Recent Changes

Sunday, April 8

  1. page Member Pages edited ... Neil (scapegoat) MrBrown JackKelly6 John Fisher (tenochtitlanuk) James Young (Santiago)
    ...
    Neil (scapegoat)
    MrBrown
    JackKelly6
    John Fisher (tenochtitlanuk)
    James Young (Santiago)
    (view changes)
    11:04 am
  2. page JackKelly6 edited Organiser's note: Readers should be aware that the programs listed on this page are not designed t…
    Organiser's note: Readers should be aware that the programs listed on this page are not designed to run in Liberty BASIC and most won't. Since this is a wiki dedicated to Liberty BASIC the author is requested to post only code that is proven to run in Liberty BASIC. LBB code should be posted elsewhere.
    Welcome to my world. Last Update - 6 September 2017
    {Head Shot a.jpg}
    My intro
    I write programs purely for my own enjoyment and satisfaction, but if anyone else can use them and enjoy them too, then so much the better. The programs that I post here are free and open to all. I claim no rights or ownership, either intellectual or otherwise. These programs were developed and tested on my home PC using LBB. Modifications may be required to run them elsewhere. Everyone is welcome to change them, re-post them, or even sell them if they so desire.
    List-It, version 2.80.2
    A flexible but easy-to-use list management program, mostly for fun. Now I ask you -- who doesn't like a list??
    {List-It.ZIP}
    Concentration, version 3.30.1
    The classic card game. Test your memory and luck against the PC or against an opponent.
    {Concentration.ZIP}
    Mars Adventure, version 3.3.1
    Take a trip with me down memory lane – back to the early days of personal computing in the 1970’s – when MS-DOS, VisiCalc, and Zork were the most exciting things that were happening. Yes, back to text-based adventure games – those interactive stories where the only video was in your mind.
    When I got my Radio Shack TRS-80 I bought an adventure game called “Mars”. It came on a 5 ¼ inch floppy diskette in GW-BASIC source code. Yes, the old floppy disks that you could actually bend nearly in half! You could turn them over in the drive and record 512kb on each side. The game was a bit lame so I enhanced it as much as I could within the 64kb memory restriction that I had at the time. My family, friends, and I enjoyed it for many years.
    Just for old times sake I recently converted “Mars” to Windows and cleaned it up some. It runs in an 800 x 600 pixel window, so if your screen resolution is enough for that you can give it a try. Believe me, you don't want to look at the source code - it's pure spaghetti. At least there are no GOSUBs or line numbers anymore, but still far too many GOTOs.
    {Mars.ZIP}
    Remember-It, version 3.2.1
    Here's a useful flat-file database application. I designed it many years ago and have been running it every day since. I have now completely rewritten it using the Cheetah 2 Database System. The program uses 31 different Cheetah functions and two system variables.
    {Remember-It.ZIP}
    Picture-It
    This is a custom photograph viewer. It displays BMP files up to 800 x 600, with provision for extensive captions. Included are some of my favorite photos that I've taken over the years.
    {Picture-It.ZIP}
    Hangman, version 1.1
    A non-graphical version of the traditional word game. Two word files are included -- Classic and Geography.
    {Hangman.ZIP}

    (view changes)
    11:03 am

Saturday, February 17

  1. page OOP math edited Complex not jet there Fractions 7-apr-2010 Vector3D not jet there
    Complex not jet there
    Fractions 7-apr-2010
    Vector3D not jet there

    (view changes)
    5:11 pm
  2. page Using the Wiki edited Discussion About This Site Use this area to ask questions and post tips about the use of this W…

