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Messages - calc84maniac

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2176
Portal X / Re: Portal X
« on: April 12, 2010, 03:13:37 pm »
Hmm, if you are doing D/5 and E/5 a lot, you could calculate each of them once and store to temporary vars, perhaps?

2177
I actually found TI-Nspire Linking Software 1.3 still on education.ti.com :P

http://education.ti.com/educationportal/downloadcenter/SoftwareDetail.do?website=US&tabId=1&appId=6660

Edit: stupid omission

2178
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:43:04 pm »
To check a bit, you can mask it with And.
Yeah, but the issue is with having to write each case of "and 1", "and 2", "and 4", etc. Having something that will check a given bit from 0 to 7 (or 15, since we are using 16-bit values) would be pretty useful to get rid of repetitive code.

2179
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:38:20 pm »
oh ok. My worry, though: wouldn,t it be very hard to do If conditions checking if certain bits are = to 1? Maybe it would need a special command to check each indidivual bit

I would love this feature, though, because it would make storing switches/treasure chests/items acquired flags much easier and smaller.
Hmm, this is true. Maybe there should be a command to return powers of 2 for quick bitwise operations.

2180
Portal X / Re: Portal X
« on: April 12, 2010, 02:36:41 pm »
When you do this:

{E/5*16+(D/5)+L4}

You can do half as many divisions by combining them first then dividing:

{E*16+D/5+L4}

Depends on how big E is already though, if its always less than 4096 then you can.
Mmm, I don't think that would work, since E/5*16 and E*16/5 will give different results due to truncation

2181
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:33:28 pm »
mhmm ok so if for example

A=0 all 8 bits would be 0,
If A=1 the 8th one would be 1,
If A=2 the 7th one would be 1,
If A=3 both 7th and 8th one would be 1
If A=4 the 6th one would be 1,
If A=5 the 6th and 8th one would be 1

And so on?

I'm a bit confused, still. I don't know if I understadn what you mean.
Yeah, you've got it right (except we refer to the rightmost bit as bit 0, and the leftmost as bit 7)

Edit:
Example, setting pixel (0,0) of the graph buffer manually:
{L6} or 128->{L6}

2182
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:19:52 pm »
Probably the most useful application is when working with bitfields. Say you wanted to have a variable that holds various flag bits, that are 0 or 1. You can use bitwise logic to change individual bits of the value.
A or 4->A would set bit 2 to 1, for example. A and 4 would be used to check whether bit 2 is 0 or 1. It's really a pretty low-level thing, but it can be useful (I sure wish TI-Basic had this)

2183
The Axe Parser Project / Re: Features Wishlist
« on: April 12, 2010, 02:08:44 pm »
It means the "and", "or", and "xor" commands that work bit-by-bit (which is the default in Axe). I also assume he means bit shifting (which are *2 and /2 in Axe). There is no bit rotation command, though (but seriously, even C doesn't have that)

2184
Other Calculators / Re: Is this a correct comparison?
« on: April 11, 2010, 11:44:17 pm »
Good to know about that 3d thing! Personally, SNES emulation has me the most excited, and has almost no 3d capabilities whatsoever (discounting Super FX and the like, since they are apparently VERY hard to emulate)  and simply has sprites with multiple backgrounds to make up separate layers.
Keep in mind that the DS does have built-in 2d rendering hardware though, which is probably used in its SNES emulators.

2185
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 11:42:14 pm »
Quigibo, I think you should have an operator to multiply by an 8.8 fixed point value (because this type of value is what sin and cos return, right?)

2186
The Axe Parser Project / Re: Axe Parser
« on: April 11, 2010, 03:58:57 pm »
hmm, I doubt reading from flash is supported

2187
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 12:35:21 pm »
Does the parser support conditional form:

While (A=0)(B=0)(C=12)

cuz i use that alot now.

You will need to put an "and" between each of those statements (there is no implied multiplication in Axe, and you will want to avoid multiplication for speed reasons anyway)

2188
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 12:28:43 pm »
Hmm...

I can't really see the purpose of this command...

What are the benefits of having this over saying If A=0:End, etc... ?
It would produce faster and smaller z80 code.

2189
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 02:14:34 am »
In cases like this though, it could make the compiled size smaller if you are using enough options, because it can use a table of jumps instead of a bunch of, well, if statements
Right, its much more efficient in an assembly program to do switch statements than a bunch of if statements.

Unfortunately, it would be way too hard to automate this into the parser since its not just simple templated code.  It would have to check all the conditions in the beginning (non-linear parsing) and then create a jump table to each of the switch labels.  It's just way too complex to code and it would need a lot of extra memory.  I mean I could just do it as something that just makes it "easy on the eyes" but I don't feel like its worth the extra effort.  ElseIf statements should take care of this for the most part anyway.
My idea was that it would be required to be from 0 to some number N, and the values must be typed in increasing order. Any missing numbers would jump to the "default" tag

2190
The Axe Parser Project / Re: Features Wishlist
« on: April 11, 2010, 12:56:48 am »
In cases like this though, it could make the compiled size smaller if you are using enough options, because it can use a table of jumps instead of a bunch of, well, if statements

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