Squares
@ Albert.
Teachers employ mechanical analogues to help children understand atomic physics, on closer inspection the analogy will be seen to be false. When mathematical skills are not available, it is only analogy that makes any prediction of atomic behaviour possible. The student can happily model what might happen in a particular situation, but they are on very thin ice as their overconfidence is based on fundamentally false reasoning.
You are imagining that the atomic scale is as mechanical as billiard balls. That is not a safe assumption when there is such a big scale difference. Understanding mechanics does not make it possible to extrapolate mechanical behaviour correctly to that of sub-atomic particles.
Imagine a black box with two input switches and a meter that always shows the sum of the two input switch positions. It is not possible to know how it works on the inside. There are many possible ways to implement the Add function. All you can say is that the output is the mathematical sum of the inputs. It always reduces fundamentally to mathematics.
Likewise, you cannot know how atoms actually interact. You can only experiment, then hypothesis and derive a set of mathematical defined rules that describe the observed system's behaviour. For that reason, Physics engines / simulations must be mathematical. They cannot employ mechanical analogues because mechanics comprises only a subset of the applied mathematics needed to model the quantum world.
Your New Age mechanical analogue models are inconsistent with the mathematically described fundamental nature of my Universe.
Teachers employ mechanical analogues to help children understand atomic physics, on closer inspection the analogy will be seen to be false. When mathematical skills are not available, it is only analogy that makes any prediction of atomic behaviour possible. The student can happily model what might happen in a particular situation, but they are on very thin ice as their overconfidence is based on fundamentally false reasoning.
You are imagining that the atomic scale is as mechanical as billiard balls. That is not a safe assumption when there is such a big scale difference. Understanding mechanics does not make it possible to extrapolate mechanical behaviour correctly to that of sub-atomic particles.
Imagine a black box with two input switches and a meter that always shows the sum of the two input switch positions. It is not possible to know how it works on the inside. There are many possible ways to implement the Add function. All you can say is that the output is the mathematical sum of the inputs. It always reduces fundamentally to mathematics.
Likewise, you cannot know how atoms actually interact. You can only experiment, then hypothesis and derive a set of mathematical defined rules that describe the observed system's behaviour. For that reason, Physics engines / simulations must be mathematical. They cannot employ mechanical analogues because mechanics comprises only a subset of the applied mathematics needed to model the quantum world.
Your New Age mechanical analogue models are inconsistent with the mathematically described fundamental nature of my Universe.
@ kiyotewolf.
Eratosthenes (circa 200BC) is credited with the reliable prime number generating “Sieve of Eratosthenes”. Also, he believed that he had measured the height of the Sun above the flat Earth. Later it was realised that he had actually measured the radius of the Earth.
CERN may have measured something but at this stage it is really only a number. I don't need to believe in dark energy or dark matter. I believe the dark things are an artefact of Physics' misunderstanding of their own fairytale. The darkness is to hide their embarrassment at getting it so wrong.
Eratosthenes (circa 200BC) is credited with the reliable prime number generating “Sieve of Eratosthenes”. Also, he believed that he had measured the height of the Sun above the flat Earth. Later it was realised that he had actually measured the radius of the Earth.
CERN may have measured something but at this stage it is really only a number. I don't need to believe in dark energy or dark matter. I believe the dark things are an artefact of Physics' misunderstanding of their own fairytale. The darkness is to hide their embarrassment at getting it so wrong.
-
- Posts: 1009
- Joined: Oct 11, 2008 7:42
- Location: ABQ, NM
- Contact:
I think we could quantum teleport lightning in a bottle and spawn fusion now.Richard wrote:@ kiyotewolf.
Eratosthenes (circa 200BC) is credited with the reliable prime number generating “Sieve of Eratosthenes”. Also, he believed that he had measured the height of the Sun above the flat Earth. Later it was realised that he had actually measured the radius of the Earth.
CERN may have measured something but at this stage it is really only a number. I don't need to believe in dark energy or dark matter. I believe the dark things are an artefact of Physics' misunderstanding of their own fairytale. The darkness is to hide their embarrassment at getting it so wrong.
~Kiyote!
-
- Posts: 1009
- Joined: Oct 11, 2008 7:42
- Location: ABQ, NM
- Contact:
Scientific Achievement Goes Boink!
~Kiyote!
I'm breaking a few rules of evolution, if anyone's interested, and I'm my own mad scientist.
I'm also going to hook up with locals in Champaign IL, and try to gather the comrades I need to get KikiAI a proper learning routine, so she can be exposed to all my likes and dislikes quickly, even a whole bunch of words at random, so if I(she) hears a word that sounds weird, it will have that affect on her perceptron.
I'm just amazed that the way that her brain works, it's just a bunch of particles, each with 4 bells. Two good bells, and two bad bells.
~Kiyote!
I'm breaking a few rules of evolution, if anyone's interested, and I'm my own mad scientist.
I'm also going to hook up with locals in Champaign IL, and try to gather the comrades I need to get KikiAI a proper learning routine, so she can be exposed to all my likes and dislikes quickly, even a whole bunch of words at random, so if I(she) hears a word that sounds weird, it will have that affect on her perceptron.
I'm just amazed that the way that her brain works, it's just a bunch of particles, each with 4 bells. Two good bells, and two bad bells.
Albert
As far as interaction between bodies, as in orbits by gravitational attraction, mathematics can only handle two, so there is no sense in using mathematics for three or more, so I hope that will be a bit of good news for you.
For a nice display of objects interacting through attraction/repulsion you must devise a visual fudge, we have already done this in the past with the spheres in 3d.
Maybe I shall repair the spheres fudge, for I only have to correct the impulses by incorporating impacts as I did in the football 2d thing.
However, just now I am working on my rainbow.
Rember that mathematics is poor when real world calculations are required, it is only useful for more or less contrived situations.
Mathematics should be renamed mappamathics, for it is essentially a mapping tool, interchanging one system into another where we apply rules which we ourselves have made, for instance vector algebra to more easily calculate simplistic position and motion.
By the way, I read in the newspaper this morning that the human brain has reached it's peak.
For us to contemplate unterstanding, for instance four dimensions, we will need massive amounts of oxygen to boost the old brainbox, and our lungs are not up to the job.