    Discussion About This Site
    Use this area to ask questions and post tips about the use of this Wiki.
    Here are some links to pages about Wikis:
    Using Real Names on Wikis
    Wiki Pattern Language
    WikiSpaces Support Forum
    WikiText Markup, for those who don't want to use the visual editor.
    If you need help formatting text, or switching between the text editor and the visual editor, scroll to the bottom of any editing page. There's a button to Preview and another to Save, and a link to Cancel the editing. There's also a button to switch editor style and a link that reads "help on how to format text." Click that link and a WikiText markup window pops up, so you needn't leave the editing page to check syntax.
    Alyce Jan 7, 2006
    "Sign" your contributions with WikiText markup. Use three tilde characters for a signature, and four tildes for a signature with date. The tilde looks like this: "~"
    Alyce Jan 13, 2006
    Here are some images that Brad uploaded.
    {NEW.GIF}
    {UPDATED2.GIF}
    To get the "new" image, enclose "image:NEW.GIF" in double square brackets.
    To get the "updated" image, enclose "image:UPDATED2.GIF" in double square brackets.
    Keep in mind that visitors to the site can always see what's new by clicking the "Recent Changes" link at the top of the navbar on the left. When you are on the "Recent Changes" page, switch between new edits and new comments to see everything.

    (view changes)
    5:11 pm
  3. page Vector 2d library (a library & demonstrations) edited Vector 2d library Closely related to Complex numbers (a library & demonstrations) by tenoch…

