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<channel>
	<title>mostly a codeBlog &#187; algorithm</title>
	<atom:link href="http://www.rickigregersen.com/tag/algorithm/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rickigregersen.com</link>
	<description>whatever I am currently programming... and I truly digress</description>
	<lastBuildDate>Mon, 21 Jun 2010 15:40:35 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
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		<item>
		<title>SporeTree</title>
		<link>http://www.rickigregersen.com/2009/08/11/sporetree/</link>
		<comments>http://www.rickigregersen.com/2009/08/11/sporetree/#comments</comments>
		<pubDate>Tue, 11 Aug 2009 21:21:02 +0000</pubDate>
		<dc:creator>Ricki</dc:creator>
				<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[ActionScript3]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Bitmap]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[recursive]]></category>
		<category><![CDATA[spore]]></category>
		<category><![CDATA[tree]]></category>

		<guid isPermaLink="false">http://www.rickigregersen.com/?p=193</guid>
		<description><![CDATA[This time the spores turned into a tree. It is by no means perfect, the branches does not move upwards with the stem as it should, were this a real orange colored scary spore tree. This was just some &#8220;while Im doing nothing, let&#8217;s put whatever in the &#8216;fun&#8217; category&#8221; but if anyone would like [...]]]></description>
			<content:encoded><![CDATA[<p>This time the <a href="http://www.rickigregersen.com/?paged=2">spores</a> turned into a tree. It is by no means perfect, the branches does not move upwards with the stem as it should, were this a real orange colored scary spore tree.</p>
<p>This was just some &#8220;while Im doing nothing, let&#8217;s put whatever in the &#8216;fun&#8217; category&#8221; <img src='http://www.rickigregersen.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  but if anyone would like the code, throw me a comment and I&#8217;ll send it off. I is uncommented and messy.</p>
<p><object width="512" height="750" data="http://www.rickigregersen.com/wp-content/uploads/BitmapSporeGrowingTree.swf" type="application/x-shockwave-flash"><param name="quality" value="high" /><param name="scale" value="exactfit" /><param name="salign" value="l" /><param name="wmode" value="transparent" /><param name="src" value="http://www.rickigregersen.com/wp-content/uploads/BitmapSporeGrowingTree.swf" /></object></h4>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Circle Intersection</title>
		<link>http://www.rickigregersen.com/2009/08/09/circle-intersection/</link>
		<comments>http://www.rickigregersen.com/2009/08/09/circle-intersection/#comments</comments>
		<pubDate>Sun, 09 Aug 2009 21:17:42 +0000</pubDate>
		<dc:creator>Ricki</dc:creator>
				<category><![CDATA[Processing]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[circle]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[intersection]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[noise]]></category>
		<category><![CDATA[Perlin]]></category>

		<guid isPermaLink="false">http://www.rickigregersen.com/?p=190</guid>
		<description><![CDATA[&#8220;What is the point&#8221; was my first thought on this. I had to do some calculations on the intersections between circles, that was pretty straight forward and I got a class written up in Processing that could do just that. Then I started playing around and ended up moving 10 circles around the screen using [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>&#8220;What is the point&#8221;</p></blockquote>
<p> was my first thought on this.<br />
I had to do some calculations on the intersections between circles, that was pretty straight forward and I got a class written up in Processing that could do just that.<br />
Then I started playing around and ended up moving 10 circles around the screen using Perlin noise and if any of them intersects, I draw a dot. Pointless? certainly!</p>
<p>Maybe there is someone out there with an idea on how to make this into something other that a cpu hogging math feast. I would love to hear from You:)</p>
<p>Well there is some Perlin movement, some ArrayList looping and of course that class that takes 2 circles and returns their intersection, maybe someone can use that for something useful.<br />
<img src="http://rickigregersen.com/wp-content/uploads/circleIntersection.png" alt="A short run, maybe it get's better?" /></p>
<p><a href="http://www.rickigregersen.com/wp-content/uploads/circleApplet/index.html">Example and code here:</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Processing Tentacles</title>
		<link>http://www.rickigregersen.com/2009/08/08/processing-tentacles/</link>
		<comments>http://www.rickigregersen.com/2009/08/08/processing-tentacles/#comments</comments>
		<pubDate>Sat, 08 Aug 2009 16:16:38 +0000</pubDate>
		<dc:creator>Ricki</dc:creator>
				<category><![CDATA[Particle]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[Bitmap]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[Java]]></category>

