how can I increase FPS rate for music vid in pygame? - python

couple of days ago, I made a code that plays a video in pygame window.
Code works just fine, just as I originally intended. However, when I print debug statement to see its fps, it's somewhere around 30fps. If I were to increase fps, what should I do?
Here is the code I used.
import sys
from color import *
import pyglet
pygame.init()
running = True
gameDisplay= pygame.display.set_mode((800,600))
window = pyglet.window.Window(visible=False)
background_vid = pyglet.media.Player()
background_vid.queue(pyglet.media.load(".\\music_folder\\music_vid/servant_of_evil_converted.mp4"))
background_vid.play()
def hellow():
print "hellow bloody world"
def on_draw():
#We have to convert the Pyglet media player's image to a Pygame surface
rawimage = background_vid.get_texture().get_image_data()
print "rawimage "+str(rawimage)
pixels = rawimage.get_data('RGBA', rawimage.width *8)
video = pygame.image.frombuffer(pixels, (rawimage.width*2,rawimage.height), 'RGBA')
#Blit the image to the screen
gameDisplay.blit(video, (0, 0))
circle_x=300
while True:
pyglet.clock.tick()
on_draw()
print "fps: "+str(pyglet.clock.get_fps())
for event in pygame.event.get():
if(event.type == pygame.QUIT):
sys.exit()
pygame.quit()
pygame.draw.rect(gameDisplay, red, (circle_x, 300, 300, 300), 5)
circle_x+=1
pygame.display.update()

So what #pydude said is not completely wrong.
However, in order to actually messure FPS I'd put a custom counter in the on_draw function, that will give better accuracy.
Further more, the only real problem with your code is that you don't insert vsync=False into your Window() decorator.
I've reworked your code to make it a little bit more modular, I've also removed potential bottle-necks and added my own custom FPS counter (via GL and not console), here - have a go and see if it works better for you.
(Note: Pressing Escape will exit the application)
import sys
from color import *
import pyglet
from pyglet.gl import *
from time import time # Used for FPS calc
key = pyglet.window.key
class main(pyglet.window.Window):
def __init__ (self):
super(main, self).__init__(800, 800, fullscreen = False, vsync = True)
self.running = True
self.background_vid = pyglet.media.Player()
self.background_vid.queue(pyglet.media.load(".\\music_folder\\music_vid/servant_of_evil_converted.mp4"))
self.background_vid.play()
self.fps_counter = 0
self.last_fps = time()
self.fps_text = pyglet.text.Label(str(self.fps_counter), font_size=12, x=10, y=10)
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.running = False
def on_draw(self):
self.render()
#We have to convert the Pyglet media player's image to a Pygame surface
def render(self):
self.clear()
rawimage = background_vid.get_texture().get_image_data()
pixels = rawimage.get_data('RGBA', rawimage.width *8)
video = pygame.image.frombuffer(pixels, (rawimage.width*2,rawimage.height), 'RGBA')
#Blit the image to the screen
self.blit(video, (0, 0))
# And flip the GL buffer
self.fps_counter += 1
if time() - self.last_fps > 1:
self.fps_text.text = str(self.fps_counter)
self.fps_counter = 0
self.last_fps = time()
self.fps_text.draw()
self.flip()
def run(self):
while self.running is True:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if event and event.type == pygame.QUIT:
self.running = False
x = main()
x.run()
Try toggling vsync = True to vsync = False and watch the difference in the FPS counter.

With python, printing is very slow. Try just printing every once and a while.
Example:(requires import random):
if random.random()>0.09:print "fps: "+str(pyglet.clock.get_fps())

Related

after adding a button to my pygame, several things that previously gave me no issues are now giving me errors?

