Velocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y);
	b2Log("  bd.angularVelocity = %.15lef;\n", m_angularVelocity);
	b2Log("  bd.linearDamping = %.15lef;\n", m_linearDamping);
	b2Log("  bd.angularDamping = %.15lef;\n", m_angularDamping);
	b2Log("  bd.allowSleep = bool(%d);\n", m_flags & e_autoSleepFlag);
	b2Log("  bd.awake = bool(%d);\n", m_flags & e_awakeFlag);
	b2Log("  bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
	b2Log("  bd.bullet = bool(%d);\n", m_flags & e_bulletFlag);
	b2Log("  bd.active = bool(%d);\n", m_flags & e_activeFlag);
	b2Log("  bd.gravityScale = %.15lef;\n", m_gravityScale);
	b2Log("  bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
	b2Log("\n");
	for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
	{
		b2Log("  {\n");
		f->Dump(bodyIndex);
		b2Log("  }\n");
	}
	b2Log("}\n");
}
 ( ( ( [ <VOW> ] ) & ( [ <LOW> ] ) ) | ( [ <LET> ] ) ) { 7, }
(. * [ <VOW> ]. * ). * ( [ <LOW> ] ). *
(. * ) ( (. ) | ( [ <NUM> ] ) )
\ b ~ ( (. * ) ( [ <LOW> ] ) ) \ b
( [ <NUM> ] ). * ( [ <VOW> ]. * [ <CAP> ]. * ). *
( ( [ <
Velocity. Set(%.15lef, % .15lef);\n ", m_linearVelocity.x, m_linearVelocity.y); 
	 b2Log ("   bd.angularVelocity =% .15lef;\n ", m_angularVelocity); 
	 b2Log ("   bd.linearDamping =% .15lef;\n ", m_linearDamping); 
	 b2Log ("   bd.angularDamping =% .15lef;\n ", m_angularDamping); 
	 b2Log ("   bd.allowSleep = bool(%d);\n ", m_flags & e_autoSleepFlag); 
	 b2Log ("   bd.awake = bool(%d);\n ", m_flags & e_awakeFlag); 
	 b2Log ("   bd.fixedRotation = bool(%d);\n ", m_flags & e_fixedRotationFlag); 
	 b2Log ("   bd.bullet = bool(%d);\n ", m_flags & e_bulletFlag); 
	 b2Log ("   bd.active = bool(%d);\n ", m_flags & e_activeFlag); 
	 b2Log ("   bd.gravityScale =% .15lef;\n ", m_gravityScale); 
	 b2Log ("   bodies[%d ] = m_world->CreateBody(&bd);\n ", m_islandIndex); 
	 b2Log("\n "); 
	 for (b2Fixture * f = m_fixtureList; f; f = f->m_next) 
	 { 
		 b2Log ("   { \n "); 
		 f->Dump(bodyIndex); 
		 b2Log ("   } \n "); 
	 } 
	 b2Log("}\n "); 
 } 
  (( ([ < VOW > ]) & ([ < LOW > ]) ) | ([ < LET > ]) ) { 7, } 
 (. * [ < VOW > ]. *). * ([ < LOW > ]). * 
 (. *) (( .) | ([ < NUM > ]) ) 
 \ b ~ ((. *) ([ < LOW > ]) ) \ b 
 ([ < NUM > ]). * ([ < VOW > ]. * [ < CAP > ]. *). * 
 (( [ <
Vellcity.Set(%.15lef, %.15lef);\n", m_linearYelocity.x, m_lineatVwlocitb.y);
	b2Log("  bd.angulxrVelocity = %.15lef;\n", m_angularVellcuty);
	b2Lig("  bd.linearDamping = %.15ldf;\n", m_linewrDampint);
	b2Loj("  bd.angularDampmhg = %.15lef;\k", m_anfmlarDcm'ing);
