Games for Graphing Calculator

Graphing Calculator Game Performance Metrics :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ddd; –card-background: #ffffff; –error-color: #dc3545; } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; padding-top: 20px; padding-bottom: 40px; } .container { max-width: 1000px; width: 100%; margin: 0 auto; padding: 20px; background-color: var(–card-background); border-radius: 8px; box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1); text-align: center; } h1, h2, h3 { color: var(–primary-color); } .calculator-section { margin-bottom: 40px; padding: 30px; border: 1px solid var(–border-color); border-radius: 8px; background-color: var(–card-background); box-shadow: 0 1px 5px rgba(0, 0, 0, 0.05); } .calculator-section h2 { margin-top: 0; margin-bottom: 20px; font-size: 1.8em; } .input-group { margin-bottom: 20px; text-align: left; padding: 15px; border-radius: 6px; background-color: #fdfdfd; border: 1px solid #eee; } .input-group label { display: block; margin-bottom: 8px; font-weight: bold; color: var(–primary-color); } .input-group input[type="number"], .input-group input[type="text"], .input-group select { width: calc(100% – 20px); padding: 12px; margin-bottom: 5px; border: 1px solid var(–border-color); border-radius: 4px; font-size: 1em; box-sizing: border-box; } .input-group input[type="number"]:focus, .input-group input[type="text"]:focus, .input-group select:focus { outline: none; border-color: var(–primary-color); box-shadow: 0 0 0 2px rgba(0, 74, 153, 0.2); } .input-group .helper-text { font-size: 0.85em; color: #666; margin-top: 5px; display: block; } .input-group .error-message { color: var(–error-color); font-size: 0.8em; margin-top: 8px; display: none; /* Hidden by default */ height: 1.2em; /* Reserve space */ } .button-group { margin-top: 25px; display: flex; justify-content: center; gap: 15px; flex-wrap: wrap; } button { padding: 12px 25px; border: none; border-radius: 5px; font-size: 1.1em; font-weight: bold; cursor: pointer; transition: background-color 0.3s ease, transform 0.2s ease; } button.primary { background-color: var(–primary-color); color: white; } button.primary:hover { background-color: #003366; transform: translateY(-1px); } button.secondary { background-color: var(–border-color); color: var(–text-color); } button.secondary:hover { background-color: #ccc; transform: translateY(-1px); } button.success { background-color: var(–success-color); color: white; } button.success:hover { background-color: #218838; transform: translateY(-1px); } #result-area { margin-top: 30px; padding: 25px; background-color: var(–primary-color); color: white; border-radius: 8px; box-shadow: inset 0 0 15px rgba(0, 0, 0, 0.2); } #result-area h3 { color: white; margin-top: 0; margin-bottom: 15px; font-size: 1.6em; } #main-result { font-size: 2.5em; font-weight: bold; margin-bottom: 15px; display: inline-block; /* To apply padding/background */ padding: 10px 20px; background-color: var(–success-color); border-radius: 5px; box-shadow: 0 4px 8px rgba(0,0,0,0.2); } .intermediate-results, .formula-explanation { margin-top: 20px; font-size: 1.1em; text-align: left; } .intermediate-results p, .formula-explanation p { margin-bottom: 8px; } .intermediate-results strong, .formula-explanation strong { color: white; } table { width: 100%; border-collapse: collapse; margin-top: 20px; margin-bottom: 20px; background-color: white; border-radius: 5px; overflow: hidden; /* For rounded corners on rows */ } th, td { padding: 12px 15px; text-align: left; border-bottom: 1px solid var(–border-color); } thead th { background-color: var(–primary-color); color: white; font-weight: bold; } tbody tr:nth-child(even) { background-color: #f2f2f2; } tbody tr:last-child td { border-bottom: none; } caption { caption-side: top; font-weight: bold; font-size: 1.1em; color: var(–primary-color); margin-bottom: 10px; text-align: left; } canvas { margin-top: 20px; border: 1px solid var(–border-color); border-radius: 5px; background-color: white; } .article-section { margin-top: 40px; padding: 30px; border: 1px solid var(–border-color); border-radius: 8px; background-color: var(–card-background); box-shadow: 0 1px 5px rgba(0, 0, 0, 0.05); text-align: left; line-height: 1.6; } .article-section h2, .article-section h3 { margin-top: 0; margin-bottom: 15px; font-size: 1.7em; color: var(–primary-color); } .article-section h3 { font-size: 1.3em; color: #0056b3; } .article-section p, .article-section ul { margin-bottom: 15px; } .article-section ul { padding-left: 25px; } .article-section li { margin-bottom: 8px; } .faq-list { list-style: none; padding: 0; } .faq-list li { margin-bottom: 15px; border-bottom: 1px dashed var(–border-color); padding-bottom: 10px; } .faq-list li:last-child { border-bottom: none; } .faq-list strong { color: var(–primary-color); display: block; margin-bottom: 5px; } .internal-links-list { list-style: none; padding: 0; } .internal-links-list li { margin-bottom: 10px; } .internal-links-list a { color: var(–primary-color); text-decoration: none; font-weight: bold; } .internal-links-list a:hover { text-decoration: underline; } .internal-links-list span { font-size: 0.9em; color: #555; } .highlight { background-color: var(–success-color); color: white; padding: 2px 5px; border-radius: 3px; font-weight: bold; } .text-error { color: var(–error-color); font-weight: bold; } .copy-button-container { margin-top: 10px; } @media (max-width: 768px) { .container { padding: 15px; } button { width: 100%; margin-bottom: 10px; } .button-group { flex-direction: column; align-items: center; } .calculator-section, .article-section { padding: 20px; } #main-result { font-size: 2em; } }