im not sure why im getting errors, as it was working perfectly fine before i started to add a button to my game. Ultimately my goal is to create a game menu with the options to start game which then moves onto the next screen, the level platform, and quit, which ultimately will close the window. Bonus, if i can get help on this, im thinking about also creating a sign up and login page, i already have one set up using tkinter but im not sure how to access the stored information using pygames, so it saves game progress from username and password. Also, what website do you guys use to get free images for your games? I can't draw that well and am having trouble finding images that match what im trying to accomplish.
# imports
import pygame, sys
import pygame.freetype
from pygame.sprite import Sprite
from pygame.rect import Rect
# colors
green = (0, 255, 0)
black = (0, 0, 0)
# buttons
def create_text(text, font_size, text_color, bg_color):
font = pygame.freetype.Sysfont("Courioer", font_size, bold=True)
surface, _ = font.render(text=text, fgcolor=text_color, bgcolor = bg_color)
return surface.convert_alpha()
class UIElement(Sprite):
def __init__(self, center_position, text, font_size, bg_color, text_color):
super().__init__()
self.mouse_over = False
default_image = create_text(text, font_size, text_color, bg_text)
highlighted_image = create_text(text, font_size * 1.2, text_color, bg_text)
self.images = [default_image, highlighted_image]
self.rects = [
default_image.get_rect(center = center_position),
highlighted_image.get_rect(center = center_position)]
super().__init__()
#property
def image(self):
return self.image[1] if self.mouse_over else self.image[0]
#property
def rect(self):
return self.rects[1] if self.mouse_over else self.rects[0]
def update(self, mouse_pos):
if self.rect.collidepoint(mouse_pos):
self.mouse_over = True
else:
self.mouse_over = False
def draw(self, surface):
surface.blit(self.image, self.rect)
# Title
pygame.display.set_caption("Zombrio")
icon = pygame.image.load("zombie.png")
pygame.display.set_icon(icon)
# character
survivorImg = pygame.image.load("frankenstein.png")
survivorx = 1
survivory = 400
def player():
screen.blit(survivorImg, (survivorx, survivory))
def main():
pygame.init()
# screen
screen = pygame.display.set_mode((800, 800))
clock = pygame.time.Clock()
uielement = UIElement(
center_position = (400, 400),
font_size = 30,
bg_color = black,
text_color = green,
text = "Start"
)
# Game Loop
while True:
screen.fill(black) # not defined error, only occurred after creating buttons
for event in pygame.event.get(): # video system not initialized
if event.type == pygame.QUIT: # indent error
pygame.quit()
sys.exit()
uielement.update(pygame.mouse.get_pos()) # says uielement is not defined
uielement.draw(screen)
pygame.display.flip()
player()
pygame.display.update()
clock.tick(120)
main()
pygame.quit()
So """Text""" is a string literal. You can use it for multi-line strings.
https://developers.google.com/edu/python/strings#:~:text=String%20literals%20inside%20triple%20quotes,go%20to%20represent%20computed%20values.
You can also use it to create a docstring.
The way you are using it here does not look correct. If you want to print those statements, then trying print("""Text""") on the next line.
If you want to use it as a comment on a line of code, then follow it with the "#"
For more examples of using tripple quotes, see here: https://www.geeksforgeeks.org/triple-quotes-in-python/

