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  The good news is we had a Google bot here most of the day.
Posted by: Pete - 05-04-2022, 03:50 AM - Forum: General Discussion - Replies (2)

The bad news is we rank #1 for "Farm Puns."

Kidding aside, nice to see more indexing is happening!

Pete


Keep ah postin', v
armints!

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  Creating a screen without a title bar and positioning it on monitor
Posted by: hanness - 05-04-2022, 02:21 AM - Forum: General Discussion - Replies (5)

I hope you will excuse me, I'm trying to figure out as much of this on my own as I can, but I'll likely still have several questions on this topic.

Let's say that I have a screen with a resolution of 2560 x 1440.
I want to create a screen that occupies the entire screen, preferably without a title bar.

I know that I could these commands:

handle& = _NewImage(2560, 1440, 256)
Screen handle&

This will create a 2560 x 1440 screen, but is it possible to somehow remove the title bar and to force this screen to be opened with the upper left corner located at the upper left of the actual screen?

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  Samples and Resources
Posted by: SMcNeill - 05-04-2022, 01:36 AM - Forum: Learning Resources and Archives - No Replies

A collection of various samples and resources which folks can download and link to, to use with examples and wiki code.

We'll build upon this topic as we gather and decide exactly what all resources need to be available here.  What we'd like to collect is a nice bunch of basic sound, image, font, and header files, and such, and then users can just point people to this post and say, "Go grab the proper resource from there to run this demo", rather than having 80 direntry.h files on the server and 412 different images around just to illustrate a simple putimage or rotozoom snippet.  Smile



Attached Files
.7z   common resource files.7z (Size: 8.08 MB / Downloads: 270)
.7z   Old QB45 and QB64 Samples.7z (Size: 3.89 MB / Downloads: 200)
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  How do I...
Posted by: TarotRedhand - 05-03-2022, 11:14 PM - Forum: General Discussion - Replies (2)

Include an archive (e.g. *.7z) in a post? Perhaps I have been spoiled by Discourse where I just drag and drop one into a post as long as it's < 4meg. Obviously that doesn't work here otherwise I wouldn't be asking Cool .

Thanks.

TR

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  Just Some Maths
Posted by: TarotRedhand - 05-03-2022, 10:29 PM - Forum: One Hit Wonders - No Replies

Just a few things I created back in the late 1990s. First a few constants that you may or may not find useful -

Code: (Select All)
REM ******************************************************************
REM * A number of maths constants that have been pre-calculated in  *
REM * order to save execution time.                                  *
REM ******************************************************************

CONST PI# = 3.14159265358979323846              'PI

CONST PITimes2# = 6.28318530717959              'PI * 2
CONST PITimes3# = 9.42477796076938              'PI * 3
CONST PITimes4# = 12.5663706143592              'PI * 4
CONST PITimes5# = 15.707963267949                'PI * 5
CONST PITimes6# = 18.8495559215388              'PI * 6

CONST PIDividedBy2# = 1.57079632679489661923    'PI / 2
CONST PIDividedBy3# = 1.04719755119659774615    'PI / 3
CONST PIDividedBy4# = 0.78539816339744830962    'PI / 4
CONST PIDividedBy5# = 0.628318530717959          'PI / 5
CONST PIDividedBy6# = 0.52359877559829887308    'PI / 6

CONST PISquared# = 9.86960440108936              'PI * PI
CONST PICubed#  = 31.0062766802998              'PI * PI * PI
CONST SQROfPI#  = 1.77245385090552              'SQR(PI)
CONST ReciprocalOfPI# = 0.31830988618379067154  '1 / PI

CONST TwoDividedByPI#  = 0.63661977236758134308 '2 / PI
CONST ThreeDividedByPI# = 0.954929658551372      '3 / PI
CONST FourDividedByPI#  = 1.27323954473516      '4 / PI
CONST FiveDividedByPI#  = 1.59154943091895      '5 / PI
CONST SixDividedByPI#  = 1.90985931710274      '6 / PI

CONST FourThirdsOfPI#  = 4.18879020478639      '4 / 3 * PI

CONST TheConstantE# = 2.71828182845905

CONST SquareOfE# = 7.38905609893065              'E * E
CONST SQROfE# = 1.64872127070013                'SQR(E)
CONST ReciprocalOfE# = 0.367879441171442        '1 / E

