Batch Crossing Over
Moderator: DosItHelp
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Re: Batch Crossing Over
nice orange...
is there anything else....?
I don't know wmi does a good job at this.
might be nice to abort the shutdown on a little xp machine after this is done.
is there anything else....?
I don't know wmi does a good job at this.
might be nice to abort the shutdown on a little xp machine after this is done.
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Re: Batch Crossing Over
Like I said, WMI can retrieve damn near every property relating to the OS and computer. Your imagination is the limit. But I'm a little prude in sharing all my tools.
A couple of them from tools.vbs:
Use:
foldersize can be modified for all kinds of properties, like file count, subfolder count, whatever is defined under the folder object:
wscript.echo b.files.count
wscript.echo b.subfolders.count
I use Scriptomatic 2.0 to get started, and if needed, search MSDN via Google.
http://www.microsoft.com/downloads/en/d ... laylang=en
It's from the guy(s) at Microsoft's "Hey, Scripting Guy!" I believe. Look at this dude, lol. He looks like his name would be Agent Scriptalot.
A couple of them from tools.vbs:
Code: Select all
select case wscript.arguments(0)
case "foldersize"
set a=createobject("scripting.filesystemobject")
set b=a.getfolder(wscript.arguments(1))
wscript.echo b.size
case "diskfree"
set a=getobject("winmgmts:")
set b=a.execquery("select freespace from win32_logicaldisk where deviceid='"+wscript.arguments(1)+"'")
for each c in b
wscript.echo c.freespace
next
end select
Use:
Code: Select all
cscript tools.vbs //nologo foldersize "C:\my path"
Code: Select all
cscript tools.vbs //nologo diskfree C:
foldersize can be modified for all kinds of properties, like file count, subfolder count, whatever is defined under the folder object:
wscript.echo b.files.count
wscript.echo b.subfolders.count
I use Scriptomatic 2.0 to get started, and if needed, search MSDN via Google.
http://www.microsoft.com/downloads/en/d ... laylang=en
It's from the guy(s) at Microsoft's "Hey, Scripting Guy!" I believe. Look at this dude, lol. He looks like his name would be Agent Scriptalot.
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Re: Batch Crossing Over
Yes indeed Mr. Wilson so good of you to join us.
Good evening my name Orson Welles and I am here to tell a terrible story of horror and terror.
Good evening my name Orson Welles and I am here to tell a terrible story of horror and terror.
Re: Batch Crossing Over
@Cleptography
I wonder why they only teach RISK and not CISC programming at my school.
RISK means I only understand the simple commands, but I have no idea what LODSB means, it's a CISC instruction, so the complete progie is for a CISC processor like most or maybe all intel.
This is really funny I use it to erase a hdd in DOS so I repartition from start and install XP,
Well I don't do that really. I just insert a floppy and press ENTER
It moves the head to sector where MBR is in, then turns the MBR flag off, so if you turn it back on, all your data is back, very handy if you want to hide sensitive data, this alone is not going to protect against the FB. Aaaai.
DO NOT EXECUTE FROM Direct Operating System 6.22 !
WipeMBR.TXT, compile with DEBUG
I have given up on assembly though, too difficult, I still have a DOS progie I like to crack which is legal now because the company doesn't exist anymore for over 25years
...wait I have to go find it I know it is somewhere around here...uno momento.
Yes there it is, haven't seen this in years.
Code:
MOV CX,000E
MOV DX,0080
MOV AH,35
LODSB
INT 13
DEC CX
Someone care to translate this into dos, without debug please debug is not dos is it?
I have no idea anymore I am so confused.
I wonder why they only teach RISK and not CISC programming at my school.
RISK means I only understand the simple commands, but I have no idea what LODSB means, it's a CISC instruction, so the complete progie is for a CISC processor like most or maybe all intel.
This is really funny I use it to erase a hdd in DOS so I repartition from start and install XP,
Well I don't do that really. I just insert a floppy and press ENTER
It moves the head to sector where MBR is in, then turns the MBR flag off, so if you turn it back on, all your data is back, very handy if you want to hide sensitive data, this alone is not going to protect against the FB. Aaaai.
DO NOT EXECUTE FROM Direct Operating System 6.22 !
WipeMBR.TXT, compile with DEBUG
Code: Select all
F 9000:0 L 200 0
A
Mov dx,9000
Mov es,dx
Xor bx,bx
Mov cx,0001
Mov dx,0080
Mov ax,0301
Int 13
Int 20
U 100 L 12
G
Q
(Note: use 0081, 0082, 0083 for 2nd, 3rd, 4th harddisk respectively)
I have given up on assembly though, too difficult, I still have a DOS progie I like to crack which is legal now because the company doesn't exist anymore for over 25years
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Re: Batch Crossing Over
What is the purpose of clock in CLD and LODSB?
