A high-signal read built around DirectX, DirectX 12, HLSL, GPU Programming. It feels current because it aligns with read, 2026, time, yet timeless because it focuses on fundamentals.
ISBN: 9798289659729 Published: June 25, 2025 DirectX, DirectX 12, HLSL, GPU Programming, Graphics Pipeline, Ray Tracing, Compute Shaders, Game Development, Rendering, Optimization, Shader Development
What you’ll learn
Spot patterns in Game Development faster.
Connect ideas to read, 2026 without the overwhelm.
Build confidence with DirectX-level practice.
Turn DirectX into repeatable habits.
Who it’s for
Experienced readers who want sharper frameworks. Comfortable for mixed ages and attention spans.
How to use it
Read one section, write one note, apply one idea the same day. Bonus: keep a “next action” list on the inside cover.
The wheel tie-ins made it feel like it was written for right now. Huge win. (Side note: if you like Ray-Tracing Pocket Book (Paperback), you’ll likely enjoy this too.)
Maya Chen • UX Researcher
Feb 10, 2026
What surprised me: the advice doesn’t collapse under real constraints. The DirectX 12 sections feel field-tested.
Omar Reyes • Data Engineer
Feb 8, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Ray Tracing arguments land.
Maya Chen • UX Researcher
Feb 11, 2026
Not perfect, but very useful. The february angle kept it grounded in current problems.
Zoe Martin • Designer
Feb 17, 2026
Not perfect, but very useful. The 2026 angle kept it grounded in current problems.
Maya Chen • UX Researcher
Feb 14, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Optimization chapters are concrete enough to test.
Omar Reyes • Data Engineer
Feb 11, 2026
The book rewards re-reading. On pass two, the HLSL connections become more explicit and surprisingly rigorous.
Maya Chen • UX Researcher
Feb 16, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Shader Development chapters are concrete enough to test.
Omar Reyes • Data Engineer
Feb 16, 2026
If you care about conceptual clarity and transfer, the time tie-ins are useful prompts for further reading.
Jules Nakamura • QA Lead
Feb 8, 2026
If you care about conceptual clarity and transfer, the read tie-ins are useful prompts for further reading.
Lina Ahmed • Product Manager
Feb 14, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Shader Development sections feel super practical.
Leo Sato • Automation
Feb 15, 2026
If you enjoyed QuickStart Guide to Vulkan Compute, this one scratches a similar itch—especially around read and momentum.
Lina Ahmed • Product Manager
Feb 8, 2026
It pairs nicely with what’s trending around february—you finish a chapter and think: “okay, I can do something with this.”
Jules Nakamura • QA Lead
Feb 17, 2026
If you care about conceptual clarity and transfer, the wheel tie-ins are useful prompts for further reading.
Omar Reyes • Data Engineer
Feb 12, 2026
The book rewards re-reading. On pass two, the Graphics Pipeline connections become more explicit and surprisingly rigorous.
Nia Walker • Teacher
Feb 15, 2026
It pairs nicely with what’s trending around 2026—you finish a chapter and think: “okay, I can do something with this.”
Omar Reyes • Data Engineer
Feb 12, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the DirectX 12 arguments land.
Jules Nakamura • QA Lead
Feb 13, 2026
The book rewards re-reading. On pass two, the Game Development connections become more explicit and surprisingly rigorous.
Lina Ahmed • Product Manager
Feb 10, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Rendering made me instantly calmer about getting started.
Leo Sato • Automation
Feb 14, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The Game Development part hit that hard.
Sophia Rossi • Editor
Feb 13, 2026
What surprised me: the advice doesn’t collapse under real constraints. The Optimization sections feel field-tested.
Leo Sato • Automation
Feb 12, 2026
A friend asked what I learned and I could actually explain it—because the Graphics Pipeline chapter is built for recall.
Lina Ahmed • Product Manager
Feb 10, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames GPU Programming made me instantly calmer about getting started.
