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Action Behaviors

Contents List

  • Animation Action Behaviors
  • Control Action Behaviors
  • Custom
  • Gesture Action Behaviors
  • Property Action Behaviors
  • Scroll Action Behaviors
  • Streaming Action Behaviors
  • Transition Action Behaviors
  • Set Culture

Animation Action Behaviors

  • Configure and Play Animation


Configure and Play Animation

Class Reference

Description

Starts, stops, pauses, resumes animations and offers additional properties for configuration. Also sends AnimationEvents with the state of the animation. These Events can be received by an AnimationStateCondition.

Common Properties
Property Name Type Description
Animation Candera::Animation::AnimationPlayer The animation that should be controlled.
Action CgiStudioControl::AnimationAction::Enum Action that shall be executed on the animation:
Start, Stop, Pause, Resume, Speedup, Finish, Change.
Direction CgiStudioControl::AnimationDirection::Enum Playback direction of the animation.
Speed FeatStd::Float Playback speed of the animation.
Advanced Properties
Property Name Type Description
RepeatMode CgiStudioControl::RepeatMode::Enum Defines how the animation shall be repeated.
RepeatCount CgiStudioControl::RepeatCount::Enum Count of replays. If set to 0 the animation loops till it gets stopped.
EventDispatchStrategy CgiStudioControl::EventDispatchStrategyType::Enum The way the event gets sent.
DedicatedBehavior Candera::Behavior* A dedicated behavior that will receive the animation event.
FinishTime Candera::Animation::WorldTimeType Finish time in milliseconds.
IncreasedSpeed FeatStd::Float Increased playback speed of the animation. If set and Play is executed again during playback, animation will speed up (can be used only once per animation!). Zero means immediate position seek.
IncreasedSpeedRevertMargin Candera::Animation::WorldTimeType Defines trailing part of animation (in milliseconds) that will be played at normal speed again. If not set, speedup will last until the end of animation.
SequenceStartTime Candera::Animation::SequenceTimeType The start point of the animation. [ms]
SequenceDurationTime Candera::Animation::SequenceTimeType The duration of the animation. [ms]

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Control Action Behaviors

Breadcrumb Action

Class Reference

Description

An Action Behavior that sends breadcrumb action events. It allows you to control a Breadcrumb or a node with a Breadcrumb Behavior attached.

The operations that can be performed are:

  • SetPath - sets elements contained in the breadcrumb.
  • BackToPrevious - calls breadcrumb to create a path without the last element from the ones existing in the breadcrumb.
  • BackToElement - the action will be called if the element exists in the breadcrumb. It will create a path from beginning to the selected element from the breadcrumb.
Common Properties
Property Name Type Description
Action CgiStudioControl::AnimationAction::Enum Action that shall be executed on the animation.
Path CgiStudioControl::AnimationDirection::Enum The Path that will be set when the action is triggered. Only available for 'Set Path'. The path-separator is defined in the receiving breadcrumb.
BreadcrumbNode Candera::AbstractNodePointer Breadcrumb Control Node.

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Change selection

Class Reference

Description

Checks if the culture has changed and is fulfilled if this culture matches the locale.

Common Properties

This behavior does not have any configurable properties.

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Conditional Action

Class Reference</small

Description

A conditional action can be used to add further checking of conditions while actions are already performed. E.g. a click may trigger one action in a specific control state and another if this state is not set.

Common Properties
Property Name Type Description
Condition Candera::ConditionBehavior* The ConditionBehavior that TriggerBehavior passes a value to and expect a response from to see if Action needs to be invoked.
Actions Candera::ActionBehaviorArrayProperty The set of ActionBehaviors that TriggerBehavior invokes in the even that it receives a positive response from Condition.
Postpone bool Set this flag to true to perform the actions after all other actions have been performed. This may become nessecary if the actions alter the state and other conditional actions may be invoked due to that changed state.
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Change Drawer State

Class Reference

Description

An Action that allows to hide/show the contents of a Drawer or a Node with a Drawer Behavior attached.

The operation that can be performed are: Close, Open or Toggle.

