To input a question mark (?), right arrow (), colon (:), or output command (^), press A?, and then use number keys 1 through 4to select the mark or command you want. See “Useful Program Commands” on page 40 for more information.

4.Press t F F F 2 to exit program input.

uProgram Storage Notes

Use the syntax below to prompt for input of a value by the person running the program, which will be assigned to the variable whose name is indicated by the program.

?<variable name>

You can normally specify the variable names A, B, C, D, X, Y, and M (independent memory). In the CMPLX Mode, however, you can use only A, B, C, or M, because the other variables are used to store mode data.

Use a colon (:) to link statements into multi-statements. A “statement” can be a calculation expression or function (such as Fix 3 or Deg). Note that you do not need to include a colon (:) at the end of the program.

If you want execution of a program to pause at any point part way through, insert an output command (^) at the end of a statement instead of a colon (:). Note that you do not need to include an output command (^) at the end of the program.

You can also specify a mode when inputting a program. The mode you specify is stored along with the program. You can specify different modes for programs P1, P2, P3, and P4. While the Edit Prog screen in step 1 under “Storing a Program” (page 36) is on the display, use the F key to specify the mode you want. The following are the modes that you can specify for a program: COMP, CMPLX, SD*, REG*, BASE.

*Data input for statistical calculations is always retained in memory, even after calculation is complete. Statistical data remaining in memory can cause calculation errors when you run a program that includes statistical calculations. Because of this, you should press A B1(Scl) < before executing such a program, or you should include the Scl command at the beginning of the program to make sure that statistical data memory is cleared.

During program input, the cursor normally appears as a flashing underline mark (_). When there are eight bytes or less of memory remaining, however, the cursor changes to a flashing black box (k). If the remainder of the program you are inputting is larger than remaining memory

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