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Hi all...
I've been using POV-Ray for a couple years and I must say I've never
really liked the scene description language used by POV (being an OO-head).
I started a project to use class hierarchies in Java to describe objects in
POVRay, rendering that to the scene description language used by POV, then
rendering it. It would be very extensible, and yadayadayada.
Right in the start I came to the shortcomings of the Java language for
such a project and judged it wasn't worth it.
Until I found Python. (http://www.python.org/)
So, I'm starting the project again implementing a full object-oriented
approach to POV using the Python language. A simple scene would be something
like
scene = Scene()
sphere = Sphere(
[0,0]
)
scene.Add(sphere)
scene.render()
As Python is highly extensible and easily embedded, my goal is to
substitute completely the scene description language in POV by a Python
counterpart with advanced features like real physics, particle systems, key
systems (morph targets, texture keys, etc) and such.
I'm posting here to know if somewhere else would be interested to help me
in this project. Right now I don't have any (functional) code, but the class
design is going well, and I may have something ready soon.
Let me know if this interests any of you.
Best regards,
Roberto "Wolfox" Amorim
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This isn't a new idea...look back in these newsgroups and you will see
some long, heated discussions about it.
Anyway, it's already been done, sort of...VPython:
http://cil.andrew.cmu.edu/projects/visual/
It's not specially made for POV, and doesn't do everything POV does, but
you may find it interesting.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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It's quite similar in some ways, but at a lower level than what I plan to
do. I can't really use its ideas because of its license, but I'll surely
take a look on it.
What I plan is something that allows me to do something like this:
scene = Scene()
sphere = Sphere([0,0])
path = LinearPath([[0,0,0,1], [1,1,1,20], [-2,-2,-2,60]]) # [x, y, z,
framenumber] - this is a comment
sphere.SetPath(path)
scene.render()
It would render a scene with 60 frames with the sphere going from 0,0,0 on
frame 1 to 1,1,1 on frame 20, and then to -2,-2,-2 in frame 60, and such.
You would be able to specify spline and math paths with ease, and adapt to
the frames with no problems.
Right after I finish the class design I'll start a draft explaning this
concepts and posting it here. I hope it helps.
One more thing... what do you think about this? You didn't say if you think
it's a good or bad idea.
Thanks...
> This isn't a new idea...look back in these newsgroups and you will see
> some long, heated discussions about it.
>
> Anyway, it's already been done, sort of...VPython:
> http://cil.andrew.cmu.edu/projects/visual/
> It's not specially made for POV, and doesn't do everything POV does, but
> you may find it interesting.
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In article <3aad01b5@news.povray.org>, "Roberto Ferrer de Amorim"
<ram### [at] comdesconto com br> wrote:
> One more thing... what do you think about this? You didn't say if you
> think it's a good or bad idea.
You don't want to know what I think of Python as a scene description
language...
The basic idea isn't bad, I just don't like Python, and don't think it
is the best choice for this. I think a language designed for the purpose
of scene description would be better...with built-in support for
vectors, colors, transformations, etc...and a more OO way of doing
things. (Python still looks procedural to me...)
I've been working on the idea of a CSDL (C-like Scene Description
Language) for a while now, I might start writing an interpreter soon. It
would be a language loosely based on C (the loop and conditional syntax,
{} blocks, semicolon statement endings, etc), but designed around the
idea of manipulating objects (shapes) in a 3D environment. It would be a
separate program that would take a CSDL file and output a .pov file (and
possibly formats for other renderers), platform specific versions could
automatically render the output file.
There wouldn't be any "classes", objects would inherit from other
objects, and inheritance would be done by creating a modified copy of
the parent object. There would be a base object, a "prototype" that all
shapes and other objects would inherit from.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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> You don't want to know what I think of Python as a scene description
> language...