The clock is a time for CPU to execute that instruction. The CPU today are much faster, so CLD may be 1 clock and LODSB may be 2 clocks.
asm is a flipping mystery to me I tried to learn that for about an hour then the inside of my computer started to glow so I had to stop, then the inside of my eyes turned blood shot. asm is voodoo language and a complete fu**ing mystery to me.
The clock is a time for CPU to execute that instruction. The CPU today are much faster, so CLD may be 1 clock and LODSB may be 2 clocks.
asm is a flipping mystery to me I tried to learn that for about an hour then the inside of my computer started to glow so I had to stop, then the inside of my eyes turned blood shot. asm is voodoo language and a complete fu**ing mystery to me.
Re: Batch Crossing Over
Cleptography
Debug is Debug, even in NT. hhmmm well now I ain't sure anymore myself...
It is not difficult, it is complex, you need books to really study it. Online never helped me as a beginner
Someone care to translate this into dos, without debug please debug is not dos is it?
I have no idea anymore I am so confused.
Debug is Debug, even in NT. hhmmm well now I ain't sure anymore myself...
It is not difficult, it is complex, you need books to really study it. Online never helped me as a beginner
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Re: Batch Crossing Over
Provoking me are we? Na it is more entertaining to myself and lack of a life to travel down this road.
If I knew where to get a good book, I might but I hate to read, I will say I think search engines can provide very useful information if used properly. Only difference between a book and a search engine is the pages are all in different places rather than front to back.
If I knew where to get a good book, I might but I hate to read, I will say I think search engines can provide very useful information if used properly. Only difference between a book and a search engine is the pages are all in different places rather than front to back.
Re: Batch Crossing Over
No really, a good book is better, it takes you from the beginning to the end.
I did it myself I know RISC. I've got my degree some months ago.
You can look it up and figure it out but really.
RISC I know
reduced instruction set computing
CISC I don't know
complex instruction set computing
the only difference is some other and especially more commands.
unfortunately for me all our &probably yours to are CISC computers.
So I could never bring in practice that what we learned at school.
I did it myself I know RISC. I've got my degree some months ago.
You can look it up and figure it out but really.
RISC I know
reduced instruction set computing
CISC I don't know
complex instruction set computing
the only difference is some other and especially more commands.
unfortunately for me all our &probably yours to are CISC computers.
So I could never bring in practice that what we learned at school.
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Re: Batch Crossing Over
I have my degree in networking and security, but then again I'm only thirteen.
Biggest waste of money I ever spent if you ask me. The only thing I gained from it was in the beginning when we started learning Java, and I had not yet touched that language my professor at the time was a very skilled java developer and I took away with me many important lessons which had nothing to do with setting up and maintaining servers, but for that one class opened many doors.
Biggest waste of money I ever spent if you ask me. The only thing I gained from it was in the beginning when we started learning Java, and I had not yet touched that language my professor at the time was a very skilled java developer and I took away with me many important lessons which had nothing to do with setting up and maintaining servers, but for that one class opened many doors.
Re: Batch Crossing Over
Uh do you have to pay to go to school ???
We get payed if we go to school, it is to encourage people to keep studying.
Weird.
I did some lessons in networking, 3months.
They gave me my certificate &put money on my bank account
We get payed if we go to school, it is to encourage people to keep studying.
Weird.
I did some lessons in networking, 3months.
They gave me my certificate &put money on my bank account
Last edited by Ed Dyreen on 30 May 2011 23:52, edited 1 time in total.
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Re: Batch Crossing Over
Yes usually those who teach can not do.
I wouldn't know though my education was payed for, still a waste of money just not my money or anyone else I knew. Apparently the government is good for something. Now about those politics.
Oh I feel the wrath coming now.
I wouldn't know though my education was payed for, still a waste of money just not my money or anyone else I knew. Apparently the government is good for something. Now about those politics.
Oh I feel the wrath coming now.
Re: Batch Crossing Over
The government can be extremely good, our system just isn't good.
Is this still 'Batch Crossing Over' ?
Is this still 'Batch Crossing Over' ?
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Re: Batch Crossing Over
This form is dead general discussion on everything and anything goes of course with a little programming here and there.
Re: Batch Crossing Over
Right well then,
What i've been meaning to ask, if you really know little about batch,
maybe u should go for AutoIT fully. I mean knowing CMD is not gonna earn you a place at microsoft or any organization for that matter. it's only in some very rare circumstances necessary.
AutoIT will allow you to grow much faster. no tricks anymore.
Just an advice, that's all. CMD is usefull if you have a history, like COMMAND.COM .
Then it is a huge improvement. But for you. Well it's fun but then again AutoIT is just more fun in my eyes, & dark basic is the king of fun, but I never have time for it.
I've made a warscene, with tanks in a matrix with treas &fire &shit. But then I lost my data, at that time I didn't realize how important a backup was
But it's easy cause you can start with preprogrammed objects &then add limbs to it.
It is so cool.
I mean just look at it, this is a fully working DARK BASIC program &when you run it you WILL see a sphere at 30frames per sec
What i've been meaning to ask, if you really know little about batch,
maybe u should go for AutoIT fully. I mean knowing CMD is not gonna earn you a place at microsoft or any organization for that matter. it's only in some very rare circumstances necessary.
