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The document provides an overview of various programming functions for the TI-83 Plus calculator, including DISP, OUTPUT, CLRHOME, LBL/GOTO, END/PAUSE, MENU, INPUT/PROMPT, STOP, and VARIABLES. It explains how to use these functions to display text, manage loops, and handle user input, along with examples for clarity. Additionally, it covers more advanced topics such as FOR and WHILE loops, conditional statements, and the use of strings in programming.

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0% found this document useful (0 votes)
11 views

Document 1

The document provides an overview of various programming functions for the TI-83 Plus calculator, including DISP, OUTPUT, CLRHOME, LBL/GOTO, END/PAUSE, MENU, INPUT/PROMPT, STOP, and VARIABLES. It explains how to use these functions to display text, manage loops, and handle user input, along with examples for clarity. Additionally, it covers more advanced topics such as FOR and WHILE loops, conditional statements, and the use of strings in programming.

Uploaded by

mohammed.regasse
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BEGINNING TOPICS

DISP Function
There are three ways to output text: DISP, OUTPUT, and TEXT. Right now
I will be covering the most basic of these methods, DISP. This command
displays a phrase on the next available line (the line closest to the top of
the screen with no text on it). This command is accessed through
PRGM>I/O>3. Remember to always start and end with quotes. Here
is an example:

: Disp "TUTORIAL"

OUTPUT Function
Computers have a different coordinate plain than standard mathematics
does; y starts at the top, while x starts at the left. The TI-83 Plus screen
is 8 characters tall by 16 characters wide:

While the DISP function is an important command, you will find yourself
using OUTPUT much more often. Unlike DISP, output prompts you for
a certain location, or coordinate, to output your text, plus it has
automatic text wrapping. This command is accessed through
PRGM>I/O>6. Start and end with quotes. Here is an example:

: Output(3,2,"TUTORIAL")
SHORTCUT! It is also perfectly fine to negate the closing quote and
parenthesis:

: Output(3,2,"TUTORIAL

CLRHOME Function
CLRHOME is an essential command, used for clearing the current screen
(frame). It is usually initially used at the beginning of the program to clear
the .prgm(name). at the top of the screen. Access it through
PGRM>I/O>8. I suggest you make it the first command at the beginning
of most frames. Here is an example:

: ClrHome
: Disp "HELLO WORLD"

Notice that this time there is no annoying "prgmTUTORIAL" at the top of


the screen before the main text.

LBL/GOTO Functions
The LBL command is used to label frames, duh. This command leads to
sloppy coding, so only use it when you have to; you WILL have to. The
GOTO command is used to go to a pre-designated frame. They are
accessed by going to PRGM>9 and PRGM>0. Here is an example:

: Lbl A
: ClrHome
: Output(4,2,"HELLO WORLD"
: Goto A

This will keep flickering the text 'HELLO WORLD'


on and off, until you press the ON button and
select QUIT.

The frame is labeled 'A', and the text 'HELLO WORLD' is


displayed at coordinates (4,2). Then the calculator is told to go
back to frame 'A', clear the screen (CLRHOME), and output the
same message again. This is all done at such a high speed that
it just flickers 'HELLO WORLD'. This is quite useless, so we need some
kind of command to stop this continuous loop, so it will actually be
useful...which brings me to my next point.

END/PAUSE Functions
What would you do if you entered in a command, and it kept looping over
and over, like the LBL/GOTO example? Well, the answer is simply to put
something there to say that the loop has got to stop. The END command
is used for ending loops or signifying that this is the end of the frame.
END is used in such loops as FOR, WHILE, GETKEY, INPUT, and many
others. The PAUSE command is used as a kind of dam, to wait for the user
to press ENTER before continuing on to the next frame or step and the
dam exploding and killing all the little villagers. They are accessed through
PRGM>7 and 8. Here is an example:

: Lbl A
: ClrHome
: Output(4,2,"HELLO WORLD"
: Pause
: ClrHome

MENU Function
Menus are widely used: to start games, to quit, to select a choice from a
list... So how do you make one? The TI is already programmed with a
neat little command called MENU. It is accessed through PRGM>C. Here is
an example:

: Menu("--MENU--
","BANANA",1,"ORANGE",2,"PEACH",3,"QUIT",X)