Graphing Calculator Game Performance Metrics

Analyze the potential performance and complexity of games designed for graphing calculators.

Game Performance Calculator

Total RAM available on the calculator (e.g., 32768 for TI-84 Plus).
Estimated size of your game's program code.
Bytes needed to store game state (player, score, level) for one instance.
How many game states need to be stored simultaneously (e.g., saved games, AI opponents).
Estimated CPU cycles needed for one frame of game logic (in millions).
The processor speed of the target graphing calculator.

Performance Analysis

N/A

Total Data Memory Required: N/A Bytes

Estimated Frames Per Second (FPS): N/A

Memory Usage Percentage: N/A %

Formula Used:

Total Data Memory = Data Storage Per Instance * Maximum Concurrent Data Instances

Estimated FPS = (Calculator Clock Speed (MHz) * 1,000,000) / (Processing Cycles Per Frame (Millions) * 1,000,000)

Memory Usage Percentage = (Total Data Memory / Maximum Available RAM) * 100

Performance Breakdown Table

Game Performance Metrics Over Time
Metric Value Unit Notes
Max RAM N/A Bytes Calculator's total memory capacity.
Program Code Size N/A Bytes Executable game logic size.
Total Data Memory Required N/A Bytes Memory for all active game states.
Estimated FPS N/A Frames/sec Theoretical rendering speed.
Memory Usage (%) N/A % Percentage of RAM used by game data.

What is Graphing Calculator Game Performance?

Graphing calculator game performance refers to how efficiently and smoothly a game runs on a graphing calculator. This involves several key metrics, including how quickly the game can render frames (measured in Frames Per Second or FPS), how much of the calculator's limited memory it consumes, and the overall processing load it places on the device's CPU. Understanding these metrics is crucial for developers aiming to create engaging and playable games within the significant constraints of these specialized devices. Graphing calculators, while powerful for mathematical tasks, possess far less processing power and memory than even basic smartphones or computers. Therefore, optimizing games for these platforms requires a deep understanding of resource management and efficient coding practices.

Who Should Use This Calculator?

This calculator is designed for:

  • Game Developers: Individuals or teams creating games specifically for platforms like TI-83, TI-84, Casio fx-CG series, or HP graphing calculators.
  • Students and Hobbyists: Those interested in exploring the technical limitations and possibilities of programming on graphing calculators.
  • Educators: Teachers using graphing calculators in STEM fields who want to illustrate concepts of resource management and computational limits.
  • Enthusiasts: Anyone curious about the technical specifications and performance potential of graphing calculator games.

