A strategy the program uses to create speedy animations is to keep all of the frames of a filmstrip in RAM. The program uses free memory to create frames for a blank filmstrip on an as needed basis---limited only by the available free memory. Since the amount of memory needed per frame depends on the size of the Graphics Window and the number of colors (or "pixel depth") of the monitor, if you have limited RAM and want a long filmstrip, you may need to reduce your window size. For example, a 400 by 600 pixel screen requires approximately 30 kilobytes of RAM per frame for black and white and 240 kilobytes of RAM per frame for 8-bit (i.e., 256) colors. For Oscillate and Morph, 12 frames are enough for good results, but for Rotate, 24 is close to the minimum required and 36 is really preferable. (To rotate an object with a filmstrip of length N, the program makes N frames, each showing an image of the object that has been rotated about the chosen axis of rotation by an increment of 360/N degrees from the previous frame, and a rotation increment of more than about 15 degrees looks too rough). So, for comfort, the program needs just for filmstrip memory about 24 X 30= 720 KBytes for black and white and 5.7 MBytes for 8-bit color. (It also needs another 2 MByte for its code, and its other data structures---windows, menus, etc.)
So what do you do if you need more frames?
First, quit all other applications that are running. This will make their memory available for extra frames. If you still need more frames, you can reduce the window size. If you change the size of the window from 400 by 600 pixels to 280 by 420 (still a pretty good size for most purposes) you will need only half as much memory per frame, so you can have twice as many frames. If that still isn't enough, go out and buy more memory. By the way, the program reports the maximum number of frames available for a filmstrip animation in the lower right corner of the graphics window. Each time you change the window size this number is readjusted, so you can easily adjust your window in stages until enough frames are available for your purposes.
Of course, there is also the possibility
of using real-time animation. This won't be quite as smooth, but
for many purposes it is adequate. One
rather special trick to make do with fewer frames in certain
circumstances uses symmetry and was suggested by Hermann Karcher.
It is implemented by setting a parameter called the Rotation
Divisor in the dialog brought up by selecting the Set Number of
Frames... item of the Settings menu. If a three-dimensional object
happens to be invariant under a rotation of 360/n degrees about
the rotation axis, then to create a rotation filmstrip with N
frames it suffices to rotate the object only 360/(n N) degrees
between frames, so a smooth rotation can be obtained with fewer
frames. The integer n is the value that you should set as the
Rotation Divisor. (One thing to be careful about: if you use this
device with a surface that you have colored then you must make the
surface coloration respect the symmetry.) To see this in action,
select the Torus Knot from the Space Curves category. It is
preserved by a 72 degree rotation about the z-axis. Try setting
Rotation Divisor to 5 and rotating it.
ABORT
Command period, Escape, or just
holding down the mouse button will usually abort any ongoing
operation. (The first two are equivalent and usually work
instantly, while holding down the mouse will often permit some
intermediate operation to complete before aborting.) Clicking the
mouse is the correct way to stop the further evolution of an ODE
or PDE initial value problem..
CREATE
Command K. After selecting an object, and changing various
settings, press Command K to re-create the object wth the new
settings. (This is equivalent to chooosing Create from the Action
menu.)
FAST
MOTION To switch temporarily to
drawing as fast as possible, hold down the DELETE key.
PAUSE
To temporarily pause the program, press the spacebar. The program
continues where it left off when the spacebar is released. If you
press the TAB key while the spacebar is down, and let the spacebar
up while the TAB key is still down, you will be given the
opportunity to take a picture of whatever was in the Graphics
window when the spacebar was pressed and save it to disk.
QUIT
Command Q.
ROTATE
To Rotate a 3D object just drag it with the mouse. (A surface is
usually rotated in wireframe, but engaging Caps-Lock will rotate a
surface in patch mode.).
SELECT
In both the Plane Curve and Conformal Map categories, if the
Command key is depressed, the cursor changes to a cross. You may
then use the standard Macintosh technique to create a selection
rectangle surrounding a part of the screen (click the mouse on the
upper-left corner and drag to the lower-right corner). When the
mouse is released (with the Control key still depressed) the
contents of the rectangle will be zoomed to fill the whole
window.
SLOW
MOTION To switch temporarily to
Slow Motion Drawing, hold down the RETURN key.
SWITCH
In the Conformal Map category, to see the pre-image rather than
the image, press Command and Option and hold down the mouse
button.
TRANSLATE
To Translate a 3D object hold down the Control key while dragging
it with the mouse. (A surface is usually translated in wireframe,
but engaging Caps-Lock will translate a surface in patch
mode.).
ZOOM
To zoom a 3D object in and out, hold down the SHIFT key while
dragging the mouse vertically. (A surface is usually zoomed in
wireframe, but engaging Caps-Lock will zoom a surface in patch
mode.).