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arasian > support > education > tutorial

Ti-83 Basic
The Basics
     1.1: Getting Started
     1.2: The "Disp" Command
     1.3: The "Input" Command
     1.4: Strings
     1.5: If-Then Statements
     1.6: "For" Loops
     1.7: "While" Loops
     1.8: The "Getkey" Command
Creating Menus
     2.1: Lbl and Goto Commands
     2.2: The "Menu" Command
Graphics
     3.1: Setting up for Drawing
     3.2: Graphing
     3.3: Graph-Coordinates Drawing
     3.4: Screen-Coordinates Drawing
     3.5: Pictures
     3.6: "Input" Revisited
     3.6: Advanced Menus
     3.8: Dynamic Menus
     3.9: Dialog Boxes
Miscellaneous
     4.1: Memory Management
     4.2: Creating Lists and Saved Games
     4.3: Using with MirageOS
     4.4: Tips and Hints
The "Menu" Command

Menus are a good way for the program to interact with your users, and a good way for them to navigate your program. A simple menu is done with one command, the "Menu(" Command. It is accessed by going to [PRGM] {C}. It works like this:
:Menu("Title","Option1",Label1,"Option2",Label2)
A sample menu would look like this:
:Menu("Main Menu","New Game",NG,"Load Game",LD,"Save Game",SV,"About",AB,"Quit",Q)
Now, obviously, you will need to make Labels NG,LD,SV,AB, and Q somewhere in your program for the Menu to go to. You can only have seven options in your menu. So, try adding a menu to the front of your guess program with a start and quit option. For this quit option, just use the "Stop" command under your label.
Creative Commons License
The text in this tutorial is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.

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