├── .gitignore ├── PolarCords.cs ├── README.md ├── StellarObject.cs ├── Properties └── AssemblyInfo.cs ├── GalaxyOptions.cs ├── Program.cs ├── Galaxy.csproj ├── GalaxyGenerator.cs ├── Galaxy.cs └── LICENSE /.gitignore: -------------------------------------------------------------------------------- 1 | obj/* 2 | bin/* -------------------------------------------------------------------------------- /PolarCords.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Galaxy 4 | { 5 | /// 6 | /// Polar coordinates. 7 | /// 8 | public struct PolarCords 9 | { 10 | public float x; 11 | public float y; 12 | } 13 | } 14 | 15 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # galaxy-gen 2 | A procedural galaxy generator in C# for .NET and Mono. 3 | 4 | This is not entirely my code and have made only small modifications. I can't remember who the original author was. If anyone knows let me know so I can attribute them. 5 | -------------------------------------------------------------------------------- /StellarObject.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Galaxy 4 | { 5 | /// 6 | /// Types of stellar objects at a galactic level. 7 | /// 8 | enum StellarObjectTypes 9 | { 10 | Star, StellarNebulae, PlanetaryNebulae, MiscNebulae, SuperNovae, Pulsar 11 | } 12 | 13 | /// 14 | /// Types of stars. Based on the Wikipedia article about stellar classification: 15 | /// https://en.wikipedia.org/wiki/Stellar_classification 16 | /// 17 | enum StarTypes 18 | { 19 | O, B, A, F, G, K, M 20 | } 21 | } 22 | 23 | -------------------------------------------------------------------------------- /Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | 4 | // Information about this assembly is defined by the following attributes. 5 | // Change them to the values specific to your project. 6 | 7 | [assembly: AssemblyTitle ("Galaxy")] 8 | [assembly: AssemblyDescription ("A random/procedural galaxy generator")] 9 | [assembly: AssemblyConfiguration ("")] 10 | [assembly: AssemblyCompany ("")] 11 | [assembly: AssemblyProduct ("")] 12 | [assembly: AssemblyCopyright ("conmarap")] 13 | [assembly: AssemblyTrademark ("")] 14 | [assembly: AssemblyCulture ("")] 15 | 16 | // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}". 17 | // The form "{Major}.{Minor}.*" will automatically update the build and revision, 18 | // and "{Major}.{Minor}.{Build}.*" will update just the revision. 19 | 20 | [assembly: AssemblyVersion ("1.0.*")] 21 | 22 | // The following attributes are used to specify the signing key for the assembly, 23 | // if desired. See the Mono documentation for more information about signing. 24 | 25 | //[assembly: AssemblyDelaySign(false)] 26 | //[assembly: AssemblyKeyFile("")] 27 | 28 | -------------------------------------------------------------------------------- /GalaxyOptions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Galaxy 4 | { 5 | /// 6 | /// Galaxy options. 7 | /// 8 | public class GalaxyOptions 9 | { 10 | public string Name; 11 | public int AmountOfStars; 12 | public int NumberOfArms; 13 | public float MaxArmOffset; 14 | public float RotationFactor; 15 | public float RandomOffsetXY; 16 | public float ArmSeparationDistance; 17 | 18 | /// 19 | /// Initializes a new instance of the class. 20 | /// 21 | /// Name. 22 | /// Amount of stars. 23 | /// Number of arms. 24 | /// Max armo ffset. 25 | /// Rotation factor. 26 | /// Random offset x-y. 27 | public GalaxyOptions(string name, int amountofstars = 30000, int numberofarms = 4, 28 | float maxarmoffset = 0.9f, float rotationfactor = 5f, float randomoffsetxy = 0.04f) 29 | { 30 | this.Name = name; 31 | this.AmountOfStars = amountofstars; 32 | this.NumberOfArms = numberofarms; 33 | this.MaxArmOffset = maxarmoffset; 34 | this.RotationFactor = rotationfactor; 35 | this.RandomOffsetXY = randomoffsetxy; 36 | this.ArmSeparationDistance = 2 * (float)Math.PI / this.NumberOfArms; 37 | } 38 | } 39 | } 40 | 41 | -------------------------------------------------------------------------------- /Program.