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Re: Python code for Boise de Vaux

PostPosted: Sun May 16, 2010 9:42 am
by Godot
A scene from the central clearing in the forest showing a log cart and a couple of electric mules.

Re: Python code for Boise de Vaux

PostPosted: Mon May 31, 2010 10:04 am
by Shoggoth
I can't tell for sure, but it looks like all the trees in that screenshot are facing exactly the same direction (toward the center), which looks a little unrealistic. Maybe you could add something to your code to rotate each tree by a random amount?

Re: Python code for Boise de Vaux

PostPosted: Tue Jun 15, 2010 8:20 am
by Godot
The D'Ni civilization is technologically advance and like any such civilization I would expect that there would be a large number of books concerning science, mathematics and engineering topics. One of my age projects requires the use of some mathematics so I am designing a D'Ni calculator that uses the base 25 D'Ni number system. I thought it might be fun for at least some explorers who might discover this device to play with it and discover its secrets. What I need to know to complete this project is what sysmbols the D'Ni might have used to identify mathematical operations. This render of my D'Ni calculator design has the following keys:

Memory Set, Memory Recall, Log 25, Log Natural, power of e, clear display
arc, sin, cos, tan, pi, on/off
square root, square x, exponential, reciprical, change sign +/-, equal
the D'Ni numerals on the left
math operations on the right including radix point at the bottom.

BTW the trees will need to be redesigned but that is the least of the work at this point.

Re: Python code for Boise de Vaux

PostPosted: Tue Jun 15, 2010 10:29 am
by Egon
I would suggest removing "square root, square x" and change it to "power of", which would accept second parameter (a power to which number we are bringing current). Especially what, for example
square root = x^(1/2)

The free up button I would use to the "oposite action" button (I had such functionality in my mathematical calculator)
It allows to calculate x, with know y for trigonometrical function.
For example:
0,5 + "oppsite atcion" + sine = 45 degrees

P.S.
Dam it, my English in mathematical terms is poor...

Re: Python code for Boise de Vaux

PostPosted: Wed Jun 16, 2010 8:26 am
by Godot
Egon wrote:I would suggest removing "square root, square x" and change it to "power of", which would accept second parameter (a power to which number we are bringing current). Especially what, for example
square root = x^(1/2)

The X**Y key (exponent) does that

Egon wrote:The free up button I would use to the "oposite action" button (I had such functionality in my mathematical calculator)
It allows to calculate x, with know y for trigonometrical function.
For example:
0,5 + "oppsite atcion" + sine = 45 degrees

The ARC key does the inverse trig function. for example [arc][sin].866 = 60 degrees
P.S.
Dam it, my English in mathematical terms is poor

My question is not about what functions to include but what symbols the D'Ni would use to identify the functions

Re: Python code for Boise de Vaux

PostPosted: Mon Jun 28, 2010 5:25 pm
by Jevasi
I know it's probably apocryphal at this point but there was something called Riven Elementary which showed the D'ni symbols for simple mathematical procedures, ie. adding and subtracting. You could use it as a placeholder at least.

Re: Python code for Boise de Vaux

PostPosted: Thu Nov 04, 2010 3:42 pm
by Godot
I am building a Windows version of the D'Ni calculator that I plan to use in my age project. I have finished the user interface and I thought I'd share an image of it.

Re: Python code for Boise de Vaux

PostPosted: Wed Nov 10, 2010 8:19 pm
by Mireena
Nice looking calculator, Godot! Keep up the good work!
Mireena

Re: Python code for Boise de Vaux

PostPosted: Thu Nov 11, 2010 1:25 pm
by Godot
The Windows Fahsee Calculator project status update.
The plan is to build a calculator that works with the base 25 number system of D'Ni for eventual integration in my Bois de Vaux age.
The program will include calculations in base 25, 16 and 10 (fahsee, hexidecimal and decimal) and a user manual / puzzle book.
All Fahsee and decimal calculations are done in floating point with a two digit exponent. Hexidecimal will be integer only.
In decimal the maximum exponent is +/- 99 in fahsee the maximum exponent is -/+ sen rishgahtor or [3,24], 99 in decimal.

All calculation features are implemented and working in decimal as far as they have been tested.
All calculation features have been implemented in fahsee but only exponent, addition, subtraction, multiplication, division and square root are working as far as they have been tested. Hexidecimal and the user manual have not been implemented yet but there is a plan that I will work on when I get stuck on the fahsee code.

There is still much work to do. When I have something that I will not be ashamed to share I will submit the project to the Guild of Maintainers for formal testing.

Re: Python code for Boise de Vaux

PostPosted: Sun Nov 14, 2010 1:14 pm
by Godot
Fahsee Calculator Project update.

All fahsee calculation features are now working as far as they have been tested.
These features include:
Addition, subtraction, multiplication, division, reciprical, square, square root, power, Log25 and Log Natural.
Supported trigonometery functions are sine, cosine, tangent and their inverses. The constant Pi is provided.
Both degree and radian input can be selected.
There are four memories for saving results and to support number base conversion.

Next up, hexidecimal.