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  Calculating Anti-Primes
Posted by: Space_Ghost - 07-06-2023, 06:56 PM - Forum: Works in Progress - Replies (17)

Can this be sped up?   The code below calculates the first 45 anti-primes in ~6.3 seconds on my W11 PC. 
Definition of anti-primes: A natural number that has more divisors (factors, not just prime factors) than any number less that it. For example, 6 has 4 factors, including 1 and itself, and this is more than 1,2,3 or 5 which have only the minimum of 2 factors and 4 which has 3 factors.

Code: (Select All)

'Anti-Primes: Calculate first 45 anti-primes
'date of code: 06 JUL 2023
'Space Ghost (modified QBasic 4.5 from Rosetta Code)

'HOUSEKEEPING -----------------------------------
$CONSOLE:ONLY
OPTION _EXPLICIT
CLS

'VARIABLE DECLARATIONS  -------------------------
DIM t AS DOUBLE
DIM tmp AS STRING
DIM AS INTEGER MaxAntiPrime, AntiPrimeCount
DIM AS LONG MaxDivisors, Divisors, n

'MAIN BLOCK  ------------------------------------
t = TIMER(0.001)

MaxAntiPrime = 45
n = 0
MaxDivisors = 0
AntiPrimeCount = 0

PRINT "The first 45 anti-primes are:"
PRINT

WHILE AntiPrimeCount < MaxAntiPrime
    n = n + 1
    Divisors = DivisorCount(n)
    IF Divisors > MaxDivisors THEN
        PRINT n;
        MaxDivisors = Divisors
        AntiPrimeCount = AntiPrimeCount + 1
    END IF
WEND

PRINT: PRINT
tmp = "Execution Time in secs:##.###"
PRINT USING tmp; TIMER(0.001) - t

END

'FUNCTIONS AND SUBROUTINES ----------------------
FUNCTION DivisorCount (v)
    DIM AS LONG total, count, n, p
    total = 1
    n = v
    WHILE n MOD 2 = 0
        total = total + 1
        n = n \ 2
    WEND
    p = 3
    WHILE (p * p) <= n
        count = 1
        WHILE n MOD p = 0
            count = count + 1
            n = n \ p
        WEND
        p = p + 2
        total = total * count
    WEND
    IF n > 1 THEN total = total * 2
    DivisorCount = total
END FUNCTION

'END OF PROGRAM  --------------------------------

CONSOLE OUTPUT
The first 45 anti-primes are: 1  2  4  6  12  24  36  48  60  120  180  240  360  720  840  1260  1680  2520  5040  7560  10080  15120  20160  25200  27720  45360  50400  55440  83160  110880  166320  221760  277200  332640  498960  554400  665280  720720  1081080  1441440  2162160  2882880  3603600  4324320  6486480

Execution Time in secs: 6.334

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  help moving a sprite in a ellipse
Posted by: Cobalt - 07-06-2023, 12:21 AM - Forum: Help Me! - Replies (8)

Can somebody help me figure out the code to get a sprite to follow an ellipse? I've tried various methods with SIN() but can't quite pull it off, I am trying to recreate the effect in the attached gif


[Image: Bounder-Tower.gif]

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  Boring plot of 5000 functions!
Posted by: mnrvovrfc - 07-05-2023, 10:38 PM - Forum: Works in Progress - Replies (4)

This is another program that would only display graphic silliness. Don't expected colored, fractal stuff; a program such as this might have been attempted with QuickBASIC or Turbo Pascal, trying to burn those weak single-core CPU's to a crisp. Many pictures are just an useless line at the top or at the side of the screen. Others are just near-diagonal lines. Others are "steps" as if trying to plot binary or something else. But there are a few good ones here.

The program tries to plot a function with 500 points of Cartesian coordinates taking part in a polar scheme. If the function is not plottable, it's skipped. The "Illegal function call" had to be trapped for it. The functions were fabricated from another QB64 program I wrote. Don't spend too much time looking at them or it will cause some loss of sanity!

Press [ESC] to quit, or on Linux leave it for long enough and then it seg-faults, I don't know why. (shrugs)

At the terminal command line it's possible to follow the executable file's name with an integer from 1 to 5000, to start from the function indicated by the huge "SELECT CASE... END SELECT" block. This has nothing to do with random numbers. It was already taken care of by my "extreme function maker" LOL.

