Initial Commit
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36
GasTankAR/AppDelegate.swift
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36
GasTankAR/AppDelegate.swift
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//
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// AppDelegate.swift
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// GasTankAR
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//
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// Created by Dennis Nemec on 19.08.26.
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//
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import UIKit
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@main
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class AppDelegate: UIResponder, UIApplicationDelegate {
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func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
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// Override point for customization after application launch.
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return true
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}
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// MARK: UISceneSession Lifecycle
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func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
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// Called when a new scene session is being created.
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// Use this method to select a configuration to create the new scene with.
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return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
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}
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func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
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// Called when the user discards a scene session.
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// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
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// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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}
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}
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11
GasTankAR/Assets.xcassets/AccentColor.colorset/Contents.json
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11
GasTankAR/Assets.xcassets/AccentColor.colorset/Contents.json
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{
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"colors" : [
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{
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"idiom" : "universal"
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}
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],
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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35
GasTankAR/Assets.xcassets/AppIcon.appiconset/Contents.json
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35
GasTankAR/Assets.xcassets/AppIcon.appiconset/Contents.json
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{
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"images" : [
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{
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"idiom" : "universal",
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"platform" : "ios",
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"size" : "1024x1024"
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},
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{
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"appearances" : [
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{
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"appearance" : "luminosity",
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"value" : "dark"
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}
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],
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"idiom" : "universal",
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"platform" : "ios",
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"size" : "1024x1024"
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},
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{
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"appearances" : [
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{
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"appearance" : "luminosity",
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"value" : "tinted"
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}
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],
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"idiom" : "universal",
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"platform" : "ios",
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"size" : "1024x1024"
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}
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],
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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6
GasTankAR/Assets.xcassets/Contents.json
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6
GasTankAR/Assets.xcassets/Contents.json
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{
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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40
GasTankAR/ContentView.swift
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40
GasTankAR/ContentView.swift
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//
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// ContentView.swift
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// GasTankAR
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//
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// Created by Dennis Nemec on 19.08.26.
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//
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import SwiftUI
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import RealityKit
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struct ContentView : View {
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var body: some View {
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RealityView { content in
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// Create a cube model
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let model = Entity()
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let mesh = MeshResource.generateBox(size: 0.1, cornerRadius: 0.005)
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let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true)
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model.components.set(ModelComponent(mesh: mesh, materials: [material]))
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model.position = [0, 0.05, 0]
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// Create horizontal plane anchor for the content
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let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2)))
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anchor.addChild(model)
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// Add the horizontal plane anchor to the scene
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content.add(anchor)
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content.camera = .spatialTracking
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}
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.edgesIgnoringSafeArea(.all)
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}
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}
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#Preview {
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ContentView()
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}
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23
GasTankAR/Info.plist
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23
GasTankAR/Info.plist
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>UIApplicationSceneManifest</key>
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<dict>
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<key>UIApplicationSupportsMultipleScenes</key>
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<false/>
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<key>UISceneConfigurations</key>
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<dict>
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<key>UIWindowSceneSessionRoleApplication</key>
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<array>
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<dict>
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<key>UISceneConfigurationName</key>
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<string>Default Configuration</string>
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<key>UISceneDelegateClassName</key>
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<string>$(PRODUCT_MODULE_NAME).SceneDelegate</string>
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</dict>
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</array>
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</dict>
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</dict>
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</dict>
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</plist>
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63
GasTankAR/SceneDelegate.swift
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63
GasTankAR/SceneDelegate.swift
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//
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// SceneDelegate.swift
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// GasTankAR
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//
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// Created by Dennis Nemec on 19.08.26.
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//
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import UIKit
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import SwiftUI
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class SceneDelegate: UIResponder, UIWindowSceneDelegate {
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var window: UIWindow?
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func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
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// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
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// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
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// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
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// Create the SwiftUI view that provides the window contents.
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let contentView = ContentView()
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// Use a UIHostingController as window root view controller.
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if let windowScene = scene as? UIWindowScene {
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let window = UIWindow(windowScene: windowScene)
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window.rootViewController = UIHostingController(rootView: contentView)
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self.window = window
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window.makeKeyAndVisible()
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}
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}
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func sceneDidDisconnect(_ scene: UIScene) {
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// Called as the scene is being released by the system.
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// This occurs shortly after the scene enters the background, or when its session is discarded.
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// Release any resources associated with this scene that can be re-created the next time the scene connects.
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// The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
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}
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func sceneDidBecomeActive(_ scene: UIScene) {
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// Called when the scene has moved from an inactive state to an active state.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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}
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func sceneWillResignActive(_ scene: UIScene) {
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// Called when the scene will move from an active state to an inactive state.
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// This may occur due to temporary interruptions (ex. an incoming phone call).
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}
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func sceneWillEnterForeground(_ scene: UIScene) {
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// Called as the scene transitions from the background to the foreground.
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// Use this method to undo the changes made on entering the background.
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}
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func sceneDidEnterBackground(_ scene: UIScene) {
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// Called as the scene transitions from the foreground to the background.
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// Use this method to save data, release shared resources, and store enough scene-specific state information
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// to restore the scene back to its current state.
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}
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}
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