Animate a pendulum: Difference between revisions

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→‎{{header|Wren}}: Changed to Wren S/H
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[[Category:Animation]]
{{omit from|LFE}}
{{task|Temporal media}}
{{requires|Graphics}}
[[File:pendulum.gif|500px||right|Capture of the Oz version.]]
 
[[File:pendulum.gif|160px|thumb|right|Capture of the Oz version.]]
 
{{task|Temporal media}}{{requires|Graphics}}
One good way of making an animation is by simulating a physical system and illustrating the variables in that system using a dynamically changing graphical display.
 
The classic such physical system is a [[wp:Pendulum|simple gravity pendulum]].
 
 
For this task, create a simple physical model of a pendulum and animate it.
;Task:
Create a simple physical model of a pendulum and animate it.
<br><br>
 
=={{header|Ada}}==
Line 15 ⟶ 19:
 
pendulums.ads:
<langsyntaxhighlight Adalang="ada">generic
type Float_Type is digits <>;
Gravitation : Float_Type;
Line 33 ⟶ 37:
Velocity : Float_Type;
end record;
end Pendulums;</langsyntaxhighlight>
 
pendulums.adb:
<langsyntaxhighlight Adalang="ada">with Ada.Numerics.Generic_Elementary_Functions;
package body Pendulums is
package Math is new Ada.Numerics.Generic_Elementary_Functions (Float_Type);
Line 73 ⟶ 77:
Item.Velocity * Float_Type (Time);
end Update_Pendulum;
end Pendulums;</langsyntaxhighlight>
 
example main.adb:
<langsyntaxhighlight Adalang="ada">with Ada.Text_IO;
with Ada.Calendar;
with Pendulums;
Line 99 ⟶ 103:
" Y: " & Float'Image (Get_Y (My_Pendulum)));
end loop;
end Main;</langsyntaxhighlight>
 
{{out}}
Line 136 ⟶ 140:
X: -5.00352E+00 Y: 8.65822E+00
...</pre>
 
=={{header|Amazing Hopper}}==
{{Trans|FreeBASIC}}
<syntaxhighlight lang="text">
#include <flow.h>
#include <flow-term.h>
 
DEF-MAIN(argv,argc)
 
SET( Pen, 0 )
LET( Pen := STR-TO-UTF8(CHAR(219)) )
 
CLR-SCR
HIDE-CURSOR
GOSUB( Animate a Pendulum )
SHOW-CURSOR
END
 
RUTINES
 
DEF-FUN( Animate a Pendulum )
MSET( accel, speed, bx, by )
SET( theta, M_PI_2 ) // pi/2 constant --> flow.h
SET( g, 9.81 )
SET( l, 1 )
SET( px, 65 )
SET( py, 7 )
 
LOOP( Animate All )
LET( bx := ADD( px, MUL( MUL( l, 23 ), SIN(theta) ) ) )
LET( by := SUB( py, MUL( MUL( l, 23 ), COS(theta) ) ) )
 
CLR-SCR
{px,py,bx,by} GOSUB( LINE )
{bx, by, 3} GOSUB( CIRCLE )
 
LET( accel := MUL(g, SIN(theta) DIV-INTO(l) DIV-INTO(4) ) )
LET( speed := ADD( speed, DIV(accel, 100) ) )
LET( theta := ADD( theta, speed ) )
LOCATE (1, 62) PRNL("PENDULUM")
LOCATE (2, 55) PRNL("Press any key to quit")
SLEEP( 0.1 )
BACK-IF ( NOT( KEY-PRESSED? ), Animate All )
 
RET
 
/* DDA Algorithm */
DEF-FUN(LINE, x1, y1, x2, y2)
MSET( x, y, dx, dy, paso, i, gm )
 
STOR( SUB(x2, x1) SUB(y2, y1), dx, dy )
LET( paso := IF( GE?( ABS(dx) » (DX), ABS(dy)»(DY) ), DX, DY ) )
 
// increment:
STOR( DIV(dx, paso) DIV(dy, paso), dx, dy )
 
// print line:
SET( i, 0 )
WHILE( LE?(i, paso), ++i )
LOCATE( y1, x1 ), PRNL( Pen )
STOR( ADD( x1, dx) ADD( y1, dy ), x1, y1 )
WEND
RET
 
DEF-FUN( Plot Points, xc, yc ,x1 ,y1 )
LOCATE( ADD(xc,x1), ADD( yc, y1) ), PRN( Pen )
LOCATE( SUB(xc,x1), ADD( yc, y1) ), PRN( Pen )
LOCATE( ADD(xc,x1), SUB( yc, y1) ), PRN( Pen )
LOCATE( SUB(xc,x1), SUB( yc, y1) ), PRN( Pen )
LOCATE( ADD(xc,y1), ADD( yc, x1) ), PRN( Pen )
LOCATE( SUB(xc,y1), ADD( yc, x1) ), PRN( Pen )
LOCATE( ADD(xc,y1), SUB( yc, x1) ), PRN( Pen )
LOCATE( SUB(xc,y1), SUB( yc, x1) ), PRNL( Pen )
RET
DEF-FUN( CIRCLE, xc, yc, ratio )
MSET( x, p )
 
SET( y, ratio )
LOCATE( yc,xc ), PRNL("O")
{yc, xc, y, x} GOSUB( Plot Points )
LET( p := SUB( 1, ratio ) )
LOOP( Print Circle )
++x
COND( LT?( p, 0 ) )
LET( p := ADD( p, MUL(2,x) ) PLUS(1) )
ELS
--y
LET( p := ADD( p, MUL(2, SUB(x,y))) PLUS(1) )
CEND
{yc, xc, y, x} GOSUB( Plot Points )
BACK-IF-LT( x, y, Print Circle )
RET
</syntaxhighlight>
{{out}}
<pre>
 
PENDULUM
Press any key to quit
 
 
 
 
██
██
██
██
██
██
██
██ ███
██ █
███ █
█ O █
█ █
█ █
███
 
</pre>
<pre>
FALSE MODE GRAPHICS.
You can simulate a pseudo graphical mode in an Ubuntu Linux terminal by adding the following lines:
</pre>
<syntaxhighlight lang="amazing hopper">
SYS("gsettings set org.gnome.Terminal.Legacy.Profile:/org/gnome/terminal/legacy/profiles:/:.../ font 'Ubuntu Mono 1'")
 
CLR-SCR
HIDE-CURSOR
GOSUB( Animate a Pendulum )
 
SYS("gsettings set org.gnome.Terminal.Legacy.Profile:/org/gnome/terminal/legacy/profiles:/:.../ font 'Ubuntu Mono 12'")
SHOW-CURSOR
</syntaxhighlight>
<pre>
And substituting the holding coordinates of the pendulum:
</pre>
<syntaxhighlight lang="amazing hopper">
 
// in "Animate a Pendulum"
 
SET( px, 640 )//65 )
SET( py, 30 ) //7 )
 
// long of the line:
 
LET( bx := ADD( px, MUL( MUL( l, 180 ), SIN(theta) ) ) )
LET( by := SUB( py, MUL( MUL( l, 180 ), COS(theta) ) ) )
 
// and circle ratio:
{bx, by, 10} GOSUB( CIRCLE )
 
</syntaxhighlight>
 
=={{header|AutoHotkey}}==
This version doesn't use an complex physics calculation - I found a faster way.
{{libheader|GDIP}}
<langsyntaxhighlight AutoHotkeylang="autohotkey">SetBatchlines,-1
;settings
SizeGUI:={w:650,h:400} ;Guisize
Line 178 ⟶ 338:
 
GuiClose:
ExitApp</langsyntaxhighlight>
 
=={{header|BBC BASIC}}==
==={{header|Applesoft BASIC}}===
{{trans|Commodore BASIC}}
Two shapes are used to draw and undraw the pendulum. Undrawing and drawing is done on the page that is not being displayed to make the animation flicker free. Animation code is compacted and hoisted to the beginning of the program. Variables are defined for all non-zero values.
<syntaxhighlight lang="gwbasic"> 0 ON NOT T GOTO 9: FOR Q = 0 TO T STEP 0:BX = PX + L * S * SIN (F):BY = PY - L * S * COS (F): HCOLOR= 0: FOR I = 0 TO N(P): DRAW T + (I = N(P)) AT X(P,I),Y(P,I): NEXT I:N(P) = 0: HCOLOR= C
1 FOR X = PX TO BX STEP (BX - PX) / Z:Y = PY + (X - PX) * (BY - PY) / (BX - PX): DRAW T AT X,Y:X(P,N(P)) = X:Y(P,N(P)) = Y:N(P) = N(P) + 1: NEXT X
2 HCOLOR= T: DRAW B AT BX,BY:X(P,N(P)) = BX:Y(P,N(P)) = BY:A = PEEK (R + P):P = NOT P: POKE U,W + W * P:A = G * SIN (F) / L / H:V = V + A / Z:F = F + V: NEXT Q
9 DIM N(1),X(1,11),Y(1,11): FOR P = 32 TO 64 STEP 32: POKE 230,P: HCOLOR= 0: HPLOT 0,0: CALL 62454: NEXT :R = 49236:P = ( PEEK (R) + PEEK (49234) + PEEK (49239) + PEEK (49232)) * 0 + 1
10 S$ = CHR$ (2) + CHR$ (0) + CHR$ (6) + CHR$ (0) + CHR$ (8) + CHR$ (0) + "-" + CHR$ (0) + ".%'?>..%" + CHR$ (0): PRINT MID$ ( STR$ ( FRE (0)) + S$,1,0);: POKE 236, PEEK (131): POKE 237, PEEK (132)
15 S = PEEK (236) + PEEK (237) * 256: POKE 232, PEEK (S + 1): POKE 233, PEEK (S + 2): SCALE= 1: ROT= 0
20 T = 1
25 F = 3.1415926535 / 2: REM THETA
30 G = 9.81
35 L = 0.5
40 V = 0: REM SPEED
45 PX = 140
50 PY = 80
55 S = 20
60 Z = 10
65 C = 3
70 B = 2
75 U = 230
80 W = 32
85 H = 50
90 GOTO</syntaxhighlight>
==={{header|BBC BASIC}}===
{{works with|BBC BASIC for Windows}}
<langsyntaxhighlight lang="bbcbasic"> MODE 8
*FLOAT 64
VDU 23,23,4;0;0;0; : REM Set line thickness
Line 210 ⟶ 395:
GCOL 3,11
CIRCLE FILL bobX + 24 * SIN(a), bobY - 24 * COS(a), 24
ENDPROC</langsyntaxhighlight>
 
==={{header|Commodore BASIC}}===
<syntaxhighlight lang="commodorebasic">10 GOSUB 1000
20 THETA = π/2
30 G = 9.81
40 L = 0.5
50 SPEED = 0
60 PX = 20
70 PY = 1
80 BX = PX+L*20*SIN(THETA)
90 BY = PY-L*20*COS(THETA)
100 PRINT CHR$(147);
110 FOR X=PX TO BX STEP (BX-PX)/10
120 Y=PY+(X-PX)*(BY-PY)/(BX-PX)
130 PRINT CHR$(19);LEFT$(X$,X);LEFT$(Y$,Y);"."
140 NEXT
150 PRINT CHR$(19);LEFT$(X$,BX);LEFT$(Y$,BY);CHR$(113)
160 ACCEL=G*SIN(THETA)/L/50
170 SPEED=SPEED+ACCEL/10
180 THETA=THETA+SPEED
190 GOTO 80
980 REM ** SETUP STRINGS TO BE USED **
990 REM ** FOR CURSOR POSITIONING **
1000 FOR I=0 TO 39: X$ = X$+CHR$(29): NEXT
1010 FOR I=0 TO 24: Y$ = Y$+CHR$(17): NEXT
1020 RETURN</syntaxhighlight>
 
==={{header|FreeBASIC}}===
<syntaxhighlight lang="freebasic">Const PI = 3.141592920
Dim As Double theta, g, l, accel, speed, px, py, bx, by
theta = PI/2
g = 9.81
l = 1
speed = 0
px = 320
py = 10
Screen 17 '640x400 graphic
Do
bx=px+l*300*Sin(theta)
by=py-l*300*Cos(theta)
Cls
Line (px,py)-(bx,by)
Circle (bx,by),5,,,,,F
accel=g*Sin(theta)/l/100
speed=speed+accel/100
theta=theta+speed
Draw String (0,370), "Pendulum"
Draw String (0,385), "Press any key to quit"
Sleep 10
Loop Until Inkey()<>""</syntaxhighlight>
 
==={{header|IS-BASIC}}===
<syntaxhighlight lang="is-basic">100 PROGRAM "Pendulum.bas"
110 LET THETA=RAD(50):LET G=9.81:LET L=.5
120 CALL INIC
130 CALL DRAWING
140 CALL ANIMATE
150 CALL RESET
160 END
170 DEF INIC
180 CLOSE #102
190 OPTION ANGLE RADIANS
200 SET STATUS OFF:SET INTERRUPT STOP OFF:SET BORDER 56
210 SET VIDEO MODE 1:SET VIDEO COLOR 1:SET VIDEO X 14:SET VIDEO Y 8
220 FOR I=1 TO 24
230 OPEN #I:"video:"
240 SET #I:PALETTE 56,0,255,YELLOW
250 NEXT
260 END DEF
270 DEF DRAWING
280 LET SPD=0
290 FOR I=1 TO 24
300 DISPLAY #I:AT 3 FROM 1 TO 8
310 SET #I:INK 2
320 PLOT #I:224,280,ELLIPSE 10,10
330 PLOT #I:0,280;214,280,234,280;446,280
340 SET #I:INK 1
350 CALL PENDULUM(THETA,L,I)
360 LET ACC=-G*SIN(THETA)/L/100
370 LET SPD=SPD+ACC/10.5
380 LET THETA=THETA+SPD
390 NEXT
400 END DEF
410 DEF PENDULUM(A,L,CH)
420 LET PX=224:LET PY=280
430 LET BX=PX+L*460*SIN(A)
440 LET BY=PY-L*460*COS(A)
450 PLOT #CH:PX,PY;BX,BY
460 PLOT #CH:BX+24*SIN(A),BY-24*COS(A),ELLIPSE 20,20,
470 SET #CH:INK 3:PLOT #CH:PAINT
480 END DEF
490 DEF ANIMATE
500 DO
510 FOR I=1 TO 24
520 DISPLAY #I:AT 3 FROM 1 TO 8
530 NEXT
540 FOR I=23 TO 2 STEP-1
550 DISPLAY #I:AT 3 FROM 1 TO 8
560 NEXT
570 LOOP UNTIL INKEY$=CHR$(27)
580 END DEF
590 DEF RESET
600 TEXT 40:SET STATUS ON:SET INTERRUPT STOP ON:SET BORDER 0
610 FOR I=24 TO 1 STEP-1
620 CLOSE #I
630 NEXT
640 END DEF</syntaxhighlight>
 
=={{header|C}}==
{{libheader|GLUT}}
<langsyntaxhighlight lang="c">#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
Line 290 ⟶ 582:
glutMainLoop();
return 0;
}</langsyntaxhighlight>
 
=={{header|C sharp|C#}}==
{{libheader|Windows Forms}}
 
{{libheader|GDI (System.Drawing)}}
 
<syntaxhighlight lang="csharp">
using System;
using System.Drawing;
using System.Windows.Forms;
 
class CSharpPendulum
{
Form _form;
Timer _timer;
double _angle = Math.PI / 2,
_angleAccel,
_angleVelocity = 0,
_dt = 0.1;
int _length = 50;
 
