head 1.11; access; symbols; locks www-data:1.11; strict; comment @# @; 1.11 date 2005.02.14.17.45.30; author www-data; state Exp; branches; next 1.10; 1.10 date 2005.02.14.17.44.33; author www-data; state Exp; branches; next 1.9; 1.9 date 2005.02.14.17.44.26; author www-data; state Exp; branches; next 1.8; 1.8 date 2005.02.14.17.44.18; author www-data; state Exp; branches; next 1.7; 1.7 date 2005.02.14.17.31.27; author www-data; state Exp; branches; next 1.6; 1.6 date 2005.02.14.17.29.43; author www-data; state Exp; branches; next 1.5; 1.5 date 2005.02.14.17.27.21; author www-data; state Exp; branches; next 1.4; 1.4 date 2005.02.13.22.37.44; author www-data; state Exp; branches; next 1.3; 1.3 date 2005.02.13.06.14.18; author www-data; state Exp; branches; next 1.2; 1.2 date 2005.02.13.06.13.26; author www-data; state Exp; branches; next 1.1; 1.1 date 2005.02.13.06.11.27; author www-data; state Exp; branches; next ; desc @site.py @ 1.11 log @site.py @ text @This directory contains the bouncing ball demos. The scheme demos do this using Lagrangian mechanics, and a proper integrator. They are interesting in the combination of symbolic and numerical analysis. At every point, we can print the equations. Nevertheless, the integrator will take the equations, compile them into machine code, and (beyond compile time and equation simplification) simulate them very quickly. The two versions of the Scheme code are more readable to people who don't know Scheme. There is also one version that Gerry cleaned up that is much more elegant, but requires slightly more knowledge of Scheme. The Python code demonstrates the Soya high-level 3d framework. Here, we use the very crude algorithm of: dz <- dz-G z <- z+dz When dz drops below it's initial value, we reset it to be positive. As a result, rounding errors accumulate, and eventually, the balls will probably go away (although we haven't run it that long). bouncing-ball.ps is the schematic of my implementation of the bouncing ball algorithm in the one true programming language: solder. The ball-circuit-plot.gif file is the plot of the output (showing the coordinate in one plot, and the velocity in the other). In addition, http://www-swiss.ai.mit.edu/~pmitros/projects/balkentrol/ is a bouncing ball game written in VHDL that I wrote a few years back. ball.tar.gz is a similar game, also from several years back, but written in SGI's OpenInventor. @ 1.10 log @site.py @ text @d29 2 a30 1 ball.tar.gz is a similar game, but written in SGI's OpenInventor. @ 1.9 log @site.py @ text @d27 3 a29 1 In addition, http://www-swiss.ai.mit.edu/~pmitros/projects/balkentrol/ is a bouncing ball game written in VHDL that I wrote a few years back. ball.tar.gz is a similar game, but written in SGI's OpenInventor. @ 1.8 log @site.py @ text @a28 1 Please ignore anything below this. That's just site scripts being stupid. a30 2
edit @ 1.7 log @site.py @ text @d27 6 a32 1 ----------------- Anything below is crap inserted by some script:
@ 1.6 log @site.py @ text @d25 3 a27 1 coordinate in one plot, and the velocity in the other).
@ 1.5 log @site.py @ text @d25 1 a25 1 coordinate in one plot, and the velocity in the other).
@ 1.4 log @site.py @ text @d23 4 a26 1 ball algorithm in the one true programming language: solder. @ 1.3 log @site.py @ text @d22 2 @ 1.2 log @site.py @ text @d15 6 a20 4 use the very crude algorithm of dz<-dz-G. z<-z+dz. When dz drops below it's initial value, we reset it to be positive. As a result, rounding errors accumulate, and eventually, the balls will probably go away (although we haven't run it that long). @ 1.1 log @site.py @ text @d1 1 a1 1

This directory contains the bouncing ball demos. d3 6 a8 1

The scheme demos do this using Lagrangian mechanics, and a proper integrator. They are interesting in the combination of symbolic and numerical analysis. At every point, we can print the equations. Nevertheless, the integrator will take the equations, compile them into machine code, and (beyond compile time and equation simplification) simulate them very quickly. d10 9 a18 1

The Python code demonstrates the Soya high-level 3d framework. Here, we use the very crude algorithm of dz<-dz-G. z<-z+dz. When dz drops below it's initial value, we reset it to be positive. As a result, rounding errors accumulate, and eventually, the balls will probably go away (although we haven't run it that long). @