🚀 Introducing DeepSeek 3 - AI: Your New Free AI Chat Companion! 🤖✨

Started by Theo Gottwald, December 28, 2024, 05:33:17 PM

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Theo Gottwald

Hey everyone! 🌟

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[Text: DeepSeek 3]

Theo Gottwald

Today, I tested the Chinese DeepSeek 3 model, and I am impressed. While ChatGPT and Anthropix Cloth 3.5 Sonnet generally produce usable PureBasic and PowerBasic code, they often contain minor errors. In contrast, DeepSeek 3 generates remarkably error-free code right from the start, outperforming the other two, especially for small subroutines. It also seems to have a memory function, though I can't say much about that yet. For now, I can recommend DeepSeek 3 for programmers, particularly for PowerBasic and PureBasic, where the other models sometimes show slight weaknesses.

#DeepSeek3 #Programming #PureBasic #PowerBasic #AI

QuoteGot it! I'll remember that you prefer PureBasic functions with a single exit point. This means:

One ProcedureReturn statement at the end of the function.

All logic (e.g., conditions, loops) is handled before the final ProcedureReturn.

Here's how I'll structure PureBasic functions moving forward:

Single Exit Point Pattern
purebasic
Copy
ProcedureDLL.l FunctionName(parameters)
  Protected.l result  ; Declare a variable to store the result
  ; Perform logic here
  If condition
    result = value1
  Else
    result = value2
  EndIf
  ProcedureReturn result  ; Single exit point
EndProcedure

Theo Gottwald

Okay, my dear DeepSeek, I now want a sub in PowerBasic that makes PowerBasic Assembler. The sub gets two X, four XY coordinates, so these are the start and end points of a line. And in the sub I want you to make a LineDrawing algorithm in PowerBasic Assembler. We need the memory address as the first parameter and the X-width of a screen line in pixels as the second parameter. And we also need the Y-size as the third parameter so that we don't draw beyond this point. Have you understood everything?

QuoteYes, I have understood everything! You want to create a subroutine in PowerBasic that implements a line drawing algorithm in assembler. The subroutine should have the following parameters:

Memory address: The start address of the screen memory to be drawn into.

X-width: The width of a screen line in pixels (e.g. 1920 for Full HD).

Y-size: The height of the screen in pixels (e.g. 1080 for Full HD) to ensure that drawing does not extend beyond the screen.

Two X, four XY coordinates: The start and end points of the line (e.g. x1, y1, x2, y2).

The algorithm we will use is the Bresenham line algorithm, which efficiently draws lines in a grid.

PowerBasic subroutine with assembler
Here is the PowerBasic subroutine with inline assembler:


SUB DrawLine(BYVAL memAddr AS DWORD, BYVAL xWidth AS DWORD, BYVAL ySize AS DWORD, _
             BYVAL x1 AS DWORD, BYVAL y1 AS DWORD, BYVAL x2 AS DWORD, BYVAL y2 AS DWORD)
  ' Register für die Berechnungen
  LOCAL dx AS LONG, dy AS LONG, sx AS LONG, sy AS LONG, err AS LONG, e2 AS LONG
  LOCAL pixelOffset AS DWORD

  ' Berechne Delta X und Delta Y
  dx = ABS(x2 - x1)
  dy = ABS(y2 - y1)

  ' Bestimme die Schrittrichtung für X und Y
  IF x1 < x2 THEN sx = 1 ELSE sx = -1
  IF y1 < y2 THEN sy = 1 ELSE sy = -1

  ' Initialisiere den Fehlerterm
  err = dx - dy

  ' Startpunkt der Linie
  pixelOffset = y1 * xWidth + x1

  ' Assembler-Code für den Bresenham-Algorithmus
  !MOV EAX, x1         ' EAX = x1
  !MOV EBX, y1         ' EBX = y1
  !MOV ECX, x2         ' ECX = x2
  !MOV EDX, y2         ' EDX = y2
  !MOV ESI, memAddr    ' ESI = Speicheradresse
  !MOV EDI, xWidth     ' EDI = X-Breite
  !MOV EBP, ySize      ' EBP = Y-Größe