[STAThread]
static void Main()
{
var p = new CSharpPendulum();
}
 
public CSharpPendulum()
{
_form = new Form() { Text = "Pendulum", Width = 200, Height = 200 };
_timer = new Timer() { Interval = 30 };
 
_timer.Tick += delegate(object sender, EventArgs e)
{
int anchorX = (_form.Width / 2) - 12,
anchorY = _form.Height / 4,
ballX = anchorX + (int)(Math.Sin(_angle) * _length),
ballY = anchorY + (int)(Math.Cos(_angle) * _length);
 
_angleAccel = -9.81 / _length * Math.Sin(_angle);
_angleVelocity += _angleAccel * _dt;
_angle += _angleVelocity * _dt;
Bitmap dblBuffer = new Bitmap(_form.Width, _form.Height);
Graphics g = Graphics.FromImage(dblBuffer);
Graphics f = Graphics.FromHwnd(_form.Handle);
 
g.DrawLine(Pens.Black, new Point(anchorX, anchorY), new Point(ballX, ballY));
g.FillEllipse(Brushes.Black, anchorX - 3, anchorY - 4, 7, 7);
g.FillEllipse(Brushes.DarkGoldenrod, ballX - 7, ballY - 7, 14, 14);
f.Clear(Color.White);
f.DrawImage(dblBuffer, new Point(0, 0));
};
 
_timer.Start();
Application.Run(_form);
}
}
</syntaxhighlight>
 
=={{header|C++}}==
{{libheader|wxWidgets}}
File wxPendulumDlg.hpp
<syntaxhighlight lang="cpp">
<lang c++>
#ifndef __wxPendulumDlg_h__
#define __wxPendulumDlg_h__
Line 363 ⟶ 716:
 
#endif // __wxPendulumDlg_h__
</syntaxhighlight>
</lang>
File wxPendulumDlg.cpp
<syntaxhighlight lang="cpp">
<lang c++>
// ---------------------
/// @author Martin Ettl
Line 478 ⟶ 831:
Refresh();
}
</syntaxhighlight>
</lang>
This program is tested with wxWidgets version 2.8 and 2.9.
The whole project, including makefile for compiling on Linux
can be download from [https://github.com/orbitcowboy/wxPendulum github].
[[File:WxPendulumScreenshot.png]]
 
=={{header|C sharp}}==
{{libheader|Windows Forms}}
 
{{libheader|GDI (System.Drawing)}}
 
<lang csharp>
using System;
using System.Drawing;
using System.Windows.Forms;
 
class CSharpPendulum
{
Form _form;
Timer _timer;
double _angle = Math.PI / 2,
_angleAccel,
_angleVelocity = 0,
_dt = 0.1;
int _length = 50;
 
[STAThread]
static void Main()
{
var p = new CSharpPendulum();
}
 
public CSharpPendulum()
{
_form = new Form() { Text = "Pendulum", Width = 200, Height = 200 };
_timer = new Timer() { Interval = 30 };
 
_timer.Tick += delegate(object sender, EventArgs e)
{
int anchorX = (_form.Width / 2) - 12,
anchorY = _form.Height / 4,
ballX = anchorX + (int)(Math.Sin(_angle) * _length),
ballY = anchorY + (int)(Math.Cos(_angle) * _length);
 
_angleAccel = -9.81 / _length * Math.Sin(_angle);
_angleVelocity += _angleAccel * _dt;
_angle += _angleVelocity * _dt;
Bitmap dblBuffer = new Bitmap(_form.Width, _form.Height);
Graphics g = Graphics.FromImage(dblBuffer);
Graphics f = Graphics.FromHwnd(_form.Handle);
 
g.DrawLine(Pens.Black, new Point(anchorX, anchorY), new Point(ballX, ballY));
g.FillEllipse(Brushes.Black, anchorX - 3, anchorY - 4, 7, 7);
g.FillEllipse(Brushes.DarkGoldenrod, ballX - 7, ballY - 7, 14, 14);
f.Clear(Color.White);
f.DrawImage(dblBuffer, new Point(0, 0));
};
 
_timer.Start();
Application.Run(_form);
}
}
</lang>
 
=={{header|Clojure}}==
Line 550 ⟶ 841:
 
{{libheader|Swing}} {{libheader|AWT}}
<langsyntaxhighlight lang="clojure">
(ns pendulum
(:import
Line 614 ⟶ 905:
(-main)
</syntaxhighlight>
</lang>
 
=={{header|Common Lisp}}==
Line 624 ⟶ 915:
Pressing the spacebar adds a pendulum.
 
<langsyntaxhighlight lang="lisp">(defvar *frame-rate* 30)
(defvar *damping* 0.99 "Deceleration factor.")
 
Line 668 ⟶ 959:
(random 90)
(round w 2))
pendulums))))))))</langsyntaxhighlight>
=={{header|Delphi}}==
{{libheader| Vcl.Forms}}
{{libheader| Vcl.Graphics}}
{{libheader| Vcl.ExtCtrls}}
{{Trans|C#}}
<syntaxhighlight lang="delphi">
unit main;
 
interface
 
uses
Vcl.Forms, Vcl.Graphics, Vcl.ExtCtrls;
 
type
TForm1 = class(TForm)
procedure FormCreate(Sender: TObject);
procedure FormDestroy(Sender: TObject);
private
Timer: TTimer;
angle, angleAccel, angleVelocity, dt: double;
len: Integer;
procedure Tick(Sender: TObject);
end;
 
var
Form1: TForm1;
 
implementation
 
{$R *.dfm}
 
procedure TForm1.FormCreate(Sender: TObject);
begin
Width := 200;
Height := 200;
DoubleBuffered := True;
Timer := TTimer.Create(nil);
Timer.Interval := 30;
Timer.OnTimer := Tick;
Caption := 'Pendulum';
 
// initialize
angle := PI / 2;
angleAccel := 0;
angleVelocity := 0;
dt := 0.1;
len := 50;
end;
 
procedure TForm1.FormDestroy(Sender: TObject);
begin
Timer.Free;
end;
 
procedure TForm1.Tick(Sender: TObject);
const
HalfPivot = 4;
HalfBall = 7;
var
anchorX, anchorY, ballX, ballY: Integer;
begin
anchorX := Width div 2 - 12;
anchorY := Height div 4;
ballX := anchorX + Trunc(Sin(angle) * len);
ballY := anchorY + Trunc(Cos(angle) * len);
 
angleAccel := -9.81 / len * Sin(angle);
angleVelocity := angleVelocity + angleAccel * dt;
angle := angle + angleVelocity * dt;
 
with canvas do
begin
Pen.Color := clBlack;
 
with Brush do
begin
Style := bsSolid;
Color := clWhite;
end;
 
FillRect(ClientRect);
MoveTo(anchorX, anchorY);
LineTo(ballX, ballY);
 
Brush.Color := clGray;
Ellipse(anchorX - HalfPivot, anchorY - HalfPivot, anchorX + HalfPivot,
anchorY + HalfPivot);
 
Brush.Color := clYellow;
Ellipse(ballX - HalfBall, ballY - HalfBall, ballX + HalfBall, ballY + HalfBall);
end;
end;
 
end.</syntaxhighlight>
 
=={{header|E}}==
Line 684 ⟶ 1,069:
(This logic is more general than necessary; it is designed to be suitable for a larger application as well.)
 
<langsyntaxhighlight lang="e">#!/usr/bin/env rune
pragma.syntax("0.9")
 
Line 771 ⟶ 1,156:
}
 
interp.blockAtTop()</langsyntaxhighlight>
 
=={{header|EasyLang}}==
 
[https://easylang.online/apps/pendulum.html Run it]
 
<syntaxhighlight lang="text">ang = 45
on animate
clear
move 50 50
circle 1
x = 50 + 40 * sin ang
y = 50 + 40 * cos ang
line x y
circle 6
vel += sin ang / 5
ang += vel
.
</syntaxhighlight>
 
=={{header|Elm}}==
<langsyntaxhighlight lang="elm">import Color exposing (..)
import Collage exposing (..)
import Element exposing (..)
Line 846 ⟶ 1,249:
, update = update
, subscriptions = subscriptions
}</langsyntaxhighlight>
 
Link to live demo: http://dc25.github.io/animatedPendulumElm
 
=={{header|ERRE}}==
<syntaxhighlight lang="erre">
<lang ERRE>
PROGRAM PENDULUM
 
Line 887 ⟶ 1,290:
END LOOP
END PROGRAM
</syntaxhighlight>
</lang>
PC version: Ctrl+Break to stop.
 
=={{header|Euler Math Toolbox}}==
 
Euler Math Toolbox can determine the exact period of a physical pendulum. The result is then used to animate the pendulum. The following code is ready to be pasted back into Euler notebooks.
 
<pre>
>g=gearth$; l=1m;
>function f(x,y) := [y[2],-g*sin(y[1])/l]
>function h(a) := ode("f",linspace(0,a,100),[0,2])[1,-1]
>period=solve("h",2)
2.06071780729
>t=linspace(0,period,30); s=ode("f",t,[0,2])[1];
>function anim (t,s) ...
$ setplot(-1,1,-1,1);
$ markerstyle("o#");
$ repeat
$ for i=1 to cols(t)-1;
$ clg;
$ hold on;
$ plot([0,sin(s[i])],[1,1-cos(s[i])]);
$ mark([0,sin(s[i])],[1,1-cos(s[i])]);
$ hold off;
$ wait(t[i+1]-t[i]);
$ end;
$ until testkey();
$ end
$endfunction
>anim(t,s);
>
</pre>
 
=={{header|Euphoria}}==
===DOS32 version===
{{works with|Euphoria|3.1.1}}
<langsyntaxhighlight lang="euphoria">include graphics.e
include misc.e
 
Line 949 ⟶ 1,382:
end procedure
 
animation()</langsyntaxhighlight>
 
=={{header|Euler Math ToolboxF_Sharp|F#}}==
A nice application of F#'s support for units of measure.
<syntaxhighlight lang="fsharp">open System
open System.Drawing
open System.Windows.Forms
 
// define units of measurement
Euler Math Toolbox can determine the exact period of a physical pendulum. The result is then used to animate the pendulum. The following code is ready to be pasted back into Euler notebooks.
[<Measure>] type m; // metres
[<Measure>] type s; // seconds
 
// a pendulum is represented as a record of physical quantities
<pre>
type Pendulum =
>g=gearth$; l=1m;
{ length : float<m>
>function f(x,y) := [y[2],-g*sin(y[1])/l]
gravity : float<m/s^2>
>function h(a) := ode("f",linspace(0,a,100),[0,2])[1,-1]
velocity : float<m/s>
>period=solve("h",2)
angle : float
2.06071780729
}
>t=linspace(0,period,30); s=ode("f",t,[0,2])[1];
 
>function anim (t,s) ...
// calculate the next state of a pendulum
$ setplot(-1,1,-1,1);
let next pendulum deltaT : Pendulum =
$ markerstyle("o#");
let k = -pendulum.gravity / pendulum.length
$ repeat
let acceleration = k * Math.Sin pendulum.angle * 1.0<m>
$ for i=1 to cols(t)-1;
let newVelocity = pendulum.velocity + acceleration * deltaT
$ clg;
let newAngle = pendulum.angle + newVelocity * deltaT / 1.0<m>
$ hold on;
{ pendulum with velocity = newVelocity; angle = newAngle }
$ plot([0,sin(s[i])],[1,1-cos(s[i])]);
 
$ mark([0,sin(s[i])],[1,1-cos(s[i])]);
// paint a pendulum (using hard-coded screen coordinates)
$ hold off;
let paint pendulum (gr: System.Drawing.Graphics) =
$ wait(t[i+1]-t[i]);
let homeX = 160
$ end;
let homeY = 50
$ until testkey();
let length = 140.0
$ end
// draw plate
$endfunction
gr.DrawLine( new Pen(Brushes.Gray, width=2.0f), 0, homeY, 320, homeY )
>anim(t,s);
// draw pivot
>
gr.FillEllipse( Brushes.Gray, homeX-5, homeY-5, 10, 10 )
</pre>
gr.DrawEllipse( new Pen(Brushes.Black), homeX-5, homeY-5, 10, 10 )
// draw the pendulum itself
let x = homeX + int( length * Math.Sin pendulum.angle )
let y = homeY + int( length * Math.Cos pendulum.angle )
// draw rod
gr.DrawLine( new Pen(Brushes.Black, width=3.0f), homeX, homeY, x, y )
// draw bob
gr.FillEllipse( Brushes.Yellow, x-15, y-15, 30, 30 )
gr.DrawEllipse( new Pen(Brushes.Black), x-15, y-15, 30, 30 )
 
// defines an operator "-?" that calculates the time from t2 to t1
// where t2 is optional
let (-?) (t1: DateTime) (t2: DateTime option) : float<s> =
match t2 with
| None -> 0.0<s> // only one timepoint given -> difference is 0
| Some t -> (t1 - t).TotalSeconds * 1.0<s>
 
// our main window is double-buffered form that reacts to paint events
type PendulumForm() as self =
inherit Form(Width=325, Height=240, Text="Pendulum")
let mutable pendulum = { length = 1.0<m>;
gravity = 9.81<m/s^2>
velocity = 0.0<m/s>
angle = Math.PI / 2.0
}
let mutable lastPaintedAt = None
let updateFreq = 0.01<s>
 
do self.DoubleBuffered <- true
self.Paint.Add( fun args ->
let now = DateTime.Now
let deltaT = now -? lastPaintedAt |> min 0.01<s>
lastPaintedAt <- Some now
 
pendulum <- next pendulum deltaT
 
let gr = args.Graphics
gr.Clear( Color.LightGray )
paint pendulum gr
 
// initiate a new paint event after a while (non-blocking)
async { do! Async.Sleep( int( 1000.0 * updateFreq / 1.0<s> ) )
self.Invalidate()
}
|> Async.Start
)
 
[<STAThread>]
Application.Run( new PendulumForm( Visible=true ) )</syntaxhighlight>
 
=={{header|Factor}}==
Approximation of the pendulum for small swings : theta = theta0 * cos(omega0 * t)
<syntaxhighlight lang="factor">USING: accessors alarms arrays calendar colors.constants kernel
locals math math.constants math.functions math.rectangles
math.vectors opengl sequences system ui ui.gadgets ui.render ;
IN: pendulum
 
CONSTANT: g 9.81
CONSTANT: l 20
CONSTANT: theta0 0.5
 
: current-time ( -- time ) nano-count -9 10^ * ;
 
: T0 ( -- T0 ) 2 pi l g / sqrt * * ;
: omega0 ( -- omega0 ) 2 pi * T0 / ;
: theta ( -- theta ) current-time omega0 * cos theta0 * ;
 
: relative-xy ( theta l -- xy )
swap [ sin * ] [ cos * ] 2bi 2array ;
: theta-to-xy ( origin theta l -- xy ) relative-xy v+ ;
 
TUPLE: pendulum-gadget < gadget alarm ;
 
: O ( gadget -- origin ) rect-bounds [ drop ] [ first 2 / ] bi* 0 2array ;
: window-l ( gadget -- l ) rect-bounds [ drop ] [ second ] bi* ;
: gadget-xy ( gadget -- xy ) [ O ] [ drop theta ] [ window-l ] tri theta-to-xy ;
 
