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Admin Login Path

New Drupal Modules - 14 July 2017 - 9:28am

This is a simple project that alters the route for login to use the admin theme. There is no UI for the module, by enabling it you will have altered the routes for user/login, user/password, and user/register to use the sites administration theme.

Categories: Drupal

WizKids Announces Thistleguard Range of Pre-Painted Miniatures

Tabletop Gaming News - 14 July 2017 - 9:00am
You know, for a company called WizKids, they don’t have a lot of miniatures that are kids that are wizards. Well, they’re looking to fix that issue. They’re also going to have kid clerics and kid rangers and all other sorts. That’s what their Thistleguard range of miniatures is all about. Kid adventurers and their […]
Categories: Game Theory & Design

Landing Pages of Top 10 Video Games - by Robert Lee

Gamasutra.com Blogs - 14 July 2017 - 8:23am
There are 6 basic things a video game landing page should have: Headline, Hero shot or video trailer, Call-to-action, Press, and Social proof. These are the landing pages from the top 10 video games of 2016, according to Gamasutra.com, and a quick review.
Categories: Game Theory & Design

New Legion Sicaran Punisher Assault Tank Available to Order From Forge World

Tabletop Gaming News - 14 July 2017 - 8:00am
Who doesn’t love giant chain guns? Nobody, that’s who. If you’d like to add a new, giant chain gun tank to your arsenal, then Forge World has what you’re looking for. They’re taking orders for their new Legion Sicaran Punisher Assault Tank over in their webshop now. From the announcement: The Punisher-type Sicaran variant came […]
Categories: Game Theory & Design

Valuebound: How to Schedule Automated Tasks in Drupal with Cron?

Planet Drupal - 14 July 2017 - 7:57am

Cron, A daemon/background process that runs at periodic intervals of time. It can be run periodically at pre-decided times and intervals. To describe in real time, I have met with a case where i have to fetch the content from a site, where new content might be created everyday and create it on my site. To handle this, i have created a cron job, configured it to run everyday at specific time let’s say at 05.00 AM. So whenever the cron runs, I have written a script to fetch the content that is created on that day and creating on my site. All this is achieved using the cron in Drupal.

Cron is a utility which executes commands at set intervals known as "cron jobs".
According to drupal.org “A "cron job" is a time-triggered action that is usually (and most…

Categories: Drupal

bdemails

New Drupal Modules - 14 July 2017 - 7:25am

This plugin prevents people from registering with disposable email addresses like the ones provided by mailinator (also known as throw-away email, one-time email). It protects your most important asset, your registered user base, by preventing contamination by fake accounts. This plugin working principle is similar to spam blacklists.

Categories: Drupal

Designing games to teach Soft Skills (Part 3/4- Examples) - by Neeraj Thakur

Gamasutra.com Blogs - 14 July 2017 - 7:19am
How training methodologies can be adopted by a wide range of professionals and purposes to enhance traditional training practice, boost participants’ learning experience, heighten participants’ self-awareness and self-confidence and facilitate knowledge.
Categories: Game Theory & Design

Helping You Kickstart, Part I: The Pre-Campaign Period - by Liviu Boar

Gamasutra.com Blogs - 14 July 2017 - 7:18am
This is part one of three articles that go into detail about preparing and running a Kickstarter campaign for your video game. Hopefully our positive experience of funding our game, Gibbous, will help you in your crowd funding adventure!
Categories: Game Theory & Design

Fraud in the Gaming Industry - by Jennifer Mendez

Gamasutra.com Blogs - 14 July 2017 - 7:18am
Think all those chargebacks and returns won't come back to haunt you? Think again. Here is how to protect yourself against fraud.
Categories: Game Theory & Design

How to Make Game Like Clash of Clans & How Much Will It Cost You? - by Andrei Klubnikin

Gamasutra.com Blogs - 14 July 2017 - 7:16am
The Clash of Clans franchise has generated over $ 5 billion in revenue and continues to dominate the US App Store. Want to replicate Supercell’s success? Here’s how to make a gaming app like Clash of Clans – and how much it will cost you.
Categories: Game Theory & Design

My personal crusade against mini-maps and other corner based HUD elements in immersive games. - by Andrii Goncharuk