Common Properties
Property Name Type Description
Action CgiStudioControl::DrawerEventType::Enum The action that should be performed.
EventDispatchStrategy CgiStudioControl::EventDispatchStrategyType::Enum The way the event gets sent.
TargetNode Candera::AbstractNodePointer The target node to which the events are routed from the source node. If the property is not set, the event will be routed to the node of the behavior
Advanced Properties
Property Name Type Description
DedicatedBehavior Candera::Behavior* A dedicated behavior that will receive the event. Only available when Dispatch Strategy is set to 'DedicatedBehavior'.
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Set Focus
Description

Sets the Keyboard Focus to a control.

Common Properties
Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the bihaviors is attached to, will be modified.
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Interpolate Value Action
Description

Action Behavior which sends specific action event allows you control the InterpolateProcessValueBehavior.

Property Name Type Description
Action ActionTYpe The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
AnimationMode AnimationModeType The Style that will be set to the Text Node.
TargetNode TargetNodeType The Node to which the event should be sent.
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Interval Switch Action
Description

This action changes the state of the interval switch behavior (by selecting a target Node). With this behavior we can set the state to the following values: on, off, blinking.

Property Name Type Description
TargetNode TargetNodeType The Node which is mofified. If not set, then the node where the behavior is attached to, will be modified.
SwitchState SwitchStateType SwitchState: IntervalSwitchState: Enum
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Keyboard Action
Description

Keyboard action to manage keyboard control.

Property Name Type Description
Action ActionType Keyboard action to execute.
KeyboardNode KeyboardNodeType Keyboard Node.
Layout LayoutType Layout name.
AutoHideKeyboard AutoHideKeyboardType Should keyboard be hidden when node loses focus and show again when node is focused?
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Map Action
Description

Call a specified action on selected MapBehavior.

Property Name Type Description
MapNode MapNodeType Map node on which this action should be called.
Action ActionType Action that will be called on the MapBehavior.
Latitude LatitudeType GPS latitude at which the camera looks at.
Longitude LongitudeType GPS longitude at which the camera looks at.
Zoomlevel ZoomLevelType Determines how close is the camera to the groud level.
Bearing BearingType Determines the bearing angle at which the camera is rotated relative to north.
Tilt TiltType Determines the tilt angle at which the camera looks at specified location.
SyleUrl StyleUrlType Theme that describes how the map looks like and how is styled.

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Map Location Action
Description

Represents a location on the map which can be sent to MapBehavior.

Property Name Type Description
TargetNode TargetNodeType Map node on which this action should be called.
Latitude LatitudeType Latitude of the location.
LongitudeLayout LongitudeType Longitude of the location.
Address AddressType Address of the location (usually street name).
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Navigation Action
Description

Invoke a specified navigation action on selected Map

Property Name Type Description
MapNode MapNodeType Map node on which this action should be called.
Actoin ActionType Action that will be called on the MapNode.
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MenuScreenAction
Description

Action Behavior which sends menuscreen action event allows you control the menu screen. The operations it can do are: add, dlete element and change screen page.

Common Properties
Property Name Type Description
Action MenuScreenAction::Enum Action that will be called on the menu screen.
MenuItemNode Candera::AbstractNodePointer Needed to identify which node should be deleted.
MenuScreenNode Candera::AbstractNodePointer MenuScreen node to which event will be sent.
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Page Indicator Action

Class Reference

Description

Sends an event to PageIndicator from external control (change number of pages, change active index)

It is also used by PageIndicatorElement (ActivateDot) to activate clicked element and to define visual properties of the PageIndicatorElement.

Common Properties
Property Name Type Description
Action PageIndicatorAction::Enum Action to perform on PageIndicator (change number of pages, change active index)
PageIndicatorNode Candera::AbstractNodePointer PageIndicator node to communicate with.
Value FeatStd::Int32 Value to be sent to PageIndicator (for ChangeActiveIndex and ChangeNumberOfPages actions)
ChangeValue ChangeValue::Enum Type of value change to be sent to PageIndicator (for ChangeActiveIndex and ChangeNumberOfPages actions)
Properties for usage within PageIndicatorElement (ActivateDot)

These properties are used only when the behavior is used within PageIndicatorElement and action is set to ActivateDot.

Property Name Type Description
RenderNode Candera::AbstractNodePointer Render node for current PageIndicatorElement.
NormalImagePropertyProvider Behavior* Property Behavior which contains the image of normal (unselected) PageIndicatorElement.
ActiveImagePropertyProvider Behavior* Property Behavior which contains the image of active (selected) PageIndicatorElement.
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Set Control State

Class Reference

Description

Sets the state of a control by sending an Event to a control considering the selected EventDispatchStrategy.

