SlideShare a Scribd company logo
1 of 10
Download to read offline
Ring Documentation, Release 1.8
58.10 The Camera
Example:
load "freeglut.ring"
load "opengl21lib.ring"
// angle of rotation for the camera direction
angle=0.0
// actual vector representing the camera's direction
lx=0.0
lz=-1.0
// XZ position of the camera
x=0.0
z=5.0
func drawSnowMan
glColor3f(1.0, 1.0, 1.0)
// Draw Body
glTranslatef(0.0 ,0.75, 0.0)
glutSolidSphere(0.75,20,20)
// Draw Head
glTranslatef(0.0, 1.0, 0.0)
glutSolidSphere(0.25,20,20)
// Draw Eyes
glPushMatrix()
glColor3f(0.0,0.0,0.0)
glTranslatef(0.05, 0.10, 0.18)
58.10. The Camera 571
Ring Documentation, Release 1.8
glutSolidSphere(0.05,10,10)
glTranslatef(-0.1, 0.0, 0.0)
glutSolidSphere(0.05,10,10)
glPopMatrix()
// Draw Nose
glColor3f(1.0, 0.5 , 0.5)
glutSolidCone(0.08,0.5,10,2)
func changeSize
w = glutEventWidth()
h = glutEventHeight()
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if h = 0
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45.0, ratio, 0.1, 100.0);
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
func processNormalKeys
key = glutEventKey()
if key = 27
shutdown()
ok
func renderScene
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Set the camera
58.10. The Camera 572
Ring Documentation, Release 1.8
gluLookAt( x, 1.0, z,
x+lx, 1.0, z+lz,
0.0, 1.0, 0.0)
// Draw ground
glColor3f(0.9, 0.9, 0.9)
glBegin(GL_QUADS)
glVertex3f(-100.0, 0.0, -100.0)
glVertex3f(-100.0, 0.0, 100.0)
glVertex3f( 100.0, 0.0, 100.0)
glVertex3f( 100.0, 0.0, -100.0)
glEnd()
// Draw 36 SnowMen
for i = -3 to 2
for j=-3 to 2
glPushMatrix()
glTranslatef(i*10.0,0,j * 10.0)
drawSnowMan()
glPopMatrix()
next
next
glutSwapBuffers()
func processSpecialKeys
key = glutEventKey()
fraction = 0.1
switch key
on GLUT_KEY_LEFT
angle -= 0.01
lx = sin(angle)
lz = -cos(angle)
on GLUT_KEY_RIGHT
angle += 0.01
lx = sin(angle)
lz = -cos(angle)
on GLUT_KEY_UP
x += lx * fraction
z += lz * fraction
on GLUT_KEY_DOWN
x -= lx * fraction
z -= lz * fraction
off
func main
// init GLUT and create window
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
58.10. The Camera 573
Ring Documentation, Release 1.8
glutInitWindowPosition(100,100)
glutInitWindowSize(320,320)
glutCreateWindow("RingFreeGLUT - Test 7")
// register callbacks
glutDisplayFunc(:renderScene)
glutReshapeFunc(:changeSize)
glutIdleFunc(:renderScene)
glutKeyboardFunc(:processNormalKeys)
glutSpecialFunc(:processSpecialKeys)
// OpenGL init
glEnable(GL_DEPTH_TEST)
// enter GLUT event processing cycle
glutMainLoop()
Screen Shot
Another Example:
load "freeglut.ring"
load "opengl21lib.ring"
// angle of rotation for the camera direction
angle = 0.0
// actual vector representing the camera's direction
lx=0.0 lz=-1.0
// XZ position of the camera
x=0.0 z=5.0
// the key states. These variables will be zero
//when no key is being presses
deltaAngle = 0.0
58.10. The Camera 574
Ring Documentation, Release 1.8
deltaMove = 0
func changeSize
w = glutEventWidth()
h = glutEventHeight()
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if h = 0
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45.0, ratio, 0.1, 100.0)
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
func drawSnowMan
glColor3f(1.0, 1.0, 1.0)
// Draw Body
glTranslatef(0.0 ,0.75, 0.0)
glutSolidSphere(0.75,20,20)
// Draw Head
glTranslatef(0.0, 1.0, 0.0)
glutSolidSphere(0.25,20,20)
// Draw Eyes
glPushMatrix()
glColor3f(0.0,0.0,0.0)
glTranslatef(0.05, 0.10, 0.18)
glutSolidSphere(0.05,10,10)
glTranslatef(-0.1, 0.0, 0.0)
glutSolidSphere(0.05,10,10)
glPopMatrix()
// Draw Nose
glColor3f(1.0, 0.5 , 0.5)
glRotatef(0.0,1.0, 0.0, 0.0)
glutSolidCone(0.08,0.5,10,2)
58.10. The Camera 575
Ring Documentation, Release 1.8
func computePos deltaMove
x += deltaMove * lx * 0.1
z += deltaMove * lz * 0.1
func computeDir deltaAngle
angle += deltaAngle
lx = sin(angle)
lz = -cos(angle)
func renderScene
if deltaMove
computePos(deltaMove)
ok
if deltaAngle
computeDir(deltaAngle)
ok
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Set the camera
gluLookAt( x, 1.0, z,
x+lx, 1.0, z+lz,
0.0, 1.0, 0.0)
// Draw ground
glColor3f(0.9, 0.9, 0.9)
glBegin(GL_QUADS)
glVertex3f(-100.0, 0.0, -100.0)
glVertex3f(-100.0, 0.0, 100.0)
glVertex3f( 100.0, 0.0, 100.0)
glVertex3f( 100.0, 0.0, -100.0)
glEnd()
// Draw 36 SnowMen
for i = -3 to 2
for j=-3 to 2
glPushMatrix()
glTranslatef(i*10.0,0,j * 10.0)
drawSnowMan()
glPopMatrix()
next
next
glutSwapBuffers()
func pressKey
key = glutEventKey()
xx = glutEventX()
58.10. The Camera 576
Ring Documentation, Release 1.8
yy = glutEventY()
switch key
on GLUT_KEY_LEFT
deltaAngle = -0.01
on GLUT_KEY_RIGHT
deltaAngle = 0.01
on GLUT_KEY_UP
deltaMove = 0.5
on GLUT_KEY_DOWN
deltaMove = -0.5
off
func releaseKey
key = glutEventKey()
switch key
on GLUT_KEY_LEFT
deltaAngle = 0.0
on GLUT_KEY_RIGHT
deltaAngle = 0.0
on GLUT_KEY_UP
deltaMove = 0
on GLUT_KEY_DOWN
deltaMove = 0
off
func main
// init GLUT and create window
glutInit()
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA)
glutInitWindowPosition(100,100)
glutInitWindowSize(320,320)
glutCreateWindow("RingFreeGLUT - Test 8")
// register callbacks
glutDisplayFunc(:renderScene)
glutReshapeFunc(:changeSize)
glutIdleFunc(:renderScene)
glutSpecialFunc(:pressKey)
// here are the new entries
glutIgnoreKeyRepeat(1)
glutSpecialUpFunc(:releaseKey)
// OpenGL init
glEnable(GL_DEPTH_TEST)
// enter GLUT event processing cycle
glutMainLoop()
58.10. The Camera 577
Ring Documentation, Release 1.8
58.11 Mouse Events
Example:
load "freeglut.ring"
load "opengl21lib.ring"
// angle of rotation for the camera direction
angle = 0.0
// actual vector representing the camera's direction
lx=0.0 lz=-1.0
// XZ position of the camera
x=0.0 z=5.0
// the key states. These variables will be zero
//when no key is being presses
deltaAngle = 0.0
deltaMove = 0.0
xOrigin = -1
func changeSize
w = glutEventWidth()
h = glutEventHeight()
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if h = 0
h = 1
ok
ratio = w * 1.0 / h
// Use the Projection Matrix
glMatrixMode(GL_PROJECTION)
// Reset Matrix
glLoadIdentity()
// Set the viewport to be the entire window
glViewport(0, 0, w, h)
// Set the correct perspective.
gluPerspective(45.0, ratio, 0.1, 100.0)
// Get Back to the Modelview
glMatrixMode(GL_MODELVIEW)
func drawSnowMan
glColor3f(1.0, 1.0, 1.0)
// Draw Body
glTranslatef(0.0 ,0.75, 0.0)
glutSolidSphere(0.75,20,20)
58.11. Mouse Events 578
Ring Documentation, Release 1.8
// Draw Head
glTranslatef(0.0, 1.0, 0.0)
glutSolidSphere(0.25,20,20)
// Draw Eyes
glPushMatrix()
glColor3f(0.0,0.0,0.0)
glTranslatef(0.05, 0.10, 0.18)
glutSolidSphere(0.05,10,10)
glTranslatef(-0.1, 0.0, 0.0)
glutSolidSphere(0.05,10,10)
glPopMatrix()
// Draw Nose
glColor3f(1.0, 0.5 , 0.5)
glRotatef(0.0,1.0, 0.0, 0.0)
glutSolidCone(0.08,0.5,10,2)
func computePos deltaMove
x += deltaMove * lx * 0.1
z += deltaMove * lz * 0.1
func renderScene
if deltaMove
computePos(deltaMove)
ok
// Clear Color and Depth Buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Reset transformations
glLoadIdentity()
// Set the camera
gluLookAt( x, 1.0, z,
x+lx, 1.0, z+lz,
0.0, 1.0, 0.0)
// Draw ground
glColor3f(0.9, 0.9, 0.9)
glBegin(GL_QUADS)
glVertex3f(-100.0, 0.0, -100.0)
glVertex3f(-100.0, 0.0, 100.0)
glVertex3f( 100.0, 0.0, 100.0)
glVertex3f( 100.0, 0.0, -100.0)
glEnd()
// Draw 36 SnowMen
for i = -3 to 2
for j=-3 to 2
glPushMatrix()
glTranslatef(i*10.0,0,j * 10.0)
drawSnowMan()
glPopMatrix()
58.11. Mouse Events 579
Ring Documentation, Release 1.8
next
next
glutSwapBuffers()
func processNormalKeys
key = glutEventKey()
if key = 27
shutdown()
ok
func pressKey
key = glutEventKey()
switch key
on GLUT_KEY_UP
deltaMove = 0.5
on GLUT_KEY_DOWN
deltaMove = -0.5
off
func releaseKey
key = glutEventKey()
switch key
on GLUT_KEY_UP
deltaMove = 0
on GLUT_KEY_DOWN
deltaMove = 0
off
func mouseMove
xx = glutEventX()
yy = glutEventY()
// this will only be true when the left button is down
if xOrigin >= 0
// update deltaAngle
deltaAngle = (xx - xOrigin) * 0.001
// update camera's direction
lx = sin(angle + deltaAngle)
lz = -cos(angle + deltaAngle)
ok
func mouseButton
button = glutEventButton()
state = glutEventState()
xx = glutEventX()
yy = glutEventY()
// only start motion if the left button is pressed
58.11. Mouse Events 580

