Author Topic: Axe Parser  (Read 552073 times)

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Offline Quigibo

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Re: Axe Parser
« Reply #135 on: February 28, 2010, 04:04:21 pm »
Right, a horizontal line can be written like this:

:Lbl HL
:*12->B
:For(A,0,11)
:255->{B+A+L6}
:End
:Return

Called like this:
:Xsub(HL)
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline calc84maniac

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Re: Axe Parser
« Reply #136 on: February 28, 2010, 10:40:54 pm »
Quigibo, the program list goes incredibly slowly now that you're alphabetically sorting (I have well over 100 programs, I'd say). Could you at least add pressing letter keys to jump to the letter?
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Silver Shadow

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Re: Axe Parser
« Reply #137 on: March 01, 2010, 01:27:11 am »
How about just making Axe programs with headers?
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Offline Quigibo

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Re: Axe Parser
« Reply #138 on: March 01, 2010, 02:02:55 pm »
That wouldn't fix the speed issue though.

Hmm... is it possible to sort the symbol table alphabetically before stepping through it?  That way everything would already be in order and it wouldn't have to be sorted as its going through the list.  Is there a bcall for that?  If not, is it as simple as swapping the entries, or are there other dependent pointers I have to change?
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline Galandros

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Re: Axe Parser
« Reply #139 on: March 01, 2010, 02:18:04 pm »
Hmm... is it possible to sort the symbol table alphabetically before stepping through it?  That way everything would already be in order and it wouldn't have to be sorted as its going through the list.  Is there a bcall for that?  If not, is it as simple as swapping the entries, or are there other dependent pointers I have to change?
There is an assembly program for that already and the source code is available.
Here it goes:
http://www.ticalc.org/archives/files/fileinfo/326/32691.html
Hobbing in calculator projects.

Offline ztrumpet

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Re: Axe Parser
« Reply #140 on: March 01, 2010, 05:36:53 pm »
How about just making Axe programs with headers?
I myself like this solution best...
It seems like there would be less clutter. :D

Offline Quigibo

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Re: Axe Parser
« Reply #141 on: March 01, 2010, 06:08:10 pm »
While we're on the topic of headers, would you prefer large advanced headers or a simple one.  What I mean by that, is that you can store other information in the header like what shell it should compile to, the name of the output file, some setting to optimize more for speed or size, and other stuff.

But that information doesn't have to be in the source file, you can enter all that data into Axe Parser itself and it will save your settings so you don't have to re-enter that information every time you compile.

I kind of prefer the later since the big headers will just be more to learn and increase source file sizes, but what do you all think about it?

Another thing I was thinking about is maybe instead of a header, you just have to end the program name with a "theta" or something.  This doubles as both a header AND it prevents you from trying to output to a file with the same name.  So if you're making a pacman game, then the source file would be "PACMANθ" and it would compile to "PACMAN" as the output.  You would probably also have the option of naming it something else in case you need 8 letters or something.
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline Builderboy

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Re: Axe Parser
« Reply #142 on: March 01, 2010, 06:16:37 pm »
The way I would personally like it is simple one-line headers (something akin to MirageOS headers in Basic, but not exactly the same) and then options in the App to control other options and program output.  And i have seen games (such as factory theta for example) that do end in theta, so thats not an entirely foolproof method. 

Offline ztrumpet

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Re: Axe Parser
« Reply #143 on: March 01, 2010, 06:24:14 pm »
The way I would personally like it is simple one-line headers (something akin to MirageOS headers in Basic, but not exactly the same) and then options in the App to control other options and program output.  And i have seen games (such as factory theta for example) that do end in theta, so thats not an entirely foolproof method. 
I think the same as Builderboy...

I think a heading like
:"AXE
would be sufficient and there would be other options in the App as well.

Offline Eeems

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Re: Axe Parser
« Reply #144 on: March 01, 2010, 06:25:42 pm »
I'm with Builderboy on this one.
/e

Offline Builderboy

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Re: Axe Parser
« Reply #145 on: March 01, 2010, 06:34:53 pm »
I think a heading like
:"AXE
would be sufficient and there would be other options in the App as well.

Well any MirageOS program called Axe would show up then :P
Maybe just 'Axe? Since ' is the symbol for comments anyway?

Offline calc84maniac

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Re: Axe Parser
« Reply #146 on: March 01, 2010, 06:35:54 pm »
I think a heading like
:"AXE
would be sufficient and there would be other options in the App as well.

Well any MirageOS program called Axe would show up then :P
Maybe just 'Axe? Since ' is the symbol for comments anyway?

This ^^^
« Last Edit: March 01, 2010, 06:36:17 pm by calc84maniac »
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline ztrumpet

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Re: Axe Parser
« Reply #147 on: March 01, 2010, 06:38:24 pm »
I think a heading like
:"AXE
would be sufficient and there would be other options in the App as well.

Well any MirageOS program called Axe would show up then :P
Maybe just 'Axe? Since ' is the symbol for comments anyway?

This ^^^
Genius!
This ^^^

Offline Geekboy1011

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Re: Axe Parser
« Reply #148 on: March 01, 2010, 06:47:37 pm »
that is awsome and i think that is a good idea as well

Offline Builderboy

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Re: Axe Parser
« Reply #149 on: March 01, 2010, 06:49:52 pm »
Hahaha thanks guyz :D