Wednesday, April 23, 2008

C#. No16 - Using Attributes

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Why Attributes?

Attributes are elements that allow you to add declarative information to your programs. This declarative information is used for various purposes during runtime and can be used at design time by application development tools. For example, there are attributes such as DllImportAttribute that allow a program to communicate with the Win32 libraries. Another attribute, ObsoleteAttribute, causes a compile-time warning to appear, letting the developer know that a method should no longer be used. When building Windows forms applications, there are several attributes that allow visual components to be drag-n-dropped onto a visual form builder and have their information appear in the properties grid. Attributes are also used extensively in securing .NET assemblies, forcing calling code to be evaluated against pre-defined security constraints. These are just a few descriptions of how attributes are used in C# programs.

The reason attributes are necessary is because many of the services they provide would be very difficult to accomplish with normal code. You see, attributes add what is called metadata to your programs. When your C# program is compiled, it creates a file called an assembly, which is normally an executable or DLL library. Assemblies are self-describing because they have metadata written to them when they are compiled. Via a process known as reflection, a program's attributes can be retrieved from its assembly metadata. Attributes are classes that can be written in C# and used to decorate your code with declarative information. This is a very powerful concept because it means that your can extend your language by creating customized declarative syntax with attributes.

This tutorial will show how to use pre-existing attributes in C# programs. Understanding the concepts and how to use a few attributes, will help in finding the multitude of other pre-existing attributes in the .NET class libraries and use them also.

Attribute Basics

Attributes are generally applied physically in front of type and type member declarations. They're declared with square brackets, "[" and "]", surrounding the attribute such as the following ObsoleteAttribute attribute:

[ObsoleteAttribute]

The "Attribute" part of the attribute name is optional. So the following is equivalent to the attribute above:

[Obsolete]

You'll notice that the attribute is declared with only the name of the attribute, surrounded by square brackets. Many attributes have parameter lists, that allow inclusion of additional information that customizes a program even further. BasicAttributeDemo.cs shows various ways of how to use the ObsoleteAttribute attribute.

How to Use Attributes: BasicAttributeDemo.cs

using System;

class BasicAttributeDemo
{
[Obsolete]
public void MyFirstdeprecatedMethod()
{
Console.WriteLine("Called MyFirstdeprecatedMethod().");
}

[ObsoleteAttribute]
public void MySecondDeprecatedMethod()
{
Console.WriteLine("Called MySecondDeprecatedMethod().");
}

[Obsolete("You shouldn't use this method anymore.")]
public void MyThirdDeprecatedMethod()
{
Console.WriteLine("Called MyThirdDeprecatedMethod().");
}

// make the program thread safe for COM
[STAThread]
static void Main(string[] args)
{
BasicAttributeDemo attrDemo =
new BasicAttributeDemo();

attrDemo.MyFirstdeprecatedMethod();
attrDemo.MySecondDeprecatedMethod();
attrDemo.MyThirdDeprecatedMethod();
}
}

Examining the code in BasicAttributeDemo.cs reveals that the ObsoleteAttribute attribute was used a few different ways. The first usage appeared on the MyFirstdeprecatedMethod() method and the second usage appeared in the MySecondDeprecatedMethod() method as follows:

[Obsolete]
public void MyFirstdeprecatedMethod()
...
[ObsoleteAttribute]
public void MySecondDeprecatedMethod()
...

The only difference between the two attributes is that MySecondDeprecatedMethod() method contains the "Attribute" in the attribute declaration. The results of both attributes are exactly the same. Attributes may also have parameters, as shown in the following declaration:

[Obsolete("You shouldn't use this method anymore.")]
public void MyThirdDeprecatedMethod()
...

This adds customized behavior to the ObsoleteAttribute attribute which produces different results from the other ObsoleteAttribute attribute declarations. The results of all three ObsoleteAttribute attributes are shown below. These are the warnings that are emitted by the C# compiler when the program is compiled:

>csc BasicAttributeDemo.cs
Microsoft (R) Visual C# .NET Compiler version 7.10.2292.4
for Microsoft (R) .NET Framework version 1.1.4322
Copyright (C) Microsoft Corporation 2001-2002. All rights reserved.

