
Binary is much faster, but if you want to edit objects on the
computer use ASCII.
3. Computer. Execute the Kermit command to make it the server,
such as SERVER.
4. HP 48. Press (r^fl/Ol fX) lY) OK
5. HP 48. Enter or choose the names of the HP 48 variable or
variables to be transferred. Press CHCujS OK to browse the
current directory, put a check-mark next to each variable you wish
to transfer to the computer. If necessary, move to a different
directory to choose variables (although you may only transfer
variables from a single directory at a time). Press OK to enter
the list of names in the TRANSFER form.
6. HP 48. Make sure that the I/O parameters are properly set up for
the transfer (see page 27-8 for details).
7. HP 48. Press SEND .
8. HP 48. Terminate server mode by pressing (5)0/3 SRSvR
I-- I N 1 H.
1. Computer. Run the program that has Kermit. Set the transfer
format to Binary or ASCII to match the current HP 48 setting.
2. Computer. Execute the Kermit command to make it the server,
27 such as SERVER.
3. HP 48. Press ff^fl/o) (Y| fA) OK.
4. HP 48. Press CHuOS (S 0 K to bring up a listing of the
computer’s current directory. (Note that this will only work for
PC-compatible computers.) Select the files you wish to transfer
by placing check-marks next to their names. You may switch
directories by pressing CHuOS, just as with the Variable Browser,
if the files are located in another directory. Press OK after
all files are selected to return the list to the NOME s field in the
TRANSFER form.
5. HP 48. Make sure that the I/O parameters are properly set up for
the transfer (see page 27-8 for details).
6. HP 48. Press KGET .
7. HP 48. Terminate server mode by pressing (5)0/0) SRVR
FINIS.
27-10 Transmitting and Printing Data
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