Out of memory when cropping a bitmap with .Clone() - c#

I am trying to automatically generate a thumbnail from an image uploaded by a user but I keep getting the exception "Out of memory".
From what I understand the out of memory exception is thrown when you specify a starting position or a width/height that's outside of the image but even if I do this
var rct = new Rectangle(5, 5, 10, 10);
var whatever = bitmap.Clone(rct, bitmap.PixelFormat);
on an image that is 800x900 pixels I still get the "Out of memory" exception, I can't figure out what's wrong with it and I can't really get any good answers from other threads since everything regarding the OOM exception is just the mistake of going outside the image boundaries.
Does anyone have an explanation or solution to this?
EDIT: A bit more context
The loop for the images.
foreach (var blob in fileInfoList)
{
var blockBlobName = CheckExistence(BaseBlobUrl, blob.FileName, blob.FileNameWithoutExtension);
var image = new Image()
{
BlobUrl = Path.Combine(BaseBlobUrl, blockBlobName),
FullName = blob.FileName,
FileName = blob.FileNameWithoutExtension,
BlockBlobName = blockBlobName,
OwningOrganizationId = CurrentUser.UserOrganization.OrganizationId,
ThumbnailUrl = CreateThumbnail(blob.File, blockBlobName),
Name = "Whatever"
};
blobList.Add(image);
RepositoryFactory.AzureStorageRepository.SaveImage(blob.File, blockBlobName, blob.ContentType, CurrentUser.UserOrganization.Organization.Id);
}
The method that is being called by each image in the list to generate the thumbnail.
public string CreateThumbnail(byte[] b, string parentImageName)
{
Bitmap bmp;
using (var ms = new MemoryStream(b))
{
bmp = new Bitmap(ms);
}
Bitmap thumbnail = bmp;
Rectangle rect = new Rectangle(5, 5, 10, 10);
if (bmp.Width > bmp.Height)
thumbnail = bmp.Clone(rect, bmp.PixelFormat);
else if (bmp.Height > bmp.Width)
thumbnail = bmp.Clone(new Rectangle((bmp.Height/2) - (bmp.Width/2), 0, bmp.Width, bmp.Width), bmp.PixelFormat);
byte[] bmpArray = new byte[0];
using (var ms = new MemoryStream())
{
finalCrop.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
ms.Close();
bmpArray = ms.ToArray();
}
var name = "Thumbnail_" + parentImageName;
RepositoryFactory.AzureStorageRepository.SaveThumbnail(bmpArray, name, "jpg/image", CurrentUser.UserOrganization.Organization.Id);
return BaseBlobUrl + "thumbnails/" + name;
}

I think the problem you're getting here is that Bitmaps need to be disposed. If one gets garbage collected without releasing its underlying unmanaged content (i.e. being disposed), then that memory can not be recovered...
Also note that you will need to dispose both bitmaps. Best thing to do is wrap them in a using, something like this:
using (var ms = new MemoryStream(b))
{
using (Bitmap bmp = new Bitmap(ms))
using (Bitmap thumbnail = bmp)
{
Rectangle rect = new Rectangle(5, 5, 10, 10);
if (bmp.Width > bmp.Height)
thumbnail = bmp.Clone(rect, bmp.PixelFormat);
else if (bmp.Height > bmp.Width)
thumbnail = bmp.Clone(new Rectangle((bmp.Height / 2) - (bmp.Width / 2), 0, bmp.Width, bmp.Width), bmp.PixelFormat);
byte[] bmpArray = new byte[0];
using (var ms = new MemoryStream())
{
finalCrop.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
ms.Close();
bmpArray = ms.ToArray();
}
var name = "Thumbnail_" + parentImageName;
RepositoryFactory.AzureStorageRepository.SaveThumbnail(bmpArray, name, "jpg/image", CurrentUser.UserOrganization.Organization.Id);
return BaseBlobUrl + "thumbnails/" + name;
}
}
It is worth noting that using will call Dispose() on it's target, even if an exception is thrown (thus having the same finally type functionality as #Scott Chamberlain answer

Okay so I found an answer to my problem by disposing the Bitmaps.
After this bit of code
Bitmap thumbnail = bmp;
I added
bmp.Dispose();
And during debugging I noticed that none of the properties from bmp were left in the Bitmap called thumbnail so I changed it into the following
Bitmap thumbnail = new Bitmap(bmp);
Thank you all for telling me to dispose the Bitmaps!