You cannot have more than seven items on the


menu, because the screen is only 8 characters high, and the title takes up
one of those lines. The first word in a menu is the title, and then the items,
and what frame to go to if they are selected.
INPUT/PROMPT Functions
INPUT and PROMPT are two ways to get the same outcome. They are both
commands to ask the user for some kind of input, be it number, letter, or
essay. INPUT needs more attention, and cannot just ask for a number and
end; but PROMPT can simply collect a variable and end its loop. INPUT can
collect STRINGS, but prompt cannot. Later I will teach you how to
compare the answer to a pre-set variable. This will lead into VARIABLES,
because they must be used here. The commands are accessed through
PRGM>I/O>1 or 2. Here are some examples and possible situations:

: ClrHome
: Prompt X
: Disp X
: Pause

: ClrHome
: Input X
: Disp X
: Pause
: Stop
: End

STOP Function
The STOP command overrides and stops any active processes. For
example, in the previous example, we used STOP to end the process of
asking for a variable and then outputting it. STOP is also commonly used
to end FOR loops (explained later). STOP is accessed through PRGM>F.

VARIABLES
Variables are seen every day: in algebra, in logic, in science, geometry,
etc. Since programming is a mix of math and logic, variables are used
extensively in it. They are used for defining a number or string and then
storing it as a single letter. This makes it much easier on the programmer
to call up a number (let.s say the number was
1,243,822,256,012,355,566,761). Variables are also used for numbers
which change, and you do not know what its previous value was. For
example, lets say a user.s score was 0, and you stored that value as the
variable 'X'. During a game, you do not know if the user got the entire
bonus, got any bonus at all, or got only partial score. In that case you
would tell the calculator to save the user's score as the variable X, and no
matter what it was before, the value would never be dependant on the
previous value (e.g. X+10, X+100000, X-4, etc.).

: ClrHome
: 250 A
: 500 B
: Output(2,1,A
: Pause
: ClrHome
: Output(2,1,B
: Pause

In this example, the numbers 250 and 500 were stored as the variables A
and B, to be later outputted at the coordinates (2,1).

REVIEW
CYLINDER AREA: Design a program to ask the user for the side length and
radius, and then output the area of the cylinder.
CYLINDER AREA ANSWER

COUNTING: Design a program that counts from 0 to 2000, and displays


every number, so you can see the numbers 0 through 2000 being
displayed on the screen.
COUNTING ANSWER

SIMPLE MOVEMENT: Design a program in which, first, the user selects an


option from a list: Up, Down, Left, Right, or Explode; and then, a single
character is displayed which performs the function.
SIMPLE MOVEMENT ANSWER

MORE ADVANCED
TOPICS
FOR Function
FOR is a function used, at a beginner's level, as a kind of wait function- it
counts from the first number to the second number at intervals of the
third number. It is also used to display something for a certain amount of
time. How it would work is for([variable A-Z], [starting number],
[ending number] , [interval]). The lower the number the less time
(duh). An END command must be put where you want the loop to end.
Sometimes STOP is also used to force the loop to end. This command is
accessed through PRGM>4. Here is a simple example:

: ClrHome
: For(A,0,50)
: Output(3,1,"THIS"
: End
: For(A,1,50,20)
: Output(4,2,"IS A"
: End
: For(R,9,500,10)
: Output(5,3,"TUTORIAL"
: End

The strings (lines of text) will appear one by one, FOR signifying
to the calculator to keep the line up for the designated time
before executing the next part of code. However, once the whole
program ends, there is a final END, and the calculator
automatically restarts the program once the user presses ENTER.

How END works behind the scenes: In this case, the calculator is told to
save into the variable .A. the changing value of 0 to 50. Since Basic is
such a slow language, .THIS. is outputted at the coordinates (3,1) for a
few seconds, or how long it takes the calculator to count from 0 to 50.

WHILE Function
While is also a loop: it continues until a certain condition is true. However,
unlike FOR, WHILE does not automatically add one to the value of a
variable each time around; you must tell it to add or subtract a certain
amount. This makes it more flexible of a loop. Here is an example of its
use:

: ClrHome
: 1 Y
: While Y 16
: 1 X
: While X 8
: Output(X,Y,"+"
: X+1 X
: End
: Y+1 Y
: End

Here's the breakdown: The screen is cleared and the value of


the variable 'Y' is set to 1. While Y is less than or equal to 16,
make the value of X equal to 1. While the value of X is less than
8, output at the coordinates (X,Y) a plus sign (+). Add 1 to the
value of X and repeat until X hits 8, at which point continue the outer loop
and set X back to 1. Also add 1 to Y. Therefore, this column of X's is
displayed over and over again, with the Y becoming 1 larger each time a
column is completed, until Y hits 16 and the program ends.

