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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • why is glVertexAttribDivisor crashing?

    - by 2am
    I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is crashing when I am calling glVertexAttribDivisor I haven't changed any code since yesterday. Here is how I am sending data to GPU for instancing. glGenBuffers(1, &iVBO); glBindBuffer(GL_ARRAY_BUFFER, iVBO); glBufferData(GL_ARRAY_BUFFER, (ml_instance->i_positions.size()*sizeof(glm::vec4)) , NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (ml_instance->i_positions.size()*sizeof(glm::vec4)), &ml_instance->i_positions[0]); And then in vertex specification-- glBindBuffer(GL_ARRAY_BUFFER, iVBO); glVertexAttribPointer(i_positions, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(i_positions); glVertexAttribDivisor(i_positions,1); // **THIS IS WHERE THE PROGRAM CRASHES** glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0,TREES_INSTANCE_COUNT); I have checked ml_instance->i_positions, it has all the data that needs to render. I have checked the value of i_positions in vertex shader, it is the same as whatever I have defined there. I am little out of ideas here, everything looks pretty much fine. What am I missing?

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  • Computer Games Technolgy or Software Engineering?

    - by Suleman Anwar
    I'm in the last year of my college and going to university next year. Could you tell me what the difference between Software Engineering and Computer Games Technology is? I know a bit of both but don't know the actual difference. I'm kind off in a dilemma between these two. I want to be a programmer, I'd love to go into gaming but I heard getting a job within a computer games company is really hard.

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • What causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?

    - by rraallvv
    I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement. I've concidered my limit to be a little bit over 15 FPS, in fact my physics simulation is updated at that rate (15.84 steps/s) as that is the lowest that still give fluid movement, a bit lower gives jerky motion. Is there a practical reason why to clamp FPS way above the lower limit? Update: The following image could help to clarify I can independently set the physic simulation step, frame rate, and simulation interval update. My concern is why should I clamp any of those to values greater than the minimum? For instance to conserve battery life I could just to choose the lower limits, but it seems that 60 or 30 FPS are the most used values.

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  • Exporting .jar files with Jarsplice

    - by SystemNetworks
    Help! I'm Using Mac OS X 10.8 Mountain Lion and Using Eclipse. I'm using the library called Slick and Lwjgl. When i first exported it, it has a .jar file. I followed some You Tube Tutorials (Different, they don't have slick) It worked for them. I don't know why it dosen't work for me. Should i put Slick-util too? I didn't even use lwjgl btw. Please help!!! Jars I used(Libraries) Slick LWJGL(I didn't use it) Tutorials I followed TheCodingUniverse(Exporting) TheNewBoston(The Code and Set-up) Programs I used Eclipse IDE Java Jarsplice No warnings found or errors. It is perfect! But Nothing shows up in the screen everytime I pressed the jar(After Jarsplice) Help!!!

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  • The practical cost of swapping effects

    - by sebf
    Hello, I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • How to import or "using" a custom class in Unity script?

    - by Bobbake4
    I have downloaded the JSONObject plugin for parsing JSON in Unity but when I use it in a script I get an error indicating JSONObject cannot be found. My question is how do I use a custom object class defined inside another class. I know I need a using directive to solve this but I am not sure of the path to these custom objects I have imported. They are in the root project folder inside JSONObject folder and class is called JSONObject. Thanks

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  • Dynamic libraries are not allowed on iOS but what about this?

    - by tapirath
    I'm currently using LuaJIT and its FFI interface to call C functions from LUA scripts. What FFI does is to look at dynamic libraries' exported symbols and let the developer use it directly form LUA. Kind of like Python ctypes. Obviously using dynamic libraries is not permitted in iOS for security reasons. So in order to come up with a solution I found the following snippet. /* (c) 2012 +++ Filip Stoklas, aka FipS, http://www.4FipS.com +++ THIS CODE IS FREE - LICENSED UNDER THE MIT LICENSE ARTICLE URL: http://forums.4fips.com/viewtopic.php?f=3&t=589 */ extern "C" { #include <lua.h> #include <lualib.h> #include <lauxlib.h> } // extern "C" #include <cassert> // Please note that despite the fact that we build this code as a regular // executable (exe), we still use __declspec(dllexport) to export // symbols. Without doing that FFI wouldn't be able to locate them! extern "C" __declspec(dllexport) void __cdecl hello_from_lua(const char *msg) { printf("A message from LUA: %s\n", msg); } const char *lua_code = "local ffi = require('ffi') \n" "ffi.cdef[[ \n" "const char * hello_from_lua(const char *); \n" // matches the C prototype "]] \n" "ffi.C.hello_from_lua('Hello from LUA!') \n" // do actual C call ; int main() { lua_State *lua = luaL_newstate(); assert(lua); luaL_openlibs(lua); const int status = luaL_dostring(lua, lua_code); if(status) printf("Couldn't execute LUA code: %s\n", lua_tostring(lua, -1)); lua_close(lua); return 0; } // output: // A message from LUA: Hello from LUA! Basically, instead of using a dynamic library, the symbols are exported directly inside the executable file. The question is: is this permitted by Apple? Thanks.

