<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://mediawiki.zeropage.org/index.php?action=history&amp;feed=atom&amp;title=3DGraphicsFoundation%2FINSU%2FSolarSystem</id>
	<title>3DGraphicsFoundation/INSU/SolarSystem - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://mediawiki.zeropage.org/index.php?action=history&amp;feed=atom&amp;title=3DGraphicsFoundation%2FINSU%2FSolarSystem"/>
	<link rel="alternate" type="text/html" href="https://mediawiki.zeropage.org/index.php?title=3DGraphicsFoundation/INSU/SolarSystem&amp;action=history"/>
	<updated>2026-05-14T18:43:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.8</generator>
	<entry>
		<id>https://mediawiki.zeropage.org/index.php?title=3DGraphicsFoundation/INSU/SolarSystem&amp;diff=26766&amp;oldid=prev</id>
		<title>imported&gt;Unknown at 05:22, 7 February 2021</title>
		<link rel="alternate" type="text/html" href="https://mediawiki.zeropage.org/index.php?title=3DGraphicsFoundation/INSU/SolarSystem&amp;diff=26766&amp;oldid=prev"/>
		<updated>2021-02-07T05:22:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt; &lt;br /&gt;
 #include &amp;amp;lt;windows.h&amp;amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;gl\gl.h&amp;amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;gl\glu.h&amp;amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;gl\glaux.h&amp;amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 static LPCTSTR lpszAppName = &amp;quot;Solar System&amp;quot;;&lt;br /&gt;
 static HINSTANCE hInstance;&lt;br /&gt;
 &lt;br /&gt;
 GLfloat whiteLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };&lt;br /&gt;
 GLfloat sourceLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };&lt;br /&gt;
 GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };&lt;br /&gt;
 &lt;br /&gt;
 float xRot = 0.0f;&lt;br /&gt;
 float yRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 inline void glRGB(int x, int y, int z)&lt;br /&gt;
 {&lt;br /&gt;
 	glColor3ub((GLubyte)x, (GLubyte)y, (GLubyte)z);&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);&lt;br /&gt;
 &lt;br /&gt;
 // 템플릿 //&lt;br /&gt;
 void SetDCPixelFormat(HDC hDC)&lt;br /&gt;
 {&lt;br /&gt;
 	int nPixelFormat;&lt;br /&gt;
 &lt;br /&gt;
 	static PIXELFORMATDESCRIPTOR pfd = {&lt;br /&gt;
 		sizeof(PIXELFORMATDESCRIPTOR),  // Size of this structure&lt;br /&gt;
 		1,                                                              // Version of this structure    &lt;br /&gt;
 		PFD_DRAW_TO_WINDOW |                    // Draw to Window (not to bitmap)&lt;br /&gt;
 		PFD_SUPPORT_OPENGL |					// Support OpenGL calls in window&lt;br /&gt;
 		PFD_DOUBLEBUFFER,                       // Double buffered&lt;br /&gt;
 		PFD_TYPE_RGBA,                          // RGBA Color mode&lt;br /&gt;
 		24,                                     // Want 24bit color &lt;br /&gt;
 		0,0,0,0,0,0,                            // Not used to select mode&lt;br /&gt;
 		0,0,                                    // Not used to select mode&lt;br /&gt;
 		0,0,0,0,0,                              // Not used to select mode&lt;br /&gt;
 		32,                                     // Size of depth buffer&lt;br /&gt;
 		0,                                      // Not used to select mode&lt;br /&gt;
 		0,                                      // Not used to select mode&lt;br /&gt;
 		PFD_MAIN_PLANE,                         // Draw in main plane&lt;br /&gt;
 		0,                                      // Not used to select mode&lt;br /&gt;
 		0,0,0 };                                // Not used to select mode&lt;br /&gt;
 &lt;br /&gt;
 	// Choose a pixel format that best matches that described in pfd&lt;br /&gt;
 	nPixelFormat = ChoosePixelFormat(hDC, &amp;amp;amp;pfd);&lt;br /&gt;