As far as interaction between bodies, as in orbits by gravitational attraction, mathematics can only handle two, so there is no sense in using mathematics for three or more, so I hope that will be a bit of good news for you.
For a nice display of objects interacting through attraction/repulsion you must devise a visual fudge, we have already done this in the past with the spheres in 3d.
Maybe I shall repair the spheres fudge, for I only have to correct the impulses by incorporating impacts as I did in the football 2d thing.
However, just now I am working on my rainbow.
Rember that mathematics is poor when real world calculations are required, it is only useful for more or less contrived situations.
Mathematics should be renamed mappamathics, for it is essentially a mapping tool, interchanging one system into another where we apply rules which we ourselves have made, for instance vector algebra to more easily calculate simplistic position and motion.
By the way, I read in the newspaper this morning that the human brain has reached it's peak.
For us to contemplate unterstanding, for instance four dimensions, we will need massive amounts of oxygen to boost the old brainbox, and our lungs are not up to the job.
dodicat wrote:, as in orbits by gravitational attraction, mathematics can only handle two, so there is no sense in using mathematics for three or more,
Sorry to be the bearer of bad news Albert, but the concept of a barycentre makes possible the accurate computation of gravitational attraction in planetary systems and even in galaxies. The two masses that go in the gravity equation are the body you are interested in, the other is the barycentre of all the other masses involved. The barycentre of the solar system orbits the Sun in a complex but precisely predictable path.
http://en.wikipedia.org/wiki/Center_of_ ... _astronomy
SLALIB (Astrophysics package) wrote:Earth/Sun ephemerides can be generated using the routine sla_EVP, which predicts Earth position and velocity with respect to both the solar-system barycentre and the Sun. Maximum velocity error is 0.42 metres per second; maximum heliocentric position error is 1600 km (about 2”), with barycentric position errors about 4 times worse. (The Sun's position as seen from the Earth can, of course, be obtained simply by reversing the signs of the Cartesian components of the Earth : Sun vector.)
Albert/Richard
Thank you for the link Richard.
Did you notice, Albert, that the animations given in the link are introduced by the words:
"Images are representative (made by hand), not simulated"
Which was my point really, you don't really have to use Kepler's laws and polar co-ordinate vector models to draw orbits.
The idea of the barycentre is yet another maths mapping of many bodies into one fictitious particle, so it boils down to the original mathematical problem of central force and mutual orbits of TWO bodies.
Is this not really a planetary workaround, as Stonehenge was?
I would regard anything which is not an analytical solution as a workaround, but that's just my opinion.
Hi Dafhi, The Wiki for analogy link opens with the same old analogy solar system ~ atom.
Pity you couldn't apply central forces to atoms, but electrons are too flighty by far, they have been playing "catch me if you can" since Physics was invented.
This is not really an analogy, I would say it is more akin to an allegory.
Thank you for the link Richard.
Did you notice, Albert, that the animations given in the link are introduced by the words:
"Images are representative (made by hand), not simulated"
Which was my point really, you don't really have to use Kepler's laws and polar co-ordinate vector models to draw orbits.
The idea of the barycentre is yet another maths mapping of many bodies into one fictitious particle, so it boils down to the original mathematical problem of central force and mutual orbits of TWO bodies.
Is this not really a planetary workaround, as Stonehenge was?
I would regard anything which is not an analytical solution as a workaround, but that's just my opinion.
Hi Dafhi, The Wiki for analogy link opens with the same old analogy solar system ~ atom.
Pity you couldn't apply central forces to atoms, but electrons are too flighty by far, they have been playing "catch me if you can" since Physics was invented.
This is not really an analogy, I would say it is more akin to an allegory.
Got my rainbow done, It'll blend with any background if fbgfx alpha primitives is envoked.
Gave it a test run on my binary adder but I'll more than likely give it a more scenic and serene setting.
I havn't paid much attention to the aspect of the rainbow, and just did it from memory and a quick look at some pictures on the net.
Gave it a test run on my binary adder but I'll more than likely give it a more scenic and serene setting.
I havn't paid much attention to the aspect of the rainbow, and just did it from memory and a quick look at some pictures on the net.
Code: Select all
#include "fbgfx.bi"
