1 of 36 The Layers of Reality 2 by Ian Beardsley copyright © 2016 by Ian Beardsley ISBN: 978-1-329-89582-9
2 of 36
3 of 36
4 of 36
5 of 36
6 of 36
The First Layer of Reality 
7 of 36
print ("It is useful to make the code, "); print ("that produces the four molecular structures, "); print ("of the hydrocarbons, which make up organic substances."); print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print print
(" "); (" "); ("Arenes"); (" "); (" "); (" "); (" "); (" | "); (" C "); ("--C = --C --"); (" | || "); ("--C C --"); (" = C-"); (" | "); (" "); (" "); (" "); ("Alkanes"); (" "); (" "); (" "); (" | | "); (" -- C -- C -- "); (" | | "); (" "); (" "); (" "); ("Alkenes"); (" "); (" "); (" "); (" | | "); (" -- C = C -- "); (" "); (" "); (" "); ("Alkynes"); (" "); (" "); (" "); (" -"); ("-- C -- C -- "); (" -"); (" ");print (" ") 
8 of 36
Running The Hydrocarbons Program | C - C= -C| || -C C= C | Arenes
| | — C —C— | | Alkanes
| | —C=C—
Alkenes
— —C — C— —
Alkynes
9 of 36
print ("We define galaxies in their classification scheme"); print ("with source code:"); print (" "); print (" "); print (" "); print ("Barred Spiral Galaxy (SBc)"); print (" "); print (" "); print (" "); print (2*" " + "*" ); print ("*"); print (2*"*"+10*" " +2*"*"); print (7*"*"+12*" "+7*"*"); print (12*" "+2*"*"+10*" "+2*"*"); print (25*" "+ "*"); print (24*" "+"*"); print (" "); print (" "); print (" "); print ("Spiral Galaxy (Sc)"); print (" "); print (" "); print (" "); print (25*" "+ "*"); print (33*" "+"*"); print (35*" "+"*"); print (9*" "+"*"+" " +"*"+24*" " + "*"); print (6*" "+4*"*"+10*" "+ 2*"*"+13*" "+2*"*"); print (4*" "+3*"*"+12*" "+4*"*"+11*" "+3*"*"); print (3*" "+2*"*"+15*" "+2*"*"+10*" "+4*"*"); print (4*" "+24*" " +"*"+" "+"*"); print (6*" "+"*"); print (9* " "+"*"); print (15*" "+"*"); print(" "); print (" "); print (" "); print ("Elliptical Galaxy (E0)"); print (5*" "+"*"); print (4*" "+3*"*"); print (5*" "+ "*"); 
10 of 36
We define icons for galaxies in their classification scheme with source code.
* * ** *******
** **
****** ** * *
Barred Spiral Galaxy (SBc)
* * * * * **** ** *** ***** ** ** * * * *
* ** *** **** * *
Spiral Galaxy (Sc)
** ****** ** Elliptical Galaxy (E0) 
11 of 36
print print print print print print print print print print print print print print print print print print print print print print
("water chemistry:"); (" "); (" "); (2*"H"+"O"+2*" "+2*"H"+"O"+2*" "+"O"+"="+"2-"); ("-HH"+ " " + "-O"+2*" "+"H"+"="+"+"); ( " O"+" "+ "HH"+" "+ "=""Neutral H2O"); (" "); (" "); ("Dehydration Synthesis"); ("HHO"+" "+"HHO"); ("-OH"+" "+"-H" ); ("H+" +" "+" OH-"); ("Neutral HHO=H2O"); (" "); (" "); ("Hydrolysis"); (" "); (" "); ("HHO"); ("OH-"+" "+"H+"); ("+H+"+" "+"+OH-"); ("H2O and H2O�);
Water Chemistry HHO HHO O=2-HH - O H=+ O HH =Neutral H20 Dehydration Synthesis HHO HHO -OH -H H+ OHNeutral HHO=H2O Hydrolysis HHO OH- H+ +H+ +OHH2O and H2O
12 of 36
The Second Layer of Reality 
13 of 36
14 of 36
15 of 36
16 of 36
17 of 36
18 of 36
 
The golden ratio and its conjugate are not just in Artificial Intelligence (AI) but in Nature as well.