If you code While 1, the operation within this while loop will be
repeated forever, unless a command is in place to stop it, for
example if the user presses ENTER then the loop stops. If you
code While 0, the code between this and End will not execute.
This is because computers rely on bits, tiny jolts of electricity, to
transfer information. A small voltage stands for 1, and no voltage stands
for 0. Therefore, 1 stands for True, because there is a current present,
and 0 stands for False, because there is no current. A good way to
represent this is a light switch: when it's on, there is a current, and when
it's off, there is no current. So when you code While 1, what you are
actually saying is While True.

Compare This
Following is an example for a bit more advanced use of the FOR function,
you will find yourself using this much more often than the previous bit of
code. Some of the other functions used here are explained later in this
tutorial. I will compare 3 functions: FOR, WHILE, and LBL/GOTO. These
programs are exactly the same visually, although what really goes on
behind the scenes is drastically different. Please run all three of these
programs on your TI, in order to see the differences (e.g. the LBL/GOTO
example takes much more time than the others). I will try my best to
explain the behavior of these programs. Please first set your WINDOW to:

Xmin=-100
Xmax=100
Xscl=1
Ymin=-100
Ymax=100
Yscl=1
Xres=1

EXAMPLE I: FOR

: ClrDraw
: For(X,0,50)
: Circle(0,0,X)
: Text(0,0,"RADIUS:",X
: End
: Text(6,0,"DONE"

The drawing screen is cleared, and the variable X is


assigned the value of 0. A circle is drawn at the
coordinates (0,0) (in the center of the screen). Its
radius is set to 0. At the coordinates (0,0) the text
"RADIUS:" is displayed, with the value of X following it,
whatever that value may be. The command END tells the calculator to
execute the code between FOR and END until the value of X is 50. The
text "DONE" is then displayed.

EXAMPLE II: WHILE

: ClrDraw
: 0 X
: While X<50
: Circle(0,0,X)
: Text(0,0,"RADIUS:",X
: X+1 X
: End
: Text(6,0,"DONE"

The screen is cleared like before, and the value of 0 is assigned


to the variable X. While X is less than 50, A circle is drawn at the
coordinates (0,0) with a radius of X. At (0,0) the text 'RADIUS:' and the
value X are displayed. 1 is added to X, and this whole process is repeated
until the statement 'X is less than 50' is false (so X has to be more than
50). When this happens, 'DONE' is displayed.

EXAMPLE III: LBL/GOTO

: ClrDraw
: 0 X
: Lbl 1
: Circle(0,0,X)
: Text(0,0,"RADIUS:",X
: X+1 X
: If X=50
: Goto 2
: Goto 1
: End
: Lbl 2
: Text(6,0,"DONE"

The drawing screen is cleared, and 0 is assigned to X. The


following is assigned to frame 1: a circle is drawn at (0,0) with a
radius of X. 'RADIUS:' and the value of X are displayed, and the
value of 1 is added to X. If X is equal to 50, the calculator is told
to scan the program for a frame labeled 2; otherwise scan for a frame
labeled 1 and go there. If X is equal to 50, the calculator goes to frame 2
and the text 'DONE' is displayed.

As you can clearly see through the code, FOR is the cleanest and most
efficient way to draw a circle and keep increasing its size, then WHILE and
finally LBL/GOTO.

IF, THEN, ELSE, OR Functions


These are a few of the most widely used functions in programming,
because they compare values, inputs, strings, and variables. ELSE means
that if the variable is not a certain value, then whatever ELSE it may be,
do something. IF compares the value to a predesignated variable, and
THEN does something. The OR command compares the value to many
variables. IF, THEN, and ELSE are accessed through PRGM>1,2, or 3. OR
is accessed through TEST>LOGIC>2. Here is an example:

: ClrHome:Input "NMBR=",X
: If X=1 or X=2:Then
: Output(2,1,"1 or 2"
: Else:Output(2,1,"3 and UP"
: Pause
: ClrHome

Note: In order for ELSE to work, the comparison must use THEN. However,
these are usually inefficient commands. If you want to make this code
more functional, try this:

: ClrHome:Input "NMBR=",X
: If X=1 or X=2:Output(2,1,"3 and UP"
: If X3:Outout(2,1,"3 and UP"
: Pause:ClrHome

This revised version of the program uses two less lines of code, and works
the same.

