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SUBSECRETARÍA DE EDUCACIÓN

SUPERIORDIRECCIÓN GENERAL DE EDUCACIÓN


SUPERIOR TECNÓLOGICAINSTITUTO
TECNOLÓGICO DE LA PIEDAD

Licenciatura en Informática

JOGL, JAVA AND OPENGL

Edgar Roberto Méndez Arévalo

Juan Miguel Castillo Reyes

La piedad, Micho. 8/Nov/2010


I

Introduction
OpenGL and Java application, allows you to use the full power of OpenGL in Java,
using the library called JOGL, is a very popular API for writing 3D (and 2D)
graphical applications across a wide range of hardware and operating systems.
.
The OpenGL API is accessed via Java Native Interface (JNI) calls, leading to a
very direct mapping between the API's C functions and JOGL's Java methods. As
a consequence, it's extremely easy to translate OpenGL examples into JOGL.

Most of the features in the OpenGL GLU and GLUT libraries are present in JOGL.
GLU (the OpenGL Utility library) includes support for rendering spheres, cylinders
and disks, camera positioning, tessellation, and texture mipmaps.

The JOGL version of GLUT (OpenGL Utility Toolkit) doesn't include its windowing
functionality, which is handled by Java, but does offer geometric primitives (both in
solid and wireframe mode). JOGL's utility classes include frame-based animation,
texture loading, file IO, and screenshot capabilities.
II

Contenido
Introduction ..................................................................................................................................... I
JOGL: JAVA AND OPENGL ................................................................................................................ 2
JOGL (Java/OpenGL) .................................................................................................................. 3
Historical background OpengGl´s .................................................................................................... 4
LEGAL BASIS: ................................................................................................................................... 4
JOGL is a package for java under license GNU .................................................................. 4
Preamble .................................................................................................................................... 4
How to Apply These Terms to Your New Programs ......................................................... 11
THEORETICAL FRAMEWORK.............................................................................................................. 13
HYPOTHESIS................................................................................................................................... 13
VALIDATION TESTS OF HYPOTHESES ............................................................................................. 13
Test results: ................................................................................................................................... 45
Conclusions ................................................................................................................................... 46
JOGL: JAVA AND OPENGL

OpenGL is an extremely popular software API for writing 3D (and 2D) graphics
applications across a wide range of hardware and Oses (http://www.opengl.org/).
It's a low-level API based around a graphics pipeline for pixel and vertex
manipulation. JOGL has the same focus as OpenGL, on 2D and 3D rendering. It
doesn't include support for gaming elements such as sound or input devices, but
these are available through Java's standard libraries, or other external APIs, such
as JOAL and JInput. JOGL can be combined with Java's AWT and Swing GUI
components, and supports the shader languages, GLSL andNvidia's Cg.

The OpenGL API is accessed via Java Native Interface (JNI) calls, leading to a
very direct mapping between the API's C functions and JOGL's Java methods. As
a consequence, it's extremely easy to translate OpenGL examples into JOGL.

Most of the features in the OpenGL GLU and GLUT libraries are present in JOGL.
GLU (the OpenGL Utility library) includes support for rendering spheres, cylinders
and disks, camera positioning, tessellation, and texture mipmaps.

The JOGL version of GLUT (OpenGL Utility Toolkit) doesn't include its windowing
functionality, which is handled by Java, but does offer geometric primitives (both in
solid and wireframe mode). JOGL's utility classes include frame-based animation,
texture loading, file IO, and screenshot capabilities.

Andrew Davison
Department of Computer Engineering
Prince of Songkla University
Hat Yai, Songkhla 90112
Thailand
E-mail: ad@fivedots.coe.psu.ac.th

2
JOGL (Java/OpenGL)

Regardless of all the packages and classes provided by the Java2D API, and even
by Java3D, there is a different approach that can draw images and shapes in two
and three dimensions taking advantage of hardware acceleration that has the
platform running the Java application. This approach is given by the API JOGL
(Java / OpenGL) that encapsulates in a few Java classes full power of OpenGL
library. In fact, the JOGL API is basically a wrapper JNI (Java Native Interface)
around the native library written in C for each platform graph. Therefore, their use
does not imply use only some files .jar but it is also necessary to use dynamic link
libraries of each platform (Files. dl l for MS Windows).

One of the problems posed by the use of this API is not really object oriented, as
the OpenGL library has been remodeled and adapted to Java, but only wrapped in
a JNI layer, forcing the programmer skilled in Java back in time and return to the
era of modular or structured programming. Also used as a basis JOGL API instead
of AWT Swing, AWT and that is not 100% Java and falls partly on the concrete
platform on which the renderings are done. This fact makes it difficult to
applications having a large dose of user interface, since it is the Swing API which
can more contribute in this aspect and is well known incompatibility between AWT
components (heavyweight-heavy) and Swing components (lightweight, light) in a
single graphical interface.

In any case, it is important that the reader knows the existence of this API and the
ability to use OpenGL directly from Java, thus taking advantage of the power
accelerator graphics cards today. But we do not further analysis since it would
entail further the internals of OpenGL and is not our aim in these pages.

