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  • Small-Scale Physics Engine

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing. That one thing is to make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • Physics in carrom like game using cocos2d + Box2D

    - by Raj
    I am working on carrom like game using cocos2d + Box2D. I set world gravity(0,0), want gravity in z-axis. I set following values for coin and striker body: Coin body (circle with radius - 15/PTM_RATIO): density = 20.0f; friction = 0.4f; restitution = 0.6f; Striker body (circle with radius - 15/PTM_RATIO): density = 25.0f; friction = 0.6f; restitution = 0.3f; Output is not smooth. When I apply ApplyLinearImpulse(force,position) the coin movement looks like floating in the air - takes too much time to stop. What values for coin and striker make it look like real carrom?

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  • Why doesn't my GameMaker step event work?

    - by exceltior
    So I want to make some kind of floor that which the player when walks in gets his movement reduced but im having thousand of different issues implementing this since it doesnt appear to do anything ... So i have tried different way: 1 - I have tried Step Event which had the following script: if keyboard_check(ord('A')) { player.x = -5; } if keyboard_check(ord('D')) { player.x = -5; } if keyboard_check(ord('W')) { player.x = -5; } if keyboard_check(ord('S')) { player.x = -5; } 2 - I have tried a Collision Event with the same code 3- I have tried a Step event with collision detection on a script None of these options seem to work at all ... Can you help me?

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  • Algorithm for waypoint path following?

    - by Thierry Savard Saucier
    I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow a predefined path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • Remmina remote control: black screen after XBMC exit

    - by Tinellus
    I have a HTPC (Quietpc Sidewinder Fanless media pc) running Ubuntu 12.04 and autostarting XBMC Frodo. I'm remote controlling this machine using my laptop also running Ubuntu 12.04 and using Remmina VNC as a client. Everything works perfectly as long as XBMC is running: I can see the remote screen and control via mouse and keyboard on the laptop. However, when XBMC is stopped on the HTPC, my TV shows the Ubuntu desktop normally, but the screen on the laptop turns black. I'm however still controlling the HTPC since I can see the arrow moving upon laptop mouse movement, and I can still type text in the HTPC. Oddly, when the screensaver on the HTPC kicks in, I again have a visual on the laptop. Anyone any thoughts on this? What should I do to maintain visual after stopping XBMC? Any suggestions much appreciated. Thanks!

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • Kepler orbit : get position on the orbit over time

    - by Artefact2
    I'm developing a space-simulation related game, and I am having some trouble implementing the movement of binary stars, like this: The two stars orbit their centroid, and their trajectories are ellipses. I basically know how to determine the angular velocity at any position, but not the angular velocity over time. So, for a given angle, I can very easily compute the stars position (cf. http://en.wikipedia.org/wiki/Orbit_equation). I'd want to get the stars position over time. The parametric equations of the ellipse works but doesn't give the correct speed : { X(t) = a×cos(t) ; Y(t) = b×sin(t) }. Is it possible, and how can it be done?

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  • How to move Objects smoothly like swimming arround

    - by philipp
    I have a Box2D project that is about to create a view where the user looks from the Sky onto Water. Or perhaps on a bathtub filled with water or something like this. The Object which holds the fluid actually does not matter, what matters is the movement of the bodies, because they should move like drops of grease on a soup, or wood on water, I can even imagine the the fluid is mercurial, extreme heavy and "lazy". How can I manipulate the bodies (every frame or time by time) to make them move like this? I started with randomly manipulation their linear velocity, but I turned out that this not very smooth and looks quite hard. Is it a better idea to check their velocity and apply impulses? Is there any example? Greetings philipp

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  • Handling Players, enemies and attacks in HTML5

    - by Chris Morris
    I'm building a simple (currently) game with free roaming player and monsters on a map built by a 2D grid. I've been looking at the methods for implementing characters and enemies onto the screen and I've seen two seperate methods for doing this online. Drawing the player onto the screen canvas directly and refreshing the entire screen every FPS tick. Having a separate canvas to handle the player and moving the player canvas on top of the screen canvas via absolute positioning. I can see some pros and cons of both methods but what is generally the best method for doing this? I assume the second due to not having to drain resources by refreshing the map when the user is not moving, but the type of game will generally have constant movement.