Gamasutra.com Blogs - 14 July 2017 - 7:16am
How to maintain "immersion" in games? Easy, we need to stop put critical or often used info elements in the corners of a screen! It’s breaking immersion due to peripheral vision loosing contact with game world and subconscious reconnects with reality!
Categories: Game Theory & Design

New Releases Available For Runewars

Tabletop Gaming News - 14 July 2017 - 7:00am
Fantasy Flight has a pair of new releases available for Runewars. They’re the Carrion Lancers and Rune Golems sets to help you expand out from what you got in the main box. So if you’d like to add a bit more giant worm cavalry or some semi-sentient magic rock monsters, now’s your chance. From the […]
Categories: Game Theory & Design

Anubavam Blog: 10 best practices for implementing the Drupal coding standards

Planet Drupal - 14 July 2017 - 6:18am
10 best practices for implementing the Drupal coding standards

Learn about the Drupal community coding standards and best practices that every Drupal developer should care whenever writing the code for Drupal. If you are truly committed to Drupal, then you should guarantee the code you contribute back be standards compliant. Here are ten of the best practices for implementing Drupal coding standards:

1. Spacing and Tabbing

  • Use double space (not tab, yes both are different) for indentation 
  • Often, the IDE/Editor that we use for Drupal development aggravates this issue as most of the IDE is configured to use tab for every line-break.
  • Press ensure that it aligns the cursor to the same indent as previous line with tabbing that caused this indentation issue.

2. Code comments

  • Check this link below for Drupal comment standards (https://www.drupal.org/node/1354). Comments are generally defined and used to state what the following line of code or block of code is doing and why we are writing the logic that way if it needs explanation for any future Drupal developer.
  • Three types of comments can be used in Drupal, Single line commenting (starts with //), Multi-line commenting (starts with /*) and Doxygen commenting (starts with /**).
  • Single line commenting and Doxygen commenting has a wide following in Drupal. Even for the comments with more than a line, it is handled with repeat use of single line commenting. The following example shows the usage pattern:

         // The first line of the comment goes here.
        // Some other comment here.
        // Some more comments here.
        // This saves the $node object and creates/updates the node
           node_save($node);

  • Comments are strictly not to be used to invalidate the code, which means you can’t use the comments to comment-out some set of code that you think are not needed. 
  • If you think some block of code is not really needed, just remove them instead of commenting-it-out. 
  • Sometimes you might find, the block of code that may be needed in future but not needed right now. In such instances, you can invalidate the code by placing those unwanted code in the condition like mentioned below.

         if (0) {
         // Some big logic goes here
        // that are not needed in this release for production
        }

  • The above code gets invalidated, that is will not be executed ever as the condition "if (0)" always returns "FALSE", So the block of code inside that condition will not be executed.

3. Naming the function and variables

  • PHP was just procedural at the time of initial Drupal release. So all the coding standard in Drupal follows as such. That means all the function and variables should follow snake  case structure (as of Drupal7), which means variable names should start with small-letter words and underscore should be used to connect the words if the variable is going to contain multiple words. ($snake_case)
  • With the release of Drupal 8, the naming of variables and functions can also be used using camelCase structure, which means variable names should start with small-letter words with uppercase initials for the connective words in case of multi-word variable. (Eg. $camelCase)
  • In either way, we need to follow only one case throughout the file.
  • What we forget is, we mix cases (camelCase and snake_case) sometimes. This should be avoided. Sometimes we define functions without grouping of the function name. In Drupal, all the functions inside a module should be prefixed with the module name, which is called grouping of the function. This helps in avoiding the name conflicts between modules.

4. Uppercase variables

  • According to Drupal coding standard, UPPERCASE variables are considered as constants whether it's PHP constants (TRUE, FALSE, NULL) or Drupal constants (Eg: LANGUAGE_NONE).
  • Sometimes in order to stress the importance of variables, we name the variables in uppercase. This should be avoided.

5. Operator and logical statements

  •  We often forget to leave a space before and after the usage of operator (Eg. if(arg(0)=='node')). According to the Drupal coding standards, all the operators should have single space before and after the operator (Eg. if (arg(0) == 'node')).
  •  Use single space before the start curly braces. The opening curly should be on the same line as the opening statement, guided by single space. The closing curly brace should be on the end of the block and indented to the same level as the opening statement.