Sergio Gálvez Rojas


Doctor Ingeniero en Informática

Manuel Alcaide García


Ingeniero Técnico en Informática de Sistemas

Miguel Ángel Mora Mata


Ingeniero Técnico Superior en Informática

Dpto. de Lenguajes y Ciencias de la Computación


E.T.S. de Ingeniería Informática
Universidad de Málaga

3
Historical background OpengGl´s

OpenGL is an API for developing applicationsgr'aficas. It was originally created by


Silicon Graphics in 1992 and is currently one of the standards more sampling
station programaci'on important in applications 3D capabilities. A Silicon Graphics
desarroll'o a librer'ıa principle for applications of its stations were portable Iris
gr'aficas between models and others. The name of this librer'ıa was "Iris GL fu'e"
the predecessor of what is currently OpenGL is. One of the great advantages
OpenGL is that it is an open technology, and therefore not controlled by a 'unique
company. In this case, there is a comit'e of standardization 'On, the OpenGL ARB
(OpenGL Architecture Review Board). The founding members of this comit'e are
major companies such as SGI, Equipament Digital Corporation, IBM, Intel and
Microsoft, Currently 3D (NVidia today), 3DLabs, ATI, Evans & Sutherland, Hewlett-
Packard, Sun NVidia or Microsystems. Another advantage of this system is the
huge knowledge base that exists to around. Throughout his nine to give us life
have written hundreds of books and free programs with which anyone can learn to
use gr'afico this engine.

LEGAL BASIS:

JOGL is a package for java under license GNU

GENERAL PUBLIC LICENSE

Version 2, June 1991

Copyright (C) 1989, 1991 Free Software Foundation, Inc.


51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA

Everyone is permitted to copy and distribute verbatim copies


of this license document, but changing it is not allowed.

Preamble

4
The licenses for most software are designed to take away your freedom to share
and change it. By contrast, the GNU General Public License is intended to
guarantee your freedom to share and change free software--to make sure the
software is free for all its users. This General Public License applies to most of the
Free Software Foundation's software and to any other program whose authors
commit to using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to your
programs, too.

When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom to
distribute copies of free software (and charge for this service if you wish), that you
receive source code or can get it if you want it, that you can change the software or
use pieces of it in new free programs; and that you know you can do these things.

To protect your rights, we need to make restrictions that forbid anyone to deny you
these rights or to ask you to surrender the rights. These restrictions translate to
certain responsibilities for you if you distribute copies of the software, or if you
modify it.

For example, if you distribute copies of such a program, whether gratis or for a fee,
you must give the recipients all the rights that you have. You must make sure that
they, too, receive or can get the source code. And you must show them these
terms so they know their rights.

We protect your rights with two steps: (1) copyright the software, and (2) offer you
this license which gives you legal permission to copy, distribute and/or modify the
software.

Also, for each author's protection and ours, we want to make certain that everyone
understands that there is no warranty for this free software. If the software is
modified by someone else and passed on, we want its recipients to know that what
they have is not the original, so that any problems introduced by others will not
reflect on the original authors' reputations.

Finally, any free program is threatened constantly by software patents. We wish to


avoid the danger that redistributors of a free program will individually obtain patent
licenses, in effect making the program proprietary. To prevent this, we have made
it clear that any patent must be licensed for everyone's free use or not licensed at
all.

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The precise terms and conditions for copying, distribution and modification follow.

TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND


MODIFICATION

0. This License applies to any program or other work which contains a notice
placed by the copyright holder saying it may be distributed under the terms of this
General Public License. The "Program", below, refers to any such program or
work, and a "work based on the Program" means either the Program or any
derivative work under copyright law: that is to say, a work containing the Program
or a portion of it, either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in the term
"modification".) Each licensee is addressed as "you".

Activities other than copying, distribution and modification are not covered by this
License; they are outside its scope. The act of running the Program is not
restricted, and the output from the Program is covered only if its contents constitute
a work based on the Program (independent of having been made by running the
Program). Whether that is true depends on what the Program does.

1. You may copy and distribute verbatim copies of the Program's source code as
you receive it, in any medium, provided that you conspicuously and appropriately
publish on each copy an appropriate copyright notice and disclaimer of warranty;
keep intact all the notices that refer to this License and to the absence of any
warranty; and give any other recipients of the Program a copy of this License along
with the Program.

You may charge a fee for the physical act of transferring a copy, and you may at
your option offer warranty protection in exchange for a fee.

2. You may modify your copy or copies of the Program or any portion of it, thus
forming a work based on the Program, and copy and distribute such modifications
or work under the terms of Section 1 above, provided that you also meet all of
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a) You must cause the modified files to carry prominent notices stating that
you changed the files and the date of any change.

b) You must cause any work that you distribute or publish, that in whole or in
part contains or is derived from the Program or any part thereof, to be

6
licensed as a whole at no charge to all third parties under the terms of this
License.

c) If the modified program normally reads commands interactively when run,


you must cause it, when started running for such interactive use in the most
ordinary way, to print or display an announcement including an appropriate
copyright notice and a notice that there is no warranty (or else, saying that
you provide a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this License.
(Exception: if the Program itself is interactive but does not normally print
such an announcement, your work based on the Program is not required to
print an announcement.)