Dim Shared As Integer xres,yres
Screen 19,32,1, fb.GFX_ALPHA_PRIMITIVES
colour:
Data _
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFFFF00FF,&HFFFF00FF,&HFF000000,&HFF000000,_
&HFFFF00FF,&HFFFF00FF,&HFF000000,&HFFFF00FF,&HFFFF00FF,&HFFFF00FF,&HFF000000,&HFF000000,_
&HFFFF00FF,&HFFFF00FF,&HFF000000,&HFF000000,&HFF000000,&HFF800000,&HFF800000,&HFFFF0000,_
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFF000000,&HFF800000,&HFF008000,&HFFFF0000,_
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF808080,&HFF000000,&HFF008000,&HFF008000,&HFFFF0000,_
&HFFFF0000,&HFF808080,&HFFFF0000,&HFF000000,&HFF000000,&HFF008000,&HFF008000,&HFFFF0000,_
&HFF808080,&HFF808080,&HFF000000,&HFF000000,&HFF008000,&HFFFF0080,&HFF808080,&HFF808080,_
&HFF800080,&HFF800080,&HFF800080,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,_
&HFFFFFF00,&HFFFF0080,&HFF800080,&HFF008000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,_
&HFF000000,&HFF000000,&HFFFFFF00,&HFFFFFF00,&HFF800080,&HFF008000,&HFF0080FF,&HFF0080FF,_
&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFFFFFF00,_
&HFFFFFF00,&HFF008000,&HFF008000,&HFF0080FF,&HFF0080FF,&HFF000000,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFF000000,&HFF0080FF,&HFF0080FF,&HFF0080FF,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFFFF0000,_
&HFFFF0000,&HFFFF0000,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,_
&HFF000000,&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFFFFFF00,_
&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFF000000,&HFF000000,&HFF8080FF,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFFFF0000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,_
&HFFFFFF00,&HFF000000,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,_
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF0080FF,&HFF0080FF,&HFF0080FF,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFF000000,&HFF000000,&HFF0080FF,&HFF0080FF,&HFF0080FF,&HFF808080,_
&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,_
&HFF000000,&HFF008000,&HFF0080FF,&HFF0080FF,&HFF0080FF,&HFF808080,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFF000000,&HFFFFFF00,&HFFFFFF00,&HFFFFFF00,&HFF800080,&HFF008000,_
&HFF0080FF,&HFF0080FF,&HFF808080,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFF000000,&HFFFF0080,&HFFFFFF00,&HFF800080,&HFF008000,&HFF808080,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFFFF0080,_
&HFFFF0080,&HFF800080,&HFF008000,&HFF008000,&HFF808080,&HFF000000,&HFF000000,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFF008000,&HFFFF0080,&HFFFF0000,&HFFFF0000,_
&HFFFF0000,&HFF808080,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFF008000,_
&HFF008000,&HFFFF0000,&HFFFF0000,&HFF800080,&HFF000000,&HFF000000,&HFF008000,&HFFFF0000,_
&HFF000000,&HFF000000,&HFF000000,&HFF800000,&HFF800000,&HFFFF0000,&HFFFF0000,&HFFFF0000,_
&HFFFF0000,&HFF000000,&HFF000000,&HFF800000,&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFFFF0000,_
&HFF000000,&HFF000000,&HFFFF00FF,&HFF800000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFF000000,_
&HFF000000,&HFFFF00FF,&HFFFF00FF,&HFFFF00FF,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFFFF00FF,&HFFFF00FF,&HFFFF00FF,&HFF000000,&HFFFF00FF,&HFFFF00FF,&HFFFF00FF,&HFFFF0000,_
&HFF000000,&HFFFF0000,&HFFFF0000
xpos:
Data _
49,49,50,50,50,50,51,51,51,51,52,52,52,52,52,53,53,53,53,53,_
54,54,54,54,54,54,54,54,55,55,55,55,55,55,55,55,56,56,56,56,_
56,56,56,56,57,57,57,57,57,57,57,58,58,58,58,58,58,58,58,58,_
58,58,58,59,59,59,59,59,59,59,59,59,60,60,60,60,60,60,60,60,_
60,60,60,60,60,60,61,61,61,61,61,61,61,61,61,61,61,61,61,62,_
62,62,62,62,62,62,62,62,62,62,63,63,63,63,63,63,63,63,63,63,_
64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,65,65,65,_
65,65,65,65,65,65,65,65,65,65,65,65,65,65,65,65,65,66,66,66,_
66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,67,67,67,67,67,_
67,67,67,67,67,67,68,68,68,68,68,68,68,68,68,68,68,68,68,69,_
69,69,69,69,69,69,69,69,69,69,70,70,70,70,70,70,70,70,70,70,_
70,70,70,70,70,70,71,71,71,71,71,71,71,71,71,71,71,71,72,72,_
72,72,72,72,72,72,72,72,72,72,72,73,73,73,73,73,73,73,73,73,_
73,73,74,74,74,74,74,74,75,75,75,75,75,76,76,76,76,76,76,76,_
76,77,77,77,77,77,77,77,77,78,78,78,78,78,78,78,79,79,79,79,_
79,79,80,80,80,80,80,81,81,81,81,82,82,83,83
ypos:
Data _
49,50,49,50,56,57,49,50,55,57,49,54,55,56,57,48,54,56,58,59,_
48,54,55,56,57,58,59,60,48,54,55,56,57,58,59,60,48,54,55,56,_
57,58,59,61,48,54,55,56,59,61,63,48,54,55,56,57,58,59,61,63,_
67,68,69,48,54,55,59,62,66,67,68,69,48,54,55,56,57,60,61,62,_
64,66,67,68,69,70,48,54,55,58,59,60,61,64,65,66,68,69,70,48,_
54,60,61,62,65,66,67,68,69,70,48,54,55,56,64,65,66,67,68,69,_
48,51,52,53,54,55,56,57,58,59,60,62,63,65,66,68,69,48,49,51,_
52,53,54,55,56,57,58,59,60,62,63,64,65,66,67,68,69,48,49,51,_
52,53,54,55,56,57,58,59,60,62,63,65,66,67,68,48,54,55,56,60,_
61,62,66,67,68,69,48,54,60,61,62,63,64,65,66,67,68,69,70,48,_
54,58,60,61,62,63,66,67,69,70,48,54,55,56,57,58,60,61,63,64,_
65,66,67,68,69,70,48,54,56,57,59,62,65,66,67,68,69,70,48,54,_
