Merge branch '43-add-statechange-data-structure' into 'master'
Resolve "Add StateChange data structure" Closes #43 See merge request marty.oehme/cellular-automata!13
This commit is contained in:
commit
07f176be3e
3 changed files with 39 additions and 69 deletions
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@ -1,36 +1,6 @@
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import 'package:rules_of_living/src/Rule.dart';
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import 'package:rules_of_living/src/Rule.dart';
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class Cell {
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class Cell {
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bool state;
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bool nextState = false;
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List<Rule> surviveRules = new List<Rule>();
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List<Rule> birthRules = new List<Rule>();
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/// For determining if render updates are necessary in [Grid].render() function
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/// For determining if render updates are necessary in [Grid].render() function
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bool dirty = false;
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bool dirty = false;
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Cell([bool state = false]) : this.state = state;
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// Sets the actual state to what it should be next update
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// Returns the newly assumed actual state of the cell.
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bool advanceState() {
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this.state = this.nextState;
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this.nextState = false;
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this.dirty = true;
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return this.state;
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}
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void update(int neighbors) {
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if (state == true) {
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surviveRules.forEach((Rule rule) {
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if (rule.evaluate(neighbors) == true) this.nextState = true;
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});
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} else {
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birthRules.forEach((Rule rule) {
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if (rule.evaluate(neighbors) == true) this.nextState = true;
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});
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}
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}
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}
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}
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@ -101,7 +101,8 @@ class Engine {
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/// directly, since it is automatically taken care of by the processing function.
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/// directly, since it is automatically taken care of by the processing function.
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/// If simulation should be advanced manually one time, prefer using step().
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/// If simulation should be advanced manually one time, prefer using step().
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void update() {
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void update() {
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if (!_grid.update()) running = false;
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// TODO: create hasUpdated/hasAdvanced method in simulation to abstract actual updating away
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if (_grid.update().length == 0) running = false;
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}
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}
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/// Advances Logic One Update
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/// Advances Logic One Update
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@ -1,14 +1,12 @@
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import 'dart:html' as html;
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import 'dart:html' as html;
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import 'dart:math' as math;
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import 'dart:math' as math;
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import 'package:rules_of_living/src/Cell.dart';
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import 'package:rules_of_living/src/Grid.dart';
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import 'package:rules_of_living/src/Grid.dart';
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import 'package:rules_of_living/src/Rule.dart';
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enum CellPattern { SpaceShip, Blinker }
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enum CellPattern { SpaceShip, Blinker }
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class Simulation {
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class Simulation {
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final Grid<Cell> map;
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final Grid<bool> map;
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bool _dirty = true;
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bool _dirty = true;
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bool _renderEdges = true;
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bool _renderEdges = true;
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@ -24,30 +22,12 @@ class Simulation {
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int get h => map.height;
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int get h => map.height;
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Simulation(int w, int h) : this.map = new Grid(w, h) {
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Simulation(int w, int h) : this.map = new Grid(w, h) {
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for (int i = 0; i < map.length; i++) {
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reset();
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map[i] = _getGOLCell();
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print("Grid Created");
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}
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print("Grid creation finished");
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}
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Cell _getGOLCell([bool defaultState = false]) {
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Cell cell = Cell(defaultState);
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Rule threeTrue = new Rule((int n) {
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if (n == 3) return true;
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return false;
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});
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Rule twoTrue = new Rule((int n) {
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if (n == 2) return true;
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return false;
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});
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cell.surviveRules.add(twoTrue);
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cell.surviveRules.add(threeTrue);
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cell.birthRules.add(threeTrue);
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return cell;
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}
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}
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void reset() {
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void reset() {
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map.setAll(0, List.filled(map.length, _getGOLCell()));
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map.setAll(0, List.filled(map.length, false));
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if (_startingSeed != null)
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if (_startingSeed != null)
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addPattern(
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addPattern(
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pattern: _pattern,
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pattern: _pattern,
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@ -117,27 +97,46 @@ class Simulation {
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}
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}
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void setCellState(int x, int y, bool state) {
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void setCellState(int x, int y, bool state) {
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if (y < map.height && x < map.width) map.get(x, y).state = state;
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if (y >= map.height || x >= map.width) return null;
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state ? map.set(x, y, true) : map.set(x, y, false);
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}
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}
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bool getCellState(int x, int y) {
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bool getCellState(int x, int y) {
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if (y < map.height && x < map.width) return map.get(x, y).state;
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if (y >= map.height || x >= map.width) return null;
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return null;
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return map.get(x, y);
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}
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}
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bool update() {
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void toggleCellState(int x, int y) {
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bool stateChanges = false;
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if (y >= map.height || x >= map.width) return null;
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getCellState(x, y) == null
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? setCellState(x, y, true)
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: setCellState(x, y, false);
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}
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Map<int, bool> update() {
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Map<int, bool> stateChanges = calculateNextState(map);
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stateChanges.forEach((i, el) => map[i] = el);
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stateChanges.length != 0 ? _dirty = true : false;
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return stateChanges;
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}
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Map<int, bool> calculateNextState(Grid<bool> oldState) {
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Map<int, bool> stateChanges = Map();
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for (int i = 0; i < map.length; i++) {
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for (int i = 0; i < map.length; i++) {
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math.Point p = map.toCoordinates(i);
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math.Point p = map.toCoordinates(i);
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map[i].update(getSurroundingNeighbors(p.x, p.y, 1));
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bool cell = map[i];
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int neighbors = getSurroundingNeighbors(p.x, p.y, 1);
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if (cell == false && neighbors == 3) {
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stateChanges[i] = true;
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} else if (cell == true && neighbors != 2 && neighbors != 3) {
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stateChanges[i] = false;
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}
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}
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}
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// TODO when implementing changeSet we can remove this second loop and add to changeSet in the first
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map.forEach((Cell el) {
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if (el.state != el.nextState) stateChanges = true;
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el.advanceState();
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});
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stateChanges ? _dirty = true : false;
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return stateChanges;
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return stateChanges;
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}
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}
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@ -149,7 +148,7 @@ class Simulation {
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iy >= 0 &&
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iy >= 0 &&
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ix < map.width &&
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ix < map.width &&
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iy < map.height &&
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iy < map.height &&
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map.get(ix, iy).state == true &&
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getCellState(ix, iy) == true &&
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!(x == ix && y == iy)) count++;
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!(x == ix && y == iy)) count++;
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}
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}
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}
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}
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@ -171,7 +170,7 @@ class Simulation {
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ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
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ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
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}
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}
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if (map[i].state == true)
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if (map[i] == true)
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ctx.setFillColorRgb(155, 155, 255);
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ctx.setFillColorRgb(155, 155, 255);
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else
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else
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ctx.setFillColorRgb(0, 0, 0);
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ctx.setFillColorRgb(0, 0, 0);
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