Apple's Evolutionary New lie

$2.95

July

1984

COMPUTB

The Leading Magazine Of Home, Educational, And Recreational Computing

Issue 50 Vol. 6, No. 7

E2-25UK S3 75ConGaG

02193

I5SN01 94-347X ^

Blueberries And Bunny Hop: Two Fascinating Games For Children

Statistics For Nonstatisticians For The Apple, VIC-20, Commodore 64, Atari, IBM PC And PCjr, Ti, And Radio Shacl< Color Computer

Commodore 64 And 1521 Disk Drive ROIVI Generations: All The Changes

Applesoft Lister: Format Programs For Fast Debugging

Atari Artist: Create Graphics The Easy Way

"7U86"Q2193'

07

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WordPro and SpellRight are both specifically designed for the novice user with no computer or word processing experience whatsoever. And with over 40,000 WordPro versions sold, you can be sure that WordPro is a very sophisticated word processor loaded with powerful features including: Transfer, Insert, Delete, and Rearrange Text, Auto Page Numbering, Math Functions, Headers, Footers, Global Search and Replace, the Ability to Create Multiple Personalized Letters and Documents, and much more. WordPro can create documents of virtually any length and will print up to 165 columns wide. You get all of this PLUS fast and complete spell checking using SpellRight Plus!

SpellRight Plus locates and highlights misspelled words and then allows you to quickly correct the misspellings — improving the quality of your letters and reports.

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Some printers may not support certain WordPro 3 Plus functions and/or require an interface. Please check with your dealer.

teMPCi

ELEVEN THINGS

YOU CAN DO

ON THE VERY FIRST DAY

1. Home Loan 1

2. Monthly \

Expenses

3. Word Race

8. Alarm Clock

4. Shopping List

9. Checkbook

5. Recipe File

10. Address Book

6. Tile Game

11. Telephone

7. Typewriter

Connector

M)ur first day with PC/V isn't just exciting.

It's rewarding.

This IBM® personal computer quickly hooks up to the family TV. And there's a lot you can do right from the start.

PQr MAKES IT EASY

PQV was designed to make the whole family feel at home with computers.

The keyboard, for example, doesn't need a connecting cord. This refreshing bit of technology — the IBM "Freeboard"— frees you to get comfortable up to twenty feet away.

And the keys are color-coded, so even a beginner can find the right key for the right job.

Right away.

YOU'RE OFF AND RUNNING

"%u can start using PC/r as soon as you set it up. The Sampler Diskette (included with diskette-drive models) gives you eleven useful mini-programs to choose from.

Including:

A home spreadsheet to help keep your expenses in line.

An electronic address book to help you sort out who's who and who's where.

A home loan calculator that can tell you interesting things about your principal.

An easy-access file for recipes. A checkbook balancer. And a challenging word game.

Of course, the Sampler Diskette is merely a taste of what you can do with PCjr. M)u can buy easy-to-follow programs to help you write letters, plan your finances, educate the kids, file tax data — to help the whole family use its time to better advantage.

Plus, PC/V runs many of the IBM Personal Computer programs that run on the IBM PC and PC/XT. So you can finish at

home what you start at the office, and vice versa.

And when it's time to relax, PC/r is always game. Plug in an entertainment cartridge and let the fun begin.

~ A COMPUTER THAT CAN

GROW WITH YOU

PC/> is the most affordable of the IBM personal computers. "%u can start with the 128KB model, equipped with a diskette drive, for about $1300. Or the 64KB base model, for about $700. (Prices apply at IBM Product Centers, and may vary at other stores.)

And as your needs become more . sophisticated, PCjr can easily keep pace. With add-it-yourself options like a printer, diskette drive and internal modem for telecom- munications, even the lowest-priced model can grow up fast.

Visit an authorized IBM PC;r dealer or IBM Product Center and see all the things PCjr can do. For the location nearest you, call 1-8004BM-PCJR. In Alaska and Hawaii,

1-800-447-0890.

r ,r.""

r'-"^'"'

""Sfc

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DISCOVER COMPUTERS WITH ATARI.

LPLJ U 'Wi-F

H'ttmUtMU'tTi

^1- T__

Atarf presents the five greatest advances in the creative arts since someone put 72 crayons in one box.

What would Cezanne say to an electronic orange? Surely Van Gogh would go lor some flowers painted in phosphors (those glow- ing things in your TV screen). And you bet Beethoven would be blown away by a computer synthesized symphony

Too bad. They were all bom too early But luckily you weren't. Be- cause Atari makes several home computer products to help you create all these things and more.

First, there's ATARI Paint,* the program that tums the joystick you already own into a computerized paintbrush that helps you explore the fascinating world of computer art.

Gat the magic touch with Atari Touch Tablet.

The ATARI Touch Tablet with Atari- Artisf " software cartridge tums your TV into a magic palette of 128 dazzling colors. The Touch Tablet works a Uitle like an electronic slate. Hook it into any ATARI Computer and what you draw on the tablet will in- stantly appear on your TV screen. You can draw on the Touch Tablet with the unique electronic stylus that comes with it — or even with your finger

And all the on-screen com- mands that control your Touch Tdb- let are labelled with simple sym-

bols OS weU as words. So everyone from preschoolers to grandparents can create without going near the keyboard.

Atari Light Pen lets you write right on the screen.

ATARI Light Pen with Atari- Graphics'" sofhA^are cartridge is among the best tools available for teaching hands-on computer cre- ativity. To draw circles, rect- angles, or simply fool around with freehand sketching, just press the pen to your TV screen and VOILA . . .A trcal of sparkling color follows it.

You can ftu in your sketches with one or more of 128 colors. Or choose from over 2,800 patterns.

Roll over Beethoven, AtariMuslc Is here.

Sure, Beethoven took music les- sons. But even he didn't get the head start you'll get with AtariMusic" i or AtariMusic^" II. And once you understand the

basics you'll be ready to move up to ATARI Music Composer* and create original compositions in four part harmony!

All of these programs were de- signed to get the best from your ATARI Computer, including the ATARI 800XL"' or the less expensive ATARI 600XL"' Both machines give you unsurpassed Atari graphics and four sound channels. And whether you're painting with light or composing at the com- puter keyboard, you can store your creation on the ATARI 1010"' Program Recorder n|,

or the more sophisticated 1 1 ,_,

1050" Disk Drive. CJ U

And if aU that doesn't ^^zSi convince you that our new programs are a giant step beyond crayons, consider this: the kids will never write on the wall with a computer

■ SuperBools' ■ Eotlware deraloped by Capital Children^ Museum, Washlnfirlon. D.C.. llcarued by Keston PubUshlno Company. Inc C 1982 Restan Publishing Company Inc All RlQhIs Reserved.

A

DISCOVER

WHAT YOU AND

ATARI

CAN DO

C l9M Alan Ire All Blghliflewrved OAWamerCommunicoiioni Company

July 1984 Vol. 6, No. 7

FEATURES

24 Evolutionary To The Core: The Apple lie Heads For Home Selby Bateman

38 How To Choose A Home Data Program Kathy Yakal

40 The ABC's Of Data Bases Charles Brannon

44 The Promise Of Things To Come:

Atari's New Lease On Life Fred D'Ignazio and Selby Bateman

EDUCATION AND RECREATION

50 Statistics For Nonstotisticians A. Burl<e Luttich

72 Bunny Hop Adam Cybanski

80 Blueberries Bill Root

REVIEWS

67 M'File For The Commodore 64 Stan Fenster

69 AtariWrifer John Heilborn

COLUMNS AND DEPARTMENTS

6 The Editor's Notes Robert Lock

10 Readers' Feedback The Editors And Readers of COMPUTE!

90 The World Inside The Computer: Computing Together Fred D'Ignazio

94 The Beginner's Page: Trapping Bugs Richard Mansfield

96 Computers And Society: Technostress David D. Thornburg

100 Learning With Computers:

The Computer Speaks, But Will It Listen? Glenn ivl. Kleiman

104 INSIGHT: Atari Bill Wilkinson

108 64 Explorer Lorry Isaacs

112 Machine Language: Decimal Mode, Part 1 Jim Butterfield

120 Programming The Tl: Programming Techniques In Tl BASIC C. Regena

THE JOURNAL

115

124 130 133

137 140 144

148

150 152 153 158 160

Atari Artist Andrew Katz

Programming 64 Sound, Part 2 John Michael Lane

Applesoft Lister David Dobrin

Program Conversion With Sinclair BASIC

And Tl BASIC Julie Knott and Dave Prochnow

Commodore 64 ROM Generations Jim Butterfield

Atari MacroDOS: Part 2 Jerry Allen

Commodore Garbage Collection, Part 2 Jim Butterfield

News & Products

The Automatic Prootreoder For VIC, 64, And Atari

How To Type COMPUTERS Programs

CAPUTEI Modifications Or Corrections To Previous Articles

Product Mart

Advertisers Index

NOTE:Smpag« l$2 betora typing In programt.

TOLL FREE Subscription Order Line 800-334-0868 (In NO 919-275-9809]

GUIDE TO ARTICLES AND PROGRAMS

V/64/AT/TI/PC/PCjr/A/CC

64/V/AT

AT/64/PC/PCjr

64

AT

AT 64

AT 64 AP

TI/TS 64 AT 64

AP Apple AT Atari, P PET/ CBM,VVIC-20.C Radio Shack Color Computer, 64 Commodore 6A. TS TImex/ Sinclair. Tl Texos Instru- ments, PCjr IBM PCjr, PC IBM PC, AD Coleco Adam, •All or severa! of the above.

Journal for Progressive Computing (USI'S: 537250) is published monthly by

E! Publications, Inc., P.O. Box 5406, Greensboro, NC 27403 USA. Phone: (919) 275-9809.

COMPUTE!' Publicationsjnc,.^ Sgrp^fe-^uw

oeoiit,eAac[M3Bh..noCcmK--r.« ^^ Editorial Offices are located at 324 West Wendover Avenue, Greensboro, NC 27408. Domestic

Subscriptions: 11 issues, S24. Send subscription orders or change of address (P.O. fonn 3579) to Oneof the ABC Publishing Companies: compute! .Magazine, P.O. Box 914, Farmingdale, NY 11737. Second class postage paid at

ABC Publishing, Presldeni, Robert G. Burton Greensboro, NC 27403 and additional maiBng offices. Entire contents copyright © 1984 by COMPUTE!

1330 Ai/enue ot the Afneiicos. New Yofk New Vork 10019 Publications, Inc. All rights reserved, 1SSN0194-357X.

EDITORS NOTES

This month. Senior Editor Richard Mansfield responds to an attack on personal computing in this guest editorial.

Robert C. Lock Editor In Chief

A few weeks ago, pundit Andy Rooney launched an astonishing attack on personal computing on CBS's show 60 Minutes. It was astonishing because he re- vealed a staggering misunder- standing of computing. But first a bit of background.

There seem to be fewer cur- mudgeons around these days. It used to be that when an impor- tant invention was unveiled, dozens of experts could be counted on to denounce the de- vice as interesting, but impracti- cal. No more. Maybe it was the splitting of the atom or the moon landing. Who knows? For whatever reason, few people are now willing to publicly predict that an invention is funda- mentally unimportant, useless, or impossible.

Most people, experts in- cluded, still secretly think like that about new technologies. They just won't talk about it with reporters anymore. There is a defect, a weakness in many people, which makes them un- able to accept new machines and discoveries. Perhaps we could define this as future- bUndness — a skewed view of the potential of new hardware.

Part of the problem is that hardware always precedes soft- ware. The car was invented before there were proper roads for it to travel on. TV sets were constructed before there were programs to watch.

So, in the past, when a ma- jor new technology was an-

6 COMPUTEI July 1984

nounced, futureblind "experts" would come out of their dwell- ings and talk with reporters. The experts would acknowledge that the new device was inter- esting, but that it was also im- practical and hardly deserving of all the notice it was getting. Less stodgy experts might have gone so far as to envision a lim- ited use for the device, a very limited use.

It's always amusing to read such pronouncements a decade or two later. For example, when the first telephone was demon- strated, one expert predicted that there would, in fact, be a real use for this new technol- ogy. He announced that he could even foresee a day when there would be one in every large city.

Such a prediction likely drew gasps and murmurs from the more severely futureblind in his audience. A phone in every major city was, of course, desir- able, but hardly practical. After aU, there would have to be a wire strung from city to city across the land. And that was beyond imagining.

It's always this way with hardware. Most people, and many experts, cannot under- stand that important new hard- ware is naked at first, but creates a powerful vacuum, eventually pulling in huge amounts of soft- ware. Few people realized that the automobile would throw webs of asphalt over entire con- tinents. Or that nets of tele- phone wires would cover our cities. Before those webs and nets were in place, the car and the phone seemed, if not frivo- lous, at least pretty limited.

Yet these days very few ex- perts are willing to reflexively denounce new technology.

Burned once too often, the aver- age expert will now either refuse to comment or make some mild, rhetorical, anticomment like "I'm excited about the prospects of this, but I must wonder where it will lead us in our modern society." Since remarks like this say nothing whatso- ever, they're safe enough.

So it was with mixed emo- tions that we listened to Andy Rooney attack personal com- puters on 60 Minutes. On the one hand, it was touchingly nos- talgic to watch him denounce technology in the traditional way by confusing hardware with software. On the other hand, his stance was so grossly confused that his pronounce- ments cannot take a place alongside the classic, the truly great historical failures of vision.

He decided to test the value of personal computers by seeing if he could make corrections faster via word processor or pencil and paper. He timed himself and found that his pen- cil was indeed faster. Anyone remotely familiar with comput- ers would immediately say, "So what?" This was not a test of word processing, much less of computers in general. But Rooney went on to draw several increas- ingly bizarre conclusions about computing.

Curmudgeons do serve a purpose beyond their amuse- ment value. They are a healthy balance against promoters' hype and uncritical technophilia. But an essential prerequisite of any good denunciation is that, at least on the surface, it must ap- pear to make some sense.

Getskilkd

Pubiistw

Editw m Chief

DireclOf Of AdmWsrraiion

Gary R. lngefso4 Robert C LHSCk Aiice S VA^Q

Senkx EdIlDf Manoging Edilor Production Dlrsctot ProAictfon Editor

IdHor. COMPUTEI'S PC * PCjr

Magazine

Edflor, COMPUTEf! GAZETTE

Technical Edttof

Awiitonl Tftcrmicot Edltofs

Program Editor

Features Editor

A&iuiont EdltOfs

Editorial Assistant Piogrorrvnlng Jupervtsoi AsaUlant Piogrommir^ Supervteot Editorial Pfogtamrrven

Progiommlrtg AssI stent j

Copy lEdltors Proofreodets

Administrative A&sJslants

Assoclole imon

Conlrtbutlr^ Editor

Rtcrrard Mansfieka KoitiieenE Mortnek TonyRoOerTi Gal W::fker

Tom R. ifoifhli

LOTkce^to

Ottts R Cowper

John Krouse. Goorge tMet

Criortes BfarsfKjr

Seftjy Batsman

E>an Ccrmichoei. SoCort Sims. Toda

Hernafck, fiialce Lambert.

fJotiert AlCfiso

l^arriy Vokoi

Patrick Ponisn

Gf egg Poete

Jelf Homdoni. Kevfn Martin. Chns

Poer. Tm Vkcto'

Maft< Turns, Dcivld Fiororce, Kevin

MyS^ytyn

Juonita Laws. Joan Rouioou

Etfwl Stfwer. Dwigtit SnVfh. Kore"i

UhlencJort

Vicki JenniTkgs. Lcnjro MocFocJden.

Jufla Fleming, Suscn Young.

Jm Butlerfteld,

Tofonfo. Conocia

Hoivev Herman,

Greertscofo. NC

Fr«l D'lQixizto.

3]l7Cortef Rood.SW.

Roanoke. VA 24015

David Ttomtxtrg,

P.O. Box 131 7. LDS Alios. CA 94022

B4I Wifcraon

CONff>UTErs Boo* D+vlllon Editor

AMijioni Editors ASJislonI Manog*rig Etfllof Artists

Stephen Levy

Gi-eoo Keizof. StepTen Hudson

toxJatl fosner

[Xractof, Books Sales & Marketlr>g S^eve Voyotzij Assistant Ccrof Dickefson

Production Monoger

Art & Design Director

Assistant Editor. Art ^ {>sslgn

Mechonlcaf A^ Supe<vlsor

Ariiits

lypoteHing

liustrotor

irrna Swoin

Jonice Fai7

Lee Noe

De Potter

Lathe Jeamp. Cindy Mitcfiel

Terry Casrt, Debi Tttorrras

Harry &k3f

Director ot Advertising Sales Advertising Coofdtfxjlor Assistant

Advertising Accounti f rorrwtlor Monager

Ken WDOdord Pottt Wlons Joyce t-AoiQQ Boimi« VaientirKi Mindy K. Kutchet

Subscriber Sarvtces Supervisor Asststoits

Dealer Sates Supervisor Assisloms

(rKJtvtdtxil Order Supervisor Assislonli

9^[pplr>g & l?ecelvlr>g

POTty JOiwS

Ctv& Pofy, Cnristine Gordon. St>aron

Sebojtian, Rosarrorie Dovis

Fran LyOTLS

GoH Jorws, Sharon Minor. JTtxxxJo

Scivoge

Dorottiy ftogon

Judy Toyor, Lisa Fkihorty. ArflQ Rtiop,

Deb Gofortri. Jenna Nosti, Ekiacetn

vmte. Sybil Agoe. Ktoy Hunt. Gayte

Bertoow. Setty Aiklns, Sarxjra Jenkhs

Jim Coward, Lorry O'Connor. Dai

R&es, Jorm B, A/lcConnell. Bte Stoley,

Sam Porker, EcWte Rice. David

Konstey. John Arctiiboid. Mory

SprnDQue (Weil Room Coordinator^

Data P[ocasslr>9 Monoget Assistant

Leon Stokes Chfti Cam

Vice P/esident, Rr>anca &

Piannirkg

DIraclor, FInonce h. Planning

Accountant

Credit Manager

Purctiaslng Monoger

Finonclol Analyst

Slot?

Poul J- ivlegSolo

I?. Steven vettff

tobert L. Bean

David F. Corpen+er

Greg L. Srrutti

Karen K Rogolski

Undo Miller. Doris Hoi. M Pope. Anro

tiarrls. Anne Ferguson. Pot Futer,

Trocey Hutchins. Susan Booth. Sybil

Agee

Pobert C Lock. CnJet EjcecuUve Otficet

Gory R. Irkgersofl, Presioent

Paul J. Megboka. Vice Presidw)t, Flrxnce arid PlanrW^

Debl rJosh. Executive Assistant

Cossoridra JJobinson. Assistant

Coming In Future Issues

How To Choose The Best Educational Software

A Sophisticated Chess Program For Atari And Commodore

Missile Math And Space Tunnel— Exciting Games For Multiple Computers

Commodore Disic Autoboof And Pattem Matching

Atari Speedreading And Much More...