Running pyttsx3 inside a game loop

I’m trying to use pyttsx3 in a game where speech is said in response to events within the game, however I can’t figure out how to execute speech commands without pausing the game loop until the audio finishes. Using runAndWait() is no good for this reason, and I can’t get the example in the docs using iterate() to work as I need it to either. See the code below:
import pyttsx3
import pygame as pg
def onStart(name):
print('start')
def onWord(name, location, length):
print('word', name, location, length)
def onEnd(name, completed):
print('end')
def speak(*args, **kwargs):
engine.connect('started-utterance', onStart)
engine.connect('started-word', onWord)
engine.connect('finished-utterance', onEnd)
engine.say(*args, **kwargs)
def main():
engine.startLoop(False)
n = 0
while True:
n += 1
print(n)
if n == 3:
speak('The first utterance.')
elif n == 6:
speak('Another utterance.')
engine.iterate()
clock.tick(1)
if __name__ == '__main__':
pg.init()
engine = pyttsx3.init()
clock = pg.time.Clock()
main()
pg.quit()
sys.exit()
In this example, the first statement is triggered at the right time, but it seems like pyttsx3 stops processing at that point - no further say commands produce any sound, and only the first started-utterance event fires - the started-word and finished-utterance commands never fire. I’ve tried this every way I can think of and still can’t get it to work. Any ideas?
I'm not familiar with pyttx3, but I've created an example that incorporates a pygame event loop. The colour changes with every mouse click event and the name of the colour is spoken.
import random
import pygame
import pyttsx3
WIDTH = 640
HEIGHT = 480
FPS = 120
simple_colors = [
"red",
"orange",
"yellow",
"green",
"blue",
"violet",
"purple",
"black",
"white",
"brown",
]
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
# TTS Setup
engine = pyttsx3.init()
engine.startLoop(False) # have to call iterate in the main loop
# set a random color
current_color = random.choice(simple_colors)
# create a centered rectangle to fill with color
color_rect = pygame.Rect(10, 10, WIDTH - 20, HEIGHT - 20)
frames = 0
paused = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONUP:
current_color = random.choice(simple_colors)
engine.stop() # interrupt current speech?
engine.say(f"The next color is {current_color}")
# update game elements
pygame.display.set_caption(
f"Color: {current_color:10} Frame: {frames:10} FPS: {clock.get_fps():.1f}"
)
# draw surface - fill background
window.fill(pygame.color.Color("grey"))
## draw image
window.fill(pygame.color.Color(current_color), color_rect)
# show surface
pygame.display.update()
# call TTS Engine
engine.iterate()
# limit frames
clock.tick(FPS)
frames += 1
pygame.quit()
engine.endLoop()
If you run this you'll see a repetition of the problem you described, the game loop pausing, indicated by the frame count in the title bar. I used a longer sentence rather than just the colour name to exacerbate the issue. Perhaps someone with a better understanding of pyttx3 will understand where we've both gone wrong. In any case we can get around this by running the Text to Speech engine in a different thread.
import random
import threading
import queue
import pygame
import pyttsx3
# Thread for Text to Speech Engine
class TTSThread(threading.Thread):
def __init__(self, queue):
threading.Thread.__init__(self)
self.queue = queue
self.daemon = True
self.start()
def run(self):
tts_engine = pyttsx3.init()
tts_engine.startLoop(False)
t_running = True
while t_running:
if self.queue.empty():
tts_engine.iterate()
else:
data = self.queue.get()
if data == "exit":
t_running = False
else:
tts_engine.say(data)
tts_engine.endLoop()
WIDTH = 640
HEIGHT = 480
FPS = 120
simple_colors = [
"red",
"orange",
"yellow",
"green",
"blue",
"violet",
"purple",
"black",
"white",
"brown",
]
pygame.init()
window = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
# create a queue to send commands from the main thread
q = queue.Queue()
tts_thread = TTSThread(q) # note: thread is auto-starting
# set a random color
current_color = random.choice(simple_colors)
# Initial voice message
q.put(f"The first color is {current_color}")
# create a centered rectangle to fill with color
color_rect = pygame.Rect(10, 10, WIDTH - 20, HEIGHT - 20)
frames = 0
paused = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
q.put("exit")
elif event.type == pygame.MOUSEBUTTONUP:
current_color = random.choice(simple_colors)
q.put(f"The next color is {current_color}")
# update game elements
pygame.display.set_caption(
f"Color: {current_color:10} Frame: {frames:10} FPS: {clock.get_fps():.1f}"
)
# draw surface - fill background
window.fill(pygame.color.Color("grey"))
## draw image
window.fill(pygame.color.Color(current_color), color_rect)
# show surface
pygame.display.update()
# limit frames
clock.tick(FPS)
frames += 1
pygame.quit()
In this case, we're using a queue to send the text to the thread which will perform the text-to-speech, so the frame counter does not pause. Unfortunately we can't interrupt the speech, but that might not be a problem for your application.
Let me know if you need any further explanation of what's going on, I've tried to keep it simple.
EDIT: Looking at this issue recorded on github it seems that speech interruption on Windows is not working, the work-around in that discussion is to run the text-to-speech engine in a separate process which is terminated. I think that might incur an unacceptable start-up cost for process and engine re-initialisation every time an interruption is desired. It may work for your usage.

