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  • Webcast with Brian Griffin, Ancestry, 2013 Winner 10 Best Web Support Sites

    - by Tuula Fai
    The web is one of the fastest growing channels for providing service, support and information, as seen in The Service Council's (TSC) latest multi-channel research survey. Join TSC's Chief Customer Officer Sumair Dutta as he shares key findings from his current customer experience research from over 200 organizations. Sumair will be joined by Brian Griffin, Senior Program Manager, Global Support Experience, Ancestry.com who will show how Ancestry is using the web as a powerful tool to enhance self-service opportunities and increase customer engagement. Smarter Web Service Educast Thursday, November 14th 2 pm ET / 11 am PT Register: http://bit.ly/1cwz4Ns  

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  • Frederick .NET User Group May 2010 Meeting

    - by John Blumenauer
    FredNUG is pleased to announce our May speaker will be Kevin Griffin.  Kevin has been speaking at several community events this spring and we’re pleased he’s stopping by FredNUG to present at our May meeting.  On May 18th, we’ll start with pizza and social networking at 6:30 PM.  Then, starting at 7 PM, Kevin Griffin will present “Awesomize Your Windows Apps.”   The scheduled agenda is:   6:30 PM - 7:00 PM - Pizza/Social Networking/Announcements 7:00 PM - 8:30 PM - Main Topic: Awesomize Your Windows Apps with Kevin Griffin  Main Topic Description:  Awesomize Your Windows Apps With the release of Windows 7, many developers might be looking to take advantage of the features Windows 7 offers. This presentation offers attendees a broad overview of the Windows API Code Pack, which is a managed library for .NET developers to use for accessing some of the underlying functionality of Windows that was typically reserved for Interop fans. Topics and demos include Windows 7 taskbar functionality, Task dialogs, Libraries support, and more. Speaker Bio: Kevin Griffin is a .NET Developer for Antech Systems, located in Chesapeake, VA. He's an ASPInsider and the leader of the Hampton Roads .NET Users Group. Additionally, he serves as an INETA mentor for the state of Virginia. Often, he can be found speaking at or attending other local user group meetings or code camps. He enjoys working with new technology, and consistently works on being a better developer and building the best software he can. Follow Kevin on Twitter: http://www.twitter.com/1kevgriff Read Kevin's Blog: http://www.kevgriffin.com    8:30 PM - 8:45 PM – RAFFLE! Please join us and get involved in our .NET developers community!

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  • Setting an instanced class property overwrites the property in all instances.

    - by Peter Moore
    I have two instances of a class. Setting a property in the first instance will set it for the second instance too. Why? It shouldn't. The property is not a "prototype property". Check the code below, what happens to Peter Griffin? Two objects are created and given the name "Peter Griffin" and "Roger Moore" but the alert boxes will say "Peter Moore" and "Roger Moore". What happened to Peter Griffin? var BaseClass = function(){ this.name = ""; this.data = {}; this.data.lastname = ""; } var ExtendedClass = function(){ this.setName = function(fname, lname){ this.name = fname; this.data.lastname = lname; } this.hello = function(){ alert("Full name: " + this.name + " " + this.data.lastname); } } ExtendedClass.prototype = new BaseClass(); pilot = new ExtendedClass(); driver = new ExtendedClass(); pilot.setName("Peter", "Griffin"); driver.setName("Roger", "Moore"); pilot.hello(); // Full name: Peter Moore driver.hello(); // Full name: Roger Moore

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  • Continuous Physics Engine's Collision Detection Techniques

    - by Griffin
    I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead want to find ways to catch every collision before it happens, and put each into "planned collisions" stack that is ordered by TOI. Broad Phase The only continuous broad-phase method I can think of is encasing each body in a circle and testing if each circle will ever overlap another. This seems horribly inefficient however, and lacks any culling. I have no idea what continuous analogs might exist for today's discrete collision culling methods such as quad-trees either. How might I go about preventing inappropriate and pointless broad test's such as a discrete engine does? Narrow Phase I've managed to adapt the narrow SAT to a continuous check rather than discrete, but I'm sure there's other better algorithms out there in papers or sites you guys might have come across. What various fast or accurate algorithm's do you suggest I use and what are the advantages / disatvantages of each? Final Note: I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave, convex, round, or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if I choose an algorithm that breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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  • 2D soft-body physics engines?