AutoIT will allow you to grow much faster. no tricks anymore.
Just an advice, that's all. CMD is usefull if you have a history, like COMMAND.COM .
Then it is a huge improvement. But for you. Well it's fun but then again AutoIT is just more fun in my eyes, & dark basic is the king of fun, but I never have time for it.
I've made a warscene, with tanks in a matrix with treas &fire &shit. But then I lost my data, at that time I didn't realize how important a backup was
But it's easy cause you can start with preprogrammed objects &then add limbs to it.
It is so cool.
I mean just look at it, this is a fully working DARK BASIC program &when you run it you WILL see a sphere at 30frames per sec
Code: Select all
Sync On
Sync Rate 30
Make Object Sphere 1,100
Do
Sync
Loop
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Re: Batch Crossing Over
Ed ok then,
All kidding aside I know more than I lead on. Forms like these though seem to bring out the brightest of the bright. The witty banter thrown between minds is just that and nothing more. It's all in good fun. Autoit is fine and I have built many programs using it and understand it to a great extent, I can say that safely. Of course in no business world standards does a language like autoit get used, and you know that. Everyone on these forms is dare I say a the amount of traffic coming through my network every time I bounce on and off this form is obvious even to a beginner. Its not what I believe that's on the screen it's the sound of my machine that tells me when its time to go. My computer has a heartbeat does yours?
All kidding aside I know more than I lead on. Forms like these though seem to bring out the brightest of the bright. The witty banter thrown between minds is just that and nothing more. It's all in good fun. Autoit is fine and I have built many programs using it and understand it to a great extent, I can say that safely. Of course in no business world standards does a language like autoit get used, and you know that. Everyone on these forms is dare I say a the amount of traffic coming through my network every time I bounce on and off this form is obvious even to a beginner. Its not what I believe that's on the screen it's the sound of my machine that tells me when its time to go. My computer has a heartbeat does yours?
Code: Select all
format PE GUI 4.0
entry start
include 'win32a.inc'
include 'opengl.inc'
section '.text' code readable executable
start:
invoke GetModuleHandle,0
mov [wc.hInstance],eax
invoke LoadIcon,0,IDI_APPLICATION
mov [wc.hIcon],eax
invoke LoadCursor,0,IDC_ARROW
mov [wc.hCursor],eax
invoke RegisterClass,wc
invoke CreateWindowEx,0,_class,_title,WS_VISIBLE+WS_OVERLAPPEDWINDOW+WS_CLIPCHILDREN+WS_CLIPSIBLINGS,16,16,432,432,NULL,NULL,[wc.hInstance],NULL
mov [hwnd],eax
msg_loop:
invoke GetMessage,msg,NULL,0,0
or eax,eax
jz end_loop
invoke TranslateMessage,msg
invoke DispatchMessage,msg
jmp msg_loop
end_loop:
invoke ExitProcess,[msg.wParam]
proc WindowProc hwnd,wmsg,wparam,lparam
push ebx esi edi
cmp [wmsg],WM_CREATE
je .wmcreate
cmp [wmsg],WM_SIZE
je .wmsize
cmp [wmsg],WM_PAINT
je .wmpaint
cmp [wmsg],WM_KEYDOWN
je .wmkeydown
cmp [wmsg],WM_DESTROY
je .wmdestroy
.defwndproc:
invoke DefWindowProc,[hwnd],[wmsg],[wparam],[lparam]
jmp .finish
.wmcreate:
invoke GetDC,[hwnd]
mov [hdc],eax
mov edi,pfd
mov ecx,sizeof.PIXELFORMATDESCRIPTOR shr 2
xor eax,eax
rep stosd
mov [pfd.nSize],sizeof.PIXELFORMATDESCRIPTOR
mov [pfd.nVersion],1
mov [pfd.dwFlags],PFD_SUPPORT_OPENGL+PFD_DOUBLEBUFFER+PFD_DRAW_TO_WINDOW
mov [pfd.iLayerType],PFD_MAIN_PLANE
mov [pfd.iPixelType],PFD_TYPE_RGBA
mov [pfd.cColorBits],16
mov [pfd.cDepthBits],16
mov [pfd.cAccumBits],0
mov [pfd.cStencilBits],0
invoke ChoosePixelFormat,[hdc],pfd
invoke SetPixelFormat,[hdc],eax,pfd
invoke wglCreateContext,[hdc]
mov [hrc],eax
invoke wglMakeCurrent,[hdc],[hrc]
invoke GetClientRect,[hwnd],rc
invoke glViewport,0,0,[rc.right],[rc.bottom]
invoke GetTickCount
mov [clock],eax
xor eax,eax
jmp .finish
.wmsize:
invoke GetClientRect,[hwnd],rc
invoke glViewport,0,0,[rc.right],[rc.bottom]
xor eax,eax
jmp .finish
.wmpaint:
invoke GetTickCount
sub eax,[clock]
cmp eax,10
jb .animation_ok
add [clock],eax
invoke glRotatef,[theta],0.0,0.0,1.0
.animation_ok:
invoke glClear,GL_COLOR_BUFFER_BIT
invoke glBegin,GL_QUADS
invoke glColor3f,1.0,0.1,0.1
invoke glVertex3f,-0.6,-0.6,0.0
invoke glColor3f,0.1,0.1,0.1
invoke glVertex3f,0.6,-0.6,0.0
invoke glColor3f,0.1,0.1,1.0
invoke glVertex3f,0.6,0.6,0.0
invoke glColor3f,1.0,0.1,1.0
invoke glVertex3f,-0.6,0.6,0.0
invoke glEnd
invoke SwapBuffers,[hdc]
xor eax,eax
jmp .finish
.wmkeydown:
cmp [wparam],VK_ESCAPE
jne .defwndproc
.wmdestroy:
invoke wglMakeCurrent,0,0
invoke wglDeleteContext,[hrc]
invoke ReleaseDC,[hwnd],[hdc]
invoke PostQuitMessage,0
xor eax,eax
.finish:
pop edi esi ebx
ret
endp
section '.data' data readable writeable
_title db 'OpenGL example',0
_class db 'FASMOPENGL32',0
theta GLfloat 0.6
wc WNDCLASS 0,WindowProc,0,0,NULL,NULL,NULL,NULL,NULL,_class
hwnd dd ?
