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Rubik


// Rubik's Cube 3D simulator
// Karl Hörnell, March 11 1996
// Last modified October 6

import java.awt.*;
import java.lang.Math;
import java.lang.Character;

public final class rubik extends java.applet.Applet
{
        int i,j,k,n,o,p,q,lastX,lastY,dx,dy;
        int rectX[],rectY[];
        Color colList[],bgcolor;
        final double sideVec[]={0,0,1,0,0,-1,0,-1,0,1,0,0,0,1,0,-1,0,0}; // Normal vectors
        final double corners[]={-1,-1,-1,1,-1,-1,1,1,-1,-1,1,-1,
                                -1,-1,1,1,-1,1,1,1,1,-1,1,1}; // Vertex co-ordinates
        double topCorners[],botCorners[];
        final int sides[]={4,5,6,7,3,2,1,0,0,1,5,4,1,2,6,5,2,3,7,6,0,4,7,3};
        final int nextSide[]={2,3,4,5, 4,3,2,5, 1,3,0,5, 1,4,0,2, 1,5,0,3, 2,0,4,1};
        final int mainBlocks[]={0,3,0,3,0,3,0,3,0,3,0,3,0,3,0,3,0,3,0,3,0,3,0,3};
        final int twistDir[]={-1,1,-1,1, -1,1,-1,1, 1,1,1,1, 1,-1,1,-1, 1,1,1,1, -1,1,-1,1};
        final int colDir[]={-1,-1,1,-1,1,-1};
        final int circleOrder[]={0,1,2,5,8,7,6,3};
        int topBlocks[],botBlocks[];
        int sideCols[],sideW,sideH;
        int dragReg,twistSide=-1;
        int nearSide[],buffer[]; // Which side belongs to dragCorn
        double dragCorn[],dragDir[];
        double eye[]={0.3651,0.1826,-0.9129}; // Initial observer co-ordinate axes (view)
        double eX[]={0.9309,-0.0716,0.3581}; // (sideways)
        double eY[]; // (vertical)
        double Teye[],TeX[],TeY[];
        double light[],temp[]={0,0,0},temp2[]={0,0,0},newCoord[];
        double sx,sy,sdxh,sdyh,sdxv,sdyv,d,t1,t2,t3,t4,t5,t6;
        double phi,phibase=0,Cphi,Sphi,currDragDir[];

        boolean naturalState=true,twisting=false,OKtoDrag=false;
        Math m;
        Graphics offGraphics;
        Image offImage;

        public void init()
        {
                offImage=createImage(120,120); // Double buffer
                offGraphics=offImage.getGraphics();
                rectX=new int[4];
                rectY=new int[4];
                newCoord=new double[16]; // Projected co-ordinates (on screen)
                dragDir=new double[24];
                dragCorn=new double[96];
                topCorners=new double[24]; // Vertex co-ordinate storage
                botCorners=new double[24]; // for sub-cubes during twist
                topBlocks=new int[24];
                botBlocks=new int[24];
                buffer=new int[12];
                nearSide=new int[12];
                light=new double[3];
                Teye=new double[3];
                TeX=new double[3];
                TeY=new double[3];
                currDragDir=new double[2];
                eY=new double[3];
                vecProd(eye,0,eX,0,eY,0); // Fix y axis of observer co-ordinate system
                normalize(eY,0);
                colList=new Color[120];
                for (i=0;i<20;i++)
                {
                        colList[i]=new Color(103+i*8,103+i*8,103+i*8);          // White
                        colList[i+20]=new Color(i*6,i*6,84+i*9);                        // Blue
                        colList[i+40]=new Color(84+i*9,i*5,i*5);                        // Red
                        colList[i+60]=new Color(i*6,84+i*9,i*6);                        // Green
                        colList[i+80]=new Color(84+i*9,84+i*9,i*6);                 // Yellow
                        colList[i+100]=new Color(84+i*9,55+i*8,i*3);            // Orange
                }
                sideCols=new int[54];
                for (i=0;i<54;i++)
                        sideCols[i]=i/9;
                bgcolor=findBGColor();
                resize(125,125);
                repaint();
        }

