Thursday, May 24, 2012

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The Harder They Come, by Michael Thelwell

Like the acclaimed film of the same title, this lyrical, lilting, densely textured novel is based on the exploits of the legendary Jamaican folk hero and reggae star Rhygin. With passion and precision, Michael Thelwell recounts Rhygin’s journey from a morally coherent rural universe to the teeming, predatory slums of Kingston, his rebellion against the poverty and corruption of postcolonial Jamaica, his blazing, simultaneous rise to the top of the charts and the Most Wanted list.

  • Sales Rank: #367910 in Books
  • Published on: 1994-01-18
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.25" h x 1.10" w x 5.39" l, .98 pounds
  • Binding: Paperback
  • 399 pages
Features
  • Michael Thelwell
  • Drama
  • Plays

From the Inside Flap
Like the acclaimed film of the same title, this lyrical, lilting, densely textured novel is based on the exploits of the legendary Jamaican folk hero and reggae star Rhygin. With passion and precision, Michael Thelwell recounts Rhygin's journey from a morally coherent rural universe to the teeming, predatory slums of Kingston, his rebellion against the poverty and corruption of postcolonial Jamaica, his blazing, simultaneous rise to the top of the charts and the Most Wanted list.

"A magnificent achievement-moving, eloquent, defiant. It is a major milestone in the cultural history of black people. Mr. Thelwell has put us all in his debt."--Chinua Achebe

"Masterly.... One of the very few novels worthy of the black experience in our age."--Harold Bloom

"Thelwell's writing is lush, his imagery powerful, his characters full of depth, his attention to detail admirable."--Los Angeles Times

"An authentic and exceedingly rich portrait of Jamaican life beyond the tourist hotels."--The New York Times

"Destined to become a classic, and one that our children can be proud of."--The Black Scholar

"A fine novel, rich in language, deep in characterization, compelling in action, and provocative in it vision. In its way, it is a kind of novelized reggae."--The Boston Globe

"The most authentic and evocative portrait of the Jamaican poor--the rich and sustaining vernacular of their culture, the sheer heroism of their economic existence--that I have seen."--Jarvis Anderson, The New Republic

Born in Jamaica, Michael Thelwell was the founding chairman of the W.E.B. DuBois Department of Afro-American Studies at the University of Massachusetts at Amherst, where he continues to teach. He has published a number of works, including two noted collections of essays, Duties, Pleasures, and Conflicts: Essays in Struggle and Hopes and Impediments. He is currently working on a biography of the former Black Panther leader Stokely Carmichael, now known as Kwame Ture.

From the Back Cover
Like the acclaimed film of the same title, this lyrical, lilting, densely textured novel is based on the exploits of the legendary Jamaican folk hero and reggae star Rhygin.

Most helpful customer reviews

10 of 10 people found the following review helpful.
THTC - A Must For Those Into Jamaican Culture/Folklore
By Brett
This book is a treasure that I happened to come across in a 'discount bin' at a bookstore - but like so many of the books that are greatly reduced in price, this one is truly priceless . . . I have always been interested in Jamaican culture and society, and just finished reading Timothy White's 'Catch a Fire - The Life of Bob Marley' which was the perfect way to get in the mindset for Michael Thelwell's masterpiece 'The Harder They Come.' This book is not simply a tale of the legendary Rhygin who was a hero of the common Jamaican sufferah, but also a glimpse into the life of Jamaicans following the period of British colonial rule - So many themes are present in the novel - the contrast between country and city, the traditions and myths of those living in the bush, the hand to mouth existence of so many Jamaican poor that live in Kingston, the power struggle of politics and law, as well as the ganja trade which somehow effects all Jamaicans . . .
This book will immerse you in Jamaican culture, and I'm not talking about the resorts on the coast - this is the real deal and is a must read!