    - by Griffin
    Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions: The definition of rigid body in Box2d is A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is completely constant. And this is exactly what i don't want as i would like to make elastic, deformable, breakable, and re-connection bodies. 1. Are there any simple 2D physics engines, but with these kinds of characteristics out there? preferably free or opensource? 2. If not could i use box2d and work off of it to create it even if it's based on rigid bodies? 3. Finally, if there is a simple physics engine like this, should i go through with the proccess of creating a new one anyway, simply for experience and to enhance physics math knowledge? I feel like it would help if i ever wanted to modify the code of an existing engine, or create a game with really unique physics. Thanks!

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  • Do 2D games have a future? [closed]

    - by Griffin
    I'm currently working on a 2D soft-body physics engine (since none exist right now -_-), but I'm worried that there's no point to spending what will most likely be years on it. Although I love working on it, I doubt such an engine would get any income considering anyone willing to pay money for the library will likely to be working in 3D. Do 2D games have any sort of future in the game industry? Should I just drop my engine and find something meaningful to work on? Bonus: I've been trying to think of a unique way to implement my physics engine in a 2d game by looking at games that are multiple dimensions, but still in 2d perspective like Paper Mario. Any ideas?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Axis-Aligned Bounding Boxes vs Bounding Ellipse

    - by Griffin
    Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's centroid, and extending the radius to where the circle encompasses the entire body would be optimal. This would not need to be updated after the body rotates and broad overlap-calculation would be faster to. Correct? Bonus: Would a bounding ellipse be practical for broad phase calculations also, since it would better represent long, skinny shapes? Or would it require extensive calculations, defeating the purpose of broad-phase?

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  • Collision filtering techniques

    - by Griffin
    I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm familiar with the simple idea of having different layers of 2D bodies, but this is not sufficient for more complex mapping: (Think of having sub-bodies of a body, such as limbs, collide with each other by placing them on the same layer, and then wanting to only have the legs collide with the ground while the arms would not) This can be solved with a multidimensional layer setup, but I would probably end up just creating more and more layers to the point where the simplicity and efficiency of layer filtering would be gone. Are there any more complex ways to solve even more complex situations than this?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Is extensive documentation a code smell?

    - by Griffin
    Every library, open-source project, and SDK/API I've ever come across has come packaged with a (usually large) documentation file, and this seems contradictory to the wide-spread belief that good code needs little to no comments. What separates documentation from this programming methodology? a one to two page overview of a package seems reasonable, but elegant code combined with standard intelisense should have theoretically deprecated the practice of documentation by now IMO. I feel like companies only create detailed documentation and tutorials because its what they've always done. Why should developers have to constantly be searching through online documentation in order to learn how to do things when such information should be intrinsic to the classes, methods and namespaces?

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  • Bootstrap 3.0.0: How to use data-slide-to outside of indicators?

    - by Griffin
    I am attempting to make a small gallery like the one shown below - I'm sure you've all seen them considering they are fairly common. When trying to make one using bootstrap I ran into a major problem. I can't seem to link the smaller bottom images to the larger top one that was when one of the smaller ones is clicked it changes to the selected image. I am attempting to use data-slide-to however it does not seem to work outside of the "carousel-indicators". I can't put it into the carousel indicators list because that moves the images up into the gallery (It may be possible to fix this with CSS but my attempts have been worthless). Does anyone know the problem? I've tried tags around each image that didn't seem to work then I tried divs. Still nothing. Things to note: I am using 3.0.0 All images are generated (if you haven't guessed already) Smaller images are separate from larger one (not auto scaled down)

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  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • What do you code first to learn a new language, library, or framework?

