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			217 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//===-- llvm/Support/Annotation.h - Annotation classes ----------*- C++ -*-===//
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//
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//                     The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file contains the declarations for two classes: Annotation & Annotable.
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// Using these two simple classes, anything that derives from Annotable can have
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// Annotation subclasses attached to them, ready for easy retrieval.
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//
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// Annotations are designed to be easily attachable to various classes.
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//
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// The AnnotationManager class is essential for using these classes.  It is
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// responsible for turning Annotation name strings into tokens [unique id #'s]
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// that may be used to search for and create annotations.
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//
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//===----------------------------------------------------------------------===//
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#ifndef LLVM_SUPPORT_ANNOTATION_H
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#define LLVM_SUPPORT_ANNOTATION_H
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#include <cassert>
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namespace llvm {
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class AnnotationID;
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class Annotation;
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class Annotable;
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struct AnnotationManager;
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//===----------------------------------------------------------------------===//
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//
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// AnnotationID - This class is a thin wrapper around an unsigned integer that
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// is used to hopefully prevent errors using AnnotationID's.  They may be copied
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// freely around and passed byvalue with little or no overhead.
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//
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class AnnotationID {
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  friend struct AnnotationManager;
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  unsigned ID;
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  AnnotationID();                             // Default ctor is disabled
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  // AnnotationID is only creatable from AnnMgr.
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  explicit inline AnnotationID(unsigned i) : ID(i) {}
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public:
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  inline AnnotationID(const AnnotationID &A) : ID(A.ID) {}
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  inline bool operator==(const AnnotationID &A) const {
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    return A.ID == ID;
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  }
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  inline bool operator<(const AnnotationID &A) const {
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    return ID < A.ID;
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  }
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};
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//===----------------------------------------------------------------------===//
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//
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// Annotation Class - This class serves as a base class for any specific
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// annotations that you might need.  Simply subclass this to add extra
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// information to the annotations.
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//
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class Annotation {
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  friend class Annotable;  // Annotable manipulates Next list
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  AnnotationID ID;         // ID number, as obtained from AnnotationManager
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  Annotation *Next;        // The next annotation in the linked list
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public:
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  explicit inline Annotation(AnnotationID id) : ID(id), Next(0) {}
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  virtual ~Annotation();  // Designed to be subclassed
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  // getID - Return the unique ID# of this annotation
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  inline AnnotationID getID() const { return ID; }
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  // getNext - Return the next annotation in the list...
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  inline Annotation *getNext() const { return Next; }
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};
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//===----------------------------------------------------------------------===//
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//
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// Annotable - This class is used as a base class for all objects that would
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// like to have annotation capability.
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//
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// Annotable objects keep their annotation list sorted as annotations are
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// inserted and deleted.  This is used to ensure that annotations with identical
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// ID#'s are stored sequentially.
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//
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class Annotable {
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  mutable Annotation *AnnotationList;
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  Annotable(const Annotable &);        // Do not implement
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  void operator=(const Annotable &);   // Do not implement
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public:
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  Annotable() : AnnotationList(0) {}
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  ~Annotable();
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  // getAnnotation - Search the list for annotations of the specified ID.  The
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  // pointer returned is either null (if no annotations of the specified ID
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  // exist), or it points to the first element of a potentially list of elements
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  // with identical ID #'s.
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  //
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  Annotation *getAnnotation(AnnotationID ID) const {
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    for (Annotation *A = AnnotationList; A; A = A->getNext())
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      if (A->getID() == ID) return A;
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    return 0;
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  }
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  // getOrCreateAnnotation - Search through the annotation list, if there is
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  // no annotation with the specified ID, then use the AnnotationManager to
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  // create one.
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  //
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  inline Annotation *getOrCreateAnnotation(AnnotationID ID) const;
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  // addAnnotation - Insert the annotation into the list in a sorted location.
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  //
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  void addAnnotation(Annotation *A) const {
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    assert(A->Next == 0 && "Annotation already in list?!?");
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    Annotation **AL = &AnnotationList;
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    while (*AL && (*AL)->ID < A->getID())  // Find where to insert annotation
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      AL = &((*AL)->Next);
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    A->Next = *AL;                         // Link the annotation in
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    *AL = A;
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  }
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  // unlinkAnnotation - Remove the first annotation of the specified ID... and
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  // then return the unlinked annotation.  The annotation object is not deleted.
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  //
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  inline Annotation *unlinkAnnotation(AnnotationID ID) const {
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    for (Annotation **A = &AnnotationList; *A; A = &((*A)->Next))
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      if ((*A)->getID() == ID) {
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        Annotation *Ret = *A;
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        *A = Ret->Next;
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        Ret->Next = 0;
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        return Ret;
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      }
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    return 0;
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  }
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  // deleteAnnotation - Delete the first annotation of the specified ID in the
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  // list.  Unlink unlinkAnnotation, this actually deletes the annotation object
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  //
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  bool deleteAnnotation(AnnotationID ID) const {
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    Annotation *A = unlinkAnnotation(ID);
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    delete A;
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    return A != 0;
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  }
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};
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//===----------------------------------------------------------------------===//
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//
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// AnnotationManager - This class is primarily responsible for maintaining a
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// one-to-one mapping between string Annotation names and Annotation ID numbers.
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//
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// Compared to the rest of the Annotation system, these mapping methods are
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// relatively slow, so they should be avoided by locally caching Annotation
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// ID #'s.  These methods are safe to call at any time, even by static ctors, so
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// they should be used by static ctors most of the time.
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//
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// This class also provides support for annotations that are created on demand
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// by the Annotable::getOrCreateAnnotation method.  To get this to work, simply
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// register an annotation handler
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//
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struct AnnotationManager {
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  typedef Annotation *(*Factory)(AnnotationID, const Annotable *, void*);
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  //===--------------------------------------------------------------------===//
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  // Basic ID <-> Name map functionality
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  static AnnotationID  getID(const char *Name);  // Name -> ID
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  static const char *getName(AnnotationID ID);   // ID -> Name
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  // getID - Name -> ID + registration of a factory function for demand driven
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  // annotation support.
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  static AnnotationID getID(const char *Name, Factory Fact, void *Data = 0);
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  //===--------------------------------------------------------------------===//
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  // Annotation creation on demand support...
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  // registerAnnotationFactory - This method is used to register a callback
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  // function used to create an annotation on demand if it is needed by the
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  // Annotable::getOrCreateAnnotation method.
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  //
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  static void registerAnnotationFactory(AnnotationID ID, Factory Func,
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                                        void *ExtraData = 0);
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  // createAnnotation - Create an annotation of the specified ID for the
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  // specified object, using a register annotation creation function.
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  //
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  static Annotation *createAnnotation(AnnotationID ID, const Annotable *Obj);
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};
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// getOrCreateAnnotation - Search through the annotation list, if there is
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// no annotation with the specified ID, then use the AnnotationManager to
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// create one.
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//
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inline Annotation *Annotable::getOrCreateAnnotation(AnnotationID ID) const {
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  Annotation *A = getAnnotation(ID);   // Fast path, check for preexisting ann
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  if (A) return A;
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  // No annotation found, ask the annotation manager to create an annotation...
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  A = AnnotationManager::createAnnotation(ID, this);
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  assert(A && "AnnotationManager could not create annotation!");
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  addAnnotation(A);
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  return A;
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}
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} // End namespace llvm
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#endif
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