 &lt;br /&gt;
 	// Set the pixel format for the device context&lt;br /&gt;
 	SetPixelFormat(hDC, nPixelFormat, &amp;amp;amp;pfd);&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 void ChangeSize(GLsizei w, GLsizei h)&lt;br /&gt;
 {&lt;br /&gt;
 	if(h == 0)&lt;br /&gt;
 		h = 1;&lt;br /&gt;
 &lt;br /&gt;
 	// Set Viewport to window dimensions&lt;br /&gt;
     glViewport(0, 0, w, h);&lt;br /&gt;
 &lt;br /&gt;
 	// Calculate aspect ratio of the window&lt;br /&gt;
 	GLfloat fAspect = (GLfloat)w/(GLfloat)h;&lt;br /&gt;
 &lt;br /&gt;
 	// Set the perspective coordinate system&lt;br /&gt;
 	glMatrixMode(GL_PROJECTION);&lt;br /&gt;
 	glLoadIdentity();&lt;br /&gt;
 &lt;br /&gt;
 	// field of view of 45 degrees, near and far planes 1.0 and 425&lt;br /&gt;
 	gluPerspective(45.0f, fAspect, 1.0, 425.0);&lt;br /&gt;
 &lt;br /&gt;
 	// Modelview matrix reset&lt;br /&gt;
 	glMatrixMode(GL_MODELVIEW);&lt;br /&gt;
 	glLoadIdentity();&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 // 템플릿 끝 //&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 void SetupRC()&lt;br /&gt;
 {&lt;br /&gt;
 	glEnable(GL_DEPTH_TEST);&lt;br /&gt;
 	glFrontFace(GL_CCW);&lt;br /&gt;
 	glEnable(GL_CULL_FACE);&lt;br /&gt;
 &lt;br /&gt;
 	glEnable(GL_LIGHTING);&lt;br /&gt;
 &lt;br /&gt;
 	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteLight);&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_DIFFUSE, sourceLight);&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glEnable(GL_LIGHT0);&lt;br /&gt;
 &lt;br /&gt;
 	glEnable(GL_COLOR_MATERIAL);&lt;br /&gt;
 &lt;br /&gt;
 	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);&lt;br /&gt;
 &lt;br /&gt;
 	glShadeModel(GL_SMOOTH);&lt;br /&gt;
 	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);&lt;br /&gt;
 	glClearDepth(1.0f);&lt;br /&gt;
 	glEnable(GL_DEPTH_TEST);&lt;br /&gt;
 	glDepthFunc(GL_LEQUAL);&lt;br /&gt;
 &lt;br /&gt;
 	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 void RenderScene()&lt;br /&gt;
 {&lt;br /&gt;
 	static float fFar = -300.0f;&lt;br /&gt;
 	static float fMoonRot = 0.0f;&lt;br /&gt;
 	static float fVenusRot = 0.0f;&lt;br /&gt;
 	static float fEarthRot = 0.0f;&lt;br /&gt;
 	static float fMercuryRot = 0.0f;&lt;br /&gt;
 	static float fMarsRot = 0.0f;&lt;br /&gt;
 	static float fJupiterRot = 0.0f;&lt;br /&gt;
 	static float fSaturnRot = 0.0f;&lt;br /&gt;
 	static float fUranusRot = 0.0f;&lt;br /&gt;
 	static float fNeptuneRot = 0.0f;&lt;br /&gt;
 	static float fPlutoRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );&lt;br /&gt;
 	glMatrixMode(GL_MODELVIEW);&lt;br /&gt;
 &lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 // 태양&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, fFar);	&lt;br /&gt;
 	glRGB(255,100,0);&lt;br /&gt;
 	auxSolidSphere(30.0f);		&lt;br /&gt;
 &lt;br /&gt;
 	glRotatef(xRot, 1.0f, 0.0f, 0.0f);&lt;br /&gt;
 	glRotatef(yRot, 0.0f, 1.0f, 0.0f);&lt;br /&gt;
 &lt;br /&gt;
 // 수성&lt;br /&gt;
 	&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fMercuryRot, 0.0f, 1.0f, 0.0f);&lt;br /&gt;
 	glRGB(0,0,255);&lt;br /&gt;
 	glTranslatef(50.0f, 0.0f, 0.0f);&lt;br /&gt;
 	auxSolidSphere(2.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 	&lt;br /&gt;
 // 금성&lt;br /&gt;
 &lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fVenusRot, 1.0f, 1.0f, 0.0f);		&lt;br /&gt;
 	glRGB(200,100,255);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -70.0f);	&lt;br /&gt;
 	auxSolidSphere(5.0f);		&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 	// 지구&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fEarthRot, 1.0f, 0.0f, 0.0f);&lt;br /&gt;
 	glRGB(0,255,255);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -90.0f);	&lt;br /&gt;
