Parkour Game With Cocostudio

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    cocos2d-x Documentation

    Release 3.0rc2

    Ricardo Quesada

    April 21, 2014

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    Contents

    1 What is CocoStudio 3

    1.1 UI Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    1.2 Animation Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    1.3 Scene Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61.4 Data Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    2 Getting Started 7

    2.1 Download CocoStudio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    2.2 Taking a Look at the Built-in Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    3 Lets Build a Parkour Game 11

    3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    3.2 Design the Required Game Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

    4 A Step by Step Process to Make GameMenuUI 15

    4.1 Decide Which Kind of Widgets Shoule be Included. . . . . . . . . . . . . . . . . . . . . . . . . . . 15

    4.2 Put Everything You Need by Adding Widgets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154.3 Set Properties and Export . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    4.4 How to Use the Exported Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    5 A Step by Step Process to MAke CMRun 23

    5.1 Creating Proejct . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

    5.2 Scene Editor and Data Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

    6 Keep Going 37

    7 Indices and tables 39

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    Contents:

    Contents

    What is CocoStudio

    UI Editor

    Animation Editor Scene Editor

    Data Editor

    Contents 1

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    2 Contents

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    CHAPTER 1

    What is CocoStudio

    CocoStudio is a professional game development tool based on Cocos2d-x. It promises to be free of charge in an

    infinite duration. With CocoStudio, developers can create game resources quickly and simplify most of the tedious

    development work with the four editors provided. They are UI Editor, Animation Editor, Scene Editor and Data Editor.

    These four editors cover the core process of game development by dealing with animation resources, UI interface,

    gaming scene and gaming data. Also, each of them has been specifically designed for the best of the correspondingrole in the development team and therefore allows everyone to perform his/her duties with least misuse and most

    efficiency. In brief, CocoStudio will help you achieve high productivity and quality with low risk and cost.

    Figure 1.1: CocoStudio Launcher

    Figure 1: CocoStudio

    The birth of CocoStudio was no accident. We have met so many problems when we get started with the FishJoy2 in

    2012. As the Cocos2d-x didnt have any visualization tools when it came to UI appearence or animations of roles, it

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    used to take a great deal of time for programers to modify their programs to fit the requirements from game deisigners.

    At that time, we were considering about developing a visual toolkit to help to solve these problems. Then we developed

    a toolkit called SP-II to support FishJoy2 at first. Half a year later, we processed this SP-II and released the first official

    version of this toolkit on April 2013, and that was CocoStudio.

    1.1 UI Editor

    UI Editor is an editor that edits all the Graph Interfaces, used mostly by art designers. They import ready interfaceimages into the editor and place, design, edit, joint and modify them in the light of the design scheme. Then, with

    edited UI resource exported, they can be used directly into the game codes. The UI Editor embraces all plug-ins

    of Cocos2d-x and it has extended some of them, satisfying various demands of UI plug-ins during the developing

    process. It is also supportive of individual image exporting, whole image exporting, UI template, UI animation and

    other practical uses.

    1.2 Animation Editor

    Animation Editor is an editor that edits dynamic game resources such as character animation, special-effect animation

    and scene animation. Art designers would be using it more often than other people. After importing ready image

    resources into the editor, they are able to put on various animation effects according to the design scheme and previewthem in the editor. The editor supports key frame animation, sequence frame animation, bone animation, etc. Also,

    it allows for a wide range of resource optimization methods like exporting individual images or the whole image, as

    well as parse of Flash, PSD and Plist resources.

    4 Chapter 1. What is CocoStudio

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    1.2. Animation Editor 5

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    1.3 Scene Editor

    An editor for designing scene elements and game levels. With the editor, planners are able to integrate a mix of diverse

    game resources, including animation resources, UI resources, map resources, particle resources, image resources,

    audio, etc. Meanwhile, it can also be used to edit logical resources such as collisions, triggers, and controllers.

    Furthermore, the editor supports simulation operation, meaning that one can run the current scene in the simulator or

    his/her phone via wireless connection.

