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https://github.com/vitorpamplona/amethyst.git
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feat: gap-safe settle, snappier spring, and jitter dead-zone for disappearing bars
Three refinements to the disappearing top/bottom bar animations: - Gap-safe settle: settleToNearestEdge could snap a partially-collapsed bar to fully hidden whenever it was past the halfway point, even when the content had only scrolled part of a bar height (e.g. a gentle flick from the top). Because the content padding is fixed and the bar is translated, hiding it further than the content scrolled reopens the same blank band the reveal-damping fix removed. Each bar now latches whether it has actually reached its hidden edge through scrolling; the settle only commits to fully hidden when that latch is set, otherwise it settles back into view. This keeps the deliberate-reveal behavior (a sub-halfway reveal after fully hiding still snaps back hidden) without the gap. - Snappier settle spring: StiffnessMediumLow -> StiffnessMedium so the bars resolve to their edge with a quick native snap instead of a slow float. Still DampingRatioNoBouncy, and overshoot stays clamped by animateOne's bounds. - Micro-scroll dead-zone: ignore sub-pixel scroll attempts so jitter doesn't nudge the bars or flip the binary status-bar toggle. Kept tiny and symmetric so the reveal never lags the content enough to open a gap. Proportional top/bottom collapse was intentionally left out: both bars already move at the same pixel rate (visual lock-step for their shared travel), and forcing the shorter bar to finish at the same time as the taller one would push it off the 1:1 content track and reintroduce a gap. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011jbLnoWks19ottXNrMZ6DH
This commit is contained in:
+14
-1
@@ -24,6 +24,7 @@ import androidx.compose.ui.geometry.Offset
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import androidx.compose.ui.input.nestedscroll.NestedScrollConnection
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import androidx.compose.ui.input.nestedscroll.NestedScrollSource
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import androidx.compose.ui.unit.Velocity
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import kotlin.math.abs
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/**
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* Scroll-linked connection that hides/reveals the top and bottom bars together.
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@@ -66,7 +67,10 @@ class DisappearingBarNestedScroll(
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): Offset {
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if (!canScroll()) return Offset.Zero
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val totalY = consumed.y + available.y
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if (totalY == 0f) return Offset.Zero
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// Dead-zone: ignore sub-pixel jitter so the bars (and the binary status-bar toggle that
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// tracks their collapse fraction) don't twitch on scroll noise. Kept symmetric and tiny so
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// it never makes the reveal lag the content enough to open a visible gap.
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if (abs(totalY) < MIN_SCROLL_DELTA) return Offset.Zero
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// If the list did not consume any scroll and the bars are fully visible, treat
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// this as a non-scrollable list and keep the bars in place. Without this, a tiny
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@@ -101,4 +105,13 @@ class DisappearingBarNestedScroll(
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state.topHeightOffset = (state.topHeightOffset + deltaY).coerceIn(-topLimit, 0f)
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state.bottomHeightOffset = (state.bottomHeightOffset + deltaY).coerceIn(-bottomLimit, 0f)
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}
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companion object {
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/**
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* Sub-pixel dead-zone: scroll attempts smaller than this are ignored so jitter doesn't nudge
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* the bars. Tiny on purpose — large enough to swallow fractional noise, small enough that the
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* bar offset never measurably lags the content scroll.
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*/
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const val MIN_SCROLL_DELTA = 0.5f
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}
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}
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+53
-5
@@ -46,8 +46,46 @@ class DisappearingBarState(
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initialTopHeightOffset: Float = 0f,
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initialBottomHeightOffset: Float = 0f,
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) {
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var topHeightOffset by mutableFloatStateOf(initialTopHeightOffset)
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var bottomHeightOffset by mutableFloatStateOf(initialBottomHeightOffset)
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private var _topHeightOffset by mutableFloatStateOf(initialTopHeightOffset)
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private var _bottomHeightOffset by mutableFloatStateOf(initialBottomHeightOffset)
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/**
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* Latches that record whether each bar has been driven all the way to its hidden edge by real
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* scrolling since it was last fully in view. The settle reads them to tell a deliberate hide —
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* where the content has scrolled at least a full bar height, so snapping the bar fully hidden
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* leaves content (not a blank band) in the slot it vacates — apart from a small near-top
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* collapse, where snapping hidden would expose the background because the content hasn't
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* scrolled far enough to fill the bar's slot.