Common Misconceptions

  • Misconception: Graphing calculators are powerful enough for complex 3D graphics.
    Reality: Most graphing calculators are limited to 2D graphics and simple animations due to hardware constraints.
  • Misconception: RAM usage is only about the program size.
    Reality: While program size is important, the memory required to store game state (variables, player positions, scores, etc.) can often be a more significant factor, especially with multiple game instances or complex data structures.
  • Misconception: Clock speed directly translates to game speed.
    Reality: While clock speed is a factor, the efficiency of the code, the complexity of the operations per frame, and the specific architecture of the calculator's processor play equally important roles.

Graphing Calculator Game Performance Metrics: Formula and Mathematical Explanation

Calculating the performance metrics for graphing calculator games involves assessing memory usage and processing speed relative to the hardware's capabilities. This helps determine if a game is feasible and how well it might run.

Core Calculations

  1. Total Data Memory Required

    This metric estimates the total memory needed to store all the dynamic data associated with the game. This includes variables, player states, scores, level data, AI information, and any other runtime information that changes during gameplay.

    Formula:

    Total Data Memory Required = Data Storage Per Instance * Maximum Concurrent Data Instances

  2. Estimated Frames Per Second (FPS)

    This calculates the theoretical maximum number of frames the calculator's processor can render per second, based on its clock speed and the estimated computational cost per frame.

    Formula:

    Estimated FPS = (Calculator Clock Speed (MHz) * 1,000,000) / (Processing Cycles Per Frame (Millions) * 1,000,000)

    Alternatively, simplified using the units provided:

    Estimated FPS = Calculator Clock Speed (MHz) / Processing Cycles Per Frame (Millions)

    Note: This is a simplification. Real-world FPS is affected by many factors including rendering efficiency, memory access speed, and operating system overhead.

  3. Memory Usage Percentage

    This indicates what proportion of the calculator's total available RAM is consumed by the game's data storage. A high percentage suggests potential memory limitations or conflicts with other essential calculator functions.

    Formula:

    Memory Usage Percentage = (Total Data Memory Required / Maximum Available RAM) * 100

Variables Explained

Performance Metrics Variables
Variable Meaning Unit Typical Range
Maximum Available RAM Total random-access memory available on the graphing calculator for programs and data. Bytes 16,384 – 65,536 Bytes (e.g., TI-83/84 series)
Program Code Size The size of the compiled game executable. This is a separate memory consideration from runtime data. Bytes 50 – 20,480 Bytes (highly variable)
Data Storage Per Instance Memory needed for a single set of game variables (e.g., one player's data). Bytes 16 – 1024 Bytes
Maximum Concurrent Data Instances The highest number of independent data sets needed at any one time. Count 1 – 50
Processing Cycles Per Frame (Millions) Estimated number of CPU operations required to calculate and prepare one screen update. Millions of cycles 0.1 – 5.0
Calculator Clock Speed The base frequency of the calculator's CPU. MHz 4 – 30 MHz (common range for older models)
Total Data Memory Required Calculated memory footprint for all active game states. Bytes Calculated
Estimated FPS Theoretical maximum frames per second the calculator can process. Frames/sec Calculated
Memory Usage Percentage Proportion of RAM used by game data. % Calculated

Practical Examples (Real-World Use Cases)

Example 1: Simple Snake Game on TI-84 Plus

A developer is creating a classic Snake game for a TI-84 Plus calculator. The game needs to store the snake's body segments, its current direction, the food position, and the score.

  • Calculator: TI-84 Plus
  • Maximum Available RAM: 32768 Bytes
  • Program Code Size: 4096 Bytes (Estimted)
  • Data Storage Per Instance: 128 Bytes (for snake body coordinates, direction, food X/Y, score)
  • Maximum Concurrent Data Instances: 1 (only one game state needed at a time)
  • Processing Cycles Per Frame (Millions): 0.3 Million cycles (simple logic for movement, collision detection, redrawing)
  • Calculator Clock Speed: 15 MHz

Calculation Results:

  • Total Data Memory Required: 128 Bytes * 1 = 128 Bytes
  • Estimated FPS: 15 MHz / 0.3 = 50 FPS
  • Memory Usage Percentage: (128 Bytes / 32768 Bytes) * 100 = 0.39%

Interpretation: This Snake game is highly feasible. It uses a negligible amount of RAM (0.39%), leaving plenty for the program code and calculator's OS. The estimated 50 FPS suggests smooth gameplay, well within the capabilities of the TI-84 Plus.

