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351 lines
14 KiB
351 lines
14 KiB
# Copyright (c) 2016 PaddlePaddle Authors. All Rights Reserve.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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# This is a toolchain file for cross-compiling for iOS, and the
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# configuration largely refers to public toolchain file:
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# https://raw.githubusercontent.com/leetal/ios-cmake/master/ios.toolchain.cmake
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# and
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# https://github.com/cristeab/ios-cmake
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#
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# Supports options:
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# IOS_PLATFORM = OS (default) or SIMULATOR
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# This decides if SDKS will be selected from the iPhoneOS.platform or iPhoneSimulator.platform folders
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# OS - the default, used to build for iPhone and iPad physical devices, which have an arm arch.
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# SIMULATOR - used to build for the Simulator platforms, which have an x86 arch.
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# IOS_ARCH
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# The archectures wanted to support, such "arm64", "armv7;arm64"
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# IOS_DEPLOYMENT_TARGET
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# The minimum iOS deployment version, such as "7.0"
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# IOS_ENABLE_BITCODE = ON (default) or OFF
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# IOS_USE_VECLIB_FOR_BLAS = OFF (default) or ON
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# IOS_DEVELOPER_ROOT = automatic(default) or /path/to/platform/Developer folder
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# By default this location is automatcially chosen based on the IOS_PLATFORM value above.
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# If set manually, it will override the default location and force the user of a particular Developer Platform
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# IOS_SDK_ROOT = automatic(default) or /path/to/platform/Developer/SDKs/SDK folder
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# By default this location is automatcially chosen based on the IOS_DEVELOPER_ROOT value.
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# In this case it will always be the most up-to-date SDK found in the IOS_DEVELOPER_ROOT path.
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# If set manually, this will force the use of a specific SDK version
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# Macros:
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# set_xcode_property (TARGET XCODE_PROPERTY XCODE_VALUE)
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# A convenience macro for setting xcode specific properties on targets
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# example: set_xcode_property (myioslib IPHONEOS_DEPLOYMENT_TARGET "3.1")
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# find_host_package (PROGRAM ARGS)
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# A macro used to find executable programs on the host system, not within the iOS environment.
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# Thanks to the android-cmake project for providing the command
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if(NOT IOS)
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return()
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endif()
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set(CMAKE_SYSTEM_NAME Darwin)
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# Get the Xcode version being used.
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execute_process(COMMAND xcodebuild -version
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OUTPUT_VARIABLE XCODE_VERSION
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RESULT_VARIABLE XCODE_VERSION_RESULT
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ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
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if(NOT ${XCODE_VERSION_RESULT})
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string(REGEX MATCH "Xcode [0-9\\.]+" XCODE_VERSION "${XCODE_VERSION}")
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string(REGEX REPLACE "Xcode ([0-9\\.]+)" "\\1" XCODE_VERSION "${XCODE_VERSION}")
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message(STATUS "Building with Xcode version: ${XCODE_VERSION}")
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else()
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message(FATAL_ERROR "Cannot execute xcodebuild, please check whether xcode is installed.")
