Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-25 Thread Adrian Musceac
On Monday, October 24, 2011 16:53:23 James Turner wrote:
 
 Mathias' suggestion also works, BTW - specify CMAKE_PREFIX_PATH, with one
 (or several) paths to search - I tested that this morning and updated the
 README.
 
 As you guessed, manually setting the the detection variables
 (SIMGEAR_VERSION_OK, etc) is a bad idea, unless you set *all* the
 generated variables correctly - not impossible, but a lot of work. The
 error you report looks like it's happening because the detection script
 has got confused, but I need to see the arguments / environment passed to
 CMake, to understand why.
 
 James
 

Hi James, and thanks for updating the readme. I may be blind or just stupid, 
but I can't find a way of setting CMAKE_PREFIX_PATH in KDevelop that works. 
Adding it to environment variables does not do anything, and cmake fails to 
find the libraries. Do you, or anybody else, know how to get KDevelop to use 
custom paths the way cmake does with
 -D CMAKE_PREFIX_PATH ?
I'm using KDevelop 4.01 on Debian Squeeze.

Thanks,
Adrian

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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-25 Thread James Turner

On 25 Oct 2011, at 09:39, Adrian Musceac wrote:

 Hi James, and thanks for updating the readme. I may be blind or just stupid, 
 but I can't find a way of setting CMAKE_PREFIX_PATH in KDevelop that works. 
 Adding it to environment variables does not do anything, and cmake fails to 
 find the libraries. Do you, or anybody else, know how to get KDevelop to use 
 custom paths the way cmake does with
 -D CMAKE_PREFIX_PATH ?
 I'm using KDevelop 4.01 on Debian Squeeze.

It's a cmake variable, not an environment one, so I guess all I can really say 
is 'set it the same way you pass any other variable to cmake in Kdevelop' - but 
that's not much help, I appreciate!

Note from the command line, you must not include a space between the -D and the 
cmake variable name, i.e I need to do:

cmake ../source/dir -DCMAKE_PREFIX_PATH=/path/one;/path/two

(the quotes are necessary if specifying multiple paths for me, otherwise bash 
treats the semi-colon as a command separator - depending on how Kdevelop 
invokes cmake, that may or may not be necessary for you)

James

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Re: [Flightgear-devel] Fgpanel and ubuntu 11.10 build linking failed on libz, solved.

2011-10-25 Thread Andreas Gaeb
Am 24.10.2011 13:08, schrieb James Turner:
 [...]
 Also, there is something configuration dependent happening here,
 since other people have reported a similar issue (also with Ubuntu
 11) on IRC, but I don't see the issue on my Ubuntu install.
 
 Anyone else seeing this problem (on any other distribution?)
At least on Ubuntu 11.10 64bit, some libraries have been moved from
/usr/lib to /usr/lib/x86_64-linux-gnu, among which are at least libz.so
and libGLU.so. I also ran into linking problems with these two libs
after upgrading from 11.04, but after deleting the CMake cache and
re-configuring (both SimGear and FlightGear), everything went fine.

Best regards,
Andreas

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[Flightgear-devel] Aircraft split

2011-10-25 Thread syd adams
Hi . Though it appears to have it's drawbacks , from a selfish point
of view ,the split makes work here much easier. Thanks again.
Just another (possibly useless) idea . What about adding a text/xml
file of all available aircraft , or even an aircraft.dat
file,somewhere in fgdata? I haven't thought it out too deeply , but
maybe in this format :

Aircraft: Citation-X
Author: Syd
Licence: GPL
URL: git clone or download url
Splash: path/url to thumbnail

It would be up to the aircraft developers to fill it in and maintain
it, and possibly a nice little GUI could be created to automate the
viewing and downloading.
Just a thought.

