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  • VS 2010 Error “Object reference not set to an instance of an object” when adding Service Reference f

    - by Andy
    I have a VS2010 (RTM) solution which contains: WCF Service project Console WCF client project Class project for DataContracts and members Class project for some simple classes I successfully added a service reference in the console client project and ran the client. I then did a long dev cycle repeatedly modifying the service then updating console service reference. I then changed the namespace and assembly names for the projects as well as the .cs using references and app.config. I of course missed some things as it would not build so I eventually removed the project references and the service reference, cleaned and built successfully. I then attempted to add the service reference again, it discovered it but threw the “Object reference not set to an instance of an object” when OK'ing. Fix in answer below...

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  • VS2008 Link Error Using SafeInt3.hpp in 64bit mode.

    - by photo_tom
    I have the below code that links and runs fine in 32bit mode - #include "safeint3.hpp" typedef SafeInt<SIZE_T> SAFE_SIZE_T; SAFE_SIZE_T sizeOfCache; SAFE_SIZE_T _allocateAmt; Where safeint3.hpp is current version that can be found on Codeplex SafeInt. For those who are unaware of it, safeint is a template class that makes working with different integer types and sizes "safe". To quote channel 9 video on software - "it writes the code that you should". Which is my case. I have a class that is managing a large in-memory cache of objects (6gb) and I am very concerned about making sure that I don't have overflow/underflow issues on my pointers/sizes/other integer variables. In this use, it solves many problems. My problem is coming when moving from 32bit dev mode to 64bit production mode. When I build the app in this mode, I'm getting the following linker warnings - 1>cachecontrol.obj : warning LNK4006: "bool __cdecl IntrinsicMultiplyUint64(unsigned __int64 const &,unsigned __int64 const &,unsigned __int64 *)" (?IntrinsicMultiplyUint64@@YA_NAEB_K0PEA_K@Z) already defined in ImageInRamCache.obj; second definition ignored 1>cachecontrol.obj : warning LNK4006: "bool __cdecl IntrinsicMultiplyInt64(__int64 const &,__int64 const &,__int64 *)" (?IntrinsicMultiplyInt64@@YA_NAEB_J0PEA_J@Z) already defined in ImageInRamCache.obj; second definition ignored While I understand I can ignore the error, I would like either (a) prevent the warning from occurring or (b) make it disappear so that my QA department doesn't flag it as a problem. And after spending some time researching it, I cannot find a way to do either.

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  • How to resolve Resharper's "unused property" warning on properties solely for Display/Value Members?

    - by JYelton
    I have defined two properties "Name" and "ID" for an object which I use for the DisplayMember and ValueMember of a ComboBox with a BindingList datasource. I recently installed Resharper to evaluate it. Resharper is giving me warnings on the object that the two properties are unused. Sample code: BindingList<ClassSample> SampleList = new BindingList<ClassSample>(); // populate SampleList cmbSampleSelector.DisplayMember = "Name"; cmdSampleSelector.ValueMember = "ID"; cmbSampleSelector.DataSource = SampleList; private class ClassSample { private string _name; private string _id; public string Name // Resharper believes this property is unused { get { return _name; } } public string ID // Resharper believes this property is unused { get {return _id; } } public ClassSample(string Name, string ID) { _name = Name; _id = ID; } } Am I doing something wrong or is Resharper clueless about this particular usage?

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  • Anyway to find out the current Windows is in lock mode?

    - by David.Chu.ca
    I have a windows application written in VS 2005. The application makes queries against to sql database in a timer cycle every 2 minutes. If there any data changes, the window will be refreshed with new data. If the user leaves the window, the windows will be automatically locked after a while. There is no sense to keep querying data in ever 2 minutes when the windows is locked; therefore I would like to stop the query when lock is on so that the network data trafic will be reduced and also saves the current windows resources such as memory and CPUs. I am not sure if there is any way to find out the current windows is locked? Not sure if there is any Windows APIs for this purpose if no .Net classes available? My project is in .Net 2.0 and all users are in Windows XP.

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  • Classic asp paging and session state

    - by flavour404
    Hi, Working on a classic asp page that uses paging. The error I am having a problem with is this: Lets say that you have 5 pages returned in your record set and you are on page 2. You leave and come back, you then press the link for page 3, the trouble is your session has timed out. I don't know why this happens but the page is reloaded, but the session check is bypassed and of course when the page attempts to retrieve the record set the session variables are now empty so I am getting a message stating: error near ',' line 1, because now the query is defunct. How do I get around this? Thanks, Ron.

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  • Detect pointer arithmetics because of LARGEADDRESSAWARE

    - by Suma
    I would like to switch my application to LARGEADDRESSAWARE. One of issues to watch for is pointer arithmetic, as pointer difference can no longer be represented as signed 32b. Is there some way how to find automatically all instances of pointer subtraction in a large C++ project? If not, is there some "least effort" manual or semi-automatic method how to achieve this?

