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Corning Community College
CSCS2330 Discrete Structures
Using the TIC-80 fantasy console simulator on your pi, implement a program that visually displays a range of values (lower and upper bounds adjustable by the user) that colorfully displays whether each value is a prime or composite value.
The algorithm you are to implement is the trial-by-division brute force (naive: NO optimizations)
Time how long it takes to execute (displaying elapsed time for the run at its conclusion; this is useful for comparisons).
Additionally, the entire class will be participating in documenting and filling out this project page. It is the responsibility of EACH class member to:
TIC80 works on a system of carts. The carts present on a system can be listed via a familiar call to `ls`, or, at a more involved level, the system folder which TIC80 uses to store its data can be accessed via the `folder` command in the TIC80 terminal. A new cart can be made with the `new` command, and the loaded cart can be saved via the `save` command. The code content of these cards after `load`ing them can be accessed by pressing [ESC] from the terminal, opening the included basic IDE equipped with a code, sprite, map, sfx, and music editor.
The code editor is relatively simple: 64KB are allotted for a script written in any of: Lua, JavaScript, Moonscript, Wren, Fennel, and Squirrel. External packages may also be used to allow for the usage of more languages. The first step in writing a basic program in TIC80 is to supply a series of comments (formatted in the choice language) which allow TIC80 to ascertain four pieces of metadata, as in:
-- title: PrintThing(TM) -- author: Wedgie -- desc: Print.. something. -- script: lua
for Lua, or:
// title: PrintThing(TM) .. // script: js
for JavaScript, and so on.
Once a language is selected, a developer will need to include a `TIC()` function. This is essentially the “main” function as many other programs would have, and is called automatically once the `run` command is issued on the cart 60 times per second. This can be relied on to provide synchronous 60fps display and physics or other necessary mechanics. Additionally, the `spr()`, `print()`, and `clr()` functions will prove essential. The `spr()` (Sprite) function is used to call upon sprites designed in the sprite editor and place them at some location on-screen. `print()` (Print) is more clear: this will print text directly to screen in the default font. It should be noted that the print function can also accept additional arguments for text position, size, and color. `clr` (Clear) simply clears the screen of all pixel data and resets to blank.
As it is an intentionally minimally optimized (in a way, optimally suboptimal) method, going about this task will be relatively simple, relying on three major areas: user interaction/input, prime checking, and visual output. Chronologically, upon run, the program will execute essentially the following steps: