1978 4.11 1980

Vol.4 n°11 november 1979

Vol.4 n°11 november 1979

(byte_1979_11.jpg)

[editor : Carl T. Helmers Jr.] [publisher : Virginia Londoner (Virginia Londner), Gordon R Williamson] [art : Ellen Bingham, Wai Chiu Li, Christine Dixon, Holly Carmen LaBossiere, Deborah Porter] [cover : Robert Tinney] #Magazine

p.4 In this BYTE

p.4 In this BYTE

#Abstract

About the Cover: The theme for this issue is "Fun and Games", using the personal computer to implement dynamic in teractive forms of enjoyment not otherwise possible. In the cover by Robert Tinney, entitled "The Magic of Computers", we find the essence of an ancient shell game applied with a desk top computer as the missing pea.

p.14
p.14

One of the quickest ways to gain experience with a processor is to actually program and interface to it . The Intel 8086 16-bit processor is now available for evaluation as the SDK-86 single board computer. Steve Ciarcia evaluates the SDK-86 board. Page 14

p.26
p.26

The solution of games such as Soma Cubes and polyominoes presents the computer programmer with a nontrivial problem. Although the method of solution may seem quite straightforward, the actual implementation may use up excessive amounts of memory or time. This was one problem facing Douglas Macdonald and Yekta Giirsel when they started Solving Soma Cube and Polyomino Puzzles Using a Microcomputer. Their final program is capable of solving many problems of this sort in reasonable lengths of time on an 8 K byte machine. Page 26

p.66
p.66

Peter B Maggs takes readers behind the scenes to show how a programmer can design a board-game program using minimax theory, a technqiue used to maximize one's chances of winning a game. Read Programming Strategies in the Game of Reversi, a tutorial article with broad applicability in the field of computer games. Page 66

p.84
p.84

Implementing the data structures needed to simulate a chess game is a task that the average programmer is quite capable of performing . However, developing an effective method of defining the respective priorities for all the possible moves is a cumbersome task whose solution has eluded many programmers. W D Maurer illustrates the use of the game-tree diagram in a method called Alpha-Beta Pruning, a technique that offers a possible solution to this problem. Page 84

p.98
p.98

Owners of Commodore PETs often wish to have hard-copy printouts of data appearing on their machine's video displays. P K Govind gives advice on how to obtain hard copy in Interfacing the PET to a Line Printer. Page 98

p.104
p.104

Escape all your earthly restrictions and go into orbit with A Spacecraft Simulator. Gary Sivak has put together a BASIC program to put your celestial flight skills to the test. Page 104

p.113
p.113

One type of popular computer-game activity is the simulation of sports events. If you have ever wondered if the best baseball team of today could beat the best team of some long-past season, you may now be able to get at least a theoretical answer. Joseph Roehrig developed a system that uses real statistical data to simulate the play of baseball games, and he now shares it with us in The National Micropastime. Page 113

p.140
p.140

Using stacks can help to simplify otherwise very complex programming problems. In Stack It Up, Charlton H Allen demonstrates a simple procedure for evaluating mathematical expressions that employ stack control. Page 140

p.152
p.152

Have your recent endeavors with your personal computer been all work and n o play? Tony Estep discusses some of the basic principles involved in Writing Animated Computer Games. The software was written for the SOL-20, but with minor modifications will run on any VDM-based 8080 computer. Page 152

p.172
p.172

Even if you own a minimum computer system, you can still do interesting things with it. Charles A Kapps gives Five Useful Programs for the SC/MP which are suitable for minimum systems . The routines can be converted to other systems, such as the COSMAC VIP and KIM. Page 172

p.222
p.222

Do you need a simple device to show logic signals compared to the system clock? Frank DeCaro can help you to Build a Simple Digital Oscilloscope. Page 222

p.232
p.232

Where most people are particular about the computer they buy, they don't think twice about the most frequently used component of a system: the keyboard. The Cherry PRO Keyboard is Dan S Parker's choice and he tells us why. Page 232

p.6 Editorial, Is Pseudoscience Done by Computers

p.6 Editorial, Is Pseudoscience Done by Computers

[author : Carl Helmers] #Edito

Extract : «  One of my main tasks each month is reading all the manuscripts which are sent to BYTE by authors, who are often our readers. The number of well-prepared manuscripts which come our way is fantastic, and for obvious reasons of space we can only accept so many in a given interval of time. Thus, when an unsolicited article is received, we look for a certain uniqueness of idea and appropriateness for our readers. The article content of BYTE magazine is approximately 90% the result of unsolicited articles. Of course, exceptions occur, for example, the 6809 series by Joel Boney and Terry Ritter (which required a bit of encouragement in advance of its writing), or several of the articles on LISP in our August 1979 issue, which were solicited explicitly by guest editor John Allen. [...]  »