These requirements apply to the modified work as a whole. If identifiable sections


of that work are not derived from the Program, and can be reasonably considered
independent and separate works in themselves, then this License, and its terms,
do not apply to those sections when you distribute them as separate works. But
when you distribute the same sections as part of a whole which is a work based on
the Program, the distribution of the whole must be on the terms of this License,
whose permissions for other licensees extend to the entire whole, and thus to each
and every part regardless of who wrote it.

Thus, it is not the intent of this section to claim rights or contest your rights to work
written entirely by you; rather, the intent is to exercise the right to control the
distribution of derivative or collective works based on the Program.

In addition, mere aggregation of another work not based on the Program with the
Program (or with a work based on the Program) on a volume of a storage or
distribution medium does not bring the other work under the scope of this License.

3. You may copy and distribute the Program (or a work based on it, under Section
2) in object code or executable form under the terms of Sections 1 and 2 above
provided that you also do one of the following:

a) Accompany it with the complete corresponding machine-readable source


code, which must be distributed under the terms of Sections 1 and 2 above
on a medium customarily used for software interchange; or,

b) Accompany it with a written offer, valid for at least three years, to give any
third party, for a charge no more than your cost of physically performing
source distribution, a complete machine-readable copy of the corresponding

7
source code, to be distributed under the terms of Sections 1 and 2 above on
a medium customarily used for software interchange; or,

c) Accompany it with the information you received as to the offer to


distribute corresponding source code. (This alternative is allowed only for
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The source code for a work means the preferred form of the work for making
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expressly provided under this License. Any attempt otherwise to copy, modify,
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its derivative works. These actions are prohibited by law if you do not accept this
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6. Each time you redistribute the Program (or any work based on the Program), the
recipient automatically receives a license from the original licensor to copy,
distribute or modify the Program subject to these terms and conditions. You may

8
not impose any further restrictions on the recipients' exercise of the rights granted
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7. If, as a consequence of a court judgment or allegation of patent infringement or


for any other reason (not limited to patent issues), conditions are imposed on you
(whether by court order, agreement or otherwise) that contradict the conditions of
this License, they do not excuse you from the conditions of this License. If you
cannot distribute so as to satisfy simultaneously your obligations under this License
and any other pertinent obligations, then as a consequence you may not distribute
the Program at all. For example, if a patent license would not permit royalty-free
redistribution of the Program by all those who receive copies directly or indirectly
through you, then the only way you could satisfy both it and this License would be
to refrain entirely from distribution of the Program.

If any portion of this section is held invalid or unenforceable under any particular
circumstance, the balance of the section is intended to apply and the section as a
whole is intended to apply in other circumstances.

It is not the purpose of this section to induce you to infringe any patents or other
property right claims or to contest validity of any such claims; this section has the
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author/donor to decide if he or she is willing to distribute software through any
other system and a licensee cannot impose that choice.

This section is intended to make thoroughly clear what is believed to be a


consequence of the rest of this License.

8. If the distribution and/or use of the Program is restricted in certain countries


either by patents or by copyrighted interfaces, the original copyright holder who
places the Program under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is permitted
only in or among countries not thus excluded. In such case, this License
incorporates the limitation as if written in the body of this License.

9. The Free Software Foundation may publish revised and/or new versions of the
General Public License from time to time. Such new versions will be similar in spirit

9
to the present version, but may differ in detail to address new problems or
concerns.

Each version is given a distinguishing version number. If the Program specifies a


version number of this License which applies to it and "any later version", you have
the option of following the terms and conditions either of that version or of any later
version published by the Free Software Foundation. If the Program does not
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10. If you wish to incorporate parts of the Program into other free programs whose
distribution conditions are different, write to the author to ask for permission. For
software which is copyrighted by the Free Software Foundation, write to the Free
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NO WARRANTY

11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO


WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE
COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM
"AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR
IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE
ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.

12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO


IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO
MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED
ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL,
SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF
THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT
LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE
PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH
HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.

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END OF TERMS AND CONDITIONS

How to Apply These Terms to Your New Programs

If you develop a new program, and you want it to be of the greatest possible use to
the public, the best way to achieve this is to make it free software which everyone
can redistribute and change under these terms.

To do so, attach the following notices to the program. It is safest to attach them to
the start of each source file to most effectively convey the exclusion of warranty;
and each file should have at least the "copyright" line and a pointer to where the
full notice is found.

one line to give the program's name and an idea of what it does.
Copyright (C) yyyy name of author

This program is free software; you can redistribute it and/or


modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,


but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this when it starts in
an interactive mode:

Gnomovision version 69, Copyright (C) year name of author


Gnomovision comes with ABSOLUTELY NO WARRANTY; for details
type `show w'. This is free software, and you are welcome
to redistribute it under certain conditions; type `show c'
for details.

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The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may be
called something other than `show w' and `show c'; they could even be mouse-
clicks or menu items--whatever suits your program.

