perf: optimize fill hot path — bbox pre-check and geometry inner loop
- Add bounding box rejection in HasOverlaps to skip expensive Part.Intersects (CNC→geometry conversion) for non-adjacent parts. Eliminates ~35% CPU in IsBetterValidFill for grid layouts. - Optimize RayEdgeDistance: access Line fields directly instead of property getters (avoids Vector struct copies), inline IsEqualTo with direct range comparison (avoids Math.Abs), and precompute deltas for reuse in interpolation. - Cache line endpoints in DirectionalDistance outer loop to avoid repeated struct copies in the inner loop. - Add fill timer to ActionClone.Fill, displayed in PlateView status bar as "Fill: N parts in M ms". Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -6,8 +6,8 @@ namespace OpenNest.Geometry
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{
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public class Line : Entity
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{
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private Vector pt1;
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private Vector pt2;
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internal Vector pt1;
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internal Vector pt2;
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public Line()
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{
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@@ -861,22 +861,25 @@ namespace OpenNest
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/// </summary>
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private static double RayEdgeDistance(Vector vertex, Line edge, PushDirection direction)
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{
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var p1 = edge.StartPoint;
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var p2 = edge.EndPoint;
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var p1x = edge.pt1.X;
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var p1y = edge.pt1.Y;
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var p2x = edge.pt2.X;
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var p2y = edge.pt2.Y;
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switch (direction)
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{
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case PushDirection.Left:
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{
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// Ray goes in -X direction. Need non-horizontal edge.
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if (p1.Y.IsEqualTo(p2.Y))
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var dy = p2y - p1y;
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if (dy > -Tolerance.Epsilon && dy < Tolerance.Epsilon)
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return double.MaxValue; // horizontal edge, parallel to ray
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var t = (vertex.Y - p1.Y) / (p2.Y - p1.Y);
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var t = (vertex.Y - p1y) / dy;
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if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
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return double.MaxValue;
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var ix = p1.X + t * (p2.X - p1.X);
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var ix = p1x + t * (p2x - p1x);
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var dist = vertex.X - ix; // positive if edge is to the left
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if (dist > Tolerance.Epsilon) return dist;
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if (dist >= -Tolerance.Epsilon) return 0; // touching
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@@ -885,14 +888,15 @@ namespace OpenNest
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case PushDirection.Right:
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{
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if (p1.Y.IsEqualTo(p2.Y))
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var dy = p2y - p1y;
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if (dy > -Tolerance.Epsilon && dy < Tolerance.Epsilon)
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return double.MaxValue;
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var t = (vertex.Y - p1.Y) / (p2.Y - p1.Y);
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var t = (vertex.Y - p1y) / dy;
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if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
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return double.MaxValue;
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var ix = p1.X + t * (p2.X - p1.X);
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var ix = p1x + t * (p2x - p1x);
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var dist = ix - vertex.X;
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if (dist > Tolerance.Epsilon) return dist;
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if (dist >= -Tolerance.Epsilon) return 0; // touching
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@@ -902,14 +906,15 @@ namespace OpenNest
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case PushDirection.Down:
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{
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// Ray goes in -Y direction. Need non-vertical edge.