TABLE OF CONTENTS

Foreground

Foreground

p.26 SOLVING SOMA CUBE AND POLYOMINO PUZZLES

p.26 SOLVING SOMA CUBE AND POLYOMINO PUZZLES

The serious application of computers to game problems

[author : D Macdonald and Y Gürsel] #Algorithm #Listing #BASIC #Assembly #Book

Extract : «  The genesis of this article was an inexpensive puzzle consisting of twelve plastic pieces which are supposed to be fitted into a rectangular cardboard box. Despite assurances by experts (see bibliography, Martin Gardner) that there are 2339 separate and distinct ways of solving the puzzle, a year's work by a veritable platoon of people (mainly Yekta) produced only slightly more than 150 solutions.

Introduction

Polyomino puzzles and Soma Cubes are examples of a class of problems which are particularly suited to solution on a small computer. The amount of data needed in each case is relatively small, but the amount of calculation needed to do an exhaustive search for solutions is staggering.

For a set of Pentominoes, for instance, you need only encode the shapes of the twelve pieces and provide an array of sixty spaces into which you try to fit them. For a Soma Cube there are only seven pieces, which fit into an array of twenty- seven spaces. In both cases, all of the necessary data will easily fit into 2 K bytes of memory. However, the number of individual situations that would have to be considered in an unoptimized exhaustive search would be 3.2 X 10^16 for the Pentomino puzzle and 4.7 X 10^11 for the Soma Cube.

In this article, we will present a 6502 assembly language program which will solve a wide variety of puzzles of the sort where a given region, either two or three dimensional, must be filled with a given set of pieces. The program has been written in a general manner so that the shape of the region can be easily changed and certain pieces can be specified as fixed, in order to take advantage of symmetry. The number and shape of the pieces themselves can also be easily changed. [...]  »

p.66 PROGRAMMING STRATEGIES IN THE GAME OF REVERSI

p.66 PROGRAMMING STRATEGIES IN THE GAME OF REVERSI

A tutorial on using the minimax theory in designing a game

[author : Peter B Maggs] #GameBoard #Listing #BASIC #Book

Extract : «  Board games such as checkers or chess can be fun and challenging to play, and programs that play these games can be fun and challenging to write. This article covers some of the decisions I made and methods I used in the programming of a board game called Reversi. It examines in turn the choice of a game, the programming language, the data structure and the details of the program structure.

Choosing a Game

There are both legal and practical considerations in choosing a game to program. Since I earn a living teaching law, and program as a hobby, I will start with the legal aspects. Many games present no legal problems. For instance, chess and checkers are in the public domain and anyone is free to write programs for them, but copyrighted games could pose serious legal problems. While writing a program to play a copyrighted game solely for your own amusement at home would probably fall within the fair use exception to the copyright law, any attempt to distribute, publish or sell the program could be made only with the permission or tolerance of the copyright and trademark owner. There is a third category of game wherein the game itself is in the public domain, but playing equipment is sold under a trademark. Thus, while no one has any rights to three-dimensional tic-tac-toe, the manufacturer who sells sets for playing three-dimensional tic-tac-toe under a trademark has the right to prevent you from distributing a computer game with the same name. So, you are free to program and even sell three-dimensional tic-tac-toe, but you will have to make up your own name for it. [...]  »

p.104 A SPACECRAFT SIMULATOR

p.104 A SPACECRAFT SIMULATOR

A space-navigation game

[author : Gary Sivak] #Listing #BASIC #Simulation

Extract : «  This article describes a BASIC program that enables the user to design and put into orbit a multistage spacecraft launched from Earth-based conditions. By asking for engine throttle settings, thrust angles, and firing times, your computer puts you at the controls of a multistage spacecraft of your own design as you pilot it from the Earth's surface into orbit. Continuous data displays of the user's status after each maneuver are presented, as well as arrays of altitude and range information for possible plotting at the end of the mission. The following is a description of the program operation.

The program first asks for and verifies all ship design parameters, the first being the number of stages. Then the iteration time (dt) in seconds and the height in miles of the desired orbit are required. [...]  »

p.113 THE NATIONAL MICROPASTIME

p.113 THE NATIONAL MICROPASTIME

Simulating baseball games using actual statistics

[author : Joseph J Roehrig] #Algorithm #Listing #BASIC #DataAnalysis #Simulation #Sport

Extract : «  During the past few years I have spent too many Saturdays soldering integrated-circuit sockets into printed-circuit boards and have not had enough time to enjoy a good baseball game. I fulfill my need to participate in our national pastime by having my personal computer simulate the play of a baseball game. I can be the manager of any team I choose. All I have to do is input a few baseball statistics. Presto! Out comes a baseball simulation (assuming that the system I shall describe is set up).

