Upcoming Volleyball Matches in VolleyLigaen Denmark
Get ready for an exhilarating day of volleyball as the Danish VolleyLigaen gears up for tomorrow's matches. With top-tier teams competing, this weekend promises to be a thrilling spectacle for volleyball enthusiasts. Fans and bettors alike will be eagerly anticipating the outcomes of these games, with expert predictions providing insights into potential winners. Let's dive into the details of tomorrow's matches, explore team dynamics, and uncover expert betting predictions.
Match Highlights: Key Teams and Players
Tomorrow's schedule features several high-stakes matches that are sure to captivate audiences. Among the key matchups is the clash between Team A and Team B, two formidable contenders known for their strategic play and strong teamwork. Both teams have shown impressive performances throughout the season, making this match a must-watch.
- Team A: Known for their aggressive offense and solid defense, Team A has consistently been a top performer in the league.
- Team B: With a balanced approach combining skillful plays and tactical precision, Team B poses a significant challenge to any opponent.
Another anticipated match features Team C against Team D. Team C boasts a dynamic lineup with standout players who have been instrumental in their recent successes. On the other hand, Team D has demonstrated resilience and adaptability, often turning games around with their strategic prowess.
- Key Player - Team C: Known for his powerful spikes and exceptional serving skills.
- Key Player - Team D: Renowned for his leadership on the court and ability to rally his team under pressure.
Betting Predictions: Expert Insights
As we look ahead to tomorrow's matches, expert analysts have provided their betting predictions based on current form, historical data, and player performances. These insights can help bettors make informed decisions while adding an extra layer of excitement to the games.
Prediction: Team A vs. Team B
Analysts predict that this closely contested match will likely end in favor of Team A due to their recent winning streak and superior home-court advantage. However, fans should not count out Team B, as they have shown they can pull off surprises when least expected.
Prediction: Team C vs. Team D
For this matchup, experts lean towards a victory for Team C based on their offensive capabilities and current momentum. Nevertheless, given Team D's knack for strategic plays, it could very well be a tightly contested game with unpredictable twists.
Strategic Analysis: What Makes Each Match Unique?
Team Dynamics: The Role of Strategy
<|file_sep|>#include "stdafx.h"
#include "app.h"
#include "Game.h"
void App::Init()
{
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
printf("SDL initialization failedn");
return;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,
SDL_GL_CONTEXT_MAJOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,
SDL_GL_CONTEXT_MINOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,
1);
m_Window = SDL_CreateWindow("Pong", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH,
WINDOW_HEIGHT,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (m_Window == NULL)
{
printf("Failed to create windown");
return;
}
m_Context = SDL_GL_CreateContext(m_Window);
glewExperimental = true;
GLenum err = glewInit();
if (err != GLEW_OK)
{
printf("GLEW initialization failedn");
return;
}
glClearColor(0.f / 255.f,
50.f / 255.f,
73.f / 255.f,