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  • Circular Reference for Parent Link on Work Item cannot be resolved by Retry

    - by Atters
    I receive the following error; OH-TFS-Connector-0051: Operation failed getCollectionMetaData. Server Error : TF201063: Adding a Parent link to work item 1737 would result in a circular relationship. To create this link, evaluate the existing links, and remove one of the other links in the cycle. I have completely flattened out the Work Items in the source project. When retrying the migration the timestamp is modified on the pending errors however the issues are not resolved. These Work Items now have no parents or children in the source project. So I'm wondering if the retry list is no longer valid but there doesn't appear to be a away to have it update? I can run the whole migration again, however it takes 5-7 hours to just do the work items so it would be great if there is a quick fix.

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  • Help with visual programming??

    - by tjk0102
    i'm making a program that i need help with i'm trying to duplicate impero's policy lock screen i need help i'm trying to have my program search to see if a file is there. the concept is if the file exists it will launch it,but i'm having troubles would i use background worker do search for it and if so how would i make it search for it? if you can help that will be great

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • C# Unit testing resources

    - by Mohit Deshpande
    I migrated from Java to C# and so I am wondering how to unit tests in C#. I remember using JUnit to test my Java applications and importing the package, etc. How can I unit test in C#? What are some good resources for unit testing in C#?

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  • Suppress errors of files that are not set to be built from the "Error List" window

    - by ohadsc
    I have some cs files in my project that are not set to be built (Properties - Build Action = None). They contain bits of code that don't compile as a whole and are there merely for reference. I don't care about any compilation errors in them, but they appear in the "Error List" window, cluttering it. Is there some way to tell VS to ignore errors in that file? Or in all files not set to be built, at that ? I'm using VS 2010 Thanks

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  • Cannot serialize this List<T> extension

    - by Jaxidian
    I'm trying to push a subset of a collection of data through WCF to be consumed by WCF - think paged data. As such, I want this collection to have one page's worth of data as well as a total number of results. I figured this should be trivial by creating a custom object that extends List. However, everything I do results in my TotalNumber property coming across as 0. All of the data gets serialized/deserialized just fine but that single integer won't come across at all. Here's my first attempt that failed: [Serializable] public class PartialList<T> : List<T> { public PartialList() { } public PartialList(IEnumerable<T> collection) : base(collection) { } [DataMember] public int UnpartialTotalCount { get; set; } And here's my second attempt that failed in the exact same way: [Serializable] public class PartialList<T> : List<T>, ISerializable { public PartialList() { } public PartialList(IEnumerable<T> collection) : base(collection) { } [DataMember] public int UnpartialTotalCount { get; set; } protected PartialList(SerializationInfo info, StreamingContext context) { UnpartialTotalCount = info.GetInt32("UnpartialTotalCount"); } public void GetObjectData(SerializationInfo info, StreamingContext context) { info.AddValue("UnpartialTotalCount", UnpartialTotalCount); } } What's the deal here??

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  • Can anyone provide a good "idiot's guide" to creating an installer in VS2008 (C#) Pro?

    - by paxdiablo
    I have Visual C# 2008 Professional and have developed the first half of a C# application (console mode) with the second half in progress now (GUI). I'm looking for an easy path to creating an installer for it. What are the steps that need to be taken to produce a professional installer? There's a similar question here regarding the Express edition but I have Pro, and I would like as much as possible to stick with just the standard VS stuff (if you think you can convince me that a third party installer creator is much better than a VS-only solution, give it a shot, by all means). Keep in mind that I have no interest in upgrading to VS2010 yet, even if it's a hundred times easier to create an installer. That can come later, when the revenue starts rolling in :-) Also be aware that the GUI component of this application is a totally separate executable from the console part. The console part is a simple "open file 1, do some work on it, write file 2" type and the GUI is a fairly standard "open file, do some stuff" beast so there's no tricky or wildly undocumented behaviour happening. Basically, I'm looking for (at least) the following: professional looking installer. ability to specify where the application files go. changes to the registry to allow double-clicks on my file extension to open the GUI app with the file as an argument. needs to install everything required (my stuff, .Net if required, and so on).