        public Color findBGColor() // Convert hexadecimal RGB parameter to color
        {
                int hex[];
                String s,h="0123456789abcdef";
                Color c;
                hex=new int[6];
                s=getParameter("bgcolor");
                if ((s!=null)&&(s.length()==6))
                {
                        for (i=0;i<6;i++)
                                for (j=0;j<16;j++)
                                        if (Character.toLowerCase(s.charAt(i))==h.charAt(j))
                                                hex[i]=j;
                        c=new Color(hex[0]*16+hex[1],hex[2]*16+hex[3],hex[4]*16+hex[5]);
                }
                else
                        c=Color.lightGray; // Default
                return c;
        }

// Various vector manipulation functions

        public double scalProd(double v1[],int ix1,double v2[],int ix2)
        {
                return v1[ix1]*v2[ix2]+v1[ix1+1]*v2[ix2+1]+v1[ix1+2]*v2[ix2+2];
        }

        public double vNorm(double v[],int ix)
        {
                return m.sqrt(v[ix]*v[ix]+v[ix+1]*v[ix+1]+v[ix+2]*v[ix+2]);
        }

        public double cosAng(double v1[],int ix1,double v2[],int ix2)
        {
                return scalProd(v1,ix1,v2,ix2)/(vNorm(v1,ix1)*vNorm(v2,ix2));
        }

        public void normalize(double v[], int ix)
        {
                double t=vNorm(v,ix);
                v[ix]=v[ix]/t;
                v[ix+1]=v[ix+1]/t;
                v[ix+2]=v[ix+2]/t;
        }

        public void scalMult(double v[], int ix,double a)
        {
                v[ix]=v[ix]*a;
                v[ix+1]=v[ix+1]*a;
                v[ix+2]=v[ix+2]*a;
        }

        public void addVec(double v1[], int ix1,double v2[],int ix2)
        {
                v2[ix2]+=v1[ix1];
                v2[ix2+1]+=v1[ix1+1];
                v2[ix2+2]+=v1[ix1+2];
        }

        public void subVec(double v1[], int ix1,double v2[],int ix2)
        {
                v2[ix2]-=v1[ix1];
                v2[ix2+1]-=v1[ix1+1];
                v2[ix2+2]-=v1[ix1+2];
        }

        public void copyVec(double v1[], int ix1,double v2[],int ix2)
        {
                v2[ix2]=v1[ix1];
                v2[ix2+1]=v1[ix1+1];
                v2[ix2+2]=v1[ix1+2];
        }

        public void vecProd(double v1[],int ix1,double v2[],int ix2,
                                double v3[],int ix3)
        {
                v3[ix3]=v1[ix1+1]*v2[ix2+2]-v1[ix1+2]*v2[ix2+1];
                v3[ix3+1]=v1[ix1+2]*v2[ix2]-v1[ix1]*v2[ix2+2];
                v3[ix3+2]=v1[ix1]*v2[ix2+1]-v1[ix1+1]*v2[ix2];
        }

        public void cutUpCube() // Produce large and small sub-cube for twisting
        {
                boolean check;
                for (i=0;i<24;i++) // Copy main coordinate data
                {
                        topCorners[i]=corners[i];
                        botCorners[i]=corners[i];
                }
                copyVec(sideVec,3*twistSide,temp,0); // Start manipulating and build new parts
                copyVec(temp,0,temp2,0); // Fix new co-ordinates. Some need to be altered.
                scalMult(temp,0,1.3333);
                scalMult(temp2,0,0.6667);
                for (i=0;i<8;i++)
                {
                        check=false;
                        for (j=0;j<4;j++)
                                if (i==sides[twistSide*4+j])
                                        check=true;
                        if (check)
                                subVec(temp2,0,botCorners,i*3);
                        else
                                addVec(temp,0,topCorners,i*3);
                }