STRINGS
STRINGS are a subdivision of variables, which store words, phrases,
letters, etc. They are used in conjunction with input, but they collect lines
of text, like 'Mary had a little lamb'. They are accessed through
VARS>STRING.>0-9. Here is a simple example:

: ClrHome
: Input "NAME:",Str1
: Output(2,1,"NAME IS: "
: Output(3,1,Str1
: Stop
: End

GETKEY Function
GETKEY is probably one of the most widely used functions. Did you know
that every button on the TI-83+ has a number assigned to it? GETKEY is
like INPUT, but it waits for a key press, not a number input. This is
sometimes used for moving a character or for menus. GETKEY is accessed
through PRGM>I/O>7. GETKEY is almost always, 90 per cent of the time,
used with the following formula:

: While 1
: getKey (variable A-Z)
: While (variable A-Z)=0
: getKey (variable A-Z)
: End

There is also a program that tells you the key value upon pressing the key,
if you don.t have a cheat sheet handy:

: While 1
: getKey A
: While A=0
: getKey A
: End
: Disp A
: End

Instead of using a variable, it is faster to use ANS; however, this cannot


be done when the getKey value must be used over and over again. The
whole procedure may be shortened as well:

: While 1
: getKey
: 'Do something here
: End

Not that you have to use 'A', you can use any other letter of the alphabet
Here is a simple program which utilizes GETKEY:

: ClrHome
: For(A,0,1)
: getKey V
: While V=0
: getKey V
: End
: If V=41
: Disp "YOU PRESSED MATH"
: If V=42
: Dsp "YOU PRESSED APPS"
: If V 41 or 42
: End
Behind the scenes: the screen is cleared, and the value 0 is
assigned to the variable A. The calculator collects a key press,
and if that key press is the MATH button, "YOU PRESSED MATH"
is displayed. If APPS is pressed, "YOU PRESSED APPS" is
displayed. If neither is pressed, nothing is done. The END command tells
the FOR loop to repeat with 1 more than its previous, but since this loop is
supposed to end when its value is 1, the program ends. Notice how much
cleaner the program looks without those LBL/GOTOs, even though it
would have taken a bit less* brainpower to code those than the FOR loop.

RAND, RANDINT, iPART, AND


fPART Functions
Sometimes in a program you must tell the calculator to automatically pick
a random number between two boundaries, and sometimes you use the
integer part, sometimes the decimal.

The RAND command picks a random number from 0.0000000001 to 1 and


displays it. You can multiply it by numbers or manipulate it to your needs,
like:

: 1+(rand*10)

The above can display any number, integer or not, from 1 to 11. But what
if you want only the integer part of it?

: iPart(1+(rand*10))

The above displays any integer between 1 and 11. But what if you want
only the decimal part?

: fPart(1+(rand*10))

A much easier way to select a random integer between 1 and 10 would be


the following:

: randInt(1,10)

RAND is accessed through MATH>PRB>1


RANDINT is accessed through MATH>PRB>5
IPART is accessed through MATH>NUM>3
FPART is accessed through MATH>NUM>4

LISTS
On your TI calculator, there are six standard lists: L1, L2, L3, L4, L5, and
L6. However, if you use these for storing program and game information,
they are very likely to get sabotaged by other programs which use the
lists and when you graph scatter plots. Therefore, your calculator has the
potential to hold hundreds of user made lists, which you may name with
any four letters and numbers. However, a number cannot be the first digit.
Create lists the following way:

: 10 dim(LTTRL)

In the above example, 10 is the number of slots in the list, and TTRL is
the name of the list. There is always a little L, accessed through
2ND>STAT>OPS>B, before the name of the list. To store the variable 'C'
into the first slot of the list TTRL, use the following formula:

:C LTTRL(1)

To call upon the first slot of the list TTRL and store it as the variable 'B'
(used for displaying high scores) use the following formula:

: LTTRL(1) B

MATRICIES
Matrices are just another form of lists, but they are used for storing very
large amounts of information. Create a matrix with the following formula:

: {2,3} dim([A])

2 and 3 are the dimensions of the matrix (tall x wide), and 'A' is the name
of the matrix.

REVIEW
ADVANCED MENU: Create a menu, without using the MENU function,
which has 5 choices, a title, and some kind of cursor.
ADVANCED MENU ANSWER

MOVE: Create a program in which a user-controlled character moves


around on a screen, and when they collide with a side of the screen they
appear on the other side. If they collide with a character, 'O' located at
the coordinates (1,1) the program ends and if they collide with an 'S'
symbol, located at random coordinates (not the same ones as the 'O'),
and if the user (a pi symbol) collides with it, the text 'BONUS' flashes 5
times, and the game continues, and 10 points are added to the score
(saved as a list).
MOVE ANSWER

DRAWING FUNCTIONS
CLRDRAW Function
CLRDRAW is like CLRHOME, except it clears the drawing screen. Consider
the TI-83+ as having screens: One where pictures, lines, and text go; the
second where outputs go. CLRDRAW is accessed through 2nd>PRGM>1.