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  • using threads in menu options

    - by vbNewbie
    I have an app that has a console menu with 2/3 selections. One process involves uploading a file and performing a lengthy search process on its contents, whilst another process involves SQL queries and is an interactive process with the user. I wish to use threads to allow one process to run and the menu to offer the option for the second process to run. However you cannot run the first process twice. I have created threads and corrected some compilation errors but the threading options are not working correctly. Any help appreciated. main... Dim tm As Thread = New Thread(AddressOf loadFile) Dim ts As Thread = New Thread(AddressOf reports) .... While Not response.Equals("3") Try Console.Write("Enter choice: ") response = Console.ReadLine() Console.WriteLine() If response.Equals("1") Then Console.WriteLine("Thread 1 doing work") tm.SetApartmentState(ApartmentState.STA) tm.IsBackground = True tm.Start() response = String.Empty ElseIf response.Equals("2") Then Console.WriteLine("Starting a second Thread") ts.Start() response = String.Empty End If ts.Join() tm.Join() Catch ex As Exception errormessage = ex.Message End Try End While I realize that a form based will be easier to implement with perhaps just calling different forms to handle the processes.But I really dont have that option now since the console app will be added to api later. But here are my two processes from the menu functions. Also not sure what to do with the boolean variabel again as suggested below. Private Sub LoadFile() Dim dialog As New OpenFileDialog Dim response1 As String = Nothing Dim filepath As String = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) dialog.InitialDirectory = filepath If dialog.ShowDialog() = DialogResult.OK Then fileName = dialog.FileName ElseIf DialogResult.Cancel Then Exit Sub End If Console.ResetColor() Console.Write("Begin Search -- Discovery Search, y or n? ") response1 = Console.ReadLine() If response1 = "y" Then Search() ElseIf response1 = "n" Then Console.Clear() main() End If isRunning = False End Sub and the second one Private Shared Sub report() Dim rptGen As New SearchBlogDiscovery.rptGeneration Console.WriteLine("Tread Process started") rptGen.main() Console.WriteLine("Thread Process ended") isRunning = False End Sub

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  • VS 2008 - Procedure to ship C#/WPF solution to ensure compatibility

    - by Bill
    I am attempting to collaborate on a C#/WPF project with another developer remotely via e-mail; and although the code compiles perfectly when it leaves, my collaborator has not been able to compile the code on his side. We are both using VS 2008 Version 9. This is the first time trying to work with someone else on an application and I was hoping that someone would advise me if there are any suggestions to obtain and ensure compatibility between the two of us? Additionally, is there a recommended procedure to prepare the solution for shipment (ie. just zip up the solution folder? export the application? etc.)? Thanks very much.

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  • VisualStudio: Toggle Archive Attribute When Saving File?

    - by John Dibling
    We use Tortoise CVS in out shop, but in my last job we used Visual SourceSafe. VSS is generally a pile, but it did have one nice feature. You could right-click on a branch and ask it for a list of all the files you had checked-out. As far as I can tell there is no similar feature in CVS. So what I'm looking for is some kind of VS plusgin that will automatically reset (turn off) the archive attribute when saving a file. Then I can recursively dir to find the files I have checked-out. Does anyone know of a VS plugin or something I can do to get this behavior? Or is there something else I can do in CVS to get my ultimately desired result?

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  • first major web app

    - by vbNewbie
    I have created a web app version of my previous crawler app and the initial form has controls to allow the client to make selections and start a search 'job'. These searches 'jobs' will be run my different threads created individually and added to a list to keep track of. Now the idea is to have another web form that will display this list of 'jobs' and their current status and will allow the jobs to be cancelled or removed only from the server side. This second form contains a grid to display these jobs. Now I have no idea if I should create the threads in the initial form code or send all user input to my main class which runs the search and if so how do I pass the the thread list to the second form to have it displayed on the grid. Any ideas really appreciated. Dim count As Integer = 0 Dim numThread As Integer = 0 Dim jobStartTime As Date Dim thread = New Thread(AddressOf ResetFormControlValues) 'StartBlogDiscovery) jobStartTime = Date.Now thread.Name = "Job" & jobStartTime 'clientName Session("Job") = "Job" & jobStartTime 'clientName thread.start() thread.sleep(50000) If numThread >= 10 Then For Each thread In threadlist thread.Join() Next Else numThread = numThread + 1 SyncLock threadlist threadlist.Enqueue(thread) End SyncLock End If this is the code that is called when the user clicks the search button on the inital form. this is what I just thought might work on the second web form if i used the session method. Try If Not Page.IsPostBack Then If Not Session("Job") = Nothing Then Grid1.DataSource = Session("Job") Grid1.DataBind() End If End If Finally

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  • Difference between var and Class class in object creation

    - by Divine
    Its a silly question, however shocked to see different behaviors. Learning a lot. Lets say I have two classes below Class A { public void Display() { } } Class B : A { public void Display() { } } Class C : B { public void Display() { } } Class Final { static void Main() { var c = new C(); // B c = new C(); //My doubt is, both of the above gives different results. May I know B c = new C() creates object of B or C? What I understood is, it creates object of B. Then why we say "new C()"? I agree with C c = new C(); But I thought, B b = new C(); creates object of B. Where we use this style? Only when utilizing runtime polymorphism? (Overriding methods)? } }

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