		<guid isPermaLink="false">http://www.rickigregersen.com/?p=185</guid>
		<description><![CDATA[I just did a quick port to processing, important to notice that these classes are &#8220;as is&#8221;, but still, the speed of Java compared to Flash is&#8230; well lets just say the gap isn&#8217;t quite gone yet EDIT: forgot some int/float math that made the tentacles look bulky&#8230; better now. Example and code here:]]></description>
			<content:encoded><![CDATA[<p>I just did a quick port to processing, important to notice that these classes are &#8220;as is&#8221;, but still, the speed of Java compared to Flash is&#8230; well lets just say the gap isn&#8217;t quite gone yet <img src='http://www.rickigregersen.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>EDIT: forgot some int/float math that made the tentacles look bulky&#8230; better now.<br />
<a href="http://www.rickigregersen.com/wp-content/uploads/applet/index.html">Example and code here:</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>RandomWalk</title>
		<link>http://www.rickigregersen.com/2009/08/06/randomwalk/</link>
		<comments>http://www.rickigregersen.com/2009/08/06/randomwalk/#comments</comments>
		<pubDate>Thu, 06 Aug 2009 18:32:55 +0000</pubDate>
		<dc:creator>Ricki</dc:creator>
				<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[ActionScript3]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Particle]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[flash builder 4]]></category>