hdc dd ?
hrc dd ?
msg MSG
rc RECT
pfd PIXELFORMATDESCRIPTOR
clock dd ?
section '.idata' import data readable writeable
library kernel,'KERNEL32.DLL',\
user,'USER32.DLL',\
gdi,'GDI32.DLL',\
opengl,'OPENGL32.DLL',\
glu,'GLU32.DLL'
import kernel,\
GetModuleHandle,'GetModuleHandleA',\
GetTickCount,'GetTickCount',\
ExitProcess,'ExitProcess'
import user,\
RegisterClass,'RegisterClassA',\
CreateWindowEx,'CreateWindowExA',\
DefWindowProc,'DefWindowProcA',\
GetMessage,'GetMessageA',\
TranslateMessage,'TranslateMessage',\
DispatchMessage,'DispatchMessageA',\
LoadCursor,'LoadCursorA',\
LoadIcon,'LoadIconA',\
GetClientRect,'GetClientRect',\
GetDC,'GetDC',\
ReleaseDC,'ReleaseDC',\
PostQuitMessage,'PostQuitMessage'
import gdi,\
ChoosePixelFormat,'ChoosePixelFormat',\
SetPixelFormat,'SetPixelFormat',\
SwapBuffers,'SwapBuffers'
import opengl,\
glAccum,'glAccum',\
glAlphaFunc,'glAlphaFunc',\
glAreTexturesResident,'glAreTexturesResident',\
glArrayElement,'glArrayElement',\
glBegin,'glBegin',\
glBindTexture,'glBindTexture',\
glBitmap,'glBitmap',\
glBlendFunc,'glBlendFunc',\
glCallList,'glCallList',\
glCallLists,'glCallLists',\
glClear,'glClear',\
glClearAccum,'glClearAccum',\
glClearColor,'glClearColor',\
glClearDepth,'glClearDepth',\
glClearIndex,'glClearIndex',\
glClearStencil,'glClearStencil',\
glClipPlane,'glClipPlane',\
glColor3b,'glColor3b',\
glColor3bv,'glColor3bv',\
glColor3d,'glColor3d',\
glColor3dv,'glColor3dv',\
glColor3f,'glColor3f',\
glColor3fv,'glColor3fv',\
glColor3i,'glColor3i',\
glColor3iv,'glColor3iv',\
glColor3s,'glColor3s',\
glColor3sv,'glColor3sv',\
glColor3ub,'glColor3ub',\
glColor3ubv,'glColor3ubv',\
glColor3ui,'glColor3ui',\
glColor3uiv,'glColor3uiv',\
glColor3us,'glColor3us',\
glColor3usv,'glColor3usv',\
glColor4b,'glColor4b',\
glColor4bv,'glColor4bv',\
glColor4d,'glColor4d',\
glColor4dv,'glColor4dv',\
glColor4f,'glColor4f',\
glColor4fv,'glColor4fv',\
glColor4i,'glColor4i',\
glColor4iv,'glColor4iv',\
glColor4s,'glColor4s',\
glColor4sv,'glColor4sv',\
glColor4ub,'glColor4ub',\
glColor4ubv,'glColor4ubv',\
glColor4ui,'glColor4ui',\
glColor4uiv,'glColor4uiv',\
glColor4us,'glColor4us',\
glColor4usv,'glColor4usv',\
glColorMask,'glColorMask',\
glColorMaterial,'glColorMaterial',\
glColorPointer,'glColorPointer',\
glCopyPixels,'glCopyPixels',\
glCopyTexImage1D,'glCopyTexImage1D',\
glCopyTexImage2D,'glCopyTexImage2D',\
glCopyTexSubImage1D,'glCopyTexSubImage1D',\
glCopyTexSubImage2D,'glCopyTexSubImage2D',\
glCullFace,'glCullFace',\
glDeleteLists,'glDeleteLists',\
glDeleteTextures,'glDeleteTextures',\
glDepthFunc,'glDepthFunc',\
glDepthMask,'glDepthMask',\
glDepthRange,'glDepthRange',\
glDisable,'glDisable',\
glDisableClientState,'glDisableClientState',\
glDrawArrays,'glDrawArrays',\
glDrawBuffer,'glDrawBuffer',\
glDrawElements,'glDrawElements',\
glDrawPixels,'glDrawPixels',\
glEdgeFlag,'glEdgeFlag',\
glEdgeFlagPointer,'glEdgeFlagPointer',\
glEdgeFlagv,'glEdgeFlagv',\
glEnable,'glEnable',\
glEnableClientState,'glEnableClientState',\
glEnd,'glEnd',\