    - by Griffin
    Every language, framework, and library has its own syntax, quirks, and pitfalls. What Program, Game, etc. do you code in order to learn these unique characteristics? How do you decide on what previous programming experience is applicable? I'd imagine that the task would have to be complicated enough to force you to use applicable programming techniques and idioms, but simple enough that it wouldn't take a ton of time.

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • Continuous Collision Detection Techniques

    - by Griffin
    I know there are quite a few continuous collision detection algorithms out there , but I can't find a list or summary of different 2D techniques; only tutorials on specific algorithms. What techniques are out there for calculating when different 2D bodies will collide and what are the advantages / disadvantages of each? I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if an algorithm breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

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  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

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  • Untrusted file not showing unblock button windows 7

    - by Stewart Griffin
    I downloaded a dll but cannot use it as it is considered untrusted. I opened it using: Notepad.exe filepath\filename:zone.identifier and it informed me that that the file was in zone 3. Despite this I do not get an unblock button in the properties page for the file. Not being able to unblock it with this button I instead changed the value in notepad and saved my changes. When I reopen the zone.identifier info it is as I left it. I have set it to both 2 (trusted) and 0 (no information), but still am unable to use the files. Any one have any ideas? If I cannot unblock the files I will investigate turning this blocking off, but as a first step I'd like to try and just unblock this one file. Note: using Windows 7 Ultimate edition. It is when using MSTest from within Visual Studio 2008 that I hit problems.

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  • Remote Desktop or Streaming Software/Services that Supports Gaming

    - by Griffin
    I've simply been amazed by the quality and speed of Onlive, as this technology has the potential of making hardware requirements irrelevant to the average user. However, at the moment Onlive is only for remotely controlling video games, and not desktops or other devices in general. I'm in pursuit of software or services that can accomplish this as well as Onlive does. I need: viewer (client) program portability (able to run on a USB stick) DirectX, OpenGL / full-screen game compatibility on the server side.** Gaming-acceptable color/scaling quality and responsiveness. I have a very powerful desktop at home and I want to be able to access this raw power from any other computer that I stick my USB into (in the same way Onlive gives gamers use of their powerful servers) What software/services has most of the above? NOTE: please specify what features your suggestion doesn't have.

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  • Populating cells with data from another spreadsheet after just keying in a few letters

    - by Wendy Griffin
    I have 1 workbook with 2 spreadsheets. Spreadsheet 2 column A contains a long list of company names, Columns B - H contain critical information about the company. Spreadsheet 1 contains all of the columns as Spreadsheet 2 plus some other columns. What I'm trying to achieve is that when you start to type in the first 3 characters of a company name on Spreadsheet 1 it would then have a drop down of the companies (as listed on Spreadsheet 2) that share the first 3-5 letters and you would select one. Upon selecting a company name all of the corresponding company information would populate in the other columns on spreadsheet 1 automatically. This is to avoid copying a row from Spreadsheet 2 and pasting it in Spreadsheet 1. Any help with this would be greatly appreciated. Cheers!

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  • Varnish VCL not allowing two separate IP addresses as backends

    - by Peter Griffin
    Every time I attempt to add an extra back end into our VCL file, it's fails. Here is the DAEMON_OPTS we are running off: DAEMON_OPTS="-a :80 \ -T localhost:6082 \ -f /etc/varnish/custom.vcl \ -u varnish -g varnish \ -S /etc/varnish/secret \ -s malloc,10G" And here is the offending backend(s) backend default { .host = "114.123.456.789"; .port = "8080"; } backend alt { .host = "203.123.456.789"; .port = "80"; } Any Ideas ? Gut feeling is it might need the backends to be set somewhere, but I'm not sure where.

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  • How do you update without cutting off users?