Scrolling back I saw an "Object-Oriented language for POV" thread, and by
reading it, I know what you think of Python, yes. :-)
> The basic idea isn't bad, I just don't like Python, and don't think it
> is the best choice for this. I think a language designed for the purpose
> of scene description would be better...with built-in support for
> vectors, colors, transformations, etc...and a more OO way of doing
> things. (Python still looks procedural to me...)
Python combines the best things about OO, functional and procedural
programming without turning into a mess. I will not try to "convert" you,
but I can't find a better tool for the job than Python.
In a web application server called Zope, they designed ways to run Python
code on a sandbox and with little syntax differences. What do I mean by
that? I mean that it is possible to write a Python script like
def f(x):
x = 1 + 2
:end
for instance - no whitespace needed, and it could be converted easily to
def f(x):
x = 1 + 2
before being parsed. That way you can use it as you use C (although I do
prefer the whitespace approach). That's not an issue.
I see Python as a great language for that job because:
- it can be highly OO - multiple inheritance is not a problem, and all data
structures are high-level
- it's easy to learn
- it can be easily extended and/or embedded.
Who knows, maybe when I get it done you'll actually like it. I hope so. :-)
> I've been working on the idea of a CSDL (C-like Scene Description
> Language) for a while now, I might start writing an interpreter soon. It
> would be a language loosely based on C (the loop and conditional syntax,
> {} blocks, semicolon statement endings, etc), but designed around the
> idea of manipulating objects (shapes) in a 3D environment. It would be a
> separate program that would take a CSDL file and output a .pov file (and
> possibly formats for other renderers), platform specific versions could
> automatically render the output file.
> There wouldn't be any "classes", objects would inherit from other
> objects, and inheritance would be done by creating a modified copy of
> the parent object. There would be a base object, a "prototype" that all
> shapes and other objects would inherit from.
If well designed, this CSDL can be great. However, I may be wrong, but I
think it can be way easier using Python. I'm using Python for all the new
projects on my job, and it fits great on most (if not all) programming needs
I have - and it's faster to develop with than Java, PHP, Perl and such (at
least for me).
As a last comment, some guy called Bruce Eckel feels the same as me about
Python. Check http://www.mindview.net/ and
http://www.mindview.net/Python/ThinkingInPython.html . Quoting from the
C++/Java ubermaster himself:
"Considering that Python is my language of choice for virtually all my own
programming projects, my research into the language is continuing apace."
Best regards,
Wolfox
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Oh dear!
I wrote a couple of months ago something very similar (in Java) as a front
end to POV but scrapped the project as I have decided to do the lot in C++
(because I am toying with the idea of writing a POV-compatible render engine
as Free Sofware Project...).
By the way, if anybody is really determined to work to this effect (I
consider Python GREAT for scripting tought I would prefer an hybrid
C++/CPython architecture), please e-mail me.
Alessandro Coppo
a.c### [at] iol it
www.geocities.com/alexcoppo/
P.S.: with the Java source I quickly got to the point of implementing a
significant subset of POV language. One has to create a scene which is a
collection of objects, lights and a camera and then one "writes" it,
emitting very basic POV code (no macros, defines etc., using POV just as a
rendering engine). Total development time: 2 weeks....
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In article <3aad20ab$1@news.povray.org>, "Roberto Ferrer de Amorim"
<ram### [at] comdesconto com br> wrote:
> I see Python as a great language for that job because:
> - it can be highly OO - multiple inheritance is not a problem, and
> all data structures are high-level - it's easy to learn - it can be
> easily extended and/or embedded.
Are you sure multiple inheritance is a good thing? ;-)
I rather like Objective C, it is very easy to learn if you already know
C, and highly flexible. It's a bit different if you are used to C++ or
Java, though...
> If well designed, this CSDL can be great. However, I may be wrong,
> but I think it can be way easier using Python. I'm using Python for
> all the new projects on my job, and it fits great on most (if not
> all) programming needs I have - and it's faster to develop with than
> Java, PHP, Perl and such (at least for me).
