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Animated blueprint of Solid-State Lithium Metal Battery
import UIKit import SceneKit import PlaygroundSupport class BatteryDesignGenerator { // ... (previous code for design generation and optimization) } class SolidStateLithiumBatteryAnimator { var batteryName: String var blueprintData: [[SCNNode]] var sceneView: SCNView init(batteryName: String, blueprintData: [[SCNNode]]) { self.batteryName = batteryName self.blueprintData = blueprintData // Create a scene view to display the 3D animation self.sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 600, height: 400)) self.sceneView.backgroundColor = UIColor.white self.sceneView.autoenablesDefaultLighting = true self.sceneView.allowsCameraControl = true self.sceneView.scene = SCNScene() // Add the scene view to the playground live view PlaygroundPage.current.liveView = sceneView } func animate() { // Create a parent node to hold all the components let parentNode = SCNNode() // Add the blueprint components to the parent node for row in blueprintData { for component in row { parentNode.addChildNode(component) } } // Add the parent node to the scene sceneView.scene?.rootNode.addChildNode(parentNode) // Animate the parent node let rotationAction = SCNAction.rotateBy(x: 0, y: 2 * .pi, z: 0, duration: 10) let repeatAction = SCNAction.repeatForever(rotationAction) parentNode.runAction(repeatAction) } } // Battery design generation and optimization let generator = BatteryDesignGenerator() let bestDesign = generator.optimizeDesign() // Animation of the 3D representation let batteryName = "RevolutionY" let animator = SolidStateLithiumBatteryAnimator(batteryName: batteryName, blueprintData: bestDesign) animator.animate()
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May ’23
Animated Blueprint of Plasma Electric Engine
import UIKit import SceneKit import PlaygroundSupport class BlueprintScene: SCNScene { override init() { super.init() // Create motor body node let motorBodyGeometry = SCNBox(width: 2, height: 3, length: 4, chamferRadius: 0.1) let motorBodyNode = SCNNode(geometry: motorBodyGeometry) motorBodyNode.position = SCNVector3(0, 0, 0) rootNode.addChildNode(motorBodyNode) // Create plasma density input node let plasmaDensityGeometry = SCNBox(width: 0.5, height: 0.3, length: 0.2, chamferRadius: 0.05) let plasmaDensityNode = SCNNode(geometry: plasmaDensityGeometry) plasmaDensityNode.position = SCNVector3(-1, 1, 0) rootNode.addChildNode(plasmaDensityNode) // Create magnetic field strength input node let magneticFieldGeometry = SCNBox(width: 0.5, height: 0.3, length: 0.2, chamferRadius: 0.05) let magneticFieldNode = SCNNode(geometry: magneticFieldGeometry) magneticFieldNode.position = SCNVector3(1, 1, 0) rootNode.addChildNode(magneticFieldNode) // Create power output node let powerGeometry = SCNBox(width: 0.5, height: 0.3, length: 0.2, chamferRadius: 0.05) let powerNode = SCNNode(geometry: powerGeometry) powerNode.position = SCNVector3(-1, -1, 0) rootNode.addChildNode(powerNode) // Create thrust output node let thrustGeometry = SCNBox(width: 0.5, height: 0.3, length: 0.2, chamferRadius: 0.05) let thrustNode = SCNNode(geometry: thrustGeometry) thrustNode.position = SCNVector3(1, -1, 0) rootNode.addChildNode(thrustNode) // Add labels let labelFont = UIFont.systemFont(ofSize: 0.2) let densityLabel = createLabelNode(text: "Plasma Density", font: labelFont) densityLabel.position = SCNVector3(-1, 1.4, 