Here is the correct way to properly dispose of your objects.
Bitmap bmp = null;
Bitmap thumbnail = null;
try
{
using (var ms = new MemoryStream(b))
{
bmp = new Bitmap(ms);
}
Rectangle rect = new Rectangle(5, 5, 10, 10);
if (bmp.Width > bmp.Height)
thumbnail = bmp.Clone(rect, bmp.PixelFormat);
else if (bmp.Height > bmp.Width)
thumbnail = bmp.Clone(new Rectangle((bmp.Height/2) - (bmp.Width/2), 0, bmp.Width, bmp.Width), bmp.PixelFormat);
else
thumbnail = bmp;
byte[] bmpArray = new byte[0];
using (var ms = new MemoryStream())
{
finalCrop.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
ms.Close();
bmpArray = ms.ToArray();
}
var name = "Thumbnail_" + parentImageName;
RepositoryFactory.AzureStorageRepository.SaveThumbnail(bmpArray, name, "jpg/image", CurrentUser.UserOrganization.Organization.Id);
return BaseBlobUrl + "thumbnails/" + name;
}
finally
{
if(bmp != null)
bmp.Dispose();
if(thumbnail != null)
thumbnail.Dispose(); //If bmp and thumbnail are the same object this is still safe to do.
}
Use a try/finally block to ensure that even in the event of a error your objects get disposed. Doing the extra Bitmap thumbnail = new Bitmap(bmp); in your answer just makes a extra bitmap you are forgetting to dispose.

I received this Exception when the Rectangle used to crop the image was partly outside the bounds of the image.