Using Python to write the CSDL engine, or as the language itself?
The CSDL engine is going to be written in either C++ or Objective C...I
would prefer Obj-C (for one thing, it would make creating a GUI for the
Mac version much easier), but C++ may be better for cross-platform
reasons (there is OpenStep available, though...so cross-platform use is
possible). I will start off by creating a framework like the one you are
making in Python...the CSDL interpreter will come later, but the
framework may be useful by itself.
I'm also thinking that maybe this should be a "C-like Simulation
Description Language", and not a POV-specific thing, just a language
designed for manipulating 3D objects.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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In article <chrishuff-981BC1.11511517032001@news.povray.org> , Chris
Huff <chr### [at] mac com> wrote:
> multiple inheritance is a good thing? ;-)
Yes, without question multiple inheritance is a good thing. Of course,
one has to be sure when and how to use it.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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Chris Huff <chr### [at] mac com> wrote:
> Using Python to write the CSDL engine, or as the language itself?
> The CSDL engine is going to be written in either C++ or Objective C...I
> would prefer Obj-C (for one thing, it would make creating a GUI for the
> Mac version much easier), but C++ may be better for cross-platform
> reasons (there is OpenStep available, though...so cross-platform use is
> possible). I will start off by creating a framework like the one you are
> making in Python...the CSDL interpreter will come later, but the
> framework may be useful by itself.
Well, if cross platform GUIs are an interest, you might want to look at
wxPython or wxC++. These make building GUIs that'll run under X and Windows
quite easy. I understand there is a mac port underway, but as I don't use
them, I know little about it.
> I'm also thinking that maybe this should be a "C-like Simulation
> Description Language", and not a POV-specific thing, just a language
> designed for manipulating 3D objects.
If it exports to POV, that'd be fine. However, the POV metaphor (solid
objects) and the metaphor of many graphics programs (meshes) may be
difficult to do in the same language easily.
Geoff
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How far along is this CSDL thing? This question is akin to seeing into the
future, but is CSDL a possibility for the scene description language for
POV-Ray 4.0?
(just wondering)
"Chris Huff" <chr### [at] mac com> wrote in message
news:chrishuff-4AE738.13150112032001@news.povray.org...
> I've been working on the idea of a CSDL (C-like Scene Description
> Language) for a while now, I might start writing an interpreter soon. It
> would be a language loosely based on C (the loop and conditional syntax,
> {} blocks, semicolon statement endings, etc), but designed around the
> idea of manipulating objects (shapes) in a 3D environment. It would be a
> separate program that would take a CSDL file and output a .pov file (and
> possibly formats for other renderers), platform specific versions could
> automatically render the output file.
> There wouldn't be any "classes", objects would inherit from other
> objects, and inheritance would be done by creating a modified copy of
> the parent object. There would be a base object, a "prototype" that all
> shapes and other objects would inherit from.
>
> --
> Christopher James Huff
> Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tag povray org, http://tag.povray.org/
>
> <><
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"Daniel Lin" <dli### [at] yahoo com> wrote in message
news:3b008cf6@news.povray.org...
> How far along is this CSDL thing? This question is akin to seeing into
the
> future, but is CSDL a possibility for the scene description language for
> POV-Ray 4.0?
> (just wondering)
I'm wondering because I was thinking about creating a XMLish scene
description language with scripting capabilities, sorta like Microsoft's WSH
files, when I ran across this thread. BTW, if an alternate scene
description language comes into existence, would a pre-processor or a custom
build of POV-Ray be preferred? (not like I have the programming ability to
do either, but, hey, I can dream, right?)
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Daniel Lin <dli### [at] yahoo com> wrote:
> How far along is this CSDL thing?
I haven't had much time to work on it, but I'm still deciding on how
the basic language syntax will be...the interpreter is not even
partially implemented.
> This question is akin to seeing into the future, but is CSDL a
> possibility for the scene description language for POV-Ray 4.0?
