SONY ELET SYSTEMS 3D ROTATING CUBES AREXX TUTORIAL BY KING MASHIACH
SCREENBLOCKFADEEFFECT[TYPE=1; FROMDESKTOFULLSCREEN; FULLSCREENBGCOLOR=#FULL0]
SCREENRES 1920*1080
SCREENANTIALIAS[TYPE=1]
SCREENORIGIN CENTER
SCREENWRITECOLOR #FULL1
NEW OBJ 3DVECTORCUBE->$CUBEOBJ
$CUBEOBJ.3DDIM=100*100*100
$CUBEOBJ.3DDUMP[XORIGIN=-480; YORIGIN=-270; ZORIGIN=0]->$CUBE1
$CUBEOBJ.3DDUMP[XORIGIN=480; YORIGIN=-270; ZORIGIN=0]->$CUBE2
$CUBEOBJ.3DDUMP[XORIGIN=0; YORIGIN=0; ZORIGIN=0]->$CUBE3
$CUBEOBJ.3DDUMP[XORIGIN=-480; YORIGIN=270; ZORIGIN=0]->$CUBE4
$CUBEOBJ.3DDUMP[XORIGIN=480; YORIGIN=270; ZORIGIN=0]->$CUBE5
NEW 2DARRAY->$CUBEARRAY
$CUBEARRAY.ARRAYDECLARE[0=$CUBE1; 1=$CUBE2; 2=$CUBE3; 3=$CUBE4; 4=$CUBE5]
FOR a=1 TO a=3600 DO
ARRAYLOOP $CUBEARRAY ON b DO
$CUBEARRAY[b].3DRANDOMROTATE[TYPE=SIN; SPEED=AVERAGE]
END
LOOPSCREENSYNCSPEED[TYPE=RANDOMFREEZE; MODE=FPSZAP; TOLOOP=INNERLOOP; LOOPVAR=TOFRAME]
END
SCREENBLOCKFADEEFFECT[TYPE=1; SCREENBACKTODESK]
#ROTATE 5 VECTOR CUBES AT RANDOM WITH A FPS ZAP FREEZING EFFECT DURING 3600 FRAMES AT 60FPS, FOR A DURATION OF 1 MINUTE.
IN THIS CODE SAMPLE WE INTRODUCE THE CONCEPT OF OBJECT ORIENTED PROGRAMMING WITH THE COMMAND NEW OBJ, CREATING AN OBJECT OF 3DVECTORCUBE. VECTOR BECAUSE IT IS MANAGED AT THE HARDWARE LEVEL BY VECTORIX MATHEMATICS, AND BECAUSE IT IS A WIREFRAME 3D OBJECT.
TO CREATE COPIES OF THIS OBJECT, WE USE THE DUMP COMMAND, THAT DUMPS THE DATA OF OBJECT TO A REQUESTED MEMORY SPACE, ACCESSED BY A MEMORY ALIAS WITH THE "$" SYMBOL. WE PUT ALL THE DUMPS OF THE 3D OBJECT INTO A 2 DIMENTIONAL ARRAY, A SIMPLE ARRAY TO ACCESS THEM ALL NUMERICALLY, IN A SINGLE LOOP, AVOIDING US TO REPEAT THE SAME COMMAND 5 TIMES.
THE COMMAND 3D RANDOM ROTATE RUNS A RANDOMIC 3D ROTATIONS THAT CAN BE PARAMETRIZED. WE PARAM IT WITH SIN TYPE, TO USE RANDOMIZED SINUSOÏDAL MODULATION OF THE 3 AXIS 3D ROTATIONS OF THE CUBE, AND PARAM THE SPEED TO AVERAGE. NOTE THAT THERE IS AN ALIAS FOR AVERAGE IN AREXX THAT IS THE ABBREVIATION "AVG".
BY DEFAULT, A LOOP THAT CONTAINS SCREEN ANIMATION ROUTINES WILL BE OPTIMIZED TO RUN AT A 60Hz TO HAVE A PERFECT 60FPS SYNC ON THE SCREEN. HERE I HAVE DECIDED TO ADD MORE SCREAMING HARDWARE EFFECTS ON THE SCREEN, BY USING DEADLY PARAMETERS OF THE LOOPSCREENSYNCSPEED MACROCOMMAND OF TYPE RANDOMFREEZE AND MODE FPSZAP TO FREEZE ON THE SCREEN A FRAME AT RANDOM WITH A BEAUTIFUL HARDCODED FADEIN FADEOUT EFFECT BY DEFAULT, ZAPPING SOME FRAMES WHEN NEEDED TO KEEP THE LOOP IN SYNC WITH THE 60FPS, AND ADDING OTHER EXPLAINATIVE PARAMETERS THAT ARE NOT MANDATORY BUT FOR PURE TUTORIAL PURPOSE, TO SHOW THE EXTENDED POSSIBILITIES OF THE LOOPSCREENSYNCSPEED MACROCOMMAND.