// The sub-cubes need information about which colored fields belong to them.
                for (i=0;i<24;i++) // Fix the sub-cube blockings. First copy data from main
                {
                        topBlocks[i]=mainBlocks[i]; // Large sub-cube data
                        botBlocks[i]=mainBlocks[i]; // Small sub-cube data
                }
                for (i=0;i<6;i++)
                {
                        if (i==twistSide)
                        {
                                botBlocks[i*4+1]=0; // Large sub-cube is blank on top
                                botBlocks[i*4+3]=0;
                        }
                        else
                        {
                                k=-1;
                                for (j=0;j<4;j++)
                                        if (nextSide[i*4+j]==twistSide)
                                                k=j;
                                switch (k) // Twisted side adjacent to...
                                {
                                        case 0: // Up side?
                                        {
                                                topBlocks[i*4+3]=1;
                                                botBlocks[i*4+2]=1;
                                                break;
                                        }
                                        case 1: // Right side?
                                        {
                                                topBlocks[i*4]=2;
                                                botBlocks[i*4+1]=2;
                                                break;
                                        }
                                        case 2: // Down side?
                                        {
                                                topBlocks[i*4+2]=2;
                                                botBlocks[i*4+3]=2;
                                                break;
                                        }
                                        case 3: // Left side?
                                        {
                                                topBlocks[i*4+1]=1;
                                                botBlocks[i*4]=1;
                                                break;
                                        }
                                        case -1: // None
                                        {
                                                topBlocks[i*4+1]=0; // Small sub-cube is blank on bottom
                                                topBlocks[i*4+3]=0;
                                                break;
                                        }
                                }
                        }
                }
        }

        public boolean keyDown(java.awt.Event evt, int key)
        {
                if (key==114) // Restore
                {
                        twisting=false;
                        naturalState=true;
                        for (i=0;i<54;i++)
                                sideCols[i]=i/9;
                        repaint();
                }
                else if (key==115) // Scramble
                {
                        twisting=false;
                        naturalState=true;
                        for (i=0;i<20;i++)
                                colorTwist((int)(m.random()*6),(int)(m.random()*3+1));
                        repaint();
                }
                return false;
        }

        public boolean mouseDrag(java.awt.Event evt, int x, int y)
        {
                boolean check;
                double x1,x2,y1,y2,alpha,beta;

                if ((!twisting)&&(OKtoDrag))
                {
                        OKtoDrag=false;
                        check=false;
                        for (i=0;i0)&&(alpha<1)&&(beta>0)&&(beta<1)) // We're in
                                {
                                        currDragDir[0]=dragDir[i*2];
                                        currDragDir[1]=dragDir[i*2+1];
                                        d=currDragDir[0]*(x-lastX)+currDragDir[1]*(y-lastY);
                                        d=d*d/((currDragDir[0]*currDragDir[0]+currDragDir[1]*currDragDir[1])*
                                                ((x-lastX)*(x-lastX)+(y-lastY)*(y-lastY)));
                                        if (d>0.6)
                                        {
                                                check=true;
                                                twistSide=nearSide[i];
                                                i=100;
                                        }
                                }
                        }
                        if (check) // We're twisting
                        {
                                if (naturalState) // The cube still hasn't been split up
                                {
                                        cutUpCube();
                                        naturalState=false;
                                }
                                twisting=true;
                                phi=0.02*(currDragDir[0]*(x-lastX)+currDragDir[1]*(y-lastY))/
                                        m.sqrt(currDragDir[0]*currDragDir[0]+currDragDir[1]*currDragDir[1]);
                                repaint();
                                return false;
                        }
                }

