Below is the syntax highlighted version of Springs.java
from §1.5 Input and Output.
/****************************************************************************** * Compilation: javac Springs.java * Execution: java Springs N * Dependencies: StdDraw.java * * Simulates a system of springs. * * % java Springs 15 * * Credits: Jeff Traer-Bernstein * ******************************************************************************/ public class Springs { public static void main(String[] args) { // mess around with this, try 7, 8, 9, 10, 11, 12, 15 // probably have to turn down the spring force to keep it stable after that... int n = Integer.parseInt(args[0]); double[] rx = new double[n]; double[] ry = new double[n]; double[] vy = new double[n]; double[] vx = new double[n]; double particleMass = 1.0; double drag = 0.1; double springStrength = 0.1; double springLength = 30; double gravity = 1.0; double timeStep = 0.5; // set up the drawing area StdDraw.setXscale(0, 100); StdDraw.setYscale(0, 100); StdDraw.setPenColor(StdDraw.BLUE); StdDraw.setPenRadius(0.0025); StdDraw.enableDoubleBuffering(); // initialize the particle positions randomly for (int i = 0; i < n; i++) { rx[i] = 100 * Math.random(); ry[i] = 100 * Math.random(); } // do the animation while (true) { // clear all the forces double[] fx = new double[n]; double[] fy = new double[n]; // spring forces act between every pairing of particles // spring force is proportional to the difference between the rest length of the spring // and the distance between the 2 particles it's acting on for (int i = 0; i < n; i++) { for (int j = 0; j < n; j++) { if (i == j) continue; // calculate distance between particles i and j double dx = rx[j] - rx[i]; double dy = ry[j] - ry[i]; double length = Math.sqrt(dx*dx + dy*dy); // figure out the force double force = springStrength * (length - springLength); double springForceX = force * dx / length; double springForceY = force * dy / length; // update the force fx[i] += springForceX; fy[i] += springForceY; } } // add drag force // drag is proportional to velocity but in the opposite direction for (int i = 0; i < n; i++) { fx[i] += -drag * vx[i]; fy[i] += -drag * vy[i]; } // add gravity forces // just add some force pointing down to all of them for (int i = 0; i < n; i++) { fy[i] += -gravity; } // fix particle 1 at the mouse position rx[0] = StdDraw.mouseX(); ry[0] = StdDraw.mouseY(); vx[0] = 0.0; vy[0] = 0.0; fx[0] = 0.0; fy[0] = 0.0; // update positions using approximation for (int i = 0; i < n; i++) { vx[i] += fx[i] * timeStep/particleMass; vy[i] += fy[i] * timeStep/particleMass; rx[i] += vx[i] * timeStep; ry[i] += vy[i] * timeStep; } // clear StdDraw.clear(); // draw everything for (int i = 0; i < n; i++) { // draw a circle for each node StdDraw.filledCircle(rx[i], ry[i], 1.0); // draw the connections between every 2 nodes for (int j = 0; j < i; j++) { StdDraw.line(rx[i], ry[i], rx[j], ry[j]); } } // show and wait StdDraw.show(); StdDraw.pause(10); } } }