CONST LOG3DividedBy2# = 0.54930614433405484570  'LOG(3) / 2

CONST SQROfPnt5# = 0.70710678118654752440        'SQR(0.5)
CONST SQROf2# = 1.41421356227309504880          'SQR(2)
CONST SQROf3# = 1.73205080756887729353          'SQR(3)
CONST TwoMinusSQROf3# = 0.26794919243112270647  '2 - SQR(3)
CONST TwelthRootOf2# = 1.059463094              '12th root of 2

CONST FeigenbaumConstant# = 4.6692016090

REM ******************************************************************
REM * Distance travelled by light in 1 second, minute, hour, day,    *
REM * year.  Measured in Miles (approximately).                      *
REM ******************************************************************

CONST LightSecondInMiles# = 186271.0
CONST LightMinuteInMiles# = 11176260.0
CONST LightHourInMiles# = 670575600.0
CONST LightDayInMiles# = 16093814400.0
CONST LightYearInMiles# = 5797796637600.0

REM ******************************************************************
REM * Distance travelled by light in 1 second, minute, hour, day,    *
REM * year.  Measured in KiloMeters (approximately).                *
REM ******************************************************************

CONST LightSecondInKiloMeters# = 299774.0
CONST LightMinuteInKiloMeters# = 17986440.0
CONST LightHourInKiloMeters# = 1079186400.0
CONST LightDayInKiloMeters# = 25900473600.0
CONST LightYearInKiloMeters# = 9330645614400.0

Then there is this library of a number maths routines. First the documentation (comments also included in the code) -

Code: (Select All)
REM ******************************************************************
REM * The following routines are entirely devoted to logarithms for  *
REM * bases other than e, which is the base used by QB.  The base    *
REM * used in a particular routine is denoted by the number which    *
REM * suffixes Log in the name of the function, with the exception  *
REM * of LogX where the user supplies the base.                      *
REM ******************************************************************

FUNCTION Log2#(x AS DOUBLE)
FUNCTION Log8#(x AS DOUBLE)
FUNCTION Log10#(x AS DOUBLE)
FUNCTION Log16#(x AS DOUBLE)
FUNCTION LogX#(x AS DOUBLE, LogBase AS DOUBLE)

FUNCTION AntiLog2#(x AS DOUBLE)
FUNCTION AntiLog8#(x AS DOUBLE)
FUNCTION AntiLog10#(x AS DOUBLE)
FUNCTION AntiLog16#(x AS DOUBLE)
FUNCTION AntiLogX#(x AS DOUBLE, LogBase AS DOUBLE)

REM ******************************************************************
REM * Finds the y'th root of x.                                      *
REM ******************************************************************

FUNCTION Root#(x AS DOUBLE, y AS DOUBLE)

REM ******************************************************************
REM * Raise x to the power of y.                                    *
REM ******************************************************************

FUNCTION Power#(x AS DOUBLE, y AS DOUBLE)

REM ******************************************************************
REM * Returns x' = x * (x - 1) * (x - 2) ... * 1.  Non-recursive!    *
REM ******************************************************************

FUNCTION Factorial#(x AS DOUBLE)

REM ******************************************************************
REM * Returns the arithmetic mean (average) and the sample standard  *
REM * deviation of the values held in the array In.                  *
REM ******************************************************************

SUB MeanDeviation(Mean AS DOUBLE, StandardDeviation AS DOUBLE, In#())

REM ******************************************************************
REM * Returns a random number that is constrained to have a          *
REM * greater probability of falling within the centre of upper and  *
REM * lower bounds.                                                  *
REM ******************************************************************

FUNCTION GaussianRnd#(DesiredMean#, DesiredDeviation#)

Finally the code -

Code: (Select All)
OPTION BASE 0

REM ******************************************************************
REM * Pre-calculated constants for use by the logarithmic functions  *
REM ******************************************************************

CONST LOGOf2# = 0.6931471805599453094172321      'LOG(2)
CONST LOGOf8# = 2.07944154167984                  'LOG(8)
CONST LOGOf10# = 2.30258509299405                'LOG(10)
CONST LOGOf16# = 2.77258872223978                'LOG(16)

CONST Log2E# = 1.4426950408889634074              '1/LOG(2)
CONST Log8E# = 0.480898346962988                  '1/LOG(8)
CONST Log10E# = 0.43429448190325182765            '1/LOG(10.0)
CONST Log16E# = 0.360673760222241                '1/LOG(16)