glEndList,'glEndList',\
glEvalCoord1d,'glEvalCoord1d',\
glEvalCoord1dv,'glEvalCoord1dv',\
glEvalCoord1f,'glEvalCoord1f',\
glEvalCoord1fv,'glEvalCoord1fv',\
glEvalCoord2d,'glEvalCoord2d',\
glEvalCoord2dv,'glEvalCoord2dv',\
glEvalCoord2f,'glEvalCoord2f',\
glEvalCoord2fv,'glEvalCoord2fv',\
glEvalMesh1,'glEvalMesh1',\
glEvalMesh2,'glEvalMesh2',\
glEvalPoint1,'glEvalPoint1',\
glEvalPoint2,'glEvalPoint2',\
glFeedbackBuffer,'glFeedbackBuffer',\
glFinish,'glFinish',\
glFlush,'glFlush',\
glFogf,'glFogf',\
glFogfv,'glFogfv',\
glFogi,'glFogi',\
glFogiv,'glFogiv',\
glFrontFace,'glFrontFace',\
glFrustum,'glFrustum',\
glGenLists,'glGenLists',\
glGenTextures,'glGenTextures',\
glGetBooleanv,'glGetBooleanv',\
glGetClipPlane,'glGetClipPlane',\
glGetDoublev,'glGetDoublev',\
glGetError,'glGetError',\
glGetFloatv,'glGetFloatv',\
glGetIntegerv,'glGetIntegerv',\
glGetLightfv,'glGetLightfv',\
glGetLightiv,'glGetLightiv',\
glGetMapdv,'glGetMapdv',\
glGetMapfv,'glGetMapfv',\
glGetMapiv,'glGetMapiv',\
glGetMaterialfv,'glGetMaterialfv',\
glGetMaterialiv,'glGetMaterialiv',\
glGetPixelMapfv,'glGetPixelMapfv',\
glGetPixelMapuiv,'glGetPixelMapuiv',\
glGetPixelMapusv,'glGetPixelMapusv',\
glGetPointerv,'glGetPointerv',\
glGetPolygonStipple,'glGetPolygonStipple',\
glGetString,'glGetString',\
glGetTexEnvfv,'glGetTexEnvfv',\
glGetTexEnviv,'glGetTexEnviv',\
glGetTexGendv,'glGetTexGendv',\
glGetTexGenfv,'glGetTexGenfv',\
glGetTexGeniv,'glGetTexGeniv',\
glGetTexImage,'glGetTexImage',\
glGetTexLevelParameterfv,'glGetTexLevelParameterfv',\
glGetTexLevelParameteriv,'glGetTexLevelParameteriv',\
glGetTexParameterfv,'glGetTexParameterfv',\
glGetTexParameteriv,'glGetTexParameteriv',\
glHint,'glHint',\
glIndexMask,'glIndexMask',\
glIndexPointer,'glIndexPointer',\
glIndexd,'glIndexd',\
glIndexdv,'glIndexdv',\
glIndexf,'glIndexf',\
glIndexfv,'glIndexfv',\
glIndexi,'glIndexi',\
glIndexiv,'glIndexiv',\
glIndexs,'glIndexs',\
glIndexsv,'glIndexsv',\
glIndexub,'glIndexub',\
glIndexubv,'glIndexubv',\
glInitNames,'glInitNames',\
glInterleavedArrays,'glInterleavedArrays',\
glIsEnabled,'glIsEnabled',\
glIsList,'glIsList',\
glIsTexture,'glIsTexture',\
glLightModelf,'glLightModelf',\
glLightModelfv,'glLightModelfv',\
glLightModeli,'glLightModeli',\
glLightModeliv,'glLightModeliv',\
glLightf,'glLightf',\
glLightfv,'glLightfv',\
glLighti,'glLighti',\
glLightiv,'glLightiv',\
glLineStipple,'glLineStipple',\
glLineWidth,'glLineWidth',\
glListBase,'glListBase',\
glLoadIdentity,'glLoadIdentity',\
glLoadMatrixd,'glLoadMatrixd',\
glLoadMatrixf,'glLoadMatrixf',\
glLoadName,'glLoadName',\
glLogicOp,'glLogicOp',\
glMap1d,'glMap1d',\
glMap1f,'glMap1f',\
glMap2d,'glMap2d',\
glMap2f,'glMap2f',\
glMapGrid1d,'glMapGrid1d',\
glMapGrid1f,'glMapGrid1f',\
glMapGrid2d,'glMapGrid2d',\
glMapGrid2f,'glMapGrid2f',\
glMaterialf,'glMaterialf',\
glMaterialfv,'glMaterialfv',\
glMateriali,'glMateriali',\
glMaterialiv,'glMaterialiv',\
glMatrixMode,'glMatrixMode',\
glMultMatrixd,'glMultMatrixd',\
glMultMatrixf,'glMultMatrixf',\
