Programming in GW-BASIC

Programming in GW-BASIC

1st Edition - January 1, 1989

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  • Author: P. K. McBride
  • eBook ISBN: 9781483104225

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Programming in GW-BASIC provides a reference guide on GW-Basic along with a range of extra commands and functions. The book discusses starting a program, program planning and the essentials of GW-Basic, including the most commonly used commands; how data is stored in memory; how a program fits together; and the use of the keyboard and screen in editing. The text also describes graphics and color and the string-handling functions. The principles and concepts of program structures, such as the Paintbox program and chaining, and the use of the Turtle graphics, such as Logo and DRAW, are also considered. The book covers two of the key techniques for handling data in quantity (sorting into order and searching for specific items), statistical analysis, and display program. The text then tackles PEEK and POKE, which examine sections of memory and serve as alternative to PRINT for creating screen displays, and advanced graphics, which enables one to analyze the screen, develop first a double-size print utility, then a sprite designer and some movement routines. The selection is useful to computer programmers and students taking computer courses.

Table of Contents

  • Foreword

    Chapter 1: Starting to Program

    1.1 Why Bother?

    1.2 Computers and Programs

    1.3 Program Planning

    Chapter 2: GW-Basics

    2.1 Variables for Data Storage

    2.2 Direct Commands

    2.3 Programs and Line Numbers

    2.4 Editing

    2.5 The Function Keys

    2.6 Program Flow

    2.7 Decisions, Decisions

    2.8 Subroutines

    2.9 Program Files

    Chapter 3: Graphics and Color

    3.1 The PC Screen

    3.2 Graphics Commands

    3.3 Colorful Characters

    Chapter 4: Text and String Handling

    4.1 String Functions

    4.2 Hangman

    Chapter 5: Program Structure

    5.1 The Paintbox Program

    5.2 Chaining

    Chapter 6: Turtle Graphics

    6.1 Logo

    6.2 Draw-GW-Basic's Turtle Graphics

    6.3 A Logo Emulator

    Chapter 7: Data on Disk

    7.1 Sequential Files

    7.2 The Note-Processor Program

    7.3 Interlude-Time for a Game

    7.4 Footnote: Rule-Based Decisions

    9.2 Statistical Analysis and Graphs

    9.3 Stats Display and Analysis Program

    Chapter 10: Three-Dimensional Graphics

    10.1 3-D on a 2-D Screen

    10.2 Transformations

    10.3 3-D Transformations

    Chapter 11: Sounds Peculiar

    11.1 Sound

    11.2 The Mouse Organ

    11.3. Play

    Chapter 12: Delving Deeper

    12.1 Peek

    12.2 Hexadecimal to Denary

    12.3 The Hexdump Program

    12.4 Poke

    12.5 A Life Model

    Chapter 13: Advanced Graphics

    13.1 Sprites and Screens

    13.2 Screen Analysis through Get Arrays

    13.3 Denary to Binary

    13.4 Defining a Screen Image

    13.5 Reading the Screen with Point

    13.6 Sprites

    13.7 The Sprite Designer

    13.8 Put Screen Modes

    13.9 Moving Sprites

    Chapter 14: Linking to MS-DOS

    14.1 Finding Files

    14.2 File Management

    14.3 Directories

    14.4 The Shell command

    Chapter 15: Further Filing

    15.1 Random Access Files

    15.2 Potential Problems

    15.3 The Cheque Book Balancer

    15.4 Searching in Larger Files

    15.5 Indexed Files

    15.6 Addendum-Hex Dumps of Files



Product details

  • No. of pages: 256
  • Language: English
  • Copyright: © Elsevier 1989
  • Published: January 1, 1989
  • Imprint: Elsevier
  • eBook ISBN: 9781483104225

About the Author

P. K. McBride

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