How to program a ti 84 plus silver edition




















Press the [PRGM] key. Type a greeting in double quotation marks. Your program is complete! To run the program: Your text message is…. Previous Post.

What species is Gigantopithecus? Next Post. What is the breach of duty of care under tort law? Beginners programming 4 - Hello world - This will be the first program you're going to make. You need to know a bit of how command's in BASIC program language work, so here are the most used command's explained. Most command's can be found under the prgm key when editing a program, but not every command.

If you can't find a command I'm using, press 2nd and then 0. You'll be in the catalog. Here you can find almost every command the calculator knows. CTL will show you these command's pic. If Creates a conditional test 2. Then Executes commands when 'If' is true 3.

Else Executes commands when 'If' is false 4. For Creates an incrementing loop 5. While Creates a conditional loop 6. Repeat Creates a conditional loop 7. End Signifies the end of a block 8.

Pause Pauses program execution until enter is pressed 9. Lbl Defines a label 0. Goto Goes to a label A. Menu Defines menu items and branches D. Return Returns from a subroutine F. Stop Stops execution G. DelVar Deletes a variable from within program H. Input Enters a value or uses the cursor 2. Prompt Prompts for entry of variable values 3.

Disp Displays text, value or the home screen 4. DispGraph Displays the current graph 5. DispTable Displays the current table 6. Output Displays text or value at specified position 7. ClrHome Clears the display 9. ClrTable Clears the current table 0. By choosing a program here you can call this program as a subroutine.

A lot of the command's in this list I never use, such as GetCalc , Get and Send because I never connect my calculator to an other calculator. I use Lbl and Goto a lot, but every time I use these, you can also place everything you would place under the Lbl in an other program and in the main program use prgm If you do so, be sure you put a Return command at the end of the subroutine program.

There are several types of variables. Most can be found under the key 'vars'. The main variables are values, strings and lists. If you want to store a variable, first type the value you'd like to give it, then the arrow and then the variable. Values Values are the green letters on your calculator. You can select them by pressing the green alpha key and then choose a letter. These letters can be given a number. Now press enter. The calculator will put out 9. Now press A and then enter.

You can do this with all letters and theta alpha, 3. 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! If you press up, one should be added to A and if you press down, one should be subtracted from A. Then it should show you the value of A. Unfortunately this program will not actually work like that. The problem is in the way Ans works. It takes the value of the last done calculation.

If you press up, Ans will be 25, so one will be added. But what it does next is look if Ans is To make sure the program does a good job, just give getKey an other value, K for example. You don't need to. You could make a program which does that for you: The program could look something like this: :Lbl 1 :getKey :Disp Ans :Goto 1 It is a really small but very handy program.

The only thing it does is repetitively display 0 until you press a key. When you do, it will display the value which belongs to the key and then again repetitively display 0. You could make the program to not display the 0 every time, but if you do, the program will only be a lot bigger and it will not remind you to the fact that if you do not enter a key, it will just go on with value 0. There is also another trick to remember the value of every key.

First count from the upper row of keys down to the row of the key you want. Let's say you want to know the value of prgm. It's row is row 4. Now count from left to right. New commands: getKey. In hardware, the calculator has just one screen, but in software, it has two.

You could use both to make the program work with, but you can only use one at the same time. Those screens are the home-screen and the graph-screen. Home-screen The home-screen is the screen where you enter a formula and the calculator shows the answer. This is also the screen where Done is shown when quitting a program. In fact, this is the main screen and is mosly used for simple programs or calculating programs, like the quadratic formula.

This screen is not that accurate, because it's just 16 by 8 positions 16 wide and 8 high. Some characters take several positions, like cos.

This one takes 4 positions in a row. Graph-screen The graph-screen is the screen where the calculator draws it's graphs. This screen is a lot more accurate, because it's 94 by 62 positions, or actually pixels. Every pixel can be turned on or off by the commands from the DRAW menu.

I recommend familiarizing yourself with these commands. They are very hand, but not that hard to understand. I will be posting an other instructable on how to draw on the calculator in the near future, explaining most commands given in the DRAW menu. Maybe you did not like the miles and kilometers program from the beginners level.

This could be because you had to close the program and restart it to enter an other value. What if I told you, you do not have to. In this step I will show you a way to make the program look nicer and be more handy.

When you press Enter, it will ask for a value of the one that's at the top. Enter a value and press Enter. It will calculate the other value and display it. Then the values will change to 0 and the program will ask for an other value of the one that's on top. When you press MODE, the program will stop. When you make a program which uses variables, I recommend to change all variables you're using to 0 at the beginning of the program. The 'and' and 'or' command can be found by pressing 2nd, math test and press left.

It could also be you didn't like the last quadratic formula program, because you could not see what you entered for A, B and C after getting the values for X, or maybe because if you'd only want to change the value of A, you'd need to restart the program and enter the same values for B and C all over again. 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.



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