Squares

General FreeBASIC programming questions.
Locked
albert
Posts: 6000
Joined: Sep 28, 2006 2:41
Location: California, USA

Post by albert »

Thanks Richard!!

I'm going to try to rework the "Picto-Font" program.
And design an editor for it..

My problem with it was it wouldn't record all the mouse movements and clicks.


I've got 330 trig programs done so far. I'll go back thru them and post the cooler looking ones.

Some of them were dictated to me, by an invisible voice. ??
Richard
Posts: 3096
Joined: Jan 15, 2007 20:44
Location: Australia

Post by Richard »

@ Albert. Here is a "fractal point art" technique that uses a number of alternative equations to get from the previous point to the next. The particular equation used is randomly selected from those listed, but has a relative probability specified by the last number in that equation's data statements. Here four equations are used to produce a fern. Change the values in the table or the number of equations to experiment with variations and other patterns.

Code: Select all

'=======================================================
' fern drawn with points
'=======================================================
Data 4
Data  0.85,  0.04, -0.04, 0.85,   0,  1.6, 0.85
Data -0.15,  0.28,  0.26, 0.24,   0, 0.44, 0.07
Data   0.2, -0.26,  0.23, 0.22,   0,  1.6, 0.07
Data     0,     0,     0, 0.16,   0,    0, 0.01

'=======================================================
Dim As Integer m, i
Read m
Dim As Double a(m), b(m), c(m), d(m), e(m), f(m), p(m)

' set up the equation and probability table
Dim As Double pt = 0, pi
For i = 1 To m
    Read a(i), b(i), c(i), d(i), e(i), f(i), pi
    pt = pt + pi
    p(i) = pt
Next i

Dim As Double xscale, yscale, xoffset, yoffset, x, y, newx, newy
Screen 9
xscale = 130
yscale = 34
xoffset = 300
yoffset = -10
x = 0
y = 0
For n As Longint = 1 To 1000000
    ' select the equation
    pi = Rnd * pt
    i = 0
    Do
        i = i + 1
    Loop While pi > p(i)
    ' solve for new point
    newx = a(i) * x + b(i) * y + e(i)
    newy = c(i) * x + d(i) * y + f(i)
    x = newx
    y = newy
    If n > 10 Then Pset(x * xscale + xoffset, y * yscale + yoffset), 6
    If Len(Inkey) > 0 Then Exit For
Next n

Locate 24,01
Color 7

Print "Press any key to end.";
While Len(Inkey) > 0 : Wend

'=======================================================
Sleep
'=======================================================
dodicat
Posts: 7983
Joined: Jan 10, 2006 20:30
Location: Scotland

Post by dodicat »

Hi Albert, good to see you back.
I've been so impressed by your nose doodle and Richard's fern that I've incorporated them into Rollie~s eye character recognition concept.