glNewList,'glNewList',\
glNormal3b,'glNormal3b',\
glNormal3bv,'glNormal3bv',\
glNormal3d,'glNormal3d',\
glNormal3dv,'glNormal3dv',\
glNormal3f,'glNormal3f',\
glNormal3fv,'glNormal3fv',\
glNormal3i,'glNormal3i',\
glNormal3iv,'glNormal3iv',\
glNormal3s,'glNormal3s',\
glNormal3sv,'glNormal3sv',\
glNormalPointer,'glNormalPointer',\
glOrtho,'glOrtho',\
glPassThrough,'glPassThrough',\
glPixelMapfv,'glPixelMapfv',\
glPixelMapuiv,'glPixelMapuiv',\
glPixelMapusv,'glPixelMapusv',\
glPixelStoref,'glPixelStoref',\
glPixelStorei,'glPixelStorei',\
glPixelTransferf,'glPixelTransferf',\
glPixelTransferi,'glPixelTransferi',\
glPixelZoom,'glPixelZoom',\
glPointSize,'glPointSize',\
glPolygonMode,'glPolygonMode',\
glPolygonOffset,'glPolygonOffset',\
glPolygonStipple,'glPolygonStipple',\
glPopAttrib,'glPopAttrib',\
glPopClientAttrib,'glPopClientAttrib',\
glPopMatrix,'glPopMatrix',\
glPopName,'glPopName',\
glPrioritizeTextures,'glPrioritizeTextures',\
glPushAttrib,'glPushAttrib',\
glPushClientAttrib,'glPushClientAttrib',\
glPushMatrix,'glPushMatrix',\
glPushName,'glPushName',\
glRasterPos2d,'glRasterPos2d',\
glRasterPos2dv,'glRasterPos2dv',\
glRasterPos2f,'glRasterPos2f',\
glRasterPos2fv,'glRasterPos2fv',\
glRasterPos2i,'glRasterPos2i',\
glRasterPos2iv,'glRasterPos2iv',\
glRasterPos2s,'glRasterPos2s',\
glRasterPos2sv,'glRasterPos2sv',\
glRasterPos3d,'glRasterPos3d',\
glRasterPos3dv,'glRasterPos3dv',\
glRasterPos3f,'glRasterPos3f',\
glRasterPos3fv,'glRasterPos3fv',\
glRasterPos3i,'glRasterPos3i',\
glRasterPos3iv,'glRasterPos3iv',\
glRasterPos3s,'glRasterPos3s',\
glRasterPos3sv,'glRasterPos3sv',\
glRasterPos4d,'glRasterPos4d',\
glRasterPos4dv,'glRasterPos4dv',\
glRasterPos4f,'glRasterPos4f',\
glRasterPos4fv,'glRasterPos4fv',\
glRasterPos4i,'glRasterPos4i',\
glRasterPos4iv,'glRasterPos4iv',\
glRasterPos4s,'glRasterPos4s',\
glRasterPos4sv,'glRasterPos4sv',\
glReadBuffer,'glReadBuffer',\
glReadPixels,'glReadPixels',\
glRectd,'glRectd',\
glRectdv,'glRectdv',\
glRectf,'glRectf',\
glRectfv,'glRectfv',\
glRecti,'glRecti',\
glRectiv,'glRectiv',\
glRects,'glRects',\
glRectsv,'glRectsv',\
glRenderMode,'glRenderMode',\
glRotated,'glRotated',\
glRotatef,'glRotatef',\
glScaled,'glScaled',\
glScalef,'glScalef',\
glScissor,'glScissor',\
glSelectBuffer,'glSelectBuffer',\
glShadeModel,'glShadeModel',\
glStencilFunc,'glStencilFunc',\
glStencilMask,'glStencilMask',\
glStencilOp,'glStencilOp',\
glTexCoord1d,'glTexCoord1d',\
glTexCoord1dv,'glTexCoord1dv',\
glTexCoord1f,'glTexCoord1f',\
glTexCoord1fv,'glTexCoord1fv',\
glTexCoord1i,'glTexCoord1i',\
glTexCoord1iv,'glTexCoord1iv',\
glTexCoord1s,'glTexCoord1s',\
glTexCoord1sv,'glTexCoord1sv',\
glTexCoord2d,'glTexCoord2d',\
glTexCoord2dv,'glTexCoord2dv',\
glTexCoord2f,'glTexCoord2f',\
glTexCoord2fv,'glTexCoord2fv',\
glTexCoord2i,'glTexCoord2i',\
glTexCoord2iv,'glTexCoord2iv',\
glTexCoord2s,'glTexCoord2s',\
glTexCoord2sv,'glTexCoord2sv',\
glTexCoord3d,'glTexCoord3d',\
glTexCoord3dv,'glTexCoord3dv',\
glTexCoord3f,'glTexCoord3f',\
