Saturday, August 29, 2009

Milena Velba Barn -dailymotion

EDITORIAL VERTEX No. 5



Congress Manifesto VII

The life of any political organization is full of daily events and special occasions. One of these is the conclusion of the Seventh National Congress of FE-JONS because it will mark a before and after in the history of the party and the whole Trade Union Movement of National Liberation. Whatever the outcome of the conference, activists, members and supporters of the so-called Alternative Vertex

EXPRESS

which continue to struggle to make the instrument phalanx of the National People's Revolution English, which is necessary for a party with some very specific profiles.

- We want a patriotic party in the line of critical patriotism, which alone can give a sense of national passing away of folkloric zarzuela on the right.

- We want a social party, a destination to class and poorer social sectors of this system.

- We want a united party with all peoples struggling against imperialism plutocratic are headed by the United States, authentic human cancer.

- We want a party open and dynamic, where debate, discussion and open-mindedness are the property of their internal life and not some sort of party-dominated church dogmatism and ideological autarchy.

- We want a party with tables trained and prepared in the same working methods. A true phalanx ready for political combat.

- We want a party rooted in society . A party that, through their organizations, create a network of interconnections that allow us to be integrated and move naturally within our social environment.

- want a game with historical memory . Assuming and respecting our past, understand the present and the future we can win.

- We want a creative party, a true laboratory of ideas and initiatives for alternatives. The National-is not, nor will be ever finished. There will always be new routes to open and explore.

- We want a party that is crucible of the new values \u200b\u200b. Against bourgeois formal ethics, lift up a practice-based experiential revolutionize ethics consistent with our values.

- We want a community party. A militant community where the camaraderie is more than just a word. Never abandon the comrade who need help.

- We want a party unwavering. Determined not to give in, to never give up, not to fight for lost, not to flinch from harsh regardless of the circumstances. We want a game to win.

- We want a radical party. Essentially unyielding, firm in their identity. So elastic in the formal and superficial, as terribly hard and granite in their statements of principles.

- We want a game so revolutionary . Conservatives should not be anything that belongs to this biocide system. We must be contradiction, its subversion, a party of conspirators for their relentless destruction.

this and this we ask all Falangists. We build the organization, to lift up the illusion that shaping the enthusiasm to conquer the future ... We

Party

Madrid, October 24, 1998

Vertex. Publication alternative Falangist, No. 5, October 1998, pg. 4.

Thursday, August 27, 2009

Can Lemon Juice Really Dissolve Kidney Stones

JOGL resize a figure without distorting

Previously we how to draw a hexagon, octagon and a circle with JOGL but never resize the frame that contained them. The reason? it because we had not modified the method reshape () interface used by GLEventListener , then, to resize a frame may be that our figures are distorted as shown in this image:


deformed circle to resize the JFrame.


To prevent this, we must modify the code contained within the method reshape () as follows:

public void reshape ( GLAutoDrawable drawable, int x, int and int width, int height) {

/ / Load the projection of our image
gl . glMatrixMode (GL.GL_PROJECTION)
gl.glLoadIdentity ();

/ / When the height is larger than the width
if (w \u0026lt;= h) {

/ / Update the background (bottom ) and top (top) of
/ / so as not to warp our picture
gl.glOrtho (-xrange, xrange, yrange
-* ((float) h / (float) w) yrange * ((float) h / (float) w)-zRange, zRange)

} / / When the width is bigger than the high

else {
/ / Update the left side (left ) and the right side (right) of
/ / so as not to warp our picture
gl.glOrtho (-xrange * ((float) w / (float) h), xrange * ((float) w / (float) h),
-yrange, yrange, "zRange, zRange);}

/ / Load the model view
/ / with the new dimensions (width, height)
gl . glMatrixMode (GL.GL_MODELVIEW)
gl.glViewport (x, y, width, height);
/ / redraw the object
canvas.repaint ();}


As can be seen in the previous method, we used three new variables: xrange, yrange, zRange, these variables define our work space and must be declared and initialized in the constructor of our program

float xrange = 5.0f;
float yrange = 5.0f;
zRange float = 5.0f;