More Related Content

What's hot

The Ring programming language version 1.10 book - Part 67 of 212
The Ring programming language version 1.10 book - Part 67 of 212The Ring programming language version 1.10 book - Part 67 of 212
The Ring programming language version 1.10 book - Part 67 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 65 of 212
The Ring programming language version 1.10 book - Part 65 of 212The Ring programming language version 1.10 book - Part 65 of 212
The Ring programming language version 1.10 book - Part 65 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 68 of 212
The Ring programming language version 1.10 book - Part 68 of 212The Ring programming language version 1.10 book - Part 68 of 212
The Ring programming language version 1.10 book - Part 68 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.7 book - Part 60 of 196
The Ring programming language version 1.7 book - Part 60 of 196The Ring programming language version 1.7 book - Part 60 of 196
The Ring programming language version 1.7 book - Part 60 of 196Mahmoud Samir Fayed
 
The Ring programming language version 1.7 book - Part 59 of 196
The Ring programming language version 1.7 book - Part 59 of 196The Ring programming language version 1.7 book - Part 59 of 196
The Ring programming language version 1.7 book - Part 59 of 196Mahmoud Samir Fayed
 
551 pd fsam_fayed_ring_doc_1.5.2
551 pd fsam_fayed_ring_doc_1.5.2551 pd fsam_fayed_ring_doc_1.5.2
551 pd fsam_fayed_ring_doc_1.5.2Mahmoud Samir Fayed
 
The Ring programming language version 1.5.3 book - Part 64 of 184
The Ring programming language version 1.5.3 book - Part 64 of 184The Ring programming language version 1.5.3 book - Part 64 of 184
The Ring programming language version 1.5.3 book - Part 64 of 184Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 54 of 185
The Ring programming language version 1.5.4 book - Part 54 of 185The Ring programming language version 1.5.4 book - Part 54 of 185
The Ring programming language version 1.5.4 book - Part 54 of 185Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 55 of 185
The Ring programming language version 1.5.4 book - Part 55 of 185The Ring programming language version 1.5.4 book - Part 55 of 185
The Ring programming language version 1.5.4 book - Part 55 of 185Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 65 of 202
The Ring programming language version 1.8 book - Part 65 of 202The Ring programming language version 1.8 book - Part 65 of 202
The Ring programming language version 1.8 book - Part 65 of 202Mahmoud Samir Fayed
 
