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Basic gravity equation.
Author Message
14fenix

Posted: Fri Sep 26, 2003 2:26 pm   Post subject: Basic gravity equation.

This is a very simple program thats like a sort of hwk for my compsci class yet Im stumped because I keep gettin "Argument is the wrong type" message. All the program has to be is a ball falling towards the ground, each pixel = 1 m and the acceleration is 32 / t ** -2.

Any help?? Pretty n00bish question but I gotta start somewhere. Here is my code so far

 code: setscreen ("graphics") var x, y, t, a, ymax : real ymax := 399 t := 0 x := 20 a := 32 / t ** 2 loop     y := ymax - 9.8 * a * t ** -2     drawfilloval (20, y, 6, 6, 5)     t := t + 1     delay (1000) end loop

Thanks.

Posted: Fri Sep 26, 2003 3:56 pm   Post subject: (No subject)

it's because the draw methods take integer parameters, and you are trying to give real ...
as a solution to this, use round(someReal) to turn it into an integer ...

in your case, you would change
drawfilloval (20, y, 6, 6, 5)
to be
drawfilloval (20, round(y), 6, 6, 5)

however, you have other problems in your program and I will give you a hint to start t at 0.1 rather than 0 or change your equation for solving a
Tony

Posted: Fri Sep 26, 2003 4:45 pm   Post subject: (No subject)

yeah, your equation is really messed up. Your acceleration is constant = 9.81. You dont need acceleration variable.

Quote:

D = Vi*T + (1/2)(A)(T^2)

Knowing physics really comes in handy when you're programming physics related stuff.

 code: for t:1..10      Draw.FillOval(100,maxy - round(4.9*t*t),5,5,red) end for

a bit of expanation here:

since Vi is 0, first part of formula is 0.

4.9 is (1/2) or acceleration (which is 9.81)

*t*t is time squared. pow() (** in turing) is a function and will slow down your program. If the power is a constant integer, write it out - program works faster.
Tony's programming blog. DWITE - a programming contest.
14fenix

Posted: Fri Sep 26, 2003 5:18 pm   Post subject: (No subject)

Wow its amazing how simple it really was lol. Im using a Turing handbook from school that gave me the weird acceleration equation so I thought I'd use it but I did know gravity = -9.8 m/s^2

Thanks a lot.
krishon

Posted: Fri Sep 26, 2003 5:20 pm   Post subject: (No subject)

well the gravity varies depending on the location, but only by like .02 or .01 so no huge difference....but in rocket science that's a different matter
vexd

Posted: Sat Sep 27, 2003 9:15 pm   Post subject: (No subject)

/\d = 1/2*A */\t ** 2 + V1 * /\t

^ best equation
thoughtful

Posted: Sat Oct 11, 2003 8:50 pm   Post subject: Try this

Try this code
 code: var x : int := 100 for decreasing t : 10 .. 1     Draw.FillOval (x, maxy - round (4.9 * t * t), 5, 5, red)     x := x + 15     delay (30) end for for t : 1 .. 10     Draw.FillOval (x, maxy - round (4.9 * t * t), 5, 5, red)     x := x + 15     delay (30) end for
Prince

Posted: Sat Oct 11, 2003 9:52 pm   Post subject: (No subject)

vexd wrote:
/\d = 1/2*A */\t ** 2 + V1 * /\t

^ best equation

what equation is that?

Tony

Posted: Sat Oct 11, 2003 10:16 pm   Post subject: (No subject)

change in distance equals to initial velocity multiplied by change in time plus half of acceleration multipled by time squared.

you can find distance traveled by accelerating object using acceleration and time
Tony's programming blog. DWITE - a programming contest.
rizzix

Posted: Sat Oct 11, 2003 10:26 pm   Post subject: (No subject)

lol thats a delta symbol o ok. sheesh i was wondering what he meant by that

nice avatar
rizzix

Posted: Sat Oct 11, 2003 10:45 pm   Post subject: (No subject)

ok i just realised i'm using a mac so to show off:

Option + j = ∆ (delta)
Option + d = ∂ (partial differential)
Option + m = Âµ (mu)
Option + w = ∑ (sigma)
Option + b = ∫ (integral)
Option + x = ≈ (aprox equal to)
Option + r = Â®
Option + 2 = â„¢
Option + f = Æ’
Option + s = ÃŸ (beta)
Option + z = Ω (omega)
Option + p = π (pie)
Option + 5 = ∞ (infinity)
Option + v = √ (square root)
Option + Command + k = Â° (degrees)
Option + , = ≤
Option + . = ≥
Option + / = Ã·
Option + = = ≠ (not equal to)

a lot more but these are the most useful ones
Tony

Posted: Sat Oct 11, 2003 10:50 pm   Post subject: (No subject)

what encoding are you using? cuz symbols are all screwed up for me
Tony's programming blog. DWITE - a programming contest.
rizzix

Posted: Sat Oct 11, 2003 10:55 pm   Post subject: (No subject)

oh! unicode.. it shows all.. thus i always use it (default encoding)

anyhow i switched to the western ISO encoding.. it seems it's more popularly used by windows users :/
Mazer

Posted: Sun Oct 12, 2003 8:27 am   Post subject: (No subject)

rizzix wrote:

a lot more but these are the most useful ones

well that's good. hey maybe someday people will actually be able to pronounce (and draw) those letters without pissing me off. hah, but that will never happen
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