System Demonstration

The search for baseball statistics is easy. The Sports Encyclopedia: Baseball, published by Grosset and Dunlap, has all that you could want. A program called Input (shown in listing 1) is used to enter the statistics into the computer. Figure 1 shows the program Input working. [...]  »

p.152 WRITING ANIMATED COMPUTER GAMES

p.152 WRITING ANIMATED COMPUTER GAMES

The essentials of producing animated video games

[author : Tony Estep] #Algorithm #Listing #Assembly #Method #Game

Extract : «  It has been quite some time since the arrival of memory-mapped I/O (input/output) boards upon the amateur computer scene, but the voluminous home computer literature rarely contains any listings of animated video games. Since it seems to me that there breathes not a hobbyist with soul so dead that he would not play one of these devilish little time wasters if he had one, I concluded that perhaps the lack of video games was due to some lack of information about how to get one up and going. This was certainly the case with me; I just started with a blank piece of paper and began scratching. But as the reader will see, there really is no mystery to it, and the results are well worth the effort.

A video game works just the same as an animated cartoon; there are a series of frames, each of which shows one or more of the objects in the picture in a slightly different position. Since the viewer's visual system has a certain persistence, the effect is one of continuous motion. In the case of a television picture, each frame is a single rewriting of the raster. This is very fast, and the flicker is seldom noticeable. A computer can pop information in and out of screen memory much faster than the monitor can rewrite its screen, so the programmer might think that computer games could represent extremely smooth movement. [...]  »

p.222 BUILD A SIMPLE DIGITAL OSCILLOSCOPE

p.222 BUILD A SIMPLE DIGITAL OSCILLOSCOPE

Display waveforms with light-emitting diodes

[author : Frank DeCaro] #Electronic #Build #Diagnostic

Extract : «  A digital-logic probe is a convenient device for examining signals. A typical probe has one or more light emitting diodes (LEDs) to indicate logic states. The LED lights to indicate a high (1) logic state, and turns off to indicate a low (0) logic state. It is not possible, however, to compare these signals with the state of the system clock. The system clock is the square wave source from which all other signals are derived. [...]  »

Background

Background

p.14 THE INTEL 8086

p.14 THE INTEL 8086

Hands-on experience with a system design kit

[author : Steve Ciarcia] #Review #Microprocessor

Extract : «  There has been a lot of talk about 16-bit microprocessors lately. You are probably interested in how they work and how they differ from present 8-bit microprocessors. This may seem more important to someone designing systems for a living rather than to the casual computer experimenter; but ultimately personal computing will be affected.

The majority of systems currently available use 8-bit processors primarily because few cost-effective 16-bit processors were available when these systems were designed. As new personal computers are conceived, the designers will have more 16-bit microprocessors to choose from, and in my opinion, the latter will win out. Software development is much more expensive than hardware development. It is much cheaper to write one line of code executing a hardware multiply instruction than to write an algorithm to do the same function on a processor devoid of this direct capability. Reduced cost of development should be reflected in lower retail cost. There are always exceptions to the rule, but once amortized and in volume production, the 16-bit microprocessor should prove to be the logical choice for medium to high-level applications. [...]  »

p.84 ALPHA-BETA PRUNING

p.84 ALPHA-BETA PRUNING

A programmers approach to simulating a chess game

[author : W D Maurer] #Algorithm #Method #HowItWorks

Extract : «  Sooner or later, almost everyone with a small system gets the idea of programming it to play chess, checkers, or some other two-person board game. Most of us give up before we start because we have no idea how to determine the best move in any given situation. The other aspects of playing a game are generally no problem.

We can see how to represent 64 squares on a board by 64 bytes in memory, each of which contains a code number which might be 3 for Bishop, 6 for King, or for a blank square, and so on. We can see how to write a program for each piece, determining where it can move in a given situation depending upon the rules of the game. For example, a Bishop can move as far as possible in any of four directions, so we have to write a program to search in one direction until it finds a square that is not blank (ie: the corresponding byte does not contain 0, the code for a blank square). If this square is n squares away from where the Bishop is currently positioned, then there are n — 1 possible moves that the Bishop can make in that direction. This loop is then repeated, once for each of the four directions.

