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The evaluation version has the full set of 'gadgets' available for use. The ones available for any one problem are shown down the right hand side of the work area with the quantity available beside them. The printed manual for the full version explains all the workings of the program. An extract is given below to help you use the evaluation version. The desktop interactive help facility in Apps will also help to explain the use of some of the features.
In Solver mode those objects presented in the window by the designer cannot be moved. Only those objects inserted by the "Solver" may be adjusted to affect the motion of "free" objects during a simulation.
In Experiment Mode all objects may be moved or thrown away as required.
In Design Mode not only may ALL objects be moved etc. but their goal conditions may also be changed and if necessary saved to create a new or modified puzzle. (Saving is only available in the full version.)
The Gadgets are affected by the mouse in the following ways:
1. BRICK | Items 1-5 are "wall type" objects for use for basic construction and are all very similar. They are all available as strips which may be stretched horizontally or vertically. No objects will pass through them and Concrete has the unique property of being 'bomb' proof. The 'flipped' state is vertical and these objects may be stretched or shrunk using an Adjust-drag. They can also be used to create containers to be covered by a 'goal object' into which specified objects must (or must not) arrive. | |
2. STEEL PLATE (with rivets) | ||
3. CONCRETE | ||
4. GIRDER | ||
5. TILES | ||
6. WATER | This object may be stretched as for bricks etc. and is semi-transparent. The yacht must be in water for it to move. Other objects will pass through water. No container is necessary for water, but you may find one (made of concrete, bricks etc.) looks better. The flipped state for water is vertical to create deep pools. | |
7. RAMP | A version of the steel plate that slopes. It can be stretched from one to four units long (it is always two units high). The slope angle depends on the stretched length. The 'flipped' state slopes the other way. | |
8. BOMB | The bomb's fuse may be ignited by contact with the candle flame or the laser beam. After a delay the explosion destroys close objects and jolts those a bit further away. Any 'stretched' objects (bricks, pipes etc.) which are affected will be completely removed. If you wish to make say, a hole in a wall, then you should construct the wall out of small lengths so that only those near the explosion will be destroyed. Concrete is not affected. | |
9. CANDLE | The Candle is lit by the laser and extinguished by a blast of air or steam. The candle will light the fuse of the bomb and burn through string and electric cable. Its flame will also burst a balloon. In the last case the bursting balloon will extinguish the candle flame. It may be "flipped" in Design Mode to set the starting state (alight or not). | |
10. FROG: (Felicity Green) | The Frog dies if it falls too far, is hit too hard or the Air Pressure is too low. It will hop away if frightened and will eat any flies it finds. | |
11. FLY: (Biggles) | The Fly will fly away if frightened or die if hit too hard. | |
12. HEN: (Henrietta Eggworthy) | The Hen is frightened by loud noises (eg. the bell and the radio), by the laser beam or being hit by a soft object (eg, tennis ball and yacht). The hen can also be set to lay an egg when frightened. If the hen is sufficiently far away from a bomb blast not to be destroyed or killed then it may be frightened momentarily to lay an egg. | |
13. EGG | The egg may be positioned independently or it may be laid by the frightened hen. It rolls like a ball and will break if hit too hard or falls too far. When an egg is dragged onto a hen in the window it will be hidden until the hen is frightened. | |
14. NEST | The Nest can hold ball like objects (eg. eggs!) and is soft so that eggs are less likely to break when falling in it. | |
15. NUT | The Nut rolls like a ball but will break if hit too hard. | |
16. FOOTBALL | These can all roll and bounce. They have varying sizes and weights and so interact differently on encountering other objects. They will fall under non-zero gravity and will bounce (and come to rest) when they land on horizontal 'solid' objects such as bricks etc. They may be used to activate switches and valves and will make the shears cut ropes or electric cables. The smaller balls will fit in the Bucket and the Jam Jar. | |
17. TENNIS BALL | ||
18. CRICKET BALL | ||
19. JAM JAR | This will fall under non-zero gravity. If it falls any distance or is hit too hard it will break. The Jam Jar may also be used to contain small 'free' objects. It may also be a goal area in its own right. | |
20. BALLOON | The Balloon is helium filled and will rise under non-zero gravity. It may be used to activate switches and valves. Balloons may be tied to things with rope. The laser beam and the candle flame will burst Balloons. If a Balloon is dragged onto a pulley by rope it will also burst. | |
21. BUCKET | This is free moving and will fall in non-zero gravity. The Bucket can be used to contain other objects and may also be suspended at the end of a length of rope. It may also be a goal area in its own right. | |
