1`ARITHMETIC(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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43`7th Edition May 6, 1986 ARITHMETIC(6)`