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- Matrix V1.00
- © by Rüdiger Dreier 1990
- Matrix is FREEWARE.
-
-
- THE AUTHOR UNDERTAKES NO LIABILITY FOR ANY DAMAGE CAUSED BY THE
- APPROPRIATE OR NOT APPROPRIATE USE OF THIS PROGRAM !
- THE AUTHOR UNDERTAKES NO LIABILITY FOR THE FAULTLESSNESS OF THIS
- PROGRAM !
- USE IT AT YOUR OWN RISK !
-
- Matrix is a Program to solve linear equations (Up to 10 equations and
- 7 variables) (using Gauß). You need:
- - an Amiga, at least 512kB, Kickstart 1.2 or 1.3
- - mathieeedoubbas.library
- - mathieeedoubtrans.library
- - tool.library (should be on this Disk, too)
- The libraries should be in LIBS:
-
- Menus:
- New Dim
- A window appears and asks you, how many equations and how many
- variables you want to use. For the equations enter numbers between 1
- and 10, for the variables between 1 to 7. If one of these numbers is
- too big, the window appears again. This window also appears just
- after starting the program.
- Clear
- The equations are set to 0
- Solve
- The program tries to solve to equations.
- Load
- Save
- Here you can load or save equations. A simple filerequester appears.
- About
- Should be clear.
- Quit
- Should be clear, too.
-
- The screen is divided into 3 parts. The upper one is the region in
- which the equations are displayed. The one in the middle is the region
- in which the solved equations are displayed. And in the lower one, you
- can enter the numbers.
- For each equation you see a line of (variables +1) zeros on the upper
- part of the screen. This +1 is for the solution of each single
- equation. The actual number (at the beginning : zero) is marked and in
- the stringgadget in the lower part the actual value is displayed. Here
- you can enter or change the values. After pressing RETURN, the next
- number is marked..... The equations are entered without the names of
- the variables, only the numbers, please...
-
- A little TUTORIAL
- Let's say you want to solve the following equations:
-
- 2*x+ y+ z= 1
- 2*x-2*y- z=-7
- 4*x+ y+3*z= 1
-
- Therefore, you have to enter:
- 2 1 1 1
- 2 -2 -1 -7
- 4 1 3 1
-
- That is done the following:
- - Start the program, that helps.
- - Enter for the number of equations 3 and for the number of variables
- 3.
- - You should see 3 lines of 4 times zero. The upper left zero should
- be marked. The stringgadget should be activated. Enter a 2 in the
- stringgaged an press RETURN. A 2.000 should be displayed instead of
- the upper left zero. The next zero should be marked. Enter 1 RETURN 1
- RETURN 1 RETURN. The first line should be correct and the first zero
- of the second line should be marked. Enter the rest of the numbers (2,
- -2, -1, -7, 4, 1,3 ,1, for each ',' a RETURN of course).
- - Select Solve from the menu or klick on the gadget in the lower right
- corner.
- - On the middle part of the screen should be displayed:
- Solution
-
- 1 0 0 | -1
- 0 1 0 | 2
- 0 0 1 | 1
- That means that x=-1,y=2 and z=1. Easy, istn't it?
- - If you entered a wrong number, you can select it in the upper part
- of the screen with the mouse. This number should appear in the
- stringgadget. Here you can change it, then press RETURN. All should be
- OK.
-
-
- Have fun !
-
-
- If you have hints, questions (please add postage for the answer),
- bug-reports or money for me, here is my address:
-
- Rüdiger Dreier
- Gustav-Winkler Str. 40
- D-4800 Bielefeld 18
- West Germany
-