		<guid isPermaLink="false">http://www.rickigregersen.com/?p=180</guid>
		<description><![CDATA[Im looking into some of the random walk stuff out there and I stumbled upon www.actionsnippet.com and his RandomWalk experiments, great site by the way, bring coffee. The thing that was cool about his way of doing it was that he constrains the &#8220;walkers&#8221; to only move: up, down, left and right. Absolutely no diagonal [...]]]></description>
			<content:encoded><![CDATA[<p>Im looking into some of the random walk stuff out there and I stumbled upon <a href="http://www.actionsnippet.com">www.actionsnippet.com</a> and his RandomWalk experiments, great site by the way, bring coffee.<br />
The thing that was cool about his way of doing it was that he constrains the &#8220;walkers&#8221; to only move: up, down, left and right. Absolutely no diagonal movement. This produces a strange grid looking pattern.</p>
<p><object width="512" height="512" data="http://www.rickigregersen.com/wp-content/uploads/RandomWalk.swf" type="application/x-shockwave-flash"><param name="quality" value="high" /><param name="scale" value="exactfit" /><param name="salign" value="l" /><param name="wmode" value="transparent" /><param name="src" value="http://www.rickigregersen.com/wp-content/uploads/RandomWalk.swf" /></object></h4>
<p>The code:</p>
<div class="codecolorer-container objc default" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br />2<br />3<br />4<br />5<br />6<br />7<br />8<br />9<br />10<br />11<br />12<br />13<br />14<br />15<br />16<br />17<br />18<br />19<br />20<br />21<br />22<br />23<br />24<br />25<br />26<br />27<br />28<br />29<br />30<br />31<br />32<br />33<br />34<br />35<br />36<br />37<br />38<br />39<br />40<br />41<br />42<br />43<br />44<br />45<br />46<br />47<br />48<br />49<br />50<br />51<br />52<br />53<br />54<br />55<br />56<br />57<br />58<br />59<br />60<br />61<br />62<br />63<br />64<br />65<br />66<br />67<br />68<br />69<br />70<br />71<br />72<br />73<br />74<br />75<br />76<br />77<br />78<br />79<br />80<br />81<br />82<br />83<br />84<br />85<br />86<br />87<br />88<br />89<br />90<br />91<br />92<br />93<br />94<br />95<br />96<br />97<br />98<br />99<br />100<br /></div></td><td><div class="objc codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap"><span style="color: #11740a; font-style: italic;">/*&lt;pre lang=&quot;actionscript&quot;&gt;*/</span><br />
<span style="color: #11740a; font-style: italic;">//playing around with something Zevan Rosser from http://actionsnippet.com/?p=1236 did</span><br />
<span style="color: #11740a; font-style: italic;">//on his blog</span><br />
<br />
<span style="display:block;background-color:#ffff66">package <span style="color: #002200;">&#123;</span><br /></span>&nbsp; &nbsp; <br />
&nbsp; &nbsp; import flash.display.<span style="color: #002200;">*</span>;<br />
<span style="display:block;background-color:#ffff66">&nbsp; &nbsp; import flash.events.<span style="color: #002200;">*</span>;<br /></span>&nbsp; &nbsp; <br />
&nbsp; &nbsp; <span style="color: #002200;">&#91;</span>SWF<span style="color: #002200;">&#40;</span> width<span style="color: #002200;">=</span><span style="color: #bf1d1a;">&quot;512&quot;</span>, height <span style="color: #002200;">=</span> <span style="color: #bf1d1a;">&quot;512&quot;</span>, backgroundColor <span style="color: #002200;">=</span> <span style="color: #bf1d1a;">&quot;0x222222&quot;</span>, frameRate <span style="color: #002200;">=</span> <span style="color: #bf1d1a;">&quot;120&quot;</span> <span style="color: #002200;">&#41;</span><span style="color: #002200;">&#93;</span><br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; public class RandomWalk extends Sprite <br />
<span style="display:block;background-color:#ffff66">&nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br /></span>&nbsp; &nbsp; &nbsp; &nbsp; private var _canvas<span style="color: #002200;">:</span>BitmapData;<br />
&nbsp; &nbsp; &nbsp; &nbsp; private var _count<span style="color: #002200;">:</span><span style="color: #a61390;">int</span> <span style="color: #002200;">=</span> <span style="color: #2400d9;">100</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; private var _movers<span style="color: #002200;">:</span>Vector.&lt;Mover&gt;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; public function RandomWalk<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var w<span style="color: #002200;">:</span>Number <span style="color: #002200;">=</span> <span style="color: #2400d9;">512</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; var h<span style="color: #002200;">:</span>Number <span style="color: #002200;">=</span> <span style="color: #2400d9;">512</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scaleX<span style="color: #002200;">=</span>scaleY <span style="color: #002200;">=</span> <span style="color: #2400d9;">0.25</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _canvas <span style="color: #002200;">=</span> new BitmapData<span style="color: #002200;">&#40;</span> w <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span>, h <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span>, <span style="color: #a61390;">false</span>, 0x222222 <span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; addChild<span style="color: #002200;">&#40;</span> new Bitmap<span style="color: #002200;">&#40;</span> _canvas <span style="color: #002200;">&#41;</span><span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _movers <span style="color: #002200;">=</span> new Vector.&lt;Mover&gt;<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">for</span> <span style="color: #002200;">&#40;</span> var i<span style="color: #002200;">:</span><span style="color: #a61390;">int</span> <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>; i &lt; _count; i<span style="color: #002200;">++</span> <span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _movers<span style="color: #002200;">&#91;</span> i <span style="color: #002200;">&#93;</span> <span style="color: #002200;">=</span> new Mover<span style="color: #002200;">&#40;</span> _canvas, w <span style="color: #002200;">*</span> <span style="color: #2400d9;">1.5</span> <span style="color: #002200;">+</span> Math.random<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span> <span style="color: #002200;">*</span> w, h <span style="color: #002200;">*</span> <span style="color: #2400d9;">1.5</span> <span style="color: #002200;">+</span> Math.random<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span> <span style="color: #002200;">*</span> h <span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; addEventListener<span style="color: #002200;">&#40;</span> Event.ENTER_FRAME, onRun <span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; private function onRun<span style="color: #002200;">&#40;</span> evt<span style="color: #002200;">:</span>Event <span style="color: #002200;">&#41;</span><span style="color: #002200;">:</span><span style="color: #a61390;">void</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">for</span> <span style="color: #002200;">&#40;</span>var i<span style="color: #002200;">:</span><span style="color: #a61390;">int</span> <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>; i &lt; <span style="color: #2400d9;">200</span>; i<span style="color: #002200;">++</span><span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">for</span> <span style="color: #002200;">&#40;</span>var j<span style="color: #002200;">:</span><span style="color: #a61390;">int</span> <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>; j &lt; _count; j<span style="color: #002200;">++</span><span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _movers<span style="color: #002200;">&#91;</span> j <span style="color: #002200;">&#93;</span>.run<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
<span style="color: #002200;">&#125;</span><br />
<br />
import flash.display.BitmapData;<br />
class Mover <br />
<span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; public var x<span style="color: #002200;">:</span>Number;<br />
&nbsp; &nbsp; public var y<span style="color: #002200;">:</span>Number;<br />
&nbsp; &nbsp; public var velX<span style="color: #002200;">:</span>Number;<br />
&nbsp; &nbsp; public var velY<span style="color: #002200;">:</span>Number;<br />
&nbsp; &nbsp; public var speed<span style="color: #002200;">:</span>Number;<br />
&nbsp; &nbsp; private var _canvas<span style="color: #002200;">:</span>BitmapData;<br />
&nbsp; &nbsp; private var _color<span style="color: #002200;">:</span>uint;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; public function Mover<span style="color: #002200;">&#40;</span> canvas<span style="color: #002200;">:</span>BitmapData, xp<span style="color: #002200;">:</span>Number, yp<span style="color: #002200;">:</span>Number <span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; _color <span style="color: #002200;">=</span> 0xFF6600;<span style="color: #11740a; font-style: italic;">//Math.random() * 0xFFFFFF;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; _canvas <span style="color: #002200;">=</span> canvas;<br />
&nbsp; &nbsp; &nbsp; &nbsp; x <span style="color: #002200;">=</span> xp;<br />
&nbsp; &nbsp; &nbsp; &nbsp; y <span style="color: #002200;">=</span> yp;<br />
&nbsp; &nbsp; &nbsp; &nbsp; velX <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; velY <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; speed<span style="color: #002200;">=</span>Math.random<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">5</span> <span style="color: #002200;">-</span> <span style="color: #2400d9;">2.5</span>;<br />
&nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; public function run<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span><span style="color: #002200;">:</span><span style="color: #a61390;">void</span> <br />
&nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; x <span style="color: #002200;">+=</span> velX;<br />
&nbsp; &nbsp; &nbsp; &nbsp; y <span style="color: #002200;">+=</span> velY;<br />
&nbsp; &nbsp; &nbsp; &nbsp; _canvas.setPixel<span style="color: #002200;">&#40;</span> x, y, _color <span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; var dir<span style="color: #002200;">:</span>Number <span style="color: #002200;">=</span> <span style="color: #a61390;">int</span><span style="color: #002200;">&#40;</span> Math.random<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span> <span style="color: #002200;">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">if</span> <span style="color: #002200;">&#40;</span>dir <span style="color: #002200;">==</span> <span style="color: #2400d9;">0</span><span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velX <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velY <span style="color: #002200;">=-</span> speed;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">else</span> <span style="color: #a61390;">if</span> <span style="color: #002200;">&#40;</span>dir <span style="color: #002200;">==</span> <span style="color: #2400d9;">1</span><span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velX <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velY <span style="color: #002200;">=</span> speed;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">else</span> <span style="color: #a61390;">if</span> <span style="color: #002200;">&#40;</span>dir <span style="color: #002200;">==</span> <span style="color: #2400d9;">2</span><span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velX <span style="color: #002200;">=-</span> speed;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velY <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #a61390;">else</span> <span style="color: #a61390;">if</span> <span style="color: #002200;">&#40;</span>dir <span style="color: #002200;">==</span> <span style="color: #2400d9;">3</span><span style="color: #002200;">&#41;</span> <br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velX <span style="color: #002200;">=</span> speed;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; velY <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
&nbsp; &nbsp; <span style="color: #002200;">&#125;</span><br />
<span style="color: #002200;">&#125;</span><br />
<br />
<span style="color: #11740a; font-style: italic;">/*&lt;/pre&gt;*/</span></div></td></tr></tbody></table></div>
]]></content:encoded>
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		<title>Homegrown Tentacles</title>
		<link>http://www.rickigregersen.com/2009/08/06/homegrown-tentacles/</link>
		<comments>http://www.rickigregersen.com/2009/08/06/homegrown-tentacles/#comments</comments>
		<pubDate>Thu, 06 Aug 2009 18:03:40 +0000</pubDate>
		<dc:creator>Ricki</dc:creator>
				<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[ActionScript3]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Particle]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Bitmap]]></category>
		<category><![CDATA[Filters]]></category>
		<category><![CDATA[flash builder 4]]></category>
		<category><![CDATA[fun]]></category>