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  • Is a Single Texture Cube Map Possible?

    - by smoth190
    I'm currently developing a test project to explore OpenGL 3 texturing abilities. I have a simple cube, made of 8 vertices and 36 indices. I want each of the cubes faces to have a different texture, so I devised this texture: I made it obvious which sections I want visible (I hope...). In Direct3D, I once made a skybox, and I used a cubemap. However, I had to split it into 6 different textures. This is annoying and hard to manage, it would be nice to have just one texture. Is this even possible? I read somewhere that I could do this by duplicating vertices, is that a good idea? Someone else said I could do it in the shader, but that also baffles me...

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  • HLSL How to flip geometry horizontally

    - by cubrman
    I want to flip my asymmetric 3d model horizontally in the vertex shader alongside an arbitrary plane parallel to the YZ plane. This should switch everything for the model from the left hand side to the right hand side (like flipping it in Photoshop). Doing it in pixel shader would be a huge computational cost (extra RT, more fullscreen samples...), so it must be done in the vertex shader. Once more: this is NOT reflection, i need to flip THE WHOLE MODEL. I thought I could simply do the following: Turn off culling. Run the following code in the vertex shader: input.Position = mul(input.Position, World); // World[3][0] holds x value of the model's pivot in the World. if (input.Position.x <= World[3][0]) input.Position.x += World[3][0] - input.Position.x; else input.Position.x -= input.Position.x - World[3][0]; ... The model is never drawn. Where am I wrong? I presume that messes up the index buffer. Can something be done about it? P.S. it's INSANELY HARD to format code here. Thanks to Panda I found my problem. SOLUTION: // Do thins before anything else in the vertex shader. Position.x *= -1; // To invert alongside the object's YZ plane.

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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  • How to move a line of sprites in a sine wave?

    - by electroflame
    So, I'm spawning a horizontal line of enemies that I would like to have move in a nice wave. Currently I tried: Enemy.position.X += Enemy.velocity.X; Enemy.position.Y += -(float)Math.Cos(Enemy.position.X / 200) * 5; This...kind of works. But the wave is not a true wave. The top and bottom of one pass are not the same (e.g. 5 for the top, and -5 for the bottom (I don't mean literal points, I just meant that it's not symmetrical)). Is there a better way to do this? I would like the whole line to move in a wave, so it looks fluid. By that, I mean that it should look like each enemy is "following" the one in front of it. The code I posted does have this fluidity to it, but like I said, it's not a perfect wave. Any ideas? Thanks in advance.

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  • 2D wave-like sprite movement XNA

    - by TheBroodian
    I'm trying to create a particle that will 'circle' my character. When the particle is created, it's given a random position in relation to my character, and a box to provide boundaries for how far left or right this particle should circle. When I use the phrase 'circle', I'm referring to a simulated circling, i.e., when moving to the right, the particle will appear in front of my character, when passing back to the left, the particle will appear behind my character. That may have been too much context, so let me cut to the chase: In essence, the path I would like my particle to follow would be akin to a sine wave, with the left and right sides of the provided rectangle being the apexes of the wave. The trouble I'm having is that the position of the particle will be random, so it will never be produced at the same place within the wave twice, but I have no idea how to create this sort of behavior procedurally.

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  • Frame timing for GLFW versus GLUT

    - by linello
    I need a library which ensures me that the timing between frames are more constant as possible during an experiment of visual psychophics. This is usually done synchronizing the refresh rate of the screen with the main loop. For example if my monitor runs at 60Hz I would like to specify that frequency to my framework. For example if my gameloop is the following void gameloop() { // do some computation printDeltaT(); Flip buffers } I would like to have printed a constant time interval. Is it possible with GLFW?

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  • Save programmatically created Mesh to .X Files using SlimDX throw null exception

    - by zionpi
    Mesh has been created properly using SlimDX,but when I use the following line: Mesh.ToXFile(barMesh, "foo.x", XFileFormat.Text,CharSet.Unicode); It throws NullReferenceException,through monitor window I can see barMesh is not null, inside the mesh structrue, SkinInfo is null. If SkinInfo is the problem,then how can I initialize it properly?Internet doesn't seems have much information on this.

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • What different ways are there to model restitution in a physics engine?

    - by Mikael Högström
    In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To me the most intuitive seems to be to take the average of the two but some seem to take only the largest one. Are there other ways to do it? Also, could the closing velocity or some other parameter come into effect?

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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