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:tup: superb. :tup:
very good work! thanks!_o_
Nice! I didnt know that vector-operations like your
color = [0, 0, 0, 1] + [1, 1, 1, 0] * _calor / 100.0;
work in thyme. Thanks!:tup:
A very nice example to implement code in an object!
Using this, i can soon add "behaviour" of objects
after they interacted in some way with other objects,
which contain code and this way can "infect" others
with their "life" or properties. Very inspriring, thank you!
s_noonan = wizard!!:tup: :tup: :tup:
:tup:
I like it! So many things to learn from it, besides the math,
just look into the script of the blue box, its so amazing!!
app.Grid.numAxes = 8;
app.Grid.scale = 100;
have never seen before and is so usefull, tested other
Grid.scales like app.Grid.scale = 1; too, and

to make a smooth disappearance in poststep
app.Grid.opacity = app.Grid.opacity - (app.Grid.opacity - _blendgrid) / 15.0
is used, app.background.skycolor also... its fascinating!
didnt know so much changeable variables exist in a scene.

Is there a list of commands in the forum about the
app.thisandthat ? I would like to see them all;) and will research
the other programming-tools and -tricks you used in this scene, soon.

Thanks a lot!! Very good and teaches well! _o_ :tup: :tup: :tup: _o_
yepp! Some nice tricks are inside;)
well done:tup:
Yes, you are right, s_noonan!
I corrected it in the description of the scene here. Thanks!:)
Nice! how did you make the lenses?
Nice! :tup: I made 141834 as response to your scene, adding liquid-interaction.
I dont know how to "add my scene in response to", so its just 141834.
Hi Xray!
You are right, i have still to label lots of things,
and due to the lots of processes to be calculated by the computer
while running the scene, the carefull movement of the staff
is not so easy. Maybe best drag it with the drag-tool,
to not-loose electrons of the staff.
I will do a new version of the scene as soon i have enough time to do so. :)
cheers, DrBalk
I tested out myself, and found out:
no freezing if you use the drag-tool ( d )
but i also get a freezing here for 30 seconds
if i move the staff with the move-tool ( m ).

So i have to alter the scene-description so
one has to use the drag-tool d and not move it with m.

hopefully i have time for it in a few days
thanks for the reply, :tup:
cu, DrBalk
Last edited at 2016/09/13 23:02:08 by DrBalk
Thank you, s_noonan
indeed the maxRays reduction to 1 is a big help, i set also maxCuts=1.

My idea was: I think the GeomID of the object G, where the laser
is attached to, does not change while the whole simulation runs.
I thought that the
(scene.entityByGeomID((readable(entity)).geom))
g­ives a kind of storage-adress of G, where to find and adress
the properties
of its child-objects or child-variables like color or any other
variable or function of the object G.

Now, if i use the laser, and the laser hits 60 times per second,
and every time the same storage-adress is calculated, that would
be a waste of time in my eyes.

Maybe it would work if i add an own "click on me"-start-object
which will do then the same job as the onSpawn,
you know what i mean?

An other way out would be to check the properties of the laserHit
only every second.

Why i worry a bit about speed is: at home i have a good computer,
but at school the kids use older ones.
Your trick with maxRays allready gave some extraspeed, for which
i thank you _o_
:tup:
i like the mechanics!
Very instructive!:*)
you are the WIZARD! :tup: :tup:
Thank you again, s_noonan, this idea would really work nicely
if the check of colors would not have to be done very often.
Yet, it is use to pass a local variable from one object ot another
and this can happen often, to be precise i will show you a first
applicaton of the use of local variables, where FRA32 taught me a lot of,
thanks to him;)


It is:
http://www.algodoo.com/algobox/details.php?id=144119
Last edited at 2016/10/18 19:13:53 by DrBalk
165%. 12 th try... i was "swung by" allways before lol;)
Last edited at 2016/10/21 21:39:17 by DrBalk
I like it! :tup:
:tup: this is so nice! Thanks a lot. One can use it also for creating own road-system, with the nice cars working on the "wire-roads". :*)
Great! I like it. Very usefull also for teaching logical gates to studens! Thank you . :)
Nice work of both of you, Xray and FRA32.:tup:
Thanks! :blush: As its written in the description, thanks again to you, Xray, for the nice idea of 4-wins and the design of the grid!

I have learned a lot by the probe-checking-method, and i will use the same method when i will implement chemical reactions in algodoo. My prevous attempts with lasers required too many rays and calculation-time, the collision-trick will bing here the required efficiency-amplification, which will make reactions really fast and fluid even on a lowpower-computersystem.

From FRA32 i leaned much in thyme, specially about local variables and functions, thanks to him too again!