Finally, we can see how to write a program that would find all of the pieces on the board, would determine the type of each piece, and would find all possible moves for each piece, according to its type. In this way we could get a list of all of the moves that could be made by one player in any given situation. But to find the best of these defies the low-level intuition that most of us rely upon.

In this article, I will describe a general procedure for programming board games, relying heavily on chess in my examples, but utilizing procedures that can be applied in any board game where you have to "look ahead." [...]  »

p.98 INTERFACING THE PET TO A LINE PRINTER

p.98 INTERFACING THE PET TO A LINE PRINTER

Connection through the PET user port plus a screen image-printing program

[author : P K Govind] #Interface #Algorithm #Printer

Extract : «  From both software and hardware points of view, this article presents a design example for interfacing the 8-bit user port on the Commodore PET 2001 personal computer to an external device. The design example will show how the user port may be used to develop a handshake interface to a line printer. We shall begin with a brief discussion of the programmable features of the user port. [...]  »

p.140 STACK IT UP

p.140 STACK IT UP

Use your microprocessors stack to your best advantage

[author : Charlton H Allen] #Listing #ALGOL #Assembly

Extract : «  Most microprocessors currently available employ a stack of some sort. This stack is either a scratch memory in the processor itself or an addressable programmable memory characterized by retrieval of information in the reverse order of storage using a pointer. In the common parlance, a stack is a LIFO (last in first out) mechanism. It is a very useful feature for preserving the proper order of subroutine call and return points with minimal hassle. Experienced programmers using 8080 type machines quickly discover its other uses; for example, a direct register store instruction is three bytes long on the 8080, whereas a register stack instruction is only one byte. As a result, saving registers used by subroutines and restoring them later is cheaper if the stack is used in preference to some directly addressed memory area. More importantly, perhaps, the availablity of such a mechanism greatly simplifies the writing of reentrant routines, ie: ones which do not modify themselves in the process of execution. Note, however, that all the mechanisms provided in microprocessors to date for stack operations are explicitly fixed mode and singular. There is only one stack, and it operates on entities of the same width, in number of bits, as the accumulator(s). Moreover, these entities have no attribute other than their fixed width, in bits. [...]  »

p.172 FIVE USEFUL PROGRAMS FOR THE SC/MP

p.172 FIVE USEFUL PROGRAMS FOR THE SC/MP

Utility programs

[author : Charles A Kapps] #Listing #Assembly

Extract : «  Now that you are the proud owner of one of the least expensive microprocessor kits, what can be done with it? Before that question is answered, why do you own the SC/MP to begin with? You may be someone interested in learning about microprocessors or computers, and since you are a cautious person of modest means, you have chosen to begin slowly.

No computer is useful unless it has a means of communicating with the outside world. The SC/MP is no exception. The SC/MP kit by itself provides no such capability. Thus, some sort of I/O (input/output) hardware must be obtained, such as a teletypewriter. This article assumes that you have the minimum of I/O hardware, probably a video display, which is likely to cost three times as much as the computer. (This is an important thing to know about computers. They are worse than automobiles because the accessories really account for most of the cost. This is even true with the big number-crunching computers).

The main limitation of such a system is it is not feasible to attempt to write very large programs. This is not only because of the SC/MP's rather meager amount of memory (256 bytes). It is also due to the fact that, without any means of assembling, editing, and backing up programs, it becomes humanly impossible to do any serious programming endeavors. For this reason, the pro- grams in this article have been kept short and simple. For more ambitious readers, these programs can be combined or added to in order to accomplish more sophisticated tasks. [...]  »

p.232 THE CHERRY PRO KEYBOARD

p.232 THE CHERRY PRO KEYBOARD

A professional keyboard for the hobbyist

[author : Dan S Parker] #Review #Keyboard

Extract : «  In the few short years since the birth of the personal computer, the list of peripheral devices has grown tremendously: printers, video displays, mass storage devices, and keyboards. At first, many of these items were overruns from original manufacturers, or were removed from used business or military systems. Documentation was scarce and complete schematics were often nonexistent. Keyboards were available in a myriad of styles, but not with all the features of a professional unit. If they were encoded at all, it was often in half ASCII (upper case ASCII only, as available on the Teletype Model 33).

No more! Enter the PRO, Cherry's new entry into the personal computer keyboard market (Cherry model B70-05AB). Aptly named, it is indeed a professional keyboard that comes fully assembled, tested, and ready for installation in your computer system. Its features rival those of keyboards found in expensive terminals. [...]  »

Nucleus

Nucleus

p.12 Letters

p.12 Letters

p.56 p.192 Programming Quickies

p.56 p.192 Programming Quickies

p.81 BYTE News

p.81 BYTE News

p.196 Technical Forum

p.196 Technical Forum

p.220 Book Reviews

p.220 Book Reviews

#Book

Extract : «  8080/8085: Assembly Language Programming Lance R Leventhal Osborne and Associates Inc Berkeley, California 1978 467 pages softcover $9.50 [...]