Example 2: Basic Platformer on Casio fx-CG50

A developer is prototyping a simple 2D platformer on a Casio fx-CG50. The game requires storing player state, enemy positions, platform data, and collected items.

  • Calculator: Casio fx-CG50
  • Maximum Available RAM: 65536 Bytes (Assumed, actual may vary)
  • Program Code Size: 12288 Bytes (Estimated)
  • Data Storage Per Instance: 512 Bytes (Player X/Y, velocity, health; 4 enemies X/Y; 10 item X/Y positions; level state)
  • Maximum Concurrent Data Instances: 3 (e.g., Player + 2 enemies + item data active simultaneously)
  • Processing Cycles Per Frame (Millions): 1.2 Million cycles (more complex physics, AI, collision)
  • Calculator Clock Speed: 48 MHz (Hypothetical for example, actual may differ)

Calculation Results:

  • Total Data Memory Required: 512 Bytes * 3 = 1536 Bytes
  • Estimated FPS: 48 MHz / 1.2 = 40 FPS
  • Memory Usage Percentage: (1536 Bytes / 65536 Bytes) * 100 = 2.34%

Interpretation: This platformer concept appears viable. The data memory requirement (1536 Bytes) is low relative to the available RAM, and the estimated 40 FPS indicates potential for reasonably smooth gameplay. However, the "Processing Cycles Per Frame" is significantly higher than the Snake game, suggesting optimization will be key to achieving the target FPS, especially if more complex elements are added.

How to Use This Graphing Calculator Game Performance Calculator

This calculator helps you estimate the feasibility and potential performance of your graphing calculator game. Follow these steps:

  1. Input Calculator Specifications:
    • Maximum Available RAM: Find the technical specifications for your target graphing calculator. Enter the total RAM in Bytes. For example, a TI-84 Plus typically has 32768 Bytes.
    • Program Code Size: Estimate the final size of your game's program file after compilation or assembly. This is a separate consideration from runtime data memory.
  2. Input Game Data Requirements:
    • Data Storage Per Instance: Determine how many Bytes are needed to store the state of a single game element (e.g., one player, one enemy, one item). Consider all variables required for that element.
    • Maximum Concurrent Data Instances: Estimate the maximum number of these game elements that will need their data stored and accessible *at the same time*.
  3. Input Processing Load:
    • Processing Cycles Per Frame (Millions): This is an estimate of how computationally intensive one screen update is. Break down your game loop: how many calculations are needed for movement, AI, collision detection, drawing, etc.? Express this in millions of cycles. This often requires profiling or educated guessing during development.
    • Calculator Clock Speed: Enter the processor speed of your target calculator in MHz.
  4. Click "Calculate Performance": The calculator will update the results area and the table/chart below.

How to Read Results

  • Main Result (Highlighted): This shows the most critical metric, often Estimated FPS, to give a quick performance indicator. Red text indicates potential issues.
  • Intermediate Results:
    • Total Data Memory Required: Check if this value is significantly less than the Maximum Available RAM. A large portion used here leaves little room for the program code itself or the OS.
    • Estimated Frames Per Second (FPS): Higher is better. Aim for at least 20-30 FPS for smooth gameplay. Below 15 FPS can feel sluggish.
    • Memory Usage Percentage: A low percentage (e.g., under 10-20% for data) is ideal, indicating ample memory. High percentages warrant investigation.
  • Table & Chart: Provide a visual and tabular breakdown of all metrics for detailed analysis.

Decision-Making Guidance

  • High Memory Usage (>50% for data): Your game might be too memory-intensive. Try optimizing data structures, reducing the number of instances, or simplifying data stored per instance.
  • Low Estimated FPS (<20 FPS): Your game's logic might be too complex for the processor. Optimize algorithms, reduce calculations per frame, or consider simplifying game mechanics.
  • Code Size vs. RAM: Remember that the Program Code Size also consumes RAM. Ensure Program Code Size + Total Data Memory Required is less than Maximum Available RAM.