Related

.Net Drawing gets ghost border and resizes in wrong position

I'm facing an issue (ghost border) when an image is resized on the live server, but not on localhost. This is really weird. I did some research on web and found similar solutions:
https://mariusschulz.com/blog/preventing-ghost-borders-when-resizing-images-with-system-drawing
https://www.codeproject.com/Articles/11143/Image-Resizing-outperform-GDI
Ghost-borders ('ringing') when resizing in GDI+
Below is the code that I'm using, inside I have commented old code and new code.
protected byte[] ApplyResize(byte[] byteArray, int targetSize, Size originalSize = default(Size))
{
using (MemoryStream ms = new MemoryStream(byteArray))
{
if (targetSize <= 0)
{
targetSize = 800;
}
var image = Image.FromStream(ms);
var size = default(Size);
if (originalSize != default(Size))
{
size = CalculateDimensions(originalSize, targetSize);
}
else
{
size = new Size(targetSize, targetSize);
}
var resized = new Bitmap(size.Width, size.Height);
using (var graphics = Graphics.FromImage(resized))
{
//old code
//graphics.CompositingQuality = CompositingQuality.HighSpeed;
//graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
//graphics.CompositingMode = CompositingMode.SourceCopy;
//graphics.DrawImage(image, 0, 0, size.Width, size.Height);
//new code
graphics.CompositingQuality = CompositingQuality.HighSpeed;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.CompositingMode = CompositingMode.SourceCopy;
var attributes = new ImageAttributes();
attributes.SetWrapMode(WrapMode.TileFlipXY);
var destination = new Rectangle(0, 0, size.Width, size.Height);
graphics.DrawImage(image, destination, 0, 0, size.Width, size.Height, GraphicsUnit.Pixel, attributes);
}
using (var ms2 = new MemoryStream())
{
resized.Save(ms2, image.RawFormat);
return ms2.ToArray();
}
}
}
I tested on the live server, yes, the ghost border is gone, but the image has gotten a wrong position.
This image is the expected result after resize, all clear, no problem
This is what happens on localhost and live server, when using the new code, image gets cut with weird position
To me it looks like the DPI (resolution) of the resized image is different than the real image. This would make sense, as the resolution of the new bitmap is dependent of the resolution of the display. And your server might not really have a display...
To make sure you get the expected results you should call setResolution on it with the resolution of the original image, right after creating the new image and before drawing to it, like this:
var resized = new Bitmap(size.Width, size.Height);
resized.SetResolution(image.HorizontalResolution, image.VerticalResolution);
This should be a good fix in general, as you might also get issues when running locally with image with have a different DPI than the one you are testing with.
On top of that, as was mentioned above, you should change the call to DrawImage to the following, as you forgot to specify the source rectangle:
graphics.DrawImage(image, destination, 0, 0, originalSize.Width, originalSize.Height, GraphicsUnit.Pixel, attributes);
Additionally you might need to explain what CalculateDimensions does, as this might produce something which is wrong and as is not visible here we can only guess.
I solve my issue by using using (ImageAttributes wrapMode = new ImageAttributes()) inside and upload image size must more than 415x415 , not sure why, but upload lower than 415x415 border will still appear and draw in correct position
protected byte[] ApplyResize(byte[] byteArray, int targetSize, Size originalSize = default(Size))
{
using (MemoryStream ms = new MemoryStream(byteArray))
{
if (targetSize <= 0)
{
targetSize = 800;
}
var image = Image.FromStream(ms);
var size = default(Size);
if (originalSize != default(Size))
{
size = CalculateDimensions(originalSize, targetSize);
}
else
{
size = new Size(targetSize, targetSize);
}
var resized = new Bitmap(size.Width, size.Height);
using (var graphics = Graphics.FromImage(resized))
{
graphics.CompositingQuality = CompositingQuality.HighSpeed;
graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphics.CompositingMode = CompositingMode.SourceCopy;
var destination = new Rectangle(0, 0, size.Width, size.Height);
using (ImageAttributes wrapMode = new ImageAttributes())
{
wrapMode.SetWrapMode(WrapMode.TileFlipXY);
graphics.DrawImage(image, destination, 0, 0, originalSize.Width, originalSize.Height, GraphicsUnit.Pixel, wrapMode);
}
}
using (var ms2 = new MemoryStream())
{
resized.Save(ms2, image.RawFormat);
return ms2.ToArray();
}
}
}

