4 edited body

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation. Slightly more readable form:

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda effectsaffects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation. Slightly more readable form:

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda effects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation. Slightly more readable form:

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda affects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots
3 added 59 characters in body

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation.

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda effects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation.

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda effects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation. Slightly more readable form:

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda effects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots
2 added 6 characters in body

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation.

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 iskinda effects the increase in anglescroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation.

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 is the increase in angle
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots

# Processing, 99

Really just a butchered version of this.

float i,x,t;void draw(){clear();x=t+=0.02;for(i=0;i<75;ellipse(i++*5,50+sin(x+=0.418879)*25,3,3));}


Could've saved some characters at the cost of an uglier animation.

float i,x,t;

void draw() {
clear();
x = t+=0.02;
for(i=0; i<75; ellipse(i++*5, 50+sin(x+=0.418879)*25, 3, 3));
}


Magic numbers:

• 0.02 kinda effects the scroll speed
• 75 is the number of dots
• 5 is the distance on x-axis
• 50 is the y-position on screen (default window size is 100).
• 0.418879 ≈ 2π/75*5
• 25 is the amplitude
• 3 is the size of the dots
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