Key Factors That Affect Graphing Calculator Game Results

Several factors significantly influence the performance and feasibility of games on graphing calculators:

  1. Available RAM: This is the most fundamental constraint. Graphing calculators have very limited RAM (often measured in tens of Kilobytes). Developers must meticulously manage memory for both the program code and all runtime data. Exceeding available RAM can lead to crashes or unpredictable behavior.
  2. Processor Speed (Clock Speed): A faster CPU (measured in MHz) can execute instructions more quickly, directly impacting how many operations can be performed per second. Higher clock speeds generally allow for more complex calculations or faster frame rates.
  3. Code Optimization: The efficiency of the code written is paramount. Assembly language or highly optimized C code often outperforms less efficient BASIC or interpreted languages. Poorly written loops, redundant calculations, or inefficient data access can drastically reduce performance, even on faster processors.
  4. Complexity of Game Logic: More intricate game mechanics require more computational power. Physics simulations, advanced AI, real-time pathfinding, complex collision detection, and large numbers of on-screen objects all increase the 'Processing Cycles Per Frame'.
  5. Graphics Rendering Demands: The resolution and color depth of the calculator's screen, coupled with the complexity of drawing sprites, backgrounds, and effects, directly impact the processing time per frame. Higher resolutions and more detailed graphics demand more CPU resources.
  6. Memory Access Speed: It's not just about the *amount* of RAM, but how quickly it can be read from and written to. Slow memory access can create bottlenecks, even if the CPU is fast. This is often dictated by the calculator's hardware architecture.
  7. Operating System / OS Overhead: The calculator's built-in operating system handles basic functions. Its efficiency and the resources it consumes can affect the performance available for user-developed games. Some OS functions might be slower than direct hardware manipulation.
  8. Data Structures: The way data is organized in memory affects access times and overall usage. For example, using dynamic arrays versus fixed-size arrays, or choosing appropriate data types (e.g., integers vs. floating-point numbers), can impact both memory footprint and processing speed.

Frequently Asked Questions (FAQ)

  • Q: Can I run modern 3D games on a graphing calculator?
    A: Generally, no. Most graphing calculators are limited to 2D graphics and simpler game mechanics due to severe constraints in processing power, RAM, and display capabilities.
  • Q: What is the difference between Program Code Size and Data Storage?
    A: Program Code Size is the memory occupied by the instructions that make up your game. Data Storage is the memory used to hold the game's variables and state while it's running. Both consume the calculator's limited RAM.
  • Q: Is it better to have more RAM or a faster clock speed?
    A: Both are crucial, but they address different limitations. More RAM allows for larger programs and more complex game states. A faster clock speed allows for more computations per second, leading to smoother animations and faster logic processing. The ideal balance depends on the game's design.
  • Q: My game runs, but it's very slow. What should I check first?
    A: Check your 'Processing Cycles Per Frame'. This is often the bottleneck. Profile your code to identify slow functions, optimize algorithms, and reduce unnecessary calculations within your game loop. Also, ensure your 'Data Storage Per Instance' isn't excessively large, impacting memory access.
  • Q: What FPS is considered "good" for a graphing calculator game?
    A: For simple 2D games, aiming for 20-30 FPS is often considered good and provides a smooth experience. Anything below 15 FPS may feel sluggish and unplayable for many game genres.
  • Q: Does the calculator's screen resolution affect performance?
    A: Yes, significantly. A higher resolution screen requires more data to be processed and drawn for each frame. If your game logic is already pushing the limits, rendering to a higher-resolution display will likely reduce FPS further.
  • Q: How can I reduce the 'Data Storage Per Instance'?
    A: Re-evaluate the variables you're storing. Can you use smaller data types? Can you combine related variables? Can some data be calculated on the fly instead of stored? Avoid storing large arrays if possible, or optimize their size.
  • Q: Can I use this calculator for games that require saving high scores across multiple sessions?
    A: This calculator primarily focuses on runtime performance and RAM usage. Persistent storage (saving to archives or flash memory) is a separate concern related to the calculator's non-volatile memory capabilities, not its active RAM or processing speed.