1.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
Game* game = new Game();
game->Init();
m_Game.reset(game);
}
void App::Run()
{
while (true)
{
m_Game->Update();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_Game->Render();
SDL_GL_SwapWindow(m_Window);
}
}<|repo_name|>XtremEgg/pong<|file_sep>/Pong/Shader.cpp
#include "stdafx.h"
#include "Shader.h"
bool Shader::Load(const std::string& filename)
{
std::ifstream file(filename.c_str());
std::string source((std::istreambuf_iterator(file)),
std::istreambuf_iterator());
const char* src = source.c_str();
GLuint shaderID = glCreateShader(SHADER_TYPE);
glShaderSource(shaderID,
1,
&src,
nullptr);
glCompileShader(shaderID);
GLint success;
glGetShaderiv(shaderID,
GL_COMPILE_STATUS,
&success);
if (!success)
{
#ifdef _DEBUG
#endif // _DEBUG
#ifndef _DEBUG
#endif // !_DEBUG
#if defined(_DEBUG) || defined(DEBUG)
#endif // DEBUG || _DEBUG
#ifndef _DEBUG
#endif // !_DEBUG
#ifdef _DEBUG
#endif // _DEBUG
#if defined(_DEBUG) || defined(DEBUG)
#endif // DEBUG || _DEBUG
#ifndef _DEBUG
#endif // !_DEBUG
#ifdef _DEBUG
#endif // _DEBUG
#if defined(_DEBUG) || defined(DEBUG)
#endif // DEBUG || _DEBUG
#ifndef NDEBUG
#endif // !NDEBUG
#if !defined(NOT_ENABLED) && !defined(NOT_ENABLED_)
const GLchar* infoLog =
glGetShaderInfoLog(shaderID);
throw std::runtime_error(infoLog);
#else
#endif
#if defined(NOT_ENABLED) && defined(NOT_ENABLED_)
#else
#endif
#if !defined(NOT_ENABLED) && !defined(NOT_ENABLED_)
const GLchar* infoLog =
glGetShaderInfoLog(shaderID);
throw std::runtime_error(infoLog);
#else
#endif
#if defined(NOT_ENABLED) && defined(NOT_ENABLED_)
#else
#endif
#if !defined(NOT_ENABLED) && !defined(NOT_ENABLED_)
const GLchar* infoLog =
glGetShaderInfoLog(shaderID);
throw std::runtime_error(infoLog);
#else
#endif
#if defined(NOT_ENABLED) && defined(NOT_ENABLED_)
#else
#endif
#if !defined(NOT_ENABLED) && !defined(NOT_ENABLED_)
const GLchar* infoLog =
glGetShaderInfoLog(shaderID);
throw std::runtime_error(infoLog);
#else
#endif
#if defined(NOT_ENABLED) && defined(NOT_ENABLED_)
#else
#endif
return true;
}
GLuint ShaderProgram::Load(const std::string& vertexFilename,
const std::string& fragmentFilename)
{
GLuint programID = glCreateProgram();
m_Vertex.Load(vertexFilename.c_str());
m_Fragment.Load(fragmentFilename.c_str());
glAttachShader(programID,m_Vertex.GetId());
glAttachShader(programID,m_Fragment.GetId());
glBindAttribLocation(programID,"position",0);
glBindAttribLocation(programID,"color",1);
glBindAttribLocation(programID,"texCoord",2);
glBindFragDataLocation(programID,"outColor",0);
GLint success;
glLinkProgram(programID);
glGetProgramiv(programID,GL_LINK_STATUS,&success);
if(!success){
#ifdef _MSC_VER
#pragma message ("TODO: LINK ERROR")
#elif __GNUC__
#warning TODO: LINK ERROR
#elif __clang__
#warning TODO: LINK ERROR
#elif __EMSCRIPTEN__
#warning TODO: LINK ERROR
#elif __ANDROID__
#warning TODO: LINK ERROR
#elif __APPLE__
#warning TODO: LINK ERROR
#elif __linux__
#warning TODO: LINK ERROR
#elif __unix__
#warning TODO: LINK ERROR
#elif __cplusplus
#elif __STDCPP__
#else
#error Unknown compiler
#endif
#ifndef NDEBUG
const char *info_log = glGetProgramInfoLog( program );
throw runtime_error( string( "Error linking shader:n" ) + string( info_log ) );
#else
const char *info_log = glGetProgramInfoLog( program );
throw runtime_error( string( "Error linking shader:n" ) + string( info_log ) );
//if (info_log != nullptr){
//
// MessageBoxA(nullptr,(LPSTR)"ERROR SHADER","ERROR SHADER",MB_OK | MB_ICONERROR);
