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Type-in program

Type-in program is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Type-in program rather than just read about it. In short: A type-in program or type-in listing was computer source code printed in a home computer magazine or book. It was meant to be entered via the keyboard by the reader and then saved to cassette tape or floppy disk.

Type-in program — main illustration
Type-in program — illustration

Key takeaways

  • Type-in program belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Type-in program to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Type-in program from memory before moving on to harder problems.

Reference excerpt

A type-in program or type-in listing was computer source code printed in a home computer magazine or book. It was meant to be entered via the keyboard by the reader and then saved to cassette tape or floppy disk. The result was a usable game, utility, or application program. Type-in programs were common in the home computer era from the late 1970s through the early 1990s, when the RAM of 8-bit systems was measured in kilobytes and most computer owners did not have access to networks such as bulletin board systems. Magazines such as Softalk, Compute!, ANALOG Computing, and Ahoy! dedicated much of each issue to type-in programs. The magazines could contain multiple games or other programs for a fraction of the cost of purchasing commercial software on removable media, but the user had to spend up to several hours typing each one in. Most listings were either in a system-specific BASIC dialect or machine code. Machine code programs were long lists of decimal or hexadecimal numbers, often in the form of DATA statements in BASIC. Most magazines had error checking software to make sure a program was typed correctly. Type-in programs did not carry over to 16-bit computers such as the Amiga and Atari ST in a significant way, as both programs and data (such as graphics) became much larger. It became common to include a covermount 3 1⁄2-inch floppy disk or CD-ROM with each issue of a magazine.

Description

A reader would take a printed copy of the program listing, such as from a magazine or book, sit down at a computer, and manually enter the lines of code. Computers of this era automatically booted into a programming environment – even the commands to load and run a prepackaged program were really programming commands executed in direct mode. After typing the program in, the user would be able to run it and also to save it to disk or a cassette for future use. Users were often cautioned to save the program before running it, as errors could result in a crash requiring a reboot, which would render the program irretrievable unless it had been saved. While some type-in programs were short, simple utility or demonstration programs, many type-ins were fully functional games or application software, sometimes rivaling commercial packages. Type-ins were usually written in BASIC or a combination of a BASIC loader and machine code. In the latter case, the opcodes and operands of the machine code part were often simply given as DATA statements within the BASIC program, and were loaded using a POKE loop, since few users had access to an assembler. In some cases, a special program for entering machine code numerically was provided. Programs with a machine code component sometimes included assembly language listings for users who had assemblers and who were interested in the internal workings of the program. The downside of type-ins was labor. The work required to enter a medium-sized type-in was on the order of hours. If the resulting program turned out not to be to the user's taste, it was quite possible that the user spent more time keying in the program than using it. Additionally, type-ins were error-prone, both for users and for the magazines. This was especially true of the machine code parts of BASIC programs, which were nothing but line after line of data, e.g. DATA statements in the BASIC language. In some cases where the version of ASCII used on the type of computer the program was published for included printable characters for each value from 0–255, the code could have been printed using strings that contained the glyphs that the values mapped to, or a mnemonic such as [SHIFT-R] instructing the user which keys to press. While a BASIC program would often stop with an error at an incorrect statement, the machine code parts of a program could fail in untraceable ways. This made the correct entry of programs difficult. Other solutions existed for the tedium of typing in seemingly-endless lines of code. Freelance authors wrote most magazine type-in programs and, in the accompanying article, often provided readers a mailing address to send a small sum (US$3 was typical) to buy the program on disk or tape. By the mid-1980s, recognising this demand from readers, many US-published magazines offered all of each issue's type-ins on an optional disk, often with a bonus program or two. Some of these disks became electronic publications in their own right, outlasting their parent magazine as happened with Loadstar. Some UK magazines occasionally offered a free flexi disc that played on a turntable connected to the microcomputer's cassette input. Other input methods, such as the Cauzin Softstrip, were tried, without much success. Not all type-ins were long. Run magazine's "Magic" column specialized in one-liner programs for the Commodore 64. These programs were often graphic demos or meant to illustrate a technical quirk of the computer's architecture; the text accompanying the graphics demo programs would avoid explicitly describing the resultant image, enticing the reader to type it in.

History Type-in programs preceded the home computer era. As David H. Ahl wrote in 1983:

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Type-in program

Start with the simplest possible case. Write down what Type-in program claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Type-in program before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Type-in program ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Type-in program

In research
Type-in program appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Type-in program in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Type-in program is common in secondary-school and first-year university syllabi. It links to neighbouring topics History of software, Home computer magazines, Home computer software, so understanding it makes those chapters shorter.
In everyday life
Look for Type-in program outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Type-in program in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Type-in program means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Type-in program out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Type-in program in simple terms?

A type-in program or type-in listing was computer source code printed in a home computer magazine or book. It was meant to be entered via the keyboard by the reader and then saved to cassette tape or floppy disk.

Why does Type-in program matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Type-in program?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Type-in program.

Tags

  • History of software
  • Home computer magazines
  • Home computer software

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