    - by Griffin
    I searched around and I was surprised that I couldn't find an answer to this question. My assumption is that you have multiple servers. Normally they both will be doing their specific take (for the rest of this I will assume a simple website). Now lets say server A & B need updates. Do you update server A while server B keeps pushing out the webpage and then when server A is okay you update server B? This seems like it would work in small scale but seems horrible in large scale due to the fact that you'd need twice the power that you normally have. When dealing with a large number of servers do you update small sections at a time? I thought the problem with this would be if server A can't work alongside server B C D E or F any-longer that's not that bad. But when you start updating you slowly lose this small percentage. What is the proper way to deal with updates like this?

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  • C# PrintPreviewDialog Modification possible?

    - by C. Griffin
    Currently, what I'm doing is this: Using the built-in .NET PrintPreviewDialog Attaching my own Click handler to the Print button, which allows for the user to select the printer before finally printing. This all WORKS, HOWEVER, the OnprintToolStripButtonClick event is still sending the document to the default printer BEFORE the user gets to choose the actual printer and click Print (which works, but they're getting an extra copy on the default printer first from the old Handler). Can I remove this built-in Click handler? I've tried the other methods mentioned on here in regards to using an EventHandlerList to remove the handlers, but it doesn't work for the built-in printing event. Here is a copy of my current code in case it helps clarify: // ... Irrelevant code before this private PrintPreviewDialog ppdlg; ToolStrip ts = new ToolStrip(); ts.Name = "wrongToolStrip"; foreach (Control ctl in ppdlg.Controls) { if (ctl.Name.Equals("toolStrip1")) { ts = ctl as ToolStrip; break; } } ToolStripButton printButton = new ToolStripButton(); foreach (ToolStripItem tsi in ts.Items) { if (tsi.Name.Equals("printToolStripButton")) { printButton = tsi as ToolStripButton; } } printButton.Click += new EventHandler(this.SelectPrinterAfterPreview); // ... Irrelevant code afterwards omitted // Here is the Handler for choosing a Printer that gets called after the // PrintPreviewDialog's "Print" button is clicked. private void SelectPrinterAfterPreview(object sender, EventArgs e) { frmMainPage frmMain = (frmMainPage)this.MdiParent; if (frmMain.printDialog1.ShowDialog() == DialogResult.OK) { pd.PrinterSettings.PrinterName = frmMain.printDialog1.PrinterSettings.PrinterName; pd.PrinterSettings.Copies = frmMain.printDialog1.PrinterSettings.Copies; pd.Print(); } }

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  • Crystal Reports Programmatic Image Resizing... Scale?

    - by C. Griffin
    I'm working with a Crystal Reports object in Visual Studio 2008 (C#). The report is building fine and the data is binding correctly. However, when I try to resize an IBlobFieldObject from within the source, the scale is getting skewed. Two notes about this scenario. Source image is 1024x768, my max width and height are 720x576. My math should be correct that my new image size will be 720x540 (to fit within the max width and height guidelines). The ratio is wrong when I do this though: img = Image.FromFile(path); newWidth = img.Size.Width; newHeight = img.Size.Height; if ((img.Size.Width > 720) || (img.Size.Height > 576)) { double ratio = Convert.ToDouble(img.Size.Width) / Convert.ToDouble(img.Size.Height); if (ratio > 1.25) // Adjust width to 720, height will fall within range { newWidth = 720; newHeight = Convert.ToInt32(Convert.ToDouble(img.Size.Height) * 720.0 / Convert.ToDouble(img.Size.Width)); } else // Adjust height to 576, width will fall within range { newHeight = 576; newWidth = Convert.ToInt32(Convert.ToDouble(img.Size.Width) * 576.0 / Convert.ToDouble(img.Size.Height)); } imgRpt.Section3.ReportObjects["image"].Height = newHeight; imgRpt.Section3.ReportObjects["image"].Width = newWidth; } I've stepped through the code to make sure that the values are correct from the math, and I've even saved the image file out to make sure that the aspect ratio is correct (it was). No matter what I try though, the image is squashed--almost as if the Scale values are off in the Crystal Reports designer (they're not). Thanks in advance for any help!

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