0) rootNode.addChildNode(densityLabel) let magneticFieldLabel = createLabelNode(text: "Magnetic Field", font: labelFont) magneticFieldLabel.position = SCNVector3(1, 1.4, 0) rootNode.addChildNode(magneticFieldLabel) let powerLabel = createLabelNode(text: "Power Output", font: labelFont) powerLabel.position = SCNVector3(-1, -1.4, 0) rootNode.addChildNode(powerLabel) let thrustLabel = createLabelNode(text: "Thrust Output", font: labelFont) thrustLabel.position = SCNVector3(1, -1.4, 0) rootNode.addChildNode(thrustLabel) // Set up camera let cameraNode = SCNNode() cameraNode.camera = SCNCamera() cameraNode.position = SCNVector3(0, 0, 8) rootNode.addChildNode(cameraNode) // Set up lighting let ambientLightNode = SCNNode() ambientLightNode.light = SCNLight
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May ’23
Plasma Electric Motor Blueprint
import UIKit import PlaygroundSupport class BlueprintView: UIView { override func draw(_ rect: CGRect) { guard let context = UIGraphicsGetCurrentContext() else { return } // Set up drawing parameters context.setLineWidth(2) context.setStrokeColor(UIColor.black.cgColor) // Draw the motor body let bodyRect = CGRect(x: 100, y: 100, width: 200, height: 300) context.stroke(bodyRect) // Draw the plasma density input let plasmaDensityRect = CGRect(x: 100, y: 50, width: 50, height: 30) context.stroke(plasmaDensityRect) // Draw the magnetic field strength input let magneticFieldRect = CGRect(x: 250, y: 50, width: 50, height: 30) context.stroke(magneticFieldRect) // Draw the power output let powerRect = CGRect(x: 100, y: 420, width: 50, height: 30) context.stroke(powerRect) // Draw the thrust output let thrustRect = CGRect(x: 250, y: 420, width: 50, height: 30) context.stroke(thrustRect) // Add labels let attributes: [NSAttributedString.Key: Any] = [ .font: UIFont.systemFont(ofSize: 14), .foregroundColor: UIColor.black ] let densityLabel = NSAttributedString(string: "Plasma Density", attributes: attributes) densityLabel.draw(at: CGPoint(x: 100, y: 20)) let magneticFieldLabel = NSAttributedString(string: "Magnetic Field", attributes: attributes) magneticFieldLabel.draw(at: CGPoint(x: 250, y: 20)) let powerLabel = NSAttributedString(string: "Power Output", attributes: attributes) powerLabel.draw(at: CGPoint(x: 100, y: 390)) let thrustLabel = NSAttributedString(string: "Thrust Output", attributes: attributes) thrustLabel.draw(at: CGPoint(x: 250, y: 390)) } } let blueprintView = BlueprintView(frame: CGRect(x: 0, y: 0, width: 400, height: 500)) blueprintView.backgroundColor = UIColor.white PlaygroundPage.current.liveView = blueprintView
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May ’23
Upgraded Plasma Electric Motor
import UIKit import SceneKit import PlaygroundSupport // Constants let c: Double = 299792.458 // speed of light in km/s let H0: Double = 70 // Hubble constant in km/s/Mpc let G: Double = 6.6743e-11 // gravitational constant in m^3/kg/s^2 let rho_crit: Double = 1.878e-26 // critical density of the universe in kg/m^3 // Parameters let N: Int = 1000 // number of particles let t0: Double = 0 // initial time in Gyr let tf: Double = 13.8 // final time in Gyr let dt: Double = 0.01 // time step in Gyr let a0: Double = 1 / (1 + t0 * H0 / 2997.92) // initial scale factor // Generate initial conditions let x = (0..<N).map { _ in return SCNVector3( CGFloat(Double.random(in: -10...10)), CGFloat(Double.random(in: -10...10)), CGFloat(Double.random(in: -10...10)) ) } let v = (0..