remove coder and physics deps
parent
5c5ea74e14
commit
0e1967595b
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@ -1,17 +1,12 @@
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/**
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* Creates a Animation object
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* @param coder
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* @param apiAnimation GameLib.D3.API.Animation
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* @constructor
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*/
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GameLib.D3.Animation = function(
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coder,
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apiAnimation
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) {
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this.coder = coder;
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this.coder.isNotCodeMirrorThrow();
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if (GameLib.Utils.UndefinedOrNull(apiAnimation)) {
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apiAnimation = {};
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}
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@ -182,21 +177,28 @@ GameLib.D3.Animation.prototype.toApiObject = function() {
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/**
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* Converts from an Object Animation to a GameLib.D3.Animation
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* @param coder GameLib.D3.Coder
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* @param objectAnimation Object
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* @returns {GameLib.D3.Animation}
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* @constructor
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*/
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GameLib.D3.Animation.FromObject = function(coder, objectAnimation) {
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GameLib.D3.Animation.FromObject = function(objectAnimation) {
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var apiAnimation = GameLib.D3.API.Animation.FromObject(objectAnimation);
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return new GameLib.D3.Animation(
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coder,
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apiAnimation
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);
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};
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GameLib.D3.Animation.prototype.launchEditor = function(){
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GameLib.Event.Emit(
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GameLib.Event.GET_CODER_IMPLEMENTATION,
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null,
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function(coder) {
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this.coder = coder;
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this.coder.isNotCodeMirrorThrow();
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}.bind(this)
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);
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var property = null;
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if (this.functionType === GameLib.D3.Animation.ANIMATION_FUNCTION_TYPE_ROTATION) {
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@ -1,17 +1,12 @@
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/**
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* Creates a CustomCode object
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* @param coder
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* @param apiCustomCode GameLib.D3.API.CustomCode
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* @constructor
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*/
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GameLib.D3.CustomCode = function(
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coder,
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apiCustomCode
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) {
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this.coder = coder;
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this.coder.isNotCodeMirrorThrow();
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if (GameLib.Utils.UndefinedOrNull(apiCustomCode)) {
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apiCustomCode = {};
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}
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@ -93,22 +88,29 @@ GameLib.D3.CustomCode.prototype.toApiObject = function() {
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/**
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* Converts from an Object CustomCode to a GameLib.D3.CustomCode
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* @param coder GameLib.D3.Coder
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* @param objectCustomCode Object
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* @returns {GameLib.D3.CustomCode}
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* @constructor
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*/
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GameLib.D3.CustomCode.FromObject = function(coder, objectCustomCode) {
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GameLib.D3.CustomCode.FromObject = function(objectCustomCode) {
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var apiCustomCode = GameLib.D3.API.CustomCode.FromObject(objectCustomCode);
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return new GameLib.D3.CustomCode(
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coder,
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apiCustomCode
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);
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};
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GameLib.D3.CustomCode.prototype.launchEditor = function(){
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this.editor = this.coder.instance(
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GameLib.Event.Emit(
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GameLib.Event.GET_CODER_IMPLEMENTATION,
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null,
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function(coder) {
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this.coder = coder;
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this.coder.isNotCodeMirrorThrow();
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}.bind(this)
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);
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this.editor = this.coder.instance(
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document.body,
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{
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value : this.code,
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@ -1,8 +1,6 @@
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/**
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* Storage System takes care loading and linking components and dependencies
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* @param graphics
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* @param physics
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* @param coder
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* @param apiSystem GameLib.API.System
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* @param token
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* @param apiUploadUrl
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@ -16,8 +14,6 @@
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*/
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GameLib.System.Storage = function(
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graphics,
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physics,
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coder,
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apiSystem,
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token,
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apiUploadUrl,
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@ -28,15 +24,6 @@ GameLib.System.Storage = function(
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onComponentProgress,
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onComponentError
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) {
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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this.physics = physics;
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this.physics.isNotCannonThrow();
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this.coder = coder;
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this.coder.isNotCodeMirrorThrow();
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GameLib.System.call(
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this,
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apiSystem
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@ -101,7 +88,40 @@ GameLib.System.Storage.prototype.start = function() {
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GameLib.System.prototype.start.call(this);
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this.loginSubscription = this.subscribe(
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GameLib.Event.Emit(
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GameLib.Event.GET_GRAPHICS_IMPLEMENTATION,
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null,
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function(graphics) {
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this.graphics = graphics;
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}.bind(this),
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function() {
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this.graphics = null;
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}.bind(this)
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);
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GameLib.Event.Emit(
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GameLib.Event.GET_PHYSICS_IMPLEMENTATION,
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null,
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function(physics) {
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this.physics = physics;
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}.bind(this),
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function() {
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this.physics = null;
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}.bind(this)
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);
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GameLib.Event.Emit(
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GameLib.Event.GET_CODER_IMPLEMENTATION,
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null,
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function(coder) {
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this.coder = coder;
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}.bind(this),
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function() {
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this.coder = null;
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}.bind(this)
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);
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this.loginSubscription = this.subscribe(
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GameLib.Event.LOGGED_IN,
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function(data) {
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this.token = data.token;
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@ -400,24 +420,41 @@ GameLib.System.Storage.prototype.loadComponent = function(apiUrl, toProcess, inc
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} else {
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try {
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runtimeComponent = fn(component);
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} catch (error) {
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try {
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runtimeComponent = fn(__system.coder, component);
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} catch (error) {
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if (__system.coder) {
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try {
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runtimeComponent = fn(__system.coder, component);
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} catch (error) {
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}
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}
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if (!runtimeComponent && __system.graphics) {
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try {
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runtimeComponent = fn(__system.graphics, component);
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} catch (error) {
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try {
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runtimeComponent = fn(__system.physics, component);
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} catch (error) {
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/**
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* ok - we don't cannot create this component
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*/
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}
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}
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}
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if (!runtimeComponent && __system.physics) {
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try {
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runtimeComponent = fn(__system.physics, component);
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} catch (error) {
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/**
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* ok - we don't cannot create this component
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*/
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}
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}
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}
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if (!runtimeComponent) {
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if (clientErrorCallback) {
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clientErrorCallback('Could not create a runtime component: ' + component.name);
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