    1.4 Data Editor

    The data designers import tables of values into this editor, break down the complicated ones, and then export them as

    common data files such as table of attribute or data. A wide range of different data arrangements can be choosed from

    data manager while exporting as the editor supports index.anima

    Contents

    Getting Started

    Download CocoStudio

    Taking a Look at the Built-in Examples

    * Taking a Look at the Tests* Taking a Look at the Sample Demos

    6 Chapter 1. What is CocoStudio

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    CHAPTER 2

    Getting Started

    2.1 Download CocoStudio

    The CocoStudio can be downloaded at our official website: http://download.cocos2d-x.org/

    In this book, we offers a number of ways for you to learn about CocoStudio on your own - there are tests in Cocos2d-html5 available, as well as sample demos in the editor. You are also welcome to take a further look at help documents

    athttp://help.cocostudio.org/.

    2.2 Taking a Look at the Built-in Examples

    2.2.1 Taking a Look at the Tests

    All tests of the CocoStudios API can be found in Cocos2d-html5. For example, to know how to make a frame event

    with armature, you run the Cocos2d-html5 and you can see it under CocoStudio test called Test Frame Event, and

    the code of these tests is in the project Cocos2d-html5/samples/CocoStudioTest/ArmatureTest/ArmatureTest.js.

    Figure 2: CocoStudio Test - Test Freame Event

    Figure 3: ArmatureTest.js

    2.2.2 Taking a Look at the Sample Demos

    In CocoStudio, when you open the UI Editor, Animation Editor or the Scene Editor, you will find sample demos on

    the beginning page. So you here you can try to open these samples, or help you get started on your own.

    Figure 4: Sample Demos in CocoStudio Animation Editor

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    Contents

    Lets Build a Parkour Game

    Overview* The Introduction of IronCity

    Design the Required Game Components

    A Step by Step Process to Make GameMenuUI

    Decide Which Kind of Widgets Shoule be Included

    Put Everything You Need by Adding Widgets

    Set Properties and Export

    How to Use the Exported Resources

    A Step by Step Process to MAke CMRun

    Creating Proejct

    * Drawing Bones

    * Animation Mode

    * How To Use The Armature In The Program

    * How To Callback The Functions Scene Editor and Data Editor

    * Scene Editor

    * Data Editor

    8 Chapter 2. Getting Started

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    2.2. Taking a Look at the Built-in Examples 9

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    10 Chapter 2. Getting Started

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    CHAPTER 3

    Lets Build a Parkour Game

    3.1 Overview

    3.1.1 The Introduction of IronCity

    This is a little simple parkour game to show you how to use CocoStudio in a game. It is called IronCity, made with

    Cocos2d-html5 and CocoStudio v1.0.2.(CocoStudio released its latest 1.1.0 version during the writing process of this

    document.) The user interfaces and the animations of IronCity were created with CocoStudio. You can clone it from

    our github: https://github.com/yuye-liu/CocostudioIronCity

    IronCity consists of 2 scenes - the main menu scene, and the game scene. Its a simple shooting game. In the game

    scene, you can use gestures to control the CocoMan (The main role) to run, jump, stop or shoot. The goal is to run as

    far as possible, shoot as many monsters as you can - the higher score, the better you do.

    Figure 5: Main Menu Scene

    Figure 6. Game Scene

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    https://github.com/yuye-liu/CocostudioIronCityhttps://github.com/yuye-liu/CocostudioIronCity
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    Figure 7: Code Structure of IronCity

    The screenshot shows the structure of IronCity. We separated the sources into 3 parts. I will talk about each part in a

    nutshell with special emphasis on the ones that used CocoStudio.

    MainMenuScene.js: The beginning scene of IronCity, including a background pictures and a start button. Tap

    start button and it will change to the next scene: the game scene.

    GameScene.js: The main scene of IronCity. All the constants of resources have been defined here. The game

    scene has 3 layers: menu layer, play layer and gameover layer. It also controls all the collision detection for the

    CocoMan.

    Background.js: Create the background map of the game scene. Use tilemap to draw these maps and put them

    together into a complete background.

    GameOver.js: This is a UI layer. When CocoMan dies and the game scene will create the game over

    layer. The game over layer includes a UI that shows the score of player. The UI in game over layer

    is made by UI Editor, all of the 3 layers UI Editors projects can be found in the path CocoStu-

    dioIronCity/IronCityCocoStudioProject/IronCityUI .

    Figure 8: IronCityUI

    Laser.js: Laser is CocoMans weapon. Once you tap the screen in the game scene, the CocoMan will shoot laser

    to the touch point. The laser extend cc.Sprite class. In Laser.js, it provides several functions, for example, add

    or release a laser.