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Drawing; 3 | using Galaxy; 4 | 5 | namespace Galaxy 6 | { 7 | class MainClass 8 | { 9 | /// 10 | /// The entry point of the program, where the program control starts and ends. 11 | /// 12 | /// The command-line arguments. 13 | public static void Main(string[] args) 14 | { 15 | Console.WriteLine("Creating galaxy"); 16 | 17 | // GalaxyOptions myGalaxyOptions = new GalaxyOptions ("My Huge Galaxy", 18000000, 10, 1.65f, 5, 0.08f); 18 | GalaxyOptions myGalaxyOptions = new GalaxyOptions("Galaxy", 200000, 4, 1.05f, 5, 0.05f); 19 | // GalaxyOptions myGalaxyOptions = new GalaxyOptions ("My Galaxy", 180000, 6, 1.35f, 5, 0.08f); 20 | GalaxyGenerator myGalaxy = new GalaxyGenerator(myGalaxyOptions, LongRandom(10, 1234567, new Random())); 21 | myGalaxy.GenerateGalacticBody(); 22 | myGalaxy.DrawGalaxy(4000); 23 | } 24 | 25 | /// 26 | /// Longs the random. Taken from here, but modified: 27 | /// http://stackoverflow.com/questions/6651554/random-number-in-long-range-is-this-the-way#answer-6651661 28 | /// 29 | /// The random. 30 | /// Minimum. 31 | /// Max. 32 | /// Rand. 33 | private static int LongRandom(int min, int max, Random rand) 34 | { 35 | int result = rand.Next((Int32)(min >> 32), (Int32)(max >> 32)); 36 | result = (result << 32); 37 | result = result | rand.Next((Int32)min, (Int32)max); 38 | return result; 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Galaxy.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | x86 6 | {2264FAB7-6529-4ADE-9E65-312DF63402C4} 7 | Exe 8 | Galaxy 9 | Galaxy 10 | v4.5 11 | 12 | 13 | true 14 | full 15 | false 16 | bin\Debug 17 | DEBUG; 18 | prompt 19 | 4 20 | true 21 | x86 22 | 23 | 24 | full 25 | true 26 | bin\Release 27 | prompt 28 | 4 29 | true 30 | x86 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | -------------------------------------------------------------------------------- /GalaxyGenerator.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | using System.Drawing; 4 | 5 | namespace Galaxy 6 | { 7 | /// 8 | /// Galaxy generator. 9 | /// 10 | public class GalaxyGenerator 11 | { 12 | // Private class variables 13 | 14 | private int Seed; 15 | private GalaxyOptions Options; 16 | private PolarCords[] StarPositions; 17 | private Random random; 18 | 19 | /// 20 | /// Initializes a new instance of the class. 21 | /// 22 | public GalaxyGenerator (GalaxyOptions options, int seed = 0) 23 | { 24 | this.Options = options; 25 | this.Seed = seed; 26 | this.StarPositions = new PolarCords[Options.AmountOfStars]; 27 | 28 | if (this.Seed != 0) { 29 | this.random = new Random (this.Seed); 30 | } 31 | else { 32 | this.random = new Random (); 33 | } 34 | } 35 | 36 | /// 37 | /// Gets the positions of the stars. 38 | /// 39 | /// The star positions. 40 | public PolarCords[] GetStarPositions() 41 | { 42 | return this.StarPositions; 43 | } 44 | 45 | /// 46 | /// Generates the galactic body. Based on this: 47 | /// http://itinerantgames.tumblr.com/post/78592276402/a-2d-procedural-galaxy-with-c 48 | /// 49 | public void GenerateGalacticBody() 50 | { 51 | /*int numArms = random.Next(2, 6); 52 | float armSeparationDistance = 2 * (float) Math.PI / numArms; 53 | float armOffsetMax = (float) (random.NextDouble () * (0.3 - 0.9) + 0.9); //0.9f; 54 | float rotationFactor = random.Next(2, 10); //5; 55 | float randomOffsetXY = (float) (random.NextDouble () * (0.02 - 0.06) + 0.06); //0.04f; 56 | */ 57 | 58 | for (int i = 0; i < Options.AmountOfStars; i++) { 59 | // Choose a distance from the center of the galaxy. 60 | float distance = (float) (this.random.NextDouble () * (0.01 - 0.99) + 0.99); 61 | distance = (float) Math.Pow (distance, 2); 62 | 63 | // Choose an angle between 0 and 2 * PI. 64 | float angle = (float) this.random.NextDouble () * 2 * (float)Math.PI; 65 | float armOffset = (float) this.random.NextDouble () * Options.MaxArmOffset; 66 | 67 | armOffset = armOffset - Options.MaxArmOffset / 2; 68 | armOffset = armOffset * (1 / distance); 69 | 70 | float squaredArmOffset = (float) Math.Pow (armOffset, 2); 71 | 72 | // Take the positive value for the offset. 