		<guid isPermaLink="false">http://www.rickigregersen.com/?p=173</guid>
		<description><![CDATA[I had been scurrying about over on the Soulwire blog, again, and looking at the tentacles. I did some experiments of my own, but the tentacles never came out right, not organic enough. I wrote Justin and asked him how he did it and he was really cool about helping out with a code example [...]]]></description>
			<content:encoded><![CDATA[<p>I had been scurrying about over on the Soulwire blog, again, and looking at the tentacles. I did some experiments of<br />
my own, but the tentacles never came out right, not organic enough. I wrote Justin and asked him how he did it and he was really cool about helping out with a code example of how he did that part.</p>
<p>The Soulwire Tentacles was an experiment in PixelBender speed and usability, so he makes it look as if the tentacles are really growing, i.e. starts out small and each &#8220;joint&#8221; grows as the tentacles grows. Mine is just a look into the random-organic way they grow. Also I was trying to see what kinds of speed I would get by using the Bitmap approach.</p>
<p>Here are the <a href="http://blog.soulwire.co.uk/flash/actionscript-3/pixel-bender-growing-tentacles/">Soulwire Tentacles</a></p>
<p>And here are my Tentacles&#8230; that came out wrong&#8230; <img src='http://www.rickigregersen.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><object width="512" height="512" data="http://www.rickigregersen.com/wp-content/uploads/BitmapSpore.swf" type="application/x-shockwave-flash"><param name="quality" value="high" /><param name="scale" value="exactfit" /><param name="salign" value="l" /><param name="wmode" value="transparent" /><param name="src" value="http://www.rickigregersen.com/wp-content/uploads/BitmapSpore.swf" /></object></h4>
<p>The code:</p>
<pre lang="actionscript">
/**
*
 * @BitmapSpore.as	:	inspired by http://blog.soulwire.co.uk/flash/actionscript-3/pixel-bender-growing-tentacles/
 * @Date  08/06-09
 * @Ricki Gregersen
*/