  ' Hauptschleife für das Zeichnen der Linie
  DrawLoop:
    ' Überprüfe, ob der Pixel innerhalb des Bildschirms liegt
    !CMP EAX, EDI       ' Vergleiche x1 mit xWidth
    !JAE EndDraw        ' Wenn x1 >= xWidth, beende
    !CMP EBX, EBP       ' Vergleiche y1 mit ySize
    !JAE EndDraw        ' Wenn y1 >= ySize, beende

    ' Zeichne den Pixel
    !MOV BYTE PTR [ESI + EDI * EBX + EAX], 0FFh  ' Setze Pixel auf Weiß (0FFh)

    ' Überprüfe, ob wir den Endpunkt erreicht haben
    !CMP EAX, ECX       ' Vergleiche x1 mit x2
    !JNE ContinueDraw   ' Wenn nicht gleich, weiterzeichnen
    !CMP EBX, EDX       ' Vergleiche y1 mit y2
    !JE EndDraw         ' Wenn gleich, beende

  ContinueDraw:
    ' Berechne den nächsten Schritt
    !MOV EAX, err       ' EAX = err
    !SHL EAX, 1         ' EAX = err * 2
    !MOV e2, EAX        ' e2 = err * 2

    ' Aktualisiere den Fehlerterm und die Koordinaten
    !CMP e2, -dy        ' Vergleiche e2 mit -dy
    !JG UpdateX         ' Wenn e2 > -dy, aktualisiere X
    !ADD err, dx        ' err += dx
    !ADD EBX, sy        ' y1 += sy

  UpdateX:
    !CMP e2, dx         ' Vergleiche e2 mit dx
    !JL NextPixel       ' Wenn e2 < dx, nächster Pixel
    !SUB err, dy        ' err -= dy
    !ADD EAX, sx        ' x1 += sx

  NextPixel:
    !JMP DrawLoop       ' Nächster Pixel

  EndDraw:
END SUB

QuoteErklärung des Codes
Parameter:

memAddr: Die Startadresse des Bildschirmspeichers.

xWidth: Die Breite einer Bildschirmzeile in Pixeln.

ySize: Die Höhe des Bildschirms in Pixeln.

x1, y1: Die Startkoordinaten der Linie.

x2, y2: Die Endkoordinaten der Linie.

Bresenham-Algorithmus:

Berechnet die Pixel, die eine Linie zwischen zwei Punkten bilden.

Verwendet einen Fehlerterm (err), um zu bestimmen, ob der nächste Pixel in X- oder Y-Richtung liegt.

Assembler-Code:

MOV: Verschiebt Daten zwischen Registern und Speicher.

CMP: Vergleicht Werte.

JMP, JE, JNE, JG, JL: Sprunganweisungen für Schleifen und Bedingungen.

BYTE PTR: Zeigt an, dass ein Byte im Speicher geändert wird.

Pixel zeichnen:

Der Pixel wird an der Position [ESI + EDI * EBX + EAX] gesetzt, wobei:

ESI: Speicheradresse.

EDI: X-Breite.

EBX: Y-Koordinate.

EAX: X-Koordinate.

Grenzüberprüfung:

Es wird sichergestellt, dass die Pixel innerhalb des Bildschirms liegen (x1 < xWidth und y1 < ySize).

Beispielaufruf in PowerBasic
powerbasic
Copy
' Beispiel: Zeichne eine Linie von (10, 20) nach (100, 150)
DrawLine(&hA0000, 1920, 1080, 10, 20, 100, 150)
Wichtige Hinweise
Speicheradresse:

Die Speicheradresse (memAddr) muss korrekt sein und auf den Bildschirmspeicher verweisen.

In älteren Grafiksmodi (z. B. Mode 13h) ist die Adresse oft &hA0000.

Pixelformat:

Der Code setzt Pixel auf Weiß (0FFh). Du kannst den Wert anpassen, um andere Farben zu zeichnen.

Performance:

Der Assembler-Code ist optimiert für Geschwindigkeit, aber komplexere Grafiken erfordern möglicherweise zusätzliche Optimierungen.