Now you stored A times 2 as A, so if you now press A, enter, your calculator will put out If you now press C, it will put out 6. If you press B, it will put out 3. If you press A it will put out If you press ABC it will put out 18x3x6.
Strings Strings can be found by pressing vars and then choose Strings or press 7. Strings can be stored just like values, only strings aren't numbers, but texts.
When typing texts it will be really annoying having to press alpha every time you want to type a letter. To solve this, press 2nd, alpha. Now alpha is locked until alpha is pressed again.
Lists Lists are lists of numbers. They can be found by pressing 2nd and then choose 1, 2, 3, 4, 5, or 6. To store a list of numbers, you need to put comma's between the numbers.
Now choose L1 and press enter. You can combine lists with values. For example: first you give A a value of 1 and B a value of Ans Ans is also a variable. It shows the answer of the last calculation the calculator made.
Now Ans has a value of 8. Ans has now a value of Now you know something about how this machine works, we can start building a program. Of course the first thing you need to do to make a new program is turn on your calculator. Then press the 'prgm' key. Then go to NEW pic. Next you press enter pic. When you found a good name press enter pic. You will be able to change the name afterwards, but I'll explain that to you in the advanced level. Now your program is made.
Now press 2nd MODE to quit. If you press prgm again you'll find your program in the list. To execute the program, just press enter. To edit the program press right and then press enter. Now you can edit the program. Do not forget the quotation marks! You can do this by pressing 2nd, del. Your cursor will now be line.
Now press enter to add a new line in front of the one your cursor is at. Press up to go to this line. So place the cursor at a random position on the second line and press enter. Press prgm and select Pause or press 8. Done will appear and you can do what ever you want again. To do so we need to add some lines. Firs edit the program. Now select the second line and insert 3 lines. Give all three lines the same job, to display nothing by typing Disp "".
Because there is nothing between the quotation marks, it will display nothing. Press enter to end the program. To finish this program ad one line at the end, saying ClrHome. Try to let it display your first and second name at the center of different lines. Play a little with it and get used to using these command's. Tips 1. This command first asks for the coordinates where the text will start.
When you are making a lot of programs you'll get to deal with the limited memory of the calculator. To save memory you can leave out the quotation marks and the braces at the end of command's like Disp or Output.
Disp 2. ClrHome 3. Pause 4. Now you are a bit familiar with making a program display something in the way you want it to, you can build your first functional program. This program will calculate the discriminant and both possibilities for X from a quadratic equation. I think it's best to begin right away. Of course the first thing you do is make a new program. Give it a fun name like ABC or Q.
The input part The first thing you want this program to do is to ask you for the values of A, B and C and memorize these values. Of course you are now going to use a type of variable: the value. You can give these letters a value inside a program in several ways. The difference between these ways is in the way the program displays the question.
Just say Prompt A,B,C. This way it will first ask for A, then for B and then for C. Luckily there are several more way's. This command will not work with the comma's, so you'll need to use three lines to let it ask for three values.
I also do not like this one, because you can't see what it's asking for. Luckily the Input command has an other way of using it. It will display the part between the quotation marks before entering the value and it will delete the question mark. Now to make it look nice, you may want to erase 'prgmABC' from the screen.
You have all ready learned how to do that: just add a ClrHome at the beginning of the program. Now to really finish the asking part you need to let it show you what A is, what B is and what C is. I do not mean the value of those, but where they are in the formula. In this part is the actual calculating taking place. With this program all those problems are solved. The program is a lot bigger then the last one, but it certainly looks nicer and works better.
Placing this line directly beneath the getKey command leads to a faster reaction of the program, because it immediately asks for a new key, in stead of checking all the following stuff first, which would be pretty useless.
These conditions have value 1 if true and value 0 if not. This is a short way of writing condition. Z may not be 3, so if it would count up and reach 3, it immediately goes to 0. Z may not be negative, so if it would count down and reach a value below 0, it immediately goes to 2.
I can, unfortunately, not type it. I do not know the reason of why the Else and Goto 3 commands needs to be placed there, but if they are not placed there, the program will quit. What does it do? Pressing up will cause the upper one to go to the bottom and the middle one to go to the top firs B, then C, then A.
Pressing down will cause the the bottom one to go to the top and the upper one to go to the middle firs C, then A, then B. This way you can rotate these three letters.
When you press enter it will ask you for a value of the upper one. Enter a value and press enter. Now you can rotate the three letters again.
When all three letters got a value, which is not 0, the program will enter the values of the discriminant and both possibilities for X. Now you can still rotate and change the values of A, B and C to make it calculate the discriminant and both X's for an other value of A, B or C. If you'd enter values for A, B and C which would cause the discriminant to be negative, the program would give an error, because it can not take the square root from a negative number.