7 of 8 people found the following review helpful.
Fantastic third world story
By jerryc@shentel.net
Not a cheap novelization, but a work with its own life. Unforgettable story about Babylon and its impact upon the poor of Jamaica. If you are a fan of the movie, or if you are not, this is a good one for you.

3 of 3 people found the following review helpful.
"Opreshan is only fe a season"
By Caroline W. Casey
Whoa, finished reading it last night, and can't yet bear to loan it to anyone. The book itself is alive, with ooh, such rich rich language, such a dedicated finely crafted narrative down to the last line. Want to re-read and quote passages. The humming vital poetic deep ironic language of Jamaican is such a vital tonic to the world's brew of what we must know. And I too, found this book, dusty, in an eccentric venue, while having a conversaion about Perry Henzell (who made the movie.) Aha! Synchronous grace. And thought "hmm..what's this?" I'd just read Perry Henzell's "Power Game", which was pretty cool. But this is a masterpiece. (It would be wildly amusingly great if it were required reading for anyone travelling to Jamaica. Just so you know wha's up. Look and feel deeply into things.)
May the reader like Sidney in the book: "Praises to Jah, Pedro exulted silently. Sidney fin' 'im heart."

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Wednesday, May 23, 2012

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Encyclopedia of Spirits and Ghosts in World Mythology, by Theresa Bane

Of all the anomalous phenomenon reported, ghost sightings are by far the most common. The words "ghost" and "spirit" are used interchangeably in American English but in other cultures the lingering souls of the departed are not to be confused with ancestral spirits, demonic spirits, numens orpoltergeists. This encyclopedia lists hundreds of entities of the spirit realm--from aatxe to zuzeca--from world mythology and folklore.

  • Sales Rank: #2175983 in Books
  • Published on: 2016-03-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x 6.00" w x .50" l, .0 pounds
  • Binding: Paperback
  • 169 pages

About the Author
Theresa Bane, a professional vampirologist, has appeared on the Discovery Channel's Twisted Histories: Vampires and William Shatner's Weird or What for her expertise on the undead and is the author of other books on unusual phenomena. She lives in Staunton, Virginia, USA.

Most helpful customer reviews

0 of 0 people found the following review helpful.
courtesy of the book’s author and my good friend, Theresa Bane
By Kyle Van Helsing
A few months ago, I received a book from McFarland & Company, Inc. for review, courtesy of the book’s author and my good friend, Theresa Bane. Theresa and I have been corresponding for a few years now, and she is an absolute delight to speak to and interact with. In addition, Theresa is a renowned vampirologist and an expert on the Undead. She has written two books about vampires and a number of others about demons, giants, faeries, monsters, haunted places, folklore, and ghosts. It is the last one that the book in question covers, and it is entitled Encyclopedia of Ghosts and Spirits in World Mythology (McFarland & Company, 2016).

Like most of Theresa’s books, the encyclopedia is an academic work, and every type of ghost and spirit gets an entry of its own in an A-Z format. Theresa’s research is painstakingly thorough, and the bibliography is one of the longest and the most extensive that I’ve ever seen. Some of the book’s entries are long and very detailed, while others consist of only a single sentence and only give a brief description. However, most of the entries fall somewhere in between the two. And after each entry, Theresa gives her sources. And for a book of only 169 pages, that’s a lot of information!

As for the book’s entries, they contain information on every conceivable type of ghost and spirit, including appearance, habits, powers, what part of the world they’re found in, how to protect oneself and, in some instances, how to destroy them. This book contains a number of different spirit types, including spirits of the dead (ghosts), nature spirits, faeries, yōkai, demonic spirits, household spirits, elementals, ancestral spirits, vampiric spirits, genii loci (spirits attached to a place), guardian spirits, monsters, different types of djinn, and a great deal more. The entries feature all kinds of entities, from the Banshee (and all variations thereof) to the Ghoul, from the Acheri to the Grey Lady, and a host of others in alphabetical order, from the Aatxe to the Zuzeca. And since this book deals with ghosts and spirits that are found in cultures all over the world, you won’t find any information pertaining to haunted places of any kind. There are literally thousands of books on that subject available for your perusal.

