Skip to main content

Variables

  • Chapter
  • First Online:
Beginning Programming Using Retro Computing
  • 758 Accesses

Abstract

This chapter talks about how to make the computer remember things. For this chapter, please start fresh (turn the computer off and on or restart).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 19.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 29.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Gerald Friedland

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Friedland, G. (2019). Variables. In: Beginning Programming Using Retro Computing. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4146-2_8

Download citation

Publish with us

Policies and ethics