 	auxSolidSphere(6.0f);	&lt;br /&gt;
 	&lt;br /&gt;
 // 달&lt;br /&gt;
 &lt;br /&gt;
 	glRGB(200,200,200);&lt;br /&gt;
 	glRotatef(fMoonRot, 1.0f, 0.0f, 0.0f);	&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -8.0f);		&lt;br /&gt;
 	auxSolidSphere(1.0f);		&lt;br /&gt;
 &lt;br /&gt;
 	fMoonRot += 10.0f;&lt;br /&gt;
 	if(fMoonRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fMoonRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 	&lt;br /&gt;
 // 화성&lt;br /&gt;
 &lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fMarsRot, -1.0f, 1.0f, 0.0f);&lt;br /&gt;
 	glRGB(255,0,0);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -110.0f);&lt;br /&gt;
 	auxSolidSphere(4.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 // 목성&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fJupiterRot, 1.0f, -1.0f, 0.0f);&lt;br /&gt;
 	glRGB(255,100,0);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -130.0f);&lt;br /&gt;
 	auxSolidSphere(10.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 // 토성&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fSaturnRot, 0.0f, 0.0f, 1.0f);&lt;br /&gt;
 	glRGB(255,100,0);&lt;br /&gt;
 	glTranslatef(160.0f, 0.0f, 0.0f);&lt;br /&gt;
 	auxSolidSphere(9.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 // 천왕성&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fUranusRot, 0.0f, 1.0f, 0.0f);&lt;br /&gt;
 	glRGB(255,50,0);&lt;br /&gt;
 	glTranslatef(190.0f, 0.0f, 0.0f);&lt;br /&gt;
 	auxSolidSphere(8.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 // 해왕성&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fNeptuneRot, 1.0f, 0.0f, 0.0f);&lt;br /&gt;
 	glRGB(0,255,255);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -220.0f);&lt;br /&gt;
 	auxSolidSphere(7.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 // 명왕성&lt;br /&gt;
 	glPushMatrix();&lt;br /&gt;
 	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);&lt;br /&gt;
 	glRotatef(fPlutoRot, 1.0f, 1.0f, 0.0f);&lt;br /&gt;
 	glRGB(255,255,255);&lt;br /&gt;
 	glTranslatef(0.0f, 0.0f, -240.0f);&lt;br /&gt;
 	auxSolidSphere(5.0f);&lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 &lt;br /&gt;
 	fMercuryRot += 10.0f;&lt;br /&gt;
 	if(fMercuryRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fMercuryRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fVenusRot += 9.0f;&lt;br /&gt;
 	if(fVenusRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fVenusRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fEarthRot += 8.0f;&lt;br /&gt;
 	if(fEarthRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fEarthRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fMarsRot += 6.0f;&lt;br /&gt;
 	if(fMarsRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fMarsRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fJupiterRot += 8.0f;&lt;br /&gt;
 	if(fJupiterRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fJupiterRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fSaturnRot += 9.0f;&lt;br /&gt;
 	if(fSaturnRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fSaturnRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fUranusRot += 10.0f;&lt;br /&gt;
 	if(fUranusRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fUranusRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fNeptuneRot += 9.0f;&lt;br /&gt;
 	if(fNeptuneRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fNeptuneRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	fPlutoRot += 8.0f;&lt;br /&gt;
 	if(fPlutoRot &amp;amp;gt; 360.0f)&lt;br /&gt;
 		fPlutoRot = 0.0f;&lt;br /&gt;
 &lt;br /&gt;
 	glPopMatrix();&lt;br /&gt;
 	glFlush();&lt;br /&gt;
 }&lt;br /&gt;
 int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine,	int nCmdShow)&lt;br /&gt;
