mirror of
https://github.com/starovoid/rxing.git
synced 2026-07-27 04:42:35 +00:00
Promote Quadrilateral to default
The library now uses the `Quadrilateral` struct when handling sets of four points in `GridSampler` and `PerspectiveTransform`
This commit is contained in:
217
src/common/quad.rs
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217
src/common/quad.rs
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use crate::Point;
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#[derive(Clone, Copy, Debug)]
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pub struct Quadrilateral(pub [Point; 4]);
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impl Quadrilateral {
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// using Base = std::array<T, 4>;
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// using Base::at;
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// public:
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// using Point = T;
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#[allow(dead_code)]
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pub fn new(tl:Point, tr: Point, br: Point, bl: Point) -> Self {
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Self([tl,tr,br,bl])
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}
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// pub fn with_f32( tl:f32, tr:f32, br:f32, bl:f32) -> Self {
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// Self([tl, tr,br, bl ])
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// }
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pub fn with_points(tl: Point, tr: Point, br: Point, bl: Point) -> Self {
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Self([tl, tr, br, bl])
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}
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pub fn top_left(&self) -> &Point {
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&self.0[0]
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} //const noexcept { return at(0); }
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pub fn top_right(&self) -> &Point {
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&self.0[1]
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} //const noexcept { return at(1); }
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pub fn bottom_right(&self) -> &Point {
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&self.0[2]
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} //const noexcept { return at(2); }
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pub fn bottom_left(&self) -> &Point {
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&self.0[3]
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} //const noexcept { return at(3); }
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#[allow(dead_code)]
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pub fn orientation(&self) -> f64 {
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let centerLine =
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(*self.top_right() + *self.bottom_right()) - (*self.top_left() + *self.bottom_left());
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if (centerLine == Point { x: 0.0, y: 0.0 }) {
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return 0.0;
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}
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let centerLineF = Point::normalized(centerLine);
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f32::atan2(centerLineF.y, centerLineF.x).into()
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}
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pub fn points(&self) -> &[Point] {
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&self.0
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}
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}
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impl Quadrilateral {
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#[allow(dead_code)]
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pub fn rectangle(width: i32, height: i32, margin: Option<i32>) -> Quadrilateral {
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let margin = margin.unwrap_or(0);
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Quadrilateral([
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Point {
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x: margin as f32,
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y: margin as f32,
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},
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Point {
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x: width as f32 - margin as f32,
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y: margin as f32,
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},
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Point {
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x: width as f32 - margin as f32,
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y: height as f32 - margin as f32,
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},
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Point {
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x: margin as f32,
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y: height as f32 - margin as f32,
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},
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])
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}
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#[allow(dead_code)]
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pub fn centered_square(size: i32) -> Quadrilateral {
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Self::scale(
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&Quadrilateral([
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Point { x: -1.0, y: -1.0 },
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Point { x: 1.0, y: -1.0 },
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Point { x: 1.0, y: 1.0 },
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Point { x: -1.0, y: 1.0 },
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]),
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size / 2,
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)
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}
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#[allow(dead_code)]
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pub fn line(y: i32, xStart: i32, xStop: i32) -> Quadrilateral {
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Quadrilateral([
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Point {
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x: xStart as f32,
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y: y as f32,
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},
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Point {
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x: xStop as f32,
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y: y as f32,
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},
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Point {
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x: xStop as f32,
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y: y as f32,
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},
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Point {
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x: xStart as f32,
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y: y as f32,
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},
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])
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}
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#[allow(dead_code)]
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pub fn is_convex(&self) -> bool {
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let N = self.0.len();
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let mut sign = false;
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let mut m = f32::INFINITY;
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let mut M = 0.0_f32;
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for i in 0..N
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// for(int i = 0; i < N; i++)
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{
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let d1 = self.0[(i + 2) % N] - self.0[(i + 1) % N];
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let d2 = self.0[i] - self.0[(i + 1) % N];
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let cp = d1.cross(d2);
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m = if m.abs() > cp { cp } else { m.abs() };
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M = if M.abs() > cp { M.abs() } else { cp };
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// m = std::cmp::min((m).abs(), cp);
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// M = std::cmp::max((M).abs(), cp);
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if i == 0 {
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sign = cp > 0.0;
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} else if sign != (cp > 0.0) {
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return false;
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}
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}
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// It turns out being convex is not enough to prevent a "numerical instability"
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// that can cause the corners being projected inside the image boundaries but
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// some points near the corners being projected outside. This has been observed
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// where one corner is almost in line with two others. The M/m ratio is below 2
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// for the complete existing sample set. For very "skewed" QRCodes a value of
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// around 3 is realistic. A value of 14 has been observed to trigger the
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// instability.
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M / m < 4.0
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}
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#[allow(dead_code)]
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pub fn scale(&self, factor: i32) -> Quadrilateral {
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Quadrilateral([
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self.0[0] * factor as f32,
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self.0[1] * factor as f32,
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self.0[2] * factor as f32,
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self.0[3] * factor as f32,
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])
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}
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#[allow(dead_code)]
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pub fn center(&self) -> Point {
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let reduced: Point = self.0.iter().sum();
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let size = self.0.len() as f32;
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reduced / size
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// return Reduce(q) / Size(q);
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}
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#[allow(dead_code)]
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pub fn rotated_corners(&self, n: Option<i32>, mirror: Option<bool>) -> Quadrilateral {
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let n = if let Some(n) = n { n } else { 1 };
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let mirror = if let Some(m) = mirror { m } else { false };
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let mut res = self.clone();
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res.0.rotate_left(((n + 4) % 4) as usize);
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// std::rotate_copy(q.begin(), q.begin() + ((n + 4) % 4), q.end(), res.begin());
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if mirror {
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res.0.swap(1, 3);
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}
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// {std::swap(res[1], res[3]);}
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res
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}
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#[allow(dead_code)]
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pub fn is_inside(&self, p: Point) -> bool {
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// Test if p is on the same side (right or left) of all polygon segments
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let mut pos = 0;
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let mut neg = 0;
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for i in 0..self.0.len()
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// for (int i = 0; i < Size(q); ++i)
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{
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if Point::cross(p - self.0[i], self.0[(i + 1) % self.0.len()] - self.0[i]) < 0.0 {
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neg += 1;
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} else {
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pos += 1;
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}
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// (cross(p - q[i], q[(i + 1) % Size(q)] - q[i]) < 0 ? neg : pos)++;
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}
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pos == 0 || neg == 0
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}
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#[allow(dead_code)]
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pub fn have_intersecting_bounding_boxes(&self, b: &Quadrilateral) -> bool {
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// TODO: this is only a quick and dirty approximation that works for the trivial standard cases
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let x = b.top_right().x < self.top_left().x || b.top_left().x > self.top_right().x;
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let y = b.bottom_left().y < self.top_left().y || b.top_left().y > self.bottom_left().y;
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!(x || y)
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}
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}
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impl Default for Quadrilateral {
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fn default() -> Self {
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Self([Point { x: 0.0, y: 0.0 }; 4])
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}
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}
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