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101 Atari computer programming tips & tricks PDF

132 Pages·1983·22.002 MB·English
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ATARI Computer Programming Tips at T r i c k s ATARI Computer Programming Tips at Tricks by Alan North ARCsoft Publishers WOODSBORO, MARYLAND FIRST EDITION FIRST PRINTING ©1983 by ARCsoft Publishers, P.O. Box 132, Woodsboro, MD 21798 USA Printed in the United States of America Reproduction, publication or use of the contents of this book, in any man ner, without express permission of the publisher, is prohibited. No liability is assumed with respect to the use of the information herein. Library of Congress LC number: 82-18179 Trademark credits and software copyrights: ATARI is a trademark of ATARI Inc. Programming advice and applications software in this book are Copyright 1983 by ARCsoft Publishers ISBN 0-86668-022-5 Preface The ATARI computer is one of the world's most popular computer systems. Its lightweight, desktop design and powerful version of the BASIC programming language place it at the forefront of the new wave of per sonal computers for office, school and home use. Any thing but a toy, its hardware configuration and system software make it a highly useful tool in the business environment and classroom as well as for prac tical jobs around the home. In fact, the system software built into your ATARI computer is so flexible and versatile that the need for this book became apparent. There are so many computing tasks which can be accomplished with the ATARI system that an introduction to the many techniques is needed. Applications software are the programs which make a computer do what you want. This book is written for those newcomers and beginners, as well as advanced novices and student programmers, who would like to tap the vast resources available in the ATARI computer package. This book, it is hoped, will guide by example, in struct, and provide insights into the many ways the BASIC language built into the ATARI computer can be put to use. This book is a companion volume to 31 New A TARI Computer Programs for Home, School & Office. -Alan North Table of Contents Tip Page Introduction 11 Fun & Games 1 Coin Toss 18 2 Traditional Dice Roll 18 3 See Two Dice 19 4 See Four Dice 20 5 Secret Message 21 6 Sound Off 22 7 Ring the Bell I 22 8 Ring the Bell II 23 9 Mystery Clues 23 10 Original Hillo Game 24 11 Code Groups 25 12 60-Second Timer 26 13 Find Highest/lowest 27 14 Sorting Scores 28 15 Keeping Game Scores 29 16 Batting Average 30 17 Computer Rating Service 31 18 Box Score 32 Text on Text 19 Create a Qu iz 36 20 Killing Time 37 21 Word-Error Trapping 38 22 Character N umbers 39 23 One-Time Password 39 24 Three-Tries Password 40 25 Multiple Passwords 41 26 Name In A Box 42 27 Entering: Zero Stop 43 28 Entering: Letter Stop 43 29 Title Billboard 44 30 Marching Numbers 45 31 Wipeout! 46 32 Sentence Writer 46 33 Categorizing 48 34 Alphabet Soup 49 35 Create A Table 50 36 Question & Answer 51 Gee Whiz 37 Gee Whiz I: Smart Adder 55 38 Gee Whiz II: Three-Digit Mystery 55 39 Gee Whiz III: Yes/No Decision Maker 56 40 Gee Whiz IV: First Alphabet Spotter 57 41 Gee Whiz V: Second Alphabet Spotter 57 42 Gee Whiz VI: Guess The Number 58 Number Crunching 43 Memory Tester 63 44 Number Reverser 64 45 Exam Score Sorter 64 46 Number-Error Trapping 66 47 Standard Deviation 67 48 Percentages 67 49 Logic Functions 68 50 Above & Below a Line 69 51 Factoring 70 52 Which is Smallest? 71 53 Which is Largest? 71 54 Reciprocals 72 55 Dump the Integer 73 56 Averages 73 57 Mid-Range Number 74 58 Rounding Off 74 59 Two-Digit Round Off 76 60 Percent to Decimal 76 61 Every 10th Answer 77 62 Random Sampler 78 63 Random Numbers: Zero To Nine 78 64 Random Numbers: Distribution 79 65 Random Numbers: Averages 81 66 Random Numbers: Sorting High/Low 82

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