<N).map { _ in return SCNVector3( CGFloat(Double.random(in: -100...100)), CGFloat(Double.random(in: -100...100)), CGFloat(Double.random(in: -100...100)) ) } let m = (0..<N).map { _ in return CGFloat(Double.random(in: 1e11...2e11)) } // Define Friedmann equations func HubbleParameter(_ a: Double) -> Double { return H0 * sqrt((rho_crit / 3) * (1 / pow(a, 3))) } func Acceleration(_ x: SCNVector3, _ v: SCNVector3) -> SCNVector3 { let r = x.length() let a = SCNVector3( -G * x.x / pow(r, 3), -G * x.y / pow(r, 3), -G * x.z / pow(r, 3) ) * m.reduce(0, +) a -= SCNVector3( Float(HubbleParameter(1) * Double(x.x)), Float(HubbleParameter(1) * Double(x.y)), Float(HubbleParameter(1) * Double(x.z)) ) return a } // Plasma Electric Motor class PlasmaElectricMotor { let plasmaDensity: Double let magneticFieldStrength: Double init(plasmaDensity: Double, magneticFieldStrength: Double) { self.plasmaDensity = plasmaDensity self.magneticFieldStrength = magneticFieldStrength } func calculateThrust() -> Double { // Constants let ionCharge: Double = 1.6e-19 // Coulombs let plasmaSpeed: Double = 1e5 // m/s // Calculate the thrust let thrust = 0.5 * plasmaDensity * pow(plasmaSpeed, 2) * ionCharge * magneticFieldStrength return thrust } func calculatePower() -> Double { // Constants let plasmaCrossSection: Double = Double.pi * pow(0.1, 2) // m^2 let plasmaSpeed: Double = 1e5 // m/s let ionCharge: Double =
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May ’23
Upgraded Plasma Engine
import UIKit import SceneKit import PlaygroundSupport // Constants let c: Double = 299792.458 // speed of light in km/s let H0: Double = 70 // Hubble constant in km/s/Mpc let G: Double = 6.6743e-11 // gravitational constant in m^3/kg/s^2 let rho_crit: Double = 1.878e-26 // critical density of the universe in kg/m^3 // Parameters let N: Int = 1000 // number of particles let t0: Double = 0 // initial time in Gyr let tf: Double = 13.8 // final time in Gyr let dt: Double = 0.01 // time step in Gyr let a0: Double = 1 / (1 + t0 * H0 / 2997.92) // initial scale factor // Generate initial conditions let x = (0..<N).map { _ in return SCNVector3( CGFloat(Double.random(in: -10...10)), CGFloat(Double.random(in: -10...10)), CGFloat(Double.random(in: -10...10)) ) } let v = (0..<N).map { _ in return SCNVector3( CGFloat(Double.random(in: -100...100)), CGFloat(Double.random(in: -100...100)), CGFloat(Double.random(in: -100...100)) ) } let m = (0..<N).map { _ in return CGFloat(Double.random(in: 1e11...2e11)) } // Define Friedmann equations func HubbleParameter(_ a: Double) -> Double { return H0 * sqrt((rho_crit / 3) * (1 / pow(a, 3))) } func Acceleration(_ x: SCNVector3, _ v: SCNVector3) -> SCNVector3 { let r = x.length() let a = SCNVector3( -G * x.x / pow(r, 3), -G * x.y / pow(r, 3), -G * x.z / pow(r, 3) ) * m.reduce(0, +) a -= SCNVector3( Float(HubbleParameter(1) * Double(x.x)), Float(HubbleParameter(1) * Double(x.y)), Float(HubbleParameter(1) * Double(x.z)) ) return a } // Initialize arrays for storing data let t = stride(from: t0, to: tf, by: dt).map { $0 } var a = Array(repeating: 0.0, count: t.count) var v = Array(repeating: SCNVector3Zero, count: t.count) var x = Array(repeating: SCNVector3Zero, count: t.count) // Set initial conditions a[0] = a0 v[0] = v[0] x[0] = x[0] // Integrate equations of motion using Verlet algorithm for i in 1..<t.count { x[i] = x[i-1] + v[i-1] * Float(dt) + Acceleration(x[i-1], v[i-1]) * pow(Float(dt), 2) / 2 a[i] = a0 * (1 + HubbleParameter(a0) * (t[i] - t0)) // scale factor as a function of time v[i] = v[i-1]
