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<article data-uid="">
<h1 id="player-panel">Player Panel</h1>
<p>The model of the player panel is <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html">MachiningProject</a> and <a class="xref" href="../../../../api/Hi.HiNcKits.UserEnv.html">UserEnv</a>.</p>
<h2 id="step-by-step-program-construction-check-list">Step by Step Program Construction Check List</h2>
<ol>
<li>Create the <code>Player Panel</code> Layout and set <code>Player Panel</code>/<code>RenderingCanvas</code>.</li>
<li>Set behavior of RenderingCanvas.</li>
<li>Create <a href="player-tool-bar.html">Player Tool Bar</a>.</li>
<li>Create layout of <a href="player-extended-renderingcanvas-tool-bar.html">Player extended RenderingCanvas Tool Bar</a>.</li>
<li>Complete Behavior of <code>Navigation Menu</code>/<code>Player</code> on the <a href="../main-panel.html">Main Panel</a>.</li>
<li>Build behavior of <code>Player extended RenderingCanvas Tool Bar</code>
<ol>
<li>Set behavior of <a href="player-extended-renderingcanvas-tool-bar.html#behavior-of-cl-strip-buttons-and-fit-view-button">Behavior of CL Strip Buttons and Fit View Button</a>.</li>
<li>Set behavior of <a href="player-extended-renderingcanvas-tool-bar.html#behavior-of-project-rendering-items-dropdown">Behavior of Project Rendering Items DropDown</a>.</li>
<li>Set notification to <code>Player extended RenderingCanvas Tool Bar</code> if project changed by <a href="../main-panel.html">Main Panel</a>.</li>
</ol>
</li>
<li>Set Player Panel as default panel on <code>Page Panel</code> when open the main window. The related toolbar has to be set, too.</li>
<li>Build <a href="../session-message-panel/index.html">Session Message Panel</a>.</li>
<li>Build <a href="../preference/step-present-preference-page.html">Step Present Preference Page</a></li>
<li>Build <a href="selected-step-info-panel.html">Selected-Step Info Panel</a></li>
</ol>
<h2 id="belonged-tool-bars">Belonged Tool Bars</h2>
<ul>
<li><a href="player-tool-bar.html">Player Tool Bar</a></li>
<li><a href="../renderingcanvas-tool-bar.html">RenderingCanvas Tool Bar</a></li>
<li><a href="player-extended-renderingcanvas-tool-bar.html">Player extended RenderingCanvas Tool Bar</a></li>
</ul>
<h2 id="layout-of-player-panel">Layout of <code>Player Panel</code></h2>
<ul>
<li>Central <a href="../../basic/rendering/rendering-canvas/index.html">RenderingCanvas</a></li>
<li>vertical splition bar (draggable to resize the width of the two div)</li>
<li>Side Panel
<ul>
<li>Upper <a href="selected-step-info-panel.html">Selected-Step Info Panel</a></li>
<li>horizontal splition bar (draggable to resize the height of the two panel)</li>
<li>Lower <a href="../session-message-panel/index.html">Session Message Panel</a></li>
</ul>
</li>
</ul>
<h2 id="behavior-of-player-panelrenderingcanvas">Behavior of <code>Player Panel</code>/<code>RenderingCanvas</code></h2>
<p>On initializing, create <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html">MachiningProjectDisplayee</a> and set it to RenderingCanvas.DispEngine.Displayee. The <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html">MachiningProjectDisplayee</a> constructor argument is from the model <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html">MachiningProject</a> from <code>Player Panel</code>.</p>
<p>Dispose RenderingCanvas on <code>Player Panel</code> disposing.</p>
<h2 id="source-code-path-and-specification">Source Code Path and Specification</h2>
<p>See <a href="../index.html">this page</a> for git repository.</p>
<h3 id="wpf-application-source-code-path">WPF Application Source Code Path</h3>
<ul>
<li>Play/PlayerPanel</li>
</ul>
<h3 id="webapi-application-source-code-path">Webapi Application Source Code Path</h3>
<ul>
<li>wwwroot/player/player-panel.js</li>
<li>Controller/Player/PlayerController.cs</li>
</ul>
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<h1 id="player-extended-renderingcanvas-tool-bar">Player extended RenderingCanvas Tool Bar</h1>
<p>The model of the tool bar is <a class="xref" href="../../../../api/Hi.Disp.DispEngine.html">DispEngine</a> which is assigned from the RenderingCanvas of <a href="index.html">Player Panel</a>.</p>
<p>The content of DispEngine.<a class="xref" href="../../../../api/Hi.Disp.DispEngine.html#Hi_Disp_DispEngine_Displayee">Displayee</a> here is <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html">MachiningProjectDisplayee</a>. the key content of the <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html">MachiningProjectDisplayee</a> is <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html">MachiningProject</a>.</p>