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endif()
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# Required as of cmake 2.8.10
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set(CMAKE_OSX_DEPLOYMENT_TARGET "" CACHE STRING "Force unset of the deployment target for iOS" FORCE)
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# Setup iOS platform unless specified manually with IOS_PLATFORM
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if(NOT DEFINED IOS_PLATFORM)
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set(IOS_PLATFORM "OS")
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endif()
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set(IOS_PLATFORM ${IOS_PLATFORM} CACHE STRING "Type of iOS Platform")
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# Set the architecture for iOS
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if(NOT DEFINED IOS_ARCH)
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if(IOS_PLATFORM STREQUAL "OS")
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# FIXME(liuyiqun): support "armv7;armv7s;arm64" future
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set(IOS_ARCH "arm64")
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elseif(IOS_PLATFORM STREQUAL "SIMULATOR")
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set(IOS_ARCH "i386;x86_64")
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elseif(IOS_PLATFORM STREQUAL "WATCHOS")
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set(IOS_ARCH armv7k)
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endif()
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endif()
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set(CMAKE_OSX_ARCHITECTURES ${IOS_ARCH} CACHE string "Build architecture for iOS")
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# Specify minimum iOS deployment version
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if(NOT DEFINED IOS_DEPLOYMENT_TARGET)
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set(IOS_DEPLOYMENT_TARGET "7.0")
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endif()
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set(IOS_DEPLOYMENT_TARGET ${IOS_DEPLOYMENT_TARGET} CACHE STRING "Minimum iOS version")
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# Whether to enable bitcode
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if(NOT DEFINED IOS_ENABLE_BITCODE)
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set(IOS_ENABLE_BITCODE ON)
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endif()
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set(IOS_ENABLE_BITCODE ${IOS_ENABLE_BITCODE} CACHE BOOL "Whether to enable bitcode")
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if(NOT DEFINED IOS_USE_VECLIB_FOR_BLAS)
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set(IOS_USE_VECLIB_FOR_BLAS OFF)
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endif()
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set(IOS_USE_VECLIB_FOR_BLAS ${IOS_UES_VECLIB_FOR_BLAS} CACHE BOOL "Whether to use veclib")
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# Check the platform selection and setup for developer root
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if(${IOS_PLATFORM} STREQUAL "OS")
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set(IOS_PLATFORM_LOCATION "iPhoneOS.platform")
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set(XCODE_IOS_PLATFORM iphoneos)
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# This causes the installers to properly locate the output libraries
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set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos")
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elseif(${IOS_PLATFORM} STREQUAL "SIMULATOR")
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set(IOS_PLATFORM_LOCATION "iPhoneSimulator.platform")
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set(XCODE_IOS_PLATFORM iphonesimulator)
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# This causes the installers to properly locate the output libraries
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set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphonesimulator")
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elseif(${IOS_PLATFORM} STREQUAL "WATCHOS")
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set(IOS_PLATFORM_LOCATION "WatchOS.platform")
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set(XCODE_IOS_PLATFORM watchos)
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# This causes the installers to properly locate the output libraries
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set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-watchos")
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else(${IOS_PLATFORM} STREQUAL "OS")
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message(FATAL_ERROR "Unsupported IOS_PLATFORM value selected. Please set to\n"
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"\t OS, SIMULATOR, or WATCHOS.")
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endif()
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# Check iOS developer toolchain
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if(NOT DEFINED IOS_DEVELOPER_ROOT)
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# Setup iOS developer location
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execute_process(COMMAND xcode-select -print-path
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OUTPUT_VARIABLE XCODE_DEVELOPER_DIR
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RESULT_VARIABLE XCODE_DEVELOPER_DIR_RESULT
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ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
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# Xcode 4.3 changed the installation location, choose the most recent one available
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if(${XCODE_VERSION} VERSION_LESS "4.3.0")
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set(IOS_DEVELOPER_ROOT "/Developer/Platforms/${IOS_PLATFORM_LOCATION}/Developer")
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else()
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set(IOS_DEVELOPER_ROOT "${XCODE_DEVELOPER_DIR}/Platforms/${IOS_PLATFORM_LOCATION}/Developer")
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endif()
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endif()
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if(EXISTS ${IOS_DEVELOPER_ROOT})
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set(IOS_DEVELOPER_ROOT ${IOS_DEVELOPER_ROOT} CACHE PATH "Location of iOS Platform")
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else()
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message(FATAL_ERROR "Invalid IOS_DEVELOPER_ROOT: ${IOS_DEVELOPER_ROOT} does not exist.")