Technical Aspects of Data Communication John E McNamara Digital Press Digital Equipment Corp, Educational Services Dept 12 Crosby Dr Bedford MA 07130 $19.95 [...]  »

p.221 BYTE'S Bugs

p.221 BYTE'S Bugs

p.228 Event Queue

p.228 Event Queue

p.236 Clubs and Newsletters

p.236 Clubs and Newsletters

#Association

p.244 Desk Top Wonder

p.244 Desk Top Wonder

p.248 Languages Forum

p.248 Languages Forum

p.249 What's New?

p.249 What's New?

p.295 Unclassified Ads

p.295 Unclassified Ads

p.296 Reader Service, BOMB

p.296 Reader Service, BOMB

Cover Art: The Magic of Computers

Cover Art: The Magic of Computers

[author : Robert Tinney]

ADS (content taken from the reader service p.296)

ADS (content taken from the reader service p.296)

p.272 AB Computers

p.272 AB Computers

p.206 Administrative Systems

p.206 Administrative Systems

p.264 Adroit Electronics Inc

p.264 Adroit Electronics Inc

p.228 Advanced Access Group

p.228 Advanced Access Group

p.286 p.287 Advanced Computer Products

p.286 p.287 Advanced Computer Products

p.62 Affordable Microcomputer Systems

p.62 Affordable Microcomputer Systems

p.173 Aladdin Automation

p.173 Aladdin Automation

p.21 Altos Computer Products

p.21 Altos Computer Products

p.58 American Square Computer

p.58 American Square Computer

p.209 Anderson Jacobson

p.209 Anderson Jacobson

p.269 Apparat Inc

p.269 Apparat Inc

p.33 Apple Computer

p.33 Apple Computer

p.92 ARIES Computer Products

p.92 ARIES Computer Products

p.281 ASAP Computer Products

p.281 ASAP Computer Products

p.15 Atari Personal Computers

p.15 Atari Personal Computers

p.154 ATV Research

p.154 ATV Research

p.77 Automated Comp Software Service

p.77 Automated Comp Software Service

p.103 Automated Comp Software Service

p.103 Automated Comp Software Service

p.209 Automated Simulations

p.209 Automated Simulations

p.268 Avionic Enterprises Inc

p.268 Avionic Enterprises Inc

p.162 Axiom

p.162 Axiom

p.51 base 2 inc

p.51 base 2 inc

p.272 Beckian Enterprises

p.272 Beckian Enterprises

p.223 Beta Computer Devices

p.223 Beta Computer Devices

p.183 p.240 Bits Inc

p.183 p.240 Bits Inc

p.176 p.177 BYTE Books

p.176 p.177 BYTE Books

p.208 Byte Shop East

p.208 Byte Shop East

p.283 California Digital

p.283 California Digital

p.248 CAP Electronics

p.248 CAP Electronics

p.268 CCM Inc

p.268 CCM Inc

p.133 Central Data

p.133 Central Data

p.93 Centronics

p.93 Centronics

p.156 Century Research & Marketing

p.156 Century Research & Marketing

p.165 Chrislin Industries

p.165 Chrislin Industries

p.127 COMPCO

p.127 COMPCO

p.138 p.139 COMPRINT (Comp Printers Intl)

p.138 p.139 COMPRINT (Comp Printers Intl)

p.35 Compucolor

p.35 Compucolor

p.275 CompuMart

p.275 CompuMart

p.164 Computer Components of South Bay

p.164 Computer Components of South Bay

p.259 Computer Factory of NY

p.259 Computer Factory of NY

p.242 Computer Furniture & Accessories

p.242 Computer Furniture & Accessories

p.211 Computer Headware

p.211 Computer Headware

p.171 Computer Ideas Inc

p.171 Computer Ideas Inc

p.8 Computer Lab of NJ

p.8 Computer Lab of NJ

p.149 Computerland

p.149 Computerland

p.79 Computer Mart of NJ & PA

p.79 Computer Mart of NJ & PA

p.266 Computer Service Center

p.266 Computer Service Center

p.274 Computer Specialties (CS)

p.274 Computer Specialties (CS)

