Guide_to_Input.pdf
(
2544 KB
)
Pobierz
A GUIDE TO THE
INPUT
COMPUTER
PROGRAMMING
COURSE
INTRODUCING
INPUT
THE GREAT NEW WAY TO GET
TO
GRIPS WITH YOUR COMPUTER
Computers are one of the most powerful
forces in the modern world – and they are
becoming more influential all the time.
And now that home computers are readily
and cheaply available, there's plenty of
opportunity for everyone to enter the fasci-
nating world of computing.
INPUT is the exciting new way to learn
about computers. Learning to program a
computer is a bit like learning to play foot-
ball. You could spend ages reading all
about the game first, but sooner or later
you have to get out on the field and play. If
you learn through actually doing it, it's
likely to be far quicker and much more
enjoyable, too. It's just like that with com-
puter programming. As soon as you start
to type in your first program, you begin to
learn. With the right sort of programs,
you'll have fun, too.
With INPUT, you get straight into
the world of computers. In each issue,
you'll find the next part of a complete
INPUT lets you into the
secrets of the professional
programmers. And you won't
just be learning dull facts and
utility programs. There'll also
be an insight into your
computer's limitless potential
for fun.
INPUT is full of ideas for
graphics and games programs*
There are lots of routines for
popular graphic characters,
plus the knowledge you need to
create your own. And there's a
guide to the techniques of
games programming —
movement, scoring, strategy
and fascinating new programming
course. With it, you'll be able to delve
deeper and deeper into new and ever
more exciting areas of making the
computer work for you.
The INPUT course concentrates on
the aspects of programming that most
people want to know — things like
educational programs, data systems,
record keeping, games programs and
graphics. And it gives you an exciting
new way to learn programming —
written specially for your computer
Anyone can learn programming.
You do not need to be an expert
mathematician, although natural
mathematical ability may well make
you a better programmer. And, con-
trary to popular belief, there is NO age
barrier.
INPUT is designed to give you real com-
puter knowledge without making it
boring. That's why the course is in easy
stages, to take you forward at the pace that
suits you.
Anyone can use a computer, but many
users never get beyond the simplest level of
control. INPUT will take you beyond... On
the next few pages, there's a guide to some
of the fascinating subjects that you'll be
able to learn about in future issues.
INPUT's structured guide ensures that
your knowledge builds up issue by issue, so
that you learn at your own pace. But you'll
4
and adventure themes* Many
of these are in the form of short
routines that you can store on
tape and add to your own ideas
to create games and screen
pictures of growing subtlety
and skill.
BASIC PROGR
A
M
MING
This is where INPUT gives you the nuts
and bolts of writing your own programs*
BASIC is a computer language that's easy
to understand and easy to use. That's why
all home computers are designed to use it,
and that's why INPUT ensures that you'll
learn how to get the most from all the com-
mands that are at your disposal. Each issue
includes interesting programs to try out
what you've just learned, or to make better
use of what you already know.
away to start putting your computer to
use* Whether you're interested in how
computers can be used to store informa-
tion, or want to try business programming
or text editing, INPUT gives you the
answers, plus lots more ideas.
PERIPHERALS
An occasional series that shows you how to
get the most out of computer add-ons.
There's information on storage systems,
joysticks for games control, printers
GAMES PROGRAMM
ING
Here's how you can write your own games
programs and join in the fun with fresh
ideas of your own* Each issue contains
games routines that you can try at once,
plus ideas that you can save up and add to
your growing skills
PLUS..
HINTS AND TIPS
Whatever the subject, there's always
bound to be more that you would like to
know. So INPUT's packed with useful
hints and tips, plus answers to many of the
questions that so often just get overlooked.
You'll find them in each of the sections
above, clearly marked in colour so you
know straight away where to look
On the next few pages, you'll fmd a guide
to many of the fascinating subjects you'll
see featured in each of INPUT's five
departments — a course that will help you
through every stage of programming.
MACHINE CODE
also be able to put it to use, at once. It has
been written to include eight of today's
most popular home computers, so you can
be sure that what you are learning is not
just the theory — it's practical pro-
gramming that will help you to get to know
your own machine better* And at the same
time you'll become familiar with com-
puting in general — vital if you ever
want to work with computers*
•Each
issue of INPUT is divided into five
departments that cover the different
aspects of learning to use a computer*
Learn to tackle your computer on its own
level by understanding how it operates and
how to get it to work to your advantage* No
dull subject, this — machine code is the
almost automatic choice for top class
games programming* INPUT takes you
through the techniques and the theory
stage by stage so you don't need to digest
huge slabs of boring mathematics* Starting
straight away, there are plenty of routines
to practise and put your skills to work
APPLICATIONS
What are home computers for? This is the
section where you will find out, with exam-
ples of programs that you can type in right
there are also sections in most articles
which are specific to your own computer.
To help you to find your way around,
each computer has been given its own
symbol, and you'll find these wherever
there is a section for a particular machine.
On the back page of this guide there is a
handy reference chart.
The program listings themselves have
been specially designed and printed for
clarity, as it is vital that they are typed in
exactly as written. Even the smallest error,
such as a comma that's missed out, can
upset the whole program and prevent it
from running properly. All the programs
in INPUT have been checked on the com-
puters for which they were written, so if
you find that a program doesn't work first
time, the first thing you should do is to
check that it has been entered into the
computer exactly as printed.
