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.Chapter General Concepts
This chapter contains descriptions of various concepts and definitions of
symbol conventions.  This chapter should be read before any other chapters
in this document, so that the reader has a complete grasp on the conventions
used in this manual and the concepts used in TECO.
.HL1 Conventions
The following conventions are observed in this document:
.le;Underlining is used to indicate things typed by the computer.
.le;Lower case indicates items supplied by you.
.le;Upper case indicates key words and symbols recognized by TECO.
.HL1 Characters
Normally characters that are shown in the manual represent the characters
that are typed.  There are a few exceptions to this rule.  These execeptions

.HL2 Control Characters
Any character following a _^ is considered a control character.
In general, TECO will allow you to type a control character as
"_<carrot_>_<character_>", unless it is part of of a text string
within a search or insert command.
This allows you to use TECO commands that conflict with the monitor
control character commands (e_.g_. Control C).

.HL2 Escape or Altmode
The escape key is usually near the top left of the keyboard. It is labeled
ESC or ALT unless it is spelled out. The Escape character looks exactly
like a $ (dollar sign).  This character is equivalent to the _^[ (Control [).
.HL1 Pointer
The pointer is a number that represents a position in the
text buffer.  The location of the pointer determines where certain commands will take
effect.  This pointer always points to the
position between characters; it never points at a character.
In video mode the cursor on the video screen
.INDEX ^Video mode
will be positioned over the character following the pointer (if any).
.HL1 Text buffer
A text buffer is a place where text is stored and changed.  All text
buffers have associated with them a pointer, and optionally an input
or output file or both.
.HL1 Q-registers
A Q-register is a temporary data storage location with a name.  Text, numeric 
values, strings of TECO commands, or user-defined command tables can be stored
in them. They can be manipulated in many ways.  For example, they can be used 
to move blocks of text or to save you from
repetitively typing long strings of commands.