Overall, Theresa’s book is well-written, neatly organized, free of flaws, and a veritable treasure trove of information. Her research is incredibly thorough and detailed, with an index for quickly locating specific entries and an extensive bibliography for further reading and research. Whether you’re a serious researcher or just curious, this book is an incredible read. I am truly thankful that McFarland & Company and Theresa have given me the opportunity to review this title, and I hope to review more of their titles in the near future. I heartily recommend this title to all of my friends.

0 of 2 people found the following review helpful.
The author is very detached and shows little respect for ...
By Julien Bourgault
The author is very detached and shows little respect for the subjects she is treating in her books (and it shows badly - see my review of her vampire encyclopedia). Then, why writing about these matters??

0 of 0 people found the following review helpful.
Is good. Pretty much what I expected
By Jevans
Is good. Pretty much what I expected. First entry is "Aatxe" of Basque mythology. Last is Zuzeca of North American Lakota. It is a listing of ghosts and a their legends/lore from folklore around the world. If u r really into ghosts legends/lore u will like this. Contains more common entries such as: Grim(church grim), Galley Beggar, Banshee, Will-O'-the Wisp, Djinn, Familiar spirit, Unicorn, Jack o lantern, kachina, just to name a few. And lots of stuff u have never heard of. Is an interesting good reference book. If u have a collection of ghost books this will fit right in. Is good as a casual read, or for reference.

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Sunday, May 20, 2012

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Genre: Jock and Nerd / First Time Gay Experiences One on one with the gay math nerd equals fun!

Ross - captain of the swim team and Math Olympics winner cringes when Tyler's around.

He's the star quarterback and Ross's nemesis who doesn't respect 'sports' like swimming or suspected gays.

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  • Sales Rank: #717749 in eBooks
  • Published on: 2015-04-03
  • Released on: 2015-04-03
  • Format: Kindle eBook

Most helpful customer reviews

1 of 1 people found the following review helpful.
Just ok
By Kesha
This was a typical jock who needs to pass a class to stay on the team and a nerd who gets roped into being his tutor. I've read a few other books by this author and I must say this one was just ok. It wasn't really as sexy or erotic as her other books. But if you like a nerdy guy turning the tables on a jerk of a jock ( in the closet) than this one you might enjoy.

1 of 1 people found the following review helpful.
Loved it!
By Leikela
This was my first straight to gay experience and I loved it!
A hot, short read that will leave you a Tabatha Austin fan for sure!

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Saturday, May 19, 2012

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Antisense technology is the ability to manipulate gene expression within mammalian cells providing powerful experimental approaches for the study of gene function and gene regulation. For example, methods that inhibit gene expression permit studies which probe the normal function of a specific product within a cell. Such methodology can be used in many disciplines such as pharmacology, oncology, genetics, cell biology, developmental biology, molecular biology, biochemistry, and neurosciences. This volume will be a truly important tool in biomedical-oriented research.
The critically acclaimed laboratory standard for more than forty years, Methods in Enzymology is one of the most highly respected publications in the field of biochemistry. Since 1955, each volume has been eagerly awaited, frequently consulted, and praised by researchers and reviewers alike. Now with more than 300 volumes (all of them still in print), the series contains much material still relevant today--truly an essential publication for researchers in all fields of life sciences.