22. WEIGHT | The Weight is very heavy compared to most other things. It can be suspended at the end of a rope from Pulleys, See-Saws etc. | |
23. ANCHOR POINTS | These are non-moving attachment points where the rope may be tied. Objects at the other end of the rope may only move freely when the rope has been cut. | |
24. PULLEYS | Ropes pass over pulleys so that, for example, weights etc. can lift other objects. Each length of rope may only pass over a maximum of two pulleys. If an object such as a bucket is pulled onto a pulley by a heavier weight it will stop when it comes into contact. A Balloon which is pulled onto a pulley will burst. | |
25. ROPE | The Rope is slightly elastic and is used to tie objects together in order to transmit forces etc. Only one piece of rope may be tied to an object EXCEPT the See-Saw (which has two attachment points). The Rope may be cut by the Shears or burnt through by Laser Beams and Candle Flames. Any parts of a Rope near an explosion will cause the whole length of it to be destroyed. When inserting Ropes a "Hand" pointer is used. After inserting the first end by dragging onto a suitable object the subsequent objects are clicked on without dragging. Rope may pass over a maximum of two pulleys. | |
26. SEE-SAW | Free objects falling on the high end of a See-Saw will cause it to rock if there is a lighter object on the other end. Lighter objects on the lower end will be lifted or projected depending on the difference in weight. Balloons may lift one end of a See-Saw from beneath. The flipped state swaps which side is up/down. Rope may be tied to either end of a See-Saw. | |
27. TRAP DOOR | This is activated by a DOWNWARDS pull on a rope tied to it. The pull on the rope must be sufficiently strong to activate the trap door. | |
28. LIFT CAGE | This may contain various objects of suitable size and lift them. A rope may be attached to the top to move it. It may also be a goal area in its own right. | |
29. WINCH | The Winch is connected to other objects with ropes. It is powered by a drive belt from a suitable power source. When operating it will pay out or pull in rope depending on the turn direction. | |
30. GEARBOX | Two drive belts may be connected to the Gearbox, one putting power in and the other taking it out. The input is always on the left side away from the lever. The direction of rotation of the output will be reversed if the operating lever is in the down position. This lever may be moved by hitting it with a moving object. Flipping changes the position of the lever. | |
31. SHEARS | When struck on the handles or blades with a moving object the shears will cut ropes and electric cables (not drive belts). If the electrical power is on there will be a flash and a noise when a cable is cut. Balloons will burst if they are forced onto the point of a blade. | |
32. BOILER | A constant source of steam. The 'flipped' state faces the other way. It can be connected up with straight pipes and bends to a steam engine or the open pipe ends may be used to blow steam at things. One or more valves may be placed in the pipe run. | |
33. STRAIGHT PIPE | This object may be extended in a similar way to Brick, etc. but can be used to carry steam or vacuum. | |
34. PIPE BEND | This can also carry steam or vacuum. It may be rotated to one of four positions by repeated Adjust-double clicking on it. | |
35. VALVE | A three unit length of VERTICAL pipe with a lever operated valve that is actuated by being hit by a moving object. The Valve is closed when the lever is at right-angles to the pipe. | |
36. STEAM ENGINE | This is operated by steam from a boiler or vacuum from the vacuum cleaner (in this case the action is reversed). It is a source of rotary motion to be connected by a belt to a conveyor, a generator or a cog. The 'flipped' version faces and rotates the other way. | |
37. DRIVE BELT | This is used to transmit rotary power. The first end is dragged from the Gadgetbox and then the other end is positioned by clicking when the "hand" pointer is over the second object. Drive belts may not be cut. The designer may restrict how long it may be stretched. | |
38. COG WHEEL | Cog wheels when placed side by side will mesh. They can be driven by a source of rotary motion via a belt. Belts may be taken off other meshing cogs to drive other things. Each successive cog reverses the motion. There is no 'flipped' state. | |
39. CONVEYOR BELT | This object may be stretched similar to wall types and will transport objects in the direction of motion. The conveyor belt must be driven by a source of rotary motion via a belt. The belt is attached to the grey wheel at one end. The 'flipped' state has the grey wheel at the other end. The direction of motion depends on the power source driving it. | |
40. ELECTRIC GENERATOR | This is driven by a belt from a source of rotary motion to produce electricity. | |
41. ELECTRIC MOTOR | This uses electricity to produce rotary motion. The 'flipped' version rotates the other way. The motor may power conveyors, winches etc. | |