My CSDL project is entirely separate from and completely unrelated to
the POV-Team's work on POV 4.0. According to the last status report,
(http://www.povray.org/3.5-status.html), there may be a language
redesign, but the POV Team will be doing the language design.
--
Christopher James Huff - chr### [at] mac com
Home Page: http://homepage.mac.com/chrishuff/
POV-Ray TAG e-mail: chr### [at] povray org
POV-Ray TAG web site: http://tag.povray.org/
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Daniel Lin <dli### [at] yahoo com> wrote:
> I'm wondering because I was thinking about creating a XMLish scene
> description language with scripting capabilities, sorta like
> Microsoft's WSH files, when I ran across this thread.
Well, CSDL won't be anything like XML. I don't know anything about
Microsoft's WSH stuff, sorry.
> BTW, if an alternate scene description language comes into
> existence, would a pre-processor or a custom build of POV-Ray be
> preferred? (not like I have the programming ability to do either,
> but, hey, I can dream, right?)
A preprocessor would be better, you could then distribute the .pov
files to people who don't have the CSDL preprocessor. It would also be
much easier to debug...and you wouldn't have to release separate
versions for the official POV and MegaPOV or whatever other patches
might be out there...and people who avoid patched versions won't avoid
using a separate utility.
--
Christopher James Huff - chr### [at] mac com
Home Page: http://homepage.mac.com/chrishuff/
POV-Ray TAG e-mail: chr### [at] povray org
POV-Ray TAG web site: http://tag.povray.org/
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Funny, I was just about to restart work on my Python project for
creating .pov files when I came across this thread ;)
Creating our scenes using programming languages is a rather
interesting subject, because programming languages are
extremely powerful. We can define the scene in our own
concepts and build our own interfaces. We can integrate with the
rest of the OS platform, eg. to visualize IP router or WWW server
logs :) I had been thinking of many of the ideas people proposed
in this thread, it only strikes me as funny that nobody proposed
reading the objects etc. to render from a SQL database ;)
The Povray scene description language can be fairly simple and bare
bone, as we can always create our own complex systems to describe
scenes. However, I doubt if another, general purpose scene
description language can be that useful. Povray users will use
the software for very different things, and they like to work
at various abstraction levels, for various aspects of their
scenes. I like to do stuff like
for i in range(24):
angle = i * pi / 12
x = cos(angle)
y = sin(angle)
bigtower(30 * x, 30 * y)
Which will place 24 towers with detailed decorations in a circle...
could be extended to put connectors between them, etc.
I use a simple Python program(s) to write the objects in a .pov file.
It is in procedural style and doesn't do very much yet, but it's
quite handy for my purposes.
But my project is more than that: it's a complete solution for
handling Povray projects. I use Python, shell scripts and make
to create the .pov file and render it. I'll need to add creating
new projects and archiving existing ones to it.
I thought it could be added to the Debian GNU/Linux distribution
as a package. I think you could run it on other platforms as well,
because UNIX-like environments are available there. I gather there
are similar projects out there, so maybe I'll just do some minor
contributions to one, instead of reinventing the wheel.
--
Risto Varanka
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Risto Varanka wrote:
> Funny, I was just about to restart work on my Python project for
> creating .pov files when I came across this thread ;)
>
> Creating our scenes using programming languages is a rather
> interesting subject, because programming languages are
> extremely powerful. We can define the scene in our own
> concepts and build our own interfaces. We can integrate with the
> rest of the OS platform, eg. to visualize IP router or WWW server
> logs :) I had been thinking of many of the ideas people proposed
> in this thread, it only strikes me as funny that nobody proposed
> reading the objects etc. to render from a SQL database ;)
Well, here I announce it officially: I am doing this thing, using Java.
I have to first stabilize a foundation library then I will be able to
start delivering JPOVAPI (Java POVray API). I expect to cover most of
Pov3.1 by Christmas 2001.
