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attraction(6x)                XScreenSaver manual               attraction(6x)

NAME
       attraction - interactions of opposing forces

SYNOPSIS
       attraction  [-display  host:display.screen] [-foreground color] [-back-
       ground color] [-window] [-root]  [-mono]  [-install]  [-visual  visual]
       [-points  int]  [-threshold  int]  [-mode  balls  |  lines | polygons |
       splines | filled-splines | tails ] [-size int] [-segments int]  [-delay
       usecs]  [-color-shift  int]  [-radius  int] [-vx int] [-vy int] [-glow]
       [-noglow] [-orbit] [-viscosity float] [-walls]  [-nowalls]  [-maxspeed]
       [-nomaxspeed] [-correct-bounce] [-fast-bounce] [-fps]

DESCRIPTION
       The  attraction  program has several visually different modes of opera-
       tion, all of which are based on the interactions of a  set  of  control
       points  which attract each other up to a certain distance, and then be-
       gin to repel each other.  The attraction/repulsion is  proportional  to
       the distance between any two particles.

OPTIONS
       attraction accepts the following options:

       -window Draw on a newly-created window.  This is the default.

       -root   Draw on the root window.

       -mono   If on a color display, pretend we're on a monochrome display.

       -install
               Install a private colormap for the window.

       -visual visual
               Specify  which  visual  to use.  Legal values are the name of a
               visual class, or the id number (decimal or hex) of  a  specific
               visual.

       -points integer
               How many control points should be used, or 0 to select the num-
               ber randomly.  Default 0.  Between 3 and 15 works best.

       -threshold integer
               The distance (in pixels) from each particle at  which  the  at-
               tractive force becomes repulsive.  Default 100.

       -mode balls | lines | polygons | tails | splines | filled-splines
               In  balls  mode  (the  default) the control points are drawn as
               filled circles.  The larger the circle, the  more  massive  the
               particle.

               In  lines  mode,  the  control points are connected by straight
               lines; the effect is something like qix.

               In polygons mode, the control points are connected by  straight
               lines, and filled in.  This is most interesting in color.

               In  splines mode, a closed spline is interpolated from the con-
               trol points.

               In filled-splines mode, the splines are filled  in  instead  of
               being outlines.  This is most interesting in color.

               In  tails  mode,  the path which each particle follows is indi-
               cated by a worm-like trail, whose length is controlled  by  the
               segments parameter.

       -size integer
               The  size  of  the balls in pixels, or 0, meaning to select the
               sizes randomly (the default.)  If this is specified,  then  all
               balls  will be the same size.  This option has an effect in all
               modes, since the ``size'' of the balls controls their mass.

       -segments integer
               If in lines or polygons mode, how many sets of line segments or
               polygons  should  be drawn. Default 500.  This has no effect in
               balls mode.  If segments is 0, then no segments  will  ever  be
               erased (this is only useful in color.)

       -delay microseconds
               How  much  of a delay should be introduced between steps of the
               animation.  Default 10000, or about 0.01 seconds.

       -color-shift int
               If on a color display, the color of the line segments or  poly-
               gons will cycle through the color map.  This specifies how many
               lines will be drawn before a new  color  is  chosen.   (When  a
               small  number  of  colors  are available, increasing this value
               will yield smoother transitions.)  Default 3.  This has no  ef-
               fect in balls mode.

       -radius The  size  in pixels of the circle on which the points are ini-
               tially positioned.  The default is slightly  smaller  than  the
               size of the window.

       -glow   This  is  consulted  only in balls mode.  If this is specified,
               then the saturation of the colors of the points will  vary  ac-
               cording  to  their  current  acceleration.  This has the effect
               that the balls flare brighter when they are  reacting  to  each
               other most strongly.

               In  glow mode, all of the balls will be drawn the same (random)
               color, modulo the saturation shifts.   In  non-glow  mode,  the
               balls will each be drawn in a random color that doesn't change.

       -noglow Don't do ``glowing.''  This is the default.

       -vx pixels

       -vy pixels
               Initial  velocity  of  the balls.  This has no effect in -orbit
               mode.

       -orbit  Make the initial force on each ball be tangential to the circle
               on  which they are initially placed, with the right velocity to
               hold them in orbit about each other.  After a  while,  roundoff
               errors will cause the orbit to decay.

       -vmult float
               In  orbit mode, the initial velocity of the balls is multiplied
               by this; a number less than 1 will make the balls  pull  closer
               together,  and  a larger number will make them move apart.  The
               default is 0.9, meaning a slight inward pull.

       -viscosity float
               This sets the viscosity of the hypothetical fluid through which
               the  control  points  move; the default is 1, meaning no resis-
               tance.  Values higher than 1 aren't interesting;  lower  values
               cause less motion.

               One interesting thing to try is
               attraction -viscosity 0.8 -points 300 -size 10 -geometry =500x500
               Give  it  a few seconds to settle down into a stable clump, and
               then move the drag the mouse through it to make "waves".

       -nowalls
               This will cause the balls to continue on past the edge  of  the
               screen  or  window.   They  will still be kept track of and can
               come back.

       -walls  This will cause the balls to bounce when they get to  the  edge
               of the screen or window.  This is the default behavior.

       -maxspeed
               Imposes  a  maximum  speed  (default).  If a ball ends up going
               faster than this, it will be treated as though  there  were  .9
               viscosity  until  it  is  under the limit. This stops the balls
               from continually accelerating (which they have  a  tendency  to
               do), but also causes balls moving very fast to tend to clump in
               the lower right corner.

       -nomaxspeed
               If this is specified, no maximum speed is set for the balls.

       -fast-bounce
               Uses the old, simple bouncing algorithm (default).  This simply
               moves  any  ball  that  is out of bounds back to a wall and re-
               verses its velocity.  This works fine for most cases, but under
               some circumstances, the simplification can lead to annoying ef-
               fects.

       -correct-bounce
               Uses a more intelligent bouncing algorithm.  This method  actu-
               ally  reflects  the  balls  off the walls until they are within
               bounds.  This can be slow if balls are bouncing  a  whole  lot,
               perhaps because of -nomaxspeed.

       -graphmode none | x | y | both | speed
               For "x", "y", and "both", displays the given velocities of each
               ball as a bar graph in the  same  window  as  the  balls.   For
               "speed",  displays  the  total  speed of each ball.  Default is
               "none".

       -fps    Display the current frame rate and CPU load.

ENVIRONMENT
       DISPLAY to get the default host and display number.

       XENVIRONMENT
               to get the name of a resource file that  overrides  the  global
               resources stored in the RESOURCE_MANAGER property.

SEE ALSO
       X(1), xscreensaver(1)

COPYRIGHT
       Copyright  ©  1992,  1993,  1997 by Jamie Zawinski.  Permission to use,
       copy, modify, distribute, and sell this software and its  documentation
       for  any purpose is hereby granted without fee, provided that the above
       copyright notice appear in all copies and that both that copyright  no-
       tice and this permission notice appear in supporting documentation.  No
       representations are made about the suitability of this software for any
       purpose.  It is provided "as is" without express or implied warranty.

AUTHOR
       Jamie Zawinski <jwz@jwz.org>, 13-aug-92.

       Viscosity support by Philip Edward Cutone, III.

       Walls,  speed limit options, new bouncing, graphs, and tail mode fix by
       Matthew Strait. 31 March 2001

X Version 11                  5.45 (08-Dec-2020)                attraction(6x)

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