@ethlete/agent-rules 0.1.0-next.15 → 0.1.0-next.16
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package/CHANGELOG.md
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# @ethlete/agent-rules
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## 0.1.0-next.16
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### Patch Changes
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- Name the `take-until-destroyed-last` lint rule in the styleguide lint lookup and the RxJS skill.
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- A design call now lists its drawings as `variants` in `variant-<key>.ts` files, and `et design check` takes `--variant`; the old `options` key and `--option` flag are gone.
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## 0.1.0-next.15
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### Minor Changes
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@@ -12,12 +12,12 @@ A design exploration is a dialog. **The user is the designer. You find and frame
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chooses.** A finding is not a licence to pick the fix.
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The unit of work is a **call**: one open question, with every answer drawn side by side at
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the same geometry.
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the same geometry. A variant wins or loses only against the other variants of its call.
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## The rules
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1. **One open call at a time.** Take one question. Draw its
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2. **Put the
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1. **One open call at a time.** Take one question. Draw its variants. Stop.
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2. **Put the variants in the call, then name your pick.** Two to four variants, drawn for
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real, side by side, labelled, with what each one costs. Your pick is a proposal.
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3. **Commit only when the user says commit.**
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4. **A clear rejection starts the next call.** Settle and record the rejected call, then draw
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- The question, in one sentence.
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- The call slug to look at.
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- The
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- The variants, labelled A, B, C, one line each.
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- Your pick, one line on why.
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- Nothing else. No next step, no second finding.
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**Do not send a screenshot.** The user keeps the page open. Screenshot only for your own
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check that
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check that a variant renders.
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If a second defect appears, add it to the open list and give it one line. Do not draw it.
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## Where the
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## Where the variants are drawn
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The exploration's plan file names the tool. Two shapes exist.
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**A repository with a `.ethlete/design` folder** draws a call per page, each
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**A repository with a `.ethlete/design` folder** draws a call per page, each variant in its own
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iframe. The tool is `et design`, from `@ethlete/cli`, so the repository itself needs no design
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tooling. A call argues in the repository it is about:
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```
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.ethlete/design/
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config.json
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config.json the port, the default call, and one entry per project
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calls/<project>/<group>/<slug>/
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call.ts
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fixture.ts
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call.ts the eyebrow, the headline, the intro, frameWidth, the variants and the round prose
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fixture.ts the data every variant shares
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variant-a.ts one default-exported drawing per variant
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variant-b.ts
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```
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The first segment of a slug is the **project**. `config.json` gives each project its own
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The machine still needs Node, and the render stage still needs `playwright` where the copy in
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use can reach it.
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`call.ts` calls `defineCall` from `@design-explore`. Each
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`call.ts` calls `defineCall` from `@design-explore`. Each variant carries a `key`, a `name`,
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a `claim`, a `cost`, an optional `verdict` of `chosen` or `rejected`, and a `load` that
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imports its own module. The host greys a rejected
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imports its own module. The host greys a rejected variant and shows it on hover.
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In a call that runs past about a dozen
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In a call that runs past about a dozen variants, every variant names the pass that drew it with
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`round: 'r3'`. **That tag is the only thing that makes a round exist.** The host reads the
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same bands in the sidebar, so a new
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per rejected
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variants, draws one band per round in the order the variants introduce them, and lists those
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same bands in the sidebar, so a new variant can never leave the menu stale. A round whose
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variants all carry a verdict is **settled**: the page folds it down to its winner plus one row
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per rejected variant, and a link opens it again.
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A call whose rounds have all ruled is **resolved**. Its winners usually form a chain, each one
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the last plus a change, so the page stops drawing them: it leads with a **Result** band holding
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`rounds` is prose only. Each entry gives a `key`, a `title` and a `note` saying what came out
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of that pass, which is how the intro stays short and each pass reads as a reply to the one
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before. An untagged round still draws and still gets a menu row - it says the bare key until
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somebody writes the entry. A `rounds` entry that no
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somebody writes the entry. A `rounds` entry that no variant names is stale prose, and the host
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and the check both report it. Write the note in the same pass that sets the verdicts, never
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before the user rules.
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A call with one
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A call with one variant and no `claim` is a **view**: one reference picture, drawn full
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width with no verdict tag. Use it for a picture that answers no question.
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Two views, and a way to compare:
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- **rounds** is the default. Round headings, the result band, and the folding above.
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- **all N** is a contact sheet: every
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a call of two dozen fits on a screen or two. Use it to find the
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- Clicking
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- **all N** is a contact sheet: every variant in the call at about a third size, in one grid, so
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a call of two dozen fits on a screen or two. Use it to find the variants worth a close look.
