how to upside down a text in python turtle.write() method? - python

nowadays I'm writing a program to fetch 4 poker cards from 52 poker cards randomly and I have to draw these pokers by python turtle module. Now here's my question: cause there's an upside-down number in pokers, just like this(the bottom right corner number)
at first I want to use this code to generate the numbers:
import turtle as do
def generate_digital(number, x, y, start_angle, size):
'''
this function generate '2-10'
parameters:
number: this is number you want to write
x and y: this is the pen's initial location
start_angle: the pen's initial direction
size: the number's size
'''
do.penup()
do.goto(x, y)
do.pensize(30)
do.setheading(start_angle)
do.write(number, font=("Arial", size, "normal"))
I want to use
do.settheading() to set the angle of the number, but I found that it didn't work! I can get a 5 but I can't get a upside-down 5 using the do.write() method......
Now, the only way myself can think of is to use this
def generate_photo_2(x, y, start_angle, size):
'''
this function generate a '2'
parameters:
just like last function
'''
do.penup()
do.goto(x, y)
do.pensize(3)
do.setheading(start_angle)
do.pendown()
do.circle(-size, 200)
do.fd(2 * size)
do.left(45)
do.fd(0.6 * size)
do.left(90)
do.fd(2 * size)
code to 'draw' a number, and by setting the start angle, I can 'draw' a upside-side number 2, but it causes a lot of trouble, isn't it?
Could anybody tells me how to write() a upside-down number?
Thank you very much!!!

turtle doesn't have function to display text upside down.
But turtle is built on top of tkinter module and Canvas widget which has method
create_text(x, y, text=.., angle=..., ...)
Working example
import turtle
c = turtle.getcanvas()
item_id = c.create_text(0, 0, text='5', angle=180, font=("Arial", 30, "normal"))
turtle.mainloop() # run tkinter event loop
Later you can change angle using item_id
c.itemconfig(item_id, angle=45)
Effbot.org: Canvas in tkinter.
BTW: I found information that only the newest tkinter with Tk 8.6 has angle=.
You can check version
import tkinter
print(tkinter.TkVersion)

Related

Is ipyturtle missing much of the full turtle-graphics module?

I'm trying Turtle for the first time and running into some trouble. I'm using ipyturtle, a widget that lets you use Turtle inline on a Jupyter notebook. It seems to be missing some commands. For example:
from ipyturtle import Turtle
t = Turtle()
t
size = 10
angle = 20
t.reset()
for a in range(10):
for i in range(100):
t.right(1)
t.forward(i/size)
t.home()
t.right(a*angle)
draws the first line, then throws the error:
AttributeError: 'Turtle' object has no attribute 'home'
It also seems to be missing goto(), speed(), among other key commands. Am I doing something wrong? If it is missing commands, how can you tell? I've used Python a fair amount in an engineering context but am unfamiliar with Github. I'd really appreciate an explanation of how someone navigating the page I linked above might sniff out a list of available commands.
I've tried running the following very similar block of code on Repl.it and it works fine:
from turtle import Turtle
t = Turtle()
size = 15
angle = 20
for a in range(1, 19):
for i in range(100):
t.right(1)
t.forward(i/size)
t.home()
t.right(a*angle)
Thanks in advance for your help!
Looking at the ipyturtle code, these are the turle methods supported:
position(self)
forward(self, length)
back(self, length)
heading(self)
goto(self, x, y=None)
setpos(self, x, y=None)
setposition(self, x, y=None)
left(self, degree=None)
right(self, degree=None)
penup(self)
pendown(self)
isdown(self)
hideturtle(self)
showturtle(self)
isvisible(self)
reset(self)
pencolor(self,r=-1,g=-1,b=-1)
So you're right about home() and speed() but goto() does appear to be there. There also appears to be only one name for each command, not the wealth of aliases available in Python turtle (e.g. forward(), fd()).
The t.home() call can be replaced by:
t.goto(0, 0)
t.setheading(0)
But in your example, you immediately do right() afterward so we can combine that into the setheading(). I believe the following should work in ipyturtle, Repl.it and standard Python:
from turtle import Turtle
size = 10
angle = 20
t = Turtle()
for a in range(1, 19):
for i in range(100):
t.right(1)
t.forward(i / size)
t.goto(0, 0)
t.setheading(-a * angle)

