keyboard man page on Inferno
[printable version]
KEYBOARD(6) KEYBOARD(6)
NAME
keyboard - how to type characters
DESCRIPTION
Keyboards are idiosyncratic. The differing conventions of host operat‐
ing systems make them more so for Inferno. In all implementations, it
should be obvious how to type ordinary ASCII characters, backspace,
tab, escape, and newline. When typing into the Inferno environment,
the key labelled Return or Enter generates a newline (0x0A); if there
is a key labelled Line Feed, it generates a carriage return (0x0D);
Inferno eschews CRLFs. All control characters are typed in the usual
way; in particular, control-J is a line feed and control-M a carriage
return.
In native mode, on the PC and some other machines, the following extra
conventions might also be used. The key labelled Caps Lock acts as an
additional control key. The character erase key generates backspace.
The key labelled Del or Delete generates the delete character (0x7F).
The plethora of function keys generate values in the Unicode user-
defined space, as defined by /include/keyboard.h and /module/key‐
board.m. They are fitfully supported by applications, but Page Up and
Page Down are often understood by Tk applications.
Characters in Inferno are runes (see utf(6)). Any rune can be typed
using a compose key followed by several other keys. The compose key is
implementation-dependent, and is also generally near the lower right of
the main key area: either Alt key on the PC, and in X11 implementa‐
tions, whatever X11 regards as Alt or Meta. After typing the compose
key, type a capital and exactly four hexadecimal characters (digits and
to to type a single rune with the value represented by the typed num‐
ber. There are shorthands for many characters, comprising the compose
key followed by a two- or three-character sequence. There are several
rules guiding the design of the sequences, as illustrated by the fol‐
lowing examples. The full list is too long to repeat here, but is con‐
tained in the file in a format suitable for grep(1).
A repeated symbol gives a variant of that symbol, e.g., ??
yields ¿.
ASCII digraphs for mathematical operators give the corresponding
operator, e.g., <= yields ≤.
Two letters give the corresponding ligature, e.g., AE yields Æ.
Mathematical and other symbols are given by abbreviations for
their names, e.g., pg yields ¶.
Chess pieces are given by a w or b followed by a letter for the
piece (k for king, q for queen, r for rook, n for knight, b for
bishop, or p for pawn), e.g., wk for a white king.
Greek letters are given by an asterisk followed by a correspond‐
ing latin letter, e.g., *d yields δ.
Cyrillic letters are given by an at sign followed by a corre‐
sponding latin letter or letters, e.g., @ya yields я.
Script letters are given by a dollar sign followed by the corre‐
sponding regular letter, e.g., $F yields ℱ.
A digraph of a symbol followed by a letter gives the letter with
an accent that looks like the symbol, e.g., ,c yields ç.
Two digits give the fraction with that numerator and denomina‐
tor, e.g., 12 yields ½.
The letter s followed by a character gives that character as a
superscript, e.g., s1 yields ¹.
Sometimes a pair of characters give a symbol related to the
superimposition of the characters, e.g., cO yields ©.
A mnemonic letter followed by $ gives a currency symbol, e.g.,
l$ yields £.
Note the difference between ß (ss) and µ (micron) and the Greek β and
μ.
FILES
/lib/keyboard
sorted table of characters and keyboard sequences
SEE ALSO
acme(1), wm-brutus(1), intro(1), unicode(1), cons(3), utf(6), kbd‐
putc(10.2)
KEYBOARD(6)
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