COMPUTE! Publications Inc. publishes-

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Ttw COMPUTE! subscriber list is made available to carefully screened organizations with o product or service wtiich may be onnteiest to our readers. If you prefer not to rece™ such mailings, please send on exact copy of your subscription label to COIvlPLITE!. P.O. Box 914, Farmingdale, tJY 11737. Include a note indicating your preference to receive only your sutKcriptton

Auttiots of manuscripts warrant that all moteriois submitted to COIvlPUTE! are original materiols with full ovunership rights resident In sold auttiors. By submitting otttles to COMPUTEI. authors acknowledge thot such materials, upon acceptance for publtcotion. become the exclusive property of COMPUTE! F=ublica1ions, Inc No portion of tnis mogazine may be reproduced in any form wttl out written permission from the publisher. Entire contents copyright e 1984. COyiPLTTE! Publications Inc Rights to programs developed and submitted by auttmisare explained in our author contract. Unsolicited moterials not accepted for publicaNon In COMPU7H will be returned if outhor provides a self-addressed, stamped envelope. Programs (on tope or disk) must accompony each submission. Printed listings are optional, but helpful /Vtlcles sfiould be furnistied as typed copy (upper- and lowercase, please) with double spooing. Each page of your arlfcle should beor ttie tftle of tfie article date and name o1 the autfior. COMPUTEI assumes no liability lor errofs In articles or advertlsemefits. Opinions expressed bv outtiofs are not necessarily ftiose of COMPUTE!.

PET. CBJvV V^C-20 and Commc<fore 64 ore rrodernarto or

Commodore Business Mochinei, !nc, anoioi Cofrnrxxjore Electronics Limited

Appte is o trade rncJ^ of Apple CcmDuterCompcnv.

ATAl? Is a troSfimork of Atori. Inc

^W/'tAlsqlrcdemoFkotTexaslnslTymenli Inc.

Radio Stiock Color Comrxjter Is o trodemarl( of Tondy. Inc

8 COMPUTEI July 1984

U L

Jupiisr Hissiii

■ ■n VI VI Scort Lamb s

■ ■J ■/■I lmOIQCl;VD

0 ro

1^

ro

0

TM

'* lh(iiw rihsJtiUM

^m

Scott Lamb's Interactive Space Fantasy Adventure

Jupiter MissTon 1999 is Avalon Hill's Trademark hJame

tor its Microcomputer Space Adventure Role Pfdylftfl Gome.

3 itiiiM itis\h iiin

; |l|liM IMs\h illll

f

1 liiiln IH-bui iltll ^

i.^

Ship Status Display: Damage report

^ffii 8:;."K'.K!r4a" B--.

Navigation Displov: Used to plot course

Science Lab Display: Probe report

Science Lob Display; Jupiter system diagramatic

• Trodemark of Warner Communications

RRRING!!! RRRINGII! RRRINGIIJ

Too early on a chilly January morning, I was jarred awake by the noxious blaring of my traitorous doorbell. As I moved to accost the unknown aggressor, with the full force of semi-conscious wrath, ! pulled on my robe and lost my dignity to the pain of a stubbed toe. Now fully awake, I opened the door, prepared to educate the mysterious interloper on the meaning of manners. My determination to this end was somewhat shattered when I saw two large men clad in long overcoats and wide-brimmed hats. Instinctively, I tried to slam the door. My retreat to safety was denied by the advance of the strangers. Before I could protest their entry, my vision was drawn to the shining silver badges that hung from their now unfolded wallets. They were government agents.

Hesitantly, trying to remember any crimes that I had ever committed, I invited them into my home. At their request, I produced my driver's license and other forms of identification. After examining these credentials, they asked me to pack a bag for an extended journey. After some protest and argument, I was made to understand that my options in this matter were less than limited. My country needs me, they said— with the clear implication that either I pack and dress or I take an extended journey in my robe.

This is how my adventure began. From my cold apartment, I was taken to a towering vehicle for an emergency mission to Jupiter. My very life on the line and, possibly, the survival of the planet Earth as well, and only God knows what other kind of perils await.

JUPITER MISSION 1999 is a highly detailed role-playing space adventure game that includes challenging arcade segments and mystifying puzzles, Four separate program disksare enclosed to test the creative imagination of the advanced computer gamer. JUPITER MISSION 1999 is ready to run on your Atari®Home Computer with 48K memory and one disk drive. S50.00

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Porttiole view of Jupiter and a moon

Lander Approach Display: note descending spacestiip

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Exploring on Alien Complex

Exploring on Alien Space Stotion

Joystick required

READERS' FEEDBACK

The Editors and Readers of COMPUTE!

Whaf's An Algorithm?

1 have frequently seen the word algorithm and would like to know what it means.

I've also heard that you should have a volt- age spike protector, because when appliances are turned on, they can produce a surge in the electricity in your house. Is it absolutely nec- essary to have one?

Andrew S. Hartman An algorithm is a set of steps or relationships which, taken as a whole, solve a problem. For ex- ample, regular pay = regular hours * regular rate of pay is a standard algorithm that might be found in a payroll program.

Or: 1. Have user INPUT his height 2. Look up correct weight for this height. This would be an al- gorithm for telling people how much they should weigh.

Using a voltage spike protector couldn't hurt. The electricity in the average home is subject to periodic surges from various sources. A lightning strike, for example, can introduce very high voltage for a few microseconds.

If you see the lights in your house flickering often, you may need one. On the other hand, many people have operated their unprotected micro- computers for years without any problems.

A spike protector is a kind of insurance.

The Commodore Intemoi Clock

I am trying to write my ow^n game program. I have already programmed my screen display, but I would also like to include an onscreen timer. None of my references mention how I can get a simple TIME REMAINING: XXX SECONDS dis- play on the screen. I have tried loops that subtract 1 from 1000 and print the results on the screen, but so far they either scroll the game display off the screen, or clear the screen. Please help.

Mark Adkins Try this BASIC line: PRINTTIS

10 COMPUTEI July 19Sd

This will print a six-digit number to the screen. The format is HHMMSS where HH = hours, MM = minutes, and SS = seconds. Unless you have reset the timer yourself, the six digits you see will reflect how much time has elapsed since you turned on your computer.

To set the timer, use the same HHMMSS format in this manner:

TIS = "HHMMSS"

For example, TI$ = "123335" would set the clock to 12:33 and 35 seconds. Now enter T[$ = "000000" and PRINTT}$ to see the value changed. Setting Tl$ with any value betzoeen 000000 and 235959 will start the clock running with that value. Enter and RUN the following short BASIC program and you'll be able to watch the clock as it's running:

20 PRINT" {HOME) "TIS:GOTO20

Using the TI$ function to create a timer can be done with an IF-THEN statement. For example, if you desire a 10-second timer, set TI$ to 0, then check for the ten-second limit with: IF TI$ = "000010" THEN. .. (action desired). Remember that TI$ returns a string, and its lowest value is seconds.

The TI command is much like the TI$ command except it returns values in seconds and fractions of seconds. Enter

PRINTTI/60

The numeric value returned here is seconds in the format XX.XXXXXXX. Programming a tinier with the TI command is much the same as with TI$. The TI value is set with the TI$ command. For example, to set TIat 60 seconds, you would enter: TI$= "000100" (one minute). To program the same 10-second timer, you would set Tl$ to zero then check the TI variable with IF TI/60 = >10 THEN (action desired).

The problem of the scrolling screen display can be solved with cursor controls within the PRINT state- ment. For example, you can use the home (upper left corner of the screen) position as a starting point. Each time you want to print your score, timer, etc., simply use the cursor controls to move to that line, print the display, then move back home.

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Atari 400 RAM And Tape

1. Where do you find the RAM that's required to run most programs?

2. Is there a program that will convert Commodore programs to run on the Atari 400?

3. What kind of tapes should I use for the Atari 410 cassette recorder? Every one I try gives me an HRROR -143 when I try to CLOAD from them.

Mike Meyer

1. RAM is user memory, built into your machine. Your computer is equipped loith a certain amount, which can usually be expanded (the Atari 400 comes xaith 16K). Software packages designate the amount of RAM they require for the program and storage, with a notice such as "48K required." Match this with the amount of RAM you have in your machine to see if you have enough. Most large arcade games require the maximum memory your machine can support, such as 4SK or 64K. Most cassette-based programs require only a mininnim con- figuration, such as 16K. Don't buy a program tliat requires more memory than you have — it probably won't work.

2. No conversion programs exist — and there loill prob- ably never be any. The Commodore and Atari computers liave some things in common: the same type micropro- cessor (6502 or 6510), a similar BASIC, and similar graphics capabilities. But the differences are over- whelmingly different. Since many programs are inex- tricably bound to the hardware, iw program can be written to reconcile all the differences. An enndator in hardware, essentially a computer on a cartridge, is the only avenue worth pursuing. We know of no Commo- dore emulators for the Atari computers. As you gain experience, you may want to try converting individual BASIC programs yourself.

3. First, use short tapes. Long, 60-munttc tapes are thinner, and arc more prone to flaking, binding, and stretching. Although you may not notice these problems with audio tapes, computers can be much more exacting. For the Atari, use a good-quality audio tape. Computer digital tapes are recommended for machines like the Commodore 64 or TI-99I4A, but you should use only audio tape on the Atari, due to the storage technique. Still, if you are using your recorder properly (CSAVE- ing and CLOADing past the blank leader), you will stUl be able to get some tapes to ivork. We've seen tape of marginal quality used with success. Try cleaning and demagnetizing your tape lieads. If that doesn't work, you will need to get your recorder replaced or adjusted (this can sometimes be done in audio stores).

Commodore Disk Drive Device Number Update

I am the owner of a 64 and two 1541 disk drives, and was therefore quite interested in the item you

12 COMPUTEI July 1984

published about changing (1541) device numbers in "Readers' Feedback" (April 1984),

Unfortunately, the picture you showed has little relationship to the circuit boards in the newest models of the 1541 disk drive (light brown case).

I would appreciate your printing a note show- ing the jumper locations for the newer model 1541s.

Eric H. Larson

As you pointed out, there are two versions of the 1541 disk drive. The older version, usually with a white case, contains a long circuit board that runs the length of the drive. The newer version, usually in a brown case, contains a shorter board.

The method for changing device numbers on the newer 1541s is the same as we described before, except for the position of the jutnpers.

Unplug the drive from the wall and then care- fully unscrew and remove the top half of the brown case. Then remove the large silver colored shield in- side the disk drive. This will expose the circuit board. As you view the drive with the front toward you, the jumpers are near the center of the circuit board toward the front (see picture below).

The two jumpers look like round spools of silver solder (approximately -Vs-inch diameter each) separated into halves, with the two halves connected by a thin strand of solder. To change the device numbers of the 1541 disk drive, the thin strand connecting the tzoo halves should be scratched away on one or both of the jumpers. As you look from the front of the drive, the jumper nearest the front is jumper nujnber 1, and the rear is jumper 2.

As stated in the 1541 user's manual, cutting jumper one, jumper two, or both, produces different numbers. Following is a chart showing the different combinations.

Jumper Cut

NewD

Bvice Number

None

8

1

9

2

10

land 2

11

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Remember, though, that unless you're handy with a soldering iron, changing the device number via hardware modifications is permanent.

Also remember that — although not specifically stated in the user's manual — opening the disk drive and performing these modifications yourself may void the warranty. Consult your local Commodore represen- tative and thoroughly read the user's manual before attempting any of these modifications.

If you feel uncomfortable changing the device number using the hardware method, the same thing can be achieved with a software (program) modification. Here is the procedure:

1. Turn off all disk drives.

2. Turn on the disk drive whose device number

you want to change.

3. Type and enter the folloxving commands:

CLOSE 15: OPEN 15,8,15 PRINT#15,"M-W",CHR$(119)CHR$(0)CHRS(2)CHR$

(n + 32)CHR$(/i + 64) CLOSE 15

Change the n in the PRINT#15 command above to the device number you want to assign to the disk drive. It might be best to limit the device numbers to the range between 9 and 14.

Now you can turn on the other drive(s), and start processing.

Note the syntax of the PRINT#15/'M-"... command. Contrary to the instructions in the 1541 user's manual, do not include the colon after the memory-write (M-W) command. If the colon is included, the device mmdier change wUl not be successfid.

The 1541 demo disk that was included with your drive also contains a program to change device numbers. LOAD the program DISK ADDR CHANGE then RUN. The user prompts will tell you what to do.

VIC Animation

I am 11 years old and I own a VIC-20. My friend owns a Commodore 64. We both make graphics on them. He has the advantage of sprites, but 1 have figured out a way for the VIC-20 to have a form of sprites. The VIC-20's graphics are made from top to bottom, which allows vertical sprites. Here's a demonstration program.

Bryan D. Stanton

5 DIM A(8) tK=7167

10 PRINT"{CLR}"

15 POKE36869,255

20 FORM=7168TO7311:POKEM,0:NEXTM

30 FORX=lT018:PRINTTAB(9) ;CHR$(63+X) :NEXT

X 40 F0RN=1T08:READA{N) : POKEK+N,A (N) :NEXTN

50 F0RR=1T0137

55 F0RL=1T08:P0KEK+L,A(L) :NEXTL: POKEK+1 , 0

:K=K+1 60 NEXTR

65 PRINT" { CLR J " i POKE36869, 240 :END 70 DATA 60,24,24,24,255,126,24,24

Joysticic To Keyboard Control On TheTI

Many of your TI-99/4A games require a joystick. Unfortunately, I don't own one. Could you pro- vide a routine that would enable me to convert these programs to keyboard control?

Mike Burgin

Several approaches can be taken to convert a program

from joystick to keyboard control on the TI. Probably the simplest approach, in console BASIC, is to GOSUB to a keyboard subroutine whenever the JOY ST subpro- gram is CALLed.

You shoidd locate this keyboard subroutine at the beginning of the program, to speed execution. Let's put such a subroutine at line 10. The entire routine will occupy four lines beginning at line 10, so RESequence your program to begin at line 50.

Next, find lohere the subprogram jOYST is CALLed within the program. The general form for this statement is CALL fOYST (n,X,Y). Here, n refers to the joystick number (either 1 or 2) while X and Y are values returned based oti the joystick position.

X and Y may be represented by any legitimate numerical variable name. Note the variable names used for X ami Y in the CALL JOYST statement and then replace this statement with GOSUB 10.

Then, type in the following lines:

5 GOTO 50

10 CALL KEY(0,K,SS)

20 X=( (K=67)+(K=68)+(K=82))*-4+((K=83)+{K

=87)+(K=90))*4 30 Y=((K=69)+(K=82)+(K=87))*-4+((K=67)+(K

=88)+(K=90))*4 40 RETURN

Now, substitute the variable names from the CALL JOYST statement into the above subroutine for X and Y. Also, ifK and SS are used in the main program, you may need to name them differently here.

Just as zoith the CALL JOYST statement, X and Y will be returned as -4, 0, or +4 in lines 20 and 30. The standard arrow keys (E, S, D, and X) are tested for in this routine along with W, R, Z, and Cfor diagonal movement.

Providing a routine for keyboard control in Ex- tended BASIC is even easier. Since we can write our own subprogram (using SUB), we no longer need worry about the variable names for X and Y in the main pro- gram. Variables used in a subprogram are local to that subprogram.

Our subprogram, which we'll call JOY, must be placed at the end of the program. Assuming there's room above line 993, type in the following:

1000 SUB J0Y(Z,X,y)

1020 X=( (K=67)+(K=6B)+CK=82) )*-4+( (K=83)+

(K=87)+(K=90) )*4 1030 Y=( {K=69)+(K=82)+(K=87) )*-4+( (K=67)+

(K=88)+(K=90))*4 1040 SUBEND

14 COMPUTil July 198d

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Next, in the main program, change CALL

}OYST(n,X,Y) to CALL JOY(n,X,Y) so that our keyboard subprogram will be CALLed rather than the system joystick subprogram (n is 1 or 2).

Last, for either console or Extended BASIC, check to see if the fire button is used. You should find a state- ment of the form CALL KEY(n,K,S) in the program (n is 1 or 2). Shortly thereafter in the program, a check for the value of K will be made. If K is equal to 18, then the fire button has been pressed.

With keyboard control, we can use the space bar rather than the fire button. Change n (which is 1 or 2} to 0 in the appropriate CALL KEY(n,K,S) statement. Also, change 18 to 32 in the subsequent check for the value of K.

Hex-To-Decimal Conversions

As a faithful reader of your magazine, I'd like to say that I'm surprised at how many computer hobbyists still have not found a simple decimal- to-hexadecimal conversion program. And I haven't noticed one in any issue of your maga- zine, so I've written this short BASIC program to do the conversions. It will work on most comput- ers with little or no modification.

Frank Sgabellone

10 A$="0123456789ABCDEP"iINPUT"DEC/HEX";A :B=l:C=9:D=16tC:PRINTA;" = $";:A=A+1

; rem 107

20 1FA-D>0THENA=A-D:B=B+1:GOTO20 : rem 156

30 PR1NTMID5(A?,B,1) ; : B=l :C=C-1 :D=16tC:IF O-1THEN20 trem 235

40 PRINT" {5 SPACES }"iG0T0 10 : rem 9

Hexadecimal numbers are widely used in machine language since they are more convenient for that kind of programming than the normal decimal numbers.

Compilers For The 64

I would appreciate some clarification on compilers. I have seen advertisements for several compilers (DTL-BASIC, and Metacompiler for Forth) and would like to know if they actually produce ML code that will run on any 64.

In other words, can I write a program in BASIC or Forth, run it through the compiler, and have ML code that will run on another 64 that doesn't have access to the compiler?

Paul Filiant

There are two types of compilers: those that produce native code (tnachine language), and those that gener- ate pseudocode (P-code). P-code compilers translate the source program into another, smaller, faster lan- guage. This pseudocode must still be interpreted, like BASIC, but it's interpreted much more quickly. Also, P-code interpreters can run the same P-code program

on many machines, whatever the microprocessor used. But to run a P-code compiled program, you must have a copy of the P-code interpreter.

Other compilers generate true machine language. This has the advantage of speed, if not portability. The object code produced by the compiler needs a set of general-purpose subroutines. Otherwise, the compila- tion of PRINT would expand into a large chunk of ma- chine language each time it is used. Instead, it is more memory-efficient to compile PRINT into a subroutine call to the general PRINT routine. The set of subroutines required is called the runtime package, and is included in the compiled program.

A compiler generally produces a complete program that luill run on any machine, ivithout the compiler itself. However, we now run into the problem of copyright. You have written and therefore own the rights to the original, uncompiled program, but who owns the compiled program? You might think you retain the copyright, since compiling is something like trans- lating a book into a different language.

However, you don't own the runtime package. Some companies require you to pay a royalty for selling the compiled program. Other companies require a special security key to run the compiled program. (A security key prevents a program from running without it. It is usually a ROM chip or some device that plugs into a joystick or cassette port.) This is like a royalty; you must buy security keys for every copy of the compiled program you distribute. Still other companies give you the freedom to distribute your compiled code, as long as you include a notice specifying that it was compiled with their product. Be sure you understand what copyright rules are enforced by the compiler company. If in doubt, write them.

