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content/learning-paths/embedded-and-microcontrollers/_index.md

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operatingsystems_filter:
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- Android: 1
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- Baremetal: 30
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- Linux: 31
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- Linux: 32
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- macOS: 7
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- RTOS: 10
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- Windows: 4
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- Embedded Linux: 4
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- Libraries: 3
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- ML: 17
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- Performance and Architecture: 21
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- Performance and Architecture: 22
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- RTOS Fundamentals: 5
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- Security: 2
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- Virtual Hardware: 2
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- Arm Compute Library: 2
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- Arm Development Studio: 8
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- Arm Fast Models: 4
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- Arm Performance Studio: 1
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- Arm Streamline: 1
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- Arm Virtual Hardware: 12
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- Assembly: 1
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- C: 5
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- Keil Studio Cloud: 1
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- Kubernetes: 1
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- lgpio: 1
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- Linux kernel: 1
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- LLM: 2
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- MCP: 1
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- MPS3: 1
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- NumPy: 1
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- Ollama: 1
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- Paddle: 1
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- Performance analysis: 1
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- Porcupine: 1
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- Python: 8
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- PyTorch: 3

content/learning-paths/embedded-and-microcontrollers/avh_ppocr/end-to-end_workflow.md

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The steps involved in the model deployment are shown in the figure below:
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![End-to-end workflow#center](./Figure3.png "Figure 3. End-to-end workflow")
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![End-to-end workflow#center](./figure3.webp "Figure 3. End-to-end workflow")
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## Deploy PaddleOCR text recognition model on the Corstone-300 FVP included with Arm Virtual Hardware
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content/learning-paths/embedded-and-microcontrollers/linux-on-fvp/debug.md

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After these steps, you can debug the software stack as shown in the following figure:
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![FVP running #center](Select_target.png "Debug interface in GUI")
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![FVP running #center](select_target.webp "Debug interface in GUI")

content/learning-paths/embedded-and-microcontrollers/linux-on-fvp/run.md

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You can also run the FVP using its graphical user interface:
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![GUI #center](FVP.png "View of the FVP GUI")
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![GUI #center](fvp.webp "View of the FVP GUI")

content/learning-paths/laptops-and-desktops/_index.md

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operatingsystems_filter:
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- Android: 2
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- ChromeOS: 2
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- Linux: 35
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- macOS: 9
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- Linux: 36
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- macOS: 10
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- Windows: 46
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subjects_filter:
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- CI-CD: 5
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- Containers and Virtualization: 7
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- Migration to Arm: 30
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- ML: 3
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- Performance and Architecture: 27
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- ML: 4
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- Performance and Architecture: 28
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subtitle: Create and migrate apps for power efficient performance
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title: Laptops and Desktops
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tools_software_languages_filter:
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- Arm64EC: 1
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- Assembly: 1
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- Bash: 2
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- C: 9
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- C: 10
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- C#: 6
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- C++: 11
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- CCA: 1
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- GitLab: 1
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- Google Test: 1
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- HTML: 2
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- Hugging Face: 1
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- Hyper-V: 1
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- i3: 1
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- Intrinsics: 1
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- JavaScript: 2
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- KleidiCV: 1
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- Kubernetes: 1
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- KVM: 1
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- Linux: 1
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- llama.cpp: 1
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- llama.cpp: 2
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- LLM: 1
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- LLVM: 2
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- llvm-mca: 1
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- OpenCV: 1
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- perf: 4
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- PowerShell: 1
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- Python: 7
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- Python: 8
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- QEMU: 1
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- Qt: 2
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- RDP: 1
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- Remote.It: 1
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- RME: 1
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- Runbook: 18
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- Runbook: 17
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content/learning-paths/mobile-graphics-and-gaming/_index.md

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maintopic: true
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operatingsystems_filter:
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- Android: 32
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- Linux: 32
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- macOS: 14
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- Windows: 14
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subjects_filter:
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- Gaming: 6
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- Graphics: 6
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- ML: 14
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- Performance and Architecture: 35
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subtitle: Optimize Android apps and build faster games using cutting-edge Arm tech
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title: Mobile, Graphics, and Gaming
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- Android: 4
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- Android NDK: 2
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- Android SDK: 1
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- Android Studio: 11
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- Android Studio: 12
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- Arm Development Studio: 1
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- Arm Mobile Studio: 1
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- Arm Performance Studio: 3
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- Assembly: 1
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- Bazel: 1
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- C: 4
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- C#: 3
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- C++: 12
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- C++: 13
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- CCA: 1
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- Clang: 12
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- CMake: 1
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- Coding: 1
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- CMake: 2
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- Docker: 1
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- ExecuTorch: 2
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- ExecuTorch: 3
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- Frame Advisor: 1
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- GCC: 12
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- Generative AI: 2
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- Godot: 1
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- Google Pixel 8: 1
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- Google Test: 1
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- Halide: 1
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- Hugging Face: 5
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- Java: 6
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- Jupyter Notebook: 1
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- KleidiAI: 1
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- Kotlin: 7
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- KleidiAI: 2
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- Kotlin: 8
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- LiteRT: 1
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- LLM: 1
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- LLVM: 1
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- ONNX Runtime: 1
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- OpenGL ES: 1
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- Python: 5
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- PyTorch: 2
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- QEMU: 1
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- RenderDoc: 1
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- Runbook: 14
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- Rust: 2
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- SDDiskTool: 1
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- Visual Studio Code: 1
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- Vulkan: 5
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- Vulkan SDK: 1
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- XNNPACK: 1
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- XNNPACK: 2
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weight: 3
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---

content/learning-paths/mobile-graphics-and-gaming/analyze_a_frame_with_frame_advisor/analyze_render_graph.md

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1. In this example, we can see that some render passes have no consumers at all and that they do not contribute to the final rendered output.
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![Redundant render passes in Frame Advisor's Render Graph alt-text#center](Render_graph_egypt_redundant_rps.png "Figure 4. Redundant render passes")
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![Redundant render passes in Frame Advisor's Render Graph alt-text#center](render_graph_egypt_redundant_rps.webp "Figure 4. Redundant render passes")
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These render passes could therefore be removed, without affecting the output, saving processing power and bandwidth.

content/learning-paths/mobile-graphics-and-gaming/best-practices-for-hwrt-lumen-performance/1-ray-tracing.md

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The following screenshots are from scenes in **Steel Arms** which is powered by Unreal Lumen. Several optimization tips and techniques were used in the development of **Steel Arms** for achieving the best performance with Lumen. This learning path will start with an introduction to ray tracing and then cover the best practices for hardware ray tracing in Lumen.
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![](images/Garage.png)
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![](images/garage.webp)
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![](images/garage2.webp)
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## What is Ray Tracing?

content/learning-paths/mobile-graphics-and-gaming/build-android-selfie-app-using-mediapipe-multimodality/2-app-scaffolding.md

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This inflates the layout file into a view binding object, and stores it in a member variable within the view controller for easier access later.
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![view binding alt-text#center](images/2/view_binding.png "Figure 5: View Binding.")
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![view binding alt-text#center](images/2/view_binding.webp "Figure 5: View Binding.")
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## Configure CameraX preview
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