Python Turtle setworldcoordinates Negative Values

EDIT: I've add the code from the turtle module at the end of this question. I can't see why there is self.screensize(wx-20, wy-20), but I expect that is the source of the issue.
I'm confused by setworldcoordinates() from the Python turtle module. I can't see why my code displays negative x-ccordinates when I click near the left-hand edge of the turtle window, as in the image below.
My code is below. Could someone please explain how to modify it to have the left-hand edge of the window be at exactly x=0?
import turtle
BLOCK_SIZE = 40
BORDER = 5
STAMP_SIZE = 20
ROWS = 10
COLUMNS = 12
def click_handler(x, y):
print(x, y)
screen = turtle.Screen()
screen.setup(COLUMNS * (BLOCK_SIZE + BORDER), ROWS * (BLOCK_SIZE + BORDER))
screen.setworldcoordinates(0, 0, screen.window_width(), screen.window_height())
screen.onclick(click_handler)
setworldcoordinates definition from turtle module:
def setworldcoordinates(self, llx, lly, urx, ury):
"""Set up a user defined coordinate-system.
Arguments:
llx -- a number, x-coordinate of lower left corner of canvas
lly -- a number, y-coordinate of lower left corner of canvas
urx -- a number, x-coordinate of upper right corner of canvas
ury -- a number, y-coordinate of upper right corner of canvas
Set up user coodinat-system and switch to mode 'world' if necessary.
This performs a screen.reset. If mode 'world' is already active,
all drawings are redrawn according to the new coordinates.
But ATTENTION: in user-defined coordinatesystems angles may appear
distorted. (see Screen.mode())
Example (for a TurtleScreen instance named screen):
>>> screen.setworldcoordinates(-10,-0.5,50,1.5)
>>> for _ in range(36):
... left(10)
... forward(0.5)
"""
if self.mode() != "world":
self.mode("world")
xspan = float(urx - llx)
yspan = float(ury - lly)
wx, wy = self._window_size()
self.screensize(wx-20, wy-20)
oldxscale, oldyscale = self.xscale, self.yscale
self.xscale = self.canvwidth / xspan
self.yscale = self.canvheight / yspan
srx1 = llx * self.xscale
sry1 = -ury * self.yscale
srx2 = self.canvwidth + srx1
sry2 = self.canvheight + sry1
self._setscrollregion(srx1, sry1, srx2, sry2)
self._rescale(self.xscale/oldxscale, self.yscale/oldyscale)
self.update()
There are three sizes to consider: size of the window on the screen; size of the visible area of the window we can draw on; size of the window's canvas backing store that we can scroll. I believe you can adjust the third using turtle's screensize() method.
Between the size of the window on the screen and the the size of the visible drawing area sits the chrome, the window's overhead of borders and border shadows, etc. It seems like turtle is simply estimating these instead of calculating them based on window system characteristics:
self.screensize(wx-20, wy-20)
This uncommented magic -20 appears nowhere else in the turtle code. I'd guess the tkinter underpinnings could provide an exact value.
The two problems I see are that turtle's estimate can be off and onclick() is registering clicks on a portion of the chrome (on my system), which doesn't make sense. The best I could come up with is compounding it with an estimated correction:
from turtle import Screen
BLOCK_SIZE = 40
BORDER = 5
ROWS = 10
COLUMNS = 12
WIDTH = COLUMNS * (BLOCK_SIZE + BORDER)
HEIGHT = ROWS * (BLOCK_SIZE + BORDER)
CHROME = 7 # correction guesstimate for OS X
def click_handler(x, y):
print(x, y)
screen = Screen()
screen.setup(WIDTH, HEIGHT)
screen.setworldcoordinates(CHROME, CHROME, WIDTH, HEIGHT)
screen.onclick(click_handler)
screen.mainloop()
If you click on the left or bottom chrome, you should get values < zero (I won't say negative as -0.0 turns up here) until you click on the drawable part of the window. The right and top will produce values greater than the calculated width and height if you click on the chrome, but within them otherwise.
Again, I believe the real solution lies in turtle's tkinter underpinnings.