    Vector 2d library
    Closely related to Complex numbers (a library & demonstrations) by tenochtitlanuk.
    Uses ATAN2() function coded by Stefan Pendl (thread Collision detection maths error, reply 6)
    There are times then you need add vectors, scale vectors, decompose vectors into normal and tangential parts.
    In these times, this library might prove handy.
    Of cource calling functions take time so everything works slower - but they say
    "Make it RUN, make it run RIGHT, then make it run FAST".
    Vectors are stored in a string as a space-separated pair of numbers.
    So there is roundoff errors. Also, ther are no checks if length of vector is null - so function vectUnit$(v$) might fail on that.
    As slight bonus, you can use vectors "as is" in graphic commands.
    Like this
    v1$=vect$(100,100)
    v2$=vect$(300,200)
    main.graphicbox1 "line ";v1$;" ";v2$
    Or even like this
    offset$=vect$(100,100)
    v1$=vect$(1,1)
    v2$=vect$(3,2)
    main.graphicbox1 "line ";vectAdd$(offset$,vectScale$(10,v1$));" ";vectAdd$(offset$,vectScale$(10,v2$))
    Console (text mode) demo
    'vector 2d lib demo
    'vectors stored as "x y" pairs, (to be splitted by Word$)
    'by tsh73, Feb 2013
    'creating a vector
    v1$=vect$(3,4)
    print "New vector created: ";v1$
    print
    'copying a vector. Just assign to string variable
    v2$=v1$
    print "Getting a components of a vector:"
    print vectX(v1$)
    print vectY(v1$)
    print
    print "Length of a vector:"
    print vectLen(v1$)
    print
    print "Unit vector (length=1) with same direction:"
    u1$=vectUnit$(v1$)
    print u1$
    print "and it's length is (as should be):"
    print vectLen(u1$)
    print
    print "Adding vectors"
    print "let's make another vector"
    v3$=vect$(1,-2)
    print v3$
    print "The sum (";v1$;") + (";v3$;") is"
    print vectAdd$(v1$,v3$)
    print
    print "Subtracting same two vectors"
    print "(";v1$;") - (";v3$;") is"
    print vectSub$(v1$,v3$)
    print
    print "Dot product of same two vectors"
    print "(";v1$;")*(";v3$;") is"
    print vectDotProduct(v1$,v3$)
    print "as a side note, it is 0 for perpendicular vectors"
    print
    print "Scaling a vector"
    print "by half"
    print vectScale$(0.5,v1$)
    print "3x"
    print vectScale$(3,v1$)
    print "reverse vector by multiplying it by -1"
    print vectScale$(-1,v1$)
    print
    print "We can decompose any vector into sum "
    print "of normal and tangential parts along any direction"
    print "First, let's try along OX axis"
    base$ = vect$(1,0)
    print "The direction is "; base$
    t$=vectTangent$(v1$,base$)
    print "Tangential part is ";t$
    n$=vectNorm$(v1$,base$)
    print "Normal part is ";n$
    print "Their sum is "; vectAdd$(t$,n$)
    print "(same as initial vector)"
    print
    print "Now try it with another direction"
    base$ = v3$
    print "The direction is "; base$
    t$=vectTangent$(v1$,base$)
    print "Tangential part is ";t$
    n$=vectNorm$(v1$,base$)
    print "Normal part is ";n$
    print "Their sum is "; vectAdd$(t$,n$)
    print "(should be same as initial vector)"
    print "(Well, you see there is roundoff errors possible)"
    print
    print "Angle between vector and OX axis, radians"
    print vectAngle(v1$)
    print
    print "So with length and angle, we can convert to polar coords"
    print "Vector ";v1$;" is"
    print "Polar radius and angle "
    r=vectLen(v1$)
    a=vectAngle(v1$)
    print r, a
    print
    print "There is a function to convert from polar to cartesian"
    print vectFromPolar$(r, a)
    print "(should be same as initial vector)"
    print "Some other vector: length 7 at angle 60 degrees"
    r=7
    a=60*acs(-1)/180 'acs(-1)==pi
    print vectFromPolar$(r, a)
    print
    print "Rotating vector by arbitrary agle"
    print "by 30 degrees"
    print vectRotate$(v1$,30*acs(-1)/180)
    print "by 90 degrees"
    a=90*acs(-1)/180 'acs(-1)==pi, so it's actually pi/2
    print vectRotate$(v1$,a)
    print "by -90 degrees"
    print vectRotate$(v1$,0-a) 'JB doesn't allow "-a"
    print "by 180 degrees"
    print vectRotate$(v1$,180*acs(-1)/180)
    print "(Well, easier to myltiply by -1)"
    print
