PROTECTING YOUR PROGRAM
Ever wonder how you could protect your programs from prying eyes
and quick fingers? A couple of programming tips can help keep
pilferers out of your programs.
First type in this program:
10 FOR X=1 TO 50:POKE 710,X: NEXT X:GOTO 10
To protect the program, add another program line to disable the
key. This line prevents someone from breaking into the
program and listing it while it's running. Also, if you design a program
that requires keyboard entry, disabling the key protects against
"finger slip," that dreaded mishap when your finger accidentally hits
the key and brings your program to a screeching halt.
Delete GOTO 10 from the colorful program and add this line:
20 POKE 1 6 , 6 4 : P O K E 5 3 7 7 4 , 6 4 : G O T O 10
Now run your new program and try to stop it by pressing the
key. You can't get into it.
To be effective, the POKE statements must be inserted in your
program after each graphics mode command.
Disabling the key has its limitations. Some smart programmer
will figure out that he or she can break into your program and list it by
simply pressing the key. To foil this culprit, add this line to your
program:
5 POKE 580,1
Now when the inquisitive intruder presses , the flashing colors
program is purged from the computer's memory—no program, no
listing! The POKE statement should always be at the beginning of your
program.
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Summary of Contents for 65XE
Page 1: ...ATARI 65XE PERSONAL COMPUTER OWNER S MANUAL TM...
Page 3: ...ATARI 65XE PERSONAL COMPUTER TM...
Page 6: ...Part 1 GettingStarted 1...
Page 9: ...4...
Page 23: ...18...
Page 25: ...20...
Page 32: ...Part 2 Programming withATARI BASIC 27...
Page 33: ...28...
Page 59: ...54...
Page 69: ...64...
Page 82: ...Part3 Appendices 77...
Page 83: ...78...
Page 97: ...92...
Page 105: ...100...
Page 125: ...120...
Page 126: ...121 Index...
Page 127: ...122...
Page 134: ...ATARI 1987 Atari Corp All Rights Reserved Printed in Taiwan C072018 001 REV B K l 2 1987...
Page 135: ......