<p>The sub-model is <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html">MachiningProjectDisplayee</a> and <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html">MachiningProject</a>.</p>
<h2 id="layout">Layout</h2>
<ul>
<li><code>Player extended RenderingCanvas Tool Bar</code>
<ul>
<li><code>Show CL Strip Button</code></li>
<li><code>Show CL Strip Dots Button</code>
Only editable if the <a class="xref" href="../../../../api/Hi.MachiningProcs.RenderingFlag.html#Hi_MachiningProcs_RenderingFlag_ClStrip">ClStrip</a> in <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html#Hi_MachiningProcs_MachiningProjectDisplayee_RenderingFlagBitArray">RenderingFlagBitArray</a> is true.</li>
<li><code>Fit View Button</code></li>
<li><code>Rendering Items SubMenu</code>
<a class="xref" href="../../../../api/Hi.MachiningProcs.RenderingFlag.html">RenderingFlag</a>-based checkboxes that deal the boolean value in <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html#Hi_MachiningProcs_MachiningProjectDisplayee_RenderingFlagBitArray">RenderingFlagBitArray</a>, such as &ldquo;Show Machine&rdquo;, &ldquo;Show Workpiece&rdquo;, etc..
Except the ClStrip option since there has already be managed by the Show CL Strip Button.
Show HeidenhainCoordinate checkbox only if <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html">MachiningProject</a>.<a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html#Hi_MachiningProcs_MachiningProject_NcEnv">NcEnv</a>.<a class="xref" href="../../../../api/Hi.Numerical.NcEnv.html#Hi_Numerical_NcEnv_CncBrand">CncBrand</a> is <a class="xref" href="../../../../api/Hi.Numerical.CncBrand.html#Hi_Numerical_CncBrand_Heidenhain">Heidenhain</a>.
Create the submenu component class since the other GUI component also use it. See <a href="../controller/index.html">controller page</a></li>
</ul>
</li>
</ul>
<div class="TIP">
<h5>Tip</h5>
<p>checkboxs in Project Rendering Items SubMenu can be classified by the category of <a class="xref" href="../../../../api/Hi.MachiningProcs.RenderingFlag.html">RenderingFlag</a> (see the hyperlink for the categories).</p>
</div>
<h2 id="behavior-of-cl-strip-buttons-and-fit-view-button">Behavior of CL Strip Buttons and Fit View Button</h2>
<p>Apply <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html#Hi_MachiningProcs_MachiningProjectDisplayee_RenderingFlagBitArray">RenderingFlagBitArray</a> to set the Project Rendering Items.</p>
<div class="TIP">
<h5>Tip</h5>
<p>Extract the <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html">MachiningProject</a> From the <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProjectDisplayee.html">MachiningProjectDisplayee</a> and use it to set the behaviors.</p>
</div>
<h2 id="behavior-of-project-rendering-items-dropdown">Behavior of <code>Project Rendering Items DropDown</code></h2>
<p>See <a class="xref" href="../../../sample/Sample.Machining.DemoRenderingMachiningProcessAndStripPosSelection.html">DemoRenderingMachiningProcessAndStripPosSelection</a> for the sample code to complete the behavior of the buttons.</p>
<h2 id="source-code-path">Source Code Path</h2>
<p>See <a href="../index.html">this page</a> for git repository.</p>
<h3 id="wpf-application-source-code-path">WPF Application Source Code Path</h3>
<ul>
<li>Play/PlayerExtendedRenderingCanvasToolBar</li>
</ul>
<h3 id="web-page-application-source-code-path">Web Page Application Source Code Path</h3>
<ul>
<li>wwwroot/player-extended-toolbar.js</li>
<li>Controller/Player/PlayerController.cs</li>
</ul>
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<h1 id="player-tool-bar">Player Tool Bar</h1>
<h2 id="layout">Layout</h2>
<ul>
<li><code>Player Tool Bar</code>
<ul>
<li><code>Status Text Field</code></li>
<li><code>Start Button</code></li>
<li><code>Pause Button</code></li>
<li><code>Run-One-Line Button</code></li>
<li><code>Run-One-Step Button</code></li>
<li><code>Stop Button</code></li>
<li><code>Reset Button</code></li>
</ul>
</li>
</ul>
<h2 id="behavior-of-player-tool-bar">Behavior of <code>Player Tool Bar</code></h2>
<p>See the example code to:</p>
<ul>
<li>complete the behavior of the buttons and <code>Status Text Field</code>.</li>
<li>The rapidly used buttons should has hotkey. At least the following buttons:
<ul>
<li>Run One Line Button</li>
<li>Run One Step Button</li>
<li>Start/Continue</li>
<li>Pause</li>
</ul>
</li>
<li>Add and remove the event to the <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html#Hi_MachiningProcs_MachiningProject_PacePlayer">PacePlayer</a> on <code>Player Tool Bar</code> initialization and finalization. The events update the <code>Status Text Field</code>.</li>
<li>Alter the background color of the <code>Status Text Field</code> if the status changed.