42. ELECTRIC SOCKET | This is a source of electricity. There is an On/Off switch which may be activated in either direction by things passing over it. The 'flipped' state starts ON (Experiment and Design Modes only). The Electric Cable may be plugged into it to power suitable electrical appliances. | |
43. ELECTRIC CABLE | This allows connection between the electrical socket or generator and the other electrically driven objects. Only one vector may be used (ie. it cannot be 'bent' around objects like the rope over pulleys). The laser, the candle and the shears can cut the cable - if the cable is live at the time there will be a bang and a flash as the power is cut off. If a NO-ENTRY sign appears when trying to connect two objects (in Solver Mode) then it means that a limit has been set to the length of the cable by the designer. | |
44. LASER | This uses electricity to produce a powerful horizontal beam of red (ruby laser) light that does not diverge. Mirrors are provided to reflect the light (see below). Most objects just absorb the light. The man on his bicycle wakes if the light is shone on him above a certain height. The chicken is frightened by the light and the frog is killed by it. Laser light will also burn through ropes and electric cables (even its own!), but NOT drive belts. Laser light may also be used to light candles, the fuses of bombs, or to pop balloons. The 'flipped' version of the laser faces the other way. | |
45. MIRROR | The mirrors are for turning laser light through 90°. There are four 'flipped' states. Any one laser beam may be bent up to 15 times. | |
46. ELECTRIC LAMP | When it lights, it can be used to start the man on his bicycle or the light coming on (or going off) may be a goal in itself. | |
47. ELECTRIC BELL | When it rings, it can be used to start the man on his bicycle, frighten the chicken and the fly. The bell ringing (or being turned off) may also be a goal in itself. | |
48. RADIO | This works similar to the electric bell by starting the man on the bicycle etc. | |
49. ELECTRIC FAN | This uses electricity to blow things such as windmills, yachts, balls etc. The 'flipped' version faces the other way. | |
50. VACUUM CLEANER | This is powered by electricity and can move objects by sucking them. Pipes and valves may be connected to it. | |
51. EXERCISE BICYCLE: (Mike the Bike) | Another source of rotary motion when he is pedalling. Hitting him with a soft object will wake him. A hard object will stun him. Shining a light or laser on him will also wake him as will the radio and the bell. The 'flipped' version faces and rotates the other way. | |
52. WINDMILL | Yet another source of rotary motion. It can be blown by steam or a fan or even sucked into action by the vacuum cleaner. The 'flipped' version rotates the other way. | |
53. SPRINGBOARD | Free objects falling on to the springboard will be projected back upwards at a different angle. | |
54. WICKETS | Objects striking the wickets will cause the bails to fall off and the stumps to collapse. | |
55. FLAG | The Flag will flutter prettily in the appropriate direction if blown by a fan or by steam from a boiler or even sucked by the vacuum cleaner. | |
56. YACHT | The yacht only moves in water. It can be blown by a fan or steam or sucked by the vacuum cleaner. Once set in motion it will move slowly to the end of the water. The 'flipped' version of the yacht faces the other way. It can be blown backwards. When it hits some objects it will move them. It will also frighten the chicken and the frog. |
The evaluation version downloads in an archive file. You will need David Pilling's Spark, SparkFS or SparkPlug to unpack it. To install, simply drag the FFdemo directory out of the archive to a convenient place on your hard drive and it is ready to go.
You can run !FunFysics by double-clicking on its icon. Two introductory displays will continue to cycle until you click on the work area or the square stop button.
Drag the Samples problems file onto the work area to view the first problem. This is the only file the evaluation version will load.
In the first instance, just click on the triangular GO button at the top left of the button bar. The ball and bucket will simply drop off the bottom of the work area.
Next, drag the rope icon from the gadget box and click on the anchor point, the loop on the left-hand side. From there click on the pulley and then on the bucket handle.
Once the bucket is held by the rope, click GO. Unfortunately, the candle burns through the rope and the bucket drops. Watch what happens to the pieces of rope. (You can STOP and GO to rerun it to watch it again.)
Now it is up to you to use the extra pulley to solve the problem.
Once a problem has been solved, you have the chance to go onto the next. All the problems in a file can be listed by clicking on the button to the left of the speaker button.
Three problems are supplied in the Samples file for you to solve. You can invent your own problems in Designer Mode but if you want any more ready made ones, you will need to buy the full version!
NB: The evaluation version will not allow you to save your own problems.
The button with the conical flask on it can be clicked to enter Experiment mode. The current problem will be removed and you will be free to do whatever you like with the full set of gadgets. You can even fiddle with the gravity and the air pressure. Have fun!