73 | if (armOffset < 0) { 74 | squaredArmOffset = Math.Abs (squaredArmOffset); // * -1; 75 | } 76 | 77 | armOffset = squaredArmOffset; 78 | 79 | float rotation = distance * Options.RotationFactor; 80 | 81 | // Compute the angle of the arms. 82 | angle = (int) ( 83 | (this.random.NextDouble() * (0.71 - 0.99) + 0.99) * // Not necessary to be here. 84 | angle / Options.ArmSeparationDistance) * 85 | Options.ArmSeparationDistance + armOffset + rotation; 86 | 87 | // Convert polar coordinates to 2D cartesian coordinates. 88 | float starX = (float)Math.Cos (angle) * distance; 89 | float starY = (float)Math.Sin (angle) * distance; 90 | 91 | float randomOffsetX = (float) random.NextDouble () * Options.RandomOffsetXY; 92 | float randomOffsetY = (float) random.NextDouble () * Options.RandomOffsetXY; 93 | 94 | // Apply the random offset. 95 | starX += randomOffsetX; 96 | starY += randomOffsetY; 97 | 98 | // Amplify the results so that they can be visible to the human eye. 99 | starX = 1.25f + starX; 100 | starY = 1.25f + starY; 101 | 102 | // Assign the proper x and y coordinates. 103 | this.StarPositions[i].x = starX; 104 | this.StarPositions[i].y = starY; 105 | } 106 | } 107 | 108 | /// 109 | /// Draws the galaxy into an image. 110 | /// 111 | public void DrawGalaxy(int widthHeight = 2000) 112 | { 113 | int width = widthHeight; 114 | int height = widthHeight; 115 | 116 | // Save the galaxy as an image. 117 | Bitmap bmp = new Bitmap (width, height); 118 | 119 | // Default the background to black, 120 | for (int i = 0; i < width; i++) { 121 | for (int j = 0; j < height; j++) { 122 | bmp.SetPixel (i, j, Color.Black); 123 | } 124 | } 125 | 126 | int factor = (int) (widthHeight / 1.25 / 2); 127 | 128 | // Set the positions of the stars. 129 | foreach(PolarCords cords in this.StarPositions) { 130 | bmp.SetPixel ( 131 | (int) (factor * cords.x), 132 | (int) (factor * cords.y), 133 | Color.AliceBlue 134 | ); 135 | } 136 | 137 | // Save the image. 138 | bmp.Save(Options.Name + ".png", System.Drawing.Imaging.ImageFormat.Png); 139 | } 140 | } 141 | } 142 | -------------------------------------------------------------------------------- /Galaxy.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Drawing; 3 | using System.Collections.Generic; 4 | using System.IO; 5 | 6 | namespace Galaxy 7 | { 8 | public class Galaxy 9 | { 10 | // Private class variables. 11 | private PointF[] points; 12 | private int AmountOfStars = 180000; 13 | 14 | /// 15 | /// Initializes a new instance of the class. 16 | /// 17 | public Galaxy () 18 | { 19 | } 20 | 21 | /// 22 | /// Gets the points. 23 | /// 24 | /// The points. 25 | public PointF[] getPoints() 26 | { 27 | return points; 28 | } 29 | 30 | /// 31 | /// Generates the galactic body; based on this article/tutorial: 32 | /// http://itinerantgames.tumblr.com/post/78592276402/a-2d-procedural-galaxy-with-c 33 | /// 34 | public void GenerateGalacticBody(string name = "galaxy") 35 | { 36 | Random random = new Random (); 37 | 38 | int numArms = random.Next(2, 6); 39 | float armSeparationDistance = 2 * (float) Math.PI / numArms; 40 | float armOffsetMax = (float) (random.NextDouble () * (0.3 - 0.9) + 0.9); //0.9f; 41 | float rotationFactor = random.Next(2, 10); //5; 42 | float randomOffsetXY = (float) (random.NextDouble () * (0.02 - 0.06) + 0.06); //0.04f; 43 | 44 | PolarCords[] starPositions = new PolarCords[AmountOfStars]; 45 | 46 | using (StreamWriter sw = File.CreateText ("galaxy.csv")) { 47 | for (int i = 0; i < AmountOfStars; i++) { 48 | // Choose a distance from the center of the galaxy. 49 | float distance = (float) (random.NextDouble () * (0.01 - 0.99) + 0.99); 50 | distance = (float) Math.Pow (distance, 2); 51 | 52 | // Choose an angle between 0 and 2 * PI. 53 | float angle = (float)random.NextDouble () * 2 * (float)Math.PI; 54 | float armOffset = (float)random.NextDouble () * armOffsetMax; 55 | armOffset = armOffset - armOffsetMax / 2; 56 | armOffset = armOffset * (1 / distance); 57 | 58 | float squaredArmOffset = (float)Math.Pow (armOffset, 2); 59 | if (armOffset < 0) 60 | squaredArmOffset = squaredArmOffset * -1; 61 | armOffset = squaredArmOffset; 62 | 63 | float rotation = distance * rotationFactor; 64 | 65 | angle = (int)(angle / armSeparationDistance) * armSeparationDistance + armOffset + rotation; 66 | 67 | // Convert polar coordinates to 2D cartesian coordinates. 