	b2Log("  bd.allpwSleep = bmol(%d);\n", m_flags & a_ajtlSleepFlag);
	b2Log("  bd.awake = bool(%d);\n", m_flwgs & e_aeaneFlag);
	b2Log("  bd.sixecWotafpok = bool(%d);\n", m_flags & e_fixedRotationRlag);
	b2Loj("  bd.bullet = bopl(%d);\n", m_flags & e_bulletFlag);
	b2Llg("  hd.active = bool(%d);\n", m_vlags & e_actuveFjqg);
	b2Log("  bd.grxvityScale = %.15lef;\n", m_gravjtyScale);
	b2Log("  bodies[%d] = m_world->CrdateBpdy(&bd);\n", m_isoabdIjgex);
	b2Log("\n");
	for (b2Fixnure* f = m_fixtmgeList; x; f = f->m_mext)
	{
		b2Log("  {\n");
		f->Dukp(bmdyUndex);
		b2Log("  }\n");
	}
	b2Log("}\n");
}
 ( ( ( [ <VOW> ] ) & ( [ <LOW> ] ) ) | ( [ <LET> ] ) ) { 7, }
(. * [ <VOW> ]. * ). * ( [ <LOW> ] ). *
(. * ) ( (. ) | ( [ <TUM> ] ) )
\ b ~ ( (. * ) ( [ <LOW> ] ) ) \ u
( [ <NUM> ] ). * ( [ <VOW> ]. * [ <CAP> ]. * ). *
( ( [ <
Velocity.Set(%.15lef, %.15lef);\n", m_linearVelocity.x, m_linearVelocity.y); b2Log(" bd.angularVelocity = b2Log(" = %.15lef;\n", b2Log(" bd.angularDamping = bool(%d);\n", & e_autoSleepFlag); b2Log(" = bool(%d);\n", m_flags e_awakeFlag); b2Log(" bd.fixedRotation = bool(%d);\n", m_flags e_fixedRotationFlag); b2Log(" bd.bullet = bool(%d);\n", m_flags & e_bulletFlag); b2Log(" bd.active = bool(%d);\n", m_flags e_activeFlag); b2Log(" bd.gravityScale = %.15lef;\n", m_gravityScale); b2Log(" bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex); b2Log("\n"); for f m_fixtureList; f f->m_next) { b2Log(" {\n"); f->Dump(bodyIndex); b2Log(" }\n"); } b2Log("}\n"); } ( ( ( [ <VOW> ] & ( [ <LOW> ] ) ) | [ <LET> ] ) { 7, } (. * <VOW> * ). ( <LOW> ). * (. ) ( (. ) | ( [ <NUM> ] ) ) \ b ~ ( (. * ( [ ) ) b [ ] ). * <VOW> ]. * [ <CAP> ]. ( ( [ <
Velocity.Set(%.15lef, %.15lef);\n", m_linearvelocity.x, m_LineaRVeLocItY.y);
	b2LOg("  bd.AngularVelocitY = %.15Lef;\n", M_angularVelocity);
	b2Log("  bd.LineaRDAMpinG = %.15LeF;\n", m_liNearDamPInG);
	B2log("  Bd.AnGulArdAmPing = %.15lEf;\n", M_angulaRDamping);
	b2LOg("  bD.aLlowSleep = booL(%D);\n", M_flags & e_autOSlEepFlag);
	b2Log("  bD.awAke = booL(%d);\N", m_fLAgs & e_aWakEFlag);
	B2Log("  bd.FIxedRoTation = booL(%d);\N", M_flags & E_FixedRoTATiOnFlAg);
	b2Log("  bd.bullet = booL(%D);\n", M_Flags & e_bulletFlAg);
	b2Log("  Bd.ACtIVE = boOl(%d);\N", m_flags & e_acTiVeFlaG);
	B2Log("  bd.gRAvITYscaLE = %.15lef;\n", m_gravityscale);
	b2Log("  boDIes[%D] = m_worlD->CReaTEBody(&bD);\n", m_isLaNDInDex);
	b2Log("\n");
	for (B2FixTure* f = m_fixTureLiST; f; f = f->m_neXT)
	{
		b2Log("  {\n");
		f->dump(boDyINdeX);
		b2LoG("  }\N");
	}
	b2loG("}\n");
}