TEXT Function
TEXT is like OUTPUT, except that TEXT is much smaller, and the
coordinate plain is pixel-based. TEXT doesn't have text wrapping, like
DISP. TEXT appears on the drawing screen, not on the output screen. The
TEXT screen is 62 pixels high by 94 pixels wide. The screen starts with the
coordinates (0,0) in the very top left corner. Text is accessed through
2nd>PRGM>0. Try this example below to get a sense of how the
coordinates work:

: ClrDraw
: Text(0,0,"(0,0)"
: Text(50,0,"(50,0)"
: Text(0,50,"(0,50)"
: Text(50,50,"(50,50)"

LINE,TANGENT,
VERTICAL, and HORIZONTAL
Functions
HORIZONTAL and TANGENT are the same thing, they both give you a
horizontal line. VERTICAL gives you a vertical line, and LINE gives you a
line from the first coordinate to the second.

NOTE: You should first set the graph window to:

Xmin=0
Xmax=94
Xscl=1
Ymin=0
Ymax=62
Yscl=1
Xres=1

Try the following example to give you a sense of what these functions do:

HORIZONTAL is accessed through 2nd>PRGM>3


VERTICAL is accessed through 2nd>PRGM>4
TANGENT is accessed through 2nd>PRGM>5
LINE is accessed through 2nd>PRGM>2

: ClrDraw
: Horizontal 50
: Text(0,0,"HORIZONTAL"
: Pause
: ClrDraw
: Vertical 50
: Text(0,0,"VERTICAL"
: Pause
: ClrDraw
: Tangent(50,2,"TANGENT"
: Pause
: ClrDraw
: Line(10,20,40,30)
: Text(0,0,"LINE"
: Pause
: ClrDraw

SHADE Function
SHADE does exactly what it should do: shade a certain region of the
screen. It is accessed through 2nd>PRGM>7. Here is an example:
: ClrDraw
: ZStandard
: Shade(-10,5)

Note: The command ZStandard is a short way to set the WINDOW to:

Xmin=-10
Xmax=10
Xscl=1
Ymin=-10
Ymax=10
Yscl=1
Xres=1

CIRCLE Function
Circle (obviously) creates a circle on the designated coordinates. It works
like this: Circle([X coordinate of origin],[Y coordinate of
origin],[radius]). The circle will look like an ellipse because the TI
screen is a rectangle, unless you set the screen to:

Xmin=0
Xmax=94
Xscl=1
Ymin=0
Ymax=62
Yscl=1
Xres=1

Here is an example:

: ClrDraw
: Circle(20,20,12)
: Text(0,0,"CIRCLE"

Pt-On and Pt-Off


Functions
Pt-On puts a dot at a certain location on the screen, and Pt-Off takes away
that dot. If you are forced to delete a dot during a program, use this
command instead of CLRDRAW, because the screen won't flash when this
is done. Note: first set your p to:

Xmin=0
Xmax=90
Xscl=1
Ymin=0
Ymax=90
Yscl=1
Xres=1

Here is a little program to accustom you to the Pt-On command.

: ClrDraw
: For(A,0,90)
: randInt(1,90) X
: Pt-On(X,A)
: End

This will randomly display pixels between (0,0) and (90,90). It will display
a total of 90 pixels.

NESTED LOOPS
Nested loops are two loops; say FOR and WHILE, working together, with
one loop inside of the other. This is a very common occurrence when a
certain process must be repeated over and over.

CHALLENGE: Create a program that draws a circle, without using the


CIRCLE function, and keeps increasing its size, in 10 lines of coding or less.
Use two types of loops. I strongly encourage you to at least try making
this program before continuing.
VIEW THE ANSWER

CHALLENGES
Now that you have learned to program, try to create the following:

 A guessing game, where the user guesses numbers until he gets a


random number selected beforehand by the calculator, with
difficulty levels.
 A fighting game, with health, a store, different enemies, weapons,
armor, etc, with graphics and animation.
 A quadratic formula program, which outputs the number of roots
and the x-intercepts upon the user inputting the values of A, B, and
C.
 A long division program, which outputs the whole answer and
remainder.
 A conversion program, which can convert:
o F into C
o C into F
o Cm into in
o In into cm

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