Pygame Rectangle and Mouse pos Collidepoint not working

I'm making a basic game where I have a surface and everytime I click on the surface it moves 5 pixels to the right. The program is working just fine without the checkCollide(event) function, but when I put the that condition it doesn't move. What is wrong?
My code until now is this
import pygame, sys
from pygame.locals import *
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300,300))
def checkCollide(event):
k = 0
a,b = event.pos
x = P1[0].get_rect()
if x.collidepoint(a,b):
return True
return False
CP1 = [(150, 150)
,(155, 150)
,(160, 150)
,(165, 150)
,(170, 150)
,(175, 150)
,(180, 150)
,(185, 150)
,(190, 150)]
statp1_1 = 0
WHITE = (255,255,255)
DISPLAYSURF.fill(WHITE)
while True: # the main game loop
P1 = [pygame.image.load('PAzul.png'),CP1[statp1_1],statp1_1]
DISPLAYSURF.blit(P1[0], P1[1])
e = pygame.event.get()
for event in e:
if event.type == MOUSEBUTTONUP:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
statp1_1 +=1
if event.type == QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
Thank you
Check your logic in these lines of your function:
x = P1[0][0].get_rect()
if x.collidepoint(a,b):
return True
return False
Your code hinges on this bit:
a = checkCollide(event)
if a:
DISPLAYSURF.fill(WHITE)
So you're never evaluating this piece to be true.
I just realized what was wrong. When I do x = P1[0].get_rect() it creates a surface with topleft at (0,0).
What I needed to do was change the position of the rectangle using x.topleft = P1[1]
I've got some tips for you. First store the rect in the P1 list (it contains only the image and the rect in the following example, but maybe you could also add the statp1_1 index to it). Now we can just move this rect, if the user clicks on it (in the example I set the topleft attribute to the next point). Read the comments for some more tips. One thing you need to fix is to prevent the game from crashing when the statp1_1 index gets too big.
import sys
import pygame
pygame.init()
DISPLAYSURF = pygame.display.set_mode((300, 300))
WHITE = (255, 255, 255)
# Don't load images in your while loop, otherwise they have to
# be loaded again and again from your hard drive.
# Also, convert loaded images to improve the performance.
P1_IMAGE = pygame.image.load('PAzul.png').convert() # or .convert_alpha()
# Look up `list comprehension` if you don't know what this is.
CP1 = [(150+x, 150) for x in range(0, 41, 5)]
statp1_1 = 0
# Now P1 just contains the image and the rect which stores the position.
P1 = [P1_IMAGE, P1_IMAGE.get_rect(topleft=CP1[statp1_1])]
clock = pygame.time.Clock() # Use this clock to limit the frame rate.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
if P1[1].collidepoint(event.pos):
print('clicked')
statp1_1 += 1
# Set the rect.topleft attribute to CP1[statp1_1].
P1[1].topleft = CP1[statp1_1]
DISPLAYSURF.fill(WHITE)
DISPLAYSURF.blit(P1[0], P1[1]) # Blit image at rect.topleft.
pygame.display.update()
clock.tick(30) # Limit frame rate to 30 fps.

Why doesnt my sprite move?