Compressing large image to small format

I have images stored in DB as binary, to show them I want to compress them to smaller images (4000 x 3000) to (400 x 300), which basicly works however the images look awefull, can somebody point me to the right direction?
I am using now:
System.IO.MemoryStream myMemStream = new System.IO.MemoryStream(bytes);
System.Drawing.Image fullsizeImage = System.Drawing.Image.FromStream(myMemStream);
Type typeoff = fullsizeImage.GetType();
double height = fullsizeImage.Height;
double width = Convert.ToDouble(fullsizeImage.Width);
double aspect = setWidth / width;
setHeight = Convert.ToInt32(aspect * height);
System.Drawing.Image newImage = fullsizeImage.GetThumbnailImage(Convert.ToInt32(setWidth), setHeight, null, IntPtr.Zero);
System.IO.MemoryStream myResult = new System.IO.MemoryStream();
using (System.IO.MemoryStream imageMemStream = new System.IO.MemoryStream(bytes))
{
using (Bitmap bitmap = new Bitmap(imageMemStream))
{
ImageFormat imageFormat = bitmap.RawFormat;
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Jpeg))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Jpeg);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Gif))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Gif);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Bmp))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Bmp);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Png))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Png);
}
if (bitmap.RawFormat.Equals(System.Drawing.Imaging.ImageFormat.Icon))
{
newImage.Save(myResult, System.Drawing.Imaging.ImageFormat.Icon);
}
}
}
_bytes = myResult.ToArray(); //Returns a new byte array.
Have been looking to this but have no idea yet how to implenet ths with my binary in and output:
Bitmap image = new Bitmap(fullsizeImage, Convert.ToInt32(newWidth), setHeight);
using (Graphics gr = Graphics.FromImage(image))
{
gr.SmoothingMode = SmoothingMode.HighQuality;
gr.InterpolationMode = InterpolationMode.HighQualityBicubic;
gr.PixelOffsetMode = PixelOffsetMode.HighQuality;
gr.DrawImage(fullsizeImage, new Rectangle(0, 0, Convert.ToInt32(newWidth), setHeight));
_bytes = gr.T.ToArray();
}
Probebly I do something wrong but have no idea where to look to do this right, have not much experience in image compression.
Any help would be appriciated
UPDATE
trying to get out of the Image the mime type but not very lucky to get it, using this and cant find any other, code has a null return.
public byte[] imageToByteArray(System.Drawing.Image newImage)
{
System.IO.MemoryStream ms = new System.IO.MemoryStream();
ImageFormat format = newImage.RawFormat;
if (ImageCodecInfo.GetImageDecoders().FirstOrDefault(c => c.FormatID == format.Guid) != null)
{
ImageCodecInfo codec = ImageCodecInfo.GetImageDecoders().FirstOrDefault(c => c.FormatID == format.Guid);
string mimeType = codec.MimeType;
}
newImage.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
return ms.ToArray();
You can use this function to create the reduced Images:
public static Image ShrinkImage(Image original, int scale)
{
Bitmap bmp = new Bitmap(original.Width / scale, original.Height / scale,
original.PixelFormat);
using (Graphics G = Graphics.FromImage(bmp))
{
G.InterpolationMode = InterpolationMode.HighQualityBicubic;
G.SmoothingMode = SmoothingMode.HighQuality;
Rectangle srcRect = new Rectangle(0,0,original.Width, original.Height);
Rectangle destRect = new Rectangle(0,0,bmp.Width, bmp.Height);
G.DrawImage(original, destRect, srcRect, GraphicsUnit.Pixel);
bmp.SetResolution( original.HorizontalResolution, original.VerticalResolution);
}
return (Image)bmp;
}
Note that it can only work with real Bitmap Images, not with Icons; but it makes little sense trying to reduce icons anyway!
Also note that you may or may not want to change the Dpi of the new Images. In the code I don't but maybe you want to scale it up or set it to a fixed value..
Don't forget to Dispose of your Images, when you're done with them!