68 | float starX = (float)Math.Cos (angle) * distance; 69 | float starY = (float)Math.Sin (angle) * distance; 70 | 71 | float randomOffsetX = (float) random.NextDouble () * randomOffsetXY; 72 | float randomOffsetY = (float) random.NextDouble () * randomOffsetXY; 73 | 74 | starX += randomOffsetX; 75 | starY += randomOffsetY; 76 | 77 | if (800 * (1.25f + starX) > 2000 || 800 * (1.25f + starY) > 2000 || 78 | 800 * (1.25f + starX) < 0 || 800 * (1.25f + starY) < 0) { 79 | Console.WriteLine (starX + "x" + starY); 80 | } 81 | 82 | starX = 800 * (1.25f + starX); 83 | starY = 800 * (1.25f + starY); 84 | 85 | sw.WriteLine (starX + "," + starY); 86 | 87 | // Now we can assign xy coords. 88 | starPositions [i].x = starX; 89 | starPositions [i].y = starY; 90 | } 91 | } 92 | 93 | // Save the galaxy as an image. 94 | Bitmap bmp = new Bitmap (2000, 2000); 95 | for (int i = 0; i < 2000; i++) { 96 | for (int j = 0; j < 2000; j++) { 97 | bmp.SetPixel (i, j, Color.Black); 98 | } 99 | } 100 | 101 | foreach(PolarCords cords in starPositions) { 102 | bmp.SetPixel ( 103 | (int) cords.x, 104 | (int) cords.y, 105 | Color.AliceBlue 106 | ); 107 | } 108 | 109 | bmp.Save(name + ".png", System.Drawing.Imaging.ImageFormat.Png); 110 | } 111 | 112 | public void DrawImage(string filename, int width, int height) 113 | { 114 | Bitmap bmp = new Bitmap (width, height); 115 | Brush brush = new SolidBrush (Color.FromArgb (20, 150, 200, 255)); 116 | //File.Create (filename + ".dat"); 117 | //Graphics graphics = Graphics.FromImage (Image.FromFile(filename)); 118 | 119 | /*Image image; 120 | 121 | using (FileStream fs = new FileStream(filename, FileMode.Open, FileAccess.Read)) 122 | { 123 | image = Image.FromStream(fs); 124 | } 125 | 126 | Graphics graphics = Graphics.FromImage (image); 127 | 128 | foreach (PointF point in points) 129 | { 130 | Point screenPoint = new Point((int)(point.X * (float)width), (int)(point.Y * (float)height)); 131 | screenPoint.Offset(new Point(-2, -2)); 132 | graphics.FillRectangle(brush, new Rectangle(screenPoint, new Size(4, 4))); 133 | } 134 | 135 | image.Save (filename, System.Drawing.Imaging.ImageFormat.Png);*/ 136 | 137 | using (StreamWriter sw = File.CreateText (filename + ".dat")) 138 | { 139 | foreach (PointF point in points) 140 | { 141 | bmp.SetPixel ( 142 | 0,0,//(int)(Math.Abs(point.X) * (float)width), 143 | //(int)(Math.Abs(point.Y) * (float)height), 144 | Color.White 145 | ); 146 | 147 | string data = (int)(Math.Abs (point.X) * (float)width) + "," + 148 | (int)(Math.Abs (point.Y) * (float)height); 149 | 150 | // Debug 151 | if ((int)( (point.X) * (float)width) >= 1600 || (int)((point.X) * (float)width) < 0 || 152 | (int)(Math.Abs (point.Y) * (float)height) >= 1600 || (int)((point.Y) * (float)height) < 0) 153 | { 154 | Console.Write (data); 155 | Console.WriteLine ("\t" + point.X + "x" + point.Y); 156 | } 157 | 158 | sw.WriteLine (data); 159 | } 160 | } 161 | 162 | bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png); 163 | } 164 | 165 | /// 166 | /// Render the specified g, width and height. 167 | /// 168 | /// The green component. 169 | /// Width. 170 | /// Height. 171 | public void Render(Graphics g, int width, int height) 172 | { 173 | using (Brush brush = new SolidBrush(Color.FromArgb(20, 150, 200, 255))) 174 | { 175 | g.Clear(Color.Black); 176 | foreach (PointF point in points) 177 | { 178 | Point screenPoint = new Point((int)(point.X * (float)width), (int)(point.Y * (float)height)); 179 | screenPoint.Offset(new Point(-2, -2)); 180 | g.FillRectangle(brush, new Rectangle(screenPoint, new Size(4, 4))); 181 | } 182 | g.Flush(); 183 | } 184 | } 185 | 186 | /// 187 | /// Generates the galaxy. 188 | /// 189 | /// The galaxy. 190 | /// Number of stars. 