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Messages - shmibs
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376
« on: November 29, 2012, 03:32:21 pm »
a good place to start with this would be implementing a linked list data structure. once you have that working, you're going to need to decide on what different attributes to have defined for each possible element (i.e., how long is the current stalled when passing through, what resistance level is there, what's the minimal voltage for it to work, etcetera). then, as long as you aren't looking for too much accuracy, and if each element is connected to only one other, it should be pretty easy. as soon as you start adding in branching and merging paths, however, things will get much more difficult. you will have to have multiple paths simulated in tandem. more complex elements, like capacitors, would also be problematic to implement. that's no reason to not give it a shot, though =)
377
« on: November 28, 2012, 09:52:28 am »
it's always been like that for me, so i have to hit modify just to see what they're trying to say  i'm still having the numbers on the left not lining up with things issue as well. (all the numbers are below the lines they are supposed to be referring to). EDIT: it appears that the code lines sometimes line up and sometimes don't. see below
378
« on: November 27, 2012, 08:11:53 pm »
they aren't axv_Y4Page =$9D48 axv_Y5Page =$9D4B
379
« on: November 27, 2012, 01:54:38 pm »
well, there were a lot of other things added around the same time, so the compiler itself increasing in complexity could probably account for the majority of the slowdown.
380
« on: November 26, 2012, 05:08:06 pm »
that's definitely possible =) you'll have to export them as axe source programs, edit the programs so that the data pointers (gdb<whatever>) aren't all the same, and then include a call to them (pgrmBLAH) somewhere in your main source program.
381
« on: November 26, 2012, 05:04:53 pm »
i assume they would have to be in the same order, but would also be very interested to know where they were moved.
382
« on: November 26, 2012, 05:03:08 pm »
* shmibs thinks that the compiler itself is plenty fast enough as it is, and that time would be better spent elsewhere. even when constantly compiling apps, the speed isn't really an annoyance
383
« on: November 23, 2012, 05:05:04 pm »
i can't replicate it either, so one time error it is, i suppose.
384
« on: November 23, 2012, 12:06:00 pm »
the Invalid-Token thing has been happening for quite some time, and there doesn't seem to be any discernible pattern. trying to compile something could lead to the error popping up twice in a row and then finally compiling successfully on the third try, for example.
oh, i did notice one thing that i've never seen before, though. trying to compile an app that already exists on the calculator usually just overwrites the old one successfully. however, this last time i tried it crashed immediately after "defragmenting".
385
« on: November 22, 2012, 11:30:42 am »
Beyond calculus, you could go towards the CS route with Discrete mathematics and Data Structures.
* shmibs was about to suggest that. you are definitely going to run into some number theory stuff, whether you decide on a computer-based career or want to be a math major. beyond that, just finding real-world applications for the things you've already studied would be very helpful as well.
386
« on: November 21, 2012, 10:32:03 am »
xeda, i don't see why the movements, at least, couldn't be done the exact same way as they are in 2d, just using a 3d matrix? the only thing that would really slow stuff down would be graphics.
387
« on: November 20, 2012, 08:43:15 pm »
OHITHUR!!! you should always keep your source archived before compiling and running stuff; to that end, check out thepenguin's zstart. it's really useful for editing archived programs (it has a hook to intercept control when you try to edit an archived program from the menu which copies it to a temp program in RAM, lets you edit that, and then writes it back afterwards). it does a tonne of other useful things, too =) and have the rest of the peanuts!
388
« on: November 20, 2012, 05:03:50 pm »
external power support would be really helpful, so i'm betting people will be interested if you can get it working =)
389
« on: November 20, 2012, 05:00:52 pm »
voxels you mean?
that would be REALLY REALLY cool =D someone should make a 3d dust toy.
390
« on: November 20, 2012, 10:48:22 am »
that's really cool =D maybe it could be made into a game of some sort. something like a flea circus, where the player has to set up a number of elements and try to get it to complete the course. The fiziness is actually quite realistic. We just happen to be looking at very, very small amounts of water. Fish breathe the 'fizz' in real water. dissolved oxygen isn't really the same thing, and that only comes in a few parts per million, anyways, so it'd be unlikely to see even one with this number of particles
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