6. Line length and Wrapping

  • In general, all lines of code should be no longer than 80 characters. However, there are exceptions to the character limit for the variable and function name that are quite longer when correctly indented.
  • We often wrap the condition of the control statement for readability. Drupal coding standard encourages us to split the multiple conditions and evaluate each complex conditions into a variable and use that in the control statement for better readability.

7. Module placement

As far as Drupal 7 is considered, all the contributed modules should be grouped under the directory called "contrib" in "/sites/all/modules", whereas the custom modules should go inside "/sites/all/modules/custom". In Drupal 8, the same can be followed or utilize the "/module" directory and use the same grouping of the  modules.

8. Writing Javascript

  • Always use Drupal behavior for your custom scripts which runs every time there is change in DOM elements unlike the traditional jQuery.ready which runs only once during the page execution when the DOM elements are ready.

9. Placeholders for translate function t()

  • Use the placeholders for dynamic strings used inside t() function.
  • Generally t() function is used to translate the given strings, sometimes we might use the dynamic strings inside t() function by concatenating the values, which is the not the best practice formulated by Drupal.

     Example:

  • return t('@username, welcome to my website', array('@username' => $account->name));

10. Module file

  • Use the module file only for Drupal hooks and some commonly used custom functions that you need frequently. 
  • Use .inc file to define menu callbacks and other helper functions that are not needed to be defined in module file.

If we all code to standards, Drupal will be a stronger, more performant, more secure platform. Drupal will continue to grow and strengthen it’s community due to the quality of it’s codebase. Anubavam has been building Drupal sites and providing services such as Drupal 8 upgrade and migration services, Drupal E-commerce development services, and more. Anubavam is participating in Drupal core development since 2006 and has delivered 250+ projects to 100+ happy clients in 22 countries worldwide.

admin Fri, 07/14/2017 - 09:18 Drupal developer Drupal Application Development
Categories: Drupal

France National Day Giveaway From Corvus Belli

Tabletop Gaming News - 14 July 2017 - 6:00am
Vive la France! Man, you ever want to read about a strange time of turmoil, go read about the French Revolution. But, it’s over with now (and has been for quite some time) and to celebrate, as usual, Corvus Belli is having an Infinity giveaway. From the announcement: Happy France National Day! We draw 1 […]
Categories: Game Theory & Design

Viewport Alert

New Drupal Modules - 14 July 2017 - 5:42am
Categories: Drupal

Awesome Slider

New Drupal Modules - 14 July 2017 - 4:58am
Categories: Drupal

Droptica: Droptica: How we made friends with Codeception and Drupal

Planet Drupal - 14 July 2017 - 4:26am
Taking into consideration the fact that most of our products are based on Drupal, the tests should also naturally work best with such projects. This is why we decided to complement the standard functionality of Codeception with some new modules dedicated for Drupal. As in our previous article, all examples listed below will be based on a project based on docker-console, which is why we encourage everybody to read the previous articles first if you didn’t do so yet. If you already have your Codeception project and just want to slightly modify it so that it works better with Drupal, this article is also for you.
Categories: Drupal

Everyman Minis: Yroometji

New RPG Product Reviews - 14 July 2017 - 2:37am
Publisher: Rogue Genius Games
Rating: 4
An Endzeitgeist.com review

This installment of the Everyman Minis-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page advertisement, leaving us with 5 pages of content, so let's take a look!


This review was moved up in my review-queue as a prioritized review. Furthermore, I received an advance copy in order to have the review done on release day.


So, what are the Yroometji? Kangaroo-folk. They gain +2 Con and Cha, -2 Int, are Medium, get low-light vision, +2 to Acrobatics made to jump (and are always treated as having a running start, +1 natural AC and a natural slam attack (cosmetic complaint - you need to resort to default - it does not specify being primary or secondary) at 1d4 bludgeoning and piercing damage and a crit-range of 19-20 when using their feet, or 1d6 bludgeoning damage with the tail. Readied attacks with the tail deal double damage versus charges, as though it had the brace quality. Additionally, they have a pouch that can hold up to 1 cubic foot volume or 10 pounds and if no armor or clothing restricts access to the pouch, transference of an item to or from it requires a swift or move action. Armor that grants pouch access costs slightly more and what constitutes restrictions to pouch access is concisely defined. All in all a solid race that should not provide any problems, regardless of campaign tone or power-level.


