TheRamp
v0r12
Click to Launch
New in
this version:
- Bugfix
(workaround): repainting enabled go pause clear buttons.
- Tested
under earlier JDK 1.4.1_01
- Fixed
FrameSetup failure (max extent not respected).
- Reduced
bar graphs
- Reduced
all fonts.
- Removed
bar graph backgrounds.
- Reduced
firedog size
- better
water drop graphics for firedog
- Reduced
force arrow size
- re-synchronized
force arrows with mouse.
- Grab
bag is now sorted by mass.
- Relabeled
play area’s ‘reset’ to ‘clear’
- Rewrote
ramp so that model continues even after time is up, but no more data is
collected.
- Placed
velocity readout under the time readout.
- Made
in-graph readouts ignore the mouse (were obscuring mouse clicks from
zoom buttons.)
- In
graph readouts have shadows now.
- Graphs
- Removed
vertical units label, since duplicated on readouts.
- Moved
time ticks to y=0 axis.
- Removed
bracket for y-axis ticks & labels.
- Extended
data recording time to 30 seconds.
Remaining Features
Graphics:
- Striped Arrow coordinate view stripes
for perp & parallel?
- My technique will be difficult for
perp & parallel. We shall confer about
the Cartesian arrow graphics before pursuing.
Bugs:
- The height readout of the ramp’s end
doesn’t respect the zero-point potential energy height level.
Internal:
- Convert layout code to size-agnostic
(not hard-coded).
- Refactor RampLookAndFeel to be field
of RampPanel.
Questions:
- Rename or coname Applied Force to Push
or Man or Applied (push) or something like that. I
don’t think students will easily make the connection between applied
and the push.
- Some other object (not a brick wall)
at the top of the ramp?
- Someone else suggested this, I think
a brick wall is fine.
- Block incorrectly
curves around a 90 degree angle.
- Should we ignore this?
- Or restrict the angle
of the ramp?
- Or implement correct
crash physics?
Finalizing:
- Performance Enhancement.
- How to render images
at high resolution at view scale = 1.0?
- Test at lower resolution.
- Wiggle me to drag the ramp (2nd
panel only).
- Add help.
Extremely Low
Priority:
- Water splash should hit
the block.
- Running over the man
with the block should squash him.
- Reduce overlapping of force vector
labels.
Also :
The ramp overheats
very
quickly.
After playing with this for
awhile, I’m convinced that the Applied force slider should be in the
tool panel
rather than in the play area. It’s not a
control that’s attached to an object.
The man is very easy to move.
Right now it’s almost
impossible to see what’s happening on the graphs when all three are
displayed.
I agree.
Should we try to alleviate this?
Or should we optimize for 2 maximized graphs at once?
The lines and axis labels
appear fuzzy on the edges but are clean on moving man. Is this an easy
fix?
Not at present.
I’ll better be able to address this when I know what screen
resolution
you were running at (I presume 1280x1024).