55,58,59,60,62,63,64,66,67,68,70,48,54,55,57,58,59,62,63,67,_
69,70,48,54,56,57,59,61,48,54,55,58,62,48,54,55,56,57,58,59,_
60,48,54,55,56,57,58,60,61,48,54,55,56,57,59,60,48,54,55,56,_
57,58,48,49,54,55,56,49,54,55,56,49,50,49,50
'_______________________________
colour2:
Data _
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF008000,&HFFFF0080,&HFF000000,_
&HFFFFFF00,&HFFFF0080,&HFF000000,&HFF000000,&HFFFFFF00,&HFFFF0000,&HFF000000,&HFFFFFF00,_
&HFFFFFF00,&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFF000000,&HFF0080FF,&HFF0080FF,_
&HFF0080FF,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,_
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFF000000,&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFFFFFF00,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFF000000,&HFF000000,&HFF8080FF,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,_
&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,_
&HFF000000,&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF0080FF,&HFF0080FF,&HFF0080FF,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFF000000,&HFFFF0000,&HFFFF0000,&HFF000000,_
&HFF000000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFFFFFF00,&HFFFFFF00,&HFFFFFF00,&HFF000000,_
&HFFFF0080,&HFFFFFF00,&HFF000000,&HFFFF0080,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFFFF0000,&HFF000000,_
&HFFFF0000,&HFFFF0000
xpos2:
Data _
49,49,50,50,51,51,52,53,54,55,56,57,58,58,58,59,59,59,60,60,_
60,60,61,61,61,61,61,61,62,62,62,62,62,62,62,62,62,62,62,63,_
63,63,63,63,63,63,63,63,63,64,64,64,64,64,64,64,64,64,64,64,_
64,64,64,64,64,64,65,65,65,65,65,65,65,65,65,65,65,65,65,65,_
65,65,65,65,65,65,66,66,66,66,66,66,66,66,66,66,66,66,66,66,_
66,66,66,66,67,67,67,67,67,67,67,67,67,67,67,68,68,68,68,69,_
69,69,69,70,70,70,70,71,71,71,72,72,73,74,75,76,77,78,79,80,_
80,81,82,82,83,83
ypos2:
Data _
49,50,49,50,49,50,49,48,48,48,48,48,48,54,55,48,54,55,48,54,_
55,56,48,54,55,57,58,59,48,54,60,61,62,65,66,67,68,69,70,48,_
54,55,56,64,65,66,67,68,69,48,51,52,53,54,55,56,57,58,59,60,_
62,63,65,66,68,69,48,49,51,52,53,54,55,56,57,58,59,60,62,63,_
64,65,66,67,68,69,48,49,51,52,53,54,55,56,57,58,59,60,62,63,_
65,66,67,68,48,54,55,56,60,61,62,66,67,68,69,48,54,59,60,48,_
54,56,58,48,54,55,56,48,54,56,48,54,48,48,48,48,48,48,48,48,_
49,49,49,50,49,50
colour3:
Data _
&HFFFF0000,&HFFFF0000,&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFF000000,&HFF8080FF,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFFFF00,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFFFF0000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFFFFFF00,&HFF000000,&HFF000000,&HFFFFFF00,&HFF000000,&HFF000000,&HFFFF8040,&HFFFF8040,_
&HFFFF8040,&HFFFF8040,&HFFFF8040,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,&HFF000000,_
&HFF000000,&HFF000000,&HFF000000,&HFFFF0000,&HFF000000,&HFFFF0000,&HFFFF0000
xpos3:
Data _
49,49,50,50,51,51,52,53,54,55,56,57,58,59,60,61,62,63,64,64,_
64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,64,65,65,65,65,_
65,65,65,65,65,65,65,65,65,65,65,65,65,65,65,65,66,66,66,66,_
66,66,66,66,66,66,66,66,66,66,66,66,66,66,66,67,68,69,70,71,_
72,73,74,75,76,77,78,79,80,80,81,82,82,83,83
ypos3:
Data _
49,50,49,50,49,50,49,48,48,48,48,48,48,48,48,48,48,48,48,51,_
52,53,54,55,56,57,58,59,60,62,63,65,66,67,68,69,48,49,51,52,_
53,54,55,56,57,58,59,60,62,63,64,65,66,67,68,69,48,49,51,52,_
53,54,55,56,57,58,59,60,62,63,65,66,67,68,69,48,48,48,48,48,_
48,48,48,48,48,48,48,48,48,49,49,49,50,49,50
Screeninfo xres,yres
Dim Shared As Any Pointer im
im=imagecreate(xres,yres)
Type bow
As Integer min,max,z
As Single br,bg,bb,ba
as single xp,yp
End Type
Dim shared As bow r1
#define Red(c) (CUInt(c) Shr 16 And 255 )
#define green(c) (CUInt(c) Shr 8 And 255 )
#define blue(c) (CUInt(c) And 255 )
#define alpha(c) (CUInt(c) Shr 24 )
#define distance(cx,cy,px,py) sqr( (cx-px)*(cx-px)+(cy-py)*(cy-py))
Function rainbow(p As bow,part as string="outer") As Uinteger
Dim As Uinteger r,g,b,col
Dim As Double gap=(p.max-p.min)/6
if part="outer" then
If p.z>=p.min-2*gap And p.z<p.min Then
col=point(p.xp,p.yp,im)
p.br=red(col)
p.bg=green(col)
p.bb=blue(col)
r=(255-p.br)*(p.z-p.min+2*gap)/(2*gap)+p.br
g=-p.bg*(p.z-p.min+2*gap)/(2*gap)+p.bg
b=-p.bb*(p.z-p.min+2*gap)/(2*gap)+p.bb
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min And p.z<p.min+gap Then 'red to orange
r=255 ' r none
g=165*(p.z-p.min)/(gap)'0 0 g 165
b=0 'b none
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+gap And p.z<p.min+2*gap Then 'orange to yellow
r=255 'r none
g=90*(p.z-p.min-gap)/gap+165'165 165 g 255
b=0 'b none
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+2*gap And p.z<p.min+3*gap Then 'yellow to green
r=-255*(p.z-p.min-2*gap)/gap+255'255 255 r 0
g=-127*(p.z-p.min-2*gap)/gap+255'255 255 g 128
b=0
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+3*gap And p.z<p.min+4*gap Then 'green to blue
r=0 'r none
g=-128*(p.z-p.min-3*gap)/gap +128'128 '128 g 0
b=255*(p.z-p.min-3*gap)/gap'0 '0 b 255
