By Thomas C. Rowley
Read Online or Download ATARI BASIC Learning by Using PDF
Similar introductory & beginning books
Laptop technological know-how
Encouraged via the good fortune in their best-selling introductory programming textual content, Java software program suggestions, authors Lewis, DePasquale, and Chase now free up Java Foundations, moment version. this article is a entire source for teachers who need a two-or three-semester creation to programming textbook that comes with element on info constructions themes.
Sams educate your self item orientated Programming in 21 Days differs from different OOP books in major methods. Many vintage OOP books are designed for software program engineers and train at a tutorial point. Sams train your self item orientated Programming in 21 Days offers obtainable, straight forward classes designed with the start programmer in brain.
In keeping with the author’s introductory direction on the collage of Oregon, Explorations in Computing: An creation to desktop technological know-how specializes in the elemental concept of computation and provides perception into how computation is used to resolve quite a few fascinating and demanding real-world difficulties. Taking an lively studying method, the textual content encourages scholars to discover computing principles through operating courses and checking out them on varied inputs.
Extra info for ATARI BASIC Learning by Using
A boolean statement is either true or false. Here is a simple example of a Boolean statement. The statement B=(Z=7) will return a 1 for the value of B if Z is equal to 7, and will return a 0 for the value of B if Z is· not eq ual to 7. Add several of these together as in line 130 and you have a powerful statement. Suggestions: 1. Add random colors to the drawing by adding this line. 85 IF STRIG(0)=0 THEN COLOR INT(RND(0)*4) Press the trigger (red) button to change colors. 2. Can you make this program work in GRAPHICS 7?
5 Values of STICK(O) 14 )-------7 11--------------; 5 9 13 10 REM JOYSTICK DRAWING 50 REM SET UP SCREEN 60 GRAPHICS 3+16 70 X=19:Y=9 75 COLOR 1 80 PLOT X,Y 100 REM STICK POSITION 110 Z=STICK(0) 120 REM SCREEN POSITION 130 X=X+«Z=5)+(Z=7)+(Z=6)) 25 140 150 160 170 180 190 X=X-«Z=10)+(Z=11)+(Z=9» IF X<0 OR X>39 THEN X=39*(X>39) Y=Y-«Z=5)+(Z=9)+Z=13» Y=Y-«Z=6)+(Z=14)+(Z=10» IF Y<0 OR 7>23 THEN Y=23*(Y>23) · GOTO 80 The stick position is read in line 110. Lines 130 to 180 change the cursor position.
Change the 32 in line 20240 to O. 20240 12=57344+«ASC(CHARS(U,U»-0) *8) Rewrite the program to display putting lower-case letters in from the keyboard. This change will get characters from a different part of the memory holding the character set. 2. Try it in another graphics mode. 110 GRAPHICS 6 :SETCOLOR 2,4,2 39 3. Try this program in GRAPHICS 4. Only ten bytes of RAM per line are required for this mode. 4. Set up a screen using GRAPHICS 6 that looks like the following. 7 Graphics Screen H E I G H T A B C 0 40 E 41 5 Graphics and Sound Applications This is the section that let's you tie all of your programming techniques together.
ATARI BASIC Learning by Using by Thomas C. Rowley