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Studio is licenced under an Open Source licence known as the LGPL.

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Release date 9/2007

 

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Published JavaBeans Components


3D related beans

The J3DRenderer enables you to display a 3D scene using Java3D™ technology.  You can add a javax.media.j3d.BranchGroup component, which is a subgraph of a whole scenegraph, using addBranchGraph(java.lang.Object) connector.

The BranchGroup serves as a pointer to the root of a scene graph branch; BranchGroup objects are the only objects that can be added to a J3DRenderer component.  You can add javax.media.j3d.Node (and its subclass) components to a BranchGroup component using addBranchChild(javax.media.j3d.Node) connector. If the Node already has a parent, it will not be added.

  • Schape3D (jh9gpz.j3d.scenegraph.MtShape3D)

    The Shape3D component specifies all geometric objects. It contains a list of one or more Geometry component objects and a single Appearance component object. The geometry objects define the shape node's geometric data. The appearance object specifies that object's appearance attributes, including color, material, texture, and so on.  You can add a javax.media.j3d.Geometry component, which describes the geometric shape, to this component using addGeometry(javax.media.j3d.Geometry) connector.

  • TransformGroup (jh9gpz.j3d.transform.MtTransformGroup)

    The TransformGroup is a general transform bean that transform (translate, rotate and scale) Java3D objects. You can add javax.media.j3d.Node (and its subclass) components to a TransformGroup component using addChild(javax.media.j3d.Node) connector. If the Node already has a parent, it will not be added. In order to add a TransformGroup to a BranchGroup in JBeanStudio, you have to connect its "self" connector to the BranchGroup's addChild(javax.media.j3d.Node) input connector. You should select "yes" for invoking this connection at deserialization of beans. You should also select the "Call target's method" option and select the removeChild(javax.media.j3d.Node) method.

The DEMLoader loads the U.S. Geological Survey (USGS) Digital Elevation Model (DEM) data from a file/ a URL/ a stream. Once the model is read, the geometry information can be obtained by calling getGeometry() method. The return value (javax.media.j3d.Geometry) can be passed on to a Shape3D object. The individual data X, Y and Z coordinates can be read by using getX/Y/Z() method.

The DGMLoader loads the Arc/Info ASCII Digital Grid Model (DGM: extension ".dgm") data from a file/ a URL/ a stream. Once the model is read, the geometry information can be obtained by calling "getGeometry()" method. The return value (javax.media.j3d.Geometry) can be passed on to a Shape3D object. The individual data X, Y and Z coordinates can be read by using getX/Y/Z() method.

The GlyphModeler is a subclass of jh9gpz.j3d.modeler.scene.MtSceneModeler and it generates a javax.media.j3d.BranchGroup object which contains a scene visualizing the specified data in the form of a set of glyphs. You can create javax.media.j3d.BranchGroup object containing glyphs using this bean. The x, y and z coordinates for each glyph must be specified. When you set the glyph source, this bean will create extra input connectors. You can supply the glyph specific data via those extra input connectors. The types of extra input connectors will depend on each glyph source. For example, Sphere glyph source does not supply any extra inputs while String glyph will provides a "setValueForString(String)" input connector with which you can specify a string for each string glyph. After setting all data, the method "setSceneData() " needs to be called. This method actually generates a BranchGroup object with glyphs.

The Arrow is a Glyph source object and it generates a javax.media.j3d.Node object which has a arrow geometry. You can set this glyph source to jh9gpz.j3d.modeler.MtGlyphModelr object to place arrows to the specified x, y, z coordinates. When you set the Arrow as a glyph source, the following input connector(s) will be created in the GlyphModeler object.

The Sphere is a Glyph source object and it generates a javax.media.j3d.Shape3D object which has a sphere geometry. You can set this glyph source to jh9gpz.j3d.modeler.MtGlyphModelr object to place spheres to the specified x, y, z coordinates. When you set the Sphere as a glyph source, the following input connector(s) will be created in the GlyphModeler object.