The Ring programming language version 1.6 book - Part 56 of 189
The Ring programming language version 1.6 book - Part 56 of 189The Ring programming language version 1.6 book - Part 56 of 189
The Ring programming language version 1.6 book - Part 56 of 189Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 53 of 181
The Ring programming language version 1.5.2 book - Part 53 of 181The Ring programming language version 1.5.2 book - Part 53 of 181
The Ring programming language version 1.5.2 book - Part 53 of 181Mahmoud Samir Fayed
 
openFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートII
openFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートIIopenFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートII
openFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートIIAtsushi Tadokoro
 
Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)
Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)
Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)Ontico
 
React. Redux. Real world.
React. Redux. Real world.React. Redux. Real world.
React. Redux. Real world.Rost Galkin
 
La 4 grafik komputer
La 4 grafik komputerLa 4 grafik komputer
La 4 grafik komputerYudo Rahadya
 
The Ring programming language version 1.7 book - Part 62 of 196
The Ring programming language version 1.7 book - Part 62 of 196The Ring programming language version 1.7 book - Part 62 of 196
The Ring programming language version 1.7 book - Part 62 of 196Mahmoud Samir Fayed
 

What's hot (20)

The Ring programming language version 1.10 book - Part 67 of 212
The Ring programming language version 1.10 book - Part 67 of 212The Ring programming language version 1.10 book - Part 67 of 212
The Ring programming language version 1.10 book - Part 67 of 212
 
The Ring programming language version 1.10 book - Part 65 of 212
The Ring programming language version 1.10 book - Part 65 of 212The Ring programming language version 1.10 book - Part 65 of 212
The Ring programming language version 1.10 book - Part 65 of 212
 
The Ring programming language version 1.10 book - Part 68 of 212
The Ring programming language version 1.10 book - Part 68 of 212The Ring programming language version 1.10 book - Part 68 of 212
The Ring programming language version 1.10 book - Part 68 of 212
 
The Ring programming language version 1.7 book - Part 60 of 196
The Ring programming language version 1.7 book - Part 60 of 196The Ring programming language version 1.7 book - Part 60 of 196
The Ring programming language version 1.7 book - Part 60 of 196
 
The Ring programming language version 1.7 book - Part 59 of 196
The Ring programming language version 1.7 book - Part 59 of 196The Ring programming language version 1.7 book - Part 59 of 196
The Ring programming language version 1.7 book - Part 59 of 196
 
551 pd fsam_fayed_ring_doc_1.5.2
551 pd fsam_fayed_ring_doc_1.5.2551 pd fsam_fayed_ring_doc_1.5.2
551 pd fsam_fayed_ring_doc_1.5.2
 
The Ring programming language version 1.5.3 book - Part 64 of 184
The Ring programming language version 1.5.3 book - Part 64 of 184The Ring programming language version 1.5.3 book - Part 64 of 184
The Ring programming language version 1.5.3 book - Part 64 of 184
 
The Ring programming language version 1.5.4 book - Part 54 of 185
The Ring programming language version 1.5.4 book - Part 54 of 185The Ring programming language version 1.5.4 book - Part 54 of 185
The Ring programming language version 1.5.4 book - Part 54 of 185
 
The Ring programming language version 1.5.4 book - Part 55 of 185
The Ring programming language version 1.5.4 book - Part 55 of 185The Ring programming language version 1.5.4 book - Part 55 of 185
The Ring programming language version 1.5.4 book - Part 55 of 185
 
The Ring programming language version 1.8 book - Part 65 of 202
The Ring programming language version 1.8 book - Part 65 of 202The Ring programming language version 1.8 book - Part 65 of 202
The Ring programming language version 1.8 book - Part 65 of 202
 
The Ring programming language version 1.6 book - Part 56 of 189
The Ring programming language version 1.6 book - Part 56 of 189The Ring programming language version 1.6 book - Part 56 of 189
The Ring programming language version 1.6 book - Part 56 of 189
 
OpenGL Starter L02
OpenGL Starter L02OpenGL Starter L02
OpenGL Starter L02
 
The Ring programming language version 1.5.2 book - Part 53 of 181
The Ring programming language version 1.5.2 book - Part 53 of 181The Ring programming language version 1.5.2 book - Part 53 of 181
The Ring programming language version 1.5.2 book - Part 53 of 181
 
openFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートII
openFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートIIopenFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートII
openFrameworks – 関数・クラス、オブジェクト指向プログラミング導入 - 多摩美メディアアートII
 
OpenGL L06-Performance
OpenGL L06-PerformanceOpenGL L06-Performance
OpenGL L06-Performance
 
Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)
Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)
Amazing threesome, rrr... React. Redux. Real world / Ростислав Галкин (Babo)
 
React. Redux. Real world.
React. Redux. Real world.React. Redux. Real world.
React. Redux. Real world.
 
La 4 grafik komputer
La 4 grafik komputerLa 4 grafik komputer
La 4 grafik komputer
 
OpenGL Starter L01
OpenGL Starter L01OpenGL Starter L01
OpenGL Starter L01
 
The Ring programming language version 1.7 book - Part 62 of 196
The Ring programming language version 1.7 book - Part 62 of 196The Ring programming language version 1.7 book - Part 62 of 196
The Ring programming language version 1.7 book - Part 62 of 196
 

Similar to The Ring programming language version 1.8 book - Part 61 of 202

The Ring programming language version 1.8 book - Part 12 of 202
The Ring programming language version 1.8 book - Part 12 of 202The Ring programming language version 1.8 book - Part 12 of 202
The Ring programming language version 1.8 book - Part 12 of 202Mahmoud Samir Fayed
 
The Ring programming language version 1.9 book - Part 14 of 210
The Ring programming language version 1.9 book - Part 14 of 210The Ring programming language version 1.9 book - Part 14 of 210
The Ring programming language version 1.9 book - Part 14 of 210Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 62 of 202
The Ring programming language version 1.8 book - Part 62 of 202The Ring programming language version 1.8 book - Part 62 of 202
The Ring programming language version 1.8 book - Part 62 of 202Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 58 of 185
The Ring programming language version 1.5.4 book - Part 58 of 185The Ring programming language version 1.5.4 book - Part 58 of 185
The Ring programming language version 1.5.4 book - Part 58 of 185Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 8 of 181
The Ring programming language version 1.5.2 book - Part 8 of 181The Ring programming language version 1.5.2 book - Part 8 of 181
The Ring programming language version 1.5.2 book - Part 8 of 181Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 60 of 202
The Ring programming language version 1.8 book - Part 60 of 202The Ring programming language version 1.8 book - Part 60 of 202
The Ring programming language version 1.8 book - Part 60 of 202Mahmoud Samir Fayed
 
The Ring programming language version 1.7 book - Part 63 of 196
The Ring programming language version 1.7 book - Part 63 of 196The Ring programming language version 1.7 book - Part 63 of 196
The Ring programming language version 1.7 book - Part 63 of 196Mahmoud Samir Fayed
 