Now, as has become the tradition with Everyman Gaming's take on races, this is not where we leave off - the yroometji depicted here are more than what you'd usually expect, with notes on physical descriptions, life cycles, cultures, religion, etc. all being depicted in surprising and neat depth for a pdf of this size. Favored class options for brawler, skald, shaman and druid have been included.


Speaking of brawler: The first of the racial archetypes within this pdf would be the Five-Strike Slugger for yroometji brawlers. These guys reduce their proficiency regarding weapons to simple weapons and may not use monk or close weapons as part of their flurries, but may use their slam attack in conjunction with it and also deliver abilities that require unarmed strike use with it. Nice: Instead of maneuver training, these guys can choose combat or psychological maneuvers from a list and add them to the effects of slam attacks, with 3rd level unlocking the first of these and every 4th level thereafter providing a new one. This ties in with the ability that replaces weapon mastery, namely to gain an unarmed strike or slam attack at full BAB minus 5 after affecting a target with a psychological or combat maneuver. And no, it can't be abused in combination with flurries or the free maneuver added to slam attacks, thanks to an explicit piece of rules-language.


The second archetype would be the ancestral hunter for, bingo, the hunter class. Instead of animal focus, these hunters get to choose from a wide array of spirit foci, ranging from knowing the way to communication, blur, etc. - 8th and 15th level provide upgrades for the spirit choices. 3rd level yields the shaman shapeshift hey, with minutes of spirit aspect being usable to shapeshift, but nice vice versa. Additionally, the companion may be thus transformed into a Medium or Small humanoid while under the effects of spirit aspect. This replaces the bonus feat gained at 3rd level. Flavorful and interesting, rather cool tweak of the hunter class!


The race also comes with a 2-feat mini-feat tree based on Vital Strike: hop on the tail and execute a particularly potent feat slam, with Acrobatics acting as a means to increase damage - but thankfully capping via the weapon damage dice rolled. pretty interesting -while I'm usually not a big fan of this type of feats, it does work rather well here. The follow-up feat, Disembowling Kick, adds Con bleed to such assaults - ouch!


Really cool would be the 2 spells included: Handy pouch makes your pouch act as a variant handy haversack and pouch ally lets you shrink down allies and carry them in your pouch! Amazing!


Conclusion:

Editing and formatting are top-notch on both a formal and rules-language level. Layout adheres to Everyman Gaming's two-column b/w-standard and the pdf features a neat full-color artwork. The pre-release copy I have has no bookmarks, but needs none at this length.


Alexander Augunas' yroometji are actually a mechanically interesting race that also comes with an interesting flavor and theme; I haven't seen the kangaroo folk done well before and the visuals of the race are compelling, juggling complex concepts. The spells in particular are gold and I really like the race - in fact, I like it so much I hope it'll get full Compendium treatment with details galore on these unique fellow and their culture. You see, my only gripes regarding this pdf ultimately are due to the format: We don't get age, height and weight tables, alternate racial traits and the like and while we do receive a glimpse at a compelling race, that's all there is, all that this humble pdf can provide - when the race is so cool it deserves more. Don't get me wrong - it is amazing to see how much content and flavor can be found within this mini, but it still left me wanting a bit more and I hope a lot of you will check this out, so we do get a massive book on the race. Still, my final verdict will clock in at 4.5 stars, rounded down to 4 stars for the purpose of this platform.

Endzeitgeist out.
Categories: Game Theory & Design

FFW Agency: A Shopping Cart is Not an eCommerce Solution

Planet Drupal - 14 July 2017 - 2:28am
A Shopping Cart is Not an eCommerce Solution Ray Saltini Fri, 07/14/2017 - 09:28

I teach Drupal. A lot. Often when I talk about Drupal I talk about how some people never leave their comfort zone to learn new things. Sometimes I make wise cracks about Flash or ColdFusion. Everyone gets the joke. Soon I'll be joking about standalone shopping carts. I think most people will get that joke too.

It's not that many shopping cart services aren't good. In fact, many are excellent. eCommerce is one of the more mature areas of the internet - after all - selling things is what catapulted the web into prominence and it all happened in the shopping cart. But eCommerce is much more challenging now and to be competitive in today's market businesses need much more than a tool that takes their client's money.