package
{
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.filters.BlurFilter;
	import flash.geom.ColorTransform;
	import flash.geom.Point;

	[SWF( width="512", height = "512", backgroundColor = "0x222222", frameRate = "30" )]

	public class BitmapSpore extends Sprite
	{
		private static var fading : ColorTransform = new ColorTransform( 1, 1, 1, 0.99999 );
		private static var _blur : BlurFilter = new BlurFilter( 1, 1, 2 );

		private var _bmd:BitmapData;
		private var _bmp:Bitmap;
		private var _container:Sprite;

		public function BitmapSpore()
		{
			_bmd = new BitmapData( 512, 512, true, 0x222222 );
			_bmp = new Bitmap( _bmd );
			addChild( _bmp );
			var s:Spore;
			addChild( _container = new Sprite() );
			for( var i:int = 0; i < 500; i++ )
			{
				s = new Spore( 256, 256, range( 0.01, 0.05 ), range( 2.0, 3.0 ), range( 0.2, 1.0 ));
				s.scaleX = s.scaleY = Math.random() * 2;
				_container.addChild( s );
			}
			addEventListener( Event.ENTER_FRAME, update );
		}

		private function update( event:Event ):void
		{
			var n:int = _container.numChildren;
			var s:Spore;

			for( var i:int = 0; i < n; i++ )
			{
				s = Spore( _container.getChildAt( i ));
				s.move();
				s.x = s.loc.x;
				s.y = s.loc.y;
			}
			_bmp.filters = [  _blur ];
			_bmd.colorTransform( _bmd.rect, fading );
			_bmd.draw( _container );
		}

		private function range(min:Number, max:Number = NaN):Number
		{
			if(isNaN(max)) {max = min; min = 0}
				return min + (Math.random() * (max - min));
		} 