    print "*That's all, folks.*"
    end
    '=================================
    'vector 2d lib
    'vectors as "x y" pairs, to be splitted by Word$
    'by tsh73, Feb 2013
    function vect$(x,y)
    vect$=x;" ";y
    end function
    function vectX(v$)
    vectX=val(word$(v$,1))
    end function
    function vectY(v$)
    vectY=val(word$(v$,2))
    end function
    function vectLen(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectLen=sqr(x*x+y*y)
    end function
    function vectUnit$(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectLen=sqr(x*x+y*y)
    vectUnit$=x/vectLen;" ";y/vectLen
    end function
    function vectAdd$(v1$,v2$)
    x1=val(word$(v1$,1))
    y1=val(word$(v1$,2))
    x2=val(word$(v2$,1))
    y2=val(word$(v2$,2))
    vectAdd$=x1+x2;" ";y1+y2
    end function
    function vectSub$(v1$,v2$)
    x1=val(word$(v1$,1))
    y1=val(word$(v1$,2))
    x2=val(word$(v2$,1))
    y2=val(word$(v2$,2))
    vectSub$=x1-x2;" ";y1-y2
    end function
    function vectDotProduct(v1$,v2$)
    x1=val(word$(v1$,1))
    y1=val(word$(v1$,2))
    x2=val(word$(v2$,1))
    y2=val(word$(v2$,2))
    vectDotProduct=x1*x2+y1*y2
    end function
    function vectScale$(a,v$) 'a * vector v$
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectScale$=a*x;" ";a*y
    end function
    function vectTangent$(v$,base$)
    n$=vectUnit$(base$)
    vectTangent$=vectScale$(vectDotProduct(n$,v$),n$)
    end function
    function vectNorm$(v$,base$)
    vectNorm$=vectSub$(v$,vectTangent$(v$,base$))
    end function
    function vectAngle(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectAngle=atan2(y,x)
    end function
    function vectFromPolar$(rho, phi)
    vectFromPolar$=rho*cos(phi);" ";rho*sin(phi)
    end function
    function vectRotate$(v$,alpha)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    rho=sqr(x*x+y*y)
    phi=atan2(y,x)+alpha
    vectRotate$=rho*cos(phi);" ";rho*sin(phi)
    end function
    function dePi$(x) 'pure aestetics
    pi = acs(-1)
    dePi$=x/pi;"Pi"
    end function
    '---------------------------
    function atan2(y,x)
    pi = acs(-1) 'could be made global to save some ticks
    if x <> 0 then arctan = atn(y/x)
    select case
    case x > 0
    atan2 = arctan
    case y>=0 and x<0
    atan2 = pi + arctan
    case y<0 and x<0
    atan2 = arctan - pi
    case y>0 and x=0
    atan2 = pi / 2
    case y<0 and x=0
    atan2 = pi / -2
    end select
    end function
    Same demo but with graphics
    'vector 2d lib demo
    ' - Graphic part
    'by tsh73, Feb 2013
    global offset$, scale
    'window and instructions
    gosub [initWindow]
    call waitClick
    'creating a vector
    v1$=vect$(3,4)
    print "New vector created: ";v1$
    print
    ' drawing part
    gosub [axes]
    call drawVector v1$
    call waitClick
    'copying a vector. Just assign to string variable
    v2$=v1$
    print "Getting a components of a vector:"
    print vectX(v1$)
    print vectY(v1$)
    #gr "color green"
    call drawVector vect$(vectX(v1$), 0)
    #gr "color blue"
    call drawVector vect$(0, vectY(v1$))
    call waitClick
    print "Length of a vector:"
    print vectLen(v1$)
    print
    print "Unit vector (length=1) with same direction:"
    u1$=vectUnit$(v1$)
    print u1$
    print "and it's length is (as should be):"
    print vectLen(u1$)
    print
    #gr "color cyan"
    call drawVector u1$
    call waitClick
    print "Adding vectors"
    print "let's make another vector"
    v3$=vect$(1,-2)
    print v3$
    print "The sum (";v1$;") + (";v3$;") is"
    print vectAdd$(v1$,v3$)
    print
    gosub [axes]
    call drawVector v1$
    #gr "color green"
    call drawVector v3$
    #gr "color blue"
    call waitClick
    call drawVector vectAdd$(v1$,v3$)
    call waitClick
    print "Subtracting same two vectors"
    print "(";v1$;") - (";v3$;") is"
    print vectSub$(v1$,v3$)
    print
    gosub [axes]
    call drawVector v1$
    #gr "color green"
    call drawVector v3$
    call waitClick
    #gr "color blue"
    call drawVector vectSub$(v1$,v3$)
    call waitClick
    print "Dot product of same two vectors"
    print "(";v1$;")*(";v3$;") is"
    print vectDotProduct(v1$,v3$)
    print "as a side note, it is 0 for perpendicular vectors"
    print