    MenuUI.js: MenuUI is a UI layer, too. It contains 3 basic user interfaces created by UI Editor as a game menu:

    a blood bar, a distance score and a setting button. This is a very simple example so I will choose this MenuUI

    to show how to use UI Editor in next section.

    SettingUI.js: SettingUI is a UI layer for setting. If you touch the setting button on the game scene (setting is

    belong to MenuUI), it will pause the game and create the SettingUI. It can switch off or switch on the musiceffect, regulate the volume of music , return to the game and back to the main menu scene.

    Monster.js: There are two kinds of monsters in IronCity. The Monster class extends from cc.Node get the func-

    tions of generating, destroying, moving the monsters and playing the animations of monsters. The animations

    of monsters is created by Animation Ediotr. But they are just some picturess replacement work, they dont use

    any armatures here. So I dont talk too much about this animations here. Later we will see a complete armature

    animation in next section.

    Player.js: Player is a class extend from cc.Layer. Player includes an armature called imManArmature. This is

    CocoMans armature. The major functions of Player is to load and play 7 animations of CocoMans armature.

    Im going to talk about the running anmation to show you how to build an armature by Animation Editor.

    3.2 Design the Required Game Components

    We are going to show how to build users interface and animations through UI Editor and Animation Editor. We didnt

    use Scene Editor or Data Editor in the IronCity, you can get help from help documents if you need it.

    We designed and created 3 menus and 9 animations by CocoStudio in IronCity. If you cloned the remote on the github

    site I just mentioned about, you can find all of these CocoStudio projects in the folder IronCityCocoStudioProject.

    The 3 menus are called GameMenuUI, GameSceneOverLayer, GameSceneSetMenu. They refer to the 3 layers

    in the game scene of IronCity. And the 9 animations like CMRun or CMRunJump are used to be the animations

    3.2. Design the Required Game Components 13

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    for CocosMan. In next section, I will choose the GameMenuUI and CMRun to show how to use UI Editor and

    Animation Editor.

    Figure 9: CocosManAction

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    CHAPTER 4

    A Step by Step Process to Make GameMenuUI

    4.1 Decide Which Kind of Widgets Shoule be Included

    Firstly, decide what is needed in the UI. The GameMenuUI of IronCity is easy to draw. Here I want a blood bar,

    distance score and setting button. Id open the CocoStudio, choose the UI Editor, create new project from the file.

    Figure 10. Imagination of IronCity

    4.2 Put Everything You Need by Adding Widgets

    Figure 11: UI Editor

    This is a screenshot of UI Editor. I have put my resources into the editor by adding widgets. The yellow parts are

    comments.

    The tools provide 8 ways to help you align and 2 ways to rotate. You can set up the resolution of your UI Layer by

    canvas, which offers several different resolutions. You can see a normal button on the left side of canvas. This button

    changes UI Editor from normal mode to animation mode. The animation part is almost the same as the animation

    Editor, and Id be talking about this in Animation Editor.

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    There are 14 widgets in the widgets toolbar. I will introduce some of them later. All of the widgets can be dragged

    into the main render. If you hold down space on keyboard, you can move your canvas on the main render by your

    mouse. Some of shortcut keys in CocoStudio is similar to that in PhotoShop. Then you pull the picture resource from

    the Resources Menu into the Properties. In this case, I dragged a bloodBar.png to the my bloodBars texture. The

    resources menu supports importing or dragging a .psd file, but the names of the resources should be English.

    Here I have added all widgets I need and set up the pictures from resources. The object structure shows the hierarchy

    of the layer, but that is not the actual order in the game. In Cocos2d-x and Cocos2d-html5, we use Zorder to represent

    the hierarchy of the sprites, while in UI Editor, it is called render layer, and can be found under Properties Menu of

    every widgets.

    Figure 12: Drag Resource into the Texture

    4.3 Set Properties and Export

    The final step is self-expalnatory. I have everything prepared for my GameMenuUI. Just click export projects in

    the File. Most of the time, we use the default setting for exporting. Dont forget to set the properties of the widgets

    before exporting. For example, if you didnt tick the touchable in the properties of Panel, everything belongs to

    Panel cannot be touched, even if the child node has ticked the touchable in its own property.

