Programming

Get 101 Atari computer programming tips & tricks PDF

By Alan North

ISBN-10: 0866680225

ISBN-13: 9780866680226

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Extra resources for 101 Atari computer programming tips & tricks

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Number 5? Number 17? Well , your Computer knows! Type in this short ready-to-run program . RUN it. The computer will spit out number-and-Ietter combinations all day long . The number on the left is the position in the alphabet of the letter on the right. It's a fun way to demonstrate to your friends just how "smart" the computer is! Program Listing 10 PRINT ~}":REM CLEAR SC REEN 20 D I 1"1 X$ ( 1 ) 30 p= I I·H ( 91 * ( F~j\ID ( 1 ) ) ) 40 I F P(65 THEN 30 50 X$=CHR$(P) 60 PR I NT P··- 6 LH": 70 eLR 80 GOT() 2(2) ", X$ 49 Sample Run 21 : U 17: Q 11: K 8: H 10: J 7: G 3: C 25: 6: 2: Y F B 35 19: 18: 14: 20: S R N T 5: E 19 : S Create A Table This program generates a table of values, as a demonstration on how to set up a table on the video display.

In this program, the computer takes a look at a batting average and makes a comment. Remember that this listing, starting here with line 800, is a partial program to be tacked on the end of a longer game . Note that, at 800, you already have values for G (number right) and E (number of tries). Line 810 converts those raw numbers to a batt ing average (H). L. O PF~ INT "POOR" ~ CiOTO 960 930 PRINT "AVERAGE" :GOT O 960 9AG;) PF

Naturally, you can't use a zero in a string of numbers to be added since zero causes the computer to quit entering and get on with displaying. IPUT f"', 110 IF A=(2) THEN 2(2)(2) 12 (;~ Po :=: P, + t\ 130 PRINT :60TO 100 200 PRINT :PRINT :PRINT 210 PRINT "THE TOTAL OF THOSE NUMBER S Ie ~, " ; p, 300 PRINT :PRINT :PRINT :PRINT 310 GOTO 20 28 Entering: Letter Stop One way to conclude an input series, and get out of its entry loop, is to use a key letter to promote a jump. In this brief example, we input numbers, at line 100, as string values.

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101 Atari computer programming tips & tricks by Alan North


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