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   6 22c1For use with microdrive etc.
   2 Press any key to continue
   1 p$=p$+f$(n):
   1 p$="TYPE OF KEYWORD: Function":
   1 p$="TYPE OF KEYWORD: Command":
   1 p$="TURN TAPE OVER":
   1 p$="STOP THE TAPE":
   1 p$="REWIND & START":
   1 p$="Press any key to continue":
   1 p$="PSION  
   1 p$="KEYWORD":
   1 p$="END OF SIDE A":
   1 p$="DICTIONARY"::
   1 p$="CHAPTER "+f$(s
   1 p$="CAPS SHIFT-6 TO STOP":
   1 ;"THIS PROGRAM IS INTENDED AS A   GUIDE TO THE KEYWORDS USED BY
   1 24c1Clears all variables in memory
   1 23f2Same as PEEK, for input-output'ports
   1 23c2Same as POKE, used with input-'output ports
   1 21c2As with PRINT, but uses'ZX printer instead of screen
   1 21c2As with LIST, but uses'ZX printer instead of screen
   1 21c1Copies the screen to the printer
   1 20f3SCREEN$ (l,c) gives character'at line l, column c, of screen'Also used with SAVE etc.
   1 20f3SAVE <name> LINE n: will GO TO n'after LOAD has completed'Also used with INPUT Ch.15
   1 20c3Used to check that'a program on tape  will LOAD'successfully
   1 20c3Loads program without deleting'existing one (except for line'numbers which overlap)
   1 20c3Loads program from cassette'and clears existing programs'and variables
   1 20c2Stores program and variables'on cassette
   1 19c1Sounds the loudspeaker
   1 18f3Reads keyboard and gives'character produced by key'currently being pressed
   1 18c2Halts program for specified time'(pressing a key resumes)
   1 17f3POINT (x,y) tells whether pixel'at x,y is ink or paper colour'(0 = paper, 1 = ink)
   1 17c2PLOT x,y sets pixel at x,y'to ink colour
   1 17c2Draws straight or curved lines'from current position
   1 17c2CIRCLE x,y,r draws a circle with'centre x,y and radius r
   1 16f3ATTR (l,c) gives attribute byte'(FLASH, BRIGHT, PAPER & INK)'at line l, column c
   1 16c3Sets paper colour on screen'Can also be used inside other'statements, as in PRINT PAPER n
   1 16c3Sets ink colour on screen'Can also be used inside other'statements, as in PRINT INK n
   1 16c3Determines whether characters on'screen will flash or be steady'Use in the same way as INK
   1 16c3Determines whether characters on'screen will be bright or normal'Use in the same way as INK
   1 16c2Controls overprinting of'screen characters
   1 16c2Controls inverse or normal video'of screen characters
   1 16c1Sets border colour
   1 15n3AT l,c sets PRINT and INPUT'position to line l,column c'of screen
   1 15n2TAB c moves PRINT or INPUT'position to column c
   1 15c2Allows data to be entered into'a variable from the keyboard
   1 14f3USR "a" gives start address of'user defined graphic a'Also used for machine-code Ch.17
   1 14f3CODE s gives the code of the'first character of string s'Also used with SAVE etc.
   1 14f2Used to express numbers'in binary form
   1 14f2Gives the contents of a single'byte of memory
   1 14f2CHR$ n gives character whose'code is n
   1 14c2POKE a,n sets value of byte at'address a to value n
   1 13n2Used in IF statements to reverse'true and false
   1 13n2Logical "or", usually used'in IF statements
   1 13n2Logical "and", usually used'in IF statements
   1 12c1Sets the dimension of an array
   1 11f2Generates pseudo-random number'between 0 and 1
   1 11c3Sets RND to start at a specified'place in its sequence'of random numbers
   1 10f3The ratio of circumference'of a circle to its diameter'(=3.1415927 approx.)
   1 10f2Trigonometric tan function'Argument in radians
   1 10f2Trigonometric sine function'Argument in radians
   1 10f2Trigonometric cosine function'Argument in radians
   1 10f1Trigonometric arctan function
   1 10f1Trigonometric arcsine function
   1 10f1Trigonometric arccos function
   1 10f1Raises argument to power of e
   1 10f1Natural logarithm to base e
   1 )+" OF MANUAL":
   1 "dictionary"
   1 "  Simply enter the keyword of
   1  your choice as you would in
   1  in the normal way"
   1  THE SPECTRUM BASIC";''';"IT PROVIDES A BRIEF DESCRIPTION OF EACH KEYWORD AS YOU ENTER IT"'''
   1  BASIC, using extended mode
   1  9f2Strips quotes from string,'evaluates as a string
   1  9f2Strips quotes from string and'evaluates as an expression
   1  9f2STR$ n gives string that would'appear if n were PRINTed
   1  9f2SGN n =1 if n>0, 0 if n=0 and'-1 if n<0
   1  9f2Gives integer part of numerical'argument (always rounds down)
   1  9f2Calls user-defined function'(see DEF FN)
   1  9f1Gives square root of argument
   1  9f1Gives length of string
   1  9f1ABS n gives positive value of n
   1  9c3Allows you to define'your own functions'(see FN)
   1  6c3Sets up a list of data items'for READ command'Also used with SAVE etc.
   1  6c3RESTORE n will reset pointer for'next READ to first DATA item'after line number n
   1  6c2READ v assigns to variable v'the next item in a DATA command
   1  5c3GO SUB n causes a jump to line n'When a RETURN is found, program'returns to command after GO SUB
   1  5c2Defines end of subroutine'(see GOSUB)
   1  4n3Sets the amount added to the'counting variable after each'loop in FOR-NEXT loops
   1  4n3Separates initial value & limit'in FOR-NEXT loops and string'slicing (Chap.12)
   1  4c1Last command in FOR-NEXT loop
   1  4c1First command in FOR-NEXT loop
   1  3n2Must always follow the condition'in an IF statement
   1  3n2"Not equal to"'Mainly used in IF statements
   1  3n2"Less than or equal to"'Mainly used in IF statements
   1  3n2"Greater than or equal to"'Mainly used in IF statements
   1  3c2Used with THEN'to execute code conditionally
   1  3c1Clears the screen
   1  2c2RUN n clears all variables and'executes program from line n
   1  2c2LIST n displays program listing'on screen from line number n
   1  2c2GO TO n causes program to jump'to line number n
   1  2c2For comments: anything after it'is ignored until next line
   1  2c2Erases all programs'and variables
   1  2c2Continues program after error'from line where error occurred
   1  2c1Used to display items on screen
   1  2c1Stops the program
   1  2c1Assigns a value to a variable