Graphics.DrawImage() - Throws out of memory exception

I have some images that I need to do some crude re-size work on -- For the purpose of this example lets just say I need to increase the width and height of a given image by 4 pixels.
I am unsure why the call to Graphics.DrawImage() is throwing an OOM -- Any advice here would be greatly appreciated.
class Program
{
static void Main(string[] args)
{
string filename = #"c:\testImage.png";
// Load png from stream
FileStream fs = new FileStream(filename, FileMode.Open);
Image pngImage = Image.FromStream(fs);
fs.Close();
// super-hacky resize
Graphics g = Graphics.FromImage(pngImage);
g.DrawImage(pngImage, 0, 0, pngImage.Width + 4, pngImage.Height + 4); // <--- out of memory exception?!
// save it out
pngImage.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
}
}
I just had the same problem. However fixing the size of the output Graphics did not solve my problem. I realized that I tried to use a very high quality for the drawing the image which was consuming too much memory when I use the code on a lot of images.
g.CompositingQuality = CompositingQuality.HighQuality;
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.SmoothingMode = SmoothingMode.HighQuality;
after commenting these lines out the code worked perfectly.
Your Graphics surface is only big enough for the original-sized image. You need to create a new image of the correct size and use it as the source of your Graphics object.
Image newImage = new Bitmap(pngImage.Width + 4, pngImage.Height+4);
Graphics g = Graphics.FromImage(newImage);
That likely will not accomplish what you'd like to do seeing as how the image is the same size as the one specified by FromImage, instead you can use the Bitmap class:
using (var bmp = new Bitmap(fileName))
{
using (var output = new Bitmap(
bmp.Width + 4, bmp.Height + 4, bmp.PixelFormat))
using (var g = Graphics.FromImage(output))
{
g.DrawImage(bmp, 0, 0, output.Width, output.Height);
output.Save(outFileName, ImageFormat.Png);
}
}
Can you try this fix?
class Program
{
static void Main(string[] args)
{
string filename = #"c:\testImage.png";
// Load png from stream
FileStream fs = new FileStream(filename, FileMode.Open);
Image pngImage = Image.FromStream(fs);
fs.Close();
// super-hacky resize
Graphics g = Graphics.FromImage(pngImage);
pngImage = pngImage.GetThumbnailImage(image.Width, image.Height, null, IntPtr.Zero);
g.DrawImage(pngImage, 0, 0, pngImage.Width + 4, pngImage.Height + 4); // <--- out of memory exception?!
// save it out
pngImage.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
}
}
Inspired by this question: Help to resolve 'Out of memory' exception when calling DrawImage

Image resizing with GDI+

I'm really trying to nail out a little more performance out of this tidbit of code. It's not a heavly used bit of code but is used every time a new image is uploaded, and 4 times for each image (100px, 200px, 500px, 700px). So when there are any more than 2 or 3 images processing, it gets a little busy on the server. Also I'm trying to figure out how to make it correctly process images with a low resolution. Currently it just chops it off half way through, not plesent.
Examples: Original, large, xLarge
public static byte[] ResizeImageFile(byte[] imageFile, int targetSize)
{
using (System.Drawing.Image oldImage = System.Drawing.Image.FromStream(new MemoryStream(imageFile)))
{
Size newSize = CalculateDimensions(oldImage.Size, targetSize);
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height, PixelFormat.Format32bppRgb))
{
newImage.SetResolution(oldImage.HorizontalResolution, oldImage.VerticalResolution);
using (Graphics canvas = Graphics.FromImage(newImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage(oldImage, new Rectangle(new Point(0, 0), newSize));
MemoryStream m = new MemoryStream();
newImage.Save(m, ImageFormat.Jpeg);
return m.GetBuffer();
}
}
}
}
private static Size CalculateDimensions(Size oldSize, int targetSize)
{
Size newSize = new Size();
if (oldSize.Width > oldSize.Height)
{
newSize.Width = targetSize;
newSize.Height = (int)(oldSize.Height * (float)targetSize / (float)oldSize.Width);
}
else
{
newSize.Width = (int)(oldSize.Width * (float)targetSize / (float)oldSize.Height);
newSize.Height = targetSize;
}
return newSize;
}
Thanks for and help!
The first thought that comes to mind is, have you thought about Multithreading it? i.e. calling this method for each image (or batch of images) in a separate thread? That way, if your server has a few cores you can get things done quicker. Just a thought...
(Threading is a great tip.)
Try to call your method with the smallest possible image as input each time, instead of the original image. If the original image is, say 2000px, then create the 700px image from it and then use your newly created 700px image to create the 500px, etc...
With the HighQualityBicubic setting I doubt that you'll notice any difference in the 100px image. (But it of course it needs to be verified.)
For completeness, here is the solution to the second part of the question which was never answered. When processing a low resolution image the image was being cut off. The solution now, seems obvious. The problem lies in this bit of code from above:
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height,
PixelFormat.Format32bppRgb))
The problem being that I'm selecting the PixelFormat, not letting it be the format of the original image. The correct code is here:
public static byte[] ResizeImageFile(byte[] imageFile, int targetSize)
{
using (System.Drawing.Image oldImage = System.Drawing.Image.FromStream(new MemoryStream(imageFile)))
{
Size newSize = CalculateDimensions(oldImage.Size, targetSize);
using (Bitmap newImage = new Bitmap(newSize.Width, newSize.Height,
oldImage.PixelFormat))
{
newImage.SetResolution(oldImage.HorizontalResolution,
oldImage.VerticalResolution);
using (Graphics canvas = Graphics.FromImage(newImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage(oldImage, new Rectangle(new Point(0, 0), newSize));
MemoryStream m = new MemoryStream();
newImage.Save(m, ImageFormat.Jpeg);
return m.GetBuffer();
}
}
}
}