Cheers

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Re: [Flightgear-devel] fgdata: Important note

2011-10-25 Thread AJ MacLeod
On Tue, 25 Oct 2011 00:18:36 +0200
HB-GRAL flightg...@sablonier.ch wrote:

 Hi Core (and the rest of the entire organism of course)
 Why not splitting up the Aircraft folder into hangars as collection of 
 aircrafts as plug-ins, collection of big teams or small but heavy 
 industries ?

IMHO that adds another not very logical layer of complication for little gain.  
There's a nice democratic aspect to every aircraft being in a single central 
repository, and reduced opportunities for those clique type groups that so 
naturally spring up and are divisive and very offputting to new contributers 
coming to the project.

Up until now it's been very straightforward to get a new model included - if 
it's your own work and under a suitable licence you simply ask someone with 
commit rights if you know one, or offer it to the dev list and it goes in.  
There's no embarrasment over which hangar / group / clique to submit it to, and 
I think that's a very good thing.

Cheers,

AJ

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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-25 Thread Geoff McLane
On Mon, 2011-10-24 at 14:53 +0100, James Turner wrote:
 On 24 Oct 2011, at 13:17, Geoff McLane wrote:
 
  
  In my case I like to be able to compile 
  against different versions of say OSG - like -
  
  OSG301=1# stable release 3.0.1 - default
  OSG283=0# general release 283 - option
  OSG299=0# another development release
  OSGTRUNK=0  # option, for 'trunk' version
  
  I have yet to try the idea from Mathius, using 
  a semi-colon set of paths, maybe replacing some 
  or all the 'export' items, like -
  -D CMAKE_PREFIX_PATH=/path/to/osg;/path/to/simgear;...
  - this seems a good idea to try... maybe cmake 
  will like it ;=))
 
 Okay, *but*, for your own sanity, you need to keep the Simgear-built-against 
 each of these separate too (anf FlightGear). By all means install each OSG 
 somewhere special, but then you need to build FG and SG against the same 
 version - so you may as well share a prefix for that build config (this is 
 what Jenkins does to build trunk OSG vs stable)
 
 Put it another way - you need to reconfigure and rebuild SG  FG entirely, 
 when switching OSG version, so I don't see any problem with installing to the 
 prefix for that OSG build too.
 
 I'd do:
   mkdir osg-build-301
   cd osg-build-301
   cmake ../path/to/osg-301-source 
 -DCMAKE_INSTALL_PREFIX=/path/to/install/dist-osg-301
   make install
   cd ..
   mkdir sg-build-with-osg-301
   cd sg-build-with-osg-301
   cmake ../path/to/simgear 
 -DCMAKE_INSTALL_PREFIX=/path/to/install/dist-osg-301
   make install
   cd ..
   
 ... and repeat once more for FlightGear
   
 
 Mathias' suggestion also works, BTW - specify CMAKE_PREFIX_PATH, with one (or 
 several) paths to search - I tested that this morning and updated the README. 
 
 As you guessed, manually setting the the detection variables 
 (SIMGEAR_VERSION_OK, etc) is a bad idea, unless you set *all* the generated 
 variables correctly - not impossible, but a lot of work. The error you report 
 looks like it's happening because the detection script has got confused, but 
 I need to see the arguments / environment passed to CMake, to understand why.
 
 James
 
Hi James, 

As always thank you for your input...

Yes, I hear you, and understand to use 
different versions of OSG, you need 
to redo both SG and FG at the same time...

I do all of this using my 'makefg' script, 
so such a feat is as easy as pie ;=)) -

.../fg16$ makefg OSG301 FGCLEAN SGCLEAN
.../fg16$ mv install/fgfs install/fgfs-301
.../fg16$ mv run_fgfs.sh run_fgfs_301.sh
.../fg16$ edit run_fgfs_301.sh to add '-301'

.../fg16$ makefg OSG283 FGCLEAN SGCLEAN
.../fg16$ mv install/fgfs install/fgfs-283
.../fg16$ mv run_fgfs.sh run_fgfs_283.sh
.../fg16$ edit run_fgfs_283.sh to add '-283'

.../fg16$ makefg OSG299 FGCLEAN SGCLEAN
...etc...etc...