Supports

Used In

Example Usage

Common Properties
Property Name Type Description
State Candera::AbstractNodePointer Choose the State which has to be changed to True or False.
ChangeTo bool Switch the state of the control to True or False.
EventDispatchStrategy Candera::AbstractNodePointer The way the event gets sent
TargetNode Candera::AbstractNodePointer The target node to which the events are routed from the source node. If the property is not set, the event will be routed to the node of the behavior
Advanced Properties
Property Name Type Description
DedicatedBehavior Candera::Behavior* A dedicated behavior that will receive the event. Only available when Dispatch Strategy is set to 'DedicatedBehavior'.
See also

Set Image, Set Text, Set Color

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Start Timer

Class Reference

Description

Start Timer Behavior starts a timer. If the delay time is passed the behavior's node or target node will receive a Timer Event. The Timer Event can then be handled by an Event Handler with a Check Timer Behavior to trigger an action.

Used In

Example Usage

Common Properties
Property Name Type Description
Delay FeatStd::UInt32 Delay time for the timer event (specification in milliseconds)
Target Node Candera::AbstractNodePointer The target node to which the events are routed from the source node.
See also

Check Timer, OnTimer

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Custom

  • Click To Message
  • Copy Texture

Click to Message
Description

Sends a custom message on invoke action event.

Common Properties

This behavior does not have any configurable properties.

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Copy Texture
Description

When triggered, the texutures of an appearance are used on the appearance of the node. SAMPLE USAGE ONLY.

Property Name Type Description
Appearance AppearanceType The appearance to set on the node
TargetNode TargetNodeType The node which gets the given image. If not set,then the node where the behavior is attached to, will be modified.

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Gesture Action Behaviors

Transform Gesture Action

Description

Use the transform gesture action to apply the transformation of a transform gesture event (pan, pinch and rotate) to a node. You can use tis behavior as an action or directly without an event handler.

Pan

If you touch the Render Node with one finger, the content that you have touched will follow your finger. If you touch it with two fingers the point of the content that hits the center between your fingers will follow the center between your fingers.

  • Use the Maximum/Minimum properties for X/Y to limit the movement of the position to a certain area.
  • Use the Pan mode selector to limit the transformation to X or Y axis.
  • Deactivate the Pan to disallow any position change.
Pinch

If you pinch/stretch the content with your fingers the content will be scaled down/up.

  • Use the Maximum/Minimum properties to limit the absolute scale of the node.
  • Use the Pinch mode selector to either limit the scaling to X or Y axis or to switch to non-uniform scaling where both axis are scaled individually.
  • Deactivate the Pinch to disallow any scale change.
Rotate

If you touch the content with two fingers and drag them around the rotation change of the line between your fingers will be applied on the content.

  • Use the Maximum/Minimum properties to limit the absolute scale of the node.
  • Use the Pinch mode selector to either limit the scaling to X or Y axis or to switch to none uniform scaling where both axis are scaled individually.

Only if all transformations are allowed the content is able to follow your fingers. Otherwise there may be a displacement that matches the configuration but not the finger position (e.g. if the pan/scale is locked to an axis or Rotation is disabled but scale is still set to uniform scale). The default values are chosen to most fit the common use cases (e.g. it is more likely that uniform scale is required than a non-uniform scale).

Example Usage

Common Properties
Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is manipulated. If not set, then the node where the behavior is attached to, will will be manipulated
Pan FeatStd::Optional<PanGestureType::Enum> The pan transformation of a pan gesture is applied to the node.
PanMinimumX FeatStd::Optional<FeatStd::Float> The minimum pan X value.
PanMinimumY FeatStd::Optional<FeatStd::Float> The minimum pan Y value.
PanMaximumY FeatStd::Optional<FeatStd::Float> The maximum pan X value.
PanMaximumX FeatStd::Optional<FeatStd::Float> The maximum pan Y value.
Pinch FeatStd::Optional<PinchGestureType::Enum> The scale transformation of a pinch gesture is applied to the node.
PinchMinimumX FeatStd::Optional<FeatStd::Float> The minimum pinch X value.
PinchMinimumY FeatStd::Optional<FeatStd::Float> The minimum pinch Y value.
PinchMaximumX FeatStd::Optional<FeatStd::Float> The maximum pinch X value.
PinchMaximumY FeatStd::Optional<FeatStd::Float> The maximum pinch Y value.
PinchMinimumUniform FeatStd::Optional<FeatStd::Float> The minimum pinch uniform value.
PinchMaximumUniform FeatStd::Optional<FeatStd::Float> The maximum pinch uniform value.
Rotate bool The rotate transformation of a rotate gesture is applied to the node.
RotateMinimum FeatStd::Optional<FeatStd::Float> The minimum rotate value
RotateMaximum FeatStd::Optional<FeatStd::Float> The maximum rotate value