I'm new to Pygame and I'm trying to move my sprite on my background image.
My sprite is not re appearing after it moves? Any ideas?
This is most of the program without some screens.
I have been trying to get this to work for many hours,
#dependencies
import pygame as P
import random as R
def welcome(screen):
#load background
bg = P.image.load("space-wallpaper.jpg")
screen.blit(bg,[0,0])
#set fonts etc
font = P.font.Font("Space_Age.ttf",60)
width, height = screen.get_size()
#play button
message = "PLAY "
text = font.render(message,1,[255 , 0, 0])
rect = text.get_rect()
x, y = text.get_size()
rect = rect.move((width - x)/2, (height - y)/2)
screen.blit(text,rect)
#high_score button
message = "HIGH SCORE "
text = font.render(message,1,[255 , 0, 0])
rect = text.get_rect()
x, y = text.get_size()
rect = rect.move((width - x)/2, (height - y)/2 +100)
screen.blit(text,rect)
def play_button(screen):
"""launch welcome screen.
"""
#welcome screen play button
font = P.font.Font("Space_Age.ttf",60)
message = "PLAY "
play_x,play_y = font.size(message)
play_text = font.render(message,1,[255 , 0, 0])
width, height = 800,600
screen.blit(play_text,[(width - play_x)/2, (height - play_y)/2])
play_rect = play_text.get_rect().move((width - play_x)/2, (height - play_y)/2)
P.display.flip()
return(play_rect)
def welcome_background(screen):
# Welcome screen background
bg = P.image.load("space-wallpaper.jpg")
screen.blit(bg,[0,0])
P.display.update()
def high_score_screen(screen):
"""opens the highscore screen"""
high_score_bg = P.image.load("bg_game.jpg")
screen.blit(high_score_bg,[0,0])
P.display.update()
def splash_screen(screen):
"""loads the first screen in the game with a 3 sec wait"""
splash_image = P.image.load('splash.jpg')
screen.blit(splash_image,[0,0])
P.display.update()
P.time.wait(2001)
def play_game(screen):
"""loads the play game screen"""
game_bg = P.image.load("bg_game.jpg")
screen.blit(game_bg,[0,0])
P.display.update()
def move_right(screen,x_cord,flagship):
dist = 20
play_game(screen)
x_cord = x_cord + dist
print(x_cord)
screen.blit(flagship,[x_cord])
P.display.update()
def key_detection(screen,flagship,x_cord):
key = P.key.get_pressed()
if key[P.K_RIGHT]:
move_right(screen,x_cord,flagship)
#move_right()
elif key[P.K_LEFT]:
print("left")
class Sprite():
def __init__(self,screen):
""" The constructor of the class """
self.flagship = P.image.load("sprite2.png")
self.x = 0
self.y = 0
def display(self,screen):
#screen.blit(self.sprite,[self.x,self.y]) changed by geoff
screen.blit(self.flagship,[self.x,self.y])
P.display.update()
_init_
# dependencies
from mods import *
import pygame as P
#initialise pygame
P.init()
def main():
# parameters to control pygame basics
screen_size = width, height = 800,600 #sixe of playing screen
P.display.set_caption('Space Smasher!')
screen = P.display.set_mode(screen_size)
clock = P.time.Clock() # timer used to control rate of looping
loop_rate = 20 #number of times per second does loop
play = True #control the playing of the actual game
splash_screen(screen)
welcome(screen)
P.display.flip()
rect_play = play_button(screen)
flagship = Sprite(screen)
while play:
key_detection(screen,flagship.image,flagship.x)
# for event in P.event.poll(): changed by geoff
event = P.event.poll() #did the player do something?
if event.type == P.QUIT:
play = False
if event.type == P.MOUSEBUTTONDOWN:
player_position = P.mouse.get_pos()
if rect_play.collidepoint(player_position):
play_game(screen)
flagship.display(screen)
P.quit()
if __name__ == '__main__':
main()
You are not calling either of your functions or your classes anywhere. You need a while loop that is similarly structured to this:
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
#Do your movements
With the following imports at the top:
import pygame, sys
from pygame.locals import *
Here is an example of moving an object with the keys:
import pygame, sys
from pygame.locals import *
pygame.init()
WIDTH=1439
HEIGHT=791
DISPLAYSURF = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Hello Pygame World!')
pygame.key.set_repeat(1, 10)
circx, circy = 200, 150
CIRWIDTH=20
while True: # main game loop
if pygame.key.get_pressed()[pygame.K_UP]:
circy-=5
if pygame.key.get_pressed()[pygame.K_DOWN]:
circy+=5
if pygame.key.get_pressed()[pygame.K_RIGHT]:
circx+=5
if pygame.key.get_pressed()[pygame.K_LEFT]:
circx-=5
try:
for event in pygame.event.get():
if event.type == QUIT or event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
pygame.quit()
sys.exit()
except AttributeError:
pass
DISPLAYSURF.fill((0, 0, 0))
pygame.draw.circle(DISPLAYSURF, (158, 219, 222), (circx, circy), CIRWIDTH)
pygame.display.flip()
Main loop should be similar to:
while True:
# events - check keyboad and mouse and change player direction or speed
# move - move sprite with speed and direction
# check collison
# draw background, all objects and all sprites
# clock - to keep constant speed - FPS (Frames Per Seconds)
So you have to move sprites in every loop and draw them.