That is the first parameter. There is a second parameter which is a float-type factor. The default is to just plot a circle with X,Y for 500 points. The circle is always created by this program with a "radius" of 2. The factor in this program can only cause the effect of an open shape. In other words, the chosen factor by the user cannot be smaller than the default value of 1.3888.

The actual program is too big to post into this forum, so I'm posting only a portion of it. Otherwise you will have to download the attachment. Smile

Code: (Select All)

'by mnrvovrfc 06-Jun-2023
option _explicit
dim v(1 to 500) as double
dim as double n, x, y, z, mult, factdiv, smaller, largger
dim as integer i, j, cn
dim redu$

if command$(1) = "" then
cn = 1
else
cn = val(command$(1))
if cn = 0 then
cn = 1
elseif cn < 1 or cn > 5000 then
cn = 1
end if
end if
if command$(2) = "" then
mult = 1.3888
else
mult = val(command$(1))
if mult < 1.3888 or mult > 5.0 then
mult = 1.3888
end if
end if

screen _newimage(1000, 500, 12)

for i = cn to 5000
on error goto 100
for z = 1 to 500
x = 2 * cos(_d2r(z / mult))
y = 2 * sin(_d2r(z / mult))
select case i
case 1
n = Z10B46#(x, y, z)
case 2
n = Z10B48#(x, y, z)
case 3
n = Z10B4A#(x, y, z)
case 4
n = Z10B4C#(x, y, z)
case 5
n = Z10B4E#(x, y, z)
case 6
n = Z10B50#(x, y, z)
case 7
n = Z10B52#(x, y, z)
case 8
n = Z10B54#(x, y, z)
case 9
n = Z10B56#(x, y, z)
case 10
n = Z10B58#(x, y, z)
' :
' :
case 4990
n = Z13240#(x, y, z)
case 4991
n = Z13242#(x, y, z)
case 4992
n = Z13244#(x, y, z)
case 4993
n = Z13246#(x, y, z)
case 4994
n = Z13248#(x, y, z)
case 4995
n = Z1324A#(x, y, z)
case 4996
n = Z1324C#(x, y, z)
case 4997
n = Z1324E#(x, y, z)
case 4998
n = Z13250#(x, y, z)
case 4999
n = Z13252#(x, y, z)
case 5000
n = Z13254#(x, y, z)
end select
endoflongcase:
v(z) = n
next

on error goto 0

smaller = 0
largger = 0
for z = 1 to 500
if v(z) < smaller then smaller = v(z)
if v(z) > largger then largger = v(z)
next

if int(smaller * 1e+6) = 0 and int(largger * 1e+6) = 0 then
cls
_continue
end if

redu$ = ""
if abs(smaller) > abs(largger) then factdiv = abs(smaller) else factdiv = abs(largger)
do while factdiv > 1e+6
redu$ = "*"
smaller = smaller / 100
largger = largger / 100
if abs(smaller) > abs(largger) then factdiv = abs(smaller) else factdiv = abs(largger)
loop

_title _trim$(str$(i)) + ": " + redu$ + "Smaller =" + str$(smaller) + "| " + redu$ + "Larger =" + str$(largger)
window screen(smaller, 1)-(largger, 500)

doscreen:
pset(v(1), 1), 15
for z = 2 to 500
line -(v(z), z), 15
next

for j = 1 to 30
_delay 0.1
if _keydown(27) then exit for
next

cls
if _keydown(27) then exit for
next
system

100 n = 0
resume endoflongcase
' :
' :
'then what follows are the functions to plot graphs with.


.zip   forceq-graph.bas.zip (Size: 125.59 KB / Downloads: 44)

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  BAM: New version:Program Tags and New Program Defaults
Posted by: CharlieJV - 07-05-2023, 12:39 AM - Forum: QBJS, BAM, and Other BASICs - Replies (2)

https://basicanywheremachine-news.blogsp...s-and.html

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  Fireworks!
Posted by: Dustinian - 07-04-2023, 05:27 PM - Forum: Programs - Replies (13)

This is a fireworks program I've been working on for some time; finally polished it up today in honor of the 4th. Very open to feedback!