Then I can run the versions via the run_fgfs-ver 
scripts, side-by-side if desired... real 
simple... no problem...

And all this noise is only about getting that 
script exactly 'right' to now use cmake, 
as it did previously with automake... and I am 
willing to take the time ;=))

 need to see the arguments / environment 
 passed to CMake, to understand why.
But in each case I have explicitly given you 
the exact exports and cmake commands used... 

What more do you need?

Anyway, as mentioned, have moved onto doing 
the same SG/FG/TG update in my XP WIN32, since 
there the powerful source view debugger will 
allow me to trace easily into say a tile load... 

But have already encountered a problem or 2 
which you may be able to help with...

I am sure I will be able to HELP enhance and 
maintain the cmake files as I gain more 
understanding...

But the problems at the moment are that it 

1. can NOT compile sgsound due to NOT finding 
AL/al.h

The GUI asks for the OPENAL_LIBRARY, which in 
my case is - 
C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib

But for some reason it does NOT ask for an 
OPENAL_INCLUDE, which of course would be -
C:\Program Files\OpenAL 1.1 SDK\include

Like it does for multiple OSG, and JPEG, 
ZLIB, etc...

And that additional path needs to be added to 
the additional paths when building this 
particular library, but it does not matter 
if it is added to ALL builds...

Of course I can manually fix this in the 
MSVC IDE, *OR* I could COPY AL/al.h to the 
'3rdparty/include' I am using, that already 
contains many other of the 3rd party 
dependents...

But the 'correct' fix would be for the 
CMake GUI ask where to find it... 

How can I do this?

2. It fails on linking  test_binobj, 
Configuration Debug, with link error 
LNK2005: LIBCMT.lib conflicts with LIBCMTD.lib...

But this does not make sense. It is building 
the Debug configuration, so why has it linked 
also with the NON-Debug version...

AH HA! There it is - cmake is linking 
with all the correct Debug SG libraries, 
like sgiod.lib, note the added 'd', but 
makes a MISTAKE with 
C:\FG\30\3rdparty\lib\zlib.lib!!!


Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-25 Thread Mathias Fröhlich
On Monday, October 24, 2011 22:12:15 Martin Spott wrote:
 George Patterson wrote:
  Btw, Berlios is closing on 31/12/2011 so grab what you need now. I am
  not sure if Mathias has moved the above project to another host.
 
 I'm sure Mathias will speak about the details himself, but aside from
 that I can confirm he's aware of the implications.  In case of doubt,
 there's our mirror at:
 
   http://mapserver.flightgear.org/git/gitweb.pl?p=openrti

Uh, you alredy mirrored this one?!
Ok.
I am currently thinking of what to do with the project. But in the meantime my 
upstream git is now at gitorious:

https://gitorious.org/openrti/openrti

with the git clone url:

git://gitorious.org/openrti/openrti.git

So berlios is already considered dead ...

Mathias

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[Flightgear-devel] OpenRTI git repository

2011-10-25 Thread Mathias Fröhlich

Hi,

Some of you have already noticed that berlios is closing at the end of the 
year. So OpenRTI needs to find a new home.

I have recently just changed my upstream repository to 

git://gitorious.org/openrti/openrti.git

This is not a full replacement for the berlios site, but currently at least 
the location of the git repository.
Still thinking about what to do with mainling lists, that were until now 
unused, and bug tracking and so on.

If you have problems with anything there feel free to contact me.

thanks

Mathias

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Re: [Flightgear-devel] fgdata: Important note

2011-10-25 Thread Heiko Schulz
Hello,

IMHO that adds another not very logical layer of complication for little 
gain.  There's a nice democratic aspect to every aircraft being in a 
single central repository, and reduced opportunities for those clique type 
groups that so naturally spring up and are divisive and very offputting to 
new contributers coming to the project.