Code: Select all


'Albert's head and nose, Richard's fern, Rolliebollocks inspiration, meet BRACKEN
Type d2
    As Single mx,my
    Dim As Single mw,ang
End Type
Sub draw_string(xpos As Integer,ypos As Integer,text As String,colour As Uinteger,size As Single,textangle As Single=0,charangle As Single=0)
    Type point2d
        As Single x,y
        As Uinteger col
    End Type
    Dim As Integer codenum=128            '(Full Asci 256 if required)
    Static As Integer runflag
    Static As point2d infoarray()
    Redim Preserve As point2d infoarray(64,codenum) '64 = 8 x 8 pixel size
    If runflag=0 Then   '                  'scan codenum of codepage once
        Dim As Uinteger background=Rgb(0,0,0)
        Screenres 10,10,32  '8 x 8 pixels on this screen
        Dim count As Integer
        For ch As Integer=1 To codenum
            Cls
            Draw String(1,1),Chr(ch)
            For x As Integer=1 To 8  'scan for characters
                For y As Integer=1 To 8
                    If Point(x,y)<>background Then
                        count=count+1
                        infoarray(count,ch)=Type<point2d>(x,y)'save pixel position
                    End If 
                Next y
            Next x
            count=0
        Next ch
        runflag=1 
    End If
    If size=0 Then Exit Sub
    Dim As point2d temp(1 To 64,codenum),np
    Dim As Single cr= 0.01745329,x1,y1,x2,y2 '(4*atn(1))/180=.017453....
    #macro rotate(p1,p2,a,d)
    np.col=p2.col
    np.x=d*(Cos(a*cr)*(p2.x-p1.x)-Sin(a*cr)*(p2.y-p1.y)) +p1.x
    np.y=d*(Sin(a*cr)*(p2.x-p1.x)+Cos(a*cr)*(p2.y-p1.y)) +p1.y
    #endmacro
    #macro _box()
    Dim As Single dx=x2-x1,dy=y2-y1
    Swap dx,dy:dx=-dx
    Dim As Single p1x=x1+dx/2,p1y=y1+dy/2
    Dim As Single p2x=x1-dx/2,p2y=y1-dy/2
    Dim As Single p3x=x2+dx/2,p3y=y2+dy/2
    Dim As Single p4x=x2-dx/2,p4y=y2-dy/2
    Dim As Uinteger c=Rgb(255,255,254)
    For x As Integer=1 To 2
        Line(p1x,p1y)-(p2x,p2y),c
        Line(p3x,p3y)-(p4x,p4y),c
        Line(p1x,p1y)-(p3x,p3y),c
        Line(p2x,p2y)-(p4x,p4y),c
        Paint((p1x+p2x+p3x+p4x)/4,(p1y+p2y+p3y+p4y)/4),c,c
        c=cpt(z).col
    Next x
    #endmacro
    Dim As point2d cpt(1 To 64),c=Type<point2d>(xpos,ypos),c2
    Dim As Single sz =size/2
    Dim As Integer dx=xpos,dy=ypos,asci
    For z6 As Integer=1 To Len(text)
        asci=Asc(Mid(text,z6,1))
        For x1 As Integer=1 To 64
            temp(x1,asci).x=infoarray(x1,asci).x+dx
            temp(x1,asci).y=infoarray(x1,asci).y+dy
            temp(x1,asci).col=colour
        Next x1
        c2=Type<point2d>(xpos+(size*(z6-1)*8)*Cos(textangle*cr),ypos+(size*(z6-1)*8)*Sin(textangle*cr))
        For z2 As Integer=1 To 64
            rotate(c,temp(z2,asci),textangle,size)
            cpt(z2)=np
            If charangle<>0 Then
                rotate(c2,cpt(z2),charangle,1)
                cpt(z2)=np
            End If
        Next z2
        For z As Integer=1 To 64
            x1=cpt(z).x-sz*(Cos((textangle+charangle)*cr)):y1=cpt(z).y-sz*(Sin((textangle+CHARANGLE)*cr))
            x2=cpt(z).x+sz*(Cos((textangle+charangle)*cr)):y2=cpt(z).y+sz*(Sin((textangle+charangle)*cr))
            If infoarray(z,asci).x<>0 Then 'paint only relevant points 
                If Abs(size)>1 Then
                    _box()
                Else
                    Pset(cpt(z).x,cpt(z).y),cpt(z).col
                End If
            End If
        Next z
        dx=dx+8
    Next z6 
End Sub

Sub init Constructor
    draw_string(0,0,"",0,0)
    Screen 0
End Sub
Sub draw_balls(b As d2)
    Dim  As Uinteger colour(90,90)
    #macro rotate(pivotx,pivoty,px,py,a,scale)
    var Newx=scale*(Cos(a*.0174533)*(px-pivotx)-Sin(a*.0174533)*(py-pivoty))+pivotx
    var Newy=scale*(Sin(a*.0174533)*(px-pivotx)+Cos(a*.0174533)*(py-pivoty))+pivoty
    #endmacro
    #macro incircle(cx,cy,radius,x,y)
    (cx-x)*(cx-x) +(cy-y)*(cy-y)<= radius*radius
    #endmacro 
    If b.mw=0 Then b.mw=1
    b.mw=Abs(b.mw)
    For x As Integer=b.mx-40 To b.mx+40
        For y As Integer=b.my-40 To b.my+40
            If incircle(b.mx,b.my,40,x,y) Then
                colour(x-b.mx+40,y-b.my+40)=.999999*Point(x,y)
            End If
        Next y
    Next x
    