M: pendulum-gadget draw-gadget*
COLOR: black gl-color
[ O ] [ gadget-xy ] bi gl-line ;
 
M:: pendulum-gadget graft* ( gadget -- )
[ gadget relayout-1 ]
20 milliseconds every gadget (>>alarm) ;
M: pendulum-gadget ungraft* alarm>> cancel-alarm ;
 
: <pendulum-gadget> ( -- gadget )
pendulum-gadget new
{ 500 500 } >>pref-dim ;
: pendulum-main ( -- )
[ <pendulum-gadget> "pendulum" open-window ] with-ui ;
MAIN: pendulum-main
</syntaxhighlight>
 
=={{header|FBSL}}==
<langsyntaxhighlight lang="qbasic">#INCLUDE <Include\Windows.inc>
 
FBSLSETTEXT(ME, "Pendulum")
Line 1,038 ⟶ 1,570:
DeleteObject(SelectObject(CreateCompatibleDC, SelectObject))
DeleteDC(CreateCompatibleDC)
END SUB</langsyntaxhighlight>
'''Screenshot:'''
[[File:FBSLPendulum.png]]
 
=={{header|Factor}}==
Approximation of the pendulum for small swings : theta = theta0 * cos(omega0 * t)
<lang factor>USING: accessors alarms arrays calendar colors.constants kernel
locals math math.constants math.functions math.rectangles
math.vectors opengl sequences system ui ui.gadgets ui.render ;
IN: pendulum
 
CONSTANT: g 9.81
CONSTANT: l 20
CONSTANT: theta0 0.5
 
: current-time ( -- time ) nano-count -9 10^ * ;
 
: T0 ( -- T0 ) 2 pi l g / sqrt * * ;
: omega0 ( -- omega0 ) 2 pi * T0 / ;
: theta ( -- theta ) current-time omega0 * cos theta0 * ;
 
: relative-xy ( theta l -- xy )
swap [ sin * ] [ cos * ] 2bi 2array ;
: theta-to-xy ( origin theta l -- xy ) relative-xy v+ ;
 
TUPLE: pendulum-gadget < gadget alarm ;
 
: O ( gadget -- origin ) rect-bounds [ drop ] [ first 2 / ] bi* 0 2array ;
: window-l ( gadget -- l ) rect-bounds [ drop ] [ second ] bi* ;
: gadget-xy ( gadget -- xy ) [ O ] [ drop theta ] [ window-l ] tri theta-to-xy ;
 
M: pendulum-gadget draw-gadget*
COLOR: black gl-color
[ O ] [ gadget-xy ] bi gl-line ;
 
M:: pendulum-gadget graft* ( gadget -- )
[ gadget relayout-1 ]
20 milliseconds every gadget (>>alarm) ;
M: pendulum-gadget ungraft* alarm>> cancel-alarm ;
 
: <pendulum-gadget> ( -- gadget )
pendulum-gadget new
{ 500 500 } >>pref-dim ;
: pendulum-main ( -- )
[ <pendulum-gadget> "pendulum" open-window ] with-ui ;
MAIN: pendulum-main
</lang>
 
=={{header|Fortran}}==
Uses system commands (gfortran) to clear the screen. An initial starting angle is allowed between 90 (to the right) and -90 degrees (to the left). It checks for incorrect inputs.
<langsyntaxhighlight lang="fortran">
!Implemented by Anant Dixit (October, 2014)
program animated_pendulum
Line 1,163 ⟶ 1,651:
end do
end subroutine
</syntaxhighlight>
</lang>
 
A small preview (truncated to a few steps of the pendulum changing direction). Initial angle provided = 80 degrees.
Line 1,447 ⟶ 1,935:
</pre>
 
=={{header|F_Sharp|F#Groovy}}==
Straight translation of Java solution groovified by removing explicit definitions and converting casts to Groovy as style where needed.
A nice application of F#'s support for units of measure.
<syntaxhighlight lang="groovy">
<lang fsharp>open System
import java.awt.*;
open System.Drawing
import javax.swing.*;
open System.Windows.Forms
 
class Pendulum extends JPanel implements Runnable {
// define units of measurement
[<Measure>] type m; // metres
[<Measure>] type s; // seconds
 
private angle = Math.PI / 2;
// a pendulum is represented as a record of physical quantities
private length;
type Pendulum =
{ length : float<m>
gravity : float<m/s^2>
velocity : float<m/s>
angle : float
}
 
Pendulum(length) {
// calculate the next state of a pendulum
this.length = length;
let next pendulum deltaT : Pendulum =
setDoubleBuffered(true);
let k = -pendulum.gravity / pendulum.length
}
let acceleration = k * Math.Sin pendulum.angle * 1.0<m>
let newVelocity = pendulum.velocity + acceleration * deltaT
let newAngle = pendulum.angle + newVelocity * deltaT / 1.0<m>
{ pendulum with velocity = newVelocity; angle = newAngle }
 
@Override
// paint a pendulum (using hard-coded screen coordinates)
let paint pendulum (gr: System.Drawing.void paint(Graphics g) ={
g.setColor(Color.WHITE);
let homeX = 160
g.fillRect(0, 0, getWidth(), getHeight());
let homeY = 50
g.setColor(Color.BLACK);
let length = 140.0
int anchorX = getWidth() / 2, anchorY = getHeight() / 4;
// draw plate
def ballX = anchorX + (Math.sin(angle) * length) as int;
gr.DrawLine( new Pen(Brushes.Gray, width=2.0f), 0, homeY, 320, homeY )
def ballY = anchorY + (Math.cos(angle) * length) as int;
// draw pivot
g.drawLine(anchorX, anchorY, ballX, ballY);
gr.FillEllipse( Brushes.Gray, homeX-5, homeY-5, 10, 10 )
g.fillOval(anchorX - 3, anchorY - 4, 7, 7);
gr.DrawEllipse( new Pen(Brushes.Black), homeX-5, homeY-5, 10, 10 )
g.fillOval(ballX - 7, ballY - 7, 14, 14);
// draw the pendulum itself
}
let x = homeX + int( length * Math.Sin pendulum.angle )
let y = homeY + int( length * Math.Cos pendulum.angle )
// draw rod
gr.DrawLine( new Pen(Brushes.Black, width=3.0f), homeX, homeY, x, y )
// draw bob
gr.FillEllipse( Brushes.Yellow, x-15, y-15, 30, 30 )
gr.DrawEllipse( new Pen(Brushes.Black), x-15, y-15, 30, 30 )
 
void run() {
// defines an operator "-?" that calculates the time from t2 to t1
def angleAccel, angleVelocity = 0, dt = 0.1;
// where t2 is optional
while (true) {
let (-?) (t1: DateTime) (t2: DateTime option) : float<s> =
angleAccel = -9.81 / length * Math.sin(angle);
match t2 with
| None -> 0.0<s> // only one timepoint givenangleVelocity ->+= differenceangleAccel is* 0dt;
angle += angleVelocity * dt;
| Some t -> (t1 - t).TotalSeconds * 1.0<s>
repaint();
try { Thread.sleep(15); } catch (InterruptedException ex) {}
}
}
 
@Override
// our main window is double-buffered form that reacts to paint events
Dimension getPreferredSize() {
type PendulumForm() as self =
return new Dimension(2 * length + 50, (length / 2 * 3) as int);
inherit Form(Width=325, Height=240, Text="Pendulum")
}
let mutable pendulum = { length = 1.0<m>;
gravity = 9.81<m/s^2>
velocity = 0.0<m/s>
angle = Math.PI / 2.0
}
let mutable lastPaintedAt = None
let updateFreq = 0.01<s>
 
static void main(String[] args) {
do self.DoubleBuffered <- true
def f = new JFrame("Pendulum");
self.Paint.Add( fun args ->
let nowdef p = DateTime.Nownew Pendulum(200);
f.add(p);
let deltaT = now -? lastPaintedAt |> min 0.01<s>
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
lastPaintedAt <- Some now
f.pack();
f.setVisible(true);
new Thread(p).start();
}
}
</syntaxhighlight>
 
=={{header|FutureBasic}}==
pendulum <- next pendulum deltaT
<syntaxhighlight lang="futurebasic">
void local fn BuildWindow
window 1, @"Animated Pendulum in FutureBasic", ( 0, 0, 640, 400 )
WindowSetBackgroundColor( 1, fn ColorBlack )
WindowSetMinSize( 1, fn CGSizeMake( 640, 400 ) )
WindowSetMaxSize( 1, fn CGSizeMake( 640, 400 ) )
end fn
 
local fn AnimatedPendulum
let gr = args.Graphics
block double theta, gravity, length, accel, speed, weight, tempo, px, py, bx, by
gr.Clear( Color.LightGray )
block ColorRef color = fn ColorWithRGB( 0.164, 0.793, 0.075, 1.0 )
paint pendulum gr
theta = pi/2.0 // Denominator of 2.0 = 180-degree swing, < 2.0 narrows inscribed arc, > 2.0 widens it.
gravity = 9.90 // Adjusts effect of gravity on swing. Smaller values slow arc swing.
length = 0.95 // Tweak for length of pendulum arm
speed = 0 // Zero this or you get a propellor!
px = 320 // Pivot horizontal center x point (half window width)
py = 30 // Pivot y center y point from top
weight = 42 // Diameter of pendulum weight
tempo = 75 // Smaller value increases pendulum tempo, larger value slows it.
timerbegin, 0.02, YES
bx = px + length * 300 * sin(theta) // Pendulum bottom x point
by = py - length * 300 * cos(theta) // Pendulum bottom y point
cls
pen 6.0, color
line px, py to bx, by
oval fill bx -weight/2, by -weight/2, weight, weight, color // Traveling weight
pen 4.0
oval fill 313, 20, 16, 16, fn ColorGray // Top center point
accel = gravity * sin(theta) / length / tempo
speed += accel / tempo
theta += speed
timerEnd
end fn
 
void local fn DoDialog( ev as long, tag as long, wnd as long )
// initiate a new paint event after a while (non-blocking)
select ( ev )
async { do! Async.Sleep( int( 1000.0 * updateFreq / 1.0<s> ) )
case _windowWillClose : end
self.Invalidate()
end select
}
end fn
|> Async.Start
)
 
on dialog fn DoDialog
[<STAThread>]
 
Application.Run( new PendulumForm( Visible=true ) )</lang>
fn BuildWindow
fn AnimatedPendulum
 
HandleEvents
</syntaxhighlight>
[[File:Animated_Pendulum_FutureBasic2.gif]]
 
=={{header|Go}}==
Using {{libheader|GXUI}} from [https://github.com/google/gxui Github]
<langsyntaxhighlight lang="go">package main
 
import (
Line 1,649 ⟶ 2,160:
func main() {
gl.StartDriver(appMain)
}</langsyntaxhighlight>
 
=={{header|Haskell}}==
{{libheader|HGL}}
Using {{libheader|HGL}} from [http://hackage.haskell.org/packages/hackage.html HackageDB]
<langsyntaxhighlight lang="haskell">import Graphics.HGL.Draw.Monad (Graphic, )
import Graphics.HGL.Draw.Picture
import Graphics.HGL.Utils
import Graphics.HGL.Window
import Graphics.HGL.Run
 
import Control.Exception (bracket, )
import Control.Arrow
 
toInt = fromIntegral.round
pendulum = runGraphics $
bracket
Line 1,669 ⟶ 2,180:
closeWindow
(\w -> mapM_ ((\ g -> setGraphic w g >> getWindowTick w).
(\ (x, y) -> overGraphic (line (300, 0) (x, y))
(ellipse (x - 12, y + 12) (x + 12, y - 12)) )) pts)
where
dt = 1/30
Line 1,677 ⟶ 2,188:
g = 9.812
nextAVT (a,v,t) = (a', v', t + v' * dt) where
a' = - (g / l) * sin t
v' = v + a' * dt
pts = map (\(_,t,_) -> (toInt.(300+).(300*).cos &&& toInt. (300*).sin) (pi/2+0.6*t) )
$ iterate nextAVT (- (g / l) * sin t, t, 0)</langsyntaxhighlight>
 
Use (interpreter ghci):
Usage with <code>ghci</code>:
 
*Main> pendulum
 
=== Alternative solution ===
{{libheader|Gloss}}
<syntaxhighlight lang="haskell">import Graphics.Gloss
 
-- Initial conditions
g_ = (-9.8) :: Float --Gravity acceleration
v_0 = 0 :: Float --Initial tangential speed
a_0 = 0 / 180 * pi :: Float --Initial angle
dt = 0.01 :: Float --Time step
t_f = 15 :: Float --Final time for data logging
l_ = 200 :: Float --Rod length
 
-- Define a type to represent the pendulum:
type Pendulum = (Float, Float, Float) -- (rod length, tangential speed, angle)
 
-- Pendulum's initial state
initialstate :: Pendulum
initialstate = (l_, v_0, a_0)
 
-- Step funtion: update pendulum to new position
movePendulum :: Float -> Pendulum -> Pendulum
movePendulum dt (l,v,a) = ( l , v_2 , a + v_2 / l * dt*10 )
where v_2 = v + g_ * (cos a) * dt
 
-- Convert from Pendulum to [Picture] for display
renderPendulum :: Pendulum -> [Picture]
renderPendulum (l,v,a) = map (uncurry Translate newOrigin)
[ Line [ ( 0 , 0 ) , ( l * (cos a), l * (sin a) ) ]
, polygon [ ( 0 , 0 ) , ( -5 , 8.66 ) , ( 5 , 8.66 ) ]
, Translate ( l * (cos a)) (l * (sin a)) (circleSolid (0.04*l_))
, Translate (-1.1*l) (-1.3*l) (Scale 0.1 0.1 (Text currSpeed))
, Translate (-1.1*l) (-1.3*l + 20) (Scale 0.1 0.1 (Text currAngle))
]
where currSpeed = "Speed (pixels/s) = " ++ (show v)
currAngle = "Angle (deg) = " ++ (show ( 90 + a / pi * 180 ) )
 
-- New origin to beter display the animation
newOrigin = (0, l_ / 2)
 
-- Calcule a proper window size (for angles between 0 and -pi)
windowSize :: (Int, Int)
windowSize = ( 300 + 2 * round (snd newOrigin)
, 200 + 2 * round (snd newOrigin) )
 
-- Run simulation
main :: IO ()
main = do --plotOnGNU
simulate window background fps initialstate render update
where window = InWindow "Animate a pendulum" windowSize (40, 40)
background = white
fps = round (1/dt)
render xs = pictures $ renderPendulum xs
update _ = movePendulum</syntaxhighlight>
 
=={{header|HicEst}}==
[http://www.HicEst.com/DIFFEQ.htm DIFFEQ] and the callback procedure pendulum numerically integrate the pendulum equation.
The display window can be resized during the run, but for window width not equal to 2*height the pendulum rod becomes a rubber band instead:
<langsyntaxhighlight HicEstlang="hicest">REAL :: msec=10, Lrod=1, dBob=0.03, g=9.81, Theta(2), dTheta(2)
BobMargins = ALIAS(ls, rs, ts, bs) ! box margins to draw the bob
 
Line 1,719 ⟶ 2,286:
dTheta(1) = Theta(2) ! Theta' = Theta(2) substitution
dTheta(2) = -g/Lrod*SIN(Theta(1)) ! Theta" = Theta(2)' = -g/Lrod*SIN(Theta(1))
END</langsyntaxhighlight>
 
== Icon and {{header|Unicon}} ==
Line 1,727 ⟶ 2,294:
{{trans|Scheme}}
 
<syntaxhighlight lang="unicon">
<lang Unicon>
import gui
$include "guih.icn"
Line 1,821 ⟶ 2,388:
w.show_modal ()
end
</syntaxhighlight>
</lang>
 
=={{header|J}}==
Works for '''J6'''
<langsyntaxhighlight lang="j">require 'gl2 trig'
coinsert 'jgl2'
 
Line 1,867 ⟶ 2,434:
)
 
pend_run'' NB. run animation</langsyntaxhighlight>
Updated for changes in '''J8'''
<langsyntaxhighlight lang="j">require 'gl2 trig'
coinsert 'jgl2'
Line 1,920 ⟶ 2,487:
)
 
pend_run''</langsyntaxhighlight>
 
[[File:J_pendulum.gif|320px|pretend the ball is yellow - gifgrabber grabbed a monochrome image for some reason...]]
Line 1,926 ⟶ 2,493:
=={{header|Java}}==
{{libheader|Swing}} {{libheader|AWT}}
<langsyntaxhighlight lang="java">import java.awt.*;
import javax.swing.*;
 
Line 1,977 ⟶ 2,544:
new Thread(p).start();
}
}</langsyntaxhighlight>
 
=={{header|JavaScript}}==
Line 1,983 ⟶ 2,550:
{{trans|E}} (plus gratuitous motion blur)
 
<langsyntaxhighlight lang="javascript"><html><head>
<title>Pendulum</title>
</head><body style="background: gray;">
Line 2,040 ⟶ 2,607:
</script>
 
</body></html></langsyntaxhighlight>
 
===WithWithin &lt;SVG&gt;===
If we use SVG we don't even have to make a HTML document. We can put the script inside SVG.
With some control elements to ease the usage.
 