                OKtoDrag=false;
                if (!twisting) // Normal rotation
                {
                        dx=lastX-x; // Vertical shift
                        copyVec(eX,0,temp,0);
                        scalMult(temp,0,((double)dx)*0.016);
                        addVec(temp,0,eye,0);
                        vecProd(eY,0,eye,0,eX,0);
                        normalize(eX,0);
                        normalize(eye,0);
                        dy=y-lastY; // Horizontal shift
                        copyVec(eY,0,temp,0);
                        scalMult(temp,0,((double)dy)*0.016);
                        addVec(temp,0,eye,0);
                        vecProd(eye,0,eX,0,eY,0);
                        normalize(eY,0);
                        normalize(eye,0);
                        lastX=x;
                        lastY=y;
                        repaint();
                }
                else // Twist, compute twisting angle phi
                {
                        phi=0.02*(currDragDir[0]*(x-lastX)+currDragDir[1]*(y-lastY))/
                                m.sqrt(currDragDir[0]*currDragDir[0]+currDragDir[1]*currDragDir[1]);
                        repaint();
                }
                return false;
        }

        public boolean mouseDown(java.awt.Event evt, int x, int y)
        {
                lastX=x;
                lastY=y;
                OKtoDrag=true;
                return false;
        }

        public boolean mouseUp(java.awt.Event evt, int x, int y)
        {
                int quads;
                double qu;
                if (twisting) // We have let go of the mouse when twisting
                {
                        twisting=false;
                        phibase+=phi; // Save twist angle
                        phi=0;
                        qu=phibase;
                        while (qu<0)
                                qu+=125.662;
                        quads=((int)(qu*3.183));
                        if (((quads % 5)==0)||((quads % 5)==4)) // Close enough to a corner?
                        {
                                quads=((quads+1)/5) % 4;
                                if (colDir[twistSide]<0)
                                        quads=(4-quads) % 4;
                                phibase=0;
                                naturalState=true; // Return the cube to its natural state
                                colorTwist(twistSide,quads); // and shift the colored fields
                        }
                        repaint();
                }
                return false;
        }

        public void colorTwist(int sideNum, int quads) // Shift colored fields
        {
                int i,j,k,l=0;
                k=quads*2; // quads = number of 90-degree multiples
                for (i=0;i<8;i++)
                {
                        buffer[k]=sideCols[sideNum*9+circleOrder[i]];
                        k=(k+1) % 8;
                }
                for (i=0;i<8;i++)
                        sideCols[sideNum*9+circleOrder[i]]=buffer[i];
                k=quads*3;
                for (i=0;i<4;i++)
                {
                        for (j=0;j<4;j++)
                                if (nextSide[nextSide[sideNum*4+i]*4+j]==sideNum)
                                        l=j;
                        for (j=0;j<3;j++)
                        {
                                switch(l)
                                {
                                        case 0:
                                                buffer[k]=sideCols[nextSide[sideNum*4+i]*9+j];
                                                break;
                                        case 1:
                                                buffer[k]=sideCols[nextSide[sideNum*4+i]*9+2+3*j];
                                                break;
                                        case 2:
                                                buffer[k]=sideCols[nextSide[sideNum*4+i]*9+8-j];
                                                break;
                                        case 3:
                                                buffer[k]=sideCols[nextSide[sideNum*4+i]*9+6-3*j];
                                                break;
                                        default:
                                                break;
                                }
                                k=(k+1) % 12;
                        }
                }
                k=0;
                for (i=0;i<4;i++)
                {
                        for (j=0;j<4;j++)
                                if (nextSide[nextSide[sideNum*4+i]*4+j]==sideNum)
                                        l=j;
                        for (j=0;j<3;j++)
                        {
                                switch(l)
                                {
                                        case 0:
                                                sideCols[nextSide[sideNum*4+i]*9+j]=buffer[k];
                                                break;
                                        case 1:
                                                sideCols[nextSide[sideNum*4+i]*9+2+3*j]=buffer[k];
                                                break;
                                        case 2:
                                                sideCols[nextSide[sideNum*4+i]*9+8-j]=buffer[k];
                                                break;
                                        case 3:
                                                sideCols[nextSide[sideNum*4+i]*9+6-3*j]=buffer[k];
                                                break;
                                        default:
                                                break;
                                }
                                k++;
                        }
                }
        }