Python Multiple Turtles Moving (seemingly) Simultaneously

I'm working on testing something for my teacher, he wants to see how the program below could possibly run faster if we simulated the simultaneous (i know it can't be perfectly simultaneous, this is just an experiment for the sake of learning/practicing) movement of multiple turtles. I've tried using modules like multiprocessing, threading, and even some crazy stupid attempt to time and delay (I'm in high school and I just learned about classes in python because of a previous question I asked I think last week)
So after many failed attempts I'm asking if someone has a few ideas of what else to try, or a direction to go in to simulate simultaneous movement of the turtles
import turtle
from turtle import Turtle
turtle.getscreen().delay(0)
class MyTurtle(Turtle):
def petal(self):
for i in range(90):
self.fd(1)
self.rt(1)
self.rt(90)
for i in range(90):
self.fd(1)
self.rt(1)
def stem(self):
self.pencolor('green')
self.fd(250)
def flowerhead(self):
for i in range(9):
self.pencolor('red')
self.begin_fill()
self.petal()
self.lt(230)
self.end_fill()
def stempetal(self):
self.seth(90)
self.rt(15)
self.fillcolor('green')
self.begin_fill()
self.petal()
self.end_fill()
tony = MyTurtle(shape='turtle')
todd = MyTurtle(shape='turtle')
tina = MyTurtle(shape='turtle')
tiny = MyTurtle(shape='turtle')
tweeny = MyTurtle(shape='turtle')
def flower1():
todd.speed('fastest')
todd.fillcolor('blue')
todd.flowerhead()
todd.seth(270)
todd.stem()
todd.stempetal()
def flower2():
tony.speed('fastest')
tony.setpos(80, -15)
tony.pencolor('green')
tony.goto(0, -200)
tony.fillcolor('purple')
tony.goto(80,-15)
tony.rt(40)
tony.flowerhead()
def flower3():
tina.speed('fastest')
tina.setpos(-80, -15)
tina.pencolor('green')
tina.goto(0, -200)
tina.fillcolor('teal')
tina.goto(-80,-15)
tina.lt(40)
tina.flowerhead()
def flower4():
tiny.speed('fastest')
tiny.setpos(160, -25)
tiny.pencolor('green')
tiny.goto(0, -200)
tiny.fillcolor('black')
tiny.goto(160, -25)
tiny.flowerhead()
def flower5():
tweeny.speed('fastest')
tweeny.setpos(-160, -25)
tweeny.pencolor('green')
tweeny.goto(0, -200)
tweeny.fillcolor('pink')
tweeny.goto(-160,-25)
tweeny.lt(40)
tweeny.flowerhead()
flower2()
tony.hideturtle()
flower4()
tiny.hideturtle()
flower3()
tina.hideturtle()
flower5()
tweeny.hideturtle()
flower1()
todd.hideturtle()
thank you for your time
The solution is to disable updating the position of each turtle, and then force the whole screen to update once the new position is computed.
import turtle
# our two turtle instances
first, second = turtle.Turtle(), turtle.Turtle()
first.tracer(False) # disable updating view on screen for this turtle!
second.tracer(False)
# make one move - note this will not appear on screen.
first.forward(50)
second.left(20)
# when you are ready to see the whole screen update
turtle.update()
To do what you want, you will have to essentially make it so that every new action is done before a turtle.update(). You cannot keep it to a serial execution as you are doing now - in other words, you can't run flower1, then flower2, in sequence.
Here's an example of a pair of turtles that will generate a random pattern on the screen at the same time:
import turtle
import random
# our two turtle instances
turtles = [turtle.Turtle(), turtle.Turtle()]
for turtle_object in turtles:
turtle_object.tracer(False)
for _ in range(10000): # make ten thousand moves.