REM ******************************************************************
REM * The following routines are entirely devoted to logarithms for  *
REM * bases other than e, which is the base used by QB.  The base    *
REM * used in a particular routine is denoted by the number which    *
REM * suffixes Log in the name of the function, with the exception  *
REM * of LogX where the user supplies the base.                      *
REM ******************************************************************

FUNCTION Log2#(x AS DOUBLE)
    IF x < 0.0 THEN
        Log2# = 0.0
    ELSE
        Log2# = LOG(x) * Log2E#
    END IF
END FUNCTION

FUNCTION Log8#(x AS DOUBLE)
    IF x < 0.0 THEN
        Log8# = 0.0
    ELSE
        Log8# = Log(x) * Log8E#
    END IF
END FUNCTION

FUNCTION Log10#(x AS DOUBLE)
    IF x < 0.0 THEN
        Log10# = 0.0
    ELSE
        Log10# = Log(x) * Log10E#
    END IF
END FUNCTION

FUNCTION Log16#(x AS DOUBLE)
    IF x < 0.0 THEN
        Log16# = 0.0
    ELSE
        Log16# = Log(x) * Log16E#
    END IF
END FUNCTION

FUNCTION LogX#(x AS DOUBLE, LogBase AS DOUBLE)
    IF ((x < 0.0) OR (LogBase <= 0.0)) THEN
        LogX# = 0.0
    ELSE
        LogX# = Log(x) / Log(LogBase)
    END IF
END FUNCTION

FUNCTION AntiLog2#(x AS DOUBLE)
    AntiLog2# = EXP(LOGOf2# * x)
END FUNCTION

FUNCTION AntiLog8#(x AS DOUBLE)
    AntiLog8# = EXP(LOGOf8# * x)
END FUNCTION

FUNCTION AntiLog10#(x AS DOUBLE)
    AntiLog10# = EXP(LOGOf10# * x)
END FUNCTION

FUNCTION AntiLog16#(x AS DOUBLE)
    AntiLog16# = EXP(LOGOf16# * x)
END FUNCTION

FUNCTION AntiLogX#(x AS DOUBLE, LogBase AS DOUBLE)
    IF ((x <= 0.0) OR (LogBase <= 0.0)) THEN
        AntiLogX# = 0.0
    ELSE
        AntiLogX# = EXP(Log(LogBase) * x)
    END IF
END FUNCTION

REM ******************************************************************
REM * Finds the y'th root of x.                                      *
REM ******************************************************************

FUNCTION Root#(x AS DOUBLE, y AS DOUBLE)
    IF ((x <= 0.0) OR (y = 0.0)) THEN
        Root# = 0.0
    ELSE
        Root# = EXP(LOG(x) / y)
    END IF
END FUNCTION

REM ******************************************************************
REM * Raise x to the power of y.                                    *
REM ******************************************************************

FUNCTION Power#(x AS DOUBLE, y AS DOUBLE)
    IF ((x <= 0.0) OR (y = 0.0)) THEN
        Power# = 0.0
    ELSE
        Power# = EXP(LOG(x) * y)
    END IF
END FUNCTION

REM ******************************************************************
REM * Returns x' = x * (x - 1) * (x - 2) ... * 1.  Non-recursive!    *
REM ******************************************************************

FUNCTION Factorial#(x AS DOUBLE)
    WorkingValue# = 2.0
    ReturnValue# = 1.0
    DO WHILE (WorkingValue# <= x)
        ReturnValue# = ReturnValue# * WorkingValue#
        WorkingValue# = WorkingValue# + 1.0
    LOOP
    Factorial# = ReturnValue#
END FUNCTION

REM ******************************************************************
REM * Returns the arithmetic mean (average) and the sample standard  *
REM * deviation of the values held in the array In.                  *
REM ******************************************************************

SUB MeanDeviation(Mean AS DOUBLE, StandardDeviation AS DOUBLE, In#())
    Sum# = 0.0#
    SumOfSquares# = 0.0#
    StartIndex% = LBOUND(In#)
    NumberOfValues% = UBOUND(In#)
    FOR Index% = StartIndex% TO NumberOfValues%
        Sum# = Sum# + In#(Index%)
        SumOfSquares# = SumOfSquares# + In#(Index%) * In#(Index%)
    NEXT Index%
    Mean = Sum# / NumberOfValues
    StandardDeviation = SQR(SumOfSquares# - Sum# * Sum# / NumberOfValues) / (NumberOfValues - 1.0)
END SUB