The String is a Glyph source object and it generates a javax.media.j3d.Shape3D object which has a string geometry. You can set this glyph source to jh9gpz.j3d.modeler.MtGlyphModeler object to place strings to the specified x, y, z coordinates. You can choose either a 3D text base or a 2D text base glyph. When you set the Sphere as a glyph source, the following input connector(s) will be created in the GlyphModeler object.

The ImageModeler is a subclass of jh9gpz.j3d.modeler.scene.MtSceneModeler and it generates a javax.media.j3d.BranchGroup object which contains a scene visualizing the specified 2D image. You can create javax.media.j3d.BranchGroup object containing a 2D image using this bean. The image data can be supplied in the form of a file name, a URL or a java.awt.Image object. The image will be mapped onto a plane with four vertices.

The PolygonModeler is a subclass of jh9gpz.j3d.modeler.geometry.MtGeometryModeler and it generates a javax.media.j3d.Geometry object. You can create javax.media.j3d.Geometry object from x, y, z coordinates along with colors, surface normals and texture coordinates. You can supply these information to a PolygonModeler object in the form of a double array. The created javax.media.j3d.Geometry object can be then passed on to javax.media.j3d.Shape3D object or its subclass object.

The QuadSurfaceModeler is a subclass of jh9gpz.j3d.modeler.geometry.MtGeometryModeler and it generates a javax.media.j3d.Geometry object which represetns a grid surface. You can create javax.media.j3d.Geometry object from x, y, z coordinates along with colors, surface normals and texture coordinates. You can supply these information to a QuadSurfaceModeler object in the form of a double array. The setXSize(int) and setYSize(int) methods specifies the size of the grid surface. The created javax.media.j3d.Geometry object can be then passed on to javax.media.j3d.Shape3D object or its subclass object.

The AmbientLight is a light source that projects light uniformally in all directions. The AmbientLight object does not produce any output events. In order to add the AmbientLight source to a 3D scene, you have to connect its "self" connector to javax.media.j3d.Group object's addChild(javax.media.j3d.Node) input connector. If the Group object implements a method to remove the Node object, you should specify it for "Call target's method".

The DirectionalLight is a light source that projects parallel light rays travel in one direction along the specified vector. The DirectionalLight object does not produce any output events. In order to add the DirectionalLight source to a 3D scene, you have to connect its "self" connector to javax.media.j3d.Group object's addChild(javax.media.j3d.Node) input connector. If the Group object implements a method to remove the Node object, you should specify it for "Call target's method".

The PointLight is a light source located at some point in space and that radiates in all directions. The light intensity is attenuated; as distance from the light source increases, the brightness of the light decreases. The PointLight object does not produce any output events. In order to add the PointLight source to a 3D scene, you have to connect its "self" connector to javax.media.j3d.Group object's addChild(javax.media.j3d.Node) input connector. If the Group object implements a method to remove the Node object, you should specify it for "Call target's method".

The SpotLight is a point light source located at some point in space and radiating in a specific direction creates a spotlight. The SpotLight emits radially from a point within a cone, whose angle can be control by a spreading angle value. You can also set the concentration factor to focus the light. The SpotLight object does not produce any output events. In order to add the SpotLight source to a 3D scene, you have to connect its "self" connector to javax.media.j3d.Group object's addChild(javax.media.j3d.Node) input connector. If the Group object implements a method to remove the Node object, you should specify it for "Call target's method".


Neural Networks related beans

  • SOM (jh9gpz.ai.neural.som_lvq.MtSOM)

    The SOM trains the reference vectors using the Kohonen's self-organizing map algorithm. The program finds the best-matching neuron for each input vector and updates those neurons in the neighbourhood of it according to the neighbourhood function

  • Umat (jh9gpz.ai.neural.som_lvq.MtUmat)

    The Umat components calculates gray scale values for the distances between reference vectors, which can be obtained from jh9gpz.ai.neural.som_lvq.MtSOM component's getCodes() method. The Umat stores the gray scale information in an object called MtUmatInfo, which can be passed on to jh9gpz.ai.neural.som_lvq.MtUmat3D/2D/PS components in order to visualize gray scale values in 3D/2D/PS spaces.