    print "Scaling a vector"
    print "by half"
    print vectScale$(0.5,v1$)
    print "3x"
    print vectScale$(3,v1$)
    print "reverse vector by multiplying it by -1"
    print vectScale$(-1,v1$)
    print
    gosub [axes]
    call drawVector v1$
    #gr "color green"
    #gr "size 3"
    call drawVector vectScale$(0.5,v1$)
    call waitClick
    #gr "color blue"
    #gr "size 1"
    call drawVector vectScale$(3,v1$)
    call waitClick
    #gr "color cyan"
    #gr "size 2"
    call drawVector vectScale$(-1,v1$)
    call waitClick
    print "We can decompose any vector into sum "
    print "of normal and tangential parts along any direction"
    print "First, let's try along OX axis"
    base$ = vect$(1,0)
    print "The direction is "; base$
    t$=vectTangent$(v1$,base$)
    print "Tangential part is ";t$
    n$=vectNorm$(v1$,base$)
    print "Normal part is ";n$
    print "Their sum is "; vectAdd$(t$,n$)
    print "(same as initial vector)"
    print
    gosub [axes]
    call drawVector v1$
    #gr "size 4"
    #gr "color cyan"
    call drawVector base$
    call waitClick
    #gr "size 2"
    #gr "color blue"
    call drawVector t$
    call waitClick
    #gr "color green"
    call drawVector n$
    call waitClick
    print "Now try it with another direction"
    base$ = v3$
    print "The direction is "; base$
    t$=vectTangent$(v1$,base$)
    print "Tangential part is ";t$
    n$=vectNorm$(v1$,base$)
    print "Normal part is ";n$
    print "Their sum is "; vectAdd$(t$,n$)
    print "(should be same as initial vector)"
    print "(Well, you see there is roundoff errors possible)"
    print
    gosub [axes]
    call drawVector v1$
    #gr "size 4"
    #gr "color cyan"
    call drawVector base$
    call waitClick
    #gr "size 2"
    #gr "color blue"
    call drawVector t$
    call waitClick
    #gr "color green"
    call drawVector n$
    call waitClick
    print "Angle between vector and OX axis, radians"
    print vectAngle(v1$)
    print
    print "So with length and angle, we can convert to polar coords"
    print "Vector ";v1$;" is"
    print "Polar radius and angle "
    r=vectLen(v1$)
    a=vectAngle(v1$)
    print r, a
    print
    print "There is a function to convert from polar to cartesian"
    print vectFromPolar$(r, a)
    print "(should be same as initial vector)"
    print "Some other vector: length 7 at angle 60 degrees"
    r=7
    a=60*acs(-1)/180 'acs(-1)==pi
    print vectFromPolar$(r, a)
    print
    gosub [axes]
    call drawVector v1$
    call waitClick
    #gr "color blue"
    call drawVector vectFromPolar$(r, a)
    call waitClick
    print "Rotating vector by arbitrary agle"
    print "by 30 degrees"
    print vectRotate$(v1$,30*acs(-1)/180)
    print "by 90 degrees"
    a=90*acs(-1)/180 'acs(-1)==pi, so it's actually pi/2
    print vectRotate$(v1$,a)
    print "by -90 degrees"
    print vectRotate$(v1$,0-a) 'JB doesn't allow "-a"
    print "by 180 degrees"
    print vectRotate$(v1$,180*acs(-1)/180)
    print "(Well, easier to myltiply by -1)"
    print
    gosub [axes]
    call drawVector v1$
    #gr "color green"
    call drawVector vectRotate$(v1$,30*acs(-1)/180)
    call waitClick
    #gr "color blue"
    call drawVector vectRotate$(v1$,a)
    call waitClick
    #gr "color cyan"
    call drawVector vectRotate$(v1$,0-a)
    call waitClick
    #gr "color black"
    call drawVector vectRotate$(v1$,180*acs(-1)/180)
    call waitClick
    #gr "place 70 200"
    #gr "\";"*That's all, folks.*"
    print "*That's all, folks.*"
    wait
    '----------------------------------------
    'parts related to graphic part of the demo
    [initWindow]
    UpperLeftX = 1
    UpperLeftY = 1
    WindowWidth = 400
    WindowHeight = 400
    open "Vector demo" for graphics_nsb_nf as #gr
    #gr "trapclose [quit]"
    #gr "home; down; posxy cx cy"
    'print cx, cy
    offset$ = vect$(cx, cy)
    scale = 20
    #gr "place 70, 120"
    #gr "\";"Please align this window"
    #gr "\";"along with mainwin (console)."
    #gr "\";"It will print stuff to mainwin, "
    #gr "\";"while drawing in this window."
    #gr "\";""
    #gr "\";"Use left mouse button click"
    #gr "\";"to advance."
    return
    sub waitClick
    #gr "flush"
    #gr "when leftButtonDown [cont]"
