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From: Johannes Hubert
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 03:22:15
Message: <38cca537@news.povray.org>
"Matt Giwer" <jul### [at] ijnet> wrote in message
news:38CC8966.A65A6022@ij.net...
> Nieminen Juha wrote:
> >
> >   You are right.
> >   However I think there are some places where the use of goto (at
least in
> > C and C++) is more or less reasonable:
>
> To rephrase Case 1
>
> > - Case 1:
>
> label1:   for(cond1)
> label2     for(cond2)
>        while(cond3)
>          if(skip) goto end_loops elseif (cond1) goto label1
> then goto label2;
>  end_loops:
>
> Real quick and I won't swear to it, that should be look for kbd
> 'L' and then 'ogin'

Brrrr. Is that an intentional or unintentional example of horrible
programming with the help of goto?

Johannes.


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From: Nieminen Juha
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 03:56:42
Message: <38ccad49@news.povray.org>
Matt Giwer <jul### [at] ijnet> wrote:
: 	Everything in computing can be done with the minimalist set of
: micro-code which actually gets down to four or five instructions
: depending upon your side in the debate

  Actually 2 instructions are enough.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Nieminen Juha
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 03:59:29
Message: <38ccadf0@news.povray.org>
Mark Wagner <mar### [at] gtenet> wrote:
: #do
:   /* Do something */
:   #if(1 = 2)
:     #until(a = 3)
:   #end

: or

: #do
:   /* Do something */
:   #if(1 = 1)
:     #until(a = 3)
:   #end


  Both of those should issue an error.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Nieminen Juha
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 04:08:38
Message: <38ccb016@news.povray.org>
Nigel Stewart <nig### [at] nigelscom> wrote:
: An example of what code may look like?

: sphere { 
:   <0, 0, 0>, 1
:   pigment { Blue }
:   translate -0.5*x  
: }


: Perhaps:

: <POVSCENE>
:   <SPHERE>
:     <POSITION> 0,0,0 </POSITION>
:     <RADIUS>   1.0   </RADIUS>
:     <PIGMENT>
:       <COLOR> BLUE </COLOR>
:     </PIGMENT>
:     <TRANSLATE> -0.5*x </TRANSLATE>
:   </SPHERE>
: </POVSCENE>

  Looks horrible.


-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 04:12:56
Message: <38CCB19C.1FD07209@pacbell.net>
Nigel Stewart wrote:

> Perhaps:
> 
> <POVSCENE>
>   <SPHERE>
>     <POSITION> 0,0,0 </POSITION>
>     <RADIUS>   1.0   </RADIUS>
>     <PIGMENT>
>       <COLOR> BLUE </COLOR>
>     </PIGMENT>
>     <TRANSLATE> -0.5*x </TRANSLATE>
>   </SPHERE>
> </POVSCENE>

Please, NO!

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Chris Huff
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 06:00:46
Message: <chrishuff_99-15D38E.06023713032000@news.povray.org>
In article <38CC8967.69CBD4F9@nigels.com>, nig### [at] eisanetau wrote:

> > In all seriousness, object oriented would work very well for POV-Ray, 
> > since it
> > models... objects!
> 
> Jon,
> 
> You havn't raised XML in this thread - I think it is quite an 
> appropriate opportunity to talk about it.  People are used to
> the HTML idea generally, but HTML has evolved into a bit of a
> mess, so it may not be a great idea to suggest XML from this
> viewpoint... (sigh)
> ...
> sphere { 
>   <0, 0, 0>, 1
>   pigment { Blue }
>   translate -0.5*x  
> }
> 
> Perhaps:
> 
> <POVSCENE>
>   <SPHERE>
>     <POSITION> 0,0,0 </POSITION>
>     <RADIUS>   1.0   </RADIUS>
>     <PIGMENT>
>       <COLOR> BLUE </COLOR>
>     </PIGMENT>
>     <TRANSLATE> -0.5*x </TRANSLATE>
>   </SPHERE>
> </POVSCENE>

Er, no offense, but that is extremely ugly syntax and just about 
unreadable. Add in looping, conditionals, variables(with arrays), and 
macros, and you have a real nightmare. It is going in the opposite 
direction I would like to see POV go. I think if this replaced 
POV-Script, people would go to other things instead, and if it was an 
option along with POV-Script, very few people would use it(even 
modellers would probably output in POV-Script for file size reasons).

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Chris Huff
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 06:10:47
Message: <chrishuff_99-07FFD6.06123813032000@news.povray.org>
In article <38CC8493.A5135501@ij.net>, Matt Giwer <jul### [at] ijnet> 
wrote:

> 	I mean implementation differences. On an i++ while you can get a
> debate started among purists as to while i < 5 should bail out or
> 4 or 5 in that should the < be checked before or after evaluating
> and changing the variables in the loop. 