You should also get your employer (if you work as a programmer) or your school, if
any, to sign a "copyright disclaimer" for the program, if necessary. Here is a
sample; alter the names:

Yoyodyne, Inc., hereby disclaims all copyright


interest in the program `Gnomovision'
(which makes passes at compilers) written
by James Hacker.

signature of Ty Coon, 1 April 1989


Ty Coon, President of Vice

This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may consider it
more useful to permit linking proprietary applications with the library. If this is what
you want to do, use the GNU Lesser General Public License instead of this
License.

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THEORETICAL FRAMEWORK

During the course of this research seeks to highlight the different tools that are
used in Java for OpenGL, the OpenGL over time has been a tool for application
development and 3D graphics.

It tries to present these tools and how it is applied in a language like Java, is
basically the second option possibility and 3D graphics programming in Java then
Java 3D to 2D applications to support other.

JOGL so is called the Java IDE for OpenGL which does not have long appeared in
this language, has all the power and reliability that only IDE for OpenGL. JOGL can
be installed on any java platform.

HYPOTHESIS
This document is intended to investigate in depth the implementation and
development of 3D graphics with OpenGL, the platform is also available for Java,
called JOGL is the choice for application developers in Java, besides allows
developers to create cross-platform applications.

OpenGL will be installed on a computer for practical and functional part of this
research.

In OpenGL implementation and development 3d Graphics and this plataform is


available for Java that is JOGL. This IDE is high development in Graphics in 3D.

VALIDATION TESTS OF HYPOTHESES


As a first step in hypothesis testing is written in Java code through GL libraries, to
other screens of results generated by each of the programs written.
Test1:

This example develops an environment for the implementation of graphics.

package pracgl;

import javax.swing.JFrame;

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import javax.swing.JPanel;

/* Import classes Container, BorderLayout,

* Toolkit y Dimension del paquete AWT. */

import java.awt.Container;

import java.awt.BorderLayout;

import java.awt.Toolkit;

import java.awt.Dimension;

public classpantalla extends JFrame {

/* Need to introduce a JPanel


* the items to be displayed in the JFrame. * /

JPanel panel;

/* Declare a container to enter


* Our main panel, the container
* Is the JFrame in general. * /

Container contenedor;

/ * The toolkit is useful for


* Basic information about the computer, how resolution
* Or size of the screen
* Where you are running the program * /

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

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Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// Constructor

public pantalla()

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Frame centrado");

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

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altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

/* Se le indica a Java que el contenedor será el mismo JFrame */

contenedor = getContentPane();

/* Se instancia un objeto de la clase JPanel, en este

* caso, estará vacío. */

panel = new JPanel();

/* Se agrega el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panel, BorderLayout.CENTER);

/* Ya que se tiene obtenida la altura y anchura, en pixeles

* de la pantalla, se define el tamaño del JFrame.

* En este caso será del tamaño de la mitad de ancho

* de la pantalla por la mitad de altura de la pantalla. */

this.setSize(anchura/2, altura/2);

/* Ahora se sitúa al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

this.setLocation(anchura/4, altura/4);

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/* Se hace redimensionadle y visible */

this.setResizable(true);

this.setVisible(true);

/* Finalmente, se le indica a Java lo que se quiere, el

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

// Método principal para iniciar la ejecución del programa

public static void main(String[] args)

/* Simplemente crea un objeto de la clase

* pantalla, entonces el programa ejecutará

* el código del constructor. */

new pantalla();

Nota: del código aterió lo que se encuentra entre /* y */ solo son comentarios
agregados para ayudar a entender un poco más el código.

Salida del programa:

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La salida de este programa es un entorno desarrollado con la finalidad de en su
momento visualizar los gráficos de OpenGL.

Prueba 2:

En esta prueba se pretende pintar un punto centrado en la pantalla del JFrame


mediante un Canvas en lugar del JPanel.

public class punto extends JFrame implements GLEventListener {

/* Necesitaremos un JPanel para introducir

* los elementos que se mostrarán en el JFrame. */

JPanel panelDibujo;

/* Declaramos un contenedor para introducir

* nuestro panel principal, el contenedor

* será el JFrame en general. */

Container contenedor;

/* El toolkit es útil para obtener

* información básica de la computadora, cómo la resolución

* o dimensión de la pantalla,

* dónde se está ejecutando el programa */

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Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// La interfaz GL nos proporcionará el acceso a las funciones de OpenGL

static GL gl;

/* La clase GLCanvas nos proporciona el soporte para el renderizado

* de los gráficos de OpenGL, por el momento solamente la utilizaremos

* para mostrar los cuatro métodos principales de GLEventListener */

static GLCanvas canvas;

// Constructor

public punto()

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Punto dibujado");

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/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

// Creamos el objeto de la clase GLCanvas

canvas = new GLCanvas();

/* Añadimos el oyente de eventos para el renderizado de OpenGL,

* esto automáticamente llamará a init() y renderizará los

* gráficos cuyo código haya sido escrito dentro del método display() */

canvas.addGLEventListener(this);

/* Inicializamos la interfaz de GL la cual utilizaremos

* para llamar a las funciones de OpenGL */

20
gl = canvas.getGL();

panelDibujo = new JPanel(new BorderLayout());

/* Agregamos el objeto GLCanvas dentro del JPanel

* para que los gráficos renderizados dentro del

* objeto GLCanvas puedan ser visualizados. */

panelDibujo.add(canvas, BorderLayout.CENTER);

/* Le decimos a Java que el contenedor será el mismo JFrame */

contenedor = getContentPane();

/* Agregamos el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panelDibujo, BorderLayout.CENTER);

/* Ya que tenemos obtenida la altura y anchura, en pixeles

* de la pantalla, definimos el tamaño del JFrame.

