Screen Layouts

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Screen Layouts 2016-12-22T10:46:58+00:00

Chapter 3 – Screen Layouts

In the previous section you produced some simple programs that an end user could use to input and output data.  This section looks at the TextWindow object in detail to see what you can actually achieve with it in terms of presenting information to your users and making it more appealing to them.

Although you may feel that the Text Window is ‘rubbish’ or ‘boring’, it is important to master it before you branch out to use the Graphics Window.  In fact, using the Text Window will enable you to concentrate on your programming skills rather than imagery.


Screen ColoursOne of the interesting properties of the TextWindow object are the background and foreground colours.  Just by using colours we can  significantly improve the quality of our program.  However, like all things, it is also possible to make it significantly worse by making bad choices.  On the right are the available colours for the TextWindow object.

End of Topic Tasks

Complete the above tasks to make sure you both understand and can use the basic features of Small Basic

The TextWindow Object

At the beginning of this course you were told that the Text Window is an object.  Objects are a collection of properties, methods and events that enable you to manage that object.  Some objects will only have Properties and some will only have Methods.  Only a few in Small Basic have events (in the TextWindow Object).  Object properties store information needed by the object, many of which you can change to suite your needs.  The Methods available in an object usually enable you to make the object do something for you.


These are values stored as part of the object – just like its own set of dedicated variables.  They are specific to the object and usually needed by it perform its duties.  You can always read the value of a property and usually write new values to them.  Some object properties are ‘read only’ in that it doesn’t make sense to be able to change them.


 Methods are routines or actions that the object can do for you. Some require you to send information to the method so that the object can process the data, while others are simply instructions to do something with the object itself.