Reading The Atari 800 PIA Registers

I am 16 years old and own an Atari 800. Currently, I am trying to use the joystick ports for certain I/O applications. So far, the only problem I've en- countered is speed. The registers that store input information from the joyports are updated only every sixtieth of a second. This is too slow for me. Is there any way to read the joystick ports at a faster rate?

Christopher Terpin

Instead of using the shadow locations for the joysticks, you can read the joystick ports directly from the data direction registers in the 6520 PIA chip. These are truly general-purpose input /output ports, with one byte used for two joysticks. Each bit can be programmed indepen- dently for input and output. Complete information on this can be found in the Atari Hardware Reference Manual. Some information is also found in Mapping the Atari, available from COMPUTE! Books. In the meantime, examine the information found at $D300.

16 COMPUTII July 198-1

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"Filer" Modification

I have really enjoyed using the "Filer" program which appeared in October 1983 COMPUTE! "Be- ginner's Page." However, I would like to modify it to store and search any number of items (defined by variable T in line 1) without having to update T each time another item is added. Can you help me with this?

Richard Hamilton

You can allow for a varying number of items in your file by making just a few modifications to this program. First, delete line 1. Then, adjust the DlMension state- ment in line 3 to some maximum number of entries — say 50. Next, add the following lines:

10 I=I+I:READ A$(I),B$(I),C$CI)

12 IF A$(I)<>"END" THEN 10

13 T=I-1

522 DATA END, 0,0

In line 10, the variable I is the number of the item being READ. Line 12 checks for the end-of-data entry in line 522. If the end-of-data flag is not observed in line 12, the counter I is incremented, and another item (title, date, and author as A$(l), B$(l), and C$(I)) is READ. Othenoise, no more DATA is READ and T, representing the actual number of items, will be set in line 13.

What is A Scratch Disk?

I have a 1541 disk drive, and have a question about the performance test program included on the TEST/DEMO disk that comes with the drive.

When you run the program it instructs you to insert a scratch disk. What is a scratch disk? Is it the TEST/DEMO disk, and can I damage the TESTIDEMO disk if the program continues with it in the drive?

Harry Metz

Yes, the programs on the disk can be damaged. If the write-protect notch is not covered and you continue running the program with the TEST/DEMO disk in the drive, all of the programs could be wiped out.

In computer terminologi/, scratched is defined as meaning empty or available for use. A scratch disk is one that has no useful programs on it, and can be used to SAVE files. A scratch tape is the same. It's like a "scratch pad."

When the performance test prompts you for a scratch disk, take out the TEST/DEMO disk, and place a blank disk into the drive. Do not use a disk which has programs on it that you desire to keep.

Changing The Atari 800 Cursor

I am working on a program for my Atari 800. I would like to know how to change the cursor

1S COMPUTEI July 1984

from the ordinary box shape to a line. I saw this done in an adventure game and I thought it would be something nice to use in my programs.

John Runions

You will need to write your own input routine which accepts keys from the keyboard, puts them into a string, and permits correction. Then, the cursor you use is up to you. Disable the system cursor with POKE 752,1. You can display a graphics character on the line below the character it is highlighting. You could use a redefined character set, with patterns for letters with the cursor included (you would then alternate between the normal character and the underlined character). You could also use a player or a missile as a cursor (as done in "Scriptor," April 1983). There are so many ways to display graphics on the Atari that these sugges- tions barely scratch the surface of the possibilities.

Memory Management In IBM, Atari, And Macintosh

Methods of RAM management are among the most important aspects of computer operation, but I can find practically no information on this. How does one computer compare with another in memory management? Why is it that even in the IBM 16-bit computer, BASIC RAM is limited to 60864 bytes with 256K memory installed? How fast would IBM load a program? I am told that IBM drives use 512-byte sectors, 9 per track. Does this mean a fourfold increase in speed {from Atari's 128 bytes per sector)? What about the new Apple Macintosh? More than anything else, the speed with which swaps in memory are made deter- mines the horsepower of a computer.

Orville E. Bean

The factors which determine how effectively a computer can manage memory are the amount of memory the central processing (CPU) chip can address directly, and the number of bits the CPU can transfer to or from memory at one time. To use your phrase, a 16-bit machine has more horsepower, since it can grab 16 bits at a time from memory, instead of 8 bits. Most home computer CPUs, like the 6502 chip used in the Apple, Atari, and Commodore, can directly address 64K bytes and transfer 8 bits at a time. The 8088 CPU in the IBM PC and PCjr can directly address 1024K bytes (or one megabyte). However, it organizes this memory into 16 blocks (called segments) of64K each. IBM's Microsoft BASIC luas written to operate within one segment, which is why only 60K is available for programming after the computer takes aioay what it needs for its own operations, (There is at least one third-party BASIC for the PC that supports all available memory.) Although the PC and PCjr are usually called 16-bit computers, their CPUs can actually transfer only 8 bits at a time. The CPU in the neio Macintosh can directly address 16

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P.O. Box 948. Waterbury. CT 06720 (203) 621 -9361

megabytes (16384K) and can tratjsfer data to or from memory 16 bits at a time.

As to disk access, the most important limitation to speed is in the disk interface. Even if you had a hard disk — and they're extremely fast — you would still be limited by how quickly your computer and disk drive could communicate. Many home computers use serial interfaces, both for economy and to comply with FCC regulations. (A serial interface transfers one bit at a time, using few wires, whereas a parallel interface transfers a whole byte (8 bits) at a time, over many wires. Too many wires amplify the tendency of a cable to act as a transmitting antenna of radio-frequency interference.)

The IBM computer uses a parallel, high-speed, direct-memory access (DMA) interface. The computer hardware can directly interact with the disk controller. Other computers have to treat the disk drive as a remote peripheral, communicatitig and buffering data. Again, the interface limits the speed, but disk formats vary in efficiency. An IBM drive can read one 512-byte sector without moving the head, whereas you have to locate four 128-byte sectors to read as much data on an Atari disk drive. Since the Macintosh uses a small 3V4-inch disk, with data tightly packed (400K), less movement of the head is needed to find information, so these new drives are usually faster.

Automatic SYS For Commodore ML Programs

I really enjoy your programs that are written in machine language. I am accumulating quite a collection of ML programs. The problem I'm having is trying to remember the SYS (beginning) addresses to start them. Is there a way to include a line like 10 SYS 49152 in the program so that all one would have to do is type and enter RUN to start the program?

Kris Wechter

Yes, it IS possible. As a matter of fact, many commercial games do just that.

The BASIC program 10 SYS 2064 uses U bytes. You can start writing your machine language program past the end of this short BASIC program (memory location 2064 = $0810, on the Commodore 64, for example).

After it's cojnpleted, SAVE it (with a machine language monitor) from address $0801 to the end of your ML program. This technique enables you to LOAD it like a BASIC program and enter RUN to start it.

When you use this method, you can LOAD the program with either the LOAD "filename", number or LOAD "filename", number, 2 format ("number = device number, 1 for tape or 8 for disk).

Another nice trick is to SAVE the programs with the SYS addresses in the filename. For example, if you have a game called Saucers that starts at address 49152,

20 COMPUTEI July 1984

SAVE it to tape or disk with a filename o/ Saucers 49152. That way you'll never forget.

If you presently have programs on tape or disk, and you can't remember their starting addresses, RUN one of these BASIC programs. It will tell you what the starting address is.

Starting Address For Disk Programs

10 INPUT "EcLR} ENTER PROGRAM NAME"rPN$

20 OPEN8,8,8,PN5+",P,R"

30 GET#8,A$,B$

40 PRINT "START ADDRESS OF {RVS}";PN$;"

{OFF } IS : "ASC ( AS+CHR$ ( 0 ) ) +256*ASC (B$+C

HR$(0)) 50 CLOSES: END

Starting Address For Tape Progranns

10 INPUT" {CLR] ENTER PROGRAM NAME";PN$

20 OPEN 1,1,0,PN$

30 PRINT "START ADDRESS OF { RVS} " rPN$ ; "

[OFF} IS:"PEEK(829)+2 56*PEEK(830) 40 CL0SE1:END

Relocating Commodore Programs

If I type in a VIC-20 program from your magazine on my 64 and save it on tape or disk, will the pro- gram run on my friend's VIC-20?

Ann Harrison

Yes, it will. Both the VIC-20 and the 64 have the ability to automatically relocate BASIC programs. There is only one restriction. You must LOAD them using this syntax:

LOAD "filename",nuinber

where number is the device number (1 for tape, 8 for disk). It will not work if you load with the syntax:

LOAD "filename",nuinber,l

The extra ,1 after the device number tells the computer to load the program back into the exact area of memory from where it was originally SAVEd. This may cause your programs to run abnormally because the beginning of BASIC memory is different for the VIC and 64.

Atari 800 Keyboard Failure

I own an Atari 800 computer with 48K. Five of my console keys (these are 6, 7, T, Y, and N) no longer call a character to the screen when they are pressed. I have tried turning off the computer and then turning it back on, but this does not solve my problem. The 90-day warrant}' by Atari has expired, so I have to solve the problem myself.

Is this problem simple enough to be solved at home? If not, then where should I take my machine and approximately how much would it cost to get it fixed?

Luis A. Betances

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m

' ' '

Books that teach you to program While turning work into play.

Books of music, math, mysteries. Mazes. . . and more.

Books that let your originality shine, And explore by computer

Your creative mind.

Creative Pastimes: Books as unique as you are.

Look for 9 new Creative Pastimes Books in your favorite bookstore, computer store or supermarket. Available

now for or^ly $6.95. Compatible with the most popular home computers. Suitable far all ages. For rrwrre inforTmatkm, callus toll free:

(800) 336-0338. Or write: RestonComputer Group, APrentice-HaHCompany, 11480 Sunset Hi^ Road, Resion, Virginia 22090.

Of course, we cannot diagnose your problem sight un- seen, but we do have a few suggestions. First, you can easily pry off the keycaps with a paper clip. (Be careful: The spring may jump out.) Check to see that the contacts are clean, with no particles preventing closure of the two contacts.

If that doesn't help, and if you don't mind opening your computer, the keyboard is easily accessible. (Be sure the computer isn't plugged into the wall socket.) Check the keyboard cable to see that it is not tivisted, frayed, or loose. If this isn't the cure, you'll have to return your computer to an authorized Atari Service Center. Call Atari Customer Service for the name of the dealer nearest you, toll-free: (800) 538-8543.

Expanding Atari 800 To 64K

I have an Atari 800 which 1 recently expanded to 48K by adding an Intec 32K board. This addition leaves an open slot in my memory compartment. Can 1 now just add a 16K board in this open slot to bring my machine up to 64K? Or do I need some additional hardware or software to make this up- grade possible?

NeilG. Wyattll

It's not that easy. The 6502 in your computer can access

64K at a time, but that includes both ROM and RAM. Your machine needs 16K of space for ROM and other system memory, leaving you zoith a maximum of48K. Adding another 16K would only hopelessly confuse your machine. There are companies ivhich manufacture 64K RAM boards. Some of these let you rotate segments of your memory with a large bank of extra memory. Others let you temporarily make the ROMs disappear, revealing underlying RAM. This is the technique used in the new Atari XL computers, and on the Commodore 64. At least one company lets you plug your e.xisting RAM chips into a bare board to save you money in the upgrade.

No Easy Conversion From V9C To 64

Being the previous owner of a VIC-20, I have sev- eral VIC programs that I would like to use with my new 64. Is there a conversion factor for memory locations available?

Bill Powell

Translating programs from the VIC to the 64 is not always simple. There are many significant differences between the tzvo computers. For example, the SID (Sound Interface Device) chip in the 64 is much more complex than the VIC chip (Video Interface Chip) in the VIC, so sound routines have to he rewritten.

Color and screen memory in the 64 are both 1024 bytes long, while in the VIC they are 512 bytes. Also, the screen and color memory locations in the 64 and VIC are different. This means that all POKEs and

22 COMPUTEI Jufy 1964

PEEKS to screen and color memory have to be changed. There is also the problem of "shifted" ROM. BASIC is stored in permanent memory beginning at address $A000 in the 64, while BASIC starts at address $C000 in the VIC. For example, the print fixed-point value routine in BASIC ROM is at $BDCD in the 64, and $DDCD in the VIC.

The way to corwert your programs is to go through them one line at a time, and rewrite where necessary.

COMPUTE! welcomes questions, comments, or solutions to issues raised in this column. Write to: Readers' Feedback, COMPUTE! Magazine, P.O. Box 5406, Greensboro, NC 27403. COMPUTE! reserves the right to edit or abridge published letters. ©

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.nnouncing the first computer music program that actually sounds lil<e

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LET'S FACE IT, Up till now, music programs for your home computer have all sounded, well, pretty lame. There were the ones that resembled tittle electronic music boxes, remem- ber? And then there were those that sounded like so many burps.

Enter Music Construction Set.™ It's the first music program that really makes use of the power of that ma- chine you've got. If you're a serious student, this means you'll be able to work with an intricacy and range of sound quality you've never heard be- fore on a computer And if you know nothing about music, you'll find some- thing even more important. Namely, that this thing is simple enough to be a lot of fun.

Take a good look at this screen because it, you, and a joystick are the whole story here.

That's you at the right end of the staff of notes — the little hand. Move the joystick, and you move the hand. Use it to carry notes up to the staff. Lay in rests, signatures, clefs, then point

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the scissors to cut out whole measures, then use the glue pot to paste them in somewhere else. Got a printer? Great. Print the score out and show it off to your friends.

But what if you're not up to writing your own stuff yet? No problem. There are twelve pieces of music al- ready in here, from rock 'n roll to baroque. They 're fun to listen to, and even more fun to change. (Apologies to Mozart.)

The point is, the possibilities are endless. But if you're still skeptical, visit your nearest Electronic Arts dealer and do the one thing guaranteed to send you home with a Music Con- struction Set in tow.

Boot one up. Point to the piano. And listen.

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MUSIC CONSTRUCTION SET is now available for Apple II.II+, lie. and Commodore 64 compuEer^.The Apple version, wUh a Moclcingboardr plays chords of up to six noECs each The Commodore version plays chords of up to three notes each Apple is a regisfercd trademark of Apple Computer Commodore is a registered rrademarl: of Commodore Business Machines, Inc. For more information about Electronic Arts, write us at 2755 Campus Drive. San Mateo. CA 94403 or call (415) 571-7171-

Evolutionary To The Core:

The Apple lie Heads For Home

Selby Batemon, Features Editor

Apple Computer has made 1984 its year of surprises, first with the "revolutionary" Macintosh and now with the "evolufionan/" Apple Ik. The new JVi-pound portable has already achieved critical acclaim and impressive early sales. Is it the computer for you?

"The lie is not a home com- puter," says Apple President John Sculley. "It's for the seri- ous user in the home."

Sculley isn't just playing word games with that comment. It is as succinct a statement of Apple's plans for the lie as you'll find. And it addresses the biggest challenge and the great- est opportunity for the Cuper- tino, California, company: To convince a huge untapped home market that the lie is not a low- end computer. And at the same time, Apple is targeting owners of low-end microcomputers who want more power, more soft- ware, and more portability,

$15 Million In Advertising

By now you may have heard or read something about the Ik's power (128K RAM), price ($1295), portability (notebook size, 7V2 pounds, built-in low- profile 5V4-inch disk drive), and compatibility (it runs thousands of Apple 11 software programs). And you've probably seen some of the $15 million in advertising that Apple has spent these past few months.

24 COMPUTEI July 1984

The $1295 Apple lie, with a half-height 5Vi-inch built-in disk drive on the right side, 128K RAM, and a 63-key keyboard, is a smaller, enhanced Apple lie. (All photos courtesy of Apple Computer, Inc.)

Still, for most people, the important question is: What is Apple offering you in the lie that you ean't get with the IBM, Commodore, Atari, Radio Shack, and other Apple computers?

If market researchers are correct, the number of personal computers in the home will go up from eight million units now to about 50 million by 1988. This would put at least one computer in two out of every three U.S. households in the next four years.

Two Steves In A Garage

To see how Apple plans to ex- ploit that potential market with its new lie, you have to go back to 1977. Two young men, Steve Jobs and Steve Wozniak,

emerged from their garage workshop with the Apple II, the first fully assembled personal computer. It created a sensation, and the two Steves haven't looked back since. The Apple II begat the Apple II + , which be- gat the Apple III — a business machine. Then, in 1983, the company introduced the Apple He (the e stands for enhanced), a 64K RAM personal computer which continued the evolution of the Apple II line. Almost two million computers in the Apple 11 family have been sold.

At that point the problems started. Or as John Sculley puts it: "The Apple He was a very important technical improve- ment on the Apple II + , but the real difference in 1983 was that

THERE'S A COMPUTER BORN EVERY MNUTE...

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Ine Ci- IcjZ computer storage cabinets compact yet functional design fits almost anywhere while housing your computer monitor, joysticks, software, books and pectpherals aU for oniy S89.95.

The slide out shelf puts the computer at the right height and position for easy comfortable operation,

The fold up locking door keeps unwanted fingers oiTthe key board when not in use. To store joysticks just turn them upside down and slide them inti> the inverted storage rack. Twist tabs on the back of center panel allow for neat concealed grouping of wires, while power packs rest hidden behind center panel on shelf The slide out software tray has room for S4 cartridges or cassettes and up to 30 diskettes. Most brands of software will fit between the adjustable parti- tions with a convenient hook for the spare key at rear Stand fits Atari 400 & 800, Commodore 64 & VIC 20. Ti99/4AandTRS-80. Cabinet dimensions overall 36" high X 33-7/8" wide x 16" deep.

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The two slide-out shelves put the keyboard at the proper oper- ating height while allowing easy access to the disk drives. The bronze tempered glass door protecting the keyboard and disk drives simpiy lifts up and v slides back out of the way during use.

Twist tabs on the back of the center panel allow for neat con- cealed grouping of wires while a convenient storage shelf for books or other items lies below. The printer sits behind a fold down door that provides a work surface for papers or books while using the keyboard. The \ih up top allows easy access to the top and rear of the printer. A slot in the printer shelf allows for center as well as rear feed printers. Behind the lower door are a top shelf for paper, feeding the printer, and a bottom shelf to rccerve printer copy as well as additional storage. Stand fits same computers as the CS-1632 as well as She Apple i and II, IBM-PC, FrankEn and many others. The cabinet dimensions overall; 39- 1/2" high X 49" wide X 27" deep.

Keyboard shelf 20" deep x 26" wide. Disk drive shelf 15-34" deep X 26" wide. Top shelf for monitor 17" deep x 27" wide. Printer shelf 22" deep x 19" wide.

The lie IS about the size of a notebook, and can be configured xvith optional 9-inch monochromatic monitor (as shoivn here) and with a variety of compatible peripherals.

for the first time, the Apple II faced real competition."

Apple found itself sand- wiched between the low price of the Commodore 64 (and several other low-end computers) and the IBM PC, which quickly es- tablished itself as a high-end standard.

"While He sales continued to grow," Sculley said, "Apple was quickly becoming posi- tioned as a single-product com- pany with declining importance in business and in the home. That's a very dangerous situation."