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May ’23
Need Assistance with a Few OpenAI codes
I have a few swift codes to share that others may want I was trying to compile swift playgrounds programs on my iPhone I am interested in making an App for it possibly it has been a long time since I used a MAC First Code…Swift Compiler import subprocess def compile_swift_code(code): try: # Write the Swift code to a temporary file with open('temp.swift', 'w') as file: file.write(code) # Compile the Swift code using the subprocess module subprocess.run(['swiftc', '-o', 'output', 'temp.swift'], check=True) # Execute the compiled program and capture the output completed_process = subprocess.run(['./output'], capture_output=True, text=True) output = completed_process.stdout return output.strip() except subprocess.CalledProcessError as e: print("Compilation error:", e) return None Example usage swift_code = ''' print("Hello, world!") ''' output = compile_swift_code(swift_code) if output is not None: print(output) Second Code example program that simulates the expansion of the universe from the Big Bang to the present day using N-body simulations and the Friedmann equations in swift playgrounds code import UIKit import SceneKit import PlaygroundSupport import simd // Constants let c: Double = 299792.458 // speed of light in km/s let H0: Double = 70 // Hubble constant in km/s/Mpc let G: Double = 6.6743e-11 // gravitational constant in m^3/kg/s^2 let rho_crit: Double = 1.878e-26 // critical density of the universe in kg/m^3 // Parameters let N: Int = 1000 // number of particles let t0: Double = 0 // initial time in Gyr let tf: Double = 13.8 // final time in Gyr let dt: Double = 0.01 // time step in Gyr let a0: Double = 1 / (1 + t0 * H0 / 2997.92) // initial scale factor // Generate initial conditions var x = (0..&lt;N).map { _ in return simd_double3(Double.random(in: -10..&lt;10), Double.random(in: -10..&lt;10), Double.random(in: -10..&lt;10)) } var v = (0..&lt;N).map { _ in return simd_double3(Double.random(in: -100..&lt;100), Double.random(in: -100..&lt;100), Double.random(in: -100..&lt;100)) } var m = (0..&lt;N).map { _ in return Double.random(in: 1e11..&lt;1.1e11) } // Define Friedmann equations func HubbleParameter(a: Double) -&gt; Double { return H0 * sqrt((rho_crit / 3) * (1 / pow(a, 3))) } func Acceleration(x: [simd_double3], v: [simd_double3]) -&gt; [simd_double3] { let r = x.map { return length($0) } var a = [simd_double3](repeating: simd_double3(0), count: N) for i in 0..&lt;N { a[i] = -G * (x[i] / pow(r[i], 3)) * m a[i] -= HubbleParameter(a: 1) * x[i] } return a } // Initialize arrays for storing data var t = stride(from: t0, to: tf, by: dt).map { return $0 } var a = [Double](repeating: 0, count: t.count) var v = [simd_double3](repeating: simd_double3(0), count: N) var x = [simd_double3](repeating: simd_double3(0), count: N) // Set initial conditions a[0] = a0 v[0] = v[0] x[0] = x[0] // Integrate equations of motion using Verlet algorithm for i in 1..&lt;t.count { x[i] = x[i-1] + v[i-1] * dt + 0.5 * Acceleration(x: x, v: v)[i-1] * dt * dt a[i] = a0 * (1 + HubbleParameter(a: a0) * (t[i] - t0)) // scale factor as a function of time v[i] = v[i-1] + 0.5 * (Acceleration(x: x, v: v)[i] + Acceleration(x: x, v: v)[i-1]) * dt } // Plot results I have a few more codes and some new engine/motor designs
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May ’23