Author Topic: PolyAOI v6?  (Read 6472 times)

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Offline Streetwalrus

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Re: PolyAOI v6?
« Reply #15 on: April 09, 2014, 12:33:00 am »
They are ASM but you can make an Axiom out of them anyway. ;)

Offline ACagliano

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Re: PolyAOI v6?
« Reply #16 on: April 09, 2014, 07:47:18 pm »
So, the following Axe code isn't working:

Code: [Select]
input->A
length(A)->L
A+L->E
...
A= START
E= END
...
0->Q->R
For(Z,A,E)
If {Z}='('
Q+1->Q
End
If {Z}=')'
R+1->R
End
End
If Q!=R
//display some error about improper nesting
Repeat getkey(9)
End
Goto InputPoly
End

I test this with the following entry:

(())) and it just quits (which is what it should do if the error is not being triggered)

Offline ACagliano

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Re: PolyAOI v6?
« Reply #17 on: April 11, 2014, 10:16:08 am »
bump. anyone?


Edit: I've enclosed the binary so you can see the results. After input, the input is echoed back, then the length of the string is displayed. Notice, in the echo, the () aren't there... I know the ( are tokenized. As are the operators. But then, how do I test for them?  Shouldn't BYTE = 'CHAR' work for checking if a byte IS something?


Try (())) as an input.
« Last Edit: April 11, 2014, 11:56:19 am by ACagliano »

Offline ACagliano

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Re: PolyAOI v6?
« Reply #18 on: April 13, 2014, 06:31:15 pm »
bump

Offline willrandship

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Re: PolyAOI v6?
« Reply #19 on: April 13, 2014, 07:14:48 pm »
FYI you can use ALL the TI-Basic floating point operations for normal OS floats through assembly with bcalls. You cannot do the same with axe. Its floats are less precise.

If you wrote this in Asm with bcalls, the actual math would probably be slower, but the results would be higher precision and any non-float logic would be a little bit faster. (Not tons faster because axe is really good at optimization for what it is) If you're familiar enough with assembly, don't ignore it as a potential platform for this project.

Although, looks like you've already started. Oh well. :P

Offline ACagliano

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Re: PolyAOI v6?
« Reply #20 on: April 13, 2014, 08:18:13 pm »
FYI you can use ALL the TI-Basic floating point operations for normal OS floats through assembly with bcalls. You cannot do the same with axe. Its floats are less precise.

If you wrote this in Asm with bcalls, the actual math would probably be slower, but the results would be higher precision and any non-float logic would be a little bit faster. (Not tons faster because axe is really good at optimization for what it is) If you're familiar enough with assembly, don't ignore it as a potential platform for this project.

Although, looks like you've already started. Oh well. :P

I'm not proficient enough with assembly to do something as float-heavy as this. However, I've been told that the Axe floating point axiom actually uses the TI-OS bcalls, since it hooks into the OS variables in a way.

That being said, I'm having an issue with why a tidbit of code is not acting right. I posted a binary, as well as source, a few comments up, as well as what it should do, and what its doing.

Offline chickendude

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Re: PolyAOI v6?
« Reply #21 on: April 15, 2014, 09:53:55 am »
I can't help you at all with Axe, if you decide to incorporate some assembly parts i can (try to) help you out with that. Or if you want to talk about theory/algorithms. Inspired by your posts i actually started writing some simple parsers (in assembly), too.

Offline ACagliano

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Re: PolyAOI v6?
« Reply #22 on: April 15, 2014, 06:25:47 pm »
Nice to know I've inspired someone :p lol. However, I'm now left in a pickle lol.