Author Topic: Trig in Axe  (Read 11009 times)

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Offline nemo

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Re: Trig in Axe
« Reply #15 on: November 20, 2010, 03:47:09 pm »
i know, but it'd be cool to write a triangle solver in axe. regardless, i have one (almost) finished in BASIC which is only missing the ambiguous case.


Offline DJ Omnimaga

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Re: Trig in Axe
« Reply #16 on: November 20, 2010, 05:36:38 pm »
I fear the grayscale quadratic solver axe port is next...
« Last Edit: November 20, 2010, 05:36:58 pm by DJ Omnimaga »
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Offline AngelFish

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Re: Trig in Axe
« Reply #17 on: November 20, 2010, 06:20:48 pm »
It'd be difficult to do in Axe. The first imaginary number might crash the program. You'd have to go into ASM to handle those.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Quigibo

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Re: Trig in Axe
« Reply #18 on: November 20, 2010, 10:58:01 pm »
Someone should write a quadratic solver.  Maybe I'll do it if I have time.

Off topic, but Qwerty.55, your sig is bringing back horrible memories of quantum physics, having to solve for the energy levels of multi-electron atoms.  The DE's got really really ugly...
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Offline DJ Omnimaga

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Re: Trig in Axe
« Reply #19 on: November 20, 2010, 11:02:46 pm »
lol that would be funny in some ways actually, although not as much as if the first Axe program ever released on ticalc.org was a quadratic solver. That happened to BBC Basic. :P
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Offline AngelFish

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Re: Trig in Axe
« Reply #20 on: November 20, 2010, 11:09:25 pm »
Someone should write a quadratic solver.  Maybe I'll do it if I have time.

Off topic, but Qwerty.55, your sig is bringing back horrible memories of quantum physics, having to solve for the energy levels of multi-electron atoms.  The DE's got really really ugly...

Glad to hear it ;D

I use that bloody equation more than I'd like to (IE more than not at all).
« Last Edit: November 20, 2010, 11:10:28 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline ztrumpet

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Re: Trig in Axe
« Reply #21 on: November 22, 2010, 06:58:56 am »
The DE's got really really ugly...
For some reason, all I can think of is the register. :P

Offline Deep Toaster

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Re: Trig in Axe
« Reply #22 on: November 22, 2010, 11:27:18 am »
The DE's got really really ugly...
For some reason, all I can think of is the register. :P

Same here. I got confused there for a bit :D




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Re: Trig in Axe
« Reply #23 on: March 29, 2011, 06:54:34 pm »
Okay, bumping this.
I'm struggling to understand.  According to Axe the cosine of 0 is 127.  How do I get 1 out of this?

Offline squidgetx

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Re: Trig in Axe
« Reply #24 on: March 29, 2011, 07:01:49 pm »
Divide by 128. Unfortunately, you'll lose 1/128th :( Read my slope physics tutorial for more help on this :) (Edit; I see you are. Never mind then :P)
« Last Edit: March 29, 2011, 07:02:26 pm by squidgetx »

SirCmpwn

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Re: Trig in Axe
« Reply #25 on: March 29, 2011, 07:04:03 pm »
I thought that was the case, however, cos(45) returns 63 in Axe.  cos(45) is approximately equal to .7071, however, 63/128 is .4922.

Offline Runer112

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Re: Trig in Axe
« Reply #26 on: March 29, 2011, 07:07:50 pm »
The sine and cosine functions in Axe use binary degrees because they're much more optimized. That means 256 degrees in a circle instead of 360. cos(32) would return a value much closer to what you're expecting.
« Last Edit: March 29, 2011, 07:08:36 pm by Runer112 »

SirCmpwn

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Re: Trig in Axe
« Reply #27 on: March 29, 2011, 07:09:09 pm »
Hmm.  Okay, I think I understand better.
Thanks!