It is shown up at the bottom, because we have a habit of top
posting.

Fri, 28 Feb 2020, Raul Miller написал(а):
> And... this shows up in the forum archive -- not as an attachment, but
> as the tail end of my post.
> 
> http://jsoftware.com/pipermail/programming/2020-February/055196.html
> 
> So, that's promising.
> 
> Thanks,
> 
> -- 
> Raul
> 
> On Fri, Feb 28, 2020 at 1:15 PM Raul Miller <rauldmil...@gmail.com> wrote:
> >
> > I attached an .ijs
> >
> > Here's the same file with a .txt extension.
> >
> > Thanks,
> >
> >
> > --
> > Raul
> >
> > On Fri, Feb 28, 2020 at 12:31 PM 'robert therriault' via Programming
> > <programm...@jsoftware.com> wrote:
> > >
> > > Hey Raul,
> > >
> > > I think that Bill was suggesting that you convert the .ijs file to .txt 
> > > before attaching. Did you attach a .txt version or the .ijs version of 
> > > the file.
> > >
> > > Cheers, bob
> > >
> > > > On Feb 28, 2020, at 09:23, Raul Miller <rauldmil...@gmail.com> wrote:
> > > >
> > > > And... I do not see the attachment at
> > > > http://jsoftware.com/pipermail/programming/2020-February/055193.html
> > > >
> > > > The other copy seems to indicate that my attachment got the mime type
> > > > "application/octet-stream", despite it being text content (I was
> > > > hoping for "text/plain".)
> > > >
> > > > That said, ... I should probably be experimenting on the chat forum.
> > > > But, also, I'm using gmail which does not seem to give me control over
> > > > the mime type of attachments (and researching this issue has lead me
> > > > into a maze of conflicting statements on the subject).
> > > >
> > > > So, anyways... while I haven't eliminated the possibility that forum
> > > > .ijs attachments might work, I am slightly sceptical at this point.
> > > >
> > > > Thanks,
> > > >
> > > > --
> > > > Raul
> > > >
> > > >
> > > >
> > > > On Fri, Feb 28, 2020 at 12:15 PM Raul Miller <rauldmil...@gmail.com> 
> > > > wrote:
> > > >>
> > > >> Hmm...
> > > >>
> > > >> I am attaching an example .ijs file to this response.
> > > >>
> > > >> I am also bcc'ing a copy of this message to an alternate email
> > > >> address, so that I can see how it gets treated outside the forums.
> > > >>
> > > >> Will the attachment show up at
> > > >> http://jsoftware.com/pipermail/programming/2020-February/date.html? (I
> > > >> will see, soon...)
> > > >>
> > > >> Thanks,
> > > >>
> > > >> --
> > > >> Raul
> > > >>
> > > >> On Fri, Feb 28, 2020 at 11:58 AM bill lam <bbill....@gmail.com> wrote:
> > > >>>
> > > >>> I think J forum actually accept text file attachments.
> > > >>> Attach .ijs file as .txt file probably work if email
> > > >>> client set mime type correctly.
> > > >>>
> > > >>> Fri, 28 Feb 2020, Raul Miller написал(а):
> > > >>>> This is getting to be long enough that it might help to use a 
> > > >>>> resource
> > > >>>> like github (either a repository or a gist) or even pastebin (rather
> > > >>>> than email) to distribute it.
> > > >>>>
> > > >>>> (I'm still getting going for today, and haven't actually tried this,
> > > >>>> yet. But I'm anticipating some difficulties separating text from code
> > > >>>> and maybe chasing down implied pieces.)
> > > >>>>
> > > >>>> Thanks,
> > > >>>>
> > > >>>> --
> > > >>>> Raul
> > > >>>>
> > > >>>> On Fri, Feb 28, 2020 at 8:52 AM Brian Schott 
> > > >>>> <schott.br...@gmail.com> wrote:
> > > >>>>>
> > > >>>>> Bill, especially (Thomas, Raul, and others),
> > > >>>>>
> > > >>>>> Your comment regarding trying a simpler figure and simplifying the 
> > > >>>>> color
> > > >>>>> has led me to consider several alternatives. Below I show a revised 
> > > >>>>> script
> > > >>>>> which uses a tetrahedron (4 faces) and some color changes. I think 
> > > >>>>> the
> > > >>>>> tetrahedron is mostly working for me but I am really confused about 
> > > >>>>> the
> > > >>>>> colors.
