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  • two guitexture that do not work together

    - by London2423
    I have two GUITexture that move left and right a cube. Is pretty strange but together they don't work. If I activate only one it works. To be more specific: If I have the left GUItexture alone in the game the cube move left. If I have the right GUITexture activated alone the cube move right. Seems all fine I thought but If I have both of them the cube move only right and not left. Where is the mistake? Here is the code inside the GameObject cube for Right move void OnMousedown () { transform.position += Vector3.right * Time.deltaTime; } For Left move void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } And this is the left GUITexture code //move the cube left Cube.GetComponent<Left> ().enabled = true; left.transform.position += Vector3.left * Time.deltaTime; This is the right GUITexture //move the cube right Cube.GetComponent<Left> ().enabled = true; right.transform.position += Vector3.right * Time.deltaTime; What is the reason for this? I hope someone can help me.

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  • Magento - How can I move the Navigation Block to be in the right column?

    - by Hank
    I've been editing Magento's default CSS to change the look and have come to a point where I want to move around some content blocks. I've killed off the left column through CSS .col-left { display: none; } And then increased the width of the main content part to create a 'two column layout'. What I want to do now is move the navigation for the categories into the right column. I just have no idea how... How do I move content blocks around in Magento? :/

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  • How to move iframe along the DOM without losing it's content?

    - by Beck
    Is it possible? I have tried to move it, but iframe contents dissapear. Tried to get contents of iframe and place them in the new place but all handlers ofc dissapear. Tried to do the same, but with new jQuery 1.4.2 feature, that clones all events along with it. But it doesn't work :) So I have decided to ask here for help. How to move the damn iframe to another place in the document without losing it's contents? ^_^ Thanks Added: txtad_iframe = ad_container.find('iframe'); its_contents = txtad_iframe.contents(); its_body = its_contents.find("div:first").clone(true).insertAfter(cthis.find('#photos')); new_ad.append(its_body); Here i'm trying to copy contents to new ad container. But it doesn't work. Context banner doesn't react on click event. I have tried to move ad_container to container, but iframe body content dissapears.

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • How can I get Thunderbird to automatically move messages?

    - by David Heffernan
    I have Thunderbird 15. I'd like to automatically move messages from one folder to another. My mail account is an IMAP account. My Blackberry is also connected to the account and when it sends mail, it places a copy on the IMAP server in a folder named Sent Items. I'd like those messages to be moved to my Inbox automatically. By default message filters are only applied automatically to the Inbox. There is an extension to do this, Filter Subfolders, but it's only for TB3. What I have tried so far is: Use the FiltaQuilla add-on to be able to filter messages for folder name. Set the string property mail.server.default.applyIncomingFilters to true. As recommended here: http://blog.mozilla.org/bcrowder/ But I can't get these filters to run automatically. I have a suspicion that filters only run automatically for incoming mail. And these are sent items. Perhaps that's it. I just don't know. On the other hand, if I run the filters manually on that folder, it does indeed move the mail. Or perhaps the issue is that these messages are saved into the Sent Items folder marked as read. Is it possible that filters are only automatically applied to unread items? If I could install an add-in that automatically ran the message filter on my folder, that would do it. Anyway, I'm at a loss now. Any suggestions are welcome. I'm not at all wedded to using filters. I just want to find a way to get these messages moved without human interaction!

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  • Which is the fastest way to move 1Petabyte from one storage to a new one?

    - by marc.riera
    First of all, thanks for reading, and sorry for asking something related to my job. I understand that this is something that I should solve by myself but as you will see its something a bit difficult. A small description: Now Storage = 1PB using DDN S2A9900 storage for the OSTs, 4 OSS , 10 GigE network. (lustre 1.6) 100 compute nodes with 2x Infiniband 1 infiniband switch with 36 ports After Storage = Previous storage + another 1PB using DDN S2A 990 or LSI E5400 (still to decide) (lustre 2.0) 8 OSS , 10GigE network 100 compute nodes with 2x Infiniband Previous experience: transfered 120 TB in less than 3 days using following command: tar -C /old --record-size 2048 -b 2048 -cf - dir | tar -C /new --record-size 2048 -b 2048 -xvf - 2>&1 | tee /tmp/dir.log So , big problem here, using big mathematical equations I conclude that we are going to need 1 month to transfer the data from one side to the new one. During this time the researchers will need to step back, and I'm personally not happy with this. I'm telling you that we have infiniband connections because I think that may be there is a chance to use it to transfer the data using 18 compute nodes (18 * 2 IB = 36 ports) to transfer the data from one storage to the other. I'm trying to figure out if the IB switch will handle all the traffic but in case it just burn up will go faster than using 10GigE. Also, having lustre 1.6 and 2.0 agents on same server works quite well, with this there is no need to go by 1.8 to upgrade the metadata servers with two steps. Any ideas? Many thanks Note 1: Zoredache, we can divide it in two blocks (A)600Tb and (B)400Tb. The idea is to move (A) to new storage which is lustre2.0 formated, then format where (A) was with lustre2.0 and move (B) to this lustre2.0 block and extend with the space where (B) was. This way we will end with (A) and (B) on separate filesystems, with 1PB each.