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+4*gap And p.z<p.min+5*gap Then'blue to indigo
r=75*(p.z-p.min-4*gap)/gap'0 '0 r 75
g=0 '0 g 0
b=-125*(p.z-p.min-4*gap)/gap+255'255 '255 b 130
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+5*gap And p.z<p.min+6*gap Then'indigo to violet
r=163*(p.z-p.min-5*gap)/gap+75'75 ' 75 r 238
g=130*(p.z-p.min-5*gap)/gap'0 '0 g 130
b=108*(p.z-p.min-5*gap)/gap+130'130 '130 b 238
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+6*gap And p.z<p.min+8*gap Then
col=point(p.xp,p.yp,im)
p.br=red(col)
p.bg=green(col)
p.bb=blue(col)
r=(p.br-238)*(p.z-p.min-6*gap)/(2*gap)+238
g=(p.bg-130)*(p.z-p.min-6*gap)/(2*gap)+130
b=(p.bb-238)*(p.z-p.min-6*gap)/(2*gap)+238
Return Rgba(r,g,b,p.ba)
End If
end if
'____________________________________________________
if part="inner" then
If p.z>=p.min-2*gap And p.z<p.min Then
col=point(p.xp,p.yp,im)
p.br=red(col)
p.bg=green(col)
p.bb=blue(col)
r=(238-p.br)*(p.z-p.min+2*gap)/(2*gap)+p.br
g=(130-p.bg)*(p.z-p.min+2*gap)/(2*gap)+p.bg
b=(238-p.bb)*(p.z-p.min+2*gap)/(2*gap)+p.bb'238
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min And p.z<p.min+gap Then 'violet to indigo
r=(75-238)*(p.z-p.min)/gap+238 ' 238 r 75
g=-130*(p.z-p.min)/(gap)+130 '0 130 g 0
b=(130-238)*(p.z-p.min)/gap+238 '238 b 130
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+gap And p.z<p.min+2*gap Then 'indigo to blue'''
r=(0-75)*(p.z-p.min-gap)/gap+75 '75 r 0
g=0'90*(p.z-p.min-gap)/gap+165'165 0 g 0
b= (255-130)*(p.z-p.min-gap)/gap+130 '130 b 255
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+2*gap And p.z<p.min+3*gap Then 'blue to green
r=0 ' 0 r 0
g=128*(p.z-p.min-2*gap)/gap ' 0 g 128
b=-255*(p.z-p.min-2*gap)/gap+255 '255 b 0
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+3*gap And p.z<p.min+4*gap Then 'green to yellow
r=255*(p.z-p.min-3*gap)/gap '0 r 255
g=(255-128)*(p.z-p.min-3*gap)/gap +128 '128 g 255
b=0 '0 b 0
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+4*gap And p.z<p.min+5*gap Then'yellow to orange
r=255 '255 r 255
g=(165-255)* (p.z-p.min-4*gap)/gap +255 '255 g 165 '255 g 165
b=0 '0 b 0
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+5*gap And p.z<p.min+6*gap Then'orange to red
r=255 ' 255 r 255
g= -165* (p.z-p.min-5*gap)/gap +165 '165 g 0
b=0 '0 b 0
Return Rgba(r,g,b,p.ba)
End If
If p.z>=p.min+6*gap And p.z<p.min+8*gap Then
col=point(p.xp,p.yp,im)
p.br=red(col)
p.bg=green(col)
p.bb=blue(col)
r=(p.br-255)*(p.z-p.min-6*gap)/(2*gap)+255'p.br
g=p.bg*(p.z-p.min-6*gap)/(2*gap)'+p.bg
b=p.bb*(p.z-p.min-6*gap)/(2*gap)'+p.bb
Return Rgba(r,g,b,p.ba)
End If
end if
End Function
Type d2
As Single mx,my
Dim As Single mw,ang
End Type
Operator + (v1 As d2,v2 As d2) As d2
Return Type<d2>(v1.mx+v2.mx,v1.my+v2.my,v1.mw+v2.mw,v1.ang+v2.ang)
End Operator
#define rr(f,l) (Rnd*(l-f)+f)
Dim Shared As Uinteger array(xres,yres)
Dim Shared tails(0 To 8) As d2
Sub thickline(x1 As Double,_
y1 As Double,_
x2 As Double,_
y2 As Double,_
thickness As Double,_
colour As Uinteger,_
im As Any Pointer=0)
Dim p As Uinteger=Rgb(255, 255, 254)
If thickness<=2 Then
Line im,(x1,y1)-(x2,y2),colour
Else
Dim As Double h=Sqr((x2-x1)*(x2-x1)+(y2-y1)*(y2-y1)):If h=0 Then h=1e-6
Dim As Double s= (y1-y2)/h ,c=(x2-x1)/h
For x As Integer=1 To 2
Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x2+s*thickness/2,y2+c*thickness/2),p
Line im,(x1-s*thickness/2,y1-c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p
Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x1-s*thickness/2,y1-c*thickness/2),p
Line im,(x2+s*thickness/2,y2+c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p
Paint im,((x1+x2)/2, (y1+y2)/2), p, p
p=colour
Next x
End If
End Sub
Sub drawline(p1 As d2,p2 As d2,col As Uinteger,th As Single=1,im As Any Pointer=0)
If th<=2 Then
Line im,(p1.mx,p1.my)-(p2.mx,p2.my),col
Else
thickline(p1.mx,p1.my,p2.mx,p2.my,th,col,im)
End If
End Sub
Sub cloud(x As Integer, y As Integer,length As Integer=100,_alpha As Integer=105, Zoom As Single = 0)
Dim As Integer r=255
Dim As Integer b=255
Dim As Integer g=255
Dim As Double pi=3.14159
If Length<=1 Or _alpha<=1 Then Exit Sub
Dim As Single rnded = -pi+Rnd*1*pi/2
Dim As Single rnded2 = -pi+Rnd*-3*pi
If _alpha<25 Then
For i As Integer = 0 To 255-_alpha Step 100
Line im,(-(Zoom/2)+x-length/2,y)-((Zoom/2)+x+Length/6+length*Cos(-pi/2+rnded*PI/3),y+Length/6+length*Sin(-pi/2+rnded*PI/3)),Rgba(R,G,B,_alpha)
Line im,(-(Zoom/2)+x-length/2,y)-((Zoom/2)+x+Length/6+length*Cos(-pi/2+rnded2*PI/3),y+Length/6+length*Sin(pi/2+rnded2*PI/3)),Rgba(R,G,B,_alpha)
Next
End If
cloud(-(Zoom/2)+x+length*Cos(-pi/2+rnded*PI/3),(Zoom/2)+y+length*Sin(-pi/2+rnded*PI/3),length/1.4,_alpha/1.2,Zoom)
cloud(-(Zoom/2)+x+length*Cos(-pi/2+rnded2*PI/3),(Zoom/2)+y+length*Sin(pi/2+rnded2*PI/3),length/1.4,_alpha/1.2,Zoom)
cloud(-(Zoom/2)+x+length*Cos(pi/3+rnded2*PI/3),(Zoom/2)+y+length*Sin(pi+rnded2*PI/3),length/1.4,_alpha/2,Zoom)
End Sub
#macro rotate2(pivot,p,a,d)
Type<d2>(d*(Cos(a*.0174533)*(p.mx-pivot.mx)-Sin(a*.0174533)*(p.my-pivot.my)) +pivot.mx,_