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endif()
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# Check iOS SDK
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if(NOT DEFINED IOS_SDK_ROOT)
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# Find and use the most recent iOS sdk
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file(GLOB IOS_SDK_LISTS "${IOS_DEVELOPER_ROOT}/SDKs/*")
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if(IOS_SDK_LISTS)
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list(SORT IOS_SDK_LISTS)
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list(REVERSE IOS_SDK_LISTS)
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list(GET IOS_SDK_LISTS 0 IOS_SDK_ROOT)
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else(IOS_SDK_LISTS)
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message(FATAL_ERROR "No iOS SDK's found in default search path ${IOS_DEVELOPER_ROOT}."
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" Please manually set IOS_SDK_ROOT or install the iOS SDK.")
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endif(IOS_SDK_LISTS)
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endif()
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if(EXISTS ${IOS_SDK_ROOT})
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set(IOS_SDK_ROOT ${IOS_SDK_ROOT} CACHE PATH "Location of the selected iOS SDK")
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message(STATUS "iOS toolchain: ${IOS_SDK_ROOT}")
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else()
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message(FATAL_ERROR "Invalid IOS_SDK_ROOT: ${IOS_SDK_ROOT} does not exist.")
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endif()
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# Set the sysroot default to the most recent SDK
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set(CMAKE_OSX_SYSROOT ${IOS_SDK_ROOT} CACHE PATH "Sysroot used for iOS support")
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# Get version of iOS SDK
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execute_process(COMMAND xcodebuild -sdk ${CMAKE_OSX_SYSROOT} -version SDKVersion
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OUTPUT_VARIABLE IOS_SDK_VERSION
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RESULT_VARIABLE IOS_SDK_VERSION_RESULT
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ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
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if(${IOS_SDK_VERSION_RESULT})
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string(REGEX MATCH "(([0-9]+)\\.)+([0-9]+)" IOS_SDK_VERSION "${IOS_SDK_ROOT}")
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endif()
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if(NOT IOS_SDK_VERSION)
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message(WARNING "Cannot get SDK's version.")
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set(IOS_SDK_VERSION 1)
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endif()
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set(CMAKE_SYSTEM_VERSION ${IOS_SDK_VERSION})
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# Find the C & C++ compilers for the specified SDK.
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if(NOT CMAKE_C_COMPILER)
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# Default to use clang
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execute_process(COMMAND xcrun -sdk ${CMAKE_OSX_SYSROOT} -find clang
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OUTPUT_VARIABLE IOS_C_COMPILER
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RESULT_VARIABLE IOS_C_COMPILER_RESULT
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ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
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if(${IOS_C_COMPILER_RESULT})
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get_filename_component(IOS_C_COMPILER clang PROGRAM)
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endif()
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else(NOT CMAKE_C_COMPILER)
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# User can set it in cmake command
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get_filename_component(IOS_C_COMPILER ${CMAKE_C_COMPILER} PROGRAM)
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endif(NOT CMAKE_C_COMPILER)
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if(NOT EXISTS ${IOS_C_COMPILER})
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message(FATAL_ERROR "Cannot find C compiler: ${IOS_C_COMPILER}")
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endif()
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if(NOT CMAKE_CXX_COMPILER)
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# Default to use clang++
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execute_process(COMMAND xcrun -sdk ${CMAKE_OSX_SYSROOT} -find clang++
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OUTPUT_VARIABLE IOS_CXX_COMPILER
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RESULT_VARIABLE IOS_CXX_COMPILER_RESULT
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ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
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if(${IOS_CXX_COMPILER_RESULT})
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get_filename_component(IOS_CXX_COMPILER clang++ PROGRAM)
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endif()
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else(NOT CMAKE_CXX_COMPILER)
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# User can set it in cmake command
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get_filename_component(IOS_CXX_COMPILER ${CMAKE_CXX_COMPILER} PROGRAM)
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endif(NOT CMAKE_CXX_COMPILER)
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if(NOT EXISTS ${IOS_CXX_COMPILER})
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message(FATAL_ERROR "Cannot find CXX compiler: ${IOS_CXX_COMPILER}")
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endif()
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set(CMAKE_C_COMPILER ${IOS_C_COMPILER} CACHE PATH "C compiler" FORCE)
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set(CMAKE_CXX_COMPILER ${IOS_CXX_COMPILER} CACHE PATH "CXX compiler" FORCE)
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set(CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG "-compatibility_version ")
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set(CMAKE_C_OSX_CURRENT_VERSION_FLAG "-current_version ")
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set(CMAKE_CXX_OSX_COMPATIBILITY_VERSION_FLAG "${CMAKE_C_OSX_COMPATIBILITY_VERSION_FLAG}")
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set(CMAKE_CXX_OSX_CURRENT_VERSION_FLAG "${CMAKE_C_OSX_CURRENT_VERSION_FLAG}")
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# Set iOS specific C/C++ flags
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if(IOS_PLATFORM STREQUAL "OS")
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if(XCODE_VERSION VERSION_LESS "7.0")
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set(XCODE_IOS_PLATFORM_VERSION_FLAGS "-mios-version-min=${IOS_DEPLOYMENT_TARGET}")
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else()
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# Xcode 7.0+ uses flags we can build directly from XCODE_IOS_PLATFORM.