<ul>
<li>Warning style color
<ul>
<li>Running</li>
</ul>
</li>
<li>Secondary style color
<ul>
<li>Paused</li>
<li>No Project</li>
</ul>
</li>
<li>Success style color
<ul>
<li>Finished</li>
<li>Ready</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>The action of <code>Reset Button</code> should be async for user experience.</p>
<div class="TIP">
<h5>Tip</h5>
<p>Use icon instead of text to the tool bar button. Run One Line Button and Run One Step Button use the same icon, use the different color to resolve them.</p>
<ul>
<li>Run One Line Button &gt; default color with green seasoned</li>
<li>Run One Step Button &gt; default color with blue seasoned</li>
</ul>
<p>The other button use the default color is enough.</p>
</div>
<h2 id="source-code-path">Source Code Path</h2>
<p>See <a href="../index.html">this page</a> for git repository.</p>
<h3 id="wpf-application-source-code-path">WPF Application Source Code Path</h3>
<ul>
<li>Play/PlayerToolBar</li>
</ul>
<h3 id="web-page-application-source-code-path">Web Page Application Source Code Path</h3>
<ul>
<li>wwwroot/player/player-tool-bar.js</li>
<li>Controller/Player/PlayerController.cs</li>
</ul>
<h3 id="razor-page-source-code">Razor Page Source Code</h3>
<pre><code class="lang-csharp" name="SampleCode-razor">@using Hi.Common.PathUtils;
@using Hi.HiNcKits;
@using Hi.MachiningProcs
@using Hi.MillingProcs;
@using Hi.Numerical.FilePlayers;
@inject HiNcHost hiNcHost
@{
MachiningProject machiningProject = hiNcHost.MachiningProject;
bool disabledByMachiningProject = machiningProject == null;
}
&lt;div class=&quot;btn-group&quot; role=&quot;group&quot;&gt;
&lt;div class=&quot; btn-group&quot;
data-bs-toggle=&quot;collapse&quot; data-bs-target=&quot;#player-@Tid&quot;&gt;
&lt;button class=&quot;btn btn-outline-info text-nowrap &quot;
disabled=&quot;@disabledByMachiningProject&quot;
data-bs-toggle=&quot;button&quot;&gt;
&lt;span class=&quot;me-1&quot;&gt;@Loc[&quot;Player&quot;]&lt;/span&gt;
&lt;div class=&quot;d-inline-block&quot; style=&quot;width: 4rem&quot;&gt;
@{
if (machiningProject == null) { }
else if (machiningProject.PacePlayer.IsRunning)
{
&lt;span class=&quot;badge text-bg-warning&quot;&gt;@Loc[&quot;Running&quot;]&lt;/span&gt;
}
else if (machiningProject.PacePlayer.IsLocked)
{
&lt;span class=&quot;badge text-bg-secondary&quot;&gt;@Loc[&quot;Pause&quot;]&lt;/span&gt;
}
else if (machiningProject.PacePlayer.IsFinished)
{
&lt;span class=&quot;badge text-bg-success&quot;&gt;@Loc[&quot;Finish&quot;]&lt;/span&gt;
}
else
{
&lt;span class=&quot;badge text-bg-primary&quot;&gt;@Loc[&quot;Unlocked&quot;]&lt;/span&gt;
}
}
&lt;/div&gt;
&lt;/button&gt;
&lt;/div&gt;
&lt;div id=&quot;player-@Tid&quot; class=&quot;btn-group collapse collapse-horizontal show&quot; role=&quot;group&quot;&gt;
@if (machiningProject == null) { }
else if (!machiningProject.PacePlayer.IsLocked)
{
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Start&quot;] (S)&quot;
accesskey=&quot;s&quot;
disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished)&quot;
@onclick=&quot;StartOrContinue&quot;&gt;
&lt;span class=&quot;oi oi-media-play me-1&quot;&gt;&lt;/span&gt;
&lt;/button&gt;
}
else
{
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Continue&quot;] (S)&quot;
accesskey=&quot;s&quot;
@onclick=&quot;StartOrContinue&quot;
disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished||machiningProject.PacePlayer.IsRunning)&quot;&gt;
&lt;span class=&quot;oi oi-media-play me-1&quot;&gt;&lt;/span&gt;
&lt;/button&gt;
}