The Ring programming language version 1.6 book - Part 58 of 189
The Ring programming language version 1.6 book - Part 58 of 189The Ring programming language version 1.6 book - Part 58 of 189
The Ring programming language version 1.6 book - Part 58 of 189Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 59 of 185
The Ring programming language version 1.5.4 book - Part 59 of 185The Ring programming language version 1.5.4 book - Part 59 of 185
The Ring programming language version 1.5.4 book - Part 59 of 185Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 64 of 202
The Ring programming language version 1.8 book - Part 64 of 202The Ring programming language version 1.8 book - Part 64 of 202
The Ring programming language version 1.8 book - Part 64 of 202Mahmoud Samir Fayed
 
The Ring programming language version 1.5.1 book - Part 54 of 180
The Ring programming language version 1.5.1 book - Part 54 of 180The Ring programming language version 1.5.1 book - Part 54 of 180
The Ring programming language version 1.5.1 book - Part 54 of 180Mahmoud Samir Fayed
 
The Ring programming language version 1.5.1 book - Part 52 of 180
The Ring programming language version 1.5.1 book - Part 52 of 180The Ring programming language version 1.5.1 book - Part 52 of 180
The Ring programming language version 1.5.1 book - Part 52 of 180Mahmoud Samir Fayed
 
The Ring programming language version 1.8 book - Part 63 of 202
The Ring programming language version 1.8 book - Part 63 of 202The Ring programming language version 1.8 book - Part 63 of 202
The Ring programming language version 1.8 book - Part 63 of 202Mahmoud Samir Fayed
 
The Ring programming language version 1.5.2 book - Part 55 of 181
The Ring programming language version 1.5.2 book - Part 55 of 181The Ring programming language version 1.5.2 book - Part 55 of 181
The Ring programming language version 1.5.2 book - Part 55 of 181Mahmoud Samir Fayed
 
The Ring programming language version 1.5.4 book - Part 60 of 185
The Ring programming language version 1.5.4 book - Part 60 of 185The Ring programming language version 1.5.4 book - Part 60 of 185
The Ring programming language version 1.5.4 book - Part 60 of 185Mahmoud Samir Fayed
 
Ujug07presentation
Ujug07presentationUjug07presentation
Ujug07presentationBill Adams
 
Learning WebGLで学ぶWebGL入門
Learning WebGLで学ぶWebGL入門Learning WebGLで学ぶWebGL入門
Learning WebGLで学ぶWebGL入門nakamura001
 
The Ring programming language version 1.5.1 book - Part 55 of 180
The Ring programming language version 1.5.1 book - Part 55 of 180The Ring programming language version 1.5.1 book - Part 55 of 180
The Ring programming language version 1.5.1 book - Part 55 of 180Mahmoud Samir Fayed
 

Similar to The Ring programming language version 1.8 book - Part 61 of 202 (18)

The Ring programming language version 1.8 book - Part 12 of 202
The Ring programming language version 1.8 book - Part 12 of 202The Ring programming language version 1.8 book - Part 12 of 202
The Ring programming language version 1.8 book - Part 12 of 202
 
The Ring programming language version 1.9 book - Part 14 of 210
The Ring programming language version 1.9 book - Part 14 of 210The Ring programming language version 1.9 book - Part 14 of 210
The Ring programming language version 1.9 book - Part 14 of 210
 
The Ring programming language version 1.8 book - Part 62 of 202
The Ring programming language version 1.8 book - Part 62 of 202The Ring programming language version 1.8 book - Part 62 of 202
The Ring programming language version 1.8 book - Part 62 of 202
 
The Ring programming language version 1.5.4 book - Part 58 of 185
The Ring programming language version 1.5.4 book - Part 58 of 185The Ring programming language version 1.5.4 book - Part 58 of 185
The Ring programming language version 1.5.4 book - Part 58 of 185
 
The Ring programming language version 1.5.2 book - Part 8 of 181
The Ring programming language version 1.5.2 book - Part 8 of 181The Ring programming language version 1.5.2 book - Part 8 of 181
The Ring programming language version 1.5.2 book - Part 8 of 181
 
The Ring programming language version 1.8 book - Part 60 of 202
The Ring programming language version 1.8 book - Part 60 of 202The Ring programming language version 1.8 book - Part 60 of 202
The Ring programming language version 1.8 book - Part 60 of 202
 
The Ring programming language version 1.7 book - Part 63 of 196
The Ring programming language version 1.7 book - Part 63 of 196The Ring programming language version 1.7 book - Part 63 of 196
The Ring programming language version 1.7 book - Part 63 of 196
 
The Ring programming language version 1.6 book - Part 58 of 189
The Ring programming language version 1.6 book - Part 58 of 189The Ring programming language version 1.6 book - Part 58 of 189
The Ring programming language version 1.6 book - Part 58 of 189
 
The Ring programming language version 1.5.4 book - Part 59 of 185
The Ring programming language version 1.5.4 book - Part 59 of 185The Ring programming language version 1.5.4 book - Part 59 of 185
The Ring programming language version 1.5.4 book - Part 59 of 185
 
The Ring programming language version 1.8 book - Part 64 of 202
The Ring programming language version 1.8 book - Part 64 of 202The Ring programming language version 1.8 book - Part 64 of 202
The Ring programming language version 1.8 book - Part 64 of 202
 
The Ring programming language version 1.5.1 book - Part 54 of 180
The Ring programming language version 1.5.1 book - Part 54 of 180The Ring programming language version 1.5.1 book - Part 54 of 180
The Ring programming language version 1.5.1 book - Part 54 of 180
 
The Ring programming language version 1.5.1 book - Part 52 of 180
The Ring programming language version 1.5.1 book - Part 52 of 180The Ring programming language version 1.5.1 book - Part 52 of 180
The Ring programming language version 1.5.1 book - Part 52 of 180
 
The Ring programming language version 1.8 book - Part 63 of 202
The Ring programming language version 1.8 book - Part 63 of 202The Ring programming language version 1.8 book - Part 63 of 202
The Ring programming language version 1.8 book - Part 63 of 202
 
The Ring programming language version 1.5.2 book - Part 55 of 181
The Ring programming language version 1.5.2 book - Part 55 of 181The Ring programming language version 1.5.2 book - Part 55 of 181
The Ring programming language version 1.5.2 book - Part 55 of 181
 
The Ring programming language version 1.5.4 book - Part 60 of 185
The Ring programming language version 1.5.4 book - Part 60 of 185The Ring programming language version 1.5.4 book - Part 60 of 185
The Ring programming language version 1.5.4 book - Part 60 of 185
 
Ujug07presentation
Ujug07presentationUjug07presentation
Ujug07presentation
 
Learning WebGLで学ぶWebGL入門
Learning WebGLで学ぶWebGL入門Learning WebGLで学ぶWebGL入門
Learning WebGLで学ぶWebGL入門
 
The Ring programming language version 1.5.1 book - Part 55 of 180
The Ring programming language version 1.5.1 book - Part 55 of 180The Ring programming language version 1.5.1 book - Part 55 of 180
The Ring programming language version 1.5.1 book - Part 55 of 180
 