Also i appreciate your feedback, it enhances my motivation to go on;)
:tup: best regards! :tup:
Last edited at 2017/01/23 20:22:09 by DrBalk
its so good to have a high-skill mathematician in our algodoo-communtiy. Thanks for this good work and for the functions within!
:tup: :tup:
Rest: see my note from 11.2.2017
Last edited at 2017/02/11 20:20:45 by DrBalk
Lol, meanwhile i finished ( bit too late :blush: ) to get the logarithm-calculation by pure thyme without math-function;)
If anyone wants to see:

scene.my.intln2of:=(a,b)=>{
{a>2}?{c=a/2.0;d=b+1;scene.my.intln2of(c,d)}:{[a,b]}}

which returns [a/2^highestpowerof2,highestpowerof2]
then
scene.my.logar:=(k)=>{m=scene.my.intln2of(k,0); q=m(0);r=m(1);
t=q^0.125;
x=t-1;
xx=x*x;
xxx=xx*x;­
xxxxxx=xxx*xxx;
z=x-xx/2+xxx/3-xxx*x/4+xxx*xx/5-x­xxxxx/6+xxxxxx*x/7-xxxxxx*xx/8+xxxxxx*xxx/9;
resu=­r*0.6931471806+8*z;
}

which gives e.g. ln(1.999)= 0.69264704
nice in comparison to the real 0.692647055
or ln(12345)=9.421007
nice in comparison to the real 9.4210064

@noonan:
your function would give getLn(12345)=9.4644775
The reason is that for big numbers, the 10th root of a number n
gives 1+y and y is not THAT small, so the Taylorexpansion
deviates a bit from the real thing. Thats why i first
looked for the hightest power of 2 which is smaller then n,
and afterwards worked with the roots. Can you implement the thing in your program in a single function?

I learned this way to use recursive functions and quick Taylor-series.
Thanks for the incentive to learn more about thyme by your request :tup:
If someone can tell me how to implement the two functions i used for it into just one single function, i would be glad. :)
Last edited at 2017/02/25 13:54:29 by DrBalk
@Xray: i looked at the pictures, indeed it would be good to motivate younger people for math, so thanks for the pictures;) My experiences with programming an d math to motivate were: "best if one can do things one cant do before or with less effort", so loops for positioning 50 lasers in algodoo, with sin and cos you can positionate them in a circle, with log you find out about the exponential decreasing light in water of a depth x, with the complex number i you can very easyly derive the addition-theorems for sin and cos.

@FRA32: Do you know the connection between holomorphic functions and their Laurent-develompemt? So the user could set points ( circles ) at some places
z in the complex plain, which correspond to negative exponents of z^n, where n might be displayed by different colors of the circle.
Congrats! _o_ This is so usefull for me, that i thank you 10000 times
e.g. in optics i can let pupil modify lenses, mirrors,
in mechanics the brachistochrone-problem ( let a ball roll from A to B in the shortest time, the path it takes should be modified, and as result will be close to a cycloide ) becomes really interactive.
so: :tup: :tup: :tup:
Last edited at 2017/03/09 07:53:40 by DrBalk
Superb, as expected from you, Kilinich! :tup: :tup:
Please add a textbox in the scene which contains the explainations, e.g. the ones you allready wrote in here as response to Xray. It can be small and somewhere on the side or above, but if somebody wants to read it, he can zoom in and read it.
:D
yay! I like that trick
onDie := v < n - 1 ? {onDie} : {};
to give the "follwing order" of squares the same code as the actual has. Nice!
:tup: :tup:
;) i like it;)
your words "It was originally going to be a single, simple machine that simply were to convert a given binary number into a decimal number. " remember me of startrek video, called v'ger,
http://memory-alpha.wikia.com/wiki/V%27ger
which is a vessel original planned to collect information and bring it back to its creator, but on its way it gained much more power and abilities and in the end even gained a life of itself;)
If you are interested in Laurent-series of holomorphic functions, look at the
section
"Laurentreihenentwicklung einer holomorphen Funktion"
in
http://www.mathematik.uni-ulm.de/ReineMath/Mathe-Online/kurse/ft/03-singularitaeten/01/r/index.html
and in youtube you can see the introduction to residues ( complex analysis there ) at
https://www.youtube.com/watch?v=_3p_E9jZOU8
;)
the residues are highly important in any particle-physics-calculation, e.g. "self-energy" , see for this e.g.
http://isites.harvard.edu/fs/docs/icb.topic473482.files/18-renormalization.pdf
There you use the residues to get rid of infinities, which "cancel each other" to give a "renormalizated" result.
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