Related Tools and Internal Resources

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function validateInput(id, min, max, isFloat = false) { var input = document.getElementById(id); var value = input.value.trim(); var errorElement = document.getElementById(id + "Error"); errorElement.style.display = 'block'; // Show error div if (value === "") { errorElement.textContent = "This field is required."; return false; } var numValue; if (isFloat) { numValue = parseFloat(value); if (isNaN(numValue)) { errorElement.textContent = "Please enter a valid number."; return false; } } else { numValue = parseInt(value, 10); if (isNaN(numValue)) { errorElement.textContent = "Please enter a valid whole number."; return false; } } if (numValue max) { errorElement.textContent = "Value cannot exceed " + max + "."; return false; } errorElement.textContent = ""; // Clear error errorElement.style.display = 'none'; // Hide error div if valid return true; } function calculatePerformance() { // Validate inputs first var validMaxRam = validateInput("maxRam", 100); var validCodeSize = validateInput("codeSize", 10); var validDataStorage = validateInput("dataStorage", 0); var validMaxInstances = validateInput("maxInstances", 1); var validCyclesPerFrame = validateInput("cyclesPerFrame", 0.01, undefined, true); var validClockSpeed = validateInput("clockSpeed", 1); if (!validMaxRam || !validCodeSize || !validDataStorage || !validMaxInstances || !validCyclesPerFrame || !validClockSpeed) { document.getElementById("main-result").textContent = "ERR"; updateTable("N/A", "N/A", "N/A", "N/A", "N/A"); clearChart(); return; } var maxRam = parseFloat(document.getElementById("maxRam").value); var codeSize = parseFloat(document.getElementById("codeSize").value); var dataStoragePerInstance = parseFloat(document.getElementById("dataStorage").value); var maxInstances = parseFloat(document.getElementById("maxInstances").value); var cyclesPerFrameMillions = parseFloat(document.getElementById("cyclesPerFrame").value); var clockSpeedMHz = parseFloat(document.getElementById("clockSpeed").value); // Calculations var totalDataMemory = dataStoragePerInstance * maxInstances; var estimatedFps = 0; if (cyclesPerFrameMillions > 0) { estimatedFps = clockSpeedMHz / cyclesPerFrameMillions; // Simplified FPS calculation based on MHz/Millions } var memoryUsagePercent = 0; if (maxRam > 0) { memoryUsagePercent = (totalDataMemory / maxRam) * 100; } // Display Results var mainResultElement = document.getElementById("main-result"); var mainResultText = estimatedFps.toFixed(1); if (totalDataMemory > maxRam) { mainResultElement.textContent = "MEM LIMIT"; mainResultElement.style.backgroundColor = 'var(–error-color)'; mainResultElement.style.color = 'white'; } else if (estimatedFps = 1000000) label += (value/1000000).toFixed(1) + 'M Bytes'; else if (value >= 1000) label += (value/1000).toFixed(1) + ' KB'; else label += value + ' Bytes'; } else { // FPS values label += parseFloat(value).toFixed(1) + ' FPS'; } return label; } } } } }); } function clearChart() { var ctx = document.getElementById("performanceChart").getContext("2d"); ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); if (performanceChartInstance) { performanceChartInstance.destroy(); performanceChartInstance = null; } // Optionally draw a placeholder or message ctx.font = "16px Arial"; ctx.fillStyle = "grey"; ctx.textAlign = "center"; ctx.fillText("Enter valid inputs to see chart", ctx.canvas.width/2, ctx.canvas.height/2); } function resetCalculator() { document.getElementById("maxRam").value = "32768"; document.getElementById("codeSize").value = "5120"; document.getElementById("dataStorage").value = "256"; document.getElementById("maxInstances").value = "10"; document.getElementById("cyclesPerFrame").value = "0.5"; document.getElementById("clockSpeed").value = "15"; // Clear errors var errorElements = document.querySelectorAll('.error-message'); for (var i = 0; i < errorElements.length; i++) { errorElements[i].textContent = ""; errorElements[i].style.display = 'none'; } // Reset results and chart document.getElementById("main-result").textContent = "N/A"; document.getElementById("main-result").style.backgroundColor = 'var(–primary-color)'; document.getElementById("totalDataMemory").textContent = "N/A"; document.getElementById("estimatedFps").textContent = "N/A"; document.getElementById("memoryUsagePercent").textContent = "N/A"; updateTable("N/A", "N/A", "N/A", "N/A", "N/A"); clearChart(); } function copyResults() { var mainResult = document.getElementById("main-result").textContent; var totalDataMemory = document.getElementById("totalDataMemory").textContent; var estimatedFps = document.getElementById("estimatedFps").textContent; var memoryUsagePercent = document.getElementById("memoryUsagePercent").textContent; var maxRamInput = document.getElementById("maxRam").value; var codeSizeInput = document.getElementById("codeSize").value; var dataStorageInput = document.getElementById("dataStorage").value; var maxInstancesInput = document.getElementById("maxInstances").value; var cyclesPerFrameInput = document.getElementById("cyclesPerFrame").value; var clockSpeedInput = document.getElementById("clockSpeed").value; var assumptions = [ "Calculator Max RAM: " + maxRamInput + " Bytes", "Program Code Size: " + codeSizeInput + " Bytes", "Data Storage Per Instance: " + dataStorageInput + " Bytes", "Max Concurrent Data Instances: " + maxInstancesInput, "Processing Cycles Per Frame: " + cyclesPerFrameInput + " Million Cycles", "Calculator Clock Speed: " + clockSpeedInput + " MHz" ]; var copyText = "— Graphing Calculator Game Performance Results —\n\n"; copyText += "Main Result: " + mainResult + "\n"; copyText += "Total Data Memory Required: " + totalDataMemory + " Bytes\n"; copyText += "Estimated Frames Per Second (FPS): " + estimatedFps + "\n"; copyText += "Memory Usage Percentage: " + memoryUsagePercent + " %\n\n"; copyText += "— Key Assumptions —\n"; copyText += assumptions.join("\n"); // Use navigator.clipboard for modern browsers if (navigator.clipboard && navigator.clipboard.writeText) { navigator.clipboard.writeText(copyText).then(function() { alert("Results copied to clipboard!"); }).catch(function(err) { console.error("Could not copy text: ", err); // Fallback for older browsers or if clipboard permission denied try { var textArea = document.createElement("textarea"); textArea.value = copyText; textArea.style.position = "fixed"; // Avoid scrolling to bottom textArea.style.left = "-9999px"; textArea.style.top = "-9999px"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); document.execCommand("copy"); document.body.removeChild(textArea); alert("Results copied to clipboard!"); } catch (e) { alert("Failed to copy results. Please copy manually."); } }); } else { // Fallback for older browsers try { var textArea = document.createElement("textarea"); textArea.value = copyText; textArea.style.position = "fixed"; textArea.style.left = "-9999px"; textArea.style.top = "-9999px"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); document.execCommand("copy"); document.body.removeChild(textArea); alert("Results copied to clipboard!"); } catch (e) { alert("Failed to copy results. Please copy manually."); } } } // Initial calculation on page load if defaults are set document.addEventListener('DOMContentLoaded', function() { calculatePerformance(); // Initialize chart with placeholder if inputs are not valid yet if (document.getElementById("main-result").textContent === "N/A") { clearChart(); } }); // Add event listeners for real-time updates (optional, but good UX) var inputFields = document.querySelectorAll('.calculator-section input[type="number"], .calculator-section select'); for (var i = 0; i < inputFields.length; i++) { inputFields[i].addEventListener('input', calculatePerformance); inputFields[i].addEventListener('change', calculatePerformance); // For select elements } // Include Chart.js library – MUST be loaded before the script that uses it. // For a single-file HTML, you'd typically embed this via CDN or a local file. // IMPORTANT: This script assumes Chart.js is available globally. // In a real-world single-file scenario, you'd add: // // at the top of the or just before your script tag. // Since we are restricted to ONLY the HTML file content, this assumes Chart.js // would be manually included or the environment provides it. // For this exercise, we'll define a dummy Chart object to prevent errors if it's not loaded. if (typeof Chart === 'undefined') { console.warn("Chart.js not found. Chart functionality will be limited."); window.Chart = function() { this.destroy = function() { console.warn("Chart.js not loaded, cannot destroy."); }; }; window.Chart.defaults = { global: {} }; // Mock defaults window.Chart.controllers = {}; // Mock controllers }

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