PRELIMINARY INFORMATION
CONVENTIONS
AND DEFINITIONS
TWO-KEY
COMMANDS
OTHER VERSIONS OF
BASIC
SOME SPECIAL FEATURES
OF THE SORCERER
DIRECT AND INDIRECT MODE
DIRECT MODE
INDIRECT MODE
EDITING AND CORRECTING YOUR
PROGRAM
CHARACTER
ERASE
LINE ERASE OR
CORRECTION
LINE INSERTION
LIST COMMAND
INFORMATION INPUT AND OUTPUT
(I/O)
THE INPUT
STATEMENT
MORE ABOUT PRINT
STATEMENTS
DATA, READ AND
RESTORE S'TATEMENTS
LOOPS AND BRANCHES
THE
GO TO STATEMENT
THE
FOR...NEXT LOOP
THE
IF...THEN S'TATEMENT
END
AND STOP
NUMERICAL EXPRESSIONS AND
OPERATIONS
FLOATING
POINT NUMBERS
NUMERICAL
CONSTANTS AND VARIABLES
NUMERICAL
OPERATIONS
ORDER OF
PREFERENCE
THE CONDITIONAL
GOTO
NUMERICAL ARRAYS
LINEAR
ARRAYS
HIGHER DIMENSIONAL ARRAYS
LOGIC
NUMERICAL
RELATIONS
LOGICAL OPERATORS
MORE
ABOUT PRECEDENCE
COUNTERS,
ACCUMULATORS AND FLAGS
MORE ABOUT
BRANCHING INSTRUCTIONS
FLOATING POINT
CONFUSION AND DECISIONS BASED ON RELATIONS
NUMERICAL FUNCTIONS
FUNCTION
NOTATION
THE DEF STATEMENT
THE
INT FUNCTION
THE SGN
FUNCTION
THE RND FUNCTION
STRINGS
THE
CHR$ FUNCTION
STRING
CONSTANTS AND VARIABLES
PUT
AND TAKE WITH STRINGS
STRING
RELATIONS AND EXPRESSIONS
STRING
FUNCTIONS
STRING SPACE
STRING
ARRAYS
SUBROUTINES
THE
CONDITIONAL GOSUB
STORING ON AND LOADING PROGRAMS
FROM CASSETTE TAPE
CHECKING
YOUR HARDWARE
TO RECORD A
PROGRAM
TO REPLAY A
PROGRAM
SAVING AND LOADING
NUMERICAL ARRAYS
GRAPHICS
USER-DEFINED
GRAPHICS
USING THE MONITOR
TO DEFINE YOUR GRAPHICS CHARACTERS
DEFINING
CHARACTERS IN A PROGRAM
THE
USR FUNCTION
PLACING YOUR
OWN SPECIAL CHARACTERS ON THE SCREEN
ANIMATION
CURSOR
CONTROL
TIPS ON DEBUGGING
ERROR
MESSAGES
PROGRAM
DOCUMENTATION
MODULAR
PROGRAMMING
TRACE
STATEMENTS
COMMANDS AND STATEMENTS
COMMANDS
STATEMENTS
SPECIAL
FUNCTIONS
USING INP, OUT
AND WAIT
POKE, PEEK
DERIVED MATHEMATICAL FUNCTIONS
ERROR MESSAGES
ONE-STROKE INSTRUCTIONS
ASCII CHARACTER CODE
FIRST ADDRESSES IN EACH LINE OF VIDEO
DECIMAL DESIGNATIONS OF THE STANDARD CHARACTERS
STANDARD ABBREVIATIONS FOR ASCII CHARACTERS 00 THROUGH 31
CURSOR PLACEMENT
USER-DEFINED GRAPHIC CHARACTERS: ASCII NUMBERS 128 TO 191
USER-DEFINED GRAPHIC CHARACTERS: ASCII NUMBERS 192 TO 255
ONE-STROKE BASIC INSTRUCTIONS