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  • and the winner is Google Chrome

    - by anirudha
    Browser war really still uncompleted but here i tell that Why Google chrome better. 1. Easy to install:- as IE 9 Google chrome not force user to purchase a new OS. the chrome have a facelity that they install in minutes then less then other just like Firefox a another competitor or bloody fool  IE 9. 2. Easy to test: if you want to test their beta that’s no problem as well as Firefox. if user use Firefox 4 beta that they found that they can’t use many good plugin such as a big list the Web Developer tool and many other are one of them. in Chrome beta they provide you more then the last official release of chrome. 3. Google chrome Sync:-  i myself used  sync inside Firefox but nothing i found good and from a long time i feel nothing good and any feature in Firefox sync. but in google chrome their sync system is much better. When user login for sync in chrome they install everything and get back the user every settings they set the last time such as apps, autofill, bookmark ,extensions preference and theme. if you want to check bookmark from other browser that you can use google docs because google provided their bookmark backup in their docs account they have. performance:- after testing a website i found that a website open in 36 seconds in Firefox that Google chrome open them in 10 seconds. i found a interesting thing that when i test offline in IE 8 they show me in one or two seconds. i wonder how it’s possible after a long puzzle i found that IE was integrated software from Microsoft that the both software Visual studio and IE was integrated with windows. if user  test javascript in IE that the error they find show in visual studio not in IE as well as other software like chrome and IE. chrome not have a vast range of plugin as well as firefox so developer spent less time on chrome that would be a problem of future of chrome. interface comparison : the chrome have a common but user friendly interface then the user easily can use them. are you watching menu in Firefox 4. they make them complex as well as whole software IE 9. IE developer team thing that they can make everything fool by making a slogan HTML 5 inside IE. if anyone want to open a page in IE 9 that they show after some second. some time they show page not found even site is not gone wrong. when anyone want to use IE 9 developer tool that they thing that “ are this really  a developer tool ? ”. yeah they not make them for human as well as Firebug working team make firebug inside Firefox. they thing that how they can make public fool. Are you see that if you want to install Visual studio they force you to install sql server even you use other database system. a big stupidity of their tool can be found here today we hear that they Microsoft launched silverlight 5. are you know how Microsoft make silverlight yeah he copycat the idea of Adobe and their product Adobe Flash. that’s a other matter we can use .Net language instead of actionscript , lingo or shockwave.

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  • What is the worst programming language you ever worked with? [closed]

    - by Ludwig Weinzierl
    If you have an interesting story to share, please post an answer, but do not abuse this question for bashing a language. We are programmers, and our primary tool is the programming language we use. While there is a lot of discussion about the best one, I'd like to hear your stories about the worst programming languages you ever worked with and I'd like to know exactly what annoyed you. I'd like to collect this stories partly to avoid common pitfalls while designing a language (especially a DSL) and partly to avoid quirky languages in the future in general. This question is not subjective. If a language supports only single character identifiers (see my own answer) this is bad in a non-debatable way. EDIT Some people have raised concerns that this question attracts trolls. Wading through all your answers made one thing clear. The large majority of answers is appropriate, useful and well written. UPDATE 2009-07-01 19:15 GMT The language overview is now complete, covering 103 different languages from 102 answers. I decided to be lax about what counts as a programming language and included anything reasonable. Thank you David for your comments on this. Here are all programming languages covered so far (alphabetical order, linked with answer, new entries in bold): ABAP, all 20th century languages, all drag and drop languages, all proprietary languages, APF, APL (1), AS400, Authorware, Autohotkey, BancaStar, BASIC, Bourne Shell, Brainfuck, C++, Centura Team Developer, Cobol (1), Cold Fusion, Coldfusion, CRM114, Crystal Syntax, CSS, Dataflex 2.3, DB/c DX, dbase II, DCL, Delphi IDE, Doors DXL, DOS batch (1), Excel Macro language, FileMaker, FOCUS, Forth, FORTRAN, FORTRAN 77, HTML, Illustra web blade, Informix 4th Generation Language, Informix Universal Server web blade, INTERCAL, Java, JavaScript (1), JCL (1), karol, LabTalk, Labview, Lingo, LISP, Logo, LOLCODE, LotusScript, m4, Magic II, Makefiles, MapBasic, MaxScript, Meditech Magic, MEL, mIRC Script, MS Access, MUMPS, Oberon, object extensions to C, Objective-C, OPS5, Oz, Perl (1), PHP, PL/SQL, PowerDynamo, PROGRESS 4GL, prova, PS-FOCUS, Python, Regular Expressions, RPG, RPG II, Scheme, ScriptMaker, sendmail.conf, Smalltalk, Smalltalk , SNOBOL, SpeedScript, Sybase PowerBuilder, Symbian C++, System RPL, TCL, TECO, The Visual Software Environment, Tiny praat, TransCAD, troff, uBasic, VB6 (1), VBScript (1), VDF4, Vimscript, Visual Basic (1), Visual C++, Visual Foxpro, VSE, Webspeed, XSLT The answers covering 80386 assembler, VB6 and VBScript have been removed.