Sorry, I hate it to say, but we have that situation already. 

Up until now it's been very straightforward to get a new model included - if 
it's your own work and under a suitable licence you simply ask someone with 
commit rights if you know one, or offer it to the dev list and it goes in.  
There's no embarrasment over which hangar / group / clique to submit it to, 
and I think that's a very good thing.

So far it is working. 
BUT: Those who have commit rights are already busy with their own stuff. For a 
new aircraft it is o.k. to ask them- but when I want to update my work? For 
each small update asking and stealing time of those people?

But the last sentence is not true again, sorry. It should be like that, but it 
isn't any more. 

The idea of Yves aka HB-GRAL is quite nice and seems to me to reflect the 
actual situation.

But I must admit- in the whole thing I'm quite uncertain how to proceed. 
I just know that the current FGData make more and more problems with its size!





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Re: [Flightgear-devel] fgdata: Important note

2011-10-25 Thread Gijs de Rooy

Hi, good to see some more factual discussions. Let me emphasize that anyone is 
welcome to add/edit 
concerns/questions/answers/solution to the wiki: 
http://wiki.flightgear.org/FlightGear_Git:_splitting_fgdata
 Those who have commit rights are already busy with their own stuff. For a new 
 aircraft it is o.k. to ask them-
 but when I want to update my work? For each small update asking and stealing 
 time of those people?

No matter what aircraft-split we end up with, aircraft authors will always be 
able to update their own aircraft at
any time. With the current setup you can for example commit (and accept merge 
requests) for your EC130:https://gitorious.org/flightgear-aircraft/ec130

When you start on a new aircraft and would like to have its repository under 
the FlightGear Aircraft project, you 
do have to ask one of the people from the team: 
https://gitorious.org/+flightgear-aircraft
You also have to contact that teammembers when you'd like to get access to an 
existing repo (or give someone
else access to your aircraft's repo). We could implement Yves' idea (giving 
teams access to repos, rather than individuals) in the FlightGear aircraft 
project. But I don't think it is worth most of the trouble. I think it would 
make things even more un-clear when 
there are hundreds of teams...
But I might be wrong of course. 

Cheers,
Gijs
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Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-25 Thread Mathias Fröhlich

Hi,

On Monday, October 24, 2011 10:27:11 thorsten.i.r...@jyu.fi wrote:
 My understanding is that
 
 * the vertex shader computes stuff for each vertex
Yes.

 If I don't use a fragment shader (as e.g. in the 3dclouds), things like
 shading get a linear interpolation between vertices.
You need to have both shaders if you use one of them. Just using one of which 
is not allowed by gl.

To understand what happens I try to give a brief sketch on how this works:

varying results from the vertex shader are fed into the rasterizer which takes 
the primitives and the varyings at the corners and generates fragments 
(pixels) for these geometries. The scanline algorithm is applied to the 
varyings which means along the edges of the primitives the varying is 
interpolated linearily according to its position between the vertices. Then 
along the scanline the varying result is taken at the two endpoints that are 
located on the edges the varying is again linearily interpolated for each 
fragment.

This is still the same than it was done in the good old fixed function pipeline 
days.
Just that you have today a variable amount of varyings with arbitrary names 
that are handled like the above.

 * the fragment shader allows me to specify a non-linear function to
 interpolate between vertices
Hmm, I do not understand this.
Understand the above and it gets clear what happens.

 If I have two points with distances d1 and d2, I can either compute fog1 =
 exp(-d1/vis) and fog2 = exp(-d2/vis) in the vertex shader.

 The result will then be a linear increase in fog from fog1 at d1 to fog2
 at d2  - which is in general very wrong for large d1-d2 because the actual
 result is exponential and not linear. Or I can pass d1 and d2 to the
 fragment shader and compute the non-linear exponential there - which would
 give me the correct result, since a linear interpolation between d1 and d2
 actually should be an exact result.
Ok, I see:

In other words you are correclty claiming that exp(x*a) != x*exp(a) which just 
means that the exponential is *not* a linear function. Which means you can't 
just pull that out of the fragment shader into the vertex stage without 
changing the results.
:)

 So there should in fact not be any loss of accuracy when I move linear
 quantity computations to the vertex shader, this should only be true if I
 move non-linear quantities.
 