Code: (Select All)
'FIREWORK.BAS
'============

'DESCRIPTION
'-----------
'   A fireworks screensaver for QBasic.

'AUTHOR
'------
'   Dustinian Camburides

'PLATFORM
'--------
'   Written in QB64. I hope to make it QBasic-compatible, but no work on that yet.

'VERSION
'-------
'1.0, 2022-09-08: First working version.
'1.1, 2023-07-04: Changed hues by month.

'META
'----
'$DYNAMIC

'USER-DEFINED TYPES
'------------------
TYPE Particle
    X0 AS SINGLE 'Current X value of particle (current frame) (used to draw flare point).
    Y0 AS SINGLE 'Current Y value of particle (current frame) (used to draw flare point).
    X1 AS SINGLE 'Previous X value of particle (last frame) (used to draw bright trail).
    Y1 AS SINGLE 'Previous Y value of particle (last frame) (used to draw bright trail).
    X2 AS SINGLE 'Previous X value of particle (frame before last) (used to draw dim trail).
    Y2 AS SINGLE 'Previous Y value of particle (frame before last) (used to draw dim trail).
    Angle AS SINGLE 'Trajectory of particle (degrees).
    Velocity AS SINGLE 'Velocity of particle (pixels per frame).
    Stage AS INTEGER 'Stage of particle (a particle with one or more stages left will "burst" when the fuse is 0).
    Hue AS INTEGER 'The hue of the particle (this the bright color, the program assumes that (Hue MINUS 8) is the dim color).
    Fuse AS INTEGER 'The number of frames left before the particle bursts or burns out.
END TYPE
TYPE Hue
    Brighter AS INTEGER
    Dimmer AS INTEGER
END TYPE

'SUBS
'----
DECLARE SUB Initialize_Hues (Hues() AS Hue)
DECLARE SUB Remove_Particle (Particles() AS Particle, ID AS INTEGER)
DECLARE SUB Append_Particle (Particles() AS Particle, New_Particle AS Particle)
DECLARE SUB Particle_Burst (Current AS Particle, Past AS Particle)
DECLARE SUB Particle_Move (Current AS Particle)
DECLARE SUB Particle_Draw (Current AS Particle, Hues() AS Hue)
DECLARE FUNCTION NewX! (X AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
DECLARE FUNCTION NewY! (Y AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
DECLARE FUNCTION RandomBetween% (Minimum AS INTEGER, Maximum AS INTEGER)

'CONSTANTS
'---------
CONST X_MIN = 250 'Minimum X value of firework launch point.
CONST X_MAX = 425 'Maximum X value of firework launch point.
CONST Y_MIN = 350 'Minimum Y value of firework launch point.
CONST Y_MAX = 350 'Maximum Y value of firework launch point.
CONST ANGLE_MIN = 135 'Mimimum angle of firework launch (degrees) (MINUS 180).
CONST ANGLE_MAX = 225 'Maximum angle of firework launch (degrees) (MINUS 180).
CONST VELOCITY_MIN = 5 'Minimum velocity of firework launch (pixels per frame).
CONST VELOCITY_MAX = 12 'Maximum velocity of firework launch (pixels per frame).
CONST STAGE_MIN = 1 'Minimum stages of firework at launch (will burst until 0).
CONST STAGE_MAX = 2 'Maximum stages of firework at launch (will burst until 0).
CONST FUSE_MIN = 20 'Minimum frames the firework will last until the next stage.
CONST FUSE_MAX = 30 'Maximum frames the firework will last until the next stage.
CONST BURST_MIN = 15 'Minimum number of particles that will be produced by a burst.
CONST BURST_MAX = 25 'Maximum number of particles that will be produced by a burst.
CONST DELAY = .04 'The number of seconds between snowflake recalculation / re-draw... QBasic can't detect less than 0.04 seconds...
CONST NEWFIREWORKODDS = 11 'The odds a new firework will be launched.

'VARIABLES
'---------
DIM sngStart AS SINGLE 'The timer at the start of the delay loop.
DIM intParticle AS INTEGER 'The current particle being worked in the loop.
DIM intChildParticles AS INTEGER 'The number of child particles being created after a burst.
DIM intChildParticle AS INTEGER 'The current child particle being worked in the loop.
DIM Fireworks(0) AS Particle 'All of the particles in the fireworks show.
DIM New_Particle AS Particle 'The new particle being created at launch.
DIM Hues(0) AS Hue 'An array of brighter / dimmer firework hues.

