Mark thanks for an adventure into the clean air of abstract thought…. 

"This can be seen from the fact that to compute cos/sin/tan (which are the 
mathematical primitives in some sense acting here) require a 'taylor' expansion 
which is an infinite polynomial sequence (with order tending to infinity) which 
converges to the required value. "

That not exactly what I thought, but what I "saw"     hence my  wonderment 
about "sides"

"at the level of working out what pixels to render it is a polygon."
   
OK I can sleep now… 

at a virtually visually non-existent segment flatness of .5 pixels

I give it a "Bézier existential" rating of "true arc"    

as HH said… moving the puzzle tile through 360 points over 2 seconds looks as 
smooth as a real "ball toss" in actual space (true arc)

Peace at last

BR





On 8/2/17, 9:43 AM, "use-livecode on behalf of Mark Waddingham via 
use-livecode" <use-livecode-boun...@lists.runrev.com on behalf of 
use-livecode@lists.runrev.com> wrote:

    Basically if you set flatness to be 0.5 pixels then the human eye cannot 
distinguish the difference (when taking into account the visual quantisation 
that occurs - resolution of the screen and antialiasing more than makes up for 
it).
    
    So, at the level of the graphic object it is a true arc, at the level of 
instructing the graphics library it is a Bézier approximation but at the level 
of working out what pixels to render it is a polygon.
    
    Whether that means the engine works in true ovals or not, I'll leave to 
whatever existential proclivities you hold ;)

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