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set(XCODE_IOS_PLATFORM_VERSION_FLAGS "-m${XCODE_IOS_PLATFORM}-version-min=${IOS_DEPLOYMENT_TARGET}")
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endif()
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else()
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set(XCODE_IOS_FLATFORM_VERSION_FLAGS "-mios-simulator-version-min=${IOS_DEPLOYMENT_TARGET}")
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endif()
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if(IOS_ENABLE_BITCODE)
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set(XCODE_IOS_BITCODE_FLAGS "${IOS_COMPILER_FLAGS} -fembed-bitcode")
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else()
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set(XCODE_IOS_BITCODE_FLAGS "")
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endif()
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set(IOS_COMPILER_FLAGS "${XCODE_IOS_PLATFORM_VERSION_FLAGS} ${XCODE_IOS_BITCODE_FLAGS}")
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# Hidden visibilty is required for cxx on iOS
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set(CMAKE_C_FLAGS "${IOS_COMPILER_FLAGS} ${CMAKE_C_FLAGS}" CACHE STRING "C flags")
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set(CMAKE_CXX_FLAGS "${IOS_COMPILER_FLAGS} -fvisibility-inlines-hidden ${CMAKE_CXX_FLAGS}" CACHE STRING "CXX flags")
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set(IOS_LINK_FLAGS "${XCODE_IOS_PLATFORM_VERSION_FLAGS} -Wl,-search_paths_first")
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if(IOS_USE_VECLIB_FOR_BLAS)
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# Find vecLib for iOS
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set(VECLIB_SEARCH_DIRS
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${IOS_SDK_ROOT}/System/Library/Frameworks/Accelerate.framework/Versions/Current/Frameworks
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${IOS_SDK_ROOT}/System/Library/Frameworks/Accelerate.framework/Frameworks
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)
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find_path(VECLIB_INC_DIR vecLib.h PATHS ${VECLIB_SEARCH_DIRS}/vecLib.framework/Headers)
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include(FindPackageHandleStandardArgs)
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find_package_handle_standard_args(vecLib DEFAULT_MSG VECLIB_INC_DIR)
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if(VECLIB_FOUND)
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if(VECLIB_INC_DIR MATCHES "^/System/Library/Frameworks/vecLib.framework.*")
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set(IOS_LINK_FLAGS ${IOS_LINK_FLAGS} -lcblas "-framework vecLib")
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message(STATUS "Found standalone vecLib.framework")
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else()
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set(IOS_LINK_FLAGS ${IOS_LINK_FLAGS} -lcblas "-framework Accelerate")
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message(STATUS "Found vecLib as part of Accelerate.framework")
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endif()
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endif()
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endif()
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set(CMAKE_C_LINK_FLAGS "${IOS_LINK_FLAGS} ${CMAKE_C_LINK_FLAGS}")
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set(CMAKE_CXX_LINK_FLAGS "${IOS_LINK_FLAGS} ${CMAKE_CXX_LINK_FLAGS}")
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set(CMAKE_PLATFORM_HAS_INSTALLNAME 1)
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if(NOT IOS_ENABLE_BITCODE)
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set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-dynamiclib -headerpad_max_install_names")
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set(CMAKE_SHARED_MODULE_CREATE_C_FLAGS "-bundle -headerpad_max_install_names")
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else()
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set(CMAKE_SHARED_LIBRARY_CREATE_C_FLAGS "-dynamiclib")
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set(CMAKE_SHARED_MODULE_CREATE_C_FLAGS "-bundle")
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endif()
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set(CMAKE_SHARED_MODULE_LOADER_C_FLAG "-Wl,-bundle_loader,")
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set(CMAKE_SHARED_MODULE_LOADER_CXX_FLAG "-Wl,-bundle_loader,")
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set(CMAKE_FIND_LIBRARY_SUFFIXES ".dylib" ".so" ".a")
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# hack: if a new cmake (which uses CMAKE_INSTALL_NAME_TOOL) runs on an old build tree