> > > >>>>>
> > > >>>>> I apologize for the length of this email, but I have many questions.
> > > >>>>>
> > > >>>>> As an aside, I have discovered an error in the shader.ijs in the 
> > > >>>>> qtdemo's.
> > > >>>>> The last 0 in the following line should be a 1 because it's the 
> > > >>>>> alpha
> > > >>>>> value. (Coincidentally, there is another line in shader.ijs which 
> > > >>>>> also
> > > >>>>> addresses ClearColor, but it is ignored, I think, and it separates 
> > > >>>>> the
> > > >>>>> integers with ;'s .) Correcting that alpha value creates a black
> > > >>>>> background, which can be effective.
> > > >>>>>
> > > >>>>> glClearColor 0 0 0 0
> > > >>>>>
> > > >>>>> Btw, I have left 2 glClearColor's in the script so it's easy to 
> > > >>>>> swap them:
> > > >>>>> white 1 1 1 1 and
> > > >>>>> black 0 0 0 1 .
> > > >>>>>
> > > >>>>> The major changes I have made to the script are the following.
> > > >>>>>
> > > >>>>> NB.  changed cube to a mirrored sphenoid(?)
> > > >>>>> NB. (eg, see
> > > >>>>> https://en.wikipedia.org/wiki/Architectonic_and_catoptric_tessellation)
> > > >>>>>
> > > >>>>> rt=: (|.@:{)`[`]}   NB. rotates vertices of xth face for winding 
> > > >>>>> order
> > > >>>>> vertexData=: 1&fc ,1 rt 3 rt  4 3 3$ %&10, 0&". ;._2 [ 0 : 0
> > > >>>>> _3 _9 _4
> > > >>>>> 3 _9 _4
> > > >>>>> 0  0  2
> > > >>>>> 0  8 _4
> > > >>>>> )
> > > >>>>>
> > > >>>>> I discovered that the verb `rt` (or something like it) is required 
> > > >>>>> to make
> > > >>>>> the tetrahedron work because of face winding issues. The original 
> > > >>>>> cube was
> > > >>>>> adjusted another way, apparently.
> > > >>>>> With `vertexData` defined either as above OR without `1&fc` 
> > > >>>>> prepended I get
> > > >>>>> the SAME --mostly desirable-- results. The inclusion and exclusion 
> > > >>>>> of
> > > >>>>> `1&fc` giving the same result is confusing, by itself, and begs the
> > > >>>>> question, "Why is `1&fc` used?"
> > > >>>>>
> > > >>>>> I said "mostly desirable" above, instead of "desirable" because of 
> > > >>>>> the next
> > > >>>>> 2 issues.
> > > >>>>>
> > > >>>>> v0) The 10 in the first line of the definition of vertexData is 
> > > >>>>> used to
> > > >>>>> simplify data entry and I have also used it to experiment with 
> > > >>>>> scaling the
> > > >>>>> size of the tetrahedron. This has led to another surprise, that no 
> > > >>>>> scaling
> > > >>>>> seems to result from increasing the 10 to 80 or so. Why?
> > > >>>>>
> > > >>>>> v1) I have been disillusioned by the face coloring of the 
> > > >>>>> tetrahedron, even
> > > >>>>> in the simplest situations because when the tetrahedron is rotated 
> > > >>>>> in
> > > >>>>> certain directions, the black or white background seems to bleed 
> > > >>>>> through
> > > >>>>> one of the edges. What causes that?
> > > >>>>>
> > > >>>>> Now, moving on to coloring. I have no idea how the face COLORing 
> > > >>>>> works
> > > >>>>> using almost any version of `colorData` below. I can generalize 
> > > >>>>> though on
> > > >>>>> one thing: if I leave out the `1&fc`, no colors work on ANY version
> > > >>>>> of `colorData` .
> > > >>>>>
> > > >>>>> The first version below seems to give a complete tetrahedron except 
> > > >>>>> for the
> > > >>>>> background color bleeding through one edge. And as mentioned 
> > > >>>>> earlier, it
> > > >>>>> only works with vertices rotated with the rt verb.
> > > >>>>>
> > > >>>>> colorData=: 1&fc ,1 rt 3 rt  4 3 3$ , 0&". ;._2 [ 0 : 0
> > > >>>>> 0 0 1
> > > >>>>> 1 1 1
> > > >>>>> 1 0 0
> > > >>>>> 0 1 0
> > > >>>>> )
> > > >>>>>
> > > >>>>> f0) If the 1's in the second row are changed to 0.9's, the 
> > > >>>>> background color
> > > >>>>> no longer bleeds in. Why?