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  • HTML - Correct way of coding a checkbox with a Label.

    - by egarcia
    I've been using formtastic in order to generate HTML forms on rails applications. My question, however, is really HTML-related. Today I found a strange behaviour on the way formtastic generates checkboxes (fields of type :boolean on formtastic lingo). The rest of the fields (non-checkboxes) are generated this way: <li> <label for="my_textbox_field">My TextBox</label> <input id="my_textbox_field" type="text" ... > </li> Checkboxes, however, are enclosed inside their <label> tags completely - like this: <li> <label for="my_boolean_field"> <input id="my_boolean_field" type="checkbox" ... > This is my boolean field </label> </li> Formtastic phylosophy seems to be based on the Learning to Love Forms presentation. In effect, on slide 36 of that presentation this structure is suggested for checkboxes. I guess in the presentation itself the presenter explained why this was done, but it is not written on the slides. Can anyone tell me why enclosing checkboxes inside their <label> tag might be a good idea, as opposed to putting them outside, like with textboxes?

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  • Testing a wide variety of computers with a small company

    - by Tom the Junglist
    Hello everyone, I work for a small dotcom which will soon be launching a reasonably-complicated Windows program. We have uncovered a number of "WTF?" type scenarios that have turned up as the program has been passed around to the various not-technical-types that we've been unable to replicate. One of the biggest problems we're facing is that of testing: there are a total of three programmers -- only one working on this particular project, me -- no testers, and a handful of assorted other staff (sales, etc). We are also geographically isolated. The "testing lab" consists of a handful of VMWare and VPC images running sort-of fresh installs of Windows XP and Vista, which runs on my personal computer. The non-technical types try to be helpful when problems arise, we have trained them on how to most effectively report problems, and the software itself sports a wide array of diagnostic features, but since they aren't computer nerds like us their reporting is only so useful, and arranging remote control sessions to dig into the guts of their computers is time-consuming. I am looking for resources that allow us to amplify our testing abilities without having to put together an actual lab and hire beta testers. My boss mentioned rental VPS services and asked me to look in to them, however they are still largely very much self-service and I was wondering if there were any better ways. How have you, or any other companies in a similar situation handled this sort of thing? EDIT: According to the lingo, our goal here is to expand our systems testing capacity via an elastic computing platform such as Amazon EC2. At this point I am not sure suggestions of beefing up our unit/integration testing are going to help very much as we are consistently hitting walls at the systems testing phase. Has anyone attempted to do this kind of software testing on a cloud-type service like EC2? Tom

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  • Reading input files in FORTRAN

    - by lollygagger
    Purpose: Create a program that takes two separate files, opens and reads them, assigns their contents to arrays, do some math with those arrays, create a new array with product numbers, print to a new file. Simple enough right? My input files have comment characters at the beginning. One trouble is, they are '#' which are comment characters for most plotting programs, but not FORTRAN. What is a simple way to tell the computer not to look at these characters? Since I have no previous FORTRAN experience, I am plowing through this with two test files. Here is what I have so far: PROGRAM gain IMPLICIT NONE REAL, DIMENSION (1:4, 1:8) :: X, Y, Z OPEN(1, FILE='test.out', & STATUS='OLD', ACTION='READ') ! opens the first file READ(1,*), X OPEN(2, FILE='test2.out', & STATUS='OLD', ACTION='READ') ! opens the second file READ(2,*), Y PRINT*, X, Y Z = X*Y ! PRINT*, Z OPEN(3, FILE='test3.out', STATUS='NEW', ACTION='WRITE') !creates a new file WRITE(3,*), Z CLOSE(1) CLOSE(2) CLOSE(3) END PROGRAM PS. Please do not overwhelm me with a bunch of code monkey gobblety gook. I am a total programming novice. I do not understand all the lingo, that is why I came here instead of searching for help in existing websites. Thanks.