	}
}
	import flash.geom.Point;
	import flash.display.Shape;

	class Spore extends Shape
	{
		public var loc:Point;

		private var angStep:Number;
		private var posStep:Number;
		private var curl:Number;
		private var n:Number = 0;
		private var a:Number = Math.random() * Math.PI * 2;

		function Spore( xPos:Number, yPos:Number, aStep:Number, pStep:Number, c:Number )
		{
			loc = new Point( xPos, yPos );
			angStep = aStep;
			posStep = pStep;
			curl = c;
			graphics.lineStyle( 0, 0x222222, 0.7 );
			graphics.beginFill( 0xFF6600, 0.7 );
			graphics.drawCircle( 0, 0, 5 );
			graphics.endFill();
		}
		public function move():void
		{
			n += Math.random() * (angStep - -angStep) + -angStep;
			n *= 0.9 + curl * 0.1;
			a += n;
			loc.x += Math.cos( a ) * posStep;
			loc.y += Math.sin( a ) * posStep;
			this.scaleX = this.scaleY *= 0.98;
			var s:Number = this.scaleX = this.scaleY;
			if( s < 0.1 )
			{
				loc.x = loc.y = 256;
				this.scaleX = this.scaleY = Math.random() * 2;
			}
		}
	}
</pre>
]]></content:encoded>
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		<item>
		<title>Kruskals algorithm in Processing</title>
		<link>http://www.rickigregersen.com/2009/03/18/kruskals-algorithm-in-processing/</link>
		<comments>http://www.rickigregersen.com/2009/03/18/kruskals-algorithm-in-processing/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 17:41:58 +0000</pubDate>
		<dc:creator>Ricki</dc:creator>
				<category><![CDATA[Processing]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Kruskal]]></category>

