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Atari XL

Atari XL
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Programming
120
DRAWTO
Y2,
180+DIAM-Y
130
NEXT
X
140
NEXT
Y
200
FOR
T=l
TO
1000:
NEXT
T
210
FOR C=O TO
15
220
SETCOLOR
4,C,O
230
FOR
T=l
TO
500:
NEXT
T
240
NEXT
C
250
GOTO
210
21
ARITHMETIC
IN PROGRAMS - VARIABLES
We
discovered
in
Chapter
3
that
the
Atari
will
print
the
answers
to
arithmetical
problems
in
response
to
commands
such
as:
PRINT
3+5
This
sort
of
instruction
can
be
included
In
a
program
like
this:
10
PRINT" ","
20 PRINT
"3+5
=
";
3+5
but
it
would
be
difficult
to
make
much
use
of
this
for
working
out
your
personal
finances.
What
gives
a
computer
the
power
to
perform
complex
data
processing
(or
(number
crunching')
tasks
is
its
ability
to do
algebra:
to
use
names
as
symbols
for
numbers.
This
means
that
programs
can
be
written
with
names
to
symbolise
numbers,
.
and
then
RUN
with
different
numbers
attached
to
the
names.
These
number-names
are
called
VARIABLES
because
they
represent
varying
numbers.
Let's
try
an
example:
The
area
of
a
rectangle
is
equal
to
the
width
of
the
rectangle
multiplied
by
the
height.
By
using

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