<lang javascript><html>
To do things a bit differently, we'll use a [[wp:stereographic projection|stereographic projection]] of the circle, in order to get algebraic [[wp:Euler-Lagrange equations|Euler-Lagrange equations]] which we'll integrate with the [[Runge-Kutta method]].
<head>
 
<title>Swinging Pendulum Simulation</title>
Also we'll use a dimensionless formulation of the problem (taking unit value for the mass, the length and so on).
</head>
 
<body><center>
<svgsyntaxhighlight idlang="scenejavascript"><svg height="200100%" width="300100%" viewBox="-2 0 4 4" xmlns="http://www.w3.org/2000/svg">
<line id="string" x1="1500" y1="500" x2="2501" y2="500" stroke="browngrey" stroke-width="40.05" />
<circle id="ball" cx="2500" cy="500" r="200.1" fill="black" />
<script>
</svg>
/*jshint esnext: true */
<br>
 
Initial angle:<input id="in_angle" type="number" min="0" max="180" onchange="condReset()"/>(degrees)
function rk4(dt, x, f) {
<br>
"use strict";
<button type="button" onclick="startAnimation()">Start</button>
let from = Array.from,
<button type="button" onclick="stopAnimation()">Stop</button>
a = from(f(from(x, $ => $ )), $ => $*dt),
<button type="button" onclick="reset()">Reset</button>
b = from(f(from(x, ($,i) => $ + a[i]/2)), $ => $*dt),
<script>
c = from(f(from(x, ($,i) => $ + b[i]/2)), $ => $*dt),
in_angle.value = 0;
d = from(f(from(x, ($,i) => $ + c[i] )), $ => $*dt);
var cx = 150, cy = 50;
return from(x, (_,i) => (a[i] + 2*b[i] + 2*c[i] + d[i])/6);
var radius = 100; // cm
}
var g = 981; // cm/s^2
 
var angle = 0; // radians
function setPendulumPos($) {
var vel = 0; // cm/s
const string = document.getElementById("string"),
var dx = 0.02; // s
ball = document.getElementById("ball");
var acc, vel, penx, peny;
let $2 = $*$,
var timerFunction = null;
x = 2*$/(1+$2),
function stopAnimation() {
y = (1-$2)/(1+$2);
if(timerFunction != null){
string.setAttribute("x2", x);
clearInterval(timerFunction);
string.setAttribute("y2", y);
timerFunction = null;
ball.setAttribute("cx", x);
}
ball.setAttribute("cy", y);
}
}
function startAnimation() {
 
if(!timerFunction) timerFunction = setInterval(swing, dx * 1000);
var q = [1, 0];
}
var previousTimestamp;
function swing(){
(function animate(timestamp) {
acc = g * Math.cos(angle) * dx;
if ( previousTimestamp !== undefined) {
vel += acc * dx;
let dq = rk4((timestamp - previousTimestamp)/1000, q, $ => [$[1], 2*$[1]*$[1]*$[0]/(1+$[0]*$[0]) - $[0]]);
angle += vel * dx;
q = [q[0] + dq[0], q[1] + dq[1]];
setPenPos();
setPendulumPos(q[0]);
}
}
function setPenPos(){
previousTimestamp = timestamp;
penx = cx + radius * Math.cos(angle);
window.requestAnimationFrame(animate);
peny = cy + radius * Math.sin(angle);
})()
scene.getElementById("string").setAttribute("x2", penx);
</script>
scene.getElementById("string").setAttribute("y2", peny);
</svg>
scene.getElementById("ball").setAttribute("cx", penx);
</syntaxhighlight>
scene.getElementById("ball").setAttribute("cy", peny);
 
}
=={{header|Julia}}==
function reset(){
Differential equation based solution using the Luxor graphics library.<syntaxhighlight lang="julia">using Luxor
var val = parseInt(in_angle.value)*0.0174532925199;
using Colors
if (val) angle = val;
using BoundaryValueDiffEq
else angle = 0;
acc = 0;
# constants for differential equations and movie
vel = 0;
const g = 9.81
setPenPos();
const L = 1.0 # pendulum length in meters
}
const bobd = 0.10 # pendulum bob diameter in meters
function condReset(){
const framerate = 50.0 # intended frame rate/sec
if (!timerFunction) reset();
const t0 = 0.0 # start time (s)
}
const tf = 2.3 # end simulation time (s)
</script>
const dtframe = 1.0/framerate # time increment per frame
</body>
const tspan = LinRange(t0, tf, Int(floor(tf*framerate))) # array of time points in animation
</html></lang>
const bgcolor = "black" # gif background
const leaderhue = (0.80, 0.70, 0.20) # gif swing arm hue light gold
const hslcolors = [HSL(col) for col in (distinguishable_colors(
Int(floor(tf*framerate)+3),[RGB(1,1,1)])[2:end])]
const giffilename = "pendulum.gif" # output file
# differential equations
simplependulum(du, u, p, t) = (θ=u[1]; dθ=u[2]; du[1]=dθ; du[2]=-(g/L)*sin(θ))
bc2(residual, u, p, t) = (residual[1] = u[end÷2][1] + pi/2; residual[2] = u[end][1] - pi/2)
bvp2 = BVProblem(simplependulum, bc2, [pi/2,pi/2], (tspan[1],tspan[end]))
sol2 = solve(bvp2, MIRK4(), dt=dtframe) # use the MIRK4 solver for TwoPointBVProblem
# movie making background
backdrop(scene, framenumber) = background(bgcolor)
function frame(scene, framenumber)
u1, u2 = sol2.u[framenumber]
y, x = L*cos(u1), L*sin(u1)
sethue(leaderhue)
poly([Point(-4.0, 0.0), Point(4.0, 0.0),
Point(160.0x,160.0y)], :fill)
sethue(Colors.HSV(framenumber*4.0, 1, 1))
circle(Point(160.0x,160.0y), 160bobd, :fill)
text(string("frame $framenumber of $(scene.framerange.stop)"),
Point(0.0, -190.0),
halign=:center)
end
muv = Movie(400, 400, "Pendulum Demo", 1:length(tspan))
animate(muv, [Scene(muv, backdrop),
Scene(muv, frame, easingfunction=easeinoutcubic)],
creategif=true, pathname=giffilename)</syntaxhighlight>
{{out}}
[[File:Pendulum animation.gif|320px]]
<pre>
</pre>
 
=={{header|Kotlin}}==
Conversion of Java snippet.
<langsyntaxhighlight lang="scala">import java.awt.*
import java.util.concurrent.*
import javax.swing.*
Line 2,154 ⟶ 2,758:
val executor = Executors.newSingleThreadScheduledExecutor()
executor.scheduleAtFixedRate(Pendulum(200), 0, 15, TimeUnit.MILLISECONDS)
}</langsyntaxhighlight>
 
=={{header|Liberty BASIC}}==
<langsyntaxhighlight lang="lb">nomainwin
WindowWidth = 400
WindowHeight = 300
Line 2,198 ⟶ 2,802:
[quit.main]
close #main
end</langsyntaxhighlight>
 
=={{header|Lingo}}==
<syntaxhighlight lang="lingo">global RODLEN, GRAVITY, DT
global velocity, acceleration, angle, posX, posY
on startMovie
-- window properties
_movie.stage.title = "Pendulum"
_movie.stage.titlebarOptions.visible = TRUE
_movie.stage.rect = rect(0, 0, 400, 400)
_movie.centerStage = TRUE
_movie.puppetTempo(30)
RODLEN = 180
GRAVITY = -9.8
DT = 0.03
velocity = 0.0
acceleration = 0.0
angle = PI/3
posX = 200 - sin(angle) * RODLEN
posY = 100 + cos(angle) * RODLEN
paint()
-- show the window
_movie.stage.visible = TRUE
end
 
on enterFrame
acceleration = GRAVITY * sin(angle)
velocity = velocity + acceleration * DT
angle = angle + velocity * DT
posX = 200 - sin(angle) * rodLen
posY = 100 + cos(angle) * rodLen
paint()
end
 
on paint
img = _movie.stage.image
img.fill(img.rect, rgb(255,255,255))
img.fill(point(200-5, 100-5), point(200+5, 100+5), [#shapeType:#oval,#color:rgb(0,0,0)])
img.draw(point(200, 100), point(posX, posY), [#color:rgb(0,0,0)])
img.fill(point(posX-20, posY-20), point(posX+20, posY+20), [#shapeType:#oval,#lineSize:1,#bgColor:rgb(0,0,0),#color:rgb(255,255,0)])
end</syntaxhighlight>
 
=={{header|Logo}}==
{{works with|UCB Logo}}
<langsyntaxhighlight lang="logo">make "angle 45
make "L 1
make "bob 10
Line 2,230 ⟶ 2,879:
 
hideturtle
until [key?] [step.pendulum]</langsyntaxhighlight>
 
=={{header|Lua}}==
Needs L&Ouml;VE 2D Engine
<syntaxhighlight lang="lua">
function degToRad( d )
return d * 0.01745329251
end
 
function love.load()
g = love.graphics
rodLen, gravity, velocity, acceleration = 260, 3, 0, 0
halfWid, damp = g.getWidth() / 2, .989
posX, posY, angle = halfWid
TWO_PI, angle = math.pi * 2, degToRad( 90 )
end
 
function love.update( dt )
acceleration = -gravity / rodLen * math.sin( angle )
angle = angle + velocity; if angle > TWO_PI then angle = 0 end
velocity = velocity + acceleration
velocity = velocity * damp
posX = halfWid + math.sin( angle ) * rodLen
posY = math.cos( angle ) * rodLen
end
 
function love.draw()
g.setColor( 250, 0, 250 )
g.circle( "fill", halfWid, 0, 8 )
g.line( halfWid, 4, posX, posY )
g.setColor( 250, 100, 20 )
g.circle( "fill", posX, posY, 20 )
end
</syntaxhighlight>
 
=={{header|M2000 Interpreter}}==
<syntaxhighlight lang="m2000 interpreter">
Module Pendulum {
back()
degree=180/pi
THETA=Pi/2
SPEED=0
G=9.81
L=0.5
Profiler
lasttimecount=0
cc=40 ' 40 ms every draw
accold=0
Every cc {
ACCEL=G*SIN(THETA*degree)/L/50
SPEED+=ACCEL/cc
THETA+=SPEED
Pendulum(THETA)
if KeyPress(32) Then Exit
}
Sub back()
If not IsWine then Smooth On
Cls 7,0
Pen 0
Move 0, scale.y/4
Draw scale.x,0
Step -scale.x/2
circle fill #AAAAAA, scale.x/50
Hold ' hold this as background
End Sub
Sub Pendulum(x)
x+=pi/2
Release ' place stored background to screen
Width scale.x/2000 {
Draw Angle x, scale.y/2.5
Width 1 {
Circle Fill 14, scale.x/25
}
Step Angle x, -scale.y/2.5
}
Print @(1,1), lasttimecount
if sgn(accold)<>sgn(ACCEL) then lasttimecount=timecount: Profiler
accold=ACCEL
Refresh 1000
End Sub
}
Pendulum
</syntaxhighlight>
 
=={{header|Mathematica}} / {{header|Wolfram Language}}==
<syntaxhighlight lang="mathematica">tmax = 10;
<lang Mathematica>freq = 8; length = freq^(-1/2);
g = 9.8;
Animate[Graphics[
l = 1;
List[{Line[{{0, 0}, length {Sin[T], -Cos[T]}} /. {T -> (Pi/6) Cos[2 Pi freq t]}], PointSize[Large],
pendulum = Module[
Point[{length {Sin[T], -Cos[T]}} /. {T -> (Pi/6) Cos[2 Pi freq t]}]}],
{g, l},
PlotRange -> {{-0.3, 0.3}, {-0.5, 0}}], {t, 0, 1}, AnimationRate -> 0.07]</lang>
ParametricNDSolve[
[[File:mmapendulum.gif]]
{
y''[t] + g/l Sin[y[t]] == 0,
y[0] == 0, y'[0] == 1
},
{y},
{t, 0, tmax},
{g, l}
]
];
Animate[
Graphics[
Rotate[
{Line[{{0, 0}, {0, -1}}], Disk[{0, -1}, .1]},
Evaluate[y[g, l] /. pendulum][t],
{0, 0}
],
PlotRange -> {{-l, l}, {-l - .5, 0}}
],
{t, 0, tmax},
AnimationRate -> 1
]</syntaxhighlight>
 
=={{header|MATLAB}}==
pendulum.m
<langsyntaxhighlight MATLABlang="matlab">%This is a numerical simulation of a pendulum with a massless pivot arm.
 
%% User Defined Parameters
Line 2,309 ⟶ 3,063:
[rodPivotPoint(2) position(2)]);
 
end</langsyntaxhighlight>
 
=={{header|Nim}}==
===OpenGL version===
{{trans|C}}
{{libheader|OpenGL}}
{{libheader|Nim bindings for OpenGL}}
 
 
Conversion from C with some modifications: changing some variable names, adding a display function to make the program work with "freeGlut", choosing another initial angle, etc.
<syntaxhighlight lang="nim"># Pendulum simulation.
 
import math
import times
 
import opengl
import opengl/glut
 
var
# Simulation variables.
lg: float # Pendulum length.
g: float # Gravity (should be positive).
currTime: Time # Current time.
theta0: float # Initial angle.
theta: float # Current angle.
omega: float # Angular velocity = derivative of theta.
accel: float # Angular acceleration = derivative of omega.
e: float # Total energy.
 