d*(Sin(a*.0174533)*(p.mx-pivot.mx)+Cos(a*.0174533)*(p.my-pivot.my)) +pivot.my)
#endmacro
#macro turnline(piv,p1,p2,ang,col,th,d)
Scope
var rot1=rotate2(piv,p1,ang,d)
var rot2=rotate2(piv,p2,ang,d)
drawline(rot1,rot2,col,th,im)
End Scope
#endmacro
#macro _incircle(cx,cy,radius,x,y)
(cx-x)*(cx-x) +(cy-y)*(cy-y)<= radius*radius
#endmacro
Sub scan
Draw String(360,100),"Please wait"
Dim As Integer xres,yres
Screeninfo xres,yres
For x As Integer=.31*xres To .69*xres
For y As Integer=.5*yres To 9*yres
Pset(x,y),Rgb(10,Rnd*255,0)
Next y
Next x
Dim num As String
For z As Integer=0 To 90 Step 12
num=Str(Bin(Int(rr(20,50))))
Draw String(360,400+z),num,Rgb(100,10,0)
Next z
For x As Integer=0 to xres
For y As Integer=0 to yres
array(x,y)=Point(x,y)
Next y
Next x
End Sub
Sub draw_tails(b As d2)
#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)
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 '40
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,(4*b.mw),newx,newy) Then'20
Line(NewX-dil/2,NewY-dil/2)-(NewX+dil/2,NewY+dil/2),array(Abs(x),Abs(y)),BF
End If
End If
Next y
Next x
End Sub
Sub settails
For z As Integer=0 To 5
tails(z)=Type<d2>(400+15*z,280-15*z,5-1*z,180)
Next z
tails(6).mw=1:tails(7).mw=1:tails(8).mw=1
End Sub
#macro arraydelete(a,position)
Scope
Dim As Integer index=position
If index>=Lbound(a) And index<=Ubound(a) Then
For x As Integer=index To Ubound(a)-1
a(x)=a(x+1)
Next x
Redim Preserve a(Lbound(a) To Ubound(a)-1)
Endif
End Scope
#endmacro
Sub draw_background
For y As Integer=0 To yres
Line im,(0,y)-(xres,y),Rgb((153-28)*y/(.7*yres)+28,00,200)
Next y
cloud(350,50,70,40,5)
cloud(700,100,50,Rnd*30,5)
cloud(150,150,100,50,5)
Dim As Double x,y,k1,k2
k1=.01
k2=30
Dim As Double lasty
For x=0 To xres
y=k2*(Sin(2*x*k1)+Cos(x*k1))+200
Dim As Double gr=100-40*(lasty-y)
Line im,(x,yres)-(x,y),Rgb(0,gr,0)
lasty=y
Next x
Dim As d2 v1,v2
Dim As Uinteger treecol
Dim As Double pivx,pivy,pivz,l,da,dif,k,g0
Dim As d2 piv
Dim shader As Integer =50
Dim As Uinteger r,g,b
For m As Double=0 To 50 Step 10
Randomize m
For n As Double=525-(m+rr(2,20)) To 990+m Step rr(3,9)
Randomize n^2
l=rr(2,11)
k=rr(1,5)
piv.mx=n
piv.my= k2*(Sin(2*n*k1)+Cos(n*k1))+200+k+m
piv.mw=0
g0=-40*k2*(2*k1*Cos(2*k1*n)-k1*Sin(k1*n))
Line im,(piv.mx,piv.my)-(piv.mx+rr(-2,2),piv.my+8),Rgb(144-g0,35-g0,37)
Dim cc As Double=rr(1,40)
For a As Double=90 To 450 Step 7
Randomize a
shader=-rr(2,4)
r=20+shader+cc
g=130-g0+shader:If g>40 Then g=g-40
b=20+shader:If b>20 Then b=b-20
treecol=Rgb(r,g,b)
For a2 As Double=0 To l Step .3
If a>270 Then shader=-shader
treecol=Rgb(r,g-a2*shader,b)
v1=Type<d2>(piv.mx-a2,piv.my,piv.mw)
v2=Type<d2>(piv.mx-l,piv.my,piv.mw)
turnline(piv,v1,v2,a,treecol,1,1)
Next a2
Next a
Next n
Next m
For m As Double=0 To 220 Step 10
Randomize m
For n As Double=70-(m+rr(2,50)) To 585+m Step rr(3,9)
Randomize n^2
l=rr(3,13)
k=rr(1,5)
piv.mx=n
piv.my=k2*(Sin(2*n*k1)+Cos(n*k1))+200+k+m
piv.mw=0
g0=-30*k2*(2*k1*Cos(2*k1*n)-k1*Sin(k1*n))
Line im, (piv.mx,piv.my)-(piv.mx+rr(-2,2),piv.my+12),Rgb(144-g0,35-g0,37)
Dim cc As Double=rr(0,15)
For a As Double=135 To 405 Step 5
Randomize a
shader=rr(2,4)
r=20+shader+cc
g=90-g0+shader
b=20+shader:If b>20 Then b=b-20
treecol=Rgb(r,g,b)
For a2 As Double=0 To l Step .3
If a>270 Then shader=-shader
treecol=Rgb(r,g-a2*shader,b)
v1=Type<d2>(piv.mx+a2,piv.my,piv.mw)
v2=Type<d2>(piv.mx-l,piv.my,piv.mw)
turnline(piv,v1,v2,a,treecol,1,1)
Next a2
Next a
Next n
Next m
'_____________________
Dim As Double cx=400,cy=600
For x As Integer=0 To 800
For y As Integer=0 To 600
r1.xp=x:r1.yp=y
'r1.z=y
' r1.min=00
'r1.max=600
'r1.ba=255
'Pset im,(x,y),rainbow(r1)
r1.z=distance(cx,cy,x,y)
r1.min=400
r1.max=450
r1.ba=55
Pset im,(x,y),rainbow(r1,"outer")
r1.min=300
r1.max=330
r1.ba=100
Pset im,(x,y),rainbow(r1,"inner")
Next y
Next x
For x As Integer=0 To xres
For y As Integer=0 To yres
If _incircle(350,500,40,x,y) Or _incircle(450,500,40,x,y) Then
Pset im,(x,y),Rgb(Rnd*255,Rnd*255,Rnd*25)
End If
Next y
Next x
Draw String im,(420,510),"1001101",Rgb(0,0,0)
Draw String im,(320,510),"1101001",Rgb(0,0,0)
Circle im,(350,500),15,Rgb(250,250,255),,,,f
Circle im,(450,500),15,Rgb(250,250,255),,,,f
Circle im,(350,500),15,Rgb(00,00,55)',,,,f
Circle im,(450,500),15,Rgb(00,00,55)',,,,f
Circle im,(350,500),8,Rgba(0,0,255,150),,,,f
Circle im,(450,500),8,Rgba(0,0,255,150),,,,f
Circle im,(350,500),4,Rgb(0,0,0),,,.3,f
Circle im,(450,500),4,Rgb(0,0,0),,,.3,f
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 _x,_y,_z,flag
Dim As Single l,dx,dy,sx,sy
#macro add()
flag=1
num=num+1
Redim Preserve ball(num)
#endmacro
#macro tung()
_x=bf.mx
_y=bf.my
_z=rr(2,2.5)
ball(num)=Type<d2>(_x,_y,_z)
dx=_x-xres/2'-_x
dy=_y-(yres/1.9+220)'-_y
sx=xres/2:sy=yres/1.9+220
l=l+.1
For z As Integer=1 To 5
thickline(sx,sy,(xres/2+l*dx),(yres/1.9+220+l*dy),15*l,Rgb(200*l-z/2,0,0))'10*l
Next z
sx=xres/2+l*dx:sy=yres/1.9+220+l*dy
'next l
sx=xres/2:sy=yres/1.9+220
If l>=1 Then
l=0:flag=0
bf.mx=rr(200,500):bf.my=rr(50,100)
End If
#endmacro
Dim Shared num As Integer
num=1
reDim As d2 ball(num)