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  • HTML templating in C++ and translations

    - by Karim
    I'm using HTML_Template for templating in my C++-based web app (don't ask). I chose that because it was very simple and it turns out to be a good solution. The only problem right now is that I would like to be able to include translatable strings in the HTML templates (HTML_Template does not really support that). Ultimately, what I would like is to have a single file that contains all the strings to be translated. It can then be given to a translator and plugged back in to the app and used depending on which language the user chose in settings. I've been going back and forth on some options and was wondering what others felt was the best choice (or if there's a better choice that isn't listed) Extend HTML_Template to include a tag for holding the literal string to translate. So, for example, in the HTML I would put something like <TMPL_TRANS "this is the text to translate"/> Use a completely separate scheme for translation and preprocess the HTML files to generate the final template files (without the special translation lingo). For example, in the pre-processed file, translatable text would look like this: {{this is the text to translate}} and the final would look like: this is the text to translate Don't do anything and let the translators find the string to translate in the html and js files themselves.

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  • How to generate and encode (for use in GA), random, strict, binary rooted trees with N leaves?

    - by Peter Simon
    First, I am an engineer, not a computer scientist, so I apologize in advance for any misuse of nomenclature and general ignorance of CS background. Here is the motivational background for my question: I am contemplating writing a genetic algorithm optimizer to aid in designing a power divider network (also called a beam forming network, or BFN for short). The BFN is intended to distribute power to each of N radiating elements in an array of antennas. The fraction of the total input power to be delivered to each radiating element has been specified. Topologically speaking, a BFN is a strictly binary, rooted tree. Each of the (N-1) interior nodes of the tree represents the input port of an unequal, binary power splitter. The N leaves of the tree are the power divider outputs. Given a particular power divider topology, one is still free to map the power divider outputs to the array inputs in an arbitrary order. There are N! such permutations of the outputs. There are several considerations in choosing the desired ordering: 1) The power ratio for each binary coupler should be within a specified range of values. 2) The ordering should be chosen to simplify the mechanical routing of the transmission lines connecting the power divider. The number of ouputs N of the BFN may range from, say, 6 to 22. I have already written a genetic algorithm optimizer that, given a particular BFN topology and desired array input power distribution, will search through the N! permutations of the BFN outputs to generate a design with compliant power ratios and good mechanical routing. I would now like to generalize my program to automatically generate and search through the space of possible BFN topologies. As I understand it, for N outputs (leaves of the binary tree), there are $C_{N-1}$ different topologies that can be constructed, where $C_N$ is the Catalan number. I would like to know how to encode an arbitrary tree having N leaves in a way that is consistent with a chromosomal description for use in a genetic algorithm. Also associated with this is the need to generate random instances for filling the initial population, and to implement crossover and mutations operators for this type of chromosome. Any suggestions will be welcome. Please minimize the amount of CS lingo in your reply, since I am not likely to be acquainted with it. Thanks in advance, Peter

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  • Brighton Rocks: UA Europe 2011

