00:34
<
set_ >
What is going on w/ the .org these days, i.e. plans, aspirations, and/or modifications?
00:36
<
set_ >
I would like to see @zmatt, sorry for calling to you here, use the word aspirations.
00:37
* set_
has aspirations to be an astronaut or juggernaut.
00:40
<
set_ >
Anyway, back to the .org.
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00:42
<
set_ >
Just so people know me a bit better here, I explicably lose control on accident and then sooth and calm. There.
00:45
<
set_ >
once I set a bit to 1, what can I then do w/ it?
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00:46
<
set_ >
I keep reading M4 terminology. 1 << 8 means bit 8 is set to 1?
00:49
<
set_ >
GenTooMan: Wake up! 1 << 8 means to set bit 8 to 1?
00:56
<
set_ >
10000000! Then, that equals 0x128?
00:56
<
set_ >
I know. Boring.
00:57
<
set_ >
I do not use those bitshift operators much these days.
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00:58
<
set_ >
Like w/ reading pixels or in music!
00:59
<
set_ >
I always wondered why in RGB colors, 256 kept coming up (esp. in reading websites).
01:00
<
set_ >
Anyway, do not mind me. Just configuring a confusion. ha.
01:16
<
set_ >
signed is not like leftshift.
01:20
<
set_ >
binary (1 0000 0000), decimal (256), and hexadecimal (100) or in Linux as hex, it is 0x100. That seems like my paychecks. Ha.
01:21
* set_
calls for one hex sir!
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01:46
<
GenTooMan >
set_, 1 << 8 is 256 or 0x100
01:47
<
GenTooMan >
bit shift operators are very useful. It is however not simple to understand without thinking carefully.
01:49
<
GenTooMan >
for example making a 24bit RGB value with 3 integers in a macro
01:51
<
GenTooMan >
they are also useful for converting floating point values to fixed point
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02:37
<
set_ >
Thank you, sir.
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13:51
<
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)
13:51
<
GenTooMan >
probably should ahve a (uint16_t) type cast in it but who cares
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