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# (where install_name_tool was hardcoded) and where CMAKE_INSTALL_NAME_TOOL isn't in the cache
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# and still cmake didn't fail in CMakeFindBinUtils.cmake (because it isn't rerun)
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# hardcode CMAKE_INSTALL_NAME_TOOL here to install_name_tool, so it behaves as it did before, Alex
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if(NOT DEFINED CMAKE_INSTALL_NAME_TOOL)
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find_program(CMAKE_INSTALL_NAME_TOOL install_name_tool)
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endif()
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# Set the find root to the iOS developer roots and to user defined paths
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set(CMAKE_FIND_ROOT_PATH ${IOS_DEVELOPER_ROOT} ${IOS_SDK_ROOT} ${CMAKE_PREFIX_PATH}
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CACHE string "iOS find search path root")
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# default to searching for frameworks first
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set(CMAKE_FIND_FRAMEWORK FIRST)
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# set up the default search directories for frameworks
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set(CMAKE_SYSTEM_FRAMEWORK_PATH
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${IOS_SDK_ROOT}/System/Library/Frameworks
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${IOS_SDK_ROOT}/System/Library/PrivateFrameworks
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${IOS_SDK_ROOT}/Developer/Library/Frameworks
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)
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# only search the iOS sdks, not the remainder of the host filesystem
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set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
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set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
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set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
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message(STATUS "iOS: Targeting iOS '${CMAKE_SYSTEM_VERSION}', "
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"building for '${IOS_PLATFORM}' platform, with architecture '${CMAKE_OSX_ARCHITECTURES}'")
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message(STATUS "System CMAKE_C_FLAGS: ${CMAKE_C_FLAGS}")
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message(STATUS "System CMAKE_CXX_FLAGS: ${CMAKE_CXX_FLAGS}")
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# Used in ExternalProject command
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string(REPLACE ";" "\\$<SEMICOLON>" EXTERNAL_IOS_ARCHITECTURES "${CMAKE_OSX_ARCHITECTURES}")
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set(EXTERNAL_OPTIONAL_ARGS
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-DCMAKE_OSX_SYSROOT=${CMAKE_OSX_SYSROOT}
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-DCMAKE_OSX_ARCHITECTURES=${EXTERNAL_IOS_ARCHITECTURES})
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# This little macro lets you set any XCode specific property
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macro(set_xcode_property TARGET XCODE_PROPERTY XCODE_VALUE)
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set_property (TARGET ${TARGET} PROPERTY XCODE_ATTRIBUTE_${XCODE_PROPERTY} ${XCODE_VALUE})
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endmacro(set_xcode_property)
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# This macro lets you find executable programs on the host system
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macro(find_host_package)
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set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
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set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY NEVER)
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set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE NEVER)
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set(IOS FALSE)
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find_package(${ARGN})
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set(IOS TRUE)
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set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY)
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set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
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set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
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endmacro(find_host_package)
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