p.264 Computer Store of San Leandro

p.264 Computer Store of San Leandro

p.240 Computex

p.240 Computex

p.50 CT Micro Computer

p.50 CT Micro Computer

p.155 Continental Specialties

p.155 Continental Specialties

p.39 Corvus Systems

p.39 Corvus Systems

p.235 Cover Craft

p.235 Cover Craft

p.247 C.P.U. Shop

p.247 C.P.U. Shop

p.219 Creative Software

p.219 Creative Software

p.1 p.2 Cromemco

p.1 p.2 Cromemco

p.246 CTC

p.246 CTC

p.238 Cybernetics Inc

p.238 Cybernetics Inc

p.114 Cygol

p.114 Cygol

p.202 Data Access Corp

p.202 Data Access Corp

p.268 DATABANK

p.268 DATABANK

p.235 Data Discount Center

p.235 Data Discount Center

p.231 The DATAK Corp

p.231 The DATAK Corp

p.205 DataSearch

p.205 DataSearch

p.123 Data Speed

p.123 Data Speed

p.253 Data-Trans

p.253 Data-Trans

p.73 Delta Products

p.73 Delta Products

p.211 DG Electronic Development

p.211 DG Electronic Development

p.42 Diablo (Div of Xerox Corp)

p.42 Diablo (Div of Xerox Corp)

p.137 Digital Pathways

p.137 Digital Pathways

p.218 Digital Research Corp (CA)

p.218 Digital Research Corp (CA)

p.100 Disco-Tech

p.100 Disco-Tech

p.233 Dontho Scientific

p.233 Dontho Scientific

p.261 DRC(TX)

p.261 DRC(TX)

p.212 Dynacomp

p.212 Dynacomp

p.284 p.285 Electrolabs

p.284 p.285 Electrolabs

p.200 Electronic Control Technology

p.200 Electronic Control Technology

p.250 p.251 p.253 Electronic Systems

p.250 p.251 p.253 Electronic Systems

p.273 Electronics Warehouse

p.273 Electronics Warehouse

p.215 Essex Publishing

p.215 Essex Publishing

p.205 Excel Company

p.205 Excel Company

p.226 Factory Direct Sales

p.226 Factory Direct Sales

p.160 FAIRCOM

p.160 FAIRCOM

p.217 Falcon Publishing

p.217 Falcon Publishing

p.201 FMG Corp

p.201 FMG Corp

p.255 Fordham Radio Supply

p.255 Fordham Radio Supply

p.225 H Geller Computer Systems

p.225 H Geller Computer Systems

p.119 GFN Industries

p.119 GFN Industries

p.46 Gimix

p.46 Gimix

p.266 GLA Enterprises

p.266 GLA Enterprises

p.118 Global Parameters

p.118 Global Parameters

p.147 Godbout Electronics

p.147 Godbout Electronics

p.225 GR Electronics Ltd

p.225 GR Electronics Ltd

p.170 GW Computers

p.170 GW Computers

p.185 H & E Computronics

p.185 H & E Computronics

p.242 Hayden Book Company

p.242 Hayden Book Company

p.23 Heath Company

p.23 Heath Company

p.68 p.69 p.97 Heath Company

p.68 p.69 p.97 Heath Company

p.244 Heuristics

p.244 Heuristics

p.268 High-Tech Jewelry

p.268 High-Tech Jewelry

p.262 p.263 Hobby World

p.262 p.263 Hobby World

p.188 IBS/Integrated Bus Systems

p.188 IBS/Integrated Bus Systems

p.115 Industrial Micro Systems

p.115 Industrial Micro Systems

p.169 Infinity Micro

p.169 Infinity Micro

p.264 Infocient Holland

p.264 Infocient Holland

p.201 Information Unlimited

p.201 Information Unlimited

p.29 Integral Data Systems

p.29 Integral Data Systems

p.239 Integrand

p.239 Integrand

p.199 Intertec Data Systems

p.199 Intertec Data Systems

p.83 p.220 Ithaca Intersystems Inc

p.83 p.220 Ithaca Intersystems Inc

p.290 p.291 Jade Co

p.290 p.291 Jade Co

p.276 p.277 Jameco

p.276 p.277 Jameco

p.279 Jim-Pak

p.279 Jim-Pak

p.264 Key Supply

p.264 Key Supply

p.91 Konan

p.91 Konan

p.107 p.121 p.178 p.236 Lifeboat Assoc

p.107 p.121 p.178 p.236 Lifeboat Assoc

p.95 Lobo Drives International

p.95 Lobo Drives International

p.266 Loweco

p.266 Loweco

p.266 Macrotronics

p.266 Macrotronics

p.237 Marketline

p.237 Marketline

p.116 Matrox Electronic Systems Ltd

p.116 Matrox Electronic Systems Ltd

p.135 Measurement Sys & Controls

p.135 Measurement Sys & Controls

p.241 MetaTech

p.241 MetaTech

p.215 Micro Age Wholesale

p.215 Micro Age Wholesale

p.101 Micro Ap

p.101 Micro Ap

p.235 Micro Applications Group

p.235 Micro Applications Group

p.243 Micro Applications & Hardware (MICAH)

