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Messages - bb010g

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91
Other Calculators / Re: Librecalc third-party calculator prototype
« on: October 15, 2014, 11:43:41 pm »
So, a simulator?

92
Other / Re: Favorite distro or windows version?
« on: October 15, 2014, 11:34:44 pm »
What about Ububtu? I remember back in the days it seemed like the distro of choice for newbies according to many people I talked to then, but eventually something happened that caused people to hate it.
I still see Ubuntu around a fair bit. It doesn't show up here much because almost everyone's advanced to where it's more of an encumbrance than a boost.

93
What do you mean? Are lists and matrices limited to a max amount of elements (eg on the 84+ it was 999 and on the 82 it was 99) or do you refer to how much larger GROB data is?
I'm not sure about list size limitations, but IIRC Tim said that they treated GROBs more favourably memory-wise.

94
(If this test was done with a ClassPad II, I would be 65 years old and retired by the time it's finished. :trollface:)


Thanks a lot for this post by the way. THis might be pretty handy because sometimes we might need the fastest possible speed, but not be aware of what is actually faster. It sucks to have to rewrite most of the code after discovering we could have done it faster in certain ways >.<

Yeah, I know what you mean. Looking back at HP Tetris, I realize that representing the grid with a complex matrix was a bad idea. :P

Also, speed was a major concern for me regarding tilemapping because I was not sure if I should use lists, matrices, strings or images. I am not surprised that strings are slower, though, because on the TI models they were much slower than lists (in fact, the farther a character was in a string, the slower it was to read it, so inside a 2000 bytes large string, reading map data at the beginning was about 3 times faster than at the end). For data storage and reading, could you test how fast/slow it is with Pixel-test commands? Using such data would make it much easier to design tilemap data, but if the speed loss is considerable, then it might not be worth it.

Do you mean testing list access vs. pixel access? If that's what you mean, sure! Im going to guess that lists are faster, but who knows! This is why I'm testing.
Yeah that's what I mean. Some TI-84+ programmers use pictures to store map data, but on the HP Prime it's even more convenient in the way that pixel-test can actually detect which color the pixel is, while on the color 84+ it only detects if the pixel is transparent or not.
Don't forget the memory allocation is more generous for GROBs.

95
TI Z80 / Re: Swing Copters 84+
« on: October 08, 2014, 10:06:12 pm »
Looking like the original. Nice. :)

96
I must say I'm surprised on MAKELIST & IFTE being fastest. Could you try a 3 conditional PIECEWISE vs. IFTE test? Also, you forgot 1D ([1,2,3]) vectors. (Although you can't nest those outside of CAS.)

97
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: October 07, 2014, 12:46:47 am »
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
Players could manually get together before GCN play some other way, headers could be used to mark a player file, and depending upon how the data is translated (data or keypresses), hacking may just fail or be unavoidable. As long as you can just switch opponents, it should be fine.

98
TI Z80 / Re: Anchor Encryption App
« on: October 06, 2014, 01:04:04 am »
Could you make a way to run programs whilst encrypted? Even without that, looking epic.

99
Humour and Jokes / Re: Praise the SunFish
« on: October 05, 2014, 03:50:19 pm »
pRAISE THE sUNfISH

100
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: October 05, 2014, 01:32:43 am »
Obligatory question: Will you support GameCube controllers through the USB port? :D

101
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: October 05, 2014, 12:42:21 am »
Will you be taking a P:M style for everyone else so it's (more) balanced?

102
Site Feedback and Questions / Re: 1337 posts
« on: August 12, 2014, 01:42:19 am »
You're welcome :)


Quote
we should change to type to something more Omni like, though I have no idea.
Enjoy.
Could we have 1337 oz with 9001 servings?

103
Community Contests / Re: Code Golf Contest #4
« on: August 11, 2014, 11:10:06 pm »
I can't think of a language that requires Unicode to use a feature.
HP PPL? :trollface:
Not really. You can use ASCII substitutions. In any case, you aren't saving bytes by using multi-byte Unicode characters instead of normal multi-byte character sequences.

104
Community Contests / Re: Code Golf Contest #4
« on: August 11, 2014, 10:31:28 pm »
Rule clarification: We measure by the amount of characters it takes. Link to character counter: http://mothereff.in/byte-counter
But but but more space for assignments and disadvantage to those on restricted charsets. (Also, Haskell extensions like -XUnicodeSyntax) What's wrong with byte count? I can't think of a language that requires Unicode to use a feature.

105
Site Feedback and Questions / Re: 1337 posts
« on: August 09, 2014, 11:26:43 pm »
Congrats, pimath!
!peanuts
(why not?)

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