Added a test program framework for easy initialization.
Started work on multi-window OpenGL demo --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401959
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6 changed files with 1802 additions and 99 deletions
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@ -4,18 +4,14 @@
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#include <stdio.h>
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#include <time.h>
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#include "SDL.h"
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#include "common.h"
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#define NUM_WINDOWS 4
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#define WINDOW_W 640
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#define WINDOW_H 480
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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#define BACKGROUND 0x00FFFFFF
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static int num_windows;
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static CommonState *state;
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static int num_sprites;
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static SDL_WindowID *windows;
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static SDL_TextureID *sprites;
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static SDL_Rect *positions;
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static SDL_Rect *velocities;
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@ -25,9 +21,6 @@ static int sprite_w, sprite_h;
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static void
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quit(int rc)
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{
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if (windows) {
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SDL_free(windows);
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}
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if (sprites) {
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SDL_free(sprites);
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}
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@ -37,7 +30,7 @@ quit(int rc)
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if (velocities) {
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SDL_free(velocities);
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}
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SDL_Quit();
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CommonQuit(state);
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exit(rc);
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}
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@ -62,8 +55,8 @@ LoadSprite(char *file)
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}
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/* Create textures from the image */
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for (i = 0; i < num_windows; ++i) {
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SDL_SelectRenderer(windows[i]);
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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sprites[i] =
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SDL_CreateTextureFromSurface(0, SDL_TextureAccess_Remote, temp);
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if (!sprites[i]) {
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@ -125,78 +118,45 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
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int
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main(int argc, char *argv[])
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{
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int window_w, window_h;
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Uint32 window_flags = SDL_WINDOW_SHOWN;
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Uint32 render_flags = 0;
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SDL_DisplayMode *mode, fullscreen_mode;
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int i, done;
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SDL_Event event;
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Uint32 then, now, frames;
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/* Initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return (1);
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}
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num_windows = NUM_WINDOWS;
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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window_w = WINDOW_W;
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window_h = WINDOW_H;
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for (i = 1; i < argc; ++i) {
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if (strcmp(argv[i], "-width") == 0 && (i + 1 < argc)) {
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window_w = atoi(argv[++i]);
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} else if (strcmp(argv[i], "-height") == 0 && (i + 1 < argc)) {
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window_h = atoi(argv[++i]);
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} else if (strcmp(argv[i], "-windows") == 0 && (i + 1 < argc)) {
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num_windows = atoi(argv[++i]);
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window_flags &= ~SDL_WINDOW_FULLSCREEN;
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} else if (strcmp(argv[i], "-fullscreen") == 0) {
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num_windows = 1;
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window_flags |= SDL_WINDOW_FULLSCREEN;
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} else if (strcmp(argv[i], "-sync") == 0) {
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render_flags |= SDL_Renderer_PresentVSync;
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} else if (isdigit(argv[i][0])) {
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num_sprites = atoi(argv[i]);
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} else {
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fprintf(stderr,
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"Usage: %s [-width N] [-height N] [-windows N] [-fullscreen] [-sync] [numsprites]\n",
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argv[0]);
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/* Initialize test framework */
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state = CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = CommonArg(state, i);
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if (consumed < 0) {
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fprintf(stderr, "Usage: %s %s", argv[0], CommonUsage(state));
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quit(1);
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}
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if (consumed == 0) {
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num_sprites = SDL_atoi(argv[i]);
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consumed = 1;
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}
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i += consumed;
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}
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if (window_flags & SDL_WINDOW_FULLSCREEN) {
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SDL_zero(fullscreen_mode);
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fullscreen_mode.w = window_w;
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fullscreen_mode.h = window_h;
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SDL_SetFullscreenDisplayMode(&fullscreen_mode);
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if (!CommonInit(state)) {
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quit(2);
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}
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/* Create the windows, initialize the renderers, and load the textures */
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windows = (SDL_WindowID *) SDL_malloc(num_windows * sizeof(*windows));
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sprites = (SDL_TextureID *) SDL_malloc(num_windows * sizeof(*sprites));
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if (!windows || !sprites) {
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sprites =
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(SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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fprintf(stderr, "Out of memory!\n");
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quit(2);
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}
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for (i = 0; i < num_windows; ++i) {
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char title[32];
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SDL_snprintf(title, sizeof(title), "testsprite %d", i + 1);
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windows[i] =
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SDL_CreateWindow(title, SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, window_w, window_h,
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window_flags);
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if (!windows[i]) {
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fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
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quit(2);
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}
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if (SDL_CreateRenderer(windows[i], -1, render_flags) < 0) {
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fprintf(stderr, "Couldn't create renderer: %s\n", SDL_GetError());
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quit(2);
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}
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for (i = 0; i < state->num_windows; ++i) {
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SDL_SelectRenderer(state->windows[i]);
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SDL_RenderFill(NULL, BACKGROUND);
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}
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if (LoadSprite("icon.bmp") < 0) {
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@ -212,8 +172,8 @@ main(int argc, char *argv[])
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}
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srand(time(NULL));
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for (i = 0; i < num_sprites; ++i) {
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positions[i].x = rand() % (window_w - sprite_w);
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positions[i].y = rand() % (window_h - sprite_h);
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positions[i].x = rand() % (state->window_w - sprite_w);
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positions[i].y = rand() % (state->window_h - sprite_h);
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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velocities[i].x = 0;
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@ -232,6 +192,7 @@ main(int argc, char *argv[])
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event)) {
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CommonEvent(state, &event, &done);
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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@ -239,22 +200,14 @@ main(int argc, char *argv[])
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SDL_SelectRenderer(event.window.windowID);
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SDL_RenderFill(NULL, BACKGROUND);
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break;
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case SDL_WINDOWEVENT_CLOSE:
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done = 1;
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break;
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}
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break;
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case SDL_KEYDOWN:
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/* Any keypress quits the app... */
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case SDL_QUIT:
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done = 1;
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break;
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default:
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break;
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}
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}
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for (i = 0; i < num_windows; ++i) {
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MoveSprites(windows[i], sprites[i]);
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for (i = 0; i < state->num_windows; ++i) {
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MoveSprites(state->windows[i], sprites[i]);
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}
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}
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