The First 1 00 Days Of The Macintosh

But what a difference a year makes. With the introduction of the Macintosh in January of this year, Apple offered a revolu- tionary personal computer aimed primarily at the business and college markets. It was de- signed to be the least intimidat-

26 COMPUTEI July 1984

ing and easiest to use computer on the market. The $2495 128K computer, which has no built-in programming language and fea- tures a mouse input device, sold more than 70,000 units in its first 100 days.

By contrast, the original Apple II took 272 years to sell 50,000 units, and the IBM PC took over 7% months to sell the same number.

Then, this April, Apple in- troduced the lie at a day-long exposition in San Francisco. The event featured a high-tech sound and light show, dem- onstrations of the new product, presentations of compatible soft- ware from a variety of compa- nies, and an unplanned earthquake that rocked the city. Within several hours that day, Apple took more than 50,000 lie orders from more than two thousand retail dealers. Apple had come some distance from two young men in a garage.

Just Another Appliance

Amidst the carnival hoopla of the Ik's debut, Apple officials restated their argument that the new machine is an evolutionary twist in the Apple II line and that it addresses a new segment of the buying public with a dif- ferent concept of what a com- puter should be.

"We should not be judging how convenient the Apple lie is versus other competitors," says Sculley, "but relative to other consumer appliances that are used by people who have never used any personal computers before. The lie was designed from the start to demystify the intimidation that personal com- puters present to so many people." In other words, as with the Macintosh, Apple is trying to make the Ik as easy to use as a toaster, a television, or a ste- reo system. And the company is trying to do that in the same way that items such as cars.

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cameras, and pocket calculators have evolved into mass market products.

Apple estimates that about two-thirds of lie sales will be to the home market, with the rest going to schools and small businesses.

The Snow White Look

To underscore the novelty of the lie, Apple has altered the physical appearance of the new machine and all of the optional peripherals that are made for it. The new look is called "Snow White," and it features an ivory color, rounded corners, and a sleek, narrow case with a fine- grained texture. Frog Design, a West German firm which also designed the Sony Walkman, created the new casing for Apple. It marks the biggest exterior de- sign change in the Apple II line, and will be the look of all future Apple products.

The computer, including the keyboard, internal circuit board, built-in disk drive, and rear panel peripheral ports, weighs only about 1% pounds. A recessed handle mounted on the top rear of the computer swings out for carrying and also locks in place in order to posi- tion the machine at a correct typing angle. The body of the computer is only l}k inches high, 12 inches wide, and W-k inches long — little more than the size of a notebook.

To emphasize the He's sim- plicity, everything a user needs to get started comes in one box, except a display screen. The ab- sence of a monitor with the new computer will allow consumers to choose between television, composite monitor, and RGB (red-green-blue) displays. And, by September, a new flat liquid crystal display will be available, says Steve Jobs, Apple's chair- man of the board. It also keeps the initial price lower and al- lows dealers to sell the com- puter in a variety of configurations.

23 COMPUTEI July 1934

By September, Apple promises this flat LCD screen, which fits on top of the main Uc unit and has full 80-character by 24-line display.

There aren't any ROM car- tridge slots either. Jobs calls those cartridges clumsy, and prefers the cheaper, more effec- tive, and more flexible floppy disks.

70 Fewer Chips

Internally, the lie has a 65C02 central processing unit (CPU) — an eight-bit microprocessor — which Apple says is an en- hanced version of the 6502B CPU used by the Apple He. Both of those chips are based on the original 6502 manufactured by MOS Technology. The C in 65C02 is taken from CMOS (Complimentary Metal-Oxide Semiconductor), which desig- nates the production process of the chip. The new version re- portedly has cooler operation and requires less power, allow- ing the lie to use a battery pack that is to be available later.

The 65C02 chip also report- edly includes 27 new program- ming instructions. If pro- grammers use these instructions in their lie software packages, those programs will not work on earlier Apple II models with the original 6502 or 6502B chip. Upward compatibility from the

earlier Apple II machines to the lie is not a problem, however, Apple says.

There are only 40 chips within the He, quite a reduction from the 110 which are found in the He. Apple engineers com- bined the functions of some chips onto custom large-scale integrated chips to achieve this. They also combined functions; The mouse peripheral port on the rear of the unit, for example, can accept a mouse, joystick, or hand controllers. Although there are fewer chips, the machine has double the usable memory of the Apple lie— 128K, or the equivalent of about 50 double- spaced typed pages of work area. There is 16K of ROM (Read Only Memory), contain- ing among other things the standard Applesoft BASIC pro- gramming language.

Ultrahigh Resolution

There are three graphics modes available with the lie. First, a low-resolution graphics mode of 40 X 48 pixels with 16 available colors and, second, a high- resolution mode of 280 x 192 with 6 colors — both of which are comparable to the lie's

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To order by mail, send your check to: STRATEGIC SIMULATIONS INC. 883 Stierlin Road. BIdg. A ZOO. Mountain View. CA 94043. {California residents, please add 6.5% sales tax.) All our games carry a " 14-day satis- faction or your money back" guarantee.

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Mouse, joystick, hand controllers

Modem

Television, RGB color monitor, flat-panel display

Video monitor

External disk drive

Printer, Plotter

Power supply

On/off switch

The peripheral ports on the rear of the main panel are virtualli/ foolproof for installation, and feature icons above each socket to show the user the various uses.

graphics modes. The lie also has an ultrahigh-resolution mono- chromatic mode of 560 x 192, which approaches but does not match the Macintosh's 512 x 342 pixel monochrome display. Apple says that in the future the ultrahigh-resolution mode will be able to support 16-color graphics.

The lie also has an internal speaker almost identical to that in the He. It allows five octaves of sound. The lie has a volume control button on the side of the case, which the He does not. And there is a plug for head- phones in the new machine, next to the volume control button.

The keyboard on the lie represents a departure from the He, although the basic layout and size are virtually identical. There are 63 sculpted keys, but rather than the smooth up and down action of the He, the Ik's keys have a breakover effect — a definite toggle — that gives a tac- tile sense when a key has been hit as well as an audible click. The effect is not unlike the key- board action on the IBM PC, al- though the breakover action on the lie is not as pronounced.

30 COMPUTE! July 1984

Spillproof

Above the keyboard, starting on the left, are three partially re- cessed switches: a rectangular reset button, which on the lie is to be found on the right side of the keyboard; a button that changes the video display from 40 to 80 columns (or vice versa) for text; and another button which will alter the keyboard from the standard QWERTY key configuration found on most typewriters to a DVORAK key- board. The DVORAK keyboard, which has a faster and more logical key layout than QWERTY, is growing in popu- larity. Apple will also have re- placement key caps for those who wish to install them in the DVORAK layout.

An Apple spokesperson says that six different keyboard prototypes were tested for the lie, and that on the recommen- dations of touch typists who tested the various keyboards, the present style was adopted.

Another interesting key- board feature is a layer of plas- tic beneath the keys, which will prevent any spilled liquids from penetrating into the computer it- self. At typing angle, liquids will

drain toward air vents at the front of the machine. An Apple spokesperson called this the "drool" cover.

Foolproof Peripheral Ports

Built into the right side of the main unit is a low-profile SVi- inch disk drive, which has a 140K capacity. A total of 137K of that is available with ProDOS (a Disk Operating System) and with Pascal DOS. 124K of RAM is available with DOS 3.3.

The system uses a 12-volt detachable power supply, which will allow an unmodified lie to run off a car's cigarette lighter, a battery pack, or international electrical outputs. This power supply, in the same Snow White style, is packaged in the lie box along with the main unit, cables, RF modulator for TV hookup, and a disk-based owner's manual/computer literacy course aimed at the first-time user.

But one of the He's most at- tractive features for consumers new to computers could well be its back panel of peripheral ports. This also represents a ma- jor departure from the He. In- stead of the add-on card slots

BROTHER HR15

Costs about the same — but it's slower, noisier, and needs its own brand of ribbon. To be fair, it's lighter,* (But JUKI eclipses the

BROTHER totally!)

SILVER REED EXP500

Okay, it's lighter — but it's more than a whole word slower per second, it's noisier, lacks a buffer memory, and prints only a 10"-wideline.* QUKI triumphs again!)

SILVER REED EXP550

You pay about $100 more, and it's slower, noisier, has no buffer memory, and lacks the refinement of our linear stepper carriage motor, A little wider print line, yes. A bargain, no.* QUKI by a mile.)

QUME LP20

Costs about $300 more, needs its own brand of ribbon, and takes only a 96-character wheel. Is it worth it for just 2 more characters per second and a wee bit quieter machine?* (Sorry,

QUME, JUKI gets the trophy, )

DIABLO 620

Costs about twice as much, weighs 19 lbs. more, and requires its own brand of ribbon. Pretty steep for a slightly quieter machine and 2 more characters per second. * (The ^vinner: JUKI.)

ajuKraioo

CONSIDER THESE FEATURES:

Compatible with most personal computers (IBM, Apple, KajTiro, etc.), prints graphics, 2K buffer (expandable to 8K), bidirectional tractor feed option, proportional spacing, lightweight, 11" print line, uses 100-character drop-in daisy wheel and inexpensive, easy-to-fmd IBM Selectric II® ribbon! Interchangeable interface and easy-to-read manual. Feature for feature, dollar for dollar, JUKI— the best all-round letter-quality printer anywhere!

THERE ARE LOTS OF DAISYVTHEEL PRINTERS IN THE FIELD. PICK SMART. PICK JUKI 6100.

-=*-^

•Comparison based upoo manufacturer's specifications nilher than aclmi testing.

JUKI INDUSTRIES OF AMERICA, INC.

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CM DISTRieUtiaM

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CYPRESS DISIHBUTIKC! CO.

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MICffll SOURCE OF lEUS INC.

Wis nncfePlmy S(f50

B2A Winchester St

7023 ir.e Rwi Tnon

560 Syhjn Aw

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766i Cuitency Or Z420 E OaBon SI.. Uiil K

670 IrrtefnalBoal Picwy

Enalewood. COflOll?

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EnglfwDod CiUs HJ 07632

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COMPUTE! Books

-•'■j^Er--rf: I'-^v* ;:■

'ThS 9

ICS

-m

COMPUTE.i's Reference Guide To Commodore 64 Graphics

A complete tutorial on Commodore 64 graphics. Noted Commodore author John Hellborn explains how to program sprites, multicolored screens, ani- mation, custom characters, and more. Beginners will like the step-by-step in- structions and clear ex- ample programs. Advanced programmers can build up

their tool kit with the character editors, sprite editors, screen

design program, and other useful utilities.

218 pages, paperback.

Spiral bound for easy access to programs.

$12.95

ISBrJ 0-942386-29-9

VIC GAMES

N«FOR KIDS-

mm

w

ABC *

3^

^

VIC Games For Kids

Contains 30 games written just for kids (although adults will enjoy them tooj. This book is an inexpensive source of educational soft- ware for children. The games are designed to teach math, geography, history, and other topics. Children learn while they're having fun. They will return to these games again and again.

240 pages, paperback.

Spiral bound for easy access to programs.

$12.95

ISBN 0-942386-3S-3

COMPUTE!'!

SECOND

^QQt/ COMPUTE.I'S Second

^ ^ °^ Commodore 64

CO

Continues in the tradition of the best-selling First Book of Commodore 64 in presenting quality pro- grams and articles, many revised or never before published. There's some- thing for almost any 64 user; arcade and text ad- venture games, an impres- sive word processor, a program which adds 4 1 new BASIC commands, an electronic spreadsheet, sound and graphics tutorials, and information on saving, copying, and retrieving files.

288 pages, paperback- Spiral bound for easy access to programs.

$T2.9S

ISBN 0-942386-44-2

l«Minpac*^vi$~ w?r[fc III t;;4^fr^ ;;(U/r)9 9RW)^a

COMPUTE !'s First Book Of Commodore 64

An excellent resource for users of the 64, with some- thing for everyone: BASIC programming techniques, a memory map, a machine language monitor, and information about writing games and using peripher- als. Many ready-to-type-ln programs and games.

264 pages, paperback.

Spiral bound for easy access to programs.

$12.95

ISBN 0-942386-20-5

mil m 9 V

COMPUTERS First Book Of Commodore 64 Games

Packed full of games: "Snake Escape," "Oil Ty- coon," "Laser Gunner," "Zuider Zee, " and many more. Machine language games requiring fast fiands and a good eye, as well as strategy games which will exercise your mind. Intro- ductory chapters and an- . fe- notated listings provide

'B L... -„_.,_ :._^_-.^^^-,,-,-„.-^ ■ ideas and techniques for

"' writing games. An excellent

introduction for 64 owners who want to begin writing games.

2 1 7 pages, paperback.

Spiral bound for easy access to programs.

SI 2.95

tSBN 0-942386-34-5

COMPUTE !'s First Book Of Tl Games

Although this book is packed with ready-to-type- in games (29 in all), it is more than just a book of games. It is designed to teach game programming techniques, introductory chapters explain the special features of the TI-99/4 and 99/4A, giving advice on coding techniques. Most games include an explana-

,^_,-.^„ „^-.-„^..„= -_..,.-,.-,- ;.-- ''Oi^ of how the program

works. Contains mazes, chase games, old favorites, thinking games, creative chal- lenges, and more,

211 pages, paperback.

Spiral bound for easy access to programs.

$12.95

ISSN 0-942386- 1 7-S

VIC

2

CChtWHs 5»«na Book a VC Apcioottyft utlAM gonn oiCttntiHtHttHamMin Is i«sc« no Victor home CQfTpufei

COMPUTE I's Second Book Of VIC

This is just the book to follow the best-selling First Book of VIC. clear explana- tions of programming techniques, an extensive memory map, a mini word processor, a system for creating sound effects, a custom character maker, a machine language assem- bler, and "Gumbali,"an extraordinary all-machine- language game.

274 pages, paperback.

Spiral bound for easy access to programs.

$12.95

ISBN 0-942386-16-7

COMPUTERS FIRST BOOK OF i^COMMOOOREi

SOUND

AND RAPHICS

COMPUTE Is First Book Of 64 Sound And Graphics

Clear explanations of the 64's sound and graphics capabilities. Includes many tutorials and example pro- grams; "MusicMaster," a complete music synthe- sizer; "High-Resolution Sketchpad," an all- machine-language pro- gram for making computer art; and "Ultrafont Character Editor," one of the best character editors available. The appendices feature useful reference charts and conversion tables.

275 pages, paperback.

Spiral bound for easy access to programs.

$12.95

ISBN 0-942386-21-3

COMPUTEr Publicationsjnc.®

One of the ABC Publishing Companies ^^^r

Post Office Box 5406. Greensboro, North Carolina 27403

The Apple Ik, with optional 9-inch monitor, Scribe thermal transfer printer, AppleMouse U, external disk drive, joystick, modem, and carrying case.

found on the back of the He, the

new computer has a row of piug-in sockets which can simultaneously support a dis- play screen, printer, modem, mouse pointer, joystick, and a second disk drive. And each socket is configured so that only the correct connector can be plugged into it, thus preventing a beginner from making a major error during setup. Each of the sockets, including two high- speed serial ports, is identified by a picture on the case.

Also, Apple computers have traditionally been hobbyists' and hackers' playgrounds, easily opened and modified. Not so with the lie. The main unit is sealed, representing Apple's philosophy that this computer is for all of those who don't want to have to learn about expan- sion cards, complex interfaces, and the like.

Flat LCD Display

The lie is expandable, with a variety of optional accessories. The Scribe printer ($299), for example, is a 13-pound thermal transfer printer that uses regular paper, prints text and graphics in six colors plus black, and has a low-resolution speed of 80 characters per second and a near-letter-quality speed of 50 characters per second.

Other accessories include an 11 -pound Apple Monitor lie ($199) with a nine-inch green phosphor display (a handle is

34 COMPUTEI July 19B4

also included for the monitor); the AppleMouse lie ($99), simi- lar to the mouse used with the Macintosh and Lisa 2 computers (requires no add-on card); an ex- ternal 5V4-inch disk drive ($329) with 140K capacity; a lie moni- tor stand ($39); and a carrying case ($39) with room for the power pack and the mouse.

By September, Apple prom- ises to have a flat liquid crystal display (LCD) screen for the lie that will fit onto the top of the machine and make the lie even more portable. Priced at about $600, the LCD screen will hold as much information as a regu- lar monitor — 80 characters wide by 24 lines long. Prototypes of the new screen were being dem- onstrated at the introduction of the lie in San Francisco, Al- though the screen image was in- ferior to the 9-inch monitors in both luminance and ease of use, there's little doubt that the flat screen will be a popular option when available.

In addition, several Apple Il-family peripherals will run on the He including the Image- writer dot-matrix printer ($595), both the 300-baud ($225) and 1200-baud ($495) modems, the Apple joystick ($59.95), hand controllers ($34.95), and color plotter ($779).

Thousands Of Programs For The Home

If Apple considers its hardware improvements the key to break-

ing down buyer resistance among noncomputer users, it's counting on the thousands of compatible software programs available for the lie to help bring the computer home.

According to Apple, more than 10,000 programs have been written for the Apple II over the past seven years and more than 90 percent of the programs still available will run on the lie. That is a wealth of business, educational, home productivity, and entertainment software that not even IBM can come close to offering.

Any existing Apple II soft- ware that might not be compat- ible would result fiom a software manufacturer's use of a copy protection mechanism or reserved memory locations not recommended by Apple.

To drive home the point of software availability, Apple has been working with more than 100 software companies to make sure there are plenty of new programs designed to take advantage of the He's larger memory, ultrahigh resolution, and built-in mouse technology.

AppleWorks For The He

Apple also introduced four of its own programs for the lie: AppleWorks, an integrated word processing, spreadsheet analysis, and data base management package; Apple Access U, telecom- munications software; Apple Logo II, a graphics-oriented program-

Jlf^^l:

"3

il

^jjli^l

1

Ken Uston doesn't think you can solve his computer puzzle, "PUZZLEPANIC." But if you can, you'll have a chance to be his guest, all expenses paid, for a weekend in Atlantic City. If you're over 21 years old, Ken will show you the ins and outs of blackjack at Resorts International's fabulous casino. If you're under 21 years of age, Ken will take you on in the hotel's tremendous and well-equipped arcade, challenging you to every game in the place. Either way you can't lose. Conquer "PUZZLEPANIC" and take on the world famous Ken Uston in the bargain, but hurry, contest ends August 31, 1984.

Here's what you have to do: Solve each puzzle, figure out which symbol will correctly take you to the next puzzle (over 40 puzzles in all) then, use these symbols to find the solution to the Grand Puzzle. Ken will pick a winner from a drawing of all correct entries.

To enter, send your symbol chart listing the correct symbol for each puzzle, along with your name, address and telephone number to: PUZZLEPANIC CONTEST, c/o EPYX, Inc., 1043 Kiel Court, Sunnyvale, CA 94089.

StfeitegY Games nir the Action-Game Player

CONDITIONS: All entries must be postmarked by August 31, 1984. Incomplete entries will not be considered. Winner will be selected from a random drawing of all correct entries to be held on or before September 30, 1984. Winner will be notified by mail within 30 days of drawing. Contest void where prohibited by law. Contest restricted to Continental United States.

ming language; and The Apple Education Classics, two popular educational packages — Elemen- tary, My Dear Apple and The Shell Games.

