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[Text: DeepSeek 3]
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
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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
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
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' 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.