Why does resizing a png image lose transparency?

I am trying to resize an image as follows. I return the resized image into byte[] so that I can store it in database. The transparency of png image is lost. Please help to make this better.
private byte[] GetThumbNail(string imageFile, Stream imageStream,
int imageLen)
{
try
{
Image.GetThumbnailImageAbort imageCallBack =
new Image.GetThumbnailImageAbort(ThumbnailCallback);
Bitmap getBitmap = new Bitmap(imageFile);
byte[] returnByte = new byte[imageLen];
Image getThumbnail = getBitmap.GetThumbnailImage(160, 59,
imageCallBack, IntPtr.Zero);
using (Graphics g = Graphics.FromImage(getThumbnail))
{
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.InterpolationMode =
System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
g.DrawImage(getThumbnail, 0, 0, 160, 59);
}
using (MemoryStream ms = new MemoryStream())
{
getThumbnail.Save(ms, ImageFormat.Png);
getThumbnail.Save("test.png", ImageFormat.Png);
returnByte = ms.ToArray();
}
return returnByte;
}
catch (Exception)
{
throw;
}
}
Your code doesn't do quite what you think that it does...
You use the GetThumbnailImage to resize the image, then you draw the thumbnail image into itself which is rather pointless. You probably lose the transparency in the first step.
Create a blank bitmap instead, and resize the source image by drawing it on the blank bitmap.
private byte[] GetThumbNail(string imageFile) {
try {
byte[] result;
using (Image thumbnail = new Bitmap(160, 59)) {
using (Bitmap source = new Bitmap(imageFile)) {
using (Graphics g = Graphics.FromImage(thumbnail)) {
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
g.DrawImage(source, 0, 0, 160, 59);
}
}
using (MemoryStream ms = new MemoryStream()) {
thumbnail.Save(ms, ImageFormat.Png);
thumbnail.Save("test.png", ImageFormat.Png);
result = ms.ToArray();
}
}
return result;
} catch (Exception) {
throw;
}
}
(I removed some parameters that were never used for anything that had anything to do with the result, like the imageLen parameter that was only used to create a byte array that was never used.)
Try using the .MakeTransparent() call on your bitmap object.
May be you should do something like this because this thing worked for me:
String path = context.Server.MapPath("/images");
if (!path.EndsWith("\\"))
path += "\\";
path += "none.png";
Image img = CreateThumbnail(Image.FromFile(path));
MemoryStream ms = new MemoryStream();
img.Save(ms, ImageFormat.Png);
ms.WriteTo(context.Response.OutputStream);
private System.Drawing.Image CreateThumbnail(System.Drawing.Image i)
{
int dWidth = i.Width;
int dHeight = i.Height;
int dMaxSize = 150;
if (dWidth > dMaxSize)
{
dHeight = (dHeight * dMaxSize) / dWidth;
dWidth = dMaxSize;
}
if (dHeight > dMaxSize)
{
dWidth = (dWidth * dMaxSize) / dHeight;
dHeight = dMaxSize;
}
return i.GetThumbnailImage(dWidth, dHeight, delegate() { return false; }, IntPtr.Zero);
}

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