<set_> What is going on w/ the .org these days, i.e. plans, aspirations, and/or modifications?
<set_> I would like to see @zmatt, sorry for calling to you here, use the word aspirations.
* set_ has aspirations to be an astronaut or juggernaut.
<set_> Anyway, back to the .org.
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<set_> Just so people know me a bit better here, I explicably lose control on accident and then sooth and calm. There.
<set_> e
<set_> once I set a bit to 1, what can I then do w/ it?
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<set_> I keep reading M4 terminology. 1 << 8 means bit 8 is set to 1?
<set_> GenTooMan: Wake up! 1 << 8 means to set bit 8 to 1?
<set_> Oh!
<set_> 000000001?
<set_> wait.
<set_> 10000000! Then, that equals 0x128?
<set_> I know. Boring.
<set_> I do not use those bitshift operators much these days.
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<set_> 256!
<set_> Like w/ reading pixels or in music!
<set_> I always wondered why in RGB colors, 256 kept coming up (esp. in reading websites).
<set_> Anyway, do not mind me. Just configuring a confusion. ha.
<set_> signed is not like leftshift.
<set_> binary (1 0000 0000), decimal (256), and hexadecimal (100) or in Linux as hex, it is 0x100. That seems like my paychecks. Ha.
* set_ calls for one hex sir!
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<set_> https://pastebin.com/MXBchM7z is something I found! Anyway, it is neat.
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<GenTooMan> set_, 1 << 8 is 256 or 0x100
<GenTooMan> bit shift operators are very useful. It is however not simple to understand without thinking carefully.
<GenTooMan> for example making a 24bit RGB value with 3 integers in a macro
<GenTooMan> they are also useful for converting floating point values to fixed point
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<set_> Thank you, sir.
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<GenTooMan> example macro for Playstation_1 create BGR16 pixel element from 3 8 bit R G B values (note the macro is already shift optimized otherwise it would have a lot of extra shifts), #define BGR16(R,G,B) (((B)&0xF8)<<8)|(((G)& 0xFC)<<3)|(((R)&0xF8)>>3)
<GenTooMan> probably should ahve a (uint16_t) type cast in it but who cares
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