* En este caso será del tamaño de la mitad de ancho

* de la pantalla por la mitad de altura de la pantalla. */

this.setSize(anchura/2, altura/2);

/* Ahora situamos al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

21
this.setLocation(anchura/4, altura/4);

/* Lo hacemos redimensionable y visible */

this.setResizable(true);

this.setVisible(true);

/* Finalmente, le indicamos a Java que queremos que nuestro

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

// A continuación se muestran los métodos utilizados por GLEventListener

/* Como se explicó, este método es el que inicializará

* los gráficos de OpenGL que GLCanvas utilizará,

* para llamar a las funciones de OpenGL utilizaremos el objeto gl

* creado anteriormente. */

public void init(GLAutoDrawable drawable)

// Escribimos en pantalla la versión del S.O.

System.out.println (gl.glGetString(GL.GL_VERSION));

// Escribimos en pantalla la marca de nuestra tarjeta de video

System.out.println (gl.glGetString(GL.GL_VENDOR));

/* El fondo de los gráficos mostrados en el objeto

22
* GLCanvas será de color negro. Como se puede apreciar, estamos

* utilizando el método de OpenGL glClearColor(float, float, float, float)

* mediante la interfaz GL. */

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

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

/* Este método, como se explicó, se utiliza para que el

* usuario pueda modificar el "viewport" de los gráficos

* adecuadamente. En este caso declararemos que nuestro espacio

* de trabajo será del mismo tamaño que el JFrame. Esto se hace para que

* el punto que dibujemos aparezca exactamente en el centro del JFrame.*/

gl.glMatrixMode(GL.GL_PROJECTION);

gl.glLoadIdentity();

/* Se define el punto de vista (viewport) de nuestro objeto GLCanvas

* el cual, como se dijo anteriormente, será del mismo tamaño que el

* JFrame. De esta manera, si existe un cambio en el tamaño del

* JFrame, el espacio de trabajo se ajustará al tamaño del mismo


para

* que el punto siga mostrándose en el centro. */

gl.glOrtho(0, anchura, 0, altura, -1.0, 1.0);

/* Si el JFrame se dimensiona, se vuelven a dibujar los gráficos. */

23
canvas.repaint();

public void display(GLAutoDrawable drawable)

/* Este método es utilizado para crear todos los gráficos que

* se dibujarán dentro del objeto GLCanvas. Primero llamamos al

* método de OpenGL glClear(GLBitField mask) el cual limpiará

* todos los buffers para poder dibujar. */

gl.glClear(GL.GL_COLOR_BUFFER_BIT);

/* Ahora llamamos al método glColor3f(float, float, float)

* el cual definirá el color de los gráficos que se

* dibujarán. En este caso dibujaremos un punto de color Azul. */

gl.glColor3f(0.0f, 0.0f, 1.0f);

/* Definimos el tamaño del punto que dibujaremos utilizando

* el método glPointSize() de OpenGL, en este caso será de 10


pixeles. */

gl.glPointSize(10);

/* Esto es prácticamente igual a una declaración hecha

* en C ó C++ utilizando OpenGL. Indicamos que iniciaremos

* a dibujar con el método glBegin(GLEnum Mode) y que


finalizaremos

* con el método glEnd(). Dentro de ambos métodos irán TODOS


24
* los gráficos que dibujaremos. */

gl.glBegin(GL.GL_POINTS);

/* Por el momento, solamente dibujaremos un vértice


exactamente

* enmedio de nuestro objeto GLCanvas. Debido a que el


objeto

* GLCanvas se encuentra en el centro del JPanel y éste se


encuentra

* en el centro del JFrame, el

* punto aparecerá justo enmedio de éste último. */

gl.glVertex2i(anchura/2, altura/2);

gl.glEnd();

/* Indicamos que dibuje inmediatamente después utilizando el


método

* glFlush(); */

gl.glFlush();

public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,


boolean deviceChanged)

/* Método para el manejo de eventos del cambio de visualizador, este

* tampoco lo utilizaremos ahora. */

// Finalizan los métodos utilizados por GLEventListener

25
// Método principal para iniciar la ejecución de nuestro programa

public static void main(String[] args)

/* Simplemente crearemos un objeto de la clase

* jFrameCentrado, entonces el programa ejecutará

* el código del constructor. */

new punto();

El resultado de salida del código anterior es el siguiente:

Prueva3:

En la siguiente prueba se va a dibujar un circulo a manera de demostrar que se


pueden hacer cualquier tipo de figuras si acepción alguna:

