Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AngelFish

Pages: 1 ... 36 37 [38] 39 40 ... 215
556
ASM / Re: 68k 64-bit multiplication
« on: August 07, 2011, 12:14:15 am »
Um, fractions aren't defined for INTEGER data types, which are all the Windows calculator deals with in programmer mode.

557
Miscellaneous / Re: IRC over Telnet
« on: August 06, 2011, 06:21:44 am »
I was wondering if it was possible to use Telnet as a rudimentary web browser and apparently it is. I managed to connect to Google, get various types of errors, do searches (by knowing the URL beforehand :P) and "view" the Google logo. HTTP is... interesting.

Now to try to actually use the Google search box [or some other page's text input box]...

558
Math and Science / Re: A little problem
« on: August 06, 2011, 05:15:20 am »
I suppose that should have been pretty obvious :P

Thanks.
* Qwerty.55 hands over the promised +10 points

559
Miscellaneous / Re: Number of Wasp Stings
« on: August 06, 2011, 01:42:35 am »
I imagine it depends on the species. A wasp can probably sting until it gets tired as a snake can bite until it's tired, but the amount of venom it can inject would depend heavily on the precise species.

560
Math and Science / A little problem
« on: August 06, 2011, 01:36:42 am »
Here's a little ditty related to some stuff I've been working on. This problem has managed to crash Mathematica, confuse Matlab, destroy my attempts at a symbolic solution, and cause Wolfram Alpha to throw a temper tantrum. In short, it's a nasty little bugger and I was wondering if anyone else wanted to take a crack at it:

LimN→∞ N/(2^⌊Log2N⌋)


+10 Math points to anyone who can either solve it or demonstrate that there's no elementary solution  :P

561
Gaming Discussion / Re: A Challenge
« on: August 04, 2011, 11:45:31 pm »
Now, the real question is when are we going to see this over calcnet?

EDIT: Playing with random people on the internet isn't as fun as playing with omni people. The other guys just die two minutes in  :P

562
Computer Programming / Re: html execution in javascript?
« on: August 04, 2011, 11:43:18 pm »
What are you trying to do? If it's generating pages, that's probably best done in PHP or similar.

563
Khavi / Re: Khavi: Java on the Prizm
« on: August 04, 2011, 04:46:10 am »
Thanks. I'll just ignore the META-INF folder since no one likes it :P

Anyway, apparently I screwed something up in the source and the Java instructions were lost. No idea what happened. Either way, I spent a few hours today and rewrote most of them to be faster and more efficient. Also, I slowed down the interpreter loop by an outrageous 400 nanoseconds to eliminate around 4 KB of parser overhead PER THREAD. The runtime memory used by the interpreter itself should now be roughly the same whether there are 2 threads in a given language or 20. The side effect to this is that the interpreter (ironically) has to ask for almost as much memory as was saved from the system :P

564
Gaming Discussion / Re: A Challenge
« on: August 04, 2011, 03:22:22 am »
That ball challenge was such a pain until we figured out the secret :P

565
Other / Re: Unlimited Detail!
« on: August 03, 2011, 04:27:26 pm »
That's not the point. The point is to get better quality than is currently available in games.

566
General Calculator Help / Re: Calc crushed!!
« on: August 03, 2011, 02:18:26 pm »
Added big, bold, and red warning text in all of the 1.0.** download posts.

567
Other / Re: Unlimited Detail!
« on: August 03, 2011, 11:46:46 am »

The end all of all graphics and graphical computation. Welcome to the most advanced computer graphics the world has ever known.

Runer is right. It's possible, but there are some pretty big downsides. It's nowhere near the ultimate graphics technology and I doubt it will even displace current methods in a lot of applications.

For one thing, you're dealing with so many discrete points, you can never hope to apply things globally. Sorry, but computers aren't fast enough now or in the foreseeable future to apply rules to trillions of points multiple times a second. Secondly, the "unlimited detail" method doesn't allow animations. It's too slow for that. Thirdly, there is a ton of repetition in that model. If each point were discrete, the resulting map would literally take petabytes of data. For comparison, a low to medium resolution polygon mesh over that same area takes somewhere between 120 MB and 1 GB.

So, it's probably real, but remarkably useless.

568
Um, Axe doesn't run natively on the Nspire. Are you planning on porting a z80 emulator or something?

I'm also not sure how you would solve the whole "No Goto" thing in Python if you're going to use a Python OS.

569
ASM / Re: 68k 64-bit multiplication
« on: August 03, 2011, 02:02:22 am »
A fast routine? You're probably better off doing floating point than 64 bit integer math on a processor with 16 bit multiplication.

Assuming d0 and d2 are the high words:

128 bit result: d0*d2*2^64+(d0*d3+d1*d2)*2^32+d1*d3. This uses 32 bit multiplication, a problem I assume you've already solved.

I don't have a division routine, but it sounds positively painful.

570
I imagine you could wrestle with SDCC enough to get it to compile. The interrupt and threading code might require a complete rewrite though, since the z80 doesn't have the hardware sophistication Linux expects.

Pages: 1 ... 36 37 [38] 39 40 ... 215