More from Mahmoud Samir Fayed

The Ring programming language version 1.10 book - Part 212 of 212
The Ring programming language version 1.10 book - Part 212 of 212The Ring programming language version 1.10 book - Part 212 of 212
The Ring programming language version 1.10 book - Part 212 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 211 of 212
The Ring programming language version 1.10 book - Part 211 of 212The Ring programming language version 1.10 book - Part 211 of 212
The Ring programming language version 1.10 book - Part 211 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 210 of 212
The Ring programming language version 1.10 book - Part 210 of 212The Ring programming language version 1.10 book - Part 210 of 212
The Ring programming language version 1.10 book - Part 210 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 208 of 212
The Ring programming language version 1.10 book - Part 208 of 212The Ring programming language version 1.10 book - Part 208 of 212
The Ring programming language version 1.10 book - Part 208 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 207 of 212
The Ring programming language version 1.10 book - Part 207 of 212The Ring programming language version 1.10 book - Part 207 of 212
The Ring programming language version 1.10 book - Part 207 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 205 of 212
The Ring programming language version 1.10 book - Part 205 of 212The Ring programming language version 1.10 book - Part 205 of 212
The Ring programming language version 1.10 book - Part 205 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 206 of 212
The Ring programming language version 1.10 book - Part 206 of 212The Ring programming language version 1.10 book - Part 206 of 212
The Ring programming language version 1.10 book - Part 206 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 204 of 212
The Ring programming language version 1.10 book - Part 204 of 212The Ring programming language version 1.10 book - Part 204 of 212
The Ring programming language version 1.10 book - Part 204 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 203 of 212
The Ring programming language version 1.10 book - Part 203 of 212The Ring programming language version 1.10 book - Part 203 of 212
The Ring programming language version 1.10 book - Part 203 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 202 of 212
The Ring programming language version 1.10 book - Part 202 of 212The Ring programming language version 1.10 book - Part 202 of 212
The Ring programming language version 1.10 book - Part 202 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 201 of 212
The Ring programming language version 1.10 book - Part 201 of 212The Ring programming language version 1.10 book - Part 201 of 212
The Ring programming language version 1.10 book - Part 201 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 200 of 212
The Ring programming language version 1.10 book - Part 200 of 212The Ring programming language version 1.10 book - Part 200 of 212
The Ring programming language version 1.10 book - Part 200 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 199 of 212
The Ring programming language version 1.10 book - Part 199 of 212The Ring programming language version 1.10 book - Part 199 of 212
The Ring programming language version 1.10 book - Part 199 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 198 of 212
The Ring programming language version 1.10 book - Part 198 of 212The Ring programming language version 1.10 book - Part 198 of 212
The Ring programming language version 1.10 book - Part 198 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 197 of 212
The Ring programming language version 1.10 book - Part 197 of 212The Ring programming language version 1.10 book - Part 197 of 212
The Ring programming language version 1.10 book - Part 197 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 196 of 212
The Ring programming language version 1.10 book - Part 196 of 212The Ring programming language version 1.10 book - Part 196 of 212
The Ring programming language version 1.10 book - Part 196 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 195 of 212
The Ring programming language version 1.10 book - Part 195 of 212The Ring programming language version 1.10 book - Part 195 of 212
The Ring programming language version 1.10 book - Part 195 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 194 of 212
The Ring programming language version 1.10 book - Part 194 of 212The Ring programming language version 1.10 book - Part 194 of 212
The Ring programming language version 1.10 book - Part 194 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 193 of 212
The Ring programming language version 1.10 book - Part 193 of 212The Ring programming language version 1.10 book - Part 193 of 212
The Ring programming language version 1.10 book - Part 193 of 212Mahmoud Samir Fayed
 
The Ring programming language version 1.10 book - Part 192 of 212
The Ring programming language version 1.10 book - Part 192 of 212The Ring programming language version 1.10 book - Part 192 of 212
The Ring programming language version 1.10 book - Part 192 of 212Mahmoud Samir Fayed
 

More from Mahmoud Samir Fayed (20)

The Ring programming language version 1.10 book - Part 212 of 212
The Ring programming language version 1.10 book - Part 212 of 212The Ring programming language version 1.10 book - Part 212 of 212
The Ring programming language version 1.10 book - Part 212 of 212
 
The Ring programming language version 1.10 book - Part 211 of 212
The Ring programming language version 1.10 book - Part 211 of 212The Ring programming language version 1.10 book - Part 211 of 212
The Ring programming language version 1.10 book - Part 211 of 212
 
The Ring programming language version 1.10 book - Part 210 of 212
The Ring programming language version 1.10 book - Part 210 of 212The Ring programming language version 1.10 book - Part 210 of 212
The Ring programming language version 1.10 book - Part 210 of 212
 
The Ring programming language version 1.10 book - Part 208 of 212
The Ring programming language version 1.10 book - Part 208 of 212The Ring programming language version 1.10 book - Part 208 of 212
The Ring programming language version 1.10 book - Part 208 of 212
 
The Ring programming language version 1.10 book - Part 207 of 212
The Ring programming language version 1.10 book - Part 207 of 212The Ring programming language version 1.10 book - Part 207 of 212
The Ring programming language version 1.10 book - Part 207 of 212
 
The Ring programming language version 1.10 book - Part 205 of 212
The Ring programming language version 1.10 book - Part 205 of 212The Ring programming language version 1.10 book - Part 205 of 212
The Ring programming language version 1.10 book - Part 205 of 212
 
The Ring programming language version 1.10 book - Part 206 of 212
The Ring programming language version 1.10 book - Part 206 of 212The Ring programming language version 1.10 book - Part 206 of 212
The Ring programming language version 1.10 book - Part 206 of 212
 
The Ring programming language version 1.10 book - Part 204 of 212
The Ring programming language version 1.10 book - Part 204 of 212The Ring programming language version 1.10 book - Part 204 of 212
The Ring programming language version 1.10 book - Part 204 of 212
 
The Ring programming language version 1.10 book - Part 203 of 212
The Ring programming language version 1.10 book - Part 203 of 212The Ring programming language version 1.10 book - Part 203 of 212
The Ring programming language version 1.10 book - Part 203 of 212
 
The Ring programming language version 1.10 book - Part 202 of 212
The Ring programming language version 1.10 book - Part 202 of 212The Ring programming language version 1.10 book - Part 202 of 212
The Ring programming language version 1.10 book - Part 202 of 212
 
The Ring programming language version 1.10 book - Part 201 of 212
The Ring programming language version 1.10 book - Part 201 of 212The Ring programming language version 1.10 book - Part 201 of 212
The Ring programming language version 1.10 book - Part 201 of 212
 
