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     Math Deluxe v1.5 by Rob Blake
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Here in lies a collection of programs that I made for my own use.  Maybe you'll find them useful, I
surely did. However, the whole thing is pretty massive in size, so I've broken it down for you, and you
can take whatever you're able to fit on your calculator.  Feel free to delete sections you don't need. 

Miscellaneous notes-
     Some files have a theta symbol in front of them.  That means that they are called by other
programs.  Other files have AA in front of them.  This is so they are easy to access.   
     I invented a menu much like the TI85 menu.  This si only used in the matrix solver, the
polynomial section, and the imaginary number section.  During these menus each of the five skinny
buttons at the top of the calculator correspond to a menu choice.  What the buton stands for should be
right above it, on the last row of the screen.
     The theta programs are in a group file, because the ti82 computer program doesn't allow theta
in a program name.

     Here is the memory breakdown-
Used by program algebra:
95   GBD5- required graphics settings, do not alter!  (please?)
215  Algebra- required.  Contains references to other sections.
544  0AlgCh3- contains the lines+ section.
866  0AlgCh5- contains the matrix solver section.
1124 0AlgImag- contains the imaginary number section.
227  0AlgMisc- contains the miscellaneous section.
1320 0AlgPoly- contains the polynomial section.
677  0AlgQuad- contains the quadratics section
----
5068 Subtotal

Cool outside programs referenced in Algebra
98   AAComp- complete the square
121  AAFactor- handy program for factoring quadratic equations
283  AAPrime- super handy program for finding the prime factorization of a number
444  DDD- neat program that graphs 3D planes and 3D points.  Also fixes graph.
---
946  Subtotal

Other programs that help-
74   AASigma- preforms a sigma operation with whatever you have in Y1=, where x is the index
1100 AATrig- solves any triangle given a combination of 3 sides or angles.  A MUST HAVE FOR
          TRIGONOMETRY!!!!  Finds area too.  Stores result in variables a,b,c,d,e,f.
284  Integrat- Integrates Y1= with respect to x using left and right Riemann sums, trapezoid,
          Midpoint and Simpson's methods
----
1458 Subtotal

Grand Total-   7472

     Whew, that's a lot of memory.  But I guarantee you will use all of these programs.
     Please, let me know what you think!  If you have any questions, compliments,
complaints, or you just wnt to tell me I spelled soemthing worng in this readme, drop me a line.  My
email is heckle62@hotmail.com.  Thanks :)

Acknowledgments:
     Me, because I did this all by myself over the course of 4 years bored with tedious math
homework.  I deserve a pat on the back.

Author: Rob Blake

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Algebra Main Menu:
===================

Lines+- This section of the program is used to solve questions in involving lines.

     Input Coordinates- input X1,Y1,X2, and Y2.  These values are used in the following sections.
     Find m- this uses the values in Input Coordinates and finds the slope between them.  It stores
the result to variable m.
     Find b- this is the only non-self-explanatory section of the program.  This routine uses ONLY
X1 and Y1 of Input Coordinates and an "m" you supply to find b of a line.  To keep the same m from
the step before, just type "m" into the input "m=".  This way, you can find the slope of a parallel line
with a different point.  You can also find the slope of a perpendicular line (-1/m) though X1, Y1.  Just
remember to put the point in X1,Y1 before you run this section.  The result is copied in variable "b".
     Midpoint- finds the midpoint between the coordinates supplied
     Distance- finds the distance between the coordinates supplied
     Graph- literally plugs "mx+b" into the "Y=".  Make sure that the slope is in m and that the
intercept is in b.

Matrix Solver-this program solves a system of equations

     Solve 2x2- solves a system of two "ax+by=c" eqations.
     Solve matrix- solves a system of (n) equations with (n) variables.  However, this routine
requires some preparation.  The coefficients of the equation must be entered into matrix [a], [b] or [c]
with dimensions (n,n+1).  The extra column is for the constants that the equations equal.  In other
words, a system of three equations would become a 3x4 matrix like so:

     ax + by + cz = C1             [ a b c C1 ]
     dx + ey + fz = C2             [ d e f C2 ]
     gx + hy + iz = C3             [ g h i C3 ]

Quadratic- duh

     Input a, b, c = input the a, b, and c values of your quadratic equation. (ax^2 + bx + c = 0)
     Find h and k = finds the point h,k, which marks the vertex of the resulting parabola
     Quadratic equation- Applies the quadratic equation to the a, b, and c values you entered
earlier.  The imaginary number "i" and/or the radical sign will appear before the discriminant if needed. 
PAY ATTENTION!  Note that you may have to algebraically simplify the result into simplest terms.  It
computes the "x=" values if they are real.
     Factor- reference to a little exterior program that helps when trying to factor a quadratic
equation by hand.
     Graph- puts ax^2 + bx + c into the "Y="

Polynomial- solves simple algebra II polynomial problems.

     Input Coefficients- first input the highest degree of the polynomial, then enter in the coefficients
in descending order.  For example, 2x + 3 becomes degree=1, 2 3.  (x^4 -16) becomes degree=4, 1 0
0 0 -16.  These values are stored in **backwards** order inside List1.
     Rational Roots- Finds all the rational roots of the equation.  It also can reduce the polynomial
by whatever roots it finds.
     Upper/Lower Bounds- this finds the upper and lower bounds of your equation at whatever
interval you dictate.
     Synthetic Division- this routine preforms synthetic division.  If the final answer is zero, it offers
to save the new polynomial.
     Divide by I- This program allows you to plug a complex number into your polynomial.

Imaginary Numbers- Rudimentary imaginary number support for the TI82.

     Input number- allows you to input an imaginary number into slot 1, 2, 3, 4, or 5, each of which
corresponds to one of the five top buttons at the top of the calculator.  These stored numbers can later
be recalled by pressing each's corresponding button.
     Add, Subtract, Multiply, Divide- just remember that you can recall a stored number, and that to
enter any old number, just mash the keypad and press a key.
     Exponent- raises a number to an exponent

Miscellaneous-   references to outside programs.