> > > >>>>>
> > > >>>>> f1) (This approach does not seem to work at all, and I have a 
> > > >>>>> replacement
> > > >>>>> for it that works a little, but will send it in a new message) I 
> > > >>>>> want 2 of
> > > >>>>> the faces in the tetrahedron to have the same color and each of the 
> > > >>>>> other 2
> > > >>>>> to have a different color (3 colors altogether). I devised the 
> > > >>>>> following
> > > >>>>> NONWORKING scheme of colors to accomplish this result. By 
> > > >>>>> nonworking I mean
> > > >>>>> only the background color shows in the graphics pane, no 
> > > >>>>> tetrahedron. Why?
> > > >>>>>
> > > >>>>> colorData=:  1&fc ,_3]\3#"2] 0&". ;._2 [ 0 : 0
> > > >>>>> 0 0 1
> > > >>>>> 1 1 1
> > > >>>>> 1 0 0
> > > >>>>> 0 1 0
> > > >>>>> )
> > > >>>>>
> > > >>>>> To demonstrate the result above consider the following result which 
> > > >>>>> makes
> > > >>>>> each of the 4 faces, represented by the boxes' contents below, has 3
> > > >>>>> identical rows.
> > > >>>>>   ;/_3]\3#"2] 0&". ;._2 [ 0 : 0
> > > >>>>> 0 0 1
> > > >>>>> 1 1 1
> > > >>>>> 1 0 0
> > > >>>>> 0 1 0
> > > >>>>> )
> > > >>>>> +-----+-----+-----+-----+
> > > >>>>> |0 0 1|1 1 1|1 0 0|0 1 0|
> > > >>>>> |0 0 1|1 1 1|1 0 0|0 1 0|
> > > >>>>> |0 0 1|1 1 1|1 0 0|0 1 0|
> > > >>>>> +-----+-----+-----+-----+
> > > >>>>>
> > > >>>>>
> > > >>>>>
> > > >>>>> ***************my revised slider.ijs script is below************
> > > >>>>>
> > > >>>>> cocurrent 'demoshader'
> > > >>>>>
> > > >>>>> mp=: (+/ . *)"2
> > > >>>>> rt=: (|.@:{)`[`]}NB. rotates vertices of xth face for winding order
> > > >>>>> sprog=: 0
> > > >>>>> GLSL=: 0
> > > >>>>> STOP=: 0
> > > >>>>>
> > > >>>>> A=: 0 : 0
> > > >>>>> pc a;
> > > >>>>> minwh 300 300;cc g opengl flush;
> > > >>>>> rem form end;
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_run=: 3 : 0
> > > >>>>> NB. if. -. checkrequire_qtdemo_ 'gles';'api/gles' do. return. end.
> > > >>>>> require 'gl2'
> > > >>>>> coinsert 'jgl2'
> > > >>>>> require 'gles'
> > > >>>>> coinsert 'jgles'
> > > >>>>> require '~addons/ide/qt/opengl.ijs'
> > > >>>>> coinsert 'qtopengl'
> > > >>>>> STEPS=: 100
> > > >>>>> R=: 20 30 0
> > > >>>>> EYE=: 0 0 1
> > > >>>>> LR=: UD=: IO=: 0
> > > >>>>> UP=: 0 1 0
> > > >>>>> wd A
> > > >>>>> HD=: ".wd'qhwndc g'
> > > >>>>> wd 'ptimer 100'
> > > >>>>> wd 'pshow'
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_g_initialize=: 3 : 0
> > > >>>>> if. p=. >@{. glGetString GL_VERSION do. smoutput 'GL_VERSION: ', 
> > > >>>>> memr 0 _1
> > > >>>>> 2,~ p end.
> > > >>>>> if. 0=p do. smoutput 'cannot retrieve GL_VERSION' return. end.
> > > >>>>> if. p=. >@{. glGetString GL_VENDOR do. smoutput 'GL_VENDOR: ', memr 
> > > >>>>> 0 _1
> > > >>>>> 2,~ p end.
> > > >>>>> if. p=. >@{. glGetString GL_RENDERER do. smoutput 'GL_RENDERER: ', 
> > > >>>>> memr 0
> > > >>>>> _1 2,~ p end.
