Making 
Decisions 
an
d 
Solving 
Problems: 
IF-THE
N, 
FOR
- NEXT 
The  IF-THEN  and  FOR-NEXT commands enable you  to write programs 
that mimic the way humans approach a decision or  a problem. 
Especially useful 
for games and  logic puzzles,  the commands let you, 
the  programmer, make the choices for the  computer. 
IF·THEN COMMANDS 
To  practice the  IF-THEN  statement, type 
in 
the following program: 
NEW 
1. 
REM 
*** 
BRNPROBE 
. IlZ 
*** 
5 
PRINT" 
'Ii " 
1.0 
DIM 
RAIN$ 
(3) 
20 
PRINT: 
PRINT 
"YES 
OR 
NO 
.. 
IF 
IT 
WERE 
RAINING 
OUTSIDE 
.. 
WOULD  YOU 
GO 
OUT 
WITH 
AN 
UMBRELLA" 
; 
3 0 
INPUT 
RAIN$ 
40 
IF 
RAIN$="YES" 
THEN 
PRINT 
"YOU 
HAVE 
A 
FORMIDABLE 
Ill." 
50 
IF 
RAIN$="NO" 
THEN 
PRINT 
"YOU 
ARE 
A  BORN 
RISK 
TAKER." 
The  Brainprobe Ouiz evaluates your answer. 
In 
line 40,  if the  answer 
stored 
in 
the string variable 
RAI 
N$ 
is  yes, the  computer prints the 
10 
messag
e. 
If  the answer is  not yes,  the  computer reads the 
ne
xt line, 
line 
50, 
and  evaluates the  string variable RAIN$ again.  If  the  answer 
is 
NO, 
the  computer prints the  risk-taker message. However, if you 
answer neither yes  nor no, the  program just ends. The  program  has  no 
instructions for responding  to 
an 
indefinite answer. Try it out. 
One way to encourage 
an 
expected  reply  is  to create 
an 
infinite loop. 
Insert the  additional  line below: 
60 
GOTO 
20 
Evaluating  with  IF·THEN 
Another way to encourage a correct answer is  to provide hints. The 
following program uses  numeric variables to elicit a 
correct 
response: 
NEW 
1. 
REM 
*** 
NUMBER. 
IlZ 
*** 
5 
PRINT" 
'Ii  " 
1.0SECRETNUM=INT(RND(0)*1.0)+1. 
20 
PRINT: 
PRINT 
"GUESS 
A 
SECRET 
NUMBER 
BETWEEN 
1. 
AND 
1.0. 
" 
55