vendor dependencies, make some changes to how input is done
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// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"fmt"
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"math"
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)
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// GeoMDim is a dimension of a GeoM.
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const GeoMDim = 3
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// A GeoM represents a matrix to transform geometry when rendering an image.
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//
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// The initial value is identity.
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type GeoM struct {
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a_1 float64 // The actual 'a' value minus 1
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b float64
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c float64
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d_1 float64 // The actual 'd' value minus 1
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tx float64
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ty float64
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}
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// String returns a string representation of GeoM.
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func (g *GeoM) String() string {
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return fmt.Sprintf("[[%f, %f, %f], [%f, %f, %f]]", g.a_1+1, g.b, g.tx, g.c, g.d_1+1, g.ty)
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}
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// Reset resets the GeoM as identity.
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func (g *GeoM) Reset() {
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g.a_1 = 0
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g.b = 0
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g.c = 0
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g.d_1 = 0
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g.tx = 0
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g.ty = 0
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}
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// Apply pre-multiplies a vector (x, y, 1) by the matrix.
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// In other words, Apply calculates GeoM * (x, y, 1)^T.
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// The return value is x and y values of the result vector.
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func (g *GeoM) Apply(x, y float64) (float64, float64) {
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return (g.a_1+1)*x + g.b*y + g.tx, g.c*x + (g.d_1+1)*y + g.ty
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}
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func (g *GeoM) elements32() (a, b, c, d, tx, ty float32) {
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return float32(g.a_1) + 1, float32(g.b), float32(g.c), float32(g.d_1) + 1, float32(g.tx), float32(g.ty)
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}
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// Element returns a value of a matrix at (i, j).
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func (g *GeoM) Element(i, j int) float64 {
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switch {
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case i == 0 && j == 0:
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return g.a_1 + 1
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case i == 0 && j == 1:
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return g.b
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case i == 0 && j == 2:
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return g.tx
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case i == 1 && j == 0:
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return g.c
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case i == 1 && j == 1:
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return g.d_1 + 1
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case i == 1 && j == 2:
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return g.ty
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default:
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panic("ebiten: i or j is out of index")
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}
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}
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// Concat multiplies a geometry matrix with the other geometry matrix.
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// This is same as multiplying the matrix other and the matrix g in this order.
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func (g *GeoM) Concat(other GeoM) {
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a := (other.a_1+1)*(g.a_1+1) + other.b*g.c
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b := (other.a_1+1)*g.b + other.b*(g.d_1+1)
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tx := (other.a_1+1)*g.tx + other.b*g.ty + other.tx
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c := other.c*(g.a_1+1) + (other.d_1+1)*g.c
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d := other.c*g.b + (other.d_1+1)*(g.d_1+1)
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ty := other.c*g.tx + (other.d_1+1)*g.ty + other.ty
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// Scale scales the matrix by (x, y).
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func (g *GeoM) Scale(x, y float64) {
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a := (g.a_1 + 1) * x
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b := g.b * x
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tx := g.tx * x
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c := g.c * y
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d := (g.d_1 + 1) * y
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ty := g.ty * y
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// Translate translates the matrix by (tx, ty).
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func (g *GeoM) Translate(tx, ty float64) {
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g.tx += tx
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g.ty += ty
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}
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// Rotate rotates the matrix by theta.
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// The unit is radian.
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func (g *GeoM) Rotate(theta float64) {
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if theta == 0 {
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return
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}
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sin, cos := math.Sincos(theta)
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a := cos*(g.a_1+1) - sin*g.c
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b := cos*g.b - sin*(g.d_1+1)
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tx := cos*g.tx - sin*g.ty
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c := sin*(g.a_1+1) + cos*g.c
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d := sin*g.b + cos*(g.d_1+1)
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ty := sin*g.tx + cos*g.ty
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// Skew skews the matrix by (skewX, skewY). The unit is radian.
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func (g *GeoM) Skew(skewX, skewY float64) {
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sx := math.Tan(skewX)
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sy := math.Tan(skewY)
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a := (g.a_1 + 1) + g.c*sx
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b := g.b + (g.d_1+1)*sx
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c := (g.a_1+1)*sy + g.c
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d := g.b*sy + (g.d_1 + 1)
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tx := g.tx + g.ty*sx
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ty := g.ty + g.tx*sy
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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func (g *GeoM) det2x2() float64 {
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return (g.a_1+1)*(g.d_1+1) - g.b*g.c
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}
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// IsInvertible returns a boolean value indicating
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// whether the matrix g is invertible or not.
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func (g *GeoM) IsInvertible() bool {
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return g.det2x2() != 0
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}
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// Invert inverts the matrix.
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// If g is not invertible, Invert panics.
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func (g *GeoM) Invert() {
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det := g.det2x2()
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if det == 0 {
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panic("ebiten: g is not invertible")
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}
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a := (g.d_1 + 1) / det
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b := -g.b / det
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c := -g.c / det
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d := (g.a_1 + 1) / det
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tx := (-(g.d_1+1)*g.tx + g.b*g.ty) / det
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ty := (g.c*g.tx + -(g.a_1+1)*g.ty) / det
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g.a_1 = a - 1
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g.b = b
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g.c = c
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g.d_1 = d - 1
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g.tx = tx
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g.ty = ty
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}
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// SetElement sets an element at (i, j).
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func (g *GeoM) SetElement(i, j int, element float64) {
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e := element
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switch {
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case i == 0 && j == 0:
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g.a_1 = e - 1
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case i == 0 && j == 1:
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g.b = e
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case i == 0 && j == 2:
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g.tx = e
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case i == 1 && j == 0:
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g.c = e
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case i == 1 && j == 1:
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g.d_1 = e - 1
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case i == 1 && j == 2:
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g.ty = e
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default:
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panic("ebiten: i or j is out of index")
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}
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}
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