//}
//
//return -1;
/*const char *info_log = glGetProgramInfoLog( program );
throw runtime_error(string("Error linking shader:n") + string(info_log));*/
//
//MessageBoxA(nullptr,(LPSTR)"ERROR SHADER","ERROR SHADER",MB_OK | MB_ICONERROR);
//return -1;
/*
const char *info_log = glGetProgramInfoLog( program );
throw runtime_error(string("Error linking shader:n") + string(info_log));
*/
//MessageBoxA(nullptr,(LPSTR)"ERROR SHADER","ERROR SHADER",MB_OK | MB_ICONERROR);
//return -1;*/
/*const char *info_log = glGetProgramInfoLog( program );
throw runtime_error(string("Error linking shader:n") + string(info_log));*/
/*MessageBoxA(nullptr,(LPSTR)"ERROR SHADER","ERROR SHADER",MB_OK | MB_ICONERROR);
return -1;*/
//#ifndef NDEBUG
//
//#else
//
//#endif
/*
const char *info_log = glGetProgramInfoLog( program );
throw runtime_error(string("Error linking shader:n") + string(info_log));
*/
/*
MessageBoxA(nullptr,(LPSTR)"LINK ERROR","LINK ERROR",MB_OK | MB_ICONWARNING);
return false;*/
}
else{
glDetachShader(programID,m_Vertex.GetId());
glDeleteShader(m_Vertex.GetId());
glDetachShader(programID,m_Fragment.GetId());
glDeleteShader(m_Fragment.GetId());
}
return programID;
}
void ShaderProgram::Bind() const {
glUseProgram(m_Id);}
void ShaderProgram::Unbind() const {
glUseProgram(NULL);}
GLint ShaderProgram::GetUniformLocation(const std::string& name)const {
GLint location= glGetUniformLocation(m_Id,name.c_str());
if(location ==-1){
printf("%s not found!n",name.c_str());}
return location;}
void ShaderProgram::SetUniform(const std::string& name,const glm::mat4& matrix)const {
GLint location=GetUniformLocation(name);
if(location!=-1){
glUniformMatrix4fv(location,1,false,&matrix[0][0]);}}
void ShaderProgram::SetUniform(const std::string& name,const glm::vec4& vector)const {
GLint location=GetUniformLocation(name);
if(location!=-1){
glUniform4fv(location,1,&vector[0]);}}
void ShaderProgram::SetUniform(const std::string& name,const glm::vec3& vector)const {
GLint location=GetUniformLocation(name);
if(location!=-1){
glUniform3fv(location,1,&vector[0]);}}
void ShaderProgram::SetUniform(const std :: string & name , const float & value)const {
GLint location=GetUniformLocation(name);
if(location!=-1){
glUniform1f(location,value);}
}<|repo_name|>XtremEgg/pong<|file_sep[]:
type : OBJECTS
objects :
camera :
type : CAMERA
quad :
type : QUAD
ball :
type : BALL
playerLeft :
type : PLAYER
playerRight :
type : PLAYER<|repo_name|>XtremEgg/pong<|file_sepversion 'v_001'
var:
camera:
position:[0.,10.,-20.] # Position of camera in world space.
target:[0.,10.,0.] # Target position of camera.
up:[0.,-10.,5.] # Up direction of camera.<|repo_name|>XtremEgg/pong<|file_sepcpython-36u.dll filter=lfs diff=lfs merge=lfs -text
libglew32.dll filter=lfs diff=lfs merge=lfs -text
libgdiplus.dll filter=lfs diff=lfs merge=lfs -text
opengl32sw.dll filter=lfs diff=lfs merge=lfs -text
python36.dll filter=lfs diff=lfs merge=lfs -text
python36_d.dll filter=lfs diff=lfs merge=lfs -text
SDL2.dll filter=lfs diff=lfs merge=lfs -text
zlib1.dll filter=lfs diff=lfs merge=lfs -text
*.obj filter=binary merge=binary eol=crlf
*.dll filter=binary merge=binary eol=crlf
# Git LFS Filter Configuration
# Add files/directories here that you want Git LFS to track.
# Note that LFS filters are applied recursively.
# See https://git-lfs.github.com/spec/#pattern-matching for pattern matching syntax.
*.dll filter=git-lfs diff=git-lfs textconv=""
*.obj filter=git-lfs diff=git-lfs textconv=""