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Property Action Behaviors

  • Set Appearance
  • Send Value as Event
  • Set Appearance
  • Set Color
  • Set Image
  • Render Child Nodes Action
  • Set Text
  • Set Text Style
  • Enable Rendering

Set Appearance

Class Reference

Description

Sets the Appearance of a Render Node and provides the Appearance as a property for Controls.

Common Properties
Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference The appearance to set on the node.
Appearance Candera::MemoryManagement::SharedPointer<Candera::Appearance>" The color to set.
PropertyProvider Behavior* Property Behavior which contains the color which has to be set on the effect.
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Send Value as Event

Class Reference

Description

Sends out a new value. Associated controls with a value property receive the new value.

Example Usage

Common Properties
Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior.
Value Variant The value of the event which gets sent.
Change Value Enum (Absolute, Relative) How the event value shall be handled by the receiving.
Event Dispatch Strategy Enum (Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior) The way the event gets sent.
Dedicated Behavior ProcessValueBehavior *
Target Node AbstractNodePointer The target node which the events are routed from the source node. If this property is not set, the event will be routed to the node of the behavior.
DedicatedBehavior Candera::ProcessValueBehavior* The dedicated process value behavior that will receive the change value event.
Advanced Properties
Property Name Type Description
PropertyProvider "Behavior* Property provider which contains the value which has to be set on the send value as event action.
DedicatedBehavior Candera::ProcessValueBehavior* The dedicated process value behavior that will receive the change value event.

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Set Appearance

Class Reference

Description

Sets the Appearance of a Render Node and provides the Appearance as a property for Controls.

Common Properties
Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference The appearance to set on the node.
Appearance Candera::MemoryManagement::SharedPointer<Candera::Appearance>" The color to set.
PropertyProvider Behavior* Property Behavior which contains the color which has to be set on the effect.
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Set Color

Class Reference

See also

Set Image, Set Text, Set Control State

Description

Sets the color of a node with a Color effect attached (e.g. BitmapBrushColorBlend or SolidColorBrush).

Supports

  • Controls:
    • Text
    • Text Value
  • Effects:
    • BitmapBrushColorBlend (as used in TextNode)
    • GlBitmapBrushColorMaskBlend
    • GlDropShadowBitmapBrushColorBlend
    • GlFlipBitmapBrushColorBlend
    • GlOutlineBitmapBrushColorBlend
    • SolidColorBrushColorBlend (as used in SolidColorNode)

Example Usage

Common Properties
Property Name Type Description
Property Reference Enum (Self, Other) Choose how the property gets set. Via own property or from another Behavior.
Color Color The color to set.
Use For Child Nodes Bool If set to true, also child nodes are affected by this action.
Levels UInt8 Number of levels to step down through groups. Default is zero.
Target Node Node2D * The node which is modified. If not set, then the node where the behavior is attached too, will be modified.

Advanced Properties

Property Name Type Description
Property Provider Behavior * Property Provider which contains the color which has to be set on the effect.

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Set Image

Class Reference

See also

Set Text, Set Color, Set Control State

Description

When triggered, sets an image on a node.

Example Usage

Common Properties
Property Name Type Description
Property Reference Enum (Self, Other) Choose how the property gets set. Via own property or from another Behavior.
Image SharedPointer<Image2D> The image to set on the effect.
Use As Default Bool True if the image shall be used as default image.
Target Node AbstractNodePointer The node which gets the given image. If not set, then the node where the behavior is attached too, will be modified.
Advanced Properties
Property Name Type Description
Property Provider Behavior * Property Provider which contains the color which has to be set on the effect.
Texture Candera::MemoryManagement::SharedPointer<Candera::TextureImage> The image to set on the appearance.
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Render Child Nodes Action

Class Reference

Description

If invoked by a TriggerBehavior, enables/disables Child nodes corresponding to the received value and the behavior settings.