		<guid isPermaLink="false">http://www.rickigregersen.com/?p=4</guid>
		<description><![CDATA[I was reading Robert Sedgewicks &#8220;Algorithms in Java&#8221; and had skipped to part 5 concerning Graphs. I know I ought not skip portions of a book concerning something that difficult, but 130 pages into the first part I needed to see where all this theory was going. I stumbled over the Kruskal/Prims/Dijkstra algorithms and the visual [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_37" class="wp-caption alignnone" style="width: 707px"><img class="size-full wp-image-37" title="kruskal" src="http://www.rickigregersen.com/wp-content/uploads/kruskal.png" alt="Minimum Spanning Tree (red path)" width="697" height="496" /><p class="wp-caption-text">Minimum Spanning Tree (red path)</p></div>
<p>I was reading Robert Sedgewicks &#8220;Algorithms in Java&#8221; and had skipped to part 5 concerning <em>Graphs.</em></p>
<p>I know I ought not skip portions of a book concerning something that difficult, but 130 pages into the first part I needed to see where all this theory was going.</p>
<p>I stumbled over the Kruskal/Prims/Dijkstra algorithms and the visual representations caught my eye. They were really simple to look at but you could sense there was some sort of genius system behind it. That is one of my favorite reasons for opening up Processing and start sketching.</p>
<p><strong>A few </strong><em><span style="text-decoration: line-through;"><strong>need to know</strong></span></em><strong> things on Graphs:</strong></p>
<p>Thinking in 2 dimensions, a Graph consists of a number of points on a surface. A point is called a <em>vertex </em>and each vertex can be connected to a number of other vertices. Such a connection between 2, or more, vertexes is called and <em>edge. </em></p>
<p><em></em></p>
<p><em></em></p>
<p><em></em></p>
<p><em></em></p>
<p><em> </em></p>
<div id="attachment_26" class="wp-caption alignnone" style="width: 285px"><img class="size-medium wp-image-26" title="simple graph" src="http://www.rickigregersen.com/wp-content/uploads/graph01.png" alt="simple graph" width="275" height="235" /><p class="wp-caption-text">simple graph</p></div>
<p><em><span style="font-style: normal;">There are many different types of Graphs: </span>directed graphs, </em>where directed means, that two vertices that are connected also states which direction you can travel from one vertex to the other, e.g. V1 -&gt;V2 means you can go from V1 to V2 but not the other way. <em>Undirected Graphs </em>is then, of course, a graph where it does not matter which way you travel. Directed and undirected graphs can also be <em>weighted</em> or not. This means that &#8220;it takes a certain amount of energy&#8221; to travel from one vertex to another.</p>
<div id="attachment_28" class="wp-caption alignnone" style="width: 295px"><img class="size-full wp-image-28" title="simple directed weighted graph" src="http://www.rickigregersen.com/wp-content/uploads/graph02.png" alt="simple directed weighted graph" width="285" height="178" /><p class="wp-caption-text">simple directed weighted graph</p></div>
<p>This comes clear when we think back to the 2 dimensions and that a graph can be points/vertices on a surface. If we were looking to connect three vertices using the least amount of &#8220;energy&#8221;  and vertex v1 is situated a distance of 9 meters from vertex V2 and vertex V1 is situated 4 meters from vertex V3 and vertex V2 is situated 3 meters from vertex V3, we would connect them as such: V1-V3-V2</p>
<div id="attachment_31" class="wp-caption alignnone" style="width: 254px"><img class="size-full wp-image-31" title="Euclidian weighted graph" src="http://www.rickigregersen.com/wp-content/uploads/graph03.png" alt="Euclidian weighted graph" width="244" height="123" /><p class="wp-caption-text">Euclidian weighted graph</p></div>
<h1>Minimum Spanning Tree</h1>
<p>Having scratched the surface of Graphs it is now a bit easier to understand what a <em>minimum spanning tree</em> is.</p>
<p>In the &#8220;Algorithms in Java&#8221; book the minimum spanning tree(MST) is defined as:</p>
<blockquote><p>In a weighted graph, find a minimum-weight set of edges that connects all the vertices.</p></blockquote>
<p>It is also defined as:</p>
<blockquote><p>A minimum spanning tree of a weighted graph is a spanning tree whose weight(the sum of weights of it&#8217;s edges) is no larger than the weight of any other spanning tree.</p></blockquote>
<p>It is good to dwell on that last definition for a second. It says that there might be lots and lots of spanning trees in a graph, and that some of them can have the same combined weight. According to the definition this is okay, the more the merrier, as long as it is still a minimum spanning tree.</p>
<p>This means, that from any vertex you should be able to travel to any other vertex, not necessarily along the shortest path, that is another algorithm altogether, but all the vertices is connected in a way that adds up to the combined shortest edges.</p>
<p>There are quite a few algorithms that strives to solve this problem, two of them is Prim&#8217;s and Kruskal&#8217;s algorithm.</p>
<p>Prim&#8217;s algorithm, it goes under many different names as it has been discovered and implemented by more than one person, but that is a story for <a href="http://en.wikipedia.org/wiki/Prim_algorithm">Wikipedia</a> and not this very short post.</p>
<p>Prim&#8217;s algorithm looks at a graph, selects an arbitrary vertex and starts testing all the edges connected to this vertex, once it finds the shortest edge, the edge with the smallest weight, it adds this to the tree, e.g. V12-V65. It then goes on to look for the next shortest edge from either V12 or V65. Before the algorithm can add another edge it must test that it is not creating a <em>cycle. </em>A cycle is if V1-V2 and V2-V3 and V3-V1 is connected, meaning you could start out from V1 and then end up in V1 again. A cycle is redundant in a minimum spanning tree and not desired.</p>
<p>If the algorithm consists of N vertices the MST will be finished when N-1 edges has been added to the MST, regarding no cycles has been made.</p>
<p>The Kruskla&#8217;s algorithm works in a very similar way, the main difference is that Kruskal&#8217;s algorithm starts at the first vertex, i.e V1 and then works it&#8217;s way outwards from that.</p>
<p>This means that an identical graph will yield the same MST each time when using Kruskal and that Prim&#8217;s can yield different MST&#8217;s depending on which vertex was set as the starting point(remember the second definition&#8230;)</p>
<p><a title="Kruskal Processing example" href="http://www.rickigregersen.com/wp-content/code/kruskal/" target="_blank">Here is the Processing code for the sketch shown at the beginning</a></p>
<p>There are 101 vertices, this adds up to 5050 possible edges, they are drawn in using a transparant white. The MST will be the red path as in the picture in the start of the post.</p>
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