REM ******************************************************************
REM * Returns a random number that is constrained to have a          *
REM * greater probability of falling within the centre of upper and  *
REM * lower bounds.                                                  *
REM ******************************************************************

FUNCTION GaussianRnd#(DesiredMean#, DesiredDeviation#)
    RandomSum# = 0#
    FOR x% = 1 TO 12
        RandomSum# = RandomSum# + RND
    NEXT x%
    GausianRnd# = (RandomSum# - 6#) * DesiredDeviation# + DesiredMean#
END FUNCTION

Hope you have a use for these.

TR

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  Plasma Studies
Posted by: bplus - 05-03-2022, 08:03 PM - Forum: bplus - Replies (14)

Probably one of my signature code themes, I've played with Plasma the color sequencing method and with Plasma the 2D blobs. This thread is a study of the latter.
________________________________________________________________________________________________

The earliest QB64 file I can find is Ectoplasm more about Ghost busters than plasma the blobs but close enough:

Code: (Select All)
_Title "Ectoplasm" 'mod of Galileo's at Retro 2019-06-22 B+
'open window 256, 256
Screen _NewImage(256, 256, 32)
Randomize Timer
'sh=peek("winheight")
sh = _Height
'sw=peek("winwidth")
sw = _Width
d = 1
Do
    'tm = peek("secondsrunning")
    tm = Timer(.001)
    dr = ran(256): dg = ran(256): db = ran(256)
    w = w + 5 / 83 '<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< get things moving
    For y = 0 To sh
        For x = 0 To sw
            vl = Sin(distance(x + tm, y, 128, 128) / 8 + w)
            vl = vl + Sin(distance(x, y, 64, 64) / 8)
            vl = vl + Sin(distance(x, y + tm / 7, 192, 64) / 7)
            vl = vl + Sin(distance(x, y, 192, 100) / 8)
            clr = 255 / (1.00001 * Abs(vl))
            r = .9 * Abs(clr - dr): g = .4 * Abs(clr - dg): b = .5 * Abs(clr - db)
            'COLOR r, g, b
            'dot x, y
            PSet (x, y), _RGB32(r, g, b)
        Next
    Next
    If w > 1000 Or w < -1000 Then w = 0: d = d * -1
    _Display
    _Limit 200
Loop
Function distance (x1, y1, x2, y2) '//between two points x1,y1 and x2,y2
    distance = ((x1 - x2) ^ 2 + (y1 - y2) ^ 2) ^ .5
End Function
Function ran% (sing)
    ran% = Int(Rnd * sing) + 1
End Function



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  Australian members, problem connecting?
Posted by: Jack - 05-03-2022, 07:14 PM - Forum: General Discussion - Replies (12)

Richard says he can't connect to this forum and wonders if other Australian members are having the same problem

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  Looking for sample code showing how to make use of different fonts
Posted by: hanness - 05-03-2022, 04:49 PM - Forum: General Discussion - Replies (6)

All my programming with QB64 so far has made use of a console window where I simply used plain text.

I have a small project in which I would like to use different fonts and text sizes. Does anyone have a few sample clips available to show me how to specify a font to use and how to size that font?

I've been poking at this myself but I'm simply missing something.

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  Code conversion to HTML, CSS, PHP, or Javascript
Posted by: Michelle - 05-03-2022, 03:11 PM - Forum: General Discussion - Replies (9)

So, I'm back and in search of wisdom from all of your wealth of knowledge. I have a program I wrote in QB64, and it works fine. Apparently, there is thinking that it would be nice to integrate it into a website that uses WordPress. And I know squat about WordPress. What I do know says that WordPress sites use HTML, CSS, PHP, or Javascript. Neither of which I know anything about. Is there any outside chance, that there is some sort of conversion process to take QB64 code and turn it into one of those four? Even if it is from the source code? I'm thinking that would probably be what is wanted in the end since it could be maintained within the WordPress site. Probably not, but I figured I'd ask the experts. Thanks, Michelle

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  Star Wars
Posted by: johnno56 - 05-03-2022, 02:52 PM - Forum: General Discussion - Replies (65)

May the 4th be with you!!

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