'PROCEDURES
'----------

'INITIALIZE SCREEN: Set the screen to mode 9.
'Active page (where the cls, pset, and line commands occur) of 0 and a v
'Visible page (that the user sees) of 1.
'640 X 350
SCREEN 9, , 0, 1: CLS

'INITIALIZE HUES
CALL Initialize_Hues(Hues())

'INITIALIZE TIMER
TIMER ON: RANDOMIZE TIMER

'LOOP EVERY FRAME
WHILE INKEY$ = ""
    'Reset current particle...
    intParticle = LBOUND(Fireworks)
    'Start timer...
    sngStart = TIMER
    'If we generate a random number within the new firework odds...
    IF RandomBetween%(1, 100) <= NEWFIREWORKODDS THEN
        'Launch a new firework...
        New_Particle.X0 = RandomBetween%(X_MIN, X_MAX)
        New_Particle.Y0 = RandomBetween%(Y_MIN, Y_MAX)
        New_Particle.X1 = New_Particle.X0
        New_Particle.Y1 = New_Particle.Y0
        New_Particle.X2 = New_Particle.X0
        New_Particle.Y2 = New_Particle.Y0
        New_Particle.Angle = RandomBetween%(ANGLE_MIN, ANGLE_MAX) - 180
        New_Particle.Velocity = RandomBetween%(VELOCITY_MIN, VELOCITY_MAX)
        New_Particle.Stage = RandomBetween(STAGE_MIN, STAGE_MAX)
        New_Particle.Hue = RandomBetween(LBOUND(Hues), UBOUND(Hues))
        New_Particle.Fuse = RandomBetween(FUSE_MIN, FUSE_MAX)
        CALL Append_Particle(Fireworks(), New_Particle)
    END IF
    'For each particle...
    WHILE intParticle <= UBOUND(Fireworks)
        'If the fuse is zero...
        IF Fireworks(intParticle).Fuse = 0 AND Fireworks(intParticle).Stage > 0 THEN
            'Burst the particle...
            intChildParticles = RandomBetween%(BURST_MIN, BURST_MAX)
            FOR intChildParticle = 0 TO intChildParticles
                CALL Particle_Burst(New_Particle, Fireworks(intParticle))
                CALL Append_Particle(Fireworks(), New_Particle)
            NEXT intChildParticle
        END IF
        'If the fuse is > -2...
        IF Fireworks(intParticle).Fuse > -2 THEN
            'Draw the particle...
            CALL Particle_Move(Fireworks(intParticle))
            CALL Particle_Draw(Fireworks(intParticle), Hues())
            'MAYBE ONLY INCREMENT PARTICLES HERE?
            intParticle = intParticle + 1 'WE'RE SKIPPING FRAMES SOMETIMES HERE...
        ELSE
            CALL Remove_Particle(Fireworks(), intParticle)
        END IF
    WEND
    'Wait for the delay to pass before starting over...
    WHILE (TIMER < (sngStart + DELAY)) AND (TIMER >= sngStart)
    WEND
    'Copy the active page (where we just drew the snow) to the visible page...
    PCOPY 0, 1
    'Clear the active page for the next frame...
    CLS
WEND
TIMER OFF
PCOPY 0, 1
END