# Make sure files/directories added above aren't filtered by another rule.
*.dll !filter=!binary !diff=!binary !merge=!binary eol=crlf
*.obj !filter=!binary !diff=!binary !merge=!binary eol=crlf
# Ensure all other files are handled normally.
*.* text eol=crlf<|repo_name|>XtremEgg/pong<|file_sep・動作環境はwindowsのみになります。
・必要なファイルをすべてダウンロードしてください。
https://drive.google.com/drive/folders/13b7R8jC6KZy9qgYqHt5cZT9rVlOoRmBQ?usp=sharing
・ビルドするときに、フォルダ内にある「build」フォルダを削除してから、Visual Studioでソリューションを開いてください。
(CMakeで自動生成されるファイルが、以前のまま残ってしまうため)
・実行するときは、必要なDLLを同じ階層に置いてから実行してください。
(「cpython-36u.dll」「libglew32.dll」「libgdiplus.dll」「opengl32sw.dll」「python36.dll」「python36_d.dll」「SDL2.dll」「zlib1.dll」)
(上記の順番で配置すると動作します。)
・今回はPythonスクリプトも使用しています。
そのため、必ずPythonが入っている環境でビルドしてください。
また、Visual Studio2017以降を使用してください。
・ゲーム内容説明:
ボールがピンポンパックマンのように動くだけです。操作はキーボードで操作可能です。
左右キーで移動します。移動速度は比較的早めです。
・コントローラー操作説明:
コントローラーは左側のプレイヤーのみ操作可能です。(右側はキーボード操作)
十字キー上下で移動します。また、連打することで加速させることが出来ます。<|repo_name|>XtremEgg/pong<|file_sep[Window]
width=640
height=480
[Physics]
gravity=[0.,-9.81]
[Camera]
position=[30.,10.,-30.]
[Ball]
radius=.5
[Player]
width=.8
height=.25<|file_sepabs_path := $(abspath $(lastword $(MAKEFILE_LIST)))
proj_dir := $(dir $(abs_path))
proj_root := $(dir $(proj_dir))
build_dir := build/release/x64/
bin_dir := bin/x64/
res_dir := res/
INC_DIR += include/
LIB_DIR += lib/
OBJ_DIR += obj/
LIBS += glew32.lib opengl32.lib SDL2.lib python36.lib python36_d.lib gdiplus.lib zlibstaticd.lib cpython36u.lib userenv.lib advapi32.lib secur32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib version libwebsockets.a ws2_32d libcryptod libcryptspd libcryptssd libssl.a libcrypto.a userenvd cryptod cryptssp odbc32odbc32odbcinstodbcconfodbctraceloggerwinmmversion advapi32secur322ole322oleaut322uuidodbc322odbcinstodbcconfodbctraceloggerws22userenvd cryptod cryptssp
CCFLAGS += /EHsc /std:c++17 /MT /W4 /MP /Od /D "_CONSOLE" "/D_WIN64" "/D_DEBUG" "/Zi" "/Ob0" "/Od" "/RTCsu" "-wd4355"
INCLUDES += "$(proj_root)/include/" "$(proj_root)/include/GL/" "$(proj_root)/include/SFML/" "$(proj_root)/include/python/"
VPATH += "$(proj_root)/src/" "$(proj_root)/src/shader/"
SRCS := main.cpp App.cpp Game.cpp Camera.cpp Ball.cpp Player.cpp Quad.cpp Texture.cpp ScriptingEngine.py ScriptingEngine.pyd LuaScriptingEngine.py LuaScriptingEngine.pyd PhysicsManager.py PhysicsManager.pyd InputManager.py InputManager.pyd config.json config.yaml settings.ini settings.json settings.yaml scripting.ini scripting.json scripting.yaml py_modules.txt py_modules.json py_modules.yaml script.lua script.js script.ts script.tsx script.tsx.js script.tsx.tsx ScriptingEngine.lua ScriptingEngine.js ScriptingEngine.ts ScriptingEngine.tsx PhysicsManager.lua PhysicsManager.js PhysicsManager.ts PhysicsManager.tsx InputManager.lua InputManager.js InputManager.ts InputManager.tsx config.lua config.js config.ts config.tsx scripting.lua scripting.js scripting.ts scripting.tsx
OBJS := $(addprefix obj/, $(notdir $(SRCS:.cpp=.obj)))
DEPS := $(OBJS:.obj=.dep)
$(bin_dir)% : % dep makefile | build/release/x64/
$(build_dir)% : % dep makefile | build/release/x64/
%.obj : %.cpp dep makefile | build/release/x64/
%.dep : %.cpp dep makefile | build/release/x64/
build/release/x64/: ; @mkdir $@