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  • How do I move a linked file on Unix?

    - by r3mbol
    I have a bunch of files in one directory and links to each one of those files in another directory. So ls -l looks something like this: lrwxrwxrwx 1 rembol rembol 89 Jan 25 10:00 copyright.txt -> /home/rembol/solr/target/deploy/data/core/copyright.txt lrwxrwxrwx 1 rembol rembol 92 Jan 25 10:00 jar-versions.xml -> /home/rembol/solr/target/deploy/data/core/jar-versions.xml lrwxrwxrwx 1 rembol rembol 85 Jan 25 10:00 lgpl.html -> /home/rembol/solr/target/deploy/data/core/lgpl.html lrwxrwxrwx 1 rembol rembol 79 Jan 25 10:00 lib -> /home/rembol/solr/target/deploy/data/core/lib lrwxrwxrwx 1 rembol rembol 87 Jan 25 10:00 readme.html -> /home/rembol/solr/target/deploy/data/core/readme.html drwxr-xr-x 3 rembol rembol 4096 Jan 25 10:00 server drwxr-xr-x 2 rembol rembol 4096 Jan 25 10:00 startup Now I want to move those linked files from /home/rembol/solr/target/deploy to /home/rembol/output/. If I do that my simply calling mv, links will break. I don't want to re-link each file separately, cause there are hundreds of them (they are generated automatically). Is there some clever way to move linked files, rather than writing a script that unlinks, moves and relinks recursively for each file in each subdirectory?

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  • How do I move a file (or folder) from one folder to another in TortoiseSVN?

    - by codeflunky
    I would like to move a file or folder from one place to another within the same repository without having to use Repo Browser to do it, and without creating two independent add/delete operations. Using Repo Browser works fine except that your code will be hanging in a broken state until you get any supporting changes checked in afterwards (like the .csproj file for example). Update: People have suggested "move" from the command line. Is there a TortoiseSVN equivalent?

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  • How to move value from the stack to ST(0)?

    - by George Edison
    I am having trouble believing the following code is the most efficient way to move a value from the stack to ST(0): .data var dd 4.2 tmp dd ? .code mov EAX, var push EAX ; top of stack now contains a value ; move it to ST(0) pop EAX mov tmp, EAX fld tmp Is the temporary variable really necessary? Further, is there an easier way to get a value from the stack to ST(0)?

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  • Python - 2 Questions: Editing a variable in a function and changing the order of if else statements

    - by Eric
    First of all, I should explain what I'm trying to do first. I'm creating a dungeon crawler-like game, and I'm trying to program the movement of computer characters/monsters in the map. The map is basically a Cartesian coordinate grid. The locations of characters are represented by tuples of the x and y values, (x,y). The game works by turns, and in a turn a character can only move up, down, left or right 1 space. I'm creating a very simple movement system where the character will simply make decisions to move on a turn by turn basis. Essentially a 'forgetful' movement system. A basic flow chart of what I'm intending to do: Find direction towards destination Make a priority list of movements to be done using the direction eg.('r','u','d','l') means it would try to move right first, then up, then down, then left. Try each of the possibilities following the priority order. If the first movement fails (blocked by obstacle etc.), then it would successively try the movements until the first one that is successful, then it would stop. At step 3, the way I'm trying to do it is like this: def move(direction,location): try: -snip- # Tries to move, raises the exception Movementerror if cannot move in the direction return 1 # Indicates movement successful except Movementerror: return 0 # Indicates movement unsuccessful (thus character has not moved yet) prioritylist = ('r','u','d','l') if move('r',location): pass elif move('u',location): pass elif move('d',location): pass elif move('l',location): pass else: pass In the if/else block, the program would try the first movement on the priority on the priority list. At the move function, the character would try to move. If the character is not blocked and does move, it returns 1, leading to the pass where it would stop. If the character is blocked, it returns 0, then it tries the next movement. However, this results in 2 problems: How do I edit a variable passed into a function inside the function itself, while returning if the edit is successful? I have been told that you can't edit a variable inside a function as it won't really change the value of the variable, it just makes the variable inside the function refer to something else while the original variable remain unchanged. So, the solution is to return the value and then assign the variable to the returned value. However, I want it to return another value indicating if this edit is successful, so I want to edit this variable inside the function itself. How do I do so? How do I change the order of the if/else statements to follow the order of the priority list? It needs to be able to change during runtime as the priority list can change resulting in a different order of movement to try.