The 21 third-party pro- grams featured by Apple at the introduction of the lie included such packages as Bank Street Writer by Br0derbund, Inc.; Fi- nancial Cookbook by Electronic Arts; Dollars and Sense by Monogram/Tronix Publishing, Inc.; Crypto Cube by Design- Ware, Inc.; Fact and Fiction Toolkit by Scholastic Wizware; Mastering the SAT by CBS Soft- ware, Inc.; MasterType by Scar- borough Systems; Rocky's Boots by The Learning Company; and Sfickybear Shapes by Xerox Edu- cation Publications, among others.

Since something like 70 percent of the computers in schools today are Apple II's and He's, the company believes many parents will opt for the lie because their children are famil- iar with those machines,

lie Or lie?

Apple dealers are less certain about the impact that the lie will have on sales of the He. Concurrent with the announce- ment of the new computer, Ap- ple cut the price of a lie almost in half, down to $995. That, ac- cording to Apple's Sculley, means that the lie can be viewed as a thousand-dollar en- try machine with exceptional expandability. Admitting that the two machines have a some- what overlapping target market, Apple nonetheless expects the He to continue to have sales in educational (with even deeper discounts), business, and home markets. 'Tie or lie. That is the question" is the advertising phrase Apple has adopted as it attempts to sell — and point out the differences between — the two computers.

With two very different product lines — the Apple II fam- ily and the Lisa/Macintosh fam- ily— Apple is most obviously

36 COMPUTEI Julyl<?S^

squared off against both the IBM PC and the PCjr. Ads for the lie criticize the PCjr's lim- ited software and its chiclet- style keyboard. As this is written, IBM has already an- nounced to its stockholders that changes will be made in the PCjr, although no specifics were given. While IBM is not about to step away from any of its ma- chines, Apple's giant archrival is scrambling to meet this sur- prising double onslaught from Apple.

In price and features, the $1295 lie is closer to the Ex- panded Model ($1269) PCjr than the PC. The PCjr, like the lie, has 128K (a 64K plug-in board); switchable 40/80-column video capability; and a built-in 5V4-inch disk drive. However, the lie is packaged with an RF modulator for television hookup; you must buy a $30 RF modula- tor for the PCjr as well as cables. The PCjr operates with DOS 2.1, which costs another $65

Aging Technology

By choosing to use a "c" in the new computer's name, Apple has been able to offer its mar- keting team a lot to play with: compact, convenient, complete, and comprehensible. The com- pany's advertising is reflecting all of these concepts in an at- tempt to market the lie as the first serious people's computer.

Many people were ready to write off Apple in 1983, calling the Apple II line an example of overpriced, aging technology. But with the lie, Apple is bet- ting that it will shake off that label — confounding the com- pany's critics, battling IBM suc- cessfully on two fronts, and living up to the "Apple II For- ever" slogan it adopted for the He's introduction,

Hopes have never been higher at Apple, nor the stakes more important. But, as John Sculley says, "If we're right, and we think we are, Silicon Valley will never be the same again."©

Enter CompuServe's Electronic Mali" and shop at your convenience in diese exciting departments.

The Micro Mart The General Store The Travel Agent The Book Bazaar The Record Emporium The Photo Booth The Software Shop The Financial Marlcet The Magazine Kiosk The Gardening Shed The New^tand

A sample of the companies participating in CompuServe's Electronic Mall "includes:

Amdek

American Airlines

American Express

AST Research

Bank of America

Bantam

Big T Automotive

Buick

CBS Publishing

CDEX

Colonial Penn

Commodore

Computer World

Digital Equipment

dilithium Press

800 Software

47th Street photo

Grolier

Harvard Business Review

Heath

Heinold Commodities

Hertz

E.F, Hutton

Inmac

Innovative Software

Knapp Press

Magazine Entree

Magazine Supply House

Manufacturer's Hanover Trust

Max Ule

McGraw-Hill

Metropolitan Life

Microsoft

Miracle Computing

Misco

Newsnet

Novation

Official Airline Guide

Pan American Electronics

Peachtree Software

Practical Peripherals

Program Store

Professional Color Labs

RCA Record Clubs

Record World

Sears

Select Information Elxchange

Sim Computer Products

Simon and Schuster

Small Computer Book Club

Software Advisor

Stork Brothers

Supersoft

Vanguard

VisiCorp

Waldenbooks

Woman's Day Books

Ziff-Davis

Merchants and manufacturers vrtio want to participate in the Electronic Mall ' may contact: Stephen A. Swanson, L.M, Berry & Co., P.O. Box 6000, Dayton, OH 45401. (513) 296-2015.

'<\:

> by the\ear200athe world may cm:h up with the way CompuServe's new Electronic Mall

i LETS You Shop T9DAY

Introducing the first computer shopping service that brings you convenience, savings and enjoyment

Here's your chance to expand the practical uses of your personal computer.

Sign up for CompuServe and shop in our new Electronic MalL It's easy to use It tells you more about the products you're buying. It lets you order faster. And it's totally unique

CompuServe's new Electronic Mall" offers you £ill these shopping innovations.

- It's enomious! So it gives you in-depth information on thousands of goods and services, and lets you buy even hard-to-find merchandise - Its unique "Feedback" sen^- ice lets you ask the merchants themselves specific questions. - It's incredibly efficient in ordering the products and services you want

- Its special discount opportunities make it

economical purchase after purchase - And its name-brand merchants assure you of top-quality merchandise

Make the CompuServe Electronic Mall 1 5-Mtnute Comparison Test

What you can do in 15 minutes shopping the Electronic Mall way.

• Call up on your computer screen full descriptions of the latest in computer printers, for instance.

• Pick one and enter the order command

• Check complete descriptions of places to stay on your next vacation.

• Pick sev'eral and request travel brochures.

• Access a departmentstore catalog and pick out a wine rack tools, toys. . . any thing!

• Place your order.

What you can do in 15 minutes shopping the old way.

• Round up the family and get in the car

The Electronic Mail, a valuable addition to the vast world of CompuServe

CompuServe's Consumer Information Service brings you shopping information, entertainment, personal communications and more.

You can access CompuServe vflth al- most any computer and modem, terminal or communicating word processor.

To receive your illustrated guide to CompuServe and learn how to subscribe, call or contact...

CompuServe

Consumer information Service P.O. Box 20212 5000 Arlington Centre Blvd. Columbus. OH 43220

800-848-8199

In Ohio call 614-457-0802

The Eleclronic Mail' is a cooperative venture between CompuServe liii-. jntl L.M. Berry & Company.

An K & R Block Company

I

How To Choose

Have you ever sat near the ref- erence desk of a public library and watched people do re- search? There's usually one scholarly looking gentleman with eyeglasses perched atop his head, a chewed-down pencil stub behind one ear, and crum- pled yellow reference slips fall- ing from his pockets as he looks in the card catalog.

Evolving Methods Of Research

As the computer begins to offer new ways to sift information, however, the techniques of these scholarly gentlemen may eventually become a thing of the past.

Doubtless, computer termi- nals with improving search soft- ware will continue to proliferate in public libraries, airports, de- partment stores — anywhere information needs to be processed.

Our awareness of these data bases is focused on the data itself, not on the software necessary to store and search for it. Once we've learned how to use a particular data base, we tend to forget about the middle- man, the data base software.

But if you're thinking of changing the way you file per- sonal information by setting up a data base on your home com- puter, you may want to consider what kind of software will best suit your needs.

Searchware?

There is some confusion about what the term data base actually

38 COMPUTE! July 198/1

A

Home

Data

Program

Kathy Yakal Editoriol Assistant

Whether or not you realize it, you've probably created and used data bases hundreds of times: ev- ery time you filled out a form for a doctor or employer or bank, or bought a nexo address book. Data base software for personal com- puters can make the creation, maintenance, and access of data files — information processing — far more efficient.

refers to. It is often used inter- changeably to mean both the software used to store the data and the data itself.

Technically, data base means the information itself. A data base manager (a computer program) controls and processes that data. It's the manager that you can buy, and that's what

we'll be discussing here, The data base is something you en- ter yourself — a list of your li- brary books, for example.

Impulse buying is rare among software shoppers. Un- less there's a two-for-$5 bin, the consumer is usually very cau- tious, finding out as much as possible about the software before a purchase.

It's especially important to determine your needs prior to purchasing a data base manager, "Maybe that seems too obvi- ous," says Steve Bellinghausen, "but a lot of people don't do that."

Bellinghausen is distribu- tion manager for Professional Software, Inc., publisher of DataPlus-PC, a recently released data base manager for the IBM-PC.

A Consumer's Quandary

How do consumers go about matching their needs with an appropriate data base program? In the past, retailers have helped. "Hardware and software dealers traditionally have per- formed some kind of consulting role to end users," says Bellinghausen. "As new prod- ucts and companies flood the market, that's becoming increas- ingly difficult to do."

Bellinghausen describes a scenario where the unprepared consumer walks into a computer dealership and says he needs a data base manager. The dealer points to a flashy display and tells the customer that it's the

best-selling data base on the market.

So he buys it, only to find out that the program does far more than he'll ever need from it, and he's probably wasted a few hundred dollars. "You don't need a sledgehammer to drive a thumbtack," says Bellinghausen. "Or vice versa. You don't want to go the other way, either."

Though it may be easy to end up buying data base soft- ware that does more than the consumer needs or not enough, Bellinghausen thinks that asking yourself and the retailer a few simple questions can prevent that. "The consumer should be sharp enough to figure out what he wants to do with it," he says.

Let's look at some of those questions.

An Electronic Filing Cabinet

How many different files do you anticipate creating? If you're buying a data base manager for one use only, like cataloging a stamp collection, this isn't im- portant. But some data base managers allow you to store only one file on a disk. So if you have several small files, you may be wasting disk space if you buy a program with that restriction.

How large do you expect your files to be? With even the most limited data base manager, you can always create new files if you run out of space. But if you have to do any kind of search, you may not be able to merge your files and run a search on the complete file. Try to estimate your storage needs generously.

What provisions does the data base manager make for de- fining the individual fields (sub- sections) within each record? Most programs allow you to de- sign the format for each record, to designate how many fields per record, how many charac- ters per field, whether letters only or numbers only or both

will be allowed, and so on. Though each data base manager has its limits, a few packages are extremely limiting.

Will you be needing com- plicated sorts and searches? Most home applications don't require anything very intricate. But if you want to do more than, say, alphabetize, or re- trieve by city or state, you'll need a more powerful data base manager.

How about printing reports? You probably want some kind of printer capabilities, which all data base software has. But the extent to which you can design specialized reports varies. Anti- cipate your future needs.

Remember: You should be able to have all your questions answered either by examining the outside of the package, reading the software documen- tation, or asking specific ques- tions of the dealer. If you're planning a substantial invest- ment in a data base manager, it might even be worth writing to the publisher if you can't get an important question answered.

A Few Bonuses

Though it's not absolutely nec- essary, it can be helpful to have a data base that is compatible with a word processing pro- gram. The reason for this, be- lieves Bellinghausen, is that mailing lists are "far and away the most widely used application."

Another feature that few data base programs offer is the ability to go back and change field specifications after you've already entered a number of records. To illustrate the value of this, let's set up an imaginary file, a personal mailing list.

Addressing The Problem

It would seem like the best way to set up a file structure for this application would be to imitate

the way that an address book is

arranged: one line (field) for name, one for street address, one for city, state, and zip, and one for phone number. Maybe an extra line in case the address runs long.

You then specify that each field can accept both alpha and numeric characters, and allow ample characters per field. You transfer all the information from your address book and various scraps of paper lying around on your desk at home.

Then in November you start thinking about sending Christmas cards. You remember that little notebook that you've used to keep track of cards sent and received over the last five years.

At this point it becomes clear that you should have spec- ified extra fields in your address file for the Chrismas list. Also, it would have been nice to have specified fields to keep track of birthdays.

If your data base software does not allow you to go back and add new fields to existing records, your options are to ei- ther set up a new file and reen- ter all of your records, or keep one set of records in a drawer and one on a disk.

Making It Easier

"I used to use data base soft- ware on my Atari," said one home computer owner we ques- tioned. "But now I just use a word processing program to keep track of names and addresses."

Your data management needs may not be extensive enough to warrant buying a large, sophisticated data base manager. Or maybe there are some specific applications you could use data base software for, but don't want to take the time to work with a multipur- pose data manager.

An alternative to generic data base programs — those that require you to set up your own

July 1984 COMPUTEI 39

The ABC's Of Data Bases

Charles Brannon, Program Editor

There are several "generic" applications for microcomputers. Electronic spreadsheets such as VisiCalc helped to spark the micro- computer revolution. Word processing has made many a computer purchase easily jus- tified. And data base programs are now one of the hottest items on the market. The best- selling software, such as Lotus 1-2-3, incor- porates all three of these applications. Although packages such as Lotus 1-2-3 (first sold for the IBM PC) have more sophistica- tion and scope (as well as a much higher price tag) than similar programs on home computers, there's still a lot you can do with even a bargain-basement data base.

Just as spreadsheets have made finan- cial analysis easier, faster, and more flexible, just as word processors have blurred the distinction between rough and final drafts, data bases can make all your record keeping simple, streamlined, and fast. But first you have to translate the concepts of manual record keeping to the computer's way of do- ing things. Since you're bound to encounter new vocabulary and principles as you con- vert to electronic record keeping, it's useful to have a background in these things as you're searching for the right package for your needs. First, a clarification: Sometimes the program that manages the data is called •a data base. The set of all your data is also referred to as the data base. Context usually makes the meaning clear.

Files, Records, Fields

To understand some of the features of data base management, think of how records are organized if no computer is involved. Short items are usually stored on index cards, then shoved in a box. This whole box of cards would be called a file on a data base. Each card is called a record. Records are fur- ther subdivided into fields. Before you can enter any information, you have to set up or define the data base by entering the name, type, and length of each field. To illustrate these subdivisions of a file, we can look at a common type of data base, the mailing list. Each record in such a file would be an in- dividual mailing label. And, within each record, the fields would probably be: name.

address, city, state, and zip code.

Many data bases ask you to estimate the length and type of each field. This way, the data base program can tally up a total for the length of each record. The memory (computer RAM or disk drive) is then sub- divided into records of that length. By con- trast, other data bases will assume a fixed record length (usually the size of one disk sector), then let you divide the record up into fields. You still have to estimate the length and type of each field. Some data bases can modify the fields at any time, but many data bases can't. It's often wise to set aside some extra fields in case you later want to start including additional infor- mation in each record, like telephone numbers.

Field length is based on what kind of information it will be expected to contain. People's names will generally be less than 20 characters. An address can be longer, say 30 characters. Most cities can be spelled in under 15 characters. Using the official abbreviations, the state field takes only two characters.

Another aspect of fields is their type — Name, address, city, and state are all string or alphanumeric fields. The zip code, however, is always a number and so it could be as- signed to a numeric field. Numeric fields store their numbers in a fixed number of bytes, in the computer's internal floating point format. What this means to you is that no matter how long or short the number is when written out (5,2 or 5,200,000), it will only require, say, five bytes to store. Ad- vanced data bases have several other types. A field requiring a yes/no answer can be stored with only 1 bit (l=yes, 0 = no). You could pack eight yes/no answers in one byte. This is often called a boolean, bit, or binary field. Some data bases might support a byte field, which can hold only numbers in the range 0-255.

The key field is the primary field you use when accessing records. If the key field is name, you can look up any mailing label by the addressee's name. Many data bases will let you sort the entire file. You choose a key field to sort by. if you sort by zip code, the file will be ordered according to the zip

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code when printed out. Some data hi you sort or search with multiple keys. For example, you could print out a list, alphabetized by name, of all addressees living in California. The sort would be keyed to the name field, and the printout would be selective by only printing and sorting those fields whose state field is CA.

A Range Of Features

Features vary from one data base to another. Their primary purpose is to let you store and retrieve records. But once you have a large data base, you should be able to manipulate and interrogate the data base, with all the speed and power that the com- puter can bring to bear. We've already men- tioned sorting and printing. If you want to keep a mailing list, be sure the data base can print out mailing labels! You should also be able to remove (delete) a record once it is no longer needed. If you are manually keep- ing the list in a certain order, you want to be able to insert new records between exist- ing ones. It's very handy to have a printout of just one field from every record. A direc- tory function like this can usually print out the key field from each record for future ref- erence. Some data bases permit you to per- form math on numeric fields, even across the entire file. Others offer sophisticated re- port generation, where you can design a custom printout, complete with rows, col- umns, and calculations like totals and percentages.

You may want to be able to access your data base file from within other programs. To do this, a word processor, for example, must be compatible with the data base, so that information can be retrieved and in- serted into the text held by the word proces- sor. Or, if your data base can create files that are compatible with the word processor, you're in business. If this is important to you, try out both the word processor and the data base together before you buy either.

If you have a cassette system, you'll probably want to buy a memory-storage data base. These store the records in RAM.

The advantage here is speed. You can sort and search for records much faster in mem- ory than you can with a tape drive. At the end of the session, you save out the entire data base to tape. The disadvantage here is that this limits the amount of data which can be stored to the amount of RAM you have in your computer. Also, memory-based data bases often slow to a crawl when their memory is full.

If you have a lot of data to store, you'll probably need a disk-based data base. The records are stored directly on disk, and any record can be called up without reading through the entire file. You can usually use the whole disk for a single data base, or even link the data base to a second disk or disk drive. The disadvantage with a disk- based data base is the speed of disk access time, which is generally much slower than a memory data base.

Be critical of the data-entry mode. You'll be using that part of the data base more than any other as you type in all the data. Grade a program's entry mode in terms of how easy it is to learn, how easily you can edit and make changes, and how it reacts to errors you make. Does it check to make sure the field you've entered is of the correct type for that field? Does it warn you if you've typed too much for one field, or does it just chop off the extra characters?

Some data bases, like dBASE U, are so sophisticated and flexible that they are prac- tically a programming language for data base management. Many people buy tem- plates for them. Templates are like programs for the data base. The template sets up all the fields, and includes the search and calculation descriptions. A template can also control the kinds of printouts allowed. You don't need to be a programmer to use an advanced data base, but you do have to learn the commands and protocols of that particular program. But once you've set up a certain kind of file, a template could create replications of that file type automatically the next time you want to build a similar data base.

files — is application-specific data base software.

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42 COMPUTEI July 1984

Recipes to Audio/Video Cata- log. Eight different packages are currently available.

No one could call data base software faddish. After all, it fa- cilitates one of the fundamental computer functions — information processing. And, in one form or

another, data bases have been around for a long time, albeit in low-tech forms like filing cabi- nets and boxes of index cards. Data managing software offers a fast, effective method of storing, sorting, and searching all kinds of information. ©

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The Promise Of Things To Come:

Atari's New Lease On Life

Fred D'lgnozio, Associate Editor Seiby Boteman, Features Editor

When an especially strong earthquake recently shook the California city of Sunnyvale, most of the residents shrugged, smiled nervously, and tried not to think about the next one.