#---------------------------------------------------------------------------------------------------
 
proc initSimulation(length, gravitation, start: float) =
## Initialize the simulation.
 
lg = length
g = gravitation
currTime = getTime()
theta0 = start # Initial angle for which omega = 0.
theta = start
omega = 0
accel = -g / lg * sin(theta0)
e = g * lg * (1 - cos(theta0)) # Total energy = potential energy when starting.
 
#---------------------------------------------------------------------------------------------------
 
proc elapsed(): float =
## Return the elapsed time since previous call, expressed in seconds.
 
let nextTime = getTime()
result = (nextTime - currTime).inMicroseconds.float / 1e6
currTime = nextTime
 
#---------------------------------------------------------------------------------------------------
 
proc resize(w, h: GLsizei) =
## Resize the window.
 
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
 
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glOrtho(0, GLdouble(w), GLdouble(h), 0, -1, 1)
 
#---------------------------------------------------------------------------------------------------
 
proc render() {.cdecl.} =
## Render the window.
 
# Compute the position of the mass.
var x = 320 + 300 * sin(theta)
var y = 300 * cos(theta)
 
resize(640, 320)
glClear(GL_COLOR_BUFFER_BIT)
 
# Draw the line from pivot to mass.
glBegin(GL_LINES)
glVertex2d(320, 0)
glVertex2d(x, y)
glEnd()
glFlush()
 
# Update theta and omega.
let dt = elapsed()
theta += (omega + dt * accel / 2) * dt
omega += accel * dt
 
# If, due to computation errors, potential energy is greater than total energy,
# reset theta to ±theta0 and omega to 0.
if lg * g * (1 - cos(theta)) >= e:
theta = sgn(theta).toFloat * theta0
omega = 0
 
accel = -g / lg * sin(theta)
 
#---------------------------------------------------------------------------------------------------
 
proc initGfx(argc: ptr cint; argv: pointer) =
## Initialize OpenGL rendering.
 
glutInit(argc, argv)
glutInitDisplayMode(GLUT_RGB)
glutInitWindowSize(640, 320)
glutIdleFunc(render)
discard glutCreateWindow("Pendulum")
glutDisplayFunc(render)
loadExtensions()
 
#———————————————————————————————————————————————————————————————————————————————————————————————————
 
initSimulation(length = 5, gravitation = 9.81, start = PI / 3)
 
var argc: cint = 0
initGfx(addr(argc), nil)
glutMainLoop()</syntaxhighlight>
 
===Gtk3 version===
{{libheader|gintro}}
 
 
This version uses the same equations but replace OpenGL by Gtk3 with the “gintro” bindings.
<syntaxhighlight lang="nim"># Pendulum simulation.
 
import math
import times
 
import gintro/[gobject, gdk, gtk, gio, cairo]
import gintro/glib except Pi
 
type
 
# Description of the simulation.
Simulation = ref object
area: DrawingArea # Drawing area.
length: float # Pendulum length.
g: float # Gravity (should be positive).
time: Time # Current time.
theta0: float # initial angle.
theta: float # Current angle.
omega: float # Angular velocity = derivative of theta.
accel: float # Angular acceleration = derivative of omega.
e: float # Total energy.
 
#---------------------------------------------------------------------------------------------------
 
proc newSimulation(area: DrawingArea; length, g, theta0: float): Simulation {.noInit.} =
## Allocate and initialize the simulation object.
 
new(result)
result.area = area
result.length = length
result.g = g
result.time = getTime()
result.theta0 = theta0
result.theta = theta0
result.omega = 0
result.accel = -g / length * sin(theta0)
result.e = g * length * (1 - cos(theta0)) # Total energy = potential energy when starting.
 
#---------------------------------------------------------------------------------------------------
 
template toFloat(dt: Duration): float = dt.inNanoseconds.float / 1e9
 
#---------------------------------------------------------------------------------------------------
 
const Origin = (x: 320.0, y: 100.0) # Pivot coordinates.
const Scale = 300 # Coordinates scaling constant.
 
proc draw(sim: Simulation; context: cairo.Context) =
## Draw the pendulum.
 
# Compute coordinates in drawing area.
let x = Origin.x + sin(sim.theta) * Scale
let y = Origin.y + cos(sim.theta) * Scale
 
# Clear the region.
context.moveTo(0, 0)
context.setSource(0.0, 0.0, 0.0)
context.paint()
 
# Draw pendulum.
context.moveTo(Origin.x, Origin.y)
context.setSource(0.3, 1.0, 0.3)
context.lineTo(x, y)
context.stroke()
 
# Draw pivot.
context.setSource(0.3, 0.3, 1.0)
context.arc(Origin.x, Origin.y, 8, 0, 2 * Pi)
context.fill()
 
# Draw mass.
context.setSource(1.0, 0.3, 0.3)
context.arc(x, y, 8, 0, 2 * Pi)
context.fill()
 
#---------------------------------------------------------------------------------------------------
 
proc update(sim: Simulation): gboolean =
## Update the simulation state.
 
# compute time interval.
let nextTime = getTime()
let dt = (nextTime - sim.time).toFloat
sim.time = nextTime
 
# Update theta and omega.
sim.theta += (sim.omega + dt * sim.accel / 2) * dt
sim.omega += sim.accel * dt
 
# If, due to computation errors, potential energy is greater than total energy,
# reset theta to ±theta0 and omega to 0.
if sim.length * sim.g * (1 - cos(sim.theta)) >= sim.e:
sim.theta = sgn(sim.theta).toFloat * sim.theta0
sim.omega = 0
 
# Compute acceleration.
sim.accel = -sim.g / sim.length * sin(sim.theta)
 
result = gboolean(1)
 
sim.draw(sim.area.window.cairoCreate())
 
#---------------------------------------------------------------------------------------------------
 
proc activate(app: Application) =
## Activate the application.
 
let window = app.newApplicationWindow()
window.setSizeRequest(640, 480)
window.setTitle("Pendulum simulation")
 
let area = newDrawingArea()
window.add(area)
 
let sim = newSimulation(area, length = 5, g = 9.81, theta0 = PI / 3)
 
timeoutAdd(10, update, sim)
 
window.showAll()
 
#———————————————————————————————————————————————————————————————————————————————————————————————————
 
let app = newApplication(Application, "Rosetta.pendulum")
discard app.connect("activate", activate)
discard app.run()</syntaxhighlight>
 
=={{header|ooRexx}}==
ooRexx does not have a portable GUI, but this version is similar to the Ada version and just prints out the coordinates of the end of the pendulum.
<syntaxhighlight lang="oorexx">
<lang ooRexx>
pendulum = .pendulum~new(10, 30)
 
Line 2,350 ⟶ 3,351:
::requires rxmath library
 
</syntaxhighlight>
</lang>
 
=={{header|Oz}}==
Inspired by the E and Ruby versions.
 
<langsyntaxhighlight lang="oz">declare
[QTk] = {Link ['x-oz://system/wp/QTk.ozf']}
 
Line 2,436 ⟶ 3,437:
{Window show}
{Animation go}
</syntaxhighlight>
</lang>
 
 
=={{header|Perl}}==
Line 2,447 ⟶ 3,447:
This does not have the window resizing handling that Tcl does.
 
<langsyntaxhighlight lang="perl">
use strict;
use warnings;
Line 2,513 ⟶ 3,513:
$canvas->bind('<Destroy>' => sub {$after_id->cancel});
MainLoop;</syntaxhighlight>
 
 
</lang>
 
=={{header|Phix}}==
{{libheader|Phix/pGUI}}
<lang Phix>
{{libheader|Phix/online}}
include ..\arwen\arwen.ew
You can run this online [http://phix.x10.mx/p2js/animate_pendulum2.htm here].
include ..\arwen\axtra.ew
<!--<syntaxhighlight lang="phix">(phixonline)-->
 
<span style="color: #000080;font-style:italic;">--
constant main = create(Window, "Animated Pendulum", 0, 0, 20, 20, 625, 690, 0),
-- demo\rosetta\animate_pendulum.exw
mainDC = getPrivateDC(main),
-- =================================
backDC = c_func(xCreateCompatibleDC, {NULL}), -- the background
--
viewDC = c_func(xCreateCompatibleDC, {NULL}), -- with animation
-- Author Pete Lomax, March 2017
grey = #909090
--
 
-- Port of animate_pendulum.exw from arwen to pGUI, which is now
constant MainTimer = createTimer()
-- preserved as a comment below (in the distro version only).
 
--
integer dw = 0, dh = 0 -- client area width and height
-- With help from lesterb, updates now in timer_cb not redraw_cb,
atom bmBack, bmView
-- variables better named, and velocity problem sorted, July 2018.
integer bmX = 0, bmY = 0 -- actual size of the bitmaps
--</span>
 
<span style="color: #008080;">constant</span> <span style="color: #000000;">full</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span> <span style="color: #000080;font-style:italic;">-- set true for full swing to near-vertical.
constant dt = 1E-3
-- false performs swing to horizontal only.
constant g = 50
-- (adjusts the starting angle, pivot point,
 
integer sX = 0, sY = 0 -- suspension pointand ofcanvas size, pendulumonly.)</span>
integer len
<span style="color: #008080;">include</span> <span style="color: #000000;">pGUI</span><span style="color: #0000FF;">.</span><span style="color: #000000;">e</span>
atom alpha = PI/2,
omega = 0,
<span style="color: #004080;">Ihandle</span> <span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">timer</span>
epsilon
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cdcanvas</span>
 
function mainHandler(integer id, integer msg, atom wParam, object lParam)
<span style="color: #008080;">constant</span> <span style="color: #000000;">g</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">50</span>
integer eX, eY -- moving end of pendulum
if msg=WM_SIZE then
<span style="color: #004080;">atom</span> <span style="color: #000000;">angle</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">full</span><span style="color: #0000FF;">?</span><span style="color: #004600;">PI</span><span style="color: #0000FF;">-</span><span style="color: #000000;">0.01</span><span style="color: #0000FF;">:</span><span style="color: #004600;">PI</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">),</span> <span style="color: #000080;font-style:italic;">-- (near_vertical | horiz)</span>
{{},{},dw,dh} = getClientRect(main)
<span style="color: #000000;">velocity</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span>
if dw>bmX or dh>bmY then
<span style="color: #004080;">integer</span> <span style="color: #000000;">w</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">len</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span>
-- we need bigger bitmaps
bmBack = c_func(xCreateCompatibleBitmap, {mainDC, dw, dh})
<span style="color: #008080;">function</span> <span style="color: #000000;">redraw_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">integer</span> <span style="color: #000080;font-style:italic;">/*posx*/</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">/*posy*/</span><span style="color: #0000FF;">)</span>
{} = deleteObject(selectObject(backDC,bmBack))
<span style="color: #0000FF;">{</span><span style="color: #000000;">w</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">)</span>
-- clear the background
<span style="color: #7060A8;">cdCanvasActivate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">)</span>
setPenColor(grey)
<span style="color: #7060A8;">cdCanvasClear</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">)</span>
drawRectangleh(backDC, True, 0, 0, dw, dh)
<span style="color: #000080;font-style:italic;">-- new suspension point:</span>
bmView = c_func(xCreateCompatibleBitmap, {mainDC, dw, dh})
<span style="color: #004080;">integer</span> <span style="color: #000000;">sX</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)</span>
{} = deleteObject(selectObject(viewDC,bmView))
<span style="color: #004080;">integer</span> <span style="color: #000000;">sY</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">h</span><span style="color: #0000FF;">/</span><span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">full</span><span style="color: #0000FF;">?</span><span style="color: #000000;">2</span><span style="color: #0000FF;">:</span><span style="color: #000000;">16</span><span style="color: #0000FF;">))</span> <span style="color: #000080;font-style:italic;">-- (mid | top)
{bmX,bmY} = {dw,dh}
-- end ifrepaint:</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">eX</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">len</span><span style="color: #0000FF;">*</span><span style="color: #7060A8;">sin</span><span style="color: #0000FF;">(</span><span style="color: #000000;">angle</span><span style="color: #0000FF;">)+</span><span style="color: #000000;">sX</span><span style="color: #0000FF;">)</span>
-- new suspension point and length
<span style="color: #004080;">integer</span> <span style="color: #000000;">eY</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">len</span><span style="color: #0000FF;">*</span><span style="color: #7060A8;">cos</span><span style="color: #0000FF;">(</span><span style="color: #000000;">angle</span><span style="color: #0000FF;">)+</span><span style="color: #000000;">sY</span><span style="color: #0000FF;">)</span>
sX = floor(dw/2)
<span style="color: #7060A8;">cdCanvasSetForeground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_CYAN</span><span style="color: #0000FF;">)</span>
sY = floor(dh/8)
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">sX</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span><span style="color: #0000FF;">-</span><span style="color: #000000;">sY</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">eX</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span><span style="color: #0000FF;">-</span><span style="color: #000000;">eY</span><span style="color: #0000FF;">)</span>
len = sX-20
<span style="color: #7060A8;">cdCanvasSetForeground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_DARK_GREEN</span><span style="color: #0000FF;">)</span>
elsif msg=WM_PAINT then
<span style="color: #7060A8;">cdCanvasSector</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">sX</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span><span style="color: #0000FF;">-</span><span style="color: #000000;">sY</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">5</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">5</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">360</span><span style="color: #0000FF;">)</span>
-- start with a fresh copy of the background
<span style="color: #7060A8;">cdCanvasSetForeground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_BLUE</span><span style="color: #0000FF;">)</span>
void = c_func(xBitBlt,{viewDC,0,0,dw,dh,backDC,0,0,SRCCOPY})
<span style="color: #7060A8;">cdCanvasSector</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">eX</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">h</span><span style="color: #0000FF;">-</span><span style="color: #000000;">eY</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">35</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">35</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">360</span><span style="color: #0000FF;">)</span>
eX = floor(len*sin(alpha)+sX)
<span style="color: #7060A8;">cdCanvasFlush</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">)</span>
eY = floor(len*cos(alpha)+sY)
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
drawLinesh(viewDC,{Red,{sX,sY,eX,eY},Yellow})
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
drawEllipseh(viewDC,eX-5,eY-5,eX+5,eY+5)
void = c_func(xBitBlt,{mainDC,0,0,dw,dh,viewDC,0,0,SRCCOPY})
<span style="color: #008080;">function</span> <span style="color: #000000;">timer_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">)</span>
elsif msg=WM_TIMER then
<span style="color: #008080;">if</span> <span style="color: #000000;">w</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span>
epsilon = -len*sin(alpha)*g
<span style="color: #004080;">integer</span> <span style="color: #000000;">newlen</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">w</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)-</span><span style="color: #000000;">30</span>
omega += dt*epsilon
<span style="color: #008080;">if</span> <span style="color: #000000;">newlen</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">len</span> <span style="color: #008080;">then</span>
alpha += dt*omega
<span style="color: #000000;">len</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">newlen</span>
repaintWindow(main)
<span style="color: #004080;">atom</span> <span style="color: #000000;">tmp</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">g</span><span style="color: #0000FF;">*</span><span style="color: #000000;">len</span><span style="color: #0000FF;">*(</span><span style="color: #7060A8;">cos</span><span style="color: #0000FF;">(</span><span style="color: #000000;">angle</span><span style="color: #0000FF;">))</span>
elsif msg=WM_SHOWWINDOW then
<span style="color: #000000;">velocity</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">tmp</span><span style="color: #0000FF;"><</span><span style="color: #000000;">0</span><span style="color: #0000FF;">?</span><span style="color: #000000;">0</span><span style="color: #0000FF;">:</span><span style="color: #7060A8;">sqrt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">tmp</span><span style="color: #0000FF;">)*</span><span style="color: #7060A8;">sign</span><span style="color: #0000FF;">(</span><span style="color: #000000;">velocity</span><span style="color: #0000FF;">))</span>
startTimer(MainTimer,main,33)
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
elsif msg=WM_CHAR
<span style="color: #004080;">atom</span> <span style="color: #000000;">dt</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0.2</span><span style="color: #0000FF;">/</span><span style="color: #000000;">w</span>
and wParam=VK_ESCAPE then
<span style="color: #004080;">atom</span> <span style="color: #000000;">acceleration</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">len</span><span style="color: #0000FF;">*</span><span style="color: #7060A8;">sin</span><span style="color: #0000FF;">(</span><span style="color: #000000;">angle</span><span style="color: #0000FF;">)*</span><span style="color: #000000;">g</span>
closeWindow(main)
<span style="color: #000000;">velocity</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">dt</span><span style="color: #0000FF;">*</span><span style="color: #000000;">acceleration</span>
if id or object(lParam) then end if -- suppress warnings
<span style="color: #000000;">angle</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">dt</span><span style="color: #0000FF;">*</span><span style="color: #000000;">velocity</span>
end if
<span style="color: #7060A8;">IupUpdate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span>
return 0
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
end function
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_IGNORE</span>
setHandler({main},routine_id("mainHandler"))
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
 