26
import javax.swing.JFrame;

import javax.swing.JPanel;

/* Importamos las clases Container, BorderLayout,

* Toolkit y Dimension del paquete AWT. */

import java.awt.Container;

import java.awt.BorderLayout;

import java.awt.Toolkit;

import java.awt.Dimension;

// Importamos la librería de OpenGL

import javax.media.opengl.*;

public class sircun extends JFrame implements GLEventListener

/* Necesitaremos un JPanel para introducir

* los elementos que se mostrarán en el JFrame. */

JPanel panelDibujo;

/* Declaramos un contenedor para introducir

* nuestro panel principal, el contenedor

* será el JFrame en general. */

Container contenedor;

/* El toolkit es útil para obtener

27
* información básica de la computadora, cómo la resolución

* o dimensión de la pantalla,

* dónde se está ejecutando el programa */

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// La interfaz GL nos proporcionará el acceso a las funciones de OpenGL

static GL gl;

/* La clase GLCanvas nos proporciona el soporte para el renderizado

* de los gráficos de OpenGL, por el momento solamente la utilizaremos

* para mostrar los cuatro métodos principales de GLEventListener */

static GLCanvas canvas;

/* Declaramos un array de 8x2 elementos para representar las

* coordenadas de los 8 vertices utilizados para dibujar el octagono */

double punto[][] = new double[360][2];

28
// Constructor

public sircun()

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Circunferencia con JOGL");

/* Inicializamos el array que representan

* las coordenadas de los vértices */

for (int i = 0; i<360; i++)

punto[i][0] = 0.0f;

punto[i][1] = 0.0f;

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

29
* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

// Creamos el objeto de la clase GLCanvas

canvas = new GLCanvas();

/* Añadimos el oyente de eventos para el renderizado de OpenGL,

* esto automáticamente llamará a init() y renderizará los

* gráficos cuyo código haya sido escrito dentro del método display() */

canvas.addGLEventListener(this);

/* Inicializamos la interfaz de GL la cual utilizaremos

* para llamar a las funciones de OpenGL */

gl = canvas.getGL();

panelDibujo = new JPanel(new BorderLayout());

/* Agregamos el objeto GLCanvas dentro del JPanel

* para que los gráficos renderizados dentro del

* objeto GLCanvas puedan ser visualizados. */

panelDibujo.add(canvas, BorderLayout.CENTER);

/* Le decimos a Java que el contenedor será el mismo JFrame */

30
contenedor = getContentPane();

/* Agregamos el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panelDibujo, BorderLayout.CENTER);

/* Ya que tenemos obtenida la altura y anchura, en pixeles

* de la pantalla, definimos el tamaño del JFrame.

* En este caso será un cuadrado cuyos lados medirán

* el tamaño de la mitad de la altura de la pantalla. */

this.setSize(altura/2, altura/2);

/* Ahora situamos al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

this.setLocation((anchura-altura/2)/2, altura/4);

/* Lo hacemos que no sea redimensionable pero sí visible */

this.setResizable(false);

this.setVisible(true);

/* Finalmente, le indicamos a Java que queremos que nuestro

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

31
}

// A continuación se muestran los métodos utilizados por GLEventListener

/* Como se explicó, este método es el que inicializará

* los gráficos de OpenGL que GLCanvas utilizará,

* para llamar a las funciones de OpenGL utilizaremos el objeto gl

* creado anteriormente. */

public void init(GLAutoDrawable drawable)

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

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

gl.glMatrixMode(GL.GL_PROJECTION);

gl.glLoadIdentity();

gl.glOrtho(-5.0, 5.0, -5.0, 5.0, -5.0, 5.0);

canvas.repaint();

public void display(GLAutoDrawable drawable)

/* Este método es utilizado para crear todos los gráficos que

* se dibujarán dentro del objeto GLCanvas. Primero llamamos al

32
* método de OpenGL glClear(GLBitField mask) el cual limpiará

* todos los buffers para poder dibujar. */

gl.glClear(GL.GL_COLOR_BUFFER_BIT);

/* Ahora llamamos al método glColor3f(float, float, float)

* el cual definirá el color de los gráficos que se

* dibujarán. En este caso dibujaremos un punto de color Azul. */

gl.glColor3f(0.0f, 0.5f, 1.0f);

/* Esto es prácticamente igual a una declaración hecha

* en C ó C++ utilizando OpenGL. Indicamos que iniciaremos

* a dibujar con el método glBegin(GLEnum Mode) y que


finalizaremos

* con el método glEnd(). Dentro de ambos métodos irán TODOS

* los gráficos que dibujaremos. */

// Utilizar el siguiente solamente si se dibujan puntos

// gl.glPointSize(12);

// Método para cambiar el grosor de la línea

// gl.glLineWidth(5);

gl.glBegin(GL.GL_LINE_LOOP);

// Inicializamos el primer vértice

// Coordenada x (primer vértice)

33
punto[0][0] = 4.0;

// Coordenada y (primer vértice)

punto[0][1] = 0.0;

// Dibujamos el primer vértice

gl.glVertex2d(punto[0][0], punto[0][1]);