    Dim As Single dil
    For x As Integer=b.mx-40 To b.mx+40
        For y As Integer=b.my-40 To b.my+40
            If incircle(b.mx,b.my,40,x,y) Then 
                rotate(b.mx,b.my,x,y,b.ang,dil)
                var dist=Sqr((b.mx-newx)*(b.mx-newx)+(b.my-newy)*(b.my-newy))
                dil=(b.mw+(.5-b.mw)*dist/(40*b.mw))
                If incircle(b.mx,b.my,(20*b.mw),newx,newy) Then
                    Line(NewX-dil/2,NewY-dil/2)-(NewX+dil/2,NewY+dil/2),colour(x-b.mx+40,y-b.my+40),BF
                End If
            End If
        Next y
    Next x
    'circle(b.mx,b.my),20*b.mw
End Sub
Sub framecounter
    Static As Single frame,fps
    frame=frame+1
    Static As Single t1,t2
    If frame>=fps Then
        t1 = Timer
        fps = frame/(t1-t2)
        Windowtitle "Frames per second = " & fps
        t2=Timer
        frame=0
    End If
End Sub
Dim As Integer xres,yres
#define incirc(cx,cy,radius,x,y) (cx-x)*(cx-x) +(cy-y)*(cy-y)<= radius*radius

Screen 20,32
Screeninfo xres,yres
#define length(p1,p2) Sqr( (p1.mx-p2.mx)*(p1.mx-p2.mx)+(p1.my-p2.my)*(p1.my-p2.my))
dim as d2 cntre=type<d2>(xres/2,yres/2),pt
Dim As Integer x1=.4*xres,x2=.6*xres,y1=.5*yres
Dim As Any Pointer im
im = imagecreate(xres,yres)
Paint im,(0,0),Rgb(200,200,200)
'sleep
' fern drawn with points
'=======================================================
Data 4
Data  0.85,  0.04, -0.04, 0.85,   0,  1.6, 0.85
Data -0.15,  0.28,  0.26, 0.24,   0, 0.44, 0.07
Data   0.2, -0.26,  0.23, 0.22,   0,  1.6, 0.07
Data     0,     0,     0, 0.16,   0,    0, 0.01

'=======================================================
Dim As Integer m, i
Read m
Dim As Double a(m), b(m), c(m), d(m), e(m), f(m), p(m)

' set up the equation and probability table
Dim As Double _pt = 0, pi
For i = 1 To m
    Read a(i), b(i), c(i), d(i), e(i), f(i), pi
    _pt = _pt + pi
    p(i) = _pt
Next i

Dim As Double xscale, yscale, xoffset, yoffset, x, y, newx, newy
'Screen 20
xscale = 130
yscale = 34
xoffset = 300
yoffset = -10
x = 0
y = 0
For n As Longint = 1 To 1000000
    ' select the equation
    pi = Rnd * _pt
    i = 0
    Do
        i = i + 1
    Loop While pi > p(i)
    ' solve for new point
    newx = a(i) * x + b(i) * y + e(i)
    newy = c(i) * x + d(i) * y + f(i)
    x = newx
    y = newy
    If n > 10 Then Pset im,(x * xscale + xoffset+200, y * yscale + yoffset+300), rgb(n,50,0)
    If Len(Inkey) > 0 Then Exit For
Next n



dim as double deg1,deg2 , rad=atn(1)/45
dim as double c1,c2,s1,s2 ,_x1,_x2,_y1,y2
dim as double xctr=xres/2 , yctr=yres/2 , radius,dist

radius=125

for deg1=180 to 360 step 1
    
    c1=cos(deg1*rad)
    s1=sin(deg1*rad)
    
    _x1=radius*c1
    _y1=radius*s1
    
    for deg2=0 to 360 step .2
    
        
        c2=cos(deg2*rad)
        s2=sin(deg2*rad)
        