p.243 Micro Applications & Hardware (MICAH)

p.235 Micro Architect

p.235 Micro Architect

p.264 Microbiotic Computing Inc

p.264 Microbiotic Computing Inc

p.266 Microcomputer Applications

p.266 Microcomputer Applications

p.269 Microcomputer Tech Inc (MTI)

p.269 Microcomputer Tech Inc (MTI)

p.11 p.12 p.239 Micro DaSys

p.11 p.12 p.239 Micro DaSys

p.75 Micro Data Base Systems

p.75 Micro Data Base Systems

p.5 Micro Diversions

p.5 Micro Diversions

p.207 Micromail

p.207 Micromail

p.268 Micro Management Systems

p.268 Micro Management Systems

p.207 Micro Mike's

p.207 Micro Mike's

p.163 Micro Music

p.163 Micro Music

p.186 p.187 Micropolis

p.186 p.187 Micropolis

p.64 p.65 Micro Pro International

p.64 p.65 Micro Pro International

p.266 Microsette

p.266 Microsette

p.268 Microsette

p.268 Microsette

p.99 Micro Soft

p.99 Micro Soft

p.159 Micro Soft (Consumer Prod Div)

p.159 Micro Soft (Consumer Prod Div)

p.56 p.59 p.71 Microtek

p.56 p.59 p.71 Microtek

p.158 The Micro Works

p.158 The Micro Works

p.230 Midwest Computer Peripherals

p.230 Midwest Computer Peripherals

p.278 Mikos

p.278 Mikos

p.153 Mini Business Systems

p.153 Mini Business Systems

p.223 Mini Computer Suppliers

p.223 Mini Computer Suppliers

p.268 Mohawk Typewriter Repair

p.268 Mohawk Typewriter Repair

p.44 p.45 Morrow/Thinker Toys

p.44 p.45 Morrow/Thinker Toys

p.157 Mountain Hardware

p.157 Mountain Hardware

p.52 Mountain Hardware

p.52 Mountain Hardware

p.271 mpi

p.271 mpi

p.132 MVT Microcomputer Systems

p.132 MVT Microcomputer Systems

p.193 National Technical Schools

p.193 National Technical Schools

p.150 p.151 NEECO

p.150 p.151 NEECO

p.221 Netronics

p.221 Netronics

p.154 New England Recruiters

p.154 New England Recruiters

p.19 North Star Computer

p.19 North Star Computer

p.145 NRI Schools

p.145 NRI Schools

(p.CIV) Ohio Scientific Instrument

(p.CIV) Ohio Scientific Instrument

p.53 Ohio Scientific Instrument

p.53 Ohio Scientific Instrument

p.79 p.142 p.143 OK Machine and Tool

p.79 p.142 p.143 OK Machine and Tool

p.239 Oliver Advanced Engineering

p.239 Oliver Advanced Engineering

p.239 Omni Computer Corp

p.239 Omni Computer Corp

p.80 onComputing

p.80 onComputing

p.241 Organic Software

p.241 Organic Software

p.181 Osborne/McGraw-Hill

p.181 Osborne/McGraw-Hill

p.124 p.198 Owens Associates Inc

p.124 p.198 Owens Associates Inc

p.217 Pace Inc

p.217 Pace Inc

p.266 Pacific Exchanges

p.266 Pacific Exchanges

p.274 Pacific Office Systems

p.274 Pacific Office Systems

p.265 Page Digital

p.265 Page Digital

p.237 PAIA Electronics

p.237 PAIA Electronics

p.58 Pan American Electronic Inc (A Radio Shack Auth Sales Ctr)

p.58 Pan American Electronic Inc (A Radio Shack Auth Sales Ctr)

p.189 Patch Publishing Co

p.189 Patch Publishing Co

(p.CIII) PerCom Data

(p.CIII) PerCom Data

p.85 PerCom Data

p.85 PerCom Data

p.47 Personal Software

p.47 Personal Software

p.213 Pickles & Trout

p.213 Pickles & Trout

p.213 Potomac Micro Magic

p.213 Potomac Micro Magic

p.188 Practical Applications

p.188 Practical Applications

p.292 p.293 p.294 Priority I

p.292 p.293 p.294 Priority I

p.257 PROCOMP/New England

p.257 PROCOMP/New England

p.129 Prodata

p.129 Prodata

p.125 Prodigy

p.125 Prodigy

p.154 Programmer's Software Exch

p.154 Programmer's Software Exch

p.90 Protect Inc

p.90 Protect Inc

p.227 PS Inc

p.227 PS Inc

p.234 Q.Kit (Div J P Conwell Corp)

