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Messages - Munchor
Pages: 1 ... 341 342 [343] 344 345 ... 424
5131
« on: December 02, 2010, 05:51:46 pm »
Well adding pictures wouldn't be to hard in TI-BASIC, if I understand you correctly. All you'd have to do is create routines for drawing the shapes and then just use commands to call the correct one. Also, if you do the full solving thing like you showed (I believe you tried it before in a former release or something and I showed you a graphscreen based one) I would possibly stick with the graphscreen since it will look a lot neater. Or you could use the Output( command, would be the same as using Text( roughly. Using Disp would just make it to fast to see anything, I think anyways. You could get it to work if it was tweaked with correctly.
I would also say you might want to avoid Axe for something like this (unless a new version was released that fully supports floating point numbers). Since the numbers you get with this program, especially from using π, are mainly numbers with decimals which are a pain in Axe. Just my two cents though.
Good luck on any progress though.
Yes, I really hope Axe includes pi in the next version and some more math functions. I heard it was to avoid that it gets slow, but I don't really think it would be such a memory consumption.
Now, I have managed to make that after you calculate a formula, you go back to the menu (Labels easy stuff).
Now, the next step is another page and adding triangle solver
you can do many digits of pi if you use 31415 then divide it by 10000 at the end of the equation for more precise answers.
I'm sorry nemo, but this is a great idea! Getting the original value of pi, by making it ourselves!
5132
« on: December 02, 2010, 04:18:55 pm »
i got an 84%. i am not happy with this, but luckily my teacher recognize every basically bombed the no-calculator part (my friend missed 14 of 16 possible points on that part) and she's letting us retake that portion. if i ace it, i'll be bumped up to a 98%, which i would be extremely happy with.
and FinaleTI, no problem. i imagine i'll be using it later on in life.. and i'd like it to display both triangles for the ambiguous case, but i had a 1000 byte goal to meet so i left it out
Yes, but an update doesn't count for the byte limit, I'm sure
5133
« on: December 02, 2010, 04:10:13 pm »
Triangle solver! (this topic is so if i RAM clear my calculator, it's no big deal cause it's now online)
this is a graphical triangle solver. if you give it 3 pieces of information, it will give you the other 3. it has no error checking, so if you get err: domain, the triangle probably does not exist. do not give the triangle solver 4+ pieces of information, it is not smart enough to handle this. it assumes you put in 3. it will solve the following conditions: SSS, SAS, ASS (wait, what?), ASA, AAS. it will also tell you if your triangle is ambiguous, but it will sadly not give you the second triangle. it will however, store the complement of the first angle solved into the variable M and then you can solve for the second triangle by running the program again.
um.. yeah. it's handy. and under 1000 bytes (hooray! goal met!)
I love you. In a none creepy sort of way.
We're working with triangles right now in my Pre-Calc class, and this helped cut down my homework time severely. (I sometimes have 2-3 hours of homework from that class alone). I made two triangle solvers (one for AAS and SSA) recently, but they were horribly user unfriendly and unoptimized. The only thing I'm proud of is that if an SSA triangle has two solutions, my solver prints out the info for both. (I believe it does it correctly, at least...) This saved me and my soul. So thank you, from the depths of my soul. [/overlydramaticpost]
I love you too. Wait, that was not to me was it? :'( Sorry to hear Nemo. Did you got the score yet? Maybe you'll have done better than you think. Sometimes I do an hard test and think I'll fail but finally get a decent score. Then I do an easy test and fail it.
I wonder why that happens to everyone.
5134
« on: December 02, 2010, 04:07:18 pm »
Well adding pictures wouldn't be to hard in TI-BASIC, if I understand you correctly. All you'd have to do is create routines for drawing the shapes and then just use commands to call the correct one. Also, if you do the full solving thing like you showed (I believe you tried it before in a former release or something and I showed you a graphscreen based one) I would possibly stick with the graphscreen since it will look a lot neater. Or you could use the Output( command, would be the same as using Text( roughly. Using Disp would just make it to fast to see anything, I think anyways. You could get it to work if it was tweaked with correctly.
I would also say you might want to avoid Axe for something like this (unless a new version was released that fully supports floating point numbers). Since the numbers you get with this program, especially from using π, are mainly numbers with decimals which are a pain in Axe. Just my two cents though.
Good luck on any progress though.
Yes, I really hope Axe includes pi in the next version and some more math functions. I heard it was to avoid that it gets slow, but I don't really think it would be such a memory consumption. Now, I have managed to make that after you calculate a formula, you go back to the menu (Labels easy stuff). Now, the next step is another page and adding triangle solver
5135
« on: December 02, 2010, 04:03:31 pm »
Yay! Let's see what I'll vote for
scout, are we going for it? I worked out a major bug with the sound. Note: Feature driven
What do you mean? I'll voe for Illusiat, a good RPG EDIT: hahahahah DJ made it? lol, had no idea he still made games
5136
« on: December 02, 2010, 11:19:39 am »
Ticalc got poty again, if they have many categories, this would be useless I think Also, DJ wants this to be made by Staff. Anyone interested? Maybe I'll hire Staff real quick and then do this j/k
5137
« on: December 02, 2010, 11:14:33 am »
can you do (-1,0,0,"text") in Axe like TI-BASIC? (In TI-BASIC, it displays big text in graphscreen)
(-1,0,0,"text") I had no idea that worked in basic, it looks like three coordinates to me, 3D then. Not sure if that can be done, but ask someone who has more knowledge on Axe than me
5138
« on: December 02, 2010, 10:40:01 am »
Yay! Let's see what I'll vote for
5139
« on: December 01, 2010, 06:52:06 pm »
It could be a good exercise to write your own base-X to base-X converter, that's what I did.
Wow, great idea! I'll probably do a Python one and then convert
5140
« on: December 01, 2010, 06:51:27 pm »
Wow. This is really hard.
Now I'm going to fail all my classes.
The Impossible Game is much more addicting, that's what made me get a C on maths
5141
« on: December 01, 2010, 06:47:30 pm »
There are lots of Base converters on-calc. I now wonder which to use, from these: Alert: Gigantic ListAnybody is using one of these? Thanks much!
5142
« on: December 01, 2010, 06:46:22 pm »
I'M not sure if you intended to attach a zip file in this post, but I would advise against doing this, because I don't think the authors will appreciate if you upload their apps here without their permission and I don't want to get a DMCA notice from TI for hosting copyrighted apps on my forums.
Oooh. I'm so sorry, I had no idea of that. woops, sorry
5143
« on: December 01, 2010, 06:43:51 pm »
The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits. The menu is planned, I just did the thing in the second one to clarify which mode went with which type.
It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally... Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.
Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu. The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields. It looks a lot cleaner without it. (One would hope the person would know when they're close to winning, anyway )
That looks close. Putting the game in the menu doesn't look hard, the Appvar not too. EDIT: grayscale was not really needed, I think
5144
« on: December 01, 2010, 06:36:31 pm »
Not yet, but I'm reading up.
Good luck then. I like Ti-OSs math stuff, so I'd ike them to be similar
5145
« on: December 01, 2010, 06:31:58 pm »
SirCmpwn, you're starting to make the maths engine, like 1+1? I know that maths in Assembly is really difficult, so good luck!
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