glTexCoord3fv,'glTexCoord3fv',\
glTexCoord3i,'glTexCoord3i',\
glTexCoord3iv,'glTexCoord3iv',\
glTexCoord3s,'glTexCoord3s',\
glTexCoord3sv,'glTexCoord3sv',\
glTexCoord4d,'glTexCoord4d',\
glTexCoord4dv,'glTexCoord4dv',\
glTexCoord4f,'glTexCoord4f',\
glTexCoord4fv,'glTexCoord4fv',\
glTexCoord4i,'glTexCoord4i',\
glTexCoord4iv,'glTexCoord4iv',\
glTexCoord4s,'glTexCoord4s',\
glTexCoord4sv,'glTexCoord4sv',\
glTexCoordPointer,'glTexCoordPointer',\
glTexEnvf,'glTexEnvf',\
glTexEnvfv,'glTexEnvfv',\
glTexEnvi,'glTexEnvi',\
glTexEnviv,'glTexEnviv',\
glTexGend,'glTexGend',\
glTexGendv,'glTexGendv',\
glTexGenf,'glTexGenf',\
glTexGenfv,'glTexGenfv',\
glTexGeni,'glTexGeni',\
glTexGeniv,'glTexGeniv',\
glTexImage1D,'glTexImage1D',\
glTexImage2D,'glTexImage2D',\
glTexParameterf,'glTexParameterf',\
glTexParameterfv,'glTexParameterfv',\
glTexParameteri,'glTexParameteri',\
glTexParameteriv,'glTexParameteriv',\
glTexSubImage1D,'glTexSubImage1D',\
glTexSubImage2D,'glTexSubImage2D',\
glTranslated,'glTranslated',\
glTranslatef,'glTranslatef',\
glVertex2d,'glVertex2d',\
glVertex2dv,'glVertex2dv',\
glVertex2f,'glVertex2f',\
glVertex2fv,'glVertex2fv',\
glVertex2i,'glVertex2i',\
glVertex2iv,'glVertex2iv',\
glVertex2s,'glVertex2s',\
glVertex2sv,'glVertex2sv',\
glVertex3d,'glVertex3d',\
glVertex3dv,'glVertex3dv',\
glVertex3f,'glVertex3f',\
glVertex3fv,'glVertex3fv',\
glVertex3i,'glVertex3i',\
glVertex3iv,'glVertex3iv',\
glVertex3s,'glVertex3s',\
glVertex3sv,'glVertex3sv',\
glVertex4d,'glVertex4d',\
glVertex4dv,'glVertex4dv',\
glVertex4f,'glVertex4f',\
glVertex4fv,'glVertex4fv',\
glVertex4i,'glVertex4i',\
glVertex4iv,'glVertex4iv',\
glVertex4s,'glVertex4s',\
glVertex4sv,'glVertex4sv',\
glVertexPointer,'glVertexPointer',\
glViewport,'glViewport',\
wglGetProcAddress,'wglGetProcAddress',\
wglCopyContext,'wglCopyContext',\
wglCreateContext,'wglCreateContext',\
wglCreateLayerContext,'wglCreateLayerContext',\
wglDeleteContext,'wglDeleteContext',\
wglDescribeLayerPlane,'wglDescribeLayerPlane',\
wglGetCurrentContext,'wglGetCurrentContext',\
wglGetCurrentDC,'wglGetCurrentDC',\
wglGetLayerPaletteEntries,'wglGetLayerPaletteEntries',\
wglMakeCurrent,'wglMakeCurrent',\
wglRealizeLayerPalette,'wglRealizeLayerPalette',\
wglSetLayerPaletteEntries,'wglSetLayerPaletteEntries',\
wglShareLists,'wglShareLists',\
wglSwapLayerBuffers,'wglSwapLayerBuffers',\
wglSwapMultipleBuffers,'wglSwapMultipleBuffers',\
wglUseFontBitmapsA,'wglUseFontBitmapsA',\
wglUseFontOutlinesA,'wglUseFontOutlinesA',\
wglUseFontBitmapsW,'wglUseFontBitmapsW',\
wglUseFontOutlinesW,'wglUseFontOutlinesW',\
glDrawRangeElements,'glDrawRangeElements',\
glTexImage3D,'glTexImage3D',\
glBlendColor,'glBlendColor',\
glBlendEquation,'glBlendEquation',\
glColorSubTable,'glColorSubTable',\
glCopyColorSubTable,'glCopyColorSubTable',\
glColorTable,'glColorTable',\
glCopyColorTable,'glCopyColorTable',\
glColorTableParameteriv,'glColorTableParameteriv',\
glColorTableParameterfv,'glColorTableParameterfv',\
glGetColorTable,'glGetColorTable',\
