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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

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cocos2d replacement for UITextField's text input

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

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cocos2d replacement for UITextField's text input

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

About

cocos2d replacement for UITextField's text input

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33 stars

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3 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

About

cocos2d replacement for UITextField's text input

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33 stars

Watchers

3 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

About

cocos2d replacement for UITextField's text input

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33 stars

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3 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

About

cocos2d replacement for UITextField's text input

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33 stars

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3 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

About

cocos2d replacement for UITextField's text input

Resources

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33 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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CCTextField

CCTextField is a cocos2d-based implementation for text input. I found myself having to deal with UITextFields that stayed on top of my UI no matter what happened below and decided to create this.

There are basically two ways to create a CCTextField.

// Create the CCTextField from some UITextField and a CCLabelTTF (several CCTextFields can share the same UITextField this way)
UITextField * someField = [[UITextField alloc] initWithFrame:CGRectMake(2000, 200, 150, 50)]; // Make sure it's not visible
// Set any attributes to your field
CCLabelTTF * someLabel = [CCLabelTTF labelWithString:@"" dimensions:textFieldSize alignment:UITextAlignmentLeft fontName:fontName fontSize:fontSize];
// Finally
CCTextField * tf = [CCTextField textFieldWithLabel:someLabel andTextField:someField];
// or...
// Create the whole CCTextField on it's own
CCTextField * tf = [CCTextField textFieldWithFieldSize:CGSizeMake(someWidth, someHeight) fontName:fontName andFontSize:fontSize];

If you choose to create your CCTextField on it's own, you can change any of it's UITextField properties (such as keyboard type, return key) just by calling those selectors on it, and they will be forwarded to the inner UITextField.

If you find this class helpful, I'd love to hear about it. Drop me a line @ignacioinglese.

About

cocos2d replacement for UITextField's text input

Resources

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33 stars

Watchers

3 watching

Forks

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Packages

Used by

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