Beyond Foundations; So Where Do I Start? - AMSTRAD cpc 6128 User Instruction

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Chapter 2
Beyond FoundationslIlSlBlI
So you've read the Foundation course and you have the computer
switched on in front of you. You've already learnt how to make it
carry out an operation several times over using a FOR N EX T
loop, and how to make it test I
F
a condition is true THE N do
something.
Well, you're soon going to tire of seeing your name printed all over the screen, and
will want to get on with some serious computing - something useful or entertaining.
The chapter after this, lists each ofthe AMSTRAD BASIC keywords at your disposal,
together with a description ofthe 'syntax', and what the keyword is used for. Armed
with this list, the scope of what you can then make the computer do is limited only by
your imagination.
If you have never used a computer before, the idea of actually 'programming' may fill
you with apprehension. Fear not! It's a lot easier than you think, and certainly a lot
easier than the technology and jargon would have you believe. Think of BASIC not as
a new language, but as a variation of English with some words abbreviated to speed
things up. In other words, don't think of C L S as 3 letters of magic code, but instead as,
CLear Screen.
Try not to be afraid of BASIC, and you'll soon find yourself enjoying the business of
programming, as well as the fruits of your endeavours. Programming can be a very
rewarding exercise, especially when you're a beginner experimenting with the
machine and the language. Always remember that as long as you make sure that you
don't accidentally write onto your master
CP/M
system discs, nothing you type in can
actually harm the computer, and it's always worth trying something new.
So where do I start?
Starting is often the most difficult part of the program for the beginner. However,
what you should avoid doing, is plunging straight in and hacking away at the
keyboard without any forethought.
One ofthe first things you should establish, is what exactly you want the program to
do, and how you want the results to be presented to you (in other words, what the
screen should look like as the program runs).
Having decided this, you can then start writing a program to fulfil your
requirements, all the time thinking of how to make the program flow smoothly from
beginning to end, with the minimum of jumping around using GOT 0 here and GOT 0
there. A good program will be easy to follow when listed, and will not land you in a
hopeless muddle when you try to fault find, or 'de-bug' as they say in computer talk.
Beyond Foundations
Chapter 2 Page 1

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