task `scout' a CTRL-C and after that `Scout' ends.

`SetTaskPri'
     *Usage:* `SetTaskPri' TASKNAME PRIORITY

     The task TASKNAME gets a new priority (PRIORITY).

`RemovePort'
     *Usage:* `RemovePort' PORTNAME

     The port PORTNAME will be removed from `Scout'.

`GetLockNumber'
     *Usage:* `GetLockNumber' LOCKPATTERN

     This command returns the number of locks which have paths matching
     to the pattern LOCKPATTERN.

     *Example:* Use the command
          GetLockNumber 'WORK:Utilities/#?'
     and you will know, how many locks are currently used for files in
     the directory `WORK:Utilities/'.

`RemoveLocks'
     *Usage:* `RemoveLocks' LOCKPATTERN

     Use this command and all locks which have paths matching to the
     pattern LOCKPATTERN will be removed.  (See also `GetLockNumber'.)

`OpenWindow'
     *Usage:* `OpenWindow' WINDOWID

     All windows you get if you select a gadget of the main window, can
     be opened with this command.  The WINDOWID is the same text you
     find on the main window gadgets.

     *Example:*
          OpenWindow 'Mounted Devs'
     will open the window with the list of mounted devices.

`FindName'
     *Usage:* `FindName' NODETYPE NODENAME

     This command allows you to find a certain node. You only have to
     know its name (NODENAME) and its type (NODETYPE).

     NODETYPE can have following values:  `LIBRARY', `DEVICE',
     `RESOURCE', `MEMORY', `SEMAPHORE', `PORT' or `INPUTHANDLER'.

     *Example:* If you want to get the address of the `disk.resource'
     you must use:
          FindName RESOURCE 'disk.resource'

`GetPriority'
     *Usage:* `GetPriority' NODEADDRESS

     This command allows you to check the priority of a certain node
     structure. This includes all following structure types:  tasks,
     libraries, devices, resources, ports, residents, input handlers,
     interrupts, semaphores and the elements of the memory list.

     You only have to know the address (NODEADDRESS) of that structure.

     *Example:* The following ARexx commands store the priority of your
     chip memory in the variable `pri':
          FindName MEMORY 'chip memory'
          addr = result
          GetPriority addr
          pri = result

`SetPriority'
     *Usage:* `SetPriority' NODETYPE NODENAME

     If you want to change the priority of the node NODENAME, you can
     use this command.  Again NODETYPE can have following values:
     `LIBRARY', `DEVICE', `RESOURCE', `MEMORY', `SEMAPHORE', `PORT' or
     `INPUTHANDLER'.

`FindResident'
     *Usage:* `FindResident' RESIDENTNAME

     This command returns the address of the resident structure
     RESIDENTNAME.

`FindInterrupt'
     *Usage:* `FindInterrupt' INTERRUPTNAME

     The address of the interrupt INTERRUPTNAME will be returned.

How to get updates
==================

   The newest version of `Scout' should always be available in the
"DEEP THOUGHT BBS" (see below), on AmiNet or Public Domain collections,
which are up-to-date.

Support BBS
===========

     DEEP THOUGHT Bulletin Board System, Oldenburg, Germany
     
     Node 1
     +49-(0)441-383365   1200-21600 bps  v.32terbo, v.42bis
     
     Node 2
     +49-(0)441-383839   1200-19200 bps  v.32bis, v.42bis, ZyXEL
     
                     Node 1                Node 2
     FidoNet         2:2426/2020.0         2:2426/2021.0
     AmigaNet        39:170/204.0          39:170/205.0
     
     InterNet        cosinus@deepthought.north.de
     
     
     Both Nodes are 24 hours online every day.
     A FidoNet Mailer is running on both Nodes which accepts
     FidoNet Filerequests.
     
     Use the magic   SCOUT for the newest version of SCOUT
     or              FILES for a complete filelist

Credits
=======

   Now I have to thank:

   * Klaus `gizmo' Weber, he tested this piece of software and was
     always available to me and my many questions (not a few) during the
     programming of `Scout'.

   * Christian `cosinus' Stelter, he gave me the permission to use his
     many manuals.

   * Stefan Stuntz for his great `MagicUserInterface'

     and last but not least

   * Kai `wusel' Siering for some bug reports and some special data

How to reach the author
=======================

   If you have questions, suggestions, bug reports or anything else, you
can send electronic mails to:

              atte@crash.north.de (Andreas Gelhausen)
                               or
                    2:2426/2020.24  (on FidoNet)

   If it is not possible for you to use this way, you can send letters
to:

                       Andreas Gelhausen
                       Graf Spee Str. 23b
                       26123 Oldenburg
                          - Germany -

Index
*****



 ARexx Port                             ARexx Port
 Assigns                                Assigns
 Author Info                            Author Info
 Boards                                 Expansions
 Command Line Options                   Options
 Copyright                              Copyright
 Credits                                Credits
 DEEP THOUGHT BBS                       Updates
 Device names, logical                  Assigns
 Devices                                Devices
 Disclaimer                             Disclaimer
 DISKFONT                               Fonts
 Expansions                             Expansions
 Fonts                                  Fonts
 Giftware                               Giftware
 Hardware                               Expansions
 Input events                           InputHandlers
 InputHandlers                          InputHandlers
 Installation                           Installation
 Interrupts                             Interrupts
 Introduction                           Introduction
 Legalities                             Copyright
 Libraries                              Libraries
 Locks                                  Locks
 Logical device names                   Assigns
 MagicUserInterface                     MUI
 Main Window                            Using Scout
 Manufacturer                           Expansions
 Memory                                 Memory
 Mounted Devices                        Mounted Devs
 MUI                                    MUI
 No Warranty                            Disclaimer
 Options                                Options
 Ports                                  Ports
 Processes                              Tasks
 RAM Pointer Count                      Devices
 Resident Commands                      Resident Cmds
 Residents                              Residents
 Resources                              Resources
 ROMFONT                                Fonts
 RPC                                    Devices
 Screens                                Windows
 Semaphores                             Semaphores
 Support BBS                            Updates
 System Requirements                    System Requirements
 Tasknames                              ARexx Port
 Tasks                                  Tasks
 Tool Types                             Options
 Updates                                Updates
 Using Scout                            Using Scout
 VBR                                    Vectors
 Vectors                                Vectors
 Vertical blank interrupt               Interrupts
 Warranty                               Disclaimer
 What is Scout?                         Introduction
 Windows                                Windows