Implementation differences between POV and what? There is still only one 
parser currently available.
And we are talking about for loops, not the ++ operator. The ++ operator 
is well defined, no reason for debate over it, and most likely couldn't 
be applied to POV syntax without completely redesigning the variable 
syntax.
A #for(;;) loop is also well defined and quite possible with POV syntax.


> 	You can get another debate on permitting i to be both integer
> and float. 

Huh...what? POV doesn't have integer types, everything is a floating 
point number. And how would this be a debate?

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Gilles Tran
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 06:16:35
Message: <38CCCE55.DBB148AD@inapg.inra.fr>
Xplo Eristotle wrote:

> Finally, it's my opinion that the POV language is *already* OO. I would
> love for anyone who disagrees to explain to me how

Ok, I agree that POV is already OO. I personnally prefer the current "braces"
syntax, but let's say that it's just because I was trained in procedural
programming and that "dot" syntaxes are better for POV (note : I agree that they
are in professional development environments).
Now, what a full pov scene would look like if it was coded like that ?
For example, could it be possible to have an ideal "dot" translation of something
like the following (extract of a scene I'm working on). Or of a large CSG
construct ? I'm just curious.

G.

#declare m=2;
#declare ry=1*m;
#declare a=degrees(m/ry);
#declare at=0;
#declare tr=80;
#declare Pave = object{ #include "pave.inc"  translate y*0.5 scale m*0.5*1.6}

#declare Paves=array[8]
#declare Paves[0]=object{Pave}
#declare Paves[1]=object{Pave rotate y*90}
#declare Paves[2]=object{Pave rotate y*180}
#declare Paves[3]=object{Pave rotate y*270}
#declare Paves[4]=object{Pave scale <-1,1,1>}
#declare Paves[5]=object{Pave scale <-1,1,1> rotate y*90}
#declare Paves[6]=object{Pave scale <-1,1,1> rotate y*180}
#declare Paves[7]=object{Pave scale <-1,1,1> rotate y*270}

#declare rd=seed(0);
#declare finPave=finish{ambient 0 diffuse 0.6 specular 0.02 roughness 0.05}
#declare sc=0.1;
#declare colPave=colHouse1+<0,0.04,0.04>;
#declare Sol=union{
#while (at<360*tr)
        #declare np=int(rand(rd)*8);
        #declare vpos=vaxis_rotate(ry*x,y,at);
        #declare vturb=vturbulence(3, 0.5, 6, vpos*0.008); // Thanks Chris Huff
!!!
        #declare vturb2=vturbulence(3, 0.5, 6, vpos*0.08);
        #declare coltmp=color colPave*(1+abs(vturb2.x));
                object{Paves[np]
                        rotate (1-rand(rd))*20*y
                        scale <1,(1+vturb.y*2)*0.3,1>
                        translate <ry,(1+vturb.y*2)*0.3,0>
                        rotate y*at
                        texture{
                                pigment{granite color_map{[0 coltmp][0.4
coltmp][0.6 coltmp*0.8][1 coltmp*0.5]}}
                                finish{finPave}
                                scale 0.1
                        }
                }
        #declare ry=ry+ m*m/(pi*(2*ry+m));
        #declare a=degrees(m/ry);
        #declare at=at+a;
#end
}


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From: Chris Huff
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 06:39:52
Message: <chrishuff_99-713F96.06414313032000@news.povray.org>
In article <38CCCE55.DBB148AD@inapg.inra.fr>, Gilles Tran 
<tra### [at] inapginrafr> wrote:

> #declare vturb=vturbulence(3, 0.5, 6, vpos*0.008); // Thanks Chris Huff

Er, actually, I didn't write that function. I wrote the vtransform() 
function. :-)
Can someone try a vwarp function? I attempted one, but didn't make much 
progress.

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Nigel Stewart
Subject: Re: The Language of POV-Ray
Date: 13 Mar 2000 07:01:10
Message: <38CCD832.7716F736@nigels.com>
> I think if this replaced POV-Script, people would go to other things 
> instead, and if it was an option along with POV-Script, very few 
> people would use it(even modellers would probably output in 
> POV-Script for file size reasons).

Hmmm...

A consistently negative reaction...
An idea before it's time?
Or a community behind the times?  

--
Nigel Stewart (nig### [at] nigelscom)
Research Student, Software Developer
Y2K is the new millenium for the mathematically challenged.


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