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#!/usr/bin/env python
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import sys
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import math
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from qt import *
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from qtgl import *
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from OpenGL.GL import *
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def gear(inner_radius,outer_radius,width,teeth,tooth_depth):
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r0 = inner_radius
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r1 = outer_radius - tooth_depth/2.0
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r2 = outer_radius + tooth_depth/2.0
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da = 2.0*math.pi/teeth/4.0
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glShadeModel(GL_FLAT)
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glNormal3f(0.0,0.0,1.0)
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# draw front face
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glBegin(GL_QUAD_STRIP)
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for i in range(teeth+1):
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angle = i * 2.0*math.pi/teeth
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glVertex3f(r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
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glVertex3f(r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
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glVertex3f(r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
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glVertex3f(r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
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glEnd()
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# draw front sides of teeth
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da = 2.0*math.pi/teeth/4.0
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glBegin(GL_QUADS)
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for i in range(teeth):
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angle = i*2.0*math.pi/teeth
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glVertex3f( r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
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glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), width*0.5 )
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glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), width*0.5 )
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glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
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glEnd()
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glNormal3f( 0.0, 0.0, -1.0 )
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# draw back face
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glBegin( GL_QUAD_STRIP )
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for i in range(teeth+1):
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angle = i*2.0*math.pi/teeth
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glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
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glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
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glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
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glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
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glEnd()
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# draw back sides of teeth
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da = 2.0*math.pi/teeth/4.0
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glBegin( GL_QUADS )
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for i in range(teeth):
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angle = i*2.0*math.pi/teeth
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glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
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glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), -width*0.5 )
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glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), -width*0.5 )
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glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
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glEnd()
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# draw outward faces of teeth
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glBegin( GL_QUAD_STRIP )
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for i in range(teeth):
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angle = i*2.0*math.pi/teeth
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glVertex3f( r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
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glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
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u = r2*math.cos(angle+da) - r1*math.cos(angle)
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v = r2*math.sin(angle+da) - r1*math.sin(angle)
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len = math.sqrt( u*u + v*v )
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u /= len
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v /= len
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glNormal3f( v, -u, 0.0 )
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glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), width*0.5 )
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glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), -width*0.5 )
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glNormal3f( math.cos(angle), math.sin(angle), 0.0 )
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glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), width*0.5 )
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glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), -width*0.5 )
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u = r1*math.cos(angle+3*da) - r2*math.cos(angle+2*da)
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v = r1*math.sin(angle+3*da) - r2*math.sin(angle+2*da)
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glNormal3f( v, -u, 0.0 )
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glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
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glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
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glNormal3f( math.cos(angle), math.sin(angle), 0.0 )
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glVertex3f( r1*math.cos(0.0), r1*math.sin(0.0), width*0.5 )
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glVertex3f( r1*math.cos(0.0), r1*math.sin(0.0), -width*0.5 )
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glEnd()
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glShadeModel (GL_SMOOTH)
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# draw inside radius cylinder
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glBegin( GL_QUAD_STRIP )
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for i in range(teeth+1):
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angle = i * 2.0*math.pi / teeth
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glNormal3f( -math.cos(angle), -math.sin(angle), 0.0 )
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glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
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glVertex3f( r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
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glEnd()
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##############################################################################
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class GearWidget(TQGLWidget):
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def __init__(self,parent=None,name=None):
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TQGLWidget.__init__(self,parent,name)
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self.angle=0.0
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self.view_rotx=0.0
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self.view_roty=0.0
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self.view_rotz=0.0
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self.startTimer(10)
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def timerEvent(self,event):
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self.updateGL()
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def paintGL(self):
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self.angle = self.angle + 2.0
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self.view_rotx = self.view_rotx + 1.0
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self.view_roty = self.view_roty + 3.0
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self.view_rotz = self.view_rotz + 2.0
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
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glPushMatrix()
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glRotatef( self.view_rotx, 1.0, 0.0, 0.0 )
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glRotatef( self.view_roty, 0.0, 1.0, 0.0 )
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glRotatef( self.view_rotz, 0.0, 0.0, 1.0 )
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glPushMatrix()
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glTranslatef( -3.0, -2.0, 0.0 )
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glRotatef( self.angle, 0.0, 0.0, 1.0 )
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glCallList(self.gear1)
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glPopMatrix()
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glPushMatrix()
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glTranslatef( 3.1, -2.0, 0.0 )
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glRotatef( -2.0*self.angle-9.0, 0.0, 0.0, 1.0 )
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glCallList(self.gear2)
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glPopMatrix()
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glPushMatrix()
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glTranslatef( -3.1, 2.2, -1.8 )
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glRotatef( 90.0, 1.0, 0.0, 0.0 )
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glRotatef( 2.0*self.angle-2.0, 0.0, 0.0, 1.0 )
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glCallList(self.gear3)
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glPopMatrix()
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glPopMatrix()
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def resizeGL(self,width,height):
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w = width / float(height)
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h = 1.0
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glViewport( 0, 0, width, height )
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glFrustum( -w, w, -h, h, 5.0, 60.0 )
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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glTranslatef( 0.0, 0.0, -40.0 )
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def initializeGL(self):
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pos=(5.0, 5.0, 10.0, 1.0 )
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ared=(0.8, 0.1, 0.0, 1.0 )
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agreen=(0.0, 0.8, 0.2, 1.0 )
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ablue=(0.2, 0.2, 1.0, 1.0 )
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glLightfv(GL_LIGHT0,GL_POSITION,pos)
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glEnable(GL_CULL_FACE)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glEnable(GL_DEPTH_TEST)
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self.gear1=glGenLists(1)
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glNewList(self.gear1,GL_COMPILE)
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glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,ared)
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gear(1.0,4.0,1.0,20,0.7)
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glEndList()
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self.gear2=glGenLists(1)
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glNewList(self.gear2,GL_COMPILE)
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glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,agreen)
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gear(0.5,2.0,2.0,10,0.7)
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glEndList()
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self.gear3=glGenLists(1)
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glNewList(self.gear3,GL_COMPILE)
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glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,ablue)
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gear(1.3,2.0,0.5,10,0.7)
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glEndList()
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glEnable(GL_NORMALIZE)
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##############################################################################
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if __name__=='__main__':
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TQApplication.setColorSpec(TQApplication.CustomColor)
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app=TQApplication(sys.argv)
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if not TQGLFormat.hasOpenGL():
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raise 'No TQt OpenGL support.'
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widget=GearWidget()
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app.setMainWidget(widget)
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widget.show()
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app.exec_loop()
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