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*/
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private var topReachedHiddenEdge = false
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private var bottomReachedHiddenEdge = false
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var topHeightOffset: Float
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get() = _topHeightOffset
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set(value) {
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_topHeightOffset = value
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updateLatch(value, topHeightLimit) { topReachedHiddenEdge = it }
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}
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var bottomHeightOffset: Float
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get() = _bottomHeightOffset
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set(value) {
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_bottomHeightOffset = value
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updateLatch(value, bottomHeightLimit) { bottomReachedHiddenEdge = it }
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}
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private inline fun updateLatch(
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offset: Float,
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limit: Float,
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set: (Boolean) -> Unit,
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) {
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if (limit <= 0f) return
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if (offset >= 0f) {
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set(false)
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} else if (offset <= -limit) {
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set(true)
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}
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}
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var topHeightLimit: Float = 0f
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set(value) {
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@@ -76,8 +114,8 @@ class DisappearingBarState(
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*/
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suspend fun settleToNearestEdge(initialVelocityY: Float = 0f) {
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coroutineScope {
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launch { settleOne({ topHeightOffset }, topHeightLimit, initialVelocityY) { topHeightOffset = it } }
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launch { settleOne({ bottomHeightOffset }, bottomHeightLimit, initialVelocityY) { bottomHeightOffset = it } }
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launch { settleOne({ topHeightOffset }, topHeightLimit, topReachedHiddenEdge, initialVelocityY) { topHeightOffset = it } }
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launch { settleOne({ bottomHeightOffset }, bottomHeightLimit, bottomReachedHiddenEdge, initialVelocityY) { bottomHeightOffset = it } }
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}
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}
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@@ -94,6 +132,7 @@ class DisappearingBarState(
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private suspend fun settleOne(
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get: () -> Float,
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limit: Float,
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canFullyHide: Boolean,
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initialVelocityY: Float,
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set: (Float) -> Unit,
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) {
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@@ -105,6 +144,11 @@ class DisappearingBarState(
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val positionBiasToHide = -current > limit / 2f
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val target =
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when {
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// Snapping to the hidden edge is only safe once the bar has actually been scrolled
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// there (canFullyHide): the content has then moved at least a full bar height and
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// fills the slot the bar vacates. From a small near-top collapse it hasn't, so
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// snapping hidden would open a blank band — settle back into view instead.
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!canFullyHide -> 0f
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initialVelocityY < -VELOCITY_BIAS_THRESHOLD -> -limit
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initialVelocityY > VELOCITY_BIAS_THRESHOLD -> 0f
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positionBiasToHide -> -limit
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@@ -142,10 +186,14 @@ class DisappearingBarState(
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companion object {
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private const val VELOCITY_BIAS_THRESHOLD = 200f
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// Bounce-free so the chrome never wobbles past its edge, but stiff enough to feel like a
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// quick native snap rather than a slow float once the finger lifts. Overshoot from a strong
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// initial velocity is still caught by the bounds in animateOne, so a higher stiffness here
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// only affects how briskly the bar resolves to its edge.
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private val SETTLE_SPRING =
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spring<Float>(
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dampingRatio = Spring.DampingRatioNoBouncy,
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stiffness = Spring.StiffnessMediumLow,
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stiffness = Spring.StiffnessMedium,
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)
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val Saver: Saver<DisappearingBarState, *> =
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+45
@@ -93,4 +93,49 @@ class DisappearingBarStateTest {
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assertTrue("top bar overshot to $peakTop", peakTop <= 0.5f)
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assertTrue("bottom bar overshot to $peakBottom", peakBottom <= 0.5f)
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}
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@Test
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fun `a partial collapse that never reached the hidden edge settles back into view`() =
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runTest {
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// The bar is past the halfway point but was only ever scrolled here from the top — it
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// never reached -limit, so the content hasn't moved a full bar height. Snapping it fully
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// hidden would expose a blank band, so it must settle back to visible instead.
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val state = state(topLimit = 100f, bottomLimit = 50f)
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state.topHeightOffset = -80f
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peakOffsetsDuring(state) { state.settleToNearestEdge() }
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assertEquals(0f, state.topHeightOffset, 0.01f)
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}
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@Test
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fun `a small reveal after fully hiding settles back to hidden, not into view`() =
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runTest {
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// Drive the bar to its hidden edge first (content has now scrolled a full bar height),
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// then nudge it back a little — the small reverse drag a finger makes catching a scroll.
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// Because it genuinely reached the hidden edge, snapping back hidden leaves no gap, so a
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// sub-halfway reveal must not pop the chrome back open.
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val state = state(topLimit = 100f, bottomLimit = 50f)
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state.topHeightOffset = -100f
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state.topHeightOffset = -90f
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peakOffsetsDuring(state) { state.settleToNearestEdge() }
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assertEquals(-100f, state.topHeightOffset, 0.01f)
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}
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@Test
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fun `returning fully into view re-arms the gap guard so the next near-top collapse settles open`() =
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runTest {
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// Hide fully (arms the latch), come all the way back to visible (disarms it), then do a
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// small near-top collapse again. It must settle open, proving the latch resets at 0.
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val state = state(topLimit = 100f, bottomLimit = 50f)
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state.topHeightOffset = -100f
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state.topHeightOffset = 0f
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state.topHeightOffset = -80f
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peakOffsetsDuring(state) { state.settleToNearestEdge() }
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assertEquals(0f, state.topHeightOffset, 0.01f)
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}
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}
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