When dealing with graphing a function that's not a line, but rather a circle that follows the equation of the function, is there anyway I can increase the speed in which it models the function on the graph screen? Basically, just speeding up the rate it graphs at.
no, not really, you could change your modes and stuff, but its really not gonna change
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Any unsubstantiated no, readily proposed by inadequacies of experience and inspective fortitude, can only range from uninsightful to utterly detrimental. If there's anything that keeps bringing me back to this forum—on which an encyclopedic wiki rests, no less—it's that.
hueybud: At a cost of precision, you can assign an integer 1–8 to Xres either by going through the WINDOW screen, or by storing directly to the same variable under VARS 1:Window… 7:Xres. Or as Mr Dino said, you can write your own routine in TI-BASIC to the same effect.
In the special case of circles, however, presenting a complex list as the fourth argument for Circle( in the DRAW menu will enable the system flag "plotflags3,fastcirc" for the duration of that circle, which will end up being faster, if less meticulous.
Then, there's X1T=cos(T), Y1T=sin(T), Tstep=π/12 for Parametric graphs, and r1=1, θstep=π/12 for Polar graphs.
Plenty of options.
I find that for Parametrics:
X1={-1,1}√(1-T²
Y1=T
is an extremely fast way to graph a circle, if you put the Tstep at the max(ΔX,ΔY). It's much faster than cos(T) and sin(T).
Then again, you probably know an even faster method, given that this cheats only half a circle, and the fastcirc cheats 75% of it.
You forgot the square term.
The calculator graphs with a For() loop through every pixel going right (95 iterations), converts the pixel number to an point value (based on the window settings), and finds the expr() of Y1 or whatever, and then draws it. This is done in asm(), so I don't believe any BASIC version would be able to be faster. You could, however, do the same thing in BASIC, but draw every 2 pixels. That would make it twice as fast, but it might not look exactly right.
Well, slightly off topic, but a friend of mine showed that if you want to draw (not graph) a circle using the Circle( command you can accelerate its drawing pace by 400%. Just add this to your Circle command:
:Circle(A,B,C,{i})
In which i is the imaginary number, not variable i.
The man shuddered as the shadow drew a glistening sword from his back. Creeping closer and closer with his pale eyes burning into the man, the shadow slowly raised his blade and before he could thrust it down, the man heard the shadow hiss something.
"The Shadow Clan's presence must be like a whisper. Always felt, but never seen…"
Your statement makes me wonder if people even use the wiki portion of this site…
I am sure people do, there is just so much information. I sometimes find something I hadn't seen before and some of what people ask for are concepts and search engines aren't good at locating solutions to concepts if the person doesn't know how to phrase it. For example, the following yields nothing immediately useful for me in Google:
fast graphing ti-83+ tibasicdev
Also, a command like Circle( is pretty easy to figure out. I learned most of the math, drawing, and program functions on my own without any references because they were easy to figure out. I never looked at the Circle( page because I knew how to draw circles using Circle(X,Y,R). I had no reason to suspect that there was an optional argument that was specifically {i} until I accidentally came across a post several years ago (4 or 5 years ago, I think) where it was mentioned.
That said, that post made me wonder if Weregoose's post wasn't read thoroughly :P
To put it another way, Weregoose described the wiki well as encyclopedic. I have yet to read an entire encyclopedia, though I have read a good portion of a few sets :)
Z80 Assembly>English>TI-BASIC>Python>French>C>0
I've compared TI|BD to the Allegory of the Cave, where the wiki may illuminate, but the knee-jerk temptation of social exchange diffuses and skews that learning potential into a dark haze of casual misinformation that gradually infects the very light it hides from. If most incomers bypass the primary purpose of the site, that translates into as many people calling upon each other in the forum for ideas none of them picked up. Add to the mix those who can't separate what they don't know from what cannot be, and you get a heap of people with their heads stuck in the mud.
That said, I'll still be around to toss a line now and then. Maybe others will make it.
Sorry for not clarifying this earlier, but I created this forum to collect information on animations. I play games that involve graphics such as a circle moving across the screen, bouncing off a wall, and continuing its course. I know a little more than the basics of programming, but do not understand how to do things like this. If anyone could reply with instructions, I would be forever grateful, as this seems like a basic building block in the development of Arcade Games.