Squares
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. ??
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. ??
@ 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
'=======================================================
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.
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)
Cool fern Richard!!!
==================================
Heres another trig one.
==================================
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
-
- Posts: 2655
- Joined: Aug 28, 2008 10:54
- Location: new york
This one is the earth flying thru space..
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.
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
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
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?
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
-
- Posts: 2655
- Joined: Aug 28, 2008 10:54
- Location: new york
-
- Posts: 2655
- Joined: Aug 28, 2008 10:54
- Location: new york
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
-
- Posts: 1009
- Joined: Oct 11, 2008 7:42
- Location: ABQ, NM
- Contact:
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.It will work regardless of color, but a rotated character will not work.
~Kiyote!
-
- Posts: 2655
- Joined: Aug 28, 2008 10:54
- Location: new york
@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/
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/
@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 ???
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..
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Question:
Just how do likes/opposites attract and repel ???
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.Albert wrote:Okay Richard, since you are the master of physics.
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.No two particles regardless of polarity can move without mechanics being involved.
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.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.)
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 frequency, there must be mechanics involved to maintain the frequencies. so it requires solid mas in motion..
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.If particles are emmiting smallewr particles in a arc; where the smaller particels return to the emitting particle, opposites/likes would both attract..
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.Question:
Just how do likes/opposites attract and repel ???
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”.
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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.Well I could rotate the text,
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!