Bye!!!
P.S.: no more requests for POV language improvements. I do not need them
anymore...
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Just a note:
Did you check Breeze Designer? It allows for using any script language
including Python, if the ActiveX scripting engine is installed on Windows.
Maan
"Risto Varanka" <var### [at] iki fi> wrote in message
news:3b5aefeb@news.povray.org...
> Funny, I was just about to restart work on my Python project for
> creating .pov files when I came across this thread ;)
>
> Creating our scenes using programming languages is a rather
> interesting subject, because programming languages are
> extremely powerful. We can define the scene in our own
> concepts and build our own interfaces. We can integrate with the
> rest of the OS platform, eg. to visualize IP router or WWW server
> logs :) I had been thinking of many of the ideas people proposed
> in this thread, it only strikes me as funny that nobody proposed
> reading the objects etc. to render from a SQL database ;)
>
> The Povray scene description language can be fairly simple and bare
> bone, as we can always create our own complex systems to describe
> scenes. However, I doubt if another, general purpose scene
> description language can be that useful. Povray users will use
> the software for very different things, and they like to work
> at various abstraction levels, for various aspects of their
> scenes. I like to do stuff like
>
> for i in range(24):
> angle = i * pi / 12
> x = cos(angle)
> y = sin(angle)
> bigtower(30 * x, 30 * y)
>
> Which will place 24 towers with detailed decorations in a circle...
> could be extended to put connectors between them, etc.
>
> I use a simple Python program(s) to write the objects in a .pov file.
> It is in procedural style and doesn't do very much yet, but it's
> quite handy for my purposes.
>
> But my project is more than that: it's a complete solution for
> handling Povray projects. I use Python, shell scripts and make
> to create the .pov file and render it. I'll need to add creating
> new projects and archiving existing ones to it.
>
> I thought it could be added to the Debian GNU/Linux distribution
> as a package. I think you could run it on other platforms as well,
> because UNIX-like environments are available there. I gather there
> are similar projects out there, so maybe I'll just do some minor
> contributions to one, instead of reinventing the wheel.
>
> --
> Risto Varanka
>
>
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The Breeze Designer I knew did not allow for that...
Which version? Any pointers?
"Maan M. Hamze" <mmh### [at] pleiades net> wrote in message
news:3b81401a@news.povray.org...
> Just a note:
> Did you check Breeze Designer? It allows for using any script language
> including Python, if the ActiveX scripting engine is installed on Windows.
> Maan
>
> "Risto Varanka" <var### [at] iki fi> wrote in message
> news:3b5aefeb@news.povray.org...
> > Funny, I was just about to restart work on my Python project for
> > creating .pov files when I came across this thread ;)
> >
> > Creating our scenes using programming languages is a rather
> > interesting subject, because programming languages are
> > extremely powerful. We can define the scene in our own
> > concepts and build our own interfaces. We can integrate with the
> > rest of the OS platform, eg. to visualize IP router or WWW server
> > logs :) I had been thinking of many of the ideas people proposed
> > in this thread, it only strikes me as funny that nobody proposed
> > reading the objects etc. to render from a SQL database ;)
> >
> > The Povray scene description language can be fairly simple and bare
> > bone, as we can always create our own complex systems to describe
> > scenes. However, I doubt if another, general purpose scene
> > description language can be that useful. Povray users will use
> > the software for very different things, and they like to work
> > at various abstraction levels, for various aspects of their
> > scenes. I like to do stuff like
> >
> > for i in range(24):
> > angle = i * pi / 12
> > x = cos(angle)
> > y = sin(angle)
> > bigtower(30 * x, 30 * y)
> >
> > Which will place 24 towers with detailed decorations in a circle...
> > could be extended to put connectors between them, etc.
> >
> > I use a simple Python program(s) to write the objects in a .pov file.
> > It is in procedural style and doesn't do very much yet, but it's
> > quite handy for my purposes.