The Ring programming language version 1.10 book - Part 200 of 212
The Ring programming language version 1.10 book - Part 200 of 212The Ring programming language version 1.10 book - Part 200 of 212
The Ring programming language version 1.10 book - Part 200 of 212
 
The Ring programming language version 1.10 book - Part 199 of 212
The Ring programming language version 1.10 book - Part 199 of 212The Ring programming language version 1.10 book - Part 199 of 212
The Ring programming language version 1.10 book - Part 199 of 212
 
The Ring programming language version 1.10 book - Part 198 of 212
The Ring programming language version 1.10 book - Part 198 of 212The Ring programming language version 1.10 book - Part 198 of 212
The Ring programming language version 1.10 book - Part 198 of 212
 
The Ring programming language version 1.10 book - Part 197 of 212
The Ring programming language version 1.10 book - Part 197 of 212The Ring programming language version 1.10 book - Part 197 of 212
The Ring programming language version 1.10 book - Part 197 of 212
 
The Ring programming language version 1.10 book - Part 196 of 212
The Ring programming language version 1.10 book - Part 196 of 212The Ring programming language version 1.10 book - Part 196 of 212
The Ring programming language version 1.10 book - Part 196 of 212
 
The Ring programming language version 1.10 book - Part 195 of 212
The Ring programming language version 1.10 book - Part 195 of 212The Ring programming language version 1.10 book - Part 195 of 212
The Ring programming language version 1.10 book - Part 195 of 212
 
The Ring programming language version 1.10 book - Part 194 of 212
The Ring programming language version 1.10 book - Part 194 of 212The Ring programming language version 1.10 book - Part 194 of 212
The Ring programming language version 1.10 book - Part 194 of 212
 
The Ring programming language version 1.10 book - Part 193 of 212
The Ring programming language version 1.10 book - Part 193 of 212The Ring programming language version 1.10 book - Part 193 of 212
The Ring programming language version 1.10 book - Part 193 of 212
 
The Ring programming language version 1.10 book - Part 192 of 212
The Ring programming language version 1.10 book - Part 192 of 212The Ring programming language version 1.10 book - Part 192 of 212
The Ring programming language version 1.10 book - Part 192 of 212
 

Recently uploaded

The Evolution of Karaoke From Analog to App.pdf
The Evolution of Karaoke From Analog to App.pdfThe Evolution of Karaoke From Analog to App.pdf
The Evolution of Karaoke From Analog to App.pdfPower Karaoke
 
buds n tech IT solutions
buds n  tech IT                solutionsbuds n  tech IT                solutions
buds n tech IT solutionsmonugehlot87
 
Advancing Engineering with AI through the Next Generation of Strategic Projec...
Advancing Engineering with AI through the Next Generation of Strategic Projec...Advancing Engineering with AI through the Next Generation of Strategic Projec...
Advancing Engineering with AI through the Next Generation of Strategic Projec...OnePlan Solutions
 
Project Based Learning (A.I).pptx detail explanation
Project Based Learning (A.I).pptx detail explanationProject Based Learning (A.I).pptx detail explanation
Project Based Learning (A.I).pptx detail explanationkaushalgiri8080
 
why an Opensea Clone Script might be your perfect match.pdf
why an Opensea Clone Script might be your perfect match.pdfwhy an Opensea Clone Script might be your perfect match.pdf
why an Opensea Clone Script might be your perfect match.pdfjoe51371421
 
Professional Resume Template for Software Developers
Professional Resume Template for Software DevelopersProfessional Resume Template for Software Developers
Professional Resume Template for Software DevelopersVinodh Ram
 
办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样
办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样
办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样umasea
 
Intelligent Home Wi-Fi Solutions | ThinkPalm
Intelligent Home Wi-Fi Solutions | ThinkPalmIntelligent Home Wi-Fi Solutions | ThinkPalm
Intelligent Home Wi-Fi Solutions | ThinkPalmSujith Sukumaran
 
KnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptx
KnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptxKnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptx
KnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptxTier1 app
 
Asset Management Software - Infographic
Asset Management Software - InfographicAsset Management Software - Infographic
Asset Management Software - InfographicHr365.us smith
 
The Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdf
The Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdfThe Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdf
The Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdfkalichargn70th171
 
Salesforce Certified Field Service Consultant
Salesforce Certified Field Service ConsultantSalesforce Certified Field Service Consultant
Salesforce Certified Field Service ConsultantAxelRicardoTrocheRiq
 
Cloud Management Software Platforms: OpenStack
Cloud Management Software Platforms: OpenStackCloud Management Software Platforms: OpenStack
Cloud Management Software Platforms: OpenStackVICTOR MAESTRE RAMIREZ
 
Adobe Marketo Engage Deep Dives: Using Webhooks to Transfer Data
Adobe Marketo Engage Deep Dives: Using Webhooks to Transfer DataAdobe Marketo Engage Deep Dives: Using Webhooks to Transfer Data
Adobe Marketo Engage Deep Dives: Using Webhooks to Transfer DataBradBedford3
 
Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...
Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...
Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...stazi3110
 
Engage Usergroup 2024 - The Good The Bad_The Ugly
Engage Usergroup 2024 - The Good The Bad_The UglyEngage Usergroup 2024 - The Good The Bad_The Ugly
Engage Usergroup 2024 - The Good The Bad_The UglyFrank van der Linden
 
Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...
Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...
Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...MyIntelliSource, Inc.
 
Building Real-Time Data Pipelines: Stream & Batch Processing workshop Slide
Building Real-Time Data Pipelines: Stream & Batch Processing workshop SlideBuilding Real-Time Data Pipelines: Stream & Batch Processing workshop Slide
Building Real-Time Data Pipelines: Stream & Batch Processing workshop SlideChristina Lin
 
Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝
Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝
Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝soniya singh
 

Recently uploaded (20)

The Evolution of Karaoke From Analog to App.pdf
The Evolution of Karaoke From Analog to App.pdfThe Evolution of Karaoke From Analog to App.pdf
The Evolution of Karaoke From Analog to App.pdf
 
buds n tech IT solutions
buds n  tech IT                solutionsbuds n  tech IT                solutions
buds n tech IT solutions
 
Advancing Engineering with AI through the Next Generation of Strategic Projec...
Advancing Engineering with AI through the Next Generation of Strategic Projec...Advancing Engineering with AI through the Next Generation of Strategic Projec...
Advancing Engineering with AI through the Next Generation of Strategic Projec...
 