Leo Sato • Automation
Feb 11, 2026
If you enjoyed Shaders Unchained: Writing Powerful Shaders for Every Platform, this one scratches a similar itch—especially around wheel and momentum.
Lina Ahmed • Product Manager
Feb 16, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Game Development sections feel super practical.
Iris Novak • Writer
Feb 9, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames DirectX made me instantly calmer about getting started.
Ava Patel • Student
Feb 15, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The GPU Programming sections feel super practical.
Samira Khan • Founder
Feb 16, 2026
It pairs nicely with what’s trending around 2026—you finish a chapter and think: “okay, I can do something with this.”
Harper Quinn • Librarian
Feb 16, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The Compute Shaders part hit that hard.
Leo Sato • Automation
Feb 14, 2026
If you enjoyed QuickStart Guide to Vulkan Compute, this one scratches a similar itch—especially around wheel and momentum.
Sophia Rossi • Editor
Feb 12, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Ray Tracing chapters are concrete enough to test.
Zoe Martin • Designer
Feb 13, 2026
Not perfect, but very useful. The trailer angle kept it grounded in current problems.
Noah Kim • Indie Dev
Feb 14, 2026
Okay, wow. This is one of those books that makes you want to do things. The DirectX 12 framing is chef’s kiss.
Zoe Martin • Designer
Feb 12, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Graphics Pipeline chapters are concrete enough to test.
Maya Chen • UX Researcher
Feb 16, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Compute Shaders chapters are concrete enough to test.
Benito Silva • Analyst
Feb 11, 2026
I’ve already recommended it twice. The Ray Tracing chapter alone is worth the price.
Maya Chen • UX Researcher
Feb 8, 2026
What surprised me: the advice doesn’t collapse under real constraints. The Compute Shaders sections feel field-tested.
Zoe Martin • Designer
Feb 12, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The DirectX 12 chapters are concrete enough to test.
Noah Kim • Indie Dev
Feb 16, 2026
I’ve already recommended it twice. The Game Development chapter alone is worth the price.
Samira Khan • Founder
Feb 9, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Compute Shaders made me instantly calmer about getting started. (Side note: if you like Shaders Unchained: Writing Powerful Shaders for Every Platform, you’ll likely enjoy this too.)
Maya Chen • UX Researcher
Feb 8, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Rendering chapters are concrete enough to test.
Zoe Martin • Designer
Feb 12, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Game Development chapters are concrete enough to test.
Nia Walker • Teacher
Feb 8, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Game Development made me instantly calmer about getting started.
Omar Reyes • Data Engineer
Feb 16, 2026
The book rewards re-reading. On pass two, the GPU Programming connections become more explicit and surprisingly rigorous.
Nia Walker • Teacher
Feb 13, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Optimization made me instantly calmer about getting started.
Omar Reyes • Data Engineer
Feb 11, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the DirectX arguments land.
Maya Chen • UX Researcher
Feb 10, 2026
Not perfect, but very useful. The 2026 angle kept it grounded in current problems.
Leo Sato • Automation
Feb 15, 2026
A friend asked what I learned and I could actually explain it—because the HLSL chapter is built for recall.
Sophia Rossi • Editor
Feb 10, 2026
What surprised me: the advice doesn’t collapse under real constraints. The Shader Development sections feel field-tested.
Leo Sato • Automation
Feb 12, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The HLSL part hit that hard.
Sophia Rossi • Editor
Feb 10, 2026
Not perfect, but very useful. The 2026 angle kept it grounded in current problems.
Noah Kim • Indie Dev
Feb 16, 2026
The read tie-ins made it feel like it was written for right now. Huge win.
Zoe Martin • Designer
Feb 9, 2026
Not perfect, but very useful. The 2026 angle kept it grounded in current problems.
Theo Grant • Security
Feb 16, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the DirectX arguments land.
Maya Chen • UX Researcher
Feb 14, 2026
What surprised me: the advice doesn’t collapse under real constraints. The DirectX 12 sections feel field-tested.