        public void paint(Graphics g)
        {
                dragReg=0;
                offGraphics.setColor(bgcolor); // Clear drawing buffer
                offGraphics.fillRect(0,0,120,120);
                if (naturalState)
                        fixBlock(eye,eX,eY,corners,mainBlocks,0); // Draw cube
                else
                {
                        copyVec(eye,0,Teye,0); // In twisted state? Compute top observer
                        copyVec(eX,0,TeX,0);
                        Cphi=m.cos(phi+phibase);
                        Sphi=-m.sin(phi+phibase);
                        switch(twistSide) // Twist around which axis?
                        {
                                case 0: // z
                                        Teye[0]=Cphi*eye[0]+Sphi*eye[1];
                                        TeX[0]=Cphi*eX[0]+Sphi*eX[1];
                                        Teye[1]=-Sphi*eye[0]+Cphi*eye[1];
                                        TeX[1]=-Sphi*eX[0]+Cphi*eX[1];
                                        break;
                                case 1: // -z
                                        Teye[0]=Cphi*eye[0]-Sphi*eye[1];
                                        TeX[0]=Cphi*eX[0]-Sphi*eX[1];
                                        Teye[1]=Sphi*eye[0]+Cphi*eye[1];
                                        TeX[1]=Sphi*eX[0]+Cphi*eX[1];
                                        break;
                                case 2: // -y
                                        Teye[0]=Cphi*eye[0]-Sphi*eye[2];
                                        TeX[0]=Cphi*eX[0]-Sphi*eX[2];
                                        Teye[2]=Sphi*eye[0]+Cphi*eye[2];
                                        TeX[2]=Sphi*eX[0]+Cphi*eX[2];
                                        break;
                                case 3: // x
                                        Teye[1]=Cphi*eye[1]+Sphi*eye[2];
                                        TeX[1]=Cphi*eX[1]+Sphi*eX[2];
                                        Teye[2]=-Sphi*eye[1]+Cphi*eye[2];
                                        TeX[2]=-Sphi*eX[1]+Cphi*eX[2];
                                        break;
                                case 4: // y
                                        Teye[0]=Cphi*eye[0]+Sphi*eye[2];
                                        TeX[0]=Cphi*eX[0]+Sphi*eX[2];
                                        Teye[2]=-Sphi*eye[0]+Cphi*eye[2];
                                        TeX[2]=-Sphi*eX[0]+Cphi*eX[2];
                                        break;
                                case 5: // -x
                                        Teye[1]=Cphi*eye[1]-Sphi*eye[2];
                                        TeX[1]=Cphi*eX[1]-Sphi*eX[2];
                                        Teye[2]=Sphi*eye[1]+Cphi*eye[2];
                                        TeX[2]=Sphi*eX[1]+Cphi*eX[2];
                                        break;
                                default:
                                        break;
                        }
                        vecProd(Teye,0,TeX,0,TeY,0);
                        if (scalProd(eye,0,sideVec,twistSide*3)<0) // Top facing away? Draw it first
                        {
                                fixBlock(Teye,TeX,TeY,topCorners,topBlocks,2);
                                fixBlock(eye,eX,eY,botCorners,botBlocks,1);
                        }
                        else
                        {
                                fixBlock(eye,eX,eY,botCorners,botBlocks,1);
                                fixBlock(Teye,TeX,TeY,topCorners,topBlocks,2);
                        }
                }
                g.drawImage(offImage,0,0,this);
        }

        public void update(Graphics g)
        {
                paint(g);
        }

// Draw cube or sub-cube
        public void fixBlock(double beye[],double beX[],double beY[],
                                                double bcorners[],int bblocks[],int mode)
        {
                copyVec(beye,0,light,0);
                scalMult(light,0,-3);
                addVec(beX,0,light,0);
                subVec(beY,0,light,0);