BasicAttributeDemo.cs(29,3): warning CS0612:
'BasicAttributeDemo.MyFirstdeprecatedMethod()' is obsolete
BasicAttributeDemo.cs(30,3): warning CS0612:
'BasicAttributeDemo.MySecondDeprecatedMethod()' is obsolete
BasicAttributeDemo.cs(31,3): warning CS0618:
'BasicAttributeDemo.MyThirdDeprecatedMethod()' is obsolete: 'You
shouldn't use this method anymore.'

As you can see, the ObsoleteAttribute attribute caused the MyThirdDeprecatedMethod() method to emit the message that was a parameter to the ObsoleteAttribute attribute of that method in the code. The other attributes simply emitted standard warnings.

BasicAttributeDemo.cs also contains another attribute you're likely to see, the STAThreadAttribute attribute. You'll often see this attribute applied to the Main() method, indicating that this C# program should communicate with unmanaged COM code using the Single Threading Apartment . It is generally safe to use this attribute all the time because you never know when a 3rd party library you're using is going to be communicating with COM. The following excerpt shows how to use the STAThreadAttribute attribute:

[STAThread]
static void Main(string[] args)
...

Attribute Parameters

Attributes often have parameters that enable customization. There are two types of parameters that can be used on attributes, positional and named. Positional parameters are used when the attribute creator wishes the parameters to be required. However, this is not a hard and fast rule because the ObsoleteAttribute attribute has a second positional parameter named error of type bool that we can omit as demonstrated in BasicAttributeDemo.cs . That attribute could have been written with the second positional parameter to force a compiler error instead of just a warning as follows:

[Obsolete("You shouldn't use this method anymore.", true)]
public void MyThirdDeprecatedMethod()
...

The difference between positional parameters and named parameters are that named parameters are specified with the name of the parameter and are always optional. The DllImportAttribute attribute is one you are likely to see that has both positional and named attributes (AttributeParamsDemo.cs).

Using Positional and Named Attribute Parameters: AttributeParamsDemo.cs

using System;
using System.Runtime.InteropServices;

class AttributeParamsDemo
{
[DllImport("User32.dll", EntryPoint="MessageBox")]
static extern int MessageDialog(int hWnd, string msg, string caption, int msgType);

[STAThread]
static void Main(string[] args)
{
MessageDialog(0, "MessageDialog Called!", "DllImport Demo", 0);
}
}

The DllImportAttribute attribute in AttributeParamsDemo.cs has a one positional parameter, "User32.dll", and one named parameter, EntryPoint="MessageBox". Positional parameters are always specified before any named parameters. When there are named parameters, they may appear in any order. This is because they are marked with the parameter name like in the DllImportAttribute attribute, EntryPoint="MessageBox". Since the purpose of this lesson is to explain how to use attributes in general, I won't go into the details of the DllImportAttribute attribute, which has extra parameters that require knowledge of Win32 and other details that don't pertain to this lesson. Many other attributes can be used with both positional and named parameters.

Attribute Targets

The attributes shown so far have been applied to methods, but there are many other C# language elements that you can use attributes with. table outlines the C# language elements that attributes may be applied to. They are formally called attribute "targets".

Attribute Target Can be Applied To
all everything
assembly entire assembly
class classes
constructor constructors
delegate delegates
enum enums
event events
field fields
interface interfaces
method methods
module modules (compiled code that can be part of an assembly)
parameter parameters
property properties
returnvalue return values
struct structures

Whenever there is ambiguity in how an attribute is applied, you can add a target specification to ensure the right language element is decorated properly. An attribute that helps ensure assemblies adhere to the Common Language Specification (CLS) is the CLSCompliantAttribute attribute. The CLS is the set of standards that enable different .NET languages to communicate. Attribute targets are specified by prefixing the attribute name with the target and separating it with a colon (:). AttributeTargetDemo.cs shows how to use the CLSCompliantAttribute attribute and apply it to the entire assembly.