But among the hundreds of people who work for Atari in more than two dozen nonde- script buildings there, the quake appeared to be hardly noticed. When you've already had the world turned upside down and are feverishly working to restore your corporate footing, a little more trembling scarcely seems worth worrying about.

In retrospect, the earth- shaking that Atari took from the end of 1982, through 1983, and into the early part of 1984, seems to have had the same sort of explosive force that first powered the company into be- coming a billion-dollar organiza- tion. Almost overnight. Atari went from being king of the videogame and home computer market to being every analyst's example of the boom-and-bust potential inherent in the com- puter revolution.

World-Class Problems

The litany of problems was in- deed world-class: over half a billion dollars in losses for the first three-quarters of 1983, pre- mature announcements of sev-

d4 COMPUTEI July l<?8d

James Morgan, chairman and chief executive officer of Atari, Inc.

Out of the ashes of a disastrous 1983, a slimmer and more seri- ous Atari, Inc., is fashioning a comeback under the guiding hand of new chairman and CEO James Morgan. In this, the first of a two-part look at Atari and its new products, Morgan talks candidly to COM- PUTE! about his company's mis- takes, its strengths, its hopes.

eral products that never appeared, the unsuccessful launch of the 1200XL computer, layoffs of hundreds of Atari em- ployees, and a management team wracked with dissension, low morale, and a lack of corpo- rate focus.

Enter James Morgan, a for- mer Phillip Morris marketing executive, who replaced Ray Kassar in September 1983. His mandate from parent company Warner Communications was as simple to state as it was difficult to carry out: Turn Atari around.

"Before I came, this com- pany thought it was a toy com- pany, IBM, and everything in between," says Morgan. "And it was devoting people and re- sources to all of that."

Energy, Hope, And Resolve

Morgan has not gone about his cleanup at Atari quietly. Instead, he has become one of the most outspoken critics of the com- pany's past policies. He often sounds more like an irate con- sumer than a computer com- pany president.

In his effort to reshape Atari, Morgan laid off an addi- tional 250 employees last win- ter, including Chris Crawford, Atari's highly regarded research- and-development director. Also, Atari's chief scientist, Alan Kay, left the company in the spring to join Apple Computer as an Apple Fellow.

Despite these changes — and in some cases because of them — Morgan appears to have brought new energy, new hope,

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and a new resolve to Atari's ef- forts. With an enthusiasm that has been missing for over a year. Atari employees and exec- utives this spring were eagerly preparing for June's Consumer Electronics Show in Chicago and for the 12 months following — commonly acknowledged as the period during which Atari must show the world and Warner Communications that it is back on the right track.

"The Public Still Loves Us"

Morgan is excited — not only about Atari's future plans — but about the company's current strengths, which he believes have been largely overlooked.

"The financial analysts and the computer press have been disenchanted with Atari for sev- eral months, but the public still loves us. This gives us a fran- chise from the consumer to de- velop the type of microprocessor products that the consumer will want," he says.

"Before we could announce any products though, we had to get a sense of our own self- identity. Who are we? What are our strengths?"

All has not been bleak for Atari. The 600XL and 800XL computers have sold well. In fact, Morgan told analysts ear- lier this year that Atari could have sold about 40 percent more computers during the Christmas rush if they had been available to ship. And despite dire predictions about the death of the videogame machine. Atari seems confident that this market is stronger than some analysts have estimated.

AtariSoft And Atari Learning Systems

Atari's market share began climbing this past spring. And the company's software divi- sion, AtariSoft, and its educa- tional division. Atari Learning Systems, both appear to be doing well.

46 COMPUTEI July 1984

The AtariLab computer science kit, ivith its temperature module, brings science into the real world for computer users and is one indication of Atari's commitment to quality educational software.

Linda Gordon, who directs the Atari Learning Systems Group, has a strong team, in- cluding Dorothy K. Deringer, formerly program officer with the National Science Founda- tion. In the burgeoning educa- tional software field, Atari expects this division of the com- pany to offer some of the most innovative and high-quality products for schools and home learning that will be available in the industry.

Products like the recently released AtariLab, a computer- ized science kit, and a series of other products similar in scope and quality (being introduced at CES) are creating excitement and momentum within the en- tire Atari organization.

Morgan is quick to point out what he feels are a few of Atari's underlying strengths. "First, the combination of color graphics and sound in Atari computers is better than in our competitors' computers. Second, more people are familiar with Atari than with any other com- puter company. Remember, 16

million Americans have an Atari computer — a 2600 video- computer system — in their home," he says.

"Third, when people think of Atari, they think of entertain- ment. That is a tremendous ad- vantage, but not just so we can sell more videogames. Comput- ers can make learning more en- tertaining. They can even make work more entertaining — as well as more productive."

The Computer Of 1990

But Morgan is frank about what he feels Atari must do in the fu- ture to reestablish itself as a cre- ative and credible force in the microcomputer field. A commit- tee Morgan chairs at Atari, called "The Computer of 1990," meets frequently to brainstorm about future directions. Division heads and product managers re- portedly have more communica- tion with one another than in the past. And products or strate- gies that once went unques- tioned, have all undergone Morgan's scrutiny.

For example, the popular

Atari Program Exchange (APX), a division of the company which purchased, produced, and marketed consumer-written pro- grams for Atari computers, has been drastically reshaped.

"Atari has redeployed some of its resources and programs so that they are more consistent with the current goals of the company," says Morgan. "In the case of APX, Atari has discon- tinued the mail-order portion of the program. Atari lost money in this portion of the business.

"Moreover, Atari had to come to grips with the fact that Atari is not in the mail-order business. However, APX will continue to review products sent to Atari by outside program- mers," he says. "If the programs are topnotch, they will be added to the main Atari catalogue. Otherwise, they will not be sold by Atari in any fashion."

The Fate Of The 1450XLD?

Morgan also took a hard look at Atari's plans for a high-end computer. The 1400XL and the 1450XLD, announced at the June 1983 Consumer Electronics Show (CES), were never re- leased. The 1400 was unceremo- niously dropped, and the 1450, although exhibited at the Janu- ary CES, was not yet on the market.

"Atari will sell a high-end computer in 1984," Morgan now says, "but the specific product features of that high- end machine still are under re- view. We showed the 1450XLD at the Consumer Electronics Show in January of 1984 to demonstrate our intent to mar- ket a high-end machine this year."

In fact, by the time you read this. Atari may well be marketing such a computer. And this points to one of the major changes Morgan has insti- tuted at Atari; "We want Atari to be seen as the consumer's

friend," he says. "That means we don't announce any prod- ucts unless we are willing to back them 100 percent,"

Enhancing Lives Through Interactive Electronics

Morgan also makes it clear that Atari has no intention of aban- doning the computer market.

"That's the real tragedy of Atari. Despite a record of sev- eral excellent computers, we are still known as a videogame company" he says. "But we're going to change that. Over the next 18 months, we will be in- troducing a host of new prod- ucts that will create an awareness and acceptance of Atari as being a superior com- puter manufacturer."

While Atari's product line will be more focused than in the past, the company's new strengths will have a broader base, Morgan suggests. "Our goal isn't to just produce com- puters. It is to produce products that enhance consumers' lives through interactive electronics."

"Invisible" Computers

"To think this way, we have to think beyond user friendliness and beyond desktop computers. We have to think of products that are invisible.

"For example, a truly friendly product should not sep- arate you from the task at hand. It should be like a refrigerator — you just reach inside the door and get what you need. After all," he says, "the product, any product, is not a hero. It is just a medium. It is the carrier of what is important."

Morgan clearly expects June's CES show in Chicago to be a major first step in the com- pany's introduction of new products aimed at carrying Atari back to critical and financial success. But he has not limited Atari to the introduction of products at trade shov.'s.

Tuning In To The Consumer

In early May, Atari announced new Lucasfilm games — Ball- blazer and Rescue on Fractalus — which Atari has developed in association with the special- effects wizards at the well- known motion picture company. And by the time you read this. Atari is scheduled to have pre- miered a new high-end game machine, the 7800 Pro System. Both of these new products were scheduled to be shown at CES in June as well.

"Our major priority at Atari is to tune in to the consumer. Ultimately, the home computer is not an entity unto itself. It is not a question of what a com- puter can do. It is a question of what a consumer does with it," Morgan says.

"In my opinion, we still have not given consumers a compelling reason to buy a computer. And we haven't spent enough time molding our products to consumers' desires."

Atari's "Smart" Telephone

"For example, most people like to communicate with other people," he says. "That is a real need and a real desire. And cqmputers can help people com- municate. But it's not easy. You have to type all sorts of special codes and commands, just to get started. Instead, it should be just as easy as using a phone. You should be able to press a couple of buttons and communicate."

Morgan says that AtariTel, the company's telecommuni- cations division, will introduce "smart telephones" in the second half of 1984. "These telephones will be microprocessor-based. We currently are deciding how we will market the product," he adds.

While redirecting Atari's ef- forts, Morgan has also studied the microcomputer industry as well. And one of the major

July 1984 COMPUTEI 47

problems still troubling the in- dustry, he emphasizes, is that home computer technology is ahead of the average consumer without matching the consumer's real needs. The challenge, there- fore, is for computer manufac- turers to translate this new technology, while at the same time giving prospective buyers genuine reasons to purchase a computer.

Alan Alda Is The Bridge

Assisting in Atari's efforts to ex- plain its computers is actor Alan Alda, who represents what Mor- gan calls a "bridge" to adults by selling the application of Atari technology, and the ease of use.

"He [Alda] always picks one activity, like word process- ing, or education, and shows you how you can do it on an Atari. Alan doesn't want to make adults buy computers be- cause they feel guilty. He wants them to buy a computer because they're excited about doing

something they have seen him do," says Morgan.

"Also, he never sells RAM, ROM, or CPUs. The CPU is the least important element in the computer. It is like the engine of a car. Most people buy a car without opening the hood," he says. "There is a common un- derstanding among car owners that the engine will work, and it will get them where they're going. The CPU is like the en- gine. You've got to have it, but you don't sell computers be- cause of it alone."

Morgan's Open Letter

Morgan's impact at Atari has not only been felt directly by his employees. He has also gone out of his way to be accessible to industry analysts, the press, and — most importantly — the thousands of loyal Atari owners who are both a present and fu- ture market and a formidable, knowledgeable circle of critics.

A personal and candid letter from Morgan to Atari owners

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popped up on the message sec- tion of CompuServe earlier this year, for example. In the note, Morgan thanked them for their support and criticism, explained his view of Atari's past prob- lems, and requested their con- tinued interest in Atari's future.

This kind of attention to personal detail, and the simulta- neous redirection of Atari's ef- forts, have done much to restore the morale among Atari em- ployees and have helped give the company valuable time in which to develop, and properly introduce, new products.

Frank Questions And Open Communication

Morgan seems to understand that his role must be multifac- eted. "1 act as a catalyst to the Atari management team, which has the real job of running this company," he says. "1 try to set the tone for the management committee and 1 help point the group in certain directions.

"As someone who joined this industry as an outsider, I have been able to take a fresh look at the entire consumer electronics field in general and this company, in particular. I'm not afraid to ask frank ques- tions, and also question why we do things the way we do. I en- courage all Atari employees to examine their own work in the same way.

"I believe strongly that one of my biggest contributions to Atari will be the implementation of a corporate culture here that inspires teamwork and open communications," Morgan says. "I want to encourage people to take calculated risks and not be afraid to fail. That's part of be- ing an excellent company. If we become an excellent company, then sales and profits will follow,"

(Next month, COMPUTE! will take an in-depth look at Atari's new product line from the Summer Consumer Electronics Show.) ®

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statistics For Nonstatisticians

A Burke Luitich

Basic statistical methods can help you make logical decisions in everyday situations.

For the most part, elementary statistical methods measure a group of similar things to see how these measurements vary when compared to some standard. Another use for statistics is to see how creating a group of objects can cause variations in these objects.

This program, "Statistics," takes your raw data and returns figures which you can use to make everyday decisions, for example, about the best way to build a wall or how much cash you'll need-when you go shopping.

As a first example, let's look at two ways to cut a 2 X 4, by using a power table saw and a handsaw. We set the table saw guide to one foot and cut five pieces. We cut five more pieces using a handsaw, then measure the actual lengths of all ten pieces to see how accuratel}^ we made the cuts.

If nothing unusual is alloived to affect the cutting, we can expect the length of the pieces to vary depending on the process used. Statisticians call this an unbiased random sample.

Assume the measurenients are as follows:

Table saw lengths

Hai

idsaw lengths

(feel)

(feet)

1.05

1.22

.98

.91

1.03

.80

1.07

1.28

.96

.88

The Same Mean

A look at the values alone suggests that cutting with the handsaw is a far less consistent method than using the table saw. However, if you add up the lengths for each method and divide by 5 (the total cuts for each) you will find that both methods give the same mean (average) length of 1.018 feet.

50 COMPUTEI July 1984

Just finding an average length doesn't tell us much. What we need to know is how widespread the values are likely to be, and which method gave us the most lengths that were nearer our standard of one foot. In statistical terms, we need to calculate the range and the standard deviation.

We find the range by subtracting the shortest length from the longest, for each cutting method. For the handsaw the range is .48 feet (1.28 -.80), and for the table saw the range is .11 feet (1.07- .96). Immediately, we can see that the table saw cut more consistently, because the range, or vari- ation, is smaller.

We can use the standard deviation and the mean length to predict how often a given length is likely to occur. You don't have to worry about how to calculate a standard deviation; the program does this for you. If you type in the above lengths for the handsaw, the program will return a stand- ard deviation of .217 feet. The standard deviation for the table saw is .047 feet.

Degree Of Accuracy

If we made a large number of cuts, then measured and graphed the lengths, the graph would form a bell curve, or normal distribution. By combining the standard deviation and the mean length, we get a range of lengths that includes 68,3 percent of all lengths (again, you don't have to know the theory; just use the number). To illustrate, first take the mean length, 1.018 feet, and subtract from it the standard deviation for the handsaw, .217 feet, to get .801 feet. Then add the standard deviation to the mean length to get 1.235 feet. This means that 68.3 percent of our lengths fall in the range between .801 and 1.235 feet.

By adding and subtracting the standard de- viation (.047 feet) with the mean length of the table saw cuts (1.018 feet), we find that 68.3 per- cent (roughly two-thirds) of these lengths fall in the range from .971 to 1.065 feet.

If you want a wider sample, you must increase

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the number of standard deviations. To include 95.4 percent of all lengths, use two standard de- viations. For the handsaw, we now have .434 feet, two standard deviations. Combining it with the mean length, we get a range of .584 to 1.452 feet. Our table saw range becomes .924 to 1.102 feet (1.018 plus and minus .094).

Food For Thought

You can use the same methods to calculate a food budget. In this case, your data consists of the amounts you spent on groceries over a 13-week period (one-fourth of a year):

Week

Amount

Week

Amount

1

$42

8

47

2

50

9

65

3

75

10

49

4

37

11

43

5

51

12

52

6

45

13

54

7

56

If you type this data into the Statistics program, you will find that your mean amount spent was about $51; that your spending varied from $37 to $75, for a range of $38; that you spent more than $50 (your median amount) as often as you spent less than that; and your standard deviation is about $10.

Applying The Statistics

Combining one standard deviation and the mean (or average) amount spent, we find that two-thirds of the weeks you spend between $41 and $61 at the grocery store. One-sixth of the time you spend less than $41; one-sixth of your bills are more than $61, So, if you budget $61 for groceries, you'll have enough 84 percent of the time.

16%

68%

16%

less

$10 '

$10

more

than

$41

one standard ' deviation '

one standard deviation

than

$61

minus '

plus

$41

$51 (mean)

$61

If you want to be sure you'll have enough in case prices rise, you might want to use two stand- ard deviations. By adding two standard devia- tions ($20) to the mean amount ($51), you will find that, to be about 98 percent sure, you should budget $71 each week.

There are other factors to be considered, of

course, such as vacations, birthday parties, or

visiting relatives, that can affect your food budget.

The Statistics program does not take these kinds

of things into account. But it does give you a tool

which takes some of the guesswork out of every-

52 COMPUTEI July 19S4

day decision-making.

The Statistics program requests input of the size of the sample, or number of items to be en- tered (line 410), then requests the values of the sample measurements (lines 500-550). All the statistics referred to in this article are then calcu- lated, that is, mean, standard deviation, median, and range.

Lines 325-350 and 4900-5610 give the user a thumbnail sketch of the information to be calcu- lated and a description of each of the statistics. While the sample size is limited to 100 for the VIC version (other versions allow up to 300), this should be more than adequate in most cases.

Error Correction

An error correction routine is included in lines 555-580 and 5900-6190. This provides for the change of any entry before the calculation. While the program is running, a delay of up to two minutes will be experienced while the program performs several sorts on the data. This is normal for BASIC and may be longer for sample sizes in the 80 to 100 range or greater.

Program 1 requires at least 3K of expansion memory in the VIC computer. If the instructions, error correction routine, and headings are elimi- nated, the program will run on an unexpanded VIC. Specifically, the following lines should be deleted if the program is to run without memory expansion: 95-180, 325-350, 555-580, 4900- 5610, and 5900-6190.

Further reductions can be made by reducing the sample size, redimensioning the array in line 90 to the new sample size (SA), and changing the value of 100 in line 420 to the new maximum sample size.

Statistics for a sample of 100 readings requires about 30-45 minutes to calculate by hand. This program requires about 8-10 minutes, including input.

Program 1: vie statistics

Refer to the "Automatic Proofreader" article before t/ping this program in.

90 DIM SA(100) .rem 185

95 REM GENERAL INTRODUCTION : rem 242 100 PRINT "fCLR}":P0KE 36879, 126 s PRINT "

{BLK)" :rem 207

110 FOR K=l TO 3:PRINT:NEXT K srem 147 120 PRINT TAB (4), •'"{4 DOWN HRVS} VIC STATIS

TICSlOFF}" srem 208

130 PRINT TAB (9); "{DOWN} FOR" : rem 249 140 PRINT TAB(2) ; "{DOWN} {RVS}N0N-STATISTI

CIANSEOPF}" srem 171

180 FORK=1TO2000:NEXTK : rem 98

190 PRINT" {CLR}" :rem 254

200 PRINT TAB(4);"(2 CKDWN}THIS PROGRAM"

:rem 108 210 PRINT TAB(3) f "CALCULATES THE" t rem 188 220 PRINT "{2 spaces} FOLLOWING VALUES"

srem 230

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t commodore

230

240

PRINT PRINT

260 290

300 310

320

325 330

340

350

355 370

"FROM DATA YOU INPUT:" ; rem 123 TAB(4);"{2 DOWN ) 1 . MEAN"

; rem 160 STANDARD"

:rem 193

"DEVIATION" :rem 166 "{DOWN] 3. MEDIAN": rem 3 5

"{D0WN}4. RANGE": rem 219

250 PRINT TAB(4); "{dOWN}2

TAB ( 7 ) : TAB(4) TAB(4) :

PRINT

PRINT

PRINT

PRINT"{3 DOWN} PRESS [RVS1C[0FF} TO C

ONTINUE" :rem 20

GET a$:IF Z?<>"C" THEN 320 : rem 255

REM INSTRUCTION REQUEST : rem 9

PRINT" {CLr3":P0KE2 14, 10 : PRINT: P0KE21 1

,5:PRINT"DO YOU NEED" : rem 99

PRINT "{DOWN} INSTRUCTIONS (Y/N)?":G0S

UB7010

IF Z$="Y" THEN GOSUB 5010

REM DATA ENTRY

PRINT" {CLr3eNTER YOUR DATA

420 430

440

450

460

480 500 520

530 550 555 560

570

580

585

587

588

589

:rem 22 :rem 244

: rem 45 ONE"

:rem 199

: rem 26

:rem 55 INPUT"ENTB

:rem 26 : rem 155

380 PRINT"VALUE AT A TIME,"

390 PRINT "THEN PRESS RETURN."

410 POKE214, 10:PRINT:POKE211,0 R SAMPLE SIZE";N IFN>100ORN<2THEN5 710

PRINT:PRINT"{CLR] {4 DOWN }{ RIGHT) IF YO U MAKE AN ERROR" : rem 230

PRINT" {2 DOWN} {RIGHT] CONTINUE WITH EN TRY. " :rem 9

PRINT" {2 DOWN} {RIGHT] YOU WILL BE ABLE TO" :rera 28

PRINT" {2 DOWN} {RIGHT] CORRECT LATER."