    wait
    [cont]
    #gr "when leftButtonDown"
    exit sub
    [quit] 'and we could close while waiting
    close #gr
    print "*program ended, you can close this window*"
    end
    end sub
    function fix$(v$) '"fixes" coords of vector to use on screen:
    'applies scaling and offset.
    'fix$ = vectAdd$(offset$, vectScale$(scale,v$))
    'really simple, isn't?
    'Well, almost. "Y" should be reversed
    fix$=vectAdd$(offset$, vectScale$(scale, reverseY$(v$)))
    end function
    function reverseY$(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    reverseY$=x;" ";0-y
    end function
    [axes]
    'axes
    bounds = 7 'like, -7 .. 7
    #gr "cls"
    #gr "color black; size 1"
    #gr "line ";fix$(vect$(-1-bounds,0));" ";fix$(vect$(1+bounds,0))
    #gr "line ";fix$(vect$(0,-1-bounds));" ";fix$(vect$(0,1+bounds))
    for i = 0-bounds to bounds
    #gr "line ";fix$(vect$(i,-0.1));" ";fix$(vect$(i,0.1))
    #gr "line ";fix$(vect$(-0.1,i));" ";fix$(vect$(0.1,i))
    next
    #gr "size 2"
    #gr "color red" 'default first vector will be red, width 2
    #gr "flush"
    return
    sub drawVector v$
    #gr "line ";fix$(vect$(0,0));" ";fix$(v$)
    end sub
    [quit] close #gr
    print "*program ended, you can close this window*"
    end
    '=================================
    'vector 2d lib
    'vectors as "x y" pairs, to be splitted by Word$
    'by tsh73, Feb 2013
    function vect$(x,y)
    vect$=x;" ";y
    end function
    function vectX(v$)
    vectX=val(word$(v$,1))
    end function
    function vectY(v$)
    vectY=val(word$(v$,2))
    end function
    function vectLen(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectLen=sqr(x*x+y*y)
    end function
    function vectUnit$(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectLen=sqr(x*x+y*y)
    vectUnit$=x/vectLen;" ";y/vectLen
    end function
    function vectAdd$(v1$,v2$)
    x1=val(word$(v1$,1))
    y1=val(word$(v1$,2))
    x2=val(word$(v2$,1))
    y2=val(word$(v2$,2))
    vectAdd$=x1+x2;" ";y1+y2
    end function
    function vectSub$(v1$,v2$)
    x1=val(word$(v1$,1))
    y1=val(word$(v1$,2))
    x2=val(word$(v2$,1))
    y2=val(word$(v2$,2))
    vectSub$=x1-x2;" ";y1-y2
    end function
    function vectDotProduct(v1$,v2$)
    x1=val(word$(v1$,1))
    y1=val(word$(v1$,2))
    x2=val(word$(v2$,1))
    y2=val(word$(v2$,2))
    vectDotProduct=x1*x2+y1*y2
    end function
    function vectScale$(a,v$) 'a * vector v$
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectScale$=a*x;" ";a*y
    end function
    function vectTangent$(v$,base$)
    n$=vectUnit$(base$)
    vectTangent$=vectScale$(vectDotProduct(n$,v$),n$)
    end function
    function vectNorm$(v$,base$)
    vectNorm$=vectSub$(v$,vectTangent$(v$,base$))
    end function
    function vectAngle(v$)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    vectAngle=atan2(y,x)
    end function
    function vectFromPolar$(rho, phi)
    vectFromPolar$=rho*cos(phi);" ";rho*sin(phi)
    end function
    function vectRotate$(v$,alpha)
    x=val(word$(v$,1))
    y=val(word$(v$,2))
    rho=sqr(x*x+y*y)
    phi=atan2(y,x)+alpha
    vectRotate$=rho*cos(phi);" ";rho*sin(phi)
    end function
    function dePi$(x) 'pure aestetics
    pi = acs(-1)
    dePi$=x/pi;"Pi"
    end function
    '---------------------------
    function atan2(y,x)
    pi = acs(-1) 'could be made global to save some ticks
    if x <> 0 then arctan = atn(y/x)
    select case
    case x > 0
    atan2 = arctan
    case y>=0 and x<0
    atan2 = pi + arctan
    case y<0 and x<0
    atan2 = arctan - pi
    case y>0 and x=0
    atan2 = pi / 2
    case y<0 and x=0
    atan2 = pi / -2
    end select
    end function

    (view changes)
    5:11 pm

Thursday, February 1

  1. msg Conversion 2 JS message posted Conversion 2 JS Hi, I converted your ligthning code to convert arabic number to roman into Javascript. It taught …
    Conversion 2 JS
    Hi,
    I converted your ligthning code to convert arabic number to roman into Javascript.
    It taught me a new method to do this and it's a lot faster than all i've never figured out!
    I used key.split instead of word$. Do you think that's correct ?
    Thank you!
    9:06 am

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