19 of 36
The Third Layer of Reality 
20 of 36
Generate 3D Graphics 1. Download version 3.7 of POV Ray 2. Install 3. Open Software 4. Choose Template in menu bar. a. choose header b. choose global settings c. choose camera, light source, object,‌ 5. Choose Render in menu task bar a. choose Render 
21 of 36
//experiment2 //File:myovus.pov //Date: February 7, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } } global_settings { ambient_light rgb <0.723364, 0.723367, 0.723364> irid_wavelength rgb <1.000000, 0.119149, 0.093114> } camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } ovus { 0.33, 0.083} }â&#x20AC;Š
22 of 36
â&#x20AC;Š
Image Rendered (Ovus):
23 of 36
//regular polygon 1 //File:mytriangle.pov //Date: February 10, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } }global_settings { ambient_light rgb <0.723364, 0.723367, 0.723364> irid_wavelength rgb <1.000000, 0.119149, 0.093114> } camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } polygon { 4 <1.00000, 0.00000>, <-0.50000, 0.86603>, <-0.50000, -0.86603>, <1.00000, -0.00000> }
24 of 36
! Image Rendered
25 of 36
//regular polygon 2 //File:mysquare.pov //Date: February 10, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } } global_settings { ambient_light rgb <0.723364, 0.723367, 0.723364> irid_wavelength rgb <1.000000, 0.119149, 0.093114> } camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } polygon { 5 <1.00000, 0.00000>, <0.00000, 1.00000>, <-1.00000, 0.00000>, <-0.00000, -1.00000>, <1.00000, -0.00000> }
26 of 36
! Image Rendered
27 of 36
//regular polygon 3 //File:myhexagon.pov //Date: February 10, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } } global_settings { ambient_light rgb <0.723364, 0.723367, 0.723364> irid_wavelength rgb <1.000000, 0.119149, 0.093114> }camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } polygon { 7 <1.00000, 0.00000>, <0.50000, 0.86603>, <-0.50000, 0.86603>, <-1.00000, 0.00000>, <-0.50000, -0.86603>, <0.50000, -0.86603>, <1.00000, -0.00000> }
28 of 36
! Image Renderedâ&#x20AC;Š
29 of 36
//pentagon //File:mypentagon.pov //Date: February 10, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } } global_settings { ambient_light rgb <0.723364, 0.723367, 0.723364> irid_wavelength rgb <1.000000, 0.119149, 0.093114> } camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } polygon { 6 <1.00000, 0.00000>, <0.30902, 0.95106>, <-0.80902, 0.58779>, <-0.80902, -0.58779>, <0.30902, -0.95106>, <1.00000, -0.00000> }
30 of 36
! Image Renderedâ&#x20AC;Š
31 of 36
//regular polygon 8 //File:myoctagon.pov //Date: February 10, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } } global_settings { ambient_light rgb <0.723364, 0.723367, 0.723364> irid_wavelength rgb <1.000000, 0.119149, 0.093114> } camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } polygon { 9 <1.00000, 0.00000>, <0.70711, 0.70711>, <0.00000, 1.00000>, <-0.70711, 0.70711>, <-1.00000, 0.00000>, <-0.70711, -0.70711>, <-0.00000, -1.00000>, <0.70711, -0.70711>, <1.00000, -0.00000> }
32 of 36
! Image Rendered
33 of 36
//solid //File:solid.pov //Date: February 10, 2016 //Author:Ian Beardsley #version 3.7; #default { texture { pigment { color rgb < 1, 0, 0 > } finish { ambient 0.4 } } } camera { perspective location < 0.0, 0.0, -5> right x * 1 up y * 3/4 angle 60 look_at < 0.0, 0.0, 0.0> } light_source { < 0.0, 100, 100> rgb <0.999997, 1.000000, 0.999997> * 1.0 } cone { <0.0, -0.5, 0.0>, 0.5, <0.0, 0.5, 0.0>, 0.0 }
34 of 36
! Image Renderedâ&#x20AC;Š
35 of 36
The Authorâ&#x20AC;Š
36 of 36