    - by ultan o'broin
    User Assistance Europe 2011 was held in Brighton, UK. Having seen Quadrophenia a dozen times, I just had to go along (OK, I wanted to talk about messages in enterprise applications). Sadly, it rained a lot, though that was still eminently more tolerable than being stuck home in Dublin during Bloomsday. So, here are my somewhat selective highlights and observations from the conference, massively skewed towards my own interests, as usual. Enjoyed Leah Guren's (Cow TC) great start ‘keynote’ on the Cultural Dimensions of Software Help Usage. Starting out by revisiting Hofstede's and Hall's work on culture (how many times I have done this for Multilingual magazine?) and then Neilsen’s findings on age as an indicator of performance, Leah showed how it is the expertise of the user that user assistance (UA) needs to be designed for (especially for high-end users), with some considerations made for age, while the gender and culture of users are not major factors. Help also needs to be contextual and concise, embedded close to the action. That users are saying things like “If I want help on Office, I go to Google ” isn't all that profound at this stage, but it is always worth reiterating how search can be optimized to return better results for users. Interestingly, regardless of user education level, the issue of information quality--hinging on the lynchpin of terminology reflecting that of the user--is critical. Major takeaway for me there. Matthew Ellison’s sessions on embedded help and demos were also impressive. Embedded help that is concise and contextual is definitely a powerful UX enabler, and I’m pleased to say that in Oracle Fusion Applications we have embraced the concept fully. Matthew also mentioned in his session about successful software demos that the principle of modality with demos is a must. Look no further than Oracle User Productivity Kit demos See It!, Try It!, Know It, and Do It! modes, for example. I also found some key takeaways in the presentation by Marie-Louise Flacke on notes and warnings. Here, legal considerations seemed to take precedence over providing any real information to users. I was delighted when Marie-Louise called out the Oracle JDeveloper documentation as an exemplar of how to use notes and instructions instead of trying to scare the bejaysus out of people and not providing them with any real information they’d find useful instead. My own session on designing messages for enterprise applications was well attended. Knowing your user profiles (remember user expertise is the king maker for UA so write for each audience involved), how users really work, the required application business and UI rules, what your application technology supports, and how messages integrate with the enterprise help desk and support policies and you will go much further than relying solely on the guideline of "writing messages in plain language". And, remember the value in warnings and confirmation messages too, and how you can use them smartly. I hope y’all got something from my presentation and from my answers to questions afterwards. Ellis Pratt stole the show with his presentation on applying game theory to software UA, using plenty of colorful, relevant examples (check out the Atlassian and DropBox approaches, for example), and striking just the right balance between theory and practice. Completely agree that the approach to take here is not to make UA itself a game, but to invoke UA as part of a bigger game dynamic (time-to-task completion, personal and communal goals, personal achievement and status, and so on). Sure there are gotchas and limitations to gamification, and we need to do more research. However, we'll hear a lot more about this subject in coming years, particularly in the enterprise space. I hope. I also heard good things about the different sessions about DITA usage (including one by Sonja Fuga that clearly opens the door for major innovation in the community content space using WordPress), the progressive disclosure of information (Cerys Willoughby), an overview of controlled language (or "information quality", as I like to position it) solutions and rationale by Dave Gash, and others. I also spent time chatting with Mike Hamilton of MadCap Software, who showed me a cool demo of their Flare product, and the Lingo translation solution. I liked the idea of their licensing model for workers-on-the-go; that’s smart UX-awareness in itself. Also chatted with Julian Murfitt of Mekon about uptake of DITA in the enterprise space. In all, it's worth attending UA Europe. I was surprised, however, not to see conference topics about mobile UA, community conversation and content, and search in its own right. These are unstoppable forces now, and the latter is pretty central to providing assistance now to all but the most irredentist of hard-copy fetishists or advanced technical or functional users working away on the back end of applications and systems. Only saw one iPad too (says the guy who carries three laptops). Tweeting during the conference was pretty much nonexistent during the event, so no community energy there. Perhaps all this can be addressed next year. I would love to see the next UA Europe event come to Dublin (despite Bloomsday, it's not a bad place place, really) now that hotels are so cheap and all. So, what is my overall impression of the state of user assistance in Europe? Clearly, there are still many people in the industry who feel there is something broken with the traditional forms of user assistance (particularly printed doc) and something needs to be done about it. I would suggest they move on and try and embrace change, instead. Many others see new possibilities, offered by UX and technology, as well as the reality of online user behavior in an increasingly connected world and that is encouraging. Such thought leaders need to be listened to. As Ellis Pratt says in his great book, Trends in Technical Communication - Rethinking Help: “To stay relevant means taking a new perspective on the role (of technical writer), and delivering “products” over and above the traditional manual and online Help file... there are a number of new trends in this field - some complementary, some conflicting. Whatever trends emerge as the norm, it’s likely the status quo will change.” It already has, IMO. I hear similar debates in the professional translation world about the onset of translation crowd sourcing (the Facebook model) and machine translation (trust me, that battle is over). Neither of these initiatives has put anyone out of a job and probably won't, though the nature of the work might change. If anything, such innovations have increased the overall need for professional translators as user expectations rise, new audiences emerge, and organizations need to collate and curate user-generated content, combining it with their own. Perhaps user assistance professionals can learn from other professions and grow accordingly.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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