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       attraction - interactions of opposing forces


       attraction   [-display   host:display.screen]   [-foreground  color]  [-background  color]
       [-window] [-root] [-mono] [-install]  [-visual  visual]  [-points  int]  [-threshold  int]
       [-mode  balls  |  lines  |  polygons  |  splines  |  filled-splines  | tails ] [-size int]
       [-segments int] [-delay usecs] [-color-shift  int]  [-radius  int]  [-vx  int]  [-vy  int]
       [-glow]   [-noglow]   [-orbit]   [-viscosity   float]   [-walls]   [-nowalls]  [-maxspeed]
       [-nomaxspeed] [-correct-bounce] [-fast-bounce] [-fps]


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


       attraction accepts the following options:

       -window Draw on a newly-created window.  This is the default.

       -root   Draw on the root window.

       -mono   If on a color display, pretend we're on a monochrome display.

               Install a private colormap for the window.

       -visual visual
               Specify  which visual to use.  Legal values are the name of a visual class, or the
               id number (decimal or hex) of a specific visual.

       -points integer
               How many control points should be used,  or  0  to  select  the  number  randomly.
               Default 0.  Between 3 and 15 works best.

       -threshold integer
               The  distance (in pixels) from each particle at which the attractive force becomes
               repulsive.  Default 100.

       -mode balls | lines | polygons | tails | splines | filled-splines
               In balls mode (the default) the control points are drawn as filled  circles.   The
               larger the circle, the more massive the particle.

               In  lines  mode, the control points are connected by straight lines; the effect is
               something like qix.

               In polygons mode, the control points are connected by straight lines,  and  filled
               in.  This is most interesting in color.

               In splines mode, a closed spline is interpolated from the control points.

               In filled-splines mode, the splines are filled in instead of being outlines.  This
               is most interesting in color.

               In tails mode, the path which each particle follows is indicated  by  a  worm-like
               trail, whose length is controlled by the segments parameter.

       -size integer
               The  size  of the balls in pixels, or 0, meaning to select the sizes randomly (the
               default.)  If this is specified, then all balls  will  be  the  same  size.   This
               option  has an effect in all modes, since the ``size'' of the balls controls their

       -segments integer
               If in lines or polygons mode, how many sets of line segments or polygons should be
               drawn.  Default 500.  This has no effect in balls mode.  If segments is 0, then no
               segments will ever be erased (this is only useful in color.)

       -delay microseconds
               How much of a delay should be introduced between steps of the animation.   Default
               10000, or about 0.01 seconds.

       -color-shift int
               If  on  a  color  display,  the  color of the line segments or polygons will cycle
               through the color map.  This specifies how many lines will be drawn before  a  new
               color  is  chosen.   (When a small number of colors are available, increasing this
               value will yield smoother transitions.)  Default 3.  This has no effect  in  balls

       -radius The  size  in  pixels  of the circle on which the points are initially positioned.
               The default is slightly smaller than the size of the window.

       -glow   This is consulted only in balls mode.  If this is specified, then  the  saturation
               of  the  colors  of  the points will vary according to their current acceleration.
               This has the effect that the balls flare brighter when they are reacting  to  each
               other most strongly.

               In  glow  mode, all of the balls will be drawn the same (random) color, modulo the
               saturation shifts.  In non-glow mode, the balls will each be  drawn  in  a  random
               color that doesn't change.

       -noglow Don't do ``glowing.''  This is the default.

       -vx pixels

       -vy pixels
               Initial velocity of the balls.  This has no effect in -orbit mode.

       -orbit  Make  the initial force on each ball be tangential to the circle on which they are
               initially placed, with the right velocity to hold them in orbit about each  other.
               After a while, roundoff errors will cause the orbit to decay.

       -vmult float
               In  orbit  mode, the initial velocity of the balls is multiplied by this; a number
               less than 1 will make the balls pull closer together, and  a  larger  number  will
               make them move apart.  The default is 0.9, meaning a slight inward pull.

       -viscosity float
               This sets the viscosity of the hypothetical fluid through which the control points
               move; the default is 1, meaning  no  resistance.   Values  higher  than  1  aren't
               interesting; lower values cause less motion.

               One interesting thing to try is
               attraction -viscosity 0.8 -points 300 -size 10 -geometry =500x500
               Give  it  a few seconds to settle down into a stable clump, and then move the drag
               the mouse through it to make "waves".

               This will cause the balls to continue on past the edge of the  screen  or  window.
               They will still be kept track of and can come back.

       -walls  This  will  cause  the  balls to bounce when they get to the edge of the screen or
               window.  This is the default behavior.

               Imposes a maximum speed (default).  If a ball ends up going faster than  this,  it
               will  be  treated  as though there were .9  viscosity until it is under the limit.
               This stops the balls from continually accelerating (which they have a tendency  to
               do),  but  also  causes balls moving very fast to tend to clump in the lower right

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

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

               Uses  a  more  intelligent  bouncing algorithm.  This method actually reflects the
               balls off the walls until they are within bounds.  This can be slow if  balls  are
               bouncing a whole lot, perhaps because of -nomaxspeed.

       -graphmode none | x | y | both | speed
               For  "x",  "y",  and  "both",  displays the given velocities of each ball as a bar
               graph in the same window as the balls.  For "speed", displays the total  speed  of
               each ball.  Default is "none".

       -fps    Display the current frame rate and CPU load.


       DISPLAY to get the default host and display number.

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


       X(1), xscreensaver(1)


       Copyright © 1992, 1993,  1997  by  Jamie  Zawinski.   Permission  to  use,  copy,  modify,
       distribute, and sell this software and its documentation for any purpose is hereby granted
       without fee, provided that the above copyright notice appear in all copies and  that  both
       that  copyright  notice and this permission notice appear in supporting documentation.  No
       representations are made about the suitability of this software for any  purpose.   It  is
       provided "as is" without express or implied warranty.


       Jamie Zawinski <>, 13-aug-92.

       Viscosity support by Philip Edward Cutone, III.

       Walls,  speed limit options, new bouncing, graphs, and tail mode fix by Matthew Strait. 31
       March 2001