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- Clicking a variant's name anywhere - a heading, a folded row, a thumbnail - puts it in the
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**compare overlay** at the top of the page. Two drawings that differ by a few pixels can only
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be told apart in one place, so the overlay stacks every pick in one box at full size and the
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reader switches between them: click the box or press space to blink, and with two picks the
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arrow keys wipe a seam across. Nothing is scaled and nothing moves. The picks live in the URL
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under `pick`, so a comparison is a link you can send.
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Three constraints the tool puts on
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Three constraints the tool puts on a variant file:
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- **Never import a package barrel.** The libraries resolve to source, so one barrel makes
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the browser request every module in the library, and the requests fail with
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`ERR_INSUFFICIENT_RESOURCES`. Import the one file you need.
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- **The fixture is shared, and
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- **The fixture is shared, and a variant may not change it.** Variants drawn at three
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geometries cannot be compared.
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- **One file per
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- **One file per variant**, so several agents can draw at once, and a broken variant breaks
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its own frame only.
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**A repository with a sketch Storybook** draws every
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**A repository with a sketch Storybook** draws every variant in the **same** story, side by
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side, under the real geometry the thing ships in. The default Storybook is
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{%storybookUrl%}; an app with its own sketch Storybook names its port in the plan file.
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- Sketches take inputs only and stay out of the application's build.
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- Prototype, never refactor. Do not touch the shipped component until the treatment is
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settled.
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- Keep the rejected
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- Keep the rejected variants drawn, marked as rejected.
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## Check before you look
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compile. Open it only when the check passes and the drawing still does not appear:
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```bash
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et design check --call <slug>
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et design check --call <slug> --
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et design check --call <slug> # every variant of the call
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et design check --call <slug> --variant b # one of them
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node check-story.mjs --tsconfig <path> --story <story-id>
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```
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## Delegating a call
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A call has one job per
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A call has one job per variant, so it fans out. Every brief names `model: opus`.
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1. **One agent per
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1. **One agent per variant.** Give it the call folder, the variant key, the fixture it must
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not change, and the one claim its drawing has to support. Tell it to write its own
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variant file and nothing else, so two agents never touch one file.
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2. **One check-and-fix agent, after the drawing agents return.** Give it the changed files
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and the call slug. It runs the check above, fixes what it reports, and repeats until the
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check says `ok`. It may not change what
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check says `ok`. It may not change what a variant draws, only what stops it rendering.
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3. **One write-up agent, once the user settles the call.** Give it the verdict in the
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user's own words and the plan file. It records what won, what lost and why, it sets each
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variant's `verdict` in `call.ts`, and it writes that round's `note`. It runs while you open
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the next call.
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## Screenshots
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**Off by default.** The user has the page open and sends you a picture when something looks
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wrong. Take one only when the code cannot tell you whether two
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wrong. Take one only when the code cannot tell you whether two variants really differ, and
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never to put in front of the user. Copy {%resource:shoot-template.mjs%} to the repository
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root.
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## Writing it down
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Every settled call goes in the exploration's plan file: what won, what lost, and why. Keep
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an **Open** list for the calls not yet made. A rejected
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an **Open** list for the calls not yet made. A rejected variant written down stops the next
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session from drawing it again. After a clear rejection, use that record to frame and draw the
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next call; do not wait for the user to type “continue”.
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Do not use `takeWhile` as destruction cleanup: without another emission it stays
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subscribed. Use `take(1)` or `first()` only when one emission is the operation's
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intended semantics.
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have a universal “last” position;
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- **`takeUntilDestroyed()` goes last in its pipe** (`ethlete/take-until-destroyed-last`), so
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higher-order operators such as `switchMap` and their inner subscriptions are covered.
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Other limiting and finalization operators do not have a universal “last” position;
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place them where their semantics belong.
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- **Side effects go in `tap()`**, never in the `subscribe()` callback - keep
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`subscribe()` empty.
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- **Don't reach for RxJS inside `effect()`/`computed()`.** Subscribing per run
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| No redundant `@internal` | `ethlete/no-redundant-internal` |
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| Observable names end in `$` | `ethlete/require-dollar-suffix` |
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| No subscribe body, subscribe in pipe, or RxJS in signal derivations | `ethlete/no-subscribe-with-body`, `ethlete/no-subscribe-in-pipe`, `ethlete/no-rxjs-in-effect` |
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| `takeUntilDestroyed()` is the last operator in its pipe | `ethlete/take-until-destroyed-last` |
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| Effect teardown uses `onCleanup` or `DestroyRef` | `ethlete/no-effect-cleanup-return` |
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| Prefer `linkedSignal` for writable derived state | `ethlete/prefer-linked-signal` |
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| Global component CSS encapsulation | `ethlete/require-view-encapsulation-none` |
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