 {&lt;br /&gt;
 	MSG                     msg; &lt;br /&gt;
 	WNDCLASS        wc;      &lt;br /&gt;
 	HWND            hWnd;    &lt;br /&gt;
 &lt;br /&gt;
 	hInstance = hInst;&lt;br /&gt;
 &lt;br /&gt;
 	wc.style                        = CS_HREDRAW | CS_VREDRAW;&lt;br /&gt;
 	wc.lpfnWndProc          = (WNDPROC) WndProc;&lt;br /&gt;
 	wc.cbClsExtra           = 0;&lt;br /&gt;
 	wc.cbWndExtra           = 0;&lt;br /&gt;
 	wc.hInstance            = hInstance;&lt;br /&gt;
 	wc.hIcon                        = NULL;&lt;br /&gt;
 	wc.hCursor                      = LoadCursor(NULL, IDC_ARROW);&lt;br /&gt;
 	&lt;br /&gt;
 	wc.hbrBackground        = NULL;         &lt;br /&gt;
 	wc.lpszMenuName         = NULL;&lt;br /&gt;
 	wc.lpszClassName        = lpszAppName;&lt;br /&gt;
 &lt;br /&gt;
 	if(RegisterClass(&amp;amp;amp;wc) == 0)&lt;br /&gt;
 		return FALSE;&lt;br /&gt;
 &lt;br /&gt;
 	hWnd = CreateWindow(&lt;br /&gt;
 				lpszAppName,&lt;br /&gt;
 				lpszAppName,&lt;br /&gt;
 				WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,&lt;br /&gt;
 				50, 50,&lt;br /&gt;
 				800, 600,&lt;br /&gt;
 				NULL,&lt;br /&gt;
 				NULL,&lt;br /&gt;
 				hInstance,&lt;br /&gt;
 				NULL);&lt;br /&gt;
 &lt;br /&gt;
 	if(hWnd == NULL)&lt;br /&gt;
 		return FALSE;&lt;br /&gt;
 &lt;br /&gt;
 	ShowWindow(hWnd,SW_SHOW);&lt;br /&gt;
 	UpdateWindow(hWnd);&lt;br /&gt;
 &lt;br /&gt;
 	while( GetMessage(&amp;amp;amp;msg, NULL, 0, 0))&lt;br /&gt;
 	{&lt;br /&gt;
 		TranslateMessage(&amp;amp;amp;msg);&lt;br /&gt;
 		DispatchMessage(&amp;amp;amp;msg);&lt;br /&gt;
 	}&lt;br /&gt;
 &lt;br /&gt;
 	return msg.wParam;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)&lt;br /&gt;
 {&lt;br /&gt;
 	static HGLRC hRC; &lt;br /&gt;
 	static HDC hDC;   &lt;br /&gt;
 &lt;br /&gt;
 	switch (message)&lt;br /&gt;
 	{&lt;br /&gt;
 		case WM_CREATE:&lt;br /&gt;
 			hDC = GetDC(hWnd);              &lt;br /&gt;
 			SetDCPixelFormat(hDC);          &lt;br /&gt;
 			hRC = wglCreateContext(hDC);&lt;br /&gt;
 			wglMakeCurrent(hDC, hRC);&lt;br /&gt;
 			SetupRC();&lt;br /&gt;
 			SetTimer(hWnd, 101, 50, NULL);&lt;br /&gt;
 			break;&lt;br /&gt;
 &lt;br /&gt;
 		case WM_DESTROY:&lt;br /&gt;
 			KillTimer(hWnd, 101);&lt;br /&gt;
 			wglMakeCurrent(hDC,NULL);&lt;br /&gt;
 			wglDeleteContext(hRC);&lt;br /&gt;
 			PostQuitMessage(0);&lt;br /&gt;
 			break;&lt;br /&gt;
 &lt;br /&gt;
 		case WM_SIZE:&lt;br /&gt;
 			ChangeSize(LOWORD(lParam), HIWORD(lParam));&lt;br /&gt;
 			break;&lt;br /&gt;
 &lt;br /&gt;
 		case WM_PAINT:&lt;br /&gt;
 			RenderScene();&lt;br /&gt;
 			SwapBuffers(hDC);&lt;br /&gt;
 			ValidateRect(hWnd,NULL);&lt;br /&gt;
 			break;&lt;br /&gt;
 &lt;br /&gt;
 		case WM_TIMER:&lt;br /&gt;
 			InvalidateRect(hWnd, NULL, FALSE);&lt;br /&gt;
 			break;&lt;br /&gt;
 		&lt;br /&gt;
 		case WM_KEYDOWN:&lt;br /&gt;
 			switch(wParam)&lt;br /&gt;
 			{&lt;br /&gt;
 			case VK_UP :&lt;br /&gt;
 				xRot += 5.0f;&lt;br /&gt;
 				break;&lt;br /&gt;
 			case VK_DOWN :&lt;br /&gt;
 				xRot -= 5.0f;&lt;br /&gt;
 				break;&lt;br /&gt;
 			case VK_LEFT :&lt;br /&gt;
 				yRot += 5.0f;&lt;br /&gt;
 				break;&lt;br /&gt;
 			case VK_RIGHT:&lt;br /&gt;
 				yRot -= 5.0f;&lt;br /&gt;
 				break;&lt;br /&gt;
 			}&lt;br /&gt;
 			break;&lt;br /&gt;
 &lt;br /&gt;
 	default:  &lt;br /&gt;
 	    return (DefWindowProc(hWnd, message, wParam, lParam));&lt;br /&gt;
 	}&lt;br /&gt;
 &lt;br /&gt;
     return (0L);&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 //오..졸라 신기하다. 이런 기능 오또케 알쏘? 우와~&lt;br /&gt;
 //상민이형 temp 페이지에 써있던걸--; format python도 된다. 자바는 안되더라&lt;/div&gt;</summary>
		<author><name>imported&gt;Unknown</name></author>
	</entry>
</feed>