        
        _x2=radius*c2*c1*cos(cos(deg2*s1*rad)/(c1*c1))/(deg2*rad*s1)
        y2=radius*s2*s1*sin(sin(deg2*c1*rad)/(s1*s1))/(deg2*rad*c1)
        
        pt=type<d2>(xctr+_x1+_x2,yctr+_y1+y2+150)
        dist=length(pt,cntre)
        if dist < 150 then
        pset im,(xctr+_x1+_x2,yctr+_y1+y2+150),rgb(deg1/2,deg2/2,0)
        end if
        
        
    next
    
    'sleep 1
    
next


 
For z As Integer=50 To 1 Step -1
    Circle im,(x1,y1),z,Rgb(250-4*z,50+z,z),,,,f
    Circle im,(x2,y1),z,Rgb(250-4*z,50+z,z),,,,f
Next z
Circle im,(x1,y1),15,Rgb(250,250,255),,,,f
Circle im,(x2,y1),15,Rgb(250,250,255),,,,f


Circle im,(x1,y1),15,Rgb(100,00,55)
Circle im,(x2,y1),15,Rgb(100,00,55)

Circle im,(x1,y1),8,Rgb(60,110,255),,,,f
Circle im,(x2,y1),8,Rgb(60,110,255),,,,f

Circle im,(x1,y1),4,Rgb(0,0,0),,,1,f
Circle im,(x2,y1),4,Rgb(0,0,0),,,1,f

Pset im,(x1+2,y1),Rgb(255,255,255)
Pset im,(x2+2,y1),Rgb(255,255,255)

Dim As d2 eyes(1 To 2),bf,centre
centre=Type<d2>(xres/2,yres/2)
Dim As Integer cx,cy,r,g,_b
Dim As Single kx=1.5+Rnd*2,ky=1.5+Rnd*2
Dim As Double xdist,ydist

Dim As String char

char="Hello!"
Do
    
    framecounter
    cx=cx+kx
    cy=cy+ky
    Randomize
    If incirc(x1,y1,50,cx,cy) Or incirc(x2,y1,50,cx,cy) Then char="Oops"
    Select Case Asc(char)
    Case 0,7,8,9,10,13,32
        char="dunno"
    End Select
    If cx<0 Then kx=-kx:char=Chr(Int(Rnd*128))
    If cx>xres-60*len(char) Then kx=-kx:char=Chr(Int(Rnd*128))
    If cy<0 Then ky=-ky:char=Chr(Int(Rnd*128))
    If cy>yres-50 Then ky=-ky:char=Chr(Int(Rnd*128))
    
    bf=Type<d2>(cx,cy)
    xdist=-10*bf.mx/xres+5
    ydist=-10*bf.my/yres+5
    x1=.4*xres+2*xdist:x2=.6*xres+2*xdist
    y1=.5*yres+2*ydist:y1=.5*yres+2*ydist
    Screenlock
    Cls
    Put(0,0),im,trans
    'draw_string(cx-len(char),cy-len(char),char,Rgb(0,100,0),9.6)
    for z as integer=1 to 5
    draw_string(cx+z,cy-z,char,Rgb(250-50*z,20*z,z),9)
    next z
    If Len(char)=1 Then
        for z as integer=5 to 10
        draw_string(.2*xres+2*z,.1*yres,"I sees " &char,Rgb(20*z,0,100),8)
        next z
    End If
    
    eyes(1)=Type<d2>(x1,y1,3)
    eyes(2)=Type<d2>(x2,y1,3)
    For z As Integer=1 To 2
        draw_balls(eyes(z))
    Next z
    Screenunlock
    Sleep 1,1
Loop Until Inkey=Chr(27)


albert
Posts: 6000
Joined: Sep 28, 2006 2:41
Location: California, USA

Post by albert »

Cool fern Richard!!!
==================================

Heres another trig one.

Code: Select all

dim as integer xres,yres
screen 19
screeninfo xres,yres
screenres xres,yres

dim as double c1,c2,s1,s2
dim as double x1,x2,y1,y2
dim as double rad=atn(1)/45
dim as double xctr,yctr,radius=175
dim as double deg1,deg2,span

xctr=xres/2
yctr=yres/2

for deg1 = 0 to 360 step .5
    
    c1=cos(deg1*rad)
    s1=sin(deg1*rad)*c1+(tan(deg1*rad)/5)
    
    for deg2 = 0 to 360 step 1
        
        c2 = cos(deg2*rad)
        s2 = sin(deg2*rad)
        
        x1=radius*c1*c2*c2
        x2=radius*c2*sin(deg2*rad*(c1*c2))
        
        y1=radius*s1*s2*sin(s1*s2*10)
        y2=radius*s2*cos(deg2*rad*(s1*s2))
        
        pset(xctr+x1+x2,yctr+y1+y2),9
        
    next
    
    sleep 5
    
next

sleep


rolliebollocks
Posts: 2655
Joined: Aug 28, 2008 10:54
Location: new york

Post by rolliebollocks »

@Albert

Good to see you back in action!