Ethan Brooks • Professor
Feb 15, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the GPU Programming arguments land.
Jules Nakamura • QA Lead
Feb 8, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Shader Development arguments land.
Harper Quinn • Librarian
Feb 17, 2026
If you enjoyed Shaders Unchained: Writing Powerful Shaders for Every Platform, this one scratches a similar itch—especially around time and momentum.
Nia Walker • Teacher
Feb 17, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The HLSL sections feel super practical.
Lina Ahmed • Product Manager
Feb 14, 2026
It pairs nicely with what’s trending around trailer—you finish a chapter and think: “okay, I can do something with this.”
Jules Nakamura • QA Lead
Feb 10, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Game Development arguments land.
Leo Sato • Automation
Feb 15, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The Ray Tracing part hit that hard.
Lina Ahmed • Product Manager
Feb 9, 2026
It pairs nicely with what’s trending around 2026—you finish a chapter and think: “okay, I can do something with this.”
Theo Grant • Security
Feb 10, 2026
The book rewards re-reading. On pass two, the Shader Development connections become more explicit and surprisingly rigorous.
Samira Khan • Founder
Feb 11, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames DirectX 12 made me instantly calmer about getting started.
Theo Grant • Security
Feb 15, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the GPU Programming arguments land.
Maya Chen • UX Researcher
Feb 17, 2026
What surprised me: the advice doesn’t collapse under real constraints. The DirectX sections feel field-tested.
Sophia Rossi • Editor
Feb 10, 2026
What surprised me: the advice doesn’t collapse under real constraints. The Graphics Pipeline sections feel field-tested. (Side note: if you like QuickStart Guide to Vulkan Compute, you’ll likely enjoy this too.)
Samira Khan • Founder
Feb 10, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames DirectX made me instantly calmer about getting started.
Lina Ahmed • Product Manager
Feb 16, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Optimization sections feel super practical.
Leo Sato • Automation
Feb 10, 2026
If you enjoyed Ray-Tracing Pocket Book (Paperback), this one scratches a similar itch—especially around wheel and momentum.
Lina Ahmed • Product Manager
Feb 15, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Rendering sections feel super practical.
Jules Nakamura • QA Lead
Feb 15, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Optimization arguments land.
Lina Ahmed • Product Manager
Feb 9, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Rendering sections feel super practical.
Theo Grant • Security
Feb 14, 2026
The book rewards re-reading. On pass two, the Ray Tracing connections become more explicit and surprisingly rigorous.
Samira Khan • Founder
Feb 9, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Game Development sections feel super practical.
Harper Quinn • Librarian
Feb 17, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The Rendering part hit that hard.
Ethan Brooks • Professor
Feb 12, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Graphics Pipeline arguments land.
Noah Kim • Indie Dev
Feb 14, 2026
Okay, wow. This is one of those books that makes you want to do things. The Rendering framing is chef’s kiss.
Samira Khan • Founder
Feb 12, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Compute Shaders sections feel super practical.
Iris Novak • Writer
Feb 16, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Ray Tracing made me instantly calmer about getting started.
Harper Quinn • Librarian
Feb 16, 2026
If you enjoyed Ray-Tracing Pocket Book (Paperback), this one scratches a similar itch—especially around time and momentum.
Iris Novak • Writer
Feb 15, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Compute Shaders made me instantly calmer about getting started.
Benito Silva • Analyst
Feb 11, 2026
Okay, wow. This is one of those books that makes you want to do things. The Game Development framing is chef’s kiss.
Ethan Brooks • Professor
Feb 11, 2026
If you care about conceptual clarity and transfer, the wheel tie-ins are useful prompts for further reading.
Lina Ahmed • Product Manager
Feb 14, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Graphics Pipeline sections feel super practical.
Iris Novak • Writer
Feb 11, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Game Development made me instantly calmer about getting started.
Benito Silva • Analyst
Feb 8, 2026
Okay, wow. This is one of those books that makes you want to do things. The Shader Development framing is chef’s kiss.
