WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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Examples/Core/MonitorDetector.cs
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Examples/Core/MonitorDetector.cs
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/*******************************************************************************************
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*
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* raylib [core] example - monitor detector
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6
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*
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* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Maicon Santana (@maiconpintoabreu)
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*
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********************************************************************************************/
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namespace Examples.Core;
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[ExcludeFromBrowser("GetMonitorCount() is not implemented on the wasm target")]
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public partial class MonitorDetector : IExample
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{
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private const int MaxMonitors = 10;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / Monitor Detector";
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public string Title => "raylib [core] example - monitor detector";
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// Monitor info
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private struct MonitorInfo
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{
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public Vector2 Position;
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public string Name;
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public int Width;
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public int Height;
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public int PhysicalWidth;
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public int PhysicalHeight;
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public int RefreshRate;
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}
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private MonitorInfo[] monitors;
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private int currentMonitorIndex;
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private int monitorCount;
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public void Init()
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{
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monitors = new MonitorInfo[MaxMonitors];
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currentMonitorIndex = GetCurrentMonitor();
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monitorCount = 0;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Variables to find the max x and Y to calculate the scale
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int maxWidth = 1;
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int maxHeight = 1;
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// Monitor offset is to fix when monitor position x is negative
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int monitorOffsetX = 0;
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// Rebuild monitors array every frame
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monitorCount = GetMonitorCount();
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for (int i = 0; i < monitorCount; i++)
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{
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monitors[i] = new MonitorInfo
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{
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Position = GetMonitorPosition(i),
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Name = GetMonitorName_(i),
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Width = GetMonitorWidth(i),
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Height = GetMonitorHeight(i),
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PhysicalWidth = GetMonitorPhysicalWidth(i),
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PhysicalHeight = GetMonitorPhysicalHeight(i),
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RefreshRate = GetMonitorRefreshRate(i)
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};
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if (monitors[i].Position.X < monitorOffsetX)
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{
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monitorOffsetX = -(int)monitors[i].Position.X;
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}
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int width = (int)monitors[i].Position.X + monitors[i].Width;
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int height = (int)monitors[i].Position.Y + monitors[i].Height;
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if (maxWidth < width)
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{
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maxWidth = width;
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}
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if (maxHeight < height)
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{
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maxHeight = height;
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}
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}
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if (IsKeyPressed(KeyboardKey.Enter) && (monitorCount > 1))
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{
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currentMonitorIndex += 1;
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// Set index to 0 if the last one
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if (currentMonitorIndex == monitorCount)
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{
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currentMonitorIndex = 0;
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}
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SetWindowMonitor(currentMonitorIndex); // Move window to currentMonitorIndex
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}
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else
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{
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currentMonitorIndex = GetCurrentMonitor(); // Get currentMonitorIndex if manually moved
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}
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float monitorScale = 0.6f;
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if (maxHeight > (maxWidth + monitorOffsetX))
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{
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monitorScale *= ((float)screenHeight / (float)maxHeight);
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}
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else
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{
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monitorScale *= ((float)screenWidth / (float)(maxWidth + monitorOffsetX));
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawText("Press [Enter] to move window to next monitor available", 20, 20, 20, Color.DarkGray);
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DrawRectangleLines(20, 60, screenWidth - 40, screenHeight - 100, Color.DarkGray);
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// Draw Monitor Rectangles with information inside
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for (int i = 0; i < monitorCount; i++)
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{
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// Calculate retangle position and size using monitorScale
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Rectangle rec = new Rectangle(
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(monitors[i].Position.X + monitorOffsetX) * monitorScale + 140,
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monitors[i].Position.Y * monitorScale + 80,
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monitors[i].Width * monitorScale,
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monitors[i].Height * monitorScale
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);
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// Draw monitor name and information inside the rectangle
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DrawText($"[{i}] {monitors[i].Name}", (int)rec.X + 10, (int)rec.Y + (int)(100 * monitorScale), (int)(120 * monitorScale), Color.Blue);
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DrawText(
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$"Resolution: [{monitors[i].Width}px x {monitors[i].Height}px]\nRefreshRate: [{monitors[i].RefreshRate}hz]\nPhysical Size: [{monitors[i].PhysicalWidth}mm x {monitors[i].PhysicalHeight}mm]\nPosition: {monitors[i].Position.X,3:F0} x {monitors[i].Position.Y,3:F0}",
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(int)rec.X + 10, (int)rec.Y + (int)(200 * monitorScale), (int)(120 * monitorScale), Color.DarkGray);
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// Highlight current monitor
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if (i == currentMonitorIndex)
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{
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DrawRectangleLinesEx(rec, 5, Color.Red);
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Vector2 windowPosition = new Vector2((GetWindowPosition().X + monitorOffsetX) * monitorScale + 140, GetWindowPosition().Y * monitorScale + 80);
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// Draw window position based on monitors
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DrawRectangleV(windowPosition, new Vector2(screenWidth * monitorScale, screenHeight * monitorScale), Fade(Color.Green, 0.5f));
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}
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else
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{
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DrawRectangleLinesEx(rec, 5, Color.Gray);
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}
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - monitor detector");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new MonitorDetector();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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