
Programming in GW-BASIC
- 1st Edition - January 1, 1989
- Imprint: Elsevier
- Author: P. K. McBride
- Language: English
- Paperback ISBN:9 7 8 - 0 - 7 5 0 6 - 0 2 5 6 - 3
- eBook ISBN:9 7 8 - 1 - 4 8 3 1 - 0 4 2 2 - 5
Programming in GW-BASIC provides a reference guide on GW-Basic along with a range of extra commands and functions. The book discusses starting a program, program planning and the… Read more

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Request a sales quoteProgramming in GW-BASIC provides a reference guide on GW-Basic along with a range of extra commands and functions. The book discusses starting a program, program planning and the essentials of GW-Basic, including the most commonly used commands; how data is stored in memory; how a program fits together; and the use of the keyboard and screen in editing. The text also describes graphics and color and the string-handling functions. The principles and concepts of program structures, such as the Paintbox program and chaining, and the use of the Turtle graphics, such as Logo and DRAW, are also considered. The book covers two of the key techniques for handling data in quantity (sorting into order and searching for specific items), statistical analysis, and display program. The text then tackles PEEK and POKE, which examine sections of memory and serve as alternative to PRINT for creating screen displays, and advanced graphics, which enables one to analyze the screen, develop first a double-size print utility, then a sprite designer and some movement routines. The selection is useful to computer programmers and students taking computer courses.
Foreword Chapter 1: Starting to Program 1.1 Why Bother? 1.2 Computers and Programs 1.3 Program Planning Chapter 2: GW-Basics 2.1 Variables for Data Storage 2.2 Direct Commands 2.3 Programs and Line Numbers 2.4 Editing 2.5 The Function Keys 2.6 Program Flow 2.7 Decisions, Decisions 2.8 Subroutines 2.9 Program Files Chapter 3: Graphics and Color 3.1 The PC Screen 3.2 Graphics Commands 3.3 Colorful Characters Chapter 4: Text and String Handling 4.1 String Functions 4.2 Hangman Chapter 5: Program Structure 5.1 The Paintbox Program 5.2 Chaining Chapter 6: Turtle Graphics 6.1 Logo 6.2 Draw-GW-Basic's Turtle Graphics 6.3 A Logo Emulator Chapter 7: Data on Disk 7.1 Sequential Files 7.2 The Note-Processor Program 7.3 Interlude-Time for a Game 7.4 Footnote: Rule-Based Decisions 9.2 Statistical Analysis and Graphs 9.3 Stats Display and Analysis Program Chapter 10: Three-Dimensional Graphics 10.1 3-D on a 2-D Screen 10.2 Transformations 10.3 3-D Transformations Chapter 11: Sounds Peculiar 11.1 Sound 11.2 The Mouse Organ 11.3. Play Chapter 12: Delving Deeper 12.1 Peek 12.2 Hexadecimal to Denary 12.3 The Hexdump Program 12.4 Poke 12.5 A Life Model Chapter 13: Advanced Graphics 13.1 Sprites and Screens 13.2 Screen Analysis through Get Arrays 13.3 Denary to Binary 13.4 Defining a Screen Image 13.5 Reading the Screen with Point 13.6 Sprites 13.7 The Sprite Designer 13.8 Put Screen Modes 13.9 Moving Sprites Chapter 14: Linking to MS-DOS 14.1 Finding Files 14.2 File Management 14.3 Directories 14.4 The Shell command Chapter 15: Further Filing 15.1 Random Access Files 15.2 Potential Problems 15.3 The Cheque Book Balancer 15.4 Searching in Larger Files 15.5 Indexed Files 15.6 Addendum-Hex Dumps of Files Appendix Index
- Edition: 1
- Published: January 1, 1989
- Imprint: Elsevier
- No. of pages: 256
- Language: English
- Paperback ISBN: 9780750602563
- eBook ISBN: 9781483104225