Archive: Unknown variables


13th December 2001 00:59 UTC

Unknown variables
Well as looking in other peoples presets I notice variables that I can't recall what they exactly mean. Any help would be great, but if none is given that is fine as well.
In the trans movement I have seen a t variable use. t stands for?

Superscope I see a lot of unknown variables. I also haven't done math for many years now so I may be a bit rusty. I see the t variable in this one as well. Are the g, b, r, variables short for green, blue, and red? I also see the s variable being used. s stands for?

Dynamic movement are the variables the same meaning as in other trans options? I see a c, f, m variables. I can make some guesses or maybe I will have to just mess around and figure them out on my own, but some simple answer can also be an added help.

Or maybe if the same variables mean the same thing, a run down of the variables would be awesome. I know many people are confused with these mathematical equations. I don't have the knowledge of all the functions, but if I did and got up my webpage making skills I would love to create a site for all new users, but since I'm not at that level I ask the high end creators to share some info.
Thanks


13th December 2001 16:41 UTC

These are all variables meaningless to AVS itself, but used for other stuff. You can have almost any variable you want. "monkey" could be a variable. "thechickenthatattackedyourhousewithaflamethrower" could also be a variable. :D


14th December 2001 21:49 UTC

superscope default variables:
x and y (duh) -1<x or y<1
i point on waveform/spectrum, 0<i<1
v value at i, -1<i<1
w,h width and height of renderer in pixels
red, green, blue 0<variable<1
n is how many samples per waveform
b is 1 if there is currently a beat, 0 otherwise
anything else is custom, sometimes people like to save pi to a variable, there are intermediate variables (say for making something be a certain color for more than one frame...)
in movement r is theta and d is... um... I haven't figured that out yet, because when you ADD to d, things move IN! I guess it's 1 minus the distance from the center... someone care to verify this?


14th December 2001 22:50 UTC

d = distance :)
D is distance of course, but remember that you specify the *source* pixel for a given pixel.

If you're given r=0, d=0.5 and you say d=d+0.1, then it means that the pixel at d=0.5 will get the color that's currently at d=0.6... moving inward :)


14th December 2001 23:39 UTC

you would think that that would move the pixel at 0.5 to 0.6 though...


16th April 2002 22:39 UTC

i got some problems with chara | % & i know what they are standing for (if then or)but i don't know how to make a good synthaxe with it...........i haven't seen yet an avs with those chara integratd in.......can you help me with these


17th April 2002 18:59 UTC

check out one of unconed's dot superscopes :)


27th April 2002 20:09 UTC

UnConed's "dot superscopes are based on psuedorandum number generators. Go here to learn more about random numbers.here


28th April 2002 00:44 UTC

Whoa, that looks like an excellent paper! Wish I had this when writing mine :)... it works ok, but I haven't really tested it for randomness.

By the way, here's an explanation of | &:

- (a|b) converts a and b to integers and performs a binary OR on them (any bit that is 1 in either a OR b, is 1 in the result).
- (a&b) converts a and b to integers and performs a binary AND on them (any bit that is 1 in both a AND b, is 1 in the result).

% is the modulus operator. (a%b) calculates the remainder after dividing a by b (both operators are converted to integers first). For example:

14/3 = 4 + 2/3
So, 14 % 3 = 2.

28/5 = 5 + 3/5
So, 28 % 5 = 3

The modulus operator is useful 'wrapping' numbers inside an interval. For example, the value (a % 4) for a ranging from 0 to positive infinity, is always 0,1,2,3,0,1,2,3,0,1,2,3,...


2nd February 2003 09:11 UTC

no fair, my brain hurts, and im nowhere besides what d does (though i cant figure out how to use it):cry:

maybe its not good to study this at 1 in the morining


2nd February 2003 13:17 UTC

Do not bring up threads that are 8 months old!!!


2nd February 2003 16:18 UTC

There are many discussions in the forum about variables, and most are linked to from the FAQ. Atero's AVS primer is designed to give people a start in SSC and DM programming.

Man, people have been touchy about old threads being resurrected lately.


3rd February 2003 02:05 UTC

*POINTLESSLY* ressurrected. I have no problem with someone digging up an old post to add to it. I DO have a problem with someone bringing up an old post with something like "PlZ xPl4Yn d00dz!!1"


23rd February 2006 04:44 UTC

there are many AVS-ready variables or variable types that I have noticed in others' works. Such as R01, R02, ..., R50 - Which are 'universal' variables that may be referenced from one superscope after being set in another. Also I seen things like skip, linesize, etc....

If anyone has any extensive knowlege of these and/or more, that would be great.


23rd February 2006 09:19 UTC

Posting in another 5 year old thread

examatic you may want to check out the first FOUR TOPICS RIGHT AT THE TOP OF THE AVS FORUMS


23rd February 2006 22:19 UTC

Holy Carp! I didn't even notice how old this one was!


24th February 2006 09:28 UTC

"Such as R01, R02, ..., R50 - Which are 'universal' variables..." Uh, no. The universal variables are reg##,andalso vavailiablefor your syncing needs is gmegabuf(). Skip is a ssc variable that over 0, does not draw the line/dotcurrently being compueted. Linesize is a SSC variable that only works when the SSC it set to lines. It sets the <b> Line Size</b> of the current point with a cap at 225. Come on, that one was obvious


28th February 2006 04:31 UTC

WOW,It's a good thing there is more help than <b>sarcasm</b> here...