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Pause&quot;] (P)&quot;
accesskey=&quot;p&quot;
@onclick=&quot;Pause&quot;
disabled=&quot;@(disabledByMachiningProject||!machiningProject.PacePlayer.IsRunning)&quot;&gt;
&lt;span class=&quot;oi oi-media-pause me-1&quot;&gt;&lt;/span&gt;
&lt;/button&gt;
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Run One Line&quot;] (L)&quot;
accesskey=&quot;l&quot;
@onclick=&quot;RunToLineEnd&quot;
disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished)&quot;&gt;
&lt;span class=&quot;oi oi-media-step-forward me-1&quot;&gt;&lt;/span&gt;
&lt;/button&gt;
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Run One Step&quot;] (K)&quot;
accesskey=&quot;k&quot;
@onclick=&quot;RunToNextPace&quot;
disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished)&quot;&gt;
&lt;CommonRcl.Shared.CombinedIcon&gt;
&lt;IconA&gt;
&lt;span class=&quot;oi oi-media-step-forward me-1&quot;&gt;&lt;/span&gt;
&lt;/IconA&gt;
&lt;IconB&gt;
&lt;span class=&quot;badge rounded-pill bg-primary-subtle text-primary-emphasis&quot;&gt;
step
&lt;/span&gt;
&lt;/IconB&gt;
&lt;/CommonRcl.Shared.CombinedIcon&gt;
&lt;/button&gt;
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Break&quot;]&quot;
@onclick=&quot;@Break&quot;
disabled=&quot;@(disabledByMachiningProject||!(machiningProject.PacePlayer.IsLocked||machiningProject.PacePlayer.IsFinished))&quot;&gt;
&lt;span class=&quot;oi oi-media-stop me-1&quot;&gt;&lt;/span&gt;
&lt;/button&gt;
&lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Reset&quot;]&quot;
disabled=&quot;@disabledByMachiningProject&quot;
@onclick=&quot;Reset&quot;&gt;
&lt;span class=&quot;bi bi-backspace&quot;&gt;&lt;/span&gt;
&lt;/button&gt;
&lt;/div&gt;
&lt;/div&gt;
</code></pre><pre><code class="lang-csharp" name="SampleCode-razor.cs">using Hi.Common;
using Hi.MachiningProcs;
using Hi.Parallels;
using Microsoft.AspNetCore.Components;
namespace HiNcRcl.Areas.Player
{
public partial class PlayerButtonGroup : IAsyncDisposable
{
[Parameter]
public string Tid { set; get; } = System.Guid.NewGuid().ToString();
StringLocalizer Loc { get; } = new StringLocalizer(typeof(PlayerDiv));
SemaphoreSlim DisposeSemaphore { get; } = new SemaphoreSlim(1);
MachiningProject MachiningProject =&gt; hiNcHost.MachiningProject;
bool disposedValue = false;
/// &lt;inheritdoc/&gt;
protected override async Task OnAfterRenderAsync(bool firstRender)
{
base.OnAfterRender(firstRender);
if (firstRender)
{
using var _ = await DisposeSemaphore.EmbraceAsync();
if (disposedValue) return;
var machiningProject = MachiningProject;
if (machiningProject != null)
{
machiningProject.PacePlayer.IsLockedChangedEvent
+= EnumerablePlayer_IsLockedEventHandler;
machiningProject.PacePlayer.IsRunningChangedEvent
+= EnumerablePlayer_IsLockedEventHandler;
machiningProject.PacePlayer.IsFinishedChangedEvent
+= EnumerablePlayer_IsLockedEventHandler;
}
}
}
/// &lt;inheritdoc/&gt;
public async ValueTask DisposeAsync()
{
using var _ = await DisposeSemaphore.EmbraceAsync();
var machiningProject = MachiningProject;
if (machiningProject != null)
{
machiningProject.PacePlayer.IsLockedChangedEvent
-= EnumerablePlayer_IsLockedEventHandler;
machiningProject.PacePlayer.IsRunningChangedEvent
-= EnumerablePlayer_IsLockedEventHandler;
machiningProject.PacePlayer.IsFinishedChangedEvent
-= EnumerablePlayer_IsLockedEventHandler;
}
disposedValue = true;
await ValueTask.CompletedTask;
}
private void EnumerablePlayer_IsLockedEventHandler(bool obj)
{
InvokeAsync(StateHasChanged).ConfigureAwait(false);
}