> >
> > But my project is more than that: it's a complete solution for
> > handling Povray projects. I use Python, shell scripts and make
> > to create the .pov file and render it. I'll need to add creating
> > new projects and archiving existing ones to it.
> >
> > I thought it could be added to the Debian GNU/Linux distribution
> > as a package. I think you could run it on other platforms as well,
> > because UNIX-like environments are available there. I gather there
> > are similar projects out there, so maybe I'll just do some minor
> > contributions to one, instead of reinventing the wheel.
> >
> > --
> > Risto Varanka
> >
> >
>
>
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Vadim
Breeze Designer 2.07 and later extends the use of Macros into using any
installed ActiveX scripting Engine (Mark Hammond's EXCELLENT ActiveState
PythonWin distribution provides such an engine: www.activestate.com)
Check Breeze Designer's page at:
http://www.imagos.fl.net.au/
Go to Development and then Macro Reference: Quote:
Macro Language Reference
Breeze Designer 2.0.7 and later now use the Microsoft ActiveScript engine to
run macros. This means macros may be written in Visual BASIC, JavaScript,
PerlScript or **PythonScript** depending on the interpreters loaded.
No updates are shown for this modeller, which is a shame. It is quite a
one-man ambitious project with so much potential.
Maan
"Vadim Sytnikov" <syt### [at] ru com> wrote in message
news:3b823b0c@news.povray.org...
> The Breeze Designer I knew did not allow for that...
>
> Which version? Any pointers?
>
> "Maan M. Hamze" <mmh### [at] pleiades net> wrote in message
> news:3b81401a@news.povray.org...
> > Just a note:
> > Did you check Breeze Designer? It allows for using any script language
> > including Python, if the ActiveX scripting engine is installed on
Windows.
> > Maan
> >
> > "Risto Varanka" <var### [at] iki fi> wrote in message
> > news:3b5aefeb@news.povray.org...
> > > Funny, I was just about to restart work on my Python project for
> > > creating .pov files when I came across this thread ;)
> > >
> > > Creating our scenes using programming languages is a rather
> > > interesting subject, because programming languages are
> > > extremely powerful. We can define the scene in our own
> > > concepts and build our own interfaces. We can integrate with the
> > > rest of the OS platform, eg. to visualize IP router or WWW server
> > > logs :) I had been thinking of many of the ideas people proposed
> > > in this thread, it only strikes me as funny that nobody proposed
> > > reading the objects etc. to render from a SQL database ;)
> > >
> > > The Povray scene description language can be fairly simple and bare
> > > bone, as we can always create our own complex systems to describe
> > > scenes. However, I doubt if another, general purpose scene
> > > description language can be that useful. Povray users will use
> > > the software for very different things, and they like to work
> > > at various abstraction levels, for various aspects of their
> > > scenes. I like to do stuff like
> > >
> > > for i in range(24):
> > > angle = i * pi / 12
> > > x = cos(angle)
> > > y = sin(angle)
> > > bigtower(30 * x, 30 * y)
> > >
> > > Which will place 24 towers with detailed decorations in a circle...
> > > could be extended to put connectors between them, etc.
> > >
> > > I use a simple Python program(s) to write the objects in a .pov file.
> > > It is in procedural style and doesn't do very much yet, but it's
> > > quite handy for my purposes.
> > >
> > > But my project is more than that: it's a complete solution for
> > > handling Povray projects. I use Python, shell scripts and make
> > > to create the .pov file and render it. I'll need to add creating
> > > new projects and archiving existing ones to it.
> > >
> > > I thought it could be added to the Debian GNU/Linux distribution
> > > as a package. I think you could run it on other platforms as well,
> > > because UNIX-like environments are available there. I gather there
> > > are similar projects out there, so maybe I'll just do some minor
> > > contributions to one, instead of reinventing the wheel.
> > >
> > > --
> > > Risto Varanka
> > >
> > >
> >
> >
>
>
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