    Figure 13: Set Properties Before You Export

    4.4 How to Use the Exported Resources

    Figure 14: Put all of the expoerted files into your game resources

    After exporting, you will see a number of files in the export folder of your CocoStudio project. Put all of them into

    your game resources. There would also be a json format file. This is a JavaScript Object Notation file, a kind of data

    exchange language. All of your settings in the UI Editor have been saved in this file. Its not difficult to read a json

    format file. So sometimes you may figure out your problems through this file.

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    Figure 15: Exported JSON format file

    Figure 16: MenuUI.js

    Lets see how to use the exported resources in IronCity. In IronCity, we arranged all the resources constant to an-

    other file.(GameScene.js) Here is the Layer Menu UI and its initial function. (MenuUI.js in IronCity Cocos2d-html5

    version.)

    *this.addWidget(

    cc.UIHelper.getInstance().createWidgetFromJsonFile(Json_IronCityUI_1));*

    createWidgetFromJsonFile()is the way to read the json file into your game. In the MenuUI, we have a setting button

    , blood bar(progress bar), distance score(atlas label), and they all need interaction during the game. So we get these

    widgets by thegetWidgetByName()function as in the pictures. Remember that the names of the widgets can be found

    in your object structure.

    Different widgets will have their own interfaces to be called in the program. For example, you usesetPercent() to

    set the rate of a progress bar, and setStringValue()for the atlas label to change the value. All widgets can add a

    addTouchEventListener() to listen the touch event. In IronCity, we arranged all of the resources constant to another

    file. Try to learn more about from the CocoStudio test inside Cocos2d-html5.

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    CHAPTER 5

    A Step by Step Process to MAke CMRun

    5.1 Creating Proejct

    We are going to create a running animation for the cocoMan. First, same as the GameMenuUI, I built a new project

    named running, then I dragged all of my resources into Resources Menu.

    Fiture 17: Animation Editor

    The picture is the screenshot. The default mode is in the Posing Mode, and you can change it into Animation Modewith the button in the upper left corner.

    Next, lets find out how to create a complete armature in Animation Editor.

    5.1.1 Drawing Bones

    To create a whole armature, each picture of the bones should be complete.

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    A good design of an armature is important. In IronCity, we divided the cocoMan into 6 parts. We created the body

    parts by using 2-4 bones and assembled them when they were finished.

    Figure 18: Create Bone in Animation Editor

    So, in this case, as the picture shows, we put all of the pictures into the main render. This is a right leg, consisting of4 skeletons: thigh, shank, knee and foot. Then you can draw the collision region part in the HitBox. Here I am just

    showing you one option, but we actually did it with another way. Because the more bones and its collision regions you

    create, the lower performance it will be on the browser. Thats why we didnt use it. If you still need it, try to find the

    sample called TestColliderDetector in CocoStudio Test. After combination, we now have a whole right leg on the

    main render. Its time to create bones now.

    5 steps to create an armature:

    1. Choose create bone mode.

    2. Draw bones.

    3. Disable create bone mode.

    4. Bind pictures to bones.

    5. Bind children bone to their parents.

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    Figure 19: Step 1-2

    Figure 20: Step 3-4

    Figure 21: Step 5

    After all the work, I have created all parts of the cocoMan and finally assembled them just like playing Jigsaw. Dont

    forget to bind parent bones when it comes to the joint. This pose is going to be the start of running animation. All of

    the other poses will be extended or copied from this basic armature. Next section we are going to create animations.

    Figure 22: Repeat The Step 1-5 to Build a Whole Armature

    5.1. Creating Proejct 25

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    5.1.2 Animation Mode

    Figure 23: Animation Mode

    Change the mode into animation (Press the button on the left upper corner.)

    The interface of animation mode in UI Editor and Animation Editor are almost the same, as well as their usages.

    The timeline is the core of creating an animation. If you know anything about flash or spine, it should be easy to get

    started.

    There are many frames in the timeline. Each frame represents a time point for the armature. Using rotate or shift

    button to set up the status and poses for each bone of the armature on the key frames, in this way you can create an

    animation.

    Figure 24: Key Frames of CMRunFigure

    These are the key frames of running animation. The Frame 40 is missing because that is identical with Frame 0. In

    this way, you can make your animation coherence when it comes to a loop(tick the Loop). Pressing play button in the

    timeline can show the animation. You can also modify the fps to control the speed of your animation

    5.1.3 How To Use The Armature In The Program

    Figure 25: Create Armaute and Run

    We have finished the armature and animation. Youll find 3 files in the export folder after exporting(default way).