WinMain(main, SW_NORMAL)
<span style="color: #008080;">function</span> <span style="color: #000000;">map_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
</lang>
<span style="color: #004080;">atom</span> <span style="color: #000000;">res</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetDouble</span><span style="color: #0000FF;">(</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"SCREENDPI"</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">25.4</span>
<span style="color: #7060A8;">IupGLMakeCurrent</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
<span style="color: #000000;">cdcanvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_IUP</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">else</span>
<span style="color: #000000;">cdcanvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_GL</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"10x10 %g"</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">res</span><span style="color: #0000FF;">})</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #7060A8;">cdCanvasSetBackground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_PARCHMENT</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">canvas_resize_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*canvas*/</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">canvas_width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas_height</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">res</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetDouble</span><span style="color: #0000FF;">(</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"SCREENDPI"</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">25.4</span>
<span style="color: #7060A8;">cdCanvasSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"SIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"%dx%d %g"</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">canvas_width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas_height</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">res</span><span style="color: #0000FF;">})</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupOpen</span><span style="color: #0000FF;">()</span>
<span style="color: #000000;">canvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGLCanvas</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"RASTERSIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">full</span><span style="color: #0000FF;">?</span><span style="color: #008000;">"640x640"</span><span style="color: #0000FF;">:</span><span style="color: #008000;">"640x340"</span><span style="color: #0000FF;">))</span> <span style="color: #000080;font-style:italic;">-- (fit 360|180)</span>
<span style="color: #7060A8;">IupSetCallback</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"MAP_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"map_cb"</span><span style="color: #0000FF;">))</span>
<span style="color: #7060A8;">IupSetCallback</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"ACTION"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"redraw_cb"</span><span style="color: #0000FF;">))</span>
<span style="color: #7060A8;">IupSetCallback</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"RESIZE_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"canvas_resize_cb"</span><span style="color: #0000FF;">))</span>
<span style="color: #000000;">timer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupTimer</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"timer_cb"</span><span style="color: #0000FF;">),</span> <span style="color: #000000;">20</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">dlg</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupDialog</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"TITLE"</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"Animated Pendulum"</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupShow</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"RASTERSIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">NULL</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupMainLoop</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupClose</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<!--</syntaxhighlight>-->
 
=={{header|PicoLisp}}==
A minimalist solution. The pendulum consists of the center point '+', and the swinging xterm cursor.
<langsyntaxhighlight PicoLisplang="picolisp">(load "@lib/math.l")
 
(de pendulum (X Y Len)
Line 2,606 ⟶ 3,645:
(call 'tput "cup"
(+ Y (*/ Len (cos Angle) 2.2)) # Compensate for aspect ratio
(+ X (*/ Len (sin Angle) 1.0)) ) ) ) )</langsyntaxhighlight>
Test (hit any key to stop):
<syntaxhighlight lang PicoLisp="picolisp">(pendulum 40 1 36)</langsyntaxhighlight>
 
=={{header|Portugol}}==
{{trans|FreeBASIC}}
<syntaxhighlight lang="portugol">
programa {
inclua biblioteca Matematica --> math // math library
inclua biblioteca Util --> u // util library
inclua biblioteca Graficos --> g // graphics library
inclua biblioteca Teclado --> t // keyboard library
real accel, bx, by
real theta = math.PI * 0.5
real g = 9.81
real l = 1.0
real speed = 0.0
real px = 320.0
real py = 10.0
inteiro w = 10 // circle width and height (radius)
// main entry
funcao inicio() {
g.iniciar_modo_grafico(verdadeiro)
g.definir_dimensoes_janela(640, 400)
// while ESC key not pressed
enquanto (nao t.tecla_pressionada(t.TECLA_ESC)) {
bx = px + l * 300.0 * math.seno(theta)
by = py - l * 300.0 * math.cosseno(theta)
g.definir_cor(g.COR_PRETO)
g.limpar()
g.definir_cor(g.COR_BRANCO)
g.desenhar_linha(px, py, bx, by)
g.desenhar_elipse(bx - w, by - w, w * 2, w * 2, verdadeiro)
accel = g * math.seno(theta) / l / 100.0
speed = speed + accel / 100.0
theta = theta + speed
g.desenhar_texto(0, 370, "Pendulum")
g.desenhar_texto(0, 385, "Press ESC to quit")
g.renderizar()
u.aguarde(10)
}
}
}
 
</syntaxhighlight>
 
=={{header|Prolog}}==
SWI-Prolog has a graphic interface XPCE.
<langsyntaxhighlight Prologlang="prolog">:- use_module(library(pce)).
 
pendulum :-
Line 2,692 ⟶ 3,782:
ND = - D;
ND = D).
</syntaxhighlight>
</lang>
 
=={{header|PureBasic}}==
If the code was part of a larger application it could be improved by specifying constants for the locations of image elements.
<langsyntaxhighlight PureBasiclang="purebasic">Procedure handleError(x, msg.s)
If Not x
MessageRequester("Error", msg)
Line 2,801 ⟶ 3,892:
Break
EndSelect
ForEver</langsyntaxhighlight>
 
=={{header|Python}}==
Line 2,807 ⟶ 3,898:
 
{{trans|C}}
<langsyntaxhighlight lang="python">import pygame, sys
from pygame.locals import *
from math import sin, cos, radians
Line 2,888 ⟶ 3,979:
while True:
input(pygame.event.get())
pygame.display.flip()</langsyntaxhighlight>
 
===Python: using tkinter===
<syntaxhighlight lang="python">
''' Python 3.6.5 code using Tkinter graphical user interface.'''
 
from tkinter import *
import math
 
class Animation:
def __init__(self, gw):
self.window = gw
self.xoff, self.yoff = 300, 100
self.angle = 0
self.sina = math.sin(self.angle)
self.cosa = math.cos(self.angle)
self.rodhyp = 170
self.bobr = 30
self.bobhyp = self.rodhyp + self.bobr
self.rodx0, self.rody0 = self.xoff, self.yoff
self.ra = self.rodx0
self.rb = self.rody0
self.rc = self.xoff + self.rodhyp*self.sina
self.rd = self.yoff + self.rodhyp*self.cosa
self.ba = self.xoff - self.bobr + self.bobhyp*self.sina
self.bb = self.yoff - self.bobr + self.bobhyp*self.cosa
self.bc = self.xoff + self.bobr + self.bobhyp*self.sina
self.bd = self.yoff + self.bobr + self.bobhyp*self.cosa
self.da = math.pi / 360
 
# create / fill canvas:
self.cnv = Canvas(gw, bg='lemon chiffon')
self.cnv.pack(fill=BOTH, expand=True)
 
self.cnv.create_line(0, 100, 600, 100,
fill='dodger blue',
width=3)
radius = 8
self.cnv.create_oval(300-radius, 100-radius,
300+radius, 100+radius,
fill='navy')
 
self.bob = self.cnv.create_oval(self.ba,
self.bb,
self.bc,
self.bd,
fill='red',
width=2)
 
self.rod = self.cnv.create_line(self.ra,
self.rb,
self.rc,
self.rd,
fill='dodger blue',
width=6)
 
self.animate()
 
def animate(self):
if abs(self.angle) > math.pi / 2:
self.da = - self.da
self.angle += self.da
self.sina = math.sin(self.angle)
self.cosa = math.cos(self.angle)
self.ra = self.rodx0
self.rb = self.rody0
self.rc = self.xoff + self.rodhyp*self.sina
self.rd = self.yoff + self.rodhyp*self.cosa
self.ba = self.xoff - self.bobr + self.bobhyp*self.sina
self.bb = self.yoff - self.bobr + self.bobhyp*self.cosa
self.bc = self.xoff + self.bobr + self.bobhyp*self.sina
self.bd = self.yoff + self.bobr + self.bobhyp*self.cosa
self.cnv.coords(self.rod,
self.ra,
self.rb,
self.rc,
self.rd)
self.cnv.coords(self.bob,
self.ba,
self.bb,
self.bc,
self.bd)
self.window.update()
self.cnv.after(5, self.animate)
root = Tk()
root.title('Pendulum')
root.geometry('600x400+100+50')
root.resizable(False, False)
a = Animation(root)
root.mainloop()
</syntaxhighlight>
 
=={{header|QB64}}==
<syntaxhighlight lang="qbasic">'declare and initialize variables
CONST PI = 3.141592
 
DIM SHARED Bob_X, Bob_Y, Pivot_X, Pivot_Y, Rod_Length, Rod_Angle, Bob_Angular_Acceleration, Bob_Angular_Velocity, Delta_Time, Drawing_Scale, G AS DOUBLE
DIM SHARED exit_flag AS INTEGER
 
'set gravity to Earth's by default (in m/s squared)
G = -9.80665
 
'set the pivot at the screen center near the top. Positions are in meters not pixels, and they translate to 320 and 60 pixels
Pivot_X = 1.6
Pivot_Y = 0.3
 
'set the rod length, 0.994 meters by default (gives 1 second period in Earth gravity)
Rod_Length = 0.994
'set the initial rod angle to 6 degrees and convert to radians. 6 degrees seems small but it is near to what clocks use so it
'makes the pendulum look like a clock's. More amplitude works perfectly but looks silly.
Rod_Angle = 6 * (PI / 180)
'set delta time, seconds. 5 miliseconds is precise enough.
Delta_Time = 0.05
 
'because the positions are calculated in meters, the pendulum as drawn would be way too small (1 meter = 1 pixel),
'so a scale factor is introduced (1 meter = 200 pixels by default)
Drawing_Scale = 200
 
'initialize the screen to 640 x 480, 16 colors
SCREEN 12
 
'main loop
DO
'math to figure out what the pendulum is doing based on the initial conditions.
 
'first calculate the position of the bob's center based on the rod angle by using the sine and cosine functions for x and y coordinates
Bob_X = (Pivot_X + SIN(Rod_Angle) * Rod_Length)
Bob_Y = (Pivot_Y + COS(Rod_Angle) * Rod_Length)
'then based on the rod's last angle, length, and gravitational acceleration, calculate the angular acceleration
Bob_Angular_Acceleration = G / Rod_Length * SIN(Rod_Angle)
'integrate the angular acceleration over time to obtain angular velocity
Bob_Angular_Velocity = Bob_Angular_Velocity + (Bob_Angular_Acceleration * Delta_Time)
'integrate the angular velocity over time to obtain a new angle for the rod
Rod_Angle = Rod_Angle + (Bob_Angular_Velocity * Delta_Time)
 
'draw the user interface and pendulum position
 
'clear the screen before drawing the next frame of the animation
CLS
 
'print information
PRINT " Gravity: " + STR$(ABS(G)) + " m/sý, Rod Length: " + STR$(Rod_Length); " m"
LOCATE 25, 1
PRINT "+/- keys control rod length, numbers 1-5 select gravity, (1 Earth, 2 the Moon, 3 Mars, 4 more 5 less), Q to exit"
 
'draw the pivot
CIRCLE (Pivot_X * Drawing_Scale, Pivot_Y * Drawing_Scale), 5, 8
PAINT STEP(0, 0), 8, 8
 
'draw the bob
CIRCLE (Bob_X * Drawing_Scale, Bob_Y * Drawing_Scale), 20, 14
PAINT STEP(0, 0), 14, 14
 
'draw the rod
LINE (Pivot_X * Drawing_Scale, Pivot_Y * Drawing_Scale)-(Bob_X * Drawing_Scale, Bob_Y * Drawing_Scale), 14
 
'process input
SELECT CASE UCASE$(INKEY$)
CASE "+"
'lengthen rod
Rod_Length = Rod_Length + 0.01
CASE "-"
'shorten rod
Rod_Length = Rod_Length - 0.01
CASE "1"
'Earth G
G = -9.80665
CASE "2"
'Moon G
G = -1.62
CASE "3"
'Mars G
G = -3.721
CASE "4"
'More G
G = G + 0.1
CASE "5"
'Less G
G = G - 0.1
CASE "Q"
'exit on any other key
exit_flag = 1
END SELECT
 
'wait before drawing the next frame
_DELAY Delta_Time
 
'loop the animation until the user presses any key
LOOP UNTIL exit_flag = 1</syntaxhighlight>
 
 
=={{header|R}}==
<syntaxhighlight lang="r">library(DescTools)
 
pendulum<-function(length=5,radius=1,circle.color="white",bg.color="white"){
tseq = c(seq(0,pi,by=.1),seq(pi,0,by=-.1))
slow=.27;fast=.07
sseq = c(seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4),seq(slow,fast,length.out = length(tseq)/4),seq(fast,slow,length.out = length(tseq)/4))
plot(0,0,xlim=c((-length-radius)*1.2,(length+radius)*1.2),ylim=c((-length-radius)*1.2,0),xaxt="n",yaxt="n",xlab="",ylab="")
cat("Press Esc to end animation")
 
while(T){
for(i in 1:length(tseq)){
rect(par("usr")[1],par("usr")[3],par("usr")[2],par("usr")[4],col = bg.color)
abline(h=0,col="grey")
points(0,0)
DrawCircle((radius+length)*cos(tseq[i]),(radius+length)*-sin(tseq[i]),r.out=radius,col=circle.color)
lines(c(0,length*cos(tseq[i])),c(0,length*-sin(tseq[i])))
Sys.sleep(sseq[i])
}
}
}
 
pendulum(5,1,"gold","lightblue")</syntaxhighlight>
 
=={{header|Racket}}==
<langsyntaxhighlight lang="racket">
#lang racket
 
Line 2,911 ⟶ 4,218:
 
(animate (pendulum))
</syntaxhighlight>
</lang>
 
=={{header|Raku}}==
(formerly Perl 6)
{{works with|Rakudo|2018.09}}
Handles window resizing, modifies pendulum length and period as window height changes. May need to tweek $ppi scaling to get good looking animation.
 