NOTE THAT YOU WILL GET THIS SAMPLE CODE TUTORIAL WITH YOUR ELET SYSTEMS BRANDED SONY, WHEN THEY'LL BE RELEASED ON PLANET EARTH BY THE END OF THE YEAR 2018. WE ARE CURRENTLY WORKING ON THE INTERNET PROTOCOLS LEGACY COMPATIBILITY AND HARDWARE STRONG FIREWALL TO ADD EXTRA INTERNET SECURITY TO FLOOD ATTACKS TO OUR FINAL CONSUMER PRODUCTS.
EVERYTHING INSIDE THIS CODE SAMPLE USES AREXX COMMANDS AND MACROCOMMANDS THAT CORRESPONDS TO PHYSICAL ATOMIC LEVEL CIRCUITS IN THE HARDWARE. IF INTEL HAD TO COPY OUR ELET SYSTEMS DESIGN AND AREXX LANGUAGE, THEIR COMPUTER WOULD BE THE SIZE OF THE CITY OF LOS ANGELES, BECAUSE THEIR TECHNOLOGY IS BASED ON DIRTY AND WEIRD ALCHEMY, AND NOT ATOMIC CORE BASED LIKE OURS. WE USE QUANTIC ITEP FACTORIES TO BUILD OUR COMPUTERS. A STANDARD ELET SYSTEMS COMPUTER CAN BE OF THE SIZE OF $1 COIN IF WE WANT TO REDUCE EVERYTHING AT THE MAXIMUM SACRIFYING A FEW HARDCODED ROUTINES AND STORAGE MEMORY. A ELAZA ELET SYSTEMS COMPUTER HAS A MOTHERBOARD OF THE SIZE OF A BIG SAMSUNG SMARTPHONE, AND IS WAY MORE POWERFUL THAN THE ELET SYSTEMS BRANDED SONY WE ARE ABOUT TO RELEASE ON PLANET EARTH. A ELAZA COMPUTER HAS TERABILLIONS OF TERABILLIONS OF TERABILLIONS OF TERABYTES OF FROZEN STATE STORAGE MEMORY...
CEDRIC
SCREENRES 1920*1080
SCREENANTIALIAS[TYPE=1]
SCREENORIGIN CENTER
SCREENWRITECOLOR #FULL1
NEW OBJ 3DVECTORCUBE->$CUBEOBJ
$CUBEOBJ.3DDIM=100*100*100
$CUBEOBJ.3DDUMP[XORIGIN=-480; YORIGIN=-270; ZORIGIN=0]->$CUBE1
$CUBEOBJ.3DDUMP[XORIGIN=480; YORIGIN=-270; ZORIGIN=0]->$CUBE2
$CUBEOBJ.3DDUMP[XORIGIN=0; YORIGIN=0; ZORIGIN=0]->$CUBE3
$CUBEOBJ.3DDUMP[XORIGIN=-480; YORIGIN=270; ZORIGIN=0]->$CUBE4
$CUBEOBJ.3DDUMP[XORIGIN=480; YORIGIN=270; ZORIGIN=0]->$CUBE5
NEW 2DARRAY->$CUBEARRAY
$CUBEARRAY.ARRAYDECLARE[0=$CUBE1; 1=$CUBE2; 2=$CUBE3; 3=$CUBE4; 4=$CUBE5]
FOR a=1 TO a=3600 DO
ARRAYLOOP $CUBEARRAY ON b DO
$CUBEARRAY[b].3DRANDOMROTATE[TYPE=SIN; SPEED=AVERAGE]
END
LOOPSCREENSYNCSPEED[TYPE=RANDOMFREEZE; MODE=FPSZAP; TOLOOP=INNERLOOP; LOOPVAR=TOFRAME]
END
SCREENBLOCKFADEEFFECT[TYPE=1; SCREENBACKTODESK]
#ROTATE 5 VECTOR CUBES AT RANDOM WITH A FPS ZAP FREEZING EFFECT DURING 3600 FRAMES AT 60FPS, FOR A DURATION OF 1 MINUTE.
IN THIS CODE SAMPLE WE INTRODUCE THE CONCEPT OF OBJECT ORIENTED PROGRAMMING WITH THE COMMAND NEW OBJ, CREATING AN OBJECT OF 3DVECTORCUBE. VECTOR BECAUSE IT IS MANAGED AT THE HARDWARE LEVEL BY VECTORIX MATHEMATICS, AND BECAUSE IT IS A WIREFRAME 3D OBJECT.