> > > >>>>> if. p=. >@{. glGetString GL_SHADING_LANGUAGE_VERSION do. smoutput
> > > >>>>> 'GL_SHADING_LANGUAGE_VERSION: ', memr 0 _1 2,~ p end.
> > > >>>>> GLSL=: wglGLSL''
> > > >>>>>
> > > >>>>> wglPROC''
> > > >>>>> sprog=: 0
> > > >>>>> if. GLSL>120 do.
> > > >>>>>  vsrc=. vsrc2
> > > >>>>>  fsrc=. fsrc2
> > > >>>>> else.
> > > >>>>>  vsrc=. vsrc1
> > > >>>>>  fsrc=. fsrc1
> > > >>>>>  if. 0=GLES_VERSION_jgles_ do.
> > > >>>>>    vsrc=. vsrc,~ '#define lowp', LF, '#define mediump', LF, '#define
> > > >>>>> highp', LF
> > > >>>>>    fsrc=. fsrc,~ '#define lowp', LF, '#define mediump', LF, '#define
> > > >>>>> highp', LF
> > > >>>>>  end.
> > > >>>>> end.
> > > >>>>> vsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';'
> > > >>>>> es'),LF,vsrc
> > > >>>>> fsrc=. '#version ',(":GLSL),((GLSL>:300)#(*GLES_VERSION){::' core';'
> > > >>>>> es'),LF,fsrc
> > > >>>>> if.(GLSL>:300)*.0~:GLES_VERSION_jgles_ do.
> > > >>>>>  fsrc=. ('void main';'out vec4 gl_FragColor;',LF,'void main')
> > > >>>>> stringreplace fsrc
> > > >>>>> end.
> > > >>>>> smoutput vsrc
> > > >>>>> smoutput fsrc
> > > >>>>> 'err program'=. gl_makeprogram vsrc;fsrc
> > > >>>>> if. #err do. smoutput err return. end.
> > > >>>>>
> > > >>>>> vertexAttr=: >@{. glGetAttribLocation program;'vertex'
> > > >>>>> assert. _1~: vertexAttr
> > > >>>>> colorAttr=: >@{. glGetAttribLocation program;'color'
> > > >>>>> assert. _1~: colorAttr
> > > >>>>> mvpUni=: >@{. glGetUniformLocation program;'mvp'
> > > >>>>> assert. _1~: mvpUni
> > > >>>>>
> > > >>>>> glGenBuffers 2;vbo=: 2#_1
> > > >>>>> glBindBuffer GL_ARRAY_BUFFER; {.vbo
> > > >>>>> glBufferData GL_ARRAY_BUFFER; (#vertexData); (symdat <'vertexData');
> > > >>>>> GL_STATIC_DRAW
> > > >>>>> glBindBuffer GL_ARRAY_BUFFER; {:vbo
> > > >>>>> glBufferData GL_ARRAY_BUFFER; (#colorData); (symdat <'colorData');
> > > >>>>> GL_STATIC_DRAW
> > > >>>>> glBindBuffer GL_ARRAY_BUFFER; 0
> > > >>>>>
> > > >>>>> sprog=: program
> > > >>>>>
> > > >>>>> NB. glClearColor 0; 0; 1; 1
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_g_char=: 3 : 0
> > > >>>>> if. 0=#sysdata do. return. end.
> > > >>>>> R=: 360 | R + 2 * 'xyz' = 0 { sysdata
> > > >>>>> k=. 0{sysdata
> > > >>>>> STEPS=: 200 <. STEPS + 's' = k
> > > >>>>> STEPS=: 3 >. STEPS - 'a' = k
> > > >>>>> LR=: LR - 0.01*'l'=k
> > > >>>>> LR=: LR + 0.01*'r'=k
> > > >>>>> gl_paint ''
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_timer=: 3 : 0
> > > >>>>> if. 0=STOP do. return. end.
> > > >>>>> R=: 360 | R + 2 * 1 1 1
> > > >>>>> gl_sel HD
> > > >>>>> gl_paint''
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_g_paint=: 3 : 0
> > > >>>>> if. 0=sprog do. return. end.