for t in turtles:
# list the possible moves available
possible_moves = [t.forward, t.back, t.right, t.left]
# give it a random value
random_value = random.randint(0, 100)
# make a random move
random.choice(possible_moves)(random_value)
# update the whole screen now that the new positions have been calculated
turtle.update()
The trick here is to note that every new position for each turtle is calculated, then the screen as a whole is told to update, and only then do you move on to the next move. Every move must be as granular as possible.
You've asked for two different things, 'run faster' and 'simulate simultaneous movement'. I believe we can do both (separately) but I don't believe that tracer() and update() are the answer in this situation as they'd just be a band-aid to cover over the real issue.
wants to see how the program below could possibly run faster
If you want it to run faster, fix the bottleneck which is the petal() function. Replace it with something that uses turtle's built-in circle() function which is faster. For example:
def petal(self):
self.circle(-60, 90)
self.rt(90)
self.circle(-60, 90)
This speeds up your code by a factor of 25X with no other changes.
simulate simultaneous movement of the turtles
This can be done with turtle's own ontimer() event hander and some careful programming. Surprisingly, we use your original petal() logic as it breaks up the graphics into minute steps between which we can switch off processing to another timed event:
from random import randint
from turtle import Turtle, Screen
class MyTurtle(Turtle):
def petals(self, size=30, count=8, speed=100):
if size == 30:
self.begin_fill()
if size > 0: # drawing leading edge of petal
self.fd(3)
self.rt(3)
screen.ontimer(lambda: self.petals(size - 1, count, speed), speed)
return
if size == 0: # switch to other edge of petal
self.rt(90)
if size > -30: # drawing trailing edge of petal
self.fd(3)
self.rt(3)
screen.ontimer(lambda: self.petals(size - 1, count, speed), speed)
return
self.end_fill() # finish this petal
self.lt(230) # prepare for the next petal
if count > 0: # drawing the next petal
screen.ontimer(lambda: self.petals(count=count - 1, speed=speed), speed)
return
self.hideturtle() # finished drawing
def stem(self):
self.pencolor('green')
self.fd(250)
def flowerhead(self):
self.pencolor('red')
self.petals(speed=randint(50, 250))
def flower2():
tony.color('green', 'purple')
tony.penup()
tony.goto(0, -200)
tony.pendown()
tony.showturtle()
tony.goto(80, -15)
tony.rt(40)
tony.flowerhead()
def flower3():
tina.color('green', 'turquoise')
tina.penup()
tina.goto(0, -200)
tina.pendown()
tina.showturtle()
tina.goto(-80, -15)
tina.lt(40)
tina.flowerhead()
def flower5():
tweeny.color('green', 'pink')
tweeny.penup()
tweeny.goto(0, -200)
tweeny.pendown()
tweeny.showturtle()
tweeny.goto(-160, -25)
tweeny.lt(40)
tweeny.flowerhead()
tony = MyTurtle(shape='turtle', visible=False)
tina = MyTurtle(shape='turtle', visible=False)
tweeny = MyTurtle(shape='turtle', visible=False)
screen = Screen()
screen.ontimer(flower2, 100)
screen.ontimer(flower3, 120)
screen.ontimer(flower5, 100)
screen.mainloop()
RUNNING IMAGE
It won't be any faster, as it's just a simulation. (Well, it does go a little faster as I made petal drawing slightly cruder in return for speed.) If you look closely, you can see the turtles are (intentionally) moving at their own individual speed.