Project Based Learning (A.I).pptx detail explanation
Project Based Learning (A.I).pptx detail explanationProject Based Learning (A.I).pptx detail explanation
Project Based Learning (A.I).pptx detail explanation
 
why an Opensea Clone Script might be your perfect match.pdf
why an Opensea Clone Script might be your perfect match.pdfwhy an Opensea Clone Script might be your perfect match.pdf
why an Opensea Clone Script might be your perfect match.pdf
 
Professional Resume Template for Software Developers
Professional Resume Template for Software DevelopersProfessional Resume Template for Software Developers
Professional Resume Template for Software Developers
 
办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样
办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样
办理学位证(UQ文凭证书)昆士兰大学毕业证成绩单原版一模一样
 
Intelligent Home Wi-Fi Solutions | ThinkPalm
Intelligent Home Wi-Fi Solutions | ThinkPalmIntelligent Home Wi-Fi Solutions | ThinkPalm
Intelligent Home Wi-Fi Solutions | ThinkPalm
 
KnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptx
KnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptxKnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptx
KnowAPIs-UnknownPerf-jaxMainz-2024 (1).pptx
 
Asset Management Software - Infographic
Asset Management Software - InfographicAsset Management Software - Infographic
Asset Management Software - Infographic
 
The Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdf
The Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdfThe Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdf
The Essentials of Digital Experience Monitoring_ A Comprehensive Guide.pdf
 
Salesforce Certified Field Service Consultant
Salesforce Certified Field Service ConsultantSalesforce Certified Field Service Consultant
Salesforce Certified Field Service Consultant
 
Cloud Management Software Platforms: OpenStack
Cloud Management Software Platforms: OpenStackCloud Management Software Platforms: OpenStack
Cloud Management Software Platforms: OpenStack
 
Adobe Marketo Engage Deep Dives: Using Webhooks to Transfer Data
Adobe Marketo Engage Deep Dives: Using Webhooks to Transfer DataAdobe Marketo Engage Deep Dives: Using Webhooks to Transfer Data
Adobe Marketo Engage Deep Dives: Using Webhooks to Transfer Data
 
Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...
Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...
Building a General PDE Solving Framework with Symbolic-Numeric Scientific Mac...
 
Engage Usergroup 2024 - The Good The Bad_The Ugly
Engage Usergroup 2024 - The Good The Bad_The UglyEngage Usergroup 2024 - The Good The Bad_The Ugly
Engage Usergroup 2024 - The Good The Bad_The Ugly
 
Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...
Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...
Steps To Getting Up And Running Quickly With MyTimeClock Employee Scheduling ...
 
Building Real-Time Data Pipelines: Stream & Batch Processing workshop Slide
Building Real-Time Data Pipelines: Stream & Batch Processing workshop SlideBuilding Real-Time Data Pipelines: Stream & Batch Processing workshop Slide
Building Real-Time Data Pipelines: Stream & Batch Processing workshop Slide
 
Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝
Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝
Call Girls in Naraina Delhi 💯Call Us 🔝8264348440🔝
 
Call Girls In Mukherjee Nagar 📱 9999965857 🤩 Delhi 🫦 HOT AND SEXY VVIP 🍎 SE...
Call Girls In Mukherjee Nagar 📱  9999965857  🤩 Delhi 🫦 HOT AND SEXY VVIP 🍎 SE...Call Girls In Mukherjee Nagar 📱  9999965857  🤩 Delhi 🫦 HOT AND SEXY VVIP 🍎 SE...
Call Girls In Mukherjee Nagar 📱 9999965857 🤩 Delhi 🫦 HOT AND SEXY VVIP 🍎 SE...
 

