Vol.4 n°11 november 1979

Vol.4 n°11 november 1979

p.3 In the Queue (table of contents)

p.3 In the Queue (table of contents)

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]

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]

p.104 A SPACECRAFT SIMULATOR

p.104 A SPACECRAFT SIMULATOR

A space-navigation game

[author : Gary Sivak]

p.113 THE NATIONAL MICROPASTIME

p.113 THE NATIONAL MICROPASTIME

Simulating baseball games using actual statistics

[author : Joseph J Roehrig]

p.152 WRITING ANIMATED COMPUTER GAMES

p.152 WRITING ANIMATED COMPUTER GAMES

The essentials of producing animated video games

[author : Tony Estep]

p.222 BUILD A SIMPLE DIGITAL OSCILLOSCOPE

p.222 BUILD A SIMPLE DIGITAL OSCILLOSCOPE

Display waveforms with light-emitting diodes

[author : Frank DeCaro]

Background

p.14 THE INTEL 8086

p.14 THE INTEL 8086

Hands-on experience with a system design kit

[author : Steve Ciarcia]

p.84 ALPHA-BETA PRUNING

p.84 ALPHA-BETA PRUNING

A programmers approach to simulating a chess game

[author : W D Maurer]

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]

p.140 STACK IT UP

p.140 STACK IT UP

Use your microprocessors stack to your best advantage

[author : Charlton H Allen]

p.172 FIVE USEFUL PROGRAMS FOR THE SC/MP

p.172 FIVE USEFUL PROGRAMS FOR THE SC/MP

Utility programs

[author : Charles A Kapps]

p.232 THE CHERRY PRO KEYBOARD

p.232 THE CHERRY PRO KEYBOARD

A professional keyboard for the hobbyist

[author : Dan S Parker]

Nucleus

p.6 Editorial, Is Pseudoscience Done by Computers

p.6 Editorial, Is Pseudoscience Done by Computers

p.12 Letters

p.12 Letters

p.56, 192 Programming Quickies

p.56, 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

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

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

[author : Robert Tinney]

In this BYTE

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 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.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 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.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 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.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 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.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 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.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 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.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 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.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 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.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 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.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 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.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 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.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 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.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