    The ExportJson file is like the json file, which is rather informative. The function CMRunning()is a simple way

    to create an armature and run its animations.(Player.js)

    Using cc.ArmatureDataManager.getInstance().addArmatureFileInfo(Json_CMRun)to read the resources from the

    path, just like the UI Editor. cc.Armature.create(CMRun) will try to create an armature called CMRun from

    all the ExportJson file.

    CMRun is the name of your project, but you can also try to replace all the CMRunin the ExportJson file, this is

    a fast way to change the armatures name.

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    armature.getAnimation().play(Running)will begin to look for the animation named Running in this armatures

    ExportJson file. This name can be set in the animation list from Animation Editor. You can edit it in ExportJon

    file as well.

    5.1.4 How To Callback The Functions

    There are 2 ways to call back a function for the armatures. One is setMovementEventCallFunc(), the other is set-

    FrameEventCallFunc().

    Figure 26: How to Set Callback Functions

    5.2 Scene Editor and Data Editor

    5.2.1 Scene Editor

    Figure 26: Scene Editor Sample: RPGGame on CocoStudio v1.1.0

    The picture is the sample called RPGGame on the start page of Scene Edtior. The interface of Scene Editor is similar

    to that of UI Editor. And the general operation is the same story for the UI Editor. You add the resources, drag the

    widgets, set the properties and export the project. Here are some introduction to show the features.

    Figure 27. Play, stop and connect to device button

    Figure 28: Connect Device

    Play, stop and connect to device button: These three buttons can be found on the right side of the Canvas. Single

    click play, youll get a win32 program running, and that is what you have been editing in Scene Editor.stop button

    would close the application. And the last button is named connect to device. It can start a server, which allows you

    can visit the IP address given to help you run the scene on other device, such as html5 or mobile phones.

    Sprite:CCSprite in Cocos2d-html5.

    5.2. Scene Editor and Data Editor 29

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    Figure 29: Names of the widgets in Scene Editor

    Armature Componet: CCArmautre in Cocos2d-html5. Dragging your armautre resources (usually a ExportJson

    format file built by Animation Editor) into the Aramture File would load the armature to your Scene. Then you can

    choose which animation to play in the Animations List.

    Figure 30. Armature in the sample: Fight Scene

    UI:Similar to the Armature Component. You can add your UI resources into the UI widgets. The UI resources can be

    built by the UI Editor.

    Map Component:Drag your map resources into the Map Component. The map resources may be a tmx format file

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    which is exported by the TileMap.

    Particle Component: Particle resources can be built by Particle Designer. The Particle Component can help to add

    your particle resources to your scene.

    Figure 31. Particle Component properties

    Audio:The audio in Scene Editor supports mp3 and wav format. Add your audio by dragging the Audio widget.

    Figure 32: Audio properties

    Custom Property: Custom Property is related to Data Editor so Ill talk about it later.

    Figure 33: Scene Editor Test

    The picture shows the SceneEditorTest in Cocos2d-html5. This is a test sample for the FishJoy2 in the Scene

    Editor start page.

    Using createNodeWithSceneFile() to create a CCNode from the exported resources by Scene Editor. As all of the

    widgets in Scene Editor can set a Tag property, you can get the widgets through getChildByTag()from their parent

    node. So there is nothing difficulty about using the exported Scene Editor resources. Try to learn more from the

    CocoStudio Test if you meet any kind of questions.

    Figure 34: Running the SceneEditorTest shows the image you edited in the Scene Editor

    5.2.2 Data Editor

    Figure 35: Data in the Excel

    Figure 36: Data Editor

    Data Editor can import template table from Excel or CSV files. The data designer can edit these data in the Data

    Editor and then export them to a Json format file. And the exported Json file can be used in the Scene Editor as

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    a custom component. Then you can use the custom component in your code. See how to use custom component in

    SceneController from Components Test.

    Contents

    Keep Going

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    CHAPTER 6

    Keep Going

    If you want to learn more baout CocoStudio, visit the following websites for more details:

    The Official Website: *http://www.cocostudio.org*

    The Official Forum: *http://www.cocos2d-x.org/forums/24*

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    CHAPTER 7

    Indices and tables

    genindex

    modindex

    search

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