How to edit a program name on ti 84




















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While inside you program, you can find commands by pressing PRGM. INPUT [ Input ] : This command lets you create a variable under any arbitrary alphabetical character and will prompt the user to enter a value. Navigate to the programming screen by pressing the PRGM button. The next screen prompts you to enter a name. Choose a suitable name for your program e. You should still be inside the text editor. Begin creating a menu by pressing PRGM once more. This will bring up the control menu where you can choose commands or functions.

Next, we need to create options for the user to use. The first parameter we need to identify is the name is our menu. In this case it we will call it Choose a Shape. The following parameters are the options in our menu like: triangle, square, and circle. These will correspond to the labels you give them. You should format the menu function like so:. Lets focus only on one formula for this step. Before we jump into variables, we need to link your menu to where we are writing your formula.

You can also use the shortcut by pressing 9. It should look like this:. 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. It's pretty simple. I assume you know how the quadratic formula is formulated. Well, that is exactly what you need to do here. Now the calculating part is finished. The output part When putting out something, the first thing you want to is to have a clean writing area, so you need to clean the home screen with ClrHome.

Now you want the program to say the value of the discriminant and both possibilities for X. Of course you are gone do this with the Output command. I am only giving a suggestion.

But now there is one problem. When executed, it will show you what you want to know and place a big 'Done' through it. You don't want that, do you? If you can't think of a good formula, just wait and pay attention during science and chemistry class. There will pass by a nice formula. Now if you are not going to school anymore, you must by that damn smart you can think of a formula yourself, right? New command's Prompt Input. By now you know how to make a program output something and how to make it ask for a value, so why not make a program which can convert miles into kilometers and vice versa.

Because you know the ClrHome, Input and Output command and you know how to store variables inside a program, you can already make a program which can do one way. Of course you also can make another program which can do the other way. That is also possible. To do so we are going to use labels. With the Goto command you can give the program the task to jump directly to the label, no matter if the label is before or after the Goto command. Also with the Menu command you can make the program go to a label.

The Menu command explains itself actually, it creates a menu. We want to do this, because we want to be able to choose if we want to convert km to miles or miles to km. The Menu command is a bit complicated. After this command you first need to time the text you want at the top of the menu, then the text of the first option, then name of the first label, the the name of the second option, then the name of the second label and so on.

There is a maximum of 7 options. This is really easy. Just type the Lbl command and type an one after it: :Lbl 1 After this, the actual conversion program can start. This you can find at the beginning of this step. Be sure you take over the one to convert miles to km and not the other one. After taking this program over, you need to add one line: Stop. The program needs to know it has to stop there. If you do not add this line, it will go on to label 2 and ask you for the km.

So add this line! Now add label two and take over the conversion program at the beginning of this step. Here you don't need to add the stop line, because it must continue with the only job of label 3, stop.

So after the conversion program just add 'Lbl 3' and you're finished. Also after Lbl 3 you do not need to add a Stop command, because is the program lines end, the program automatically stops executing. The only difference is that this last option takes one more bit of memory space New command's Menu Lbl Goto Stop. You now know the basics of programming your calculator.



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