The Layers of Reality 2

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1 of 36 The Layers of Reality 2 by Ian Beardsley copyright © 2016 by Ian Beardsley ISBN: 978-1-329-89582-9


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The First Layer of Reality 


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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 (" ") 


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Running The Hydrocarbons Program | C - C= -C| || -C C= C | Arenes

| | — C —C— | | Alkanes

| | —C=C—

Alkenes

— —C — C— —

Alkynes


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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*" "+ "*"); 


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We define icons for galaxies in their classification scheme with source code.

* * ** *******

** **

****** ** * *

Barred Spiral Galaxy (SBc)

* * * * * **** ** *** ***** ** ** * * * *

* ** *** **** * *

Spiral Galaxy (Sc)

** ****** ** Elliptical Galaxy (E0) 


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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


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The Second Layer of Reality 


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The golden ratio and its conjugate are not just in Artificial Intelligence (AI) but in Nature as well.


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The Third Layer of Reality 


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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 


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//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} } 


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Image Rendered (Ovus):


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//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> }


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! Image Rendered


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//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> }


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! Image Rendered


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//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> }


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! Image Rendered 


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//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> }


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! Image Rendered 


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//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> }


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! Image Rendered


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//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 }


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! Image Rendered 


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The Author 


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