Cover Image

Table of Contents

PREFACE:

PRELIMINARY INFORMATION
CONVENTIONS AND DEFINITIONS
TWO-KEY COMMANDS
OTHER VERSIONS OF BASIC
SOME SPECIAL FEATURES OF THE SORCERER

CHAPTER 1

DIRECT AND INDIRECT MODE
DIRECT MODE
INDIRECT MODE

CHAPTER 2

EDITING AND CORRECTING YOUR PROGRAM
CHARACTER ERASE
LINE ERASE OR CORRECTION
LINE INSERTION
LIST COMMAND

CHAPTER 3

INFORMATION INPUT AND OUTPUT (I/O)
THE INPUT STATEMENT
MORE ABOUT PRINT STATEMENTS
DATA, READ AND RESTORE S'TATEMENTS

CHAPTER 4

LOOPS AND BRANCHES
THE GO TO STATEMENT
THE FOR...NEXT LOOP
THE IF...THEN S'TATEMENT
END AND STOP

CHAPTER 5

NUMERICAL EXPRESSIONS AND OPERATIONS
FLOATING POINT NUMBERS
NUMERICAL CONSTANTS AND VARIABLES
NUMERICAL OPERATIONS
ORDER OF PREFERENCE
THE CONDITIONAL GOTO

CHAPTER 6

NUMERICAL ARRAYS
LINEAR ARRAYS
HIGHER DIMENSIONAL ARRAYS

CHAPTER 7

LOGIC
NUMERICAL RELATIONS
LOGICAL OPERATORS
MORE ABOUT PRECEDENCE
COUNTERS, ACCUMULATORS AND FLAGS
MORE ABOUT BRANCHING INSTRUCTIONS
FLOATING POINT CONFUSION AND DECISIONS BASED ON RELATIONS

CHAPTER 8

NUMERICAL FUNCTIONS
FUNCTION NOTATION
THE DEF STATEMENT
THE INT FUNCTION
THE SGN FUNCTION
THE RND FUNCTION

CHAPTER 9

STRINGS
THE CHR$ FUNCTION
STRING CONSTANTS AND VARIABLES
PUT AND TAKE WITH STRINGS
STRING RELATIONS AND EXPRESSIONS
STRING FUNCTIONS
STRING SPACE
STRING ARRAYS

CHAPTER 10

SUBROUTINES
THE CONDITIONAL GOSUB

CHAPTER 11

STORING ON AND LOADING PROGRAMS FROM CASSETTE TAPE
CHECKING YOUR HARDWARE
TO RECORD A PROGRAM
TO REPLAY A PROGRAM
SAVING AND LOADING NUMERICAL ARRAYS

CHAPTER 12

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

CHAPTER 13

TIPS ON DEBUGGING
ERROR MESSAGES
PROGRAM DOCUMENTATION
MODULAR PROGRAMMING
TRACE STATEMENTS

APPENDIXES

APPENDIX A

RESERVED WORDS

APPENDIX B

COMMANDS AND STATEMENTS
COMMANDS
STATEMENTS
SPECIAL FUNCTIONS
USING INP, OUT AND WAIT
POKE, PEEK

APPENDIX C

INTRINSIC FUNCTIONS

APPENDIX D

DERIVED MATHEMATICAL FUNCTIONS

APPENDIX E

ERROR MESSAGES

APPENDIX F

ONE-STROKE INSTRUCTIONS

APPENDIX G

ASCII CHARACTER CODE

TABLES

TABLE 1

FOUR-PLACE LINE CODE

TABLE 2

FIRST ADDRESSES IN EACH LINE OF VIDEO

TABLE 3

DECIMAL DESIGNATIONS OF THE STANDARD CHARACTERS

TABLE 4

STANDARD ABBREVIATIONS FOR ASCII CHARACTERS 00 THROUGH 31

TABLE 5

CURSOR PLACEMENT

FIGURES

FIGURE 1

USER-DEFINED GRAPHIC CHARACTERS: ASCII NUMBERS 128 TO 191

FIGURE 2

USER-DEFINED GRAPHIC CHARACTERS: ASCII NUMBERS 192 TO 255

FIGURE 3

ONE-STROKE BASIC INSTRUCTIONS


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