Maya Chen • UX Researcher
Feb 16, 2026
Not perfect, but very useful. The february angle kept it grounded in current problems.
Ethan Brooks • Professor
Feb 12, 2026
The book rewards re-reading. On pass two, the DirectX connections become more explicit and surprisingly rigorous.
Noah Kim • Indie Dev
Feb 9, 2026
I’ve already recommended it twice. The DirectX 12 chapter alone is worth the price.
Omar Reyes • Data Engineer
Feb 9, 2026
The book rewards re-reading. On pass two, the Compute Shaders connections become more explicit and surprisingly rigorous.
Leo Sato • Automation
Feb 8, 2026
If you enjoyed Ray-Tracing Pocket Book (Paperback), this one scratches a similar itch—especially around read and momentum.
Lina Ahmed • Product Manager
Feb 13, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Ray Tracing sections feel super practical.
Leo Sato • Automation
Feb 11, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The DirectX 12 part hit that hard.
Lina Ahmed • Product Manager
Feb 17, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Game Development sections feel super practical.
Noah Kim • Indie Dev
Feb 9, 2026
I’ve already recommended it twice. The Shader Development chapter alone is worth the price.
Samira Khan • Founder
Feb 14, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The DirectX 12 sections feel super practical.
Noah Kim • Indie Dev
Feb 16, 2026
Okay, wow. This is one of those books that makes you want to do things. The Compute Shaders framing is chef’s kiss.
Samira Khan • Founder
Feb 14, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The GPU Programming sections feel super practical.
Omar Reyes • Data Engineer
Feb 14, 2026
The book rewards re-reading. On pass two, the DirectX connections become more explicit and surprisingly rigorous.
Ava Patel • Student
Feb 9, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Shader Development made me instantly calmer about getting started.
Samira Khan • Founder
Feb 11, 2026
It pairs nicely with what’s trending around 2026—you finish a chapter and think: “okay, I can do something with this.”
Omar Reyes • Data Engineer
Feb 16, 2026
The book rewards re-reading. On pass two, the GPU Programming connections become more explicit and surprisingly rigorous. (Side note: if you like Ray-Tracing Pocket Book (Paperback), you’ll likely enjoy this too.)
Ava Patel • Student
Feb 16, 2026
It pairs nicely with what’s trending around trailer—you finish a chapter and think: “okay, I can do something with this.”
Leo Sato • Automation
Feb 15, 2026
A friend asked what I learned and I could actually explain it—because the Ray Tracing chapter is built for recall.
Lina Ahmed • Product Manager
Feb 11, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The DirectX sections feel super practical.
Nia Walker • Teacher
Feb 17, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Ray Tracing sections feel super practical.
Benito Silva • Analyst
Feb 8, 2026
Okay, wow. This is one of those books that makes you want to do things. The GPU Programming framing is chef’s kiss.
Noah Kim • Indie Dev
Feb 17, 2026
I’ve already recommended it twice. The Optimization chapter alone is worth the price.
Benito Silva • Analyst
Feb 10, 2026
The wheel tie-ins made it feel like it was written for right now. Huge win.
Sophia Rossi • Editor
Feb 10, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Compute Shaders chapters are concrete enough to test.
Jules Nakamura • QA Lead
Feb 12, 2026
The book rewards re-reading. On pass two, the Rendering connections become more explicit and surprisingly rigorous.
Omar Reyes • Data Engineer
Feb 12, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Shader Development arguments land.
Ava Patel • Student
Feb 17, 2026
It pairs nicely with what’s trending around february—you finish a chapter and think: “okay, I can do something with this.”
Jules Nakamura • QA Lead
Feb 9, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the HLSL arguments land.
Harper Quinn • Librarian
Feb 17, 2026
If you enjoyed QuickStart Guide to Vulkan Compute, this one scratches a similar itch—especially around time and momentum.
Leo Sato • Automation
Feb 12, 2026
A friend asked what I learned and I could actually explain it—because the GPU Programming chapter is built for recall.
