Practical_Things_to_do_with_a_Computer.pdf

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~---
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PRACTICA~
THINGSTODO
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MICROCOMPUTER
USBORNE HAYES
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leAL
THINGSTODO
with
a
MICROCOMPUTER
Judy Tatch
ell
and Nick Cutler
This
book was designed by Graham
Round
and
lain
Ashman and illustrated by
Graham Round, Mark Longworth, Martin Newton, Graham Smith, Jeremy Gower and
Sue Stitt.
Contents
4
6
8
10
12
14
16
18
20
21
22
24
26
27
28
30
32
34
36
38
44
45
46
47
48
What you can do
with
a
computer
Running programs
Program pitfalls
Quizmaster
W
ordprocessing
and
printing
Finding
averages
and
sorting
data
Cryptic codes and
sending
messages
Designing on
the screen
Computer graphics
Downhill
racer
game
Writing
games
programs
Inflation calculator
Horoscope
generator
Computer poet
Using tapes and disks
Simple circuits
to
build
Programs
for
the
switch circuit
Build a
"bitswitch"
keypad
Binary light display project
A robot to
build
How
to solder
BASIC conversion
chart
Sinclair/Timex
program
alterations
Answers
Index
About this book
This book is about all the different things
you can do with a microcomputer. There
are lots of programs to run, as well as
information about extra equipment you car
use with your computer. There are also
some projects which show you how to build
simple electronic circuits to plug into the
computer, and even a robot to build.
Some of the programs, such as the
averages and sorting programs, make the
computer wor k for you. Others are just for
fun. Throughout the book there are lots of
ideas for changing and adapting the
programs to make them do different things
.
Short explanations show
how
the programs
work, and typing them in, running and
altering them will help you learn how to
write your own programs.
You can find out about the different kinds
of program you can run on a home
computer and where to buy them, as well as
about printers, disk drives, light pens and
other things you can add on, and ideas for
using them. There are hints on how to store
programs successfully using a cassette
recorder, and a useful program to save in
this way
which
you can use to store a
catalogue of information.
The programs are written in the
programming language BASIC, but most
home computers use their own version, or
dialect, of BASIC. At the end of the book
there is a BASIC conversion chart to which
you can refer to find the correct command
for your computer. The chart covers most of
the popular home computers, but if yours is
different, you may still be able to run the
programs by looking up
the
commands
your computer uses in your manual and
substituting them if they differ from those
used in the program listings.
For the projects at the back of the book,
you need a special socket on the computer
called a user port, or input/output port.
If
your computer does not already have one,
there are some suggestions for how to find
out if you can get one. Remember that
although you cannot damage your
computer by typing in the wrong
commands in a program, you might
damage it if you wire up the circuits in the
projects wrongly. You should be all right if
you follow the instructions carefully, and
there is a list of places to go for help if you
do get stuck.
3
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