- Page 4 and 5: uuGGGGuOOuOQGOGGGGuGGGGGGGGGGGQQG
- Page 6 and 7: oISBN 0-88190-172-5^jHDATAMOSI8943
- Page 8 and 9: ADVANCED PROGRAMMING26 Snipping Str
- Page 10 and 11: uuuTO THE KIDSThis book teaches you
- Page 12 and 13: uTO THE TEACHERThis book is designe
- Page 14 and 15: UABOUT THE BOOKThe book is arranged
- Page 16 and 17: LESSON 1 NEW, PRINT, REM AND RUNHOW
- Page 18 and 19: THE NEW COMMANDType N EW and press
- Page 20 and 21: HOW TO NUMBER THE LINES IN A PROGRA
- Page 22 and 23: LESSON 2COLOR AND THE KEYBOARDTurn
- Page 24 and 25: OH, OH! I'M IN TROUBLE, KIDS!How ca
- Page 26 and 27: INSTRUCTOR NOTES 3 LIST, BOXES IN M
- Page 28 and 29: THE MEMORYThe computer's memory is
- Page 34 and 35: THE GRAPHICS CHARACTERSThe Commodor
- Page 36 and 37: COLORED SCREENSYou know how to colo
- Page 38 and 39: LESSON 5TRICKS WITH PRINTONE LINE O
- Page 40 and 41: CHARACTERSLook at these PRINT state
- Page 42 and 43: INSTRUCTOR NOTES 6 THE INPUT COMMAN
- Page 44 and 45: RULE: A string variable name ends i
- Page 46 and 47: INSTRUCTOR NOTES 7 THE LET COMMAND,
- Page 48 and 49: (rim. is ufWYIUF/57D8EPANOTHER EXAM
- Page 50 and 51: INSTRUCTOR NOTES 8 THE GOTO COMMAND
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KINDS OF JUMPSThere are only two wa
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THE INSERT KEYINST stands for "inse
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INSTRUCTOR NOTES 9 THE IF COMMAND U
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THE "IF" IN ENGLISH AND IN BASICIn
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Or if the B$ box contains "FIRE"the
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LESSON 10INTRODUCING NUMBERSINPUT,
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RULE: You cannot do arithmetic with
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Another way to say the same thing i
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LESSON 11TAB AND DELAY LOOPSTHE TAB
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DELAY LOOPSHere is a way to slow do
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LESSON 12 THE IF COMMAND WITH NUMBE
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Assignment 12B:1. What happens in e
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uINSTRUCTOR NOTES 13 RANDOM NUMBERS
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UNow the numbers are between 0 and
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WHATGOES INSIDE THE ( ) ?Numbers:10
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LESSON 14SAVING TO TAPEThe Commodor
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5. Do so. The screen will go blank.
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uuUSING FILE NAMESoFor practice, we
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THE RECORDER HAS A "TRIP MILEAGE IN
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LESSON 15SOME SHORTCUTSA PRINT SHOR
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ANOTHER ERROR MESSAGERun10 INPUT N,
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SOME MORE MISTAKES WITH COLONSThe R
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INSTRUCTOR NOTES 16 MOVING PICTURES
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TO REACH A SPOT ON THE SCREEN:1. St
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uINSTRUCTOR NOTES 17 FOR-NEXT LOOPS
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THE STEP COMMANDThe computer was co
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Assignment 17B:1. Write a program w
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LESSON 18 DATA, READ, RESTORETWO KI
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Do this: Change line 90 back to lin
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INSTRUCTOR NOTES 19SOUND EFFECTSJTh
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CAREFUL! The numbers after the POKE
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Lines 20 to 29 make and store the a
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You can use a loop to change the nu
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THE EDIT MODE AND THE RUN MODEThe c
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INSTRUCTOR NOTES 21COLOR GRAPHICSTh
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COLOR NUMBERS0 BLACK1 WHITE2 RED3 C
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Assignment 21:1. Add lines to the "
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LESSON 22POKEing GRAPHICSMake color
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This time all the characters were w
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Assignment 22:1. Write a program wh
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LESSON 23SECRET WRITING AND THE GET
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THE GET COMMAND FOR NUMBERSThe GET
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LESSON 24 PRETTY PROGRAMS, GOSUB, R
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MOVING PICTURES10 REM JUMPING J15 P
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INSTRUCTOR NOTES 25 LOGIC: AND, OR,
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(It is easy to remember that 0 is F
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WHAT DOES "NOT" MEAN?NOT changes FA
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INSTRUCTOR NOTES 26SNIPPING STRINGS
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Try another. Change line 40 to40 PR
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Run 10000 REM ::: CLOCK :::10020TI$
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LESSON 27SWITCHING NUMBERS WITH STR
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RULES about functions:Functions alw
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INSTRUCTOR NOTES 28 ACTION GAMES AN
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Make these changes in the above pro
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MOVING A DIAMONDMake the fl and f3
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THE RIGHT WAY TO SHOOTIt's no good
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INSTRUCTOR NOTES 29MUSICThis lesson
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THE SCALEHere are two octaves of th
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AS THE NOTE GROWS OLDERWhen turned
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LESSON 30ARRAYS AND THE DIM COMMAND
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MAKING TWO LISTSEnter10 REM PHONE L
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702 REM710R(I)=M:J=M715QN=QN+1720D=
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INSTRUCTOR NOTES 31 SPRITES ^The VI
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206 FOR J=0TO 2:S$=MID$(R$,J*8+2,8)
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Remove all lines 20 to 96 and line
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Registers:X extension?sprites on?ta
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INSTRUCTOR NOTES 32 USER FRIENDLY P
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PROGRAM OUTLINE1 GOTO1000:REM*** pr
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DON'T GIVE THE USER A HEADACHESCROL
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INSTRUCTOR NOTES 33 DEBUGGING, STOP
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ANOTHER WAY TO STOP RUNNING THE PRO
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These two ways throw away all the v
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GLOSSARYargument The variable, numb
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concatenationMeans sticking two str
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joystickA device used in games. It
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numberIs one type of information in
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statementThe smallest complete sect
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ERROR MESSAGESBAD DATAYou read a ta
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NOT OUTPUT FILEYou opened a file fo
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ANSWERS TO ASSIGNMENTS10 REM A1-3**
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1 REM A5-3 w10 REM *** THREE LITTLE
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u1 REM A8-4 ^10 REM*** COLOR FAST F
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1 REM A10-210 REM *** MULTIPLICATIO
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1 REM A11B-210 REM*** CLOCK*** ^15
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KJ1 REM A13-310 REM *** PAPER, SCIS
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1 REM A16-110 REM *** FLYING BALL *
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1 REM A19-2 ^10 REM *** FLY AWAY **
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I REM A23-210 REM *** SILLY SENTENC
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1 REM A25-310 REM*** AIN'T GOT NO**
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1 REM A26-410 REM *** DOUBLE DUTCH
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1 REM A32-110 REM *** BIG, BIG NUMB
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INDEX OF COMMANDS AND FUNCTIONSAND
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die, see dice 77digit 149dimension
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stack 135statement 24,38,87,88,90-9