p.234 Q.Kit (Div J P Conwell Corp)

p.266 Quality Computer Products

p.266 Quality Computer Products

p.223 Quality Software

p.223 Quality Software

p.289 Quest Electronics

p.289 Quest Electronics

p.108 RACET Computes

p.108 RACET Computes

p.148 RADGO

p.148 RADGO

p.267 Radio Hut

p.267 Radio Hut

p.131 Radio Shack

p.131 Radio Shack

p.270 Rainbow Computing

p.270 Rainbow Computing

p.168 RBB Software Products

p.168 RBB Software Products

p.174 Rochester Data

p.174 Rochester Data

p.237 S-100

p.237 S-100

p.106 St Jude

p.106 St Jude

p.193 Sara-Tech

p.193 Sara-Tech

p.237 SC Digital

p.237 SC Digital

p.207 SCDP

p.207 SCDP

p.190 p.191 Scelbi

p.190 p.191 Scelbi

p.167 Seattle Computer Products

p.167 Seattle Computer Products

p.197 Michael Shrayer Software

p.197 Michael Shrayer Software

p.6 p.7 Shugart Associates

p.6 p.7 Shugart Associates

p.209 Sirius Systems

p.209 Sirius Systems

p.219 68 Micro Journal

p.219 68 Micro Journal

p.243 Ed Smith's Software Works

p.243 Ed Smith's Software Works

p.63 Smoke Signal Broadcasting

p.63 Smoke Signal Broadcasting

p.24 Softagon Inc

p.24 Softagon Inc

p.241 Soft Sales

p.241 Soft Sales

p.120 Software Dev and Training

p.120 Software Dev and Training

p.217 Software Dynamics

p.217 Software Dynamics

p.264 The Software Farm

p.264 The Software Farm

p.43 Soft Warehouse

p.43 Soft Warehouse

p.9 p.10 Solid State Music (SSM)

p.9 p.10 Solid State Music (SSM)

p.282 Solid State Sales

p.282 Solid State Sales

p.122 Sord Computer Systems

p.122 Sord Computer Systems

p.37 Soroc

p.37 Soroc

p.264 Sorrento Valley Associates

p.264 Sorrento Valley Associates

p.32 Source

p.32 Source

(p.CII) Southwest Tech Products Corp

(p.CII) Southwest Tech Products Corp

p.243 Sterling Software

p.243 Sterling Software

p.241 SubLogic

p.241 SubLogic

p.280 Sunny International

p.280 Sunny International

p.60 p.61 Superbrain

p.60 p.61 Superbrain

p.229 Supersoft

p.229 Supersoft

p.105 Sybex

p.105 Sybex

p.112 Synchro Sound

p.112 Synchro Sound

p.225 System Design Lab

p.225 System Design Lab

p.161 Systems Engineering Enterprises

p.161 Systems Engineering Enterprises

p.31 Talos

p.31 Talos

p.41 Tarbell Electronics

p.41 Tarbell Electronics

p.109 Technical Systems Consultants

p.109 Technical Systems Consultants

p.96 Tecmar Inc

p.96 Tecmar Inc

p.215 3-G Company

p.215 3-G Company

p.13 3/M Company

p.13 3/M Company

p.57 Robert Tinney Graphics

p.57 Robert Tinney Graphics

p.213 TIS

p.213 TIS

p.266 Torry Pines Business Systems

p.266 Torry Pines Business Systems

p.117 Trimm Enclosure Products

p.117 Trimm Enclosure Products

p.194 p.195 TRS-80 Software Exchange

p.194 p.195 TRS-80 Software Exchange

p.264 Ucatan Computer Store

p.264 Ucatan Computer Store

p.204 United Software of America

p.204 United Software of America

p.106 US Robotics

p.106 US Robotics

p.166 Vector Electronics

p.166 Vector Electronics

p.25 Verbatim

p.25 Verbatim

p.288 Vista Computer

p.288 Vista Computer

p.243 p.280 V R Data

p.243 p.280 V R Data

p.278 Wameco

p.278 Wameco

p.281 Whales

p.281 Whales

p.268 Wintek

p.268 Wintek

p.264 Worldwide Electronics

p.264 Worldwide Electronics

p.205 Xitex

p.205 Xitex

p.201 ZS Systems

p.201 ZS Systems