  • Published on: 1999-11-01
  • Released on: 1999-11-01
  • Format: Kindle eBook

Review
Praise for the Series
"The Methods in Enzymology series represents the gold-standard."
--NEUROSCIENCE
"Incomparably useful."
--ANALYTICAL BIOCHEMISTRY
"It is a true 'methods' series, including almost every detail from basic theory to sources of equipment and reagents, with timely documentation provided on each page."
--BIO/TECHNOLOGY
"The series has been following the growing, changing and creation of new areas of science. It should be on the shelves of all libraries in the world as a whole collection."
--CHEMISTRY IN INDUSTRY
"The appearance of another volume in that excellent series, Methods in Enzymology, is always a cause for appreciation for those who wish to successfully carry out a particular technique or prepare an enzyme or metabolic intermediate without the tiresome prospect of searching through unfamiliar literature and perhaps selecting an unproven method which is not easily reproduced."
--AMERICAN SOCIETY OF MICROBIOLOGY NEWS
"If we had some way to find the work most often consulted in the laboratory, it could well be the multi-volume series Methods in Enzymology...a great work."
--ENZYMOLOGIA
"A series that has established itself as a definitive reference for biochemists."
--JOURNAL OF CHROMATOGRAPHY

From the Publisher
Praise for the Series "The Methods in Enzymology series represents the gold-standard." (Neuroscience)

"Incomparably useful." (Analytical Biochemistry)

"...including almost every detail from basic theory to sources of equipment and reagents, with timely documentation provided on each page." (Bio/Technology)

"...It should be on the shelves of all libraries in the world as a whole collection." (Chemistry in Industry)

"The appearance of another volume in that excellent series, Methods in Enzymology, is always a cause for appreciation..." (American Society of Microbiology News)

"If we had some way to find the work most often consulted in the laboratory, it could well be...Methods in Enzymology." (Enzymologia)

"A series that has established itself as a definitive reference for biochemists." (Journal of Chromatography)

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2nd Declaration of Havana, by Fidel Castro

Two manifestos of the Cuban people to the oppressed and exploited throughout the Americas. The first declaration, proclaimed September 1960, calls for "the right of the peasants to the land; the right of the workers to the fruit of their labor; and the right of nations to nationalize the imperialist monopolies." The second declaration, February 1962, calls for continent-wide revolutionary struggle. "What does the Cuban revolution teach?" it asks. "That revolution is possible."

Also available in: French; Spanish; Greek

  • Sales Rank: #15166268 in Books
  • Published on: 1995-01
  • Original language: Spanish
  • Number of items: 1
  • Dimensions: 8.25" h x 5.25" w x .25" l,
  • Binding: Paperback
  • 47 pages

Language Notes
Text: English
Original Language: Spanish

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Sunday, May 13, 2012

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For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring programmers, there is a detailed tutorial to work through before attempting the code, and suggestions for possible modifications and optimizations are included as well.

  • Sales Rank: #359028 in Books
  • Brand: Brand: Charles River Media
  • Published on: 2000-08
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 1.74" h x 7.26" w x 9.46" l,
  • Binding: Hardcover
  • 600 pages
Features
  • Used Book in Good Condition

Amazon.com Review
Aimed at the working (or aspiring) Visual C/C++ game programmer, Game Programming Gems contains over 60 programming tips that have been gathered from more than 40 working game gurus. It you want to build your own games or are interested simply in how games work, this text provides an intriguing glimpse into how the pros create state-of-the-art 3-D animation.

The guiding principle in this book is to publish the best available tips for game programming; most of these fit into 10 pages or fewer. But don't let the efficient presentation fool you; almost every one of these tips will be invaluable to any serious game developer.

Early sections concentrate on techniques for creating more maintainable, faster code. A guide to using scripts for data-driven game modules and techniques teaches you better resource management (like using handles). A quick-start tutorial to the Standard Template Library (STL) will help you learn how to use these fast collection classes in your code right away. Several contributors show off strategies for better game debugging and profiling--there's even a set of classes that can provide onscreen feedback during testing.

The mathematical underpinnings that are required to do leading-edge 3-D graphics processing--including the use of quaternions, instead of matrices, in certain calculations--also are discussed. (One section looks at simulating water surfaces.) And artificial intelligence (AI) techniques for games--like Finite State Machines (FSMs), fuzzy logic, and neural networks--are explained. (The extremely cool flocking algorithms, which will let you add the behavior of birds or fish to your next game level, are especially appealing.)

