Add note array and view.
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21
rhythm_game/note/lane_view.gd
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21
rhythm_game/note/lane_view.gd
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## A NoteView that stores notes that exist on a lane.
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class_name LaneView extends NoteView
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## The lane notes will be filtered by.
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@export var lane: int
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## Get the array this LaneView refers to.
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func get_data() -> NoteSubset:
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return _lane_notes
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func update_current_beat(beat: float) -> void:
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_current_beat = beat
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_update_view_relative_to_notes(_lane_notes)
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# ======== Implementation ======== #
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var _lane_notes: NoteSubset
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func _set_data(p_notes: NoteArray) -> void:
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notes = p_notes
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_lane_notes = NoteSubset.get_notes_in_lane(p_notes, lane)
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_reset_view()
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1
rhythm_game/note/lane_view.gd.uid
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1
rhythm_game/note/lane_view.gd.uid
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uid://cq818ut4pmunn
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18
rhythm_game/note/note.gd
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rhythm_game/note/note.gd
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class_name Note extends Object
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enum TYPE {
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TAP = 0,
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HOLD_START = 1,
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HOLD_END = 2
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}
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var hit_beat: float
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var type: TYPE
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var lane: int
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func _init(p_hit_beat: float = -99.0, p_lane: int = 0, p_type: TYPE = TYPE.TAP) -> void:
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hit_beat = p_hit_beat
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lane = p_lane
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type = p_type
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1
rhythm_game/note/note.gd.uid
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1
rhythm_game/note/note.gd.uid
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uid://cgxrnivh6rjje
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44
rhythm_game/note/note_array.gd
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44
rhythm_game/note/note_array.gd
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## An array of notes, stored as arrays of data.
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## Notes are assumed to be sorted in ascending order by beat.
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class_name NoteArray extends Node
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## The ID of the note at [param index].
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func id_at(index: int) -> int:
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return index
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## The beat of the note at [param index].
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func beat_at(index: int) -> float:
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return _beats.get(index)
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## The type of the note at [param index].
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func type_at(index: int) -> Note.TYPE:
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return _types.get(index)
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## The lane of the note at [param index].
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func lane_at(index: int) -> int:
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return _lanes.get(index)
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## The number of notes in the array.
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func size() -> int:
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return _beats.size()
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## Remove all notes in the array.
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func clear() -> void:
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_beats = []
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_types = []
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_lanes = []
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# ======= IMPLEMENTATION ======= #
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var _beats: Array[float] = []
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var _types: Array[Note.TYPE] = []
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var _lanes: Array[int] = []
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func _append_note(note: Note) -> void:
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_beats.append(note.hit_beat)
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_types.append(note.type)
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_lanes.append(note.lane)
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func _append_note_data(beat: float, type: Note.TYPE, lane: int) -> void:
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_beats.append(beat)
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_types.append(type)
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_lanes.append(lane)
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1
rhythm_game/note/note_array.gd.uid
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1
rhythm_game/note/note_array.gd.uid
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uid://8isyo4pxyj1r
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25
rhythm_game/note/note_subset.gd
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rhythm_game/note/note_subset.gd
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## Contain a subset of notes in a [NoteArray].
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## Notes are expected to be sorted in ascending order by beat.
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## The original index of a note can be found with [method id_at].
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class_name NoteSubset extends NoteArray
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## The array where notes in this subset come from.
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var full_set: NoteArray
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## The ID (index of note in full_set) of the note at [param index].
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func id_at(index) -> int:
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return _ids.get(index)
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## Parse the given [param notes] and return a [class NoteSubset]
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## containing only notes in [param lane].
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static func get_notes_in_lane(notes: NoteArray, lane: int) -> NoteSubset:
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var lane_notes: NoteSubset = NoteSubset.new()
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lane_notes.full_set = notes
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for i in range(notes.size( )):
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if notes.lane_at(i) == lane:
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lane_notes._ids.append(i)
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lane_notes.append_note_data(notes.beat_at(i), notes.type_at(i), lane)
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return lane_notes
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## ====== IMPLEMENTATION ====== #
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var _ids: Array[int] = []
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1
rhythm_game/note/note_subset.gd.uid
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1
rhythm_game/note/note_subset.gd.uid
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uid://dhaxabkmyajjv
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19
rhythm_game/note/note_view.gd
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rhythm_game/note/note_view.gd
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## Gets a range of notes in a NoteData relative to a current beat.
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class_name NoteView extends View
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## The full set of notes.
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@export var notes: NoteArray = null: set = _set_notes
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## Get the array this NoteView refers to.
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func get_data() -> NoteArray:
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return notes
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func update_current_beat(beat: float) -> void:
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_current_beat = beat
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_update_view_relative_to_notes(notes)
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# ======= IMPLEMENTATION ======= #
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func _set_notes(p_notes: NoteArray) -> void:
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notes = p_notes
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_reset_view()
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1
rhythm_game/note/note_view.gd.uid
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1
rhythm_game/note/note_view.gd.uid
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uid://c7h7ue6kjgoha
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68
rhythm_game/note/view.gd
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68
rhythm_game/note/view.gd
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## Abstract class representing a range of notes in some kind of array,
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## expressed by a beginning index and an ending index: [begin, end).
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@abstract class_name View extends Node
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## Get the array this View refers to.
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@abstract func get_data() -> Variant
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## Update the view to be relative to beat.
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## Can be connected to a beat update signal.
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@abstract func update_current_beat(beat: float) -> void
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## Beginning of the range relative to te current beat where notes will be visible.
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## Any notes where (hit_beat < current_beat + offset_begin) will NOT be visible.
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@export var offset_begin: float = -4.0
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## End of the range relative to the current beat where notes will be visible.
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## Any notes where (hit_beat > current_beat + offset_end) will NOT be visible.
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@export var offset_end: float = 4.0
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## Return the index to the first element.
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func begin() -> int:
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return _begin
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## Return the index after the last element (equal to last index + 1).
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func end() -> int:
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return _end
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## Size of the range encompassed by begin() and end().
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func size() -> int:
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return int(_begin >= 0) * _end - _begin
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# ======= IMPLEMENETATION ======= #
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var _begin: int = -1
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var _end: int = -1
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var _current_beat: float = -999
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var _previous_beat: float = -999
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func _reset_view() -> void:
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_begin = -1
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_end = -1
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_current_beat = -999
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_previous_beat = -999
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## Update the view to match _current_beat.
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func _update_view_relative_to_notes(notes: NoteArray) -> void:
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var new_begin = _begin
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var new_end = _end
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if _current_beat > _previous_beat:
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# Update forward.
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while(new_begin < notes.size()) and (notes.beat_at(new_begin) < _current_beat + offset_begin):
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new_begin += 1
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while(new_end < notes.size()) and (notes.beat_at(new_end) <= _current_beat + offset_end):
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new_end += 1
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elif _current_beat < _previous_beat:
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# Update backward.
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while(new_begin >= 0) and (notes.beat_at(new_begin) >= _current_beat + offset_begin):
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_begin -= 1
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while(new_end >= 0) and (notes.beat_at(new_end) > _current_beat + offset_end):
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new_end -= 1
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if(new_begin != _begin):
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new_begin += 1
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if(new_end != _end):
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new_end += 1
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_begin = new_begin
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_end = new_end
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_previous_beat = _current_beat
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1
rhythm_game/note/view.gd.uid
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1
rhythm_game/note/view.gd.uid
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uid://drrwatuw1yur
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