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  • How to move MOSS 2007 to another SharePoint Farm

    - by DipeshBhanani
    It was time of my first onsite client assignment on SharePoint. Client had one server production environment. They wanted to upgrade the topology with completely new SharePoint Farm of three servers. So, the task was to move whole MOSS 2007 stuff to the new server environment without impacting data. The last three words “… without impacting data…” were actually putting pressure on my head. Moreover SSP was required to move because additional information has been added for users apart from AD import.   I thought I had to do only backup and restore. It appeared pretty easy at first thought. Just because of these three damn scary words, I thought to check out on internet for guidance related to this scenario. I couldn’t get anything except general guidance of moving server on Microsoft TechNet site. I promised myself for starting blogs with this post if I would be successful in this task. Well, I took long time to write this but finally made it. I hope it will be useful to all guys looking for SharePoint server movement.   Before beginning restoration, make sure that, there is no difference in versions of SharePoint at source and destination server. Also check whether the state of SharePoint Installation at the time of backup and restore is same or not. (E.g. SharePoint related service packs and patches if any)   The main tasks of the server movement are as follow:   1.        Backup all the databases 2.        Install and configure SharePoint on new environment 3.        Deploy all solutions (WSP Files) globally to destination server- for installing features attached to the solutions 4.        Install all the custom features 5.        Deploy/Copy custom pages/files which are added to the “12Hive” folder later 6.        Restore SSP 7.        Restore My Site 8.        Restore other web application   Tasks 3 to 5 are for making sure that we have configured the environment well enough for the web application to be restored successfully. The main and complex task was restoring SSP. I have started restoring SSP through Central Admin. After a while, the restoration status was updated to “unsuccessful”. “Damn it, what went wrong?” I thought looking at the error detail down the page. I couldn’t remember the error message but I had corrected and restored it again.   Actually once you fail restoring SSP, until and unless you don’t clean all related stuff well, your restoration will be failed again and again. I wanted to find the actual reason. So cleaned, restored, cleaned, restored… I had tried almost 5-6 times and finally, I succeeded. I had realized how pleasant it is, to see the word “Successful” on the screen. Without wasting your much time to read, let me write all the detailed steps of restoring SSP:   1.        Delete the SSP through following STSADM command. stsadm -o deletessp -title <SSP name> -deletedatabases -force e.g.: stsadm -o deletessp -title SharedServices1 -deletedatabases –force 2.        Check and delete the web application associated with SSP if it exists. 3.        Remove Link from Check and remove “Alternate Access Mapping” associated with SSP if it exists. 4.        Check and delete IIS site as well as application pool associated with SSP if it exists. 5.        Stop following services: ·         Office SharePoint Server Search ·         Windows SharePoint Services Search ·         Windows SharePoint Services Help Search   6.        Delete all the databases associated/related to SSP from SQL Server. 7.        Reset IIS. 8.        Start again following services: ·         Office SharePoint Server Search ·         Windows SharePoint Services Search ·         Windows SharePoint Services Help Search   9.        Restore the new SSP.   After the SSP restoration, all other stuffs had completed very smoothly without any more issues. I did few modifications to sites for change of server name and finally, the new environment was ready.

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • GLSL Shader Effects: How to do motion blur, etc?

    - by DevilWithin
    I am not sure how right it is to ask this question, but still here it goes. I have a full 2D environment, with sprites going around as landscape, characters, etc And to make it more state-of-art looking, i want to implement a motion blur effect, similar to modern FPS's (i.e. crysis) blur when moving fast the camera. In a sidescroller, the desired effect is having this slight blur appearing to give the idea of fast movement, when the camera is moving. If anyone could give me some tips on doing this, im assuming in a pixel shader, i'd be grate. Also, if anyone has other good tips on cool pixel shader effects for 2D games it would be awesome, like some stylizing post fx, such as previous Prince of Persia illustrative style. Thanks

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  • How can I make the draggable window border thicker, without changing the appearance?

    - by Bruce Connor
    When you want to resize a window in gnome (as well as in other systems) you can click-and-hold at the window's border and than drag it. The problem is (and do correct me if I'm wrong here) that the draggable border is just a couple of pixels thick in gnome. That tends to be a little frustrating, and contributes to my wrist pains from using the mouse, as it requires very careful movement of the mouse. How can I change the thickness of the area I can click in order to resize a window? I don't want to increase the appearance of the window border, I'm not talking about eye candy here. I want to fine tune this functionality where I can resize a window by dragging its border. Is there a setting somewhere that will change this?

