Chapter 8. Graphs, shapes, and points

 

This chapter covers
  • Drawing lines, shapes, and points
  • Creating and annotating graphs from programs
  • Techniques for making graphical programs and games

 

For the first six chapters, you worked with the homescreen, an 8-row, 16-column matrix of characters. In chapter 7, you learned about manipulating the individual pixels of the graphscreen, turning them on and off and checking if certain pixels were on. If you wanted to draw a line, a polygon, or a circle, render a graph, or save a full-screen picture, you’d be stuck with many, many pixel commands. Figure 8.1 shows some of the things you might want to draw in programs.

Figure 8.1. Two examples of what you can do with this chapter’s lessons. The left ...

Get Programming the TI-83 Plus/TI-84 Plus now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.