SUB Initialize_Hues (Hues() AS Hue)
    'Sets the hues by month using the default 16-color palette.
    SELECT CASE VAL(LEFT$(DATE$, 2))
        CASE 2 'February
            'Pink and White
            REDIM Hues(1) AS Hue
            Hues(0).Brighter = 13: Hues(0).Dimmer = 5
            Hues(1).Brighter = 15: Hues(1).Dimmer = 7
        CASE 3 'March
            'Green and White
            REDIM Hues(1) AS Hue
            Hues(0).Brighter = 10: Hues(0).Dimmer = 2
            Hues(1).Brighter = 15: Hues(1).Dimmer = 7
        CASE 7 'July
            'Red, White, and Blue
            REDIM Hues(2) AS Hue
            Hues(0).Brighter = 12: Hues(0).Dimmer = 4
            Hues(1).Brighter = 15: Hues(1).Dimmer = 7
            Hues(2).Brighter = 9: Hues(2).Dimmer = 1
        CASE 12 'December
            'Red and Green
            REDIM Hues(1) AS Hue
            Hues(0).Brighter = 12: Hues(0).Dimmer = 4
            Hues(1).Brighter = 10: Hues(1).Dimmer = 2
        CASE ELSE
            'All colors 9-15
            REDIM Hues(6) AS Hue
            Hues(0).Brighter = 9: Hues(0).Dimmer = 1
            Hues(1).Brighter = 10: Hues(1).Dimmer = 2
            Hues(2).Brighter = 11: Hues(2).Dimmer = 3
            Hues(3).Brighter = 12: Hues(3).Dimmer = 4
            Hues(4).Brighter = 13: Hues(4).Dimmer = 5
            Hues(5).Brighter = 14: Hues(5).Dimmer = 6
            Hues(6).Brighter = 15: Hues(6).Dimmer = 7
    END SELECT
END SUB

SUB Remove_Particle (Particles() AS Particle, ID AS INTEGER)
    'Note: This would be a lot easier with PRESERVE, but I want to be QB1.1/4.5 compatible... one day.
    DIM intMember AS INTEGER
    'Create a place to save the data...
    DIM Temp(LBOUND(Particles) TO UBOUND(Particles) - 1) AS Particle
    'Save the data before the ID...
    FOR intMember = LBOUND(Particles) TO ID - 1
        Temp(intMember) = Particles(intMember)
    NEXT intMember
    'Save the data after the ID...
    FOR intMember = ID + 1 TO UBOUND(Particles)
        Temp(intMember - 1) = Particles(intMember)
    NEXT intMember
    'Re-create the array with one less row...
    REDIM Particles(LBOUND(Temp) TO UBOUND(Temp)) AS Particle
    'Re-load the saved data back into the original array...
    FOR intMember = LBOUND(TEMP) TO UBOUND(Temp)
        Particles(intMember) = Temp(intMember)
    NEXT intMember
END SUB

SUB Append_Particle (Particles() AS Particle, New_Particle AS Particle)
    'Note: This would be a lot easier with PRESERVE, but I want to be QB1.1/4.5 compatible... one day.
    DIM intMember AS INTEGER
    'Create a place to save the data...
    DIM Temp(LBOUND(Particles) TO UBOUND(Particles)) AS Particle
    'Save the data...
    FOR intMember = LBOUND(Particles) TO UBOUND(Particles)
        Temp(intMember) = Particles(intMember)
    NEXT intMember
    'Re-create the array with one additional row...
    REDIM Particles(LBOUND(Temp) TO UBOUND(Temp) + 1) AS Particle
    'Re-load the saved data back into the original array...
    FOR intMember = LBOUND(TEMP) TO UBOUND(Temp)
        Particles(intMember) = Temp(intMember)
    NEXT intMember
    'Put the new particle at the end...
    Particles(UBOUND(Particles)) = New_Particle
END SUB

SUB Particle_Burst (Current AS Particle, Past AS Particle)
    'Basically set the child particle (after the burst) to the properties of its parent.
    Current.X0 = Past.X0
    Current.Y0 = Past.Y0
    Current.X1 = Past.X0
    Current.Y1 = Past.Y0
    Current.X2 = Past.X0
    Current.Y2 = Past.Y0
    Current.Angle = RandomBetween%(0, 359)
    Current.Velocity = RandomBetween%(2, 4)
    Current.Stage = Past.Stage - 1
    Current.Hue = Past.Hue
    Current.Fuse = RandomBetween(10, 20)
END SUB

SUB Particle_Move (Current AS Particle)
    'Move the tail forward.
    Current.X2 = Current.X1
    Current.X1 = Current.X0
    Current.Y2 = Current.Y1
    Current.Y1 = Current.Y0
    'Move the particle along its current trajectory.
    IF Current.Fuse > 0 THEN
        Current.X0 = NewX!(Current.X0, Current.Angle, Current.Velocity)
        Current.Y0 = NewY!(Current.Y0, Current.Angle, Current.Velocity)
    END IF
    'Burn Fuse
    Current.Fuse = Current.Fuse - 1
END SUB