191 | /// Number of arms. 192 | /// Spin. 193 | /// Arm spread. 194 | /// Stars at center ratio. 195 | public PointF[] GenerateGalaxy(int numOfStars, int numOfArms, float spin, double armSpread, double starsAtCenterRatio) 196 | { 197 | List result = new List(numOfStars); 198 | 199 | for (int i = 0; i < numOfArms; i++) 200 | { 201 | result.AddRange(GenerateArm(numOfStars / numOfArms, (float)i / (float)numOfArms, spin, armSpread, starsAtCenterRatio)); 202 | } 203 | 204 | points = result.ToArray (); 205 | return result.ToArray (); 206 | } 207 | 208 | /// 209 | /// Generates the arm. 210 | /// 211 | /// The arm. 212 | /// Number of stars. 213 | /// Rotation. 214 | /// Spin. 215 | /// Arm spread. 216 | /// Stars at center ratio. 217 | public PointF[] GenerateArm(int numOfStars, float rotation, float spin, double armSpread, double starsAtCenterRatio) 218 | { 219 | PointF[] result = new PointF[numOfStars]; 220 | Random r = new Random(); 221 | 222 | for (int i = 0; i < numOfStars; i++) 223 | { 224 | double part = (double)i / (double)numOfStars; 225 | part = Math.Pow(part, starsAtCenterRatio); 226 | 227 | float distanceFromCenter = (float)part; 228 | double position = (part * spin + rotation) * Math.PI * 2; 229 | 230 | double xFluctuation = (Pow3Constrained(r.NextDouble()) - Pow3Constrained(r.NextDouble())) * armSpread; 231 | double yFluctuation = (Pow3Constrained(r.NextDouble()) - Pow3Constrained(r.NextDouble())) * armSpread; 232 | 233 | float resultX = (float)Math.Cos(position) * distanceFromCenter / 2 + 0.5f + (float)xFluctuation; 234 | float resultY = (float)Math.Sin(position) * distanceFromCenter / 2 + 0.5f + (float)yFluctuation; 235 | 236 | result[i] = new PointF(resultX, resultY); 237 | } 238 | 239 | return result; 240 | } 241 | 242 | /// 243 | /// Pow3s the constrained. 244 | /// 245 | /// The constrained. 246 | /// The x coordinate. 247 | public static double Pow3Constrained(double x) 248 | { 249 | double value = Math.Pow(x - 0.5, 3) * 4 + 0.5d; 250 | return Math.Max(Math.Min(1, value), 0); 251 | } 252 | } 253 | } 254 | 255 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Patents. 472 | 473 | A "contributor" is a copyright holder who authorizes use under this 474 | License of the Program or a work on which the Program is based. The 475 | work thus licensed is called the contributor's "contributor version". 476 | 477 | A contributor's "essential patent claims" are all patent claims 478 | owned or controlled by the contributor, whether already acquired or 479 | hereafter acquired, that would be infringed by some manner, permitted 480 | by this License, of making, using, or selling its contributor version, 481 | but do not include claims that would be infringed only as a 482 | consequence of further modification of the contributor version. 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You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 527 | to the third party based on the extent of your activity of conveying 528 | the work, and under which the third party grants, to any of the 529 | parties who would receive the covered work from you, a discriminatory 530 | patent license (a) in connection with copies of the covered work 531 | conveyed by you (or copies made from those copies), or (b) primarily 532 | for and in connection with specific products or compilations that 533 | contain the covered work, unless you entered into that arrangement, 534 | or that patent license was granted, prior to 28 March 2007. 535 | 536 | Nothing in this License shall be construed as excluding or limiting 537 | any implied license or other defenses to infringement that may 538 | otherwise be available to you under applicable patent law. 539 | 540 | 12. No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | {one line to give the program's name and a brief idea of what it does.} 635 | Copyright (C) {year} {name of author} 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | {project} Copyright (C) {year} {fullname} 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------