public void StartOrContinue()
{
if (!MachiningProject.PacePlayer.IsLocked)
{
MachiningProject.PacePlayer.Start();
}
else if (!MachiningProject.PacePlayer.IsRunning
&amp;&amp; !MachiningProject.PacePlayer.IsFinished)
{
MachiningProject.PacePlayer.Resume();
}
}
public void Pause()
{
MachiningProject?.PacePlayer.Pause();
}
public void RunToLineEnd()
{
MachiningProject?.NcRunner.RunToLineEnd();
}
public void RunToNextPace()
{
MachiningProject?.PacePlayer.RunToNextPace();
}
public void Break()
{
MachiningProject?.PacePlayer.Terminate();
}
public async Task Reset()
{
await Task.Run(() =&gt; {
MachiningProject?.PacePlayer.Reset();
}).ShowIfCatched(this);
}
}
}
</code></pre>
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<article data-uid="">
<h1 id="selected-step-info-panel">Selected-Step Info Panel</h1>
<p>The panel locates on the <a href="index.html">Player Panel</a>.</p>
<p>The model is <a class="xref" href="../../../../api/Hi.MachiningSteps.MachiningStep.html">MachiningStep</a> and <a class="xref" href="../../../../api/Hi.HiNcKits.UserEnv.html">UserEnv</a>.</p>
<p>The <a class="xref" href="../../../../api/Hi.MachiningSteps.MachiningStep.html">MachiningStep</a> is assigned by <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html#Hi_MachiningProcs_MachiningProject_ClStrip">ClStrip</a>.<a class="xref" href="../../../../api/Hi.CutterLocations.ClStrips.ClStrip.html#Hi_CutterLocations_ClStrips_ClStrip_PosSelected">PosSelected</a>.</p>
<p>Show step infomation from <a class="xref" href="../../../../api/Hi.HiNcKits.UserEnv.html">UserEnv</a>.<a class="xref" href="../../../../api/Hi.HiNcKits.UserEnv.html#Hi_HiNcKits_UserEnv_DisplayedStepPresentAccessList">DisplayedStepPresentAccessList</a>.</p>
<p>The resx of <a class="xref" href="../../../../api/Hi.MachiningSteps.MachiningStep.html">MachiningStep</a> contains the translation of <a class="xref" href="../../../../api/Hi.MachiningSteps.PresentAttribute.html">PresentAttribute</a>.<a class="xref" href="../../../../api/Hi.MachiningSteps.PresentAttribute.html#Hi_MachiningSteps_PresentAttribute_Name">Name</a>, apply the translation to the GUI. If the translation not existed, use the original value.</p>
<p>See Also <a href="../preference/step-present-preference-page.html">Step Present Preference Page</a>.</p>
<h2 id="sample-code">Sample Code</h2>
<p>Refer the code to show step infomation.</p>
<pre><code class="lang-csharp" name="SampleCode-ShowStepPresent">internal static void ShowStepPresent(
UserEnv userEnv, MachiningStep machiningStep)
{
foreach (var entry in userEnv.DisplayedStepPresentAccessList)
{
var present = entry.Value.Present;
var valueText = string.Format(&quot;{0:&quot; + present.DataFormatString + &quot;}&quot;, entry.Value.GetValueFunc.Invoke(machiningStep));
Console.WriteLine($&quot;{present.ShortName}: {valueText} {present.TailUnitString} ({present.Name} [{entry.Key}])&quot;);
}
}
</code></pre><h2 id="source-code-path">Source Code Path</h2>
<p>See <a href="../index.html">this page</a> for git repository.</p>
<h3 id="wpf-application-source-code-path">WPF Application Source Code Path</h3>
<ul>
<li>Play/SelectedStepInfoPanel</li>
</ul>
<h3 id="web-page-application-source-code-path">Web Page Application Source Code Path</h3>
<ul>
<li>wwwroot/selected-step-info-panel.js (Vue component)</li>
<li>wwwroot/selected-step-info-panel.css (Styles)</li>
<li>Controllers/PlayerController.cs (REST API)</li>
<li>Hubs/PlayerHub.cs (SignalR Hub for real-time updates)</li>
</ul>
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