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Broken keyboard shortcuts

    - by c089
    When I freshly installed maverick on my new notebook, I set up my keyboard shortcuts like this: Switch to WS 1 = Mod4+1, Move Window to WS 1 = Mod4+Shift+1, Switch to WS 2 = Mod4+2 and so on (Mod4 being the "Windows" key). But now the three-key combinations (i.e. the ones I use for "move to...") stopped working. When I go to keyboard preferences, I still see them and I can even change them to a different combination and then again to the desired one - but they won't execute the window movement afterwards :/ Any suggestions how to fix this?

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • Ubuntu 12.10 "Turn screen off when inactive for: Never" still turns off

    - by Will
    After a fresh install of Ubuntu 12.10, my screen still goes off after about ten minutes. I've been to the Brightness and Lock control panel. The Turn screen off when inactive for: setting is set for Never. I've been through the dconf Editor searching for power, screen, and idle changing parameters. This doesn't seem to have any effect on the display timeout. Here's one more interesting thing, the screen doesn't go off, per se. It just goes black. Meaning, the back lighting is still on, and all the pixels are black. When it goes black, it does a very pleasant quick dim to black. Similarly, it quickly un-dim's after a key press, mouse movement, or mouse click. So, I'm feeling this is more of a software setting the timeout, not a power saving function.

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  • Calculate gears rotation for a realtime simulation

    - by nkint
    Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to move the smaller one inside the bigger one the movement is odd. see the animated gif. the biggest gear is in center C1 and the small in the center C2. I calculate C2 position in this way: C2.x = C1.x + C1_RADIUS-C2_RADIUS) * cos(t); C2.y = C1.y - C1_RADIUS-C2_RADIUS) * sin(t); for t that goes from 0 to TWO_PI in n steps. I apply as rotation the angle t, but maybe it is wrong and i have to calculate another rotation for get a perfect joint

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  • How agile methodologies can be applied in a typical " services " company?

    - by AlfaTeK
    My company is a custom software services company for external clientes, which means our typical project is one in which the contract already states the full budget of the project. Our typical project starts by defining requirements (improving the proposal high-level requirements), then we code the project, test it and ship it. We have an acceptance phase were the client tests the software and in that phase we can usually implement small changes asked by the client, or we charge extra for change requests. In some projects we have intermediate releases so the clients can check the progress of the project and give feedback on it. In summary: something like waterfall... I've followed the "agile" movement for a bit now and I always see it being a good match for a "product" company, or a company building software for an internal client. But are there good stories / advantages on using agile methods in my kind of company/projects? What are your experiences, what do you think about this?

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  • Can Dust Actually Damage My Computer?

    - by Jason Fitzpatrick
    Thousands of hours per year of fan-driven air movement combined with electrostatic charges make computers veritable dust magnets. Is all that dust simply a nuisance or is it actually harmful? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It?

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  • Mouse Not Working on Boot

    - by user88043
    I have seen several topics regarding this situation, but none of them truly address my issue (that, or there are no answers that solve the issue.) Upon booting into Ubuntu 12.04.1 x64 my mouse wired USB mouse (Steelseries Sensei if that makes any difference) either doesn't work or stops working immediately after the grub menu, prior to the login screen appearing. The cursor is present, but obviously not reactive to any mouse movement; even the LED on my mouse turns off (or fails to turn on.) The only way I've found to activate the mouse is to restart the computer, and even then it's 50/50 at best as to whether or not the mouse will be powered. This issue has never happened in Windows 7, so the mouse is operating properly on the hardware and connection side. Forgive my ignorance of Ubuntu (and Linux in general), but I was hopeful that someone would have some suggestions, or could at least instruct me on what to check in order to provide any further information for diagnoses.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • Which logfile(s) log(s) errors reading a cd?

    - by Robert Vila
    I introduce a CD-RW, maybe blank (I really don't know), and after a little movement inside the reader, the CD is ejected without any message at all. I would like to know what is going on and the reason why it is ejected. How can I know that in Natty. The CD reader is working OK because I can read other CD's. It only gave me problems writing from Natty, a few days ago, but with MacOS there was no problem. Thank you Edit: Maybe there is no error, but then, how can I know what is in the Cd if there is anything?

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