<syntaxhighlight lang="raku" line>use SDL2::Raw;
use Cairo;
 
my $width = 1000;
my $height = 400;
 
SDL_Init(VIDEO);
 
my $window = SDL_CreateWindow(
'Pendulum - Raku',
SDL_WINDOWPOS_CENTERED_MASK,
SDL_WINDOWPOS_CENTERED_MASK,
$width, $height, RESIZABLE
);
 
my $render = SDL_CreateRenderer($window, -1, ACCELERATED +| PRESENTVSYNC);
 
my $bob = Cairo::Image.create( Cairo::FORMAT_ARGB32, 32, 32 );
given Cairo::Context.new($bob) {
my Cairo::Pattern::Gradient::Radial $sphere .=
create(13.3, 12.8, 3.2, 12.8, 12.8, 32);
$sphere.add_color_stop_rgba(0, 1, 1, .698, 1);
$sphere.add_color_stop_rgba(1, .623, .669, .144, 1);
.pattern($sphere);
.arc(16, 16, 15, 0, 2 * pi);
.fill;
$sphere.destroy;
}
 
my $bob_texture = SDL_CreateTexture(
$render, %PIXELFORMAT<ARGB8888>,
STATIC, 32, 32
);
 
SDL_UpdateTexture(
$bob_texture,
SDL_Rect.new(:x(0), :y(0), :w(32), :h(32)),
$bob.data, $bob.stride // 32
);
 
SDL_SetTextureBlendMode($bob_texture, 1);
 
SDL_SetRenderDrawBlendMode($render, 1);
 
my $event = SDL_Event.new;
 
my $now = now; # time
my $Θ = -π/3; # start angle
my $ppi = 500; # scale
my $g = -9.81; # accelaration of gravity
my $ax = $width/2; # anchor x
my $ay = 25; # anchor y
my $len = $height - 75; # 'rope' length
my $vel; # velocity
my $dt; # delta time
 
main: loop {
while SDL_PollEvent($event) {
my $casted_event = SDL_CastEvent($event);
given $casted_event {
when *.type == QUIT { last main }
when *.type == WINDOWEVENT {
if .event == 5 {
$width = .data1;
$height = .data2;
$ax = $width/2;
$len = $height - 75;
}
}
}
}
 
$dt = now - $now;
$now = now;
$vel += $g / $len * sin($Θ) * $ppi * $dt;
$Θ += $vel * $dt;
my $bx = $ax + sin($Θ) * $len;
my $by = $ay + cos($Θ) * $len;
 
SDL_SetRenderDrawColor($render, 255, 255, 255, 255);
SDL_RenderDrawLine($render, |($ax, $ay, $bx, $by)».round);
SDL_RenderCopy( $render, $bob_texture, Nil,
SDL_Rect.new($bx - 16, $by - 16, 32, 32)
);
SDL_RenderPresent($render);
SDL_SetRenderDrawColor($render, 0, 0, 0, 0);
SDL_RenderClear($render);
}
 
SDL_Quit();</syntaxhighlight>
 
=={{header|REXX}}==
{{trans|Ada}}
{{trans|ooRexx}}
<br>REXX doesn't have a portable graphics user interface (GUI), &nbsp; but
this version is similar to the '''Ada''' version and just
<br>displays the coordinates of the end of the pendulum.
<syntaxhighlight lang="rexx">/*REXX program displays the (x, y) coördinates (at the end of a swinging pendulum). */
parse arg cycles Plength theta . /*obtain optional argument from the CL.*/
if cycles=='' | cycles=="," then cycles= 60 /*Not specified? Then use the default.*/
if pLength=='' | pLength=="," then pLength= 10 /* " " " " " " */
if theta=='' | theta=="," then theta= 30 /* " " " " " " */
theta= theta / 180 * pi() /* 'cause that's the way Ada did it. */
was= time('R') /*obtain the current elapsed time (was)*/
g= -9.81 /*gravitation constant (for earth). */
speed= 0 /*velocity of the pendulum, now resting*/
do cycles; call delay 1/20 /*swing the pendulum a number of times.*/
now= time('E') /*obtain the current time (in seconds).*/
duration= now - was /*calculate duration since last cycle. */
acceleration= g / pLength * sin(theta) /*compute the pendulum acceleration. */
x= sin(theta) * pLength /*calculate X coördinate of pendulum.*/
y= cos(theta) * pLength /* " Y " " */
speed= speed + acceleration * duration /*calculate " speed " " */
theta= theta + speed * duration /* " " angle " " */
was= now /*save the elapsed time as it was then.*/
say right('X: ',20) fmt(x) right("Y: ", 10) fmt(y)
end /*cycles*/
exit 0 /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
fmt: procedure; parse arg z; return left('', z>=0)format(z, , digits() - 1) /*align#*/
pi: pi= 3.1415926535897932384626433832795028841971693993751058209749445923078; return pi
r2r: return arg(1) // (pi() * 2) /*normalize radians ──► a unit circle. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
cos: procedure; parse arg x; x=r2r(x); numeric fuzz min(6,digits()-3); z=1; _=1; x=x*x
p=z; do k=2 by 2; _=-_*x/(k*(k-1)); z=z+_; if z=p then leave; p=z; end; return z
/*──────────────────────────────────────────────────────────────────────────────────────*/
sin: procedure; parse arg x; x=r2r(x); _=x; numeric fuzz min(5, max(1,digits()-3)); q=x*x
z=x; do k=2 by 2 until p=z; p= z; _= -_*q/(k*k+k); z= z+_; end; return z</syntaxhighlight>
Programming note: &nbsp; the &nbsp; '''SIN''' &nbsp; and &nbsp; '''COS''' &nbsp; functions above are abridged versions.
 
{{out|output|text=&nbsp; when using the default inputs:}}
 
(Shown at three-quarter size.)
 
<pre style="font-size:75%">
X: 5.00000001 Y: 8.66025263
X: 4.99061349 Y: 8.66566514
X: 4.97243576 Y: 8.67610852
X: 4.93067038 Y: 8.69991317
X: 4.89012042 Y: 8.72276910
X: 4.82031857 Y: 8.76153587
X: 4.75801424 Y: 8.79552638
X: 4.68636431 Y: 8.83391049
X: 4.57361919 Y: 8.89280584
X: 4.48234416 Y: 8.93916001
X: 4.37986973 Y: 8.98981271
X: 4.22616556 Y: 9.06308553
X: 4.10234645 Y: 9.11979981
X: 3.92362587 Y: 9.19810621
X: 3.77927439 Y: 9.25835208
X: 3.62636710 Y: 9.31930574
X: 3.41031145 Y: 9.40051989
X: 3.23831928 Y: 9.46114623
X: 3.05856966 Y: 9.52077477
X: 2.80449093 Y: 9.59869639
X: 2.60777314 Y: 9.65399458
X: 2.33706050 Y: 9.72307536
X: 2.12566754 Y: 9.77146685
X: 1.90875333 Y: 9.81614357
X: 1.61409349 Y: 9.86887572
X: 1.38628040 Y: 9.90344528
X: 1.15474731 Y: 9.93310425
X: 0.83894984 Y: 9.96474604
X: 0.60607739 Y: 9.98161664
X: 0.28427382 Y: 9.99595857
X: 0.04337158 Y: 9.99990600
X: -0.19764981 Y: 9.99804656
X: -0.51465016 Y: 9.98674803
X: -0.75351685 Y: 9.97157018
X: -0.99032702 Y: 9.95084184
X: -1.29813435 Y: 9.91538447
X: -1.52787755 Y: 9.88259045
X: -1.82867021 Y: 9.83137708
X: -2.04809904 Y: 9.78801877
X: -2.26218023 Y: 9.74076694
X: -2.53465430 Y: 9.67344838
X: -2.73460510 Y: 9.61883856
X: -2.92771580 Y: 9.56182417
X: -3.17015942 Y: 9.48420212
X: -3.34611403 Y: 9.42356201
X: -3.51412189 Y: 9.36220839
X: -3.72485659 Y: 9.28037935
X: -3.87040178 Y: 9.22062834
X: -4.01043937 Y: 9.16058801
X: -4.18250467 Y: 9.08331710
X: -4.30172468 Y: 9.02746685
X: -4.44332328 Y: 8.95861981
X: -4.54135551 Y: 8.90932543
X: -4.63012036 Y: 8.86351916
X: -4.73113128 Y: 8.81001598
X: -4.79830022 Y: 8.77361372
X: -4.85610202 Y: 8.74175352
X: -4.91679319 Y: 8.70776227
X: -4.95266247 Y: 8.68741106
X: -4.98366742 Y: 8.66966173
</pre>
 
=={{header|Ring}}==
<syntaxhighlight lang="ring">
# Project : Animate a pendulum
 
load "guilib.ring"
load "stdlib.ring"
 
CounterMan = 1
paint = null
pi = 22/7
theta = pi/180*40
g = 9.81
l = 0.50
speed = 0
 
new qapp
{
win1 = new qwidget() {
setwindowtitle("Animate a pendulum")
setgeometry(100,100,800,600)
label1 = new qlabel(win1) {
setgeometry(10,10,800,600)
settext("")
}
new qpushbutton(win1) {
setgeometry(150,500,100,30)
settext("draw")
setclickevent("draw()")
}
TimerMan = new qtimer(win1)
{
setinterval(1000)
settimeoutevent("draw()")
start()
}
show()
}
exec()
}
 
func draw
p1 = new qpicture()
color = new qcolor() {
setrgb(0,0,255,255)
}
pen = new qpen() {
setcolor(color)
setwidth(1)
}
paint = new qpainter() {
begin(p1)
setpen(pen)
ptime()
endpaint()
}
label1 { setpicture(p1) show() }
return
 
func ptime()
TimerMan.start()
pPlaySleep()
sleep(0.1)
CounterMan++
if CounterMan = 20
TimerMan.stop()
ok
 
func pPlaySleep()
pendulum(theta, l)
pendulum(theta, l)
accel = - g * sin(theta) / l / 100
speed = speed + accel / 100
theta = theta + speed
 
func pendulum(a, l)
pivotx = 640
pivoty = 800
bobx = pivotx + l * 1000 * sin(a)
boby = pivoty - l * 1000 * cos(a)
paint.drawline(pivotx, pivoty, bobx, boby)
paint.drawellipse(bobx + 24 * sin(a), boby - 24 * cos(a), 24, 24)
</syntaxhighlight>
 
Output video:
[https://www.dropbox.com/s/j9usrmmdy9pajmp/CalmoSoftPendulum.avi?dl=0 Animate a pendulum]
 
=={{header|RLaB}}==
Line 2,940 ⟶ 4,535:
The RLaB script that solves the problem is
 
<syntaxhighlight lang="rlab">
<lang RLaB>
//
// example: solve ODE for pendulum
Line 3,001 ⟶ 4,596:
}
 
</syntaxhighlight>
</lang>
 
=={{header|Ruby}}==
Line 3,014 ⟶ 4,609:
the Tcl pendulum swings noticibly faster.
 
<langsyntaxhighlight lang="ruby">require 'tk'
 
$root = TkRoot.new("title" => "Pendulum Animation")
Line 3,076 ⟶ 4,671:
$canvas.bind('<Destroy>') {$root.after_cancel($after_id)}
 
Tk.mainloop</langsyntaxhighlight>
 
==={{libheader|Shoes}}===
<langsyntaxhighlight lang="ruby">Shoes.app(:width => 320, :height => 200) do
@centerX = 160
@centerY = 25
Line 3,135 ⟶ 4,730:
@Theta = lastTheta
end
end</langsyntaxhighlight>
 
==={{libheader|Ruby/Gosu}}===
<langsyntaxhighlight lang="ruby">#!/bin/ruby
 
begin; require 'rubygems'; rescue; end
Line 3,241 ⟶ 4,836:
puts e.message, e.backtrace
gets
end</langsyntaxhighlight>
 
=={{header|Rust}}==
{{trans|C sharp}}
This is a translation of the C# code, albeit with a more explicit declaration of constants.
 
When moving the mouse over the viewport, the framerate accelerates somehow - any edits to keep the framerate constant is welcome!
 
{{libheader|piston_window}}
<syntaxhighlight lang="rust">
// using version 0.107.0 of piston_window
use piston_window::{clear, ellipse, line_from_to, PistonWindow, WindowSettings};
 
const PI: f64 = std::f64::consts::PI;
const WIDTH: u32 = 640;
const HEIGHT: u32 = 480;
 
const ANCHOR_X: f64 = WIDTH as f64 / 2. - 12.;
const ANCHOR_Y: f64 = HEIGHT as f64 / 4.;
const ANCHOR_ELLIPSE: [f64; 4] = [ANCHOR_X - 3., ANCHOR_Y - 3., 6., 6.];
 
const ROPE_ORIGIN: [f64; 2] = [ANCHOR_X, ANCHOR_Y];
const ROPE_LENGTH: f64 = 200.;
const ROPE_THICKNESS: f64 = 1.;
 
const DELTA: f64 = 0.05;
const STANDARD_GRAVITY_VALUE: f64 = -9.81;
 
// RGBA Colors
const BLACK: [f32; 4] = [0., 0., 0., 1.];
const RED: [f32; 4] = [1., 0., 0., 1.];
const GOLD: [f32; 4] = [216. / 255., 204. / 255., 36. / 255., 1.0];
fn main() {
let mut window: PistonWindow = WindowSettings::new("Pendulum", [WIDTH, HEIGHT])
.exit_on_esc(true)
.build()
.unwrap();
 
let mut angle = PI / 2.;
let mut angular_vel = 0.;
 
while let Some(event) = window.next() {
let (angle_sin, angle_cos) = angle.sin_cos();
let ball_x = ANCHOR_X + angle_sin * ROPE_LENGTH;
let ball_y = ANCHOR_Y + angle_cos * ROPE_LENGTH;
 
let angle_accel = STANDARD_GRAVITY_VALUE / ROPE_LENGTH * angle_sin;
angular_vel += angle_accel * DELTA;
angle += angular_vel * DELTA;
let rope_end = [ball_x, ball_y];
let ball_ellipse = [ball_x - 7., ball_y - 7., 14., 14.];
 
window.draw_2d(&event, |context, graphics, _device| {
clear([1.0; 4], graphics);
line_from_to(
BLACK,
ROPE_THICKNESS,
ROPE_ORIGIN,
rope_end,
context.transform,
graphics,
);
ellipse(RED, ANCHOR_ELLIPSE, context.transform, graphics);
ellipse(GOLD, ball_ellipse, context.transform, graphics);
});
}
}
</syntaxhighlight>
 
=={{header|Scala}}==
{{libheader|Scala}}
<langsyntaxhighlight Scalalang="scala">import java.awt.Color
import java.util.concurrent.{Executors, TimeUnit}
import scala.actors.Actor
 
import scala.swing.{ Graphics2D, MainFrame, Panel, SimpleSwingApplication }
import scala.swing.{Graphics2D, MainFrame, Panel, SimpleSwingApplication}
import scala.swing.Swing.pair2Dimension
 
Line 3,254 ⟶ 4,917:
 
lazy val ui = new Panel {
import scala.math.{ cos, Pi, sin }
 
background = Color.white
preferredSize = (2 * length + 50, length / 2 * 3)
Line 3,261 ⟶ 4,925:
var angle: Double = Pi / 2
 
override def pendularpaintComponent(g: =Graphics2D): newUnit Actor= {
var angleVelocity = 0.0
val dt = 0.1
 
def act() {
while (true) {
angleVelocity += (-9.81 / length * sin(angle)) * dt
angle += angleVelocity * dt
repaint()
Thread.sleep(15)
}
}
}
 
override def paintComponent(g: Graphics2D) = {
super.paintComponent(g)
 
Line 3,289 ⟶ 4,939:
g.setColor(Color.yellow)
g.fillOval(ballX - 7, ballY - 7, 14, 14)
}
 
val animate: Runnable = new Runnable {
var angleVelocity = 0.0
var dt = 0.1
 
override def run(): Unit = {
angleVelocity += -9.81 / length * Math.sin(angle) * dt
angle += angleVelocity * dt
repaint()
}
}
}
 
override def top = new MainFrame {
title = "Rosetta Code >>> Task: Animate a pendulum | Language: Scala"
contents = ui
centerOnScreen()
Executors.
ui.pendular.start
newSingleThreadScheduledExecutor().
scheduleAtFixedRate(ui.animate, 0, 15, TimeUnit.MILLISECONDS)
}
}</langsyntaxhighlight>
 
=={{header|Scheme}}==
Line 3,307 ⟶ 4,970:
This is a direct translation of the Ruby/Tk example into Scheme + PS/Tk.
 