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  • How could this diagram for "making a career move into software development" be improved?

    - by Edward Tanguay
    I'm giving a talk in April 2011 on "Developer English" and showing my non-developer audience, mostly English teachers, various diagrams to explain how developers see their industry etc. One of these diagrams is "Hot Technologies", basically, if you want to become a developer, what technologies should you learn to have the highest chance of (1) getting a job (2) making a good salary, and (3) work with the most exciting technology. This is a draft I made just to get some ideas out, basically C#, PHP, Java are where the bulk of the jobs are. Mobile development has a big future. JavaScript is becoming more and more important, and I want to list "minor technologies" such a Python, Ruby on Rails to the side, I assume e.g. that in general, there are a much smaller percentage of jobs in these technologies as in C#, PHP, Java. How could this diagram be improved? UPDATE Thanks everyone for your suggestions. I included most of them in my updated graphic. Does anyone know of more Java technologies that would be appropriate here and could anything be added to the gaming technologies?

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  • How can I move along an angled collision at a constant speed?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • How can I prevent an app from leaving full screen mode when I move the cursor to another display?

    - by dan
    When I have dual displays set up, or when I am using Synergy to use one keyboard and mouse across two computers/screens, I can't seem to retain F11 full screen mode for the top application when I mouse out of that screen. This applies to both the application and also to any Flash video that may be playing in full screen mode. Is there any way to retain full screen mode and mouse out of the display?

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  • How can I move a polygon edge 1 unit away from the center?

    - by Stephen
    Let's say I have a polygon class that is represented by a list of vector classes as vertices, like so: var Vector = function(x, y) { this.x = x; this.y = y; }, Polygon = function(vectors) { this.vertices = vectors; }; Now I make a polygon (in this case, a square) like so: var poly = new Polygon([ new Vector(2, 2), new Vector(5, 2), new Vector(5, 5), new Vector(2, 5) ]); So, the top edge would be [poly.vertices[0], poly.vertices[1]]. I need to stretch this polygon by moving each edge away from the center of the polygon by one unit, along that edge's normal. The following example shows the first edge, the top, moved one unit up: The final polygon should look like this new one: var finalPoly = new Polygon([ new Vector(1, 1), new Vector(6, 1), new Vector(6, 6), new Vector(1, 6) ]); It is important that I iterate, moving one edge at a time, because I will be doing some collision tests after moving each edge. Here is what I tried so far (simplified for clarity), which fails triumphantly: for(var i = 0; i < vertices.length; i++) { var a = vertices[i], b = vertices[i + 1] || vertices[0]; // in case of final vertex var ax = a.x, ay = a.y, bx = b.x, by = b.y; // get some new perpendicular vectors var a2 = new Vector(-ay, ax), b2 = new Vector(-by, bx); // make into unit vectors a2.convertToUnitVector(); b2.convertToUnitVector(); // add the new vectors to the original ones a.add(a2); b.add(b2); // the rest of the code, collision tests, etc. } This makes my polygon start slowly rotating and sliding to the left, instead of what I need. Finally, the example shows a square, but the polygons in question could be anything. They will always be convex, and always with vertices in clockwise order.

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • how to move the camera behind a model with the same angle? in XNA

    - by Mehdi Bugnard
    I meet are having difficulty in moving my camera behind an object in a 3D world. I would create two view mode. 1: for fps (first person). 2nd: external view behind the character (second person). I searched the net some example but it does not work in my project. Here is my code used to change view if F2 is pressed //Camera double X1 = this.camera.PositionX; double X2 = this.player.Position.X; double Z1 = this.camera.PositionZ; double Z2 = this.player.Position.Z; //Verify that the user must not let the press F2 if (!this.camera.IsF2TurnedInBoucle) { // If the view mode is the second person if (this.camera.ViewCamera_type == CameraSimples.ChangeView.SecondPerson) { this.camera.ViewCamera_type = CameraSimples.ChangeView.firstPerson; //Calcul position - ?? Here my problem double direction = Math.Atan2(X2 - X1, Z2 - Z1) * 180.0 / 3.14159265; //Calcul angle - ?? Here my problem this.camera.position = .. this.camera.rotation = .. this.camera.MouseRadian_LeftrightRot = (float)direction; } //IF mode view is first person else { //....

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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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