You won't find many lengthy sections of
text in INPUT. That's because learning to
use a computer is best done by using the
computer, not by reading about it in isola-
tion. So a majority of the text is concerned
with explaining a piece of programming
that you have just tried out. That's why
you'll find two typefaces in the text.
BASIC keywords and commands — words
like RUN, PRINT, GOTO — are printed in the
same type whether they appear in the text
or in a program listing, and this is different
from the rest of the text. And when the
text is telling you to press a particular key,
you'll see it printed like this:' RETURN
J
.
HOW TO GET THE MOST OUT
OF
INPUT
There are some aspects of learning to pro-
gram a computer which are common to all
machines — like learning to understand
binary, for example. But some things
which will work on one computer won't
work on another.
INPUT is written specifically to suit five
popular home computers — the Sinclair ZX
Spectrum, Commodore 64, Acorn Electron
and BBC B, and the Dragon 32. Many
programs are also suitable for the Sinclair
ZX81, Commodore Vic 20 and Tandy
Colour Computer in 32K.
This means that while there is general
text explaining systems and procedures
which are common to all the machines,
BASIC PROGRAMMING
The best possible way to learn good
programming is by writing good
programs yourself! Here's where Input
shows you the techniques at their
most fundamental, by giving you the
basics of BASIC, the easy to
understand high-level language that
all home computers use.
IF...THEN
Two key words that make the computer
make a decision
FOR...NEXT
INPUT
A simple device to make the computer
do part of a program over and over again
STEP
How to get the computer to ask you
questions
PRINT
The program statement that controls the
rate a loop is executed
GOTO
How to get the computer to give you
answers
READ ...DATA
You'll learn all about the different
commands, statements or functions that
your computer recognizes — what each
one does and when to use it. And since
there's no point in learning the theory if
you don't know how to apply it, each
article includes lots of programs for you
to try out, then modify ... and loads of
ideas for your own experiments.
Beginning with simple programs and
working progressively up to longer ones,
Input shows you how to put your know-
ledge together Among the topics you'll
encounter are:
Make the computer skip to any line you
specify
Subroutines
How to feed information into your
computer
RND
Small, self-contained parts of program
designed to perform one function several
times
Variables and strings
Get your computer to throw dice or pick
a number
Concatenation
A valuable tool to help you write a letter
Number crunching
The way computers deal with numbers
and words
Slicing strings
How words, sentences and other data
can be cut up and put back together
Taking the drudgery out of arithmetic,
by getting your computer to do the sums
for you
Dry run and TRACE
Squeeze the bugs out of your BASIC
programs
Arrays
How to input large amounts of data in
one go
NEW
The command that clears out one
program and lets you start again
REM
How to 'flag' parts of the program so you
remember what you're doing
ASCII codes
The standard codes that computers use
to communicate with each other
CHR$, VDU
How to call up the ASCII characters and
print them on the screen
RUN
The command that starts the program
running
RESTORE
The statement which enables the
computer to deal with more than one set
of data at a time
GET, GETS
Two ways to call up information at the
touch of a key
LOTS OF TIPS AND HINTS
TO HELP MAKE IT EASY
Look for these fact-packed panels throughout the pages of Input They're
your handy guides to get you straight to the heart of computing problems
INKEY, INKEY$
Two ways to feed in information at the
press of a key
PEEK
Look directly into the computer's
memory via its own assembler
POKE
Feed information directly into specific
locations in the computer's memory
MODE
The statement used to select which
display mode the computer is about
to use
MOVE
How to move the graphics cursor to any
point on the screen you specify
DRAW
The statement that defines the end of a
line the computer is to draw
PLOT
The multi-purpose point, line and
triangle drawing statement in BASIC
POINT
How to find out the colour of any position
on the screen
RENUMBER
How to
renumber your program lines
SAVE
The command given to SAVE a program
VERIFY
How to make certain that the program
has been stored properly
DEF FN
Tell the computer that a function is
about to be defined
GCOL
Set the colour that you want
to use in
your graphics
ELSE
What the computer should do if a
condition has not been fulfilled
AND
How to extend the conditions when the
computer is making decisions
TIME
Set or read the computer's
internal timer
Microtip —
the panel
that shows you how to
streamline your
programs and make
sure that they RUN.
There are tips on the
differences between
individual computers,
and the way in which
they handle languages
like BASIC and
machine code*
Q & A —
here's where
you'll find short
answers to baffling
problems, plus
explanations of new
ideas, computer terms
and systems* You'll
find useful
information on
common errors,
alternative methods
you might like to try,
and a whole host of
facts to extend your
knowledge.
Troubleshooter — for
all those frustrating
times when your
programs just won't
work. There are lots of
ideas for how to avoid
`bugs' in your
programs, and how to
cure them. They're
quick and they're
simple, and they can
be used time and
again. Also in
Troubleshooter — how
to make sure that your
peripherals are
suitable and avoid
`crashing' through
incompatibility
problems.
Plik z chomika:
Amiga7878
Inne pliki z tego folderu:
input_1-01_p1-32.pdf
(12066 KB)
input_1-02_p33-64.pdf
(12074 KB)
input_1-03_p65-96.pdf
(12075 KB)
input_1-06_p161-192.pdf
(12079 KB)
input_1-05_p129-160.pdf
(11925 KB)
Inne foldery tego chomika:
64er (1984-1989)
64er (1990-1997)
64er SH (1985) 8 Issues
64er SH (1986-1988) Issues 1-26
64er SH (1988-19xx) Issues 27-96
Zgłoś jeśli
naruszono regulamin