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       attraction - interactions of opposing forces

       attraction  [-display  host:display.screen] [-foreground color] [-background color] [-win-
       dow] [-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]  [-mouse]  [-no-mouse]  [-mouse-size]  [-walls]  [-nowalls]
       [-maxspeed] [-nomaxspeed] [-correct-bounce] [-fast-bounce]

       The attraction program has several visually different modes of operation, all of which are
       based on the interactions of a set of control points which attract each other up to a cer-
       tain distance, and then begin to repel each other.  The	attraction/repulsion  is  propor-
       tional to the distance between any two particles.

       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 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	number	randomly.
	       Default 0.  Between 3 and 15 works best.

       -threshold integer
	       The  distance (in pixels) from each particle at which the attractive 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 control 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 indicated  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

       -segments integer
	       If in lines or polygons mode, how many sets of line segments or polygons should be
	       drawn.  Default 100.  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 polygons 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 effect	in  balls

       -radius The  size  in  pixels  of the circle on which the points are initially 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 according 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 resistance.  Values higher than 1 aren't inter-
	       esting; lower values cause less motion.

	       One interesting thing to try is
	       attraction -viscosity 0.8 -points 75 \
		 -mouse -geometry =500x500
	       Give  it a few seconds to settle down into a stable clump, and then move the mouse
	       through it to make "waves".

       -mouse  This will cause the mouse to be considered a control point; it will not be  drawn,
	       but  it	will  influence the other points, so you can wave the mouse and influence
	       the images being created.

	       Turns off -mouse.

       -mouse-size integer
	       In -mouse mode, this sets the mass of the mouse (analagously to the -size  parame-

	       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.

	       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 tendancy to
	       do), but also causes balls moving very fast to tend to clump in	the  lower  right

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

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

	       Uses a more intelligent bouncing algorithm.  This  method  actually  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".

       DISPLAY to get the default host and display number.

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

       X(1), xscreensaver(1)

       Copyright  (C)  1992, 1993, 1997 by Jamie Zawinski.  Permission to use, copy, modify, dis-
       tribute, 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 notice 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.

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

       Viscosity and mouse 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				    14-Jun-97				  XScreenSaver(1)
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