SUB Particle_Draw (Current AS Particle, Hues() AS Hue)
    'Draw oldest segment
    LINE (Current.X2, Current.Y2)-(Current.X1, Current.Y1), Hues(Current.Hue).Dimmer
    'If the fuse hasn't been burnt out for more than one turn...
    IF Current.Fuse > -1 THEN
        'Draw newest segment
        LINE (Current.X1, Current.Y1)-(Current.X0, Current.Y0), Hues(Current.Hue).Brighter
        'If the fuse isn't burnt out...
        IF Current.Fuse > 0 THEN
            'Draw flare
            PSET (Current.X0, Current.Y0), 15
        END IF
    END IF
END SUB

FUNCTION NewX! (X AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
    NewX! = X + SIN(Angle * 3.141592 / 180) * Distance
END FUNCTION

FUNCTION NewY! (Y AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
    NewY = Y! + ((COS(Angle! * 3.141592 / 180) * Distance!) * -1)
END FUNCTION

FUNCTION RandomBetween% (Minimum AS INTEGER, Maximum AS INTEGER)
    RandomBetween% = CINT(Minimum + (RND * (Maximum - Minimum)))
END FUNCTION

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Question How to read Google Calendar events?
Posted by: Ikerkaz - 07-04-2023, 06:49 AM - Forum: Help Me! - Replies (10)

Hi to all  Cool

I am trying to make a basic calendar program, in order to show my future calendar events.
I would like to READ my Google Calendar and show events on screen (only read, it is not necessary to write new events), and I have no idea on how to make it.

Do you know if it is possible with QB64PE Huh ?

Thank you very much!!!   Heart

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  Get Disk Drive Capacity
Posted by: BDS107 - 07-03-2023, 04:30 PM - Forum: Help Me! - Replies (14)

Hi,
Years ago when I wrote assembler in GWBASIC or QuickBASIC there was INT &H21 to see how much free space you have left on the disk.
See also https://ftp.zx.net.nz/pub/archive/ftp.mi...46/980.HTM
Is there such a thing for QB64-PE with modern PC's like Windows 7 and up??

In C something like this? https://learn.microsoft.com/en-us/dotnet...ew=net-7.0

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  Either QB64pe enhancement or IDGI
Posted by: doppler - 07-03-2023, 02:26 PM - Forum: General Discussion - Replies (7)

After some thought (always bad for me), Either this will become a QB64pe enhancement or I Don't Get It.

I use drop files a lot since implemented a couple releases ago (v1.3).  It's easy to use and setup.  A couple of commands and your program can take a list of files dropped on a window.  I want to take to the next level.

Drop them on the desktop icon link.!  And process them.  This a hidden feature (or not well known) in Microsoft windows.  I read through the program doc's again.  Not clear if it is already implemented.

Let the fun begin....

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  Circles and Ellipses(Tilt and Fill)
Posted by: SMcNeill - 07-03-2023, 07:30 AM - Forum: SMcNeill - Replies (1)

Code optimized for QB64PE which we came up with several years back as a community.  I thought I'd share it here, in case anyone ever needed it or wanted to make use of it again in the future.

Code: (Select All)

Screen _NewImage(800, 600, 32)

Dim TransRed As _Unsigned Long
Dim TransGreen As _Unsigned Long
Dim TransBlue As _Unsigned Long
TransRed = _RGBA(255, 0, 0, 128)
TransGreen = _RGBA(0, 255, 0, 128)
TransBlue = _RGBA(0, 0, 255, 128)

Call CircleFill(100, 100, 75, TransRed)
Call CircleFill(120, 120, 75, TransBlue)

Call EllipseFill(550, 100, 150, 75, TransBlue)
Call EllipseFill(570, 120, 150, 75, TransGreen)

Call EllipseTilt(200, 400, 150, 75, 0, TransGreen)
Call EllipseTilt(220, 420, 150, 75, 3.14 / 4, TransRed)

Call EllipseTiltFill(0, 550, 400, 150, 75, 3.14 / 6, TransRed)
Call EllipseTiltFill(0, 570, 420, 150, 75, 3.14 / 4, TransGreen)