Example Usage

Common Properties
Property Name Type Description
Index Float Index of the child node which shall be active.
Operation Mode Enum (MultipleNodes, SingleNode) When set to MultipleNodes, EnableChildNodes will enable the first N children of Group Node. When Operation Mode is set to SingleNode, only the Nth node is enabled.
Levels UInt8 Number of levels to step down through groups. Default is zero.
Normalize Value Bool If set to true, the received value has to be between 0 and 1 and will be mapped to the number of children. Otherwise the value has to be the index of the child.
Target Node Node 2D* The node which switches child nodes. If not set, then the node where the behavior is attached to, will modified its children.
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Set Text

Class Reference

See also

Set Image, Set Color, Set Control State

Description

Sets/Changes the text of a TextNode.

Example Usage

Common Properties
Property Name Type Description
Property Reference Enum (Self, Other) Choose how the property gets set. Via own property or from another Behavior.
Text String The text that will be set to the Text Node.
Target Node AbstractNodePointer The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
Advanced Properties
Property Name Type Description
Property Provider Behavior * Property Behavior which contains the color which has to be set on the effect.
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Set Text Style
Description

An Action Behavior that sends change style action. It allows to control the style of text Nodes.

Common Properties
Property Name Type Description
Target Node TargetNodeType The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
Style StyleType The Style that will be set to the Text Node.
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Enable Rendering

Class Reference

Description

If invoked by a TriggerBehavior, changes the visibility of a node.

Example Usage

Common Properties
Property Name Type Description
Visible Bool According to this value, the affected node gets rendered or not.
Target Node AbstractNodePointer The node which gets the visibility flag. If not set, then the node where the behavior is attached to, will be modified.

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Scroll Action Behaviors


Send Scrollable Event
Description

Enables scrolling a scrollable behavior (e.g. a ListBehavior) to a specific target position that is specified by the scrolling Type and the Value.

Common Properties
Property Name Type Description
Direction ScrollDirection::Enum The direction in which the scroll should be performed.
Type ScrollableEventType::Enum The scrolling type. It can be either relative or absolute scrolling in combination of being either itemwise or pagewise scrolling.
Value FeatStd::Float The number of items or pages scrolled to.
Animated Bool If set, the scrolling will be animated. Otherwise, the scrollable behavior will imediatelly jump to the target position.

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Streaming Action Behaviors


Configure and Play Stream

Class Reference

Description

Starts, stops, pauses, resumes video streams by emitting an VideoControl Event. These Events can be received by Video Stream Behaviors.

Common Properties
Property Name Type Description
Action VideoControl::Enum The action that will be executed on the stream. Options are Play, Replay, Pause, Resume, Stop.
EventDispatchStrategy CgiStudioControl::EventDispatchStrategyType::Enum The strategy in which the event is sent. Options are Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior.
TargetNode Candera::AbstractNodePointer The node which receives the event. If not set, then the node where the behavior is attached to, will receive it.
DedicatedBehavior Candera::Behavior* A dedicated behavior that will receive the event, in case DedicatedBehavior EventDispatchStrategy is selected.

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Transition Action Behaviors

  • Perform Transition Requests
  • Transition Request

 

Perform Transition Requests

Class Reference

See also

Transition Request

Description

Used to execute transitions via TransitionRequestBehaviors.

Example Usage

Common Properties
Property Name Type Description
Requests ArrayProperty<TransitionRequestBehavior *> The first TransitionRequestBehavior in the request-set.
Variant String Default Variant which will be used for attached Requests. Not that Requests can also have their own Variant.

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Transition Request

Class Reference

Description

Used to specify whether a node should be activated or deactivated by the transition framework when the associated TransitionActionBehavior is triggered.

Example Usage

Common Properties
Property Name Type Description
RequestType CgiStudioControl::TransitionRequestType::Enum Whether a node should be Activated or Deactivated by the transition. Currently running transitions on a node can be ended using the Finish transition type.
Variant FeatStd::String Variant which will be used for this Request.
Identifier Candera::Transitions::Identifier The Node or Scene that will be subject to the transition.

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Set Culture

Class Reference

Description

Action Behavior which activates a culture based on its 'locale' value.

Common Properties
Property Name Type Description
Locale FeatStd::String Locale of a culture. Invoking the action will set the culture active.

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