Information
Quality Programs For The Electron
18 programs to help you make full use of the Electron's facilities; but not just listings - detailed explanations of these structured programs are given to help you learn sound programming techniques, and increase the power and creativity of your own programming.
There are 5 captivating games: GROAN, DRIVING, SNAKE, ROBOT, ARTILLERY
and 4 imaginative GRAPHICS programs: RUBIK'S CUBE, SPIDER, HEXAGONS, KALEIDOSCOPE
to help stretch your Electron's capabilities to the full.
But it doesn't stop there: useful home and small business APPLICATIONS can be achieved using programs dealing with telephone costs, petrol consumption and pie charting; and the Electron can be a powerful EDUCATIONAL tool with programs on Phases of the Moon, Speed Reading and Flashcards.
All 18 of the quality programs in this book are of lasting use, and will be of great value in helping you to make the most of your Electron.
The Author Simon was a lecturer in Computer Science at the University of Exeter from 1979 to 1983. He has now returned to his home in Australia to write and lecture. His broad experience in many walks of life expresses itself in his informal but informative style of writing.
First Sentence
The Electron is an early member of a new generation of micro-computers.