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Atari XL

Atari XL
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Programming
27
numbers
or
letters
to be
given
to a
program
while
it
is
running.
The
first
of
these
is
INPUrr.
When
the
computer
finds
an
INIlUl'
statement
in
a
program,
a
question
mark
is
displayed
on
the
screen.
The
computer
waits
for
you
to
type
in
a
number
or
letter
string,
which
it
will
then
store
as
a
variable
before
continuing
with
the
rest
of
the
program.
Type
NE
W
(RETURN)
to
delete
any
program
currently
in
the
computer's
memory
and
then
try
this
example:
10
INPUT
NUMBER
20 PRINT
NUMBER
When
you
RUN
this
program
you
will
see a
question
mark
on
the
screen.
Type
a
number
and
press
RETURN:
the
number
is
printed.
The
INPUT
instruction
can
handle
strings
too,
if
you
specify a
string
variable
in
the
INPUT
command:
10
DIM
NAME$(20)
20 INPUT
NAME$
30
PRINT
NAME$
This
program
will
accept
both
numbers
and
letters
and
store
them
as
a
string
variable.
Pressing
RETURN
enters
a
null
string
but
this
time
nothing
is
displayed.
It
is
possible
to
use
one
INPUT
command
to
input
two
or
more
numbers
or
strings.
10
DIM
NAME$(20)
20 INPUT
NAME$,
AGE
30
PRINT
NAME$
40 PRINT
AGE

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