<langsyntaxhighlight lang="scheme">#!r6rs
 
;;; R6RS implementation of Pendulum Animation
Line 3,378 ⟶ 5,041:
(tk/after 500 animate)
(tk-event-loop tk)))
</syntaxhighlight>
</lang>
 
Another version using gauche scheme:
 
<syntaxhighlight lang="scheme">
#!/usr/bin/env gosh
#| -*- mode: scheme; coding: utf-8; -*- |#
(use gl)
(use gl.glut)
(use gl.simple.viewer)
(use math.const)
(define (deg->rad degree) (* (/ degree 180) pi))
(define (rad->deg radians) (* (/ radians pi) 180))
(define (main args)
(glut-init args)
(let* ((φ (deg->rad 179)) (l 0.5) (bob 0.02) (q (make <glu-quadric>))
(draw-pendulum (lambda()
(gl-push-matrix*
(gl-scale 4 4 4)
(gl-translate 0 l 0)
(gl-rotate (rad->deg φ) 0 0 1)
(gl-begin GL_LINES)
(gl-vertex 0 0)
(gl-vertex 0 (- l))
(gl-end)
(gl-translate 0 (- l) 0)
(glu-sphere q bob 10 10))))
(g 9.81)
(φ̇ 0)
(euler-step (lambda(h)
(inc! φ̇ (* (- (* (/ g l) (sin φ))) h))
(inc! φ (* φ̇ h)))))
(simple-viewer-display
(lambda ()
;; I hope sync to VBLANK aka VSYNC works and the display has ~60Hz
(euler-step 1/60)
(draw-pendulum)
(glut-post-redisplay))))
(simple-viewer-window 'pendulum)
(glut-full-screen)
(simple-viewer-run :rescue-errors #f))
 
</syntaxhighlight>
 
=={{header|Scilab}}==
The animation is displayed on a graphic window, and won't stop until it shows all positions calculated unless the user abort the execution on Scilab console.
<syntaxhighlight lang="text">//Input variables (Assumptions: massless pivot, no energy loss)
bob_mass=10;
g=-9.81;
L=2;
theta0=-%pi/6;
v0=0;
t0=0;
 
//No. of steps
steps=300;
 
//Setting deltaT or duration (comment either of the lines below)
//deltaT=0.1; t_max=t0+deltaT*steps;
t_max=5; deltaT=(t_max-t0)/steps;
 
if t_max<=t0 then
error("Check duration (t0 and t_f), number of steps and deltaT.");
end
 
//Initial position
not_a_pendulum=%F;
t=zeros(1,steps); t(1)=t0; //time
theta=zeros(1,steps); theta(1)=theta0; //angle
F=zeros(1,steps); F(1)=bob_mass*g*sin(theta0); //force
A=zeros(1,steps); A(1)=F(1)/bob_mass; //acceleration
V=zeros(1,steps); V(1)=v0; //linear speed
W=zeros(1,steps); W(1)=v0/L; //angular speed
 
for i=2:steps
t(i)=t(i-1)+deltaT;
V(i)=A(i-1)*deltaT+V(i-1);
W(i)=V(i)/L;
theta(i)=theta(i-1)+W(i)*deltaT;
F(i)=bob_mass*g*sin(theta(i));
A(i)=F(i)/bob_mass;
if (abs(theta(i))>=%pi | (abs(theta(i))==0 & V(i)==0)) & ~not_a_pendulum then
disp("Initial conditions do not describe a pendulum.");
not_a_pendulum = %T;
end
end
clear i
 
//Ploting the pendulum
bob_r=0.08*L;
bob_shape=bob_r*exp(%i.*linspace(0,360,20)/180*%pi);
 
bob_pos=zeros(20,steps);
rod_pos=zeros(1,steps);
for i=1:steps
rod_pos(i)=L*exp(%i*(-%pi/2+theta(i)));
bob_pos(:,i)=bob_shape'+rod_pos(i);
end
clear i
 
scf(0); clf(); xname("Simple gravity pendulum");
plot2d(real([0 rod_pos(1)]),imag([0 rod_pos(1)]));
axes=gca();
axes.isoview="on";
axes.children(1).children.mark_style=3;
axes.children(1).children.mark_size=1;
axes.children(1).children.thickness=3;
 
plot2d(real(bob_pos(:,1)),imag(bob_pos(:,1)));
axes=gca();
axes.children(1).children.fill_mode="on";
axes.children(1).children.foreground=2;
axes.children(1).children.background=2;
 
if max(imag(bob_pos))>0 then
axes.data_bounds=[-L-bob_r,-L-1.01*bob_r;L+bob_r,max(imag(bob_pos))];
else
axes.data_bounds=[-L-bob_r,-L-1.01*bob_r;L+bob_r,bob_r];
end
 
 
 
//Animating the plot
disp("Duration: "+string(max(t)+deltaT-t0)+"s.");
sleep(850);
for i=2:steps
axes.children(1).children.data=[real(bob_pos(:,i)), imag(bob_pos(:,i))];
axes.children(2).children.data=[0, 0; real(rod_pos(i)), imag(rod_pos(i))];
sleep(deltaT*1000)
end
clear i</syntaxhighlight>
 
=={{header|SequenceL}}==
{{libheader|EaselSL}}
Using the [https://github.com/bethune-bryant/Easel Easel Engine for SequenceL] <br>
<langsyntaxhighlight lang="sequencel">import <Utilities/Sequence.sl>;
import <Utilities/Conversion.sl>;
import <Utilities/Math.sl>;
Line 3,450 ⟶ 5,243:
point(x, y);
 
//=============End=Easel=Functions=============================================</langsyntaxhighlight>
 
{{out}}
Line 3,457 ⟶ 5,250:
=={{header|Sidef}}==
{{trans|Perl}}
<langsyntaxhighlight lang="ruby">require('Tk')
 
var root = %s<MainWindow>.new('-title' => 'Pendulum Animation')
Line 3,517 ⟶ 5,310:
 
canvas.bind('<Destroy>' => { after_id.cancel })
%S<Tk>.MainLoop()</langsyntaxhighlight>
 
=={{header|smart BASIC}}==
<syntaxhighlight lang="smart basic">'Pendulum
<lang smart BASIC>
'Pendulum
'By Dutchman
' --- constants
Line 3,556 ⟶ 5,348:
REFRESH ON
RETURN
</syntaxhighlight>
</lang>
<pre>
We hope that the webmaster will soon have image uploads enabled again so that we can show a screen shot.
Line 3,564 ⟶ 5,356:
{{works with|Tcl|8.5}}
==={{libheader|Tk}}===
<langsyntaxhighlight lang="tcl">package require Tcl 8.5
package require Tk
 
Line 3,643 ⟶ 5,435:
bind .c <Configure> {resized %w}
# Callback to stop the animation cleanly when the GUI goes away
bind .c <Destroy> {after cancel $animation}</langsyntaxhighlight>
 
=={{header|VBScript}}==
Well, VbScript does'nt have a graphics mode so this is a wobbly textmode pandulum. It should be called from cscript.
<syntaxhighlight lang="vb">
option explicit
 
const dt = 0.15
const length=23
dim ans0:ans0=chr(27)&"["
dim Veloc,Accel,angle,olr,olc,r,c
const r0=1
const c0=40
cls
angle=0.7
while 1
wscript.sleep(50)
Accel = -.9 * sin(Angle)
Veloc = Veloc + Accel * dt
Angle = Angle + Veloc * dt
r = r0 + int(cos(Angle) * Length)
c = c0+ int(2*sin(Angle) * Length)
cls
draw_line r,c,r0,c0
toxy r,c,"O"
 
olr=r :olc=c
wend
 
sub cls() wscript.StdOut.Write ans0 &"2J"&ans0 &"?25l":end sub
sub toxy(r,c,s) wscript.StdOut.Write ans0 & r & ";" & c & "f" & s :end sub
 
Sub draw_line(r1,c1, r2,c2) 'Bresenham's line drawing
Dim x,y,xf,yf,dx,dy,sx,sy,err,err2
x =r1 : y =c1
xf=r2 : yf=c2
dx=Abs(xf-x) : dy=Abs(yf-y)
If x<xf Then sx=+1: Else sx=-1
If y<yf Then sy=+1: Else sy=-1
err=dx-dy
Do
toxy x,y,"."
If x=xf And y=yf Then Exit Do
err2=err+err
If err2>-dy Then err=err-dy: x=x+sx
If err2< dx Then err=err+dx: y=y+sy
Loop
End Sub 'draw_line
</syntaxhighlight>
 
=={{header|Wren}}==
{{trans|Kotlin}}
{{libheader|DOME}}
{{libheader|Wren-dynamic}}
<syntaxhighlight lang="wren">import "graphics" for Canvas, Color
import "dome" for Window
import "math" for Math
import "./dynamic" for Tuple
 
var Element = Tuple.create("Element", ["x", "y"])
var Dt = 0.1
var Angle = Num.pi / 2
var AngleVelocity = 0
 
class Pendulum {
construct new(length) {
Window.title = "Pendulum"
_w = 2 * length + 50
_h = length / 2 * 3
Window.resize(_w, _h)
Canvas.resize(_w, _h)
_length = length
_anchor = Element.new((_w/2).floor, (_h/4).floor)
_fore = Color.black
}
 
init() {
drawPendulum()
}
 
drawPendulum() {
Canvas.cls(Color.white)
var ball = Element.new((_anchor.x + Math.sin(Angle) * _length).truncate,
(_anchor.y + Math.cos(Angle) * _length).truncate)
Canvas.line(_anchor.x, _anchor.y, ball.x, ball.y, _fore, 2)
Canvas.circlefill(_anchor.x - 3, _anchor.y - 4, 7, Color.lightgray)
Canvas.circle(_anchor.x - 3, _anchor.y - 4, 7, _fore)
Canvas.circlefill(ball.x - 7, ball.y - 7, 14, Color.yellow)
Canvas.circle(ball.x - 7, ball.y - 7, 14, _fore)
}
 
update() {
AngleVelocity = AngleVelocity - 9.81 / _length * Math.sin(Angle) * Dt
Angle = Angle + AngleVelocity * Dt
}
 
draw(alpha) {
drawPendulum()
}
}
 
var Game = Pendulum.new(200)</syntaxhighlight>
 
=={{header|XPL0}}==
<langsyntaxhighlight XPL0lang="xpl0">include c:\cxpl\codes; \intrinsic 'code' declarations
 
proc Ball(X0, Y0, R, C); \Draw a filled circle
Line 3,681 ⟶ 5,575:
until KeyHit; \keystroke terminates program
SetVid(3); \restore normal text screen
]</langsyntaxhighlight>
 
=={{header|Yabasic}}==
<syntaxhighlight lang="yabasic">clear screen
open window 400, 300
window origin "cc"
 
rodLen = 160
gravity = 2
damp = .989
TWO_PI = pi * 2
angle = 90 * 0.01745329251 // convert degree to radian
 
repeat
acceleration = -gravity / rodLen * sin(angle)
angle = angle + velocity : if angle > TWO_PI angle = 0
velocity = velocity + acceleration
velocity = velocity * damp
posX = sin(angle) * rodLen
posY = cos(angle) * rodLen - 70
clear window
text -50, -100, "Press 'q' to quit"
color 250, 0, 250
fill circle 0, -70, 4
line 0, -70, posX, posY
color 250, 100, 20
fill circle posX, posY, 10
until(lower$(inkey$(0.02)) = "q")
 
exit</syntaxhighlight>
 
=={{header|Zig}}==
{{libheader|Raylib}}
{{works with|Zig|0.11.0dev}} {{works with|Raylib|4.6dev}}
{{trans|Nim}}
<syntaxhighlight lang="zig">const math = @import("std").math;
const c = @cImport({
@cInclude("raylib.h");
});</syntaxhighlight>
<syntaxhighlight lang="zig">pub fn main() void {
c.SetConfigFlags(c.FLAG_VSYNC_HINT);
c.InitWindow(640, 320, "Pendulum");
defer c.CloseWindow();
 
// Simulation constants.
const g = 9.81; // Gravity (should be positive).
const length = 5.0; // Pendulum length.
const theta0 = math.pi / 3.0; // Initial angle for which omega = 0.
 
const e = g * length * (1 - @cos(theta0)); // Total energy = potential energy when starting.
 
// Simulation variables.
var theta: f32 = theta0; // Current angle.
var omega: f32 = 0; // Angular velocity = derivative of theta.
var accel: f32 = -g / length * @sin(theta0); // Angular acceleration = derivative of omega.
 
c.SetTargetFPS(60);
 
while (!c.WindowShouldClose()) // Detect window close button or ESC key
{
const half_width = @as(f32, @floatFromInt(c.GetScreenWidth())) / 2;
const pivot = c.Vector2{ .x = half_width, .y = 0 };
 
// Compute the position of the mass.
const mass = c.Vector2{
.x = 300 * @sin(theta) + pivot.x,
.y = 300 * @cos(theta),
};
 
{
c.BeginDrawing();
defer c.EndDrawing();
 
c.ClearBackground(c.RAYWHITE);
 
c.DrawLineV(pivot, mass, c.GRAY);
c.DrawCircleV(mass, 20, c.GRAY);
}
 
// Update theta and omega.
const dt = c.GetFrameTime();
theta += (omega + dt * accel / 2) * dt;
omega += accel * dt;
 
// If, due to computation errors, potential energy is greater than total energy,
// reset theta to ±theta0 and omega to 0.
if (length * g * (1 - @cos(theta)) >= e) {
theta = math.sign(theta) * theta0;
omega = 0;
}
accel = -g / length * @sin(theta);
}
}</syntaxhighlight>
 
=={{header|ZX Spectrum Basic}}==
{{trans|ERRE}}
In a real Spectrum it is too slow. Use the BasinC emulator/editor at maximum speed for realistic animation.
<langsyntaxhighlight lang="zxbasic">10 OVER 1: CLS
20 LET theta=1
30 LET g=9.81
Line 3,702 ⟶ 5,688:
1000 PLOT pivotx,pivoty: DRAW bobx-pivotx,boby-pivoty
1010 CIRCLE bobx,boby,3
1020 RETURN</langsyntaxhighlight>
 
 
{{omit from|LFE}}
{{omit from|Maxima}}
{{omit from|PARI/GP}}
{{omit from|PHP}}
{{omit from|SQL PL|It does not handle GUI}}
 
[[Category:Animation]]
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edits