With this, our space Work will continue to comprise the ranges:
  • x = [-5.5]
  • y = [-5.5]
  • z = [-5.5]
method reshape receives as parameters four variables:
  1. GLAutodrawable
  2. int drawable x
  3. and
  4. int int
  5. int width height
These variables define the new dimensions of our object content in GLCanvas and it is necessary to manipulate the final shape is not deformed. Thus, when resizing the frame that contains the figure, no matter if the width or height increases, the figure shown within the object GLCanvas remain undistorted as shown in the following figures:







If you wish to download the source code you can click on the following link: Download

dibujarCircunferenciaNODeforme.java source
far

Tuesday, August 4, 2009

Mapouka Reference Watch Online

Draw lines to form a circle with

We have seen the basic pricipios draw lines and we have drawn a quadrilateral . We will use these same principles to draw a circle using the same code by simply changing the method display () .

circle drawn with JOGL.



What we will do first is to draw a hexagon. To achieve our mission, we draw 6 vertices as follows:
  1. The first corner as we draw to the coordinate (4, 0).
  2. We rotate the apex 60 º (360 º / 6) and we redraw in its new coordinates.
  3. repeat the previous step 5 times to draw a total of 6 vertices that form our hexagon.
Recall the formula for rotating a point angle , the new point be defined by:




We help an array of float size [6] [2], which represent our 6 coordinates, the array will initialize in the constructor.

Within the methods glBegin () and glEnd () declare our vertices:

gl.glBegin (GL.GL_LINE_LOOP)
/ / Initialize the first vertex
/ / x
point [0] [0] = 4.0F;

/ / coordinate and
point [0] [1] = 0.0f;

/ / Draw the first vertex
gl.glVertex2d (point [0] [0], item [0] [1]);

/ * Draw the 5 remaining vertices by rotating
* above 60 º , use the equivalent in radians *
as the functions sin and cos of
* Java Math package works with the latter * /

for (int i = 1; i \u0026lt;6; i + +)
{
/ / x '= x * cos (60 °) - y * sin (60 º)
point [i] [0] = point [i-1] [0] * Math.cos (Math.toRadians (60)) -
point [i-1] [1] * Math.sin (Math.toRadians (60));


/ / y '= x * sin (60 º) + y * cos (60 º)
point [i] [1] = point [i-1] [0] * Math.sin (Math.toRadians (60)) +
point [i-1] [1] * Math.cos (Math.toRadians (60));


/ / Draw the new vertex obtained
gl.glVertex2d (point [i] [0], item [i] [1]);}

gl.glEnd ();

When you compile and run the modified code shows a result as follows:

Hexagon drawn with JOGL.

now return to modify the code, but now, to draw an octagon. Use the same method used above, only this time instead of rotating 60 degrees (360 º / 6) we will rotate the top 45 º (360 º / 8) and the vertex we draw 8 times.
We
help of a float array of dimensions [8] [2], which represent our 8 coordinates, the array will initialize in the constructor.

Within the methods glBegin () and glEnd () declare our vertices:

gl.glBegin (GL.GL_LINE_LOOP)
/ / Initialize the first vertex
/ / x
point [0] [0] = 4.0F;

/ / coordinate and
point [0] [1] = 0.0f;

/ / Draw the first vertex
gl.glVertex2d (point [0] [0], item [0] [1]);

/ * We draw the 8 remaining vertices by rotating
* above 45 degrees, use the equivalent
* radians as the functions sin and cos of
* package Math Java works with recent * /

for (int i = 1; i \u0026lt;8; i + +)
{
/ / x '= x * cos (45 degrees) - and * sin (45 º)
point [i] [0] = point [i-1] [0] * Math.cos (Math.toRadians (45) ) -
point [i-1] [1] * Math.sin (Math.toRadians (45));


/ / y '= x * sin (45 º) + y * cos (45 º)
point [i] [1] = point [i-1] [0] * Math.sin (Math.E toRadians (45)) +
point [i-1] [1] * Math.cos (Math.toRadians (45));


/ / Draw the new vertex obtained
gl.glVertex2d (point [i ] [0], item [i] [1]);}

gl.glEnd ();

When you compile and run the modified code shows a result like this

drawn with JOGL Octagon.

