physicsmata is a Java-based tool that acts similar to relativistic quantum physics, especially how they form into black holes of objects that broadcast each other to others in the same set, ignoring others due to the multiply routing.
Each physicsmata is a set, an unordered group of other physicsmata.
physicsmata has an integer limit on the size of themself as a set. This is called setSizeLimit. They start empty. Their current size is called setSize.
physicsmata only supports 1 function: add(physicsmata), which tries to add a physicsmata to this physicsmata as a set. The function succeeds or not based on a vote each cycle, where in each receiving physicsmata, the physicsmatas that get added the most are actually added in the next cycle.
Any number of add calls can be made each cycle, but only setSizeLimit in each physicsmata can succeed.
Each cycle, each physicsmata makes setSize^2 calls of add(physicsmata), between all pairs in the set
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A physicsmata Activation Code is a collection of other physicsmata and one or more transmitters.
Each physicsmata is identified by an integer, which is also its index and a flag indicating its type.
A physicsmata’s transmitters are group of physicsmata in the same set. They are identified by their integer and its set.
A physicsmata has three states: empty, dead, and alive.
A physicsmata can be alive. A dead physicsmata’s transmitters are its transmitters and its state is dead. A physicsmata can broadcast the live ones of its transmitters. A live physicsmata keeps a map of all of its transmitters. A dead physicsmata only keeps a map of its transmitters. Each live physicsmata can see the state of each other physicsmata in its transmitters.
physicsmata declare:
A physicsmata is a set of other physicsmata and one or more transmitters.
A physicsmata’s transmitters are group of physicsmata in the same set. They are identified by their integer and their set.
Each physicsmata is identified by an integer, which is also its index and a flag indicating its type.
A physicsmata is of type 1 when its state is alive and none of its transmitters are dead.
A physicsmata is of type 1 when all of its transmitters are alive.
A physicsmata is of type 2 when its state is alive and its transmitters are dead.
A physicsmata is of type 2 when not all of its transmitters are alive.
A physicsmata is of type 3 when its state is dead.
A physicsmata can transmit itself to another physicsmata that is not empty. A physicsmata can broadcast live transmitters in the same set to another physicsmata that is not empty. It is not required to wait for a vote, the physicsmata broadcasting is successful as soon as one vote is successful.
When a vote is successful, the physicsmata that votes is added to the set of the physicsmata to be broadcast.
The voting mechanic is decided by the size of the set of the physicsmata to be broadcast.
physicsmata’s state is called dead when none of its transmitters are alive.
physicsmata’s state is called dead when
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physicsmata is not a simple set, it is a network of parallel processing physicsmata.
Each physicsmata aims to be a physicsmata cluster, where each and every physicsmata connected with these physicsmata will aid them in the search for their own add function of a physicsmata that broadcasts itself to another physicsmata.
A:
Here is code that does pretty much what you want. It uses a greedy rule for adding physicsmata to the set. The motivation for this is to not “break physicsmata by contending for the same position in the set”.
By using a vector of size 10, and a node for each position to add a physicsmata it keeps them organized and easy to interact with.
Example of how this could be used:
setSize = 10
physicsmata = [phys1,phys2,phys3]
[physicsmata[i-1],new_physicsmata[i-1],physicsmata[i]]
physicsmata[0] is used
physicsmata[1] is added
physicsmata[2] is added
physicsmata[2] is used
physicsmata[2] is added
physicsmata[3] is added
physicsmata[3] is used
physicsmata[3] is added
physicsmata[4] is added
physicsmata[4] is used
physicsmata[4] is added
physicsmata[5] is added
physicsmata[5] is used
physicsmata[5] is used
physicsmata[6] is used
physicsmata[6] is used
physicsmata[6] is used
physicsmata[7] is used
physicsmata[7] is used
There is one physicsmata[i] in the set and not physicsmata[i-1] is used…there is no physical reason for it. In theory, it should be reused. However, as the physicsmata set size keeps growing the probability of finding another physicsmata with the same number of physicsmata[i] tends to go down. In my simulations, the only physicsmata that is kept is a physicsmata[1].
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physicsmata is implemented as a Java class, that allows a physicsmata to broadcast other physicsmata into the set. The current physicsmata’s setSizeLimit is set when another physicsmata is added to the physicsmata, usually by a call of add(physicsmata). The physicsmata gets this as an argument to this call. The current physicsmata has a physicsmata that is an equal sized set of all other physicsmata. This is the set.
physicsmata supports 1 function: add(), that adds a physicsmata into the current set.
add() can add as many physicsmata as the setSizeLimit in the physicsmata that calls it, as many as in the set that gets added, but only setSizeLimit.
physicsmata has a parameter called setSizeLimit, that is used to define the current limit of the set.
During a cycle, each physicsmata makes setSize^2 calls of add() between all pairs in the set.
These calls are evenly distributed across all the physicsmata.
The Following Addition Example shows an addition of 6 physicsmata. The 4 physicsmata added to 0 cause it’s setSizeLimit to 4. The current setSize is set to 4 by the addition of the 6th physicsmata. The current physicsmata call setSizeLimit, the setSizeLimit is now set to 16, the old setSizeLimit is dropped. The current physicsmata makes setSize^2 calls of add() between all pairs in the set. The first call is to physicsmata X, second to physicsmata A and so on until they reach physicsmata F.
Given that this is all a math problem, can anyone please explain how the physicsmata M1 is able to affect M2 because they both broadcast at the same time, but M1, M3 and M4 do not?
A:
Recall that setSize is the number of members in the set. If the set has size setSize, then we say that the set has setSize members. If another set has that size, the two sets are not the same.
All members of setSize^2 are members of setSize. So if the first set has setSize members and the second set has setSize members, then the first set has setSize^2 members, and the second set has
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physicsmata is a physics engine that describes the physics in a java game. Physicsmata can model anything that is reasonable to assume will be used as a physics entity in the game, including cars, players, buildings, grass, even fire.
A physicsmata is a java class that implements the java.lang.Iterable interface and should pass the Iterateable through an ArrayList to fill it, perhaps in constructors.
A physicsmata can make any call to other physicsmata, or override other physicsmata to give it more flexibility, like a setting from other physicsmatas that an entity might want to take.
One physicsmata can add itself to other physicsmata, either by adding the other physicsmata as an element in its ArrayList or by adding the other physicsmata to itself.
physicsmata is a science fiction javascript prototype project. It’s goal is to implement basic quantum physics models. It’s not optimised or anything, just a proof of concept.
A:
The book “Programming Clojure” starts with a section about building a game engine, and has a lot of good information regarding unit testing and a lot more.
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