BASIC XL, BASIC XE / programming / commercial
From: Michael Current (aa700@cleveland.Freenet.Edu)
Date: 01/18/92-12:40:57 PM Z
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From: aa700@cleveland.Freenet.Edu (Michael Current) Subject: BASIC XL, BASIC XE / programming / commercial Date: Sat Jan 18 12:40:57 1992 Reprinted from A.C.E.C. BBS (614)-471-8559 Power & Ease BASIC XL/BASIC XE by Tom Smith First Atari Computer Club of Spokane Atari BASIC may come with Atari computers, but it is not the BASIC that you should be using. BASIC XL and BASIC XE are the BASIC languages that everyone should be using. This is a bold statement, but let us take a look at these superior BASICs from OSS. OSS was the original producers of Atari BASIC, and they did a fine job of placing it in 8K. BASIC XL is the second generation of Atari BASIC and its total size has been increased to 16K. This jump in size was not done at a loss to the amount of memory available for programming. OSS uses a bank selected cartridge, so that at any time only 8K of the cartridge shows itself at a time. BASIC XE follows along the same lines, and is a further enhancement to BASIC XL. BASIC XE uses the same 16K bank selected cartridge, but on an XL/XE series computers it will load from disk an additional 11K of extensions and place this under the Operating System. This gives BASIC XE a total size of 27K with no loss of programming space. BASIC XL/BASIC XE share most of the same basic features that I will be discussing in this article, so I will just refer to BASIC XL for the rest of the article. I will leave this one final note on BASIC XE. If you own a XL/XE series computer (especially if you have or intend on getting a memory upgrade) then BASIC XE is your definite choice (with 128K of memory BASIC XE can give you 64K for program space and 32K for variables). The one big thing I enjoy about BASIC XL is its ease of use. BASIC XL makes a lot of tedious jobs associated with programming a snap. Have you ever had a problem of remembering to go back to CAPS after typing in a PRINT statement in lower case. Well, BASIC XL does not care what case your in when entering programs, you can ever be in inverse video. This makes program entry easy, and produces a easy to read listing. Also, Error messages are not given in cryptic numbers, but are given as a number with a word description of the malfunction. I should mention here that error codes are the same in BASIC XL as in Atari BASIC (Atari BASIC programs are 100% compatible with BASIC XL). Two more features that make BASIC XL friendly to use are Auto Line Numbering and program Renumbering. You can also delete either single lines or a range of lines with the DEL command. This is much cleaner and faster than typing a bunch of line numbers followed by 'Carriage Returns'. When it comes time to debug your programs two neat functions are the LVAR command and TRACE mode. LVAR produces a listing of all the variables used by a program and also the line numbers that they are used in. For those errors that you don't have a clue as to their origins you have the ability to TRACE a programs execution. In TRACE mode you run the program and the line number of the line about to be executed is displayed on the screen surrounded by square brackets. This continues until either 1) an error occurs 2) the end of the program is encountered 3) you stop execution with the 'Break' key. You will be absolutely amazed at how these features can make your programming a much more joyful experience over Atari BASIC. But wait, there is one more thing that makes your life easier. Are you tired of having to go to DOS for simple directory listing that gets erased anyway when you go back to BASIC ? BASIC XL solves this problem by having its own mini-DOS. You can get Directory listings, Protect & Unprotect files, Erase files, and Rename files without leaving BASIC XL. Talk about convenience ! The features discussed so far are just things that make your life easier in the immediate mode of BASIC XL. Now we can get into all the nifty new commands that you can use in the program mode. All the commands and structures of Atari BASIC are exactly the same in BASIC XL with the addition of the commands listed below. For the sake of space I will list the commands followed by only a short description (just enough to wet your appetite). FAST -Usually the first statement of your program. Allows your programs to run significantly faster than normal. BGET/BPUT -allows you to input/output a specified # of bytes from memory to a given device. DIM A$(4,40) -string arrays DPOKE/DPEEK -Poke/Peek two bytes of data into/out(of) memory (High/Low byte order) ELSE -IF something THEN do this ELSE do this instead INPUT "....";A -a statement can be printed before the computer waits for an input. MOVE -move chunks of memory around at machine language speed PRINT USING -you can define the format of a printed line by setting up a format string containing format commands and then supplying a list of the variables that contain the info you wish displayed in the different fields. RGET/RPUT -allows you to input/output fixed length records made of any combination of string and numeric data TAB -computer will TAB out a given number of spaces WHILE/ENDWHILE -While a given statement is true this l oop will continue to execute until it turns false ERR -can either return the # of the last error -OR- the line # where the last error occurred FIND -searches a string for a given sub-string and if found returns the location at which the sub-string starts. HSTICK -detects only horizontal movement of the joystick returning either 0,1,-1 VSTICK -same as HSTICK but detects vertical movement only PEN -returns the values in the lightpen registers LEFT$/RIGHT$/MID$ -allows you to pull a given # of characters from either the Left/Right side of a string or from the Middle(MID). HEX$ -allows you to convert a decimal # in a four digit Hexadecimal number (BASIC XL) allows you to use HEX #'s in your programs by placing a '$' before the number Player Missile Support BUMP -detects collisions between Players, Missiles, and Playfields PMADR -returns the location in memory that a given Player/Missile is occupying PMCLR -Clears a Player/Missile PMCOLOR -Specify color for Player/Missile PMGRAPHICS -Enable/Disable PM (Player/Missile) graphics PMMOVE -Move PM to any location on screen PMWIDTH -Define resolution of PM MISSILE -Allows parent Player to shoot a Missile Well there you have it. A very brief overview of the capabilities of BASIC XL/BASIC XE over Atari BASIC. You cannot go wrong investing the $39 (BASIC XL) or $49 (BASIC XE) to give your Atari the power of one these premier BASICs. >From the beginner to advanced programmer these two languages have it all. P.S. Prices quoted are Mail-Order -- Michael Current, Cleveland Free-Net 8-bit Atari SIGOp -->> go atari8 <<-- The Cleveland Free-Net Atari SIG is the Central Atari Information Network Internet: currentm@carleton.edu / UUCP: ...!umn-cs!ccnfld!currentm BITNET: currentm%carleton.edu@interbit / Cleveland Free-Net: aa700
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