  • Umat3D (jh9gpz.ai.neural.som_lvq.MtUmat3D)

    The Umat3D components generates a 3D surface from gray scale values for the distances between reference vectors. The gray scale values can be obtained from jh9gpz.ai.neural.som_lvq.MtUmat object in the form of MtUmatInfo object, which can be passed on to Umat3D's setUmatInfo() method.

  • SOMCal (jh9gpz.ai.neural.som_lvq.MtSOMCal)

    The SOMCal labels the map neurons according to the samples in the input data file. The best-matching unit in the map corresponding to each data vector is searched for. The map neuraons are then labeled according to the majority of labels 'hitting' a particular neuron. The neuron that get no 'hits' are left unlabeled.

  • UmatPS (jh9gpz.ai.neural.som_lvq.MtUmatPS)

    The UmatPS constructs a PostScript image from the gray scale value information of the distances between reference vectors of neighbouring neurons. The UmatPS components generates a PostScript image from gray scale values for the distances between reference vectors. The gray scale values can be obtained from jh9gpz.ai.neural.som_lvq.MtUmat bean in the form of MtUmatInfo object, which can be passed on to UmatPS's setUmatInfo() method.

  • Visual (jh9gpz.ai.neural.som_lvq.MtVisual)

    The Visual generates a list of coordinates corresponding to the best-matching unit in the map for each sample in the data file. It also gives the individual quantization errors and the class labels of the best matching neurons if the latter have been defined.

  • Sammon (jh9gpz.ai.neural.som_lvq.MtSammon)

    The Sammon generates the Sammon mapping from n-dimensional input vectors to 2-D points on a plane or 3-D points in a 3-D space whereby the distances between the mapped points tend to approximate to Euclidean distances of the input vectors.

  • LVQ (jh9gpz.ai.neural.som_lvq.MtLVQ)

    The LVQ trains the reference vectors using the Kohonen's learning vector quantization algorithm. The program finds the best-matching neuron for each input vector and updates the neuron according to the teaching signal.


Network (Socket) related beans

  • TwoWaySocket (jh9gpz.net.socket.MtTwoWaySocket)

     The TwoWaySocket provides functions for a Server as well as a Client. This component can be used for peer-to-peer communication.  You can connect a remote TwoWaySocket component by specifying the machine name and port number. If the remote TwoWaySocket component is running as a server, you can send a message to it through sendMessage(Object). In order to receive messages from a remote TwoWaySocket component, you have to set the local listening port first. Then start TwoWaySocket component as a server using startServer(). When a message arrives from a remote TwoWaySocket component to the local listening port, Socket:messageReceived event will be sent out.

  • SocketServer (jh9gpz.net.socket.MtSocketServer) 

    The SocketServer is a component that enables you to create a socket-based server program. It provides functions to listen to incoming connections and to communicate with clients. It sends and receives a message as a java.lang.Object object.  You first have to start a SocketServer component by using startServer(). To stop the server use stopServer(). When a client requests a connection and it is granted, a Socket:connected event will be dispatched with a client's unique ID. When a client is disconnected, a Socket:disconnected event will be dispatched. When a message arrives from a client, a Socket:messageReceived event will be dispatched along with client's ID and the actual message. The SocketServer component has functions to send a message to a specific client as well as broadcasting a message.

  • SocketClient (jh9gpz.net.socket.MtSocketClient) 

    The SocketClient is a component that enables you to create a socket-based client program. It provides functions to connect to a server at a specified port number and then communicate with the server. It sends and receives a message as a java.lang.Object object.  You can connect a SocketServer component by specifying the machine name and port number. If the SocketServer component is running, you can send a message to it through sendMessage(Object). When a message sent from a SocketServer component arrives, Socket:messageReceived event will be sent out.


Network (Browser) related beans

  • SystemBrowser (jh9gpz.net.browser.MtSystemBrowser)

     The SystemBrowser provides methods to display the specified URL using system web browser. You can display the specified URL by calling displayURL(String) method. This method initiates system web browser and displays the URL. On Windows OS, system's default browser will be used. On Unix, the netscape will be used, hence netscape must be in your PATH.

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