all debug release x86 x64 clean install uninstall doc doxygen doxygen-docs doxygen-html doxygen-latex doxygen-man pages man pages-html pages-latex pages-man tags ctags cscope valgrind gdbserver gdbserver-html gdbserver-man coverage lcov htmlcov coverage-html cppcheck cppcheck-html clang-tidy clang-tidy-html clang-format clang-format-json cppcheck cppcheck-json cppcheck-man cppcheck-html cppcheck-man cmake cmake cmake-json cmake-man cmake-html cmake-man gcov gcov-json gcov-man gcov-html gcov-man cpplint cpplint-json cpplint-man cpplint-html cpplint-man clazy clazy-json clazy-man clazy-html clazy-man vcpkg vcpkg-json vcpkg-man vcpkg-html vcpkg-man sonar sonar-json sonar-man sonar-html sonar-man go vet go-vet golint lint lint-json lint.man lint.html yotta yotta-json yotta.man yotta.html stylelint stylelint-json stylelint.man stylelint.html jshint jshint-json jshint.man jshint.html tslint tslint-json tslint.man tslint.html eslint eslint.json eslint.man eslint.html jslint jslint.json jslint.man jslint.html tsc tsc.tscrc tsc-tscrc tsc.json tsc.man tsc.html php phpcs phpcs.php phpcs.phpcs.xml phpmd phpmd.xml phpunit phpunit.xml phpstan phpstan.neon pdepend pdepend.xml pdepend.jdepend pdepend.xml phploc phploc.xml phpcpd phpcpd.xml psalm psalm.xml perlcritic perlcritic.rc perl-linter perl-linter.perl lilypond lilypond.ly haml haml.haml jade jade.jade less less.less scss scss.scss stylus stylus.styl coffeescript coffeescript.coffee typescript typescript.typescript erlang erlang.erlang java java.java kotlin kotlin.kotlin rust rust.rs nim nim.nim nix nix.nix ocaml ocaml.ml reason reason.re reason.reason elm elm.elm fennel fennel.fnl fsharp fsharp.fs ml ml.ml lua lua.lua nim nim.nim crystal crystal.crystal swift swift.swift julia julia.jl clojure clojure.clj scala scala.scala d d.d racket racket.rkt scheme scheme.scm guile guile.scm io io.io factor factor.factor raku raku.rakudo haskell haskell.hs mumps mumps.mumps prolog prolog.pro logtalk logtalk.lgt abap abap.abap ada ada.ads ada.adb assembly assembly.asm awk awk.awk bash bash.bash bibtex bibtex.bib caml caml.ml common-lisp common-lisp.lisp coq coq.v coq.vo cr cr.cr crystal crystal.crystal dylan dylan.dylan elixir elixir.exs erlang erlang.erl factor factor.factor forth forth.fsforth gams gams.gms gerbil gerbil.gerbil go go.go groovy groovy.groovy guile guile.scm haskell haskell.hs haxe haxe.hx idris idris.idr igor igor.ijs io io.io j javascript javascript.js json json.json julia julia.jl kotlin kotlin.kt lfe lfe.lfe lexyacc lexyacc.lexyacc lex yacc yacc lua lua.lua nim nim.nim ocaml ocaml.ml openscad openscad.scad parrot parrot.pir perl perl.plphp pl plphp.php powershell powershell.ps proselang proselang.pml racket racket.rkt reason reason.re rescript rescript.res rust rust.rs sas sas.sas scala scala.scala scheme scheme.scm sed sed.sed smalltalk smalltalk.st sql sql.sql supercollider supercollider.scd tap tap.tap verilog verilog.v vhdl vhdl.vhdl xml xml.xml yaml yaml.yml zig zig.zig zsh zsh.zsh typescript.typescript tsconfig tsconfig.json tsconfig.man tsconfig.html tslint tslint.tslintrc tslint.json tslint.man tslint.html jest jest.config jest.config.json jest.config.man jest.config.html mocha mocha.opts mocha.opts.mocha mocha.mocharc mocha.mocharc.json mocha.mocharc.man mocha.mocharc.html ava ava.config ava.config.js ava.config.man ava.config.html nyc nyc-config.yml nyc-config.yml.nyc-config manhattan-reporter manhattan-reporter.yml istanbul istanbul-nyc-config istanbul-nyc-config.json istanbul-nyc-config.man istanbul-nyc-config.html codecov codecov.yml codecov_codecov_codecov_codecov_codecov_codecov_codecov_codecov_codecov_coverage_coverage_report_json_coverage_report_json_coverage_report_json_html codecov_token codecover_token_codecover_token_codecover_token.codecover_token_mancodecover_token_html coveralls coveralls.yml coveralls_coveralls_coveralls_coveralls_coveralls_coveralls_coveralls_coverage_coverage_report_json_coverage_report_json_html coverity coverity.coverity_scan.yml gitlab-ci gitlab-ci.yml travis travis.travis ci-build ci-build.sh circleci circleci.circleci.yml appveyor appveyor.appveyor.yml drone drone.drone.yml azure-pipelines azure-pipelines.yamlinstallment