1ARITHMETIC(6) Games Manual ARITHMETIC(6)
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6 arithmetic - provide drill in number facts
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9 /usr/games/arithmetic [ +-x/ ] [ range ]
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12 Arithmetic types out simple arithmetic problems, and waits for an
13 answer to be typed in. If the answer is correct, it types back
14 “Right!”, and a new problem. If the answer is wrong, it replies
15 “What?”, and waits for another answer. After every twenty problems, it
16 publishes statistics on correctness and the time required to answer.
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18 To quit the program, type an interrupt (delete).
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20 The first optional argument determines the kind of problem to be gener‐
21 ated; +-x/ respectively cause addition, subtraction, multiplication,
22 and division problems to be generated. One or more characters can be
23 given; if more than one is given, the different types of problems will
24 be mixed in random order; default is +-.
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26 Range is a decimal number; all addends, subtrahends, differences, mul‐
27 tiplicands, divisors, and quotients will be less than or equal to the
28 value of range. Default range is 10.
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30 At the start, all numbers less than or equal to range are equally
31 likely to appear. If the respondent makes a mistake, the numbers in
32 the problem which was missed become more likely to reappear.
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34 As a matter of educational philosophy, the program will not give cor‐
35 rect answers, since the learner should, in principle, be able to calcu‐
36 late them. Thus the program is intended to provide drill for someone
37 just past the first learning stage, not to teach number facts de novo.
38 For almost all users, the relevant statistic should be time per prob‐
39 lem, not percent correct.
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437th Edition May 6, 1986 ARITHMETIC(6)