Using Positional and Named Attribute Parameters: AttributeTargetdemo.cs

using System;

[assembly:CLSCompliant(
true)]

public
class AttributeTargetdemo
{
public void NonClsCompliantMethod(uint nclsParam)
{
Console.WriteLine("Called NonClsCompliantMethod().");
}

[STAThread]
static void Main(string[] args)
{
uint myUint = 0;

AttributeTargetdemo tgtdemo =
new AttributeTargetdemo();

tgtdemo.NonClsCompliantMethod(myUint);
}
}

The code in AttributeTargetDemo.cs won't compile because of the uint type parameter declared on the NonClsCompliantMethod() method. If you change the CLSCompliantAttribute attribute to false or change the type of the NonClsCompliantMethod() method to a CLS compliant type, such as int, the program will compile.

The point about AttributeTargetDemo.cs is that the CLSCompliantAttribute attribute is decorated with an attribute target of "assembly". This causes all members of this assembly to be evaluated according to the CLSCompliantAttribute attribute setting. To limit the scope of the CLSCompliantAttribute, apply it to either the AttributeTargetdemo class or NonClsCompliantMethod() method directly.


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C#. No15 - Introduction to Exception Handling

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Exceptions

Exceptions are unforeseen errors that happen in your programs. Most of the time, you can, and should, detect and handle program errors in your code. For example, validating user input, checking for null objects, and verifying the values returned from methods are what you expect, are all examples of good standard error handling that you should be doing all the time.

However, there are times when you don't know if an error will occur. For example, you can't predict when you'll receive a file I/O error, run out of system memory, or encounter a database error. These things are generally unlikely, but they could still happen and you want to be able to deal with them when they do occur. This is where exception handling comes in.

When exceptions occur, they are said to be "thrown". What is actually thrown is an object that is derived from the System.Exception class. In the next section, I'll be explaining how thrown exceptions are handled with try/catch blocks.

The System.Exception class provides several methods and properties for obtaining information on what went wrong. For example, the Message property provides summary information about what the error was, the Stacktrace property provides information from the stack for where the problem occurred, and the ToString() method is overridden to reveal a verbose description of the entire exception.

Identifying the exceptions you'll need to handle depends on the routine you're writing. For example, if the routine opened a file with the System.IO.File.OpenRead() method, it could throw any of the following exceptions:

  • SecurityException
  • ArgumentException
  • ArgumentNullException
  • PathTooLongException
  • DirectoryNotFoundException
  • UnauthorizedAccessException
  • FileNotFoundException
  • NotSupportedException

It's easy to find out what exceptions a method can raise by looking in the .NET Frameworks SDK Documentation. Just go to the Reference/Class Library section and look in the Namespace/Class/Method documentation for the methods you use. The exception in the list above were found by looking at the OpenRead() method definition of the File class in the System.IO namespace. Each exception identified has a hyperlink to its class definition that you can use to find out what that exception is about. Once you've figured out what exceptions can be generated in your code, you need to put the mechanisms in place to handle the exceptions, should they occur.

try/catch Blocks

When exceptions are thrown, you need to be able to handle them. This is done by implementing a try/catch block. Code that could throw an exception is put in the try block an exception handling code goes in the catch block. tryCatchDemo.cs shows how to implement a try/catch block. Since an OpenRead() method could throw one of several exceptions, it is placed in the try block. If an exception is thrown, it will be caught in the catch block. The code in tryCatchDemo.cs will print message and stack trace information out to the console if an exception is raised.

Note: The programs in this lesson cause exceptions on purpose. The exception that you see is generated intentionally to show you what the exception message looks like before you see it yourself in your own programs.

Using try/catch Blocks: tryCatchDemo.cs

using System;
using System.IO;

class tryCatchDemo
{
static void Main(string[] args)
{
try
{
File.OpenRead("NonExistentFile");
}
catch(Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
}

Although the code in tryCatchDemo.cs only has a single catch block, all exceptions will be caught there because the type is of the base exception type "Exception". In exception handling, more specific exceptions will be caught before their more general parent exceptions. For example, the following snippet shows how to place multiple catch blocks:

catch(FileNotFoundException fnfex)
{
Console.WriteLine(fnfex.ToString());
}
catch(Exception ex)
{
Console.WriteLine(ex.ToString());
}

If the file doesn't exist, a FileNotFoundException exception will be thrown and caught by the first catch block. However, if a PathTooLongException exception was raised, the second catch part would catch the exception. This is because there isn't a catch block for the PathTooLongException exception and the generic Exception type catch block is the only option available to catch the exception.