Dim As Single x0=350,y0=500,x1=450,y1=500
ball(0)=Type<d2>(x0,y0,2,0)
ball(1)=Type<d2>(x1,y1,2,0)
'#macro hold()
'______________________________________________
Type pixel_data
As Integer Xpos,Ypos
As Uinteger colour
End Type
'___THESE VALUES ARE FIXED_____
Redim Shared As pixel_data a(315)
Dim Shared As Integer count
Dim As Double magnification
magnification= 1.5
Dim Shared As Integer _width,_height
_width= 56
_height= 36
'____________________
#macro read_data(col,xp,yp)
Restore col
For z As Integer=1 To Ubound(a)
Read a(z).colour
Next z
Restore xp
For z As Integer=1 To Ubound(a)
Read a(z).xpos
Next z
Restore yp
For z As Integer=1 To Ubound(a)
Read a(z).ypos
Next z
#endmacro
'CREATE IMAGE HERE
Dim Shared As Any Pointer image(3)
image(1)=imagecreate(_width,_height)
image(2)=imagecreate(_width,_height)
image(3)=imagecreate(_width,_height)
Sub drawbitmap_to_image(scale As Single=1,n As Integer)
Dim As Integer max_x=-1e6,min_x=1e6,max_y=-1e6,min_y=1e6
Dim As Single rotx,roty
#macro magnify(pivotx,pivoty,px,py,scale)
rotx=scale*(px-pivotx)+pivotx
roty=scale*(py-pivoty)+pivoty
#endmacro
For z As Integer=1 To Ubound(a)
magnify(0,0,(a(z).xpos),(a(z).ypos),scale)
If max_x<rotx Then max_x=rotx
If min_x>rotx Then min_x=rotx
If max_y<roty Then max_y=roty
If min_y>roty Then min_y=roty
Next z
For z As Integer=1 To Ubound(a)
magnify(0,0,(a(z).xpos),(a(z).ypos),scale)
rotx=rotx-min_x:roty=roty-min_y
Line image(n),(rotx-scale/2,roty-scale/2)-(rotx+scale/2,roty+scale/2),a(z).colour,BF
Next z
End Sub
'________READ AND MAKE AN IMAGE__________
read_data(colour,xpos,ypos) 'colour:,xpos:,ypos: are the DATA restore labels
drawbitmap_to_image(magnification,1) 'magnification has been calculated, 1 is for image(1)
Redim a(146)
read_data(colour2,xpos2,ypos2)
drawbitmap_to_image(magnification,2)
Redim a(95)
read_data(colour3,xpos3,ypos3)
drawbitmap_to_image(magnification,3)
'BITMAP image is now in image(1,2,3)
#macro tailslug(r,a)
tx=r*Cos(a)
ty=r*Sin(a)
#endmacro
#macro dot(rad,slug)
xdot=xres/2+2*rad*Cos(slug)
ydot=yres/10+rad*Sin(slug)
#endmacro
#macro grass()
For z As Integer=1 To 4000
gl=(.1-.01)*(gr(z).my-.9*yres)/(yres+50-.9*yres)+.01
Line (gr(z).mx,gr(z).my)-(gr(z).mx+gl*(xdot-gr(z).mx),gr(z).my+gl*(ydot-gr(z).my)),Rgb(100,gr(z).mw,0)
If z Mod 100 =0 Then
fr=(6-2)*(gr(z).my-.9*yres)/(yres+50-.9*yres)+2
Circle (gr(z).mx+gl*(xdot-gr(z).mx),gr(z).my+gl*(ydot-gr(z).my)+1.1*fr),fr-2,Rgb(250,250,0),,,,f
Circle (gr(z).mx+gl*(xdot-gr(z).mx),gr(z).my+gl*(ydot-gr(z).my)),fr,Rgb(200,0,rr(50,200)),,,,f
End If
Next z
#endmacro
Dim As String i
Dim As Integer mx,my
Dim As Integer xdot,ydot
scan
settails
Dim Shared As d2 gr(1 To 4000)
For z As Integer=1 To 4000
gr(z).mx=rr(-100,(xres+100))
gr(z).my=rr(.9*yres,(yres+50))
gr(z).mw=rr(50,250)
Next z
draw_background
Dim _count As Single
Dim mm As Integer
Dim n As Integer
Dim As Double tslug,ty,tx,dslug,gl,fr,xdist,ydist,pi2=8*Atn(1)
Dim As Integer bx=1,by=1,imcount,pp
Dim As Single _dx=rr(1,2),_dy=rr(1,2)
Dim As d2 BF,c
bf=Type<d2>(rr(200,500),rr(50,100))
Do
screensync
tslug=tslug+.05:If tslug>pi2 Then tslug=0
dslug=dslug+.01:If dslug>pi2 Then dslug=0
imcount=imcount+1
If imcount>3 Then imcount=0
n=-1
framecounter
_count=_count+1:If _count>1e6 Then _count=0
mm=Int(rr(50,60))
Screenlock
Cls
Put(0,0),im,Pset
dot(200,dslug)
grass()
If _count Mod mm=0 Then :add():End If
For z As Integer=0 To 8
tailslug(z*10,1*tslug+z)
tails(z).mx=xres/2+tx/2
tails(z).my=480-15*z
If z<8 Then
thickline(tails(z).mx,tails(z).my,tails(z+1).mx,tails(z+1).my,12-z,Rgb(50,30*z,0))
End If
draw_tails(tails(z))
Next z
_dx=rr(1,5)
_dy=rr(1,5)
If _count Mod Int(rr(80,100))=0 Then bx=-bx
If _count Mod Int(rr(90,100))=0 Then by=-by
If bf.mx<0 Then bx=-bx:_dx=5
If bf.mx>xres-56 Then bx=-bx:_dx=5
If bf.my>yres-100 Then: add():end if
If bf.my<0 Then by=-by:_dy=5
bf=Type<d2>(bf.mx+bx*_dx,bf.my+by*_dy)
Select Case imcount
Case 1
Put(bf.mx,bf.my),image(1),trans
Case 2
Put(bf.mx,bf.my),image(2),trans
Case 3
Put(bf.mx,bf.my),image(3),trans
End Select
pp=rr(5,10)
thickline(400,500,400,550+pp,20,Rgb(100,rr(10,15),0))
For z As Integer=1 To 2
Circle(385+10*z,538+pp),9,Rgb(155,155,0),,,7,f
Next z
Circle(400,550+pp),20,Rgb(0,50,0),,,.2,f
Do
n=n+1
If n>1 Then
ball(n).my=ball(n).my+1
End If
If ball(n).my>yres Then
arraydelete(ball,n)
n=n-1
End If
xdist=-10*bf.mx/xres+5
ydist=-10*bf.my/yres+10
x0=350+2*xdist:x1=450+2*xdist
y0=500+2*ydist:y1=500+2*ydist
ball(0)=Type<d2>(x0,y0,2.5,0)
ball(1)=Type<d2>(x1,y1,2.5,0)
draw_balls(ball(n))
If flag=1 Then
tung()
End If
Loop Until n>=Ubound(ball)
num=Ubound(ball)
Screenunlock
Sleep 1,1
Loop Until Inkey=Chr(27)
imagedestroy im
For z As Integer=1 To 3:imagedestroy image(z):Next z
@Richard
@Dodicat
Harvard nuclear modeling lab teaches, that protons and neutrons are physical particles and all the atom orbitals are frequencies created by these neucleons..
So what are particles made of??
We have to assume that in the beginning; only space-time existed, and therefore particles are made up of space-time..