FPS with Pyglet half of monitor refresh rate

I'm new to working with Pyglet and I've written a small program which moves a ball around the screen. Right now I'm having difficulty establishing a steady frame rate of 60 fps. While Pyglet is supposed to sync with my monitor's refresh rate of 60Hz, Pyglet is setting my fps to half of my refresh rate (ex. when 60Hz, 30 fps). Is there something wrong in my code that is causing this?
import pyglet
import physicalobject
import random
from pyglet.window import mouse
pyglet.resource.path = ['./resources']
pyglet.resource.reindex()
ball_image = pyglet.resource.image("ball2.png")
#sets clock format
fps_display = pyglet.clock.ClockDisplay(format='%(fps).2f fps')
def center_image(image):
image.anchor_x = image.width/2
image.anchor_y = image.height/2
center_image(ball_image)
ball = physicalobject.PhysicalObject(img=ball_image, x = 400, y = 300)
ball.scale = .2
ball.velocity_x = random.randint(-4,4)*150
ball.velocity_y = random.randint(-4,4)*150
#Calls update function to set new ball position based on velocity
def update(dt):
ball.update(dt)
#window.event
def on_mouse_drag(x, y, dx, dy, button, modifiers):
ball.x = x
ball.y = y
ball.velocity_x = dx * 20
ball.velocity_y = dy * 20
#window.event
def on_draw():
window.clear()
ball.draw()
fps_display.draw()
def main():
pyglet.clock.schedule_interval(update, 1/120.0)
pyglet.app.run()
if __name__ == '__main__':
main()
Pyglet simply doesn't handle it correctly on some systems, you have to disable your application window's vsync in order to get it to work. Here's an example script you can run to get a feel for how it works:
import pyglet
# Show FPS
fps = pyglet.clock.ClockDisplay()
# The game window
class Window(pyglet.window.Window):
def __init__(self):
super(Window, self).__init__(vsync = False)
# Run "self.update" 128 frames a second and set FPS limit to 128.
pyglet.clock.schedule_interval(self.update, 1.0/128.0)
pyglet.clock.set_fps_limit(128)
# You need the dt argument there to prevent errors,
# it does nothing as far as I know.
def update(self, dt):
pass
def on_draw(self):
pyglet.clock.tick() # Make sure you tick the clock!
self.clear()
fps.draw()
# Create a window and run
win = Window()
pyglet.app.run()
import pyglet
from time import time, sleep
class Window(pyglet.window.Window):
def __init__(self, refreshrate):
super(Window, self).__init__(vsync = False)
self.frames = 0
self.framerate = pyglet.text.Label(text='Unknown', font_name='Verdana', font_size=8, x=10, y=10, color=(255,255,255,255))
self.last = time()
self.alive = 1
self.refreshrate = refreshrate
def on_draw(self):
self.render()
def render(self):
self.clear()
if time() - self.last >= 1:
self.framerate.text = str(self.frames)
self.frames = 0
self.last = time()
else:
self.frames += 1
self.framerate.draw()
self.flip()
def on_close(self):
self.alive = 0
def run(self):
while self.alive:
self.render()
event = self.dispatch_events()
sleep(1.0/self.refreshrate)
win = Window(23) # set the fps
win.run()
Note the lack of the clock feature.
Also, try setting vsync = True and removing the sleep(1.0/self.refreshrate), this will lock the refresh rate to your monitor.
Also, note that i don't use pyglet.app.run() to lock the rendering process, i call self.dispatch_events() instead.. it doesn't really do anything except let the graphic "poll" and move on, without it.. pyglet waits for a poll to occur, which pyglet.app.run() normally does.

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