Exceptions that are not handled will normally bubble up the stack until a calling routine in the call chain handles them. If you forget to include try/catch blocks in a part of your code and there aren't any try/catch blocks earlier in the call chain, your program will abort with a message describing the exception. To your users this would be very cryptic and uncomfortable. It is good practice to provide exception handling in your programs.

Finally Blocks

An exception can leave your program in an inconsistent state by not releasing resources or doing some other type of cleanup. A catch block is a good place to figure out what may have went wrong and try to recover, however it can't account for all scenarios. Sometimes you need to perform clean up actions whether or not your program succeeds. These situations are good candidates for using a finally block.

FinallyDemo.cs illustrates the usefulness of a finally block. As you know, a file stream must be closed when you're done with it. In this case, the file stream is the resource that needs to be cleaned up. In FinallyDemo.cs, outStream is opened successfully, meaning the program now has a handle to an open file resource. When trying to open the inStream, a FileNotFoundException exception is raised, causing control to go immediately to the catch block.

It's possible to close the outStream in the catch block, but what if the algorithm executed successfully without an exception? On success, the file would never be closed. Fortunately, we've included a finally block in FinallyDemo.cs, which will always be executed. That's right, regardless of whether the algorithm in the try block raises an exception or not, the code in the finally block will be executed before control leaves the method.

Implementing a finally Block: FinallyDemo.cs

using System;
using System.IO;

class FinallyDemo
{
static void Main(string[] args)
{
FileStream outStream =
null;
FileStream inStream =
null;

try
{
outStream = File.OpenWrite("DestinationFile.txt");
inStream = File.OpenRead("BogusInputFile.txt");
}
catch(Exception ex)
{
Console.WriteLine(ex.ToString());
}
finally
{
if (outStream != null)
{
outStream.Close();
Console.WriteLine("outStream closed.");
}
if (inStream != null)
{
inStream.Close();
Console.WriteLine("inStream closed.");
}
}
}
}

A finally block is not required and you may ask what happens if you just put code after the catch block. true, under normal circumstances, if the exception is caught, all code following the catch will be executed. However, try/catch/finally is for exceptional circumstances and it is better to plan for the worst to make your program more robust. For example, if one of the catch handlers rethrew an exception or caused another exception, the code following the catch block (not in a finally block) would never be executed. Also, if you don't catch the exception at all, program flow would immediately do a stack walk looking for an exception handler that fits and the code following the catch blocks would not be executed. Since there is too much potential for code in an algorithm to not be executed, a finally block is your insurance for executing those critical actions you need.


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C#. No14 - Introduction to Delegates and Events

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Delegates

During previous lessons, you learned how to implement reference types using language constructs such as classes and interfaces. These reference types allowed you to create instances of objects and use them in special ways to accomplish your software development goals. Classes allow you to create objects that contained members with attributes or behavior. Interfaces allowed you to declare a set of attributes and behavior that all objects implementing them would publicly expose. Today, I'm going to introduce a new reference type called a delegate.

A delegate is a C# language element that allows you to reference a method. If you were a C or C++ programmer, this would sound familiar because a delegate is basically a function pointer. However, developers who have used other languages are probably wondering, "Why do I need a reference to a method?". The answer boils down to giving you maximum flexibility to implement any functionality you want at runtime.

Think about how you use methods right now. You write an algorithm that does its thing by manipulating the values of variables and calling methods directly by name. What if you wanted an algorithm that was very flexible, reusable, and allowed you to implement different functionality as the need arises? Furthermore, let's say that this was an algorithm that supported some type of data structure that you wanted to have sorted, but you also want to enable this data structure to hold different types. If you don't know what the types are, how could you decide an appropriate comparison routine? Perhaps you could implement an if/then/else or switch statement to handle well-known types, but this would still be limiting and require overhead to determine the type. Another alternative would be for all the types to implement an interface that declared a common method your algorithm would call, which is actually a nice solution. However, since this lesson is about delegates, we'll apply a delegate solution, which is quite elegant.

You could solve this problem by passing a delegate to your algorithm and letting the contained method, which the delegate refers to, perform the comparison operation. Such an operation is performed in SimpleDelegate.cs.