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if (p1.X.IsEqualTo(p2.X))
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var dx = p2x - p1x;
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if (dx > -Tolerance.Epsilon && dx < Tolerance.Epsilon)
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return double.MaxValue; // vertical edge, parallel to ray
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var t = (vertex.X - p1.X) / (p2.X - p1.X);
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var t = (vertex.X - p1x) / dx;
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if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
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return double.MaxValue;
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var iy = p1.Y + t * (p2.Y - p1.Y);
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var iy = p1y + t * (p2y - p1y);
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var dist = vertex.Y - iy;
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if (dist > Tolerance.Epsilon) return dist;
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if (dist >= -Tolerance.Epsilon) return 0; // touching
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@@ -918,14 +923,15 @@ namespace OpenNest
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case PushDirection.Up:
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{
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if (p1.X.IsEqualTo(p2.X))
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var dx = p2x - p1x;
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if (dx > -Tolerance.Epsilon && dx < Tolerance.Epsilon)
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return double.MaxValue;
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var t = (vertex.X - p1.X) / (p2.X - p1.X);
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var t = (vertex.X - p1x) / dx;
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if (t < -Tolerance.Epsilon || t > 1.0 + Tolerance.Epsilon)
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return double.MaxValue;
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var iy = p1.Y + t * (p2.Y - p1.Y);
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var iy = p1y + t * (p2y - p1y);
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var dist = iy - vertex.Y;
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if (dist > Tolerance.Epsilon) return dist;
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if (dist >= -Tolerance.Epsilon) return 0; // touching
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@@ -949,14 +955,15 @@ namespace OpenNest
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// Case 1: Each moving vertex → each stationary edge
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for (int i = 0; i < movingLines.Count; i++)
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{
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var movingLine = movingLines[i];
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var movingStart = movingLines[i].pt1;
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var movingEnd = movingLines[i].pt2;
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for (int j = 0; j < stationaryLines.Count; j++)
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{
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var d = RayEdgeDistance(movingLine.StartPoint, stationaryLines[j], direction);
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var d = RayEdgeDistance(movingStart, stationaryLines[j], direction);
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if (d < minDist) minDist = d;
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d = RayEdgeDistance(movingLine.EndPoint, stationaryLines[j], direction);
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d = RayEdgeDistance(movingEnd, stationaryLines[j], direction);
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if (d < minDist) minDist = d;
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}
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}
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@@ -966,14 +973,15 @@ namespace OpenNest
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for (int i = 0; i < stationaryLines.Count; i++)
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{
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var stationaryLine = stationaryLines[i];
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var stationaryStart = stationaryLines[i].pt1;
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var stationaryEnd = stationaryLines[i].pt2;
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for (int j = 0; j < movingLines.Count; j++)
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{
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var d = RayEdgeDistance(stationaryLine.StartPoint, movingLines[j], opposite);
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var d = RayEdgeDistance(stationaryStart, movingLines[j], opposite);
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if (d < minDist) minDist = d;
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d = RayEdgeDistance(stationaryLine.EndPoint, movingLines[j], opposite);
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d = RayEdgeDistance(stationaryEnd, movingLines[j], opposite);
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if (d < minDist) minDist = d;
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}
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}
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@@ -273,8 +273,19 @@ namespace OpenNest
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for (var i = 0; i < parts.Count; i++)
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{
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var box1 = parts[i].BoundingBox;
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for (var j = i + 1; j < parts.Count; j++)
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{
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var box2 = parts[j].BoundingBox;
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// Fast bounding box rejection — if boxes don't overlap,
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// the parts can't intersect. Eliminates nearly all pairs
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// in grid layouts.
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if (box1.Right < box2.Left || box2.Right < box1.Left ||
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box1.Top < box2.Bottom || box2.Top < box1.Bottom)
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continue;
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List<Vector> pts;
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if (parts[i].Intersects(parts[j], out pts))
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Windows.Forms;
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using OpenNest.Controls;
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@@ -170,6 +171,8 @@ namespace OpenNest.Actions
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private void Fill()
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{
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var sw = Stopwatch.StartNew();
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var plate = plateView.Plate;
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var engine = new NestEngine(plate);
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var groupParts = parts.Select(p => p.BasePart).ToList();
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@@ -179,6 +182,8 @@ namespace OpenNest.Actions
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if (plate.Parts.Count == 0)
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{
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engine.Fill(groupParts);
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sw.Stop();
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plateView.Status = $"Fill: {plate.Parts.Count} parts in {sw.ElapsedMilliseconds} ms";
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return;
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}
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@@ -197,7 +202,10 @@ namespace OpenNest.Actions
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if (bestArea == Box.Empty)
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return;
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var before = plate.Parts.Count;
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engine.Fill(groupParts, bestArea);
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sw.Stop();
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plateView.Status = $"Fill: {plate.Parts.Count - before} parts in {sw.ElapsedMilliseconds} ms";
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}
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}
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}
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@@ -139,7 +139,7 @@ namespace OpenNest.Controls
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public string Status
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{
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get { return status; }
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protected set
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set
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{
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status = value;
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