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10 20 30 40 OVER produces 10 20 30 40 30
Pushes a copy of the elements in stack level 1 and 2 onto the stack. Example:
10 20 30 40 DUP2 produces 10 20 30 40 30 40
Discards stack elements in level 1 and 2 and rolls down the stack.
Rotates the elements in the first three stack levels up.
This is equivalent to "3 ROLL". Example:
10 20 30 40 ROT produces 10 30 40 20
See LIST Menu.
Moves the element on top of the stack to a higher stack position.
This is the inverse operation of ROLL. Example:
10 20 30 40 50 3 ROLLD produces 10 20 50 30 40
Push a copy of the given stack level onto the stack.
Note that "1 PICK" is equivalent to DUP and "2 PICK" is equivalent to "OVER".
Example: 10 20 30 40 3 PICK produces 10 20 30 40 20
Duplicate the given number of stack elements onto the top of the stack.
"1 DUPN" is equivalent to DUP and "2 DUPN" is equivalent to "DUP2".
Example: 10 20 30 40 3 DUP produces 10 20 30 40 20 30 40
Drop a given number of objects from the stack.
"1 DROPN" is equivalent to DROP and "2 DROPN" is equivalent to DROP2.
Example: 10 20 30 40 3 DROP produces 10
Returns the number of elements in the stack.
Example (beginning with an empty stack):
Example: 10 20 30 40 DEPTH returns 4.
Create a list from stack elements. See LIST Menu.
• All data types (see Data Types) can be stored in named variables. The
number of variables is only limited by the available memory.
• The USER key displays the USER menu with all the variables (and – since a
program can be stored in a variable – the programs) of the current
directory. See USER Menu.
• Note that the USER menu's soft labels on the bottom of the LCD screen
only show the first few characters of a variable in upper case .
• Variable names are case sensitive!
• Variable names can be up to 127 characters long.
• Use PURGE to erase variables.
• See MEMORY Menu for directory issues.
• Unfortunately, storage arithmetic commands (STO+, STO* etc.) cannot
operate on local variables! So their "shortcut effect" is really lost. See
Stores the object in stack level 2 in the variable who's quoted name is given
in stack level 1. Ie. 5 'A' STO stores 5 in variable A and drops both objects
from the stack.
Recall variable and push it onto the stack. This does not evaluate the
contents of the variable or execute a program. The quoted variable name is
replaced by the recalled object.
Delete variable(s) or program(s) as specified in stack level 1.




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