The Ring programming language version 1.8 book - Part 61 of 202

  • 1. Ring Documentation, Release 1.8 58.10 The Camera Example: load "freeglut.ring" load "opengl21lib.ring" // angle of rotation for the camera direction angle=0.0 // actual vector representing the camera's direction lx=0.0 lz=-1.0 // XZ position of the camera x=0.0 z=5.0 func drawSnowMan glColor3f(1.0, 1.0, 1.0) // Draw Body glTranslatef(0.0 ,0.75, 0.0) glutSolidSphere(0.75,20,20) // Draw Head glTranslatef(0.0, 1.0, 0.0) glutSolidSphere(0.25,20,20) // Draw Eyes glPushMatrix() glColor3f(0.0,0.0,0.0) glTranslatef(0.05, 0.10, 0.18) 58.10. The Camera 571
  • 2. Ring Documentation, Release 1.8 glutSolidSphere(0.05,10,10) glTranslatef(-0.1, 0.0, 0.0) glutSolidSphere(0.05,10,10) glPopMatrix() // Draw Nose glColor3f(1.0, 0.5 , 0.5) glutSolidCone(0.08,0.5,10,2) func changeSize w = glutEventWidth() h = glutEventHeight() // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if h = 0 h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45.0, ratio, 0.1, 100.0); // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) func processNormalKeys key = glutEventKey() if key = 27 shutdown() ok func renderScene // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Set the camera 58.10. The Camera 572
  • 3. Ring Documentation, Release 1.8 gluLookAt( x, 1.0, z, x+lx, 1.0, z+lz, 0.0, 1.0, 0.0) // Draw ground glColor3f(0.9, 0.9, 0.9) glBegin(GL_QUADS) glVertex3f(-100.0, 0.0, -100.0) glVertex3f(-100.0, 0.0, 100.0) glVertex3f( 100.0, 0.0, 100.0) glVertex3f( 100.0, 0.0, -100.0) glEnd() // Draw 36 SnowMen for i = -3 to 2 for j=-3 to 2 glPushMatrix() glTranslatef(i*10.0,0,j * 10.0) drawSnowMan() glPopMatrix() next next glutSwapBuffers() func processSpecialKeys key = glutEventKey() fraction = 0.1 switch key on GLUT_KEY_LEFT angle -= 0.01 lx = sin(angle) lz = -cos(angle) on GLUT_KEY_RIGHT angle += 0.01 lx = sin(angle) lz = -cos(angle) on GLUT_KEY_UP x += lx * fraction z += lz * fraction on GLUT_KEY_DOWN x -= lx * fraction z -= lz * fraction off func main // init GLUT and create window glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) 58.10. The Camera 573
  • 4. Ring Documentation, Release 1.8 glutInitWindowPosition(100,100) glutInitWindowSize(320,320) glutCreateWindow("RingFreeGLUT - Test 7") // register callbacks glutDisplayFunc(:renderScene) glutReshapeFunc(:changeSize) glutIdleFunc(:renderScene) glutKeyboardFunc(:processNormalKeys) glutSpecialFunc(:processSpecialKeys) // OpenGL init glEnable(GL_DEPTH_TEST) // enter GLUT event processing cycle glutMainLoop() Screen Shot Another Example: load "freeglut.ring" load "opengl21lib.ring" // angle of rotation for the camera direction angle = 0.0 // actual vector representing the camera's direction lx=0.0 lz=-1.0 // XZ position of the camera x=0.0 z=5.0 // the key states. These variables will be zero //when no key is being presses deltaAngle = 0.0 58.10. The Camera 574
  • 5. Ring Documentation, Release 1.8 deltaMove = 0 func changeSize w = glutEventWidth() h = glutEventHeight() // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if h = 0 h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45.0, ratio, 0.1, 100.0) // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) func drawSnowMan glColor3f(1.0, 1.0, 1.0) // Draw Body glTranslatef(0.0 ,0.75, 0.0) glutSolidSphere(0.75,20,20) // Draw Head glTranslatef(0.0, 1.0, 0.0) glutSolidSphere(0.25,20,20) // Draw Eyes glPushMatrix() glColor3f(0.0,0.0,0.0) glTranslatef(0.05, 0.10, 0.18) glutSolidSphere(0.05,10,10) glTranslatef(-0.1, 0.0, 0.0) glutSolidSphere(0.05,10,10) glPopMatrix() // Draw Nose glColor3f(1.0, 0.5 , 0.5) glRotatef(0.0,1.0, 0.0, 0.0) glutSolidCone(0.08,0.5,10,2) 58.10. The Camera 575
  • 6. Ring Documentation, Release 1.8 func computePos deltaMove x += deltaMove * lx * 0.1 z += deltaMove * lz * 0.1 func computeDir deltaAngle angle += deltaAngle lx = sin(angle) lz = -cos(angle) func renderScene if deltaMove computePos(deltaMove) ok if deltaAngle computeDir(deltaAngle) ok // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Set the camera gluLookAt( x, 1.0, z, x+lx, 1.0, z+lz, 0.0, 1.0, 0.0) // Draw ground glColor3f(0.9, 0.9, 0.9) glBegin(GL_QUADS) glVertex3f(-100.0, 0.0, -100.0) glVertex3f(-100.0, 0.0, 100.0) glVertex3f( 100.0, 0.0, 100.0) glVertex3f( 100.0, 0.0, -100.0) glEnd() // Draw 36 SnowMen for i = -3 to 2 for j=-3 to 2 glPushMatrix() glTranslatef(i*10.0,0,j * 10.0) drawSnowMan() glPopMatrix() next next glutSwapBuffers() func pressKey key = glutEventKey() xx = glutEventX() 58.10. The Camera 576
  • 7. Ring Documentation, Release 1.8 yy = glutEventY() switch key on GLUT_KEY_LEFT deltaAngle = -0.01 on GLUT_KEY_RIGHT deltaAngle = 0.01 on GLUT_KEY_UP deltaMove = 0.5 on GLUT_KEY_DOWN deltaMove = -0.5 off func releaseKey key = glutEventKey() switch key on GLUT_KEY_LEFT deltaAngle = 0.0 on GLUT_KEY_RIGHT deltaAngle = 0.0 on GLUT_KEY_UP deltaMove = 0 on GLUT_KEY_DOWN deltaMove = 0 off func main // init GLUT and create window glutInit() glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA) glutInitWindowPosition(100,100) glutInitWindowSize(320,320) glutCreateWindow("RingFreeGLUT - Test 8") // register callbacks glutDisplayFunc(:renderScene) glutReshapeFunc(:changeSize) glutIdleFunc(:renderScene) glutSpecialFunc(:pressKey) // here are the new entries glutIgnoreKeyRepeat(1) glutSpecialUpFunc(:releaseKey) // OpenGL init glEnable(GL_DEPTH_TEST) // enter GLUT event processing cycle glutMainLoop() 58.10. The Camera 577
  • 8. Ring Documentation, Release 1.8 58.11 Mouse Events Example: load "freeglut.ring" load "opengl21lib.ring" // angle of rotation for the camera direction angle = 0.0 // actual vector representing the camera's direction lx=0.0 lz=-1.0 // XZ position of the camera x=0.0 z=5.0 // the key states. These variables will be zero //when no key is being presses deltaAngle = 0.0 deltaMove = 0.0 xOrigin = -1 func changeSize w = glutEventWidth() h = glutEventHeight() // Prevent a divide by zero, when window is too short // (you cant make a window of zero width). if h = 0 h = 1 ok ratio = w * 1.0 / h // Use the Projection Matrix glMatrixMode(GL_PROJECTION) // Reset Matrix glLoadIdentity() // Set the viewport to be the entire window glViewport(0, 0, w, h) // Set the correct perspective. gluPerspective(45.0, ratio, 0.1, 100.0) // Get Back to the Modelview glMatrixMode(GL_MODELVIEW) func drawSnowMan glColor3f(1.0, 1.0, 1.0) // Draw Body glTranslatef(0.0 ,0.75, 0.0) glutSolidSphere(0.75,20,20) 58.11. Mouse Events 578
  • 9. Ring Documentation, Release 1.8 // Draw Head glTranslatef(0.0, 1.0, 0.0) glutSolidSphere(0.25,20,20) // Draw Eyes glPushMatrix() glColor3f(0.0,0.0,0.0) glTranslatef(0.05, 0.10, 0.18) glutSolidSphere(0.05,10,10) glTranslatef(-0.1, 0.0, 0.0) glutSolidSphere(0.05,10,10) glPopMatrix() // Draw Nose glColor3f(1.0, 0.5 , 0.5) glRotatef(0.0,1.0, 0.0, 0.0) glutSolidCone(0.08,0.5,10,2) func computePos deltaMove x += deltaMove * lx * 0.1 z += deltaMove * lz * 0.1 func renderScene if deltaMove computePos(deltaMove) ok // Clear Color and Depth Buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) // Reset transformations glLoadIdentity() // Set the camera gluLookAt( x, 1.0, z, x+lx, 1.0, z+lz, 0.0, 1.0, 0.0) // Draw ground glColor3f(0.9, 0.9, 0.9) glBegin(GL_QUADS) glVertex3f(-100.0, 0.0, -100.0) glVertex3f(-100.0, 0.0, 100.0) glVertex3f( 100.0, 0.0, 100.0) glVertex3f( 100.0, 0.0, -100.0) glEnd() // Draw 36 SnowMen for i = -3 to 2 for j=-3 to 2 glPushMatrix() glTranslatef(i*10.0,0,j * 10.0) drawSnowMan() glPopMatrix() 58.11. Mouse Events 579
  • 10. Ring Documentation, Release 1.8 next next glutSwapBuffers() func processNormalKeys key = glutEventKey() if key = 27 shutdown() ok func pressKey key = glutEventKey() switch key on GLUT_KEY_UP deltaMove = 0.5 on GLUT_KEY_DOWN deltaMove = -0.5 off func releaseKey key = glutEventKey() switch key on GLUT_KEY_UP deltaMove = 0 on GLUT_KEY_DOWN deltaMove = 0 off func mouseMove xx = glutEventX() yy = glutEventY() // this will only be true when the left button is down if xOrigin >= 0 // update deltaAngle deltaAngle = (xx - xOrigin) * 0.001 // update camera's direction lx = sin(angle + deltaAngle) lz = -cos(angle + deltaAngle) ok func mouseButton button = glutEventButton() state = glutEventState() xx = glutEventX() yy = glutEventY() // only start motion if the left button is pressed 58.11. Mouse Events 580