; rem 98

470 PRINT" {2 DOWN] ERVS}{BLK} {4 RIGHT}PRES S ANY KEY {OFF}" : rem 148

GETZ$:IFZ$=""THEN480 s rem 141

FOR 1=1 TO N ;rem 36

PRINT " { CLR } " : POKE 214,ll!PRINT: P0KE2 1 1 ,0:PRXNT"DATA ENTRY # " ; I ; : INPUTR?

: rem 130 SA(I)=VALCR$) :rem 173

NEXT I :rem 34

REM ERROR CORRECTION REQUEST : rem 46 PRINT" { CLR ] ":POKE214,ll : PRINT: P0KE2 11 ,0:PRINT"DO YOU WISH TO MAKE" : rem 68 PRINT"ANY CORRECTIONS (Y/N)?":GOSUB 70 10 : rem 136

IF Z?="Y" THENPRINT"{CLR}":GOTO6000

; rem 80 REM CALCULATION OF MEAN AND STD. DEVI ATION :rem 250

PRINT " i CLR 3 " : P0KE2 14 , 9 : PRINT : P0KE211 , 5 : PRINT "{RVS 3 PLEASE WAIT {OFF ]": rem 48 POKE2 14, 11 : PRINT :POKE21 1,3: PRINT "STAT ISTICS BEING" :rem 151

POKE214, 13:PRINT:POKE211,6:PRINT"CALC

:rem 255 N

590

600 610 620 630 640 650 660 665

670 680

690 700

ULATED" FOR 1=1 TO SUM=SUM+SAI NEXT I MEAN=SUM/N FOR 1=1 TO

N

DFF=Df F+ ( SA ( I ) -MEAN ) T 2

NEXT I

SDDEV=SQR(DFF/(N-1 ) )

REM SORT OF DATA INTO NUMERIC

FL=0

FOR 1=1 TO N-1

IF SA(I) <=SA(I+1)

Q=SA(I)

THEN 740

: rem 45 :rem 22 : rem 31

srem 104 : rem 40

:rem 25 5 : rem 35

: rem 146 ORDER :rem 69

;rem 187

:rem 139 : rem 41 : rem 83

710 720 730 740 750 755 760 765 767 805 810 811

812

813 814 1290 1310

1320

1330

1340

1350

1360

1370 1375

1380

1480

1490 1495

1510

rem

141

rem

177

rem

154

:rem 35

rem

247

rem

182

rem

233

rem

147

rem

174

rem

243

SACI)=SA(I+1)

SA(I+1)=Q

FL=1

NEXT I

IF PL=1 THEN 670

REM CALCULATION OF RANGE

RG=SA(N)-SA(1)

LR=SA(1}

HR=SA(N)

REM CALCULATION OF MEDIAN

IF N/2 <>INT(N/2) THEN 814 : rem 8

IF SA(N/2)=SA(N/2+l) THEN MDD=SA(N/2)

: rem 191

IF SACN/2)<>SA(N/2+l) THEN MDD=(SA(N/

2)+SA(N/2+l))/2 :rem 202

GOTO 1310 :rem

MDD=SAClNT(N/2+l) ) : rem

REM PRINT RESULTS TO SCREEN : rem PRINT "{ CLR } CALCULATION RESULTS "

: rem PRINT" **********************"•

:rem PRINT "{ DOWN } SAMPLE SIZE";SPC(3)

: rem PRINT "(DOWN] MEAN (X BAR)"?SPC(2) (MEAN*10000+.5)/10000 : rem

154 219 210

138

110

N 212

INT 78 PRINT "{DOWN 3 STD. DEV. " rSPC(5] fINTCSD DEV*10000+.5)/10000 :rem 46

PRINT " { DOWN 3 MEDIAN " ; SPC ( 8 ) : INT ( HDD* 1 0000+.5)/10000 PRINT " { DOWN 3 RANGE " ; PRINT" {DOWN 3 LOWEST

srem 25

:SPC(9) rRG:rem 153

SAMPLE"; SPC (1 ) ; LR

: rem 206 PRINT" {DOWN}HIGHEST SAMPLE" ;HR

POKE214,21:PRINT:POKE211,4 {RVS 3 PRESS ANY KEY{0FF3"; GET A5:IF A?="" THEN 1490 REM REQUEST TO CONTINUE OR

: rem I PRINT"

81

PRINT" {CLR} "i 1,0; PRINT "DO

5050 5060 5070 5080 5090

5110 5120 5130 5140

srem 142 : rem 191 END

: rem 96 POKE214, 11: PRINT: P0KE21 YOU WISH TO PROCESS"

: rem 113 (Y/N)?":GOSUB 7010

:rem 206

THEN POKE36879,27:PRINT"

: rem 160

; rem 180

SUBROUTINE : rem 35

PRINT" {CLR} {DOWN} THE MAXIMUM NUMBER"

:rem 3 "OF ENTRIES YOU CAN" : rem 22 "MAKE IS 100. THE" : rem 243 "MINIMUM IS 2." :rem 182

" { DOVJN }*********************"

: rem 29 : rem 43 rem 129 : rem 44 : rem 74

1520 PRINT"MORE DATA

1530 IF Z$<>"Y" {CLR 3 " :END 1540 CLR:GOTO 330 4900 REM INSTRUCTION 5010

5020 PRINT 5030 PRINT 5035 PRINT 5040 PRINT

PRINT PRINT PRINT PRINT PRINT

"{DOWN} THE MEAN IS THE "ARITHMETIC AVERAGE" "OF THE NUMBERS YOU" "ENTER. "

" { DOWN }*********************"

: rem 34 5100 PRINT "{DOWN} STANDARD DEVIATION"

:rem 156 "IS A MEASURE OF HOW" "WIDELY YOUR NUMBERS" "SPREAD FROM THE AVG . " DOWN} {2 RIGHT} PRESS

5150 5160

PRINT PRINT PRINT PRINT" {2

MORE" GET A5:XF

A$<>"M" THEN 5150

: rem 10 rem 210 rem 122 ' M ' FOR ; rem 57 ; rem 67

PRINT "{CLR} {DOWN} SINCE THE VALUES Y

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OU"

PRINT

PRINT

PRINT

PRINT

PRINT

PRINT

5230 PRINT

5240 5245

5250 PRINT TAB(4) . 5260 PRINT TAB (4) ,

11

5270 PRINT TAB(4): 5280 PRINT TAB(4):

jrera 97

6020

:rem 95

6030

:rem 52

:rem 118

6040

:reni 49

:rem 58

6070

:rem 203

6075

PACES }%

;retn 99

6080

:rem 129

"

6090

"ENTER TEND TO FORM A" "BELL CURVE (NORMAL" "DISTRIBUTION), THE" "STD. DEVIATION IS A" "MEASURE OF THE AREA" "UNDER THE BELL CURVE.

"{DOWN) NO. OF STD.{4 SPACES }% {SPACE}AREA" PRINT "DEV. {+/-)"

PRINT " {4 SPACES}

:rem 158

" { DOWN ] 1 " r TAB (1 6 ) ; " 68 . 3

jrera 142

"{down} 2"; TAB (16) ; "95.5

: rem 146

"{DOWN|3"?TAB(16) ; " 99 . 7

:rem 154

"{DOWN] 4"; TAB (16) ;"99.9

:rem 158

5290 PRINT" {DOWN} {2 RIGHT} PRESS 'M' FOR M

ORE"; rrem 105

5300 GET A5:IF A5<>"M" THEN 5300 : rem 61

5430 PRINT"{CLR} { DOWN]*******************

**" trem 179

5435 PRINT "{D0WN}THE MEDIAN IS THE"

: rem 191 5440 PRINT "VALUE AT THE MID-" : rem 152 5450 PRINT "POINT OF YOUR DATA." trera 85 5460 PRINT" {3 DOWN}PRESS 'M' FOR MORE"

: rem 21 5470 GET A$:IF A5<>"M" THEN 5470 : rem 77 5490 PRINT "{CLR}[2 D0WN}THE RANGE IS THE " trem 35

5500 PRINT "DIFFERENCE BETWEEN" : rem 112 5510 PRINT "YOUR LOWEST DATA" : rem 227 5520 PRINT "VALUE AND THE HIGHEST .": rem 8 5530 PRINT "{D0WN}THE RANGE IS A QUICK-"

:rem 132 5540 PRINT "AND-DIRTY ESTIMATE" : rem 135 5550 PRINT "OF THE SPREAD." ; rem 3 5560 PRINT "{2 DOVJNlTHE STD. DEVIATION"

J rem 96 5570 PRINT "IS MORE RELIABLE." ; rem 223 5 580 PRINT "{4 DOWN} {2 RIGHT} PRESS 'S' TO

START" :

5590 PRINT "{5 RIGHT}THE PROGRAM" 5600 GET A$:IF A5<>"S" THEN 5600 5610 RETURN :

5700 REM ERROR TRAP FOR TOO LARGE

E !

5710 POKE214, 10: PRINT: P0KE211, 18: PRINT"

{4 SPACES}" :rem 13 2

5720 GOTO 410 : rem 156

5730 REM DISPLAY CORRECTION OPTIONS

: rem 23 7

5740 PRINT" {CLR) ": POKE214, 21 : PRINT : P0KE21

1, 0 : PRINT "{RVS} {BLK}A=AMEND T=TABLE

{SPACE}Q=QUIT{0FF} "r :RETURN ; rem 36

5810 GET2 5 : IFZ$=" "0R(Z5 <> "A"ANDZ5<> "T"AND

Z$<>"Q" )THEN5810 : rem 35

5820 KL=0:IFZ$="T"THENKL=1:GOTO 6130

trem 96 5830 IFZ$="Q"THEN587 i rem 130

5840 PRINT" {CLR}" :rem 53

5900 REM ERROR CORRECTION SUBROUTINE

trem 68

6000 POKE214, 11:PRINT:POKE211,0:PRINT"REM

EMBER INCORRECT {4 SPACES } SAMPLE # (Y

/N)?":GOSUB 7010 trem 10

56 COMPUTEI July 1984

6110

6120 6130

6140

6145

6150

6160 6165

6170

6180 6190 7010

7020

IF2$="N"THEN6130 trem 157

PRINT" { CLR} " : POKE214 , 6 : PRINT: P0KE211 ,1:INPUT"THE SAMPLE #"?EN$ trem 118 EN=VAL ( EN$ ) : IFEN>NOREN< lORENo INT ( EN )THEN 6030 trem 131

POKE214,8:PRINT:POKE211, 1: PRINT "SAMP LE";EN :rem 179

POKE2 14, 10: PRINT :P0KE211, It PRINT "VAL UE="?SA(EN) trem 190

POKE214, 12tPRINT:POKE2H, 1 :INPUT"YOU R NEW VALUE"; C:SA( EN )=C trem 184 POKE214, 14: PRINT :P0KE211,1: PRINT" {2 DOWN} MORE CHANGES ( Y/N) ?" :GOSUB 7 010 :rem 136

IFZ ?= " Y" THENPRINT " { CLR } " t GOTO 6000

trem 123 GOTO 587 trem 166

G0SUB5 740 :POKE214,0: PRINT tP0KE2 11,0

trem 150 IFKL=0THENPRINT"THESE ARE THE FIRST {3 SPACES} TEN VALUES ."; K=l : GOTO 6150

trem 47 PRINT "THESE ARE THE NEXT {4 SPACES }TE N VALUES," trem 247

POKE214, 3 tPRINTtP0KE21I,ltPRINT"ENTR Y"rSPC(5) ; "VALUE" t rem 82

FF=0:FORK=KTOK+9:FF=FF+1 trem 247 IFK> 1 00THENK=K+9 :NEXT : G0T058 7

trem 113 POKE214, FF+5 t PRINTS P0KE211 , 1 s PRINTK; TAB (11) ;SA(K) trem 15

NEXT K trem 89

GOTO 5810 trem 215

GETZ5:IFZ$=""OR{Z5<>"Y"ANDZ$<>"N")TH EN 7010 trem 201

RETURN trem 169

Program 2: 64 statistics

rem 128

130

trem 46

trem 73

140

rem 172

A SAMPL

180

rem 184

200

210

Refer to the "Automatic Proofreader" article before lyping this program in.

80 POKE53280,0:POKE53281,0 trem 189

90 DIM SA(300) trem 187

95 REM GENERAL INTRODUCTION trem 242

120 PRINT" {CLR} " t POKE214, 10 : PRINT i P0KE2 II , 14 : PRINT " { RVS } STATISTICS { OFF } "

; rem 147 POKE214, 12: PRINTS P0KE211, 17 t PRINT" {RVS} FOR {OFF}" trem 215

POKE214, 14 s PRINT :P0KE211, 10 t PRINT" {RVS}NON-STATISTICIANS{OFF}" trem 231 FORK=lTO2000iNEXT trem 23

PRINT " { CLR } " : P0KE21 4 , 4 : PRINT : P0KE2 1 1 , 14:PRINT"{CYN}THIS PROGRAM" : rem 165 POKE214, 5:PRINTtPOKE211, 13 : PRINT"CALC ULATES THE" trem 219

220 P0KE2 1 4 , 6 t PRINT t P0KE2 1 1 , 1 2 : PRINT " FOLL OWING VALUESt" trem 213

240 POKE214, 10tPKINT:POKE211 , 15 :PRINT"1 . {SPACE} MEAN" trem 202

2 50 POKE214, 12 : PRINT :P0KE211, 15 t PRINT "2. {SPACE} STANDARD" trem 254

260 P0KE214, 13 t PRINT tP0KE211, IS t PRINT "DEV lATION" trem 245

290 POKE214, 15 : PRINT t POKE2 11 , 15 i PRINT "3 . {SPACE} MEDIAN" trem 99

300 POKE214,17tPRINTtPOKE211,15:PRINT"4. {SPACE} RANGE" trem 29

310 POKE214,22:PRINT:POKE211,10iPRINT"PRE SS 'C TO CONTINUE" trem 108

320 GETZ$:IFZ?<>"C"THEN 320 trem 255

322 REM INSTRUCTIONS REQUEST : rem 89

325 SUM=0 : MEAN=0 : DPP=0 : SDDEV=0 : RG=0

irem 152 330 PRINT" ECLR}";POKE214, 12: PRINT: P0KE211

,5:PRINT"DO YOU NEED INSTRUCTIONS (Y/

N)?" trem 128

340 GOSUB 7010 irem 223

350 IF Z$="Y"THEN GOSUB 5010 : rem 244 35 5 REM DATA ENTRY : rem 45

410 PRINT" {CLR}":POKE214, 10: PRINT: P0KE211

,6:INPUT" ENTER SAMPLE SIZE";Ntrem 190 420 IF N>300ORN<=1THENFORI=1488TO1498:POK

EI,32:NEXT:GOTO410 : rem 139

425 PRINT" {CLR}" : rem 255

430 P0KE214,2:PRINTiPOKE211,l :PRINT"IF YO

U MAKE AN ERROR, CONTINUE WITH"

:rem 119 440 POKE 2 1 4 , 4 : PRINT : POKE 2 1 1 , 1 : PRINT " DATA

{SPACE}ENTRY. YOU CAN CORRECT LATER."

