Here - 1000 BiT
Here - 1000 BiT Here - 1000 BiT
KINDS OF JUMPSThere are only two ways to jump:ahead or back.Jumping back gives a LOOP.10 PRINT "HI"20 GOTO 10The path through the program is like this:,10 PRINT "HI"20 GOTO 10 >The computer goes around and around in this loop. Press the STOP key to stop.Jumping ahead skips part of the program. Whatever for? We will see later in theIF command.THE STOP KEYThe STOP key is a "life saver." When you are in trouble, press STOP and the computerwill stop running the program and wait for your next command. Your program is stillsafe in memory.If you are in real big trouble, press STOP and at the same time press RESTORE. Thecomputer does a "warm start." Your program is still safe in memory.(The RUN part of the key can be used to load programs from tape. Because a file namecannot be used with the RUN key, it is not often used.)50
A CAN OF SPAGHETTILook at this: 10 REM — SPAGHETTI —,20 GOTO 70,25 PRINT "A",26 GOTO 50,30 PR I NT "S"«31 GOTO 25,40 PRINT "C"41 GOTO 90*50 PRINT "U"• 51 GOTO 40k70PRINT"SPAGH ETTI"V71 GOTO 3090 PRINT "E"95 REM — END —100 PRINT "WHEW!"This is not a good, clear program!It is a "spaghetti" program.Don't write spaghetti programs!Don't jump around too much in your programs.51
- Page 3 and 4: KIDSAND THECOMMODORE 64
- Page 5 and 6: KIDSAND THECOMMODORE 64neoartment o
- Page 7 and 8: nTABLE OF CONTENTSAcknowledgements
- Page 9 and 10: nACKNOWLEDGEMENTS^My sincere thanks
- Page 11 and 12: nTO THE PARENTSThis book is designe
- Page 13 and 14: n~ ABOUT PROGRAMMINGThere is a comm
- Page 15 and 16: nn INSTRUCTOR NOTES 1 NEW, PRINT, R
- Page 17 and 18: COMMAND THE COMPUTERTry this. Type
- Page 19 and 20: THE NUMBER ZERO AND THE LETTER "O"T
- Page 21 and 22: nINSTRUCTOR NOTES 2COLOR AND THE KE
- Page 23 and 24: There are eight colors on the numbe
- Page 25 and 26: OTHER COMMANDS IN PRINT STATEMENTSJ
- Page 27 and 28: LESSON 3 LIST, BOXES IN MEMORYClear
- Page 29: ADDING A LINEYou can add a new line
- Page 35 and 36: THE DELETE KEYThe DEL key is your "
- Page 37 and 38: INSTRUCTOR NOTES 5 TRICKS WITH PRIN
- Page 39 and 40: RULE: The semicolon makes the invis
- Page 41 and 42: Assignment 5:1- Write a program whi
- Page 43 and 44: LESSON 6THE INPUT COMMANDUse INPUT
- Page 45 and 46: YOU WEAR TWO HATS, USER AND PROGRAM
- Page 47 and 48: LESSON 7THE LET COMMAND, GLUING STR
- Page 49 and 50: GLUING THE STRINGSHere is how to st
- Page 51: LESSON 8THE GOTO COMMAND AND THE ST
- Page 55 and 56: Assignment 8:1. Just for practice i
- Page 57 and 58: LESSON 9 THE IF COMMANDClear the me
- Page 59 and 60: JtTHE "NOT EQUAL" SIGNTwo signs:= m
- Page 61 and 62: INSTRUCTOR NOTES 10 INTRODUCING NUM
- Page 63 and 64: The thing which is put into the box
- Page 65 and 66: MIXTURES IN PRINTYou can print numb
- Page 67 and 68: INSTRUCTOR NOTES 11TAB AND DELAY LO
- Page 69 and 70: HOW BIG A SPACE CAN TAB( ) MAKE?The
- Page 71 and 72: INSTRUCTOR NOTES 12 THE IF COMMAND
- Page 73 and 74: AN IF INSIDE AN IFThe "teenager" pr
- Page 75 and 76: 2. Here is another program. What wi
- Page 77 and 78: LESSON 13RANDOM NUMBERS AND THE INT
- Page 79 and 80: ROUNDING OFF NUMBERSPerhaps you kno
- Page 81 and 82: INSTRUCTOR NOTES 14SAVING TO TAPEWe
- Page 83 and 84: The computer automatically turned o
- Page 85 and 86: nnr^nnnnnr^nnLOADING A PROGRAM FROM
- Page 87 and 88: 5. We are ready to put in the next
- Page 89 and 90: n INSTRUCTOR NOTES 15 SOME SHORTCUT
- Page 91 and 92: AN INPUT SHORTCUTInstead of10 PRINT
- Page 93 and 94: WHEN TO USE THE COLON SHORTCUTUse t
- Page 95 and 96: But if we write this line in a prog
- Page 97 and 98: LESSON 16 MOVING PICTURESMOVING THE
- Page 99 and 100: Line 40 waits for you to see this b
- Page 101 and 102: LESSON 17FOR-NEXT LOOPSRemember the
KINDS OF JUMPSThere are only two ways to jump:ahead or back.Jumping back gives a LOOP.10 PRINT "HI"20 GOTO 10The path through the program is like this:,10 PRINT "HI"20 GOTO 10 >The computer goes around and around in this loop. Press the STOP key to stop.Jumping ahead skips part of the program. Whatever for? We will see later in theIF command.THE STOP KEYThe STOP key is a "life saver." When you are in trouble, press STOP and the computerwill stop running the program and wait for your next command. Your program is stillsafe in memory.If you are in real big trouble, press STOP and at the same time press RESTORE. Thecomputer does a "warm start." Your program is still safe in memory.(The RUN part of the key can be used to load programs from tape. Because a file namecannot be used with the RUN key, it is not often used.)50