You can just do 8x8 and add 2 zeros at the end of the answer, which is 6400
Area of a circle = pi*radius2
6400. Using Windows calculator is a ot easier than posting the question on this site.
50mph is equivalent to 80km/h use the formula s=d÷t (s=speed d=distance t=time) to find distance u must know this formula breaking distance = b=0.7s+80x80/ 254f {80x80 = 80 squared }
8081 can be the sum of two perfect squares because its perfect squares are 41 x41+80x80=1681+6400. Answer=1681+6400
PNG image 80x80 pixels
PNG image 80x80 pixels
57000 sq ft
You can just do 8x8 and add 2 zeros at the end of the answer, which is 6400
Area of a circle = pi*radius2
1x6400 2x3200 4x1600 5x1280 8x800 10x640 20x320 40x160 50x128 80x80
6400. Using Windows calculator is a ot easier than posting the question on this site.
50mph is equivalent to 80km/h use the formula s=d÷t (s=speed d=distance t=time) to find distance u must know this formula breaking distance = b=0.7s+80x80/ 254f {80x80 = 80 squared }
The best count of yarns for lungi is 100x100, its hard to find in some countries like malaysia. But 80x80 can be consider just fine
8081 can be the sum of two perfect squares because its perfect squares are 41 x41+80x80=1681+6400. Answer=1681+6400
(80x80)/144 = 6400/144 = 3200/72 = 1600/36 = 800/18 = 400/9 = 44 and 4/9 square feet
It depends how you want to do it. For a basic text counter it's very easy. First setup a global variable in the initialization of your code: global pCounter = 0 In the portion of your code where you detect that the player has scored, simply increment the counter by an appropriate value: pCounter = pCounter + 1 Then to display it on the screen (in this example, the upper left hand corner), simply use a text command: text 10,10,STR$(pCounter) The two 10's are specifying the number of pixels in the X and Y direction away from the upper left corner where the text should be put and the STR$(...) around the pCounter variable is used to turn it into a string. To make a graphical score counter for a 3D game, here are some functions you can use: function SetupCounter() for i=100 to 109 : load image STR$(i-100)+".jpg",i : next i X# = 3 // if you're using a widescreen resolution, set to 3.6 for n=60 to 64 make object plain n,.2,.2 position object n,X#,2.2,4 lock object on n texture object n,100 ghost object on n set object light n,0 dec X#,.2 next n global PlayerScore = 0 endfunction function ControlScore() score$ = STR$(PlayerScore) length = len(score$) texture object 60,100+val(mid$(score$,length)) if length>1 then texture object 61,100+val(mid$(score$,length-1)) if length>2 then texture object 62,100+val(mid$(score$,length-2)) if length>3 then texture object 63,100+val(mid$(score$,length-3)) if length>4 then texture object 64,100+val(mid$(score$,length-4)) endfunction Here's how you can use it: 1. Create ten 80x80 JPEG images with the numbers 0-9 surrounded by black called "1.jpg", "2.jpg", etc. and put them in the same directory as your code. 2. Copy and paste the above functions in your code. 3. In the initialization part of your code, call SetupCounter() 4. Whenever the player scores, increment the PlayerScore variable appropriately. 4. Then in the main loop of your code, call ControlScore() This will create a four digit score counter with transparent numbers in the upper right corner of the screen. Make sure you don't have any other objects with ID numbers 61-64 or image numbers from 100-109