(so if space-time of a cubic volume were to be compressed it would appear as a solid mass.)
But how would it attract/repel a like/opposite???
The big-bang theory doesn't get into how the super star that exploded came into being...
And exploding stellar particles, how would they form into a spiral galaxy, unless something was moving inward at the outward velocity and created the whirlpools...
@Dodicat
Harvard nuclear modeling lab teaches, that protons and neutrons are physical particles and all the atom orbitals are frequencies created by these neucleons..
So what are particles made of??
We have to assume that in the beginning; only space-time existed, and therefore particles are made up of space-time..
(so if space-time of a cubic volume were to be compressed it would appear as a solid mass.)
But how would it attract/repel a like/opposite???
The big-bang theory doesn't get into how the super star that exploded came into being...
And exploding stellar particles, how would they form into a spiral galaxy, unless something was moving inward at the outward velocity and created the whirlpools...
I've developed the theory that space-time is a sparse physical substance and has elesticity.
That would mean that all particles masses must rotate to keep the space-time wound-up , but perhaps after a mass has reached a point it might be able to retain its mass by its self..
In order for a mass to be spherical it would have to rotate on several axi's , this means perodic polar shifts. (only the earth does polar shifts)
maybe the cores of the planets and moons are doing multi axial rotations and the crust just wobbles from it,because the liquid mantles...
==============================================
How would you make the screen an elastic, sparse substance to draw it in by such a multi-axial rotation????
Would you make it tiny spheres all connected together???
That would mean that all particles masses must rotate to keep the space-time wound-up , but perhaps after a mass has reached a point it might be able to retain its mass by its self..
In order for a mass to be spherical it would have to rotate on several axi's , this means perodic polar shifts. (only the earth does polar shifts)
maybe the cores of the planets and moons are doing multi axial rotations and the crust just wobbles from it,because the liquid mantles...
==============================================
How would you make the screen an elastic, sparse substance to draw it in by such a multi-axial rotation????
Would you make it tiny spheres all connected together???
-
- Posts: 1009
- Joined: Oct 11, 2008 7:42
- Location: ABQ, NM
- Contact:
There is a magnetic coiled spring, in the Z axes of the universe, connecting the sun and the earth. It's about to unwind and release a whole bunch of energy, and possibly pierce our magnetic shield field, and violently strike the earth with electro-magnetic-electro-motive forces unseen in a whole eon.
I think we need to start dumping lead-acid batteries in Yellow Stone National Park to create an EMF shield, and, to start making mass quantities of dry ice so that we can give people 'personal cloud boxes' they can blow in to release a miniature cloud.
There are a bunch of forces always at work, and I really think that we're deep sea dwellers, and that at the forefront of the expansion of the universe, is not the sea, but air, and then by air, you find land, and then, God's beach house.
~Kiyote!
I think we need to start dumping lead-acid batteries in Yellow Stone National Park to create an EMF shield, and, to start making mass quantities of dry ice so that we can give people 'personal cloud boxes' they can blow in to release a miniature cloud.
There are a bunch of forces always at work, and I really think that we're deep sea dwellers, and that at the forefront of the expansion of the universe, is not the sea, but air, and then by air, you find land, and then, God's beach house.
~Kiyote!
@Richard
If mass (particles) are comprised of space-time:
Then particle properties (electric charge) must then be one of the two:
1.) property is inherent in the matter, (then size of mass would determine electrical property or charge)
2.) Property is a mechanical operation..(the mass hast to act in some way to have a charge)
===============================================
I keep going around in circles, every time i solve one aspect of matter, it seems two or more impossibilties surface..
(such as the perpetual motion X/Y photon particle machine above..)
If mass (particles) are comprised of space-time:
Then particle properties (electric charge) must then be one of the two:
1.) property is inherent in the matter, (then size of mass would determine electrical property or charge)
2.) Property is a mechanical operation..(the mass hast to act in some way to have a charge)
===============================================
I keep going around in circles, every time i solve one aspect of matter, it seems two or more impossibilties surface..
(such as the perpetual motion X/Y photon particle machine above..)