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From: clark slater [EMAIL PROTECTED]
Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Re: Biased Random Particle Distribution
Date: Sat, 27 May 2006 11:58:57
No web site is configured at this address.
Yeah, my wife lost the credit card and had to get it replaced, and I
forgot to update the host. :-P
It should be back up tomorrow afternoon.
ryanm
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Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Re: Biased Random Particle Distribution
Date: Sat, 27 May 2006 11:58:57 -0700
Thanks Ron,
I'm working on a dynamic portfolio component
from a practical standpoint, something like this should work, it's
difficult to be sure at 5:30 in the AM.
get a random number from 1 - 10
var ranNum:Number = random(10)+1;
now if ranNum is less than 4 pick a random position within x of the origin
if ranNum is 6-8 select a random point within x
I was surprised that the squaring gave you any kind of banding since it
should be a smooth bias.
I think that the log transformation will give you less of a bias toward
one side but I have not pulled out all my old stats and calculus books
to check this out.
It would seem that a normal
Thanks Ron,
I'm working on a dynamic portfolio component for a client and I've been
given static designs that I have to match.
The beginning of the portfolio has a couple hundred *tiny* icons that appear
spread across the stage in a non overlapping random pattern. Thing is, it's
not a normal
: [Flashcoders] Re: Biased Random Particle Distribution
Date: Sat, 27 May 2006 11:58:57 -0700
Thanks Ron,
I'm working on a dynamic portfolio component for a client and I've been
given static designs that I have to match.
The beginning of the portfolio has a couple hundred *tiny* icons that appear
Here I go answering my own question.
To make it more dense toward the origin, use {x,y} = {random[]^2,
random[]^2}--squaring the independently generated numbers (random[]*random[]
won't work). The result is a distribution with a sharp cusp at the
origin--the probability is a maximum there, and
Would a formula based on logarithms give you what you want as well?
You were not very specific about what you wanted the distribution to
look like.
Ron
clark slater wrote:
Here I go answering my own question.
To make it more dense toward the origin, use {x,y} = {random[]^2,
Hi Ron,
Thanks for jumping into this thread amongst the tumbleweeds. Yes, I suspect
something logarithmic could work but don't know where to start. I am trying
to distribute 1000 particles randomly in a rectangular distribution area,
with a bias towards one side of the rectangle.
Clark
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