Author Topic: Formulum: Texas Instruments Version  (Read 27354 times)

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Offline Munchor

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Re: Formulum: Texas Instruments Version
« Reply #135 on: December 01, 2010, 04:52:49 pm »
Cool that it is still alive. It would be nice to see more stuff integrated to it. :)

I am thinking of adding pictures of the solids to the calculation page and adding full formula solving like in the nspire:

Code: [Select]
A=2pir
A=2pi6
A=12pi
A=37.7

But that would imply making the program Axe, which is quite easy :)

Offline meishe91

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Re: Formulum: Texas Instruments Version
« Reply #136 on: December 02, 2010, 01:55:59 am »
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.
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Offline Munchor

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Re: Formulum: Texas Instruments Version
« Reply #137 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

Offline Happybobjr

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Re: Formulum: Texas Instruments Version
« Reply #138 on: December 02, 2010, 04:09:16 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.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline nemo

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Re: Formulum: Texas Instruments Version
« Reply #139 on: December 02, 2010, 04:09:38 pm »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.


Offline Munchor

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Re: Formulum: Texas Instruments Version
« Reply #140 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!

Offline nemo

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Re: Formulum: Texas Instruments Version
« Reply #141 on: December 02, 2010, 05:53:13 pm »
what are you going to do if you want to square pi?


Offline Happybobjr

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Re: Formulum: Texas Instruments Version
« Reply #142 on: December 02, 2010, 05:56:11 pm »
you could deal with 4 byte numbers by yourself with L1+0 through L1+3 etc.
« Last Edit: December 02, 2010, 05:56:24 pm by happybobjr »
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Offline DJ Omnimaga

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Re: Formulum: Texas Instruments Version
« Reply #143 on: December 03, 2010, 12:55:11 am »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
Would fixed points be enough for a raycaster?

Offline meishe91

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Re: Formulum: Texas Instruments Version
« Reply #144 on: December 03, 2010, 07:45:01 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 ?, 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

It's not so much memory consuming as it is speed consuming. Floating point numbers are a big slowdown since they are a routine by themselves, I believe.

axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
Would fixed points be enough for a raycaster?

Seems to be fast enough for Squidgetx ;)
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Offline DJ Omnimaga

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Re: Formulum: Texas Instruments Version
« Reply #145 on: December 03, 2010, 10:59:04 pm »
Ah, right. I forgot about his raycaster, I'll go check his topic now that he posted about it. :D

Offline Munchor

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Re: Formulum: Texas Instruments Version
« Reply #146 on: December 04, 2010, 06:22:08 am »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
Would fixed points be enough for a raycaster?

I don't know, but squidget made a very good one. Runner followed him with another great one!

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Re: Formulum: Texas Instruments Version
« Reply #147 on: December 04, 2010, 03:55:22 pm »
Yeah I saw last night. Amazing stuff :D

Offline meishe91

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Re: Formulum: Texas Instruments Version
« Reply #148 on: December 04, 2010, 08:26:10 pm »
axe was made for games, so i highly doubt floating point will be added. and for things like raycasters which provide precision math, Runer has made slow but accurate sin/cos routines for pre-generated tables.
Would fixed points be enough for a raycaster?

I don't know, but squidget made a very good one. Runner followed him with another great one!

Well all roughly the same code as Squidget's, Runner just did a few optimizations and added a Assembly routine (I believe that's what it is unless Runner released a different one that I missed). But ya, they are really nice.
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Offline Munchor

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Re: Formulum: Texas Instruments Version
« Reply #149 on: December 05, 2010, 02:55:38 pm »
Quote
Well all roughly the same code as Squidget's, Runner just did a few optimizations and added a Assembly routine (I believe that's what it is unless Runner released a different one that I missed). But ya, they are really nice.

From now on, everybody will use his source as base.

Back on Formulum

Putting the file in my calculator, then I can really work on this