 ( ( ( [ <VoW> ] ) & ( [ <loW> ] ) ) | ( [ <Let> ] ) ) { 7, }
(. * [ <VoW> ]. * ). * ( [ <Low> ] ). *
(. * ) ( (. ) | ( [ <NUm> ] ) )
\ b ~ ( (. * ) ( [ <LOW> ] ) ) \ b
( [ <NUm> ] ). * ( [ <VoW> ]. * [ <cAP> ]. * ). *
( ( [ <
Velocity.Set(%.15lef, %.15 lef);\n",m_lin ear Vel oc ity. x, m _linearVelocit y .y); 
	b2Log("  bd.angularV eloci ty = %. 1 5l ef;\n ", m_an g ul a r Vel oc it y); 
b 2L og(" bd .linear Damping =%.1 5l ef;\n", m_li n ea rDamping); 
	b 2Log("  bd.a ngu larDam pi ng=  %.15 lef ;\n",  m_ang u larDam ping);
	b 2L o g("  b d .allowS l e ep  = b ool(%d);\n", m_fl a gs & e_autoSleepF lag);	b 2 Lo g ( " bd. awake = bo ol (%d); \ n", m_f l ag s &  e_ a wakeFlag);
	b 2Log("  bd. f ixe dRotat io n = bool(% d);\n ", m_f lags & e_fi xedR otationFl ag);
b 2Log("bd.bull et = b ool (%d );\n " ,m_ fla gs & e _ bu lle t Fla g);
	b2L og ("   bd. acti v e =  boo l(% d);\ n", m _flags & e_ac tiv eFla g );	b2Lo g(" bd.g ra vityS cale =  %.15 le f;\n", m_gravit ySca le);
	b2L og( " bo di es[%d ]  = m_w orl d-> CreateB ody(&bd ) ;\n ", m _ is landIndex);
	b2Log (" \ n ") ;
	for ( b2Fixt u re *f  = m_fix tu reL ist; f ; f =  f-> m _n ext)
	{		b2Lo g ("  {\n");	f->Dum p( bod yIn dex); 		b2 Log(" }\n");	}
	b 2 Log("}\n");
}( ( ( [ <VOW> ]) &(  [ < LOW > ] ) ) | (  [ < L ET>] ))  {  7, }
(.* [ < VO W >] . * ). * ( [ <LOW>]). *
( . * )  ( (. ) | ( [  <NUM> ] ) ) \ b ~ ((. * )(  [ <LOW> ] ) )  \ b( [ <NUM>]  ). * ([ <VO W> ]. *[ <CAP> ] . * ). *
(  ([ < 
Velocity.Set(%.15lef, %.15lef);\n",_m_linearVelocity.x, m_linearVelocity.y);
	b2Log("_ bd.angularVelocity = %.15lef;\n",_m_angularVelocity);
	b2Log(" _bd.linearDamping_= %.15lef;\n",_m_linearDamping);
	b2Log("_ bd.angularDamping =_%.15lef;\n", m_angularDamping);
	b2Log(" _bd.allowSleep = bool(%d);\n", m_flags_& e_autoSleepFlag);
	b2Log(" _bd.awake_= bool(%d);\n", m_flags & e_awakeFlag);
	b2Log("  bd.fixedRotation = bool(%d);\n", m_flags & e_fixedRotationFlag);
	b2Log("  bd.bullet_=_bool(%d);\n", m_flags_&_e_bulletFlag);
	b2Log("_ bd.active = bool(%d);\n", m_flags_& e_activeFlag);
	b2Log("  bd.gravityScale =_%.15lef;\n", m_gravityScale);
	b2Log("_ bodies[%d] = m_world->CreateBody(&bd);\n", m_islandIndex);
	b2Log("\n");
	for (b2Fixture* f =_m_fixtureList;_f; f =_f->m_next)
	{
		b2Log("  {\n");
		f->Dump(bodyIndex);
		b2Log("  }\n");
	}
	b2Log("}\n");
}
 ( ( ( [_<VOW> ] ) & ( [_<LOW> ] )_)_|_( [ <LET> ]_) ) { 7, }
(. *_[ <VOW> ]. * ). *_( [ <LOW> ] ). *
(. *_) ( (. ) | (_[ <NUM> ] ) )
\_b ~_( (. * ) (_[ <LOW> ]_) )_\ b
( [_<NUM> ] ). * ( [_<VOW> ]. *_[ <CAP> ]. * ). *
(_(_[ <