Over 20 techniques for doing work with polygons (a staple of representing 3-D virtual worlds) are laid out, too. You'll learn a variety of important concepts, such as collision detection, working with key frames, better skinning for character animation, and realistic terrain generation (including fractals). A discussion of pixel effects, with some cutting-edge ways to add more realistic lighting and shadows to your games, closes the discussion. (One of the more exciting sections shows you how to simulate glass objects within 3-D scenes.)

With its leading-edge material on the algorithms that are used by the competition, Game Programming Gems will be a virtual must-read for anyone who works in the game industry. With code samples that are geared to OpenGL and that should run on both Windows and Linux, this book will help developers hone their game-programming skills. --Richard Dragan

Topics covered:

  • Tips and strategies for game developers
  • Data-driven design and scripting languages
  • Object-oriented design primer
  • Using Visual C++ templates for faster math calculations
  • Resource-management techniques (Singleton patterns, resource handles, and tips for fast data loads)
  • The C++ Standard Template Library (STL) for games
  • Bit arrays
  • Network protocols for online games
  • Using asserts and profiling for games
  • Random numbers
  • Interpolation methods
  • Equations for rigid body motion
  • Using polynomial approximations for trig functions
  • Implicit Euler integration
  • Wavelets
  • Simulating water surfaces
  • Quaternion vs. matrix calculations
  • Artificial-intelligence (AI) techniques for gamers
  • Sending messages
  • Finite State Machines (FSMs)
  • Game trees
  • Pathing strategies (including A* and 3-D pathing solutions)
  • Flocking algorithms
  • Introduction to fuzzy logic and neural networks
  • Techniques for faster graphics with polygons (and 3-D fundamentals)
  • Loading vertices faster into OpenGL
  • The vector camera
  • Camera-control strategies
  • 3-D collision detection
  • Multiresolution maps
  • Distance calculation
  • Object occlusion
  • Working with octrees
  • Interpolating between 3-D keyframes
  • Skinning techniques
  • Terrain-generation algorithms (including fractals)
  • 2-D lens flare
  • 2-D sprite effects with 3-D hardware
  • Techniques for more realistic lighting
  • Shadows and texturing
  • Simulating glass and liquids in games

From the Publisher
Key Features:

* A must-have for every game programmer's library!

* Written by Game Programming Experts and edited by Nintendo's Mark DeLoura

* Comprehensive coverage of all major techniques used in game development

* CD ROM is packed with the source code in C & C++ completely portable to Windows and Linux, and all graphics displays use the popular Open GL language

About the Author
Mark DeLoura is the creator and series editor of the Game Programming Gems series of books. In his role as Vice President of Technology for GreenScreen Interactive, Mark focuses on pushing the boundaries of technology for games and making great games more efficiently. Over his 15+ years in the games industry, Mark has served in a variety of technologyrelated roles at Nintendo, Sony, Ubisoft, Game Developer magazine, and as an independent consultant. He is an adamant believer in sharing and reusing technology, and he believes that everyone should be able to make games. He maintains a website at www.satori.org.

Most helpful customer reviews

1 of 1 people found the following review helpful.
Great game programming book!
By Andrew Pape
The book is comprised of five sections, each containing many short articles, usually written by different authors, and each article contains references. The book assumes that you are familiar with c++, or c at the minimum, and the examples are all written in these languages. Also, the graphics library supported by the book is OpenGL, not DirectX. If you are new to c or c++ and haven't done any game programming, then this book will be too advanced for you. The code is suitable for both Windows and Linux platforms.

The first section of the book discusses object-oriented design and often refers to "design patterns". Since I hadn't heard of them, and programmed my own way, there was much to learn. This is where the book's references help. If you aren't an expert at c++ programming, I suggest you read the references, namely "Effective c++", "More Effective c++" (both by Scott Meyers), and also the book on design patterns mentioned: "Design Patterns" by Gamma et. al. To make the most of the STL section, you could do with a book on STL also.