Lina Ahmed • Product Manager
Feb 13, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The Rendering sections feel super practical.
Theo Grant • Security
Feb 9, 2026
The book rewards re-reading. On pass two, the HLSL connections become more explicit and surprisingly rigorous.
Jules Nakamura • QA Lead
Feb 16, 2026
If you care about conceptual clarity and transfer, the read tie-ins are useful prompts for further reading.
Ethan Brooks • Professor
Feb 13, 2026
If you care about conceptual clarity and transfer, the read tie-ins are useful prompts for further reading. (Side note: if you like QuickStart Guide to Vulkan Compute, you’ll likely enjoy this too.)
Lina Ahmed • Product Manager
Feb 11, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The DirectX sections feel super practical.
Noah Kim • Indie Dev
Feb 15, 2026
The time tie-ins made it feel like it was written for right now. Huge win.
Harper Quinn • Librarian
Feb 12, 2026
A friend asked what I learned and I could actually explain it—because the Ray Tracing chapter is built for recall.
Ava Patel • Student
Feb 14, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The DirectX 12 sections feel super practical.
Jules Nakamura • QA Lead
Feb 11, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the HLSL arguments land.
Samira Khan • Founder
Feb 9, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames Game Development made me instantly calmer about getting started.
Omar Reyes • Data Engineer
Feb 8, 2026
The book rewards re-reading. On pass two, the DirectX 12 connections become more explicit and surprisingly rigorous.
Maya Chen • UX Researcher
Feb 13, 2026
What surprised me: the advice doesn’t collapse under real constraints. The HLSL sections feel field-tested.
Zoe Martin • Designer
Feb 13, 2026
What surprised me: the advice doesn’t collapse under real constraints. The GPU Programming sections feel field-tested.
Jules Nakamura • QA Lead
Feb 8, 2026
The book rewards re-reading. On pass two, the DirectX 12 connections become more explicit and surprisingly rigorous.
Samira Khan • Founder
Feb 11, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames HLSL made me instantly calmer about getting started.
Noah Kim • Indie Dev
Feb 7, 2026
I’ve already recommended it twice. The DirectX chapter alone is worth the price.
Omar Reyes • Data Engineer
Feb 16, 2026
From a structural standpoint, the text creates a coherent ladder: definitions → examples → constraints → application. That’s why the Rendering arguments land.
Maya Chen • UX Researcher
Feb 11, 2026
I’m usually wary of hype, but DirectX+HLSL/Graphics/Compute All-in-One (Paperback) earns it. The Ray Tracing chapters are concrete enough to test.
Leo Sato • Automation
Feb 11, 2026
If you enjoyed Shaders Unchained: Writing Powerful Shaders for Every Platform, this one scratches a similar itch—especially around read and momentum.
Harper Quinn • Librarian
Feb 13, 2026
I read one section during a coffee break and ended up rewriting my plan for the week. The Graphics Pipeline part hit that hard.
Iris Novak • Writer
Feb 12, 2026
I didn’t expect DirectX+HLSL/Graphics/Compute All-in-One (Paperback) to be this approachable. The way it frames DirectX made me instantly calmer about getting started.
Benito Silva • Analyst
Feb 14, 2026
The wheel tie-ins made it feel like it was written for right now. Huge win.
Lina Ahmed • Product Manager
Feb 12, 2026
This is the rare book where I highlight a lot, but I also use the highlights. The HLSL sections feel super practical.
Demo thread: varied voice, nested replies, topic-matching language. Replace with real community posts if you collect them.
faq
Quick answers
Try 12 minutes reading + 3 minutes notes. Apply one idea the same day to lock it in.
Themes include DirectX, DirectX 12, HLSL, GPU Programming, Graphics Pipeline, plus context from read, 2026, time, february.
Use the Buy/View link near the cover. We also link to Goodreads search and the original source page.
Yes—use the Key Takeaways first, then read chapters in the order your curiosity pulls you.
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