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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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math
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alged34.zip
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ALGEDENG.HLQ
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1996-06-06
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Help text for Algebra Editor Graphics Mode Controls
KEY What is Does KEY These keys are 3D ONLY
------ ------------- --- ---------------------
esc leave graphics enter toggle (3D*) camera mode
'g' toggle 2D and 3D mode ins del camera distance to origin
home more points (smoother) 3D* move camera forward
end fewer points ctrl-arrows move function grid
'a' toggle polar mode ctrl-ins,del size function grid
'V' exchange variables ctrl-pgup,dn size z axis function grid
'd' reset default options 'c' color by height or slope
'1'...'9' add step to one var 'z' spread the colors over the
'q'...'o' subtract step var range of the function
'0' 'p' change step 'f' fill mode, 5-way toggle
ins del zoom in, out 'x' use 256 color/gray palette
pgup pgdn 2D scale y axis '-' '=' rotate 256 color palette
3D scale y axis ',' '.' change camera focal length
3D* rotate camera z F5 F6 adjust brightness of slope
arrows 2D move viewport
3D move camera around origin
3D* rotate camera x,y
Warning! A common mistake is to accidentally leave a formula in the KEY and
the graph is all messed up. Solution: clear the key (press ENTER) before
using graph mode.
The 3D camera usually always looks at the origin. The Enter key is a toggle
to allow direct control of the camera using the 3D* keys.
Both 2D and 3D plot the pick on the y axis (vertical). If the key is
specified, it is plotted on the x axis (horizontal). Otherwise, the first
variable found in the pick is used for the x axis. Press 'V' (shift-V) to
change the variables used for the x and y axes.
The number keys and the top row of letters (q,w,e,r,t,y,u,i,o,p) are use to
adjust the rest of the variables found in the function. For instance, when
you plot a^2+b*c, the "a" variable is used as the x axis (in 3D mode, b is the
z axis). If you want to see how it looks with different values of c you can
change it by pressing '2' to increase and 'w' to decrease. In 2D mode, you
could use '1' and 'q' to adjust b. In 3D mode, '1' and 'q' do nothing. The
"step" or amount of adjustment is changed with '0' and 'p'.
In polar coordinates mode, the x axis becomes the angle (theta) and the y axis
becomes the radius. In 2D the domain of x still depends on the viewport size.
In 3D, the first independent variable determines the angle of latitude
[-pi/2, pi/2] and the second independent variable determines the angle of
longitude [-pi, pi]. For a 3D example, pick=2 is a sphere of radius 2, and
cos(x) is a donut (with no hole).
By pressing 'c' twice you can color the function by its slope. If you combine
this with gray scale coloring you can produce a shading effect. For VGA 256
users, press 'dfxxcc' to see a shaded graph. The ?r option controls the
direction of the "light source". Always give the light source a positive y.
Known bugs:
* The FILLED MODE uses filled polygons to paint the 3D graph. It it does not
do depth sorting, so from some perspectives the picture looks bad. For best
results, make the camera location have greater x and z coordinates than the
part of the graph you are observing. In polar mode, stay above the graph.
* When you get too close to a 3D plot then the clipping of the edges can cause
some distortion.
* If the function is behind the camera, it will cause messy lines to appear.
* You cannot customize the keys for graphics controls unless you edit the
source code. Sorry, so many features, so little time.
* 't' doesn't work in 3D mode, use 'T' instead.
* The 256 color palette is reset each time you leave graphics mode (Esc or F1).
To fix the palette you need to press 'x' again.
* The COLOR BY SLOPE mode does not use ray tracing to find shadows. In this
mode the lower half of the palette is shared by the "front" and the "back"
of the function (use F5/F6 to control the sharing). If the light ?r has
negative y value then the entire function may appear very dark.
Note: If your graph gets all messed up and you can't fix it, try pressing 'd'.
End of help text. Press any key to return.