Using turtle in Python to draw six-pointed stars with different side lengths

Hopefully I'll be able to explain this well. I'm currently using helper functions to draw a six-pointed star in the turtle graphics window of python. First, we had to create a function to draw a triangle. Here is my code:
import turtle
wn = turtle.Screen()
tess = turtle.Turtle()
tess.speed(30)
def triangle(sz):
for i in range(3):
tess.fd(sz)
tess.lt(120)
Then, we had to use the triangle function to draw a six-pointed star. Here is my code:
def sixPtdStar(sz):
triangle(sz)
tess.lt(90)
tess.pu()
tess.fd(80)
tess.rt(90)
tess.fd(120)
tess.pd()
tess.rt(180)
triangle(sz)
Now, for me, this all runs smoothly. But the parameters for our test run of those two functions was that sz = 120 (so in the shell we'd type sixPtdStar(120) and it would run. But then we had to draw a row of stars with a new function, and then a BOX outline by those rows of stars, in another function. Here is my code:
def rowOfStars(numInRow,sz):
for i in range(numInRow):
sixPtdStar(sz)
tess.pu()
tess.lt(90)
tess.fd(80)
tess.lt(90)
def sqrOfRows(numInRow, sz):
for i in range(4):
rowOfStars(numInRow, sz)
tess.rt(90)
While this accomplishes the task, it only does so if the sz = 120. And for our test run on the rowOfStars function, the parameters are supposed to be (6, 72) and for the test run on the sqrOfRows function, our parameters are supposed to be (6, 36).
So my issue is this. How can I make this work no matter what sz equals? When I run it as is (with (6, 72) for rowOfStars or (6, 36) for sqrOfRows), the pen moves too far because the triangles aren't as big anymore.
Please let me know if more info is needed! Thanks! (I'm using Python 3.5.2)
Anywhere you use a unit that has a dimension:
tess.fd(80)
tess.fd(120) # probably should be tess.fd(sz)
tess.fd(80)
you need to scale it by what ever logic you used to get from 120 (sz) to 80. However, as #wptreanor mentioned, that logic is slightly flawed as the points on your star are uneven:
Also, your rowOfStars() routine doesn't really draw a row of stars (math is off and the pen is in the wrong state at times.) Simply fixing the scaling won't fix this. Finally, your sqrOfRows() routine won't work until rowOfStars() is fixed, and to make it useful, you need to adjust the starting position on the screen to make room for the drawing.
Below is my rework of your code to address some of these issues. It uses a slightly different calculation of how to position from finishing the lower to starting the upper triangle so the numbers are slightly different:
from turtle import Turtle, Screen
WIDTH_RATIO = 2 * 3**0.5 / 3 # ratio of widest point in star to edge of triangle
def triangle(size):
for i in range(3):
tess.fd(size)
tess.lt(120)
def sixPtdStar(size):
triangle(size)
tess.lt(30)
tess.pu()
tess.fd(size * WIDTH_RATIO)
tess.lt(150)
tess.pd()
triangle(size)
def rowOfStars(numInRow, size):
for i in range(numInRow):
sixPtdStar(size)
tess.pu()
tess.lt(90)
tess.fd(size * WIDTH_RATIO / 2)
tess.lt(90)
tess.pd()
def sqrOfRows(numInRow, size):
tess.pu()
halfSize = numInRow * size / 2
tess.goto(-halfSize, halfSize) # center on screen
tess.pd()
for i in range(4):
rowOfStars(numInRow, size)
tess.rt(90)
screen = Screen()
tess = Turtle()
tess.speed("fastest") # numbers > 10 are all equivalent, safer to use symbols
sqrOfRows(6, 36)
screen.exitonclick()
The problem is in your sixPtdStar() function.
def sixPtdStar(sz):
triangle(sz)
tess.lt(90)
tess.pu()
tess.fd(80) # here
tess.rt(90)
tess.fd(120) # and here
tess.pd()
tess.rt(180)
triangle(sz)
If your function takes a size as a parameter, all functions involving movement (such as forward() or goto()) need to be scaled by the size as well. The following code should work:
def sixPtdStar(sz):
triangle(sz)
tess.lt(90)
tess.pu()
tess.fd((2.0/3.0)*sz) #formerly 80
tess.rt(90)
tess.fd(sz) #formerly 120
tess.pd()
tess.rt(180)
triangle(sz)
This will ensure that all forward movements are proportional to the size of the object you create. You will need to make similar tweaks to your rowOfStars() function. I've also noticed that your six pointed star isn't fully symmetrical. You could resolve that by replacing tess.fd((2.0/3.0)*sz) with tess.fd((7.0/12.0)*sz).