 Is this essentially correct?
Essentially yes.

Hope this helps

Mathias

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Re: [Flightgear-devel] fgdata: Important note

2011-10-25 Thread Heiko Schulz
Hello,

there was little input on the fgdata split and few people speaking up 
when things were started. We do see a lot of responses now - many being 
in favor of the change, but also concerns about remaining issues.
Indeed, setting up the new repo isn't as simple as it seemed initially, 
and there are issues which need to be resolved. We also need common 
acceptance of the new structure, tools and processes.

Unfortunately, the call for split completed was communicated ahead of 
time - even before fgdata itself was switched. And we still do see a 
need for a proper testing phase before switching - including a chance 
for everyone to give input, raise concerns, etc.

Thanks for that- it looked to me like the changes have been made to quick 
without seeing the consequences. Nethertheless, I'm in favor for a split.

My Reasons:
-Gitorious.org had problems with the size of our repo. This was one cause why 
Merge-requests didn't worked for a while. They fixed it, but as the number 
aircraft are increasing I wonder for how long.

-There are countries and locations where download speed isn't really fast, but 
even very slow. And yes, Germany is indeed one of them

-for each small update developers without commit rights it wasn't that 
comfortable to get them up. For those people I think it wasn't easy as well to 
find time to work on their own projects and review and commit new updates of 
aircraft.

That was the reason why I set up my own repos. It was easier for to organize my 
work, still open and free for users even if they want to contribute, tar.gz was 
made automatically (no need of uploading to my Homepage), and  still had the 
possibility to let commit it to FGdata.

On the other side clone each of the 300+ aircraft isn't that comfortable as 
well.
I would rather liked to see a FGAircraft  or 
FGAicraftFixedWings,FGAicrafthelicopters,...

Heiko

 











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Re: [Flightgear-devel] fgdata: Important note

2011-10-25 Thread Gijs de Rooy

 On the other side clone each of the 300+ aircraft isn't that comfortable as 
 well.

There are various ways to tackle that problem. One could write a script to 
clone/pull all 
the aircraft with a single click, but an even nicer solution might be to use 
submodules,
as mentioned at the wiki (sorry for promoting the wiki this often, but it 
really makes 
discussions a lot shorter/better if everyone reads the plan as written down 
there :P)

Gijs
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Re: [Flightgear-devel] Aircraft split

2011-10-25 Thread James Turner

On 25 Oct 2011, at 14:30, syd adams wrote:

 I haven't thought it out too deeply , but
 maybe in this format :
 
 Aircraft: Citation-X
 Author: Syd
 Licence: GPL
 URL: git clone or download url
 Splash: path/url to thumbnail
 
 It would be up to the aircraft developers to fill it in and maintain
 it, and possibly a nice little GUI could be created to automate the
 viewing and downloading.
 Just a thought.

I'm working on pretty much exactly this, only with a bit more intelligence - 
version numbers, mirrors, other metadata. It will happen, but there's quite a 
few parts to get working - including the GUIs as you mention.

James


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[Flightgear-devel] Terragear now sans plib

2011-10-25 Thread Christian Schmitt
Hi there,

maybe you have noticed some exceptionally high activity in recent days/weeks 
on the Terragear repo. Well, there is one particular reason for it: It now 
supports the cmake build system and, as of today, does no longer depend on 
plib. These changes are not yet in the master tree, but can be tested in the 
topics/cmake-integration branch. Please do so, if possible, so we can iron 
out any showstoppers.

Chris

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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-25 Thread James Turner

On 25 Oct 2011, at 15:20, Geoff McLane wrote:
 
 
 need to see the arguments / environment 
 passed to CMake, to understand why.
 But in each case I have explicitly given you 
 the exact exports and cmake commands used... 
 
