Download 101 Apple Computer Programming Tips and Tricks by Fred White PDF

By Fred White

Booklet by means of White, Fred

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By Fred White

Booklet by means of White, Fred

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Additional info for 101 Apple Computer Programming Tips and Tricks

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If it gets a YES, then line 20 sees that it got what it wanted and moves operations along to line 100. If it gets a NO, then line 20 hasn't received what it wants so program execution moves on to line 30. Here, at line 30, the program finds something useful and shoots operations down to line 200. If, however, neither YES nor NO were entered at line 10, then neither lines 20 nor 30 would be satisfied so action would drop to line 40. Here, the error is trapped by commanding the operator to give one of the two correct answers .

Program Listing 10 20 30 40 50 60 70 80 90 HOM E FOR T=l TO 8 FOR L=l TO 2 BZ=PEEK(-16336) NEXT L FOR L=l TO 100:NEXT L NEXT T PRINT CHR$(7) GOTO 20 / 19 Traditional Dice Roll Here's a simple, brief way to roll and display results for two dice. Lines 100-110 get a random number between 1 and 6 and store it in A. Lines 200-210 get another random number from 1 to 6 and store it in B. Lines 300-310 print the contents of A and B along with a suitable message. Lines 400-430 cause the computer to await the press of any key on its keyboard.

This short program creates a box on the screen and puts a name you have specified into that box. The name is highlighted. You can change what the box is composed of by changing the asterisks in lines 60, 100 and 120. Program Listing / 10 HOM E 20 INPUT"WHAT IS YOUR FIRST NAME? " ;N$ 30 LN=LEN(N$) 40 LT =LN+4 50 FOR L=l TO LT 60 AS$=AS$+" * " 70 NEXT L 80 PRINT AS$ 90 AS$="" 100 PRINT " * ";N$;" *" 110 FOR L=l TO LT 120 AS$=AS$+"*" 29 130 140 150 160 NEXT L PR1NT AS$ AS$='"' PRINT:PRINT:GOTO 20 17 Audible Timer I Here's a different sound effect for your game programs.

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