Declaring and Implementing a Delegate: SimpleDelegate.cs

using System;

// this is the delegate declaration
public delegate int Comparer(object obj1, object obj2);

public class Name
{
public string FirstName = null;
public string LastName = null;

public
Name(string first, string last)
{
FirstName = first;
LastName = last;
}

// this is the delegate method handler
public
static int CompareFirstNames(object name1, object name2)
{
string n1 = ((Name)name1).FirstName;
string n2 = ((Name)name2).FirstName;

if
(String.Compare(n1, n2) > 0)
{
return 1;
}
else if (String.Compare(n1, n2) <> return -1;
}
else
{
return 0;
}
}

public
override string ToString()
{
return FirstName + " " + LastName;
}
}

class
SimpleDelegate
{
Name[] names =
new Name[5];

public
SimpleDelegate()
{
names[0] =
new Name("Joe", "Mayo");
names[1] =
new Name("John", "Hancock");
names[2] =
new Name("Jane", "Doe");
names[3] =
new Name("John", "Doe");
names[4] =
new Name("Jack", "Smith");
}

static
void Main(string[] args)
{
SimpleDelegate sd =
new SimpleDelegate();

// this is the delegate instantiation
Comparer cmp = new Comparer(Name.CompareFirstNames);

Console.WriteLine("\nBefore Sort: \n");

sd.PrintNames();

// observe the delegate argument
sd.Sort(cmp);

Console.WriteLine("\nAfter Sort: \n");

sd.PrintNames();
}

// observe the delegate parameter
public void Sort(Comparer compare)
{
object temp;

for
(int i=0; i <> for (int j=i; j <> // using delegate "compare" just like
// a normal method
if ( compare(names[i], names[j]) > 0 )
{
temp = names[i];
names[i] = names[j];
names[j] = (Name)temp;
}
}
}
}

public
void PrintNames()
{
Console.WriteLine("Names: \n");

foreach
(Name name in names)
{
Console.WriteLine(name.ToString());
}
}
}

The first thing the program in SimpleDelegate.cs does is declare a delegate. Delegate declarations look somewhat like methods, except they have the delegate modifier, are terminated with a semi-colon (;), and have no implementation. Below, is the delegate declaration from SimpleDelegate.cs.

public delegate int Comparer(object obj1, object obj2);

This delegate declaration defines the signature of a delegate handler method that this delegate can refer to. The delegate handler method, for the Comparer delegate, can have any name, but must have a first parameter of type object, a second parameter of type object, and return an int type. The following method from SimpleDelegate.cs shows a delegate handler method that conforms to the signature of the Comparer delegate.

public static int CompareFirstNames(object name1, object name2)
{
...
}

To use a delegate, you must create an instance of it. The instance is created, similar to a class instance, with a single parameter identifying the appropriate delegate handler method, as shown below.

Comparer cmp = new Comparer(Name.CompareFirstNames);

The delegate, cmp, is then used as a parameter to the Sort() method, which uses it just like a normal method. Observe the way the delegate is passed to the Sort() method as a parameter in the code below.

sd.Sort(cmp);

Using this technique, any delegate handler method may be passed to the Sort() method at run-time. i.e. You could define a method handler named CompareLastNames(), instantiate a new Comparer delegate instance with it, and pass the new delegate to the Sort() method.

Events

Traditional Console applications operate by waiting for a user to press a key or type a command and press the Enter key. Then they perform some pre-defined operation and either quit or return to the original prompt that they started from. This works, but is inflexible in that everything is hard-wired and follows a rigid path of execution. In stark contrast, modern GUI programs operate on an event-based model. That is, some event in the system occurs and interested modules are notified so they can react appropriately. With Windows Forms, there is not a polling mechanism taking up resources and you don't have to code a loop that sits waiting for input. It is all built into the system with events.

A C# event is a class member that is activated whenever the event it was designed for occurs. I like to use the term "fires" when the event is activated. Anyone interested in the event can register and be notified as soon as the event fires. At the time an event fires, registered methods will be invoked.