As can be seen in the examples above, if we continue to expand the sides of the figures, these are becoming more the shape of a circle. Modify the code again but this time to draw a circular polygon 360. Use the same method used above, only this time instead of rotating 45 degrees (360 º / 8) vertex we will rotate only 1 º (360 º / 360) and the vertex we draw 360 times.

We help of a float array of dimensions [360] [2], which represent our 360 coordinates, it will initialize array within the constructor.

Within the methods glBegin () and glEnd () declare our vertices:

gl.glBegin (GL.GL_LINE_LOOP)
/ / Initialize the first vertex
/ / x
point [0] [0] = 4.0F;

/ / coordinate and
point [0] [1] = 0.0f;

/ / Draw the first vertex
gl . glVertex2d (point [0] [0], item [0] [1]);

/ * Draw the 359 remaining vertices by rotating
* above 1, we use the equivalent
* radians as the functions sin and cos of
* package Math Java works with recent * /

for (int i = 1, i \u0026lt; , 360; i + +)
{
/ / x '= x * cos (1 °) - and * sin (1 °)
point [i] [0] = point [i-1] [0 ] * Math.cos (Math.toRadians (1)) -
point [i-1] [1] * Math.sin (Math.toRadians (1));


/ / y '= x * sin (1 °) + y * cos (1 °)
point [i] [1] = point [i-1] [0] * Math.sin (Math.toRadians (1))
+ point [i-1] [1] * Math.cos (Math.toRadians (1));


/ / Draw the new vertex obtained
gl.glVertex2d (point [i] [0] point [i] [1]);}

gl.glEnd ();

When you compile and run the modified code shows a result as follows:

Circumference drawn with JOGL.

And here we have our circle made with JOGL, as the sides are so close and so small they are almost imperceptible giving the appearance of a circle. This JOGL because we did not offer specific functions to draw circles.

If you wish to download the source code of the figures shown in the examples given just click on any of the following links:

Download dibujarHexagono.java source
dibujarOctagono Download source code . java
Download dibujaCircunferencia.java source

FINAL NOTE
The examples use a two-dimensional array to draw the vertices this was just to make it understandable. Just as a recommendation, to save memory in the system, do not use an array because the larger it will occupy more memory. Instead of using an array bidemensional, simply use two variables called, say, coordenadaX and sobreescribánlas coordenadaY and for each cycle using two auxiliary variables. Download the following source code to see the right thing to do:

dibujaCircunferencia.java Download source code without using two-dimensional array.

Table In Everyone Loves Raymond

JOGL Draw lines to form a square with JOGL

We will see a simple example of a program that lets you draw lines using several variations of the methods glVertex of OpenGL obviously using the Java language and libraries JOGL. We have explained earlier how draw a point using JOGL libraries , well, the same code as "used to draw lines.

lines defining the sides of a square with JOGL


The code will modify the contents inside the methods:
  • init ( GLAutoDrawable drawable)
  • reshape ( GLAutoDrawable drawable, int x, int and int width, int height)
  • display ( GLAutoDrawable drawable)
addition, for the moment, will not allow our JFrame is resized. Then post the method parameter setRezizable ( boolean flag), located within the constructor, false. Start by explaining changes in the methods:

init ( GLAutoDrawable drawable)

In the code we use to draw point also print the mark of your video card and operating system screen, this time simply initializes the background color to black:

public void init ( GLAutoDrawable drawable) {

gl.glClearColor (0.0f, 0.0f , 0.0f, 0.0f);}


reshape ( GLAutoDrawable drawable, int x, int and int width, int height)

In this method which we will define a "space work "that includes the following ranges:
  • x = [-5, 5]
  • y = [-5, 5]
  • z = [-5, 5]
As we are working in two dimensions z axis is imperceptible. Our code will be as follows:

public void reshape ( GLAutoDrawable drawable, int x, int and int width, int height) {

gl.glMatrixMode (GL.GL_PROJECTION) gl.glLoadIdentity ();
gl.glOrtho (-5.0f, 5.0f,-5.0f, 5.0f,-5.0f, 5.0f);
canvas.repaint ();}


remember the way we define our "workspace"
  1. glOrtho method (double left, double right, double bottom, double top, double near, double far) is used to define the orthographic projection.
  2. Therefore, this method will create a "workspace" similar to a bucket where the bottom left corner front is defined by coordinates (left, bottom, far) and the right rear corner is defined by coordinates (right, top, near) .
Definition of our "workspace"

display ( GLAutoDrawable drawable)

modify Here code so that we can use different methods to draw lines and to form a polygon. First we will start clearing the buffers used by your video card to draw and define the color with which we draw our lines. In this case I have decided to use the color CYAN, however, we can use any other color if it is different from that defined in the background.