 What more do you need?

The problem is you've confused me, with all the discussion :) So it would help, 
to be able to see exactly the commands, all of them, in one place - maybe 
upload your scripts to someplace? Then I can get an overview of what you're 
doing.

 1. can NOT compile sgsound due to NOT finding 
 AL/al.h
 
 Of course I can manually fix this in the 
 MSVC IDE, *OR* I could COPY AL/al.h to the 
 '3rdparty/include' I am using, that already 
 contains many other of the 3rd party 
 dependents...
 
 But the 'correct' fix would be for the 
 CMake GUI ask where to find it... 
 
 How can I do this?

Seems like a bug in the FindOpenAL module (we use the standard CMake one) - 
might need to report it upstream. We can fork the script locally, and add 
support, but I wonder why other Windows users didn't report this. Maybe they 
all use Fred's standard dependencies package?

 
 2. It fails on linking  test_binobj, 
 Configuration Debug, with link error 
 LNK2005: LIBCMT.lib conflicts with LIBCMTD.lib...
 
 But this does not make sense. It is building 
 the Debug configuration, so why has it linked 
 also with the NON-Debug version...
 
 Why did it NOT apply that rule in this 
 case? Is there something I can change in 
 the CMakeLists.txt files to make this 
 happen?

The problem is library detection, not generation (so changing the postifx won't 
help - it only affects the libraries that are produced). Again it may be an 
issue with the FindZLib module on Windows - I don't run Windows so not really 
able to say. On Unix, CMake will use both the debug and release versions if it 
finds them, otherwise it will use the release (no suffix) version for 
everything. That's fine on Unix, but obviously not on Windows, since the 
runtimes clash as you described. 

 
 3. Question of library output directory
 
 
 But at present it is outputting the libraries to
 C:/FG/30/simgear/build/simgear/io/debug/sgiod.lib
 and
 C:/FG/30/simgear/build/simgear/io/release/sgio.lib
 
 Ideally I would 'like' it to output them all to 
 C:/FG/30/3rdparty/lib/sgiod.lib and
 C:/FG/30/3rdparty/lib/sgio.lib
 
 That is the whole purpose of using this 'd' 
 for the Debug, to keep the names separate...
 thus do NOT want them placed in 
 .../build/projects/debug|release/lib[d]
 
 So again, do you know of a way to 'teach' 
 cmake this little trick ;=))

Can't you just run 'make install'? The build locations are correct, if you want 
them to end up in their final home, you need to actually perform the install 
step. Assuming I understand what you're trying to achieve.

James



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Re: [Flightgear-devel] Aircraft split

2011-10-25 Thread syd adams
Oh good. I figured someone would be way ahead of me :)
Cheers

On Tue, Oct 25, 2011 at 11:32 AM, James Turner zakal...@mac.com wrote:

 On 25 Oct 2011, at 14:30, syd adams wrote:

 I haven't thought it out too deeply , but
 maybe in this format :

 Aircraft: Citation-X
 Author: Syd
 Licence: GPL
 URL: git clone or download url
 Splash: path/url to thumbnail

 It would be up to the aircraft developers to fill it in and maintain
 it, and possibly a nice little GUI could be created to automate the
 viewing and downloading.
 Just a thought.

 I'm working on pretty much exactly this, only with a bit more intelligence - 
 version numbers, mirrors, other metadata. It will happen, but there's quite a 
 few parts to get working - including the GUIs as you mention.

 James


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Re: [Flightgear-devel] fgdata: Important note

2011-10-25 Thread HB-GRAL
Am 25.10.11 19:09, schrieb syd adams:
 I dont personally see any advantage myself, I'd have to vote no.Sorry Yves.

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Hi Syd

There is nothing to vote yes or no actually. But thanks anyway to read 
and give some feedback.

Cheers, Yves

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