> > > >>>>>
> > > >>>>> wh=. gl_qwh''
> > > >>>>> glClearColor 1 1 1 1
> > > >>>>> glClearColor 0 0 0 1   NB. this is new
> > > >>>>> glClear GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT
> > > >>>>>
> > > >>>>> glUseProgram sprog
> > > >>>>> glEnable GL_DEPTH_TEST
> > > >>>>> glEnable GL_CULL_FACE
> > > >>>>>
> > > >>>>> NB. matrix convention: current matrix on the left
> > > >>>>> NB. note pre-multiplication
> > > >>>>>
> > > >>>>> NB. model-view
> > > >>>>> mvp=: (gl_Rotate (0{R), 1 0 0 ) mp (gl_Rotate (1{R), 0 1 0) mp 
> > > >>>>> (gl_Rotate
> > > >>>>> (2{R), 0 0 1) mp (gl_Scale STEPS%100) mp (gl_Translate 0 0 _8) mp
> > > >>>>> glu_LookAt EYE,LR,UD,IO,UP
> > > >>>>>
> > > >>>>> NB. projection
> > > >>>>> mvp=: mvp mp gl_Perspective 30, (%/wh),1 10
> > > >>>>>
> > > >>>>> NB. note GL_FALSE, no transpose
> > > >>>>> glUniformMatrix4fv mvpUni; 1; GL_FALSE; mvp
> > > >>>>>
> > > >>>>> glBindBuffer GL_ARRAY_BUFFER; {.vbo
> > > >>>>> glEnableVertexAttribArray vertexAttr
> > > >>>>> glVertexAttribPointer vertexAttr; 3; GL_FLOAT; 0; 0; 0
> > > >>>>>
> > > >>>>> glBindBuffer GL_ARRAY_BUFFER; {:vbo
> > > >>>>> glEnableVertexAttribArray colorAttr
> > > >>>>> glVertexAttribPointer colorAttr; 3; GL_FLOAT; 0; 0; 0
> > > >>>>>
> > > >>>>> glDrawArrays GL_TRIANGLES; 0; 12   NB. 36 was for cubes *******
> > > >>>>>
> > > >>>>> glBindBuffer GL_ARRAY_BUFFER; 0
> > > >>>>> glDisableVertexAttribArray colorAttr
> > > >>>>> glDisableVertexAttribArray vertexAttr
> > > >>>>>
> > > >>>>> glDisable GL_DEPTH_TEST
> > > >>>>> glDisable GL_CULL_FACE
> > > >>>>>
> > > >>>>> glUseProgram 0
> > > >>>>>
> > > >>>>> gl_clear ''
> > > >>>>> gl_rgb 255 255 255
> > > >>>>> gl_textcolor ''
> > > >>>>> gl_textxy 10 30
> > > >>>>> gl_text 'keys: x y z a s l r F4'
> > > >>>>> gl_textxy 10 50
> > > >>>>> gl_text 'scale: ',":STEPS%100
> > > >>>>> gl_textxy 10 70
> > > >>>>> gl_text 'angle: ',":R
> > > >>>>> gl_textxy 10 90
> > > >>>>> if. 0=sprog do. return. end.
> > > >>>>> gl_text 'matrix:'
> > > >>>>> for_i. i.4 do.
> > > >>>>>  gl_textxy 10, 105+i*15
> > > >>>>>  gl_text 6j2": i{mvp
> > > >>>>> end.
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_f4_fkey=: 3 : 0
> > > >>>>> STOP=: -.STOP
> > > >>>>> NB. gl_paint ''
> > > >>>>> )
> > > >>>>>
> > > >>>>> a_cancel=: a_close
> > > >>>>>
> > > >>>>> a_close=: 3 : 0
> > > >>>>> STOP=: 0
> > > >>>>> wd 'ptimer 0'
> > > >>>>> glDeleteBuffers ::0: 2; vbo
> > > >>>>> glDeleteProgram ::0: sprog
> > > >>>>> wd 'pclose'
> > > >>>>> )
> > > >>>>>
> > > >>>>> NB.  Mirrored sphenoid?