@Dodicat

I'm fine. I like the eye.
albert
Posts: 6000
Joined: Sep 28, 2006 2:41
Location: California, USA

Post by albert »

This one is the earth flying thru space..

Code: Select all

dim as integer xres,yres
screen 19
screeninfo xres,yres
screenres xres,yres



dim as double deg1,deg2 , rad1=atn(1)/45 , rad2=atn(1)/22.5
dim as double c1,c2,s1,s2 ,x1,x2,y1,y2
dim as double xctr=xres/2 , yctr=yres/2 , radius

radius=125

for deg1=0 to 360 
    
    c1=cos(deg1*rad1)
    s1=sin(deg1*rad1)
    
    x1=radius*c1
    y1=radius*s1

    
    for deg2=0 to 360 step 1
        
        c2=cos(deg2*rad2)
        s2=sin(deg2*rad2)
        
        
        x2=radius*s2*log(deg2*rad1*s2)*atn(deg2*rad1*s2/s1)*c1
        y2=radius*c2*log(deg2*rad1*c2)*atn(deg2*rad1*c2/c1)*c1
        
        pset(xctr+x1+x2,yctr+y1+y2),9
        
        
    next
    
    sleep 1
    
next

sleep


I've got one where the earth is going into a space-time warp, it might take a while to find it as i named all 300+ formulas by number instead of names.
albert
Posts: 6000
Joined: Sep 28, 2006 2:41
Location: California, USA

Post by albert »

HEY ROLLIE!!!! Check out JESUS !!!

Code: Select all

dim as integer xres,yres
screen 19
screeninfo xres,yres
screenres xres,yres



dim as double deg1,deg2 , rad=atn(1)/45
dim as double c1,c2,s1,s2 ,x1,x2,y1,y2
dim as double xctr=xres/2 , yctr=yres/2 , radius

radius=125

for deg1=0 to 360 
    
    c1=cos(deg1*rad)
    s1=sin(deg1*rad)
    
    x1=radius*c1
    y1=radius*s1
    
    for deg2=0 to 360 step 1
    
        
        c2=cos(deg2*rad)
        s2=sin(deg2*rad)
        
        
        x2=radius*c1*cos(cos(deg2*rad)*s2/c1)*cos(deg2*rad*(c1*c2)/s1)*cos(s1*deg2*rad)*c2*s1*2.7
        y2=radius*s1*sin(sin(deg2*rad)*c2/s1)*sin(deg2*rad*(s1*s2)/c1)*sin(c1*deg2*rad)*c2*s1*2.7
        
        x2+=radius*c1*cos(cos(deg2*rad)*s2/c1)*cos(deg2*rad*(c1*c2)/s1)*cos(s1*deg2*rad)*c2*s1*2.7
        y2+=radius*s1*sin(sin(deg2*rad)*c2/s1)*sin(deg2*rad*(s1*s2)/c1)*sin(c1*deg2*rad)*c2*s1*2.7
        
        x2=x2*c2*cos(cos(deg2*rad*c1))/(c2*c2)
        y2=y2*s2*sin(sin(deg2*rad*s1))/(s2*s2)
        
        x2=x2*c2*cos(cos(deg2*rad*c1))/(c2*c2)
        y2=y2*s2*sin(sin(deg2*rad*s1))/(s2*s2)
        
        pset(xctr+x1+x2,yctr+y1+y2),9
        
        
    next
    
    sleep 1
    
next

sleep


dodicat
Posts: 7983
Joined: Jan 10, 2006 20:30
Location: Scotland

Post by dodicat »

Hi All
What is the difference between HEX and HTML when it comes to colours in fb.
I found the HTML values for the seven rainbow colours on the internet and used them with prefix &h to draw the colours.
To do this I just got the raw integers for each &h..... number, and got the interpolating polynomial for 1 through 7 on x axis and the integers on the y axis, and used this polynomial to colour circles.
It works ok, but it shouldn't, for doesn't fb use HEX colours?