: rem 75

500 FOR 1=1 TO N :rem 36

520 POKE214,9:PRINT:POKE211, 10 : PRINT"DATA

ENTRY #{4 SPACES} {4 LEFT 3 " ; I ; : INPUTR

$ : rem 96

530 SA(I)=VAL(R$) trem 173

550 FORJ=1450TO1468iPOKEJ,32:NEXTJ:NEXT I

: rem 17 555 REM ERROR CORRECTION REQUEST : rem 46

560 PRINT " { CLR } " : POKE2 14 , 1 2 : PRINT : POKE2 1 1 ,2 ;rem 176

561 PRINT"WISH TO MAKE ANY CORRECTIONS (Y /N)?" 5 rem 2

570 GOSUB 7010 :rem 228

580 IFZ?="Y"THENPRINT"{CLR3";GOTO6000

:rem 80

585 REM CALCULATION OF MEAN AND STD. DEVI

ATION :rein 250

587 PRINT" [ CLR} ":P0KE2 14, 11: PRINT :POKE2 11 , 14 : PRINT " t RVS } PLEASE WAIT { GPP } "

; rem 137

588 POKE214, 13 : PRINT; POKE211 , 6;PRINT"STAT ISTICS BEING CALCULATED" : rem 110

590 FOR 1=1 TO N ! rem 45

600 SUM=SUM+SA(I) :rem 22

610 NEXT I : rem 31

620 MEAN=SUM/N :rem 104

630 FOR 1=1 TO N : rem 40

640 DFF=DFF+(SA(I)-MEAN)T2 :rem 25 5 650 NEXT I :rem 35

660 SDDEV=SQR(DFF/(N-1) ) : rem 146

665 REM SORT OF DATA INTO NUMERIC ORDER

:rem 69 570 FL=0 :rem 187

680 FOR 1=1 TO N-1 :rem 139

690 IF SA(I)<=SA(I+1) THEN 740 : rem 41 700 Q=SA{I) :rem 83

710 SA(I)=SA(I+1) irem 141

720 SA(I+1)=Q :rem 177

730 PL=1 irem 154

740 NEXT I :rem 35

750 IF FL=1 THEN 670 : rem 247

755 REM CALCULATION OF RANGE : rem 182 760 RG=SA(N)-SA(1) : rem 233

765 LR=SA(1) srem 147

767 HR=SA(N) : rem 174

805 REM CALCULATION OF MEDIAN : rem 243

810 IF N/2 <>INT(N/2) THEN 814 : rem 8

811 IF SA(N/2)=SA(N/2+l) THEN MDD=SA(N/2)

: rem 191

812 IF SACN/2)<>SA(N/2+l} THEN MDD=(SA(N/ 2)+SA(N/2+l))/2 trem 202

813 GOTO 1310 :rem 154

814 MDD=SA (INT (N/2+1 ) ) : rem 219

1290 REM PRINT RESULTS TO SCREEN : rem 210 1310 PRINT " { CLR } " : P0KE2 1 4 , 3 : PRINT : P0KE21 1

, 10:PRINT"CALCULATION RESULTS"

:rem 69 1320 POKE2 14, 4 : PRINT ;P0KE21 1,9: PRINT"****

*****************" :rem 146

1330 P0KE214, 6 : PRINT :P0KE21 1,7: PRINT "SAMP

LE SIZE"rSPC(10) rN :rem 122

1340 POKE214,8:PRINT:POKE211 , 7 : rem 25 1345 PRINT"MEAN{X BAR) " r SPC ( 10) ;INT(MEAN*

10000+.5)/10000 srem 113

1350 POKE214, 10:PRINT:POKE211,7 : rem 67 1355 PRINT"STD. DEVIATION" ; SPC ( 7 ); INT ( SDD

EV*10000+. 5)/10000 :rem 186

1360 POKE214,12:PRINT:POKE211,7 ; rem 70 1365 PRINT"MEDIAN" ;SPC(15 ) ; INT (MDD*10000+

.5)/10000 trem 59

1370 POKE214, 14: PRINT :P0KE21 1,7: PRINT "RAN

GE";SPC( 16) ; RG : rem 110

137 5 POKE214 , 1 6 : PRINT : P0KE2 1 1,7: PRINT " LOW

EST SAMPLE VALUE" r SPC( 2 ) r LR : rem 245 13 77 P0KE214, 18: PRINT :P0KE21 1,7: PRINT "HIG

HEST SAMPLE VALUE" ; SPC ( 1 )? HR : rem 34 1480 P0KE214, 22: PRINT :P0KE21 1,13: PRINT"

[RVS] {YEL} PRESS ANY KEY{0FF} {CYN ) "

:rem 193 1490 GET A?: IF A$="" THEN 1490 : rem 191 1495 REM REQUEST TO CONTINUE OR END

:rem 96 1510 PRINT" {CLR)": POKE 2 14, 12 : PRINT: P0KE21

1,3 :rem 221

1520 PRINT"WISH TO PROCESS MORE DATA (Y/N

)?" :rem 73

1530 GOSUB 7010 :rem 17

1535 IFZ$="N"THENPRINT"ECLR}":END ; rem 78 1540 P0RI=1T0N;SA(I )=0:NEXT:GOTO 325

:rem 180 4900 REM INSTRUCTION SUBROUTINE : rem 35 5010 PRINT"{CLR} ":POKE214,3:PRINT:POKE211

,6 : rem 175

5020 PRINT"THE MAXIMUM NUMBER OF ENTRIES

(SPACE) YOU" :rem 12

5030 P0KE214, 5 : PRINT :P0KE2 11,1; PRINT "CAN

{space) MAKE IS 300. MINIMUM NUMBER I

S 2 . " :rem 73

5050 P0KE214 , 9: PRINT: P0KE211 , 5 : PRINT "THE

{ space }MEAN IS THE ARITHMETIC AVERAG

E" : rem 137

5070 P0KE214,ll:PRINT;POKE211,l:PRINT"OF

{SPACE} THE NUMBERS YOU ENTER."

;rem 135

5100 POKE214, 15;PRINT:POKE211, 5:PRINT"STA NDARD DEVIATION IS A MEASURE OF"

;rem 198 5120 P0KE214, 17: PRINT: POKE211,l:PRINT"HOW WIDELY YOUR NUMBERS SPREAD FROM"

; rem 104

5130 POKE214, 19:PRINT:POKE211,l:PRINT"THE

AVERAGE. " :rem 91

5140 PRINTTAB(9) ; "(2 DOWN) [RVS } (GRN} PRESS

ANY KEY FOR MORE [ OFF }( CYN ) " : rem 50

5150 GET A$:IF A$="" THEN 5150 : rem 185

5155 PRINT"[CLR}" : rem 52

5160 POKE214, 1: PRINT :P0KE2 11, 6: PRINT "SINC

E THE VALUES YOU ENTER TEND TO"

:rem 140 5180 POKE214,3;PRINT:POKE211,l:PRINT"FORM A BELL CURVE (NORMAL DIST.), THE"

trem 193

July 1984 COMPWTEI 57

5200 POKE214,5:PRINT:POKE21I,l : PRINT "STD. DEVIATION IS A MEASURE OF THE AREA"

:rem 84

5220 POKE2 14, 7: PRINT ;P0KE2 11,1; PRINT "UNDE

R THE BELL CURVE." i rem 79

5230 POKE214,9:PRINT:POKE211,5:PRINT"NO.O

F STD.DEV.";SPC(6);"% AREA" : rem 16

5 245 POKE214,10!PKINT:POKE211,5:PRINT"

";SPC{6);" ";rem 254

5250 PRINTTABC10) 7 " { DOWN}l" ; SPC( 15 ) ; "68.3

:rem 201 5260 PRINTTAB(10) r " { DOWN} 2" ; SPC( 15 ) ; "95 . 5

I rem 205 5270 PRINTTAB(10) f " { DOWN) 3" ; SPC( 15 ) ? "99 . 7

trem 213 5280 PRINTTAB{ 10 ) ; " { DOWN} 4" ; SPC{ 15 ) ; " 99 . 9

:rem 217 5290 PRINTTAB(9) ; "{2 DOVJN) {RVS } [GRN} PRESS ANY KEY FOR MORE {OFF } {CYN} " srem 56 5300 GET A$:IF A$="" THEN 5300 : rem 179 5430 PRINT" fCLR}" i rem 48

5435 POKE214,3!PRINT:POKE211,5iPRINT"THE {SPACE} MEDIAN IS THE VALUE AT THE"

: rem 3 7

5450 POKE214,5:PRINT;POKE211,l:PRINT"MID-

POINT OF YOUR DATA." trem 222

5490 POKE214 , 9 : PRINT: P0KE211 , 5iPRINT"THE

{SPACE}RANGE is THE DIFFERENCE BETWE

EN" I rem 205

5510 P0KE214,11:PRINT:P0KE211, 1: PRINT "YOU

R LOWEST DATA VALUE AND THE HIGHEST.

:rem 253

5530 P0KE214, 13: PRINT: P0KE211, 1: PRINT "THE

RANGE IS A QUICK-AND-DIRTY ESTIMATE

:rem 12

5540 P0KE2 1 4,15: PRINT : POKE21 1 , 1 : PRINT "OF

t SPACE} THE SPREAD. THE STD. DEVIATIO

N IS" :rem 238

5560 POKE214, 17: PRINT :P0KE2 11,1: PRINT "MOR

E RELIABLE." : rem 247

5580 PRINTTAB(4) J "{2 DOWN} { RVS} [GRN} PRESS

'S' TO START THE PROGRAM { OFF } {CYN} "

; rem 21 5600 GET A$:IF A$=" "OR ( A$ <> "S" )THEN 5600

;rem 33

5610 RETURN : rem 172

5810 GETZ$:IFZ$=""OR(Z$<>"C"ANDZ?<>"N"AND

Z?<>"Q")THEN 5810 : rem 31

5820 FL=0:IFZ5="N"THENFL=1:GOTO6130

srem 80 5830 IFZ5="Q"THEN587 : rem 130

5840 PRINT" (CLR}" srem 53

5900 REM ERROR CORRECTION SUBROUTINE

: rem 68 6000 POKE214, 12:PRINT:POKE211,3:PRINT"REM EMBER INCORRECT SAMPLE # (Y/N)?"

: rem 140

6010 GOSUB 7010 srem 15

6020 IFZ$="N"THEN6130 srem 157

6030 PRINT" tCLR}":POKE214,6:PRINT:POKE211

,6:INPUT"WHAT IS THE SAMPLE NUMBER";

EN5 :rem 241

6040 EN=VAL(EN$) : IFEN>N0REN<10REN<>INT( EN

)THEN6030 :rem 131

6070 P0KE2 14 , 8 : PRINT : POKE2 1 1 , 6 s PRINT " SAMP

LE";EN;SPC(5); "VALUE=" ; SA( EN) : rem 75

6080 P0KE214, llsPRINT: P0KE211 ,6sINPUT"ENT

ER YOUR NEW VALUE" ;C srem 8

6090 SA(EN)=C :rem 199

6096 POKE214 , 14 : PRINT: P0KE211 , 6 s PRINT" ANY

MORE CHANGES (Y/N)?" srem 215

58 COMPUTEI Jutyl<?84

6100 6110

6120 6130 6132 6134

GOSUB IF Z9^

7010 ="Y" THEN

srem 15

PRINT " [ CLR } " : GOTO6000

srem 123

GOT0587 :rem 166

PRINT" [CLR}" :rem 46

POKE214, 21:PRINT:POKE211,0 srem 65

PRINT"{RVS} {WHT} E2 SPACES ) C=CHANGE D

ATA {2 SPACES }N=NEXT TABLE {2 SPACES }Q

=QUIt{2 SPACES] {off}",- srem 198

6137 POKE214,2sPRINTsPOKE211,5 srem 26

6140 IFFL=0TH£NPR1NT"THESE ARE THE FIRST

[SPACE} TEN VALUES. " :K=1 :GOTO6150

srem 42 6145 PRINT"THESE ARE THE NEXT TEN VALUES.

srem 247

6150 POKE214, 6: PRINTS POKE211, 10:PRINT"ENT

RY";SPC( 12), -"VALUE" :reml79

6160 FF=0:FOR K=K TO K+9:FF=FF+1 srem 247

6165 IFK> 300THENK=K+9 sNEXT : GOT0587

srem 115 6170 POKE214 , FF+7 s PRINT: P0KE211 , 10 : PRINTK ;TAB(27),-SA(K) srem 72

6180 NEXT K srem 89

6190 GOTO5810 srem 215

7010 GETZ$sIF Z5=""OR(Z$<>"Y"ANDZ$<>"N")T HEN 7010 srem 201

7020 RETURN srem 169

Program 3: Atari statistics

Refer to the "Automatic Proofreader" article before typing this program in.

:} 100 GRAPHICS OsCLDSE 4«l:0PE|\t #3,4,0 ,"K:":POKE 752 , I : SETCQLOR 2,0,0

[E 1 10 DIM SA (300 )

C ! 20 REM ■rt=<:i;J:TillW*a.i ^^;JH»* *<■!.■£!

m \~i> POSITION 15,6:? " ;.-%rf':^iiiifc**<riH" : PD SITION 18,10:7 "lilli" : POSI TION 1 1,14:? "t:i»j:B^rf:h*.b**if.»TiT^"

;e. 14 0 FOR K = l TO 300: SA :K ) =0: NEXT K

;J150 -^ " CCLEAR3 " : FOSI T I GN 14, 3s 7 "TH IS PROGRAM" : POSITION 13,4:7 " CA LCULATES THE" 5 POSITION 12,5:? " FOLLOWING VALUES"

Fi 160 POSITION 9.6:? "FROM THE EATA Y OLS I NPUT ; "

:! 170 POSITIOt'J jA,?;-^ "1. MEAN": POSIT ION 14,11:? "2. STANDARD" : POSIT ION 17,12:7 "DEVIATION"

fir- 130 POSITION 14,14:'' "3. MEDIAN" :P0 SITIDN 14,16;'^ "4. RANGE"

LJ 190 POSITION 9,20:? "PRESS 'C TO C ONT I NUE" BET *tl,A:IF A<>67 THEN 200

Rem )rjrf.in=fc*i^x:>-*^ii»i*ir^iligi

SUM=0; MEAN=0; DFF=0: SDDEV=0: RG=0 •> " ICLEARJ " sPOSITION 5,12:7 "Do

you need instructions (y/n)?" GOSUB 1350 IF A=89 THEN GOSUB 830

REM omziMasiic

■^ " fCLEARl ": POSITION 9,11:7 "En ter 55imple size ";:INPUT N

W 280 IF N:300 OR N<=1 THEN FDR 1=28 TO 3a:POSlTIDN 1,11:7 CHR«(32): NEXT I:GDTD 27 0

Ed 290 7 " {CLEAR:- ": POSITION 5,2:7 "Ent er data one value at a time, C4 SPACES! then press return."

EC 300 POSITION 5,6:7 "In case of an e rror, continue tc!C3 SF'ACESJente r data. You will be able to (.7 SPACES! cor r ect later."

CD 310 FOR 1 = 1 TO N

0-

200

Hf

210

K

220

E!1

230

!IF

240

F--

250

e;

260

Fl

2'70

H3 320

OF 33 0 LE 34 0

GH 350 m 360

OP 37 0 EF 3S0

PE 390

F.1 4 00

CE 4 1 0 Nl 4 20 GH 4 30 CH 440 «A 4fl0 .'h 460 3ft 4 7 0 .'L 480

4 90

5 00 510 520 530

■: 540

CC 5 50

Pf 5 6t;l

Pfi 570

5; 530

K 590

•11 600

AE 6 10

i:l 620

;<! 630

Hi- 640

tij 650

tP 660

vfi 670

■ill 68 0 PC 690

flf 70 0

CP 7 1 0 IH 720

HB 7 30

fS 740

M 750

80 760 11 7 70 OQ 780

OJ 7 90 HF 800

HG 8 1 0

POSITION 7,12:? "DATA ENTRY tt " ; I ; : INPUT SA SA ( I > =SA

FOR J=22 TO 3B:P0SIT10N J, 12:7 CHRt <32) : NEXT J:NEXT I REM f^:Tini:»g.lrl:laf.**<n:W:IJaiJA;W1 ? " {CLEAR} ": POSI TION 3,12:? "Wi sh to mal-e any correctionB (y/n ) ?"

B03UB 1350 [F A = S'? THEM GOTO 1120

REh CgEIl['*«g:V*<n;M.lJia=f;i:M;i:i>»=luG:

? " CCLEAR> ": POSITION 15,12:? " P

LEASE WAIT" : POST TIDN 6,14:? "ST

ATISTICS BEINB CALCULATED"

FOR 1=1 TO N

SUH = SUI-t + SA ( I ) : NEXT I

MEAN = SLIM/N

FOR 1=1 TO N

DFF = DFF+ (SA ( I ) -MEAN) -2: NEXT I

SDDEV=SQR(DFF/ (N-1) )

REM i.-fil;>*Trrg»rf;!:«i>T:¥Tr

FL = 0

FOR :=1 TO N-1

IF SA ( I > < =SA M + I > THEN

a=SA •: I )

SA ( I ) =SA { I H )

BA< I +1 ) =D

FL= t

NEXT I

[F FL.= 1

REM

RG = SA iU)

LR=SA ( ) )

REM

IF M / 2 .

IF SA(tM/2)

A (N/2 )

IF SA(N/2)

J0

THEN 480

COLCUl-RTION OF Rft

SA ( I ) HP=SA (N>

I M T ( N .' 2 > SA (N/;

THEN 650

*■ 1 ) THEN MDD = S

THEN MDr) =

:SA (N/2+1 >

(SA(N/2)i-SA<:N/2+1) ) /2

GOTO 670

MDD = SA C iriT (N/2*l ' >

? " (C LEAR"! " : POS I r 1 D^4 10,2:'' LCULATION RESULTS" : POSI TION ;7 "*********«**««**»***»"

"CA 9 , 4

PnS I TION OSITION : POSITION

osiT I ON :

4.6:'^ "SAMPLE SIZE:":P

:6,6:'^ N

4.8;? "MEAN < X BAR > " : P

6.8:? INT (MEAN* 10000+0

. 5) / 10000

POSI TION 4,10:? " : POS! T ION 26,10 0001 + 0 . 5 ) / 1 0000 POS I T ION 4,12:':' ON 26, 12: ? HDD POSI TION 4,14:? N 26,14:? RG PDSI T JCJN 4 , 16; "> VALUE" : POSI TION POS' TION 4,18:?

VAL UE" : POSI TION POSI T ION 13, 22: ?

"LOWEST SAMPLE 26.16:? L R "HIGHEST SAMPLE

26, 18: ? HR

"l:Jr3abl.-l

(y,

"Wi

n ) ?"

GET tt 1 , A

REM kJJtlllarm^f.-^rf.TThffJTTrr

? " (CLEAR} ": POSITION 4,i:

sh to process more data

60SUB 1350

IF A=7a THEN GRAPHICS 0:END

FOR 1=1 TO N: SA ( I ) =0: NEXT I : GOT

D 220

Sfi 8 20 St 8 30

i'H 84 0

PB 350

REM ^■l'k%i;lir»**<»l.'»:^IJH:t.llt*4:r=

•^ " {CLEfiR> " : POSI TI ON 5,5:? "The (na>:imi.irn number of entries is

{3 SPAr:EB1300- while the minimu

m number is 2 . "

POSITION 5,9:'' "The CiMUl is the arithmetic average of the numb

ers you enter."

POSITION 5,13;? "The ;^J;ri>J:1:i>^*i is a measureof how wid numbers spread -fromthe

HJ 860

EA 870 EL 380

«L 890

PS 900

NJ 9 10

6N 920

HF

IS

U 950

HE 960

10,21:? "Press

key -f

e 1 y y a u r-

a ^' e r a g e . POSIT ION or more" GET «1 , A

? " CCL EAR> " iPDSITION 6,3:? "Sin ce the values you enter tend to

form a bell curve (Normal dist .), the Std. Deviation" POSITION 17, S:? " is a measure of theC4 SPACESDarea under the bell curve."

POSITION 3,9t? "No of Std.Dev.i +/•)": POSITION 3,10:? "

930 940

970

9 80

POSITION 29,9:?

ON 29, 10; ? "

POSITION 4, 12; ? V. " : POSITION 31 POSI TION 4,14:? V. " : POSITION 31 POSITION 4, 16:7 v. " ; POSITION 31 POSIT ION 4,18:? V. " : POSITION 31 POSITION 10,21: or more" GET #1,A

? " cclear;

7. Area": POS I TI Std. De

"<+/-) 1 12:? "68 "(+/-) 2 14:? "95 "(+/-) 3 16:? "99 "(+/-> 4 IB:? "99 ' "Press

Std . De 5 "

Std . De 7"

Std. De 9" 1 key f

NJ 9 90

:.H i 00 0

.P 10 10

)n 1020

: PC SI TION the value your data." 10:':' "The UIiUMs is t between your 1 owe

and the a quiet;-

t-. i Q h an d -

? INT (?

jDDEV* 10

EH

10 30

i-

1040

MEDIAN'

' : POSI TI

CE

1 050

8C

1060

RANGE" :

POSIT ID

EF 10 7 0

1 030 1090

4,5:? "The at the mid - point of POSITION 4, he difference st data value" POSI T [ ON 25, ! ] ; est. The range dirty"

? "estimate of the spread. The standard de'.'iation is more r elisble than thB(3 SPACESSspre ad . " POSITION 10,20:"^ "Press 'S' to

start" BET #1,A:IF A:;:83 THEN 1030