/* Dibujamos los 359 vértices restantes haciendo rotar

* el anterior 1º, utilizaremos el equivalente en

* radianes ya que las funciones sin y cos del

* paquete Math de Java trabaja con estos últimos */

for (int i = 1; i<360; i++)

// Coordenada x' = x*cos(1º) - y*sin(1º)

punto[i][0] = punto[i-1][0]*Math.cos(Math.toRadians(1)) -
punto[i-1][1]*Math.sin(Math.toRadians(1));

// Coordenada y' = x*sin(1º) + y*cos(1º)

punto[i][1] = punto[i-1][0]*Math.sin(Math.toRadians(1)) +
punto[i-1][1]*Math.cos(Math.toRadians(1));

// Dibujamos el nuevo vértice obtenido

gl.glVertex2d(punto[i][0], punto[i][1]);

34
gl.glEnd();

/* Indicamos que dibuje inmediatamente después utilizando el


método

* glFlush(); */

gl.glFlush();

canvas.repaint();

public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,


boolean deviceChanged)

/* Método para el manejo de eventos del cambio de visualizador, este

* tampoco lo utilizaremos ahora. */

// Finalizan los métodos utilizados por GLEventListener

// Método principal para iniciar la ejecución de nuestro programa

public static void main(String[] args)

/* Simplemente crearemos un objeto de la clase

* jFrameCentrado, entonces el programa ejecutará

* el código del constructor. */

new sircun();

}
35
}

Prueba 4:

Se quiere dibujar una forma plana, es decir un cuadrado pero como figura plana:

import javax.swing.JFrame;

import javax.swing.JPanel;

/* Importamos las clases Container, BorderLayout,

* Toolkit y Dimension del paquete AWT. */

import java.awt.Container;

import java.awt.BorderLayout;

import java.awt.Toolkit;

import java.awt.Dimension;

// Importamos la librería de OpenGL

import javax.media.opengl.*;

public class lineagl extends JFrame implements GLEventListener {

/* Necesitaremos un JPanel para introducir

* los elementos que se mostrarán en el JFrame. */

JPanel panelDibujo;

36
/* Declaramos un contenedor para introducir

* nuestro panel principal, el contenedor

* será el JFrame en general. */

Container contenedor;

/* El toolkit es útil para obtener

* información básica de la computadora, cómo la resolución

* o dimensión de la pantalla,

* dónde se está ejecutando el programa */

Toolkit kit;

/* Esta variable la utilizaremos para almacenar

* la dimensión (ancho x alto), en pixeles, de

* la pantalla dónde se está ejecutando el programa. */

Dimension dimensionPantalla;

// Variable para almacenar la altura, en pixeles, de la pantalla

int altura;

// Variable para almacenar la anchura, en pixeles, de la pantalla

int anchura;

// La interfaz GL nos proporcionará el acceso a las funciones de OpenGL

static GL gl;

/* La clase GLCanvas nos proporciona el soporte para el renderizado

37
* de los gráficos de OpenGL, por el momento solamente la utilizaremos

* para mostrar los cuatro métodos principales de GLEventListener */

static GLCanvas canvas;

/* Declaramos un array de 8x2 elementos para representar las

* coordenadas de los 8 vertices utilizados para dibujar el octagono */

double punto[][] = new double[4][2];

// Constructor

public lineagl()

/* Llamamos a la superclase de JFrame

* la cual colocará un título al mismo. */

super("Cuadrado JOGL");

/* Inicializamos el array que representan

* las coordenadas de los vértices */

for (int i = 0; i<4; i++)

punto[i][0] = 0.0f;

punto[i][1] = 0.0f;

/* Instanciamos un objeto de Toolkit para obtener

* los datos generales de nuestra computadora. */

38
kit = Toolkit.getDefaultToolkit();

/* Obtenemos la dimensión de la pantalla en pixeles */

dimensionPantalla = kit.getScreenSize();

/* Almacenamos la altura y anchura, en pixeles, de la pantalla.

* Debido a que los métodos "getHeight" y "getWidth" regresan una

* variable de tipo double, necesitaremos obligar

* al programa que convierta dicha variable a int. */

altura = (int)dimensionPantalla.getHeight();

anchura = (int)dimensionPantalla.getWidth();

// Creamos el objeto de la clase GLCanvas

canvas = new GLCanvas();

/* Añadimos el oyente de eventos para el renderizado de OpenGL,

* esto automáticamente llamará a init() y renderizará los

* gráficos cuyo código haya sido escrito dentro del método display() */

canvas.addGLEventListener(this);

/* Inicializamos la interfaz de GL la cual utilizaremos

* para llamar a las funciones de OpenGL */

gl = canvas.getGL();

panelDibujo = new JPanel(new BorderLayout());

39
/* Agregamos el objeto GLCanvas dentro del JPanel

* para que los gráficos renderizados dentro del

* objeto GLCanvas puedan ser visualizados. */

panelDibujo.add(canvas, BorderLayout.CENTER);

/* Le decimos a Java que el contenedor será el mismo JFrame */

contenedor = getContentPane();

/* Agregamos el JPanel dentro del JFrame utilizando el

* contenedor creado previamente, situando al JPanel

* en el centro del JFrame utilizando BorderLayout */

contenedor.add(panelDibujo, BorderLayout.CENTER);

/* Ya que tenemos obtenida la altura y anchura, en pixeles

* de la pantalla, definimos el tamaño del JFrame.