I put an extra feature in the program, which will cause the program not to give an error, but make it display the fact that the discriminant is smaller than 0. After this you'd need to press enter and all values will be reset to 0. Here is a program which can turn normal numbers into binary numbers.
This program is a pretty small program, but it works perfectly fine. All it does is ask you for a number, and, once it's entered, it will calculate it's binary twins. It's pretty simple. If you'd want to, you can find out how it works exactly with some good looking. There is just one thing I need to point out: you must not enter a number greater then , because then the program will use the scientific notation for the binary number, which will cause the program to become inaccurate.
Here is a program I did not come up with myself, but found on the web. It's a kind of screen saver called bouncer. This program uses the graph screen. It draws a diagonal line across the screen, beginning on a random location on the screen. When it comes to the edge of the screen, it will bounce off and go on in another direction.
This way it will colour the screen and then erase itself again. It's pretty fun to impress your friends with. This is the main setup for a chatbot.
Real simple actually. This is just some welcome text. Enter here whatever you like. Or just delete this line. See it for yourself. Str 1 is a variable. It is explained in my beginners instructable. Basically, it stores text. Enter here any interaction you want the calculator to make. This program basically keeps waiting for you to enter text. If you do, it will check his 'catalog'.
If you have 'learned' it the text, it will do exactly what you have learned it to do. Let's take a look at the example. You must not forget the quotation marks, because otherwise this wont work. You can learn it as many things as you want and talk with it when you're bored. If the calculator does not know the text you entered, it will just ask for an other text and ignore the things you said.
Of course you can also mess with your friend's calculators. Here are two funny programs. They are easy to make on a friends calculator. This program will tell you your calculator has been blocked.
Next it will ask you for a code. The code in this case is As you can see it's a date. You will first have to enter If you do not, it will again ask you a number, until you do enter After you've entered 23, it will ask you for an other number. If you enter 11, it will go on and ask you for yet another number , but if you don't, it will go back to the beginning and ask you for 23 again. If you enter all three numbers in line correctly, the program will stop and your calculator will be unblocked.
The fun thing of this program is that you can not see if it's asking you for the first, second or third number, so others won't even know you have to enter 3 different numbers unless you tell them. You can enter any code. It's their code and they will know the code, but they won't know that is the code. There is just one thing a little disappointing about this program. You could easily quit the program by pressing On. The program will pause and give the option to quit.
Press quit and the calculator is unblocked without entering the code. By the way, this works with any program. If you run this program, your friend wont notice the difference with the calculator doing his normal work. Your friend will enter a question, for example take Be sure not to pull this trick just before a math test, because that could ruin your friends grade, which is unfair. As you might know, you can not rename a program. Although you can make a new program and copy the content of the program you'd want to rename to the new program.
Now you want it to be called ABC. You'll have to make a new program called ABC. Press enter and again enter. You now have two programs which both do the same thing.
You probably want to delete ABCD. Now you're seeing a list of everything stored on your calculator. Sellect ABCD, the program you want to delete, and press delete. Now your program is deleted:. When writing a program, you can call upon other programs as subroutines. To do so, edit a program, press PRGM, left and chose the program you want to call upon.
As you might know, your calculator has two memories: RAM and Archive. It's RAM memory is it's main memory and working memory. When you store a program, picture, list or other variable it will be stored on the RAM memory. Unfortunately once you made a lot of programs, you will see the RAM memory is relativly small. The program will be stored on the Archive memory, in stead of the RAM memory. This will result in the calculator being faster. Once a program is stored on the Archive memory, you can not run it, nor edit it.
Pictures can't be recalled, nor stored. To unarchive them, just go to the list, select the program you want to unarchive and press enter. These commands do not work with programs, but they do work with pictures. Select such a command, then press VARS, pictures and chose the picture you want to un archive. Other Tutorials. Manage preferences Agree and Proceed.
Control your cookie preferences You can control your preferences for how we use cookies to collect and use information while you're on TI websites by adjusting the status of these categories. These cookies help identify who you are and store your activity and account information in order to deliver enhanced functionality, including a more personalized and relevant experience on our sites.
If you do not allow these cookies, some or all site features and services may not function properly. If you do not allow these cookies, some or all of the site features and services may not function properly.
Accept all. News Center Contact TI. These cookies, including cookies from Google Analytics, allow us to recognize and count the number of visitors on TI sites and see how visitors navigate our sites. This helps us improve the way TI sites work for example, by making it easier for you to find information on the site.
0コメント