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Fast, Faster, Fastest code: SPIN_TrigPack Facts — Parallax Forums

Fast, Faster, Fastest code: SPIN_TrigPack Facts

cessnapilotcessnapilot Posts: 182
edited 2009-11-22 19:08 in Propeller 1
Fast, Faster, Fastest code: SPIN_TrigPack Facts

As a gentle response to a user comment at http://obex.parallax.com/objects/501/

>I am building an hexapod driven by propeller. I wrote
>Inverse Kinematics for one leg using this package; it takes
>68486 µsec. Using Floating Point, it takes 3043 µsec. I did
>expect Fixed Point math to be faster that Floating Point...

I placed a new version of the SPIN_TrigPack object at OBEX. This actually contains some timing tests, beside another improvements. I attached the screen of the results. They prove just the opposite. I suppose that he used the PASM objects from the Floating Point package, but that is an other story. It is good to see that such complex algorithm as Inverse Kinematics can be programmed with SPIN_TrigPack without error and it is so fast with the software floating point library of the Propeller.·

The real question of how is possible to generate TRUE RANDOM SEQUENCIES with SPIN_TrigPack written solely in SPIN, remains unanswered.

Sincerely

Istvan


PS: Prop can run Block-Floating-Point object (16, 24,· 32 bits in PASM), believe me. If something is fast, then that is fast and precise. It·is an all-win solution for speed and accuracy.

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