installation installing install install-instructions instructions instruction step step-by-step step-by-step-instructions steps steps-to-installation steps-to-install instructions-for-installation how-to-install how-to-how-to-install how-to-instructions how-to-instructions-for-installation how-to-how-to-instruction installation-guides installation-guide installation-guide-for-how-to-instruction installation-guide-for-howtoinstallation-guidelines guidelines guideline guideline-for-howtoinstallation-guideline guidelines-for-howtoinstallation-guideline guide guide-for-howtoinstallation-guide instructions-for-installing instructions-installing installing-installing instructions-on-installing howtoinstructions-on-installing howtoinstructions-on-installing instructions-on-howtoinstallations instructions-on-howtoinstallations installing-on-howtoinstallations installing-on-howtoinstallations installation-of-the-project installation-of-the-project-the-project installation-of-the-project-the-project-and-all-dependencies-and-all-dependencies-and-all-required-required-dependencies-and-all-required-required-dependencies-and-all-required-required-dependencies-and-all-required-required-dependencies required dependencies required dependencies-and-all-dependencies required dependencies-and-all-dependencies-and-all-required required dependencies-and-all-dependent dependent dependent-files dependent-files-needed needed needed-by-the-project needed-by-the-project-without without without-having having-having-having-having-having-having-having-having-a-a-copy-of-a-copy-of-a-copy-of-a-copy-of-a-copy-of-a-copy-of-the-source-source-source-source-source-source-code code code-so-that-so-that-you-you-can-can-run-run-run-run-run-run-your-your-program-program-program-program-program-properly properly properly-without-without-any-any-errors errors errors-or-or-other-or-other-problems problems problems-during during during-compilation compilation compilation-linkage linkage-linkage-linkage-linkage-linkage-linkage linkages linkages-errors errors-during during-runtime runtime-runtime-errors errors-errors-errors-errors-errors-errors-errors or or-any any-any-other other-other-problems problems-you-you-may may-may-face face-face-during during-during-compilation compilation-compilation-linkage linkage-linkage-linkage-linkage-linkage linkages-or-or-runtime runtime-runtime-errors errors-errors-errors-errors-or-or-other other-other-problems problems-problems-faces faces-face-faced faced-faced-faced-faced-faced-faced face-face-face face-face-faces faces-faces-faces faces-faces-faces-problem problem-problem-problem problem-problem-solving solving-solved solved-solved-solved solved-solved-solved-solved solved-solved-solved-solved solved-solved-solved-solved solution solution-steps steps-steps-steps-steps-steps-steps-steps-steps steps-steps-steps-steps-steps-step step-step-step step-step-step-step step-step-step-step step-step-step-step step-by-step-by-by-follow-follow-follow-follow-follow-follow-follow follow-follow-follow-follow-follow follow-follow-follow follow-instructions instructions-instructions-instructions-instructions instruction instruction-set set-set-set set-set-set set-set-set set-of-of-of-of set-of-of-set set-of-set-elements elements-elements-elements-elements-elements elements-elements-elements-elements elements-element element-element-element element-element-element element-which which-will will-help help-help-help help-help-help-help help-you-you-through through-through-through-through-through-through through-out-out-out-out-out-out out-the-the-the-the-the process process-process-process process-process-process 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