Simple Programming 12–5
File name 32sii-Manual-E-0424
Printed Date : 2003/4/24 Size : 17.7 x 25.2 cm
For output, you can display a variable with the VIEW instruction, you can
display a message derived from an equation, or you can leave unmarked
values on the stack.
These are covered later in this chapter tinder "Entering and Displaying Data."
Entering a Program
Pressing
z
d
toggles the calculator into and out of Program–entry
mode — turns the PRGM annunciator on and off. Keystrokes in
Program–entry mode are stored as program lines in memory. Each instruction
or number occupies one program line, and there is no limit (other than
available memory) on the number of lines in a program.
To enter a program into memory:
1. Press
z
d
to activate Program–entry mode.
2. Press
z
U
to display
!
. This sets the program
pointer to a known spot, before any other programs. As you enter
program lines, they are inserted before all other program lines.
If you don't need any other programs that might be in memory, clear
program memory by pressing
z
b
{
}. To confirm that you
want all programs deleted, press {
&
} after the message
@
&
.
3. Give the program a label—a single letter, A through Z. Press
z
letter. Choose a letter that will remind you of the program, such as "A" for
"area."
If the message
"!)
is displayed, use a different letter. You
can clear the existing program instead—press
z
X
{
}, use
z
or
z
to find the label, and press
z
b
and
.
4. To record calculator operations as program instructions, press the same
keys you would to do an operation manually. Remember that many
functions don't appear on the keyboard but must be accessed using menus.
To enter an equation in a program line, see the instructions below.