glGetColorTableParameteriv,'glGetColorTableParameteriv',\
glGetColorTableParameterfv,'glGetColorTableParameterfv',\
glConvolutionFilter1D,'glConvolutionFilter1D',\
glConvolutionFilter2D,'glConvolutionFilter2D',\
glCopyConvolutionFilter1D,'glCopyConvolutionFilter1D',\
glCopyConvolutionFilter2D,'glCopyConvolutionFilter2D',\
glGetConvolutionFilter,'glGetConvolutionFilter',\
glSeparableFilter2D,'glSeparableFilter2D',\
glGetSeparableFilter,'glGetSeparableFilter',\
glConvolutionParameteri,'glConvolutionParameteri',\
glConvolutionParameteriv,'glConvolutionParameteriv',\
glConvolutionParameterf,'glConvolutionParameterf',\
glConvolutionParameterfv,'glConvolutionParameterfv',\
glGetConvolutionParameteriv,'glGetConvolutionParameteriv',\
glGetConvolutionParameterfv,'glGetConvolutionParameterfv',\
glHistogram,'glHistogram',\
glResetHistogram,'glResetHistogram',\
glGetHistogram,'glGetHistogram',\
glGetHistogramParameteriv,'glGetHistogramParameteriv',\
glGetHistogramParameterfv,'glGetHistogramParameterfv',\
glMinmax,'glMinmax',\
glResetMinmax,'glResetMinmax',\
glGetMinmax,'glGetMinmax',\
glGetMinmaxParameteriv,'glGetMinmaxParameteriv',\
glGetMinmaxParameterfv,'glGetMinmaxParameterfv'
import glu,\
gluBeginCurve,'gluBeginCurve',\
gluBeginPolygon,'gluBeginPolygon',\
gluBeginSurface,'gluBeginSurface',\
gluBeginTrim,'gluBeginTrim',\
gluBuild1DMipmaps,'gluBuild1DMipmaps',\
gluBuild2DMipmaps,'gluBuild2DMipmaps',\
gluCylinder,'gluCylinder',\
gluDeleteNurbsRenderer,'gluDeleteNurbsRenderer',\
gluDeleteQuadric,'gluDeleteQuadric',\
gluDeleteTess,'gluDeleteTess',\
gluDisk,'gluDisk',\
gluEndCurve,'gluEndCurve',\
gluEndPolygon,'gluEndPolygon',\
gluEndSurface,'gluEndSurface',\
gluEndTrim,'gluEndTrim',\
gluErrorString,'gluErrorString',\
gluGetNurbsProperty,'gluGetNurbsProperty',\
gluGetString,'gluGetString',\
gluGetTessProperty,'gluGetTessProperty',\
gluLoadSamplingMatrices,'gluLoadSamplingMatrices',\
gluLookAt,'gluLookAt',\
gluNewNurbsRenderer,'gluNewNurbsRenderer',\
gluNewQuadric,'gluNewQuadric',\
gluNewTess,'gluNewTess',\
gluNextContour,'gluNextContour',\
gluNurbsCallback,'gluNurbsCallback',\
gluNurbsCurve,'gluNurbsCurve',\
gluNurbsProperty,'gluNurbsProperty',\
gluNurbsSurface,'gluNurbsSurface',\
gluOrtho2D,'gluOrtho2D',\
gluPartialDisk,'gluPartialDisk',\
gluPerspective,'gluPerspective',\
gluPickMatrix,'gluPickMatrix',\
gluProject,'gluProject',\
gluPwlCurve,'gluPwlCurve',\
gluQuadricCallback,'gluQuadricCallback',\
gluQuadricDrawStyle,'gluQuadricDrawStyle',\
gluQuadricNormals,'gluQuadricNormals',\
gluQuadricOrientation,'gluQuadricOrientation',\
gluQuadricTexture,'gluQuadricTexture',\
gluScaleImage,'gluScaleImage',\
gluSphere,'gluSphere',\
gluTessBeginContour,'gluTessBeginContour',\
gluTessBeginPolygon,'gluTessBeginPolygon',\
gluTessCallback,'gluTessCallback',\
gluTessEndContour,'gluTessEndContour',\
gluTessEndPolygon,'gluTessEndPolygon',\
gluTessNormal,'gluTessNormal',\
gluTessProperty,'gluTessProperty',\
gluTessVertex,'gluTessVertex',\
gluUnProject,'gluUnProject'