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notes:discrete:fall2023:projects:dap0 [2023/09/25 00:13] – [Number Bases] wgates1 | notes:discrete:fall2023:projects:dap0 [2023/09/28 01:36] (current) – [sound] jhimmel2 | ||
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===Basic Rule/ | ===Basic Rule/ | ||
Step 1: Divide the decimal number that you want to convert by the value of the desired base. | Step 1: Divide the decimal number that you want to convert by the value of the desired base. | ||
+ | |||
Step 2: Use the remainder from step 1 as the rightmost digit, aka the least significant digit, for the new base number. | Step 2: Use the remainder from step 1 as the rightmost digit, aka the least significant digit, for the new base number. | ||
+ | |||
Step 3: Replace the original decimal (base 10) number with the quotient from the first step. | Step 3: Replace the original decimal (base 10) number with the quotient from the first step. | ||
+ | |||
Step 4: Repeat step 1-3 until the quotient in step 3 is zero. | Step 4: Repeat step 1-3 until the quotient in step 3 is zero. | ||
Note: The remainder you get at each step will become part of the new base number. The new base number is obtained by putting the remainders in reverse order. | Note: The remainder you get at each step will become part of the new base number. The new base number is obtained by putting the remainders in reverse order. | ||
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+ | |||
+ | An example of converting the decimal number 29 to binary would look something like this, | ||
+ | |||
+ | ^ Step ^ Operation | ||
+ | | 1 | 29/2 | 14 | 1 | | ||
+ | | 2 | 14/2 | | ||
+ | | 3 | | ||
+ | | 4 | | ||
+ | | 5 | | ||
+ | |||
+ | with the first remainder value becoming the least significant digit. | ||
+ | |||
=====Converting between bases===== | =====Converting between bases===== | ||
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=====Ideas for enhancement or polish===== | =====Ideas for enhancement or polish===== | ||
+ | ====Deleting a node within a singly-linked list==== | ||
+ | |||
+ | In terms of our breakout, in which our brick structures are stored within our singly-linked list. When a brick is destroyed, it's likely that you're simply turning the visible flag to false. Once a brick is invisible, it still exists in memory even if nothing interacts with it. Freeing that brick from memory will improve performance, | ||
+ | |||
+ | In our singly-linked list, we have two pointers: one at the start of the list and one at our current position in the list. Due to the limitations of the structure, we're unable to delete the node we're currently have selected with the current pointer. We're only able to delete the node before or after the one currently selected. In this example, we'll delete the one after. | ||
+ | |||
+ | To start, create a new brick struct pointer. We'll call it '' | ||
+ | |||
+ | In order to make sure our list still stays in one piece after the node deletion, you'll need to assign '' | ||
+ | |||
+ | Afterwards, free the memory allocation of the temp node. Vircon32 has this as a function called '' | ||
====sound==== | ====sound==== | ||
.wav files can be included into your programs to produce sound. | .wav files can be included into your programs to produce sound. | ||
+ | |||
+ | You can include a sound for various reasons. | ||
The first thing you will want to do is to include the .wav file in your Make.sh. To do that nano into your make.sh and add the following: | The first thing you will want to do is to include the .wav file in your Make.sh. To do that nano into your make.sh and add the following: | ||
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</ | </ | ||
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+ | If you are running into an issue where the audio is overlapping creating a staticy noise, a good idea is to set the sound that you want to play to a channel. Then use the play_channel(channel number, your_sound) function, which causes the target channel to start playing its given sound if it is stopped or paused. It will also restart playback on a paused channel. If the channel is currently playing, it will retrigger the original sound. For certain games, this may be a better situation as the sound never triggers in tandem. | ||
+ | |||
+ | <code c> | ||
+ | assign_channel_sound(channel_number, | ||
+ | play_channel(channel_number) | ||
+ | </ | ||
+ | |||
+ | If however you want the whole sound to play out without repeating itself in the middle, there is another way. the get_channel_state function gets the state of the channel you input as its perameters. | ||
+ | |||
+ | <code c> | ||
+ | if(get_channel_state(0)!=channel_playing){ | ||
+ | play_channel(brick_b); | ||
+ | } | ||
+ | </ | ||
====music==== | ====music==== | ||