TAILIEUCHUNG - So You Want to Learn to Program?

Learn to program a computer without the jargon and complexity of many programming books. Suitable for anybody age 10 to 100+ who wants to learn and is ready to experiment. This book engages through media (sound, color, shapes, and text to speech) and then introduces the concepts of structured programming (loops, conditions, variables.), using BASIC-256. You will learn to program as you make animations, games, and fun applications. Full source code to example programs are given to start experimentation and self exploration | So You Want to Learn to Program r James M. Reneau . Assistant Professor Shawnee State University Portsmouth Ohio USA Zcr f Xhttp James M. Reneau . Box 278 Russell Kentucky 41169-2078 USA Book Version 20101113a For BASIC-256 Version or later So You Want to Learn to Program James M. Reneau . - jim@ Copyright C 2010 James Martel Reneau . Box 278 - Russell KY 41169-0278 USA Createspace Print ISBN 978-1456329044 The work released under Creative Commons Attribution-Noncommercial-Share Alike United States License. See http for more information. Under this license you are free to Share to copy distribute and transmit the work Under the following conditions Attribution You must attribute the work or any fragment of the work to the author but not in any way that suggests that they endorse you or your use of the work . Noncommercial You may not use this work for commercial purposes. Share Alike If you alter transform or build upon this work you may distribute the resulting work only under the same or similar license to this one. Page i Table of Contents Chapter 1 Meeting BASIC-256 - Say The BASIC-256 Window .1 Menu Bar .2 Tool Bar .2 Program Area .3 Text Output Area .3 Graphics Output Area .3 Your first program - The say statement .3 BASIC-256 is really good with numbers - Simple Arithmetic . 7 Another use for Concatenation .9 The text output area - The print statement .10 What is a Syntax error .12 Chapter 2 Drawing Basic Drawing Rectangles and Circles .13 Saving Your Program and Loading it Back .23 Drawing with Lines .23 Setting Individual Points on the Screen .26 Chapter 3 Sound and Sound Basics - Things you need to know about sound .31 Numeric Variables .36 Chapter 4 Thinking Like a Pseudocode .41 Flowcharting .44 Flowcharting Example One .45 Flowcharting Example Two .46 Chapter 5 Your Program Asks for Another Type of Variable - The String Variable .

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