Events and delegates work hand-in-hand to provide a program's functionality. It starts with a class that declares an event. Any class, including the same class that the event is declared in, may register one of its methods for the event. This occurs through a delegate, which specifies the signature of the method that is registered for the event. The delegate may be one of the pre-defined .NET delegates or one you declare yourself. Whichever is appropriate, you assign the delegate to the event, which effectively registers the method that will be called when the event fires. EventDemo.cs shows a couple different ways to implement events.

Declaring and Implementing Events: Eventdemo.cs

using System;
using System.Drawing;
using System.Windows.Forms;

// custom delegate
public delegate void Startdelegate();

class Eventdemo : Form
{

// custom event
public event Startdelegate StartEvent;

public Eventdemo()
{
Button clickMe =
new Button();

clickMe.Parent =
this;
clickMe.Text = "Click Me";
clickMe.Location =
new Point(
(ClientSize.Width - clickMe.Width) /2,
(ClientSize.Height - clickMe.Height)/2);

// an EventHandler delegate is assigned
// to the button's Click event
clickMe.Click += new EventHandler(OnClickMeClicked);

// our custom "Startdelegate" delegate is assigned
// to our custom "StartEvent" event.
StartEvent += new Startdelegate(OnStartEvent);

// fire our custom event
StartEvent();
}

// this method is called when the "clickMe" button is pressed
public void OnClickMeClicked(object sender, EventArgs ea)
{
MessageBox.Show("You Clicked My Button!");
}

// this method is called when the "StartEvent" Event is fired
public void OnStartEvent()
{
MessageBox.Show("I Just Started!");
}

static
void Main(string[] args)
{
Application.Run(
new Eventdemo());
}
}

Note: If you're using Visual Studio or another IDE, remember to add references to System.Drawing.dll and System.Windows.Forms.dll before compiling EventDemo.cs or just add the code to a Windows Forms project. Teaching the operation of Visual Studio or other IDE's is out-of-scope for this tutorial.

You may have noticed that EventDemo.cs is a Windows Forms program. Although I haven't covered Windows Forms in this tutorial, you should know enough about C# programming in general that you won't be lost. To help out, I'll give a brief explanation of some of the parts that you may not be familiar with.

The Eventdemo class inherits Form, which essentially makes it a Windows Form. This automatically gives you all the functionality of a Windows Form, including Title Bar, Minimize/Maximize/Close buttons, System Menu, and Borders. A lot of power, that inheritance thing, eh?

The way a Windows Form's application is started is by calling the Run() method of the static Application object with a reference to the form object as its parameter. This starts up all the underlying Windows plumbing, displays the GUI, and ensures that events are fired as appropriate.

Let's look at the custom event first. Below is the event declaration, which is a member of the Eventdemo class. It is declared with the event keyword, a delegate type, and an event name.

public event Startdelegate StartEvent;

Anyone interested in an event can register by hooking up a delegate for that event. On the next line, we have a delegate of type Startdelegate, which the event was declared to accept, hooked up to the StartEvent event. The += syntax registers a delegate with an event. To unregister with an event, use the -= with the same syntax.

StartEvent += new Startdelegate(OnStartEvent);

Firing an event looks just like a method call, as shown below:

StartEvent();

This was how to implement events from scratch, declaring the event and delegate yourself. However, much of the event programming you'll do will be with pre-defined events and delegates. This leads us to the other event code you see in EventDemo.cs, where we hook up an EventHandler delegate to a Button Click event.

clickMe.Click += new EventHandler(OnClickMeClicked);

The Click event already belongs to the Button class and all we have to do is reference it when registering a delegate. Similarly, the EventHandler delegate already exists in the System namespace of the .NET Frameworks Class Library. All you really need to do is define your callback method (delegate handler method) that is invoked when someone presses the clickMe button. The OnClickMeClicked() method, shown below, conforms to the signature of the EventHander delegate, which you can look up in the .NET Framework Class Library reference.

public void OnClickMeClicked(object sender, EventArgs ea)
{
MessageBox.Show("You Clicked My Button!");
}

Any time the clickMe button is pressed with a mouse, it will fire the Click event, which will invoke the OnClickMeClicked() method. The Button class takes care of firing the Click event and there's nothing more you have to do. Because it is so easy to use pre-defined events and delegates, it would be a good idea to check if some exist already that will do what you need, before creating your own.


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