Businesses need to think in terms of Digital Experience Platforms or DXP's.

Questions and Answers

Why is eCommerce so much more complicated?

I once had the soon to be president of Black and Decker stress to me one of the most important questions in business: "What is our product and how do we bring it to market?" he said.

While those are still arguably the most important questions, we understand there are more that need to be asked and answered. Consider the following list.

How can we bring…

  • the right product or service…
  • to the right customers…
  • at the right time…
  • at the right place…
  • in the right condition…
  • in the right quantity…
  • at the right price?

To be competitive in today's retail environment you've got to be able to answer these questions for both online and walk-in customers.

Now answer these:

  • Does your shopping cart help you answer these questions?
  • Does your website help you answer these questions?
  • Do any of your sales channels help you answer these questions?

If you answered yes to any of them, congrats. Now ask:

  • How much are you paying for answers?
  • How much are you failing to earn because you don't have good answers?

Finally ask yourself this set of questions:

  • Do my tools help me flatten my business process or streamline my organization: this should include everything from your supply chain to your sales operations.
  • Do your tools just help you keep your head above water?
  • How much overhead do they add to your business process?
It's the Content, and the Experience

The good news is the answers to many of the market questions are out there for anyone who is able to generate high value content, collect data and turn it into useful information. While that is a huge complex equation it can be answered by the right tools and right decisions. The answers to the questions driving today's markets are in the content and the consumption of that content. The more, better, easily consumed, engaging, provocative content you make and manage the better your answers to your most critical market questions.

I think this simple smart observation about the importance of content published in Forbes by Melissa Pitts way back in 2012 still rings true.

With so much of our lives spent online, it's more important than ever to remember the wisdom expressed in Cluetrain. In case you've forgotten or never read it, it is is still some of the best, most common sense marketing truth out there today.

"Markets are conversations," the now famous line from the 1999 manifesto reads.

Newsflash: shopping carts don't manage content and they don't spark communities or conversations. Digital Experience Platforms start conversations. Think about how Facebook has evolved into an ecommerce powerhouse. Think about all the conversations going on within Amazon - 'Hello Alexa!'

Ask yourself one final question: Does my shopping cart spark conversations?

I have no clue why so many eRetailers still rely so heavily on such limited tools for supporting their eCommerce. I do know they risk being the butt of jokes soon enough.

Repeat after me: 'A Shopping Cart is Not an eCommerce Solution and an eCommerce Solution is not a Digital Experience Platform.'

If you and your organization understand these critical concepts then you are on the right track.

The Only Smart eCommerce Solution is a Digital Experience Solution

Implementing a full fledged DXP solution will help you answer these market questions and much more. Most eCommerce 'solutions' are just shopping carts with a few bells and whistles that fall far short of the DXP mark especially when they can cost you upwards of $15K per year just to access. Shopping cart solutions just don't deliver.

At FFW we work with Drupal extensively. We started working with it because it was a great CMS. With the release of Drupal 8 it's an even better application platform and we continue to work with Drupal and invest in its future because it can be used to build innovative, integrated solutions that drive adoption across organizations and affinities. Drupal helps our clients gather tremendous amounts of data and then turn it into useful information. Drupal helps us deliver content and then harvest information about the visitors that consume that content. That helps us make the right match between consumers, products and services. That is the essence of a great Digital Experience Platform. And that is what helps our clients start to answer the questions that begin with, 'How can we bring the right product or service to market.'

You don't have to take our word for it. Read what the analysts are saying.

In future installments of this blog I'll discuss how Drupal as a Digital Experience Platform can help you engage communities in conversations about their needs and interests and how your message about your product or service can be conveyed authentically. I'll also talk about how it supports critical established trends like omni channel marketing and commerce everywhere. We'll look at how you can use Drupal to flatten your business process and bring your sales team closer to customers.

For more on topics like this and other digital solutions take a look at FFW's special training programs that will give your organization the competitive edge it needs to compete.

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Categories: Drupal

GMing in Crunch Time

Gnome Stew - 14 July 2017 - 1:00am
There Are Many Articles Like It. This One is Mine.

