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Messages - Builderboy
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1051
« on: September 12, 2011, 08:31:18 pm »
what do you mean you should be getting an integer to begin with? The whole problem is that the floating point arithmatic returns a non integer number
1052
« on: September 12, 2011, 08:24:01 pm »
You could use iPart, but sometimes the number you want is 3, and instead you get 2.9999999999999999999, which iPart truncates into 2, whereas round() gets you to 3.
1053
« on: September 12, 2011, 08:08:11 pm »
No problem I swear the first time this happened to me I thought TiBasic was broken
1054
« on: September 12, 2011, 07:55:15 pm »
try substituting L(fPart(D/L))+1 with round(L(fPart(D/L))+1,0), sometimes the floating point values can look like whole numbers, but are now quite because of precision errors, and this makes commands like Sub() complain. Rounding it to the nearest whole number should fix the problem
1055
« on: September 12, 2011, 01:45:24 pm »
Could you explain more in detail about how you got stuck? I can't replicate it.
And on the Greenfoot page, if you press the 'Open in Greenfoot' button, it will download the source
1056
« on: September 12, 2011, 01:43:53 pm »
A is what's known as a pointer. No matter what you do to A, it will just be a number from 0 to 65536 and nothing more. Storing to A will do nothing but change A to be a number from 0 to 65536.
The calculator has lots of RAM, and each piece of RAM has what's known as an Address. That is, each byte has a number associated with it. If you are talking about the 5th byte of RAM, the address of that RAM would be 5. If you are talking about the 3475th byte of RAM, your address would be 3475. What GetCalc does, is it finds the specific byte of RAM where your appvar starts, and returns it's address. If you GetCalc("vM")->A, and if A now holds 57, that means that your appvar starts at the 57th byte of RAM. Now, if you store to A, 8383->A, you arn't doing anything to the 57th byte of RAM, you are storing 8383 into A. If you want to store into the byte of RAM *at* A, you use the copy command, or the brackets {A}. These commands will use A as a location, and modify the RAM at that location instead of the variable itself.
1057
« on: September 11, 2011, 11:15:29 pm »
Zero would cause some... problems Max is around 24 or so before overflow errors start happening
1058
« on: September 11, 2011, 10:52:40 pm »
That is insane That bunch of code along makes me wonder if this isn't one of the most ambitious TiBasic programs developed
1059
« on: September 11, 2011, 10:48:55 pm »
Each object has a specific variable for mass, which is independent of size or anything else. Density isn't an actual variable, its just a way I describe the objects relationship between size and mass.
1060
« on: September 11, 2011, 10:47:54 pm »
Excellent Thanks guys ^^
1061
« on: September 11, 2011, 10:45:30 pm »
Well actually mass is independent of size, but in that simulation I set all the masses such that they all have the same densities
1062
« on: September 11, 2011, 10:43:42 pm »
I don't know how to make the bar into a link Any idea how?
1063
« on: September 11, 2011, 07:22:57 pm »
Loving the tile death animation ^^ Everything seems to be progressing awesomely Good luck adding the last features!
1064
« on: September 11, 2011, 07:21:52 pm »
Yay For such a 'small project' this is going to be so awesome ^^
1065
« on: September 11, 2011, 07:14:44 pm »
Alright so me and Leafiness have been teaming up to make the look and feel of Nightmare be more scary and suspenseful, and one of those changes is an overhaul of the graphical look of the game, the picture below shows just a couple of the changes that are being made to the graphics, and as you can see, there is a pretty significant difference already!
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