By Peter Morse
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Extra resources for The Essential guide to Timex/Sinclair home computers : the only book you'll ever need to become an expert at the Timex/Sinclair 1000 and 2000
Input Input Output Input Subroutines, subprograms, loops and decisions may be nested in programs. Nesting is dealt with more fully in Sections H, L and N. G6: The Data Table When designing a program it is important that our knowledge of the data and information pertaining to the problem is complete. All data will need to be assigned a VARIABLE name, unless it is a numeric constant used in a formula. 70 For program design purposes the value ascribed to each variable at different points through the programs can be added.
F2: A Game to Key In 52 I You have now spent a lot of time working through the essentials of your computer system and its BASIC, and you probably have the feeling 53 • that thus far you haven't seen anything to persuade you that computers are particularly exciting machines. ' Well, the following program may not be earth-shattering, but it does in fact reveal a fairly complex set of computer operations, as well as providing amusement. The program is called "BUG" and it enables you to play a game that consists of dropping bricks from a height to squash the 'spider' (an asterisk) scurrying along below.
3 * Remark * * End of Algorithm – tea is made * * You can see that the tree diagram shows why each part of your algorithm is included and why it is in the particular position in which you have placed it on the tree. The tree diagram contains information about three things: (1) (2) (3) The problem broken down into different levels of detail starting from the general concept of what is to be done down to the specific activities and instructions which will enable the problem to be coded. The order in which instructions must be performed.
The Essential guide to Timex/Sinclair home computers : the only book you'll ever need to become an expert at the Timex/Sinclair 1000 and 2000 by Peter Morse