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I have the very same model. Don't worry, I know what I'm doing.

First, start by making a program.

Press the PRGM button, press the right arrow until you come to the NEW option.

Enter a program name, like SNOWMAN, or anything that is 8 characters or less.

Press enter. Your screen should look like this:

_________________

|PROGRAM:SNOWMAN|

|: |

| |

copy the following code, I will give an explanation

(-> is the sto> command. I hope that deltaX (ΔX) and deltaY (ΔY) show up on your computer.

(Xmin, Xmax, Ymin, Ymax, ΔX, and ΔY can be found by pressing [VARS], then go to WINDOW. AxesOff can be found by pressing 2nd [zoom] (right below the screen), and DispGraph on [PRGM], then I/O menu. The draw button, 2ND [PRGM], contains all of the drawing commands.)

:0->Xmin

:10->Xmax

:0->Ymin

:10->Ymax

:(Xmax-Xmin)/94->X

:(Ymax-Ymin)/62->Y

:max(X,Y)->ΔX

:max(X,Y)->ΔY

:AxesOff

:ClrDraw

:DispGraph

:7->C

:2->B

:1.5->M

:1->T

:Circle(C,B,B,{i})

:Circle(C,2B+M,M,{i})

:Circle(C,2(B+M)+T,T,{i})

:Circle(C-(T/3),2(B+M)+T,T/10,{i})

:Circle(C+(T/3),2(B+M)+T,T/10,{i})

:Line(C-M,2B+M,C-2M,2B+2M)

:Line(C+M,2B+M,C+2M,2B+2M)

That's it. You're done!

No hat, no buttons, just the basics.

Now for the explanations.

Xmin, Xmax, Ymin, and Ymax are variables controlling the boundaries of the graphing screen. We are setting this to show 0 to 10 on the x axis and 0 to 10 on the y axis. But if it were left this way, any circles drawn would look like ovals. Therefore, there needs to be an equation to make the screen "square". The calculations:

:(Xmax-Xmin)/94->X

:(Ymax-Ymin)/62->Y

calculate the distance between pixel values on the x and y axes.

Now we just have to figure what numbers to use.

the max( command returns the larger of the two numbers.

we want the larger number so that the minimum bounds are at least 1 to 10.

If the min( command was used, the x axis would be from 0 to 10, but the y axis would be from 0 to something less than 10.

When you store a value to ΔX and ΔY, Xmax and Ymax are calculated for you, so no more work with the screen.

AxesOff hides the axes so that they don't get in the way of your drawing.

DispGraph shows the graph screen.

Next are the variables. I like to use them because I can change them and the rest of the code changes with them.

C is the center line going vertically through the screen. The snowman's body lines up with this.

B is the radius of the bottom circle, M is the radius of the middle, and T is the radius of the top.

The circle( command usually has 3 arguments: x, y, and radius, where x and y are the x and y coordinates of the circle, and radius is the radius of the circle. However, I have given four. The fourth one is a list whose only index is the imaginary number i. This is an advanced argument. It uses symmetry of circles to drastically reduce the drawing time. If you take that argument out and run the program, you will see a huge difference!

The math of the circle commands is geometry. Let's take another look:

:Circle(C,B,B,{i})

:Circle(C,2B+M,M,{i})

:Circle(C,2(B+M)+T,T,{i})

the first one is easy. X coordinate is the center of the screen, y coordinate is the radius, and radius is radius.

The second and third are more difficult.

Center is the same, but this time it has 2B+M. Why?

Well, this circle has to be above the previous one, by how much?

The distance from the ground to the top of the first circle is twice the radius, or 2B. The distance from there to the center of the second circle is M. That is 2B+M. And the radius is M.

The third one works like that. Add the diameter of the first circle to the diameter of the second circle and add that to the radius of the third circle.

the eyes are next:

:Circle(C-(T/3),2(B+M)+T,T/10,{i})

:Circle(C+(T/3),2(B+M)+T,T/10,{i})

C-(T/3) is saying the x coordinate of the center will be 2/3 of the way from the left side of the top circle to the center, and similarly for the other eye.

2(B+M)+T aligns the circle with the y value of the top circle. T/10 is to make the eye significantly smaller than the top circle

Finally, the arms:

:Line(C-M,2B+M,C-2M,2B+2M)

:Line(C+M,2B+M,C+2M,2B+2M)

The command is Line(x1,y1,x2,y2) where (x1,y1) is the first point and (x2,y2) is the second point.

x1 is C-M which finds the left edge of the second circle. y1 is the center of the second circle. x2 is the end of the arm. It is the center minus the diameter of the middle circle. y2 is the height of the snowman's "neck", the point where the head and body meet.

The end result is a simple snowman.

Sorry for the pages of text.

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Q: How do you create a program on your ti 84 plus calculator to draw a snowman i am very inexperianced and need the most basic steps thanks?
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