> > > >>>>> vertexData=: 1&fc ,1 rt 3 rt  4 3 3$ %&80, 0&". ;._2 [ 0 : 0
> > > >>>>> _3 _9 _4
> > > >>>>> 3 _9 _4
> > > >>>>> 0  0  2
> > > >>>>> 0  8 _4
> > > >>>>> )
> > > >>>>>
> > > >>>>> colorData=: 1&fc ,1 rt 3 rt  4 3 3$ , 0&". ;._2 [ 0 : 0
> > > >>>>> 0 0 1
> > > >>>>> 1 1 1
> > > >>>>> 1 0 0
> > > >>>>> 0 1 0
> > > >>>>> )
> > > >>>>>
> > > >>>>>
> > > >>>>> NB. =========================================================
> > > >>>>> vsrc1=: 0 : 0
> > > >>>>> attribute highp vec3 vertex;
> > > >>>>> attribute lowp vec3 color;
> > > >>>>> varying lowp vec4 v_color;
> > > >>>>> uniform mat4 mvp;
> > > >>>>> void main(void)
> > > >>>>> {
> > > >>>>>  gl_Position = mvp * vec4(vertex,1.0);
> > > >>>>>  v_color = vec4(color,1.0);
> > > >>>>> }
> > > >>>>> )
> > > >>>>>
> > > >>>>> fsrc1=: 0 : 0
> > > >>>>> varying lowp vec4 v_color;
> > > >>>>> void main(void)
> > > >>>>> {
> > > >>>>>  gl_FragColor = v_color;
> > > >>>>> }
> > > >>>>> )
> > > >>>>>
> > > >>>>> NB. =========================================================
> > > >>>>> vsrc2=: 0 : 0
> > > >>>>> in vec3 vertex;
> > > >>>>> in vec3 color;
> > > >>>>> out vec4 v_color;
> > > >>>>> uniform mat4 mvp;
> > > >>>>> void main(void)
> > > >>>>> {
> > > >>>>>  gl_Position = mvp * vec4(vertex,1.0);
> > > >>>>>  v_color = vec4(color,1.0);
> > > >>>>> }
> > > >>>>> )
> > > >>>>>
> > > >>>>> fsrc2=: 0 : 0
> > > >>>>> in vec4 v_color;
> > > >>>>> void main(void)
> > > >>>>> {
> > > >>>>>  gl_FragColor = v_color;
> > > >>>>> }
> > > >>>>> )
> > > >>>>>
> > > >>>>> NB. =========================================================
> > > >>>>> a_run''
> > > >>>>>
> > > >>>>> On Fri, Feb 14, 2020 at 7:19 PM bill lam <bbill....@gmail.com> 
> > > >>>>> wrote:
> > > >>>>>
> > > >>>>>> If you intended to run turtle graphics only, then drawing cube is 
> > > >>>>>> over
> > > >>>>>> skilled. Drawing triangles is much simpler. eg a triangle with 
> > > >>>>>> vertices
> > > >>>>>> 0 1 0, 1 _1 0, _1 _1 0
> > > >>>>>> then use different scale, translate and rotate to place them into 
> > > >>>>>> different
> > > >>>>>> positions and orientations.
> > > >>>>>>
> > > >>>>>> Also only a constant solid color from fragment shader is 
> > > >>>>>> sufficient.
> > > >>>>>>
> > > >>>>>> On Sat, Feb 15, 2020, 7:19 AM Brian Schott 
> > > >>>>>> <schott.br...@gmail.com> wrote:
> > > >>>>>>
> > > >>>>>> --
> > > >>>>> (B=)
> > > >>>>> ----------------------------------------------------------------------
> > > >>>>> For information about J forums see 
> > > >>>>> http://www.jsoftware.com/forums.htm
> > > >>>> ----------------------------------------------------------------------
> > > >>>> For information about J forums see 
> > > >>>> http://www.jsoftware.com/forums.htm
> > > >>>
> > > >>> --
> > > >>> regards,
> > > >>> ====================================================
> > > >>> GPG key 1024D/4434BAB3 2008-08-24
> > > >>> gpg --keyserver subkeys.pgp.net --armor --export 4434BAB3
> > > >>> ----------------------------------------------------------------------
> > > >>> For information about J forums see http://www.jsoftware.com/forums.htm
> > > > ----------------------------------------------------------------------
> > > > For information about J forums see http://www.jsoftware.com/forums.htm
> > >
> > > ----------------------------------------------------------------------
> > > For information about J forums see http://www.jsoftware.com/forums.htm
> ----------------------------------------------------------------------
> For information about J forums see http://www.jsoftware.com/forums.htm

-- 
regards,
====================================================
GPG key 1024D/4434BAB3 2008-08-24
gpg --keyserver subkeys.pgp.net --armor --export 4434BAB3
----------------------------------------------------------------------
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