The chapter on bit-arrays is especially good for compression and decompression code, preventing you from having to perform tricky bit operations. The profiling section is good because it shows how to profile with your own code, rather than relying on having a compiler to profile for you. That's just two example chapters in this section.

The second section of the book is about Maths. To me, the articles are too complex given how short they are. To understand them, you need university-level Maths and understand summing notation, vectors, matrices, differentiation, and integrals. I've only done First Year university Maths, and found myself out of my depth in this section.

The third section is about Artificial Intelligence. This section covers finite state machines (useful in any game), game trees (used by the computer opponent to defeat the human player in games such as chess and checkers), as well as search techniques, how to make enemies flock, and fuzzy logic.

The fourth section is about polygonal techniques, which are mainly used for 3D games. The book's code for 3D games is written with OpenGL in mind. I am mostly interested in 2D game design, so I haven't read all the chapters of this section. But there's an interesting chapter that shows you how to generate smooth curves given a set of control points. This is great for making an enemy move along a curve rather than in a straight line, so you can apply it to 2D game design.

The final section has a chapter on using 3D hardware for 2D sprite effects (with OpenGL). This is exactly what I needed to know. It was my favourite article because it solved my immediate problem, the answer to which I couldn't find after exhaustive web searches. This book isn't just for 3D game creation; it shows how to use OpenGL for 2D games. This way you can get the benefits of sprite scaling and rotation in a 2D game.

The accompanying CD has the full source code to the articles, which is required because many chapters only contain code snippets with the text.

Overall, this is a great book. It is big and comprehensive. It's better than a single-author book because you're not stuck in his particular mindset. Plus you can pick up the book and quickly read a chapter, and it's usually not necessary to read the chapters in order. The disadvantage is that some of the chapters may not interest you, but there's plenty that will interest you, as the book has a large number of articles, and the book size is 600 pages. The book is well-balanced in that it doesn't contain too much theory, nor too little, and it contains practical examples and utilities that you can readily use.

Anyone with c++ knowledge and an interest in programming games should buy this book. If your c++ skills aren't too sharp, you will want to buy some of the referenced books.

I look forward to reading the other books in the series.

59 of 61 people found the following review helpful.
A First-Of-Its-Kind Introduction to Game Programming
By Paul D. Tozour
This book is hands-down the best book yet published on game programming. I have yet to find any other book that begins to approach the excellence of Game Programming Gems in terms of the breadth and depth of the subjects covered.
GPG will serve as an excellent introduction to a broad variety of game programming techniques for those new to the industry, and an invaluable desk reference and for more experienced game developers. As a 7-year industry veteran, I can't count the number of times the techniques in this book would have proven useful in the past.
Of particular interest are Steve Rabin's excellent chapters on the A* algorithm, the cornerstone of (most) pathfinding in computer games. These chapters go far beyond the explanation of the algorithm itself and serve up a host of rare and valuable insights for getting the most out of your pathfinding in an actual game environment.
I have no doubt that this book will have a significant impact on the state of the art in the game development community, and one can only hope that this book is only a hint of what's to come.

1 of 1 people found the following review helpful.
I heard it was a good book. I've only skimmed through it
By Nick Jagger
Got what I needed. I heard it was a good book. I've only skimmed through it. I like it so far.

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Thursday, May 10, 2012

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Dethklok, the virtual band from Adult Swim's show Metalocalypse, returns with a tongue-in-cheek vengeance on Dethalbum III. This album-matching folio contains all 12 songs from the record in authentic guitar TAB transcriptions. Titles: Crush the Industry * Andromeda * The Galaxy * Starved * Killstardo Abominate * Ghostqueen * Skyhunter * The Hammer * Rejoin * and more.

  • Sales Rank: #4615388 in Books
  • Brand: Alfred
  • Binding: Sheet music

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