TO CREATE COPIES OF THIS OBJECT, WE USE THE DUMP COMMAND, THAT DUMPS THE DATA OF OBJECT TO A REQUESTED MEMORY SPACE, ACCESSED BY A MEMORY ALIAS WITH THE "$" SYMBOL. WE PUT ALL THE DUMPS OF THE 3D OBJECT INTO A 2 DIMENTIONAL ARRAY, A SIMPLE ARRAY TO ACCESS THEM ALL NUMERICALLY, IN A SINGLE LOOP, AVOIDING US TO REPEAT THE SAME COMMAND 5 TIMES.
THE COMMAND 3D RANDOM ROTATE RUNS A RANDOMIC 3D ROTATIONS THAT CAN BE PARAMETRIZED. WE PARAM IT WITH SIN TYPE, TO USE RANDOMIZED SINUSOÏDAL MODULATION OF THE 3 AXIS 3D ROTATIONS OF THE CUBE, AND PARAM THE SPEED TO AVERAGE. NOTE THAT THERE IS AN ALIAS FOR AVERAGE IN AREXX THAT IS THE ABBREVIATION "AVG".
BY DEFAULT, A LOOP THAT CONTAINS SCREEN ANIMATION ROUTINES WILL BE OPTIMIZED TO RUN AT A 60Hz TO HAVE A PERFECT 60FPS SYNC ON THE SCREEN. HERE I HAVE DECIDED TO ADD MORE SCREAMING HARDWARE EFFECTS ON THE SCREEN, BY USING DEADLY PARAMETERS OF THE LOOPSCREENSYNCSPEED MACROCOMMAND OF TYPE RANDOMFREEZE AND MODE FPSZAP TO FREEZE ON THE SCREEN A FRAME AT RANDOM WITH A BEAUTIFUL HARDCODED FADEIN FADEOUT EFFECT BY DEFAULT, ZAPPING SOME FRAMES WHEN NEEDED TO KEEP THE LOOP IN SYNC WITH THE 60FPS, AND ADDING OTHER EXPLAINATIVE PARAMETERS THAT ARE NOT MANDATORY BUT FOR PURE TUTORIAL PURPOSE, TO SHOW THE EXTENDED POSSIBILITIES OF THE LOOPSCREENSYNCSPEED MACROCOMMAND.
NOTE THAT YOU WILL GET THIS SAMPLE CODE TUTORIAL WITH YOUR ELET SYSTEMS BRANDED SONY, WHEN THEY'LL BE RELEASED ON PLANET EARTH BY THE END OF THE YEAR 2018. WE ARE CURRENTLY WORKING ON THE INTERNET PROTOCOLS LEGACY COMPATIBILITY AND HARDWARE STRONG FIREWALL TO ADD EXTRA INTERNET SECURITY TO FLOOD ATTACKS TO OUR FINAL CONSUMER PRODUCTS.
EVERYTHING INSIDE THIS CODE SAMPLE USES AREXX COMMANDS AND MACROCOMMANDS THAT CORRESPONDS TO PHYSICAL ATOMIC LEVEL CIRCUITS IN THE HARDWARE. IF INTEL HAD TO COPY OUR ELET SYSTEMS DESIGN AND AREXX LANGUAGE, THEIR COMPUTER WOULD BE THE SIZE OF THE CITY OF LOS ANGELES, BECAUSE THEIR TECHNOLOGY IS BASED ON DIRTY AND WEIRD ALCHEMY, AND NOT ATOMIC CORE BASED LIKE OURS. WE USE QUANTIC ITEP FACTORIES TO BUILD OUR COMPUTERS. A STANDARD ELET SYSTEMS COMPUTER CAN BE OF THE SIZE OF $1 COIN IF WE WANT TO REDUCE EVERYTHING AT THE MAXIMUM SACRIFYING A FEW HARDCODED ROUTINES AND STORAGE MEMORY. A ELAZA ELET SYSTEMS COMPUTER HAS A MOTHERBOARD OF THE SIZE OF A BIG SAMSUNG SMARTPHONE, AND IS WAY MORE POWERFUL THAN THE ELET SYSTEMS BRANDED SONY WE ARE ABOUT TO RELEASE ON PLANET EARTH. A ELAZA COMPUTER HAS TERABILLIONS OF TERABILLIONS OF TERABILLIONS OF TERABYTES OF FROZEN STATE STORAGE MEMORY...
CEDRIC
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