ZX Computings - OpenLibra
ZX Computings - OpenLibra
ZX Computings - OpenLibra
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re<br />
crunching<br />
/e but<br />
sr hand, a<br />
program to<br />
sort and classify my butterfly<br />
collection" could turn out to<br />
be a nightmare. The following<br />
is a crude attempt to group the<br />
classes of programs which can<br />
be written and appropriate<br />
remarks on their respective<br />
difficulty factors.<br />
Numbercrunching<br />
These follow a relatively<br />
simple pattern; inputting the<br />
required parameters, fitting<br />
them into the "equation line"<br />
and displaying the results in a<br />
clear manner.<br />
Two subroutines should be<br />
considered almost<br />
indispensable to numbercrunching<br />
activities, one to<br />
round off numerical results to<br />
a desirable number of decimal<br />
places and the other to line up<br />
the decimal points. Answers<br />
like 34.5689302 inches or<br />
£67.24578945 lack realism<br />
and the sight of a VDU screen<br />
full of figure groups zigzagging<br />
from top to bottom is not only<br />
difficult to read, it is quite<br />
revolting in appearance.<br />
Always use TABln) to position<br />
columns, the semicolon as a<br />
delimiter encourages<br />
zigzagging.<br />
Quizzes<br />
Many sophisticated programs<br />
have been written under the<br />
general title of Computer-<br />
Aided-Teaching or Computer-<br />
Aided-Learning. Less<br />
ambitious but surprisingly<br />
useful programs are relatively<br />
easy to write (and certainly<br />
worth saving) based on<br />
questions and answers.<br />
Library<br />
EXPLOSIVE<br />
G A IVIES<br />
for «».,. Z X 8 1<br />
(liitadhy " *<br />
£ Tim Martncll<br />
An extra twist is to<br />
incorporate random selection<br />
of the pairs to stop the<br />
operator using a sequence.<br />
There is, however, an element<br />
of danger in this type of<br />
program. It tends to breed quiz<br />
addicts. Tape after tape is<br />
saved on all possible subjects<br />
until the entire household<br />
takes on the appearance of a<br />
Bamber Gascoigne Show.<br />
Games<br />
This area is undoubtedly<br />
popular and it cannot be<br />
denied that senior<br />
programmers in the<br />
professional classes devote<br />
many hours to thinking up<br />
new games or introducing new<br />
twists to existing ones.<br />
Unfortunately, a game<br />
program, unless particularly<br />
novel and interspersed with<br />
exciting animation takes a<br />
disproportionate time to<br />
program in relation to the<br />
subsequent playing time. As<br />
programming exercises they<br />
are superb. Whether many of<br />
them are really worth the tape<br />
storage is debatable. Consider<br />
for example the class of<br />
games which could be covered<br />
by the classification "Moon<br />
Landing". They all follow the<br />
same well-worn path . . . you<br />
are in some dangerous James<br />
Kirk situation . . . too much<br />
throttle and you run out of<br />
something or other . . . too<br />
little and you crack the surface<br />
of the moon or Mars or<br />
whatever particular member of<br />
the galactic regions happens<br />
to fit the title. They will all<br />
contain a couple of equations<br />
from the Newtonian tables,<br />
suitably embellished to fit the<br />
game. The most awkward<br />
thing to get right in<br />
programming such a game is<br />
the difficulty factor. Too hard<br />
and the player is frustrated;<br />
too easy and the game is<br />
described as boring.<br />
Enthusiasm<br />
The behaviour pattern of the<br />
players, however much care is<br />
taken with the programming<br />
details, is distressingly<br />
familiar. Great enthusiasm at<br />
first but declining<br />
exponentially towards<br />
complete apathy. For those<br />
who have a genuine love for<br />
game programming the<br />
following little tips may be<br />
found useful;<br />
Explain the rules concisely<br />
in the title page.<br />
Display as much animation