End

Sub CircleFill (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
    ' CX = center x coordinate
    ' CY = center y coordinate
    '  R = radius
    '  C = fill color
    Dim Radius As Integer, RadiusError As Integer
    Dim X As Integer, Y As Integer
    Radius = Abs(R)
    RadiusError = -Radius
    X = Radius
    Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

Sub EllipseFill (CX As Integer, CY As Integer, a As Integer, b As Integer, C As _Unsigned Long)
    ' CX = center x coordinate
    ' CY = center y coordinate
    '  a = semimajor axis
    '  b = semiminor axis
    '  C = fill color
    If a = 0 Or b = 0 Then Exit Sub
    Dim h2 As _Integer64
    Dim w2 As _Integer64
    Dim h2w2 As _Integer64
    Dim x As Integer
    Dim y As Integer
    w2 = a * a
    h2 = b * b
    h2w2 = h2 * w2
    Line (CX - a, CY)-(CX + a, CY), C, BF
    Do While y < b
        y = y + 1
        x = Sqr((h2w2 - y * y * w2) \ h2)
        Line (CX - x, CY + y)-(CX + x, CY + y), C, BF
        Line (CX - x, CY - y)-(CX + x, CY - y), C, BF
    Loop
End Sub

Sub EllipseTilt (CX, CY, a, b, ang, C As _Unsigned Long)
    '  CX = center x coordinate
    '  CY = center y coordinate
    '  a = semimajor axis
    '  b = semiminor axis
    ' ang = clockwise orientation of semimajor axis in radians (0 default)
    '  C = fill color
    For k = 0 To 6.283185307179586 + .025 Step .025
        i = a * Cos(k) * Cos(ang) + b * Sin(k) * Sin(ang)
        j = -a * Cos(k) * Sin(ang) + b * Sin(k) * Cos(ang)
        i = i + CX
        j = -j + CY
        If k <> 0 Then
            Line -(i, j), C
        Else
            PSet (i, j), C
        End If
    Next
End Sub

Sub EllipseTiltFill (destHandle&, CX, CY, a, b, ang, C As _Unsigned Long)
    '  destHandle& = destination handle
    '  CX = center x coordinate
    '  CY = center y coordinate
    '  a = semimajor axis
    '  b = semiminor axis
    ' ang = clockwise orientation of semimajor axis in radians (0 default)
    '  C = fill color
    Dim max As Integer, mx2 As Integer, i As Integer, j As Integer
    Dim prc As _Unsigned Long
    Dim D As Integer, S As Integer
    D = _Dest: S = _Source
    prc = _RGB32(255, 255, 255, 255)
    If a > b Then max = a + 1 Else max = b + 1
    mx2 = max + max
    tef& = _NewImage(mx2, mx2)
    _Dest tef&
    _Source tef&
    For k = 0 To 6.283185307179586 + .025 Step .025
        i = max + a * Cos(k) * Cos(ang) + b * Sin(k) * Sin(ang)
        j = max + a * Cos(k) * Sin(ang) - b * Sin(k) * Cos(ang)
        If k <> 0 Then
            Line (lasti, lastj)-(i, j), prc
        Else
            PSet (i, j), prc
        End If
        lasti = i: lastj = j
    Next
    Dim xleft(mx2) As Integer, xright(mx2) As Integer, x As Integer, y As Integer
    For y = 0 To mx2
        x = 0
        While Point(x, y) <> prc And x < mx2
            x = x + 1
        Wend
        xleft(y) = x
        While Point(x, y) = prc And x < mx2
            x = x + 1
        Wend
        While Point(x, y) <> prc And x < mx2
            x = x + 1
        Wend
        If x = mx2 Then xright(y) = xleft(y) Else xright(y) = x
    Next
    _Dest destHandle&
    For y = 0 To mx2
        If xleft(y) <> mx2 Then Line (xleft(y) + CX - max, y + CY - max)-(xright(y) + CX - max, y + CY - max), C, BF
    Next
    _Dest D: _Dest S
    _FreeImage tef&
End Sub

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  BAM: Keyboard Input Issues Fixed
Posted by: CharlieJV - 07-02-2023, 04:16 PM - Forum: QBJS, BAM, and Other BASICs - No Replies

https://basicanywheremachine-news.blogsp...fixed.html

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