Author Topic: PolyAOI v6?  (Read 6476 times)

0 Members and 1 Guest are viewing this topic.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
PolyAOI v6?
« on: March 28, 2014, 05:10:17 pm »
So here's a poll. My project is an update to my Polynomial program which aims to provide:


1. Chained parsing of polynomials. The program, this means, can evaluate something like (3x/(7x-1)) + (2x/(5x+3)).


2. Automated selection of functions based on things in the expression. For example the presence of an = would lead to solving.




Here's my dilemma. I know that TI-Basic is better for floating point math. Assembly is not, so I'm not even asking about that. Axe, however, provides routines for floats. When it comes to floating point math, TI-Basic is my friend.


However, the amount of scrap that would be needed to evaluate complex polynomials is, in my opinion, beyond what TI Basic can facilitate. I would need to use vast amounts of RAM, be able to retain the position of them and what they relate to, and so forth and TI-Basic would make that very hard. So for this, Axe is better I think. So, I'm kind of torn. Either way, i'm going to have an issue with something. I guess the question is, which struggle is the least of the evils?
« Last Edit: March 29, 2014, 10:35:21 pm by ACagliano »

Offline ClrDraw

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 627
  • Rating: +61/-2
    • View Profile
    • GitHub
Re: PolyAOI v6?
« Reply #1 on: March 28, 2014, 05:44:06 pm »
Since you're using inputs and doing math I think you're going to want to code this in basic rather than axe. Not that its impossible in axe, its just more work.
Visit my GitHub for all my TI programs as well as other projects.
Also check out my website.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: PolyAOI v6?
« Reply #2 on: March 28, 2014, 08:04:10 pm »
Since you're using inputs and doing math I think you're going to want to code this in basic rather than axe. Not that its impossible in axe, its just more work.

Fair enough, but I'm at a loss as to how to create a chain-able math system. That's why i was thinking the memory flexibility of Axe/Asm.

Offline ClrDraw

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 627
  • Rating: +61/-2
    • View Profile
    • GitHub
Re: PolyAOI v6?
« Reply #3 on: March 28, 2014, 09:30:36 pm »
Perhaps you could use opcodes in the basic program so that you can use both basic and asm?.
Visit my GitHub for all my TI programs as well as other projects.
Also check out my website.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: PolyAOI v6?
« Reply #4 on: March 28, 2014, 10:02:01 pm »
Perhaps you could use opcodes in the basic program so that you can use both basic and asm?.

A bit too involved, unless you're referring to using like the DCS libraries or something.

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: PolyAOI v6?
« Reply #5 on: March 30, 2014, 02:16:14 am »
Axe doesn't have floating point but there is an Axiom for that. Also in asm you can use TI's floating point routines. ;)

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: PolyAOI v6?
« Reply #6 on: March 30, 2014, 07:09:30 pm »
What about Axe's:  float{PTR} and EXP->float{PTR} ?

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: PolyAOI v6?
« Reply #7 on: March 31, 2014, 01:41:20 am »
They convert a 16 bit integer back and forth.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: PolyAOI v6?
« Reply #8 on: March 31, 2014, 10:00:17 am »
Ok where is a link to the floating point axiom? I'll check that out.

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: PolyAOI v6?
« Reply #9 on: March 31, 2014, 01:11:32 pm »
Here you go : http://www.omnimaga.org/the-axe-parser-project/(axiom)-floating-point-math-(and-other-stuff)/
It dates all the way back from 2011 though so hope it works with Axe 1.2.2a. In the worst case scenario you'll only need to change some bits here and there. ;)

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: PolyAOI v6?
« Reply #10 on: March 31, 2014, 05:17:01 pm »
Axe doesn't have floating point but there is an Axiom for that. Also in asm you can use TI's floating point routines. ;)
Don't even think about starting to mention TI's FP routines... They're ridiculously slow.
I'm not a nerd but I pretend:

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: PolyAOI v6?
« Reply #11 on: April 01, 2014, 03:10:11 am »
But they exist and work. That's what you use on the home screen. ;) This axiom uses them by the way.

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: PolyAOI v6?
« Reply #12 on: April 08, 2014, 04:46:34 pm »
Update: screenshot of the opening graphics (launched via DoorsCS7). Captured by WabbitEmu.


And apparently very glitchy. The weirdness you see in the screen didn't even show up on the emulator itself, or on my calc.

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: PolyAOI v6?
« Reply #13 on: April 08, 2014, 05:09:24 pm »
Check out Xeda's assembly floating point routines:
http://www.omnimaga.org/asm-language/%28z80%29-floating-point-routines/

Offline ACagliano

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 919
  • Rating: +32/-2
    • View Profile
    • ClrHome Productions
Re: PolyAOI v6?
« Reply #14 on: April 08, 2014, 05:11:45 pm »
Are they asm or Axe? Bc I'm working in Axe. I've been looking into the Axiom :p