It’s been, shall we say, a bit of a rough day. Nothing serious is wrong, but my partner and I spent some time in the ER very early this morning, starting at 3am. This afternoon, the Head Gnome (John Arcadian) reminds me that I have a post I need to write for today. (This on the heels of my having missed my Wednesday deadline earlier in the week; we’re going for transparency here.)

So, it’s 7:57pm on Thursday night and this post has to be set for consumption by 2am Friday morning. (Logistics, we have them.)

Crunch time happens to all of us in various ways. We’ve got little time, but have something we’ve got to get done. In my case, it’s often GMing. Work, the podcast I run, writing—it all keeps me really busy and I value the time I get to wind down and relax. So when the clock’s ticking, I have some tried-and-true methods of getting through it.

Shall we? Let’s shall.

Don’t Be Afraid to Flip the Script

Today’s article was supposed to be more Camp Adventure content. When I write those articles, I write content for the supplement itself, then I write the article. It helps me get progress made on both fronts.

Today, that wasn’t going to happen.

When it comes to game time and I’m low on prep (or energy or both), I’ll often change things up to make sure I can still give something of value to my players. Sometimes that’s rescheduling the session and having a board game night. I try not to do that often because we really look forward to RPGs (and we record them, so it messes with the schedule).

What I often do instead is replace what I had originally planned for the session. That’s just fine by me. I improvise a lot, so I need to give myself the tools I need to make sure the session goes well. I don’t get overly concerned with where the story is going to go because I try to let my players drive that anyway.

Lesson: if you need to, throw out your old plan and make one to get you through the session (or the article you need to write).

K.I.S.S.

Keep It Simple, Silly

When making this new plan, I don’t get too complicated. I love the idea of having intricate things planned, but sometimes you just need to give the players enough to run with the session.

What I do is take a look at what I’ve got planned for the session and I strip it down to its bare bones:

  • Plot hooks
  • NPCs
  • Set pieces

This gets me in the door. I put plot hooks first because I know I can get my players to dive into the session and chew the scenery if I give them the right hook. Those usually come from NPCs I’ve already made or that they need to meet. And those conversations (or combats) need to take place somewhere interesting. Those three things make sure that I can give a good session.

Lesson: Bare bones, but interesting ones. Make sure you give the players (or readers) something of substance.

Be Up Front

I started off this article by telling y’all exactly why you’re not getting more Camp Adventure today. I wanted to set expectations and make sure you knew that despite my circumstances, you’re getting some helpful content.

I think a lot of GMs aren’t willing to have similar conversations with their players. If I’m dragging and haven’t had time to prep as much for the session, I make sure my players know that up front. We all love playing together, and it helps get us on the same page. It makes sure that they know they might need to invest some more energy to make sure the session goes well.

Even if I’m not running behind, I try to do this with my group. Touching base with your players is the best way to make sure that, regardless of circumstances, everyone’s getting what they want out of your campaign or session. It’s the same reason we close most articles here at the Stew by asking people to leave comments. We want you to be engaged and informed, and knowing how an article hit you is a valuable part of that.

Lesson: Communicate about the game outside of the game. Set expectations and check to make sure everyone’s on board.

Trust Yourself

Self-knowledge is the best tool you’ve got when it comes down to the wire. I know I can write a useful article on a tight deadline. (For reference, it’s 8:15pm right now. I’m a writer; when it comes down to it, this is what I do.) If you know yourself as a GM and are continually investigating how to improve yourself in that arena, you will eventually have skills you know you can rely on.

I know that if I give my players good hooks and get them engaged, we can have a good session. So I use the above things to make sure that happens as often as I can. Even when I’m not running behind, those are the core principles I use.

Lesson: Know yourself. Don’t be hard on yourself and give yourself more blame than you deserve. When it’s crunch time, focus on what you can do well and do it so everyone has an enjoyable time.

Wrap-Up

No one likes to feel like they’re behind the 8 ball. That said, if you focus on what you’re willing to adjust, can pare things down to the basics, are transparent about where you’re coming from, and trust yourself, you’ve got a good chance of being able to pull things off well.

What do you do when you’re behind and need to be ready? Let me know in the comments. Also, in about two weeks’ time, there will be another Camp Adventure article. I’m not missing that deadline again.

Categories: Game Theory & Design

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