                for (i=0;i<8;i++) // Project 3D co-ordinates into 2D screen ones
                {
                        newCoord[i*2]=(60+35.1*scalProd(bcorners,i*3,beX,0));
                        newCoord[i*2+1]=(60-35.1*scalProd(bcorners,i*3,beY,0));
                }

                for (i=0;i<6;i++)
                {
                        if (scalProd(beye,0,sideVec,3*i)>0.001) // Face towards us? Draw it.
                        {
                                k=(int)(9.6*(1-cosAng(light,0,sideVec,3*i)));
                                offGraphics.setColor(Color.black);
                                for (j=0;j<4;j++) // Find corner co-ordinates
                                {
                                        rectX[j]=(int)newCoord[2*sides[i*4+j]];
                                        rectY[j]=(int)newCoord[2*sides[i*4+j]+1];
                                }
                                offGraphics.fillPolygon(rectX,rectY,4); // First draw black
                                sideW=bblocks[i*4+1]-bblocks[i*4];
                                sideH=bblocks[i*4+3]-bblocks[i*4+2];
                                if (sideW>0)
                                {
                                        sx=newCoord[2*sides[i*4]];
                                        sy=newCoord[2*sides[i*4]+1];
                                        sdxh=(newCoord[2*sides[i*4+1]]-sx)/sideW;
                                        sdxv=(newCoord[2*sides[i*4+3]]-sx)/sideH;
                                        sdyh=(newCoord[2*sides[i*4+1]+1]-sy)/sideW;
                                        sdyv=(newCoord[2*sides[i*4+3]+1]-sy)/sideH;
                                        p=bblocks[i*4+2];
                                        for (n=0;n0))
                                                {
                                                        if (sideW==3) // Determine positive drag direction
                                                                if (bblocks[i*4+2]==0)
                                                                {
                                                                        dragDir[dragReg*2]=sdxh*twistDir[i*4];
                                                                        dragDir[dragReg*2+1]=sdyh*twistDir[i*4];
                                                                }
                                                                else
                                                                {
                                                                        dragDir[dragReg*2]=-sdxh*twistDir[i*4+2];
                                                                        dragDir[dragReg*2+1]=-sdyh*twistDir[i*4+2];
                                                                }
                                                        else
                                                                if (bblocks[i*4]==0)
                                                                {
                                                                        dragDir[dragReg*2]=-sdxv*twistDir[i*4+3];
                                                                        dragDir[dragReg*2+1]=-sdyv*twistDir[i*4+3];
                                                                }
                                                                else
                                                                {
                                                                        dragDir[dragReg*2]=sdxv*twistDir[i*4+1];
                                                                        dragDir[dragReg*2+1]=sdyv*twistDir[i*4+1];
                                                                }
                                                        for (j=0;j<4;j++)
                                                        {
                                                                dragCorn[dragReg*8+j]=newCoord[2*sides[i*4+j]];
                                                                dragCorn[dragReg*8+4+j]=newCoord[2*sides[i*4+j]+1];
                                                        }
                                                        nearSide[dragReg]=twistSide;
                                                        dragReg++;
                                                }
                                                break;
                                        default:
                                                break;
                                }
                        }
                }
        }
}

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USB 3.0 One Step Closer to Reality
Would-Be Linux Contributors May Get a Leg Up
SAP, Oracle Holding Out on Ubuntu?
GIPS Technology to Voice-Enable iPhone Apps
Citrix CTO Eyes the Future of Virtualization
The Pitfalls of Open Source Litigation

DevXtra Editors' Blog: Executives Avoiding Cloud Computing in Droves
Q&A with James Reinders on the Intel Parallel Studio Beta Program
The Pros and Cons of Outsourcing Enterprise Emails
Hosting Options: Shared or Dedicated Server
Movin' On Up: How to Hop to a New Host
Simplifying Composite Applications with Service Component Architecture
The Guide to E-Mail Archiving and Management
Making XQuery Control Structures Work for You
Overview: C++ Gets an Overhaul
Sharpening Your Axis with Visual Basic 9

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