(Instantiating an array of Buttons, but only one works

I'm trying to create a GUI for a virtual board for the game Go. There should be an nxn grid of tiles where a player can place a stone, either black or white. Clicking on a tile will make it change from tan(the default) to black, click again to white, and click a third time to go back to tan. Player one can click once on a spot to place a stone there, and player two can click twice (you need to remove stones later, so three clicks resets it). I created a tile object and then used a nested for loop to instantiate 9 by 9 of them. Unfortunately, running the code only seems to produce 1 functional tile, not 81. This code should work on any python machine (I'm using Python 3.4), so you can try to run it and see for yourself. Can anyone point out the reason the loop is only running once?
from tkinter import *
window = Tk()
n = 9
"""
A tile is a point on a game board where black or white pieces can be placed. If there are no pieces, it remains tan.
The basic feature is the "core" field which is a tkinter button. when the color is changed, the button is configured to represent this.
"""
class tile(object):
core = Button(window, height = 2, width = 3, bg = "#F4C364")
def __init__(self):
pass
"""the cycle function makes the tile object actually change color, going between three options: black, white, or tan."""
def cycle(self):
color = self.core.cget("bg")
if(color == "#F4C364"): #tan, the inital value.
self.core.config(bg = "#111111")#white.
elif (color == "#111111"):
self.core.config(bg = "#DDDDDD")#black.
else:
self.core.config(bg = "#F4C364")#back to tan.
board = [] #create overall array
for x in range(n):
board.append([])#add subarrays inside it
for y in range(n):
board[x].append(tile())#add a tile n times in each of the n subarrays
T = board[x][y] #for clarity, T means tile
T.core.config(command = lambda: T.cycle()) #I do this now because cycle hadn't been defined yet when I created the "core" field
T.core.grid(row = x, column = y) #put them into tkinter.
window.mainloop()
As mhawke points out in his answer you need to make the core an instance variable, so that each Tile gets its own core.
And as I mention in my comment above, you also need to fix the Button's command callback function. The code you use in your question will call the .cycle() method of the current value of T, which happens to be the last tile created. So no matter where you click only the last tile changes color. One way to fix that is to pass the current tile as a default argument of the lambda function when you create it. But because you are using OOP to create your Tile there's a better way, which you can see below.
I've made a few modifications to your code.
Although many Tkinter examples use from tkinter import * it's not a good practice. When you do from some_module import * it brings all of the names from some_module into the current module (your script), which means you could accidentally override those names with your own names. Even worse, if you do import * with multiple modules each new module's names can clash with the previous module's names, and you have no way of knowing that's happened until you start getting mysterious bugs. Using import tkinter as tk means you need to do a little more typing, but it makes the resulting program less bug-prone and easier to read.
I've modified the __init__ method so that it is called with the window and the (x, y) location of the tile (it's customary to use x for the horizontal coordinate and y for the vertical coordinate). Each Tile object now keeps track of its current state, where 0=empty, 1=black, 2=white. This makes it easier to update the colors. And because we've passed in the window and (x, y) we can use that info to add the tile to the grid. The tile also remembers the location (in self.location), which may come in handy.
I've modified the cycle method so that it updates both the background color and the activebackground of the tile. So when the mouse hovers over the tile it changes to a color that's (roughly) halfway between its current color and the color it will turn if you click it. IMO, this is nicer than the tile always turning pale grey when the mouse hovers over it.
I've also optimized the code that creates all the tiles and stores them in the board list of lists.
import tkinter as tk
colors = (
#background, #activebackground
("#F4C364", "#826232"), #tan
("#111111", "#777777"), #black
("#DDDDDD", "#E8C8A8"), #white
)
class Tile(object):
""" A tile is a point on a game board where black or white pieces can be placed.
If there are no pieces, it remains tan.
The basic feature is the "core" field which is a tkinter button.
when the color is changed, the button is configured to represent this.
"""
def __init__(self, win, x, y):
#States: 0=empty, 1=black, 2=white
self.state = 0
bg, abg = colors[self.state]
self.core = tk.Button(win, height=2, width=3,
bg=bg, activebackground=abg,
command=self.cycle)
self.core.grid(row=y, column=x)
#self.location = x, y
def cycle(self):
""" the cycle function makes the tile object actually change color,
going between three options: black, white, or tan.
"""
#cycle to the next state. 0 -> 1 -> 2 -> 0
self.state = (self.state + 1) % 3
bg, abg = colors[self.state]
self.core.config(bg=bg, activebackground=abg)
#print(self.location)
window = tk.Tk()
n = 9
board = []
for y in range(n):
row = [Tile(window, x, y) for x in range(n)]
board.append(row)
window.mainloop()
The problem is that core is a class variable which is created once and shared by all instances of class tile. It should be an instance variable for each tile instance.
Move core = Button(window, height = 2, width = 3, bg = "#F4C364") into tile.__init__() like this:
class Tile(object):
def __init__(self):
self.core = Button(window, height = 2, width = 3, bg = "#F4C364")
The root of the problem is that core is shared by all instances of the class by virtue of how you've defined it. You need to move creation of the button into the initializer.
I also suggest moving the configuration of the command into the button itself. The caller shouldn't need (nor care) how the button works internally. Personally I'd have the tile inherit from Button, but if you favor composition over inheritance I'll stick with that.
Example:
class tile(object):
def __init__(self):
self.core = Button(window, height = 2, width = 3, bg = "#F4C364"
command=self.cycle)

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