* En este caso será un cuadrado cuyos lados medirán

* el tamaño de la mitad de la altura de la pantalla. */

this.setSize(altura/2, altura/2);

/* Ahora situamos al JFrame exactamente en el centro de la

* pantalla donde se está ejecutando el programa */

this.setLocation((anchura-altura/2)/2, altura/4);

/* Lo hacemos que no sea redimensionable pero sí visible */

40
this.setResizable(false);

this.setVisible(true);

/* Finalmente, le indicamos a Java que queremos que nuestro

* JFrame se cierre cuando demos click en el botón cerrar

* que aparecerá en la parte superior derecha del mismo. */

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

// A continuación se muestran los métodos utilizados por GLEventListener

/* Como se explicó, este método es el que inicializará

* los gráficos de OpenGL que GLCanvas utilizará,

* para llamar a las funciones de OpenGL utilizaremos el objeto gl

* creado anteriormente. */

public void init(GLAutoDrawable drawable)

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

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

gl.glMatrixMode(GL.GL_PROJECTION);

gl.glLoadIdentity();

gl.glOrtho(-5.0, 5.0, -5.0, 5.0, -5.0, 5.0);

41
canvas.repaint();

public void display(GLAutoDrawable drawable)

/* Este método es utilizado para crear todos los gráficos que

* se dibujarán dentro del objeto GLCanvas. Primero llamamos al

* método de OpenGL glClear(GLBitField mask) el cual limpiará

* todos los buffers para poder dibujar. */

gl.glClear(GL.GL_COLOR_BUFFER_BIT);

/* Ahora llamamos al método glColor3f(float, float, float)

* el cual definirá el color de los gráficos que se

* dibujarán. En este caso dibujaremos un punto de color Azul. */

gl.glColor3f(0.0f, 1.0f, 1.0f);

/* Esto es prácticamente igual a una declaración hecha

* en C ó C++ utilizando OpenGL. Indicamos que iniciaremos

* a dibujar con el método glBegin(GLEnum Mode) y que


finalizaremos

* con el método glEnd(). Dentro de ambos métodos irán TODOS

* los gráficos que dibujaremos. */

// Utilizar el siguiente solamente si se dibujan puntos

// gl.glPointSize(12);

gl.glBegin(GL.GL_LINE_LOOP);

42
// Inicializamos el primer vértice

// Coordenada x (primer vértice)

punto[0][0] = -4.0;

// Coordenada y (primer vértice)

punto[0][1] = -4.0;

// Inicializamos el segundo vértice

// Coordenada x (segundo vértice)

punto[1][0] = 4.0;

// Coordenada y (segundo vértice)

punto[1][1] = -4.0;

//Initialize the third vertex

// Coordenate x (third point)

punto[2][0] = 4.0;

// Coordinate y (third point)

punto[2][1] = 4.0;

// Initialize the fourth vertex

/ / Coordinates x ( fourth vertex)

43
punto[3][0] = -4.0;

/ / Coordinate and (fourth vertex)


punto[3][1] = 4.0;

/ / Draw all vertices

gl.glVertex2d(punto[0][0], punto[0][1]);

gl.glVertex2d(punto[1][0], punto[1][1]);

gl.glVertex2d(punto[2][0], punto[2][1]);

gl.glVertex2d(punto[3][0], punto[3][1]);

gl.glEnd();

/ * Indicates draw immediately after using the method


* GlFlush (), * /
gl.glFlush();

public void displayChanged(GLAutoDrawable drawable, boolean modeChanged,


boolean deviceChanged)

/ * Method for handling events in exchange for display, this


* Not use it now. * /

/ / Stop the methods used by GLEventListener

/ / Main method to start executing our program

public static void main(String[] args)

44
{

/ * Simply create a class object


* JFrameCentrado, then the program will run
* Constructor code. * /
new lineagl(); }

Test results:
Based on the tests can be seen that it is possible to implement all the features of
OpenGL in java, thanks to OpenGL is developed in an object-oriented language
tends to be easy to use java.
Working Java OpenGL JOGL package which is used to call all the functions and
methods OpenGL package is in this way as it applies to developing the full
potential of graphics in Java, besides using a GUI development the same, called
NetBeans, which allows you to run, compile and develop both Java and C + +.

45
Conclusions

It came to the conclusion that OpenGL is a powerful tool that allows the
development of 2D Y3D, with the advantage of adapting to the needs
of many areas where the simulation is necessary to observe things that
are sometimes but not tangible and measurable much less visible. For
others that OpenGL is a very powerful tool for graphic, due to be cross-
platform and adapted to the needs and knowledge of a programming
language.

Basically is the possibility and the second choice of 3D graphics


programming in Java then Java 3D to support other 2D applications.

46
47

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