Quote Originally Posted by NO2K View Post
Hi Gandora: Thanks for the reply. I was thinking I could make an array large enough to hold all the bingo numbers, then use the random number command to pick one of those spots, but after reading the number in a specific location in the array, store the number someplace else, rewrite it to zero (because it has already been used), then go to the next number. When bingo is reached, then need to go back and verify all the numbers that were used. Not real sure how to do that, but guess I'll have to experiment.
regards, NO2K
Use a bit array instead of whole bytes...(warning, not 'REAL' code here)...using the bits as 'flags' as to whether or not a number has been called...

b var bit[10]
i var bit[10]
n var bit[10]
g var bit[10]
o var bit[10]
'all initially set to zero's

'b1 is called
b[1] = 1
'b1 is set to 1, therefore it's used

if b[2] = 1 then goto it's_used
if b[2] = 0 then goto it's_not_used

The only problem with this is you'll have to use 2 random numbers, one to pick which letter, and one to pick which number 'inside' that letter...