gl.glClear (GL.GL_COLOR_BUFFER_BIT)
gl.glColor3f (0.0f, 1.0f, 1.0f);

JOGL Now we will tell what the charts are drawn using the methods glBegin (GLenum mode) and glEnd () . Recall that in these methods will all graphics to be displayed in our view GLCanvas . Use the method glVertex2d (double x, double y) to tell JOGL begins and ends where the vertices of the lines you draw.

In this example, we will do is draw a square. To achieve our mission will draw just 4 vertices:
  1. (-4, -4)
  2. (4, -4)
  3. (4, 4)
  4. (-4, 4) We help
a float array of dimensions [4] [2], which represent our 4 coordinates, the array will initialize in the constructor.

Within methods glBegin () and glEnd () declare our vertices:

gl.glBegin (GL.GL_LINE_LOOP)
/ / Initialize the first vertex
/ / x (first vertex)
point [0] [0] = -4.0;
/ / y (first vertex)
point [0] [1] = -4.0;

/ / Initialize the second vertex
/ / x (second point)
point [1] [0] = 4.0;
/ / y (second point)
point [1] [1] = -4.0;

/ / Initialize the third vertex

/ / x (third point)
point [2] [0] = 4.0;
/ / y-coordinate (third point)
point [2] [1] = 4.0;

/ / Initialize the fourth vertex

/ / Coordinates x (fourth vertex)
point [3] [0] = -4.0;
/ / y-coordinate (fourth vertex)
point [3] [1] = 4.0;

/ / Draw ALL

vertices gl.glVertex2d (point [0] [0], item [0] [1]);
gl.glVertex2d (point [1] [0], item [1] [1]) ;
gl.glVertex2d (point [2] [0], item [2] [1]);
gl.glVertex2d (point [3] [0], item [3] [1]);

gl.glEnd ();
gl.glFlush ();


When you compile and run the modified code shows a result as follows:


lines using parameter GL.GL_LINE_LOOP

The Mode parameter of the method glBegin (GLenum mode) will modify that to show different ways to draw lines with JOGL. In the previous example was used GL_LINE_LOOP , thus connecting all the vertices with line segments as follows:
  • Draw a line segment of the first vertex to the second.
  • Draw a line segment of the second vertex to the third.
  • . . .
  • Draw a line segment of the last vertex to the first.
With parameter GL_LINES each successive pair of vertices, defined within methods glBegin () and glEnd () generates a line segment. If we change the method code:

gl.glBegin (GL.GL_LINE_LOOP)

by:

gl.glBegin (GL.GL_LINES)

obtain a result like this:


lines using parameter GL.GL_LINES

GL_LINE_STRIP parameter makes points defined within methods glBegin ( ) and glEnd () generate a sequence of line segments where the endpoint of a line segment will be the starting point of the next line segment , similar to what happens with GL_LINE_LOOP with the difference that the last vertex does not generate a line segment with the first vertex . If we change the method code:

gl.glBegin (GL.GL_LINE_LOOP)

by:

gl.glBegin (GL.GL_LINE_STRIP)

get a result like the following:

lines using parameter GL.GL_LINE_STRIP

You can change the line thickness using the method:

gl.glLineWidth ( float width);

For example if we modify the method code:

gl.glBegin (GL.GL_LINE_LOOP)

by:

gl.glLineWidth (5);
gl.glBegin (Gal. GL_LINE_LOOP )

obtain a result like this:

gl.glLineWidth points using the method (5)

What happens if you simply draw the vertices ? Modica method code:

gl.glBegin (GL.GL_LINE_LOOP)

by:

/ / points of 12 pixels so you can see
gl.glPointSize (12);
gl.glBegin (GL.GL_POINTS)

get a result like following:

GL.GL_POINTS points using parameter

If you wish to download the source code POSE to click on the following link: Download

dibujaLineas.java source