Code: Select all


#macro COMMENT()
        integer:     HTML(as given by codes on internet for rainbow)
red     16711680 = &hff0000  (I added &h in each case)
orange  16753920 = &hffa500
yellow  16776960 = &hffff00
green   32768    = &h008000
blue    255      = &h0000ff
indigo  4915330  = &h4b0082
violet  15631086 = &hee82ee
interpolating polynomial for the points
 (1,16711680)
 (2,16753920)
 (3,16776960)
 (4,32768)
 (5,255)
 (6,4915330)
 (7,15631086)
 is:
constant term  is  332425290.9999806
coeff of x^ 1 is -728921678.6166223
coeff of x^ 2 is  614836832.8944078
coeff of x^ 3 is -247868284.6874858
coeff of x^ 4 is  51294272.59027503
coeff of x^ 5 is -5267711.695833082
coeff of x^ 6 is  212958.5152777694

#endmacro'(end comment)
'MAKE POLYNOMIAL:-
dim as double pol(6)
pol(0)=332425290.9999806
pol(1)=-728921678.6166223
pol(2)=614836832.8944078
pol(3)=-247868284.6874858
pol(4)=51294272.59027503
pol(5)=-5267711.695833082
pol(6)=212958.5152777694

'FUNCTION FOR EVALUATING POLYNOMIAL AT NUMBER:-
Function poly(coff() As double,number As double)As double
    Dim count As Integer                'evaluates the polynomial
    Dim pol As double
    Dim deg As Integer=Ubound(coff)
    pol = 0
    For count = 1 To DEG + 1
        pol = pol + coff(count-1) * ((number) ^ (count - 1))
    Next count
    poly = pol
End Function

'DRAW THE COLOURS:-
screen 19,32
for z as double=1 to 7 step 1
    circle(100*z,300),50,poly(pol(),z) ,,,,f
    select case z
    case 1
        draw string(100*z-20,300),"red",rgb(0,0,0)
    case 2
        draw string(100*z-20,300),"orange",rgb(0,0,0)
    case 3
      draw string(100*z-20,300),"yellow",rgb(0,0,0)
  case 4
      draw string(100*z-20,300),"green",rgb(0,0,0)
  case 5
      draw string(100*z-20,300),"blue",rgb(0,0,0)
  case 6
    draw string(100*z-20,300),"indigo",rgb(0,0,0)
case 7
    draw string(100*z-20,300),"violet",rgb(0,0,0)
        end select
next z
sleep


rolliebollocks
Posts: 2655
Joined: Aug 28, 2008 10:54
Location: new york

Post by rolliebollocks »

@Albert

Jesus looks very pretty in his dress.
rolliebollocks
Posts: 2655
Joined: Aug 28, 2008 10:54
Location: new york

Post by rolliebollocks »

Now I can see Jesus no matter where I look:

Code: Select all

screen 19,32

window (-800,-800)-(800,800)

for i as single = -3.14 to 3.14 step .0001
    dim as single x = ((1 + (.9*cos(8*i))) * (1 + (.1*cos(24*i))))* ((.9 + (.2*cos(200*i))) * (1+sin(i)))
    pset (100*x*cos(i),100*x*sin(i)), &hffffff
next

sleep
kiyotewolf
Posts: 1009
Joined: Oct 11, 2008 7:42
Location: ABQ, NM
Contact:

Post by kiyotewolf »

It will work regardless of color, but a rotated character will not work.
You should try my amazing cheap texture mapping routine, you can skew bend and twist, even breaking traditional polygon rules, and turn the character all manner of ways in 3D as if it was on a piece of paper, using my trick I just needed an implementation to add it into for testing.



~Kiyote!
rolliebollocks
Posts: 2655
Joined: Aug 28, 2008 10:54
Location: new york

Post by rolliebollocks »

@kiyotewolf

Well I could rotate the text, the problem is in recognizing it as an A after it's been rotate. It's the sort of problem best solved with a training module.

@All

Check this out. Infinite Monkeys is being featured among other poetry generators. It holds up pretty well I think. There's some interesting algorithmic work being done. I'll have to check it out.

http://netpoetic.com/2010/10/interactiv ... -overview/
albert
Posts: 6000
Joined: Sep 28, 2006 2:41
Location: California, USA

Post by albert »

@Richard

Okay Richard, since you are the master of physics.

No two particles regardless of polarity can move without mechanics being involved..

If particles are 3D whirlpools in space-time, then the elasticity of space-time would pull two particles together. (So likes/opposites would both pull together.)

If particals are frequency, there must be mechanics involved to maintain the frequencies. so it requires solid mas in motion..

If particles are emmiting smallewr particles in a arc; where the smaller particels return to the emitting particle, opposites/likes would both attract..
===============================================

Question:

Just how do likes/opposites attract and repel ???
Richard
Posts: 3096
Joined: Jan 15, 2007 20:44
Location: Australia

Post by Richard »

Albert wrote:Okay Richard, since you are the master of physics.
Just because I have worked for a University Physics Department does not make me a member of the “Church of the Big Bang”. I do not have a Masters in Physics. I believe that Physics is no more than a fascinatingly dynamic fairytale. I find the mental gymnastics of Physicists far more interesting than their actual Physics beliefs.
No two particles regardless of polarity can move without mechanics being involved.
If I heat a molecule with IR light it speeds up, then I shine UV light on it to ionise and split it into two oppositely charged ions, I can then separate those ions in a magnetic field. No mechanics are needed.
Ifparticles are 3D whirlpools in space-time , then the elasticity of space-time would pull two particles together. (So likes/opposites would both pull together.)
Since when have particles been 3D whirlpools in space-time? Why do you claim space-time is elastic? You have been reading too many fairytales. Maybe in the vicinity of (+)ve particles space-time appears stretched while near (-)ve particles it appears to shrink. This apparent distortion would cancel for neutral molecules but similar charges would not like their neighbours because stretching stretched space might be harder than stretching ordinary space so they might repel so as to stretch their own patch of space.
If particles are frequency, there must be mechanics involved to maintain the frequencies. so it requires solid mas in motion..
If a particle has available energy and that is released as a photon, then it is that photon that has a wavelength and therefore a frequency (freq = energy / h, where h is Plank's constant). Only energy arriving or departing as a photon has frequency, the particle does not have a frequency.
If particles are emmiting smallewr particles in a arc; where the smaller particels return to the emitting particle, opposites/likes would both attract..
If you say so, you are free to write your own fairytales, you can even believe them, though belief by others is neither compulsory nor likely.
Question:
Just how do likes/opposites attract and repel ???
If observations consistently demonstrate that different particles interact differentially then why does it have to be explained. It happens, engineers will exploit it without any need for an explanation. Any physical explanation will change with time, that won't invalidate the fact or the engineering.

The more assumptions you make, the closer your conclusion approximates a house of cards. If one foundation assumption is demonstrated to be false then the entire edifice falls. Likewise if the language employed is misinterpretable then there can be many inconsistent but valid possible answers or conclusions. The rigorous language of mathematics is used by Physicists to accurately model their agreed perception of the universe, but the mathematics can never explain anything about why it is so. That becomes an issue for Theology.

If you look closely enough, you will find physics to be as slippery as a bar of soap. A Physicist would espouse; “Science is truth, don't be misled by fact.”

I paraphrase Shakespeare; “There are more things in heaven and earth, Albert, than are dreamt of in your philosophy”.
kiyotewolf
Posts: 1009
Joined: Oct 11, 2008 7:42
Location: ABQ, NM
Contact:

Post by kiyotewolf »

Well I could rotate the text,
My routine lets you take any bitmap and stretch and flex and warp it like it's a monogram on a towel, even flipping it if it's been rotated in the Z axis some, or I guess the 4th channel of the rotation matrix, my method uses a 2D binary tree to move pixels from a normal bitmap to a towel on a tree limb or better, but I indeed yes, do need to work on getting it to be able to take a point cloud, and try to extrapolate it's number of points, vertexes and facets so it can understand if it's a square, or otherwise.

So far my routine only lets me bend the rules of rectangular bitmaps so that you could squish and rubberband it back on itself, maybe if you applied a routine that would pass through major combinations of twists and compare to the set that exists present to try to find where it has been skewed in X, Y and then rotated X & Z at the same time.



~Kiyote!
Locked